1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
107 static unsigned int getStateCheckSum(int counter)
110 unsigned int mult = 1;
111 unsigned int checksum = 0;
113 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
115 static boolean first_game = TRUE;
117 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
123 lastFeld[x][y] = Feld[x][y];
124 else if (lastFeld[x][y] != Feld[x][y])
125 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
126 x, y, lastFeld[x][y], Feld[x][y]);
130 checksum += mult++ * Ur[x][y];
131 checksum += mult++ * Feld[x][y];
134 checksum += mult++ * MovPos[x][y];
135 checksum += mult++ * MovDir[x][y];
136 checksum += mult++ * MovDelay[x][y];
137 checksum += mult++ * Store[x][y];
138 checksum += mult++ * Store2[x][y];
139 checksum += mult++ * StorePlayer[x][y];
140 checksum += mult++ * Frame[x][y];
141 checksum += mult++ * AmoebaNr[x][y];
142 checksum += mult++ * JustHit[x][y];
143 checksum += mult++ * Stop[x][y];
147 if (counter == 3 && first_game)
158 void GetPlayerConfig()
160 if (sound_status == SOUND_OFF)
163 if (!sound_loops_allowed)
165 setup.sound_loops = FALSE;
166 setup.sound_music = FALSE;
169 setup.sound_simple = setup.sound;
174 static void InitField(int x, int y, boolean init_game)
181 Feld[x][y] = EL_SPIELER1;
189 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
190 int jx = player->jx, jy = player->jy;
192 player->present = TRUE;
195 if (!network_playing || player->connected)
198 if (!options.network || player->connected)
200 player->active = TRUE;
202 /* remove potentially duplicate players */
203 if (StorePlayer[jx][jy] == Feld[x][y])
204 StorePlayer[jx][jy] = 0;
206 StorePlayer[x][y] = Feld[x][y];
210 printf("Player %d activated.\n", player->element_nr);
211 printf("[Local player is %d and currently %s.]\n",
212 local_player->element_nr,
213 local_player->active ? "active" : "not active");
217 Feld[x][y] = EL_LEERRAUM;
218 player->jx = player->last_jx = x;
219 player->jy = player->last_jy = y;
224 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
225 Feld[x][y] = EL_BADEWANNE1;
226 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
227 Feld[x][y] = EL_BADEWANNE2;
228 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
229 Feld[x][y] = EL_BADEWANNE3;
230 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
231 Feld[x][y] = EL_BADEWANNE4;
232 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
233 Feld[x][y] = EL_BADEWANNE5;
273 if (y == lev_fieldy - 1)
275 Feld[x][y] = EL_AMOEBING;
276 Store[x][y] = EL_AMOEBE_NASS;
285 local_player->lights_still_needed++;
288 case EL_SOKOBAN_FELD_LEER:
289 local_player->sokobanfields_still_needed++;
294 local_player->friends_still_needed++;
299 MovDir[x][y] = 1 << RND(4);
303 Feld[x][y] = EL_LEERRAUM;
314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
317 /* don't play tapes over network */
318 network_playing = (options.network && !tape.playing);
320 for (i=0; i<MAX_PLAYERS; i++)
322 struct PlayerInfo *player = &stored_player[i];
324 player->index_nr = i;
325 player->element_nr = EL_SPIELER1 + i;
327 player->present = FALSE;
328 player->active = FALSE;
331 player->effective_action = 0;
334 player->gems_still_needed = level.edelsteine;
335 player->sokobanfields_still_needed = 0;
336 player->lights_still_needed = 0;
337 player->friends_still_needed = 0;
340 player->key[j] = FALSE;
342 player->dynamite = 0;
343 player->dynabomb_count = 0;
344 player->dynabomb_size = 0;
345 player->dynabombs_left = 0;
346 player->dynabomb_xl = FALSE;
348 player->MovDir = MV_NO_MOVING;
350 player->Pushing = FALSE;
354 player->actual_frame_counter = 0;
356 player->frame_reset_delay = 0;
358 player->push_delay = 0;
359 player->push_delay_value = 5;
361 player->move_delay = 0;
362 player->last_move_dir = MV_NO_MOVING;
364 player->snapped = FALSE;
366 player->gone = FALSE;
368 player->last_jx = player->last_jy = 0;
369 player->jx = player->jy = 0;
371 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
372 SnapField(player, 0, 0);
374 player->LevelSolved = FALSE;
375 player->GameOver = FALSE;
378 network_player_action_received = FALSE;
381 /* initial null action */
383 SendToServer_MovePlayer(MV_NO_MOVING);
391 TimeLeft = level.time;
393 ScreenMovDir = MV_NO_MOVING;
397 if (level.high_speed)
400 ScrollStepSize = TILEX/4;
405 ScrollStepSize = TILEX/8;
408 AllPlayersGone = FALSE;
412 for (i=0; i<MAX_NUM_AMOEBA; i++)
413 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
415 for (x=0; x<lev_fieldx; x++)
417 for (y=0; y<lev_fieldy; y++)
419 Feld[x][y] = Ur[x][y];
420 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
421 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
429 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
431 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
433 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
436 InitField(x, y, TRUE);
439 /* check if any connected player was not found in playfield */
440 for (i=0; i<MAX_PLAYERS; i++)
442 struct PlayerInfo *player = &stored_player[i];
444 if (player->connected && !player->present)
446 for (j=0; j<MAX_PLAYERS; j++)
448 struct PlayerInfo *some_player = &stored_player[j];
449 int jx = some_player->jx, jy = some_player->jy;
451 /* assign first free player found that is present in the playfield */
452 if (some_player->present && !some_player->connected)
454 player->present = TRUE;
455 player->active = TRUE;
456 some_player->present = FALSE;
458 StorePlayer[jx][jy] = player->element_nr;
459 player->jx = player->last_jx = jx;
460 player->jy = player->last_jy = jy;
470 /* when playing a tape, eliminate all players who do not participate */
472 for (i=0; i<MAX_PLAYERS; i++)
474 if (stored_player[i].active && !tape.player_participates[i])
476 struct PlayerInfo *player = &stored_player[i];
477 int jx = player->jx, jy = player->jy;
479 player->active = FALSE;
480 StorePlayer[jx][jy] = 0;
481 Feld[jx][jy] = EL_LEERRAUM;
485 else if (!options.network && !setup.team_mode) /* && !tape.playing */
487 /* when in single player mode, eliminate all but the first active player */
489 for (i=0; i<MAX_PLAYERS; i++)
491 if (stored_player[i].active)
493 for (j=i+1; j<MAX_PLAYERS; j++)
495 if (stored_player[j].active)
497 struct PlayerInfo *player = &stored_player[j];
498 int jx = player->jx, jy = player->jy;
500 player->active = FALSE;
501 StorePlayer[jx][jy] = 0;
502 Feld[jx][jy] = EL_LEERRAUM;
509 /* when recording the game, store which players take part in the game */
512 for (i=0; i<MAX_PLAYERS; i++)
513 if (stored_player[i].active)
514 tape.player_participates[i] = TRUE;
519 for (i=0; i<MAX_PLAYERS; i++)
521 struct PlayerInfo *player = &stored_player[i];
523 printf("Player %d: present == %d, connected == %d, active == %d.\n",
528 if (local_player == player)
529 printf("Player %d is local player.\n", i+1);
533 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
534 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
536 scroll_x = scroll_y = -1;
537 if (local_player->jx >= MIDPOSX-1)
538 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
539 local_player->jx - MIDPOSX :
540 lev_fieldx - SCR_FIELDX + 1);
541 if (local_player->jy >= MIDPOSY-1)
542 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
543 local_player->jy - MIDPOSY :
544 lev_fieldy - SCR_FIELDY + 1);
546 CloseDoor(DOOR_CLOSE_1);
552 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
553 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
554 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
555 DrawTextExt(pix[PIX_DB_DOOR], gc,
556 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
557 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
558 DrawTextExt(pix[PIX_DB_DOOR], gc,
559 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
560 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
561 DrawTextExt(pix[PIX_DB_DOOR], gc,
562 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
563 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
564 DrawTextExt(pix[PIX_DB_DOOR], gc,
565 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
566 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
567 DrawTextExt(pix[PIX_DB_DOOR], gc,
568 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
569 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
571 DrawGameButton(BUTTON_GAME_STOP);
572 DrawGameButton(BUTTON_GAME_PAUSE);
573 DrawGameButton(BUTTON_GAME_PLAY);
574 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
575 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
576 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
577 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
578 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
579 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
580 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
581 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
583 OpenDoor(DOOR_OPEN_1);
585 if (setup.sound_music)
586 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
588 XAutoRepeatOff(display);
593 printf("Spieler %d %saktiv.\n",
594 i+1, (stored_player[i].active ? "" : "nicht "));
598 void InitMovDir(int x, int y)
600 int i, element = Feld[x][y];
601 static int xy[4][2] =
608 static int direction[2][4] =
610 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
611 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
620 Feld[x][y] = EL_KAEFER;
621 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
627 Feld[x][y] = EL_FLIEGER;
628 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
634 Feld[x][y] = EL_BUTTERFLY;
635 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
641 Feld[x][y] = EL_FIREFLY;
642 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
648 Feld[x][y] = EL_PACMAN;
649 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
652 MovDir[x][y] = 1 << RND(4);
653 if (element != EL_KAEFER &&
654 element != EL_FLIEGER &&
655 element != EL_BUTTERFLY &&
656 element != EL_FIREFLY)
661 int x1 = x + xy[i][0];
662 int y1 = y + xy[i][1];
664 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
666 if (element == EL_KAEFER || element == EL_BUTTERFLY)
668 MovDir[x][y] = direction[0][i];
671 else if (element == EL_FLIEGER || element == EL_FIREFLY)
673 MovDir[x][y] = direction[1][i];
682 void InitAmoebaNr(int x, int y)
685 int group_nr = AmoebeNachbarNr(x, y);
689 for (i=1; i<MAX_NUM_AMOEBA; i++)
691 if (AmoebaCnt[i] == 0)
699 AmoebaNr[x][y] = group_nr;
700 AmoebaCnt[group_nr]++;
701 AmoebaCnt2[group_nr]++;
707 int bumplevel = FALSE;
709 if (local_player->MovPos)
712 local_player->LevelSolved = FALSE;
716 if (setup.sound_loops)
