1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
106 static unsigned int getStateCheckSum(int counter)
109 unsigned int mult = 1;
110 unsigned int checksum = 0;
112 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
114 static boolean first_game = TRUE;
116 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
122 lastFeld[x][y] = Feld[x][y];
123 else if (lastFeld[x][y] != Feld[x][y])
124 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
125 x, y, lastFeld[x][y], Feld[x][y]);
129 checksum += mult++ * Ur[x][y];
130 checksum += mult++ * Feld[x][y];
133 checksum += mult++ * MovPos[x][y];
134 checksum += mult++ * MovDir[x][y];
135 checksum += mult++ * MovDelay[x][y];
136 checksum += mult++ * Store[x][y];
137 checksum += mult++ * Store2[x][y];
138 checksum += mult++ * StorePlayer[x][y];
139 checksum += mult++ * Frame[x][y];
140 checksum += mult++ * AmoebaNr[x][y];
141 checksum += mult++ * JustHit[x][y];
142 checksum += mult++ * Stop[x][y];
146 if (counter == 3 && first_game)
156 void GetPlayerConfig()
158 if (sound_status == SOUND_OFF)
161 if (!sound_loops_allowed)
163 setup.sound_loops = FALSE;
164 setup.sound_music = FALSE;
167 setup.sound_simple = setup.sound;
175 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
176 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
178 /* don't play tapes over network */
179 network_playing = (options.network && !tape.playing);
181 for (i=0; i<MAX_PLAYERS; i++)
183 struct PlayerInfo *player = &stored_player[i];
185 player->index_nr = i;
186 player->element_nr = EL_SPIELER1 + i;
188 player->present = FALSE;
189 player->active = FALSE;
192 player->effective_action = 0;
195 player->gems_still_needed = level.edelsteine;
196 player->sokobanfields_still_needed = 0;
197 player->lights_still_needed = 0;
198 player->friends_still_needed = 0;
201 player->key[j] = FALSE;
203 player->dynamite = 0;
204 player->dynabomb_count = 0;
205 player->dynabomb_size = 0;
206 player->dynabombs_left = 0;
207 player->dynabomb_xl = FALSE;
209 player->MovDir = MV_NO_MOVING;
211 player->Pushing = FALSE;
215 player->actual_frame_counter = 0;
217 player->frame_reset_delay = 0;
219 player->push_delay = 0;
220 player->push_delay_value = 5;
222 player->move_delay = 0;
223 player->last_move_dir = MV_NO_MOVING;
225 player->snapped = FALSE;
227 player->gone = FALSE;
229 player->last_jx = player->last_jy = 0;
230 player->jx = player->jy = 0;
232 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
233 SnapField(player, 0, 0);
235 player->LevelSolved = FALSE;
236 player->GameOver = FALSE;
239 network_player_action_received = FALSE;
241 /* initial null action */
243 SendToServer_MovePlayer(MV_NO_MOVING);
250 TimeLeft = level.time;
252 ScreenMovDir = MV_NO_MOVING;
256 AllPlayersGone = SiebAktiv = FALSE;
258 for (i=0; i<MAX_NUM_AMOEBA; i++)
259 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
261 for (x=0; x<lev_fieldx; x++)
263 for (y=0; y<lev_fieldy; y++)
265 Feld[x][y] = Ur[x][y];
266 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
267 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
275 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
277 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
279 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
285 Feld[x][y] = EL_SPIELER1;
292 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
293 int jx = player->jx, jy = player->jy;
295 player->present = TRUE;
298 if (!network_playing || player->connected)
301 if (!options.network || player->connected)
303 player->active = TRUE;
305 /* remove potentially duplicate players */
306 if (StorePlayer[jx][jy] == Feld[x][y])
307 StorePlayer[jx][jy] = 0;
309 StorePlayer[x][y] = Feld[x][y];
313 printf("Player %d activated.\n", player->element_nr);
314 printf("[Local player is %d and currently %s.]\n",
315 local_player->element_nr,
316 local_player->active ? "active" : "not active");
320 Feld[x][y] = EL_LEERRAUM;
321 player->jx = player->last_jx = x;
322 player->jy = player->last_jy = y;
327 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
328 Feld[x][y] = EL_BADEWANNE1;
329 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
330 Feld[x][y] = EL_BADEWANNE2;
331 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
332 Feld[x][y] = EL_BADEWANNE3;
333 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE4;
335 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
336 Feld[x][y] = EL_BADEWANNE5;
373 if (y == lev_fieldy - 1)
375 Feld[x][y] = EL_AMOEBING;
376 Store[x][y] = EL_AMOEBE_NASS;
383 local_player->lights_still_needed++;
385 case EL_SOKOBAN_FELD_LEER:
386 local_player->sokobanfields_still_needed++;
390 local_player->friends_still_needed++;
394 MovDir[x][y] = 1 << RND(4);
401 /* check if any connected player was not found in playfield */
402 for (i=0; i<MAX_PLAYERS; i++)
404 struct PlayerInfo *player = &stored_player[i];
406 if (player->connected && !player->present)
408 for (j=0; j<MAX_PLAYERS; j++)
410 struct PlayerInfo *some_player = &stored_player[j];
411 int jx = some_player->jx, jy = some_player->jy;
413 /* assign first free player found that is present in the playfield */
414 if (some_player->present && !some_player->connected)
416 player->present = TRUE;
417 player->active = TRUE;
418 some_player->present = FALSE;
420 StorePlayer[jx][jy] = player->element_nr;
421 player->jx = player->last_jx = jx;
422 player->jy = player->last_jy = jy;
432 /* when playing a tape, eliminate all players who do not participate */
434 for (i=0; i<MAX_PLAYERS; i++)
436 if (stored_player[i].active && !tape.player_participates[i])
438 struct PlayerInfo *player = &stored_player[i];
439 int jx = player->jx, jy = player->jy;
441 player->active = FALSE;
442 StorePlayer[jx][jy] = 0;
443 Feld[jx][jy] = EL_LEERRAUM;
447 else if (!options.network && !setup.team_mode) /* && !tape.playing */
449 /* when in single player mode, eliminate all but the first active player */
451 for (i=0; i<MAX_PLAYERS; i++)
453 if (stored_player[i].active)
455 for (j=i+1; j<MAX_PLAYERS; j++)
457 if (stored_player[j].active)
459 struct PlayerInfo *player = &stored_player[j];
460 int jx = player->jx, jy = player->jy;
462 player->active = FALSE;
463 StorePlayer[jx][jy] = 0;
464 Feld[jx][jy] = EL_LEERRAUM;
471 /* when recording the game, store which players take part in the game */
474 for (i=0; i<MAX_PLAYERS; i++)
475 if (stored_player[i].active)
476 tape.player_participates[i] = TRUE;
481 for (i=0; i<MAX_PLAYERS; i++)
483 struct PlayerInfo *player = &stored_player[i];
485 printf("Player %d: present == %d, connected == %d, active == %d.\n",
490 if (local_player == player)
491 printf("Player %d is local player.\n", i+1);
495 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
496 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
498 scroll_x = scroll_y = -1;
499 if (local_player->jx >= MIDPOSX-1)
500 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
501 local_player->jx - MIDPOSX :
502 lev_fieldx - SCR_FIELDX + 1);
503 if (local_player->jy >= MIDPOSY-1)
504 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
505 local_player->jy - MIDPOSY :
506 lev_fieldy - SCR_FIELDY + 1);
508 CloseDoor(DOOR_CLOSE_1);
514 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
515 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
516 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
517 DrawTextExt(pix[PIX_DB_DOOR], gc,
518 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
519 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
520 DrawTextExt(pix[PIX_DB_DOOR], gc,
521 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
522 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
523 DrawTextExt(pix[PIX_DB_DOOR], gc,
524 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
525 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
526 DrawTextExt(pix[PIX_DB_DOOR], gc,
527 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
528 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
529 DrawTextExt(pix[PIX_DB_DOOR], gc,
530 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
531 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
533 DrawGameButton(BUTTON_GAME_STOP);
534 DrawGameButton(BUTTON_GAME_PAUSE);
535 DrawGameButton(BUTTON_GAME_PLAY);
536 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
537 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
538 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
539 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
540 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
541 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
542 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
543 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
545 OpenDoor(DOOR_OPEN_1);
547 if (setup.sound_music)
548 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
550 XAutoRepeatOff(display);
555 printf("Spieler %d %saktiv.\n",
556 i+1, (stored_player[i].active ? "" : "nicht "));
560 void InitMovDir(int x, int y)
562 int i, element = Feld[x][y];
563 static int xy[4][2] =
570 static int direction[2][4] =
572 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
573 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
582 Feld[x][y] = EL_KAEFER;
583 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
589 Feld[x][y] = EL_FLIEGER;
590 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
596 Feld[x][y] = EL_BUTTERFLY;
597 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
603 Feld[x][y] = EL_FIREFLY;
604 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
610 Feld[x][y] = EL_PACMAN;
611 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
614 MovDir[x][y] = 1 << RND(4);
615 if (element != EL_KAEFER &&
616 element != EL_FLIEGER &&
617 element != EL_BUTTERFLY &&
618 element != EL_FIREFLY)
623 int x1 = x + xy[i][0];
624 int y1 = y + xy[i][1];
626 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
628 if (element == EL_KAEFER || element == EL_BUTTERFLY)
630 MovDir[x][y] = direction[0][i];
633 else if (element == EL_FLIEGER || element == EL_FIREFLY)
635 MovDir[x][y] = direction[1][i];
644 void InitAmoebaNr(int x, int y)
647 int group_nr = AmoebeNachbarNr(x, y);
651 for (i=1; i<MAX_NUM_AMOEBA; i++)
653 if (AmoebaCnt[i] == 0)
661 AmoebaNr[x][y] = group_nr;
662 AmoebaCnt[group_nr]++;
663 AmoebaCnt2[group_nr]++;
669 int bumplevel = FALSE;
