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 AllPlayersGone = SiebAktiv = FALSE;
394 for (i=0; i<MAX_NUM_AMOEBA; i++)
395 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
397 for (x=0; x<lev_fieldx; x++)
399 for (y=0; y<lev_fieldy; y++)
401 Feld[x][y] = Ur[x][y];
402 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
403 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
411 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
413 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
415 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
418 InitField(x, y, TRUE);
421 /* check if any connected player was not found in playfield */
422 for (i=0; i<MAX_PLAYERS; i++)
424 struct PlayerInfo *player = &stored_player[i];
426 if (player->connected && !player->present)
428 for (j=0; j<MAX_PLAYERS; j++)
430 struct PlayerInfo *some_player = &stored_player[j];
431 int jx = some_player->jx, jy = some_player->jy;
433 /* assign first free player found that is present in the playfield */
434 if (some_player->present && !some_player->connected)
436 player->present = TRUE;
437 player->active = TRUE;
438 some_player->present = FALSE;
440 StorePlayer[jx][jy] = player->element_nr;
441 player->jx = player->last_jx = jx;
442 player->jy = player->last_jy = jy;
452 /* when playing a tape, eliminate all players who do not participate */
454 for (i=0; i<MAX_PLAYERS; i++)
456 if (stored_player[i].active && !tape.player_participates[i])
458 struct PlayerInfo *player = &stored_player[i];
459 int jx = player->jx, jy = player->jy;
461 player->active = FALSE;
462 StorePlayer[jx][jy] = 0;
463 Feld[jx][jy] = EL_LEERRAUM;
467 else if (!options.network && !setup.team_mode) /* && !tape.playing */
469 /* when in single player mode, eliminate all but the first active player */
471 for (i=0; i<MAX_PLAYERS; i++)
473 if (stored_player[i].active)
475 for (j=i+1; j<MAX_PLAYERS; j++)
477 if (stored_player[j].active)
479 struct PlayerInfo *player = &stored_player[j];
480 int jx = player->jx, jy = player->jy;
482 player->active = FALSE;
483 StorePlayer[jx][jy] = 0;
484 Feld[jx][jy] = EL_LEERRAUM;
491 /* when recording the game, store which players take part in the game */
494 for (i=0; i<MAX_PLAYERS; i++)
495 if (stored_player[i].active)
496 tape.player_participates[i] = TRUE;
501 for (i=0; i<MAX_PLAYERS; i++)
503 struct PlayerInfo *player = &stored_player[i];
505 printf("Player %d: present == %d, connected == %d, active == %d.\n",
510 if (local_player == player)
511 printf("Player %d is local player.\n", i+1);
515 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
516 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
518 scroll_x = scroll_y = -1;
519 if (local_player->jx >= MIDPOSX-1)
520 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
521 local_player->jx - MIDPOSX :
522 lev_fieldx - SCR_FIELDX + 1);
523 if (local_player->jy >= MIDPOSY-1)
524 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
525 local_player->jy - MIDPOSY :
526 lev_fieldy - SCR_FIELDY + 1);
528 CloseDoor(DOOR_CLOSE_1);
534 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
535 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
536 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
537 DrawTextExt(pix[PIX_DB_DOOR], gc,
538 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
539 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
540 DrawTextExt(pix[PIX_DB_DOOR], gc,
541 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
542 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
543 DrawTextExt(pix[PIX_DB_DOOR], gc,
544 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
545 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
546 DrawTextExt(pix[PIX_DB_DOOR], gc,
547 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
548 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
549 DrawTextExt(pix[PIX_DB_DOOR], gc,
550 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
551 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
553 DrawGameButton(BUTTON_GAME_STOP);
554 DrawGameButton(BUTTON_GAME_PAUSE);
555 DrawGameButton(BUTTON_GAME_PLAY);
556 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
557 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
558 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
559 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
560 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
561 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
562 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
563 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
565 OpenDoor(DOOR_OPEN_1);
567 if (setup.sound_music)
568 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
570 XAutoRepeatOff(display);
575 printf("Spieler %d %saktiv.\n",
576 i+1, (stored_player[i].active ? "" : "nicht "));
580 void InitMovDir(int x, int y)
582 int i, element = Feld[x][y];
583 static int xy[4][2] =
590 static int direction[2][4] =
592 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
593 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
602 Feld[x][y] = EL_KAEFER;
603 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
609 Feld[x][y] = EL_FLIEGER;
610 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
616 Feld[x][y] = EL_BUTTERFLY;
617 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
623 Feld[x][y] = EL_FIREFLY;
624 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
630 Feld[x][y] = EL_PACMAN;
631 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
634 MovDir[x][y] = 1 << RND(4);
635 if (element != EL_KAEFER &&
636 element != EL_FLIEGER &&
637 element != EL_BUTTERFLY &&
638 element != EL_FIREFLY)
643 int x1 = x + xy[i][0];
644 int y1 = y + xy[i][1];
646 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
648 if (element == EL_KAEFER || element == EL_BUTTERFLY)
650 MovDir[x][y] = direction[0][i];
653 else if (element == EL_FLIEGER || element == EL_FIREFLY)
655 MovDir[x][y] = direction[1][i];
664 void InitAmoebaNr(int x, int y)
667 int group_nr = AmoebeNachbarNr(x, y);
671 for (i=1; i<MAX_NUM_AMOEBA; i++)
673 if (AmoebaCnt[i] == 0)
681 AmoebaNr[x][y] = group_nr;
682 AmoebaCnt[group_nr]++;
683 AmoebaCnt2[group_nr]++;
689 int bumplevel = FALSE;
691 if (local_player->MovPos)
694 local_player->LevelSolved = FALSE;
698 if (setup.sound_loops)
699 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
703 if (!setup.sound_loops)
704 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
705 if (TimeLeft && !(TimeLeft % 10))
706 RaiseScore(level.score[SC_ZEITBONUS]);
707 if (TimeLeft > 100 && !(TimeLeft % 10))
711 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
716 if (setup.sound_loops)
722 /* Hero disappears */
723 DrawLevelField(ExitX, ExitY);
729 CloseDoor(DOOR_CLOSE_1);
734 SaveTape(tape.level_nr); /* Ask to save tape */
737 if ((hi_pos = NewHiScore()) >= 0)
739 game_status = HALLOFFAME;
740 DrawHallOfFame(hi_pos);
741 if (bumplevel && TAPE_IS_EMPTY(tape))
746 game_status = MAINMENU;
747 if (bumplevel && TAPE_IS_EMPTY(tape))
762 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
763 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
766 for (k=0; k<MAX_SCORE_ENTRIES; k++)
768 if (local_player->score > highscore[k].Score)
770 /* player has made it to the hall of fame */
772 if (k < MAX_SCORE_ENTRIES - 1)
774 int m = MAX_SCORE_ENTRIES - 1;
777 for (l=k; l<MAX_SCORE_ENTRIES; l++)
778 if (!strcmp(setup.player_name, highscore[l].Name))
780 if (m == k) /* player's new highscore overwrites his old one */
786 strcpy(highscore[l].Name, highscore[l - 1].Name);
787 highscore[l].Score = highscore[l - 1].Score;
794 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
795 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
796 highscore[k].Score = local_player->score;
802 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
803 break; /* player already there with a higher score */
814 void InitMovingField(int x, int y, int direction)
816 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
817 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
819 MovDir[x][y] = direction;
820 MovDir[newx][newy] = direction;
821 if (Feld[newx][newy] == EL_LEERRAUM)
822 Feld[newx][newy] = EL_BLOCKED;
825 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
827 int direction = MovDir[x][y];
828 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
829 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
835 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
837 int oldx = x, oldy = y;
838 int direction = MovDir[x][y];
840 if (direction == MV_LEFT)
842 else if (direction == MV_RIGHT)
844 else if (direction == MV_UP)
846 else if (direction == MV_DOWN)
849 *comes_from_x = oldx;
850 *comes_from_y = oldy;
853 int MovingOrBlocked2Element(int x, int y)
855 int element = Feld[x][y];
857 if (element == EL_BLOCKED)
861 Blocked2Moving(x, y, &oldx, &oldy);
862 return Feld[oldx][oldy];
868 static void RemoveField(int x, int y)
870 Feld[x][y] = EL_LEERRAUM;
876 void RemoveMovingField(int x, int y)
878 int oldx = x, oldy = y, newx = x, newy = y;
880 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
885 Moving2Blocked(x, y, &newx, &newy);
886 if (Feld[newx][newy] != EL_BLOCKED)
889 else if (Feld[x][y] == EL_BLOCKED)
891 Blocked2Moving(x, y, &oldx, &oldy);
892 if (!IS_MOVING(oldx, oldy))
896 if (Feld[x][y] == EL_BLOCKED &&
897 (Store[oldx][oldy] == EL_MORAST_LEER ||
898 Store[oldx][oldy] == EL_SIEB_LEER ||
899 Store[oldx][oldy] == EL_SIEB2_LEER ||
900 Store[oldx][oldy] == EL_AMOEBE_NASS))
902 Feld[oldx][oldy] = Store[oldx][oldy];
903 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
906 Feld[oldx][oldy] = EL_LEERRAUM;
908 Feld[newx][newy] = EL_LEERRAUM;
909 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
910 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
912 DrawLevelField(oldx, oldy);
913 DrawLevelField(newx, newy);
916 void DrawDynamite(int x, int y)
918 int sx = SCREENX(x), sy = SCREENY(y);
