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 = 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 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->element_nr = EL_SPIELER1 + i;
72 player->active = FALSE;
73 player->local = FALSE;
76 player->gems_still_needed = level.edelsteine;
77 player->sokobanfields_still_needed = 0;
78 player->lights_still_needed = 0;
79 player->friends_still_needed = 0;
82 player->key[j] = FALSE;
85 player->dynabomb_count = 0;
86 player->dynabomb_size = 0;
87 player->dynabombs_left = 0;
88 player->dynabomb_xl = FALSE;
90 player->MovDir = MV_NO_MOVING;
92 player->Pushing = FALSE;
96 player->actual_frame_counter = 0;
98 player->frame_reset_delay = 0;
100 player->push_delay = 0;
101 player->push_delay_value = 5;
103 player->move_delay = 0;
104 player->last_move_dir = MV_NO_MOVING;
106 player->snapped = FALSE;
108 player->gone = FALSE;
110 player->last_jx = player->last_jy = 0;
111 player->jx = player->jy = 0;
113 DigField(player, 0,0,0,0,DF_NO_PUSH);
114 SnapField(player, 0,0);
120 stored_player[i].active = TRUE;
125 player->LevelSolved = FALSE;
126 player->GameOver = FALSE;
129 local_player->active = TRUE;
130 local_player->local = TRUE;
132 network_player_action_received = FALSE;
136 /* initial null action */
138 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;
191 /* remove duplicate players */
192 if (StorePlayer[jx][jy] == Feld[x][y])
193 StorePlayer[jx][jy] = 0;
195 player->active = TRUE;
197 StorePlayer[x][y] = Feld[x][y];
198 Feld[x][y] = EL_LEERRAUM;
199 player->jx = player->last_jx = x;
200 player->jy = player->last_jy = y;
204 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
205 Feld[x][y] = EL_BADEWANNE1;
206 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
207 Feld[x][y] = EL_BADEWANNE2;
208 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
209 Feld[x][y] = EL_BADEWANNE3;
210 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
211 Feld[x][y] = EL_BADEWANNE4;
212 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
213 Feld[x][y] = EL_BADEWANNE5;
252 Feld[x][y] = EL_AMOEBING;
253 Store[x][y] = EL_AMOEBE_NASS;
260 local_player->lights_still_needed++;
262 case EL_SOKOBAN_FELD_LEER:
263 local_player->sokobanfields_still_needed++;
267 local_player->friends_still_needed++;
271 MovDir[x][y] = 1<<RND(4);
278 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
279 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
281 scroll_x = scroll_y = -1;
282 if (local_player->jx >= MIDPOSX-1)
283 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
284 local_player->jx - MIDPOSX :
285 lev_fieldx - SCR_FIELDX + 1);
286 if (local_player->jy >= MIDPOSY-1)
287 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
288 local_player->jy - MIDPOSY :
289 lev_fieldy - SCR_FIELDY + 1);
291 CloseDoor(DOOR_CLOSE_1);
297 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
298 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
299 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
300 DrawTextExt(pix[PIX_DB_DOOR],gc,
301 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
302 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
303 DrawTextExt(pix[PIX_DB_DOOR],gc,
304 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
305 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
306 DrawTextExt(pix[PIX_DB_DOOR],gc,
307 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
308 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
309 DrawTextExt(pix[PIX_DB_DOOR],gc,
310 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
311 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
312 DrawTextExt(pix[PIX_DB_DOOR],gc,
313 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
314 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
316 DrawGameButton(BUTTON_GAME_STOP);
317 DrawGameButton(BUTTON_GAME_PAUSE);
318 DrawGameButton(BUTTON_GAME_PLAY);
319 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
320 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
321 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
322 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
323 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
324 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
325 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
326 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
328 OpenDoor(DOOR_OPEN_1);
331 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
333 XAutoRepeatOff(display);
336 void InitMovDir(int x, int y)
338 int i, element = Feld[x][y];
339 static int xy[4][2] =
346 static int direction[2][4] =
348 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
349 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
358 Feld[x][y] = EL_KAEFER;
359 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
365 Feld[x][y] = EL_FLIEGER;
366 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
372 Feld[x][y] = EL_BUTTERFLY;
373 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
379 Feld[x][y] = EL_FIREFLY;
380 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
386 Feld[x][y] = EL_PACMAN;
387 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
390 MovDir[x][y] = 1<<RND(4);
391 if (element != EL_KAEFER &&
392 element != EL_FLIEGER &&
393 element != EL_BUTTERFLY &&
394 element != EL_FIREFLY)
404 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
406 if (element==EL_KAEFER || element==EL_BUTTERFLY)
408 MovDir[x][y] = direction[0][i];
411 else if (element==EL_FLIEGER || element==EL_FIREFLY)
413 MovDir[x][y] = direction[1][i];
422 void InitAmoebaNr(int x, int y)
425 int group_nr = AmoebeNachbarNr(x,y);
429 for(i=1;i<MAX_NUM_AMOEBA;i++)
439 AmoebaNr[x][y] = group_nr;
440 AmoebaCnt[group_nr]++;
441 AmoebaCnt2[group_nr]++;
447 int bumplevel = FALSE;
449 local_player->LevelSolved = FALSE;
454 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
459 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
460 if (TimeLeft && !(TimeLeft % 10))
461 RaiseScore(level.score[SC_ZEITBONUS]);
462 if (TimeLeft > 100 && !(TimeLeft % 10))
466 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
477 /* Hero disappears */
478 DrawLevelField(ExitX, ExitY);
484 CloseDoor(DOOR_CLOSE_1);
489 SaveLevelTape(tape.level_nr); /* Ask to save tape */
492 if (level_nr == local_player->handicap &&
493 level_nr < leveldir[leveldir_nr].levels-1)
495 local_player->handicap++;
497 SavePlayerInfo(PLAYER_LEVEL);
500 if ((hi_pos=NewHiScore()) >= 0)
502 game_status = HALLOFFAME;
503 DrawHallOfFame(hi_pos);
504 if (bumplevel && TAPE_IS_EMPTY(tape))
509 game_status = MAINMENU;
510 if (bumplevel && TAPE_IS_EMPTY(tape))
525 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
526 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
529 for(k=0;k<MAX_SCORE_ENTRIES;k++)
531 if (local_player->score > highscore[k].Score)
533 /* Spieler kommt in Highscore-Liste */
535 if (k<MAX_SCORE_ENTRIES-1)
537 int m = MAX_SCORE_ENTRIES-1;
540 for(l=k;l<MAX_SCORE_ENTRIES;l++)
541 if (!strcmp(local_player->alias_name,highscore[l].Name))
543 if (m==k) /* Spieler überschreibt seine alte Position */
549 strcpy(highscore[l].Name,highscore[l-1].Name);
550 highscore[l].Score = highscore[l-1].Score;
557 sprintf(highscore[k].Name,local_player->alias_name);
558 highscore[k].Score = local_player->score;
564 else if (!strcmp(local_player->alias_name,highscore[k].Name))
565 break; /* Spieler schon mit besserer Punktzahl in der Liste */
576 void InitMovingField(int x, int y, int direction)
578 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
579 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
581 MovDir[x][y] = direction;
582 MovDir[newx][newy] = direction;
583 if (Feld[newx][newy] == EL_LEERRAUM)
584 Feld[newx][newy] = EL_BLOCKED;
587 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
589 int direction = MovDir[x][y];
590 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
591 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
597 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
599 int oldx = x, oldy = y;
600 int direction = MovDir[x][y];
602 if (direction==MV_LEFT)
604 else if (direction==MV_RIGHT)
606 else if (direction==MV_UP)
608 else if (direction==MV_DOWN)
611 *comes_from_x = oldx;
612 *comes_from_y = oldy;
615 int MovingOrBlocked2Element(int x, int y)
617 int element = Feld[x][y];
619 if (element==EL_BLOCKED)
623 Blocked2Moving(x,y,&oldx,&oldy);
624 return(Feld[oldx][oldy]);
630 static void RemoveField(int x, int y)
632 Feld[x][y] = EL_LEERRAUM;
638 void RemoveMovingField(int x, int y)
640 int oldx = x,oldy = y, newx = x,newy = y;
642 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
647 Moving2Blocked(x,y,&newx,&newy);
648 if (Feld[newx][newy] != EL_BLOCKED)
651 else if (Feld[x][y]==EL_BLOCKED)
653 Blocked2Moving(x,y,&oldx,&oldy);
654 if (!IS_MOVING(oldx,oldy))
658 if (Feld[x][y]==EL_BLOCKED &&
659 (Store[oldx][oldy]==EL_MORAST_LEER ||
660 Store[oldx][oldy]==EL_SIEB_LEER ||
661 Store[oldx][oldy]==EL_SIEB2_LEER ||
662 Store[oldx][oldy]==EL_AMOEBE_NASS))
664 Feld[oldx][oldy] = Store[oldx][oldy];
665 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
668 Feld[oldx][oldy] = EL_LEERRAUM;
670 Feld[newx][newy] = EL_LEERRAUM;
671 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
672 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
674 DrawLevelField(oldx,oldy);
675 DrawLevelField(newx,newy);
678 void DrawDynamite(int x, int y)
680 int sx = SCREENX(x), sy = SCREENY(y);
681 int graphic = el2gfx(Feld[x][y]);