671 if (local_player->MovPos)
674 local_player->LevelSolved = FALSE;
678 if (setup.sound_loops)
679 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
683 if (!setup.sound_loops)
684 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
685 if (TimeLeft && !(TimeLeft % 10))
686 RaiseScore(level.score[SC_ZEITBONUS]);
687 if (TimeLeft > 100 && !(TimeLeft % 10))
691 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
696 if (setup.sound_loops)
702 /* Hero disappears */
703 DrawLevelField(ExitX, ExitY);
709 CloseDoor(DOOR_CLOSE_1);
714 SaveTape(tape.level_nr); /* Ask to save tape */
717 if ((hi_pos = NewHiScore()) >= 0)
719 game_status = HALLOFFAME;
720 DrawHallOfFame(hi_pos);
721 if (bumplevel && TAPE_IS_EMPTY(tape))
726 game_status = MAINMENU;
727 if (bumplevel && TAPE_IS_EMPTY(tape))
742 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
743 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
746 for (k=0; k<MAX_SCORE_ENTRIES; k++)
748 if (local_player->score > highscore[k].Score)
750 /* player has made it to the hall of fame */
752 if (k < MAX_SCORE_ENTRIES - 1)
754 int m = MAX_SCORE_ENTRIES - 1;
757 for (l=k; l<MAX_SCORE_ENTRIES; l++)
758 if (!strcmp(setup.player_name, highscore[l].Name))
760 if (m == k) /* player's new highscore overwrites his old one */
766 strcpy(highscore[l].Name, highscore[l - 1].Name);
767 highscore[l].Score = highscore[l - 1].Score;
774 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
775 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
776 highscore[k].Score = local_player->score;
782 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
783 break; /* player already there with a higher score */
794 void InitMovingField(int x, int y, int direction)
796 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
797 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
799 MovDir[x][y] = direction;
800 MovDir[newx][newy] = direction;
801 if (Feld[newx][newy] == EL_LEERRAUM)
802 Feld[newx][newy] = EL_BLOCKED;
805 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
807 int direction = MovDir[x][y];
808 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
809 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
815 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
817 int oldx = x, oldy = y;
818 int direction = MovDir[x][y];
820 if (direction == MV_LEFT)
822 else if (direction == MV_RIGHT)
824 else if (direction == MV_UP)
826 else if (direction == MV_DOWN)
829 *comes_from_x = oldx;
830 *comes_from_y = oldy;
833 int MovingOrBlocked2Element(int x, int y)
835 int element = Feld[x][y];
837 if (element == EL_BLOCKED)
841 Blocked2Moving(x, y, &oldx, &oldy);
842 return Feld[oldx][oldy];
848 static void RemoveField(int x, int y)
850 Feld[x][y] = EL_LEERRAUM;
856 void RemoveMovingField(int x, int y)
858 int oldx = x, oldy = y, newx = x, newy = y;
860 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
865 Moving2Blocked(x, y, &newx, &newy);
866 if (Feld[newx][newy] != EL_BLOCKED)
869 else if (Feld[x][y] == EL_BLOCKED)
871 Blocked2Moving(x, y, &oldx, &oldy);
872 if (!IS_MOVING(oldx, oldy))
876 if (Feld[x][y] == EL_BLOCKED &&
877 (Store[oldx][oldy] == EL_MORAST_LEER ||
878 Store[oldx][oldy] == EL_SIEB_LEER ||
879 Store[oldx][oldy] == EL_SIEB2_LEER ||
880 Store[oldx][oldy] == EL_AMOEBE_NASS))
882 Feld[oldx][oldy] = Store[oldx][oldy];
883 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
886 Feld[oldx][oldy] = EL_LEERRAUM;
888 Feld[newx][newy] = EL_LEERRAUM;
889 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
890 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
892 DrawLevelField(oldx, oldy);
893 DrawLevelField(newx, newy);
896 void DrawDynamite(int x, int y)
898 int sx = SCREENX(x), sy = SCREENY(y);
899 int graphic = el2gfx(Feld[x][y]);
902 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
906 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
908 if (Feld[x][y] == EL_DYNAMIT)
910 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
915 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
920 DrawGraphicThruMask(sx, sy, graphic + phase);
922 DrawGraphic(sx, sy, graphic + phase);
925 void CheckDynamite(int x, int y)
927 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
932 if (!(MovDelay[x][y] % 12))
933 PlaySoundLevel(x, y, SND_ZISCH);
935 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
937 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
944 StopSound(SND_ZISCH);
948 void Explode(int ex, int ey, int phase, int mode)
951 int num_phase = 9, delay = 2;
952 int last_phase = num_phase * delay;
953 int half_phase = (num_phase / 2) * delay;
955 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
957 int center_element = Feld[ex][ey];
959 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
961 center_element = MovingOrBlocked2Element(ex, ey);
962 RemoveMovingField(ex, ey);
965 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
967 int element = Feld[x][y];
969 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
971 element = MovingOrBlocked2Element(x, y);
972 RemoveMovingField(x, y);
975 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
978 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
982 if (element == EL_EXPLODING)
983 element = Store2[x][y];
985 if (IS_PLAYER(ex, ey))
987 switch(StorePlayer[ex][ey])
990 Store[x][y] = EL_EDELSTEIN_ROT;
993 Store[x][y] = EL_EDELSTEIN;
996 Store[x][y] = EL_EDELSTEIN_LILA;
1000 Store[x][y] = EL_EDELSTEIN_GELB;
1004 else if (center_element == EL_MAULWURF)
1005 Store[x][y] = EL_EDELSTEIN_ROT;
1006 else if (center_element == EL_PINGUIN)
1007 Store[x][y] = EL_EDELSTEIN_LILA;
1008 else if (center_element == EL_KAEFER)
1009 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1010 else if (center_element == EL_BUTTERFLY)
1011 Store[x][y] = EL_EDELSTEIN_BD;
1012 else if (center_element == EL_MAMPFER)
1013 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1014 else if (center_element == EL_AMOEBA2DIAM)
1015 Store[x][y] = level.amoebe_inhalt;
1016 else if (element == EL_ERZ_EDEL)
1017 Store[x][y] = EL_EDELSTEIN;
1018 else if (element == EL_ERZ_DIAM)
1019 Store[x][y] = EL_DIAMANT;
1020 else if (element == EL_ERZ_EDEL_BD)
1021 Store[x][y] = EL_EDELSTEIN_BD;
1022 else if (element == EL_ERZ_EDEL_GELB)
1023 Store[x][y] = EL_EDELSTEIN_GELB;
1024 else if (element == EL_ERZ_EDEL_ROT)
1025 Store[x][y] = EL_EDELSTEIN_ROT;
1026 else if (element == EL_ERZ_EDEL_LILA)
1027 Store[x][y] = EL_EDELSTEIN_LILA;
1028 else if (!IS_PFORTE(Store[x][y]))
1029 Store[x][y] = EL_LEERRAUM;
1031 if (x != ex || y != ey ||
1032 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1033 Store2[x][y] = element;
1035 if (AmoebaNr[x][y] &&
1036 (element == EL_AMOEBE_VOLL ||
1037 element == EL_AMOEBE_BD ||
1038 element == EL_AMOEBING))
1040 AmoebaCnt[AmoebaNr[x][y]]--;
1041 AmoebaCnt2[AmoebaNr[x][y]]--;
1044 Feld[x][y] = EL_EXPLODING;
1045 MovDir[x][y] = MovPos[x][y] = 0;
1051 if (center_element == EL_MAMPFER)
1052 MampferNr = (MampferNr+1) % 4;
1063 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1065 if (phase == half_phase)
1067 int element = Store2[x][y];
1069 if (IS_PLAYER(x, y))
1070 KillHero(PLAYERINFO(x, y));
1071 else if (IS_EXPLOSIVE(element))
1073 Feld[x][y] = Store2[x][y];
1077 else if (element == EL_AMOEBA2DIAM)
1078 AmoebeUmwandeln(x, y);
1081 if (phase == last_phase)
1085 element = Feld[x][y] = Store[x][y];
1086 Store[x][y] = Store2[x][y] = 0;
1087 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1088 if (CAN_MOVE(element) || COULD_MOVE(element))
1090 DrawLevelField(x, y);
1092 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1095 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1097 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1101 void DynaExplode(int ex, int ey)
1104 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1105 static int xy[4][2] =
1113 Store2[ex][ey] = 0; /* delete player information */
1115 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1119 for (j=1; j<=player->dynabomb_size; j++)
1121 int x = ex+j*xy[i%4][0];
1122 int y = ey+j*xy[i%4][1];
1125 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1128 element = Feld[x][y];
1129 Explode(x, y, EX_PHASE_START, EX_BORDER);
1131 if (element != EL_LEERRAUM &&
1132 element != EL_ERDREICH &&
1133 element != EL_EXPLODING &&
1134 !player->dynabomb_xl)
1139 player->dynabombs_left++;
1142 void Bang(int x, int y)
1144 int element = Feld[x][y];
1146 PlaySoundLevel(x, y, SND_ROAAAR);
1148 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1149 element = EL_LEERRAUM;
1161 RaiseScoreElement(element);
1162 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1165 case EL_DYNABOMB_NR:
1166 case EL_DYNABOMB_SZ:
1167 case EL_DYNABOMB_XL:
1174 Explode(x, y, EX_PHASE_START, EX_CENTER);
1177 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1182 void Blurb(int x, int y)
1184 int element = Feld[x][y];
1186 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1188 PlaySoundLevel(x, y, SND_BLURB);
1189 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1190 (!IN_LEV_FIELD(x-1, y-1) ||
1191 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1193 Feld[x-1][y] = EL_BLURB_LEFT;
1195 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1196 (!IN_LEV_FIELD(x+1, y-1) ||
1197 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1199 Feld[x+1][y] = EL_BLURB_RIGHT;
1204 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1206 if (!MovDelay[x][y]) /* initialize animation counter */
1209 if (MovDelay[x][y]) /* continue animation */
1212 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1213 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1215 if (!MovDelay[x][y])
1217 Feld[x][y] = EL_LEERRAUM;
1218 DrawLevelField(x, y);
1224 void Impact(int x, int y)
1226 boolean lastline = (y == lev_fieldy-1);
1227 boolean object_hit = FALSE;
1228 int element = Feld[x][y];
1231 if (!lastline) /* check if element below was hit */
1233 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1236 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1237 MovDir[x][y+1]!=MV_DOWN ||
1238 MovPos[x][y+1]<=TILEY/2));
1240 smashed = MovingOrBlocked2Element(x, y+1);
1243 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1249 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1255 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1257 if (object_hit && IS_PLAYER(x, y+1))