717 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
721 if (!setup.sound_loops)
722 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
723 if (TimeLeft && !(TimeLeft % 10))
724 RaiseScore(level.score[SC_ZEITBONUS]);
725 if (TimeLeft > 100 && !(TimeLeft % 10))
729 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
734 if (setup.sound_loops)
740 /* Hero disappears */
741 DrawLevelField(ExitX, ExitY);
747 CloseDoor(DOOR_CLOSE_1);
752 SaveTape(tape.level_nr); /* Ask to save tape */
755 if ((hi_pos = NewHiScore()) >= 0)
757 game_status = HALLOFFAME;
758 DrawHallOfFame(hi_pos);
759 if (bumplevel && TAPE_IS_EMPTY(tape))
764 game_status = MAINMENU;
765 if (bumplevel && TAPE_IS_EMPTY(tape))
780 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
781 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
784 for (k=0; k<MAX_SCORE_ENTRIES; k++)
786 if (local_player->score > highscore[k].Score)
788 /* player has made it to the hall of fame */
790 if (k < MAX_SCORE_ENTRIES - 1)
792 int m = MAX_SCORE_ENTRIES - 1;
795 for (l=k; l<MAX_SCORE_ENTRIES; l++)
796 if (!strcmp(setup.player_name, highscore[l].Name))
798 if (m == k) /* player's new highscore overwrites his old one */
804 strcpy(highscore[l].Name, highscore[l - 1].Name);
805 highscore[l].Score = highscore[l - 1].Score;
812 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
813 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
814 highscore[k].Score = local_player->score;
820 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
821 break; /* player already there with a higher score */
832 void InitMovingField(int x, int y, int direction)
834 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
835 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
837 MovDir[x][y] = direction;
838 MovDir[newx][newy] = direction;
839 if (Feld[newx][newy] == EL_LEERRAUM)
840 Feld[newx][newy] = EL_BLOCKED;
843 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
845 int direction = MovDir[x][y];
846 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
847 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
853 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
855 int oldx = x, oldy = y;
856 int direction = MovDir[x][y];
858 if (direction == MV_LEFT)
860 else if (direction == MV_RIGHT)
862 else if (direction == MV_UP)
864 else if (direction == MV_DOWN)
867 *comes_from_x = oldx;
868 *comes_from_y = oldy;
871 int MovingOrBlocked2Element(int x, int y)
873 int element = Feld[x][y];
875 if (element == EL_BLOCKED)
879 Blocked2Moving(x, y, &oldx, &oldy);
880 return Feld[oldx][oldy];
886 static void RemoveField(int x, int y)
888 Feld[x][y] = EL_LEERRAUM;
894 void RemoveMovingField(int x, int y)
896 int oldx = x, oldy = y, newx = x, newy = y;
898 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
903 Moving2Blocked(x, y, &newx, &newy);
904 if (Feld[newx][newy] != EL_BLOCKED)
907 else if (Feld[x][y] == EL_BLOCKED)
909 Blocked2Moving(x, y, &oldx, &oldy);
910 if (!IS_MOVING(oldx, oldy))
914 if (Feld[x][y] == EL_BLOCKED &&
915 (Store[oldx][oldy] == EL_MORAST_LEER ||
916 Store[oldx][oldy] == EL_SIEB_LEER ||
917 Store[oldx][oldy] == EL_SIEB2_LEER ||
918 Store[oldx][oldy] == EL_AMOEBE_NASS))
920 Feld[oldx][oldy] = Store[oldx][oldy];
921 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
924 Feld[oldx][oldy] = EL_LEERRAUM;
926 Feld[newx][newy] = EL_LEERRAUM;
927 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
928 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
930 DrawLevelField(oldx, oldy);
931 DrawLevelField(newx, newy);
934 void DrawDynamite(int x, int y)
936 int sx = SCREENX(x), sy = SCREENY(y);
937 int graphic = el2gfx(Feld[x][y]);
940 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
944 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
946 if (Feld[x][y] == EL_DYNAMIT)
948 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
953 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
958 DrawGraphicThruMask(sx, sy, graphic + phase);
960 DrawGraphic(sx, sy, graphic + phase);
963 void CheckDynamite(int x, int y)
965 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
970 if (!(MovDelay[x][y] % 12))
971 PlaySoundLevel(x, y, SND_ZISCH);
973 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
975 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
982 StopSound(SND_ZISCH);
986 void Explode(int ex, int ey, int phase, int mode)
989 int num_phase = 9, delay = 2;
990 int last_phase = num_phase * delay;
991 int half_phase = (num_phase / 2) * delay;
993 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
995 int center_element = Feld[ex][ey];
997 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
999 center_element = MovingOrBlocked2Element(ex, ey);
1000 RemoveMovingField(ex, ey);
1003 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1005 int element = Feld[x][y];
1007 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1009 element = MovingOrBlocked2Element(x, y);
1010 RemoveMovingField(x, y);
1013 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1016 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1020 if (element == EL_EXPLODING)
1021 element = Store2[x][y];
1023 if (IS_PLAYER(ex, ey))
1025 switch(StorePlayer[ex][ey])
1028 Store[x][y] = EL_EDELSTEIN_ROT;
1031 Store[x][y] = EL_EDELSTEIN;
1034 Store[x][y] = EL_EDELSTEIN_LILA;
1038 Store[x][y] = EL_EDELSTEIN_GELB;
1042 else if (center_element == EL_MAULWURF)
1043 Store[x][y] = EL_EDELSTEIN_ROT;
1044 else if (center_element == EL_PINGUIN)
1045 Store[x][y] = EL_EDELSTEIN_LILA;
1046 else if (center_element == EL_KAEFER)
1047 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1048 else if (center_element == EL_BUTTERFLY)
1049 Store[x][y] = EL_EDELSTEIN_BD;
1050 else if (center_element == EL_MAMPFER)
1051 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1052 else if (center_element == EL_AMOEBA2DIAM)
1053 Store[x][y] = level.amoebe_inhalt;
1054 else if (element == EL_ERZ_EDEL)
1055 Store[x][y] = EL_EDELSTEIN;
1056 else if (element == EL_ERZ_DIAM)
1057 Store[x][y] = EL_DIAMANT;
1058 else if (element == EL_ERZ_EDEL_BD)
1059 Store[x][y] = EL_EDELSTEIN_BD;
1060 else if (element == EL_ERZ_EDEL_GELB)
1061 Store[x][y] = EL_EDELSTEIN_GELB;
1062 else if (element == EL_ERZ_EDEL_ROT)
1063 Store[x][y] = EL_EDELSTEIN_ROT;
1064 else if (element == EL_ERZ_EDEL_LILA)
1065 Store[x][y] = EL_EDELSTEIN_LILA;
1066 else if (!IS_PFORTE(Store[x][y]))
1067 Store[x][y] = EL_LEERRAUM;
1069 if (x != ex || y != ey ||
1070 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1071 Store2[x][y] = element;
1073 if (AmoebaNr[x][y] &&
1074 (element == EL_AMOEBE_VOLL ||
1075 element == EL_AMOEBE_BD ||
1076 element == EL_AMOEBING))
1078 AmoebaCnt[AmoebaNr[x][y]]--;
1079 AmoebaCnt2[AmoebaNr[x][y]]--;
1082 Feld[x][y] = EL_EXPLODING;
1083 MovDir[x][y] = MovPos[x][y] = 0;
1089 if (center_element == EL_MAMPFER)
1090 MampferNr = (MampferNr + 1) % MampferMax;
1101 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1103 if (phase == half_phase)
1105 int element = Store2[x][y];
1107 if (IS_PLAYER(x, y))
1108 KillHero(PLAYERINFO(x, y));
1109 else if (IS_EXPLOSIVE(element))
1111 Feld[x][y] = Store2[x][y];
1115 else if (element == EL_AMOEBA2DIAM)
1116 AmoebeUmwandeln(x, y);
1119 if (phase == last_phase)
1123 element = Feld[x][y] = Store[x][y];
1124 Store[x][y] = Store2[x][y] = 0;
1125 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1126 InitField(x, y, FALSE);
1127 if (CAN_MOVE(element) || COULD_MOVE(element))
1129 DrawLevelField(x, y);
1131 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1134 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1136 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1140 void DynaExplode(int ex, int ey)
1143 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1144 static int xy[4][2] =
1152 Store2[ex][ey] = 0; /* delete player information */
1154 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1158 for (j=1; j<=player->dynabomb_size; j++)
1160 int x = ex+j*xy[i%4][0];
1161 int y = ey+j*xy[i%4][1];
1164 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1167 element = Feld[x][y];
1168 Explode(x, y, EX_PHASE_START, EX_BORDER);
1170 if (element != EL_LEERRAUM &&
1171 element != EL_ERDREICH &&
1172 element != EL_EXPLODING &&
1173 !player->dynabomb_xl)
1178 player->dynabombs_left++;
1181 void Bang(int x, int y)
1183 int element = Feld[x][y];
1185 PlaySoundLevel(x, y, SND_ROAAAR);
1187 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1188 element = EL_LEERRAUM;
1200 RaiseScoreElement(element);
1201 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1204 case EL_DYNABOMB_NR:
1205 case EL_DYNABOMB_SZ:
1206 case EL_DYNABOMB_XL:
1213 Explode(x, y, EX_PHASE_START, EX_CENTER);
1216 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1221 void Blurb(int x, int y)
1223 int element = Feld[x][y];
1225 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1227 PlaySoundLevel(x, y, SND_BLURB);
1228 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1229 (!IN_LEV_FIELD(x-1, y-1) ||
1230 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1232 Feld[x-1][y] = EL_BLURB_LEFT;
1234 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1235 (!IN_LEV_FIELD(x+1, y-1) ||
1236 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1238 Feld[x+1][y] = EL_BLURB_RIGHT;
1243 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1245 if (!MovDelay[x][y]) /* initialize animation counter */
1248 if (MovDelay[x][y]) /* continue animation */
1251 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1252 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1254 if (!MovDelay[x][y])
1256 Feld[x][y] = EL_LEERRAUM;
1257 DrawLevelField(x, y);
1263 void Impact(int x, int y)
1265 boolean lastline = (y == lev_fieldy-1);
1266 boolean object_hit = FALSE;
1267 int element = Feld[x][y];
1270 if (!lastline) /* check if element below was hit */
1272 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1275 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1276 MovDir[x][y+1]!=MV_DOWN ||
1277 MovPos[x][y+1]<=TILEY/2));
1279 smashed = MovingOrBlocked2Element(x, y+1);
1282 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1288 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1294 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1296 if (object_hit && IS_PLAYER(x, y+1))
1297 KillHero(PLAYERINFO(x, y+1));
1298 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1302 Feld[x][y] = EL_AMOEBING;
1303 Store[x][y] = EL_AMOEBE_NASS;
1308 if (!lastline && object_hit) /* check which object was hit */
1310 if (CAN_CHANGE(element) &&
