1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
106 static unsigned int getStateCheckSum(int counter)
109 unsigned int mult = 1;
110 unsigned int checksum = 0;
112 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
114 static boolean first_game = TRUE;
116 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
122 lastFeld[x][y] = Feld[x][y];
123 else if (lastFeld[x][y] != Feld[x][y])
124 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
125 x, y, lastFeld[x][y], Feld[x][y]);
129 checksum += mult++ * Ur[x][y];
130 checksum += mult++ * Feld[x][y];
133 checksum += mult++ * MovPos[x][y];
134 checksum += mult++ * MovDir[x][y];
135 checksum += mult++ * MovDelay[x][y];
136 checksum += mult++ * Store[x][y];
137 checksum += mult++ * Store2[x][y];
138 checksum += mult++ * StorePlayer[x][y];
139 checksum += mult++ * Frame[x][y];
140 checksum += mult++ * AmoebaNr[x][y];
141 checksum += mult++ * JustHit[x][y];
142 checksum += mult++ * Stop[x][y];
146 if (counter == 3 && first_game)
156 void GetPlayerConfig()
158 if (sound_status == SOUND_OFF)
161 if (!sound_loops_allowed)
163 setup.sound_loops = FALSE;
164 setup.sound_music = FALSE;
167 setup.sound_simple = setup.sound;
175 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
176 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
178 /* don't play tapes over network */
179 network_playing = (options.network && !tape.playing);
181 for (i=0; i<MAX_PLAYERS; i++)
183 struct PlayerInfo *player = &stored_player[i];
185 player->index_nr = i;
186 player->element_nr = EL_SPIELER1 + i;
188 player->present = FALSE;
189 player->active = FALSE;
192 player->effective_action = 0;
195 player->gems_still_needed = level.edelsteine;
196 player->sokobanfields_still_needed = 0;
197 player->lights_still_needed = 0;
198 player->friends_still_needed = 0;
201 player->key[j] = FALSE;
203 player->dynamite = 0;
204 player->dynabomb_count = 0;
205 player->dynabomb_size = 0;
206 player->dynabombs_left = 0;
207 player->dynabomb_xl = FALSE;
209 player->MovDir = MV_NO_MOVING;
211 player->Pushing = FALSE;
215 player->actual_frame_counter = 0;
217 player->frame_reset_delay = 0;
219 player->push_delay = 0;
220 player->push_delay_value = 5;
222 player->move_delay = 0;
223 player->last_move_dir = MV_NO_MOVING;
225 player->snapped = FALSE;
227 player->gone = FALSE;
229 player->last_jx = player->last_jy = 0;
230 player->jx = player->jy = 0;
232 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
233 SnapField(player, 0, 0);
235 player->LevelSolved = FALSE;
236 player->GameOver = FALSE;
239 network_player_action_received = FALSE;
241 /* initial null action */
243 SendToServer_MovePlayer(MV_NO_MOVING);
250 TimeLeft = level.time;
252 ScreenMovDir = MV_NO_MOVING;
256 AllPlayersGone = SiebAktiv = FALSE;
258 for (i=0; i<MAX_NUM_AMOEBA; i++)
259 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
261 for (x=0; x<lev_fieldx; x++)
263 for (y=0; y<lev_fieldy; y++)
265 Feld[x][y] = Ur[x][y];
266 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
267 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
275 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
277 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
279 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
285 Feld[x][y] = EL_SPIELER1;
292 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
293 int jx = player->jx, jy = player->jy;
295 player->present = TRUE;
298 if (!network_playing || player->connected)
301 if (!options.network || player->connected)
303 player->active = TRUE;
305 /* remove potentially duplicate players */
306 if (StorePlayer[jx][jy] == Feld[x][y])
307 StorePlayer[jx][jy] = 0;
309 StorePlayer[x][y] = Feld[x][y];
313 printf("Player %d activated.\n", player->element_nr);
314 printf("[Local player is %d and currently %s.]\n",
315 local_player->element_nr,
316 local_player->active ? "active" : "not active");
320 Feld[x][y] = EL_LEERRAUM;
321 player->jx = player->last_jx = x;
322 player->jy = player->last_jy = y;
327 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
328 Feld[x][y] = EL_BADEWANNE1;
329 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
330 Feld[x][y] = EL_BADEWANNE2;
331 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
332 Feld[x][y] = EL_BADEWANNE3;
333 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE4;
335 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
336 Feld[x][y] = EL_BADEWANNE5;
373 if (y == lev_fieldy - 1)
375 Feld[x][y] = EL_AMOEBING;
376 Store[x][y] = EL_AMOEBE_NASS;
383 local_player->lights_still_needed++;
385 case EL_SOKOBAN_FELD_LEER:
386 local_player->sokobanfields_still_needed++;
390 local_player->friends_still_needed++;
394 MovDir[x][y] = 1 << RND(4);
401 /* check if any connected player was not found in playfield */
402 for (i=0; i<MAX_PLAYERS; i++)
404 struct PlayerInfo *player = &stored_player[i];
406 if (player->connected && !player->present)
408 for (j=0; j<MAX_PLAYERS; j++)
410 struct PlayerInfo *some_player = &stored_player[j];
411 int jx = some_player->jx, jy = some_player->jy;
413 /* assign first free player found that is present in the playfield */
414 if (some_player->present && !some_player->connected)
416 player->present = TRUE;
417 player->active = TRUE;
418 some_player->present = FALSE;
420 StorePlayer[jx][jy] = player->element_nr;
421 player->jx = player->last_jx = jx;
422 player->jy = player->last_jy = jy;
430 /* when in single player mode, eliminate all but the first active player */
431 if (!options.network && !setup.team_mode)
433 for (i=0; i<MAX_PLAYERS; i++)
435 if (stored_player[i].active)
437 for (j=i+1; j<MAX_PLAYERS; j++)
439 struct PlayerInfo *player = &stored_player[j];
440 int jx = player->jx, jy = player->jy;
444 player->active = FALSE;
445 StorePlayer[jx][jy] = 0;
446 Feld[jx][jy] = EL_LEERRAUM;
455 for (i=0; i<MAX_PLAYERS; i++)
457 struct PlayerInfo *player = &stored_player[i];
459 printf("Player %d: present == %d, connected == %d, active == %d.\n",
464 if (local_player == player)
465 printf("Player %d is local player.\n", i+1);
469 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
470 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
472 scroll_x = scroll_y = -1;
473 if (local_player->jx >= MIDPOSX-1)
474 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
475 local_player->jx - MIDPOSX :
476 lev_fieldx - SCR_FIELDX + 1);
477 if (local_player->jy >= MIDPOSY-1)
478 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
479 local_player->jy - MIDPOSY :
480 lev_fieldy - SCR_FIELDY + 1);
482 CloseDoor(DOOR_CLOSE_1);
488 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
489 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
490 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
491 DrawTextExt(pix[PIX_DB_DOOR], gc,
492 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
493 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
494 DrawTextExt(pix[PIX_DB_DOOR], gc,
495 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
496 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
497 DrawTextExt(pix[PIX_DB_DOOR], gc,
498 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
499 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
500 DrawTextExt(pix[PIX_DB_DOOR], gc,
501 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
502 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
503 DrawTextExt(pix[PIX_DB_DOOR], gc,
504 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
505 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
507 DrawGameButton(BUTTON_GAME_STOP);
508 DrawGameButton(BUTTON_GAME_PAUSE);
509 DrawGameButton(BUTTON_GAME_PLAY);
510 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
511 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
512 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
513 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
514 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
515 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
516 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
517 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
519 OpenDoor(DOOR_OPEN_1);
521 if (setup.sound_music)
522 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
524 XAutoRepeatOff(display);
529 printf("Spieler %d %saktiv.\n",
530 i+1, (stored_player[i].active ? "" : "nicht "));
534 void InitMovDir(int x, int y)
536 int i, element = Feld[x][y];
537 static int xy[4][2] =
544 static int direction[2][4] =
546 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
547 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
556 Feld[x][y] = EL_KAEFER;
557 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
563 Feld[x][y] = EL_FLIEGER;
564 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
570 Feld[x][y] = EL_BUTTERFLY;
571 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
577 Feld[x][y] = EL_FIREFLY;
578 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
584 Feld[x][y] = EL_PACMAN;
585 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
588 MovDir[x][y] = 1 << RND(4);
589 if (element != EL_KAEFER &&
590 element != EL_FLIEGER &&
591 element != EL_BUTTERFLY &&
592 element != EL_FIREFLY)
597 int x1 = x + xy[i][0];
598 int y1 = y + xy[i][1];
600 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
602 if (element == EL_KAEFER || element == EL_BUTTERFLY)
604 MovDir[x][y] = direction[0][i];
607 else if (element == EL_FLIEGER || element == EL_FIREFLY)
609 MovDir[x][y] = direction[1][i];
618 void InitAmoebaNr(int x, int y)
621 int group_nr = AmoebeNachbarNr(x, y);
625 for (i=1; i<MAX_NUM_AMOEBA; i++)
627 if (AmoebaCnt[i] == 0)
635 AmoebaNr[x][y] = group_nr;
636 AmoebaCnt[group_nr]++;
637 AmoebaCnt2[group_nr]++;
643 int bumplevel = FALSE;
645 if (local_player->MovPos)
648 local_player->LevelSolved = FALSE;
652 if (setup.sound_loops)
653 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
657 if (!setup.sound_loops)
658 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
659 if (TimeLeft && !(TimeLeft % 10))
660 RaiseScore(level.score[SC_ZEITBONUS]);
661 if (TimeLeft > 100 && !(TimeLeft % 10))
665 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
670 if (setup.sound_loops)
676 /* Hero disappears */
677 DrawLevelField(ExitX, ExitY);