684 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
688 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
690 if (Feld[x][y]==EL_DYNAMIT)
692 if ((phase = (96-MovDelay[x][y])/12) > 6)
697 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
702 DrawGraphicThruMask(sx,sy, graphic + phase);
704 DrawGraphic(sx,sy, graphic + phase);
707 void CheckDynamite(int x, int y)
709 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
714 if (!(MovDelay[x][y] % 12))
715 PlaySoundLevel(x,y,SND_ZISCH);
717 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
719 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
726 StopSound(SND_ZISCH);
730 void Explode(int ex, int ey, int phase, int mode)
733 int num_phase = 9, delay = 2;
734 int last_phase = num_phase*delay;
735 int half_phase = (num_phase/2)*delay;
737 if (phase==0) /* Feld 'Store' initialisieren */
739 int center_element = Feld[ex][ey];
741 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
743 center_element = MovingOrBlocked2Element(ex,ey);
744 RemoveMovingField(ex,ey);
747 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
749 int element = Feld[x][y];
751 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
753 element = MovingOrBlocked2Element(x,y);
754 RemoveMovingField(x,y);
757 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
760 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
764 if (element==EL_EXPLODING)
765 element = Store2[x][y];
767 if (IS_PLAYER(ex,ey))
769 switch(StorePlayer[ex][ey])
772 Store[x][y] = EL_EDELSTEIN_ROT;
775 Store[x][y] = EL_EDELSTEIN;
778 Store[x][y] = EL_EDELSTEIN_LILA;
782 Store[x][y] = EL_EDELSTEIN_GELB;
786 else if (center_element==EL_MAULWURF)
787 Store[x][y] = EL_EDELSTEIN_ROT;
788 else if (center_element==EL_PINGUIN)
789 Store[x][y] = EL_EDELSTEIN_LILA;
790 else if (center_element==EL_KAEFER)
791 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
792 else if (center_element==EL_BUTTERFLY)
793 Store[x][y] = EL_EDELSTEIN_BD;
794 else if (center_element==EL_MAMPFER)
795 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
796 else if (center_element==EL_AMOEBA2DIAM)
797 Store[x][y] = level.amoebe_inhalt;
798 else if (element==EL_ERZ_EDEL)
799 Store[x][y] = EL_EDELSTEIN;
800 else if (element==EL_ERZ_DIAM)
801 Store[x][y] = EL_DIAMANT;
802 else if (element==EL_ERZ_EDEL_BD)
803 Store[x][y] = EL_EDELSTEIN_BD;
804 else if (element==EL_ERZ_EDEL_GELB)
805 Store[x][y] = EL_EDELSTEIN_GELB;
806 else if (element==EL_ERZ_EDEL_ROT)
807 Store[x][y] = EL_EDELSTEIN_ROT;
808 else if (element==EL_ERZ_EDEL_LILA)
809 Store[x][y] = EL_EDELSTEIN_LILA;
810 else if (!IS_PFORTE(Store[x][y]))
811 Store[x][y] = EL_LEERRAUM;
813 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
814 Store2[x][y] = element;
816 if (AmoebaNr[x][y] &&
817 (element==EL_AMOEBE_VOLL ||
818 element==EL_AMOEBE_BD ||
819 element==EL_AMOEBING))
821 AmoebaCnt[AmoebaNr[x][y]]--;
822 AmoebaCnt2[AmoebaNr[x][y]]--;
825 Feld[x][y] = EL_EXPLODING;
826 MovDir[x][y] = MovPos[x][y] = 0;
832 if (center_element==EL_MAMPFER)
833 MampferNr = (MampferNr+1) % 4;
844 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
846 if (phase==half_phase)
848 int element = Store2[x][y];
851 KillHero(PLAYERINFO(x,y));
852 else if (IS_EXPLOSIVE(element))
854 Feld[x][y] = Store2[x][y];
858 else if (element==EL_AMOEBA2DIAM)
859 AmoebeUmwandeln(x,y);
862 if (phase==last_phase)
866 element = Feld[x][y] = Store[x][y];
867 Store[x][y] = Store2[x][y] = 0;
868 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
869 if (CAN_MOVE(element) || COULD_MOVE(element))
873 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
876 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
878 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
882 void DynaExplode(int ex, int ey)
885 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
886 static int xy[4][2] =
894 Store2[ex][ey] = 0; /* delete player information */
896 Explode(ex,ey,0,EX_CENTER);
900 for(j=1; j<=player->dynabomb_size; j++)
902 int x = ex+j*xy[i%4][0];
903 int y = ey+j*xy[i%4][1];
906 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
909 element = Feld[x][y];
910 Explode(x,y,0,EX_BORDER);
912 if (element != EL_LEERRAUM &&
913 element != EL_ERDREICH &&
914 element != EL_EXPLODING &&
915 !player->dynabomb_xl)
920 player->dynabombs_left++;
923 void Bang(int x, int y)
925 int element = Feld[x][y];
927 PlaySoundLevel(x,y,SND_ROAAAR);
939 RaiseScoreElement(element);
940 Explode(x,y,0,EX_NORMAL);
950 Explode(x,y,0,EX_CENTER);
953 Explode(x,y,0,EX_NORMAL);
958 void Blurb(int x, int y)
960 int element = Feld[x][y];
962 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
964 PlaySoundLevel(x,y,SND_BLURB);
965 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
966 (!IN_LEV_FIELD(x-1,y-1) ||
967 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
969 Feld[x-1][y] = EL_BLURB_LEFT;
971 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
972 (!IN_LEV_FIELD(x+1,y-1) ||
973 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
975 Feld[x+1][y] = EL_BLURB_RIGHT;
980 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
982 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
985 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
988 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
989 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
993 Feld[x][y] = EL_LEERRAUM;
1000 void Impact(int x, int y)
1002 BOOL lastline = (y==lev_fieldy-1);
1003 BOOL object_hit = FALSE;
1004 int element = Feld[x][y];
1007 /* Element darunter berührt? */
1010 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1013 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1014 MovDir[x][y+1]!=MV_DOWN ||
1015 MovPos[x][y+1]<=TILEY/2));
1017 smashed = MovingOrBlocked2Element(x,y+1);
1020 /* Auftreffendes Element fällt in Salzsäure */
1021 if (!lastline && smashed==EL_SALZSAEURE)
1027 /* Auftreffendes Element ist Bombe */
1028 if (element==EL_BOMBE && (lastline || object_hit))
1034 /* Auftreffendes Element ist Säuretropfen */
1035 if (element==EL_TROPFEN && (lastline || object_hit))
1037 if (object_hit && IS_PLAYER(x,y+1))
1038 KillHero(PLAYERINFO(x,y+1));
1039 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1043 Feld[x][y] = EL_AMOEBING;
1044 Store[x][y] = EL_AMOEBE_NASS;
1049 /* Welches Element kriegt was auf die Rübe? */
1050 if (!lastline && object_hit)
1052 if (CAN_CHANGE(element) &&
1053 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1054 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1056 if (IS_PLAYER(x,y+1))
1058 KillHero(PLAYERINFO(x,y+1));
1061 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1066 else if (element==EL_EDELSTEIN_BD)
1068 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1074 else if (element==EL_FELSBROCKEN)
1076 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1077 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1082 else if (!IS_MOVING(x,y+1))
1084 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1089 else if (smashed==EL_KOKOSNUSS)
1091 Feld[x][y+1] = EL_CRACKINGNUT;
1092 PlaySoundLevel(x,y,SND_KNACK);
1093 RaiseScoreElement(EL_KOKOSNUSS);
1096 else if (smashed==EL_DIAMANT)
1098 Feld[x][y+1] = EL_LEERRAUM;
1099 PlaySoundLevel(x,y,SND_QUIRK);
1106 /* Geräusch beim Durchqueren des Siebes */
1107 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1109 PlaySoundLevel(x,y,SND_QUIRK);
1113 /* Geräusch beim Auftreffen */
1114 if (lastline || object_hit)
1121 case EL_EDELSTEIN_BD:
1122 case EL_EDELSTEIN_GELB:
1123 case EL_EDELSTEIN_ROT:
1124 case EL_EDELSTEIN_LILA:
1131 case EL_FELSBROCKEN:
1135 case EL_SCHLUESSEL1:
1136 case EL_SCHLUESSEL2:
1137 case EL_SCHLUESSEL3:
1138 case EL_SCHLUESSEL4:
1151 PlaySoundLevel(x,y,sound);
1155 void TurnRound(int x, int y)
1167 { 0,0 }, { 0,0 }, { 0,0 },
1172 int left,right,back;
1176 { MV_DOWN, MV_UP, MV_RIGHT },
1177 { MV_UP, MV_DOWN, MV_LEFT },
1179 { MV_LEFT, MV_RIGHT, MV_DOWN },
1180 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1181 { MV_RIGHT, MV_LEFT, MV_UP }
1184 int element = Feld[x][y];
1185 int old_move_dir = MovDir[x][y];
1186 int left_dir = turn[old_move_dir].left;
1187 int right_dir = turn[old_move_dir].right;
1188 int back_dir = turn[old_move_dir].back;
1190 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1191 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1192 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1193 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1195 int left_x = x+left_dx, left_y = y+left_dy;
1196 int right_x = x+right_dx, right_y = y+right_dy;
1197 int move_x = x+move_dx, move_y = y+move_dy;
1199 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1201 TestIfBadThingHitsOtherBadThing(x,y);
1203 if (IN_LEV_FIELD(right_x,right_y) &&
1204 IS_FREE_OR_PLAYER(right_x,right_y))
1205 MovDir[x][y] = right_dir;
1206 else if (!IN_LEV_FIELD(move_x,move_y) ||
1207 !IS_FREE_OR_PLAYER(move_x,move_y))
1208 MovDir[x][y] = left_dir;
1210 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1212 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1215 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1217 TestIfBadThingHitsOtherBadThing(x,y);
1219 if (IN_LEV_FIELD(left_x,left_y) &&
1220 IS_FREE_OR_PLAYER(left_x,left_y))
1221 MovDir[x][y] = left_dir;
1222 else if (!IN_LEV_FIELD(move_x,move_y) ||
1223 !IS_FREE_OR_PLAYER(move_x,move_y))
1224 MovDir[x][y] = right_dir;
1226 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1228 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1231 else if (element==EL_MAMPFER)
