1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = setup.input[0].joystick_nr;
30 if (sound_status == SOUND_OFF)
31 setup.sound_on = FALSE;
33 if (!sound_loops_allowed)
35 setup.sound_loops_on = FALSE;
36 setup.sound_music_on = FALSE;
39 setup.sound_simple_on = setup.sound_on;
42 if (setup.input[0].joystick_nr != old_joystick_nr)
45 close(joystick_device);
54 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
55 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
57 /* don't play tapes over network */
58 network_playing = (options.network && !tape.playing);
60 for(i=0; i<MAX_PLAYERS; i++)
62 struct PlayerInfo *player = &stored_player[i];
65 player->element_nr = EL_SPIELER1 + i;
67 player->present = FALSE;
68 player->active = FALSE;
73 player->gems_still_needed = level.edelsteine;
74 player->sokobanfields_still_needed = 0;
75 player->lights_still_needed = 0;
76 player->friends_still_needed = 0;
79 player->key[j] = FALSE;
82 player->dynabomb_count = 0;
83 player->dynabomb_size = 0;
84 player->dynabombs_left = 0;
85 player->dynabomb_xl = FALSE;
87 player->MovDir = MV_NO_MOVING;
89 player->Pushing = FALSE;
93 player->actual_frame_counter = 0;
95 player->frame_reset_delay = 0;
97 player->push_delay = 0;
98 player->push_delay_value = 5;
100 player->move_delay = 0;
101 player->last_move_dir = MV_NO_MOVING;
103 player->snapped = FALSE;
105 player->gone = FALSE;
107 player->last_jx = player->last_jy = 0;
108 player->jx = player->jy = 0;
110 DigField(player, 0,0,0,0,DF_NO_PUSH);
111 SnapField(player, 0,0);
113 player->LevelSolved = FALSE;
114 player->GameOver = FALSE;
117 network_player_action_received = FALSE;
119 /* initial null action */
121 SendToServer_MovePlayer(MV_NO_MOVING);
128 TimeLeft = level.time;
130 ScreenMovDir = MV_NO_MOVING;
134 AllPlayersGone = SiebAktiv = FALSE;
136 for(i=0;i<MAX_NUM_AMOEBA;i++)
137 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
139 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
141 Feld[x][y] = Ur[x][y];
142 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
143 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
148 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
150 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
156 Feld[x][y] = EL_SPIELER1;
163 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
164 int jx = player->jx, jy = player->jy;
166 player->present = TRUE;
167 if (!network_playing || player->connected)
169 player->active = TRUE;
171 /* remove potentially duplicate players */
172 if (StorePlayer[jx][jy] == Feld[x][y])
173 StorePlayer[jx][jy] = 0;
175 StorePlayer[x][y] = Feld[x][y];
177 printf("Player %d activated.\n", player->element_nr);
178 printf("[Local player is %d and currently %s.]\n",
179 local_player->element_nr,
180 local_player->active ? "active" : "not active");
183 Feld[x][y] = EL_LEERRAUM;
184 player->jx = player->last_jx = x;
185 player->jy = player->last_jy = y;
190 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
191 Feld[x][y] = EL_BADEWANNE1;
192 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
193 Feld[x][y] = EL_BADEWANNE2;
194 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
195 Feld[x][y] = EL_BADEWANNE3;
196 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
197 Feld[x][y] = EL_BADEWANNE4;
198 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
199 Feld[x][y] = EL_BADEWANNE5;
238 Feld[x][y] = EL_AMOEBING;
239 Store[x][y] = EL_AMOEBE_NASS;
246 local_player->lights_still_needed++;
248 case EL_SOKOBAN_FELD_LEER:
249 local_player->sokobanfields_still_needed++;
253 local_player->friends_still_needed++;
257 MovDir[x][y] = 1<<RND(4);
264 /* check if any connected player was not found in playfield */
265 for(i=0; i<MAX_PLAYERS; i++)
267 struct PlayerInfo *player = &stored_player[i];
269 if (player->connected && !player->present)
274 for(j=0; j<MAX_PLAYERS; j++)
276 struct PlayerInfo *some_player = &stored_player[j];
277 int jx = some_player->jx, jy = some_player->jy;
279 /* assign first free player found that is present in the playfield */
280 if (some_player->present && !some_player->connected)
282 player->present = TRUE;
283 player->active = TRUE;
284 some_player->present = FALSE;
286 StorePlayer[jx][jy] = player->element_nr;
287 player->jx = player->last_jx = jx;
288 player->jy = player->last_jy = jy;
297 for(i=0; i<MAX_PLAYERS; i++)
299 struct PlayerInfo *player = &stored_player[i];
301 printf("Player %d: present == %d, connected == %d, active == %d.\n",
306 if (local_player == player)
307 printf("Player %d is local player.\n", i+1);
311 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
312 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
314 scroll_x = scroll_y = -1;
315 if (local_player->jx >= MIDPOSX-1)
316 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
317 local_player->jx - MIDPOSX :
318 lev_fieldx - SCR_FIELDX + 1);
319 if (local_player->jy >= MIDPOSY-1)
320 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
321 local_player->jy - MIDPOSY :
322 lev_fieldy - SCR_FIELDY + 1);
324 CloseDoor(DOOR_CLOSE_1);
330 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
331 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
332 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
333 DrawTextExt(pix[PIX_DB_DOOR],gc,
334 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
335 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
336 DrawTextExt(pix[PIX_DB_DOOR],gc,