683 CloseDoor(DOOR_CLOSE_1);
688 SaveTape(tape.level_nr); /* Ask to save tape */
691 if ((hi_pos = NewHiScore()) >= 0)
693 game_status = HALLOFFAME;
694 DrawHallOfFame(hi_pos);
695 if (bumplevel && TAPE_IS_EMPTY(tape))
700 game_status = MAINMENU;
701 if (bumplevel && TAPE_IS_EMPTY(tape))
716 if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
717 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
720 for (k=0; k<MAX_SCORE_ENTRIES; k++)
722 if (local_player->score > highscore[k].Score)
724 /* player has made it to the hall of fame */
726 if (k < MAX_SCORE_ENTRIES - 1)
728 int m = MAX_SCORE_ENTRIES - 1;
731 for (l=k; l<MAX_SCORE_ENTRIES; l++)
732 if (!strcmp(setup.player_name, highscore[l].Name))
734 if (m == k) /* player's new highscore overwrites his old one */
740 strcpy(highscore[l].Name, highscore[l - 1].Name);
741 highscore[l].Score = highscore[l - 1].Score;
748 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
749 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
750 highscore[k].Score = local_player->score;
756 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
757 break; /* player already there with a higher score */
768 void InitMovingField(int x, int y, int direction)
770 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
771 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
773 MovDir[x][y] = direction;
774 MovDir[newx][newy] = direction;
775 if (Feld[newx][newy] == EL_LEERRAUM)
776 Feld[newx][newy] = EL_BLOCKED;
779 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
781 int direction = MovDir[x][y];
782 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
783 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
789 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
791 int oldx = x, oldy = y;
792 int direction = MovDir[x][y];
794 if (direction == MV_LEFT)
796 else if (direction == MV_RIGHT)
798 else if (direction == MV_UP)
800 else if (direction == MV_DOWN)
803 *comes_from_x = oldx;
804 *comes_from_y = oldy;
807 int MovingOrBlocked2Element(int x, int y)
809 int element = Feld[x][y];
811 if (element == EL_BLOCKED)
815 Blocked2Moving(x, y, &oldx, &oldy);
816 return Feld[oldx][oldy];
822 static void RemoveField(int x, int y)
824 Feld[x][y] = EL_LEERRAUM;
830 void RemoveMovingField(int x, int y)
832 int oldx = x, oldy = y, newx = x, newy = y;
834 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
839 Moving2Blocked(x, y, &newx, &newy);
840 if (Feld[newx][newy] != EL_BLOCKED)
843 else if (Feld[x][y] == EL_BLOCKED)
845 Blocked2Moving(x, y, &oldx, &oldy);
846 if (!IS_MOVING(oldx, oldy))
850 if (Feld[x][y] == EL_BLOCKED &&
851 (Store[oldx][oldy] == EL_MORAST_LEER ||
852 Store[oldx][oldy] == EL_SIEB_LEER ||
853 Store[oldx][oldy] == EL_SIEB2_LEER ||
854 Store[oldx][oldy] == EL_AMOEBE_NASS))
856 Feld[oldx][oldy] = Store[oldx][oldy];
857 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
860 Feld[oldx][oldy] = EL_LEERRAUM;
862 Feld[newx][newy] = EL_LEERRAUM;
863 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
864 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
866 DrawLevelField(oldx, oldy);
867 DrawLevelField(newx, newy);
870 void DrawDynamite(int x, int y)
872 int sx = SCREENX(x), sy = SCREENY(y);
873 int graphic = el2gfx(Feld[x][y]);
876 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
880 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
882 if (Feld[x][y] == EL_DYNAMIT)
884 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
889 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
894 DrawGraphicThruMask(sx, sy, graphic + phase);
896 DrawGraphic(sx, sy, graphic + phase);
899 void CheckDynamite(int x, int y)
901 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
906 if (!(MovDelay[x][y] % 12))
907 PlaySoundLevel(x, y, SND_ZISCH);
909 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
911 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
918 StopSound(SND_ZISCH);
922 void Explode(int ex, int ey, int phase, int mode)
925 int num_phase = 9, delay = 2;
926 int last_phase = num_phase * delay;
927 int half_phase = (num_phase / 2) * delay;
929 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
931 int center_element = Feld[ex][ey];
933 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
935 center_element = MovingOrBlocked2Element(ex, ey);
936 RemoveMovingField(ex, ey);
939 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
941 int element = Feld[x][y];
943 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
945 element = MovingOrBlocked2Element(x, y);
946 RemoveMovingField(x, y);
949 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
952 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
956 if (element == EL_EXPLODING)
957 element = Store2[x][y];
959 if (IS_PLAYER(ex, ey))
961 switch(StorePlayer[ex][ey])
964 Store[x][y] = EL_EDELSTEIN_ROT;
967 Store[x][y] = EL_EDELSTEIN;
970 Store[x][y] = EL_EDELSTEIN_LILA;
974 Store[x][y] = EL_EDELSTEIN_GELB;
978 else if (center_element == EL_MAULWURF)
979 Store[x][y] = EL_EDELSTEIN_ROT;
980 else if (center_element == EL_PINGUIN)
981 Store[x][y] = EL_EDELSTEIN_LILA;
982 else if (center_element == EL_KAEFER)
983 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
984 else if (center_element == EL_BUTTERFLY)
985 Store[x][y] = EL_EDELSTEIN_BD;
986 else if (center_element == EL_MAMPFER)
987 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
988 else if (center_element == EL_AMOEBA2DIAM)
989 Store[x][y] = level.amoebe_inhalt;
990 else if (element == EL_ERZ_EDEL)
991 Store[x][y] = EL_EDELSTEIN;
992 else if (element == EL_ERZ_DIAM)
993 Store[x][y] = EL_DIAMANT;
994 else if (element == EL_ERZ_EDEL_BD)
995 Store[x][y] = EL_EDELSTEIN_BD;
996 else if (element == EL_ERZ_EDEL_GELB)
997 Store[x][y] = EL_EDELSTEIN_GELB;
998 else if (element == EL_ERZ_EDEL_ROT)
999 Store[x][y] = EL_EDELSTEIN_ROT;
1000 else if (element == EL_ERZ_EDEL_LILA)
1001 Store[x][y] = EL_EDELSTEIN_LILA;
1002 else if (!IS_PFORTE(Store[x][y]))
1003 Store[x][y] = EL_LEERRAUM;
1005 if (x != ex || y != ey ||
1006 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1007 Store2[x][y] = element;
1009 if (AmoebaNr[x][y] &&
1010 (element == EL_AMOEBE_VOLL ||
1011 element == EL_AMOEBE_BD ||
1012 element == EL_AMOEBING))
1014 AmoebaCnt[AmoebaNr[x][y]]--;
1015 AmoebaCnt2[AmoebaNr[x][y]]--;
1018 Feld[x][y] = EL_EXPLODING;
1019 MovDir[x][y] = MovPos[x][y] = 0;
1025 if (center_element == EL_MAMPFER)
1026 MampferNr = (MampferNr+1) % 4;
1037 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1039 if (phase == half_phase)
1041 int element = Store2[x][y];
1043 if (IS_PLAYER(x, y))
1044 KillHero(PLAYERINFO(x, y));
1045 else if (IS_EXPLOSIVE(element))
1047 Feld[x][y] = Store2[x][y];
1051 else if (element == EL_AMOEBA2DIAM)
1052 AmoebeUmwandeln(x, y);
1055 if (phase == last_phase)
1059 element = Feld[x][y] = Store[x][y];
1060 Store[x][y] = Store2[x][y] = 0;
1061 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1062 if (CAN_MOVE(element) || COULD_MOVE(element))
1064 DrawLevelField(x, y);
1066 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1069 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1071 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1075 void DynaExplode(int ex, int ey)
1078 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1079 static int xy[4][2] =
1087 Store2[ex][ey] = 0; /* delete player information */
1089 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1093 for (j=1; j<=player->dynabomb_size; j++)
1095 int x = ex+j*xy[i%4][0];
1096 int y = ey+j*xy[i%4][1];
1099 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1102 element = Feld[x][y];
1103 Explode(x, y, EX_PHASE_START, EX_BORDER);
1105 if (element != EL_LEERRAUM &&
1106 element != EL_ERDREICH &&
1107 element != EL_EXPLODING &&
1108 !player->dynabomb_xl)
1113 player->dynabombs_left++;
1116 void Bang(int x, int y)
1118 int element = Feld[x][y];
1120 PlaySoundLevel(x, y, SND_ROAAAR);
1122 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1123 element = EL_LEERRAUM;
1135 RaiseScoreElement(element);
1136 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1139 case EL_DYNABOMB_NR:
1140 case EL_DYNABOMB_SZ:
1141 case EL_DYNABOMB_XL:
1148 Explode(x, y, EX_PHASE_START, EX_CENTER);
1151 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1156 void Blurb(int x, int y)
1158 int element = Feld[x][y];
1160 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1162 PlaySoundLevel(x, y, SND_BLURB);
1163 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1164 (!IN_LEV_FIELD(x-1, y-1) ||
1165 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1167 Feld[x-1][y] = EL_BLURB_LEFT;
1169 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1170 (!IN_LEV_FIELD(x+1, y-1) ||
1171 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1173 Feld[x+1][y] = EL_BLURB_RIGHT;
1178 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1180 if (!MovDelay[x][y]) /* initialize animation counter */
1183 if (MovDelay[x][y]) /* continue animation */
1186 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1187 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1189 if (!MovDelay[x][y])
1191 Feld[x][y] = EL_LEERRAUM;
1192 DrawLevelField(x, y);
1198 void Impact(int x, int y)
1200 boolean lastline = (y == lev_fieldy-1);
1201 boolean object_hit = FALSE;
1202 int element = Feld[x][y];
1205 if (!lastline) /* check if element below was hit */
1207 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1210 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1211 MovDir[x][y+1]!=MV_DOWN ||
1212 MovPos[x][y+1]<=TILEY/2));
1214 smashed = MovingOrBlocked2Element(x, y+1);
1217 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1223 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1229 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1231 if (object_hit && IS_PLAYER(x, y+1))
1232 KillHero(PLAYERINFO(x, y+1));
1233 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1237 Feld[x][y] = EL_AMOEBING;
1238 Store[x][y] = EL_AMOEBE_NASS;
1243 if (!lastline && object_hit) /* check which object was hit */
1245 if (CAN_CHANGE(element) &&
1246 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1247 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1249 if (IS_PLAYER(x, y+1))
