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)
180 Feld[x][y] = EL_SPIELER1;
188 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
189 int jx = player->jx, jy = player->jy;
191 player->present = TRUE;
194 if (!network_playing || player->connected)
197 if (!options.network || player->connected)
199 player->active = TRUE;
201 /* remove potentially duplicate players */
202 if (StorePlayer[jx][jy] == Feld[x][y])
203 StorePlayer[jx][jy] = 0;
205 StorePlayer[x][y] = Feld[x][y];
209 printf("Player %d activated.\n", player->element_nr);
210 printf("[Local player is %d and currently %s.]\n",
211 local_player->element_nr,
212 local_player->active ? "active" : "not active");
216 Feld[x][y] = EL_LEERRAUM;
217 player->jx = player->last_jx = x;
218 player->jy = player->last_jy = y;
223 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
224 Feld[x][y] = EL_BADEWANNE1;
225 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE2;
227 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
228 Feld[x][y] = EL_BADEWANNE3;
229 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
230 Feld[x][y] = EL_BADEWANNE4;
231 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
232 Feld[x][y] = EL_BADEWANNE5;
272 if (y == lev_fieldy - 1)
274 Feld[x][y] = EL_AMOEBING;
275 Store[x][y] = EL_AMOEBE_NASS;
284 local_player->lights_still_needed++;
287 case EL_SOKOBAN_FELD_LEER:
288 local_player->sokobanfields_still_needed++;
293 local_player->friends_still_needed++;
298 MovDir[x][y] = 1 << RND(4);
309 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
310 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
312 /* don't play tapes over network */
313 network_playing = (options.network && !tape.playing);
315 for (i=0; i<MAX_PLAYERS; i++)
317 struct PlayerInfo *player = &stored_player[i];
319 player->index_nr = i;
320 player->element_nr = EL_SPIELER1 + i;
322 player->present = FALSE;
323 player->active = FALSE;
326 player->effective_action = 0;
329 player->gems_still_needed = level.edelsteine;
330 player->sokobanfields_still_needed = 0;
331 player->lights_still_needed = 0;
332 player->friends_still_needed = 0;
335 player->key[j] = FALSE;
337 player->dynamite = 0;
338 player->dynabomb_count = 0;
339 player->dynabomb_size = 0;
340 player->dynabombs_left = 0;
341 player->dynabomb_xl = FALSE;
343 player->MovDir = MV_NO_MOVING;
345 player->Pushing = FALSE;
349 player->actual_frame_counter = 0;
351 player->frame_reset_delay = 0;
353 player->push_delay = 0;
354 player->push_delay_value = 5;
356 player->move_delay = 0;
357 player->last_move_dir = MV_NO_MOVING;
359 player->snapped = FALSE;
361 player->gone = FALSE;
363 player->last_jx = player->last_jy = 0;
364 player->jx = player->jy = 0;
366 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
367 SnapField(player, 0, 0);
369 player->LevelSolved = FALSE;
370 player->GameOver = FALSE;
373 network_player_action_received = FALSE;
376 /* initial null action */
378 SendToServer_MovePlayer(MV_NO_MOVING);
386 TimeLeft = level.time;
388 ScreenMovDir = MV_NO_MOVING;
392 if (level.high_speed)
395 ScrollStepSize = TILEX/4;
400 ScrollStepSize = TILEX/8;
403 AllPlayersGone = FALSE;
407 for (i=0; i<MAX_NUM_AMOEBA; i++)
408 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
410 for (x=0; x<lev_fieldx; x++)
412 for (y=0; y<lev_fieldy; y++)
414 Feld[x][y] = Ur[x][y];
415 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
416 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
424 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
426 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
428 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
431 InitField(x, y, TRUE);
434 /* check if any connected player was not found in playfield */
435 for (i=0; i<MAX_PLAYERS; i++)
437 struct PlayerInfo *player = &stored_player[i];
439 if (player->connected && !player->present)
441 for (j=0; j<MAX_PLAYERS; j++)
443 struct PlayerInfo *some_player = &stored_player[j];
444 int jx = some_player->jx, jy = some_player->jy;
446 /* assign first free player found that is present in the playfield */
447 if (some_player->present && !some_player->connected)
449 player->present = TRUE;
450 player->active = TRUE;
451 some_player->present = FALSE;
453 StorePlayer[jx][jy] = player->element_nr;
454 player->jx = player->last_jx = jx;
455 player->jy = player->last_jy = jy;
465 /* when playing a tape, eliminate all players who do not participate */
467 for (i=0; i<MAX_PLAYERS; i++)
469 if (stored_player[i].active && !tape.player_participates[i])
471 struct PlayerInfo *player = &stored_player[i];
472 int jx = player->jx, jy = player->jy;
474 player->active = FALSE;
475 StorePlayer[jx][jy] = 0;
476 Feld[jx][jy] = EL_LEERRAUM;
480 else if (!options.network && !setup.team_mode) /* && !tape.playing */
482 /* when in single player mode, eliminate all but the first active player */
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].active)
488 for (j=i+1; j<MAX_PLAYERS; j++)
490 if (stored_player[j].active)
492 struct PlayerInfo *player = &stored_player[j];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
504 /* when recording the game, store which players take part in the game */
507 for (i=0; i<MAX_PLAYERS; i++)
508 if (stored_player[i].active)
509 tape.player_participates[i] = TRUE;
514 for (i=0; i<MAX_PLAYERS; i++)
516 struct PlayerInfo *player = &stored_player[i];
518 printf("Player %d: present == %d, connected == %d, active == %d.\n",
523 if (local_player == player)
524 printf("Player %d is local player.\n", i+1);
528 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
529 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
531 scroll_x = scroll_y = -1;
532 if (local_player->jx >= MIDPOSX-1)
533 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
534 local_player->jx - MIDPOSX :
535 lev_fieldx - SCR_FIELDX + 1);
536 if (local_player->jy >= MIDPOSY-1)
537 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
538 local_player->jy - MIDPOSY :
539 lev_fieldy - SCR_FIELDY + 1);
541 CloseDoor(DOOR_CLOSE_1);
547 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
548 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
549 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
550 DrawTextExt(pix[PIX_DB_DOOR], gc,
551 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
552 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
553 DrawTextExt(pix[PIX_DB_DOOR], gc,
554 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
555 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
556 DrawTextExt(pix[PIX_DB_DOOR], gc,
557 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
558 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
559 DrawTextExt(pix[PIX_DB_DOOR], gc,
560 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
561 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
562 DrawTextExt(pix[PIX_DB_DOOR], gc,
563 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
564 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
566 DrawGameButton(BUTTON_GAME_STOP);
567 DrawGameButton(BUTTON_GAME_PAUSE);
568 DrawGameButton(BUTTON_GAME_PLAY);
569 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
570 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
571 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
572 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
573 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
574 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
575 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
576 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
578 OpenDoor(DOOR_OPEN_1);
580 if (setup.sound_music)
581 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
583 XAutoRepeatOff(display);
588 printf("Spieler %d %saktiv.\n",
589 i+1, (stored_player[i].active ? "" : "nicht "));
593 void InitMovDir(int x, int y)
595 int i, element = Feld[x][y];
596 static int xy[4][2] =
603 static int direction[2][4] =
605 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
606 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
615 Feld[x][y] = EL_KAEFER;
616 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
622 Feld[x][y] = EL_FLIEGER;
623 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
629 Feld[x][y] = EL_BUTTERFLY;
630 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
636 Feld[x][y] = EL_FIREFLY;
637 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
643 Feld[x][y] = EL_PACMAN;
644 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
647 MovDir[x][y] = 1 << RND(4);
648 if (element != EL_KAEFER &&
649 element != EL_FLIEGER &&
650 element != EL_BUTTERFLY &&
651 element != EL_FIREFLY)
656 int x1 = x + xy[i][0];
657 int y1 = y + xy[i][1];
659 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
661 if (element == EL_KAEFER || element == EL_BUTTERFLY)
663 MovDir[x][y] = direction[0][i];
666 else if (element == EL_FLIEGER || element == EL_FIREFLY)
668 MovDir[x][y] = direction[1][i];
677 void InitAmoebaNr(int x, int y)
680 int group_nr = AmoebeNachbarNr(x, y);
684 for (i=1; i<MAX_NUM_AMOEBA; i++)
686 if (AmoebaCnt[i] == 0)
694 AmoebaNr[x][y] = group_nr;
695 AmoebaCnt[group_nr]++;
696 AmoebaCnt2[group_nr]++;
702 int bumplevel = FALSE;
704 if (local_player->MovPos)
707 local_player->LevelSolved = FALSE;
711 if (setup.sound_loops)
712 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
716 if (!setup.sound_loops)
717 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
718 if (TimeLeft && !(TimeLeft % 10))
719 RaiseScore(level.score[SC_ZEITBONUS]);
720 if (TimeLeft > 100 && !(TimeLeft % 10))
724 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
729 if (setup.sound_loops)
735 /* Hero disappears */
736 DrawLevelField(ExitX, ExitY);
742 CloseDoor(DOOR_CLOSE_1);
747 SaveTape(tape.level_nr); /* Ask to save tape */
750 if ((hi_pos = NewHiScore()) >= 0)
752 game_status = HALLOFFAME;
753 DrawHallOfFame(hi_pos);
754 if (bumplevel && TAPE_IS_EMPTY(tape))
759 game_status = MAINMENU;
760 if (bumplevel && TAPE_IS_EMPTY(tape))
775 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
776 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
779 for (k=0; k<MAX_SCORE_ENTRIES; k++)
781 if (local_player->score > highscore[k].Score)
783 /* player has made it to the hall of fame */
785 if (k < MAX_SCORE_ENTRIES - 1)
787 int m = MAX_SCORE_ENTRIES - 1;