919 int graphic = el2gfx(Feld[x][y]);
922 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
926 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
928 if (Feld[x][y] == EL_DYNAMIT)
930 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
935 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
940 DrawGraphicThruMask(sx, sy, graphic + phase);
942 DrawGraphic(sx, sy, graphic + phase);
945 void CheckDynamite(int x, int y)
947 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
952 if (!(MovDelay[x][y] % 12))
953 PlaySoundLevel(x, y, SND_ZISCH);
955 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
957 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
964 StopSound(SND_ZISCH);
968 void Explode(int ex, int ey, int phase, int mode)
971 int num_phase = 9, delay = 2;
972 int last_phase = num_phase * delay;
973 int half_phase = (num_phase / 2) * delay;
975 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
977 int center_element = Feld[ex][ey];
979 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
981 center_element = MovingOrBlocked2Element(ex, ey);
982 RemoveMovingField(ex, ey);
985 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
987 int element = Feld[x][y];
989 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
991 element = MovingOrBlocked2Element(x, y);
992 RemoveMovingField(x, y);
995 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
998 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1002 if (element == EL_EXPLODING)
1003 element = Store2[x][y];
1005 if (IS_PLAYER(ex, ey))
1007 switch(StorePlayer[ex][ey])
1010 Store[x][y] = EL_EDELSTEIN_ROT;
1013 Store[x][y] = EL_EDELSTEIN;
1016 Store[x][y] = EL_EDELSTEIN_LILA;
1020 Store[x][y] = EL_EDELSTEIN_GELB;
1024 else if (center_element == EL_MAULWURF)
1025 Store[x][y] = EL_EDELSTEIN_ROT;
1026 else if (center_element == EL_PINGUIN)
1027 Store[x][y] = EL_EDELSTEIN_LILA;
1028 else if (center_element == EL_KAEFER)
1029 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1030 else if (center_element == EL_BUTTERFLY)
1031 Store[x][y] = EL_EDELSTEIN_BD;
1032 else if (center_element == EL_MAMPFER)
1033 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1034 else if (center_element == EL_AMOEBA2DIAM)
1035 Store[x][y] = level.amoebe_inhalt;
1036 else if (element == EL_ERZ_EDEL)
1037 Store[x][y] = EL_EDELSTEIN;
1038 else if (element == EL_ERZ_DIAM)
1039 Store[x][y] = EL_DIAMANT;
1040 else if (element == EL_ERZ_EDEL_BD)
1041 Store[x][y] = EL_EDELSTEIN_BD;
1042 else if (element == EL_ERZ_EDEL_GELB)
1043 Store[x][y] = EL_EDELSTEIN_GELB;
1044 else if (element == EL_ERZ_EDEL_ROT)
1045 Store[x][y] = EL_EDELSTEIN_ROT;
1046 else if (element == EL_ERZ_EDEL_LILA)
1047 Store[x][y] = EL_EDELSTEIN_LILA;
1048 else if (!IS_PFORTE(Store[x][y]))
1049 Store[x][y] = EL_LEERRAUM;
1051 if (x != ex || y != ey ||
1052 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1053 Store2[x][y] = element;
1055 if (AmoebaNr[x][y] &&
1056 (element == EL_AMOEBE_VOLL ||
1057 element == EL_AMOEBE_BD ||
1058 element == EL_AMOEBING))
1060 AmoebaCnt[AmoebaNr[x][y]]--;
1061 AmoebaCnt2[AmoebaNr[x][y]]--;
1064 Feld[x][y] = EL_EXPLODING;
1065 MovDir[x][y] = MovPos[x][y] = 0;
1071 if (center_element == EL_MAMPFER)
1072 MampferNr = (MampferNr + 1) % MampferMax;
1083 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1085 if (phase == half_phase)
1087 int element = Store2[x][y];
1089 if (IS_PLAYER(x, y))
1090 KillHero(PLAYERINFO(x, y));
1091 else if (IS_EXPLOSIVE(element))
1093 Feld[x][y] = Store2[x][y];
1097 else if (element == EL_AMOEBA2DIAM)
1098 AmoebeUmwandeln(x, y);
1101 if (phase == last_phase)
1105 element = Feld[x][y] = Store[x][y];
1106 Store[x][y] = Store2[x][y] = 0;
1107 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1108 InitField(x, y, FALSE);
1109 if (CAN_MOVE(element) || COULD_MOVE(element))
1111 DrawLevelField(x, y);
1113 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1116 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1118 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1122 void DynaExplode(int ex, int ey)
1125 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1126 static int xy[4][2] =
1134 Store2[ex][ey] = 0; /* delete player information */
1136 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1140 for (j=1; j<=player->dynabomb_size; j++)
1142 int x = ex+j*xy[i%4][0];
1143 int y = ey+j*xy[i%4][1];
1146 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1149 element = Feld[x][y];
1150 Explode(x, y, EX_PHASE_START, EX_BORDER);
1152 if (element != EL_LEERRAUM &&
1153 element != EL_ERDREICH &&
1154 element != EL_EXPLODING &&
1155 !player->dynabomb_xl)
1160 player->dynabombs_left++;
1163 void Bang(int x, int y)
1165 int element = Feld[x][y];
1167 PlaySoundLevel(x, y, SND_ROAAAR);
1169 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1170 element = EL_LEERRAUM;
1182 RaiseScoreElement(element);
1183 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1186 case EL_DYNABOMB_NR:
1187 case EL_DYNABOMB_SZ:
1188 case EL_DYNABOMB_XL:
1195 Explode(x, y, EX_PHASE_START, EX_CENTER);
1198 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1203 void Blurb(int x, int y)
1205 int element = Feld[x][y];
1207 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1209 PlaySoundLevel(x, y, SND_BLURB);
1210 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1211 (!IN_LEV_FIELD(x-1, y-1) ||
1212 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1214 Feld[x-1][y] = EL_BLURB_LEFT;
1216 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1217 (!IN_LEV_FIELD(x+1, y-1) ||
1218 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1220 Feld[x+1][y] = EL_BLURB_RIGHT;
1225 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1227 if (!MovDelay[x][y]) /* initialize animation counter */
1230 if (MovDelay[x][y]) /* continue animation */
1233 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1234 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1236 if (!MovDelay[x][y])
1238 Feld[x][y] = EL_LEERRAUM;
1239 DrawLevelField(x, y);
1245 void Impact(int x, int y)
1247 boolean lastline = (y == lev_fieldy-1);
1248 boolean object_hit = FALSE;
1249 int element = Feld[x][y];
1252 if (!lastline) /* check if element below was hit */
1254 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1257 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1258 MovDir[x][y+1]!=MV_DOWN ||
1259 MovPos[x][y+1]<=TILEY/2));
1261 smashed = MovingOrBlocked2Element(x, y+1);
1264 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1270 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1276 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1278 if (object_hit && IS_PLAYER(x, y+1))
1279 KillHero(PLAYERINFO(x, y+1));
1280 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1284 Feld[x][y] = EL_AMOEBING;
1285 Store[x][y] = EL_AMOEBE_NASS;
1290 if (!lastline && object_hit) /* check which object was hit */
1292 if (CAN_CHANGE(element) &&
1293 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1294 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1296 if (IS_PLAYER(x, y+1))
1298 KillHero(PLAYERINFO(x, y+1));
1301 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1306 else if (element == EL_EDELSTEIN_BD)
1308 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1314 else if (element == EL_FELSBROCKEN)
1316 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1317 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1322 else if (!IS_MOVING(x, y+1))
1324 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1329 else if (smashed == EL_KOKOSNUSS)
1331 Feld[x][y+1] = EL_CRACKINGNUT;
1332 PlaySoundLevel(x, y, SND_KNACK);
1333 RaiseScoreElement(EL_KOKOSNUSS);
1336 else if (smashed == EL_DIAMANT)
1338 Feld[x][y+1] = EL_LEERRAUM;
1339 PlaySoundLevel(x, y, SND_QUIRK);
1346 /* play sound of magic wall / mill */
1348 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1350 PlaySoundLevel(x, y, SND_QUIRK);
1354 /* play sound of object that hits the ground */
1355 if (lastline || object_hit)
1362 case EL_EDELSTEIN_BD:
1363 case EL_EDELSTEIN_GELB:
1364 case EL_EDELSTEIN_ROT:
1365 case EL_EDELSTEIN_LILA:
1372 case EL_FELSBROCKEN:
1376 case EL_SCHLUESSEL1:
1377 case EL_SCHLUESSEL2:
1378 case EL_SCHLUESSEL3:
1379 case EL_SCHLUESSEL4:
1392 PlaySoundLevel(x, y, sound);
1396 void TurnRound(int x, int y)
1408 { 0, 0 }, { 0, 0 }, { 0, 0 },
1413 int left, right, back;
1417 { MV_DOWN, MV_UP, MV_RIGHT },
1418 { MV_UP, MV_DOWN, MV_LEFT },
1420 { MV_LEFT, MV_RIGHT, MV_DOWN },
1421 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1422 { MV_RIGHT, MV_LEFT, MV_UP }
1425 int element = Feld[x][y];
1426 int old_move_dir = MovDir[x][y];
1427 int left_dir = turn[old_move_dir].left;
1428 int right_dir = turn[old_move_dir].right;
1429 int back_dir = turn[old_move_dir].back;
1431 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1432 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1433 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1434 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1436 int left_x = x+left_dx, left_y = y+left_dy;
1437 int right_x = x+right_dx, right_y = y+right_dy;
1438 int move_x = x+move_dx, move_y = y+move_dy;
1440 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1442 TestIfBadThingHitsOtherBadThing(x, y);
1444 if (IN_LEV_FIELD(right_x, right_y) &&
1445 IS_FREE_OR_PLAYER(right_x, right_y))
1446 MovDir[x][y] = right_dir;
1447 else if (!IN_LEV_FIELD(move_x, move_y) ||
1448 !IS_FREE_OR_PLAYER(move_x, move_y))
1449 MovDir[x][y] = left_dir;
1451 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1453 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1456 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1458 TestIfBadThingHitsOtherBadThing(x, y);
1460 if (IN_LEV_FIELD(left_x, left_y) &&
1461 IS_FREE_OR_PLAYER(left_x, left_y))
1462 MovDir[x][y] = left_dir;
1463 else if (!IN_LEV_FIELD(move_x, move_y) ||
1464 !IS_FREE_OR_PLAYER(move_x, move_y))