1233 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1235 if (IN_LEV_FIELD(left_x,left_y) &&
1236 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1237 Feld[left_x][left_y] == EL_DIAMANT))
1238 can_turn_left = TRUE;
1239 if (IN_LEV_FIELD(right_x,right_y) &&
1240 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1241 Feld[right_x][right_y] == EL_DIAMANT))
1242 can_turn_right = TRUE;
1244 if (can_turn_left && can_turn_right)
1245 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1246 else if (can_turn_left)
1247 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1248 else if (can_turn_right)
1249 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1251 MovDir[x][y] = back_dir;
1253 MovDelay[x][y] = 16+16*RND(3);
1255 else if (element==EL_MAMPFER2)
1257 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1259 if (IN_LEV_FIELD(left_x,left_y) &&
1260 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1261 IS_MAMPF2(Feld[left_x][left_y])))
1262 can_turn_left = TRUE;
1263 if (IN_LEV_FIELD(right_x,right_y) &&
1264 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1265 IS_MAMPF2(Feld[right_x][right_y])))
1266 can_turn_right = TRUE;
1268 if (can_turn_left && can_turn_right)
1269 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1270 else if (can_turn_left)
1271 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1272 else if (can_turn_right)
1273 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1275 MovDir[x][y] = back_dir;
1277 MovDelay[x][y] = 16+16*RND(3);
1279 else if (element==EL_PACMAN)
1281 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1283 if (IN_LEV_FIELD(left_x,left_y) &&
1284 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1285 IS_AMOEBOID(Feld[left_x][left_y])))
1286 can_turn_left = TRUE;
1287 if (IN_LEV_FIELD(right_x,right_y) &&
1288 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1289 IS_AMOEBOID(Feld[right_x][right_y])))
1290 can_turn_right = TRUE;
1292 if (can_turn_left && can_turn_right)
1293 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1294 else if (can_turn_left)
1295 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1296 else if (can_turn_right)
1297 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1299 MovDir[x][y] = back_dir;
1301 MovDelay[x][y] = 6+RND(40);
1303 else if (element==EL_SCHWEIN)
1305 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1306 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1307 BOOL should_move_on = FALSE;
1309 int rnd = RND(rnd_value);
1311 if (IN_LEV_FIELD(left_x,left_y) &&
1312 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1313 can_turn_left = TRUE;
1314 if (IN_LEV_FIELD(right_x,right_y) &&
1315 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1316 can_turn_right = TRUE;
1317 if (IN_LEV_FIELD(move_x,move_y) &&
1318 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1321 if (can_turn_left &&
1323 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1324 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1325 should_turn_left = TRUE;
1326 if (can_turn_right &&
1328 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1329 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1330 should_turn_right = TRUE;
1332 (!can_turn_left || !can_turn_right ||
1333 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1334 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1335 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1336 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1337 should_move_on = TRUE;
1339 if (should_turn_left || should_turn_right || should_move_on)
1341 if (should_turn_left && should_turn_right && should_move_on)
1342 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1343 rnd < 2*rnd_value/3 ? right_dir :
1345 else if (should_turn_left && should_turn_right)
1346 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1347 else if (should_turn_left && should_move_on)
1348 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1349 else if (should_turn_right && should_move_on)
1350 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1351 else if (should_turn_left)
1352 MovDir[x][y] = left_dir;
1353 else if (should_turn_right)
1354 MovDir[x][y] = right_dir;
1355 else if (should_move_on)
1356 MovDir[x][y] = old_move_dir;
1358 else if (can_move_on && rnd > rnd_value/8)
1359 MovDir[x][y] = old_move_dir;
1360 else if (can_turn_left && can_turn_right)
1361 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1362 else if (can_turn_left && rnd > rnd_value/8)
1363 MovDir[x][y] = left_dir;
1364 else if (can_turn_right && rnd > rnd_value/8)
1365 MovDir[x][y] = right_dir;
1367 MovDir[x][y] = back_dir;
1369 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1370 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1371 MovDir[x][y] = old_move_dir;
1375 else if (element==EL_DRACHE)
1377 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1379 int rnd = RND(rnd_value);
1381 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1382 can_turn_left = TRUE;
1383 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1384 can_turn_right = TRUE;
1385 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1388 if (can_move_on && rnd > rnd_value/8)
1389 MovDir[x][y] = old_move_dir;
1390 else if (can_turn_left && can_turn_right)
1391 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1392 else if (can_turn_left && rnd > rnd_value/8)
1393 MovDir[x][y] = left_dir;
1394 else if (can_turn_right && rnd > rnd_value/8)
1395 MovDir[x][y] = right_dir;
1397 MovDir[x][y] = back_dir;
1399 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1400 MovDir[x][y] = old_move_dir;
1404 else if (element==EL_ROBOT || element==EL_SONDE ||
1405 element==EL_MAULWURF || element==EL_PINGUIN)
1407 int attr_x = -1, attr_y = -1;
1418 for(i=0; i<MAX_PLAYERS; i++)
1420 struct PlayerInfo *player = &stored_player[i];
1421 int jx = player->jx, jy = player->jy;
1423 if (!player->active || player->gone)
1426 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1434 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1440 if (element==EL_MAULWURF || element==EL_PINGUIN)
1443 static int xy[4][2] =
1453 int ex = x + xy[i%4][0];
1454 int ey = y + xy[i%4][1];
1456 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1465 MovDir[x][y] = MV_NO_MOVING;
1467 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1469 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1471 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1473 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1475 if (element==EL_ROBOT)
1479 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1480 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1481 Moving2Blocked(x,y,&newx,&newy);
1483 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1484 MovDelay[x][y] = 8+8*!RND(3);
1486 MovDelay[x][y] = 16;
1494 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1496 BOOL first_horiz = RND(2);
1497 int new_move_dir = MovDir[x][y];
1500 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1501 Moving2Blocked(x,y,&newx,&newy);
1503 if (IN_LEV_FIELD(newx,newy) &&
1504 (IS_FREE(newx,newy) ||
1505 Feld[newx][newy] == EL_SALZSAEURE ||
1506 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1507 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1508 IS_MAMPF3(Feld[newx][newy])))))
1512 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1513 Moving2Blocked(x,y,&newx,&newy);
1515 if (IN_LEV_FIELD(newx,newy) &&
1516 (IS_FREE(newx,newy) ||
1517 Feld[newx][newy] == EL_SALZSAEURE ||
1518 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1519 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1520 IS_MAMPF3(Feld[newx][newy])))))
1523 MovDir[x][y] = old_move_dir;
1530 static BOOL JustBeingPushed(int x, int y)
1534 for(i=0; i<MAX_PLAYERS; i++)
1536 struct PlayerInfo *player = &stored_player[i];
1538 if (player->active && !player->gone &&
1539 player->Pushing && player->MovPos)
1541 int next_jx = player->jx + (player->jx - player->last_jx);
1542 int next_jy = player->jy + (player->jy - player->last_jy);
1544 if (x == next_jx && y == next_jy)
1552 void StartMoving(int x, int y)
1554 int element = Feld[x][y];
1559 if (CAN_FALL(element) && y<lev_fieldy-1)
1561 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1562 if (JustBeingPushed(x,y))
1565 if (element==EL_MORAST_VOLL)
1569 InitMovingField(x,y,MV_DOWN);
1570 Feld[x][y] = EL_FELSBROCKEN;
1571 Store[x][y] = EL_MORAST_LEER;
1573 else if (Feld[x][y+1]==EL_MORAST_LEER)
1575 if (!MovDelay[x][y])
1576 MovDelay[x][y] = TILEY + 1;
1585 Feld[x][y] = EL_MORAST_LEER;
1586 Feld[x][y+1] = EL_MORAST_VOLL;
1589 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1591 InitMovingField(x,y,MV_DOWN);
1592 Store[x][y] = EL_MORAST_VOLL;
1594 else if (element==EL_SIEB_VOLL)
1598 InitMovingField(x,y,MV_DOWN);
1599 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1600 Store[x][y] = EL_SIEB_LEER;
1602 else if (Feld[x][y+1]==EL_SIEB_LEER)
1604 if (!MovDelay[x][y])
1605 MovDelay[x][y] = TILEY/4 + 1;
1614 Feld[x][y] = EL_SIEB_LEER;
1615 Feld[x][y+1] = EL_SIEB_VOLL;
1616 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1620 else if (element==EL_SIEB2_VOLL)
1624 InitMovingField(x,y,MV_DOWN);
1625 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1626 Store[x][y] = EL_SIEB2_LEER;
1628 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1630 if (!MovDelay[x][y])
1631 MovDelay[x][y] = TILEY/4 + 1;
1640 Feld[x][y] = EL_SIEB2_LEER;