1311 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1314 int activated_magic_wall =
1315 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1317 /* activate magic wall / mill */
1319 for (y=0; y<lev_fieldy; y++)
1320 for (x=0; x<lev_fieldx; x++)
1321 if (Feld[x][y] == smashed)
1322 Feld[x][y] = activated_magic_wall;
1324 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1328 if (IS_PLAYER(x, y+1))
1330 KillHero(PLAYERINFO(x, y+1));
1333 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1338 else if (element == EL_EDELSTEIN_BD)
1340 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1346 else if (element == EL_FELSBROCKEN)
1348 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1349 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1354 else if (!IS_MOVING(x, y+1))
1356 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1361 else if (smashed == EL_KOKOSNUSS)
1363 Feld[x][y+1] = EL_CRACKINGNUT;
1364 PlaySoundLevel(x, y, SND_KNACK);
1365 RaiseScoreElement(EL_KOKOSNUSS);
1368 else if (smashed == EL_DIAMANT)
1370 Feld[x][y+1] = EL_LEERRAUM;
1371 PlaySoundLevel(x, y, SND_QUIRK);
1378 /* play sound of magic wall / mill */
1380 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1382 PlaySoundLevel(x, y, SND_QUIRK);
1386 /* play sound of object that hits the ground */
1387 if (lastline || object_hit)
1394 case EL_EDELSTEIN_BD:
1395 case EL_EDELSTEIN_GELB:
1396 case EL_EDELSTEIN_ROT:
1397 case EL_EDELSTEIN_LILA:
1404 case EL_FELSBROCKEN:
1408 case EL_SCHLUESSEL1:
1409 case EL_SCHLUESSEL2:
1410 case EL_SCHLUESSEL3:
1411 case EL_SCHLUESSEL4:
1424 PlaySoundLevel(x, y, sound);
1428 void TurnRound(int x, int y)
1440 { 0, 0 }, { 0, 0 }, { 0, 0 },
1445 int left, right, back;
1449 { MV_DOWN, MV_UP, MV_RIGHT },
1450 { MV_UP, MV_DOWN, MV_LEFT },
1452 { MV_LEFT, MV_RIGHT, MV_DOWN },
1453 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1454 { MV_RIGHT, MV_LEFT, MV_UP }
1457 int element = Feld[x][y];
1458 int old_move_dir = MovDir[x][y];
1459 int left_dir = turn[old_move_dir].left;
1460 int right_dir = turn[old_move_dir].right;
1461 int back_dir = turn[old_move_dir].back;
1463 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1464 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1465 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1466 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1468 int left_x = x+left_dx, left_y = y+left_dy;
1469 int right_x = x+right_dx, right_y = y+right_dy;
1470 int move_x = x+move_dx, move_y = y+move_dy;
1472 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1474 TestIfBadThingHitsOtherBadThing(x, y);
1476 if (IN_LEV_FIELD(right_x, right_y) &&
1477 IS_FREE_OR_PLAYER(right_x, right_y))
1478 MovDir[x][y] = right_dir;
1479 else if (!IN_LEV_FIELD(move_x, move_y) ||
1480 !IS_FREE_OR_PLAYER(move_x, move_y))
1481 MovDir[x][y] = left_dir;
1483 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1485 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1488 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1490 TestIfBadThingHitsOtherBadThing(x, y);
1492 if (IN_LEV_FIELD(left_x, left_y) &&
1493 IS_FREE_OR_PLAYER(left_x, left_y))
1494 MovDir[x][y] = left_dir;
1495 else if (!IN_LEV_FIELD(move_x, move_y) ||
1496 !IS_FREE_OR_PLAYER(move_x, move_y))
1497 MovDir[x][y] = right_dir;
1499 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1501 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1504 else if (element == EL_MAMPFER)
1506 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1508 if (IN_LEV_FIELD(left_x, left_y) &&
1509 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1510 Feld[left_x][left_y] == EL_DIAMANT))
1511 can_turn_left = TRUE;
1512 if (IN_LEV_FIELD(right_x, right_y) &&
1513 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1514 Feld[right_x][right_y] == EL_DIAMANT))
1515 can_turn_right = TRUE;
1517 if (can_turn_left && can_turn_right)
1518 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1519 else if (can_turn_left)
1520 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1521 else if (can_turn_right)
1522 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1524 MovDir[x][y] = back_dir;
1526 MovDelay[x][y] = 16+16*RND(3);
1528 else if (element == EL_MAMPFER2)
1530 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1532 if (IN_LEV_FIELD(left_x, left_y) &&
1533 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1534 IS_MAMPF2(Feld[left_x][left_y])))
1535 can_turn_left = TRUE;
1536 if (IN_LEV_FIELD(right_x, right_y) &&
1537 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1538 IS_MAMPF2(Feld[right_x][right_y])))
1539 can_turn_right = TRUE;
1541 if (can_turn_left && can_turn_right)
1542 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1543 else if (can_turn_left)
1544 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1545 else if (can_turn_right)
1546 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1548 MovDir[x][y] = back_dir;
1550 MovDelay[x][y] = 16+16*RND(3);
1552 else if (element == EL_PACMAN)
1554 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1556 if (IN_LEV_FIELD(left_x, left_y) &&
1557 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1558 IS_AMOEBOID(Feld[left_x][left_y])))
1559 can_turn_left = TRUE;
1560 if (IN_LEV_FIELD(right_x, right_y) &&
1561 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1562 IS_AMOEBOID(Feld[right_x][right_y])))
1563 can_turn_right = TRUE;
1565 if (can_turn_left && can_turn_right)
1566 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1567 else if (can_turn_left)
1568 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1569 else if (can_turn_right)
1570 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1572 MovDir[x][y] = back_dir;
1574 MovDelay[x][y] = 6+RND(40);
1576 else if (element == EL_SCHWEIN)
1578 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1579 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1580 boolean should_move_on = FALSE;
1582 int rnd = RND(rnd_value);
1584 if (IN_LEV_FIELD(left_x, left_y) &&
1585 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1586 can_turn_left = TRUE;
1587 if (IN_LEV_FIELD(right_x, right_y) &&
1588 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1589 can_turn_right = TRUE;
1590 if (IN_LEV_FIELD(move_x, move_y) &&
1591 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1594 if (can_turn_left &&
1596 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1597 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1598 should_turn_left = TRUE;
1599 if (can_turn_right &&
1601 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1602 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1603 should_turn_right = TRUE;
1605 (!can_turn_left || !can_turn_right ||
1606 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1607 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1608 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1609 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1610 should_move_on = TRUE;
1612 if (should_turn_left || should_turn_right || should_move_on)
1614 if (should_turn_left && should_turn_right && should_move_on)
1615 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1616 rnd < 2*rnd_value/3 ? right_dir :
1618 else if (should_turn_left && should_turn_right)
1619 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1620 else if (should_turn_left && should_move_on)
1621 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1622 else if (should_turn_right && should_move_on)
1623 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1624 else if (should_turn_left)
1625 MovDir[x][y] = left_dir;
1626 else if (should_turn_right)
1627 MovDir[x][y] = right_dir;
1628 else if (should_move_on)
1629 MovDir[x][y] = old_move_dir;
1631 else if (can_move_on && rnd > rnd_value/8)
1632 MovDir[x][y] = old_move_dir;
1633 else if (can_turn_left && can_turn_right)
1634 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1635 else if (can_turn_left && rnd > rnd_value/8)
1636 MovDir[x][y] = left_dir;
1637 else if (can_turn_right && rnd > rnd_value/8)
1638 MovDir[x][y] = right_dir;
1640 MovDir[x][y] = back_dir;
1642 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1643 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1644 MovDir[x][y] = old_move_dir;
1648 else if (element == EL_DRACHE)
1650 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1652 int rnd = RND(rnd_value);
1654 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1655 can_turn_left = TRUE;
1656 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1657 can_turn_right = TRUE;
1658 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1661 if (can_move_on && rnd > rnd_value/8)
1662 MovDir[x][y] = old_move_dir;
1663 else if (can_turn_left && can_turn_right)
1664 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1665 else if (can_turn_left && rnd > rnd_value/8)
1666 MovDir[x][y] = left_dir;
1667 else if (can_turn_right && rnd > rnd_value/8)
1668 MovDir[x][y] = right_dir;
1670 MovDir[x][y] = back_dir;
1672 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1673 MovDir[x][y] = old_move_dir;
1677 else if (element == EL_ROBOT || element == EL_SONDE ||
1678 element == EL_MAULWURF || element == EL_PINGUIN)
1680 int attr_x = -1, attr_y = -1;
1691 for (i=0; i<MAX_PLAYERS; i++)
1693 struct PlayerInfo *player = &stored_player[i];
1694 int jx = player->jx, jy = player->jy;
1696 if (!player->active || player->gone)
1699 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1707 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1713 if (element == EL_MAULWURF || element == EL_PINGUIN)
1716 static int xy[4][2] =
1726 int ex = x + xy[i%4][0];
1727 int ey = y + xy[i%4][1];
1729 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1738 MovDir[x][y] = MV_NO_MOVING;
1740 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1742 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1744 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1746 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1748 if (element == EL_ROBOT)
1752 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1753 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1754 Moving2Blocked(x, y, &newx, &newy);
1756 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1757 MovDelay[x][y] = 8+8*!RND(3);
1759 MovDelay[x][y] = 16;
1767 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1769 boolean first_horiz = RND(2);
1770 int new_move_dir = MovDir[x][y];
1773 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1774 Moving2Blocked(x, y, &newx, &newy);
1776 if (IN_LEV_FIELD(newx, newy) &&
1777 (IS_FREE(newx, newy) ||