337 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
338 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
339 DrawTextExt(pix[PIX_DB_DOOR],gc,
340 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
341 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
342 DrawTextExt(pix[PIX_DB_DOOR],gc,
343 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
344 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
345 DrawTextExt(pix[PIX_DB_DOOR],gc,
346 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
347 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
349 DrawGameButton(BUTTON_GAME_STOP);
350 DrawGameButton(BUTTON_GAME_PAUSE);
351 DrawGameButton(BUTTON_GAME_PLAY);
352 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music_on));
353 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops_on));
354 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple_on));
355 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
356 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
357 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
358 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
359 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
361 OpenDoor(DOOR_OPEN_1);
363 if (setup.sound_music_on)
364 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
366 XAutoRepeatOff(display);
370 printf("Spieler %d %saktiv.\n",
371 i+1, (stored_player[i].active ? "" : "nicht "));
375 void InitMovDir(int x, int y)
377 int i, element = Feld[x][y];
378 static int xy[4][2] =
385 static int direction[2][4] =
387 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
388 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
397 Feld[x][y] = EL_KAEFER;
398 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
404 Feld[x][y] = EL_FLIEGER;
405 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
411 Feld[x][y] = EL_BUTTERFLY;
412 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
418 Feld[x][y] = EL_FIREFLY;
419 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
425 Feld[x][y] = EL_PACMAN;
426 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
429 MovDir[x][y] = 1<<RND(4);
430 if (element != EL_KAEFER &&
431 element != EL_FLIEGER &&
432 element != EL_BUTTERFLY &&
433 element != EL_FIREFLY)
443 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
445 if (element==EL_KAEFER || element==EL_BUTTERFLY)
447 MovDir[x][y] = direction[0][i];
450 else if (element==EL_FLIEGER || element==EL_FIREFLY)
452 MovDir[x][y] = direction[1][i];
461 void InitAmoebaNr(int x, int y)
464 int group_nr = AmoebeNachbarNr(x,y);
468 for(i=1;i<MAX_NUM_AMOEBA;i++)
478 AmoebaNr[x][y] = group_nr;
479 AmoebaCnt[group_nr]++;
480 AmoebaCnt2[group_nr]++;
486 int bumplevel = FALSE;
488 local_player->LevelSolved = FALSE;
492 if (setup.sound_loops_on)
493 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
497 if (!setup.sound_loops_on)
498 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
499 if (TimeLeft && !(TimeLeft % 10))
500 RaiseScore(level.score[SC_ZEITBONUS]);
501 if (TimeLeft > 100 && !(TimeLeft % 10))
505 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
510 if (setup.sound_loops_on)
516 /* Hero disappears */
517 DrawLevelField(ExitX, ExitY);
523 CloseDoor(DOOR_CLOSE_1);
528 SaveLevelTape(tape.level_nr); /* Ask to save tape */
531 if ((hi_pos=NewHiScore()) >= 0)
533 game_status = HALLOFFAME;
534 DrawHallOfFame(hi_pos);
535 if (bumplevel && TAPE_IS_EMPTY(tape))
540 game_status = MAINMENU;
541 if (bumplevel && TAPE_IS_EMPTY(tape))
556 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
557 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
560 for(k=0;k<MAX_SCORE_ENTRIES;k++)
562 if (local_player->score > highscore[k].Score)
564 /* Spieler kommt in Highscore-Liste */
566 if (k<MAX_SCORE_ENTRIES-1)
568 int m = MAX_SCORE_ENTRIES-1;
571 for(l=k;l<MAX_SCORE_ENTRIES;l++)
572 if (!strcmp(local_player->alias_name,highscore[l].Name))
574 if (m==k) /* Spieler überschreibt seine alte Position */
580 strcpy(highscore[l].Name,highscore[l-1].Name);
581 highscore[l].Score = highscore[l-1].Score;
588 sprintf(highscore[k].Name,local_player->alias_name);
589 highscore[k].Score = local_player->score;
595 else if (!strcmp(local_player->alias_name,highscore[k].Name))
596 break; /* Spieler schon mit besserer Punktzahl in der Liste */
607 void InitMovingField(int x, int y, int direction)
609 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
610 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
612 MovDir[x][y] = direction;
613 MovDir[newx][newy] = direction;
614 if (Feld[newx][newy] == EL_LEERRAUM)
615 Feld[newx][newy] = EL_BLOCKED;
618 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
620 int direction = MovDir[x][y];
621 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
622 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
628 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
630 int oldx = x, oldy = y;
631 int direction = MovDir[x][y];
633 if (direction==MV_LEFT)
635 else if (direction==MV_RIGHT)
637 else if (direction==MV_UP)
639 else if (direction==MV_DOWN)
642 *comes_from_x = oldx;
643 *comes_from_y = oldy;
646 int MovingOrBlocked2Element(int x, int y)
648 int element = Feld[x][y];
650 if (element==EL_BLOCKED)
654 Blocked2Moving(x,y,&oldx,&oldy);
655 return(Feld[oldx][oldy]);
661 static void RemoveField(int x, int y)
663 Feld[x][y] = EL_LEERRAUM;
669 void RemoveMovingField(int x, int y)