1251 KillHero(PLAYERINFO(x, y+1));
1254 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1259 else if (element == EL_EDELSTEIN_BD)
1261 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1267 else if (element == EL_FELSBROCKEN)
1269 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1270 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1275 else if (!IS_MOVING(x, y+1))
1277 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1282 else if (smashed == EL_KOKOSNUSS)
1284 Feld[x][y+1] = EL_CRACKINGNUT;
1285 PlaySoundLevel(x, y, SND_KNACK);
1286 RaiseScoreElement(EL_KOKOSNUSS);
1289 else if (smashed == EL_DIAMANT)
1291 Feld[x][y+1] = EL_LEERRAUM;
1292 PlaySoundLevel(x, y, SND_QUIRK);
1299 /* play sound of magic wall / mill */
1301 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1303 PlaySoundLevel(x, y, SND_QUIRK);
1307 /* play sound of object that hits the ground */
1308 if (lastline || object_hit)
1315 case EL_EDELSTEIN_BD:
1316 case EL_EDELSTEIN_GELB:
1317 case EL_EDELSTEIN_ROT:
1318 case EL_EDELSTEIN_LILA:
1325 case EL_FELSBROCKEN:
1329 case EL_SCHLUESSEL1:
1330 case EL_SCHLUESSEL2:
1331 case EL_SCHLUESSEL3:
1332 case EL_SCHLUESSEL4:
1345 PlaySoundLevel(x, y, sound);
1349 void TurnRound(int x, int y)
1361 { 0, 0 }, { 0, 0 }, { 0, 0 },
1366 int left, right, back;
1370 { MV_DOWN, MV_UP, MV_RIGHT },
1371 { MV_UP, MV_DOWN, MV_LEFT },
1373 { MV_LEFT, MV_RIGHT, MV_DOWN },
1374 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1375 { MV_RIGHT, MV_LEFT, MV_UP }
1378 int element = Feld[x][y];
1379 int old_move_dir = MovDir[x][y];
1380 int left_dir = turn[old_move_dir].left;
1381 int right_dir = turn[old_move_dir].right;
1382 int back_dir = turn[old_move_dir].back;
1384 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1385 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1386 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1387 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1389 int left_x = x+left_dx, left_y = y+left_dy;
1390 int right_x = x+right_dx, right_y = y+right_dy;
1391 int move_x = x+move_dx, move_y = y+move_dy;
1393 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1395 TestIfBadThingHitsOtherBadThing(x, y);
1397 if (IN_LEV_FIELD(right_x, right_y) &&
1398 IS_FREE_OR_PLAYER(right_x, right_y))
1399 MovDir[x][y] = right_dir;
1400 else if (!IN_LEV_FIELD(move_x, move_y) ||
1401 !IS_FREE_OR_PLAYER(move_x, move_y))
1402 MovDir[x][y] = left_dir;
1404 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1406 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1409 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1411 TestIfBadThingHitsOtherBadThing(x, y);
1413 if (IN_LEV_FIELD(left_x, left_y) &&
1414 IS_FREE_OR_PLAYER(left_x, left_y))
1415 MovDir[x][y] = left_dir;
1416 else if (!IN_LEV_FIELD(move_x, move_y) ||
1417 !IS_FREE_OR_PLAYER(move_x, move_y))
1418 MovDir[x][y] = right_dir;
1420 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1422 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1425 else if (element == EL_MAMPFER)
1427 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1429 if (IN_LEV_FIELD(left_x, left_y) &&
1430 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1431 Feld[left_x][left_y] == EL_DIAMANT))
1432 can_turn_left = TRUE;
1433 if (IN_LEV_FIELD(right_x, right_y) &&
1434 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1435 Feld[right_x][right_y] == EL_DIAMANT))
1436 can_turn_right = TRUE;
1438 if (can_turn_left && can_turn_right)
1439 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1440 else if (can_turn_left)
1441 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1442 else if (can_turn_right)
1443 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1445 MovDir[x][y] = back_dir;
1447 MovDelay[x][y] = 16+16*RND(3);
1449 else if (element == EL_MAMPFER2)
1451 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1453 if (IN_LEV_FIELD(left_x, left_y) &&
1454 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1455 IS_MAMPF2(Feld[left_x][left_y])))
1456 can_turn_left = TRUE;
1457 if (IN_LEV_FIELD(right_x, right_y) &&
1458 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1459 IS_MAMPF2(Feld[right_x][right_y])))
1460 can_turn_right = TRUE;
1462 if (can_turn_left && can_turn_right)
1463 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1464 else if (can_turn_left)
1465 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1466 else if (can_turn_right)
1467 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1469 MovDir[x][y] = back_dir;
1471 MovDelay[x][y] = 16+16*RND(3);
1473 else if (element == EL_PACMAN)
1475 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1477 if (IN_LEV_FIELD(left_x, left_y) &&
1478 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1479 IS_AMOEBOID(Feld[left_x][left_y])))
1480 can_turn_left = TRUE;
1481 if (IN_LEV_FIELD(right_x, right_y) &&
1482 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1483 IS_AMOEBOID(Feld[right_x][right_y])))
1484 can_turn_right = TRUE;
1486 if (can_turn_left && can_turn_right)
1487 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1488 else if (can_turn_left)
1489 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1490 else if (can_turn_right)
1491 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1493 MovDir[x][y] = back_dir;
1495 MovDelay[x][y] = 6+RND(40);
1497 else if (element == EL_SCHWEIN)
1499 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1500 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1501 boolean should_move_on = FALSE;
1503 int rnd = RND(rnd_value);
1505 if (IN_LEV_FIELD(left_x, left_y) &&
1506 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1507 can_turn_left = TRUE;
1508 if (IN_LEV_FIELD(right_x, right_y) &&
1509 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1510 can_turn_right = TRUE;
1511 if (IN_LEV_FIELD(move_x, move_y) &&
1512 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1515 if (can_turn_left &&
1517 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1518 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1519 should_turn_left = TRUE;
1520 if (can_turn_right &&
1522 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1523 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1524 should_turn_right = TRUE;
1526 (!can_turn_left || !can_turn_right ||
1527 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1528 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1529 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1530 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1531 should_move_on = TRUE;
1533 if (should_turn_left || should_turn_right || should_move_on)
1535 if (should_turn_left && should_turn_right && should_move_on)
1536 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1537 rnd < 2*rnd_value/3 ? right_dir :
1539 else if (should_turn_left && should_turn_right)
1540 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1541 else if (should_turn_left && should_move_on)
1542 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1543 else if (should_turn_right && should_move_on)
1544 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1545 else if (should_turn_left)
1546 MovDir[x][y] = left_dir;
1547 else if (should_turn_right)
1548 MovDir[x][y] = right_dir;
1549 else if (should_move_on)
1550 MovDir[x][y] = old_move_dir;
1552 else if (can_move_on && rnd > rnd_value/8)
1553 MovDir[x][y] = old_move_dir;
1554 else if (can_turn_left && can_turn_right)
1555 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1556 else if (can_turn_left && rnd > rnd_value/8)
1557 MovDir[x][y] = left_dir;
1558 else if (can_turn_right && rnd > rnd_value/8)
1559 MovDir[x][y] = right_dir;
1561 MovDir[x][y] = back_dir;
1563 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1564 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1565 MovDir[x][y] = old_move_dir;
1569 else if (element == EL_DRACHE)
1571 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1573 int rnd = RND(rnd_value);
1575 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1576 can_turn_left = TRUE;
1577 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1578 can_turn_right = TRUE;
1579 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1582 if (can_move_on && rnd > rnd_value/8)
1583 MovDir[x][y] = old_move_dir;
1584 else if (can_turn_left && can_turn_right)
1585 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1586 else if (can_turn_left && rnd > rnd_value/8)
1587 MovDir[x][y] = left_dir;
1588 else if (can_turn_right && rnd > rnd_value/8)
1589 MovDir[x][y] = right_dir;
1591 MovDir[x][y] = back_dir;
1593 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1594 MovDir[x][y] = old_move_dir;
1598 else if (element == EL_ROBOT || element == EL_SONDE ||
1599 element == EL_MAULWURF || element == EL_PINGUIN)
1601 int attr_x = -1, attr_y = -1;
1612 for (i=0; i<MAX_PLAYERS; i++)
1614 struct PlayerInfo *player = &stored_player[i];
1615 int jx = player->jx, jy = player->jy;
1617 if (!player->active || player->gone)
1620 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1628 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1634 if (element == EL_MAULWURF || element == EL_PINGUIN)
1637 static int xy[4][2] =
1647 int ex = x + xy[i%4][0];
1648 int ey = y + xy[i%4][1];
1650 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1659 MovDir[x][y] = MV_NO_MOVING;
1661 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1663 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1665 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1667 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1669 if (element == EL_ROBOT)
1673 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1674 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1675 Moving2Blocked(x, y, &newx, &newy);
1677 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1678 MovDelay[x][y] = 8+8*!RND(3);
1680 MovDelay[x][y] = 16;
1688 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1690 boolean first_horiz = RND(2);
1691 int new_move_dir = MovDir[x][y];
1694 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1695 Moving2Blocked(x, y, &newx, &newy);
1697 if (IN_LEV_FIELD(newx, newy) &&
1698 (IS_FREE(newx, newy) ||
1699 Feld[newx][newy] == EL_SALZSAEURE ||