1778 Feld[newx][newy] == EL_SALZSAEURE ||
1779 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1780 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1781 IS_MAMPF3(Feld[newx][newy])))))
1785 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1786 Moving2Blocked(x, y, &newx, &newy);
1788 if (IN_LEV_FIELD(newx, newy) &&
1789 (IS_FREE(newx, newy) ||
1790 Feld[newx][newy] == EL_SALZSAEURE ||
1791 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1792 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1793 IS_MAMPF3(Feld[newx][newy])))))
1796 MovDir[x][y] = old_move_dir;
1803 static boolean JustBeingPushed(int x, int y)
1807 for (i=0; i<MAX_PLAYERS; i++)
1809 struct PlayerInfo *player = &stored_player[i];
1811 if (player->active && !player->gone &&
1812 player->Pushing && player->MovPos)
1814 int next_jx = player->jx + (player->jx - player->last_jx);
1815 int next_jy = player->jy + (player->jy - player->last_jy);
1817 if (x == next_jx && y == next_jy)
1825 void StartMoving(int x, int y)
1827 int element = Feld[x][y];
1832 if (CAN_FALL(element) && y<lev_fieldy-1)
1834 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1835 if (JustBeingPushed(x, y))
1838 if (element == EL_MORAST_VOLL)
1840 if (IS_FREE(x, y+1))
1842 InitMovingField(x, y, MV_DOWN);
1843 Feld[x][y] = EL_FELSBROCKEN;
1844 Store[x][y] = EL_MORAST_LEER;
1846 else if (Feld[x][y+1] == EL_MORAST_LEER)
1848 if (!MovDelay[x][y])
1849 MovDelay[x][y] = TILEY + 1;
1858 Feld[x][y] = EL_MORAST_LEER;
1859 Feld[x][y+1] = EL_MORAST_VOLL;
1862 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1864 InitMovingField(x, y, MV_DOWN);
1865 Store[x][y] = EL_MORAST_VOLL;
1867 else if (element == EL_SIEB_VOLL)
1869 if (IS_FREE(x, y+1))
1871 InitMovingField(x, y, MV_DOWN);
1872 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1873 Store[x][y] = EL_SIEB_LEER;
1875 else if (Feld[x][y+1] == EL_SIEB_LEER)
1877 if (!MovDelay[x][y])
1878 MovDelay[x][y] = TILEY/4 + 1;
1887 Feld[x][y] = EL_SIEB_LEER;
1888 Feld[x][y+1] = EL_SIEB_VOLL;
1889 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1893 else if (element == EL_SIEB2_VOLL)
1895 if (IS_FREE(x, y+1))
1897 InitMovingField(x, y, MV_DOWN);
1898 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1899 Store[x][y] = EL_SIEB2_LEER;
1901 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1903 if (!MovDelay[x][y])
1904 MovDelay[x][y] = TILEY/4 + 1;
1913 Feld[x][y] = EL_SIEB2_LEER;
1914 Feld[x][y+1] = EL_SIEB2_VOLL;
1915 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1919 else if (CAN_CHANGE(element) &&
1920 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1922 InitMovingField(x, y, MV_DOWN);
1924 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1925 Store2[x][y+1] = element;
1927 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1930 InitMovingField(x, y, MV_DOWN);
1931 Store[x][y] = EL_SALZSAEURE;
1933 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1937 else if (IS_FREE(x, y+1))
1939 InitMovingField(x, y, MV_DOWN);
1941 else if (element == EL_TROPFEN)
1943 Feld[x][y] = EL_AMOEBING;
1944 Store[x][y] = EL_AMOEBE_NASS;
1946 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1948 boolean left = (x>0 && IS_FREE(x-1, y) &&
1949 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1950 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1951 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1955 if (left && right && game_emulation != EMU_BOULDERDASH)
1956 left = !(right = RND(2));
1958 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1962 else if (CAN_MOVE(element))
1966 if (element == EL_SONDE && JustBeingPushed(x, y))
1969 if (!MovDelay[x][y]) /* start new movement phase */
1971 /* all objects that can change their move direction after each step */
1972 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1974 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1977 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1978 DrawLevelField(x, y);
1982 if (MovDelay[x][y]) /* wait some time before next movement */
1986 if (element == EL_ROBOT || element == EL_MAMPFER ||
1987 element == EL_MAMPFER2)
1989 int phase = MovDelay[x][y] % 8;
1994 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1995 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1997 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1998 && MovDelay[x][y]%4 == 3)
1999 PlaySoundLevel(x, y, SND_NJAM);
2001 else if (element == EL_DRACHE)
2004 int dir = MovDir[x][y];
2005 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2006 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2007 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2008 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2009 dir == MV_UP ? GFX_FLAMMEN_UP :
2010 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2011 int phase = FrameCounter % 2;
2013 for (i=1; i<=3; i++)
2015 int xx = x + i*dx, yy = y + i*dy;
2016 int sx = SCREENX(xx), sy = SCREENY(yy);
2018 if (!IN_LEV_FIELD(xx, yy) ||
2019 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2024 int flamed = MovingOrBlocked2Element(xx, yy);
2026 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2029 RemoveMovingField(xx, yy);
2031 Feld[xx][yy] = EL_BURNING;
2032 if (IN_SCR_FIELD(sx, sy))
2033 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2037 if (Feld[xx][yy] == EL_BURNING)
2038 Feld[xx][yy] = EL_LEERRAUM;
2039 DrawLevelField(xx, yy);
2048 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2050 PlaySoundLevel(x, y, SND_KLAPPER);
2052 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2054 PlaySoundLevel(x, y, SND_ROEHR);
2057 /* now make next step */
2059 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2061 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2063 /* enemy got the player */
2065 KillHero(PLAYERINFO(newx, newy));
2068 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2069 element == EL_ROBOT || element == EL_SONDE) &&
2070 IN_LEV_FIELD(newx, newy) &&
2071 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2074 Store[x][y] = EL_SALZSAEURE;
2076 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2077 IN_LEV_FIELD(newx, newy))
2079 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2081 Feld[x][y] = EL_LEERRAUM;
2082 DrawLevelField(x, y);
2084 PlaySoundLevel(newx, newy, SND_BUING);
2085 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2086 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2088 local_player->friends_still_needed--;
2089 if (!local_player->friends_still_needed &&
2090 !local_player->GameOver && AllPlayersGone)
2091 local_player->LevelSolved = local_player->GameOver = TRUE;
2095 else if (IS_MAMPF3(Feld[newx][newy]))
2097 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2098 DrawLevelField(newx, newy);
2100 MovDir[x][y] = MV_NO_MOVING;
2102 else if (!IS_FREE(newx, newy))
2104 if (IS_PLAYER(x, y))
2105 DrawPlayerField(x, y);
2107 DrawLevelField(x, y);
2111 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2113 if (IS_GEM(Feld[newx][newy]))
2115 if (IS_MOVING(newx, newy))
2116 RemoveMovingField(newx, newy);
2119 Feld[newx][newy] = EL_LEERRAUM;
2120 DrawLevelField(newx, newy);
2123 else if (!IS_FREE(newx, newy))
2125 if (IS_PLAYER(x, y))
2126 DrawPlayerField(x, y);
2128 DrawLevelField(x, y);
2132 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2134 if (!IS_FREE(newx, newy))
2136 if (IS_PLAYER(x, y))
2137 DrawPlayerField(x, y);
2139 DrawLevelField(x, y);
2144 boolean wanna_flame = !RND(10);
2145 int dx = newx - x, dy = newy - y;
2146 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2147 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2148 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2149 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2150 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2151 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2153 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2154 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2155 element1 != EL_BURNING && element2 != EL_BURNING)
2157 if (IS_PLAYER(x, y))
2158 DrawPlayerField(x, y);
2160 DrawLevelField(x, y);
2162 MovDelay[x][y] = 50;
2163 Feld[newx][newy] = EL_BURNING;
2164 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2165 Feld[newx1][newy1] = EL_BURNING;
2166 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2167 Feld[newx2][newy2] = EL_BURNING;
2172 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2173 Feld[newx][newy] == EL_DIAMANT)
2175 if (IS_MOVING(newx, newy))
2176 RemoveMovingField(newx, newy);
2179 Feld[newx][newy] = EL_LEERRAUM;
2180 DrawLevelField(newx, newy);
2183 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2184 IS_MAMPF2(Feld[newx][newy]))
2186 if (AmoebaNr[newx][newy])
2188 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2189 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2190 Feld[newx][newy] == EL_AMOEBE_BD)
2191 AmoebaCnt[AmoebaNr[newx][newy]]--;
2194 if (IS_MOVING(newx, newy))
2195 RemoveMovingField(newx, newy);
2198 Feld[newx][newy] = EL_LEERRAUM;
2199 DrawLevelField(newx, newy);
2202 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2203 IS_AMOEBOID(Feld[newx][newy]))
2205 if (AmoebaNr[newx][newy])
2207 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2208 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2209 Feld[newx][newy] == EL_AMOEBE_BD)
2210 AmoebaCnt[AmoebaNr[newx][newy]]--;
2213 Feld[newx][newy] = EL_LEERRAUM;
2214 DrawLevelField(newx, newy);
2216 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2218 /* object was running against a wall */
2222 if (element == EL_KAEFER || element == EL_FLIEGER)
2223 DrawLevelField(x, y);
2224 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2225 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2226 else if (element == EL_SONDE)
2227 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2232 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2233 PlaySoundLevel(x, y, SND_SCHLURF);
2235 InitMovingField(x, y, MovDir[x][y]);
2239 ContinueMoving(x, y);
2242 void ContinueMoving(int x, int y)
2244 int element = Feld[x][y];
2245 int direction = MovDir[x][y];
2246 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2247 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2248 int horiz_move = (dx!=0);
2249 int newx = x + dx, newy = y + dy;
2250 int step = (horiz_move ? dx : dy) * TILEX/8;
2252 if (CAN_FALL(element) && horiz_move)
2254 else if (element == EL_TROPFEN)
2256 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2259 MovPos[x][y] += step;
2261 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2263 Feld[x][y] = EL_LEERRAUM;