671 int oldx = x,oldy = y, newx = x,newy = y;
673 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
678 Moving2Blocked(x,y,&newx,&newy);
679 if (Feld[newx][newy] != EL_BLOCKED)
682 else if (Feld[x][y]==EL_BLOCKED)
684 Blocked2Moving(x,y,&oldx,&oldy);
685 if (!IS_MOVING(oldx,oldy))
689 if (Feld[x][y]==EL_BLOCKED &&
690 (Store[oldx][oldy]==EL_MORAST_LEER ||
691 Store[oldx][oldy]==EL_SIEB_LEER ||
692 Store[oldx][oldy]==EL_SIEB2_LEER ||
693 Store[oldx][oldy]==EL_AMOEBE_NASS))
695 Feld[oldx][oldy] = Store[oldx][oldy];
696 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
699 Feld[oldx][oldy] = EL_LEERRAUM;
701 Feld[newx][newy] = EL_LEERRAUM;
702 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
703 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
705 DrawLevelField(oldx,oldy);
706 DrawLevelField(newx,newy);
709 void DrawDynamite(int x, int y)
711 int sx = SCREENX(x), sy = SCREENY(y);
712 int graphic = el2gfx(Feld[x][y]);
715 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
719 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
721 if (Feld[x][y]==EL_DYNAMIT)
723 if ((phase = (96-MovDelay[x][y])/12) > 6)
728 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
733 DrawGraphicThruMask(sx,sy, graphic + phase);
735 DrawGraphic(sx,sy, graphic + phase);
738 void CheckDynamite(int x, int y)
740 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
745 if (!(MovDelay[x][y] % 12))
746 PlaySoundLevel(x,y,SND_ZISCH);
748 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
750 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
757 StopSound(SND_ZISCH);
761 void Explode(int ex, int ey, int phase, int mode)
764 int num_phase = 9, delay = 2;
765 int last_phase = num_phase*delay;
766 int half_phase = (num_phase/2)*delay;
768 if (phase==0) /* Feld 'Store' initialisieren */
770 int center_element = Feld[ex][ey];
772 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
774 center_element = MovingOrBlocked2Element(ex,ey);
775 RemoveMovingField(ex,ey);
778 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
780 int element = Feld[x][y];
782 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
784 element = MovingOrBlocked2Element(x,y);
785 RemoveMovingField(x,y);
788 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
791 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
795 if (element==EL_EXPLODING)
796 element = Store2[x][y];
798 if (IS_PLAYER(ex,ey))
800 switch(StorePlayer[ex][ey])
803 Store[x][y] = EL_EDELSTEIN_ROT;
806 Store[x][y] = EL_EDELSTEIN;
809 Store[x][y] = EL_EDELSTEIN_LILA;
813 Store[x][y] = EL_EDELSTEIN_GELB;
817 else if (center_element==EL_MAULWURF)
818 Store[x][y] = EL_EDELSTEIN_ROT;
819 else if (center_element==EL_PINGUIN)
820 Store[x][y] = EL_EDELSTEIN_LILA;
821 else if (center_element==EL_KAEFER)
822 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
823 else if (center_element==EL_BUTTERFLY)
824 Store[x][y] = EL_EDELSTEIN_BD;
825 else if (center_element==EL_MAMPFER)
826 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
827 else if (center_element==EL_AMOEBA2DIAM)
828 Store[x][y] = level.amoebe_inhalt;
829 else if (element==EL_ERZ_EDEL)
830 Store[x][y] = EL_EDELSTEIN;
831 else if (element==EL_ERZ_DIAM)
832 Store[x][y] = EL_DIAMANT;
833 else if (element==EL_ERZ_EDEL_BD)
834 Store[x][y] = EL_EDELSTEIN_BD;
835 else if (element==EL_ERZ_EDEL_GELB)
836 Store[x][y] = EL_EDELSTEIN_GELB;
837 else if (element==EL_ERZ_EDEL_ROT)
838 Store[x][y] = EL_EDELSTEIN_ROT;
839 else if (element==EL_ERZ_EDEL_LILA)
840 Store[x][y] = EL_EDELSTEIN_LILA;
841 else if (!IS_PFORTE(Store[x][y]))
842 Store[x][y] = EL_LEERRAUM;
844 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
845 Store2[x][y] = element;
847 if (AmoebaNr[x][y] &&
848 (element==EL_AMOEBE_VOLL ||
849 element==EL_AMOEBE_BD ||
850 element==EL_AMOEBING))
852 AmoebaCnt[AmoebaNr[x][y]]--;
853 AmoebaCnt2[AmoebaNr[x][y]]--;
856 Feld[x][y] = EL_EXPLODING;
857 MovDir[x][y] = MovPos[x][y] = 0;
863 if (center_element==EL_MAMPFER)
864 MampferNr = (MampferNr+1) % 4;
875 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
877 if (phase==half_phase)
879 int element = Store2[x][y];
882 KillHero(PLAYERINFO(x,y));
883 else if (IS_EXPLOSIVE(element))
885 Feld[x][y] = Store2[x][y];
889 else if (element==EL_AMOEBA2DIAM)
890 AmoebeUmwandeln(x,y);
893 if (phase==last_phase)
897 element = Feld[x][y] = Store[x][y];
898 Store[x][y] = Store2[x][y] = 0;
899 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
900 if (CAN_MOVE(element) || COULD_MOVE(element))
904 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
907 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
909 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
913 void DynaExplode(int ex, int ey)
916 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
917 static int xy[4][2] =
925 Store2[ex][ey] = 0; /* delete player information */
927 Explode(ex,ey,0,EX_CENTER);
931 for(j=1; j<=player->dynabomb_size; j++)
933 int x = ex+j*xy[i%4][0];
934 int y = ey+j*xy[i%4][1];
937 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
940 element = Feld[x][y];
941 Explode(x,y,0,EX_BORDER);
943 if (element != EL_LEERRAUM &&
944 element != EL_ERDREICH &&
945 element != EL_EXPLODING &&
946 !player->dynabomb_xl)
951 player->dynabombs_left++;
954 void Bang(int x, int y)
956 int element = Feld[x][y];
958 PlaySoundLevel(x,y,SND_ROAAAR);
970 RaiseScoreElement(element);
971 Explode(x,y,0,EX_NORMAL);