1641 Feld[x][y+1] = EL_SIEB2_VOLL;
1642 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1646 else if (SiebAktiv && CAN_CHANGE(element) &&
1647 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1649 InitMovingField(x,y,MV_DOWN);
1651 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1652 Store2[x][y+1] = element;
1654 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1657 InitMovingField(x,y,MV_DOWN);
1658 Store[x][y] = EL_SALZSAEURE;
1660 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1664 else if (IS_FREE(x,y+1))
1666 InitMovingField(x,y,MV_DOWN);
1668 else if (element==EL_TROPFEN)
1670 Feld[x][y] = EL_AMOEBING;
1671 Store[x][y] = EL_AMOEBE_NASS;
1673 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1675 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1676 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1677 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1678 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1682 if (left && right && game_emulation != EMU_BOULDERDASH)
1683 left = !(right = RND(2));
1685 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1689 else if (CAN_MOVE(element))
1693 if (element == EL_SONDE && JustBeingPushed(x,y))
1696 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1698 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1699 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1702 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1705 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1706 DrawLevelField(x,y);
1710 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1714 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1716 int phase = MovDelay[x][y] % 8;
1721 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1722 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1724 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1725 && MovDelay[x][y]%4==3)
1726 PlaySoundLevel(x,y,SND_NJAM);
1728 else if (element==EL_DRACHE)
1731 int dir = MovDir[x][y];
1732 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1733 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1734 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1735 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1736 dir == MV_UP ? GFX_FLAMMEN_UP :
1737 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1738 int phase = FrameCounter % 2;
1742 int xx = x + i*dx, yy = y + i*dy;
1743 int sx = SCREENX(xx), sy = SCREENY(yy);
1745 if (!IN_LEV_FIELD(xx,yy) ||
1746 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1751 int flamed = MovingOrBlocked2Element(xx,yy);
1753 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1756 RemoveMovingField(xx,yy);
1758 Feld[xx][yy] = EL_BURNING;
1759 if (IN_SCR_FIELD(sx,sy))
1760 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1764 if (Feld[xx][yy] == EL_BURNING)
1765 Feld[xx][yy] = EL_LEERRAUM;
1766 DrawLevelField(xx,yy);
1775 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1777 PlaySoundLevel(x,y,SND_KLAPPER);
1779 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1781 PlaySoundLevel(x,y,SND_ROEHR);
1784 /* neuer Schritt / Wartezustand beendet */
1786 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1788 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1790 /* Spieler erwischt */
1792 KillHero(PLAYERINFO(newx,newy));
1795 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1796 element==EL_ROBOT || element==EL_SONDE) &&
1797 IN_LEV_FIELD(newx,newy) &&
1798 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1801 Store[x][y] = EL_SALZSAEURE;
1803 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1804 IN_LEV_FIELD(newx,newy))
1806 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1808 Feld[x][y] = EL_LEERRAUM;
1809 DrawLevelField(x,y);
1811 PlaySoundLevel(newx,newy,SND_BUING);
1812 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1813 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1815 local_player->friends_still_needed--;
1816 if (!local_player->friends_still_needed &&
1817 !local_player->GameOver && AllPlayersGone)
1818 local_player->LevelSolved = local_player->GameOver = TRUE;
1822 else if (IS_MAMPF3(Feld[newx][newy]))
1824 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1825 DrawLevelField(newx,newy);
1827 MovDir[x][y] = MV_NO_MOVING;
1829 else if (!IS_FREE(newx,newy))
1832 DrawPlayerField(x,y);
1834 DrawLevelField(x,y);
1838 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1840 if (IS_GEM(Feld[newx][newy]))
1842 if (IS_MOVING(newx,newy))
1843 RemoveMovingField(newx,newy);
1846 Feld[newx][newy] = EL_LEERRAUM;
1847 DrawLevelField(newx,newy);
1850 else if (!IS_FREE(newx,newy))
1853 DrawPlayerField(x,y);
1855 DrawLevelField(x,y);
1859 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1861 if (!IS_FREE(newx,newy))
1864 DrawPlayerField(x,y);
1866 DrawLevelField(x,y);
1871 BOOL wanna_flame = !RND(10);
1872 int dx = newx - x, dy = newy - y;
1873 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1874 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1875 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1876 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1877 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1878 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1880 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1881 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1882 element1 != EL_BURNING && element2 != EL_BURNING)
1885 DrawPlayerField(x,y);
1887 DrawLevelField(x,y);
1889 MovDelay[x][y] = 50;
1890 Feld[newx][newy] = EL_BURNING;
1891 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1892 Feld[newx1][newy1] = EL_BURNING;
1893 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1894 Feld[newx2][newy2] = EL_BURNING;
1899 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1900 Feld[newx][newy]==EL_DIAMANT)
1902 if (IS_MOVING(newx,newy))
1903 RemoveMovingField(newx,newy);
1906 Feld[newx][newy] = EL_LEERRAUM;
1907 DrawLevelField(newx,newy);
1910 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1911 IS_MAMPF2(Feld[newx][newy]))
1913 if (AmoebaNr[newx][newy])
1915 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1916 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1917 AmoebaCnt[AmoebaNr[newx][newy]]--;
1920 if (IS_MOVING(newx,newy))
1921 RemoveMovingField(newx,newy);
1924 Feld[newx][newy] = EL_LEERRAUM;
1925 DrawLevelField(newx,newy);
1928 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1929 IS_AMOEBOID(Feld[newx][newy]))
1931 if (AmoebaNr[newx][newy])
1933 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1934 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1935 AmoebaCnt[AmoebaNr[newx][newy]]--;
1938 Feld[newx][newy] = EL_LEERRAUM;
1939 DrawLevelField(newx,newy);
1941 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1942 { /* gegen Wand gelaufen */
1945 if (element == EL_KAEFER || element == EL_FLIEGER)
1946 DrawLevelField(x,y);
1947 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1948 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1949 else if (element==EL_SONDE)
1950 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1955 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1956 PlaySoundLevel(x,y,SND_SCHLURF);
1958 InitMovingField(x,y,MovDir[x][y]);
1962 ContinueMoving(x,y);
1965 void ContinueMoving(int x, int y)
1967 int element = Feld[x][y];
1968 int direction = MovDir[x][y];
1969 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1970 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1971 int horiz_move = (dx!=0);
1972 int newx = x + dx, newy = y + dy;
1973 int step = (horiz_move ? dx : dy) * TILEX/8;
1975 if (CAN_FALL(element) && horiz_move)
1977 else if (element==EL_TROPFEN)
1979 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1982 MovPos[x][y] += step;
1984 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1986 Feld[x][y] = EL_LEERRAUM;
1987 Feld[newx][newy] = element;
1989 if (Store[x][y]==EL_MORAST_VOLL)
1992 Feld[newx][newy] = EL_MORAST_VOLL;
1993 element = EL_MORAST_VOLL;
1995 else if (Store[x][y]==EL_MORAST_LEER)
1998 Feld[x][y] = EL_MORAST_LEER;
2000 else if (Store[x][y]==EL_SIEB_VOLL)
2003 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2005 else if (Store[x][y]==EL_SIEB_LEER)
2007 Store[x][y] = Store2[x][y] = 0;
2008 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2010 else if (Store[x][y]==EL_SIEB2_VOLL)
2013 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2015 else if (Store[x][y]==EL_SIEB2_LEER)
2017 Store[x][y] = Store2[x][y] = 0;
2018 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2020 else if (Store[x][y]==EL_SALZSAEURE)
2023 Feld[newx][newy] = EL_SALZSAEURE;
2024 element = EL_SALZSAEURE;
2026 else if (Store[x][y]==EL_AMOEBE_NASS)
2029 Feld[x][y] = EL_AMOEBE_NASS;
2032 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2033 MovDelay[newx][newy] = 0;
2035 if (!CAN_MOVE(element))
2036 MovDir[newx][newy] = 0;
2038 DrawLevelField(x,y);
2039 DrawLevelField(newx,newy);
2041 Stop[newx][newy] = TRUE;
2042 JustHit[x][newy] = 3;
2044 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2046 TestIfBadThingHitsHero(newx,newy);
2047 TestIfBadThingHitsFriend(newx,newy);
2048 TestIfBadThingHitsOtherBadThing(newx,newy);
2050 else if (element == EL_PINGUIN)
2051 TestIfFriendHitsBadThing(newx,newy);
2053 if (CAN_SMASH(element) && direction==MV_DOWN &&
2054 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2057 else /* noch in Bewegung */
2058 DrawLevelField(x,y);
2061 int AmoebeNachbarNr(int ax, int ay)