2264 Feld[newx][newy] = element;
2266 if (Store[x][y] == EL_MORAST_VOLL)
2269 Feld[newx][newy] = EL_MORAST_VOLL;
2270 element = EL_MORAST_VOLL;
2272 else if (Store[x][y] == EL_MORAST_LEER)
2275 Feld[x][y] = EL_MORAST_LEER;
2277 else if (Store[x][y] == EL_SIEB_VOLL)
2280 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2282 else if (Store[x][y] == EL_SIEB_LEER)
2284 Store[x][y] = Store2[x][y] = 0;
2285 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2287 else if (Store[x][y] == EL_SIEB2_VOLL)
2290 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2292 else if (Store[x][y] == EL_SIEB2_LEER)
2294 Store[x][y] = Store2[x][y] = 0;
2295 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2297 else if (Store[x][y] == EL_SALZSAEURE)
2300 Feld[newx][newy] = EL_SALZSAEURE;
2301 element = EL_SALZSAEURE;
2303 else if (Store[x][y] == EL_AMOEBE_NASS)
2306 Feld[x][y] = EL_AMOEBE_NASS;
2309 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2310 MovDelay[newx][newy] = 0;
2312 if (!CAN_MOVE(element))
2313 MovDir[newx][newy] = 0;
2315 DrawLevelField(x, y);
2316 DrawLevelField(newx, newy);
2318 Stop[newx][newy] = TRUE;
2319 JustHit[x][newy] = 3;
2321 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2323 TestIfBadThingHitsHero(newx, newy);
2324 TestIfBadThingHitsFriend(newx, newy);
2325 TestIfBadThingHitsOtherBadThing(newx, newy);
2327 else if (element == EL_PINGUIN)
2328 TestIfFriendHitsBadThing(newx, newy);
2330 if (CAN_SMASH(element) && direction == MV_DOWN &&
2331 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2334 else /* still moving on */
2335 DrawLevelField(x, y);
2338 int AmoebeNachbarNr(int ax, int ay)
2341 int element = Feld[ax][ay];
2343 static int xy[4][2] =
2353 int x = ax + xy[i][0];
2354 int y = ay + xy[i][1];
2356 if (!IN_LEV_FIELD(x, y))
2359 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2360 group_nr = AmoebaNr[x][y];
2366 void AmoebenVereinigen(int ax, int ay)
2368 int i, x, y, xx, yy;
2369 int new_group_nr = AmoebaNr[ax][ay];
2370 static int xy[4][2] =
2378 if (new_group_nr == 0)
2386 if (!IN_LEV_FIELD(x, y))
2389 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2390 Feld[x][y] == EL_AMOEBE_BD ||
2391 Feld[x][y] == EL_AMOEBE_TOT) &&
2392 AmoebaNr[x][y] != new_group_nr)
2394 int old_group_nr = AmoebaNr[x][y];
2396 if (old_group_nr == 0)
2399 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2400 AmoebaCnt[old_group_nr] = 0;
2401 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2402 AmoebaCnt2[old_group_nr] = 0;
2404 for (yy=0; yy<lev_fieldy; yy++)
2406 for (xx=0; xx<lev_fieldx; xx++)
2408 if (AmoebaNr[xx][yy] == old_group_nr)
2409 AmoebaNr[xx][yy] = new_group_nr;
2416 void AmoebeUmwandeln(int ax, int ay)
2420 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2422 int group_nr = AmoebaNr[ax][ay];
2427 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2428 printf("AmoebeUmwandeln(): This should never happen!\n");
2433 for (y=0; y<lev_fieldy; y++)
2435 for (x=0; x<lev_fieldx; x++)
2437 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2440 Feld[x][y] = EL_AMOEBA2DIAM;
2448 static int xy[4][2] =
2461 if (!IN_LEV_FIELD(x, y))
2464 if (Feld[x][y] == EL_AMOEBA2DIAM)
2470 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2473 int group_nr = AmoebaNr[ax][ay];
2474 boolean done = FALSE;
2479 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2480 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2485 for (y=0; y<lev_fieldy; y++)
2487 for (x=0; x<lev_fieldx; x++)
2489 if (AmoebaNr[x][y] == group_nr &&
2490 (Feld[x][y] == EL_AMOEBE_TOT ||
2491 Feld[x][y] == EL_AMOEBE_BD ||
2492 Feld[x][y] == EL_AMOEBING))
2495 Feld[x][y] = new_element;
2496 InitField(x, y, FALSE);
2497 DrawLevelField(x, y);
2504 PlaySoundLevel(ax, ay,
2505 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2508 void AmoebeWaechst(int x, int y)
2510 static unsigned long sound_delay = 0;
2511 static unsigned long sound_delay_value = 0;
2513 if (!MovDelay[x][y]) /* start new growing cycle */
2517 if (DelayReached(&sound_delay, sound_delay_value))
2519 PlaySoundLevel(x, y, SND_AMOEBE);
2520 sound_delay_value = 30;
2524 if (MovDelay[x][y]) /* wait some time before growing bigger */
2527 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2528 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2530 if (!MovDelay[x][y])
2532 Feld[x][y] = Store[x][y];
2534 DrawLevelField(x, y);
2539 void AmoebeAbleger(int ax, int ay)
2542 int element = Feld[ax][ay];
2543 int newax = ax, neway = ay;
2544 static int xy[4][2] =
2552 if (!level.tempo_amoebe)
2554 Feld[ax][ay] = EL_AMOEBE_TOT;
2555 DrawLevelField(ax, ay);
2559 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2560 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2562 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2565 if (MovDelay[ax][ay])
2569 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2572 int x = ax + xy[start][0];
2573 int y = ay + xy[start][1];
2575 if (!IN_LEV_FIELD(x, y))
2578 if (IS_FREE(x, y) ||
2579 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2585 if (newax == ax && neway == ay)
2588 else /* normal or "filled" (BD style) amoeba */
2591 boolean waiting_for_player = FALSE;
2595 int j = (start + i) % 4;
2596 int x = ax + xy[j][0];
2597 int y = ay + xy[j][1];
2599 if (!IN_LEV_FIELD(x, y))
2602 if (IS_FREE(x, y) ||
2603 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2609 else if (IS_PLAYER(x, y))
2610 waiting_for_player = TRUE;
2613 if (newax == ax && neway == ay) /* amoeba cannot grow */
2615 if (i == 4 && !waiting_for_player)
2617 Feld[ax][ay] = EL_AMOEBE_TOT;
2618 DrawLevelField(ax, ay);
2619 AmoebaCnt[AmoebaNr[ax][ay]]--;
2621 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2623 if (element == EL_AMOEBE_VOLL)
2624 AmoebeUmwandeln(ax, ay);
2625 else if (element == EL_AMOEBE_BD)
2626 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2631 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2633 /* amoeba gets larger by growing in some direction */
2635 int new_group_nr = AmoebaNr[ax][ay];
2638 if (new_group_nr == 0)
2640 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2641 printf("AmoebeAbleger(): This should never happen!\n");
2646 AmoebaNr[newax][neway] = new_group_nr;
2647 AmoebaCnt[new_group_nr]++;
2648 AmoebaCnt2[new_group_nr]++;
2650 /* if amoeba touches other amoeba(s) after growing, unify them */
2651 AmoebenVereinigen(newax, neway);
2653 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2655 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2661 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2662 (neway == lev_fieldy - 1 && newax != ax))
2664 Feld[newax][neway] = EL_AMOEBING;
2665 Store[newax][neway] = element;
2667 else if (neway == ay)
2668 Feld[newax][neway] = EL_TROPFEN;
2671 InitMovingField(ax, ay, MV_DOWN);
2672 Feld[ax][ay] = EL_TROPFEN;
2673 Store[ax][ay] = EL_AMOEBE_NASS;
2674 ContinueMoving(ax, ay);
2678 DrawLevelField(newax, neway);
2681 void Life(int ax, int ay)
2684 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2686 int element = Feld[ax][ay];
2691 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2692 MovDelay[ax][ay] = life_time;
2694 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2697 if (MovDelay[ax][ay])
2701 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2703 int xx = ax+x1, yy = ay+y1;
2706 if (!IN_LEV_FIELD(xx, yy))
2709 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2711 int x = xx+x2, y = yy+y2;
2713 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2716 if (((Feld[x][y] == element ||
2717 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2719 (IS_FREE(x, y) && Stop[x][y]))
2723 if (xx == ax && yy == ay) /* field in the middle */
2725 if (nachbarn<life[0] || nachbarn>life[1])
2727 Feld[xx][yy] = EL_LEERRAUM;
2729 DrawLevelField(xx, yy);
2730 Stop[xx][yy] = TRUE;
2733 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2734 { /* free border field */
2735 if (nachbarn>=life[2] && nachbarn<=life[3])
2737 Feld[xx][yy] = element;
2738 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2740 DrawLevelField(xx, yy);
2741 Stop[xx][yy] = TRUE;
2747 void Ablenk(int x, int y)
2749 if (!MovDelay[x][y]) /* next animation frame */
2750 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2752 if (MovDelay[x][y]) /* wait some time before next frame */
2757 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2758 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2759 if (!(MovDelay[x][y]%4))
2760 PlaySoundLevel(x, y, SND_MIEP);
2765 Feld[x][y] = EL_ABLENK_AUS;
2766 DrawLevelField(x, y);
2767 if (ZX == x && ZY == y)
2771 void Birne(int x, int y)
2773 if (!MovDelay[x][y]) /* next animation frame */
2774 MovDelay[x][y] = 800;
2776 if (MovDelay[x][y]) /* wait some time before next frame */
2781 if (!(MovDelay[x][y]%5))
2783 if (!(MovDelay[x][y]%10))
2784 Feld[x][y]=EL_ABLENK_EIN;
2786 Feld[x][y]=EL_ABLENK_AUS;
2787 DrawLevelField(x, y);
2788 Feld[x][y]=EL_ABLENK_EIN;
2794 Feld[x][y]=EL_ABLENK_AUS;
2795 DrawLevelField(x, y);
2796 if (ZX == x && ZY == y)
2800 void Blubber(int x, int y)
2802 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2803 DrawLevelField(x, y-1);
2805 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2808 void NussKnacken(int x, int y)
2810 if (!MovDelay[x][y]) /* next animation frame */
2813 if (MovDelay[x][y]) /* wait some time before next frame */
2816 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2817 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2819 if (!MovDelay[x][y])
2821 Feld[x][y] = EL_EDELSTEIN;
2822 DrawLevelField(x, y);
2827 void SiebAktivieren(int x, int y, int typ)
2829 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2831 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2834 void AusgangstuerPruefen(int x, int y)
2836 if (!local_player->gems_still_needed &&
2837 !local_player->sokobanfields_still_needed &&
2838 !local_player->lights_still_needed)
2840 Feld[x][y] = EL_AUSGANG_ACT;
2842 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2843 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2844 y < LEVELY(BY1) ? LEVELY(BY1) :
2845 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2850 void AusgangstuerOeffnen(int x, int y)
2854 if (!MovDelay[x][y]) /* next animation frame */
2855 MovDelay[x][y] = 5*delay;
2857 if (MovDelay[x][y]) /* wait some time before next frame */
2862 tuer = MovDelay[x][y]/delay;
2863 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2864 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2866 if (!MovDelay[x][y])
2868 Feld[x][y] = EL_AUSGANG_AUF;