981 Explode(x,y,0,EX_CENTER);
984 Explode(x,y,0,EX_NORMAL);
989 void Blurb(int x, int y)
991 int element = Feld[x][y];
993 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
995 PlaySoundLevel(x,y,SND_BLURB);
996 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
997 (!IN_LEV_FIELD(x-1,y-1) ||
998 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1000 Feld[x-1][y] = EL_BLURB_LEFT;
1002 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1003 (!IN_LEV_FIELD(x+1,y-1) ||
1004 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1006 Feld[x+1][y] = EL_BLURB_RIGHT;
1011 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1013 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1016 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1019 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1020 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1022 if (!MovDelay[x][y])
1024 Feld[x][y] = EL_LEERRAUM;
1025 DrawLevelField(x,y);
1031 void Impact(int x, int y)
1033 boolean lastline = (y==lev_fieldy-1);
1034 boolean object_hit = FALSE;
1035 int element = Feld[x][y];
1038 /* Element darunter berührt? */
1041 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1044 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1045 MovDir[x][y+1]!=MV_DOWN ||
1046 MovPos[x][y+1]<=TILEY/2));
1048 smashed = MovingOrBlocked2Element(x,y+1);
1051 /* Auftreffendes Element fällt in Salzsäure */
1052 if (!lastline && smashed==EL_SALZSAEURE)
1058 /* Auftreffendes Element ist Bombe */
1059 if (element==EL_BOMBE && (lastline || object_hit))
1065 /* Auftreffendes Element ist Säuretropfen */
1066 if (element==EL_TROPFEN && (lastline || object_hit))
1068 if (object_hit && IS_PLAYER(x,y+1))
1069 KillHero(PLAYERINFO(x,y+1));
1070 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1074 Feld[x][y] = EL_AMOEBING;
1075 Store[x][y] = EL_AMOEBE_NASS;
1080 /* Welches Element kriegt was auf die Rübe? */
1081 if (!lastline && object_hit)
1083 if (CAN_CHANGE(element) &&
1084 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1085 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1087 if (IS_PLAYER(x,y+1))
1089 KillHero(PLAYERINFO(x,y+1));
1092 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1097 else if (element==EL_EDELSTEIN_BD)
1099 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1105 else if (element==EL_FELSBROCKEN)
1107 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1108 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1113 else if (!IS_MOVING(x,y+1))
1115 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1120 else if (smashed==EL_KOKOSNUSS)
1122 Feld[x][y+1] = EL_CRACKINGNUT;
1123 PlaySoundLevel(x,y,SND_KNACK);
1124 RaiseScoreElement(EL_KOKOSNUSS);
1127 else if (smashed==EL_DIAMANT)
1129 Feld[x][y+1] = EL_LEERRAUM;
1130 PlaySoundLevel(x,y,SND_QUIRK);
1137 /* Geräusch beim Durchqueren des Siebes */
1138 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1140 PlaySoundLevel(x,y,SND_QUIRK);
1144 /* Geräusch beim Auftreffen */
1145 if (lastline || object_hit)
1152 case EL_EDELSTEIN_BD:
1153 case EL_EDELSTEIN_GELB:
1154 case EL_EDELSTEIN_ROT:
1155 case EL_EDELSTEIN_LILA:
1162 case EL_FELSBROCKEN:
1166 case EL_SCHLUESSEL1:
1167 case EL_SCHLUESSEL2:
1168 case EL_SCHLUESSEL3:
1169 case EL_SCHLUESSEL4:
1182 PlaySoundLevel(x,y,sound);
1186 void TurnRound(int x, int y)
1198 { 0,0 }, { 0,0 }, { 0,0 },
1203 int left,right,back;
1207 { MV_DOWN, MV_UP, MV_RIGHT },
1208 { MV_UP, MV_DOWN, MV_LEFT },
1210 { MV_LEFT, MV_RIGHT, MV_DOWN },
1211 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1212 { MV_RIGHT, MV_LEFT, MV_UP }
1215 int element = Feld[x][y];
1216 int old_move_dir = MovDir[x][y];
1217 int left_dir = turn[old_move_dir].left;
1218 int right_dir = turn[old_move_dir].right;
1219 int back_dir = turn[old_move_dir].back;
1221 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1222 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1223 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1224 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1226 int left_x = x+left_dx, left_y = y+left_dy;
1227 int right_x = x+right_dx, right_y = y+right_dy;
1228 int move_x = x+move_dx, move_y = y+move_dy;
1230 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1232 TestIfBadThingHitsOtherBadThing(x,y);
1234 if (IN_LEV_FIELD(right_x,right_y) &&
1235 IS_FREE_OR_PLAYER(right_x,right_y))
1236 MovDir[x][y] = right_dir;
1237 else if (!IN_LEV_FIELD(move_x,move_y) ||
1238 !IS_FREE_OR_PLAYER(move_x,move_y))
1239 MovDir[x][y] = left_dir;
1241 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1243 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1246 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1248 TestIfBadThingHitsOtherBadThing(x,y);
1250 if (IN_LEV_FIELD(left_x,left_y) &&
1251 IS_FREE_OR_PLAYER(left_x,left_y))
1252 MovDir[x][y] = left_dir;
1253 else if (!IN_LEV_FIELD(move_x,move_y) ||
1254 !IS_FREE_OR_PLAYER(move_x,move_y))
1255 MovDir[x][y] = right_dir;
1257 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1259 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1262 else if (element==EL_MAMPFER)
1264 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1266 if (IN_LEV_FIELD(left_x,left_y) &&
1267 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1268 Feld[left_x][left_y] == EL_DIAMANT))
1269 can_turn_left = TRUE;
1270 if (IN_LEV_FIELD(right_x,right_y) &&