790 for (l=k; l<MAX_SCORE_ENTRIES; l++)
791 if (!strcmp(setup.player_name, highscore[l].Name))
793 if (m == k) /* player's new highscore overwrites his old one */
799 strcpy(highscore[l].Name, highscore[l - 1].Name);
800 highscore[l].Score = highscore[l - 1].Score;
807 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
808 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
809 highscore[k].Score = local_player->score;
815 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
816 break; /* player already there with a higher score */
827 void InitMovingField(int x, int y, int direction)
829 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
830 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
832 MovDir[x][y] = direction;
833 MovDir[newx][newy] = direction;
834 if (Feld[newx][newy] == EL_LEERRAUM)
835 Feld[newx][newy] = EL_BLOCKED;
838 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
840 int direction = MovDir[x][y];
841 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
842 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
848 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
850 int oldx = x, oldy = y;
851 int direction = MovDir[x][y];
853 if (direction == MV_LEFT)
855 else if (direction == MV_RIGHT)
857 else if (direction == MV_UP)
859 else if (direction == MV_DOWN)
862 *comes_from_x = oldx;
863 *comes_from_y = oldy;
866 int MovingOrBlocked2Element(int x, int y)
868 int element = Feld[x][y];
870 if (element == EL_BLOCKED)
874 Blocked2Moving(x, y, &oldx, &oldy);
875 return Feld[oldx][oldy];
881 static void RemoveField(int x, int y)
883 Feld[x][y] = EL_LEERRAUM;
889 void RemoveMovingField(int x, int y)
891 int oldx = x, oldy = y, newx = x, newy = y;
893 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
898 Moving2Blocked(x, y, &newx, &newy);
899 if (Feld[newx][newy] != EL_BLOCKED)
902 else if (Feld[x][y] == EL_BLOCKED)
904 Blocked2Moving(x, y, &oldx, &oldy);
905 if (!IS_MOVING(oldx, oldy))
909 if (Feld[x][y] == EL_BLOCKED &&
910 (Store[oldx][oldy] == EL_MORAST_LEER ||
911 Store[oldx][oldy] == EL_SIEB_LEER ||
912 Store[oldx][oldy] == EL_SIEB2_LEER ||
913 Store[oldx][oldy] == EL_AMOEBE_NASS))
915 Feld[oldx][oldy] = Store[oldx][oldy];
916 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
919 Feld[oldx][oldy] = EL_LEERRAUM;
921 Feld[newx][newy] = EL_LEERRAUM;
922 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
923 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
925 DrawLevelField(oldx, oldy);
926 DrawLevelField(newx, newy);
929 void DrawDynamite(int x, int y)
931 int sx = SCREENX(x), sy = SCREENY(y);
932 int graphic = el2gfx(Feld[x][y]);
935 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
939 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
941 if (Feld[x][y] == EL_DYNAMIT)
943 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
948 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
953 DrawGraphicThruMask(sx, sy, graphic + phase);
955 DrawGraphic(sx, sy, graphic + phase);
958 void CheckDynamite(int x, int y)
960 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
965 if (!(MovDelay[x][y] % 12))
966 PlaySoundLevel(x, y, SND_ZISCH);
968 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
970 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
977 StopSound(SND_ZISCH);
981 void Explode(int ex, int ey, int phase, int mode)
984 int num_phase = 9, delay = 2;
985 int last_phase = num_phase * delay;
986 int half_phase = (num_phase / 2) * delay;
988 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
990 int center_element = Feld[ex][ey];
992 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
994 center_element = MovingOrBlocked2Element(ex, ey);
995 RemoveMovingField(ex, ey);
998 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1000 int element = Feld[x][y];
1002 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1004 element = MovingOrBlocked2Element(x, y);
1005 RemoveMovingField(x, y);
1008 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1011 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1015 if (element == EL_EXPLODING)
1016 element = Store2[x][y];
1018 if (IS_PLAYER(ex, ey))
1020 switch(StorePlayer[ex][ey])
1023 Store[x][y] = EL_EDELSTEIN_ROT;
1026 Store[x][y] = EL_EDELSTEIN;
1029 Store[x][y] = EL_EDELSTEIN_LILA;
1033 Store[x][y] = EL_EDELSTEIN_GELB;
1037 else if (center_element == EL_MAULWURF)
1038 Store[x][y] = EL_EDELSTEIN_ROT;
1039 else if (center_element == EL_PINGUIN)
1040 Store[x][y] = EL_EDELSTEIN_LILA;
1041 else if (center_element == EL_KAEFER)
1042 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1043 else if (center_element == EL_BUTTERFLY)
1044 Store[x][y] = EL_EDELSTEIN_BD;
1045 else if (center_element == EL_MAMPFER)
1046 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1047 else if (center_element == EL_AMOEBA2DIAM)
1048 Store[x][y] = level.amoebe_inhalt;
1049 else if (element == EL_ERZ_EDEL)
1050 Store[x][y] = EL_EDELSTEIN;
1051 else if (element == EL_ERZ_DIAM)
1052 Store[x][y] = EL_DIAMANT;
1053 else if (element == EL_ERZ_EDEL_BD)
1054 Store[x][y] = EL_EDELSTEIN_BD;
1055 else if (element == EL_ERZ_EDEL_GELB)
1056 Store[x][y] = EL_EDELSTEIN_GELB;
1057 else if (element == EL_ERZ_EDEL_ROT)
1058 Store[x][y] = EL_EDELSTEIN_ROT;
1059 else if (element == EL_ERZ_EDEL_LILA)
1060 Store[x][y] = EL_EDELSTEIN_LILA;
1061 else if (!IS_PFORTE(Store[x][y]))
1062 Store[x][y] = EL_LEERRAUM;
1064 if (x != ex || y != ey ||
1065 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1066 Store2[x][y] = element;
1068 if (AmoebaNr[x][y] &&
1069 (element == EL_AMOEBE_VOLL ||
1070 element == EL_AMOEBE_BD ||
1071 element == EL_AMOEBING))
1073 AmoebaCnt[AmoebaNr[x][y]]--;
1074 AmoebaCnt2[AmoebaNr[x][y]]--;
1077 Feld[x][y] = EL_EXPLODING;
1078 MovDir[x][y] = MovPos[x][y] = 0;
1084 if (center_element == EL_MAMPFER)
1085 MampferNr = (MampferNr + 1) % MampferMax;
1096 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1098 if (phase == half_phase)
1100 int element = Store2[x][y];
1102 if (IS_PLAYER(x, y))
1103 KillHero(PLAYERINFO(x, y));
1104 else if (IS_EXPLOSIVE(element))
1106 Feld[x][y] = Store2[x][y];
1110 else if (element == EL_AMOEBA2DIAM)
1111 AmoebeUmwandeln(x, y);
1114 if (phase == last_phase)
1118 element = Feld[x][y] = Store[x][y];
1119 Store[x][y] = Store2[x][y] = 0;
1120 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1121 InitField(x, y, FALSE);
1122 if (CAN_MOVE(element) || COULD_MOVE(element))
1124 DrawLevelField(x, y);
1126 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1129 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1131 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1135 void DynaExplode(int ex, int ey)
1138 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1139 static int xy[4][2] =
1147 Store2[ex][ey] = 0; /* delete player information */
1149 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1153 for (j=1; j<=player->dynabomb_size; j++)
1155 int x = ex+j*xy[i%4][0];
1156 int y = ey+j*xy[i%4][1];
1159 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1162 element = Feld[x][y];
1163 Explode(x, y, EX_PHASE_START, EX_BORDER);
1165 if (element != EL_LEERRAUM &&
1166 element != EL_ERDREICH &&
1167 element != EL_EXPLODING &&
1168 !player->dynabomb_xl)
1173 player->dynabombs_left++;
1176 void Bang(int x, int y)
1178 int element = Feld[x][y];
1180 PlaySoundLevel(x, y, SND_ROAAAR);
1182 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1183 element = EL_LEERRAUM;
1195 RaiseScoreElement(element);
1196 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1199 case EL_DYNABOMB_NR:
1200 case EL_DYNABOMB_SZ:
1201 case EL_DYNABOMB_XL:
1208 Explode(x, y, EX_PHASE_START, EX_CENTER);
1211 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1216 void Blurb(int x, int y)
1218 int element = Feld[x][y];
1220 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1222 PlaySoundLevel(x, y, SND_BLURB);
1223 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1224 (!IN_LEV_FIELD(x-1, y-1) ||
1225 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1227 Feld[x-1][y] = EL_BLURB_LEFT;
1229 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1230 (!IN_LEV_FIELD(x+1, y-1) ||
1231 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1233 Feld[x+1][y] = EL_BLURB_RIGHT;
1238 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1240 if (!MovDelay[x][y]) /* initialize animation counter */
1243 if (MovDelay[x][y]) /* continue animation */
1246 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1247 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1249 if (!MovDelay[x][y])
1251 Feld[x][y] = EL_LEERRAUM;
1252 DrawLevelField(x, y);
1258 void Impact(int x, int y)
1260 boolean lastline = (y == lev_fieldy-1);
1261 boolean object_hit = FALSE;
1262 int element = Feld[x][y];
1265 if (!lastline) /* check if element below was hit */
1267 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1270 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1271 MovDir[x][y+1]!=MV_DOWN ||
1272 MovPos[x][y+1]<=TILEY/2));
1274 smashed = MovingOrBlocked2Element(x, y+1);
1277 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1283 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1289 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1291 if (object_hit && IS_PLAYER(x, y+1))
1292 KillHero(PLAYERINFO(x, y+1));
1293 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1297 Feld[x][y] = EL_AMOEBING;
1298 Store[x][y] = EL_AMOEBE_NASS;
1303 if (!lastline && object_hit) /* check which object was hit */
1305 if (CAN_CHANGE(element) &&
1306 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1309 int activated_magic_wall =
1310 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1312 /* activate magic wall / mill */
1314 for (y=0; y<lev_fieldy; y++)
1315 for (x=0; x<lev_fieldx; x++)
1316 if (Feld[x][y] == smashed)
1317 Feld[x][y] = activated_magic_wall;
1319 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1323 if (IS_PLAYER(x, y+1))
1325 KillHero(PLAYERINFO(x, y+1));
1328 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1333 else if (element == EL_EDELSTEIN_BD)
1335 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1341 else if (element == EL_FELSBROCKEN)
1343 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1344 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1349 else if (!IS_MOVING(x, y+1))
