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 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = setup.joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 setup.sound_on = setup.sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 setup.sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 setup.sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 setup.toons_on = SETUP_TOONS_ON(local_player->setup);
42 setup.direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 setup.fading_on = SETUP_FADING_ON(local_player->setup);
44 setup.autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 setup.joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 setup.quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 setup.scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 setup.soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (setup.joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 /* don't play tapes over network */
67 network_playing = (options.network && !tape.playing);
69 for(i=0; i<MAX_PLAYERS; i++)
71 struct PlayerInfo *player = &stored_player[i];
74 player->element_nr = EL_SPIELER1 + i;
76 player->present = FALSE;
77 player->active = FALSE;
80 player->local = FALSE;
84 player->gems_still_needed = level.edelsteine;
85 player->sokobanfields_still_needed = 0;
86 player->lights_still_needed = 0;
87 player->friends_still_needed = 0;
90 player->key[j] = FALSE;
93 player->dynabomb_count = 0;
94 player->dynabomb_size = 0;
95 player->dynabombs_left = 0;
96 player->dynabomb_xl = FALSE;
98 player->MovDir = MV_NO_MOVING;
100 player->Pushing = FALSE;
104 player->actual_frame_counter = 0;
106 player->frame_reset_delay = 0;
108 player->push_delay = 0;
109 player->push_delay_value = 5;
111 player->move_delay = 0;
112 player->last_move_dir = MV_NO_MOVING;
114 player->snapped = FALSE;
116 player->gone = FALSE;
118 player->last_jx = player->last_jy = 0;
119 player->jx = player->jy = 0;
121 DigField(player, 0,0,0,0,DF_NO_PUSH);
122 SnapField(player, 0,0);
128 stored_player[i].active = TRUE;
133 player->LevelSolved = FALSE;
134 player->GameOver = FALSE;
138 local_player->active = TRUE;
139 local_player->local = TRUE;
142 network_player_action_received = FALSE;
144 /* initial null action */
146 SendToServer_MovePlayer(MV_NO_MOVING);
153 TimeLeft = level.time;
155 ScreenMovDir = MV_NO_MOVING;
159 AllPlayersGone = SiebAktiv = FALSE;
161 for(i=0;i<MAX_NUM_AMOEBA;i++)
162 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
164 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
166 Feld[x][y] = Ur[x][y];
167 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
168 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
173 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
175 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
181 Feld[x][y] = EL_SPIELER1;
188 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
189 int jx = player->jx, jy = player->jy;
192 player->active = TRUE;
195 player->present = TRUE;
196 if (player->connected)
198 player->active = TRUE;
200 /* remove potentially duplicate players */
201 if (StorePlayer[jx][jy] == Feld[x][y])
202 StorePlayer[jx][jy] = 0;
204 StorePlayer[x][y] = Feld[x][y];
206 printf("Player %d activated.\n", player->element_nr);
207 printf("[Local player is %d and currently %s.]\n",
208 local_player->element_nr,
209 local_player->active ? "active" : "not active");
213 /* remove potentially duplicate players */
214 if (StorePlayer[jx][jy] == Feld[x][y])
215 StorePlayer[jx][jy] = 0;
217 StorePlayer[x][y] = Feld[x][y];
220 Feld[x][y] = EL_LEERRAUM;
221 player->jx = player->last_jx = x;
222 player->jy = player->last_jy = y;
227 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE1;
229 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
230 Feld[x][y] = EL_BADEWANNE2;
231 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
232 Feld[x][y] = EL_BADEWANNE3;
233 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE4;
235 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
236 Feld[x][y] = EL_BADEWANNE5;
275 Feld[x][y] = EL_AMOEBING;
276 Store[x][y] = EL_AMOEBE_NASS;
283 local_player->lights_still_needed++;
285 case EL_SOKOBAN_FELD_LEER:
286 local_player->sokobanfields_still_needed++;
290 local_player->friends_still_needed++;
294 MovDir[x][y] = 1<<RND(4);
301 /* check if any connected player was not found in playfield */
302 for(i=0; i<MAX_PLAYERS; i++)
304 struct PlayerInfo *player = &stored_player[i];
306 if (player->connected && !player->present)
311 for(j=0; j<MAX_PLAYERS; j++)
313 struct PlayerInfo *some_player = &stored_player[j];
314 int jx = some_player->jx, jy = some_player->jy;
316 /* assign first free player found that is present in the playfield */
317 if (some_player->present && !some_player->connected)
319 player->present = TRUE;
320 player->active = TRUE;
321 some_player->present = FALSE;
323 StorePlayer[jx][jy] = player->element_nr;
324 player->jx = player->last_jx = jx;
325 player->jy = player->last_jy = jy;
333 for(i=0; i<MAX_PLAYERS; i++)
335 struct PlayerInfo *player = &stored_player[i];
337 printf("Player %d: present == %d, connected == %d, active == %d.\n",
342 if (local_player == player)
343 printf("Player %d is local player.\n", i+1);
347 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
348 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
350 scroll_x = scroll_y = -1;
351 if (local_player->jx >= MIDPOSX-1)
352 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
353 local_player->jx - MIDPOSX :
354 lev_fieldx - SCR_FIELDX + 1);
355 if (local_player->jy >= MIDPOSY-1)
356 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
357 local_player->jy - MIDPOSY :
358 lev_fieldy - SCR_FIELDY + 1);
360 CloseDoor(DOOR_CLOSE_1);
366 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
367 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
368 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
369 DrawTextExt(pix[PIX_DB_DOOR],gc,
370 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
371 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
372 DrawTextExt(pix[PIX_DB_DOOR],gc,
373 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
374 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
375 DrawTextExt(pix[PIX_DB_DOOR],gc,
376 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
377 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
378 DrawTextExt(pix[PIX_DB_DOOR],gc,
379 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
380 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
381 DrawTextExt(pix[PIX_DB_DOOR],gc,
382 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
383 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
385 DrawGameButton(BUTTON_GAME_STOP);
386 DrawGameButton(BUTTON_GAME_PAUSE);
387 DrawGameButton(BUTTON_GAME_PLAY);
388 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music_on));
389 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops_on));
390 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple_on));
391 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
392 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
393 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
394 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
395 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
397 OpenDoor(DOOR_OPEN_1);
399 if (setup.sound_music_on)
400 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
402 XAutoRepeatOff(display);
406 printf("Spieler %d %saktiv.\n",
407 i+1, (stored_player[i].active ? "" : "nicht "));
411 void InitMovDir(int x, int y)
413 int i, element = Feld[x][y];
414 static int xy[4][2] =
421 static int direction[2][4] =
423 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
424 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
433 Feld[x][y] = EL_KAEFER;
434 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
440 Feld[x][y] = EL_FLIEGER;
441 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
447 Feld[x][y] = EL_BUTTERFLY;
448 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
454 Feld[x][y] = EL_FIREFLY;
455 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
461 Feld[x][y] = EL_PACMAN;
462 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
465 MovDir[x][y] = 1<<RND(4);
466 if (element != EL_KAEFER &&
467 element != EL_FLIEGER &&
468 element != EL_BUTTERFLY &&
469 element != EL_FIREFLY)
479 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
481 if (element==EL_KAEFER || element==EL_BUTTERFLY)
483 MovDir[x][y] = direction[0][i];
486 else if (element==EL_FLIEGER || element==EL_FIREFLY)
488 MovDir[x][y] = direction[1][i];
497 void InitAmoebaNr(int x, int y)
500 int group_nr = AmoebeNachbarNr(x,y);
504 for(i=1;i<MAX_NUM_AMOEBA;i++)
514 AmoebaNr[x][y] = group_nr;
515 AmoebaCnt[group_nr]++;
516 AmoebaCnt2[group_nr]++;
522 int bumplevel = FALSE;
524 local_player->LevelSolved = FALSE;
528 if (setup.sound_loops_on)
529 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
533 if (!setup.sound_loops_on)
534 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
535 if (TimeLeft && !(TimeLeft % 10))
536 RaiseScore(level.score[SC_ZEITBONUS]);
537 if (TimeLeft > 100 && !(TimeLeft % 10))
541 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
546 if (setup.sound_loops_on)
552 /* Hero disappears */
553 DrawLevelField(ExitX, ExitY);
559 CloseDoor(DOOR_CLOSE_1);
564 SaveLevelTape(tape.level_nr); /* Ask to save tape */
567 if (level_nr == local_player->handicap &&
568 level_nr < leveldir[leveldir_nr].levels-1)
570 local_player->handicap++;
572 SavePlayerInfo(PLAYER_LEVEL);
575 if ((hi_pos=NewHiScore()) >= 0)
577 game_status = HALLOFFAME;
578 DrawHallOfFame(hi_pos);
579 if (bumplevel && TAPE_IS_EMPTY(tape))
584 game_status = MAINMENU;
585 if (bumplevel && TAPE_IS_EMPTY(tape))
600 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
601 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