1271 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1272 Feld[right_x][right_y] == EL_DIAMANT))
1273 can_turn_right = TRUE;
1275 if (can_turn_left && can_turn_right)
1276 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1277 else if (can_turn_left)
1278 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1279 else if (can_turn_right)
1280 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1282 MovDir[x][y] = back_dir;
1284 MovDelay[x][y] = 16+16*RND(3);
1286 else if (element==EL_MAMPFER2)
1288 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1290 if (IN_LEV_FIELD(left_x,left_y) &&
1291 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1292 IS_MAMPF2(Feld[left_x][left_y])))
1293 can_turn_left = TRUE;
1294 if (IN_LEV_FIELD(right_x,right_y) &&
1295 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1296 IS_MAMPF2(Feld[right_x][right_y])))
1297 can_turn_right = TRUE;
1299 if (can_turn_left && can_turn_right)
1300 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1301 else if (can_turn_left)
1302 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1303 else if (can_turn_right)
1304 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1306 MovDir[x][y] = back_dir;
1308 MovDelay[x][y] = 16+16*RND(3);
1310 else if (element==EL_PACMAN)
1312 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1314 if (IN_LEV_FIELD(left_x,left_y) &&
1315 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1316 IS_AMOEBOID(Feld[left_x][left_y])))
1317 can_turn_left = TRUE;
1318 if (IN_LEV_FIELD(right_x,right_y) &&
1319 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1320 IS_AMOEBOID(Feld[right_x][right_y])))
1321 can_turn_right = TRUE;
1323 if (can_turn_left && can_turn_right)
1324 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1325 else if (can_turn_left)
1326 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1327 else if (can_turn_right)
1328 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1330 MovDir[x][y] = back_dir;
1332 MovDelay[x][y] = 6+RND(40);
1334 else if (element==EL_SCHWEIN)
1336 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1337 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1338 boolean should_move_on = FALSE;
1340 int rnd = RND(rnd_value);
1342 if (IN_LEV_FIELD(left_x,left_y) &&
1343 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1344 can_turn_left = TRUE;
1345 if (IN_LEV_FIELD(right_x,right_y) &&
1346 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1347 can_turn_right = TRUE;
1348 if (IN_LEV_FIELD(move_x,move_y) &&
1349 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1352 if (can_turn_left &&
1354 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1355 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1356 should_turn_left = TRUE;
1357 if (can_turn_right &&
1359 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1360 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1361 should_turn_right = TRUE;
1363 (!can_turn_left || !can_turn_right ||
1364 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1365 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1366 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1367 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1368 should_move_on = TRUE;
1370 if (should_turn_left || should_turn_right || should_move_on)
1372 if (should_turn_left && should_turn_right && should_move_on)
1373 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1374 rnd < 2*rnd_value/3 ? right_dir :
1376 else if (should_turn_left && should_turn_right)
1377 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1378 else if (should_turn_left && should_move_on)
1379 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1380 else if (should_turn_right && should_move_on)
1381 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1382 else if (should_turn_left)
1383 MovDir[x][y] = left_dir;
1384 else if (should_turn_right)
1385 MovDir[x][y] = right_dir;
1386 else if (should_move_on)
1387 MovDir[x][y] = old_move_dir;
1389 else if (can_move_on && rnd > rnd_value/8)
1390 MovDir[x][y] = old_move_dir;
1391 else if (can_turn_left && can_turn_right)
1392 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1393 else if (can_turn_left && rnd > rnd_value/8)
1394 MovDir[x][y] = left_dir;
1395 else if (can_turn_right && rnd > rnd_value/8)
1396 MovDir[x][y] = right_dir;
1398 MovDir[x][y] = back_dir;
1400 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1401 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1402 MovDir[x][y] = old_move_dir;
1406 else if (element==EL_DRACHE)
1408 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1410 int rnd = RND(rnd_value);
1412 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1413 can_turn_left = TRUE;
1414 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1415 can_turn_right = TRUE;
1416 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1419 if (can_move_on && rnd > rnd_value/8)
1420 MovDir[x][y] = old_move_dir;
1421 else if (can_turn_left && can_turn_right)
1422 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1423 else if (can_turn_left && rnd > rnd_value/8)
1424 MovDir[x][y] = left_dir;
1425 else if (can_turn_right && rnd > rnd_value/8)
1426 MovDir[x][y] = right_dir;
1428 MovDir[x][y] = back_dir;
1430 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1431 MovDir[x][y] = old_move_dir;
1435 else if (element==EL_ROBOT || element==EL_SONDE ||
1436 element==EL_MAULWURF || element==EL_PINGUIN)
1438 int attr_x = -1, attr_y = -1;