1351 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1356 else if (smashed == EL_KOKOSNUSS)
1358 Feld[x][y+1] = EL_CRACKINGNUT;
1359 PlaySoundLevel(x, y, SND_KNACK);
1360 RaiseScoreElement(EL_KOKOSNUSS);
1363 else if (smashed == EL_DIAMANT)
1365 Feld[x][y+1] = EL_LEERRAUM;
1366 PlaySoundLevel(x, y, SND_QUIRK);
1373 /* play sound of magic wall / mill */
1375 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1377 PlaySoundLevel(x, y, SND_QUIRK);
1381 /* play sound of object that hits the ground */
1382 if (lastline || object_hit)
1389 case EL_EDELSTEIN_BD:
1390 case EL_EDELSTEIN_GELB:
1391 case EL_EDELSTEIN_ROT:
1392 case EL_EDELSTEIN_LILA:
1399 case EL_FELSBROCKEN:
1403 case EL_SCHLUESSEL1:
1404 case EL_SCHLUESSEL2:
1405 case EL_SCHLUESSEL3:
1406 case EL_SCHLUESSEL4:
1419 PlaySoundLevel(x, y, sound);
1423 void TurnRound(int x, int y)
1435 { 0, 0 }, { 0, 0 }, { 0, 0 },
1440 int left, right, back;
1444 { MV_DOWN, MV_UP, MV_RIGHT },
1445 { MV_UP, MV_DOWN, MV_LEFT },
1447 { MV_LEFT, MV_RIGHT, MV_DOWN },
1448 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1449 { MV_RIGHT, MV_LEFT, MV_UP }
1452 int element = Feld[x][y];
1453 int old_move_dir = MovDir[x][y];
1454 int left_dir = turn[old_move_dir].left;
1455 int right_dir = turn[old_move_dir].right;
1456 int back_dir = turn[old_move_dir].back;
1458 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1459 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1460 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1461 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1463 int left_x = x+left_dx, left_y = y+left_dy;
1464 int right_x = x+right_dx, right_y = y+right_dy;
1465 int move_x = x+move_dx, move_y = y+move_dy;
1467 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1469 TestIfBadThingHitsOtherBadThing(x, y);
1471 if (IN_LEV_FIELD(right_x, right_y) &&
1472 IS_FREE_OR_PLAYER(right_x, right_y))
1473 MovDir[x][y] = right_dir;
1474 else if (!IN_LEV_FIELD(move_x, move_y) ||
1475 !IS_FREE_OR_PLAYER(move_x, move_y))
1476 MovDir[x][y] = left_dir;
1478 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1480 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1483 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1485 TestIfBadThingHitsOtherBadThing(x, y);
1487 if (IN_LEV_FIELD(left_x, left_y) &&
1488 IS_FREE_OR_PLAYER(left_x, left_y))
1489 MovDir[x][y] = left_dir;
1490 else if (!IN_LEV_FIELD(move_x, move_y) ||
1491 !IS_FREE_OR_PLAYER(move_x, move_y))
1492 MovDir[x][y] = right_dir;
1494 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1496 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1499 else if (element == EL_MAMPFER)
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 Feld[left_x][left_y] == EL_DIAMANT))
1506 can_turn_left = TRUE;
1507 if (IN_LEV_FIELD(right_x, right_y) &&
1508 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1509 Feld[right_x][right_y] == EL_DIAMANT))
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] = 16+16*RND(3);
1523 else if (element == EL_MAMPFER2)
1525 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1527 if (IN_LEV_FIELD(left_x, left_y) &&
1528 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1529 IS_MAMPF2(Feld[left_x][left_y])))
1530 can_turn_left = TRUE;
1531 if (IN_LEV_FIELD(right_x, right_y) &&
1532 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1533 IS_MAMPF2(Feld[right_x][right_y])))
1534 can_turn_right = TRUE;
1536 if (can_turn_left && can_turn_right)
1537 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1538 else if (can_turn_left)
1539 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1540 else if (can_turn_right)
1541 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1543 MovDir[x][y] = back_dir;
1545 MovDelay[x][y] = 16+16*RND(3);
1547 else if (element == EL_PACMAN)
1549 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1551 if (IN_LEV_FIELD(left_x, left_y) &&
1552 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1553 IS_AMOEBOID(Feld[left_x][left_y])))
1554 can_turn_left = TRUE;
1555 if (IN_LEV_FIELD(right_x, right_y) &&
1556 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1557 IS_AMOEBOID(Feld[right_x][right_y])))
1558 can_turn_right = TRUE;
1560 if (can_turn_left && can_turn_right)
1561 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1562 else if (can_turn_left)
1563 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1564 else if (can_turn_right)
1565 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1567 MovDir[x][y] = back_dir;
1569 MovDelay[x][y] = 6+RND(40);
1571 else if (element == EL_SCHWEIN)
1573 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1574 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1575 boolean should_move_on = FALSE;
1577 int rnd = RND(rnd_value);
1579 if (IN_LEV_FIELD(left_x, left_y) &&
1580 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1581 can_turn_left = TRUE;
1582 if (IN_LEV_FIELD(right_x, right_y) &&
1583 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1584 can_turn_right = TRUE;
1585 if (IN_LEV_FIELD(move_x, move_y) &&
1586 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1589 if (can_turn_left &&
1591 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1592 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1593 should_turn_left = TRUE;
1594 if (can_turn_right &&
1596 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1597 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1598 should_turn_right = TRUE;
1600 (!can_turn_left || !can_turn_right ||
1601 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1602 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1603 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1604 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1605 should_move_on = TRUE;
1607 if (should_turn_left || should_turn_right || should_move_on)
1609 if (should_turn_left && should_turn_right && should_move_on)
1610 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1611 rnd < 2*rnd_value/3 ? right_dir :
1613 else if (should_turn_left && should_turn_right)
1614 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1615 else if (should_turn_left && should_move_on)
1616 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1617 else if (should_turn_right && should_move_on)
1618 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1619 else if (should_turn_left)
1620 MovDir[x][y] = left_dir;
1621 else if (should_turn_right)
1622 MovDir[x][y] = right_dir;
1623 else if (should_move_on)
1624 MovDir[x][y] = old_move_dir;
1626 else if (can_move_on && rnd > rnd_value/8)
1627 MovDir[x][y] = old_move_dir;
1628 else if (can_turn_left && can_turn_right)
1629 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1630 else if (can_turn_left && rnd > rnd_value/8)
1631 MovDir[x][y] = left_dir;
1632 else if (can_turn_right && rnd > rnd_value/8)
1633 MovDir[x][y] = right_dir;
1635 MovDir[x][y] = back_dir;
1637 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1638 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1639 MovDir[x][y] = old_move_dir;
1643 else if (element == EL_DRACHE)
1645 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1647 int rnd = RND(rnd_value);
1649 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1650 can_turn_left = TRUE;
1651 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1652 can_turn_right = TRUE;
1653 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1656 if (can_move_on && rnd > rnd_value/8)
1657 MovDir[x][y] = old_move_dir;
1658 else if (can_turn_left && can_turn_right)
1659 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1660 else if (can_turn_left && rnd > rnd_value/8)
1661 MovDir[x][y] = left_dir;
1662 else if (can_turn_right && rnd > rnd_value/8)
1663 MovDir[x][y] = right_dir;
1665 MovDir[x][y] = back_dir;
1667 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1668 MovDir[x][y] = old_move_dir;
1672 else if (element == EL_ROBOT || element == EL_SONDE ||
1673 element == EL_MAULWURF || element == EL_PINGUIN)
1675 int attr_x = -1, attr_y = -1;
1686 for (i=0; i<MAX_PLAYERS; i++)
1688 struct PlayerInfo *player = &stored_player[i];
1689 int jx = player->jx, jy = player->jy;
1691 if (!player->active || player->gone)
1694 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1702 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1708 if (element == EL_MAULWURF || element == EL_PINGUIN)
1711 static int xy[4][2] =
1721 int ex = x + xy[i%4][0];
1722 int ey = y + xy[i%4][1];
1724 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1733 MovDir[x][y] = MV_NO_MOVING;
1735 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1737 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1739 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1741 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1743 if (element == EL_ROBOT)
1747 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1748 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1749 Moving2Blocked(x, y, &newx, &newy);
1751 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1752 MovDelay[x][y] = 8+8*!RND(3);
1754 MovDelay[x][y] = 16;
1762 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1764 boolean first_horiz = RND(2);
1765 int new_move_dir = MovDir[x][y];
1768 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1769 Moving2Blocked(x, y, &newx, &newy);
1771 if (IN_LEV_FIELD(newx, newy) &&
1772 (IS_FREE(newx, newy) ||
1773 Feld[newx][newy] == EL_SALZSAEURE ||
1774 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1775 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1776 IS_MAMPF3(Feld[newx][newy])))))
1780 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1781 Moving2Blocked(x, y, &newx, &newy);
1783 if (IN_LEV_FIELD(newx, newy) &&
1784 (IS_FREE(newx, newy) ||
1785 Feld[newx][newy] == EL_SALZSAEURE ||
1786 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1787 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1788 IS_MAMPF3(Feld[newx][newy])))))
1791 MovDir[x][y] = old_move_dir;
1798 static boolean JustBeingPushed(int x, int y)
1802 for (i=0; i<MAX_PLAYERS; i++)
1804 struct PlayerInfo *player = &stored_player[i];
1806 if (player->active && !player->gone &&
1807 player->Pushing && player->MovPos)
1809 int next_jx = player->jx + (player->jx - player->last_jx);