1258 KillHero(PLAYERINFO(x, y+1));
1259 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1263 Feld[x][y] = EL_AMOEBING;
1264 Store[x][y] = EL_AMOEBE_NASS;
1269 if (!lastline && object_hit) /* check which object was hit */
1271 if (CAN_CHANGE(element) &&
1272 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1273 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1275 if (IS_PLAYER(x, y+1))
1277 KillHero(PLAYERINFO(x, y+1));
1280 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1285 else if (element == EL_EDELSTEIN_BD)
1287 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1293 else if (element == EL_FELSBROCKEN)
1295 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1296 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1301 else if (!IS_MOVING(x, y+1))
1303 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1308 else if (smashed == EL_KOKOSNUSS)
1310 Feld[x][y+1] = EL_CRACKINGNUT;
1311 PlaySoundLevel(x, y, SND_KNACK);
1312 RaiseScoreElement(EL_KOKOSNUSS);
1315 else if (smashed == EL_DIAMANT)
1317 Feld[x][y+1] = EL_LEERRAUM;
1318 PlaySoundLevel(x, y, SND_QUIRK);
1325 /* play sound of magic wall / mill */
1327 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1329 PlaySoundLevel(x, y, SND_QUIRK);
1333 /* play sound of object that hits the ground */
1334 if (lastline || object_hit)
1341 case EL_EDELSTEIN_BD:
1342 case EL_EDELSTEIN_GELB:
1343 case EL_EDELSTEIN_ROT:
1344 case EL_EDELSTEIN_LILA:
1351 case EL_FELSBROCKEN:
1355 case EL_SCHLUESSEL1:
1356 case EL_SCHLUESSEL2:
1357 case EL_SCHLUESSEL3:
1358 case EL_SCHLUESSEL4:
1371 PlaySoundLevel(x, y, sound);
1375 void TurnRound(int x, int y)
1387 { 0, 0 }, { 0, 0 }, { 0, 0 },
1392 int left, right, back;
1396 { MV_DOWN, MV_UP, MV_RIGHT },
1397 { MV_UP, MV_DOWN, MV_LEFT },
1399 { MV_LEFT, MV_RIGHT, MV_DOWN },
1400 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1401 { MV_RIGHT, MV_LEFT, MV_UP }
1404 int element = Feld[x][y];
1405 int old_move_dir = MovDir[x][y];
1406 int left_dir = turn[old_move_dir].left;
1407 int right_dir = turn[old_move_dir].right;
1408 int back_dir = turn[old_move_dir].back;
1410 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1411 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1412 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1413 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1415 int left_x = x+left_dx, left_y = y+left_dy;
1416 int right_x = x+right_dx, right_y = y+right_dy;
1417 int move_x = x+move_dx, move_y = y+move_dy;
1419 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1421 TestIfBadThingHitsOtherBadThing(x, y);
1423 if (IN_LEV_FIELD(right_x, right_y) &&
1424 IS_FREE_OR_PLAYER(right_x, right_y))
1425 MovDir[x][y] = right_dir;
1426 else if (!IN_LEV_FIELD(move_x, move_y) ||
1427 !IS_FREE_OR_PLAYER(move_x, move_y))
1428 MovDir[x][y] = left_dir;
1430 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1432 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1435 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1437 TestIfBadThingHitsOtherBadThing(x, y);
1439 if (IN_LEV_FIELD(left_x, left_y) &&
1440 IS_FREE_OR_PLAYER(left_x, left_y))
1441 MovDir[x][y] = left_dir;
1442 else if (!IN_LEV_FIELD(move_x, move_y) ||
1443 !IS_FREE_OR_PLAYER(move_x, move_y))
1444 MovDir[x][y] = right_dir;
1446 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1448 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1451 else if (element == EL_MAMPFER)
1453 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1455 if (IN_LEV_FIELD(left_x, left_y) &&
1456 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1457 Feld[left_x][left_y] == EL_DIAMANT))
1458 can_turn_left = TRUE;
1459 if (IN_LEV_FIELD(right_x, right_y) &&
1460 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1461 Feld[right_x][right_y] == EL_DIAMANT))
1462 can_turn_right = TRUE;
1464 if (can_turn_left && can_turn_right)
1465 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1466 else if (can_turn_left)
1467 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1468 else if (can_turn_right)
1469 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1471 MovDir[x][y] = back_dir;
1473 MovDelay[x][y] = 16+16*RND(3);
1475 else if (element == EL_MAMPFER2)
1477 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1479 if (IN_LEV_FIELD(left_x, left_y) &&
1480 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1481 IS_MAMPF2(Feld[left_x][left_y])))
1482 can_turn_left = TRUE;
1483 if (IN_LEV_FIELD(right_x, right_y) &&
1484 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1485 IS_MAMPF2(Feld[right_x][right_y])))
1486 can_turn_right = TRUE;
1488 if (can_turn_left && can_turn_right)
1489 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1490 else if (can_turn_left)
1491 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1492 else if (can_turn_right)
1493 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1495 MovDir[x][y] = back_dir;
1497 MovDelay[x][y] = 16+16*RND(3);
1499 else if (element == EL_PACMAN)
1501 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1503 if (IN_LEV_FIELD(left_x, left_y) &&
1504 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1505 IS_AMOEBOID(Feld[left_x][left_y])))
1506 can_turn_left = TRUE;
1507 if (IN_LEV_FIELD(right_x, right_y) &&
1508 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1509 IS_AMOEBOID(Feld[right_x][right_y])))
1510 can_turn_right = TRUE;
1512 if (can_turn_left && can_turn_right)
1513 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1514 else if (can_turn_left)
1515 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1516 else if (can_turn_right)
1517 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1519 MovDir[x][y] = back_dir;
1521 MovDelay[x][y] = 6+RND(40);
1523 else if (element == EL_SCHWEIN)
1525 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1526 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1527 boolean should_move_on = FALSE;
1529 int rnd = RND(rnd_value);
1531 if (IN_LEV_FIELD(left_x, left_y) &&
1532 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1533 can_turn_left = TRUE;
1534 if (IN_LEV_FIELD(right_x, right_y) &&
1535 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1536 can_turn_right = TRUE;
1537 if (IN_LEV_FIELD(move_x, move_y) &&
1538 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1541 if (can_turn_left &&
1543 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1544 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1545 should_turn_left = TRUE;
1546 if (can_turn_right &&
1548 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1549 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1550 should_turn_right = TRUE;
1552 (!can_turn_left || !can_turn_right ||
1553 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1554 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1555 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1556 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1557 should_move_on = TRUE;
1559 if (should_turn_left || should_turn_right || should_move_on)
1561 if (should_turn_left && should_turn_right && should_move_on)
1562 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1563 rnd < 2*rnd_value/3 ? right_dir :
1565 else if (should_turn_left && should_turn_right)
1566 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1567 else if (should_turn_left && should_move_on)
1568 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1569 else if (should_turn_right && should_move_on)
1570 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1571 else if (should_turn_left)
1572 MovDir[x][y] = left_dir;
1573 else if (should_turn_right)
1574 MovDir[x][y] = right_dir;
1575 else if (should_move_on)
1576 MovDir[x][y] = old_move_dir;
1578 else if (can_move_on && rnd > rnd_value/8)
1579 MovDir[x][y] = old_move_dir;
1580 else if (can_turn_left && can_turn_right)
1581 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1582 else if (can_turn_left && rnd > rnd_value/8)
1583 MovDir[x][y] = left_dir;
1584 else if (can_turn_right && rnd > rnd_value/8)
1585 MovDir[x][y] = right_dir;
1587 MovDir[x][y] = back_dir;
1589 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1590 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1591 MovDir[x][y] = old_move_dir;
1595 else if (element == EL_DRACHE)
1597 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1599 int rnd = RND(rnd_value);
1601 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1602 can_turn_left = TRUE;
1603 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1604 can_turn_right = TRUE;
1605 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1608 if (can_move_on && rnd > rnd_value/8)
1609 MovDir[x][y] = old_move_dir;
1610 else if (can_turn_left && can_turn_right)
1611 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1612 else if (can_turn_left && rnd > rnd_value/8)
1613 MovDir[x][y] = left_dir;
1614 else if (can_turn_right && rnd > rnd_value/8)
1615 MovDir[x][y] = right_dir;
1617 MovDir[x][y] = back_dir;
1619 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1620 MovDir[x][y] = old_move_dir;
1624 else if (element == EL_ROBOT || element == EL_SONDE ||
1625 element == EL_MAULWURF || element == EL_PINGUIN)
1627 int attr_x = -1, attr_y = -1;
1638 for (i=0; i<MAX_PLAYERS; i++)
1640 struct PlayerInfo *player = &stored_player[i];
1641 int jx = player->jx, jy = player->jy;
1643 if (!player->active || player->gone)
1646 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1654 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1660 if (element == EL_MAULWURF || element == EL_PINGUIN)
1663 static int xy[4][2] =
1673 int ex = x + xy[i%4][0];
1674 int ey = y + xy[i%4][1];
1676 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1685 MovDir[x][y] = MV_NO_MOVING;
1687 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1689 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1691 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1693 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1695 if (element == EL_ROBOT)
1699 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1700 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1701 Moving2Blocked(x, y, &newx, &newy);
1703 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1704 MovDelay[x][y] = 8+8*!RND(3);