2869 DrawLevelField(x, y);
2874 void AusgangstuerBlinken(int x, int y)
2876 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2879 void EdelsteinFunkeln(int x, int y)
2881 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2884 if (Feld[x][y] == EL_EDELSTEIN_BD)
2885 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2888 if (!MovDelay[x][y]) /* next animation frame */
2889 MovDelay[x][y] = 11 * !SimpleRND(500);
2891 if (MovDelay[x][y]) /* wait some time before next frame */
2895 if (setup.direct_draw && MovDelay[x][y])
2896 SetDrawtoField(DRAW_BUFFERED);
2898 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2902 int phase = (MovDelay[x][y]-1)/2;
2907 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2909 if (setup.direct_draw)
2913 dest_x = FX + SCREENX(x)*TILEX;
2914 dest_y = FY + SCREENY(y)*TILEY;
2916 XCopyArea(display, drawto_field, window, gc,
2917 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2918 SetDrawtoField(DRAW_DIRECT);
2925 void MauerWaechst(int x, int y)
2929 if (!MovDelay[x][y]) /* next animation frame */
2930 MovDelay[x][y] = 3*delay;
2932 if (MovDelay[x][y]) /* wait some time before next frame */
2937 phase = 2-MovDelay[x][y]/delay;
2938 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2939 DrawGraphic(SCREENX(x), SCREENY(y),
2940 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2941 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2942 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2943 GFX_MAUER_DOWN ) + phase);
2945 if (!MovDelay[x][y])
2947 if (MovDir[x][y] == MV_LEFT)
2949 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2950 DrawLevelField(x-1, y);
2952 else if (MovDir[x][y] == MV_RIGHT)
2954 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2955 DrawLevelField(x+1, y);
2957 else if (MovDir[x][y] == MV_UP)
2959 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2960 DrawLevelField(x, y-1);
2964 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2965 DrawLevelField(x, y+1);
2968 Feld[x][y] = Store[x][y];
2970 MovDir[x][y] = MV_NO_MOVING;
2971 DrawLevelField(x, y);
2976 void MauerAbleger(int ax, int ay)
2978 int element = Feld[ax][ay];
2979 boolean oben_frei = FALSE, unten_frei = FALSE;
2980 boolean links_frei = FALSE, rechts_frei = FALSE;
2981 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2982 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2984 if (!MovDelay[ax][ay]) /* start building new wall */
2985 MovDelay[ax][ay] = 6;
2987 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2990 if (MovDelay[ax][ay])
2994 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2996 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2998 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3000 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3003 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3007 Feld[ax][ay-1] = EL_MAUERND;
3008 Store[ax][ay-1] = element;
3009 MovDir[ax][ay-1] = MV_UP;
3010 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3011 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3015 Feld[ax][ay+1] = EL_MAUERND;
3016 Store[ax][ay+1] = element;
3017 MovDir[ax][ay+1] = MV_DOWN;
3018 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3019 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3023 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3024 element == EL_MAUER_LEBT)
3028 Feld[ax-1][ay] = EL_MAUERND;
3029 Store[ax-1][ay] = element;
3030 MovDir[ax-1][ay] = MV_LEFT;
3031 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3032 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3036 Feld[ax+1][ay] = EL_MAUERND;
3037 Store[ax+1][ay] = element;
3038 MovDir[ax+1][ay] = MV_RIGHT;
3039 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3040 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3044 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3045 DrawLevelField(ax, ay);
3047 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3049 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3050 unten_massiv = TRUE;
3051 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3052 links_massiv = TRUE;
3053 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3054 rechts_massiv = TRUE;
3056 if (((oben_massiv && unten_massiv) ||
3057 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3058 ((links_massiv && rechts_massiv) ||
3059 element == EL_MAUER_Y))
3060 Feld[ax][ay] = EL_MAUERWERK;
3063 void CheckForDragon(int x, int y)
3066 boolean dragon_found = FALSE;
3067 static int xy[4][2] =
3079 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3081 if (IN_LEV_FIELD(xx, yy) &&
3082 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3084 if (Feld[xx][yy] == EL_DRACHE)
3085 dragon_found = TRUE;
3098 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3100 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3102 Feld[xx][yy] = EL_LEERRAUM;
3103 DrawLevelField(xx, yy);
3112 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3114 static byte stored_player_action[MAX_PLAYERS];
3115 static int num_stored_actions = 0;
3116 static boolean save_tape_entry = FALSE;
3117 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3118 int jx = player->jx, jy = player->jy;
3119 int left = player_action & JOY_LEFT;
3120 int right = player_action & JOY_RIGHT;
3121 int up = player_action & JOY_UP;
3122 int down = player_action & JOY_DOWN;
3123 int button1 = player_action & JOY_BUTTON_1;
3124 int button2 = player_action & JOY_BUTTON_2;
3125 int dx = (left ? -1 : right ? 1 : 0);
3126 int dy = (up ? -1 : down ? 1 : 0);
3128 stored_player_action[player->index_nr] = 0;
3129 num_stored_actions++;
3131 if (!player->active || player->gone || tape.pausing)
3136 save_tape_entry = TRUE;
3137 player->frame_reset_delay = 0;
3140 snapped = SnapField(player, dx, dy);
3144 bombed = PlaceBomb(player);
3145 moved = MoveFigure(player, dx, dy);
3148 if (tape.recording && (moved || snapped || bombed))
3150 if (bombed && !moved)
3151 player_action &= JOY_BUTTON;
3153 stored_player_action[player->index_nr] = player_action;
3156 /* this allows cycled sequences of PlayerActions() */
3157 if (num_stored_actions >= MAX_PLAYERS)
3159 TapeRecordAction(stored_player_action);
3160 num_stored_actions = 0;
3165 else if (tape.playing && snapped)
3166 SnapField(player, 0, 0); /* stop snapping */
3170 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3171 SnapField(player, 0, 0);
3172 if (++player->frame_reset_delay > MoveSpeed)
3176 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3178 TapeRecordAction(stored_player_action);
3179 num_stored_actions = 0;
3180 save_tape_entry = FALSE;
3183 if (tape.playing && !tape.pausing && !player_action &&
3184 tape.counter < tape.length)
3187 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3189 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3190 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3192 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3194 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3196 int el = Feld[jx+dx][jy];
3197 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3199 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3201 player->MovDir = next_joy;
3202 player->Frame = FrameCounter % 4;
3203 player->Pushing = TRUE;
3212 static unsigned long action_delay = 0;
3213 unsigned long action_delay_value;
3214 int sieb_x = 0, sieb_y = 0;
3215 int i, x, y, element;
3216 byte *recorded_player_action;
3217 byte summarized_player_action = 0;
3219 if (game_status != PLAYING)
3222 action_delay_value =
3223 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3226 if (tape.playing && tape.fast_forward)
3230 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3236 /* main game synchronization point */
3242 WaitUntilDelayReached(&action_delay, action_delay_value);
3245 while (!DelayReached(&action_delay, action_delay_value))
3249 sprintf(buf, "%ld %ld %ld",
3250 Counter(), action_delay, action_delay_value);
3253 print_debug("done");
3260 if (network_playing && !network_player_action_received)
3264 printf("DEBUG: try to get network player actions in time\n");
3269 /* last chance to get network player actions without main loop delay */
3273 if (game_status != PLAYING)
3276 if (!network_player_action_received)
3280 printf("DEBUG: failed to get network player actions in time\n");
3289 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3291 else if (tape.recording)
3300 else if (tape.recording)
3303 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3305 for (i=0; i<MAX_PLAYERS; i++)
3307 summarized_player_action |= stored_player[i].action;
3309 if (!network_playing)
3310 stored_player[i].effective_action = stored_player[i].action;
3314 if (network_playing)
3315 SendToServer_MovePlayer(summarized_player_action);
3318 if (!options.network && !setup.team_mode)
3319 local_player->effective_action = summarized_player_action;
3321 for (i=0; i<MAX_PLAYERS; i++)
3323 int actual_player_action = stored_player[i].effective_action;
3325 if (recorded_player_action)
3326 actual_player_action = recorded_player_action[i];
3328 PlayerActions(&stored_player[i], actual_player_action);
3329 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3332 network_player_action_received = FALSE;
3334 ScrollScreen(NULL, SCROLL_GO_ON);
3338 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3340 else if (tape.recording)
3350 if (TimeFrames == 0 && !local_player->gone)
3352 extern unsigned int last_RND();
3354 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3355 level.time - TimeLeft,
3357 getStateCheckSum(level.time - TimeLeft));
3366 if (GameFrameDelay >= 500)
3367 printf("FrameCounter == %d\n", FrameCounter);
3378 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3381 if (JustHit[x][y]>0)
3385 if (IS_BLOCKED(x, y))
3389 Blocked2Moving(x, y, &oldx, &oldy);
3390 if (!IS_MOVING(oldx, oldy))
3392 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3393 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3394 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3395 printf("GameActions(): This should never happen!\n");
3401 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3403 element = Feld[x][y];
3405 if (IS_INACTIVE(element))
3408 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3412 if (IS_GEM(element))
3413 EdelsteinFunkeln(x, y);
3415 else if (IS_MOVING(x, y))
3416 ContinueMoving(x, y);
3417 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3418 CheckDynamite(x, y);
3419 else if (element == EL_EXPLODING)
3420 Explode(x, y, Frame[x][y], EX_NORMAL);
3421 else if (element == EL_AMOEBING)
3422 AmoebeWaechst(x, y);