1465 MovDir[x][y] = right_dir;
1467 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1469 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1472 else if (element == EL_MAMPFER)
1474 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1476 if (IN_LEV_FIELD(left_x, left_y) &&
1477 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1478 Feld[left_x][left_y] == EL_DIAMANT))
1479 can_turn_left = TRUE;
1480 if (IN_LEV_FIELD(right_x, right_y) &&
1481 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1482 Feld[right_x][right_y] == EL_DIAMANT))
1483 can_turn_right = TRUE;
1485 if (can_turn_left && can_turn_right)
1486 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1487 else if (can_turn_left)
1488 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1489 else if (can_turn_right)
1490 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1492 MovDir[x][y] = back_dir;
1494 MovDelay[x][y] = 16+16*RND(3);
1496 else if (element == EL_MAMPFER2)
1498 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1500 if (IN_LEV_FIELD(left_x, left_y) &&
1501 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1502 IS_MAMPF2(Feld[left_x][left_y])))
1503 can_turn_left = TRUE;
1504 if (IN_LEV_FIELD(right_x, right_y) &&
1505 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1506 IS_MAMPF2(Feld[right_x][right_y])))
1507 can_turn_right = TRUE;
1509 if (can_turn_left && can_turn_right)
1510 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1511 else if (can_turn_left)
1512 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1513 else if (can_turn_right)
1514 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1516 MovDir[x][y] = back_dir;
1518 MovDelay[x][y] = 16+16*RND(3);
1520 else if (element == EL_PACMAN)
1522 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1524 if (IN_LEV_FIELD(left_x, left_y) &&
1525 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1526 IS_AMOEBOID(Feld[left_x][left_y])))
1527 can_turn_left = TRUE;
1528 if (IN_LEV_FIELD(right_x, right_y) &&
1529 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1530 IS_AMOEBOID(Feld[right_x][right_y])))
1531 can_turn_right = TRUE;
1533 if (can_turn_left && can_turn_right)
1534 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1535 else if (can_turn_left)
1536 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1537 else if (can_turn_right)
1538 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1540 MovDir[x][y] = back_dir;
1542 MovDelay[x][y] = 6+RND(40);
1544 else if (element == EL_SCHWEIN)
1546 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1547 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1548 boolean should_move_on = FALSE;
1550 int rnd = RND(rnd_value);
1552 if (IN_LEV_FIELD(left_x, left_y) &&
1553 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1554 can_turn_left = TRUE;
1555 if (IN_LEV_FIELD(right_x, right_y) &&
1556 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1557 can_turn_right = TRUE;
1558 if (IN_LEV_FIELD(move_x, move_y) &&
1559 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1562 if (can_turn_left &&
1564 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1565 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1566 should_turn_left = TRUE;
1567 if (can_turn_right &&
1569 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1570 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1571 should_turn_right = TRUE;
1573 (!can_turn_left || !can_turn_right ||
1574 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1575 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1576 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1577 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1578 should_move_on = TRUE;
1580 if (should_turn_left || should_turn_right || should_move_on)
1582 if (should_turn_left && should_turn_right && should_move_on)
1583 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1584 rnd < 2*rnd_value/3 ? right_dir :
1586 else if (should_turn_left && should_turn_right)
1587 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1588 else if (should_turn_left && should_move_on)
1589 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1590 else if (should_turn_right && should_move_on)
1591 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1592 else if (should_turn_left)
1593 MovDir[x][y] = left_dir;
1594 else if (should_turn_right)
1595 MovDir[x][y] = right_dir;
1596 else if (should_move_on)
1597 MovDir[x][y] = old_move_dir;
1599 else if (can_move_on && rnd > rnd_value/8)
1600 MovDir[x][y] = old_move_dir;
1601 else if (can_turn_left && can_turn_right)
1602 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1603 else if (can_turn_left && rnd > rnd_value/8)
1604 MovDir[x][y] = left_dir;
1605 else if (can_turn_right && rnd > rnd_value/8)
1606 MovDir[x][y] = right_dir;
1608 MovDir[x][y] = back_dir;
1610 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1611 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1612 MovDir[x][y] = old_move_dir;
1616 else if (element == EL_DRACHE)
1618 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1620 int rnd = RND(rnd_value);
1622 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1623 can_turn_left = TRUE;
1624 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1625 can_turn_right = TRUE;
1626 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1629 if (can_move_on && rnd > rnd_value/8)
1630 MovDir[x][y] = old_move_dir;
1631 else if (can_turn_left && can_turn_right)
1632 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1633 else if (can_turn_left && rnd > rnd_value/8)
1634 MovDir[x][y] = left_dir;
1635 else if (can_turn_right && rnd > rnd_value/8)
1636 MovDir[x][y] = right_dir;
1638 MovDir[x][y] = back_dir;
1640 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1641 MovDir[x][y] = old_move_dir;
1645 else if (element == EL_ROBOT || element == EL_SONDE ||
1646 element == EL_MAULWURF || element == EL_PINGUIN)
1648 int attr_x = -1, attr_y = -1;
1659 for (i=0; i<MAX_PLAYERS; i++)
1661 struct PlayerInfo *player = &stored_player[i];
1662 int jx = player->jx, jy = player->jy;
1664 if (!player->active || player->gone)
1667 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1675 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1681 if (element == EL_MAULWURF || element == EL_PINGUIN)
1684 static int xy[4][2] =
1694 int ex = x + xy[i%4][0];
1695 int ey = y + xy[i%4][1];
1697 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1706 MovDir[x][y] = MV_NO_MOVING;
1708 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1710 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1712 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1714 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1716 if (element == EL_ROBOT)
1720 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1721 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1722 Moving2Blocked(x, y, &newx, &newy);
1724 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1725 MovDelay[x][y] = 8+8*!RND(3);
1727 MovDelay[x][y] = 16;
1735 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1737 boolean first_horiz = RND(2);
1738 int new_move_dir = MovDir[x][y];
1741 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1742 Moving2Blocked(x, y, &newx, &newy);
1744 if (IN_LEV_FIELD(newx, newy) &&
1745 (IS_FREE(newx, newy) ||
1746 Feld[newx][newy] == EL_SALZSAEURE ||
1747 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1748 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1749 IS_MAMPF3(Feld[newx][newy])))))
1753 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1754 Moving2Blocked(x, y, &newx, &newy);
1756 if (IN_LEV_FIELD(newx, newy) &&
1757 (IS_FREE(newx, newy) ||
1758 Feld[newx][newy] == EL_SALZSAEURE ||
1759 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1760 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1761 IS_MAMPF3(Feld[newx][newy])))))
1764 MovDir[x][y] = old_move_dir;
1771 static boolean JustBeingPushed(int x, int y)
1775 for (i=0; i<MAX_PLAYERS; i++)
1777 struct PlayerInfo *player = &stored_player[i];
1779 if (player->active && !player->gone &&
1780 player->Pushing && player->MovPos)
1782 int next_jx = player->jx + (player->jx - player->last_jx);
1783 int next_jy = player->jy + (player->jy - player->last_jy);
1785 if (x == next_jx && y == next_jy)
1793 void StartMoving(int x, int y)
1795 int element = Feld[x][y];
1800 if (CAN_FALL(element) && y<lev_fieldy-1)
1802 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1803 if (JustBeingPushed(x, y))
1806 if (element == EL_MORAST_VOLL)
1808 if (IS_FREE(x, y+1))
1810 InitMovingField(x, y, MV_DOWN);
1811 Feld[x][y] = EL_FELSBROCKEN;
1812 Store[x][y] = EL_MORAST_LEER;
1814 else if (Feld[x][y+1] == EL_MORAST_LEER)
1816 if (!MovDelay[x][y])
1817 MovDelay[x][y] = TILEY + 1;
1826 Feld[x][y] = EL_MORAST_LEER;
1827 Feld[x][y+1] = EL_MORAST_VOLL;
1830 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1832 InitMovingField(x, y, MV_DOWN);
1833 Store[x][y] = EL_MORAST_VOLL;
1835 else if (element == EL_SIEB_VOLL)
1837 if (IS_FREE(x, y+1))
1839 InitMovingField(x, y, MV_DOWN);
1840 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1841 Store[x][y] = EL_SIEB_LEER;
1843 else if (Feld[x][y+1] == EL_SIEB_LEER)
1845 if (!MovDelay[x][y])
1846 MovDelay[x][y] = TILEY/4 + 1;
1855 Feld[x][y] = EL_SIEB_LEER;
1856 Feld[x][y+1] = EL_SIEB_VOLL;
1857 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1861 else if (element == EL_SIEB2_VOLL)
1863 if (IS_FREE(x, y+1))
1865 InitMovingField(x, y, MV_DOWN);
1866 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1867 Store[x][y] = EL_SIEB2_LEER;
1869 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1871 if (!MovDelay[x][y])
1872 MovDelay[x][y] = TILEY/4 + 1;
1881 Feld[x][y] = EL_SIEB2_LEER;
1882 Feld[x][y+1] = EL_SIEB2_VOLL;
1883 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1887 else if (SiebAktiv && CAN_CHANGE(element) &&