604 for(k=0;k<MAX_SCORE_ENTRIES;k++)
606 if (local_player->score > highscore[k].Score)
608 /* Spieler kommt in Highscore-Liste */
610 if (k<MAX_SCORE_ENTRIES-1)
612 int m = MAX_SCORE_ENTRIES-1;
615 for(l=k;l<MAX_SCORE_ENTRIES;l++)
616 if (!strcmp(local_player->alias_name,highscore[l].Name))
618 if (m==k) /* Spieler überschreibt seine alte Position */
624 strcpy(highscore[l].Name,highscore[l-1].Name);
625 highscore[l].Score = highscore[l-1].Score;
632 sprintf(highscore[k].Name,local_player->alias_name);
633 highscore[k].Score = local_player->score;
639 else if (!strcmp(local_player->alias_name,highscore[k].Name))
640 break; /* Spieler schon mit besserer Punktzahl in der Liste */
651 void InitMovingField(int x, int y, int direction)
653 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
654 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
656 MovDir[x][y] = direction;
657 MovDir[newx][newy] = direction;
658 if (Feld[newx][newy] == EL_LEERRAUM)
659 Feld[newx][newy] = EL_BLOCKED;
662 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
664 int direction = MovDir[x][y];
665 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
666 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
672 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
674 int oldx = x, oldy = y;
675 int direction = MovDir[x][y];
677 if (direction==MV_LEFT)
679 else if (direction==MV_RIGHT)
681 else if (direction==MV_UP)
683 else if (direction==MV_DOWN)
686 *comes_from_x = oldx;
687 *comes_from_y = oldy;
690 int MovingOrBlocked2Element(int x, int y)
692 int element = Feld[x][y];
694 if (element==EL_BLOCKED)
698 Blocked2Moving(x,y,&oldx,&oldy);
699 return(Feld[oldx][oldy]);
705 static void RemoveField(int x, int y)
707 Feld[x][y] = EL_LEERRAUM;
713 void RemoveMovingField(int x, int y)
715 int oldx = x,oldy = y, newx = x,newy = y;
717 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
722 Moving2Blocked(x,y,&newx,&newy);
723 if (Feld[newx][newy] != EL_BLOCKED)
726 else if (Feld[x][y]==EL_BLOCKED)
728 Blocked2Moving(x,y,&oldx,&oldy);
729 if (!IS_MOVING(oldx,oldy))
733 if (Feld[x][y]==EL_BLOCKED &&
734 (Store[oldx][oldy]==EL_MORAST_LEER ||
735 Store[oldx][oldy]==EL_SIEB_LEER ||
736 Store[oldx][oldy]==EL_SIEB2_LEER ||
737 Store[oldx][oldy]==EL_AMOEBE_NASS))
739 Feld[oldx][oldy] = Store[oldx][oldy];
740 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
743 Feld[oldx][oldy] = EL_LEERRAUM;
745 Feld[newx][newy] = EL_LEERRAUM;
746 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
747 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
749 DrawLevelField(oldx,oldy);
750 DrawLevelField(newx,newy);
753 void DrawDynamite(int x, int y)
755 int sx = SCREENX(x), sy = SCREENY(y);
756 int graphic = el2gfx(Feld[x][y]);
759 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
763 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
765 if (Feld[x][y]==EL_DYNAMIT)
767 if ((phase = (96-MovDelay[x][y])/12) > 6)
772 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
777 DrawGraphicThruMask(sx,sy, graphic + phase);
779 DrawGraphic(sx,sy, graphic + phase);
782 void CheckDynamite(int x, int y)
784 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
789 if (!(MovDelay[x][y] % 12))
790 PlaySoundLevel(x,y,SND_ZISCH);
792 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
794 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
801 StopSound(SND_ZISCH);
805 void Explode(int ex, int ey, int phase, int mode)
808 int num_phase = 9, delay = 2;
809 int last_phase = num_phase*delay;
810 int half_phase = (num_phase/2)*delay;
812 if (phase==0) /* Feld 'Store' initialisieren */
814 int center_element = Feld[ex][ey];
816 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
818 center_element = MovingOrBlocked2Element(ex,ey);
819 RemoveMovingField(ex,ey);
822 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
824 int element = Feld[x][y];
826 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
828 element = MovingOrBlocked2Element(x,y);
829 RemoveMovingField(x,y);
832 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
835 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
839 if (element==EL_EXPLODING)
840 element = Store2[x][y];
842 if (IS_PLAYER(ex,ey))
844 switch(StorePlayer[ex][ey])
847 Store[x][y] = EL_EDELSTEIN_ROT;
850 Store[x][y] = EL_EDELSTEIN;
853 Store[x][y] = EL_EDELSTEIN_LILA;
857 Store[x][y] = EL_EDELSTEIN_GELB;
861 else if (center_element==EL_MAULWURF)
862 Store[x][y] = EL_EDELSTEIN_ROT;
863 else if (center_element==EL_PINGUIN)
864 Store[x][y] = EL_EDELSTEIN_LILA;
865 else if (center_element==EL_KAEFER)
866 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
867 else if (center_element==EL_BUTTERFLY)
868 Store[x][y] = EL_EDELSTEIN_BD;
869 else if (center_element==EL_MAMPFER)
870 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
871 else if (center_element==EL_AMOEBA2DIAM)
872 Store[x][y] = level.amoebe_inhalt;
873 else if (element==EL_ERZ_EDEL)
874 Store[x][y] = EL_EDELSTEIN;
875 else if (element==EL_ERZ_DIAM)
876 Store[x][y] = EL_DIAMANT;
877 else if (element==EL_ERZ_EDEL_BD)
878 Store[x][y] = EL_EDELSTEIN_BD;
879 else if (element==EL_ERZ_EDEL_GELB)
880 Store[x][y] = EL_EDELSTEIN_GELB;
881 else if (element==EL_ERZ_EDEL_ROT)
882 Store[x][y] = EL_EDELSTEIN_ROT;
883 else if (element==EL_ERZ_EDEL_LILA)
884 Store[x][y] = EL_EDELSTEIN_LILA;
885 else if (!IS_PFORTE(Store[x][y]))
886 Store[x][y] = EL_LEERRAUM;
888 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
889 Store2[x][y] = element;
891 if (AmoebaNr[x][y] &&
892 (element==EL_AMOEBE_VOLL ||
893 element==EL_AMOEBE_BD ||
894 element==EL_AMOEBING))
896 AmoebaCnt[AmoebaNr[x][y]]--;
897 AmoebaCnt2[AmoebaNr[x][y]]--;
900 Feld[x][y] = EL_EXPLODING;
901 MovDir[x][y] = MovPos[x][y] = 0;
907 if (center_element==EL_MAMPFER)
908 MampferNr = (MampferNr+1) % 4;
919 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
921 if (phase==half_phase)
923 int element = Store2[x][y];
926 KillHero(PLAYERINFO(x,y));
927 else if (IS_EXPLOSIVE(element))
929 Feld[x][y] = Store2[x][y];
933 else if (element==EL_AMOEBA2DIAM)
934 AmoebeUmwandeln(x,y);
937 if (phase==last_phase)
941 element = Feld[x][y] = Store[x][y];
942 Store[x][y] = Store2[x][y] = 0;
943 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
944 if (CAN_MOVE(element) || COULD_MOVE(element))
948 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
951 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
953 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
957 void DynaExplode(int ex, int ey)
960 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
961 static int xy[4][2] =
969 Store2[ex][ey] = 0; /* delete player information */
971 Explode(ex,ey,0,EX_CENTER);
975 for(j=1; j<=player->dynabomb_size; j++)
977 int x = ex+j*xy[i%4][0];
978 int y = ey+j*xy[i%4][1];
981 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
984 element = Feld[x][y];
985 Explode(x,y,0,EX_BORDER);
987 if (element != EL_LEERRAUM &&
988 element != EL_ERDREICH &&
989 element != EL_EXPLODING &&
990 !player->dynabomb_xl)
995 player->dynabombs_left++;
998 void Bang(int x, int y)
1000 int element = Feld[x][y];
1002 PlaySoundLevel(x,y,SND_ROAAAR);
1014 RaiseScoreElement(element);
1015 Explode(x,y,0,EX_NORMAL);
1018 case EL_DYNABOMB_NR:
1019 case EL_DYNABOMB_SZ:
1020 case EL_DYNABOMB_XL:
1025 Explode(x,y,0,EX_CENTER);
1028 Explode(x,y,0,EX_NORMAL);
1033 void Blurb(int x, int y)
1035 int element = Feld[x][y];
1037 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
1039 PlaySoundLevel(x,y,SND_BLURB);
1040 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1041 (!IN_LEV_FIELD(x-1,y-1) ||
1042 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1044 Feld[x-1][y] = EL_BLURB_LEFT;
1046 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1047 (!IN_LEV_FIELD(x+1,y-1) ||
1048 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1050 Feld[x+1][y] = EL_BLURB_RIGHT;
1055 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1057 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1060 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1063 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1064 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1066 if (!MovDelay[x][y])
1068 Feld[x][y] = EL_LEERRAUM;
1069 DrawLevelField(x,y);
1075 void Impact(int x, int y)
1077 boolean lastline = (y==lev_fieldy-1);
1078 boolean object_hit = FALSE;
1079 int element = Feld[x][y];
1082 /* Element darunter berührt? */
1085 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1088 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1089 MovDir[x][y+1]!=MV_DOWN ||
1090 MovPos[x][y+1]<=TILEY/2));
1092 smashed = MovingOrBlocked2Element(x,y+1);
1095 /* Auftreffendes Element fällt in Salzsäure */
1096 if (!lastline && smashed==EL_SALZSAEURE)
1102 /* Auftreffendes Element ist Bombe */
1103 if (element==EL_BOMBE && (lastline || object_hit))
1109 /* Auftreffendes Element ist Säuretropfen */
1110 if (element==EL_TROPFEN && (lastline || object_hit))
1112 if (object_hit && IS_PLAYER(x,y+1))
1113 KillHero(PLAYERINFO(x,y+1));
1114 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1118 Feld[x][y] = EL_AMOEBING;
1119 Store[x][y] = EL_AMOEBE_NASS;
1124 /* Welches Element kriegt was auf die Rübe? */
1125 if (!lastline && object_hit)
1127 if (CAN_CHANGE(element) &&
1128 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1129 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1131 if (IS_PLAYER(x,y+1))
1133 KillHero(PLAYERINFO(x,y+1));
1136 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1141 else if (element==EL_EDELSTEIN_BD)
1143 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1149 else if (element==EL_FELSBROCKEN)
1151 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1152 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1157 else if (!IS_MOVING(x,y+1))