1706 MovDelay[x][y] = 16;
1714 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1716 boolean first_horiz = RND(2);
1717 int new_move_dir = MovDir[x][y];
1720 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1721 Moving2Blocked(x, y, &newx, &newy);
1723 if (IN_LEV_FIELD(newx, newy) &&
1724 (IS_FREE(newx, newy) ||
1725 Feld[newx][newy] == EL_SALZSAEURE ||
1726 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1727 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1728 IS_MAMPF3(Feld[newx][newy])))))
1732 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1733 Moving2Blocked(x, y, &newx, &newy);
1735 if (IN_LEV_FIELD(newx, newy) &&
1736 (IS_FREE(newx, newy) ||
1737 Feld[newx][newy] == EL_SALZSAEURE ||
1738 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1739 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1740 IS_MAMPF3(Feld[newx][newy])))))
1743 MovDir[x][y] = old_move_dir;
1750 static boolean JustBeingPushed(int x, int y)
1754 for (i=0; i<MAX_PLAYERS; i++)
1756 struct PlayerInfo *player = &stored_player[i];
1758 if (player->active && !player->gone &&
1759 player->Pushing && player->MovPos)
1761 int next_jx = player->jx + (player->jx - player->last_jx);
1762 int next_jy = player->jy + (player->jy - player->last_jy);
1764 if (x == next_jx && y == next_jy)
1772 void StartMoving(int x, int y)
1774 int element = Feld[x][y];
1779 if (CAN_FALL(element) && y<lev_fieldy-1)
1781 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1782 if (JustBeingPushed(x, y))
1785 if (element == EL_MORAST_VOLL)
1787 if (IS_FREE(x, y+1))
1789 InitMovingField(x, y, MV_DOWN);
1790 Feld[x][y] = EL_FELSBROCKEN;
1791 Store[x][y] = EL_MORAST_LEER;
1793 else if (Feld[x][y+1] == EL_MORAST_LEER)
1795 if (!MovDelay[x][y])
1796 MovDelay[x][y] = TILEY + 1;
1805 Feld[x][y] = EL_MORAST_LEER;
1806 Feld[x][y+1] = EL_MORAST_VOLL;
1809 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1811 InitMovingField(x, y, MV_DOWN);
1812 Store[x][y] = EL_MORAST_VOLL;
1814 else if (element == EL_SIEB_VOLL)
1816 if (IS_FREE(x, y+1))
1818 InitMovingField(x, y, MV_DOWN);
1819 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1820 Store[x][y] = EL_SIEB_LEER;
1822 else if (Feld[x][y+1] == EL_SIEB_LEER)
1824 if (!MovDelay[x][y])
1825 MovDelay[x][y] = TILEY/4 + 1;
1834 Feld[x][y] = EL_SIEB_LEER;
1835 Feld[x][y+1] = EL_SIEB_VOLL;
1836 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1840 else if (element == EL_SIEB2_VOLL)
1842 if (IS_FREE(x, y+1))
1844 InitMovingField(x, y, MV_DOWN);
1845 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1846 Store[x][y] = EL_SIEB2_LEER;
1848 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1850 if (!MovDelay[x][y])
1851 MovDelay[x][y] = TILEY/4 + 1;
1860 Feld[x][y] = EL_SIEB2_LEER;
1861 Feld[x][y+1] = EL_SIEB2_VOLL;
1862 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1866 else if (SiebAktiv && CAN_CHANGE(element) &&
1867 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1869 InitMovingField(x, y, MV_DOWN);
1871 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1872 Store2[x][y+1] = element;
1874 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1877 InitMovingField(x, y, MV_DOWN);
1878 Store[x][y] = EL_SALZSAEURE;
1880 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1884 else if (IS_FREE(x, y+1))
1886 InitMovingField(x, y, MV_DOWN);
1888 else if (element == EL_TROPFEN)
1890 Feld[x][y] = EL_AMOEBING;
1891 Store[x][y] = EL_AMOEBE_NASS;
1893 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1895 boolean left = (x>0 && IS_FREE(x-1, y) &&
1896 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1897 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1898 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1902 if (left && right && game_emulation != EMU_BOULDERDASH)
1903 left = !(right = RND(2));
1905 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1909 else if (CAN_MOVE(element))
1913 if (element == EL_SONDE && JustBeingPushed(x, y))
1916 if (!MovDelay[x][y]) /* start new movement phase */
1918 /* all objects that can change their move direction after each step */
1919 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1921 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1924 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1925 DrawLevelField(x, y);
1929 if (MovDelay[x][y]) /* wait some time before next movement */
1933 if (element == EL_ROBOT || element == EL_MAMPFER ||
1934 element == EL_MAMPFER2)
1936 int phase = MovDelay[x][y] % 8;
1941 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1942 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1944 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1945 && MovDelay[x][y]%4 == 3)
1946 PlaySoundLevel(x, y, SND_NJAM);
1948 else if (element == EL_DRACHE)
1951 int dir = MovDir[x][y];
1952 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1953 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1954 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1955 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1956 dir == MV_UP ? GFX_FLAMMEN_UP :
1957 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1958 int phase = FrameCounter % 2;
1960 for (i=1; i<=3; i++)
1962 int xx = x + i*dx, yy = y + i*dy;
1963 int sx = SCREENX(xx), sy = SCREENY(yy);
1965 if (!IN_LEV_FIELD(xx, yy) ||
1966 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1971 int flamed = MovingOrBlocked2Element(xx, yy);
1973 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1976 RemoveMovingField(xx, yy);
1978 Feld[xx][yy] = EL_BURNING;
1979 if (IN_SCR_FIELD(sx, sy))
1980 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1984 if (Feld[xx][yy] == EL_BURNING)
1985 Feld[xx][yy] = EL_LEERRAUM;
1986 DrawLevelField(xx, yy);
1995 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1997 PlaySoundLevel(x, y, SND_KLAPPER);
1999 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2001 PlaySoundLevel(x, y, SND_ROEHR);
2004 /* now make next step */
2006 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2008 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2010 /* enemy got the player */
2012 KillHero(PLAYERINFO(newx, newy));
2015 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2016 element == EL_ROBOT || element == EL_SONDE) &&
2017 IN_LEV_FIELD(newx, newy) &&
2018 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2021 Store[x][y] = EL_SALZSAEURE;
2023 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2024 IN_LEV_FIELD(newx, newy))
2026 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2028 Feld[x][y] = EL_LEERRAUM;
2029 DrawLevelField(x, y);
2031 PlaySoundLevel(newx, newy, SND_BUING);
2032 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2033 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2035 local_player->friends_still_needed--;
2036 if (!local_player->friends_still_needed &&
2037 !local_player->GameOver && AllPlayersGone)
2038 local_player->LevelSolved = local_player->GameOver = TRUE;
2042 else if (IS_MAMPF3(Feld[newx][newy]))
2044 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2045 DrawLevelField(newx, newy);
2047 MovDir[x][y] = MV_NO_MOVING;
2049 else if (!IS_FREE(newx, newy))
2051 if (IS_PLAYER(x, y))
2052 DrawPlayerField(x, y);
2054 DrawLevelField(x, y);
2058 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2060 if (IS_GEM(Feld[newx][newy]))
2062 if (IS_MOVING(newx, newy))
2063 RemoveMovingField(newx, newy);
2066 Feld[newx][newy] = EL_LEERRAUM;
2067 DrawLevelField(newx, newy);
2070 else if (!IS_FREE(newx, newy))
2072 if (IS_PLAYER(x, y))
2073 DrawPlayerField(x, y);
2075 DrawLevelField(x, y);
2079 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2081 if (!IS_FREE(newx, newy))
2083 if (IS_PLAYER(x, y))
2084 DrawPlayerField(x, y);
2086 DrawLevelField(x, y);
2091 boolean wanna_flame = !RND(10);
2092 int dx = newx - x, dy = newy - y;
2093 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2094 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2095 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2096 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2097 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2098 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2100 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2101 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2102 element1 != EL_BURNING && element2 != EL_BURNING)
2104 if (IS_PLAYER(x, y))
2105 DrawPlayerField(x, y);
2107 DrawLevelField(x, y);
2109 MovDelay[x][y] = 50;
2110 Feld[newx][newy] = EL_BURNING;
2111 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2112 Feld[newx1][newy1] = EL_BURNING;
2113 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2114 Feld[newx2][newy2] = EL_BURNING;
2119 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2120 Feld[newx][newy] == EL_DIAMANT)
2122 if (IS_MOVING(newx, newy))
2123 RemoveMovingField(newx, newy);
2126 Feld[newx][newy] = EL_LEERRAUM;
2127 DrawLevelField(newx, newy);
2130 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2131 IS_MAMPF2(Feld[newx][newy]))
2133 if (AmoebaNr[newx][newy])
2135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2136 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2137 Feld[newx][newy] == EL_AMOEBE_BD)
2138 AmoebaCnt[AmoebaNr[newx][newy]]--;
2141 if (IS_MOVING(newx, newy))
2142 RemoveMovingField(newx, newy);
2145 Feld[newx][newy] = EL_LEERRAUM;
2146 DrawLevelField(newx, newy);
2149 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2150 IS_AMOEBOID(Feld[newx][newy]))
2152 if (AmoebaNr[newx][newy])
2154 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2155 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2156 Feld[newx][newy] == EL_AMOEBE_BD)
2157 AmoebaCnt[AmoebaNr[newx][newy]]--;
2160 Feld[newx][newy] = EL_LEERRAUM;
2161 DrawLevelField(newx, newy);
2163 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2165 /* object was running against a wall */
2169 if (element == EL_KAEFER || element == EL_FLIEGER)
2170 DrawLevelField(x, y);
2171 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2172 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2173 else if (element == EL_SONDE)
2174 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2179 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2180 PlaySoundLevel(x, y, SND_SCHLURF);
2182 InitMovingField(x, y, MovDir[x][y]);