2064 int element = Feld[ax][ay];
2066 static int xy[4][2] =
2076 int x = ax+xy[i%4][0];
2077 int y = ay+xy[i%4][1];
2079 if (!IN_LEV_FIELD(x,y))
2082 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2083 group_nr = AmoebaNr[x][y];
2089 void AmoebenVereinigen(int ax, int ay)
2092 int new_group_nr = AmoebaNr[ax][ay];
2093 static int xy[4][2] =
2109 if (!IN_LEV_FIELD(x,y))
2112 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2113 Feld[x][y]==EL_AMOEBE_BD ||
2114 Feld[x][y]==EL_AMOEBE_TOT) &&
2115 AmoebaNr[x][y] != new_group_nr)
2117 int old_group_nr = AmoebaNr[x][y];
2119 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2120 AmoebaCnt[old_group_nr] = 0;
2121 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2122 AmoebaCnt2[old_group_nr] = 0;
2124 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2125 if (AmoebaNr[xx][yy]==old_group_nr)
2126 AmoebaNr[xx][yy] = new_group_nr;
2131 void AmoebeUmwandeln(int ax, int ay)
2134 int group_nr = AmoebaNr[ax][ay];
2135 static int xy[4][2] =
2143 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2145 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2147 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2150 Feld[x][y] = EL_AMOEBA2DIAM;
2162 if (!IN_LEV_FIELD(x,y))
2165 if (Feld[x][y]==EL_AMOEBA2DIAM)
2171 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2174 int group_nr = AmoebaNr[ax][ay];
2177 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2179 if (AmoebaNr[x][y]==group_nr &&
2180 (Feld[x][y]==EL_AMOEBE_TOT ||
2181 Feld[x][y]==EL_AMOEBE_BD ||
2182 Feld[x][y]==EL_AMOEBING))
2185 Feld[x][y] = new_element;
2186 DrawLevelField(x,y);
2192 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2195 void AmoebeWaechst(int x, int y)
2197 static long sound_delay = 0;
2198 static int sound_delay_value = 0;
2200 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2204 if (DelayReached(&sound_delay, sound_delay_value))
2206 PlaySoundLevel(x,y,SND_AMOEBE);
2207 sound_delay_value = 30;
2211 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2214 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2215 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2217 if (!MovDelay[x][y])
2219 Feld[x][y] = Store[x][y];
2221 DrawLevelField(x,y);
2226 void AmoebeAbleger(int ax, int ay)
2229 int element = Feld[ax][ay];
2230 int newax = ax, neway = ay;
2231 static int xy[4][2] =
2239 if (!level.tempo_amoebe)
2241 Feld[ax][ay] = EL_AMOEBE_TOT;
2242 DrawLevelField(ax,ay);
2246 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2247 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2249 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2252 if (MovDelay[ax][ay])
2256 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2259 int x = ax+xy[start][0];
2260 int y = ay+xy[start][1];
2262 if (!IN_LEV_FIELD(x,y))
2266 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2272 if (newax==ax && neway==ay)
2275 else /* normale oder "gefüllte" Amöbe */
2278 BOOL waiting_for_player = FALSE;
2282 int j = (start+i)%4;
2283 int x = ax+xy[j][0];
2284 int y = ay+xy[j][1];
2286 if (!IN_LEV_FIELD(x,y))
2290 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2296 else if (IS_PLAYER(x,y))
2297 waiting_for_player = TRUE;
2300 if (newax==ax && neway==ay)
2302 if (i==4 && !waiting_for_player)
2304 Feld[ax][ay] = EL_AMOEBE_TOT;
2305 DrawLevelField(ax,ay);
2306 AmoebaCnt[AmoebaNr[ax][ay]]--;
2308 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2310 if (element==EL_AMOEBE_VOLL)
2311 AmoebeUmwandeln(ax,ay);
2312 else if (element==EL_AMOEBE_BD)
2313 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2318 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2320 int new_group_nr = AmoebaNr[ax][ay];
2322 AmoebaNr[newax][neway] = new_group_nr;
2323 AmoebaCnt[new_group_nr]++;
2324 AmoebaCnt2[new_group_nr]++;
2325 AmoebenVereinigen(newax,neway);
2327 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2329 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2335 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2336 (neway==lev_fieldy-1 && newax!=ax))
2338 Feld[newax][neway] = EL_AMOEBING;
2339 Store[newax][neway] = element;
2342 Feld[newax][neway] = EL_TROPFEN;
2345 InitMovingField(ax,ay,MV_DOWN);
2346 Feld[ax][ay] = EL_TROPFEN;
2347 Store[ax][ay] = EL_AMOEBE_NASS;
2348 ContinueMoving(ax,ay);
2352 DrawLevelField(newax,neway);
2355 void Life(int ax, int ay)
2358 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2360 int element = Feld[ax][ay];
2365 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2366 MovDelay[ax][ay] = life_time;
2368 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2371 if (MovDelay[ax][ay])
2375 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2377 int xx = ax+x1, yy = ay+y1;
2380 if (!IN_LEV_FIELD(xx,yy))
2383 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2385 int x = xx+x2, y = yy+y2;
2387 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2390 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2392 (IS_FREE(x,y) && Stop[x][y]))
2396 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2398 if (nachbarn<life[0] || nachbarn>life[1])
2400 Feld[xx][yy] = EL_LEERRAUM;
2402 DrawLevelField(xx,yy);
2403 Stop[xx][yy] = TRUE;
2406 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2407 { /* Randfeld ohne Amoebe */
2408 if (nachbarn>=life[2] && nachbarn<=life[3])
2410 Feld[xx][yy] = element;
2411 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2413 DrawLevelField(xx,yy);
2414 Stop[xx][yy] = TRUE;
2420 void Ablenk(int x, int y)
2422 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2423 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2425 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2430 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2431 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2432 if (!(MovDelay[x][y]%4))
2433 PlaySoundLevel(x,y,SND_MIEP);
2438 Feld[x][y] = EL_ABLENK_AUS;
2439 DrawLevelField(x,y);
2444 void Birne(int x, int y)
2446 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2447 MovDelay[x][y] = 800;
2449 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2454 if (!(MovDelay[x][y]%5))
2456 if (!(MovDelay[x][y]%10))
2457 Feld[x][y]=EL_ABLENK_EIN;
2459 Feld[x][y]=EL_ABLENK_AUS;
2460 DrawLevelField(x,y);
2461 Feld[x][y]=EL_ABLENK_EIN;
2467 Feld[x][y]=EL_ABLENK_AUS;
2468 DrawLevelField(x,y);
2473 void Blubber(int x, int y)
2475 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2476 DrawLevelField(x,y-1);
2478 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2481 void NussKnacken(int x, int y)
2483 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2486 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2489 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2490 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2492 if (!MovDelay[x][y])
2494 Feld[x][y] = EL_EDELSTEIN;
2495 DrawLevelField(x,y);
2500 void SiebAktivieren(int x, int y, int typ)
2502 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2503 DrawGraphic(SCREENX(x),SCREENY(y),
2504 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2507 void AusgangstuerPruefen(int x, int y)
2509 if (!local_player->gems_still_needed &&
2510 !local_player->sokobanfields_still_needed &&
2511 !local_player->lights_still_needed)
2513 Feld[x][y] = EL_AUSGANG_ACT;
2515 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2516 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2517 y < LEVELY(BY1) ? LEVELY(BY1) :
2518 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2523 void AusgangstuerOeffnen(int x, int y)
2527 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2528 MovDelay[x][y] = 5*delay;
2530 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2535 tuer = MovDelay[x][y]/delay;
2536 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2537 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2539 if (!MovDelay[x][y])
2541 Feld[x][y] = EL_AUSGANG_AUF;
2542 DrawLevelField(x,y);
2547 void AusgangstuerBlinken(int x, int y)
2549 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2552 void EdelsteinFunkeln(int x, int y)
2554 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2557 if (Feld[x][y] == EL_EDELSTEIN_BD)
2558 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2561 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2562 MovDelay[x][y] = 11 * !SimpleRND(500);
2564 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2568 if (direct_draw_on && MovDelay[x][y])
2569 SetDrawtoField(DRAW_BUFFERED);
2571 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2575 int phase = (MovDelay[x][y]-1)/2;
2580 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2586 dest_x = FX + SCREENX(x)*TILEX;
2587 dest_y = FY + SCREENY(y)*TILEY;
2589 XCopyArea(display,drawto_field,window,gc,
2590 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2591 SetDrawtoField(DRAW_DIRECT);
2598 void MauerWaechst(int x, int y)
2602 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2603 MovDelay[x][y] = 3*delay;
2605 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2610 phase = 2-MovDelay[x][y]/delay;
2611 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2612 DrawGraphic(SCREENX(x),SCREENY(y),
2613 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2614 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2615 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2616 GFX_MAUER_DOWN ) + phase);
2618 if (!MovDelay[x][y])
2620 if (MovDir[x][y] == MV_LEFT)