1810 int next_jy = player->jy + (player->jy - player->last_jy);
1812 if (x == next_jx && y == next_jy)
1820 void StartMoving(int x, int y)
1822 int element = Feld[x][y];
1827 if (CAN_FALL(element) && y<lev_fieldy-1)
1829 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1830 if (JustBeingPushed(x, y))
1833 if (element == EL_MORAST_VOLL)
1835 if (IS_FREE(x, y+1))
1837 InitMovingField(x, y, MV_DOWN);
1838 Feld[x][y] = EL_FELSBROCKEN;
1839 Store[x][y] = EL_MORAST_LEER;
1841 else if (Feld[x][y+1] == EL_MORAST_LEER)
1843 if (!MovDelay[x][y])
1844 MovDelay[x][y] = TILEY + 1;
1853 Feld[x][y] = EL_MORAST_LEER;
1854 Feld[x][y+1] = EL_MORAST_VOLL;
1857 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1859 InitMovingField(x, y, MV_DOWN);
1860 Store[x][y] = EL_MORAST_VOLL;
1862 else if (element == EL_SIEB_VOLL)
1864 if (IS_FREE(x, y+1))
1866 InitMovingField(x, y, MV_DOWN);
1867 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1868 Store[x][y] = EL_SIEB_LEER;
1870 else if (Feld[x][y+1] == EL_SIEB_LEER)
1872 if (!MovDelay[x][y])
1873 MovDelay[x][y] = TILEY/4 + 1;
1882 Feld[x][y] = EL_SIEB_LEER;
1883 Feld[x][y+1] = EL_SIEB_VOLL;
1884 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1888 else if (element == EL_SIEB2_VOLL)
1890 if (IS_FREE(x, y+1))
1892 InitMovingField(x, y, MV_DOWN);
1893 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1894 Store[x][y] = EL_SIEB2_LEER;
1896 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1898 if (!MovDelay[x][y])
1899 MovDelay[x][y] = TILEY/4 + 1;
1908 Feld[x][y] = EL_SIEB2_LEER;
1909 Feld[x][y+1] = EL_SIEB2_VOLL;
1910 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1914 else if (CAN_CHANGE(element) &&
1915 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1917 InitMovingField(x, y, MV_DOWN);
1919 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1920 Store2[x][y+1] = element;
1922 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1925 InitMovingField(x, y, MV_DOWN);
1926 Store[x][y] = EL_SALZSAEURE;
1928 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1932 else if (IS_FREE(x, y+1))
1934 InitMovingField(x, y, MV_DOWN);
1936 else if (element == EL_TROPFEN)
1938 Feld[x][y] = EL_AMOEBING;
1939 Store[x][y] = EL_AMOEBE_NASS;
1941 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1943 boolean left = (x>0 && IS_FREE(x-1, y) &&
1944 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1945 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1946 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1950 if (left && right && game_emulation != EMU_BOULDERDASH)
1951 left = !(right = RND(2));
1953 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1957 else if (CAN_MOVE(element))
1961 if (element == EL_SONDE && JustBeingPushed(x, y))
1964 if (!MovDelay[x][y]) /* start new movement phase */
1966 /* all objects that can change their move direction after each step */
1967 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1969 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1972 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1973 DrawLevelField(x, y);
1977 if (MovDelay[x][y]) /* wait some time before next movement */
1981 if (element == EL_ROBOT || element == EL_MAMPFER ||
1982 element == EL_MAMPFER2)
1984 int phase = MovDelay[x][y] % 8;
1989 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1990 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1992 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1993 && MovDelay[x][y]%4 == 3)
1994 PlaySoundLevel(x, y, SND_NJAM);
1996 else if (element == EL_DRACHE)
1999 int dir = MovDir[x][y];
2000 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2001 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2002 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2003 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2004 dir == MV_UP ? GFX_FLAMMEN_UP :
2005 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2006 int phase = FrameCounter % 2;
2008 for (i=1; i<=3; i++)
2010 int xx = x + i*dx, yy = y + i*dy;
2011 int sx = SCREENX(xx), sy = SCREENY(yy);
2013 if (!IN_LEV_FIELD(xx, yy) ||
2014 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2019 int flamed = MovingOrBlocked2Element(xx, yy);
2021 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2024 RemoveMovingField(xx, yy);
2026 Feld[xx][yy] = EL_BURNING;
2027 if (IN_SCR_FIELD(sx, sy))
2028 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2032 if (Feld[xx][yy] == EL_BURNING)
2033 Feld[xx][yy] = EL_LEERRAUM;
2034 DrawLevelField(xx, yy);
2043 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2045 PlaySoundLevel(x, y, SND_KLAPPER);
2047 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2049 PlaySoundLevel(x, y, SND_ROEHR);
2052 /* now make next step */
2054 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2056 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2058 /* enemy got the player */
2060 KillHero(PLAYERINFO(newx, newy));
2063 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2064 element == EL_ROBOT || element == EL_SONDE) &&
2065 IN_LEV_FIELD(newx, newy) &&
2066 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2069 Store[x][y] = EL_SALZSAEURE;
2071 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2072 IN_LEV_FIELD(newx, newy))
2074 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2076 Feld[x][y] = EL_LEERRAUM;
2077 DrawLevelField(x, y);
2079 PlaySoundLevel(newx, newy, SND_BUING);
2080 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2081 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2083 local_player->friends_still_needed--;
2084 if (!local_player->friends_still_needed &&
2085 !local_player->GameOver && AllPlayersGone)
2086 local_player->LevelSolved = local_player->GameOver = TRUE;
2090 else if (IS_MAMPF3(Feld[newx][newy]))
2092 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2093 DrawLevelField(newx, newy);
2095 MovDir[x][y] = MV_NO_MOVING;
2097 else if (!IS_FREE(newx, newy))
2099 if (IS_PLAYER(x, y))
2100 DrawPlayerField(x, y);
2102 DrawLevelField(x, y);
2106 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2108 if (IS_GEM(Feld[newx][newy]))
2110 if (IS_MOVING(newx, newy))
2111 RemoveMovingField(newx, newy);
2114 Feld[newx][newy] = EL_LEERRAUM;
2115 DrawLevelField(newx, newy);
2118 else if (!IS_FREE(newx, newy))
2120 if (IS_PLAYER(x, y))
2121 DrawPlayerField(x, y);
2123 DrawLevelField(x, y);
2127 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2129 if (!IS_FREE(newx, newy))
2131 if (IS_PLAYER(x, y))
2132 DrawPlayerField(x, y);
2134 DrawLevelField(x, y);
2139 boolean wanna_flame = !RND(10);
2140 int dx = newx - x, dy = newy - y;
2141 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2142 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2143 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2144 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2145 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2146 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2148 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2149 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2150 element1 != EL_BURNING && element2 != EL_BURNING)
2152 if (IS_PLAYER(x, y))
2153 DrawPlayerField(x, y);
2155 DrawLevelField(x, y);
2157 MovDelay[x][y] = 50;
2158 Feld[newx][newy] = EL_BURNING;
2159 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2160 Feld[newx1][newy1] = EL_BURNING;
2161 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2162 Feld[newx2][newy2] = EL_BURNING;
2167 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2168 Feld[newx][newy] == EL_DIAMANT)
2170 if (IS_MOVING(newx, newy))
2171 RemoveMovingField(newx, newy);
2174 Feld[newx][newy] = EL_LEERRAUM;
2175 DrawLevelField(newx, newy);
2178 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2179 IS_MAMPF2(Feld[newx][newy]))
2181 if (AmoebaNr[newx][newy])
2183 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2184 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2185 Feld[newx][newy] == EL_AMOEBE_BD)
2186 AmoebaCnt[AmoebaNr[newx][newy]]--;
2189 if (IS_MOVING(newx, newy))
2190 RemoveMovingField(newx, newy);
2193 Feld[newx][newy] = EL_LEERRAUM;
2194 DrawLevelField(newx, newy);
2197 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2198 IS_AMOEBOID(Feld[newx][newy]))
2200 if (AmoebaNr[newx][newy])
2202 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2203 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2204 Feld[newx][newy] == EL_AMOEBE_BD)
2205 AmoebaCnt[AmoebaNr[newx][newy]]--;
2208 Feld[newx][newy] = EL_LEERRAUM;
2209 DrawLevelField(newx, newy);
2211 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2213 /* object was running against a wall */
2217 if (element == EL_KAEFER || element == EL_FLIEGER)
2218 DrawLevelField(x, y);
2219 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2220 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2221 else if (element == EL_SONDE)
2222 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2227 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2228 PlaySoundLevel(x, y, SND_SCHLURF);
2230 InitMovingField(x, y, MovDir[x][y]);
2234 ContinueMoving(x, y);
2237 void ContinueMoving(int x, int y)
2239 int element = Feld[x][y];
2240 int direction = MovDir[x][y];
2241 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2242 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2243 int horiz_move = (dx!=0);
2244 int newx = x + dx, newy = y + dy;
2245 int step = (horiz_move ? dx : dy) * TILEX/8;
2247 if (CAN_FALL(element) && horiz_move)
2249 else if (element == EL_TROPFEN)
2251 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2254 MovPos[x][y] += step;
2256 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2258 Feld[x][y] = EL_LEERRAUM;
2259 Feld[newx][newy] = element;
2261 if (Store[x][y] == EL_MORAST_VOLL)
2264 Feld[newx][newy] = EL_MORAST_VOLL;
2265 element = EL_MORAST_VOLL;
2267 else if (Store[x][y] == EL_MORAST_LEER)
2270 Feld[x][y] = EL_MORAST_LEER;
2272 else if (Store[x][y] == EL_SIEB_VOLL)
2275 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2277 else if (Store[x][y] == EL_SIEB_LEER)
2279 Store[x][y] = Store2[x][y] = 0;
2280 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2282 else if (Store[x][y] == EL_SIEB2_VOLL)
2285 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2287 else if (Store[x][y] == EL_SIEB2_LEER)