1159 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1164 else if (smashed==EL_KOKOSNUSS)
1166 Feld[x][y+1] = EL_CRACKINGNUT;
1167 PlaySoundLevel(x,y,SND_KNACK);
1168 RaiseScoreElement(EL_KOKOSNUSS);
1171 else if (smashed==EL_DIAMANT)
1173 Feld[x][y+1] = EL_LEERRAUM;
1174 PlaySoundLevel(x,y,SND_QUIRK);
1181 /* Geräusch beim Durchqueren des Siebes */
1182 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1184 PlaySoundLevel(x,y,SND_QUIRK);
1188 /* Geräusch beim Auftreffen */
1189 if (lastline || object_hit)
1196 case EL_EDELSTEIN_BD:
1197 case EL_EDELSTEIN_GELB:
1198 case EL_EDELSTEIN_ROT:
1199 case EL_EDELSTEIN_LILA:
1206 case EL_FELSBROCKEN:
1210 case EL_SCHLUESSEL1:
1211 case EL_SCHLUESSEL2:
1212 case EL_SCHLUESSEL3:
1213 case EL_SCHLUESSEL4:
1226 PlaySoundLevel(x,y,sound);
1230 void TurnRound(int x, int y)
1242 { 0,0 }, { 0,0 }, { 0,0 },
1247 int left,right,back;
1251 { MV_DOWN, MV_UP, MV_RIGHT },
1252 { MV_UP, MV_DOWN, MV_LEFT },
1254 { MV_LEFT, MV_RIGHT, MV_DOWN },
1255 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1256 { MV_RIGHT, MV_LEFT, MV_UP }
1259 int element = Feld[x][y];
1260 int old_move_dir = MovDir[x][y];
1261 int left_dir = turn[old_move_dir].left;
1262 int right_dir = turn[old_move_dir].right;
1263 int back_dir = turn[old_move_dir].back;
1265 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1266 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1267 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1268 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1270 int left_x = x+left_dx, left_y = y+left_dy;
1271 int right_x = x+right_dx, right_y = y+right_dy;
1272 int move_x = x+move_dx, move_y = y+move_dy;
1274 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1276 TestIfBadThingHitsOtherBadThing(x,y);
1278 if (IN_LEV_FIELD(right_x,right_y) &&
1279 IS_FREE_OR_PLAYER(right_x,right_y))
1280 MovDir[x][y] = right_dir;
1281 else if (!IN_LEV_FIELD(move_x,move_y) ||
1282 !IS_FREE_OR_PLAYER(move_x,move_y))
1283 MovDir[x][y] = left_dir;
1285 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1287 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1290 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1292 TestIfBadThingHitsOtherBadThing(x,y);
1294 if (IN_LEV_FIELD(left_x,left_y) &&
1295 IS_FREE_OR_PLAYER(left_x,left_y))
1296 MovDir[x][y] = left_dir;
1297 else if (!IN_LEV_FIELD(move_x,move_y) ||
1298 !IS_FREE_OR_PLAYER(move_x,move_y))
1299 MovDir[x][y] = right_dir;
1301 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1303 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1306 else if (element==EL_MAMPFER)
1308 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1310 if (IN_LEV_FIELD(left_x,left_y) &&
1311 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1312 Feld[left_x][left_y] == EL_DIAMANT))
1313 can_turn_left = TRUE;
1314 if (IN_LEV_FIELD(right_x,right_y) &&
1315 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1316 Feld[right_x][right_y] == EL_DIAMANT))
1317 can_turn_right = TRUE;
1319 if (can_turn_left && can_turn_right)
1320 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1321 else if (can_turn_left)
1322 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1323 else if (can_turn_right)
1324 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1326 MovDir[x][y] = back_dir;
1328 MovDelay[x][y] = 16+16*RND(3);
1330 else if (element==EL_MAMPFER2)
1332 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1334 if (IN_LEV_FIELD(left_x,left_y) &&
1335 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1336 IS_MAMPF2(Feld[left_x][left_y])))
1337 can_turn_left = TRUE;
1338 if (IN_LEV_FIELD(right_x,right_y) &&
1339 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1340 IS_MAMPF2(Feld[right_x][right_y])))
1341 can_turn_right = TRUE;
1343 if (can_turn_left && can_turn_right)
1344 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1345 else if (can_turn_left)
1346 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1347 else if (can_turn_right)
1348 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1350 MovDir[x][y] = back_dir;
1352 MovDelay[x][y] = 16+16*RND(3);
1354 else if (element==EL_PACMAN)
1356 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1358 if (IN_LEV_FIELD(left_x,left_y) &&
1359 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1360 IS_AMOEBOID(Feld[left_x][left_y])))
1361 can_turn_left = TRUE;
1362 if (IN_LEV_FIELD(right_x,right_y) &&
1363 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1364 IS_AMOEBOID(Feld[right_x][right_y])))
1365 can_turn_right = TRUE;
1367 if (can_turn_left && can_turn_right)
1368 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1369 else if (can_turn_left)
1370 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1371 else if (can_turn_right)
1372 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1374 MovDir[x][y] = back_dir;
1376 MovDelay[x][y] = 6+RND(40);
1378 else if (element==EL_SCHWEIN)
1380 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1381 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1382 boolean should_move_on = FALSE;
1384 int rnd = RND(rnd_value);
1386 if (IN_LEV_FIELD(left_x,left_y) &&
1387 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1388 can_turn_left = TRUE;
1389 if (IN_LEV_FIELD(right_x,right_y) &&
1390 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1391 can_turn_right = TRUE;
1392 if (IN_LEV_FIELD(move_x,move_y) &&
1393 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1396 if (can_turn_left &&
1398 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1399 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1400 should_turn_left = TRUE;
1401 if (can_turn_right &&
1403 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1404 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1405 should_turn_right = TRUE;
1407 (!can_turn_left || !can_turn_right ||
1408 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1409 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1410 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1411 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1412 should_move_on = TRUE;
1414 if (should_turn_left || should_turn_right || should_move_on)
1416 if (should_turn_left && should_turn_right && should_move_on)
1417 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1418 rnd < 2*rnd_value/3 ? right_dir :
1420 else if (should_turn_left && should_turn_right)
1421 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1422 else if (should_turn_left && should_move_on)
1423 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1424 else if (should_turn_right && should_move_on)
1425 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1426 else if (should_turn_left)
1427 MovDir[x][y] = left_dir;
1428 else if (should_turn_right)
1429 MovDir[x][y] = right_dir;
1430 else if (should_move_on)
1431 MovDir[x][y] = old_move_dir;
1433 else if (can_move_on && rnd > rnd_value/8)
1434 MovDir[x][y] = old_move_dir;
1435 else if (can_turn_left && can_turn_right)
1436 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1437 else if (can_turn_left && rnd > rnd_value/8)
1438 MovDir[x][y] = left_dir;
1439 else if (can_turn_right && rnd > rnd_value/8)
1440 MovDir[x][y] = right_dir;
1442 MovDir[x][y] = back_dir;
1444 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1445 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1446 MovDir[x][y] = old_move_dir;
1450 else if (element==EL_DRACHE)
1452 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1454 int rnd = RND(rnd_value);
1456 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1457 can_turn_left = TRUE;
1458 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1459 can_turn_right = TRUE;
1460 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1463 if (can_move_on && rnd > rnd_value/8)
1464 MovDir[x][y] = old_move_dir;
1465 else if (can_turn_left && can_turn_right)
1466 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1467 else if (can_turn_left && rnd > rnd_value/8)
1468 MovDir[x][y] = left_dir;
1469 else if (can_turn_right && rnd > rnd_value/8)
1470 MovDir[x][y] = right_dir;
1472 MovDir[x][y] = back_dir;
1474 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1475 MovDir[x][y] = old_move_dir;
1479 else if (element==EL_ROBOT || element==EL_SONDE ||
1480 element==EL_MAULWURF || element==EL_PINGUIN)
1482 int attr_x = -1, attr_y = -1;
1493 for(i=0; i<MAX_PLAYERS; i++)
1495 struct PlayerInfo *player = &stored_player[i];
1496 int jx = player->jx, jy = player->jy;
1498 if (!player->active || player->gone)
1501 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1509 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1515 if (element==EL_MAULWURF || element==EL_PINGUIN)
1518 static int xy[4][2] =
1528 int ex = x + xy[i%4][0];
1529 int ey = y + xy[i%4][1];
1531 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1540 MovDir[x][y] = MV_NO_MOVING;
1542 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1544 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1546 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1548 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1550 if (element==EL_ROBOT)
1554 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1555 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1556 Moving2Blocked(x,y,&newx,&newy);
1558 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1559 MovDelay[x][y] = 8+8*!RND(3);
1561 MovDelay[x][y] = 16;
1569 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1571 boolean first_horiz = RND(2);
1572 int new_move_dir = MovDir[x][y];
1575 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1576 Moving2Blocked(x,y,&newx,&newy);
1578 if (IN_LEV_FIELD(newx,newy) &&
1579 (IS_FREE(newx,newy) ||
1580 Feld[newx][newy] == EL_SALZSAEURE ||
1581 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1582 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1583 IS_MAMPF3(Feld[newx][newy])))))