1449 for(i=0; i<MAX_PLAYERS; i++)
1451 struct PlayerInfo *player = &stored_player[i];
1452 int jx = player->jx, jy = player->jy;
1454 if (!player->active || player->gone)
1457 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1465 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1471 if (element==EL_MAULWURF || element==EL_PINGUIN)
1474 static int xy[4][2] =
1484 int ex = x + xy[i%4][0];
1485 int ey = y + xy[i%4][1];
1487 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1496 MovDir[x][y] = MV_NO_MOVING;
1498 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1500 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1502 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1504 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1506 if (element==EL_ROBOT)
1510 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1511 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1512 Moving2Blocked(x,y,&newx,&newy);
1514 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1515 MovDelay[x][y] = 8+8*!RND(3);
1517 MovDelay[x][y] = 16;
1525 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1527 boolean first_horiz = RND(2);
1528 int new_move_dir = MovDir[x][y];
1531 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1532 Moving2Blocked(x,y,&newx,&newy);
1534 if (IN_LEV_FIELD(newx,newy) &&
1535 (IS_FREE(newx,newy) ||
1536 Feld[newx][newy] == EL_SALZSAEURE ||
1537 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1538 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1539 IS_MAMPF3(Feld[newx][newy])))))
1543 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1544 Moving2Blocked(x,y,&newx,&newy);
1546 if (IN_LEV_FIELD(newx,newy) &&
1547 (IS_FREE(newx,newy) ||
1548 Feld[newx][newy] == EL_SALZSAEURE ||
1549 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1550 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1551 IS_MAMPF3(Feld[newx][newy])))))
1554 MovDir[x][y] = old_move_dir;
1561 static boolean JustBeingPushed(int x, int y)
1565 for(i=0; i<MAX_PLAYERS; i++)
1567 struct PlayerInfo *player = &stored_player[i];
1569 if (player->active && !player->gone &&
1570 player->Pushing && player->MovPos)
1572 int next_jx = player->jx + (player->jx - player->last_jx);
1573 int next_jy = player->jy + (player->jy - player->last_jy);
1575 if (x == next_jx && y == next_jy)
1583 void StartMoving(int x, int y)
1585 int element = Feld[x][y];
1590 if (CAN_FALL(element) && y<lev_fieldy-1)
1592 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1593 if (JustBeingPushed(x,y))
1596 if (element==EL_MORAST_VOLL)
1600 InitMovingField(x,y,MV_DOWN);
1601 Feld[x][y] = EL_FELSBROCKEN;
1602 Store[x][y] = EL_MORAST_LEER;
1604 else if (Feld[x][y+1]==EL_MORAST_LEER)
1606 if (!MovDelay[x][y])
1607 MovDelay[x][y] = TILEY + 1;
1616 Feld[x][y] = EL_MORAST_LEER;
1617 Feld[x][y+1] = EL_MORAST_VOLL;
1620 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1622 InitMovingField(x,y,MV_DOWN);
1623 Store[x][y] = EL_MORAST_VOLL;
1625 else if (element==EL_SIEB_VOLL)
1629 InitMovingField(x,y,MV_DOWN);
1630 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1631 Store[x][y] = EL_SIEB_LEER;
1633 else if (Feld[x][y+1]==EL_SIEB_LEER)
1635 if (!MovDelay[x][y])
1636 MovDelay[x][y] = TILEY/4 + 1;
1645 Feld[x][y] = EL_SIEB_LEER;
1646 Feld[x][y+1] = EL_SIEB_VOLL;
1647 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1651 else if (element==EL_SIEB2_VOLL)
1655 InitMovingField(x,y,MV_DOWN);
1656 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1657 Store[x][y] = EL_SIEB2_LEER;
1659 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1661 if (!MovDelay[x][y])
1662 MovDelay[x][y] = TILEY/4 + 1;
1671 Feld[x][y] = EL_SIEB2_LEER;
1672 Feld[x][y+1] = EL_SIEB2_VOLL;
1673 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1677 else if (SiebAktiv && CAN_CHANGE(element) &&
1678 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1680 InitMovingField(x,y,MV_DOWN);
1682 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1683 Store2[x][y+1] = element;
1685 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1688 InitMovingField(x,y,MV_DOWN);
1689 Store[x][y] = EL_SALZSAEURE;
1691 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1695 else if (IS_FREE(x,y+1))
1697 InitMovingField(x,y,MV_DOWN);
1699 else if (element==EL_TROPFEN)
1701 Feld[x][y] = EL_AMOEBING;
1702 Store[x][y] = EL_AMOEBE_NASS;
1704 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1706 boolean left = (x>0 && IS_FREE(x-1,y) &&
1707 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1708 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1709 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1713 if (left && right && game_emulation != EMU_BOULDERDASH)
1714 left = !(right = RND(2));
1716 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1720 else if (CAN_MOVE(element))
1724 if (element == EL_SONDE && JustBeingPushed(x,y))
1727 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1729 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1730 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1733 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1736 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1737 DrawLevelField(x,y);
1741 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1745 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1747 int phase = MovDelay[x][y] % 8;