3423 else if (IS_AMOEBALIVE(element))
3424 AmoebeAbleger(x, y);
3425 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3427 else if (element == EL_ABLENK_EIN)
3429 else if (element == EL_SALZSAEURE)
3431 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3433 else if (element == EL_CRACKINGNUT)
3435 else if (element == EL_AUSGANG_ZU)
3436 AusgangstuerPruefen(x, y);
3437 else if (element == EL_AUSGANG_ACT)
3438 AusgangstuerOeffnen(x, y);
3439 else if (element == EL_AUSGANG_AUF)
3440 AusgangstuerBlinken(x, y);
3441 else if (element == EL_MAUERND)
3443 else if (element == EL_MAUER_LEBT ||
3444 element == EL_MAUER_X ||
3445 element == EL_MAUER_Y ||
3446 element == EL_MAUER_XY)
3448 else if (element == EL_BURNING)
3449 CheckForDragon(x, y);
3453 boolean sieb = FALSE;
3454 int jx = local_player->jx, jy = local_player->jy;
3456 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3457 Store[x][y] == EL_SIEB_LEER)
3459 SiebAktivieren(x, y, 1);
3462 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3463 Store[x][y] == EL_SIEB2_LEER)
3465 SiebAktivieren(x, y, 2);
3469 /* play the element sound at the position nearest to the player */
3470 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3480 if (!(SiebCount % 4))
3481 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3488 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3490 element = Feld[x][y];
3491 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3493 Feld[x][y] = EL_SIEB_TOT;
3494 DrawLevelField(x, y);
3496 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3498 Feld[x][y] = EL_SIEB2_TOT;
3499 DrawLevelField(x, y);
3508 if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3513 if (tape.recording || tape.playing)
3514 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3517 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3519 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3522 for (i=0; i<MAX_PLAYERS; i++)
3523 KillHero(&stored_player[i]);
3529 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3531 int min_x = x, min_y = y, max_x = x, max_y = y;
3534 for (i=0; i<MAX_PLAYERS; i++)
3536 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3538 if (!stored_player[i].active || stored_player[i].gone ||
3539 &stored_player[i] == player)
3542 min_x = MIN(min_x, jx);
3543 min_y = MIN(min_y, jy);
3544 max_x = MAX(max_x, jx);
3545 max_y = MAX(max_y, jy);
3548 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3551 static boolean AllPlayersInVisibleScreen()
3555 for (i=0; i<MAX_PLAYERS; i++)
3557 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3559 if (!stored_player[i].active || stored_player[i].gone)
3562 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3569 void ScrollLevel(int dx, int dy)
3571 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3574 XCopyArea(display, drawto_field, drawto_field, gc,
3575 FX + TILEX*(dx == -1) - softscroll_offset,
3576 FY + TILEY*(dy == -1) - softscroll_offset,
3577 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3578 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3579 FX + TILEX*(dx == 1) - softscroll_offset,
3580 FY + TILEY*(dy == 1) - softscroll_offset);
3584 x = (dx == 1 ? BX1 : BX2);
3585 for (y=BY1; y<=BY2; y++)
3586 DrawScreenField(x, y);
3590 y = (dy == 1 ? BY1 : BY2);
3591 for (x=BX1; x<=BX2; x++)
3592 DrawScreenField(x, y);
3595 redraw_mask |= REDRAW_FIELD;
3598 boolean MoveFigureOneStep(struct PlayerInfo *player,
3599 int dx, int dy, int real_dx, int real_dy)
3601 int jx = player->jx, jy = player->jy;
3602 int new_jx = jx+dx, new_jy = jy+dy;
3606 if (player->gone || (!dx && !dy))
3607 return MF_NO_ACTION;
3609 player->MovDir = (dx < 0 ? MV_LEFT :
3612 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3614 if (!IN_LEV_FIELD(new_jx, new_jy))
3615 return MF_NO_ACTION;
3617 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3618 return MF_NO_ACTION;
3620 element = MovingOrBlocked2Element(new_jx, new_jy);
3622 if (DONT_GO_TO(element))
3624 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3627 Feld[jx][jy] = EL_SPIELFIGUR;
3628 InitMovingField(jx, jy, MV_DOWN);
3629 Store[jx][jy] = EL_SALZSAEURE;
3630 ContinueMoving(jx, jy);
3639 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3640 if (can_move != MF_MOVING)
3643 StorePlayer[jx][jy] = 0;
3644 player->last_jx = jx;
3645 player->last_jy = jy;
3646 jx = player->jx = new_jx;
3647 jy = player->jy = new_jy;
3648 StorePlayer[jx][jy] = player->element_nr;
3650 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3652 ScrollFigure(player, SCROLL_INIT);
3657 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3659 int jx = player->jx, jy = player->jy;
3660 int old_jx = jx, old_jy = jy;
3661 int moved = MF_NO_ACTION;
3663 if (player->gone || (!dx && !dy))
3666 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3671 /* should only happen if pre-1.2 tape recordings are played */
3672 /* this is only for backward compatibility */
3674 int old_move_speed = MoveSpeed;
3677 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3680 /* scroll remaining steps with finest movement resolution */
3683 while (player->MovPos)
3685 ScrollFigure(player, SCROLL_GO_ON);
3686 ScrollScreen(NULL, SCROLL_GO_ON);
3692 MoveSpeed = old_move_speed;
3695 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3697 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3698 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3702 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3703 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3709 if (moved & MF_MOVING && !ScreenMovPos &&
3710 (player == local_player || !options.network))
3712 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3713 int offset = (setup.scroll_delay ? 3 : 0);
3715 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3717 /* actual player has left the screen -- scroll in that direction */
3718 if (jx != old_jx) /* player has moved horizontally */
3719 scroll_x += (jx - old_jx);
3720 else /* player has moved vertically */
3721 scroll_y += (jy - old_jy);
3725 if (jx != old_jx) /* player has moved horizontally */
3727 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3728 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3729 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3731 /* don't scroll over playfield boundaries */
3732 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3733 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3735 /* don't scroll more than one field at a time */
3736 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3738 /* don't scroll against the player's moving direction */
3739 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3740 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3741 scroll_x = old_scroll_x;
3743 else /* player has moved vertically */
3745 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3746 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3747 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3749 /* don't scroll over playfield boundaries */
3750 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3751 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3753 /* don't scroll more than one field at a time */
3754 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3756 /* don't scroll against the player's moving direction */
3757 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3758 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3759 scroll_y = old_scroll_y;
3763 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3765 if (!options.network && !AllPlayersInVisibleScreen())
3767 scroll_x = old_scroll_x;
3768 scroll_y = old_scroll_y;
3772 ScrollScreen(player, SCROLL_INIT);
3773 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3778 if (!(moved & MF_MOVING) && !player->Pushing)
3781 player->Frame = (player->Frame + 1) % 4;
3783 if (moved & MF_MOVING)
3785 if (old_jx != jx && old_jy == jy)
3786 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3787 else if (old_jx == jx && old_jy != jy)
3788 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3790 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3792 player->last_move_dir = player->MovDir;
3795 player->last_move_dir = MV_NO_MOVING;
3797 TestIfHeroHitsBadThing(jx, jy);
3805 void ScrollFigure(struct PlayerInfo *player, int mode)
3807 int jx = player->jx, jy = player->jy;
3808 int last_jx = player->last_jx, last_jy = player->last_jy;
3810 if (!player->active || player->gone || !player->MovPos)
3813 if (mode == SCROLL_INIT)
3815 player->actual_frame_counter = FrameCounter;
3816 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3818 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3819 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3824 else if (!FrameReached(&player->actual_frame_counter, 1))
3827 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3828 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3830 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3831 Feld[last_jx][last_jy] = EL_LEERRAUM;
3835 if (!player->MovPos)
3837 player->last_jx = jx;
3838 player->last_jy = jy;
3840 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3844 if (!local_player->friends_still_needed)
3845 player->LevelSolved = player->GameOver = TRUE;
3850 void ScrollScreen(struct PlayerInfo *player, int mode)
3852 static unsigned long screen_frame_counter = 0;
3854 if (mode == SCROLL_INIT)
3856 screen_frame_counter = FrameCounter;
3857 ScreenMovDir = player->MovDir;
3858 ScreenMovPos = player->MovPos;
3859 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3862 else if (!FrameReached(&screen_frame_counter, 1))
3867 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3868 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3869 redraw_mask |= REDRAW_FIELD;
3872 ScreenMovDir = MV_NO_MOVING;
3875 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3877 int i, killx = goodx, killy = goody;
3878 static int xy[4][2] =
3885 static int harmless[4] =
3897 x = goodx + xy[i][0];
3898 y = goody + xy[i][1];
3899 if (!IN_LEV_FIELD(x, y))
3902 element = Feld[x][y];
3904 if (DONT_TOUCH(element))
3906 if (MovDir[x][y] == harmless[i])
3915 if (killx != goodx || killy != goody)
3917 if (IS_PLAYER(goodx, goody))
3918 KillHero(PLAYERINFO(goodx, goody));
3924 void TestIfBadThingHitsGoodThing(int badx, int bady)
3926 int i, killx = badx, killy = bady;
3927 static int xy[4][2] =
3934 static int harmless[4] =
3946 x = badx + xy[i][0];
3947 y = bady + xy[i][1];
3948 if (!IN_LEV_FIELD(x, y))
3951 element = Feld[x][y];
3953 if (IS_PLAYER(x, y))
3959 else if (element == EL_PINGUIN)