1700 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1701 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1702 IS_MAMPF3(Feld[newx][newy])))))
1706 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1707 Moving2Blocked(x, y, &newx, &newy);
1709 if (IN_LEV_FIELD(newx, newy) &&
1710 (IS_FREE(newx, newy) ||
1711 Feld[newx][newy] == EL_SALZSAEURE ||
1712 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1713 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1714 IS_MAMPF3(Feld[newx][newy])))))
1717 MovDir[x][y] = old_move_dir;
1724 static boolean JustBeingPushed(int x, int y)
1728 for (i=0; i<MAX_PLAYERS; i++)
1730 struct PlayerInfo *player = &stored_player[i];
1732 if (player->active && !player->gone &&
1733 player->Pushing && player->MovPos)
1735 int next_jx = player->jx + (player->jx - player->last_jx);
1736 int next_jy = player->jy + (player->jy - player->last_jy);
1738 if (x == next_jx && y == next_jy)
1746 void StartMoving(int x, int y)
1748 int element = Feld[x][y];
1753 if (CAN_FALL(element) && y<lev_fieldy-1)
1755 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1756 if (JustBeingPushed(x, y))
1759 if (element == EL_MORAST_VOLL)
1761 if (IS_FREE(x, y+1))
1763 InitMovingField(x, y, MV_DOWN);
1764 Feld[x][y] = EL_FELSBROCKEN;
1765 Store[x][y] = EL_MORAST_LEER;
1767 else if (Feld[x][y+1] == EL_MORAST_LEER)
1769 if (!MovDelay[x][y])
1770 MovDelay[x][y] = TILEY + 1;
1779 Feld[x][y] = EL_MORAST_LEER;
1780 Feld[x][y+1] = EL_MORAST_VOLL;
1783 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1785 InitMovingField(x, y, MV_DOWN);
1786 Store[x][y] = EL_MORAST_VOLL;
1788 else if (element == EL_SIEB_VOLL)
1790 if (IS_FREE(x, y+1))
1792 InitMovingField(x, y, MV_DOWN);
1793 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1794 Store[x][y] = EL_SIEB_LEER;
1796 else if (Feld[x][y+1] == EL_SIEB_LEER)
1798 if (!MovDelay[x][y])
1799 MovDelay[x][y] = TILEY/4 + 1;
1808 Feld[x][y] = EL_SIEB_LEER;
1809 Feld[x][y+1] = EL_SIEB_VOLL;
1810 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1814 else if (element == EL_SIEB2_VOLL)
1816 if (IS_FREE(x, y+1))
1818 InitMovingField(x, y, MV_DOWN);
1819 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1820 Store[x][y] = EL_SIEB2_LEER;
1822 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1824 if (!MovDelay[x][y])
1825 MovDelay[x][y] = TILEY/4 + 1;
1834 Feld[x][y] = EL_SIEB2_LEER;
1835 Feld[x][y+1] = EL_SIEB2_VOLL;
1836 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1840 else if (SiebAktiv && CAN_CHANGE(element) &&
1841 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1843 InitMovingField(x, y, MV_DOWN);
1845 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1846 Store2[x][y+1] = element;
1848 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1851 InitMovingField(x, y, MV_DOWN);
1852 Store[x][y] = EL_SALZSAEURE;
1854 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1858 else if (IS_FREE(x, y+1))
1860 InitMovingField(x, y, MV_DOWN);
1862 else if (element == EL_TROPFEN)
1864 Feld[x][y] = EL_AMOEBING;
1865 Store[x][y] = EL_AMOEBE_NASS;
1867 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1869 boolean left = (x>0 && IS_FREE(x-1, y) &&
1870 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1871 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1872 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1876 if (left && right && game_emulation != EMU_BOULDERDASH)
1877 left = !(right = RND(2));
1879 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1883 else if (CAN_MOVE(element))
1887 if (element == EL_SONDE && JustBeingPushed(x, y))
1890 if (!MovDelay[x][y]) /* start new movement phase */
1892 /* all objects that can change their move direction after each step */
1893 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1895 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1898 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1899 DrawLevelField(x, y);
1903 if (MovDelay[x][y]) /* wait some time before next movement */
1907 if (element == EL_ROBOT || element == EL_MAMPFER ||
1908 element == EL_MAMPFER2)
1910 int phase = MovDelay[x][y] % 8;
1915 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1916 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1918 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1919 && MovDelay[x][y]%4 == 3)
1920 PlaySoundLevel(x, y, SND_NJAM);
1922 else if (element == EL_DRACHE)
1925 int dir = MovDir[x][y];
1926 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1927 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1928 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1929 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1930 dir == MV_UP ? GFX_FLAMMEN_UP :
1931 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1932 int phase = FrameCounter % 2;
1934 for (i=1; i<=3; i++)
1936 int xx = x + i*dx, yy = y + i*dy;
1937 int sx = SCREENX(xx), sy = SCREENY(yy);
1939 if (!IN_LEV_FIELD(xx, yy) ||
1940 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1945 int flamed = MovingOrBlocked2Element(xx, yy);
1947 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1950 RemoveMovingField(xx, yy);
1952 Feld[xx][yy] = EL_BURNING;
1953 if (IN_SCR_FIELD(sx, sy))
1954 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1958 if (Feld[xx][yy] == EL_BURNING)
1959 Feld[xx][yy] = EL_LEERRAUM;
1960 DrawLevelField(xx, yy);
1969 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1971 PlaySoundLevel(x, y, SND_KLAPPER);
1973 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1975 PlaySoundLevel(x, y, SND_ROEHR);
1978 /* now make next step */
1980 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
1982 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
1984 /* enemy got the player */
1986 KillHero(PLAYERINFO(newx, newy));
1989 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1990 element == EL_ROBOT || element == EL_SONDE) &&
1991 IN_LEV_FIELD(newx, newy) &&
1992 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
1995 Store[x][y] = EL_SALZSAEURE;
1997 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1998 IN_LEV_FIELD(newx, newy))
2000 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2002 Feld[x][y] = EL_LEERRAUM;
2003 DrawLevelField(x, y);
2005 PlaySoundLevel(newx, newy, SND_BUING);
2006 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2007 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2009 local_player->friends_still_needed--;
2010 if (!local_player->friends_still_needed &&
2011 !local_player->GameOver && AllPlayersGone)
2012 local_player->LevelSolved = local_player->GameOver = TRUE;
2016 else if (IS_MAMPF3(Feld[newx][newy]))
2018 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2019 DrawLevelField(newx, newy);
2021 MovDir[x][y] = MV_NO_MOVING;
2023 else if (!IS_FREE(newx, newy))
2025 if (IS_PLAYER(x, y))
2026 DrawPlayerField(x, y);
2028 DrawLevelField(x, y);
2032 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2034 if (IS_GEM(Feld[newx][newy]))
2036 if (IS_MOVING(newx, newy))
2037 RemoveMovingField(newx, newy);
2040 Feld[newx][newy] = EL_LEERRAUM;
2041 DrawLevelField(newx, newy);
2044 else if (!IS_FREE(newx, newy))
2046 if (IS_PLAYER(x, y))
2047 DrawPlayerField(x, y);
2049 DrawLevelField(x, y);
2053 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2055 if (!IS_FREE(newx, newy))
2057 if (IS_PLAYER(x, y))
2058 DrawPlayerField(x, y);
2060 DrawLevelField(x, y);
2065 boolean wanna_flame = !RND(10);
2066 int dx = newx - x, dy = newy - y;
2067 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2068 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2069 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2070 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2071 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2072 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2074 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2075 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2076 element1 != EL_BURNING && element2 != EL_BURNING)
2078 if (IS_PLAYER(x, y))
2079 DrawPlayerField(x, y);
2081 DrawLevelField(x, y);
2083 MovDelay[x][y] = 50;
2084 Feld[newx][newy] = EL_BURNING;
2085 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2086 Feld[newx1][newy1] = EL_BURNING;
2087 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2088 Feld[newx2][newy2] = EL_BURNING;
2093 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2094 Feld[newx][newy] == EL_DIAMANT)
2096 if (IS_MOVING(newx, newy))
2097 RemoveMovingField(newx, newy);
2100 Feld[newx][newy] = EL_LEERRAUM;
2101 DrawLevelField(newx, newy);
2104 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2105 IS_MAMPF2(Feld[newx][newy]))
2107 if (AmoebaNr[newx][newy])
2109 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2110 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2111 Feld[newx][newy] == EL_AMOEBE_BD)
2112 AmoebaCnt[AmoebaNr[newx][newy]]--;
2115 if (IS_MOVING(newx, newy))
2116 RemoveMovingField(newx, newy);
2119 Feld[newx][newy] = EL_LEERRAUM;
2120 DrawLevelField(newx, newy);
2123 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2124 IS_AMOEBOID(Feld[newx][newy]))
2126 if (AmoebaNr[newx][newy])
2128 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2129 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2130 Feld[newx][newy] == EL_AMOEBE_BD)
2131 AmoebaCnt[AmoebaNr[newx][newy]]--;
2134 Feld[newx][newy] = EL_LEERRAUM;
2135 DrawLevelField(newx, newy);
2137 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2139 /* object was running against a wall */
2143 if (element == EL_KAEFER || element == EL_FLIEGER)
2144 DrawLevelField(x, y);
2145 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2146 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2147 else if (element == EL_SONDE)
2148 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2153 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2154 PlaySoundLevel(x, y, SND_SCHLURF);
2156 InitMovingField(x, y, MovDir[x][y]);
2160 ContinueMoving(x, y);
2163 void ContinueMoving(int x, int y)
2165 int element = Feld[x][y];
2166 int direction = MovDir[x][y];
2167 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2168 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2169 int horiz_move = (dx!=0);