2186 ContinueMoving(x, y);
2189 void ContinueMoving(int x, int y)
2191 int element = Feld[x][y];
2192 int direction = MovDir[x][y];
2193 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2194 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2195 int horiz_move = (dx!=0);
2196 int newx = x + dx, newy = y + dy;
2197 int step = (horiz_move ? dx : dy) * TILEX/8;
2199 if (CAN_FALL(element) && horiz_move)
2201 else if (element == EL_TROPFEN)
2203 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2206 MovPos[x][y] += step;
2208 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2210 Feld[x][y] = EL_LEERRAUM;
2211 Feld[newx][newy] = element;
2213 if (Store[x][y] == EL_MORAST_VOLL)
2216 Feld[newx][newy] = EL_MORAST_VOLL;
2217 element = EL_MORAST_VOLL;
2219 else if (Store[x][y] == EL_MORAST_LEER)
2222 Feld[x][y] = EL_MORAST_LEER;
2224 else if (Store[x][y] == EL_SIEB_VOLL)
2227 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2229 else if (Store[x][y] == EL_SIEB_LEER)
2231 Store[x][y] = Store2[x][y] = 0;
2232 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2234 else if (Store[x][y] == EL_SIEB2_VOLL)
2237 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2239 else if (Store[x][y] == EL_SIEB2_LEER)
2241 Store[x][y] = Store2[x][y] = 0;
2242 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2244 else if (Store[x][y] == EL_SALZSAEURE)
2247 Feld[newx][newy] = EL_SALZSAEURE;
2248 element = EL_SALZSAEURE;
2250 else if (Store[x][y] == EL_AMOEBE_NASS)
2253 Feld[x][y] = EL_AMOEBE_NASS;
2256 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2257 MovDelay[newx][newy] = 0;
2259 if (!CAN_MOVE(element))
2260 MovDir[newx][newy] = 0;
2262 DrawLevelField(x, y);
2263 DrawLevelField(newx, newy);
2265 Stop[newx][newy] = TRUE;
2266 JustHit[x][newy] = 3;
2268 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2270 TestIfBadThingHitsHero(newx, newy);
2271 TestIfBadThingHitsFriend(newx, newy);
2272 TestIfBadThingHitsOtherBadThing(newx, newy);
2274 else if (element == EL_PINGUIN)
2275 TestIfFriendHitsBadThing(newx, newy);
2277 if (CAN_SMASH(element) && direction == MV_DOWN &&
2278 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2281 else /* still moving on */
2282 DrawLevelField(x, y);
2285 int AmoebeNachbarNr(int ax, int ay)
2288 int element = Feld[ax][ay];
2290 static int xy[4][2] =
2300 int x = ax+xy[i%4][0];
2301 int y = ay+xy[i%4][1];
2303 if (!IN_LEV_FIELD(x, y))
2306 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2307 group_nr = AmoebaNr[x][y];
2313 void AmoebenVereinigen(int ax, int ay)
2315 int i, x, y, xx, yy;
2316 int new_group_nr = AmoebaNr[ax][ay];
2317 static int xy[4][2] =
2333 if (!IN_LEV_FIELD(x, y))
2336 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2337 Feld[x][y] == EL_AMOEBE_BD ||
2338 Feld[x][y] == EL_AMOEBE_TOT) &&
2339 AmoebaNr[x][y] != new_group_nr)
2341 int old_group_nr = AmoebaNr[x][y];
2343 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2344 AmoebaCnt[old_group_nr] = 0;
2345 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2346 AmoebaCnt2[old_group_nr] = 0;
2348 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2349 if (AmoebaNr[xx][yy] == old_group_nr)
2350 AmoebaNr[xx][yy] = new_group_nr;
2355 void AmoebeUmwandeln(int ax, int ay)
2358 int group_nr = AmoebaNr[ax][ay];
2359 static int xy[4][2] =
2367 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2369 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2371 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2374 Feld[x][y] = EL_AMOEBA2DIAM;
2386 if (!IN_LEV_FIELD(x, y))
2389 if (Feld[x][y] == EL_AMOEBA2DIAM)
2395 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2398 int group_nr = AmoebaNr[ax][ay];
2399 boolean done = FALSE;
2401 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2403 if (AmoebaNr[x][y] == group_nr &&
2404 (Feld[x][y] == EL_AMOEBE_TOT ||
2405 Feld[x][y] == EL_AMOEBE_BD ||
2406 Feld[x][y] == EL_AMOEBING))
2409 Feld[x][y] = new_element;
2410 DrawLevelField(x, y);
2416 PlaySoundLevel(ax, ay,
2417 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2420 void AmoebeWaechst(int x, int y)
2422 static long sound_delay = 0;
2423 static int sound_delay_value = 0;
2425 if (!MovDelay[x][y]) /* start new growing cycle */
2429 if (DelayReached(&sound_delay, sound_delay_value))
2431 PlaySoundLevel(x, y, SND_AMOEBE);
2432 sound_delay_value = 30;
2436 if (MovDelay[x][y]) /* wait some time before growing bigger */
2439 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2440 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2442 if (!MovDelay[x][y])
2444 Feld[x][y] = Store[x][y];
2446 DrawLevelField(x, y);
2451 void AmoebeAbleger(int ax, int ay)
2454 int element = Feld[ax][ay];
2455 int newax = ax, neway = ay;
2456 static int xy[4][2] =
2464 if (!level.tempo_amoebe)
2466 Feld[ax][ay] = EL_AMOEBE_TOT;
2467 DrawLevelField(ax, ay);
2471 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2472 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2474 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2477 if (MovDelay[ax][ay])
2481 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2484 int x = ax+xy[start][0];
2485 int y = ay+xy[start][1];
2487 if (!IN_LEV_FIELD(x, y))
2490 if (IS_FREE(x, y) ||
2491 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2497 if (newax == ax && neway == ay)
2500 else /* normal or "filled" amoeba */
2503 boolean waiting_for_player = FALSE;
2507 int j = (start+i)%4;
2508 int x = ax+xy[j][0];
2509 int y = ay+xy[j][1];
2511 if (!IN_LEV_FIELD(x, y))
2514 if (IS_FREE(x, y) ||
2515 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2521 else if (IS_PLAYER(x, y))
2522 waiting_for_player = TRUE;
2525 if (newax == ax && neway == ay)
2527 if (i == 4 && !waiting_for_player)
2529 Feld[ax][ay] = EL_AMOEBE_TOT;
2530 DrawLevelField(ax, ay);
2531 AmoebaCnt[AmoebaNr[ax][ay]]--;
2533 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2535 if (element == EL_AMOEBE_VOLL)
2536 AmoebeUmwandeln(ax, ay);
2537 else if (element == EL_AMOEBE_BD)
2538 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2543 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2545 int new_group_nr = AmoebaNr[ax][ay];
2547 AmoebaNr[newax][neway] = new_group_nr;
2548 AmoebaCnt[new_group_nr]++;
2549 AmoebaCnt2[new_group_nr]++;
2550 AmoebenVereinigen(newax, neway);
2552 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2554 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2560 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2561 (neway == lev_fieldy-1 && newax!=ax))
2563 Feld[newax][neway] = EL_AMOEBING;
2564 Store[newax][neway] = element;
2566 else if (neway == ay)
2567 Feld[newax][neway] = EL_TROPFEN;
2570 InitMovingField(ax, ay, MV_DOWN);
2571 Feld[ax][ay] = EL_TROPFEN;
2572 Store[ax][ay] = EL_AMOEBE_NASS;
2573 ContinueMoving(ax, ay);
2577 DrawLevelField(newax, neway);
2580 void Life(int ax, int ay)
2583 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2585 int element = Feld[ax][ay];
2590 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2591 MovDelay[ax][ay] = life_time;
2593 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2596 if (MovDelay[ax][ay])
2600 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2602 int xx = ax+x1, yy = ay+y1;
2605 if (!IN_LEV_FIELD(xx, yy))
2608 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2610 int x = xx+x2, y = yy+y2;
2612 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2615 if (((Feld[x][y] == element ||
2616 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2618 (IS_FREE(x, y) && Stop[x][y]))
2622 if (xx == ax && yy == ay) /* field in the middle */
2624 if (nachbarn<life[0] || nachbarn>life[1])
2626 Feld[xx][yy] = EL_LEERRAUM;
2628 DrawLevelField(xx, yy);
2629 Stop[xx][yy] = TRUE;
2632 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2633 { /* free border field */
2634 if (nachbarn>=life[2] && nachbarn<=life[3])
2636 Feld[xx][yy] = element;
2637 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2639 DrawLevelField(xx, yy);
2640 Stop[xx][yy] = TRUE;
2646 void Ablenk(int x, int y)
2648 if (!MovDelay[x][y]) /* next animation frame */
2649 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2651 if (MovDelay[x][y]) /* wait some time before next frame */
2656 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2657 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2658 if (!(MovDelay[x][y]%4))
2659 PlaySoundLevel(x, y, SND_MIEP);
2664 Feld[x][y] = EL_ABLENK_AUS;
2665 DrawLevelField(x, y);
2666 if (ZX == x && ZY == y)
2670 void Birne(int x, int y)
2672 if (!MovDelay[x][y]) /* next animation frame */
2673 MovDelay[x][y] = 800;
2675 if (MovDelay[x][y]) /* wait some time before next frame */
2680 if (!(MovDelay[x][y]%5))
2682 if (!(MovDelay[x][y]%10))
2683 Feld[x][y]=EL_ABLENK_EIN;
2685 Feld[x][y]=EL_ABLENK_AUS;
2686 DrawLevelField(x, y);
2687 Feld[x][y]=EL_ABLENK_EIN;
2693 Feld[x][y]=EL_ABLENK_AUS;
2694 DrawLevelField(x, y);
2695 if (ZX == x && ZY == y)
2699 void Blubber(int x, int y)
2701 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2702 DrawLevelField(x, y-1);
2704 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2707 void NussKnacken(int x, int y)
2709 if (!MovDelay[x][y]) /* next animation frame */
2712 if (MovDelay[x][y]) /* wait some time before next frame */
2715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2716 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2718 if (!MovDelay[x][y])
2720 Feld[x][y] = EL_EDELSTEIN;
2721 DrawLevelField(x, y);
2726 void SiebAktivieren(int x, int y, int typ)
2728 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2729 DrawGraphic(SCREENX(x), SCREENY(y),
2730 (typ == 1 ? GFX_SIEB_VOLL :
2731 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2734 void AusgangstuerPruefen(int x, int y)
2736 if (!local_player->gems_still_needed &&
2737 !local_player->sokobanfields_still_needed &&
2738 !local_player->lights_still_needed)
2740 Feld[x][y] = EL_AUSGANG_ACT;
2742 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2743 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2744 y < LEVELY(BY1) ? LEVELY(BY1) :
2745 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2750 void AusgangstuerOeffnen(int x, int y)
2754 if (!MovDelay[x][y]) /* next animation frame */
2755 MovDelay[x][y] = 5*delay;