2622 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2623 DrawLevelField(x-1,y);
2625 else if (MovDir[x][y] == MV_RIGHT)
2627 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2628 DrawLevelField(x+1,y);
2630 else if (MovDir[x][y] == MV_UP)
2632 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2633 DrawLevelField(x,y-1);
2637 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2638 DrawLevelField(x,y+1);
2641 Feld[x][y] = Store[x][y];
2643 MovDir[x][y] = MV_NO_MOVING;
2644 DrawLevelField(x,y);
2649 void MauerAbleger(int ax, int ay)
2651 int element = Feld[ax][ay];
2652 BOOL oben_frei = FALSE, unten_frei = FALSE;
2653 BOOL links_frei = FALSE, rechts_frei = FALSE;
2654 BOOL oben_massiv = FALSE, unten_massiv = FALSE;
2655 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2657 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2658 MovDelay[ax][ay] = 6;
2660 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2663 if (MovDelay[ax][ay])
2667 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2669 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2671 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2673 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2676 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2680 Feld[ax][ay-1] = EL_MAUERND;
2681 Store[ax][ay-1] = element;
2682 MovDir[ax][ay-1] = MV_UP;
2683 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2684 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2688 Feld[ax][ay+1] = EL_MAUERND;
2689 Store[ax][ay+1] = element;
2690 MovDir[ax][ay+1] = MV_DOWN;
2691 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2692 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2696 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2697 element == EL_MAUER_LEBT)
2701 Feld[ax-1][ay] = EL_MAUERND;
2702 Store[ax-1][ay] = element;
2703 MovDir[ax-1][ay] = MV_LEFT;
2704 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2705 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2709 Feld[ax+1][ay] = EL_MAUERND;
2710 Store[ax+1][ay] = element;
2711 MovDir[ax+1][ay] = MV_RIGHT;
2712 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2713 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2717 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2718 DrawLevelField(ax,ay);
2720 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2722 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2723 unten_massiv = TRUE;
2724 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2725 links_massiv = TRUE;
2726 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2727 rechts_massiv = TRUE;
2729 if (((oben_massiv && unten_massiv) ||
2730 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2731 ((links_massiv && rechts_massiv) ||
2732 element == EL_MAUER_Y))
2733 Feld[ax][ay] = EL_MAUERWERK;
2736 void CheckForDragon(int x, int y)
2739 BOOL dragon_found = FALSE;
2740 static int xy[4][2] =
2752 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2754 if (IN_LEV_FIELD(xx,yy) &&
2755 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2757 if (Feld[xx][yy] == EL_DRACHE)
2758 dragon_found = TRUE;
2771 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2773 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2775 Feld[xx][yy] = EL_LEERRAUM;
2776 DrawLevelField(xx,yy);
2785 void PlayerActions(struct PlayerInfo *player, byte player_action)
2787 static byte stored_player_action[MAX_PLAYERS];
2788 static int num_stored_actions = 0;
2789 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2790 int jx = player->jx, jy = player->jy;
2791 int left = player_action & JOY_LEFT;
2792 int right = player_action & JOY_RIGHT;
2793 int up = player_action & JOY_UP;
2794 int down = player_action & JOY_DOWN;
2795 int button1 = player_action & JOY_BUTTON_1;
2796 int button2 = player_action & JOY_BUTTON_2;
2797 int dx = (left ? -1 : right ? 1 : 0);
2798 int dy = (up ? -1 : down ? 1 : 0);
2800 stored_player_action[player->index_nr] = 0;
2801 num_stored_actions++;
2803 if (!player->active || player->gone)
2808 player->frame_reset_delay = 0;
2811 snapped = SnapField(player, dx,dy);
2815 bombed = PlaceBomb(player);
2816 moved = MoveFigure(player, dx,dy);
2819 if (tape.recording && (moved || snapped || bombed))
2821 if (bombed && !moved)
2822 player_action &= JOY_BUTTON;
2824 stored_player_action[player->index_nr] = player_action;
2826 /* this allows cycled sequences of PlayerActions() */
2827 if (num_stored_actions >= MAX_PLAYERS)
2829 TapeRecordAction(stored_player_action);
2830 num_stored_actions = 0;
2833 else if (tape.playing && snapped)
2834 SnapField(player, 0,0); /* stop snapping */
2838 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2839 SnapField(player, 0,0);
2840 if (++player->frame_reset_delay > MoveSpeed)
2844 if (tape.playing && !tape.pausing && !player_action &&
2845 tape.counter < tape.length)
2848 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2850 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2852 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2854 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2856 int el = Feld[jx+dx][jy];
2857 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2859 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2861 player->MovDir = next_joy;
2862 player->Frame = FrameCounter % 4;
2863 player->Pushing = TRUE;
2870 void GameActions(byte player_action)
2872 static long action_delay = 0;
2873 long action_delay_value;
2874 int sieb_x = 0, sieb_y = 0;
2875 int i, x,y, element;
2876 int *recorded_player_action;
2878 if (game_status != PLAYING)
2882 action_delay_value =
2883 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2885 action_delay_value =
2886 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2889 /* main game synchronization point */
2890 WaitUntilDelayReached(&action_delay, action_delay_value);
2892 if (network && !network_player_action_received)
2896 printf("DEBUG: try to get network player actions in time\n");
2900 /* last chance to get network player actions without main loop delay */
2903 if (game_status != PLAYING)
2906 if (!network_player_action_received)
2910 printf("DEBUG: failed to get network player actions in time\n");
2918 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2920 else if (tape.recording)
2925 recorded_player_action = TapePlayAction();
2927 recorded_player_action = NULL;
2930 SendToServer_MovePlayer(player_action);
2932 for(i=0; i<MAX_PLAYERS; i++)
2934 int actual_player_action =
2935 (network ? network_player_action[i] : player_action);
2938 int actual_player_action = network_player_action[i];
2942 int actual_player_action = player_action;
2945 /* TEST TEST TEST */
2948 if (i != TestPlayer && !stored_player[i].MovPos)
2949 actual_player_action = 0;
2952 if (!network && i != TestPlayer)
2953 actual_player_action = 0;
2955 /* TEST TEST TEST */
2957 if (recorded_player_action)
2958 actual_player_action = recorded_player_action[i];
2960 PlayerActions(&stored_player[i], actual_player_action);
2961 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2963 network_player_action[i] = 0;
2966 network_player_action_received = FALSE;
2968 ScrollScreen(NULL, SCROLL_GO_ON);
2971 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2973 else if (tape.recording)
2982 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
2986 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2989 if (JustHit[x][y]>0)
2993 if (IS_BLOCKED(x,y))
2997 Blocked2Moving(x,y,&oldx,&oldy);
2998 if (!IS_MOVING(oldx,oldy))
3000 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3001 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3002 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3003 printf("GameActions(): This should never happen!\n");
3009 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3011 element = Feld[x][y];
3013 if (IS_INACTIVE(element))
3016 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3020 if (IS_GEM(element))
3021 EdelsteinFunkeln(x,y);
3023 else if (IS_MOVING(x,y))
3024 ContinueMoving(x,y);
3025 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3027 else if (element==EL_EXPLODING)
3028 Explode(x,y,Frame[x][y],EX_NORMAL);
3029 else if (element==EL_AMOEBING)
3031 else if (IS_AMOEBALIVE(element))
3033 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3035 else if (element==EL_ABLENK_EIN)
3037 else if (element==EL_SALZSAEURE)
3039 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3041 else if (element==EL_CRACKINGNUT)
3043 else if (element==EL_AUSGANG_ZU)
3044 AusgangstuerPruefen(x,y);
3045 else if (element==EL_AUSGANG_ACT)
3046 AusgangstuerOeffnen(x,y);
3047 else if (element==EL_AUSGANG_AUF)
3048 AusgangstuerBlinken(x,y);
3049 else if (element==EL_MAUERND)
3051 else if (element==EL_MAUER_LEBT ||
3052 element==EL_MAUER_X ||
3053 element==EL_MAUER_Y ||
3054 element==EL_MAUER_XY)
3056 else if (element==EL_BURNING)
3057 CheckForDragon(x,y);
3062 int jx = local_player->jx, jy = local_player->jy;
3064 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3065 Store[x][y]==EL_SIEB_LEER)
3067 SiebAktivieren(x, y, 1);
3070 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3071 Store[x][y]==EL_SIEB2_LEER)
3073 SiebAktivieren(x, y, 2);
3077 /* play the element sound at the position nearest to the player */
3078 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3089 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3093 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3095 element = Feld[x][y];