2289 Store[x][y] = Store2[x][y] = 0;
2290 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2292 else if (Store[x][y] == EL_SALZSAEURE)
2295 Feld[newx][newy] = EL_SALZSAEURE;
2296 element = EL_SALZSAEURE;
2298 else if (Store[x][y] == EL_AMOEBE_NASS)
2301 Feld[x][y] = EL_AMOEBE_NASS;
2304 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2305 MovDelay[newx][newy] = 0;
2307 if (!CAN_MOVE(element))
2308 MovDir[newx][newy] = 0;
2310 DrawLevelField(x, y);
2311 DrawLevelField(newx, newy);
2313 Stop[newx][newy] = TRUE;
2314 JustHit[x][newy] = 3;
2316 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2318 TestIfBadThingHitsHero(newx, newy);
2319 TestIfBadThingHitsFriend(newx, newy);
2320 TestIfBadThingHitsOtherBadThing(newx, newy);
2322 else if (element == EL_PINGUIN)
2323 TestIfFriendHitsBadThing(newx, newy);
2325 if (CAN_SMASH(element) && direction == MV_DOWN &&
2326 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2329 else /* still moving on */
2330 DrawLevelField(x, y);
2333 int AmoebeNachbarNr(int ax, int ay)
2336 int element = Feld[ax][ay];
2338 static int xy[4][2] =
2348 int x = ax + xy[i][0];
2349 int y = ay + xy[i][1];
2351 if (!IN_LEV_FIELD(x, y))
2354 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2355 group_nr = AmoebaNr[x][y];
2361 void AmoebenVereinigen(int ax, int ay)
2363 int i, x, y, xx, yy;
2364 int new_group_nr = AmoebaNr[ax][ay];
2365 static int xy[4][2] =
2373 if (new_group_nr == 0)
2381 if (!IN_LEV_FIELD(x, y))
2384 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2385 Feld[x][y] == EL_AMOEBE_BD ||
2386 Feld[x][y] == EL_AMOEBE_TOT) &&
2387 AmoebaNr[x][y] != new_group_nr)
2389 int old_group_nr = AmoebaNr[x][y];
2391 if (old_group_nr == 0)
2394 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2395 AmoebaCnt[old_group_nr] = 0;
2396 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2397 AmoebaCnt2[old_group_nr] = 0;
2399 for (yy=0; yy<lev_fieldy; yy++)
2401 for (xx=0; xx<lev_fieldx; xx++)
2403 if (AmoebaNr[xx][yy] == old_group_nr)
2404 AmoebaNr[xx][yy] = new_group_nr;
2411 void AmoebeUmwandeln(int ax, int ay)
2415 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2417 int group_nr = AmoebaNr[ax][ay];
2422 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2423 printf("AmoebeUmwandeln(): This should never happen!\n");
2428 for (y=0; y<lev_fieldy; y++)
2430 for (x=0; x<lev_fieldx; x++)
2432 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2435 Feld[x][y] = EL_AMOEBA2DIAM;
2443 static int xy[4][2] =
2456 if (!IN_LEV_FIELD(x, y))
2459 if (Feld[x][y] == EL_AMOEBA2DIAM)
2465 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2468 int group_nr = AmoebaNr[ax][ay];
2469 boolean done = FALSE;
2474 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2475 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2480 for (y=0; y<lev_fieldy; y++)
2482 for (x=0; x<lev_fieldx; x++)
2484 if (AmoebaNr[x][y] == group_nr &&
2485 (Feld[x][y] == EL_AMOEBE_TOT ||
2486 Feld[x][y] == EL_AMOEBE_BD ||
2487 Feld[x][y] == EL_AMOEBING))
2490 Feld[x][y] = new_element;
2491 InitField(x, y, FALSE);
2492 DrawLevelField(x, y);
2499 PlaySoundLevel(ax, ay,
2500 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2503 void AmoebeWaechst(int x, int y)
2505 static unsigned long sound_delay = 0;
2506 static unsigned long sound_delay_value = 0;
2508 if (!MovDelay[x][y]) /* start new growing cycle */
2512 if (DelayReached(&sound_delay, sound_delay_value))
2514 PlaySoundLevel(x, y, SND_AMOEBE);
2515 sound_delay_value = 30;
2519 if (MovDelay[x][y]) /* wait some time before growing bigger */
2522 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2523 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2525 if (!MovDelay[x][y])
2527 Feld[x][y] = Store[x][y];
2529 DrawLevelField(x, y);
2534 void AmoebeAbleger(int ax, int ay)
2537 int element = Feld[ax][ay];
2538 int newax = ax, neway = ay;
2539 static int xy[4][2] =
2547 if (!level.tempo_amoebe)
2549 Feld[ax][ay] = EL_AMOEBE_TOT;
2550 DrawLevelField(ax, ay);
2554 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2555 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2557 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2560 if (MovDelay[ax][ay])
2564 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2567 int x = ax + xy[start][0];
2568 int y = ay + xy[start][1];
2570 if (!IN_LEV_FIELD(x, y))
2573 if (IS_FREE(x, y) ||
2574 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2580 if (newax == ax && neway == ay)
2583 else /* normal or "filled" (BD style) amoeba */
2586 boolean waiting_for_player = FALSE;
2590 int j = (start + i) % 4;
2591 int x = ax + xy[j][0];
2592 int y = ay + xy[j][1];
2594 if (!IN_LEV_FIELD(x, y))
2597 if (IS_FREE(x, y) ||
2598 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2604 else if (IS_PLAYER(x, y))
2605 waiting_for_player = TRUE;
2608 if (newax == ax && neway == ay) /* amoeba cannot grow */
2610 if (i == 4 && !waiting_for_player)
2612 Feld[ax][ay] = EL_AMOEBE_TOT;
2613 DrawLevelField(ax, ay);
2614 AmoebaCnt[AmoebaNr[ax][ay]]--;
2616 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2618 if (element == EL_AMOEBE_VOLL)
2619 AmoebeUmwandeln(ax, ay);
2620 else if (element == EL_AMOEBE_BD)
2621 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2626 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2628 /* amoeba gets larger by growing in some direction */
2630 int new_group_nr = AmoebaNr[ax][ay];
2633 if (new_group_nr == 0)
2635 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2636 printf("AmoebeAbleger(): This should never happen!\n");
2641 AmoebaNr[newax][neway] = new_group_nr;
2642 AmoebaCnt[new_group_nr]++;
2643 AmoebaCnt2[new_group_nr]++;
2645 /* if amoeba touches other amoeba(s) after growing, unify them */
2646 AmoebenVereinigen(newax, neway);
2648 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2650 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2656 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2657 (neway == lev_fieldy - 1 && newax != ax))
2659 Feld[newax][neway] = EL_AMOEBING;
2660 Store[newax][neway] = element;
2662 else if (neway == ay)
2663 Feld[newax][neway] = EL_TROPFEN;
2666 InitMovingField(ax, ay, MV_DOWN);
2667 Feld[ax][ay] = EL_TROPFEN;
2668 Store[ax][ay] = EL_AMOEBE_NASS;
2669 ContinueMoving(ax, ay);
2673 DrawLevelField(newax, neway);
2676 void Life(int ax, int ay)
2679 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2681 int element = Feld[ax][ay];
2686 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2687 MovDelay[ax][ay] = life_time;
2689 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2692 if (MovDelay[ax][ay])
2696 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2698 int xx = ax+x1, yy = ay+y1;
2701 if (!IN_LEV_FIELD(xx, yy))
2704 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2706 int x = xx+x2, y = yy+y2;
2708 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2711 if (((Feld[x][y] == element ||
2712 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2714 (IS_FREE(x, y) && Stop[x][y]))
2718 if (xx == ax && yy == ay) /* field in the middle */
2720 if (nachbarn<life[0] || nachbarn>life[1])
2722 Feld[xx][yy] = EL_LEERRAUM;
2724 DrawLevelField(xx, yy);
2725 Stop[xx][yy] = TRUE;
2728 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2729 { /* free border field */
2730 if (nachbarn>=life[2] && nachbarn<=life[3])
2732 Feld[xx][yy] = element;
2733 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2735 DrawLevelField(xx, yy);
2736 Stop[xx][yy] = TRUE;
2742 void Ablenk(int x, int y)
2744 if (!MovDelay[x][y]) /* next animation frame */
2745 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2747 if (MovDelay[x][y]) /* wait some time before next frame */
2752 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2753 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2754 if (!(MovDelay[x][y]%4))
2755 PlaySoundLevel(x, y, SND_MIEP);
2760 Feld[x][y] = EL_ABLENK_AUS;
2761 DrawLevelField(x, y);
2762 if (ZX == x && ZY == y)
2766 void Birne(int x, int y)
2768 if (!MovDelay[x][y]) /* next animation frame */
2769 MovDelay[x][y] = 800;
2771 if (MovDelay[x][y]) /* wait some time before next frame */
2776 if (!(MovDelay[x][y]%5))
2778 if (!(MovDelay[x][y]%10))
2779 Feld[x][y]=EL_ABLENK_EIN;
2781 Feld[x][y]=EL_ABLENK_AUS;
2782 DrawLevelField(x, y);
2783 Feld[x][y]=EL_ABLENK_EIN;
2789 Feld[x][y]=EL_ABLENK_AUS;
2790 DrawLevelField(x, y);
2791 if (ZX == x && ZY == y)
2795 void Blubber(int x, int y)
2797 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2798 DrawLevelField(x, y-1);
2800 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2803 void NussKnacken(int x, int y)
2805 if (!MovDelay[x][y]) /* next animation frame */
2808 if (MovDelay[x][y]) /* wait some time before next frame */
2811 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2812 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2814 if (!MovDelay[x][y])
2816 Feld[x][y] = EL_EDELSTEIN;
2817 DrawLevelField(x, y);
2822 void SiebAktivieren(int x, int y, int typ)
2824 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2826 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2829 void AusgangstuerPruefen(int x, int y)
2831 if (!local_player->gems_still_needed &&
2832 !local_player->sokobanfields_still_needed &&
2833 !local_player->lights_still_needed)
2835 Feld[x][y] = EL_AUSGANG_ACT;
2837 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2838 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2839 y < LEVELY(BY1) ? LEVELY(BY1) :
2840 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2845 void AusgangstuerOeffnen(int x, int y)
2849 if (!MovDelay[x][y]) /* next animation frame */
2850 MovDelay[x][y] = 5*delay;
2852 if (MovDelay[x][y]) /* wait some time before next frame */
2857 tuer = MovDelay[x][y]/delay;
2858 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2859 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2861 if (!MovDelay[x][y])
2863 Feld[x][y] = EL_AUSGANG_AUF;
2864 DrawLevelField(x, y);
2869 void AusgangstuerBlinken(int x, int y)
2871 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2874 void EdelsteinFunkeln(int x, int y)
2876 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2879 if (Feld[x][y] == EL_EDELSTEIN_BD)