2757 if (MovDelay[x][y]) /* wait some time before next frame */
2762 tuer = MovDelay[x][y]/delay;
2763 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2764 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2766 if (!MovDelay[x][y])
2768 Feld[x][y] = EL_AUSGANG_AUF;
2769 DrawLevelField(x, y);
2774 void AusgangstuerBlinken(int x, int y)
2776 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2779 void EdelsteinFunkeln(int x, int y)
2781 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2784 if (Feld[x][y] == EL_EDELSTEIN_BD)
2785 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2788 if (!MovDelay[x][y]) /* next animation frame */
2789 MovDelay[x][y] = 11 * !SimpleRND(500);
2791 if (MovDelay[x][y]) /* wait some time before next frame */
2795 if (setup.direct_draw && MovDelay[x][y])
2796 SetDrawtoField(DRAW_BUFFERED);
2798 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2802 int phase = (MovDelay[x][y]-1)/2;
2807 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2809 if (setup.direct_draw)
2813 dest_x = FX + SCREENX(x)*TILEX;
2814 dest_y = FY + SCREENY(y)*TILEY;
2816 XCopyArea(display, drawto_field, window, gc,
2817 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2818 SetDrawtoField(DRAW_DIRECT);
2825 void MauerWaechst(int x, int y)
2829 if (!MovDelay[x][y]) /* next animation frame */
2830 MovDelay[x][y] = 3*delay;
2832 if (MovDelay[x][y]) /* wait some time before next frame */
2837 phase = 2-MovDelay[x][y]/delay;
2838 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2839 DrawGraphic(SCREENX(x), SCREENY(y),
2840 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2841 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2842 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2843 GFX_MAUER_DOWN ) + phase);
2845 if (!MovDelay[x][y])
2847 if (MovDir[x][y] == MV_LEFT)
2849 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2850 DrawLevelField(x-1, y);
2852 else if (MovDir[x][y] == MV_RIGHT)
2854 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2855 DrawLevelField(x+1, y);
2857 else if (MovDir[x][y] == MV_UP)
2859 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2860 DrawLevelField(x, y-1);
2864 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2865 DrawLevelField(x, y+1);
2868 Feld[x][y] = Store[x][y];
2870 MovDir[x][y] = MV_NO_MOVING;
2871 DrawLevelField(x, y);
2876 void MauerAbleger(int ax, int ay)
2878 int element = Feld[ax][ay];
2879 boolean oben_frei = FALSE, unten_frei = FALSE;
2880 boolean links_frei = FALSE, rechts_frei = FALSE;
2881 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2882 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2884 if (!MovDelay[ax][ay]) /* start building new wall */
2885 MovDelay[ax][ay] = 6;
2887 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2890 if (MovDelay[ax][ay])
2894 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2896 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2898 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2900 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2903 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2907 Feld[ax][ay-1] = EL_MAUERND;
2908 Store[ax][ay-1] = element;
2909 MovDir[ax][ay-1] = MV_UP;
2910 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2911 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2915 Feld[ax][ay+1] = EL_MAUERND;
2916 Store[ax][ay+1] = element;
2917 MovDir[ax][ay+1] = MV_DOWN;
2918 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2919 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2923 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2924 element == EL_MAUER_LEBT)
2928 Feld[ax-1][ay] = EL_MAUERND;
2929 Store[ax-1][ay] = element;
2930 MovDir[ax-1][ay] = MV_LEFT;
2931 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2932 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2936 Feld[ax+1][ay] = EL_MAUERND;
2937 Store[ax+1][ay] = element;
2938 MovDir[ax+1][ay] = MV_RIGHT;
2939 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2940 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2944 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2945 DrawLevelField(ax, ay);
2947 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2949 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2950 unten_massiv = TRUE;
2951 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2952 links_massiv = TRUE;
2953 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2954 rechts_massiv = TRUE;
2956 if (((oben_massiv && unten_massiv) ||
2957 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2958 ((links_massiv && rechts_massiv) ||
2959 element == EL_MAUER_Y))
2960 Feld[ax][ay] = EL_MAUERWERK;
2963 void CheckForDragon(int x, int y)
2966 boolean dragon_found = FALSE;
2967 static int xy[4][2] =
2979 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2981 if (IN_LEV_FIELD(xx, yy) &&
2982 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2984 if (Feld[xx][yy] == EL_DRACHE)
2985 dragon_found = TRUE;
2998 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3000 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3002 Feld[xx][yy] = EL_LEERRAUM;
3003 DrawLevelField(xx, yy);
3012 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3014 static byte stored_player_action[MAX_PLAYERS];
3015 static int num_stored_actions = 0;
3016 static boolean save_tape_entry = FALSE;
3017 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3018 int jx = player->jx, jy = player->jy;
3019 int left = player_action & JOY_LEFT;
3020 int right = player_action & JOY_RIGHT;
3021 int up = player_action & JOY_UP;
3022 int down = player_action & JOY_DOWN;
3023 int button1 = player_action & JOY_BUTTON_1;
3024 int button2 = player_action & JOY_BUTTON_2;
3025 int dx = (left ? -1 : right ? 1 : 0);
3026 int dy = (up ? -1 : down ? 1 : 0);
3028 stored_player_action[player->index_nr] = 0;
3029 num_stored_actions++;
3031 if (!player->active || player->gone || tape.pausing)
3036 save_tape_entry = TRUE;
3037 player->frame_reset_delay = 0;
3040 snapped = SnapField(player, dx, dy);
3044 bombed = PlaceBomb(player);
3045 moved = MoveFigure(player, dx, dy);
3048 if (tape.recording && (moved || snapped || bombed))
3050 if (bombed && !moved)
3051 player_action &= JOY_BUTTON;
3053 stored_player_action[player->index_nr] = player_action;
3056 /* this allows cycled sequences of PlayerActions() */
3057 if (num_stored_actions >= MAX_PLAYERS)
3059 TapeRecordAction(stored_player_action);
3060 num_stored_actions = 0;
3065 else if (tape.playing && snapped)
3066 SnapField(player, 0, 0); /* stop snapping */
3070 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3071 SnapField(player, 0, 0);
3072 if (++player->frame_reset_delay > MoveSpeed)
3076 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3078 TapeRecordAction(stored_player_action);
3079 num_stored_actions = 0;
3080 save_tape_entry = FALSE;
3083 if (tape.playing && !tape.pausing && !player_action &&
3084 tape.counter < tape.length)
3087 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3089 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3090 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3092 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3094 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3096 int el = Feld[jx+dx][jy];
3097 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3099 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3101 player->MovDir = next_joy;
3102 player->Frame = FrameCounter % 4;
3103 player->Pushing = TRUE;
3112 static long action_delay = 0;
3113 long action_delay_value;
3114 int sieb_x = 0, sieb_y = 0;
3115 int i, x, y, element;
3116 byte *recorded_player_action;
3117 byte summarized_player_action = 0;
3119 if (game_status != PLAYING)
3122 action_delay_value =
3123 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3125 /* main game synchronization point */
3126 WaitUntilDelayReached(&action_delay, action_delay_value);
3128 if (network_playing && !network_player_action_received)
3132 printf("DEBUG: try to get network player actions in time\n");
3136 /* last chance to get network player actions without main loop delay */
3139 if (game_status != PLAYING)
3142 if (!network_player_action_received)
3146 printf("DEBUG: failed to get network player actions in time\n");
3155 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3157 else if (tape.recording)
3166 else if (tape.recording)
3169 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3171 for (i=0; i<MAX_PLAYERS; i++)
3173 summarized_player_action |= stored_player[i].action;
3175 if (!network_playing)
3176 stored_player[i].effective_action = stored_player[i].action;
3179 if (network_playing)
3180 SendToServer_MovePlayer(summarized_player_action);
3182 if (!options.network && !setup.team_mode)
3183 local_player->effective_action = summarized_player_action;
3185 for (i=0; i<MAX_PLAYERS; i++)
3187 int actual_player_action = stored_player[i].effective_action;
3189 if (recorded_player_action)
3190 actual_player_action = recorded_player_action[i];
3192 PlayerActions(&stored_player[i], actual_player_action);
3193 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3196 network_player_action_received = FALSE;
3198 ScrollScreen(NULL, SCROLL_GO_ON);
3202 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3204 else if (tape.recording)
3214 if (TimeFrames == 0 && !local_player->gone)
3216 extern unsigned int last_RND();
3218 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3219 level.time - TimeLeft,
3221 getStateCheckSum(level.time - TimeLeft));
3230 if (GameFrameDelay >= 500)
3231 printf("FrameCounter == %d\n", FrameCounter);
3242 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3245 if (JustHit[x][y]>0)
3249 if (IS_BLOCKED(x, y))
3253 Blocked2Moving(x, y, &oldx, &oldy);
3254 if (!IS_MOVING(oldx, oldy))
3256 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3257 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3258 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3259 printf("GameActions(): This should never happen!\n");
3265 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3267 element = Feld[x][y];
3269 if (IS_INACTIVE(element))
3272 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3276 if (IS_GEM(element))
3277 EdelsteinFunkeln(x, y);
3279 else if (IS_MOVING(x, y))