3096 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3098 Feld[x][y] = EL_SIEB_TOT;
3099 DrawLevelField(x,y);
3101 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3103 Feld[x][y] = EL_SIEB2_TOT;
3104 DrawLevelField(x,y);
3110 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3115 if (tape.recording || tape.playing)
3116 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3119 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3121 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3124 for(i=0; i<MAX_PLAYERS; i++)
3125 KillHero(&stored_player[i]);
3131 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3133 int min_x = x, min_y = y, max_x = x, max_y = y;
3136 for(i=0; i<MAX_PLAYERS; i++)
3138 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3140 if (!stored_player[i].active || stored_player[i].gone ||
3141 &stored_player[i] == player)
3144 min_x = MIN(min_x, jx);
3145 min_y = MIN(min_y, jy);
3146 max_x = MAX(max_x, jx);
3147 max_y = MAX(max_y, jy);
3150 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3153 static BOOL AllPlayersInVisibleScreen()
3157 for(i=0; i<MAX_PLAYERS; i++)
3159 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3161 if (!stored_player[i].active || stored_player[i].gone)
3164 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3171 void ScrollLevel(int dx, int dy)
3173 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3177 ScreenGfxPos = local_player->GfxPos;
3180 XCopyArea(display,drawto_field,drawto_field,gc,
3181 FX + TILEX*(dx==-1) - softscroll_offset,
3182 FY + TILEY*(dy==-1) - softscroll_offset,
3183 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3184 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3185 FX + TILEX*(dx==1) - softscroll_offset,
3186 FY + TILEY*(dy==1) - softscroll_offset);
3190 x = (dx==1 ? BX1 : BX2);
3191 for(y=BY1; y<=BY2; y++)
3192 DrawScreenField(x,y);
3196 y = (dy==1 ? BY1 : BY2);
3197 for(x=BX1; x<=BX2; x++)
3198 DrawScreenField(x,y);
3201 redraw_mask |= REDRAW_FIELD;
3204 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3205 int dx, int dy, int real_dx, int real_dy)
3207 int jx = player->jx, jy = player->jy;
3208 int new_jx = jx+dx, new_jy = jy+dy;
3212 if (player->gone || (!dx && !dy))
3213 return(MF_NO_ACTION);
3215 player->MovDir = (dx < 0 ? MV_LEFT :
3218 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3220 if (!IN_LEV_FIELD(new_jx,new_jy))
3221 return(MF_NO_ACTION);
3223 if (!network && !AllPlayersInSight(player, new_jx,new_jy))
3224 return(MF_NO_ACTION);
3226 element = MovingOrBlocked2Element(new_jx,new_jy);
3228 if (DONT_GO_TO(element))
3230 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3233 Feld[jx][jy] = EL_SPIELFIGUR;
3234 InitMovingField(jx,jy,MV_DOWN);
3235 Store[jx][jy] = EL_SALZSAEURE;
3236 ContinueMoving(jx,jy);
3245 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3246 if (can_move != MF_MOVING)
3249 StorePlayer[jx][jy] = 0;
3250 player->last_jx = jx;
3251 player->last_jy = jy;
3252 jx = player->jx = new_jx;
3253 jy = player->jy = new_jy;
3254 StorePlayer[jx][jy] = player->element_nr;
3256 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3258 ScrollFigure(player, SCROLL_INIT);
3263 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3265 int jx = player->jx, jy = player->jy;
3266 int old_jx = jx, old_jy = jy;
3267 int moved = MF_NO_ACTION;
3269 if (player->gone || (!dx && !dy))
3272 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3275 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3277 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3278 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3282 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3283 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3292 if (moved & MF_MOVING && player == local_player)
3295 if (moved & MF_MOVING && !ScreenMovPos &&
3296 (player == local_player || !network))
3298 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3299 int offset = (scroll_delay_on ? 3 : 0);
3302 if (player == local_player)
3304 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3308 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3310 /* actual player has left the screen -- scroll in that direction */
3311 if (jx != old_jx) /* player has moved horizontally */
3312 scroll_x += (jx - old_jx);
3313 else /* player has moved vertically */
3314 scroll_y += (jy - old_jy);
3318 if (jx != old_jx) /* player has moved horizontally */
3320 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3321 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3322 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3324 /* don't scroll more than one field at a time */
3325 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3327 /* don't scroll against the player's moving direction */
3328 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3329 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3330 scroll_x = old_scroll_x;
3332 else /* player has moved vertically */
3334 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3335 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3336 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3338 /* don't scroll more than one field at a time */
3339 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3341 /* don't scroll against the player's moving direction */
3342 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3343 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3344 scroll_y = old_scroll_y;
3349 if (player == local_player)
3351 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3352 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3353 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3354 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3355 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3356 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3358 /* don't scroll more than one field at a time */
3359 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3360 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3364 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3366 if (!network && !AllPlayersInVisibleScreen())
3368 scroll_x = old_scroll_x;
3369 scroll_y = old_scroll_y;
3373 ScrollScreen(player, SCROLL_INIT);
3374 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3379 if (!(moved & MF_MOVING) && !player->Pushing)
3382 player->Frame = (player->Frame + 1) % 4;
3384 if (moved & MF_MOVING)
3386 if (old_jx != jx && old_jy == jy)
3387 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3388 else if (old_jx == jx && old_jy != jy)
3389 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3391 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3393 player->last_move_dir = player->MovDir;
3396 player->last_move_dir = MV_NO_MOVING;
3398 TestIfHeroHitsBadThing(jx,jy);
3406 void ScrollFigure(struct PlayerInfo *player, int mode)
3408 int jx = player->jx, jy = player->jy;
3409 int last_jx = player->last_jx, last_jy = player->last_jy;
3411 if (!player->active || player->gone || !player->MovPos)
3414 if (mode == SCROLL_INIT)
3416 player->actual_frame_counter = FrameCounter;
3417 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3419 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3420 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3425 else if (!FrameReached(&player->actual_frame_counter,1))
3428 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3429 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3431 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3432 Feld[last_jx][last_jy] = EL_LEERRAUM;
3436 if (!player->MovPos)
3438 player->last_jx = jx;
3439 player->last_jy = jy;
3441 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3445 if (!local_player->friends_still_needed)
3446 player->LevelSolved = player->GameOver = TRUE;
3451 void ScrollScreen(struct PlayerInfo *player, int mode)
3453 static long screen_frame_counter = 0;
3455 if (mode == SCROLL_INIT)
3457 screen_frame_counter = FrameCounter;
3458 ScreenMovDir = player->MovDir;
3459 ScreenMovPos = player->MovPos;
3460 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3463 else if (!FrameReached(&screen_frame_counter,1))
3468 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3469 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3470 redraw_mask |= REDRAW_FIELD;
3473 ScreenMovDir = MV_NO_MOVING;
3476 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3478 int i, killx = goodx, killy = goody;
3479 static int xy[4][2] =
3486 static int harmless[4] =
3498 x = goodx + xy[i][0];
3499 y = goody + xy[i][1];
3500 if (!IN_LEV_FIELD(x,y))
3503 element = Feld[x][y];
3505 if (DONT_TOUCH(element))
3507 if (MovDir[x][y] == harmless[i])
3516 if (killx != goodx || killy != goody)
3518 if (IS_PLAYER(goodx,goody))
3519 KillHero(PLAYERINFO(goodx,goody));
3525 void TestIfBadThingHitsGoodThing(int badx, int bady)
3527 int i, killx = badx, killy = bady;
3528 static int xy[4][2] =
3535 static int harmless[4] =
3547 x = badx + xy[i][0];
3548 y = bady + xy[i][1];
3549 if (!IN_LEV_FIELD(x,y))
3552 element = Feld[x][y];
3560 else if (element == EL_PINGUIN)
3562 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3571 if (killx != badx || killy != bady)
3573 if (IS_PLAYER(killx,killy))
3574 KillHero(PLAYERINFO(killx,killy));
3580 void TestIfHeroHitsBadThing(int x, int y)
3582 TestIfGoodThingHitsBadThing(x,y);
3585 void TestIfBadThingHitsHero(int x, int y)
3588 TestIfGoodThingHitsBadThing(JX,JY);
3591 TestIfBadThingHitsGoodThing(x,y);