2170 int newx = x + dx, newy = y + dy;
2171 int step = (horiz_move ? dx : dy) * TILEX/8;
2173 if (CAN_FALL(element) && horiz_move)
2175 else if (element == EL_TROPFEN)
2177 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2180 MovPos[x][y] += step;
2182 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2184 Feld[x][y] = EL_LEERRAUM;
2185 Feld[newx][newy] = element;
2187 if (Store[x][y] == EL_MORAST_VOLL)
2190 Feld[newx][newy] = EL_MORAST_VOLL;
2191 element = EL_MORAST_VOLL;
2193 else if (Store[x][y] == EL_MORAST_LEER)
2196 Feld[x][y] = EL_MORAST_LEER;
2198 else if (Store[x][y] == EL_SIEB_VOLL)
2201 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2203 else if (Store[x][y] == EL_SIEB_LEER)
2205 Store[x][y] = Store2[x][y] = 0;
2206 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2208 else if (Store[x][y] == EL_SIEB2_VOLL)
2211 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2213 else if (Store[x][y] == EL_SIEB2_LEER)
2215 Store[x][y] = Store2[x][y] = 0;
2216 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2218 else if (Store[x][y] == EL_SALZSAEURE)
2221 Feld[newx][newy] = EL_SALZSAEURE;
2222 element = EL_SALZSAEURE;
2224 else if (Store[x][y] == EL_AMOEBE_NASS)
2227 Feld[x][y] = EL_AMOEBE_NASS;
2230 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2231 MovDelay[newx][newy] = 0;
2233 if (!CAN_MOVE(element))
2234 MovDir[newx][newy] = 0;
2236 DrawLevelField(x, y);
2237 DrawLevelField(newx, newy);
2239 Stop[newx][newy] = TRUE;
2240 JustHit[x][newy] = 3;
2242 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2244 TestIfBadThingHitsHero(newx, newy);
2245 TestIfBadThingHitsFriend(newx, newy);
2246 TestIfBadThingHitsOtherBadThing(newx, newy);
2248 else if (element == EL_PINGUIN)
2249 TestIfFriendHitsBadThing(newx, newy);
2251 if (CAN_SMASH(element) && direction == MV_DOWN &&
2252 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2255 else /* still moving on */
2256 DrawLevelField(x, y);
2259 int AmoebeNachbarNr(int ax, int ay)
2262 int element = Feld[ax][ay];
2264 static int xy[4][2] =
2274 int x = ax+xy[i%4][0];
2275 int y = ay+xy[i%4][1];
2277 if (!IN_LEV_FIELD(x, y))
2280 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2281 group_nr = AmoebaNr[x][y];
2287 void AmoebenVereinigen(int ax, int ay)
2289 int i, x, y, xx, yy;
2290 int new_group_nr = AmoebaNr[ax][ay];
2291 static int xy[4][2] =
2307 if (!IN_LEV_FIELD(x, y))
2310 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2311 Feld[x][y] == EL_AMOEBE_BD ||
2312 Feld[x][y] == EL_AMOEBE_TOT) &&
2313 AmoebaNr[x][y] != new_group_nr)
2315 int old_group_nr = AmoebaNr[x][y];
2317 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2318 AmoebaCnt[old_group_nr] = 0;
2319 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2320 AmoebaCnt2[old_group_nr] = 0;
2322 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2323 if (AmoebaNr[xx][yy] == old_group_nr)
2324 AmoebaNr[xx][yy] = new_group_nr;
2329 void AmoebeUmwandeln(int ax, int ay)
2332 int group_nr = AmoebaNr[ax][ay];
2333 static int xy[4][2] =
2341 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2343 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2345 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2348 Feld[x][y] = EL_AMOEBA2DIAM;
2360 if (!IN_LEV_FIELD(x, y))
2363 if (Feld[x][y] == EL_AMOEBA2DIAM)
2369 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2372 int group_nr = AmoebaNr[ax][ay];
2373 boolean done = FALSE;
2375 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2377 if (AmoebaNr[x][y] == group_nr &&
2378 (Feld[x][y] == EL_AMOEBE_TOT ||
2379 Feld[x][y] == EL_AMOEBE_BD ||
2380 Feld[x][y] == EL_AMOEBING))
2383 Feld[x][y] = new_element;
2384 DrawLevelField(x, y);
2390 PlaySoundLevel(ax, ay,
2391 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2394 void AmoebeWaechst(int x, int y)
2396 static long sound_delay = 0;
2397 static int sound_delay_value = 0;
2399 if (!MovDelay[x][y]) /* start new growing cycle */
2403 if (DelayReached(&sound_delay, sound_delay_value))
2405 PlaySoundLevel(x, y, SND_AMOEBE);
2406 sound_delay_value = 30;
2410 if (MovDelay[x][y]) /* wait some time before growing bigger */
2413 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2414 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2416 if (!MovDelay[x][y])
2418 Feld[x][y] = Store[x][y];
2420 DrawLevelField(x, y);
2425 void AmoebeAbleger(int ax, int ay)
2428 int element = Feld[ax][ay];
2429 int newax = ax, neway = ay;
2430 static int xy[4][2] =
2438 if (!level.tempo_amoebe)
2440 Feld[ax][ay] = EL_AMOEBE_TOT;
2441 DrawLevelField(ax, ay);
2445 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2446 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2448 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2451 if (MovDelay[ax][ay])
2455 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2458 int x = ax+xy[start][0];
2459 int y = ay+xy[start][1];
2461 if (!IN_LEV_FIELD(x, y))
2464 if (IS_FREE(x, y) ||
2465 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2471 if (newax == ax && neway == ay)
2474 else /* normal or "filled" amoeba */
2477 boolean waiting_for_player = FALSE;
2481 int j = (start+i)%4;
2482 int x = ax+xy[j][0];
2483 int y = ay+xy[j][1];
2485 if (!IN_LEV_FIELD(x, y))
2488 if (IS_FREE(x, y) ||
2489 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2495 else if (IS_PLAYER(x, y))
2496 waiting_for_player = TRUE;
2499 if (newax == ax && neway == ay)
2501 if (i == 4 && !waiting_for_player)
2503 Feld[ax][ay] = EL_AMOEBE_TOT;
2504 DrawLevelField(ax, ay);
2505 AmoebaCnt[AmoebaNr[ax][ay]]--;
2507 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2509 if (element == EL_AMOEBE_VOLL)
2510 AmoebeUmwandeln(ax, ay);
2511 else if (element == EL_AMOEBE_BD)
2512 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2517 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2519 int new_group_nr = AmoebaNr[ax][ay];
2521 AmoebaNr[newax][neway] = new_group_nr;
2522 AmoebaCnt[new_group_nr]++;
2523 AmoebaCnt2[new_group_nr]++;
2524 AmoebenVereinigen(newax, neway);
2526 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2528 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2534 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2535 (neway == lev_fieldy-1 && newax!=ax))
2537 Feld[newax][neway] = EL_AMOEBING;
2538 Store[newax][neway] = element;
2540 else if (neway == ay)
2541 Feld[newax][neway] = EL_TROPFEN;
2544 InitMovingField(ax, ay, MV_DOWN);
2545 Feld[ax][ay] = EL_TROPFEN;
2546 Store[ax][ay] = EL_AMOEBE_NASS;
2547 ContinueMoving(ax, ay);
2551 DrawLevelField(newax, neway);
2554 void Life(int ax, int ay)
2557 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2559 int element = Feld[ax][ay];
2564 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2565 MovDelay[ax][ay] = life_time;
2567 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2570 if (MovDelay[ax][ay])
2574 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2576 int xx = ax+x1, yy = ay+y1;
2579 if (!IN_LEV_FIELD(xx, yy))
2582 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2584 int x = xx+x2, y = yy+y2;
2586 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2589 if (((Feld[x][y] == element ||
2590 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2592 (IS_FREE(x, y) && Stop[x][y]))
2596 if (xx == ax && yy == ay) /* field in the middle */
2598 if (nachbarn<life[0] || nachbarn>life[1])
2600 Feld[xx][yy] = EL_LEERRAUM;
2602 DrawLevelField(xx, yy);
2603 Stop[xx][yy] = TRUE;
2606 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2607 { /* free border field */
2608 if (nachbarn>=life[2] && nachbarn<=life[3])
2610 Feld[xx][yy] = element;
2611 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2613 DrawLevelField(xx, yy);
2614 Stop[xx][yy] = TRUE;
2620 void Ablenk(int x, int y)
2622 if (!MovDelay[x][y]) /* next animation frame */
2623 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2625 if (MovDelay[x][y]) /* wait some time before next frame */
2630 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2631 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2632 if (!(MovDelay[x][y]%4))
2633 PlaySoundLevel(x, y, SND_MIEP);
2638 Feld[x][y] = EL_ABLENK_AUS;
2639 DrawLevelField(x, y);
2640 if (ZX == x && ZY == y)
2644 void Birne(int x, int y)
2646 if (!MovDelay[x][y]) /* next animation frame */
2647 MovDelay[x][y] = 800;
2649 if (MovDelay[x][y]) /* wait some time before next frame */
2654 if (!(MovDelay[x][y]%5))
2656 if (!(MovDelay[x][y]%10))
2657 Feld[x][y]=EL_ABLENK_EIN;
2659 Feld[x][y]=EL_ABLENK_AUS;
2660 DrawLevelField(x, y);
2661 Feld[x][y]=EL_ABLENK_EIN;
2667 Feld[x][y]=EL_ABLENK_AUS;
2668 DrawLevelField(x, y);
2669 if (ZX == x && ZY == y)
2673 void Blubber(int x, int y)
2675 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2676 DrawLevelField(x, y-1);
2678 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2681 void NussKnacken(int x, int y)
2683 if (!MovDelay[x][y]) /* next animation frame */
2686 if (MovDelay[x][y]) /* wait some time before next frame */
2689 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2690 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2692 if (!MovDelay[x][y])
2694 Feld[x][y] = EL_EDELSTEIN;
2695 DrawLevelField(x, y);
2700 void SiebAktivieren(int x, int y, int typ)
2702 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2703 DrawGraphic(SCREENX(x), SCREENY(y),
2704 (typ == 1 ? GFX_SIEB_VOLL :
2705 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2708 void AusgangstuerPruefen(int x, int y)
2710 if (!local_player->gems_still_needed &&
2711 !local_player->sokobanfields_still_needed &&
2712 !local_player->lights_still_needed)
2714 Feld[x][y] = EL_AUSGANG_ACT;
2716 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2717 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2718 y < LEVELY(BY1) ? LEVELY(BY1) :
2719 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2724 void AusgangstuerOeffnen(int x, int y)
2728 if (!MovDelay[x][y]) /* next animation frame */
2729 MovDelay[x][y] = 5*delay;
2731 if (MovDelay[x][y]) /* wait some time before next frame */
2736 tuer = MovDelay[x][y]/delay;
2737 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2738 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2740 if (!MovDelay[x][y])