1888 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1890 InitMovingField(x, y, MV_DOWN);
1892 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1893 Store2[x][y+1] = element;
1895 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1898 InitMovingField(x, y, MV_DOWN);
1899 Store[x][y] = EL_SALZSAEURE;
1901 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1905 else if (IS_FREE(x, y+1))
1907 InitMovingField(x, y, MV_DOWN);
1909 else if (element == EL_TROPFEN)
1911 Feld[x][y] = EL_AMOEBING;
1912 Store[x][y] = EL_AMOEBE_NASS;
1914 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1916 boolean left = (x>0 && IS_FREE(x-1, y) &&
1917 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1918 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1919 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1923 if (left && right && game_emulation != EMU_BOULDERDASH)
1924 left = !(right = RND(2));
1926 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1930 else if (CAN_MOVE(element))
1934 if (element == EL_SONDE && JustBeingPushed(x, y))
1937 if (!MovDelay[x][y]) /* start new movement phase */
1939 /* all objects that can change their move direction after each step */
1940 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1942 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1945 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1946 DrawLevelField(x, y);
1950 if (MovDelay[x][y]) /* wait some time before next movement */
1954 if (element == EL_ROBOT || element == EL_MAMPFER ||
1955 element == EL_MAMPFER2)
1957 int phase = MovDelay[x][y] % 8;
1962 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1963 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1965 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1966 && MovDelay[x][y]%4 == 3)
1967 PlaySoundLevel(x, y, SND_NJAM);
1969 else if (element == EL_DRACHE)
1972 int dir = MovDir[x][y];
1973 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1974 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1975 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1976 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1977 dir == MV_UP ? GFX_FLAMMEN_UP :
1978 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1979 int phase = FrameCounter % 2;
1981 for (i=1; i<=3; i++)
1983 int xx = x + i*dx, yy = y + i*dy;
1984 int sx = SCREENX(xx), sy = SCREENY(yy);
1986 if (!IN_LEV_FIELD(xx, yy) ||
1987 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1992 int flamed = MovingOrBlocked2Element(xx, yy);
1994 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1997 RemoveMovingField(xx, yy);
1999 Feld[xx][yy] = EL_BURNING;
2000 if (IN_SCR_FIELD(sx, sy))
2001 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2005 if (Feld[xx][yy] == EL_BURNING)
2006 Feld[xx][yy] = EL_LEERRAUM;
2007 DrawLevelField(xx, yy);
2016 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2018 PlaySoundLevel(x, y, SND_KLAPPER);
2020 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2022 PlaySoundLevel(x, y, SND_ROEHR);
2025 /* now make next step */
2027 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2029 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2031 /* enemy got the player */
2033 KillHero(PLAYERINFO(newx, newy));
2036 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2037 element == EL_ROBOT || element == EL_SONDE) &&
2038 IN_LEV_FIELD(newx, newy) &&
2039 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2042 Store[x][y] = EL_SALZSAEURE;
2044 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2045 IN_LEV_FIELD(newx, newy))
2047 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2049 Feld[x][y] = EL_LEERRAUM;
2050 DrawLevelField(x, y);
2052 PlaySoundLevel(newx, newy, SND_BUING);
2053 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2054 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2056 local_player->friends_still_needed--;
2057 if (!local_player->friends_still_needed &&
2058 !local_player->GameOver && AllPlayersGone)
2059 local_player->LevelSolved = local_player->GameOver = TRUE;
2063 else if (IS_MAMPF3(Feld[newx][newy]))
2065 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2066 DrawLevelField(newx, newy);
2068 MovDir[x][y] = MV_NO_MOVING;
2070 else if (!IS_FREE(newx, newy))
2072 if (IS_PLAYER(x, y))
2073 DrawPlayerField(x, y);
2075 DrawLevelField(x, y);
2079 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2081 if (IS_GEM(Feld[newx][newy]))
2083 if (IS_MOVING(newx, newy))
2084 RemoveMovingField(newx, newy);
2087 Feld[newx][newy] = EL_LEERRAUM;
2088 DrawLevelField(newx, newy);
2091 else if (!IS_FREE(newx, newy))
2093 if (IS_PLAYER(x, y))
2094 DrawPlayerField(x, y);
2096 DrawLevelField(x, y);
2100 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2102 if (!IS_FREE(newx, newy))
2104 if (IS_PLAYER(x, y))
2105 DrawPlayerField(x, y);
2107 DrawLevelField(x, y);
2112 boolean wanna_flame = !RND(10);
2113 int dx = newx - x, dy = newy - y;
2114 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2115 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2116 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2117 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2118 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2119 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2121 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2122 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2123 element1 != EL_BURNING && element2 != EL_BURNING)
2125 if (IS_PLAYER(x, y))
2126 DrawPlayerField(x, y);
2128 DrawLevelField(x, y);
2130 MovDelay[x][y] = 50;
2131 Feld[newx][newy] = EL_BURNING;
2132 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2133 Feld[newx1][newy1] = EL_BURNING;
2134 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2135 Feld[newx2][newy2] = EL_BURNING;
2140 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2141 Feld[newx][newy] == EL_DIAMANT)
2143 if (IS_MOVING(newx, newy))
2144 RemoveMovingField(newx, newy);
2147 Feld[newx][newy] = EL_LEERRAUM;
2148 DrawLevelField(newx, newy);
2151 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2152 IS_MAMPF2(Feld[newx][newy]))
2154 if (AmoebaNr[newx][newy])
2156 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2157 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2158 Feld[newx][newy] == EL_AMOEBE_BD)
2159 AmoebaCnt[AmoebaNr[newx][newy]]--;
2162 if (IS_MOVING(newx, newy))
2163 RemoveMovingField(newx, newy);
2166 Feld[newx][newy] = EL_LEERRAUM;
2167 DrawLevelField(newx, newy);
2170 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2171 IS_AMOEBOID(Feld[newx][newy]))
2173 if (AmoebaNr[newx][newy])
2175 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2176 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2177 Feld[newx][newy] == EL_AMOEBE_BD)
2178 AmoebaCnt[AmoebaNr[newx][newy]]--;
2181 Feld[newx][newy] = EL_LEERRAUM;
2182 DrawLevelField(newx, newy);
2184 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2186 /* object was running against a wall */
2190 if (element == EL_KAEFER || element == EL_FLIEGER)
2191 DrawLevelField(x, y);
2192 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2193 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2194 else if (element == EL_SONDE)
2195 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2200 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2201 PlaySoundLevel(x, y, SND_SCHLURF);
2203 InitMovingField(x, y, MovDir[x][y]);
2207 ContinueMoving(x, y);
2210 void ContinueMoving(int x, int y)
2212 int element = Feld[x][y];
2213 int direction = MovDir[x][y];
2214 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2215 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2216 int horiz_move = (dx!=0);
2217 int newx = x + dx, newy = y + dy;
2218 int step = (horiz_move ? dx : dy) * TILEX/8;
2220 if (CAN_FALL(element) && horiz_move)
2222 else if (element == EL_TROPFEN)
2224 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2227 MovPos[x][y] += step;
2229 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2231 Feld[x][y] = EL_LEERRAUM;
2232 Feld[newx][newy] = element;
2234 if (Store[x][y] == EL_MORAST_VOLL)
2237 Feld[newx][newy] = EL_MORAST_VOLL;
2238 element = EL_MORAST_VOLL;
2240 else if (Store[x][y] == EL_MORAST_LEER)
2243 Feld[x][y] = EL_MORAST_LEER;
2245 else if (Store[x][y] == EL_SIEB_VOLL)
2248 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2250 else if (Store[x][y] == EL_SIEB_LEER)
2252 Store[x][y] = Store2[x][y] = 0;
2253 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2255 else if (Store[x][y] == EL_SIEB2_VOLL)
2258 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2260 else if (Store[x][y] == EL_SIEB2_LEER)
2262 Store[x][y] = Store2[x][y] = 0;
2263 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2265 else if (Store[x][y] == EL_SALZSAEURE)
2268 Feld[newx][newy] = EL_SALZSAEURE;
2269 element = EL_SALZSAEURE;
2271 else if (Store[x][y] == EL_AMOEBE_NASS)
2274 Feld[x][y] = EL_AMOEBE_NASS;
2277 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2278 MovDelay[newx][newy] = 0;
2280 if (!CAN_MOVE(element))
2281 MovDir[newx][newy] = 0;
2283 DrawLevelField(x, y);
2284 DrawLevelField(newx, newy);
2286 Stop[newx][newy] = TRUE;
2287 JustHit[x][newy] = 3;
2289 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2291 TestIfBadThingHitsHero(newx, newy);
2292 TestIfBadThingHitsFriend(newx, newy);
2293 TestIfBadThingHitsOtherBadThing(newx, newy);
2295 else if (element == EL_PINGUIN)
2296 TestIfFriendHitsBadThing(newx, newy);
2298 if (CAN_SMASH(element) && direction == MV_DOWN &&
2299 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2302 else /* still moving on */
2303 DrawLevelField(x, y);
2306 int AmoebeNachbarNr(int ax, int ay)
2309 int element = Feld[ax][ay];
2311 static int xy[4][2] =
2321 int x = ax + xy[i][0];
2322 int y = ay + xy[i][1];
2324 if (!IN_LEV_FIELD(x, y))
2327 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2328 group_nr = AmoebaNr[x][y];
2334 void AmoebenVereinigen(int ax, int ay)
2336 int i, x, y, xx, yy;