1587 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1588 Moving2Blocked(x,y,&newx,&newy);
1590 if (IN_LEV_FIELD(newx,newy) &&
1591 (IS_FREE(newx,newy) ||
1592 Feld[newx][newy] == EL_SALZSAEURE ||
1593 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1594 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1595 IS_MAMPF3(Feld[newx][newy])))))
1598 MovDir[x][y] = old_move_dir;
1605 static boolean JustBeingPushed(int x, int y)
1609 for(i=0; i<MAX_PLAYERS; i++)
1611 struct PlayerInfo *player = &stored_player[i];
1613 if (player->active && !player->gone &&
1614 player->Pushing && player->MovPos)
1616 int next_jx = player->jx + (player->jx - player->last_jx);
1617 int next_jy = player->jy + (player->jy - player->last_jy);
1619 if (x == next_jx && y == next_jy)
1627 void StartMoving(int x, int y)
1629 int element = Feld[x][y];
1634 if (CAN_FALL(element) && y<lev_fieldy-1)
1636 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1637 if (JustBeingPushed(x,y))
1640 if (element==EL_MORAST_VOLL)
1644 InitMovingField(x,y,MV_DOWN);
1645 Feld[x][y] = EL_FELSBROCKEN;
1646 Store[x][y] = EL_MORAST_LEER;
1648 else if (Feld[x][y+1]==EL_MORAST_LEER)
1650 if (!MovDelay[x][y])
1651 MovDelay[x][y] = TILEY + 1;
1660 Feld[x][y] = EL_MORAST_LEER;
1661 Feld[x][y+1] = EL_MORAST_VOLL;
1664 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1666 InitMovingField(x,y,MV_DOWN);
1667 Store[x][y] = EL_MORAST_VOLL;
1669 else if (element==EL_SIEB_VOLL)
1673 InitMovingField(x,y,MV_DOWN);
1674 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1675 Store[x][y] = EL_SIEB_LEER;
1677 else if (Feld[x][y+1]==EL_SIEB_LEER)
1679 if (!MovDelay[x][y])
1680 MovDelay[x][y] = TILEY/4 + 1;
1689 Feld[x][y] = EL_SIEB_LEER;
1690 Feld[x][y+1] = EL_SIEB_VOLL;
1691 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1695 else if (element==EL_SIEB2_VOLL)
1699 InitMovingField(x,y,MV_DOWN);
1700 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1701 Store[x][y] = EL_SIEB2_LEER;
1703 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1705 if (!MovDelay[x][y])
1706 MovDelay[x][y] = TILEY/4 + 1;
1715 Feld[x][y] = EL_SIEB2_LEER;
1716 Feld[x][y+1] = EL_SIEB2_VOLL;
1717 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1721 else if (SiebAktiv && CAN_CHANGE(element) &&
1722 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1724 InitMovingField(x,y,MV_DOWN);
1726 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1727 Store2[x][y+1] = element;
1729 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1732 InitMovingField(x,y,MV_DOWN);
1733 Store[x][y] = EL_SALZSAEURE;
1735 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1739 else if (IS_FREE(x,y+1))
1741 InitMovingField(x,y,MV_DOWN);
1743 else if (element==EL_TROPFEN)
1745 Feld[x][y] = EL_AMOEBING;
1746 Store[x][y] = EL_AMOEBE_NASS;
1748 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1750 boolean left = (x>0 && IS_FREE(x-1,y) &&
1751 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1752 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1753 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1757 if (left && right && game_emulation != EMU_BOULDERDASH)
1758 left = !(right = RND(2));
1760 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1764 else if (CAN_MOVE(element))
1768 if (element == EL_SONDE && JustBeingPushed(x,y))
1771 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1773 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1774 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1777 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1780 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1781 DrawLevelField(x,y);
1785 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1789 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1791 int phase = MovDelay[x][y] % 8;
1796 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1797 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1799 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1800 && MovDelay[x][y]%4==3)
1801 PlaySoundLevel(x,y,SND_NJAM);
1803 else if (element==EL_DRACHE)
1806 int dir = MovDir[x][y];
1807 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1808 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1809 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1810 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1811 dir == MV_UP ? GFX_FLAMMEN_UP :
1812 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1813 int phase = FrameCounter % 2;
1817 int xx = x + i*dx, yy = y + i*dy;
1818 int sx = SCREENX(xx), sy = SCREENY(yy);
1820 if (!IN_LEV_FIELD(xx,yy) ||
1821 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1826 int flamed = MovingOrBlocked2Element(xx,yy);
1828 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1831 RemoveMovingField(xx,yy);
1833 Feld[xx][yy] = EL_BURNING;
1834 if (IN_SCR_FIELD(sx,sy))
1835 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1839 if (Feld[xx][yy] == EL_BURNING)
1840 Feld[xx][yy] = EL_LEERRAUM;
1841 DrawLevelField(xx,yy);
1850 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1852 PlaySoundLevel(x,y,SND_KLAPPER);
1854 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1856 PlaySoundLevel(x,y,SND_ROEHR);
1859 /* neuer Schritt / Wartezustand beendet */
1861 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1863 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1865 /* Spieler erwischt */
1867 KillHero(PLAYERINFO(newx,newy));
1870 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1871 element==EL_ROBOT || element==EL_SONDE) &&
1872 IN_LEV_FIELD(newx,newy) &&
1873 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1876 Store[x][y] = EL_SALZSAEURE;
1878 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1879 IN_LEV_FIELD(newx,newy))
1881 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1883 Feld[x][y] = EL_LEERRAUM;
1884 DrawLevelField(x,y);
1886 PlaySoundLevel(newx,newy,SND_BUING);
1887 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1888 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1890 local_player->friends_still_needed--;
1891 if (!local_player->friends_still_needed &&
1892 !local_player->GameOver && AllPlayersGone)
1893 local_player->LevelSolved = local_player->GameOver = TRUE;
1897 else if (IS_MAMPF3(Feld[newx][newy]))
1899 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1900 DrawLevelField(newx,newy);
1902 MovDir[x][y] = MV_NO_MOVING;
1904 else if (!IS_FREE(newx,newy))
1907 DrawPlayerField(x,y);
1909 DrawLevelField(x,y);
1913 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1915 if (IS_GEM(Feld[newx][newy]))
1917 if (IS_MOVING(newx,newy))
1918 RemoveMovingField(newx,newy);
1921 Feld[newx][newy] = EL_LEERRAUM;
1922 DrawLevelField(newx,newy);
1925 else if (!IS_FREE(newx,newy))
1928 DrawPlayerField(x,y);
1930 DrawLevelField(x,y);
1934 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1936 if (!IS_FREE(newx,newy))
1939 DrawPlayerField(x,y);
1941 DrawLevelField(x,y);
1946 boolean wanna_flame = !RND(10);
1947 int dx = newx - x, dy = newy - y;
1948 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1949 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1950 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1951 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1952 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1953 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1955 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1956 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1957 element1 != EL_BURNING && element2 != EL_BURNING)
1960 DrawPlayerField(x,y);
1962 DrawLevelField(x,y);
1964 MovDelay[x][y] = 50;
1965 Feld[newx][newy] = EL_BURNING;
1966 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1967 Feld[newx1][newy1] = EL_BURNING;
1968 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1969 Feld[newx2][newy2] = EL_BURNING;
1974 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1975 Feld[newx][newy]==EL_DIAMANT)
1977 if (IS_MOVING(newx,newy))
1978 RemoveMovingField(newx,newy);
1981 Feld[newx][newy] = EL_LEERRAUM;
1982 DrawLevelField(newx,newy);
1985 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1986 IS_MAMPF2(Feld[newx][newy]))
1988 if (AmoebaNr[newx][newy])
1990 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1991 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1992 AmoebaCnt[AmoebaNr[newx][newy]]--;
1995 if (IS_MOVING(newx,newy))
1996 RemoveMovingField(newx,newy);
1999 Feld[newx][newy] = EL_LEERRAUM;
2000 DrawLevelField(newx,newy);
2003 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
2004 IS_AMOEBOID(Feld[newx][newy]))
2006 if (AmoebaNr[newx][newy])
2008 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2009 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
2010 AmoebaCnt[AmoebaNr[newx][newy]]--;
2013 Feld[newx][newy] = EL_LEERRAUM;
2014 DrawLevelField(newx,newy);
2016 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
2017 { /* gegen Wand gelaufen */
2020 if (element == EL_KAEFER || element == EL_FLIEGER)
2021 DrawLevelField(x,y);
2022 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2023 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
2024 else if (element==EL_SONDE)
2025 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2030 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
2031 PlaySoundLevel(x,y,SND_SCHLURF);
2033 InitMovingField(x,y,MovDir[x][y]);
2037 ContinueMoving(x,y);
2040 void ContinueMoving(int x, int y)
2042 int element = Feld[x][y];
2043 int direction = MovDir[x][y];
2044 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2045 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2046 int horiz_move = (dx!=0);
2047 int newx = x + dx, newy = y + dy;
2048 int step = (horiz_move ? dx : dy) * TILEX/8;
2050 if (CAN_FALL(element) && horiz_move)
2052 else if (element==EL_TROPFEN)
2054 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2057 MovPos[x][y] += step;