2742 Feld[x][y] = EL_AUSGANG_AUF;
2743 DrawLevelField(x, y);
2748 void AusgangstuerBlinken(int x, int y)
2750 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2753 void EdelsteinFunkeln(int x, int y)
2755 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2758 if (Feld[x][y] == EL_EDELSTEIN_BD)
2759 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2762 if (!MovDelay[x][y]) /* next animation frame */
2763 MovDelay[x][y] = 11 * !SimpleRND(500);
2765 if (MovDelay[x][y]) /* wait some time before next frame */
2769 if (setup.direct_draw && MovDelay[x][y])
2770 SetDrawtoField(DRAW_BUFFERED);
2772 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2776 int phase = (MovDelay[x][y]-1)/2;
2781 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2783 if (setup.direct_draw)
2787 dest_x = FX + SCREENX(x)*TILEX;
2788 dest_y = FY + SCREENY(y)*TILEY;
2790 XCopyArea(display, drawto_field, window, gc,
2791 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2792 SetDrawtoField(DRAW_DIRECT);
2799 void MauerWaechst(int x, int y)
2803 if (!MovDelay[x][y]) /* next animation frame */
2804 MovDelay[x][y] = 3*delay;
2806 if (MovDelay[x][y]) /* wait some time before next frame */
2811 phase = 2-MovDelay[x][y]/delay;
2812 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2813 DrawGraphic(SCREENX(x), SCREENY(y),
2814 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2815 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2816 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2817 GFX_MAUER_DOWN ) + phase);
2819 if (!MovDelay[x][y])
2821 if (MovDir[x][y] == MV_LEFT)
2823 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2824 DrawLevelField(x-1, y);
2826 else if (MovDir[x][y] == MV_RIGHT)
2828 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2829 DrawLevelField(x+1, y);
2831 else if (MovDir[x][y] == MV_UP)
2833 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2834 DrawLevelField(x, y-1);
2838 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2839 DrawLevelField(x, y+1);
2842 Feld[x][y] = Store[x][y];
2844 MovDir[x][y] = MV_NO_MOVING;
2845 DrawLevelField(x, y);
2850 void MauerAbleger(int ax, int ay)
2852 int element = Feld[ax][ay];
2853 boolean oben_frei = FALSE, unten_frei = FALSE;
2854 boolean links_frei = FALSE, rechts_frei = FALSE;
2855 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2856 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2858 if (!MovDelay[ax][ay]) /* start building new wall */
2859 MovDelay[ax][ay] = 6;
2861 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2864 if (MovDelay[ax][ay])
2868 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2870 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2872 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2874 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2877 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2881 Feld[ax][ay-1] = EL_MAUERND;
2882 Store[ax][ay-1] = element;
2883 MovDir[ax][ay-1] = MV_UP;
2884 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2885 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2889 Feld[ax][ay+1] = EL_MAUERND;
2890 Store[ax][ay+1] = element;
2891 MovDir[ax][ay+1] = MV_DOWN;
2892 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2893 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2897 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2898 element == EL_MAUER_LEBT)
2902 Feld[ax-1][ay] = EL_MAUERND;
2903 Store[ax-1][ay] = element;
2904 MovDir[ax-1][ay] = MV_LEFT;
2905 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2906 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2910 Feld[ax+1][ay] = EL_MAUERND;
2911 Store[ax+1][ay] = element;
2912 MovDir[ax+1][ay] = MV_RIGHT;
2913 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2914 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2918 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2919 DrawLevelField(ax, ay);
2921 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2923 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2924 unten_massiv = TRUE;
2925 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2926 links_massiv = TRUE;
2927 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2928 rechts_massiv = TRUE;
2930 if (((oben_massiv && unten_massiv) ||
2931 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2932 ((links_massiv && rechts_massiv) ||
2933 element == EL_MAUER_Y))
2934 Feld[ax][ay] = EL_MAUERWERK;
2937 void CheckForDragon(int x, int y)
2940 boolean dragon_found = FALSE;
2941 static int xy[4][2] =
2953 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2955 if (IN_LEV_FIELD(xx, yy) &&
2956 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2958 if (Feld[xx][yy] == EL_DRACHE)
2959 dragon_found = TRUE;
2972 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2974 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
2976 Feld[xx][yy] = EL_LEERRAUM;
2977 DrawLevelField(xx, yy);
2986 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2988 static byte stored_player_action[MAX_PLAYERS];
2989 static int num_stored_actions = 0;
2990 static boolean save_tape_entry = FALSE;
2991 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2992 int jx = player->jx, jy = player->jy;
2993 int left = player_action & JOY_LEFT;
2994 int right = player_action & JOY_RIGHT;
2995 int up = player_action & JOY_UP;
2996 int down = player_action & JOY_DOWN;
2997 int button1 = player_action & JOY_BUTTON_1;
2998 int button2 = player_action & JOY_BUTTON_2;
2999 int dx = (left ? -1 : right ? 1 : 0);
3000 int dy = (up ? -1 : down ? 1 : 0);
3002 stored_player_action[player->index_nr] = 0;
3003 num_stored_actions++;
3005 if (!player->active || player->gone || tape.pausing)
3010 save_tape_entry = TRUE;
3011 player->frame_reset_delay = 0;
3014 snapped = SnapField(player, dx, dy);
3018 bombed = PlaceBomb(player);
3019 moved = MoveFigure(player, dx, dy);
3022 if (tape.recording && (moved || snapped || bombed))
3024 if (bombed && !moved)
3025 player_action &= JOY_BUTTON;
3027 stored_player_action[player->index_nr] = player_action;
3030 /* this allows cycled sequences of PlayerActions() */
3031 if (num_stored_actions >= MAX_PLAYERS)
3033 TapeRecordAction(stored_player_action);
3034 num_stored_actions = 0;
3039 else if (tape.playing && snapped)
3040 SnapField(player, 0, 0); /* stop snapping */
3044 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3045 SnapField(player, 0, 0);
3046 if (++player->frame_reset_delay > MoveSpeed)
3050 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3052 TapeRecordAction(stored_player_action);
3053 num_stored_actions = 0;
3054 save_tape_entry = FALSE;
3057 if (tape.playing && !tape.pausing && !player_action &&
3058 tape.counter < tape.length)
3061 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3063 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3064 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3066 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3068 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3070 int el = Feld[jx+dx][jy];
3071 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3073 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3075 player->MovDir = next_joy;
3076 player->Frame = FrameCounter % 4;
3077 player->Pushing = TRUE;
3086 static long action_delay = 0;
3087 long action_delay_value;
3088 int sieb_x = 0, sieb_y = 0;
3089 int i, x, y, element;
3090 byte *recorded_player_action;
3091 byte summarized_player_action = 0;
3093 if (game_status != PLAYING)
3096 action_delay_value =
3097 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3099 /* main game synchronization point */
3100 WaitUntilDelayReached(&action_delay, action_delay_value);
3102 if (network_playing && !network_player_action_received)
3106 printf("DEBUG: try to get network player actions in time\n");
3110 /* last chance to get network player actions without main loop delay */
3113 if (game_status != PLAYING)
3116 if (!network_player_action_received)
3120 printf("DEBUG: failed to get network player actions in time\n");
3129 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3131 else if (tape.recording)
3140 else if (tape.recording)
3143 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3145 for (i=0; i<MAX_PLAYERS; i++)
3147 summarized_player_action |= stored_player[i].action;
3149 if (!network_playing)
3150 stored_player[i].effective_action = stored_player[i].action;
3153 if (network_playing)
3154 SendToServer_MovePlayer(summarized_player_action);
3156 if (!options.network && !setup.team_mode)
3157 local_player->effective_action = summarized_player_action;
3159 for (i=0; i<MAX_PLAYERS; i++)
3161 int actual_player_action = stored_player[i].effective_action;
3163 if (recorded_player_action)
3164 actual_player_action = recorded_player_action[i];
3166 PlayerActions(&stored_player[i], actual_player_action);
3167 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3170 network_player_action_received = FALSE;
3172 ScrollScreen(NULL, SCROLL_GO_ON);
3176 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3178 else if (tape.recording)
3188 if (TimeFrames == 0 && !local_player->gone)
3190 extern unsigned int last_RND();
3192 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3193 level.time - TimeLeft,
3195 getStateCheckSum(level.time - TimeLeft));
3204 if (GameFrameDelay >= 500)
3205 printf("FrameCounter == %d\n", FrameCounter);
3216 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3219 if (JustHit[x][y]>0)
3223 if (IS_BLOCKED(x, y))
3227 Blocked2Moving(x, y, &oldx, &oldy);
3228 if (!IS_MOVING(oldx, oldy))
3230 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3231 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3232 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3233 printf("GameActions(): This should never happen!\n");
3239 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3241 element = Feld[x][y];
3243 if (IS_INACTIVE(element))
3246 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3250 if (IS_GEM(element))
3251 EdelsteinFunkeln(x, y);
3253 else if (IS_MOVING(x, y))
3254 ContinueMoving(x, y);
3255 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3256 CheckDynamite(x, y);
3257 else if (element == EL_EXPLODING)