3280 ContinueMoving(x, y);
3281 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3282 CheckDynamite(x, y);
3283 else if (element == EL_EXPLODING)
3284 Explode(x, y, Frame[x][y], EX_NORMAL);
3285 else if (element == EL_AMOEBING)
3286 AmoebeWaechst(x, y);
3287 else if (IS_AMOEBALIVE(element))
3288 AmoebeAbleger(x, y);
3289 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3291 else if (element == EL_ABLENK_EIN)
3293 else if (element == EL_SALZSAEURE)
3295 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3297 else if (element == EL_CRACKINGNUT)
3299 else if (element == EL_AUSGANG_ZU)
3300 AusgangstuerPruefen(x, y);
3301 else if (element == EL_AUSGANG_ACT)
3302 AusgangstuerOeffnen(x, y);
3303 else if (element == EL_AUSGANG_AUF)
3304 AusgangstuerBlinken(x, y);
3305 else if (element == EL_MAUERND)
3307 else if (element == EL_MAUER_LEBT ||
3308 element == EL_MAUER_X ||
3309 element == EL_MAUER_Y ||
3310 element == EL_MAUER_XY)
3312 else if (element == EL_BURNING)
3313 CheckForDragon(x, y);
3317 boolean sieb = FALSE;
3318 int jx = local_player->jx, jy = local_player->jy;
3320 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3321 Store[x][y] == EL_SIEB_LEER)
3323 SiebAktivieren(x, y, 1);
3326 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3327 Store[x][y] == EL_SIEB2_LEER)
3329 SiebAktivieren(x, y, 2);
3333 /* play the element sound at the position nearest to the player */
3334 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3345 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3349 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3351 element = Feld[x][y];
3352 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3354 Feld[x][y] = EL_SIEB_TOT;
3355 DrawLevelField(x, y);
3357 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3359 Feld[x][y] = EL_SIEB2_TOT;
3360 DrawLevelField(x, y);
3366 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3371 if (tape.recording || tape.playing)
3372 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3375 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3377 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3380 for (i=0; i<MAX_PLAYERS; i++)
3381 KillHero(&stored_player[i]);
3387 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3389 int min_x = x, min_y = y, max_x = x, max_y = y;
3392 for (i=0; i<MAX_PLAYERS; i++)
3394 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3396 if (!stored_player[i].active || stored_player[i].gone ||
3397 &stored_player[i] == player)
3400 min_x = MIN(min_x, jx);
3401 min_y = MIN(min_y, jy);
3402 max_x = MAX(max_x, jx);
3403 max_y = MAX(max_y, jy);
3406 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3409 static boolean AllPlayersInVisibleScreen()
3413 for (i=0; i<MAX_PLAYERS; i++)
3415 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3417 if (!stored_player[i].active || stored_player[i].gone)
3420 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3427 void ScrollLevel(int dx, int dy)
3429 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3432 XCopyArea(display, drawto_field, drawto_field, gc,
3433 FX + TILEX*(dx == -1) - softscroll_offset,
3434 FY + TILEY*(dy == -1) - softscroll_offset,
3435 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3436 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3437 FX + TILEX*(dx == 1) - softscroll_offset,
3438 FY + TILEY*(dy == 1) - softscroll_offset);
3442 x = (dx == 1 ? BX1 : BX2);
3443 for (y=BY1; y<=BY2; y++)
3444 DrawScreenField(x, y);
3448 y = (dy == 1 ? BY1 : BY2);
3449 for (x=BX1; x<=BX2; x++)
3450 DrawScreenField(x, y);
3453 redraw_mask |= REDRAW_FIELD;
3456 boolean MoveFigureOneStep(struct PlayerInfo *player,
3457 int dx, int dy, int real_dx, int real_dy)
3459 int jx = player->jx, jy = player->jy;
3460 int new_jx = jx+dx, new_jy = jy+dy;
3464 if (player->gone || (!dx && !dy))
3465 return MF_NO_ACTION;
3467 player->MovDir = (dx < 0 ? MV_LEFT :
3470 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3472 if (!IN_LEV_FIELD(new_jx, new_jy))
3473 return MF_NO_ACTION;
3475 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3476 return MF_NO_ACTION;
3478 element = MovingOrBlocked2Element(new_jx, new_jy);
3480 if (DONT_GO_TO(element))
3482 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3485 Feld[jx][jy] = EL_SPIELFIGUR;
3486 InitMovingField(jx, jy, MV_DOWN);
3487 Store[jx][jy] = EL_SALZSAEURE;
3488 ContinueMoving(jx, jy);
3497 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3498 if (can_move != MF_MOVING)
3501 StorePlayer[jx][jy] = 0;
3502 player->last_jx = jx;
3503 player->last_jy = jy;
3504 jx = player->jx = new_jx;
3505 jy = player->jy = new_jy;
3506 StorePlayer[jx][jy] = player->element_nr;
3508 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3510 ScrollFigure(player, SCROLL_INIT);
3515 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3517 int jx = player->jx, jy = player->jy;
3518 int old_jx = jx, old_jy = jy;
3519 int moved = MF_NO_ACTION;
3521 if (player->gone || (!dx && !dy))
3524 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3529 /* should only happen if pre-1.2 tape recordings are played */
3530 /* this is only for backward compatibility */
3533 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3536 while (player->MovPos)
3538 ScrollFigure(player, SCROLL_GO_ON);
3539 ScrollScreen(NULL, SCROLL_GO_ON);
3546 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3548 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3549 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3553 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3554 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3560 if (moved & MF_MOVING && !ScreenMovPos &&
3561 (player == local_player || !options.network))
3563 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3564 int offset = (setup.scroll_delay ? 3 : 0);
3566 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3568 /* actual player has left the screen -- scroll in that direction */
3569 if (jx != old_jx) /* player has moved horizontally */
3570 scroll_x += (jx - old_jx);
3571 else /* player has moved vertically */
3572 scroll_y += (jy - old_jy);
3576 if (jx != old_jx) /* player has moved horizontally */
3578 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3579 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3580 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3582 /* don't scroll over playfield boundaries */
3583 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3584 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3586 /* don't scroll more than one field at a time */
3587 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3589 /* don't scroll against the player's moving direction */
3590 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3591 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3592 scroll_x = old_scroll_x;
3594 else /* player has moved vertically */
3596 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3597 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3598 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3600 /* don't scroll over playfield boundaries */
3601 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3602 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3604 /* don't scroll more than one field at a time */
3605 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3607 /* don't scroll against the player's moving direction */
3608 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3609 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3610 scroll_y = old_scroll_y;
3614 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3616 if (!options.network && !AllPlayersInVisibleScreen())
3618 scroll_x = old_scroll_x;
3619 scroll_y = old_scroll_y;
3623 ScrollScreen(player, SCROLL_INIT);
3624 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3629 if (!(moved & MF_MOVING) && !player->Pushing)
3632 player->Frame = (player->Frame + 1) % 4;
3634 if (moved & MF_MOVING)
3636 if (old_jx != jx && old_jy == jy)
3637 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3638 else if (old_jx == jx && old_jy != jy)
3639 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3641 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3643 player->last_move_dir = player->MovDir;
3646 player->last_move_dir = MV_NO_MOVING;
3648 TestIfHeroHitsBadThing(jx, jy);
3656 void ScrollFigure(struct PlayerInfo *player, int mode)
3658 int jx = player->jx, jy = player->jy;
3659 int last_jx = player->last_jx, last_jy = player->last_jy;
3661 if (!player->active || player->gone || !player->MovPos)
3664 if (mode == SCROLL_INIT)
3666 player->actual_frame_counter = FrameCounter;
3667 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3669 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3670 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3675 else if (!FrameReached(&player->actual_frame_counter, 1))
3678 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3679 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3681 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3682 Feld[last_jx][last_jy] = EL_LEERRAUM;
3686 if (!player->MovPos)
3688 player->last_jx = jx;
3689 player->last_jy = jy;
3691 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3695 if (!local_player->friends_still_needed)
3696 player->LevelSolved = player->GameOver = TRUE;
3701 void ScrollScreen(struct PlayerInfo *player, int mode)
3703 static long screen_frame_counter = 0;
3705 if (mode == SCROLL_INIT)
3707 screen_frame_counter = FrameCounter;
3708 ScreenMovDir = player->MovDir;
3709 ScreenMovPos = player->MovPos;
3710 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3713 else if (!FrameReached(&screen_frame_counter, 1))
3718 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3719 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3720 redraw_mask |= REDRAW_FIELD;
3723 ScreenMovDir = MV_NO_MOVING;
3726 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3728 int i, killx = goodx, killy = goody;
3729 static int xy[4][2] =
3736 static int harmless[4] =
3748 x = goodx + xy[i][0];
3749 y = goody + xy[i][1];
3750 if (!IN_LEV_FIELD(x, y))
3753 element = Feld[x][y];
3755 if (DONT_TOUCH(element))
3757 if (MovDir[x][y] == harmless[i])
3766 if (killx != goodx || killy != goody)
3768 if (IS_PLAYER(goodx, goody))