2059 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2061 Feld[x][y] = EL_LEERRAUM;
2062 Feld[newx][newy] = element;
2064 if (Store[x][y]==EL_MORAST_VOLL)
2067 Feld[newx][newy] = EL_MORAST_VOLL;
2068 element = EL_MORAST_VOLL;
2070 else if (Store[x][y]==EL_MORAST_LEER)
2073 Feld[x][y] = EL_MORAST_LEER;
2075 else if (Store[x][y]==EL_SIEB_VOLL)
2078 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2080 else if (Store[x][y]==EL_SIEB_LEER)
2082 Store[x][y] = Store2[x][y] = 0;
2083 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2085 else if (Store[x][y]==EL_SIEB2_VOLL)
2088 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2090 else if (Store[x][y]==EL_SIEB2_LEER)
2092 Store[x][y] = Store2[x][y] = 0;
2093 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2095 else if (Store[x][y]==EL_SALZSAEURE)
2098 Feld[newx][newy] = EL_SALZSAEURE;
2099 element = EL_SALZSAEURE;
2101 else if (Store[x][y]==EL_AMOEBE_NASS)
2104 Feld[x][y] = EL_AMOEBE_NASS;
2107 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2108 MovDelay[newx][newy] = 0;
2110 if (!CAN_MOVE(element))
2111 MovDir[newx][newy] = 0;
2113 DrawLevelField(x,y);
2114 DrawLevelField(newx,newy);
2116 Stop[newx][newy] = TRUE;
2117 JustHit[x][newy] = 3;
2119 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2121 TestIfBadThingHitsHero(newx,newy);
2122 TestIfBadThingHitsFriend(newx,newy);
2123 TestIfBadThingHitsOtherBadThing(newx,newy);
2125 else if (element == EL_PINGUIN)
2126 TestIfFriendHitsBadThing(newx,newy);
2128 if (CAN_SMASH(element) && direction==MV_DOWN &&
2129 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2132 else /* noch in Bewegung */
2133 DrawLevelField(x,y);
2136 int AmoebeNachbarNr(int ax, int ay)
2139 int element = Feld[ax][ay];
2141 static int xy[4][2] =
2151 int x = ax+xy[i%4][0];
2152 int y = ay+xy[i%4][1];
2154 if (!IN_LEV_FIELD(x,y))
2157 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2158 group_nr = AmoebaNr[x][y];
2164 void AmoebenVereinigen(int ax, int ay)
2167 int new_group_nr = AmoebaNr[ax][ay];
2168 static int xy[4][2] =
2184 if (!IN_LEV_FIELD(x,y))
2187 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2188 Feld[x][y]==EL_AMOEBE_BD ||
2189 Feld[x][y]==EL_AMOEBE_TOT) &&
2190 AmoebaNr[x][y] != new_group_nr)
2192 int old_group_nr = AmoebaNr[x][y];
2194 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2195 AmoebaCnt[old_group_nr] = 0;
2196 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2197 AmoebaCnt2[old_group_nr] = 0;
2199 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2200 if (AmoebaNr[xx][yy]==old_group_nr)
2201 AmoebaNr[xx][yy] = new_group_nr;
2206 void AmoebeUmwandeln(int ax, int ay)
2209 int group_nr = AmoebaNr[ax][ay];
2210 static int xy[4][2] =
2218 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2220 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2222 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2225 Feld[x][y] = EL_AMOEBA2DIAM;
2237 if (!IN_LEV_FIELD(x,y))
2240 if (Feld[x][y]==EL_AMOEBA2DIAM)
2246 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2249 int group_nr = AmoebaNr[ax][ay];
2250 boolean done = FALSE;
2252 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2254 if (AmoebaNr[x][y]==group_nr &&
2255 (Feld[x][y]==EL_AMOEBE_TOT ||
2256 Feld[x][y]==EL_AMOEBE_BD ||
2257 Feld[x][y]==EL_AMOEBING))
2260 Feld[x][y] = new_element;
2261 DrawLevelField(x,y);
2267 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2270 void AmoebeWaechst(int x, int y)
2272 static long sound_delay = 0;
2273 static int sound_delay_value = 0;
2275 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2279 if (DelayReached(&sound_delay, sound_delay_value))
2281 PlaySoundLevel(x,y,SND_AMOEBE);
2282 sound_delay_value = 30;
2286 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2289 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2290 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2292 if (!MovDelay[x][y])
2294 Feld[x][y] = Store[x][y];
2296 DrawLevelField(x,y);
2301 void AmoebeAbleger(int ax, int ay)
2304 int element = Feld[ax][ay];
2305 int newax = ax, neway = ay;
2306 static int xy[4][2] =
2314 if (!level.tempo_amoebe)
2316 Feld[ax][ay] = EL_AMOEBE_TOT;
2317 DrawLevelField(ax,ay);
2321 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2322 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2324 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2327 if (MovDelay[ax][ay])
2331 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2334 int x = ax+xy[start][0];
2335 int y = ay+xy[start][1];
2337 if (!IN_LEV_FIELD(x,y))
2341 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2347 if (newax==ax && neway==ay)
2350 else /* normale oder "gefüllte" Amöbe */
2353 boolean waiting_for_player = FALSE;
2357 int j = (start+i)%4;
2358 int x = ax+xy[j][0];
2359 int y = ay+xy[j][1];
2361 if (!IN_LEV_FIELD(x,y))
2365 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2371 else if (IS_PLAYER(x,y))
2372 waiting_for_player = TRUE;
2375 if (newax==ax && neway==ay)
2377 if (i==4 && !waiting_for_player)
2379 Feld[ax][ay] = EL_AMOEBE_TOT;
2380 DrawLevelField(ax,ay);
2381 AmoebaCnt[AmoebaNr[ax][ay]]--;
2383 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2385 if (element==EL_AMOEBE_VOLL)
2386 AmoebeUmwandeln(ax,ay);
2387 else if (element==EL_AMOEBE_BD)
2388 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2393 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2395 int new_group_nr = AmoebaNr[ax][ay];
2397 AmoebaNr[newax][neway] = new_group_nr;
2398 AmoebaCnt[new_group_nr]++;
2399 AmoebaCnt2[new_group_nr]++;
2400 AmoebenVereinigen(newax,neway);
2402 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2404 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2410 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2411 (neway==lev_fieldy-1 && newax!=ax))
2413 Feld[newax][neway] = EL_AMOEBING;
2414 Store[newax][neway] = element;
2417 Feld[newax][neway] = EL_TROPFEN;
2420 InitMovingField(ax,ay,MV_DOWN);
2421 Feld[ax][ay] = EL_TROPFEN;
2422 Store[ax][ay] = EL_AMOEBE_NASS;
2423 ContinueMoving(ax,ay);
2427 DrawLevelField(newax,neway);
2430 void Life(int ax, int ay)
2433 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2435 int element = Feld[ax][ay];
2440 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2441 MovDelay[ax][ay] = life_time;
2443 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2446 if (MovDelay[ax][ay])
2450 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2452 int xx = ax+x1, yy = ay+y1;
2455 if (!IN_LEV_FIELD(xx,yy))
2458 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2460 int x = xx+x2, y = yy+y2;
2462 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2465 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2467 (IS_FREE(x,y) && Stop[x][y]))
2471 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2473 if (nachbarn<life[0] || nachbarn>life[1])
2475 Feld[xx][yy] = EL_LEERRAUM;
2477 DrawLevelField(xx,yy);
2478 Stop[xx][yy] = TRUE;
2481 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2482 { /* Randfeld ohne Amoebe */
2483 if (nachbarn>=life[2] && nachbarn<=life[3])
2485 Feld[xx][yy] = element;
2486 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2488 DrawLevelField(xx,yy);
2489 Stop[xx][yy] = TRUE;
2495 void Ablenk(int x, int y)
2497 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2498 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2500 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2505 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2506 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2507 if (!(MovDelay[x][y]%4))
2508 PlaySoundLevel(x,y,SND_MIEP);
2513 Feld[x][y] = EL_ABLENK_AUS;
2514 DrawLevelField(x,y);
2519 void Birne(int x, int y)
2521 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2522 MovDelay[x][y] = 800;
2524 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2529 if (!(MovDelay[x][y]%5))
2531 if (!(MovDelay[x][y]%10))
2532 Feld[x][y]=EL_ABLENK_EIN;
2534 Feld[x][y]=EL_ABLENK_AUS;
2535 DrawLevelField(x,y);
2536 Feld[x][y]=EL_ABLENK_EIN;
2542 Feld[x][y]=EL_ABLENK_AUS;
2543 DrawLevelField(x,y);
2548 void Blubber(int x, int y)
2550 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2551 DrawLevelField(x,y-1);
2553 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2556 void NussKnacken(int x, int y)
2558 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2561 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2564 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2565 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2567 if (!MovDelay[x][y])
2569 Feld[x][y] = EL_EDELSTEIN;
2570 DrawLevelField(x,y);
2575 void SiebAktivieren(int x, int y, int typ)
2577 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2578 DrawGraphic(SCREENX(x),SCREENY(y),
2579 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2582 void AusgangstuerPruefen(int x, int y)
2584 if (!local_player->gems_still_needed &&
2585 !local_player->sokobanfields_still_needed &&
2586 !local_player->lights_still_needed)
2588 Feld[x][y] = EL_AUSGANG_ACT;
2590 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2591 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2592 y < LEVELY(BY1) ? LEVELY(BY1) :
2593 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2598 void AusgangstuerOeffnen(int x, int y)
2602 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2603 MovDelay[x][y] = 5*delay;
2605 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2610 tuer = MovDelay[x][y]/delay;
2611 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2612 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2614 if (!MovDelay[x][y])
2616 Feld[x][y] = EL_AUSGANG_AUF;
2617 DrawLevelField(x,y);
2622 void AusgangstuerBlinken(int x, int y)
2624 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2627 void EdelsteinFunkeln(int x, int y)