2880 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2883 if (!MovDelay[x][y]) /* next animation frame */
2884 MovDelay[x][y] = 11 * !SimpleRND(500);
2886 if (MovDelay[x][y]) /* wait some time before next frame */
2890 if (setup.direct_draw && MovDelay[x][y])
2891 SetDrawtoField(DRAW_BUFFERED);
2893 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2897 int phase = (MovDelay[x][y]-1)/2;
2902 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2904 if (setup.direct_draw)
2908 dest_x = FX + SCREENX(x)*TILEX;
2909 dest_y = FY + SCREENY(y)*TILEY;
2911 XCopyArea(display, drawto_field, window, gc,
2912 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2913 SetDrawtoField(DRAW_DIRECT);
2920 void MauerWaechst(int x, int y)
2924 if (!MovDelay[x][y]) /* next animation frame */
2925 MovDelay[x][y] = 3*delay;
2927 if (MovDelay[x][y]) /* wait some time before next frame */
2932 phase = 2-MovDelay[x][y]/delay;
2933 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2934 DrawGraphic(SCREENX(x), SCREENY(y),
2935 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2936 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2937 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2938 GFX_MAUER_DOWN ) + phase);
2940 if (!MovDelay[x][y])
2942 if (MovDir[x][y] == MV_LEFT)
2944 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2945 DrawLevelField(x-1, y);
2947 else if (MovDir[x][y] == MV_RIGHT)
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_UP)
2954 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2955 DrawLevelField(x, y-1);
2959 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2960 DrawLevelField(x, y+1);
2963 Feld[x][y] = Store[x][y];
2965 MovDir[x][y] = MV_NO_MOVING;
2966 DrawLevelField(x, y);
2971 void MauerAbleger(int ax, int ay)
2973 int element = Feld[ax][ay];
2974 boolean oben_frei = FALSE, unten_frei = FALSE;
2975 boolean links_frei = FALSE, rechts_frei = FALSE;
2976 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2977 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2979 if (!MovDelay[ax][ay]) /* start building new wall */
2980 MovDelay[ax][ay] = 6;
2982 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2985 if (MovDelay[ax][ay])
2989 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2991 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2993 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2995 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2998 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3002 Feld[ax][ay-1] = EL_MAUERND;
3003 Store[ax][ay-1] = element;
3004 MovDir[ax][ay-1] = MV_UP;
3005 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3006 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3010 Feld[ax][ay+1] = EL_MAUERND;
3011 Store[ax][ay+1] = element;
3012 MovDir[ax][ay+1] = MV_DOWN;
3013 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3014 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3018 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3019 element == EL_MAUER_LEBT)
3023 Feld[ax-1][ay] = EL_MAUERND;
3024 Store[ax-1][ay] = element;
3025 MovDir[ax-1][ay] = MV_LEFT;
3026 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3027 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3031 Feld[ax+1][ay] = EL_MAUERND;
3032 Store[ax+1][ay] = element;
3033 MovDir[ax+1][ay] = MV_RIGHT;
3034 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3035 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3039 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3040 DrawLevelField(ax, ay);
3042 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3044 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3045 unten_massiv = TRUE;
3046 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3047 links_massiv = TRUE;
3048 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3049 rechts_massiv = TRUE;
3051 if (((oben_massiv && unten_massiv) ||
3052 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3053 ((links_massiv && rechts_massiv) ||
3054 element == EL_MAUER_Y))
3055 Feld[ax][ay] = EL_MAUERWERK;
3058 void CheckForDragon(int x, int y)
3061 boolean dragon_found = FALSE;
3062 static int xy[4][2] =
3074 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3076 if (IN_LEV_FIELD(xx, yy) &&
3077 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3079 if (Feld[xx][yy] == EL_DRACHE)
3080 dragon_found = TRUE;
3093 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3095 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3097 Feld[xx][yy] = EL_LEERRAUM;
3098 DrawLevelField(xx, yy);
3107 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3109 static byte stored_player_action[MAX_PLAYERS];
3110 static int num_stored_actions = 0;
3111 static boolean save_tape_entry = FALSE;
3112 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3113 int jx = player->jx, jy = player->jy;
3114 int left = player_action & JOY_LEFT;
3115 int right = player_action & JOY_RIGHT;
3116 int up = player_action & JOY_UP;
3117 int down = player_action & JOY_DOWN;
3118 int button1 = player_action & JOY_BUTTON_1;
3119 int button2 = player_action & JOY_BUTTON_2;
3120 int dx = (left ? -1 : right ? 1 : 0);
3121 int dy = (up ? -1 : down ? 1 : 0);
3123 stored_player_action[player->index_nr] = 0;
3124 num_stored_actions++;
3126 if (!player->active || player->gone || tape.pausing)
3131 save_tape_entry = TRUE;
3132 player->frame_reset_delay = 0;
3135 snapped = SnapField(player, dx, dy);
3139 bombed = PlaceBomb(player);
3140 moved = MoveFigure(player, dx, dy);
3143 if (tape.recording && (moved || snapped || bombed))
3145 if (bombed && !moved)
3146 player_action &= JOY_BUTTON;
3148 stored_player_action[player->index_nr] = player_action;
3151 /* this allows cycled sequences of PlayerActions() */
3152 if (num_stored_actions >= MAX_PLAYERS)
3154 TapeRecordAction(stored_player_action);
3155 num_stored_actions = 0;
3160 else if (tape.playing && snapped)
3161 SnapField(player, 0, 0); /* stop snapping */
3165 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3166 SnapField(player, 0, 0);
3167 if (++player->frame_reset_delay > MoveSpeed)
3171 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3173 TapeRecordAction(stored_player_action);
3174 num_stored_actions = 0;
3175 save_tape_entry = FALSE;
3178 if (tape.playing && !tape.pausing && !player_action &&
3179 tape.counter < tape.length)
3182 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3184 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3185 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3187 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3189 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3191 int el = Feld[jx+dx][jy];
3192 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3194 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3196 player->MovDir = next_joy;
3197 player->Frame = FrameCounter % 4;
3198 player->Pushing = TRUE;
3207 static unsigned long action_delay = 0;
3208 unsigned long action_delay_value;
3209 int sieb_x = 0, sieb_y = 0;
3210 int i, x, y, element;
3211 byte *recorded_player_action;
3212 byte summarized_player_action = 0;
3214 if (game_status != PLAYING)
3217 action_delay_value =
3218 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3221 if (tape.playing && tape.fast_forward)
3225 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3231 /* main game synchronization point */
3237 WaitUntilDelayReached(&action_delay, action_delay_value);
3240 while (!DelayReached(&action_delay, action_delay_value))
3244 sprintf(buf, "%ld %ld %ld",
3245 Counter(), action_delay, action_delay_value);
3248 print_debug("done");
3255 if (network_playing && !network_player_action_received)
3259 printf("DEBUG: try to get network player actions in time\n");
3264 /* last chance to get network player actions without main loop delay */
3268 if (game_status != PLAYING)
3271 if (!network_player_action_received)
3275 printf("DEBUG: failed to get network player actions in time\n");
3284 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3286 else if (tape.recording)
3295 else if (tape.recording)
3298 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3300 for (i=0; i<MAX_PLAYERS; i++)
3302 summarized_player_action |= stored_player[i].action;
3304 if (!network_playing)
3305 stored_player[i].effective_action = stored_player[i].action;
3309 if (network_playing)
3310 SendToServer_MovePlayer(summarized_player_action);
3313 if (!options.network && !setup.team_mode)
3314 local_player->effective_action = summarized_player_action;
3316 for (i=0; i<MAX_PLAYERS; i++)
3318 int actual_player_action = stored_player[i].effective_action;
3320 if (recorded_player_action)
3321 actual_player_action = recorded_player_action[i];
3323 PlayerActions(&stored_player[i], actual_player_action);
3324 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3327 network_player_action_received = FALSE;
3329 ScrollScreen(NULL, SCROLL_GO_ON);
3333 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3335 else if (tape.recording)
3345 if (TimeFrames == 0 && !local_player->gone)
3347 extern unsigned int last_RND();
3349 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3350 level.time - TimeLeft,
3352 getStateCheckSum(level.time - TimeLeft));
3361 if (GameFrameDelay >= 500)
3362 printf("FrameCounter == %d\n", FrameCounter);
3373 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3376 if (JustHit[x][y]>0)
3380 if (IS_BLOCKED(x, y))
3384 Blocked2Moving(x, y, &oldx, &oldy);
3385 if (!IS_MOVING(oldx, oldy))
3387 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3388 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3389 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3390 printf("GameActions(): This should never happen!\n");
3396 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3398 element = Feld[x][y];
3400 if (IS_INACTIVE(element))
3403 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3407 if (IS_GEM(element))
3408 EdelsteinFunkeln(x, y);
3410 else if (IS_MOVING(x, y))
3411 ContinueMoving(x, y);
3412 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3413 CheckDynamite(x, y);
3414 else if (element == EL_EXPLODING)
3415 Explode(x, y, Frame[x][y], EX_NORMAL);
3416 else if (element == EL_AMOEBING)
3417 AmoebeWaechst(x, y);
3418 else if (IS_AMOEBALIVE(element))
3419 AmoebeAbleger(x, y);