3258 Explode(x, y, Frame[x][y], EX_NORMAL);
3259 else if (element == EL_AMOEBING)
3260 AmoebeWaechst(x, y);
3261 else if (IS_AMOEBALIVE(element))
3262 AmoebeAbleger(x, y);
3263 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3265 else if (element == EL_ABLENK_EIN)
3267 else if (element == EL_SALZSAEURE)
3269 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3271 else if (element == EL_CRACKINGNUT)
3273 else if (element == EL_AUSGANG_ZU)
3274 AusgangstuerPruefen(x, y);
3275 else if (element == EL_AUSGANG_ACT)
3276 AusgangstuerOeffnen(x, y);
3277 else if (element == EL_AUSGANG_AUF)
3278 AusgangstuerBlinken(x, y);
3279 else if (element == EL_MAUERND)
3281 else if (element == EL_MAUER_LEBT ||
3282 element == EL_MAUER_X ||
3283 element == EL_MAUER_Y ||
3284 element == EL_MAUER_XY)
3286 else if (element == EL_BURNING)
3287 CheckForDragon(x, y);
3291 boolean sieb = FALSE;
3292 int jx = local_player->jx, jy = local_player->jy;
3294 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3295 Store[x][y] == EL_SIEB_LEER)
3297 SiebAktivieren(x, y, 1);
3300 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3301 Store[x][y] == EL_SIEB2_LEER)
3303 SiebAktivieren(x, y, 2);
3307 /* play the element sound at the position nearest to the player */
3308 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3319 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3323 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3325 element = Feld[x][y];
3326 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3328 Feld[x][y] = EL_SIEB_TOT;
3329 DrawLevelField(x, y);
3331 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3333 Feld[x][y] = EL_SIEB2_TOT;
3334 DrawLevelField(x, y);
3340 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3345 if (tape.recording || tape.playing)
3346 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3349 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3351 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3354 for (i=0; i<MAX_PLAYERS; i++)
3355 KillHero(&stored_player[i]);
3361 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3363 int min_x = x, min_y = y, max_x = x, max_y = y;
3366 for (i=0; i<MAX_PLAYERS; i++)
3368 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3370 if (!stored_player[i].active || stored_player[i].gone ||
3371 &stored_player[i] == player)
3374 min_x = MIN(min_x, jx);
3375 min_y = MIN(min_y, jy);
3376 max_x = MAX(max_x, jx);
3377 max_y = MAX(max_y, jy);
3380 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3383 static boolean AllPlayersInVisibleScreen()
3387 for (i=0; i<MAX_PLAYERS; i++)
3389 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3391 if (!stored_player[i].active || stored_player[i].gone)
3394 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3401 void ScrollLevel(int dx, int dy)
3403 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3406 XCopyArea(display, drawto_field, drawto_field, gc,
3407 FX + TILEX*(dx == -1) - softscroll_offset,
3408 FY + TILEY*(dy == -1) - softscroll_offset,
3409 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3410 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3411 FX + TILEX*(dx == 1) - softscroll_offset,
3412 FY + TILEY*(dy == 1) - softscroll_offset);
3416 x = (dx == 1 ? BX1 : BX2);
3417 for (y=BY1; y<=BY2; y++)
3418 DrawScreenField(x, y);
3422 y = (dy == 1 ? BY1 : BY2);
3423 for (x=BX1; x<=BX2; x++)
3424 DrawScreenField(x, y);
3427 redraw_mask |= REDRAW_FIELD;
3430 boolean MoveFigureOneStep(struct PlayerInfo *player,
3431 int dx, int dy, int real_dx, int real_dy)
3433 int jx = player->jx, jy = player->jy;
3434 int new_jx = jx+dx, new_jy = jy+dy;
3438 if (player->gone || (!dx && !dy))
3439 return MF_NO_ACTION;
3441 player->MovDir = (dx < 0 ? MV_LEFT :
3444 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3446 if (!IN_LEV_FIELD(new_jx, new_jy))
3447 return MF_NO_ACTION;
3449 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3450 return MF_NO_ACTION;
3452 element = MovingOrBlocked2Element(new_jx, new_jy);
3454 if (DONT_GO_TO(element))
3456 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3459 Feld[jx][jy] = EL_SPIELFIGUR;
3460 InitMovingField(jx, jy, MV_DOWN);
3461 Store[jx][jy] = EL_SALZSAEURE;
3462 ContinueMoving(jx, jy);
3471 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3472 if (can_move != MF_MOVING)
3475 StorePlayer[jx][jy] = 0;
3476 player->last_jx = jx;
3477 player->last_jy = jy;
3478 jx = player->jx = new_jx;
3479 jy = player->jy = new_jy;
3480 StorePlayer[jx][jy] = player->element_nr;
3482 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3484 ScrollFigure(player, SCROLL_INIT);
3489 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3491 int jx = player->jx, jy = player->jy;
3492 int old_jx = jx, old_jy = jy;
3493 int moved = MF_NO_ACTION;
3495 if (player->gone || (!dx && !dy))
3498 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3503 /* should only happen if pre-1.2 tape recordings are played */
3504 /* this is only for backward compatibility */
3507 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3510 while (player->MovPos)
3512 ScrollFigure(player, SCROLL_GO_ON);
3513 ScrollScreen(NULL, SCROLL_GO_ON);
3520 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3522 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3523 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3527 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3528 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3534 if (moved & MF_MOVING && !ScreenMovPos &&
3535 (player == local_player || !options.network))
3537 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3538 int offset = (setup.scroll_delay ? 3 : 0);
3540 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3542 /* actual player has left the screen -- scroll in that direction */
3543 if (jx != old_jx) /* player has moved horizontally */
3544 scroll_x += (jx - old_jx);
3545 else /* player has moved vertically */
3546 scroll_y += (jy - old_jy);
3550 if (jx != old_jx) /* player has moved horizontally */
3552 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3553 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3554 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3556 /* don't scroll over playfield boundaries */
3557 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3558 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3560 /* don't scroll more than one field at a time */
3561 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3563 /* don't scroll against the player's moving direction */
3564 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3565 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3566 scroll_x = old_scroll_x;
3568 else /* player has moved vertically */
3570 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3571 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3572 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3574 /* don't scroll over playfield boundaries */
3575 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3576 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3578 /* don't scroll more than one field at a time */
3579 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3581 /* don't scroll against the player's moving direction */
3582 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3583 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3584 scroll_y = old_scroll_y;
3588 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3590 if (!options.network && !AllPlayersInVisibleScreen())
3592 scroll_x = old_scroll_x;
3593 scroll_y = old_scroll_y;
3597 ScrollScreen(player, SCROLL_INIT);
3598 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3603 if (!(moved & MF_MOVING) && !player->Pushing)
3606 player->Frame = (player->Frame + 1) % 4;
3608 if (moved & MF_MOVING)
3610 if (old_jx != jx && old_jy == jy)
3611 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3612 else if (old_jx == jx && old_jy != jy)
3613 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3615 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3617 player->last_move_dir = player->MovDir;
3620 player->last_move_dir = MV_NO_MOVING;
3622 TestIfHeroHitsBadThing(jx, jy);
3630 void ScrollFigure(struct PlayerInfo *player, int mode)
3632 int jx = player->jx, jy = player->jy;
3633 int last_jx = player->last_jx, last_jy = player->last_jy;
3635 if (!player->active || player->gone || !player->MovPos)
3638 if (mode == SCROLL_INIT)
3640 player->actual_frame_counter = FrameCounter;
3641 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3643 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3644 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3649 else if (!FrameReached(&player->actual_frame_counter, 1))
3652 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3653 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3655 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3656 Feld[last_jx][last_jy] = EL_LEERRAUM;
3660 if (!player->MovPos)
3662 player->last_jx = jx;
3663 player->last_jy = jy;
3665 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3669 if (!local_player->friends_still_needed)
3670 player->LevelSolved = player->GameOver = TRUE;
3675 void ScrollScreen(struct PlayerInfo *player, int mode)
3677 static long screen_frame_counter = 0;
3679 if (mode == SCROLL_INIT)
3681 screen_frame_counter = FrameCounter;
3682 ScreenMovDir = player->MovDir;
3683 ScreenMovPos = player->MovPos;
3684 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3687 else if (!FrameReached(&screen_frame_counter, 1))
3692 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3693 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3694 redraw_mask |= REDRAW_FIELD;
3697 ScreenMovDir = MV_NO_MOVING;
3700 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3702 int i, killx = goodx, killy = goody;
3703 static int xy[4][2] =
3710 static int harmless[4] =
3722 x = goodx + xy[i][0];
3723 y = goody + xy[i][1];
3724 if (!IN_LEV_FIELD(x, y))
3727 element = Feld[x][y];
3729 if (DONT_TOUCH(element))
3731 if (MovDir[x][y] == harmless[i])
3740 if (killx != goodx || killy != goody)
3742 if (IS_PLAYER(goodx, goody))
3743 KillHero(PLAYERINFO(goodx, goody));
3749 void TestIfBadThingHitsGoodThing(int badx, int bady)