2629 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2632 if (Feld[x][y] == EL_EDELSTEIN_BD)
2633 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2636 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2637 MovDelay[x][y] = 11 * !SimpleRND(500);
2639 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2643 if (setup.direct_draw_on && MovDelay[x][y])
2644 SetDrawtoField(DRAW_BUFFERED);
2646 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2650 int phase = (MovDelay[x][y]-1)/2;
2655 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2657 if (setup.direct_draw_on)
2661 dest_x = FX + SCREENX(x)*TILEX;
2662 dest_y = FY + SCREENY(y)*TILEY;
2664 XCopyArea(display,drawto_field,window,gc,
2665 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2666 SetDrawtoField(DRAW_DIRECT);
2673 void MauerWaechst(int x, int y)
2677 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2678 MovDelay[x][y] = 3*delay;
2680 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2685 phase = 2-MovDelay[x][y]/delay;
2686 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2687 DrawGraphic(SCREENX(x),SCREENY(y),
2688 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2689 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2690 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2691 GFX_MAUER_DOWN ) + phase);
2693 if (!MovDelay[x][y])
2695 if (MovDir[x][y] == MV_LEFT)
2697 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2698 DrawLevelField(x-1,y);
2700 else if (MovDir[x][y] == MV_RIGHT)
2702 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2703 DrawLevelField(x+1,y);
2705 else if (MovDir[x][y] == MV_UP)
2707 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2708 DrawLevelField(x,y-1);
2712 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2713 DrawLevelField(x,y+1);
2716 Feld[x][y] = Store[x][y];
2718 MovDir[x][y] = MV_NO_MOVING;
2719 DrawLevelField(x,y);
2724 void MauerAbleger(int ax, int ay)
2726 int element = Feld[ax][ay];
2727 boolean oben_frei = FALSE, unten_frei = FALSE;
2728 boolean links_frei = FALSE, rechts_frei = FALSE;
2729 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2730 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2732 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2733 MovDelay[ax][ay] = 6;
2735 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2738 if (MovDelay[ax][ay])
2742 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2744 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2746 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2748 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2751 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2755 Feld[ax][ay-1] = EL_MAUERND;
2756 Store[ax][ay-1] = element;
2757 MovDir[ax][ay-1] = MV_UP;
2758 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2759 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2763 Feld[ax][ay+1] = EL_MAUERND;
2764 Store[ax][ay+1] = element;
2765 MovDir[ax][ay+1] = MV_DOWN;
2766 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2767 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2771 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2772 element == EL_MAUER_LEBT)
2776 Feld[ax-1][ay] = EL_MAUERND;
2777 Store[ax-1][ay] = element;
2778 MovDir[ax-1][ay] = MV_LEFT;
2779 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2780 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2784 Feld[ax+1][ay] = EL_MAUERND;
2785 Store[ax+1][ay] = element;
2786 MovDir[ax+1][ay] = MV_RIGHT;
2787 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2788 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2792 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2793 DrawLevelField(ax,ay);
2795 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2797 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2798 unten_massiv = TRUE;
2799 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2800 links_massiv = TRUE;
2801 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2802 rechts_massiv = TRUE;
2804 if (((oben_massiv && unten_massiv) ||
2805 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2806 ((links_massiv && rechts_massiv) ||
2807 element == EL_MAUER_Y))
2808 Feld[ax][ay] = EL_MAUERWERK;
2811 void CheckForDragon(int x, int y)
2814 boolean dragon_found = FALSE;
2815 static int xy[4][2] =
2827 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2829 if (IN_LEV_FIELD(xx,yy) &&
2830 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2832 if (Feld[xx][yy] == EL_DRACHE)
2833 dragon_found = TRUE;
2846 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2848 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2850 Feld[xx][yy] = EL_LEERRAUM;
2851 DrawLevelField(xx,yy);
2860 void PlayerActions(struct PlayerInfo *player, byte player_action)
2862 static byte stored_player_action[MAX_PLAYERS];
2863 static int num_stored_actions = 0;
2864 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2865 int jx = player->jx, jy = player->jy;
2866 int left = player_action & JOY_LEFT;
2867 int right = player_action & JOY_RIGHT;
2868 int up = player_action & JOY_UP;
2869 int down = player_action & JOY_DOWN;
2870 int button1 = player_action & JOY_BUTTON_1;
2871 int button2 = player_action & JOY_BUTTON_2;
2872 int dx = (left ? -1 : right ? 1 : 0);
2873 int dy = (up ? -1 : down ? 1 : 0);
2875 stored_player_action[player->index_nr] = 0;
2876 num_stored_actions++;
2878 if (!player->active || player->gone)
2883 player->frame_reset_delay = 0;
2886 snapped = SnapField(player, dx,dy);
2890 bombed = PlaceBomb(player);
2891 moved = MoveFigure(player, dx,dy);
2894 if (tape.recording && (moved || snapped || bombed))
2896 if (bombed && !moved)
2897 player_action &= JOY_BUTTON;
2899 stored_player_action[player->index_nr] = player_action;
2901 /* this allows cycled sequences of PlayerActions() */
2902 if (num_stored_actions >= MAX_PLAYERS)
2904 TapeRecordAction(stored_player_action);
2905 num_stored_actions = 0;
2908 else if (tape.playing && snapped)
2909 SnapField(player, 0,0); /* stop snapping */
2913 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2914 SnapField(player, 0,0);
2915 if (++player->frame_reset_delay > MoveSpeed)
2919 if (tape.playing && !tape.pausing && !player_action &&
2920 tape.counter < tape.length)
2923 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2925 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2927 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2929 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2931 int el = Feld[jx+dx][jy];
2932 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2934 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2936 player->MovDir = next_joy;
2937 player->Frame = FrameCounter % 4;
2938 player->Pushing = TRUE;
2945 void GameActions(byte player_action)
2947 static long action_delay = 0;
2948 long action_delay_value;
2949 int sieb_x = 0, sieb_y = 0;
2950 int i, x,y, element;
2951 byte *recorded_player_action;
2953 if (game_status != PLAYING)
2956 action_delay_value =
2957 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2959 /* main game synchronization point */
2960 WaitUntilDelayReached(&action_delay, action_delay_value);
2962 if (network_playing && !network_player_action_received)
2966 printf("DEBUG: try to get network player actions in time\n");
2970 /* last chance to get network player actions without main loop delay */
2973 if (game_status != PLAYING)
2976 if (!network_player_action_received)
2980 printf("DEBUG: failed to get network player actions in time\n");
2988 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2990 else if (tape.recording)
2993 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2995 if (network_playing)
2996 SendToServer_MovePlayer(player_action);
2998 for(i=0; i<MAX_PLAYERS; i++)
3000 int actual_player_action =
3001 (network_playing ? network_player_action[i] : player_action);
3004 /* TEST TEST TEST */
3007 if (i != TestPlayer && !stored_player[i].MovPos)
3008 actual_player_action = 0;
3011 if (!options.network && i != TestPlayer)
3012 actual_player_action = 0;
3014 /* TEST TEST TEST */
3017 if (recorded_player_action)
3018 actual_player_action = recorded_player_action[i];
3020 PlayerActions(&stored_player[i], actual_player_action);
3021 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3023 network_player_action[i] = 0;
3026 network_player_action_received = FALSE;
3028 ScrollScreen(NULL, SCROLL_GO_ON);
3035 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
3039 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3042 if (JustHit[x][y]>0)
3046 if (IS_BLOCKED(x,y))
3050 Blocked2Moving(x,y,&oldx,&oldy);
3051 if (!IS_MOVING(oldx,oldy))
3053 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3054 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3055 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3056 printf("GameActions(): This should never happen!\n");
3062 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3064 element = Feld[x][y];
3066 if (IS_INACTIVE(element))
3069 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3073 if (IS_GEM(element))
3074 EdelsteinFunkeln(x,y);
3076 else if (IS_MOVING(x,y))
3077 ContinueMoving(x,y);
3078 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3080 else if (element==EL_EXPLODING)
3081 Explode(x,y,Frame[x][y],EX_NORMAL);
3082 else if (element==EL_AMOEBING)
3084 else if (IS_AMOEBALIVE(element))
3086 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3088 else if (element==EL_ABLENK_EIN)
3090 else if (element==EL_SALZSAEURE)
3092 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3094 else if (element==EL_CRACKINGNUT)
3096 else if (element==EL_AUSGANG_ZU)
3097 AusgangstuerPruefen(x,y);
3098 else if (element==EL_AUSGANG_ACT)
3099 AusgangstuerOeffnen(x,y);
3100 else if (element==EL_AUSGANG_AUF)
3101 AusgangstuerBlinken(x,y);
3102 else if (element==EL_MAUERND)
3104 else if (element==EL_MAUER_LEBT ||