2337 int new_group_nr = AmoebaNr[ax][ay];
2338 static int xy[4][2] =
2346 if (new_group_nr == 0)
2354 if (!IN_LEV_FIELD(x, y))
2357 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2358 Feld[x][y] == EL_AMOEBE_BD ||
2359 Feld[x][y] == EL_AMOEBE_TOT) &&
2360 AmoebaNr[x][y] != new_group_nr)
2362 int old_group_nr = AmoebaNr[x][y];
2364 if (old_group_nr == 0)
2367 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2368 AmoebaCnt[old_group_nr] = 0;
2369 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2370 AmoebaCnt2[old_group_nr] = 0;
2372 for (yy=0; yy<lev_fieldy; yy++)
2374 for (xx=0; xx<lev_fieldx; xx++)
2376 if (AmoebaNr[xx][yy] == old_group_nr)
2377 AmoebaNr[xx][yy] = new_group_nr;
2384 void AmoebeUmwandeln(int ax, int ay)
2388 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2390 int group_nr = AmoebaNr[ax][ay];
2395 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2396 printf("AmoebeUmwandeln(): This should never happen!\n");
2401 for (y=0; y<lev_fieldy; y++)
2403 for (x=0; x<lev_fieldx; x++)
2405 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2408 Feld[x][y] = EL_AMOEBA2DIAM;
2416 static int xy[4][2] =
2429 if (!IN_LEV_FIELD(x, y))
2432 if (Feld[x][y] == EL_AMOEBA2DIAM)
2438 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2441 int group_nr = AmoebaNr[ax][ay];
2442 boolean done = FALSE;
2447 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2448 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2453 for (y=0; y<lev_fieldy; y++)
2455 for (x=0; x<lev_fieldx; x++)
2457 if (AmoebaNr[x][y] == group_nr &&
2458 (Feld[x][y] == EL_AMOEBE_TOT ||
2459 Feld[x][y] == EL_AMOEBE_BD ||
2460 Feld[x][y] == EL_AMOEBING))
2463 Feld[x][y] = new_element;
2464 InitField(x, y, FALSE);
2465 DrawLevelField(x, y);
2472 PlaySoundLevel(ax, ay,
2473 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2476 void AmoebeWaechst(int x, int y)
2478 static unsigned long sound_delay = 0;
2479 static unsigned long sound_delay_value = 0;
2481 if (!MovDelay[x][y]) /* start new growing cycle */
2485 if (DelayReached(&sound_delay, sound_delay_value))
2487 PlaySoundLevel(x, y, SND_AMOEBE);
2488 sound_delay_value = 30;
2492 if (MovDelay[x][y]) /* wait some time before growing bigger */
2495 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2496 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2498 if (!MovDelay[x][y])
2500 Feld[x][y] = Store[x][y];
2502 DrawLevelField(x, y);
2507 void AmoebeAbleger(int ax, int ay)
2510 int element = Feld[ax][ay];
2511 int newax = ax, neway = ay;
2512 static int xy[4][2] =
2520 if (!level.tempo_amoebe)
2522 Feld[ax][ay] = EL_AMOEBE_TOT;
2523 DrawLevelField(ax, ay);
2527 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2528 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2530 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2533 if (MovDelay[ax][ay])
2537 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2540 int x = ax + xy[start][0];
2541 int y = ay + xy[start][1];
2543 if (!IN_LEV_FIELD(x, y))
2546 if (IS_FREE(x, y) ||
2547 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2553 if (newax == ax && neway == ay)
2556 else /* normal or "filled" (BD style) amoeba */
2559 boolean waiting_for_player = FALSE;
2563 int j = (start + i) % 4;
2564 int x = ax + xy[j][0];
2565 int y = ay + xy[j][1];
2567 if (!IN_LEV_FIELD(x, y))
2570 if (IS_FREE(x, y) ||
2571 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2577 else if (IS_PLAYER(x, y))
2578 waiting_for_player = TRUE;
2581 if (newax == ax && neway == ay) /* amoeba cannot grow */
2583 if (i == 4 && !waiting_for_player)
2585 Feld[ax][ay] = EL_AMOEBE_TOT;
2586 DrawLevelField(ax, ay);
2587 AmoebaCnt[AmoebaNr[ax][ay]]--;
2589 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2591 if (element == EL_AMOEBE_VOLL)
2592 AmoebeUmwandeln(ax, ay);
2593 else if (element == EL_AMOEBE_BD)
2594 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2599 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2601 /* amoeba gets larger by growing in some direction */
2603 int new_group_nr = AmoebaNr[ax][ay];
2606 if (new_group_nr == 0)
2608 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2609 printf("AmoebeAbleger(): This should never happen!\n");
2614 AmoebaNr[newax][neway] = new_group_nr;
2615 AmoebaCnt[new_group_nr]++;
2616 AmoebaCnt2[new_group_nr]++;
2618 /* if amoeba touches other amoeba(s) after growing, unify them */
2619 AmoebenVereinigen(newax, neway);
2621 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2623 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2629 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2630 (neway == lev_fieldy - 1 && newax != ax))
2632 Feld[newax][neway] = EL_AMOEBING;
2633 Store[newax][neway] = element;
2635 else if (neway == ay)
2636 Feld[newax][neway] = EL_TROPFEN;
2639 InitMovingField(ax, ay, MV_DOWN);
2640 Feld[ax][ay] = EL_TROPFEN;
2641 Store[ax][ay] = EL_AMOEBE_NASS;
2642 ContinueMoving(ax, ay);
2646 DrawLevelField(newax, neway);
2649 void Life(int ax, int ay)
2652 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2654 int element = Feld[ax][ay];
2659 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2660 MovDelay[ax][ay] = life_time;
2662 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2665 if (MovDelay[ax][ay])
2669 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2671 int xx = ax+x1, yy = ay+y1;
2674 if (!IN_LEV_FIELD(xx, yy))
2677 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2679 int x = xx+x2, y = yy+y2;
2681 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2684 if (((Feld[x][y] == element ||
2685 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2687 (IS_FREE(x, y) && Stop[x][y]))
2691 if (xx == ax && yy == ay) /* field in the middle */
2693 if (nachbarn<life[0] || nachbarn>life[1])
2695 Feld[xx][yy] = EL_LEERRAUM;
2697 DrawLevelField(xx, yy);
2698 Stop[xx][yy] = TRUE;
2701 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2702 { /* free border field */
2703 if (nachbarn>=life[2] && nachbarn<=life[3])
2705 Feld[xx][yy] = element;
2706 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2708 DrawLevelField(xx, yy);
2709 Stop[xx][yy] = TRUE;
2715 void Ablenk(int x, int y)
2717 if (!MovDelay[x][y]) /* next animation frame */
2718 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2720 if (MovDelay[x][y]) /* wait some time before next frame */
2725 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2726 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2727 if (!(MovDelay[x][y]%4))
2728 PlaySoundLevel(x, y, SND_MIEP);
2733 Feld[x][y] = EL_ABLENK_AUS;
2734 DrawLevelField(x, y);
2735 if (ZX == x && ZY == y)
2739 void Birne(int x, int y)
2741 if (!MovDelay[x][y]) /* next animation frame */
2742 MovDelay[x][y] = 800;
2744 if (MovDelay[x][y]) /* wait some time before next frame */
2749 if (!(MovDelay[x][y]%5))
2751 if (!(MovDelay[x][y]%10))
2752 Feld[x][y]=EL_ABLENK_EIN;
2754 Feld[x][y]=EL_ABLENK_AUS;
2755 DrawLevelField(x, y);
2756 Feld[x][y]=EL_ABLENK_EIN;
2762 Feld[x][y]=EL_ABLENK_AUS;
2763 DrawLevelField(x, y);
2764 if (ZX == x && ZY == y)
2768 void Blubber(int x, int y)
2770 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2771 DrawLevelField(x, y-1);
2773 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2776 void NussKnacken(int x, int y)
2778 if (!MovDelay[x][y]) /* next animation frame */
2781 if (MovDelay[x][y]) /* wait some time before next frame */
2784 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2785 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2787 if (!MovDelay[x][y])
2789 Feld[x][y] = EL_EDELSTEIN;
2790 DrawLevelField(x, y);
2795 void SiebAktivieren(int x, int y, int typ)
2797 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2798 DrawGraphic(SCREENX(x), SCREENY(y),
2799 (typ == 1 ? GFX_SIEB_VOLL :
2800 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2803 void AusgangstuerPruefen(int x, int y)
2805 if (!local_player->gems_still_needed &&
2806 !local_player->sokobanfields_still_needed &&
2807 !local_player->lights_still_needed)
2809 Feld[x][y] = EL_AUSGANG_ACT;
2811 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2812 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2813 y < LEVELY(BY1) ? LEVELY(BY1) :
2814 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2819 void AusgangstuerOeffnen(int x, int y)
2823 if (!MovDelay[x][y]) /* next animation frame */
2824 MovDelay[x][y] = 5*delay;
2826 if (MovDelay[x][y]) /* wait some time before next frame */
2831 tuer = MovDelay[x][y]/delay;
2832 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2833 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2835 if (!MovDelay[x][y])
2837 Feld[x][y] = EL_AUSGANG_AUF;
2838 DrawLevelField(x, y);
2843 void AusgangstuerBlinken(int x, int y)
2845 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2848 void EdelsteinFunkeln(int x, int y)
2850 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2853 if (Feld[x][y] == EL_EDELSTEIN_BD)
2854 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2857 if (!MovDelay[x][y]) /* next animation frame */
2858 MovDelay[x][y] = 11 * !SimpleRND(500);
2860 if (MovDelay[x][y]) /* wait some time before next frame */
2864 if (setup.direct_draw && MovDelay[x][y])
2865 SetDrawtoField(DRAW_BUFFERED);
2867 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2871 int phase = (MovDelay[x][y]-1)/2;
2876 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2878 if (setup.direct_draw)
2882 dest_x = FX + SCREENX(x)*TILEX;
2883 dest_y = FY + SCREENY(y)*TILEY;
2885 XCopyArea(display, drawto_field, window, gc,
2886 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2887 SetDrawtoField(DRAW_DIRECT);
2894 void MauerWaechst(int x, int y)
2898 if (!MovDelay[x][y]) /* next animation frame */
2899 MovDelay[x][y] = 3*delay;
2901 if (MovDelay[x][y]) /* wait some time before next frame */
2906 phase = 2-MovDelay[x][y]/delay;
2907 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2908 DrawGraphic(SCREENX(x), SCREENY(y),