3420 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3422 else if (element == EL_ABLENK_EIN)
3424 else if (element == EL_SALZSAEURE)
3426 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3428 else if (element == EL_CRACKINGNUT)
3430 else if (element == EL_AUSGANG_ZU)
3431 AusgangstuerPruefen(x, y);
3432 else if (element == EL_AUSGANG_ACT)
3433 AusgangstuerOeffnen(x, y);
3434 else if (element == EL_AUSGANG_AUF)
3435 AusgangstuerBlinken(x, y);
3436 else if (element == EL_MAUERND)
3438 else if (element == EL_MAUER_LEBT ||
3439 element == EL_MAUER_X ||
3440 element == EL_MAUER_Y ||
3441 element == EL_MAUER_XY)
3443 else if (element == EL_BURNING)
3444 CheckForDragon(x, y);
3448 boolean sieb = FALSE;
3449 int jx = local_player->jx, jy = local_player->jy;
3451 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3452 Store[x][y] == EL_SIEB_LEER)
3454 SiebAktivieren(x, y, 1);
3457 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3458 Store[x][y] == EL_SIEB2_LEER)
3460 SiebAktivieren(x, y, 2);
3464 /* play the element sound at the position nearest to the player */
3465 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3475 if (!(SiebCount % 4))
3476 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3483 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3485 element = Feld[x][y];
3486 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3488 Feld[x][y] = EL_SIEB_TOT;
3489 DrawLevelField(x, y);
3491 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3493 Feld[x][y] = EL_SIEB2_TOT;
3494 DrawLevelField(x, y);
3503 if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3508 if (tape.recording || tape.playing)
3509 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3512 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3514 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3517 for (i=0; i<MAX_PLAYERS; i++)
3518 KillHero(&stored_player[i]);
3524 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3526 int min_x = x, min_y = y, max_x = x, max_y = y;
3529 for (i=0; i<MAX_PLAYERS; i++)
3531 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3533 if (!stored_player[i].active || stored_player[i].gone ||
3534 &stored_player[i] == player)
3537 min_x = MIN(min_x, jx);
3538 min_y = MIN(min_y, jy);
3539 max_x = MAX(max_x, jx);
3540 max_y = MAX(max_y, jy);
3543 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3546 static boolean AllPlayersInVisibleScreen()
3550 for (i=0; i<MAX_PLAYERS; i++)
3552 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3554 if (!stored_player[i].active || stored_player[i].gone)
3557 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3564 void ScrollLevel(int dx, int dy)
3566 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3569 XCopyArea(display, drawto_field, drawto_field, gc,
3570 FX + TILEX*(dx == -1) - softscroll_offset,
3571 FY + TILEY*(dy == -1) - softscroll_offset,
3572 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3573 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3574 FX + TILEX*(dx == 1) - softscroll_offset,
3575 FY + TILEY*(dy == 1) - softscroll_offset);
3579 x = (dx == 1 ? BX1 : BX2);
3580 for (y=BY1; y<=BY2; y++)
3581 DrawScreenField(x, y);
3585 y = (dy == 1 ? BY1 : BY2);
3586 for (x=BX1; x<=BX2; x++)
3587 DrawScreenField(x, y);
3590 redraw_mask |= REDRAW_FIELD;
3593 boolean MoveFigureOneStep(struct PlayerInfo *player,
3594 int dx, int dy, int real_dx, int real_dy)
3596 int jx = player->jx, jy = player->jy;
3597 int new_jx = jx+dx, new_jy = jy+dy;
3601 if (player->gone || (!dx && !dy))
3602 return MF_NO_ACTION;
3604 player->MovDir = (dx < 0 ? MV_LEFT :
3607 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3609 if (!IN_LEV_FIELD(new_jx, new_jy))
3610 return MF_NO_ACTION;
3612 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3613 return MF_NO_ACTION;
3615 element = MovingOrBlocked2Element(new_jx, new_jy);
3617 if (DONT_GO_TO(element))
3619 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3622 Feld[jx][jy] = EL_SPIELFIGUR;
3623 InitMovingField(jx, jy, MV_DOWN);
3624 Store[jx][jy] = EL_SALZSAEURE;
3625 ContinueMoving(jx, jy);
3634 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3635 if (can_move != MF_MOVING)
3638 StorePlayer[jx][jy] = 0;
3639 player->last_jx = jx;
3640 player->last_jy = jy;
3641 jx = player->jx = new_jx;
3642 jy = player->jy = new_jy;
3643 StorePlayer[jx][jy] = player->element_nr;
3645 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3647 ScrollFigure(player, SCROLL_INIT);
3652 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3654 int jx = player->jx, jy = player->jy;
3655 int old_jx = jx, old_jy = jy;
3656 int moved = MF_NO_ACTION;
3658 if (player->gone || (!dx && !dy))
3661 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3666 /* should only happen if pre-1.2 tape recordings are played */
3667 /* this is only for backward compatibility */
3669 int old_move_speed = MoveSpeed;
3672 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3675 /* scroll remaining steps with finest movement resolution */
3678 while (player->MovPos)
3680 ScrollFigure(player, SCROLL_GO_ON);
3681 ScrollScreen(NULL, SCROLL_GO_ON);
3687 MoveSpeed = old_move_speed;
3690 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3692 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3693 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3697 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3698 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3704 if (moved & MF_MOVING && !ScreenMovPos &&
3705 (player == local_player || !options.network))
3707 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3708 int offset = (setup.scroll_delay ? 3 : 0);
3710 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3712 /* actual player has left the screen -- scroll in that direction */
3713 if (jx != old_jx) /* player has moved horizontally */
3714 scroll_x += (jx - old_jx);
3715 else /* player has moved vertically */
3716 scroll_y += (jy - old_jy);
3720 if (jx != old_jx) /* player has moved horizontally */
3722 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3723 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3724 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3726 /* don't scroll over playfield boundaries */
3727 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3728 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3730 /* don't scroll more than one field at a time */
3731 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3733 /* don't scroll against the player's moving direction */
3734 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3735 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3736 scroll_x = old_scroll_x;
3738 else /* player has moved vertically */
3740 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3741 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3742 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3744 /* don't scroll over playfield boundaries */
3745 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3746 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3748 /* don't scroll more than one field at a time */
3749 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3751 /* don't scroll against the player's moving direction */
3752 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3753 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3754 scroll_y = old_scroll_y;
3758 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3760 if (!options.network && !AllPlayersInVisibleScreen())
3762 scroll_x = old_scroll_x;
3763 scroll_y = old_scroll_y;
3767 ScrollScreen(player, SCROLL_INIT);
3768 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3773 if (!(moved & MF_MOVING) && !player->Pushing)
3776 player->Frame = (player->Frame + 1) % 4;
3778 if (moved & MF_MOVING)
3780 if (old_jx != jx && old_jy == jy)
3781 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3782 else if (old_jx == jx && old_jy != jy)
3783 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3785 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3787 player->last_move_dir = player->MovDir;
3790 player->last_move_dir = MV_NO_MOVING;
3792 TestIfHeroHitsBadThing(jx, jy);
3800 void ScrollFigure(struct PlayerInfo *player, int mode)
3802 int jx = player->jx, jy = player->jy;
3803 int last_jx = player->last_jx, last_jy = player->last_jy;
3805 if (!player->active || player->gone || !player->MovPos)
3808 if (mode == SCROLL_INIT)
3810 player->actual_frame_counter = FrameCounter;
3811 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3813 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3814 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3819 else if (!FrameReached(&player->actual_frame_counter, 1))
3822 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3823 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3825 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3826 Feld[last_jx][last_jy] = EL_LEERRAUM;
3830 if (!player->MovPos)
3832 player->last_jx = jx;
3833 player->last_jy = jy;
3835 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3839 if (!local_player->friends_still_needed)
3840 player->LevelSolved = player->GameOver = TRUE;
3845 void ScrollScreen(struct PlayerInfo *player, int mode)
3847 static unsigned long screen_frame_counter = 0;
3849 if (mode == SCROLL_INIT)
3851 screen_frame_counter = FrameCounter;
3852 ScreenMovDir = player->MovDir;
3853 ScreenMovPos = player->MovPos;
3854 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3857 else if (!FrameReached(&screen_frame_counter, 1))
3862 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3863 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3864 redraw_mask |= REDRAW_FIELD;
3867 ScreenMovDir = MV_NO_MOVING;
3870 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3872 int i, killx = goodx, killy = goody;
3873 static int xy[4][2] =
3880 static int harmless[4] =
3892 x = goodx + xy[i][0];
3893 y = goody + xy[i][1];
3894 if (!IN_LEV_FIELD(x, y))
3897 element = Feld[x][y];
3899 if (DONT_TOUCH(element))
3901 if (MovDir[x][y] == harmless[i])
3910 if (killx != goodx || killy != goody)
3912 if (IS_PLAYER(goodx, goody))
3913 KillHero(PLAYERINFO(goodx, goody));
3919 void TestIfBadThingHitsGoodThing(int badx, int bady)
3921 int i, killx = badx, killy = bady;
3922 static int xy[4][2] =
3929 static int harmless[4] =