3105 element==EL_MAUER_X ||
3106 element==EL_MAUER_Y ||
3107 element==EL_MAUER_XY)
3109 else if (element==EL_BURNING)
3110 CheckForDragon(x,y);
3114 boolean sieb = FALSE;
3115 int jx = local_player->jx, jy = local_player->jy;
3117 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3118 Store[x][y]==EL_SIEB_LEER)
3120 SiebAktivieren(x, y, 1);
3123 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3124 Store[x][y]==EL_SIEB2_LEER)
3126 SiebAktivieren(x, y, 2);
3130 /* play the element sound at the position nearest to the player */
3131 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3142 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3146 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3148 element = Feld[x][y];
3149 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3151 Feld[x][y] = EL_SIEB_TOT;
3152 DrawLevelField(x,y);
3154 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3156 Feld[x][y] = EL_SIEB2_TOT;
3157 DrawLevelField(x,y);
3163 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3168 if (tape.recording || tape.playing)
3169 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3172 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3174 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3177 for(i=0; i<MAX_PLAYERS; i++)
3178 KillHero(&stored_player[i]);
3184 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3186 int min_x = x, min_y = y, max_x = x, max_y = y;
3189 for(i=0; i<MAX_PLAYERS; i++)
3191 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3193 if (!stored_player[i].active || stored_player[i].gone ||
3194 &stored_player[i] == player)
3197 min_x = MIN(min_x, jx);
3198 min_y = MIN(min_y, jy);
3199 max_x = MAX(max_x, jx);
3200 max_y = MAX(max_y, jy);
3203 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3206 static boolean AllPlayersInVisibleScreen()
3210 for(i=0; i<MAX_PLAYERS; i++)
3212 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3214 if (!stored_player[i].active || stored_player[i].gone)
3217 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3224 void ScrollLevel(int dx, int dy)
3226 int softscroll_offset = (setup.soft_scrolling_on ? TILEX : 0);
3230 ScreenGfxPos = local_player->GfxPos;
3233 XCopyArea(display,drawto_field,drawto_field,gc,
3234 FX + TILEX*(dx==-1) - softscroll_offset,
3235 FY + TILEY*(dy==-1) - softscroll_offset,
3236 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3237 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3238 FX + TILEX*(dx==1) - softscroll_offset,
3239 FY + TILEY*(dy==1) - softscroll_offset);
3243 x = (dx==1 ? BX1 : BX2);
3244 for(y=BY1; y<=BY2; y++)
3245 DrawScreenField(x,y);
3249 y = (dy==1 ? BY1 : BY2);
3250 for(x=BX1; x<=BX2; x++)
3251 DrawScreenField(x,y);
3254 redraw_mask |= REDRAW_FIELD;
3257 boolean MoveFigureOneStep(struct PlayerInfo *player,
3258 int dx, int dy, int real_dx, int real_dy)
3260 int jx = player->jx, jy = player->jy;
3261 int new_jx = jx+dx, new_jy = jy+dy;
3265 if (player->gone || (!dx && !dy))
3266 return(MF_NO_ACTION);
3268 player->MovDir = (dx < 0 ? MV_LEFT :
3271 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3273 if (!IN_LEV_FIELD(new_jx,new_jy))
3274 return(MF_NO_ACTION);
3276 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3277 return(MF_NO_ACTION);
3279 element = MovingOrBlocked2Element(new_jx,new_jy);
3281 if (DONT_GO_TO(element))
3283 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3286 Feld[jx][jy] = EL_SPIELFIGUR;
3287 InitMovingField(jx,jy,MV_DOWN);
3288 Store[jx][jy] = EL_SALZSAEURE;
3289 ContinueMoving(jx,jy);
3298 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3299 if (can_move != MF_MOVING)
3302 StorePlayer[jx][jy] = 0;
3303 player->last_jx = jx;
3304 player->last_jy = jy;
3305 jx = player->jx = new_jx;
3306 jy = player->jy = new_jy;
3307 StorePlayer[jx][jy] = player->element_nr;
3309 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3311 ScrollFigure(player, SCROLL_INIT);
3316 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3318 int jx = player->jx, jy = player->jy;
3319 int old_jx = jx, old_jy = jy;
3320 int moved = MF_NO_ACTION;
3322 if (player->gone || (!dx && !dy))
3325 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3328 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3330 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3331 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3335 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3336 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3345 if (moved & MF_MOVING && player == local_player)
3348 if (moved & MF_MOVING && !ScreenMovPos &&
3349 (player == local_player || !options.network))
3351 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3352 int offset = (setup.scroll_delay_on ? 3 : 0);
3355 if (player == local_player)
3357 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3361 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3363 /* actual player has left the screen -- scroll in that direction */
3364 if (jx != old_jx) /* player has moved horizontally */
3365 scroll_x += (jx - old_jx);
3366 else /* player has moved vertically */
3367 scroll_y += (jy - old_jy);
3371 if (jx != old_jx) /* player has moved horizontally */
3373 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3374 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3375 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3377 /* don't scroll more than one field at a time */
3378 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3380 /* don't scroll against the player's moving direction */
3381 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3382 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3383 scroll_x = old_scroll_x;
3385 else /* player has moved vertically */
3387 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3388 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3389 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3391 /* don't scroll more than one field at a time */
3392 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3394 /* don't scroll against the player's moving direction */
3395 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3396 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3397 scroll_y = old_scroll_y;
3402 if (player == local_player)
3404 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3405 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3406 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3407 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3408 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3409 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3411 /* don't scroll more than one field at a time */
3412 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3413 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3417 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3419 if (!options.network && !AllPlayersInVisibleScreen())
3421 scroll_x = old_scroll_x;
3422 scroll_y = old_scroll_y;
3426 ScrollScreen(player, SCROLL_INIT);
3427 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3432 if (!(moved & MF_MOVING) && !player->Pushing)
3435 player->Frame = (player->Frame + 1) % 4;
3437 if (moved & MF_MOVING)
3439 if (old_jx != jx && old_jy == jy)
3440 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3441 else if (old_jx == jx && old_jy != jy)
3442 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3444 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3446 player->last_move_dir = player->MovDir;
3449 player->last_move_dir = MV_NO_MOVING;
3451 TestIfHeroHitsBadThing(jx,jy);
3459 void ScrollFigure(struct PlayerInfo *player, int mode)
3461 int jx = player->jx, jy = player->jy;
3462 int last_jx = player->last_jx, last_jy = player->last_jy;
3464 if (!player->active || player->gone || !player->MovPos)
3467 if (mode == SCROLL_INIT)
3469 player->actual_frame_counter = FrameCounter;
3470 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3472 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3473 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3478 else if (!FrameReached(&player->actual_frame_counter,1))
3481 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3482 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3484 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3485 Feld[last_jx][last_jy] = EL_LEERRAUM;
3489 if (!player->MovPos)
3491 player->last_jx = jx;
3492 player->last_jy = jy;
3494 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3498 if (!local_player->friends_still_needed)
3499 player->LevelSolved = player->GameOver = TRUE;
3504 void ScrollScreen(struct PlayerInfo *player, int mode)
3506 static long screen_frame_counter = 0;
3508 if (mode == SCROLL_INIT)
3510 screen_frame_counter = FrameCounter;
3511 ScreenMovDir = player->MovDir;
3512 ScreenMovPos = player->MovPos;
3513 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3516 else if (!FrameReached(&screen_frame_counter,1))
3521 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3522 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3523 redraw_mask |= REDRAW_FIELD;
3526 ScreenMovDir = MV_NO_MOVING;
3529 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3531 int i, killx = goodx, killy = goody;
3532 static int xy[4][2] =
3539 static int harmless[4] =
3551 x = goodx + xy[i][0];
3552 y = goody + xy[i][1];
3553 if (!IN_LEV_FIELD(x,y))
3556 element = Feld[x][y];
3558 if (DONT_TOUCH(element))
3560 if (MovDir[x][y] == harmless[i])
3569 if (killx != goodx || killy != goody)
3571 if (IS_PLAYER(goodx,goody))
3572 KillHero(PLAYERINFO(goodx,goody));
3578 void TestIfBadThingHitsGoodThing(int badx, int bady)
3580 int i, killx = badx, killy = bady;
3581 static int xy[4][2] =
3588 static int harmless[4] =
3600 x = badx + xy[i][0];
3601 y = bady + xy[i][1];
3602 if (!IN_LEV_FIELD(x,y))
3605 element = Feld[x][y];
3613 else if (element == EL_PINGUIN)