2909 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2910 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2911 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2912 GFX_MAUER_DOWN ) + phase);
2914 if (!MovDelay[x][y])
2916 if (MovDir[x][y] == MV_LEFT)
2918 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2919 DrawLevelField(x-1, y);
2921 else if (MovDir[x][y] == MV_RIGHT)
2923 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2924 DrawLevelField(x+1, y);
2926 else if (MovDir[x][y] == MV_UP)
2928 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2929 DrawLevelField(x, y-1);
2933 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2934 DrawLevelField(x, y+1);
2937 Feld[x][y] = Store[x][y];
2939 MovDir[x][y] = MV_NO_MOVING;
2940 DrawLevelField(x, y);
2945 void MauerAbleger(int ax, int ay)
2947 int element = Feld[ax][ay];
2948 boolean oben_frei = FALSE, unten_frei = FALSE;
2949 boolean links_frei = FALSE, rechts_frei = FALSE;
2950 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2951 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2953 if (!MovDelay[ax][ay]) /* start building new wall */
2954 MovDelay[ax][ay] = 6;
2956 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2959 if (MovDelay[ax][ay])
2963 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2965 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2967 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2969 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2972 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2976 Feld[ax][ay-1] = EL_MAUERND;
2977 Store[ax][ay-1] = element;
2978 MovDir[ax][ay-1] = MV_UP;
2979 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2980 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2984 Feld[ax][ay+1] = EL_MAUERND;
2985 Store[ax][ay+1] = element;
2986 MovDir[ax][ay+1] = MV_DOWN;
2987 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2988 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2992 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2993 element == EL_MAUER_LEBT)
2997 Feld[ax-1][ay] = EL_MAUERND;
2998 Store[ax-1][ay] = element;
2999 MovDir[ax-1][ay] = MV_LEFT;
3000 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3001 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3005 Feld[ax+1][ay] = EL_MAUERND;
3006 Store[ax+1][ay] = element;
3007 MovDir[ax+1][ay] = MV_RIGHT;
3008 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3009 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3013 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3014 DrawLevelField(ax, ay);
3016 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3018 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3019 unten_massiv = TRUE;
3020 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3021 links_massiv = TRUE;
3022 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3023 rechts_massiv = TRUE;
3025 if (((oben_massiv && unten_massiv) ||
3026 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3027 ((links_massiv && rechts_massiv) ||
3028 element == EL_MAUER_Y))
3029 Feld[ax][ay] = EL_MAUERWERK;
3032 void CheckForDragon(int x, int y)
3035 boolean dragon_found = FALSE;
3036 static int xy[4][2] =
3048 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3050 if (IN_LEV_FIELD(xx, yy) &&
3051 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3053 if (Feld[xx][yy] == EL_DRACHE)
3054 dragon_found = TRUE;
3067 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3069 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3071 Feld[xx][yy] = EL_LEERRAUM;
3072 DrawLevelField(xx, yy);
3081 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3083 static byte stored_player_action[MAX_PLAYERS];
3084 static int num_stored_actions = 0;
3085 static boolean save_tape_entry = FALSE;
3086 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3087 int jx = player->jx, jy = player->jy;
3088 int left = player_action & JOY_LEFT;
3089 int right = player_action & JOY_RIGHT;
3090 int up = player_action & JOY_UP;
3091 int down = player_action & JOY_DOWN;
3092 int button1 = player_action & JOY_BUTTON_1;
3093 int button2 = player_action & JOY_BUTTON_2;
3094 int dx = (left ? -1 : right ? 1 : 0);
3095 int dy = (up ? -1 : down ? 1 : 0);
3097 stored_player_action[player->index_nr] = 0;
3098 num_stored_actions++;
3100 if (!player->active || player->gone || tape.pausing)
3105 save_tape_entry = TRUE;
3106 player->frame_reset_delay = 0;
3109 snapped = SnapField(player, dx, dy);
3113 bombed = PlaceBomb(player);
3114 moved = MoveFigure(player, dx, dy);
3117 if (tape.recording && (moved || snapped || bombed))
3119 if (bombed && !moved)
3120 player_action &= JOY_BUTTON;
3122 stored_player_action[player->index_nr] = player_action;
3125 /* this allows cycled sequences of PlayerActions() */
3126 if (num_stored_actions >= MAX_PLAYERS)
3128 TapeRecordAction(stored_player_action);
3129 num_stored_actions = 0;
3134 else if (tape.playing && snapped)
3135 SnapField(player, 0, 0); /* stop snapping */
3139 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3140 SnapField(player, 0, 0);
3141 if (++player->frame_reset_delay > MoveSpeed)
3145 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3147 TapeRecordAction(stored_player_action);
3148 num_stored_actions = 0;
3149 save_tape_entry = FALSE;
3152 if (tape.playing && !tape.pausing && !player_action &&
3153 tape.counter < tape.length)
3156 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3158 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3159 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3161 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3163 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3165 int el = Feld[jx+dx][jy];
3166 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3168 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3170 player->MovDir = next_joy;
3171 player->Frame = FrameCounter % 4;
3172 player->Pushing = TRUE;
3181 static unsigned long action_delay = 0;
3182 unsigned long action_delay_value;
3183 int sieb_x = 0, sieb_y = 0;
3184 int i, x, y, element;
3185 byte *recorded_player_action;
3186 byte summarized_player_action = 0;
3188 if (game_status != PLAYING)
3191 action_delay_value =
3192 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3195 if (tape.playing && tape.fast_forward)
3199 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3205 /* main game synchronization point */
3211 WaitUntilDelayReached(&action_delay, action_delay_value);
3214 while (!DelayReached(&action_delay, action_delay_value))
3218 sprintf(buf, "%ld %ld %ld",
3219 Counter(), action_delay, action_delay_value);
3222 print_debug("done");
3229 if (network_playing && !network_player_action_received)
3233 printf("DEBUG: try to get network player actions in time\n");
3238 /* last chance to get network player actions without main loop delay */
3242 if (game_status != PLAYING)
3245 if (!network_player_action_received)
3249 printf("DEBUG: failed to get network player actions in time\n");
3258 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3260 else if (tape.recording)
3269 else if (tape.recording)
3272 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3274 for (i=0; i<MAX_PLAYERS; i++)
3276 summarized_player_action |= stored_player[i].action;
3278 if (!network_playing)
3279 stored_player[i].effective_action = stored_player[i].action;
3283 if (network_playing)
3284 SendToServer_MovePlayer(summarized_player_action);
3287 if (!options.network && !setup.team_mode)
3288 local_player->effective_action = summarized_player_action;
3290 for (i=0; i<MAX_PLAYERS; i++)
3292 int actual_player_action = stored_player[i].effective_action;
3294 if (recorded_player_action)
3295 actual_player_action = recorded_player_action[i];
3297 PlayerActions(&stored_player[i], actual_player_action);
3298 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3301 network_player_action_received = FALSE;
3303 ScrollScreen(NULL, SCROLL_GO_ON);
3307 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3309 else if (tape.recording)
3319 if (TimeFrames == 0 && !local_player->gone)
3321 extern unsigned int last_RND();
3323 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3324 level.time - TimeLeft,
3326 getStateCheckSum(level.time - TimeLeft));
3335 if (GameFrameDelay >= 500)
3336 printf("FrameCounter == %d\n", FrameCounter);
3347 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3350 if (JustHit[x][y]>0)
3354 if (IS_BLOCKED(x, y))
3358 Blocked2Moving(x, y, &oldx, &oldy);
3359 if (!IS_MOVING(oldx, oldy))
3361 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3362 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3363 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3364 printf("GameActions(): This should never happen!\n");
3370 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3372 element = Feld[x][y];
3374 if (IS_INACTIVE(element))
3377 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3381 if (IS_GEM(element))
3382 EdelsteinFunkeln(x, y);
3384 else if (IS_MOVING(x, y))
3385 ContinueMoving(x, y);
3386 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3387 CheckDynamite(x, y);
3388 else if (element == EL_EXPLODING)
3389 Explode(x, y, Frame[x][y], EX_NORMAL);
3390 else if (element == EL_AMOEBING)
3391 AmoebeWaechst(x, y);
3392 else if (IS_AMOEBALIVE(element))
3393 AmoebeAbleger(x, y);
3394 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3396 else if (element == EL_ABLENK_EIN)
3398 else if (element == EL_SALZSAEURE)
3400 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3402 else if (element == EL_CRACKINGNUT)
3404 else if (element == EL_AUSGANG_ZU)
3405 AusgangstuerPruefen(x, y);
3406 else if (element == EL_AUSGANG_ACT)
3407 AusgangstuerOeffnen(x, y);
3408 else if (element == EL_AUSGANG_AUF)
3409 AusgangstuerBlinken(x, y);
3410 else if (element == EL_MAUERND)
3412 else if (element == EL_MAUER_LEBT ||