3594 void TestIfFriendHitsBadThing(int x, int y)
3596 TestIfGoodThingHitsBadThing(x,y);
3599 void TestIfBadThingHitsFriend(int x, int y)
3601 TestIfBadThingHitsGoodThing(x,y);
3604 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3606 int i, killx = badx, killy = bady;
3607 static int xy[4][2] =
3621 if (!IN_LEV_FIELD(x,y))
3624 element = Feld[x][y];
3625 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3626 element == EL_AMOEBING || element == EL_TROPFEN)
3634 if (killx != badx || killy != bady)
3638 void KillHero(struct PlayerInfo *player)
3640 int jx = player->jx, jy = player->jy;
3645 if (IS_PFORTE(Feld[jx][jy]))
3646 Feld[jx][jy] = EL_LEERRAUM;
3652 void BuryHero(struct PlayerInfo *player)
3654 int jx = player->jx, jy = player->jy;
3659 PlaySoundLevel(jx,jy, SND_AUTSCH);
3660 PlaySoundLevel(jx,jy, SND_LACHEN);
3662 player->GameOver = TRUE;
3666 void RemoveHero(struct PlayerInfo *player)
3668 int jx = player->jx, jy = player->jy;
3669 int i, found = FALSE;
3671 player->gone = TRUE;
3672 StorePlayer[jx][jy] = 0;
3674 for(i=0; i<MAX_PLAYERS; i++)
3675 if (stored_player[i].active && !stored_player[i].gone)
3679 AllPlayersGone = TRUE;
3685 int DigField(struct PlayerInfo *player,
3686 int x, int y, int real_dx, int real_dy, int mode)
3688 int jx = player->jx, jy = player->jy;
3689 int dx = x - jx, dy = y - jy;
3692 if (!player->MovPos)
3693 player->Pushing = FALSE;
3695 if (mode == DF_NO_PUSH)
3697 player->push_delay = 0;
3698 return(MF_NO_ACTION);
3701 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3702 return(MF_NO_ACTION);
3704 element = Feld[x][y];
3712 Feld[x][y] = EL_LEERRAUM;
3716 case EL_EDELSTEIN_BD:
3717 case EL_EDELSTEIN_GELB:
3718 case EL_EDELSTEIN_ROT:
3719 case EL_EDELSTEIN_LILA:
3722 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3723 if (local_player->gems_still_needed < 0)
3724 local_player->gems_still_needed = 0;
3725 RaiseScoreElement(element);
3726 DrawText(DX_EMERALDS, DY_EMERALDS,
3727 int2str(local_player->gems_still_needed, 3),
3728 FS_SMALL, FC_YELLOW);
3729 PlaySoundLevel(x, y, SND_PONG);
3732 case EL_DYNAMIT_AUS:
3735 RaiseScoreElement(EL_DYNAMIT);
3736 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3737 int2str(local_player->dynamite, 3),
3738 FS_SMALL, FC_YELLOW);
3739 PlaySoundLevel(x,y,SND_PONG);
3742 case EL_DYNABOMB_NR:
3744 player->dynabomb_count++;
3745 player->dynabombs_left++;
3746 RaiseScoreElement(EL_DYNAMIT);
3747 PlaySoundLevel(x,y,SND_PONG);
3750 case EL_DYNABOMB_SZ:
3752 player->dynabomb_size++;
3753 RaiseScoreElement(EL_DYNAMIT);
3754 PlaySoundLevel(x,y,SND_PONG);
3757 case EL_DYNABOMB_XL:
3759 player->dynabomb_xl = TRUE;
3760 RaiseScoreElement(EL_DYNAMIT);
3761 PlaySoundLevel(x,y,SND_PONG);
3764 case EL_SCHLUESSEL1:
3765 case EL_SCHLUESSEL2:
3766 case EL_SCHLUESSEL3:
3767 case EL_SCHLUESSEL4:
3769 int key_nr = element-EL_SCHLUESSEL1;
3772 player->key[key_nr] = TRUE;
3773 RaiseScoreElement(EL_SCHLUESSEL);
3774 DrawMiniGraphicExt(drawto,gc,
3775 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3776 GFX_SCHLUESSEL1+key_nr);
3777 DrawMiniGraphicExt(window,gc,
3778 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3779 GFX_SCHLUESSEL1+key_nr);
3780 PlaySoundLevel(x,y,SND_PONG);
3785 Feld[x][y] = EL_ABLENK_EIN;
3788 DrawLevelField(x,y);
3792 case EL_FELSBROCKEN:
3796 if (dy || mode==DF_SNAP)
3797 return(MF_NO_ACTION);
3799 player->Pushing = TRUE;
3801 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3802 return(MF_NO_ACTION);
3806 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3807 return(MF_NO_ACTION);
3810 if (player->push_delay == 0)
3811 player->push_delay = FrameCounter;
3812 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3814 return(MF_NO_ACTION);
3817 Feld[x+dx][y+dy] = element;
3819 player->push_delay_value = 2+RND(8);
3821 DrawLevelField(x+dx,y+dy);
3822 if (element==EL_FELSBROCKEN)
3823 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3824 else if (element==EL_KOKOSNUSS)
3825 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3827 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3834 if (!player->key[element-EL_PFORTE1])
3835 return(MF_NO_ACTION);
3842 if (!player->key[element-EL_PFORTE1X])
3843 return(MF_NO_ACTION);
3847 case EL_AUSGANG_ACT:
3848 /* Tür ist (noch) nicht offen! */
3849 return(MF_NO_ACTION);
3852 case EL_AUSGANG_AUF:
3854 return(MF_NO_ACTION);
3856 PlaySoundLevel(x,y,SND_BUING);
3859 player->gone = TRUE;
3860 PlaySoundLevel(x,y,SND_BUING);
3862 if (!local_player->friends_still_needed)
3863 player->LevelSolved = player->GameOver = TRUE;
3869 Feld[x][y] = EL_BIRNE_EIN;
3870 local_player->lights_still_needed--;
3871 DrawLevelField(x,y);
3872 PlaySoundLevel(x,y,SND_DENG);
3877 Feld[x][y] = EL_ZEIT_LEER;
3879 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3880 DrawLevelField(x,y);
3881 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3885 case EL_SOKOBAN_FELD_LEER:
3888 case EL_SOKOBAN_FELD_VOLL:
3889 case EL_SOKOBAN_OBJEKT:
3892 return(MF_NO_ACTION);
3894 player->Pushing = TRUE;
3896 if (!IN_LEV_FIELD(x+dx,y+dy)
3897 || (!IS_FREE(x+dx,y+dy)
3898 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3899 || !IS_SB_ELEMENT(element))))
3900 return(MF_NO_ACTION);
3904 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3905 return(MF_NO_ACTION);
3907 else if (dy && real_dx)
3909 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3910 return(MF_NO_ACTION);
3913 if (player->push_delay == 0)
3914 player->push_delay = FrameCounter;
3915 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3917 return(MF_NO_ACTION);
3919 if (IS_SB_ELEMENT(element))
3921 if (element == EL_SOKOBAN_FELD_VOLL)
3923 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3924 local_player->sokobanfields_still_needed++;
3929 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3931 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3932 local_player->sokobanfields_still_needed--;
3933 if (element == EL_SOKOBAN_OBJEKT)
3934 PlaySoundLevel(x,y,SND_DENG);
3937 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3942 Feld[x+dx][y+dy] = element;
3945 player->push_delay_value = 2;
3947 DrawLevelField(x,y);
3948 DrawLevelField(x+dx,y+dy);
3949 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3951 if (IS_SB_ELEMENT(element) &&
3952 local_player->sokobanfields_still_needed == 0 &&
3953 game_emulation == EMU_SOKOBAN)
3955 player->LevelSolved = player->GameOver = TRUE;
3956 PlaySoundLevel(x,y,SND_BUING);
3968 return(MF_NO_ACTION);
3972 player->push_delay = 0;
3977 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3979 int jx = player->jx, jy = player->jy;
3980 int x = jx + dx, y = jy + dy;
3982 if (player->gone || !IN_LEV_FIELD(x,y))
3990 player->snapped = FALSE;
3994 if (player->snapped)
3997 player->MovDir = (dx < 0 ? MV_LEFT :
4000 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4002 if (!DigField(player, x,y, 0,0, DF_SNAP))
4005 player->snapped = TRUE;
4006 DrawLevelField(x,y);
4012 BOOL PlaceBomb(struct PlayerInfo *player)
4014 int jx = player->jx, jy = player->jy;
4017 if (player->gone || player->MovPos)
4020 element = Feld[jx][jy];
4022 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4023 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4026 if (element != EL_LEERRAUM)
4027 Store[jx][jy] = element;
4029 if (player->dynamite)
4031 Feld[jx][jy] = EL_DYNAMIT;
4032 MovDelay[jx][jy] = 96;
4034 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4035 FS_SMALL, FC_YELLOW);
4036 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4037 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4041 Feld[jx][jy] = EL_DYNABOMB;
4042 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4043 MovDelay[jx][jy] = 96;
4044 player->dynabombs_left--;
4045 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4046 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4052 void PlaySoundLevel(int x, int y, int sound_nr)
4054 int sx = SCREENX(x), sy = SCREENY(y);
4056 int silence_distance = 8;
4058 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4059 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4062 if (!IN_LEV_FIELD(x,y) ||
4063 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4064 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4067 volume = PSND_MAX_VOLUME;
4069 stereo = (sx-SCR_FIELDX/2)*12;
4071 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4072 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4073 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4076 if (!IN_SCR_FIELD(sx,sy))
4078 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4079 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4081 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4084 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4087 void RaiseScore(int value)
4089 local_player->score += value;
4090 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4091 FS_SMALL, FC_YELLOW);
4094 void RaiseScoreElement(int element)
4099 case EL_EDELSTEIN_BD:
4100 case EL_EDELSTEIN_GELB:
4101 case EL_EDELSTEIN_ROT:
4102 case EL_EDELSTEIN_LILA:
4103 RaiseScore(level.score[SC_EDELSTEIN]);
4106 RaiseScore(level.score[SC_DIAMANT]);
4110 RaiseScore(level.score[SC_KAEFER]);
4114 RaiseScore(level.score[SC_FLIEGER]);
4118 RaiseScore(level.score[SC_MAMPFER]);
4121 RaiseScore(level.score[SC_ROBOT]);
4124 RaiseScore(level.score[SC_PACMAN]);
4127 RaiseScore(level.score[SC_KOKOSNUSS]);
4130 RaiseScore(level.score[SC_DYNAMIT]);
4133 RaiseScore(level.score[SC_SCHLUESSEL]);