3751 int i, killx = badx, killy = bady;
3752 static int xy[4][2] =
3759 static int harmless[4] =
3771 x = badx + xy[i][0];
3772 y = bady + xy[i][1];
3773 if (!IN_LEV_FIELD(x, y))
3776 element = Feld[x][y];
3778 if (IS_PLAYER(x, y))
3784 else if (element == EL_PINGUIN)
3786 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3795 if (killx != badx || killy != bady)
3797 if (IS_PLAYER(killx, killy))
3798 KillHero(PLAYERINFO(killx, killy));
3804 void TestIfHeroHitsBadThing(int x, int y)
3806 TestIfGoodThingHitsBadThing(x, y);
3809 void TestIfBadThingHitsHero(int x, int y)
3811 TestIfBadThingHitsGoodThing(x, y);
3814 void TestIfFriendHitsBadThing(int x, int y)
3816 TestIfGoodThingHitsBadThing(x, y);
3819 void TestIfBadThingHitsFriend(int x, int y)
3821 TestIfBadThingHitsGoodThing(x, y);
3824 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3826 int i, killx = badx, killy = bady;
3827 static int xy[4][2] =
3841 if (!IN_LEV_FIELD(x, y))
3844 element = Feld[x][y];
3845 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3846 element == EL_AMOEBING || element == EL_TROPFEN)
3854 if (killx != badx || killy != bady)
3858 void KillHero(struct PlayerInfo *player)
3860 int jx = player->jx, jy = player->jy;
3865 if (IS_PFORTE(Feld[jx][jy]))
3866 Feld[jx][jy] = EL_LEERRAUM;
3872 void BuryHero(struct PlayerInfo *player)
3874 int jx = player->jx, jy = player->jy;
3879 PlaySoundLevel(jx, jy, SND_AUTSCH);
3880 PlaySoundLevel(jx, jy, SND_LACHEN);
3882 player->GameOver = TRUE;
3886 void RemoveHero(struct PlayerInfo *player)
3888 int jx = player->jx, jy = player->jy;
3889 int i, found = FALSE;
3891 player->gone = TRUE;
3892 StorePlayer[jx][jy] = 0;
3894 for (i=0; i<MAX_PLAYERS; i++)
3895 if (stored_player[i].active && !stored_player[i].gone)
3899 AllPlayersGone = TRUE;
3905 int DigField(struct PlayerInfo *player,
3906 int x, int y, int real_dx, int real_dy, int mode)
3908 int jx = player->jx, jy = player->jy;
3909 int dx = x - jx, dy = y - jy;
3912 if (!player->MovPos)
3913 player->Pushing = FALSE;
3915 if (mode == DF_NO_PUSH)
3917 player->push_delay = 0;
3918 return MF_NO_ACTION;
3921 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3922 return MF_NO_ACTION;
3924 element = Feld[x][y];
3932 Feld[x][y] = EL_LEERRAUM;
3936 case EL_EDELSTEIN_BD:
3937 case EL_EDELSTEIN_GELB:
3938 case EL_EDELSTEIN_ROT:
3939 case EL_EDELSTEIN_LILA:
3942 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3943 if (local_player->gems_still_needed < 0)
3944 local_player->gems_still_needed = 0;
3945 RaiseScoreElement(element);
3946 DrawText(DX_EMERALDS, DY_EMERALDS,
3947 int2str(local_player->gems_still_needed, 3),
3948 FS_SMALL, FC_YELLOW);
3949 PlaySoundLevel(x, y, SND_PONG);
3952 case EL_DYNAMIT_AUS:
3955 RaiseScoreElement(EL_DYNAMIT);
3956 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3957 int2str(local_player->dynamite, 3),
3958 FS_SMALL, FC_YELLOW);
3959 PlaySoundLevel(x, y, SND_PONG);
3962 case EL_DYNABOMB_NR:
3964 player->dynabomb_count++;
3965 player->dynabombs_left++;
3966 RaiseScoreElement(EL_DYNAMIT);
3967 PlaySoundLevel(x, y, SND_PONG);
3970 case EL_DYNABOMB_SZ:
3972 player->dynabomb_size++;
3973 RaiseScoreElement(EL_DYNAMIT);
3974 PlaySoundLevel(x, y, SND_PONG);
3977 case EL_DYNABOMB_XL:
3979 player->dynabomb_xl = TRUE;
3980 RaiseScoreElement(EL_DYNAMIT);
3981 PlaySoundLevel(x, y, SND_PONG);
3984 case EL_SCHLUESSEL1:
3985 case EL_SCHLUESSEL2:
3986 case EL_SCHLUESSEL3:
3987 case EL_SCHLUESSEL4:
3989 int key_nr = element-EL_SCHLUESSEL1;
3992 player->key[key_nr] = TRUE;
3993 RaiseScoreElement(EL_SCHLUESSEL);
3994 DrawMiniGraphicExt(drawto, gc,
3995 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3996 GFX_SCHLUESSEL1+key_nr);
3997 DrawMiniGraphicExt(window, gc,
3998 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3999 GFX_SCHLUESSEL1+key_nr);
4000 PlaySoundLevel(x, y, SND_PONG);
4005 Feld[x][y] = EL_ABLENK_EIN;
4008 DrawLevelField(x, y);
4012 case EL_FELSBROCKEN:
4016 if (dy || mode == DF_SNAP)
4017 return MF_NO_ACTION;
4019 player->Pushing = TRUE;
4021 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4022 return MF_NO_ACTION;
4026 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4027 return MF_NO_ACTION;
4030 if (player->push_delay == 0)
4031 player->push_delay = FrameCounter;
4032 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4034 return MF_NO_ACTION;
4037 Feld[x+dx][y+dy] = element;
4039 player->push_delay_value = 2+RND(8);
4041 DrawLevelField(x+dx, y+dy);
4042 if (element == EL_FELSBROCKEN)
4043 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4044 else if (element == EL_KOKOSNUSS)
4045 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4047 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4054 if (!player->key[element-EL_PFORTE1])
4055 return MF_NO_ACTION;
4062 if (!player->key[element-EL_PFORTE1X])
4063 return MF_NO_ACTION;
4067 case EL_AUSGANG_ACT:
4068 /* door is not (yet) open */
4069 return MF_NO_ACTION;
4072 case EL_AUSGANG_AUF:
4073 if (mode == DF_SNAP)
4074 return MF_NO_ACTION;
4076 PlaySoundLevel(x, y, SND_BUING);
4079 player->gone = TRUE;
4080 PlaySoundLevel(x, y, SND_BUING);
4082 if (!local_player->friends_still_needed)
4083 player->LevelSolved = player->GameOver = TRUE;
4089 Feld[x][y] = EL_BIRNE_EIN;
4090 local_player->lights_still_needed--;
4091 DrawLevelField(x, y);
4092 PlaySoundLevel(x, y, SND_DENG);
4097 Feld[x][y] = EL_ZEIT_LEER;
4099 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4100 DrawLevelField(x, y);
4101 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4105 case EL_SOKOBAN_FELD_LEER:
4108 case EL_SOKOBAN_FELD_VOLL:
4109 case EL_SOKOBAN_OBJEKT:
4111 if (mode == DF_SNAP)
4112 return MF_NO_ACTION;
4114 player->Pushing = TRUE;
4116 if (!IN_LEV_FIELD(x+dx, y+dy)
4117 || (!IS_FREE(x+dx, y+dy)
4118 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4119 || !IS_SB_ELEMENT(element))))
4120 return MF_NO_ACTION;
4124 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4125 return MF_NO_ACTION;
4127 else if (dy && real_dx)
4129 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4130 return MF_NO_ACTION;
4133 if (player->push_delay == 0)
4134 player->push_delay = FrameCounter;
4135 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4137 return MF_NO_ACTION;
4139 if (IS_SB_ELEMENT(element))
4141 if (element == EL_SOKOBAN_FELD_VOLL)
4143 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4144 local_player->sokobanfields_still_needed++;
4149 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4151 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4152 local_player->sokobanfields_still_needed--;
4153 if (element == EL_SOKOBAN_OBJEKT)
4154 PlaySoundLevel(x, y, SND_DENG);
4157 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4162 Feld[x+dx][y+dy] = element;
4165 player->push_delay_value = 2;
4167 DrawLevelField(x, y);
4168 DrawLevelField(x+dx, y+dy);
4169 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4171 if (IS_SB_ELEMENT(element) &&
4172 local_player->sokobanfields_still_needed == 0 &&
4173 game_emulation == EMU_SOKOBAN)
4175 player->LevelSolved = player->GameOver = TRUE;
4176 PlaySoundLevel(x, y, SND_BUING);
4188 return MF_NO_ACTION;
4192 player->push_delay = 0;
4197 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4199 int jx = player->jx, jy = player->jy;
4200 int x = jx + dx, y = jy + dy;
4202 if (player->gone || !IN_LEV_FIELD(x, y))
4210 player->snapped = FALSE;
4214 if (player->snapped)
4217 player->MovDir = (dx < 0 ? MV_LEFT :
4220 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4222 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4225 player->snapped = TRUE;
4226 DrawLevelField(x, y);
4232 boolean PlaceBomb(struct PlayerInfo *player)
4234 int jx = player->jx, jy = player->jy;
4237 if (player->gone || player->MovPos)
4240 element = Feld[jx][jy];
4242 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4243 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4244 element == EL_EXPLODING)
4247 if (element != EL_LEERRAUM)
4248 Store[jx][jy] = element;
4250 if (player->dynamite)
4252 Feld[jx][jy] = EL_DYNAMIT;
4253 MovDelay[jx][jy] = 96;
4255 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4256 FS_SMALL, FC_YELLOW);
4257 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4258 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4262 Feld[jx][jy] = EL_DYNABOMB;
4263 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4264 MovDelay[jx][jy] = 96;
4265 player->dynabombs_left--;
4266 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4267 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4273 void PlaySoundLevel(int x, int y, int sound_nr)
4275 int sx = SCREENX(x), sy = SCREENY(y);
4277 int silence_distance = 8;
4279 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4280 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4283 if (!IN_LEV_FIELD(x, y) ||
4284 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4285 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4288 volume = PSND_MAX_VOLUME;
4291 stereo = (sx-SCR_FIELDX/2)*12;
4293 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4294 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4295 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4298 if (!IN_SCR_FIELD(sx, sy))
4300 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4301 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4303 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4306 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4309 void RaiseScore(int value)
4311 local_player->score += value;
4312 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4313 FS_SMALL, FC_YELLOW);
4316 void RaiseScoreElement(int element)
4321 case EL_EDELSTEIN_BD:
4322 case EL_EDELSTEIN_GELB:
4323 case EL_EDELSTEIN_ROT:
4324 case EL_EDELSTEIN_LILA:
4325 RaiseScore(level.score[SC_EDELSTEIN]);
4328 RaiseScore(level.score[SC_DIAMANT]);
4332 RaiseScore(level.score[SC_KAEFER]);
4336 RaiseScore(level.score[SC_FLIEGER]);
4340 RaiseScore(level.score[SC_MAMPFER]);
4343 RaiseScore(level.score[SC_ROBOT]);
4346 RaiseScore(level.score[SC_PACMAN]);
4349 RaiseScore(level.score[SC_KOKOSNUSS]);
4352 RaiseScore(level.score[SC_DYNAMIT]);
4355 RaiseScore(level.score[SC_SCHLUESSEL]);