3615 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3624 if (killx != badx || killy != bady)
3626 if (IS_PLAYER(killx,killy))
3627 KillHero(PLAYERINFO(killx,killy));
3633 void TestIfHeroHitsBadThing(int x, int y)
3635 TestIfGoodThingHitsBadThing(x,y);
3638 void TestIfBadThingHitsHero(int x, int y)
3641 TestIfGoodThingHitsBadThing(JX,JY);
3644 TestIfBadThingHitsGoodThing(x,y);
3647 void TestIfFriendHitsBadThing(int x, int y)
3649 TestIfGoodThingHitsBadThing(x,y);
3652 void TestIfBadThingHitsFriend(int x, int y)
3654 TestIfBadThingHitsGoodThing(x,y);
3657 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3659 int i, killx = badx, killy = bady;
3660 static int xy[4][2] =
3674 if (!IN_LEV_FIELD(x,y))
3677 element = Feld[x][y];
3678 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3679 element == EL_AMOEBING || element == EL_TROPFEN)
3687 if (killx != badx || killy != bady)
3691 void KillHero(struct PlayerInfo *player)
3693 int jx = player->jx, jy = player->jy;
3698 if (IS_PFORTE(Feld[jx][jy]))
3699 Feld[jx][jy] = EL_LEERRAUM;
3705 void BuryHero(struct PlayerInfo *player)
3707 int jx = player->jx, jy = player->jy;
3712 PlaySoundLevel(jx,jy, SND_AUTSCH);
3713 PlaySoundLevel(jx,jy, SND_LACHEN);
3715 player->GameOver = TRUE;
3719 void RemoveHero(struct PlayerInfo *player)
3721 int jx = player->jx, jy = player->jy;
3722 int i, found = FALSE;
3724 player->gone = TRUE;
3725 StorePlayer[jx][jy] = 0;
3727 for(i=0; i<MAX_PLAYERS; i++)
3728 if (stored_player[i].active && !stored_player[i].gone)
3732 AllPlayersGone = TRUE;
3738 int DigField(struct PlayerInfo *player,
3739 int x, int y, int real_dx, int real_dy, int mode)
3741 int jx = player->jx, jy = player->jy;
3742 int dx = x - jx, dy = y - jy;
3745 if (!player->MovPos)
3746 player->Pushing = FALSE;
3748 if (mode == DF_NO_PUSH)
3750 player->push_delay = 0;
3751 return(MF_NO_ACTION);
3754 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3755 return(MF_NO_ACTION);
3757 element = Feld[x][y];
3765 Feld[x][y] = EL_LEERRAUM;
3769 case EL_EDELSTEIN_BD:
3770 case EL_EDELSTEIN_GELB:
3771 case EL_EDELSTEIN_ROT:
3772 case EL_EDELSTEIN_LILA:
3775 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3776 if (local_player->gems_still_needed < 0)
3777 local_player->gems_still_needed = 0;
3778 RaiseScoreElement(element);
3779 DrawText(DX_EMERALDS, DY_EMERALDS,
3780 int2str(local_player->gems_still_needed, 3),
3781 FS_SMALL, FC_YELLOW);
3782 PlaySoundLevel(x, y, SND_PONG);
3785 case EL_DYNAMIT_AUS:
3788 RaiseScoreElement(EL_DYNAMIT);
3789 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3790 int2str(local_player->dynamite, 3),
3791 FS_SMALL, FC_YELLOW);
3792 PlaySoundLevel(x,y,SND_PONG);
3795 case EL_DYNABOMB_NR:
3797 player->dynabomb_count++;
3798 player->dynabombs_left++;
3799 RaiseScoreElement(EL_DYNAMIT);
3800 PlaySoundLevel(x,y,SND_PONG);
3803 case EL_DYNABOMB_SZ:
3805 player->dynabomb_size++;
3806 RaiseScoreElement(EL_DYNAMIT);
3807 PlaySoundLevel(x,y,SND_PONG);
3810 case EL_DYNABOMB_XL:
3812 player->dynabomb_xl = TRUE;
3813 RaiseScoreElement(EL_DYNAMIT);
3814 PlaySoundLevel(x,y,SND_PONG);
3817 case EL_SCHLUESSEL1:
3818 case EL_SCHLUESSEL2:
3819 case EL_SCHLUESSEL3:
3820 case EL_SCHLUESSEL4:
3822 int key_nr = element-EL_SCHLUESSEL1;
3825 player->key[key_nr] = TRUE;
3826 RaiseScoreElement(EL_SCHLUESSEL);
3827 DrawMiniGraphicExt(drawto,gc,
3828 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3829 GFX_SCHLUESSEL1+key_nr);
3830 DrawMiniGraphicExt(window,gc,
3831 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3832 GFX_SCHLUESSEL1+key_nr);
3833 PlaySoundLevel(x,y,SND_PONG);
3838 Feld[x][y] = EL_ABLENK_EIN;
3841 DrawLevelField(x,y);
3845 case EL_FELSBROCKEN:
3849 if (dy || mode==DF_SNAP)
3850 return(MF_NO_ACTION);
3852 player->Pushing = TRUE;
3854 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3855 return(MF_NO_ACTION);
3859 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3860 return(MF_NO_ACTION);
3863 if (player->push_delay == 0)
3864 player->push_delay = FrameCounter;
3865 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3867 return(MF_NO_ACTION);
3870 Feld[x+dx][y+dy] = element;
3872 player->push_delay_value = 2+RND(8);
3874 DrawLevelField(x+dx,y+dy);
3875 if (element==EL_FELSBROCKEN)
3876 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3877 else if (element==EL_KOKOSNUSS)
3878 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3880 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3887 if (!player->key[element-EL_PFORTE1])
3888 return(MF_NO_ACTION);
3895 if (!player->key[element-EL_PFORTE1X])
3896 return(MF_NO_ACTION);
3900 case EL_AUSGANG_ACT:
3901 /* Tür ist (noch) nicht offen! */
3902 return(MF_NO_ACTION);
3905 case EL_AUSGANG_AUF:
3907 return(MF_NO_ACTION);
3909 PlaySoundLevel(x,y,SND_BUING);
3912 player->gone = TRUE;
3913 PlaySoundLevel(x,y,SND_BUING);
3915 if (!local_player->friends_still_needed)
3916 player->LevelSolved = player->GameOver = TRUE;
3922 Feld[x][y] = EL_BIRNE_EIN;
3923 local_player->lights_still_needed--;
3924 DrawLevelField(x,y);
3925 PlaySoundLevel(x,y,SND_DENG);
3930 Feld[x][y] = EL_ZEIT_LEER;
3932 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3933 DrawLevelField(x,y);
3934 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3938 case EL_SOKOBAN_FELD_LEER:
3941 case EL_SOKOBAN_FELD_VOLL:
3942 case EL_SOKOBAN_OBJEKT:
3945 return(MF_NO_ACTION);
3947 player->Pushing = TRUE;
3949 if (!IN_LEV_FIELD(x+dx,y+dy)
3950 || (!IS_FREE(x+dx,y+dy)
3951 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3952 || !IS_SB_ELEMENT(element))))
3953 return(MF_NO_ACTION);
3957 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3958 return(MF_NO_ACTION);
3960 else if (dy && real_dx)
3962 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3963 return(MF_NO_ACTION);
3966 if (player->push_delay == 0)
3967 player->push_delay = FrameCounter;
3968 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3970 return(MF_NO_ACTION);
3972 if (IS_SB_ELEMENT(element))
3974 if (element == EL_SOKOBAN_FELD_VOLL)
3976 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3977 local_player->sokobanfields_still_needed++;
3982 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3984 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3985 local_player->sokobanfields_still_needed--;
3986 if (element == EL_SOKOBAN_OBJEKT)
3987 PlaySoundLevel(x,y,SND_DENG);
3990 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3995 Feld[x+dx][y+dy] = element;
3998 player->push_delay_value = 2;
4000 DrawLevelField(x,y);
4001 DrawLevelField(x+dx,y+dy);
4002 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
4004 if (IS_SB_ELEMENT(element) &&
4005 local_player->sokobanfields_still_needed == 0 &&
4006 game_emulation == EMU_SOKOBAN)
4008 player->LevelSolved = player->GameOver = TRUE;
4009 PlaySoundLevel(x,y,SND_BUING);
4021 return(MF_NO_ACTION);
4025 player->push_delay = 0;
4030 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4032 int jx = player->jx, jy = player->jy;
4033 int x = jx + dx, y = jy + dy;
4035 if (player->gone || !IN_LEV_FIELD(x,y))
4043 player->snapped = FALSE;
4047 if (player->snapped)
4050 player->MovDir = (dx < 0 ? MV_LEFT :
4053 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4055 if (!DigField(player, x,y, 0,0, DF_SNAP))
4058 player->snapped = TRUE;
4059 DrawLevelField(x,y);
4065 boolean PlaceBomb(struct PlayerInfo *player)
4067 int jx = player->jx, jy = player->jy;
4070 if (player->gone || player->MovPos)
4073 element = Feld[jx][jy];
4075 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4076 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4079 if (element != EL_LEERRAUM)
4080 Store[jx][jy] = element;
4082 if (player->dynamite)
4084 Feld[jx][jy] = EL_DYNAMIT;
4085 MovDelay[jx][jy] = 96;
4087 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4088 FS_SMALL, FC_YELLOW);
4089 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4090 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4094 Feld[jx][jy] = EL_DYNABOMB;
4095 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4096 MovDelay[jx][jy] = 96;
4097 player->dynabombs_left--;
4098 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4099 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4105 void PlaySoundLevel(int x, int y, int sound_nr)
4107 int sx = SCREENX(x), sy = SCREENY(y);
4109 int silence_distance = 8;
4111 if ((!setup.sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4112 (!setup.sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4115 if (!IN_LEV_FIELD(x,y) ||
4116 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4117 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4120 volume = PSND_MAX_VOLUME;
4122 stereo = (sx-SCR_FIELDX/2)*12;
4124 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4125 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4126 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4129 if (!IN_SCR_FIELD(sx,sy))
4131 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4132 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4134 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4137 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4140 void RaiseScore(int value)
4142 local_player->score += value;
4143 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4144 FS_SMALL, FC_YELLOW);
4147 void RaiseScoreElement(int element)
4152 case EL_EDELSTEIN_BD:
4153 case EL_EDELSTEIN_GELB:
4154 case EL_EDELSTEIN_ROT:
4155 case EL_EDELSTEIN_LILA:
4156 RaiseScore(level.score[SC_EDELSTEIN]);
4159 RaiseScore(level.score[SC_DIAMANT]);
4163 RaiseScore(level.score[SC_KAEFER]);
4167 RaiseScore(level.score[SC_FLIEGER]);
4171 RaiseScore(level.score[SC_MAMPFER]);
4174 RaiseScore(level.score[SC_ROBOT]);
4177 RaiseScore(level.score[SC_PACMAN]);
4180 RaiseScore(level.score[SC_KOKOSNUSS]);
4183 RaiseScore(level.score[SC_DYNAMIT]);
4186 RaiseScore(level.score[SC_SCHLUESSEL]);