3961 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3970 if (killx != badx || killy != bady)
3972 if (IS_PLAYER(killx, killy))
3973 KillHero(PLAYERINFO(killx, killy));
3979 void TestIfHeroHitsBadThing(int x, int y)
3981 TestIfGoodThingHitsBadThing(x, y);
3984 void TestIfBadThingHitsHero(int x, int y)
3986 TestIfBadThingHitsGoodThing(x, y);
3989 void TestIfFriendHitsBadThing(int x, int y)
3991 TestIfGoodThingHitsBadThing(x, y);
3994 void TestIfBadThingHitsFriend(int x, int y)
3996 TestIfBadThingHitsGoodThing(x, y);
3999 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4001 int i, killx = badx, killy = bady;
4002 static int xy[4][2] =
4016 if (!IN_LEV_FIELD(x, y))
4019 element = Feld[x][y];
4020 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4021 element == EL_AMOEBING || element == EL_TROPFEN)
4029 if (killx != badx || killy != bady)
4033 void KillHero(struct PlayerInfo *player)
4035 int jx = player->jx, jy = player->jy;
4040 if (IS_PFORTE(Feld[jx][jy]))
4041 Feld[jx][jy] = EL_LEERRAUM;
4047 void BuryHero(struct PlayerInfo *player)
4049 int jx = player->jx, jy = player->jy;
4054 PlaySoundLevel(jx, jy, SND_AUTSCH);
4055 PlaySoundLevel(jx, jy, SND_LACHEN);
4057 player->GameOver = TRUE;
4061 void RemoveHero(struct PlayerInfo *player)
4063 int jx = player->jx, jy = player->jy;
4064 int i, found = FALSE;
4066 player->gone = TRUE;
4067 StorePlayer[jx][jy] = 0;
4069 for (i=0; i<MAX_PLAYERS; i++)
4070 if (stored_player[i].active && !stored_player[i].gone)
4074 AllPlayersGone = TRUE;
4080 int DigField(struct PlayerInfo *player,
4081 int x, int y, int real_dx, int real_dy, int mode)
4083 int jx = player->jx, jy = player->jy;
4084 int dx = x - jx, dy = y - jy;
4087 if (!player->MovPos)
4088 player->Pushing = FALSE;
4090 if (mode == DF_NO_PUSH)
4092 player->push_delay = 0;
4093 return MF_NO_ACTION;
4096 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4097 return MF_NO_ACTION;
4099 element = Feld[x][y];
4107 Feld[x][y] = EL_LEERRAUM;
4111 case EL_EDELSTEIN_BD:
4112 case EL_EDELSTEIN_GELB:
4113 case EL_EDELSTEIN_ROT:
4114 case EL_EDELSTEIN_LILA:
4116 case EL_SP_INFOTRON:
4118 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4119 if (local_player->gems_still_needed < 0)
4120 local_player->gems_still_needed = 0;
4121 RaiseScoreElement(element);
4122 DrawText(DX_EMERALDS, DY_EMERALDS,
4123 int2str(local_player->gems_still_needed, 3),
4124 FS_SMALL, FC_YELLOW);
4125 PlaySoundLevel(x, y, SND_PONG);
4131 ScrollStepSize = TILEX/4;
4132 PlaySoundLevel(x, y, SND_PONG);
4135 case EL_DYNAMIT_AUS:
4138 RaiseScoreElement(EL_DYNAMIT);
4139 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4140 int2str(local_player->dynamite, 3),
4141 FS_SMALL, FC_YELLOW);
4142 PlaySoundLevel(x, y, SND_PONG);
4145 case EL_DYNABOMB_NR:
4147 player->dynabomb_count++;
4148 player->dynabombs_left++;
4149 RaiseScoreElement(EL_DYNAMIT);
4150 PlaySoundLevel(x, y, SND_PONG);
4153 case EL_DYNABOMB_SZ:
4155 player->dynabomb_size++;
4156 RaiseScoreElement(EL_DYNAMIT);
4157 PlaySoundLevel(x, y, SND_PONG);
4160 case EL_DYNABOMB_XL:
4162 player->dynabomb_xl = TRUE;
4163 RaiseScoreElement(EL_DYNAMIT);
4164 PlaySoundLevel(x, y, SND_PONG);
4167 case EL_SCHLUESSEL1:
4168 case EL_SCHLUESSEL2:
4169 case EL_SCHLUESSEL3:
4170 case EL_SCHLUESSEL4:
4172 int key_nr = element-EL_SCHLUESSEL1;
4175 player->key[key_nr] = TRUE;
4176 RaiseScoreElement(EL_SCHLUESSEL);
4177 DrawMiniGraphicExt(drawto, gc,
4178 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4179 GFX_SCHLUESSEL1+key_nr);
4180 DrawMiniGraphicExt(window, gc,
4181 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4182 GFX_SCHLUESSEL1+key_nr);
4183 PlaySoundLevel(x, y, SND_PONG);
4188 Feld[x][y] = EL_ABLENK_EIN;
4191 DrawLevelField(x, y);
4195 case EL_SP_TERMINAL:
4199 for (yy=0; yy<lev_fieldy; yy++)
4200 for (xx=0; xx<lev_fieldx; xx++)
4201 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4204 Feld[x][y] = EL_SP_TERMINAL_ACTIVE;
4205 DrawLevelField(x, y);
4211 if (local_player->gems_still_needed > 0)
4212 return MF_NO_ACTION;
4214 player->LevelSolved = player->GameOver = TRUE;
4215 PlaySoundLevel(x, y, SND_BUING);
4218 case EL_FELSBROCKEN:
4223 case EL_SP_DISK_ORANGE:
4224 case EL_SP_DISK_YELLOW:
4225 if (dy || mode == DF_SNAP)
4226 return MF_NO_ACTION;
4228 player->Pushing = TRUE;
4230 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4231 return MF_NO_ACTION;
4235 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4236 return MF_NO_ACTION;
4239 if (player->push_delay == 0)
4240 player->push_delay = FrameCounter;
4241 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4243 return MF_NO_ACTION;
4246 Feld[x+dx][y+dy] = element;
4248 player->push_delay_value = 2+RND(8);
4250 DrawLevelField(x+dx, y+dy);
4251 if (element == EL_FELSBROCKEN)
4252 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4253 else if (element == EL_KOKOSNUSS)
4254 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4256 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4263 if (!player->key[element-EL_PFORTE1])
4264 return MF_NO_ACTION;
4271 if (!player->key[element-EL_PFORTE1X])
4272 return MF_NO_ACTION;
4276 case EL_AUSGANG_ACT:
4277 /* door is not (yet) open */
4278 return MF_NO_ACTION;
4281 case EL_AUSGANG_AUF:
4282 if (mode == DF_SNAP)
4283 return MF_NO_ACTION;
4285 PlaySoundLevel(x, y, SND_BUING);
4288 player->gone = TRUE;
4289 PlaySoundLevel(x, y, SND_BUING);
4291 if (!local_player->friends_still_needed)
4292 player->LevelSolved = player->GameOver = TRUE;
4298 Feld[x][y] = EL_BIRNE_EIN;
4299 local_player->lights_still_needed--;
4300 DrawLevelField(x, y);
4301 PlaySoundLevel(x, y, SND_DENG);
4306 Feld[x][y] = EL_ZEIT_LEER;
4308 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4309 DrawLevelField(x, y);
4310 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4314 case EL_SOKOBAN_FELD_LEER:
4317 case EL_SOKOBAN_FELD_VOLL:
4318 case EL_SOKOBAN_OBJEKT:
4320 if (mode == DF_SNAP)
4321 return MF_NO_ACTION;
4323 player->Pushing = TRUE;
4325 if (!IN_LEV_FIELD(x+dx, y+dy)
4326 || (!IS_FREE(x+dx, y+dy)
4327 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4328 || !IS_SB_ELEMENT(element))))
4329 return MF_NO_ACTION;
4333 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4334 return MF_NO_ACTION;
4336 else if (dy && real_dx)
4338 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4339 return MF_NO_ACTION;
4342 if (player->push_delay == 0)
4343 player->push_delay = FrameCounter;
4344 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4346 return MF_NO_ACTION;
4348 if (IS_SB_ELEMENT(element))
4350 if (element == EL_SOKOBAN_FELD_VOLL)
4352 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4353 local_player->sokobanfields_still_needed++;
4358 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4360 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4361 local_player->sokobanfields_still_needed--;
4362 if (element == EL_SOKOBAN_OBJEKT)
4363 PlaySoundLevel(x, y, SND_DENG);
4366 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4371 Feld[x+dx][y+dy] = element;
4374 player->push_delay_value = 2;
4376 DrawLevelField(x, y);
4377 DrawLevelField(x+dx, y+dy);
4378 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4380 if (IS_SB_ELEMENT(element) &&
4381 local_player->sokobanfields_still_needed == 0 &&
4382 game_emulation == EMU_SOKOBAN)
4384 player->LevelSolved = player->GameOver = TRUE;
4385 PlaySoundLevel(x, y, SND_BUING);
4397 if (IS_EATABLE(element)) /* other kinds of 'dirt' */
4398 Feld[x][y] = EL_LEERRAUM;
4400 return MF_NO_ACTION;
4405 player->push_delay = 0;
4410 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4412 int jx = player->jx, jy = player->jy;
4413 int x = jx + dx, y = jy + dy;
4415 if (player->gone || !IN_LEV_FIELD(x, y))
4423 player->snapped = FALSE;
4427 if (player->snapped)
4430 player->MovDir = (dx < 0 ? MV_LEFT :
4433 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4435 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4438 player->snapped = TRUE;
4439 DrawLevelField(x, y);
4445 boolean PlaceBomb(struct PlayerInfo *player)
4447 int jx = player->jx, jy = player->jy;
4450 if (player->gone || player->MovPos)
4453 element = Feld[jx][jy];
4455 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4456 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4457 element == EL_EXPLODING)
4460 if (element != EL_LEERRAUM)
4461 Store[jx][jy] = element;
4463 if (player->dynamite)
4465 Feld[jx][jy] = EL_DYNAMIT;
4466 MovDelay[jx][jy] = 96;
4468 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4469 FS_SMALL, FC_YELLOW);
4470 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4471 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4475 Feld[jx][jy] = EL_DYNABOMB;
4476 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4477 MovDelay[jx][jy] = 96;
4478 player->dynabombs_left--;
4479 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4480 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4486 void PlaySoundLevel(int x, int y, int sound_nr)
4488 int sx = SCREENX(x), sy = SCREENY(y);
4490 int silence_distance = 8;
4492 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4493 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4496 if (!IN_LEV_FIELD(x, y) ||
4497 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4498 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4501 volume = PSND_MAX_VOLUME;
4504 stereo = (sx-SCR_FIELDX/2)*12;
4506 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4507 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4508 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4511 if (!IN_SCR_FIELD(sx, sy))
4513 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4514 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4516 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4519 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4522 void RaiseScore(int value)
4524 local_player->score += value;
4525 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4526 FS_SMALL, FC_YELLOW);
4529 void RaiseScoreElement(int element)
4534 case EL_EDELSTEIN_BD:
4535 case EL_EDELSTEIN_GELB:
4536 case EL_EDELSTEIN_ROT:
4537 case EL_EDELSTEIN_LILA:
4538 RaiseScore(level.score[SC_EDELSTEIN]);
4541 RaiseScore(level.score[SC_DIAMANT]);
4545 RaiseScore(level.score[SC_KAEFER]);
4549 RaiseScore(level.score[SC_FLIEGER]);
4553 RaiseScore(level.score[SC_MAMPFER]);
4556 RaiseScore(level.score[SC_ROBOT]);
4559 RaiseScore(level.score[SC_PACMAN]);
4562 RaiseScore(level.score[SC_KOKOSNUSS]);
4565 RaiseScore(level.score[SC_DYNAMIT]);
4568 RaiseScore(level.score[SC_SCHLUESSEL]);