3941 x = badx + xy[i][0];
3942 y = bady + xy[i][1];
3943 if (!IN_LEV_FIELD(x, y))
3946 element = Feld[x][y];
3948 if (IS_PLAYER(x, y))
3954 else if (element == EL_PINGUIN)
3956 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3965 if (killx != badx || killy != bady)
3967 if (IS_PLAYER(killx, killy))
3968 KillHero(PLAYERINFO(killx, killy));
3974 void TestIfHeroHitsBadThing(int x, int y)
3976 TestIfGoodThingHitsBadThing(x, y);
3979 void TestIfBadThingHitsHero(int x, int y)
3981 TestIfBadThingHitsGoodThing(x, y);
3984 void TestIfFriendHitsBadThing(int x, int y)
3986 TestIfGoodThingHitsBadThing(x, y);
3989 void TestIfBadThingHitsFriend(int x, int y)
3991 TestIfBadThingHitsGoodThing(x, y);
3994 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3996 int i, killx = badx, killy = bady;
3997 static int xy[4][2] =
4011 if (!IN_LEV_FIELD(x, y))
4014 element = Feld[x][y];
4015 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4016 element == EL_AMOEBING || element == EL_TROPFEN)
4024 if (killx != badx || killy != bady)
4028 void KillHero(struct PlayerInfo *player)
4030 int jx = player->jx, jy = player->jy;
4035 if (IS_PFORTE(Feld[jx][jy]))
4036 Feld[jx][jy] = EL_LEERRAUM;
4042 void BuryHero(struct PlayerInfo *player)
4044 int jx = player->jx, jy = player->jy;
4049 PlaySoundLevel(jx, jy, SND_AUTSCH);
4050 PlaySoundLevel(jx, jy, SND_LACHEN);
4052 player->GameOver = TRUE;
4056 void RemoveHero(struct PlayerInfo *player)
4058 int jx = player->jx, jy = player->jy;
4059 int i, found = FALSE;
4061 player->gone = TRUE;
4062 StorePlayer[jx][jy] = 0;
4064 for (i=0; i<MAX_PLAYERS; i++)
4065 if (stored_player[i].active && !stored_player[i].gone)
4069 AllPlayersGone = TRUE;
4075 int DigField(struct PlayerInfo *player,
4076 int x, int y, int real_dx, int real_dy, int mode)
4078 int jx = player->jx, jy = player->jy;
4079 int dx = x - jx, dy = y - jy;
4082 if (!player->MovPos)
4083 player->Pushing = FALSE;
4085 if (mode == DF_NO_PUSH)
4087 player->push_delay = 0;
4088 return MF_NO_ACTION;
4091 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4092 return MF_NO_ACTION;
4094 element = Feld[x][y];
4102 Feld[x][y] = EL_LEERRAUM;
4106 case EL_EDELSTEIN_BD:
4107 case EL_EDELSTEIN_GELB:
4108 case EL_EDELSTEIN_ROT:
4109 case EL_EDELSTEIN_LILA:
4111 case EL_SP_INFOTRON:
4113 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4114 if (local_player->gems_still_needed < 0)
4115 local_player->gems_still_needed = 0;
4116 RaiseScoreElement(element);
4117 DrawText(DX_EMERALDS, DY_EMERALDS,
4118 int2str(local_player->gems_still_needed, 3),
4119 FS_SMALL, FC_YELLOW);
4120 PlaySoundLevel(x, y, SND_PONG);
4126 ScrollStepSize = TILEX/4;
4127 PlaySoundLevel(x, y, SND_PONG);
4130 case EL_DYNAMIT_AUS:
4133 RaiseScoreElement(EL_DYNAMIT);
4134 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4135 int2str(local_player->dynamite, 3),
4136 FS_SMALL, FC_YELLOW);
4137 PlaySoundLevel(x, y, SND_PONG);
4140 case EL_DYNABOMB_NR:
4142 player->dynabomb_count++;
4143 player->dynabombs_left++;
4144 RaiseScoreElement(EL_DYNAMIT);
4145 PlaySoundLevel(x, y, SND_PONG);
4148 case EL_DYNABOMB_SZ:
4150 player->dynabomb_size++;
4151 RaiseScoreElement(EL_DYNAMIT);
4152 PlaySoundLevel(x, y, SND_PONG);
4155 case EL_DYNABOMB_XL:
4157 player->dynabomb_xl = TRUE;
4158 RaiseScoreElement(EL_DYNAMIT);
4159 PlaySoundLevel(x, y, SND_PONG);
4162 case EL_SCHLUESSEL1:
4163 case EL_SCHLUESSEL2:
4164 case EL_SCHLUESSEL3:
4165 case EL_SCHLUESSEL4:
4167 int key_nr = element-EL_SCHLUESSEL1;
4170 player->key[key_nr] = TRUE;
4171 RaiseScoreElement(EL_SCHLUESSEL);
4172 DrawMiniGraphicExt(drawto, gc,
4173 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4174 GFX_SCHLUESSEL1+key_nr);
4175 DrawMiniGraphicExt(window, gc,
4176 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4177 GFX_SCHLUESSEL1+key_nr);
4178 PlaySoundLevel(x, y, SND_PONG);
4183 Feld[x][y] = EL_ABLENK_EIN;
4186 DrawLevelField(x, y);
4190 case EL_FELSBROCKEN:
4194 if (dy || mode == DF_SNAP)
4195 return MF_NO_ACTION;
4197 player->Pushing = TRUE;
4199 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4200 return MF_NO_ACTION;
4204 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4205 return MF_NO_ACTION;
4208 if (player->push_delay == 0)
4209 player->push_delay = FrameCounter;
4210 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4212 return MF_NO_ACTION;
4215 Feld[x+dx][y+dy] = element;
4217 player->push_delay_value = 2+RND(8);
4219 DrawLevelField(x+dx, y+dy);
4220 if (element == EL_FELSBROCKEN)
4221 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4222 else if (element == EL_KOKOSNUSS)
4223 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4225 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4232 if (!player->key[element-EL_PFORTE1])
4233 return MF_NO_ACTION;
4240 if (!player->key[element-EL_PFORTE1X])
4241 return MF_NO_ACTION;
4245 case EL_AUSGANG_ACT:
4246 /* door is not (yet) open */
4247 return MF_NO_ACTION;
4250 case EL_AUSGANG_AUF:
4251 if (mode == DF_SNAP)
4252 return MF_NO_ACTION;
4254 PlaySoundLevel(x, y, SND_BUING);
4257 player->gone = TRUE;
4258 PlaySoundLevel(x, y, SND_BUING);
4260 if (!local_player->friends_still_needed)
4261 player->LevelSolved = player->GameOver = TRUE;
4267 Feld[x][y] = EL_BIRNE_EIN;
4268 local_player->lights_still_needed--;
4269 DrawLevelField(x, y);
4270 PlaySoundLevel(x, y, SND_DENG);
4275 Feld[x][y] = EL_ZEIT_LEER;
4277 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4278 DrawLevelField(x, y);
4279 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4283 case EL_SOKOBAN_FELD_LEER:
4286 case EL_SOKOBAN_FELD_VOLL:
4287 case EL_SOKOBAN_OBJEKT:
4289 if (mode == DF_SNAP)
4290 return MF_NO_ACTION;
4292 player->Pushing = TRUE;
4294 if (!IN_LEV_FIELD(x+dx, y+dy)
4295 || (!IS_FREE(x+dx, y+dy)
4296 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4297 || !IS_SB_ELEMENT(element))))
4298 return MF_NO_ACTION;
4302 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4303 return MF_NO_ACTION;
4305 else if (dy && real_dx)
4307 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4308 return MF_NO_ACTION;
4311 if (player->push_delay == 0)
4312 player->push_delay = FrameCounter;
4313 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4315 return MF_NO_ACTION;
4317 if (IS_SB_ELEMENT(element))
4319 if (element == EL_SOKOBAN_FELD_VOLL)
4321 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4322 local_player->sokobanfields_still_needed++;
4327 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4329 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4330 local_player->sokobanfields_still_needed--;
4331 if (element == EL_SOKOBAN_OBJEKT)
4332 PlaySoundLevel(x, y, SND_DENG);
4335 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4340 Feld[x+dx][y+dy] = element;
4343 player->push_delay_value = 2;
4345 DrawLevelField(x, y);
4346 DrawLevelField(x+dx, y+dy);
4347 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4349 if (IS_SB_ELEMENT(element) &&
4350 local_player->sokobanfields_still_needed == 0 &&
4351 game_emulation == EMU_SOKOBAN)
4353 player->LevelSolved = player->GameOver = TRUE;
4354 PlaySoundLevel(x, y, SND_BUING);
4366 if (IS_EATABLE(element)) /* other kinds of 'dirt' */
4367 Feld[x][y] = EL_LEERRAUM;
4369 return MF_NO_ACTION;
4374 player->push_delay = 0;
4379 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4381 int jx = player->jx, jy = player->jy;
4382 int x = jx + dx, y = jy + dy;
4384 if (player->gone || !IN_LEV_FIELD(x, y))
4392 player->snapped = FALSE;
4396 if (player->snapped)
4399 player->MovDir = (dx < 0 ? MV_LEFT :
4402 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4404 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4407 player->snapped = TRUE;
4408 DrawLevelField(x, y);
4414 boolean PlaceBomb(struct PlayerInfo *player)
4416 int jx = player->jx, jy = player->jy;
4419 if (player->gone || player->MovPos)
4422 element = Feld[jx][jy];
4424 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4425 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4426 element == EL_EXPLODING)
4429 if (element != EL_LEERRAUM)
4430 Store[jx][jy] = element;
4432 if (player->dynamite)
4434 Feld[jx][jy] = EL_DYNAMIT;
4435 MovDelay[jx][jy] = 96;
4437 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4438 FS_SMALL, FC_YELLOW);
4439 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4440 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4444 Feld[jx][jy] = EL_DYNABOMB;
4445 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4446 MovDelay[jx][jy] = 96;
4447 player->dynabombs_left--;
4448 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4449 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4455 void PlaySoundLevel(int x, int y, int sound_nr)
4457 int sx = SCREENX(x), sy = SCREENY(y);
4459 int silence_distance = 8;
4461 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4462 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4465 if (!IN_LEV_FIELD(x, y) ||
4466 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4467 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4470 volume = PSND_MAX_VOLUME;
4473 stereo = (sx-SCR_FIELDX/2)*12;
4475 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4476 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4477 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4480 if (!IN_SCR_FIELD(sx, sy))
4482 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4483 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4485 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4488 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4491 void RaiseScore(int value)
4493 local_player->score += value;
4494 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4495 FS_SMALL, FC_YELLOW);
4498 void RaiseScoreElement(int element)
4503 case EL_EDELSTEIN_BD:
4504 case EL_EDELSTEIN_GELB:
4505 case EL_EDELSTEIN_ROT:
4506 case EL_EDELSTEIN_LILA:
4507 RaiseScore(level.score[SC_EDELSTEIN]);
4510 RaiseScore(level.score[SC_DIAMANT]);
4514 RaiseScore(level.score[SC_KAEFER]);
4518 RaiseScore(level.score[SC_FLIEGER]);
4522 RaiseScore(level.score[SC_MAMPFER]);
4525 RaiseScore(level.score[SC_ROBOT]);
4528 RaiseScore(level.score[SC_PACMAN]);
4531 RaiseScore(level.score[SC_KOKOSNUSS]);
4534 RaiseScore(level.score[SC_DYNAMIT]);
4537 RaiseScore(level.score[SC_SCHLUESSEL]);