3769 KillHero(PLAYERINFO(goodx, goody));
3775 void TestIfBadThingHitsGoodThing(int badx, int bady)
3777 int i, killx = badx, killy = bady;
3778 static int xy[4][2] =
3785 static int harmless[4] =
3797 x = badx + xy[i][0];
3798 y = bady + xy[i][1];
3799 if (!IN_LEV_FIELD(x, y))
3802 element = Feld[x][y];
3804 if (IS_PLAYER(x, y))
3810 else if (element == EL_PINGUIN)
3812 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3821 if (killx != badx || killy != bady)
3823 if (IS_PLAYER(killx, killy))
3824 KillHero(PLAYERINFO(killx, killy));
3830 void TestIfHeroHitsBadThing(int x, int y)
3832 TestIfGoodThingHitsBadThing(x, y);
3835 void TestIfBadThingHitsHero(int x, int y)
3837 TestIfBadThingHitsGoodThing(x, y);
3840 void TestIfFriendHitsBadThing(int x, int y)
3842 TestIfGoodThingHitsBadThing(x, y);
3845 void TestIfBadThingHitsFriend(int x, int y)
3847 TestIfBadThingHitsGoodThing(x, y);
3850 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3852 int i, killx = badx, killy = bady;
3853 static int xy[4][2] =
3867 if (!IN_LEV_FIELD(x, y))
3870 element = Feld[x][y];
3871 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3872 element == EL_AMOEBING || element == EL_TROPFEN)
3880 if (killx != badx || killy != bady)
3884 void KillHero(struct PlayerInfo *player)
3886 int jx = player->jx, jy = player->jy;
3891 if (IS_PFORTE(Feld[jx][jy]))
3892 Feld[jx][jy] = EL_LEERRAUM;
3898 void BuryHero(struct PlayerInfo *player)
3900 int jx = player->jx, jy = player->jy;
3905 PlaySoundLevel(jx, jy, SND_AUTSCH);
3906 PlaySoundLevel(jx, jy, SND_LACHEN);
3908 player->GameOver = TRUE;
3912 void RemoveHero(struct PlayerInfo *player)
3914 int jx = player->jx, jy = player->jy;
3915 int i, found = FALSE;
3917 player->gone = TRUE;
3918 StorePlayer[jx][jy] = 0;
3920 for (i=0; i<MAX_PLAYERS; i++)
3921 if (stored_player[i].active && !stored_player[i].gone)
3925 AllPlayersGone = TRUE;
3931 int DigField(struct PlayerInfo *player,
3932 int x, int y, int real_dx, int real_dy, int mode)
3934 int jx = player->jx, jy = player->jy;
3935 int dx = x - jx, dy = y - jy;
3938 if (!player->MovPos)
3939 player->Pushing = FALSE;
3941 if (mode == DF_NO_PUSH)
3943 player->push_delay = 0;
3944 return MF_NO_ACTION;
3947 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3948 return MF_NO_ACTION;
3950 element = Feld[x][y];
3958 Feld[x][y] = EL_LEERRAUM;
3962 case EL_EDELSTEIN_BD:
3963 case EL_EDELSTEIN_GELB:
3964 case EL_EDELSTEIN_ROT:
3965 case EL_EDELSTEIN_LILA:
3968 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3969 if (local_player->gems_still_needed < 0)
3970 local_player->gems_still_needed = 0;
3971 RaiseScoreElement(element);
3972 DrawText(DX_EMERALDS, DY_EMERALDS,
3973 int2str(local_player->gems_still_needed, 3),
3974 FS_SMALL, FC_YELLOW);
3975 PlaySoundLevel(x, y, SND_PONG);
3978 case EL_DYNAMIT_AUS:
3981 RaiseScoreElement(EL_DYNAMIT);
3982 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3983 int2str(local_player->dynamite, 3),
3984 FS_SMALL, FC_YELLOW);
3985 PlaySoundLevel(x, y, SND_PONG);
3988 case EL_DYNABOMB_NR:
3990 player->dynabomb_count++;
3991 player->dynabombs_left++;
3992 RaiseScoreElement(EL_DYNAMIT);
3993 PlaySoundLevel(x, y, SND_PONG);
3996 case EL_DYNABOMB_SZ:
3998 player->dynabomb_size++;
3999 RaiseScoreElement(EL_DYNAMIT);
4000 PlaySoundLevel(x, y, SND_PONG);
4003 case EL_DYNABOMB_XL:
4005 player->dynabomb_xl = TRUE;
4006 RaiseScoreElement(EL_DYNAMIT);
4007 PlaySoundLevel(x, y, SND_PONG);
4010 case EL_SCHLUESSEL1:
4011 case EL_SCHLUESSEL2:
4012 case EL_SCHLUESSEL3:
4013 case EL_SCHLUESSEL4:
4015 int key_nr = element-EL_SCHLUESSEL1;
4018 player->key[key_nr] = TRUE;
4019 RaiseScoreElement(EL_SCHLUESSEL);
4020 DrawMiniGraphicExt(drawto, gc,
4021 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4022 GFX_SCHLUESSEL1+key_nr);
4023 DrawMiniGraphicExt(window, gc,
4024 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4025 GFX_SCHLUESSEL1+key_nr);
4026 PlaySoundLevel(x, y, SND_PONG);
4031 Feld[x][y] = EL_ABLENK_EIN;
4034 DrawLevelField(x, y);
4038 case EL_FELSBROCKEN:
4042 if (dy || mode == DF_SNAP)
4043 return MF_NO_ACTION;
4045 player->Pushing = TRUE;
4047 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4048 return MF_NO_ACTION;
4052 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4053 return MF_NO_ACTION;
4056 if (player->push_delay == 0)
4057 player->push_delay = FrameCounter;
4058 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4060 return MF_NO_ACTION;
4063 Feld[x+dx][y+dy] = element;
4065 player->push_delay_value = 2+RND(8);
4067 DrawLevelField(x+dx, y+dy);
4068 if (element == EL_FELSBROCKEN)
4069 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4070 else if (element == EL_KOKOSNUSS)
4071 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4073 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4080 if (!player->key[element-EL_PFORTE1])
4081 return MF_NO_ACTION;
4088 if (!player->key[element-EL_PFORTE1X])
4089 return MF_NO_ACTION;
4093 case EL_AUSGANG_ACT:
4094 /* door is not (yet) open */
4095 return MF_NO_ACTION;
4098 case EL_AUSGANG_AUF:
4099 if (mode == DF_SNAP)
4100 return MF_NO_ACTION;
4102 PlaySoundLevel(x, y, SND_BUING);
4105 player->gone = TRUE;
4106 PlaySoundLevel(x, y, SND_BUING);
4108 if (!local_player->friends_still_needed)
4109 player->LevelSolved = player->GameOver = TRUE;
4115 Feld[x][y] = EL_BIRNE_EIN;
4116 local_player->lights_still_needed--;
4117 DrawLevelField(x, y);
4118 PlaySoundLevel(x, y, SND_DENG);
4123 Feld[x][y] = EL_ZEIT_LEER;
4125 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4126 DrawLevelField(x, y);
4127 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4131 case EL_SOKOBAN_FELD_LEER:
4134 case EL_SOKOBAN_FELD_VOLL:
4135 case EL_SOKOBAN_OBJEKT:
4137 if (mode == DF_SNAP)
4138 return MF_NO_ACTION;
4140 player->Pushing = TRUE;
4142 if (!IN_LEV_FIELD(x+dx, y+dy)
4143 || (!IS_FREE(x+dx, y+dy)
4144 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4145 || !IS_SB_ELEMENT(element))))
4146 return MF_NO_ACTION;
4150 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4151 return MF_NO_ACTION;
4153 else if (dy && real_dx)
4155 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4156 return MF_NO_ACTION;
4159 if (player->push_delay == 0)
4160 player->push_delay = FrameCounter;
4161 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4163 return MF_NO_ACTION;
4165 if (IS_SB_ELEMENT(element))
4167 if (element == EL_SOKOBAN_FELD_VOLL)
4169 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4170 local_player->sokobanfields_still_needed++;
4175 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4177 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4178 local_player->sokobanfields_still_needed--;
4179 if (element == EL_SOKOBAN_OBJEKT)
4180 PlaySoundLevel(x, y, SND_DENG);
4183 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4188 Feld[x+dx][y+dy] = element;
4191 player->push_delay_value = 2;
4193 DrawLevelField(x, y);
4194 DrawLevelField(x+dx, y+dy);
4195 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4197 if (IS_SB_ELEMENT(element) &&
4198 local_player->sokobanfields_still_needed == 0 &&
4199 game_emulation == EMU_SOKOBAN)
4201 player->LevelSolved = player->GameOver = TRUE;
4202 PlaySoundLevel(x, y, SND_BUING);
4214 return MF_NO_ACTION;
4218 player->push_delay = 0;
4223 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4225 int jx = player->jx, jy = player->jy;
4226 int x = jx + dx, y = jy + dy;
4228 if (player->gone || !IN_LEV_FIELD(x, y))
4236 player->snapped = FALSE;
4240 if (player->snapped)
4243 player->MovDir = (dx < 0 ? MV_LEFT :
4246 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4248 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4251 player->snapped = TRUE;
4252 DrawLevelField(x, y);
4258 boolean PlaceBomb(struct PlayerInfo *player)
4260 int jx = player->jx, jy = player->jy;
4263 if (player->gone || player->MovPos)
4266 element = Feld[jx][jy];
4268 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4269 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4270 element == EL_EXPLODING)
4273 if (element != EL_LEERRAUM)
4274 Store[jx][jy] = element;
4276 if (player->dynamite)
4278 Feld[jx][jy] = EL_DYNAMIT;
4279 MovDelay[jx][jy] = 96;
4281 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4282 FS_SMALL, FC_YELLOW);
4283 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4284 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4288 Feld[jx][jy] = EL_DYNABOMB;
4289 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4290 MovDelay[jx][jy] = 96;
4291 player->dynabombs_left--;
4292 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4293 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4299 void PlaySoundLevel(int x, int y, int sound_nr)
4301 int sx = SCREENX(x), sy = SCREENY(y);
4303 int silence_distance = 8;
4305 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4306 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4309 if (!IN_LEV_FIELD(x, y) ||
4310 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4311 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4314 volume = PSND_MAX_VOLUME;
4317 stereo = (sx-SCR_FIELDX/2)*12;
4319 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4320 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4321 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4324 if (!IN_SCR_FIELD(sx, sy))
4326 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4327 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4329 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4332 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4335 void RaiseScore(int value)
4337 local_player->score += value;
4338 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4339 FS_SMALL, FC_YELLOW);
4342 void RaiseScoreElement(int element)
4347 case EL_EDELSTEIN_BD:
4348 case EL_EDELSTEIN_GELB:
4349 case EL_EDELSTEIN_ROT:
4350 case EL_EDELSTEIN_LILA:
4351 RaiseScore(level.score[SC_EDELSTEIN]);
4354 RaiseScore(level.score[SC_DIAMANT]);
4358 RaiseScore(level.score[SC_KAEFER]);
4362 RaiseScore(level.score[SC_FLIEGER]);
4366 RaiseScore(level.score[SC_MAMPFER]);
4369 RaiseScore(level.score[SC_ROBOT]);
4372 RaiseScore(level.score[SC_PACMAN]);
4375 RaiseScore(level.score[SC_KOKOSNUSS]);
4378 RaiseScore(level.score[SC_DYNAMIT]);
4381 RaiseScore(level.score[SC_SCHLUESSEL]);