1752 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1753 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1755 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1756 && MovDelay[x][y]%4==3)
1757 PlaySoundLevel(x,y,SND_NJAM);
1759 else if (element==EL_DRACHE)
1762 int dir = MovDir[x][y];
1763 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1764 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1765 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1766 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1767 dir == MV_UP ? GFX_FLAMMEN_UP :
1768 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1769 int phase = FrameCounter % 2;
1773 int xx = x + i*dx, yy = y + i*dy;
1774 int sx = SCREENX(xx), sy = SCREENY(yy);
1776 if (!IN_LEV_FIELD(xx,yy) ||
1777 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1782 int flamed = MovingOrBlocked2Element(xx,yy);
1784 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1787 RemoveMovingField(xx,yy);
1789 Feld[xx][yy] = EL_BURNING;
1790 if (IN_SCR_FIELD(sx,sy))
1791 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1795 if (Feld[xx][yy] == EL_BURNING)
1796 Feld[xx][yy] = EL_LEERRAUM;
1797 DrawLevelField(xx,yy);
1806 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1808 PlaySoundLevel(x,y,SND_KLAPPER);
1810 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1812 PlaySoundLevel(x,y,SND_ROEHR);
1815 /* neuer Schritt / Wartezustand beendet */
1817 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1819 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1821 /* Spieler erwischt */
1823 KillHero(PLAYERINFO(newx,newy));
1826 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1827 element==EL_ROBOT || element==EL_SONDE) &&
1828 IN_LEV_FIELD(newx,newy) &&
1829 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1832 Store[x][y] = EL_SALZSAEURE;
1834 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1835 IN_LEV_FIELD(newx,newy))
1837 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1839 Feld[x][y] = EL_LEERRAUM;
1840 DrawLevelField(x,y);
1842 PlaySoundLevel(newx,newy,SND_BUING);
1843 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1844 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1846 local_player->friends_still_needed--;
1847 if (!local_player->friends_still_needed &&
1848 !local_player->GameOver && AllPlayersGone)
1849 local_player->LevelSolved = local_player->GameOver = TRUE;
1853 else if (IS_MAMPF3(Feld[newx][newy]))
1855 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1856 DrawLevelField(newx,newy);
1858 MovDir[x][y] = MV_NO_MOVING;
1860 else if (!IS_FREE(newx,newy))
1863 DrawPlayerField(x,y);
1865 DrawLevelField(x,y);
1869 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1871 if (IS_GEM(Feld[newx][newy]))
1873 if (IS_MOVING(newx,newy))
1874 RemoveMovingField(newx,newy);
1877 Feld[newx][newy] = EL_LEERRAUM;
1878 DrawLevelField(newx,newy);
1881 else if (!IS_FREE(newx,newy))
1884 DrawPlayerField(x,y);
1886 DrawLevelField(x,y);
1890 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1892 if (!IS_FREE(newx,newy))
1895 DrawPlayerField(x,y);
1897 DrawLevelField(x,y);
1902 boolean wanna_flame = !RND(10);
1903 int dx = newx - x, dy = newy - y;
1904 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1905 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1906 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1907 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1908 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1909 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1911 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1912 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1913 element1 != EL_BURNING && element2 != EL_BURNING)
1916 DrawPlayerField(x,y);
1918 DrawLevelField(x,y);
1920 MovDelay[x][y] = 50;
1921 Feld[newx][newy] = EL_BURNING;
1922 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1923 Feld[newx1][newy1] = EL_BURNING;
1924 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1925 Feld[newx2][newy2] = EL_BURNING;
1930 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1931 Feld[newx][newy]==EL_DIAMANT)
1933 if (IS_MOVING(newx,newy))
1934 RemoveMovingField(newx,newy);
1937 Feld[newx][newy] = EL_LEERRAUM;
1938 DrawLevelField(newx,newy);
1941 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1942 IS_MAMPF2(Feld[newx][newy]))
1944 if (AmoebaNr[newx][newy])
1946 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1947 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1948 AmoebaCnt[AmoebaNr[newx][newy]]--;
1951 if (IS_MOVING(newx,newy))
1952 RemoveMovingField(newx,newy);
1955 Feld[newx][newy] = EL_LEERRAUM;
1956 DrawLevelField(newx,newy);
1959 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1960 IS_AMOEBOID(Feld[newx][newy]))
1962 if (AmoebaNr[newx][newy])
1964 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1965 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1966 AmoebaCnt[AmoebaNr[newx][newy]]--;
1969 Feld[newx][newy] = EL_LEERRAUM;
1970 DrawLevelField(newx,newy);
1972 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1973 { /* gegen Wand gelaufen */
1976 if (element == EL_KAEFER || element == EL_FLIEGER)
1977 DrawLevelField(x,y);
1978 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1979 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1980 else if (element==EL_SONDE)
1981 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1986 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1987 PlaySoundLevel(x,y,SND_SCHLURF);