3413 element == EL_MAUER_X ||
3414 element == EL_MAUER_Y ||
3415 element == EL_MAUER_XY)
3417 else if (element == EL_BURNING)
3418 CheckForDragon(x, y);
3422 boolean sieb = FALSE;
3423 int jx = local_player->jx, jy = local_player->jy;
3425 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3426 Store[x][y] == EL_SIEB_LEER)
3428 SiebAktivieren(x, y, 1);
3431 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3432 Store[x][y] == EL_SIEB2_LEER)
3434 SiebAktivieren(x, y, 2);
3438 /* play the element sound at the position nearest to the player */
3439 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3450 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3454 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3456 element = Feld[x][y];
3457 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3459 Feld[x][y] = EL_SIEB_TOT;
3460 DrawLevelField(x, y);
3462 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3464 Feld[x][y] = EL_SIEB2_TOT;
3465 DrawLevelField(x, y);
3471 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3476 if (tape.recording || tape.playing)
3477 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3480 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3482 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3485 for (i=0; i<MAX_PLAYERS; i++)
3486 KillHero(&stored_player[i]);
3492 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3494 int min_x = x, min_y = y, max_x = x, max_y = y;
3497 for (i=0; i<MAX_PLAYERS; i++)
3499 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3501 if (!stored_player[i].active || stored_player[i].gone ||
3502 &stored_player[i] == player)
3505 min_x = MIN(min_x, jx);
3506 min_y = MIN(min_y, jy);
3507 max_x = MAX(max_x, jx);
3508 max_y = MAX(max_y, jy);
3511 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3514 static boolean AllPlayersInVisibleScreen()
3518 for (i=0; i<MAX_PLAYERS; i++)
3520 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3522 if (!stored_player[i].active || stored_player[i].gone)
3525 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3532 void ScrollLevel(int dx, int dy)
3534 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3537 XCopyArea(display, drawto_field, drawto_field, gc,
3538 FX + TILEX*(dx == -1) - softscroll_offset,
3539 FY + TILEY*(dy == -1) - softscroll_offset,
3540 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3541 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3542 FX + TILEX*(dx == 1) - softscroll_offset,
3543 FY + TILEY*(dy == 1) - softscroll_offset);
3547 x = (dx == 1 ? BX1 : BX2);
3548 for (y=BY1; y<=BY2; y++)
3549 DrawScreenField(x, y);
3553 y = (dy == 1 ? BY1 : BY2);
3554 for (x=BX1; x<=BX2; x++)
3555 DrawScreenField(x, y);
3558 redraw_mask |= REDRAW_FIELD;
3561 boolean MoveFigureOneStep(struct PlayerInfo *player,
3562 int dx, int dy, int real_dx, int real_dy)
3564 int jx = player->jx, jy = player->jy;
3565 int new_jx = jx+dx, new_jy = jy+dy;
3569 if (player->gone || (!dx && !dy))
3570 return MF_NO_ACTION;
3572 player->MovDir = (dx < 0 ? MV_LEFT :
3575 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3577 if (!IN_LEV_FIELD(new_jx, new_jy))
3578 return MF_NO_ACTION;
3580 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3581 return MF_NO_ACTION;
3583 element = MovingOrBlocked2Element(new_jx, new_jy);
3585 if (DONT_GO_TO(element))
3587 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3590 Feld[jx][jy] = EL_SPIELFIGUR;
3591 InitMovingField(jx, jy, MV_DOWN);
3592 Store[jx][jy] = EL_SALZSAEURE;
3593 ContinueMoving(jx, jy);
3602 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3603 if (can_move != MF_MOVING)
3606 StorePlayer[jx][jy] = 0;
3607 player->last_jx = jx;
3608 player->last_jy = jy;
3609 jx = player->jx = new_jx;
3610 jy = player->jy = new_jy;
3611 StorePlayer[jx][jy] = player->element_nr;
3613 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3615 ScrollFigure(player, SCROLL_INIT);
3620 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3622 int jx = player->jx, jy = player->jy;
3623 int old_jx = jx, old_jy = jy;
3624 int moved = MF_NO_ACTION;
3626 if (player->gone || (!dx && !dy))
3629 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3634 /* should only happen if pre-1.2 tape recordings are played */
3635 /* this is only for backward compatibility */
3638 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3641 while (player->MovPos)
3643 ScrollFigure(player, SCROLL_GO_ON);
3644 ScrollScreen(NULL, SCROLL_GO_ON);
3651 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3653 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3654 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3658 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3659 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3665 if (moved & MF_MOVING && !ScreenMovPos &&
3666 (player == local_player || !options.network))
3668 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3669 int offset = (setup.scroll_delay ? 3 : 0);
3671 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3673 /* actual player has left the screen -- scroll in that direction */
3674 if (jx != old_jx) /* player has moved horizontally */
3675 scroll_x += (jx - old_jx);
3676 else /* player has moved vertically */
3677 scroll_y += (jy - old_jy);
3681 if (jx != old_jx) /* player has moved horizontally */
3683 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3684 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3685 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3687 /* don't scroll over playfield boundaries */
3688 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3689 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3691 /* don't scroll more than one field at a time */
3692 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3694 /* don't scroll against the player's moving direction */
3695 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3696 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3697 scroll_x = old_scroll_x;
3699 else /* player has moved vertically */
3701 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3702 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3703 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3705 /* don't scroll over playfield boundaries */
3706 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3707 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3709 /* don't scroll more than one field at a time */
3710 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3712 /* don't scroll against the player's moving direction */
3713 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3714 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3715 scroll_y = old_scroll_y;
3719 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3721 if (!options.network && !AllPlayersInVisibleScreen())
3723 scroll_x = old_scroll_x;
3724 scroll_y = old_scroll_y;
3728 ScrollScreen(player, SCROLL_INIT);
3729 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3734 if (!(moved & MF_MOVING) && !player->Pushing)
3737 player->Frame = (player->Frame + 1) % 4;
3739 if (moved & MF_MOVING)
3741 if (old_jx != jx && old_jy == jy)
3742 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3743 else if (old_jx == jx && old_jy != jy)
3744 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3746 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3748 player->last_move_dir = player->MovDir;
3751 player->last_move_dir = MV_NO_MOVING;
3753 TestIfHeroHitsBadThing(jx, jy);
3761 void ScrollFigure(struct PlayerInfo *player, int mode)
3763 int jx = player->jx, jy = player->jy;
3764 int last_jx = player->last_jx, last_jy = player->last_jy;
3766 if (!player->active || player->gone || !player->MovPos)
3769 if (mode == SCROLL_INIT)
3771 player->actual_frame_counter = FrameCounter;
3772 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3774 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3775 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3780 else if (!FrameReached(&player->actual_frame_counter, 1))
3783 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3784 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3786 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3787 Feld[last_jx][last_jy] = EL_LEERRAUM;
3791 if (!player->MovPos)
3793 player->last_jx = jx;
3794 player->last_jy = jy;
3796 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3800 if (!local_player->friends_still_needed)
3801 player->LevelSolved = player->GameOver = TRUE;
3806 void ScrollScreen(struct PlayerInfo *player, int mode)
3808 static unsigned long screen_frame_counter = 0;
3810 if (mode == SCROLL_INIT)
3812 screen_frame_counter = FrameCounter;
3813 ScreenMovDir = player->MovDir;
3814 ScreenMovPos = player->MovPos;
3815 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3818 else if (!FrameReached(&screen_frame_counter, 1))
3823 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3824 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3825 redraw_mask |= REDRAW_FIELD;
3828 ScreenMovDir = MV_NO_MOVING;
3831 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3833 int i, killx = goodx, killy = goody;
3834 static int xy[4][2] =
3841 static int harmless[4] =
3853 x = goodx + xy[i][0];
3854 y = goody + xy[i][1];
3855 if (!IN_LEV_FIELD(x, y))
3858 element = Feld[x][y];
3860 if (DONT_TOUCH(element))
3862 if (MovDir[x][y] == harmless[i])
3871 if (killx != goodx || killy != goody)
3873 if (IS_PLAYER(goodx, goody))
3874 KillHero(PLAYERINFO(goodx, goody));
3880 void TestIfBadThingHitsGoodThing(int badx, int bady)
3882 int i, killx = badx, killy = bady;
3883 static int xy[4][2] =
3890 static int harmless[4] =
3902 x = badx + xy[i][0];
3903 y = bady + xy[i][1];
3904 if (!IN_LEV_FIELD(x, y))
3907 element = Feld[x][y];
3909 if (IS_PLAYER(x, y))
3915 else if (element == EL_PINGUIN)
3917 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3926 if (killx != badx || killy != bady)
3928 if (IS_PLAYER(killx, killy))
3929 KillHero(PLAYERINFO(killx, killy));
3935 void TestIfHeroHitsBadThing(int x, int y)
3937 TestIfGoodThingHitsBadThing(x, y);
3940 void TestIfBadThingHitsHero(int x, int y)
3942 TestIfBadThingHitsGoodThing(x, y);
3945 void TestIfFriendHitsBadThing(int x, int y)
3947 TestIfGoodThingHitsBadThing(x, y);
3950 void TestIfBadThingHitsFriend(int x, int y)
3952 TestIfBadThingHitsGoodThing(x, y);
3955 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3957 int i, killx = badx, killy = bady;
3958 static int xy[4][2] =
3972 if (!IN_LEV_FIELD(x, y))
3975 element = Feld[x][y];
3976 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3977 element == EL_AMOEBING || element == EL_TROPFEN)
3985 if (killx != badx || killy != bady)
3989 void KillHero(struct PlayerInfo *player)
3991 int jx = player->jx, jy = player->jy;
3996 if (IS_PFORTE(Feld[jx][jy]))
3997 Feld[jx][jy] = EL_LEERRAUM;
4003 void BuryHero(struct PlayerInfo *player)
4005 int jx = player->jx, jy = player->jy;
4010 PlaySoundLevel(jx, jy, SND_AUTSCH);
4011 PlaySoundLevel(jx, jy, SND_LACHEN);
4013 player->GameOver = TRUE;
4017 void RemoveHero(struct PlayerInfo *player)
4019 int jx = player->jx, jy = player->jy;
4020 int i, found = FALSE;
4022 player->gone = TRUE;
4023 StorePlayer[jx][jy] = 0;
4025 for (i=0; i<MAX_PLAYERS; i++)
4026 if (stored_player[i].active && !stored_player[i].gone)
4030 AllPlayersGone = TRUE;
4036 int DigField(struct PlayerInfo *player,
4037 int x, int y, int real_dx, int real_dy, int mode)
4039 int jx = player->jx, jy = player->jy;
4040 int dx = x - jx, dy = y - jy;
4043 if (!player->MovPos)
4044 player->Pushing = FALSE;
4046 if (mode == DF_NO_PUSH)
4048 player->push_delay = 0;
4049 return MF_NO_ACTION;
4052 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4053 return MF_NO_ACTION;
4055 element = Feld[x][y];
4063 Feld[x][y] = EL_LEERRAUM;
4067 case EL_EDELSTEIN_BD:
4068 case EL_EDELSTEIN_GELB:
4069 case EL_EDELSTEIN_ROT:
4070 case EL_EDELSTEIN_LILA:
4072 case EL_SP_INFOTRON:
4074 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4075 if (local_player->gems_still_needed < 0)
4076 local_player->gems_still_needed = 0;
4077 RaiseScoreElement(element);
4078 DrawText(DX_EMERALDS, DY_EMERALDS,
4079 int2str(local_player->gems_still_needed, 3),
4080 FS_SMALL, FC_YELLOW);
4081 PlaySoundLevel(x, y, SND_PONG);
4084 case EL_DYNAMIT_AUS:
4087 RaiseScoreElement(EL_DYNAMIT);
4088 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4089 int2str(local_player->dynamite, 3),
4090 FS_SMALL, FC_YELLOW);
4091 PlaySoundLevel(x, y, SND_PONG);
4094 case EL_DYNABOMB_NR:
4096 player->dynabomb_count++;
4097 player->dynabombs_left++;
4098 RaiseScoreElement(EL_DYNAMIT);
4099 PlaySoundLevel(x, y, SND_PONG);
4102 case EL_DYNABOMB_SZ:
4104 player->dynabomb_size++;
4105 RaiseScoreElement(EL_DYNAMIT);
4106 PlaySoundLevel(x, y, SND_PONG);
4109 case EL_DYNABOMB_XL:
4111 player->dynabomb_xl = TRUE;
4112 RaiseScoreElement(EL_DYNAMIT);
4113 PlaySoundLevel(x, y, SND_PONG);
4116 case EL_SCHLUESSEL1:
4117 case EL_SCHLUESSEL2:
4118 case EL_SCHLUESSEL3:
4119 case EL_SCHLUESSEL4:
4121 int key_nr = element-EL_SCHLUESSEL1;
4124 player->key[key_nr] = TRUE;
4125 RaiseScoreElement(EL_SCHLUESSEL);
4126 DrawMiniGraphicExt(drawto, gc,
4127 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4128 GFX_SCHLUESSEL1+key_nr);
4129 DrawMiniGraphicExt(window, gc,
4130 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4131 GFX_SCHLUESSEL1+key_nr);
4132 PlaySoundLevel(x, y, SND_PONG);
4137 Feld[x][y] = EL_ABLENK_EIN;
4140 DrawLevelField(x, y);
4144 case EL_FELSBROCKEN:
4148 if (dy || mode == DF_SNAP)
4149 return MF_NO_ACTION;
4151 player->Pushing = TRUE;
4153 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4154 return MF_NO_ACTION;
4158 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4159 return MF_NO_ACTION;
4162 if (player->push_delay == 0)
4163 player->push_delay = FrameCounter;
4164 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4166 return MF_NO_ACTION;
4169 Feld[x+dx][y+dy] = element;
4171 player->push_delay_value = 2+RND(8);
4173 DrawLevelField(x+dx, y+dy);
4174 if (element == EL_FELSBROCKEN)
4175 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4176 else if (element == EL_KOKOSNUSS)
4177 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4179 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4186 if (!player->key[element-EL_PFORTE1])
4187 return MF_NO_ACTION;
4194 if (!player->key[element-EL_PFORTE1X])
4195 return MF_NO_ACTION;
4199 case EL_AUSGANG_ACT:
4200 /* door is not (yet) open */
4201 return MF_NO_ACTION;
4204 case EL_AUSGANG_AUF:
4205 if (mode == DF_SNAP)
4206 return MF_NO_ACTION;
4208 PlaySoundLevel(x, y, SND_BUING);
4211 player->gone = TRUE;
4212 PlaySoundLevel(x, y, SND_BUING);
4214 if (!local_player->friends_still_needed)
4215 player->LevelSolved = player->GameOver = TRUE;
4221 Feld[x][y] = EL_BIRNE_EIN;
4222 local_player->lights_still_needed--;
4223 DrawLevelField(x, y);
4224 PlaySoundLevel(x, y, SND_DENG);
4229 Feld[x][y] = EL_ZEIT_LEER;
4231 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4232 DrawLevelField(x, y);
4233 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4237 case EL_SOKOBAN_FELD_LEER:
4240 case EL_SOKOBAN_FELD_VOLL:
4241 case EL_SOKOBAN_OBJEKT:
4243 if (mode == DF_SNAP)
4244 return MF_NO_ACTION;
4246 player->Pushing = TRUE;
4248 if (!IN_LEV_FIELD(x+dx, y+dy)
4249 || (!IS_FREE(x+dx, y+dy)
4250 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4251 || !IS_SB_ELEMENT(element))))
4252 return MF_NO_ACTION;
4256 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4257 return MF_NO_ACTION;
4259 else if (dy && real_dx)
4261 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4262 return MF_NO_ACTION;
4265 if (player->push_delay == 0)
4266 player->push_delay = FrameCounter;
4267 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4269 return MF_NO_ACTION;
4271 if (IS_SB_ELEMENT(element))
4273 if (element == EL_SOKOBAN_FELD_VOLL)
4275 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4276 local_player->sokobanfields_still_needed++;
4281 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4283 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4284 local_player->sokobanfields_still_needed--;
4285 if (element == EL_SOKOBAN_OBJEKT)
4286 PlaySoundLevel(x, y, SND_DENG);
4289 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4294 Feld[x+dx][y+dy] = element;
4297 player->push_delay_value = 2;
4299 DrawLevelField(x, y);
4300 DrawLevelField(x+dx, y+dy);
4301 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4303 if (IS_SB_ELEMENT(element) &&
4304 local_player->sokobanfields_still_needed == 0 &&
4305 game_emulation == EMU_SOKOBAN)
4307 player->LevelSolved = player->GameOver = TRUE;
4308 PlaySoundLevel(x, y, SND_BUING);
4320 if (IS_EATABLE(element)) /* other kinds of 'dirt' */
4321 Feld[x][y] = EL_LEERRAUM;
4323 return MF_NO_ACTION;
4328 player->push_delay = 0;
4333 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4335 int jx = player->jx, jy = player->jy;
4336 int x = jx + dx, y = jy + dy;
4338 if (player->gone || !IN_LEV_FIELD(x, y))
4346 player->snapped = FALSE;
4350 if (player->snapped)
4353 player->MovDir = (dx < 0 ? MV_LEFT :
4356 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4358 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4361 player->snapped = TRUE;
4362 DrawLevelField(x, y);
4368 boolean PlaceBomb(struct PlayerInfo *player)
4370 int jx = player->jx, jy = player->jy;
4373 if (player->gone || player->MovPos)
4376 element = Feld[jx][jy];
4378 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4379 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4380 element == EL_EXPLODING)
4383 if (element != EL_LEERRAUM)
4384 Store[jx][jy] = element;
4386 if (player->dynamite)
4388 Feld[jx][jy] = EL_DYNAMIT;
4389 MovDelay[jx][jy] = 96;
4391 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4392 FS_SMALL, FC_YELLOW);
4393 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4394 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4398 Feld[jx][jy] = EL_DYNABOMB;
4399 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4400 MovDelay[jx][jy] = 96;
4401 player->dynabombs_left--;
4402 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4403 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4409 void PlaySoundLevel(int x, int y, int sound_nr)
4411 int sx = SCREENX(x), sy = SCREENY(y);
4413 int silence_distance = 8;
4415 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4416 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4419 if (!IN_LEV_FIELD(x, y) ||
4420 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4421 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4424 volume = PSND_MAX_VOLUME;
4427 stereo = (sx-SCR_FIELDX/2)*12;
4429 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4430 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4431 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4434 if (!IN_SCR_FIELD(sx, sy))
4436 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4437 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4439 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4442 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4445 void RaiseScore(int value)
4447 local_player->score += value;
4448 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4449 FS_SMALL, FC_YELLOW);
4452 void RaiseScoreElement(int element)
4457 case EL_EDELSTEIN_BD:
4458 case EL_EDELSTEIN_GELB:
4459 case EL_EDELSTEIN_ROT:
4460 case EL_EDELSTEIN_LILA:
4461 RaiseScore(level.score[SC_EDELSTEIN]);
4464 RaiseScore(level.score[SC_DIAMANT]);
4468 RaiseScore(level.score[SC_KAEFER]);
4472 RaiseScore(level.score[SC_FLIEGER]);
4476 RaiseScore(level.score[SC_MAMPFER]);
4479 RaiseScore(level.score[SC_ROBOT]);
4482 RaiseScore(level.score[SC_PACMAN]);
4485 RaiseScore(level.score[SC_KOKOSNUSS]);
4488 RaiseScore(level.score[SC_DYNAMIT]);
4491 RaiseScore(level.score[SC_SCHLUESSEL]);