1989 InitMovingField(x,y,MovDir[x][y]);
1993 ContinueMoving(x,y);
1996 void ContinueMoving(int x, int y)
1998 int element = Feld[x][y];
1999 int direction = MovDir[x][y];
2000 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2001 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2002 int horiz_move = (dx!=0);
2003 int newx = x + dx, newy = y + dy;
2004 int step = (horiz_move ? dx : dy) * TILEX/8;
2006 if (CAN_FALL(element) && horiz_move)
2008 else if (element==EL_TROPFEN)
2010 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2013 MovPos[x][y] += step;
2015 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2017 Feld[x][y] = EL_LEERRAUM;
2018 Feld[newx][newy] = element;
2020 if (Store[x][y]==EL_MORAST_VOLL)
2023 Feld[newx][newy] = EL_MORAST_VOLL;
2024 element = EL_MORAST_VOLL;
2026 else if (Store[x][y]==EL_MORAST_LEER)
2029 Feld[x][y] = EL_MORAST_LEER;
2031 else if (Store[x][y]==EL_SIEB_VOLL)
2034 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2036 else if (Store[x][y]==EL_SIEB_LEER)
2038 Store[x][y] = Store2[x][y] = 0;
2039 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2041 else if (Store[x][y]==EL_SIEB2_VOLL)
2044 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2046 else if (Store[x][y]==EL_SIEB2_LEER)
2048 Store[x][y] = Store2[x][y] = 0;
2049 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2051 else if (Store[x][y]==EL_SALZSAEURE)
2054 Feld[newx][newy] = EL_SALZSAEURE;
2055 element = EL_SALZSAEURE;
2057 else if (Store[x][y]==EL_AMOEBE_NASS)
2060 Feld[x][y] = EL_AMOEBE_NASS;
2063 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2064 MovDelay[newx][newy] = 0;
2066 if (!CAN_MOVE(element))
2067 MovDir[newx][newy] = 0;
2069 DrawLevelField(x,y);
2070 DrawLevelField(newx,newy);
2072 Stop[newx][newy] = TRUE;
2073 JustHit[x][newy] = 3;
2075 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2077 TestIfBadThingHitsHero(newx,newy);
2078 TestIfBadThingHitsFriend(newx,newy);
2079 TestIfBadThingHitsOtherBadThing(newx,newy);
2081 else if (element == EL_PINGUIN)
2082 TestIfFriendHitsBadThing(newx,newy);
2084 if (CAN_SMASH(element) && direction==MV_DOWN &&
2085 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2088 else /* noch in Bewegung */
2089 DrawLevelField(x,y);
2092 int AmoebeNachbarNr(int ax, int ay)
2095 int element = Feld[ax][ay];
2097 static int xy[4][2] =
2107 int x = ax+xy[i%4][0];
2108 int y = ay+xy[i%4][1];
2110 if (!IN_LEV_FIELD(x,y))
2113 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2114 group_nr = AmoebaNr[x][y];
2120 void AmoebenVereinigen(int ax, int ay)
2123 int new_group_nr = AmoebaNr[ax][ay];
2124 static int xy[4][2] =
2140 if (!IN_LEV_FIELD(x,y))
2143 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2144 Feld[x][y]==EL_AMOEBE_BD ||
2145 Feld[x][y]==EL_AMOEBE_TOT) &&
2146 AmoebaNr[x][y] != new_group_nr)
2148 int old_group_nr = AmoebaNr[x][y];
2150 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2151 AmoebaCnt[old_group_nr] = 0;
2152 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2153 AmoebaCnt2[old_group_nr] = 0;
2155 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2156 if (AmoebaNr[xx][yy]==old_group_nr)
2157 AmoebaNr[xx][yy] = new_group_nr;
2162 void AmoebeUmwandeln(int ax, int ay)
2165 int group_nr = AmoebaNr[ax][ay];
2166 static int xy[4][2] =
2174 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2176 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2178 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2181 Feld[x][y] = EL_AMOEBA2DIAM;
2193 if (!IN_LEV_FIELD(x,y))
2196 if (Feld[x][y]==EL_AMOEBA2DIAM)
2202 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2205 int group_nr = AmoebaNr[ax][ay];
2206 boolean done = FALSE;
2208 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2210 if (AmoebaNr[x][y]==group_nr &&
2211 (Feld[x][y]==EL_AMOEBE_TOT ||
2212 Feld[x][y]==EL_AMOEBE_BD ||
2213 Feld[x][y]==EL_AMOEBING))
2216 Feld[x][y] = new_element;
2217 DrawLevelField(x,y);
2223 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2226 void AmoebeWaechst(int x, int y)
2228 static long sound_delay = 0;
2229 static int sound_delay_value = 0;
2231 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2235 if (DelayReached(&sound_delay, sound_delay_value))
2237 PlaySoundLevel(x,y,SND_AMOEBE);
2238 sound_delay_value = 30;
2242 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2245 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2246 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2248 if (!MovDelay[x][y])
2250 Feld[x][y] = Store[x][y];
2252 DrawLevelField(x,y);
2257 void AmoebeAbleger(int ax, int ay)
2260 int element = Feld[ax][ay];
2261 int newax = ax, neway = ay;
2262 static int xy[4][2] =
2270 if (!level.tempo_amoebe)
2272 Feld[ax][ay] = EL_AMOEBE_TOT;
2273 DrawLevelField(ax,ay);
2277 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2278 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2280 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2283 if (MovDelay[ax][ay])
2287 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2290 int x = ax+xy[start][0];
2291 int y = ay+xy[start][1];
2293 if (!IN_LEV_FIELD(x,y))
2297 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2303 if (newax==ax && neway==ay)
2306 else /* normale oder "gefüllte" Amöbe */
2309 boolean waiting_for_player = FALSE;
2313 int j = (start+i)%4;
2314 int x = ax+xy[j][0];
2315 int y = ay+xy[j][1];
2317 if (!IN_LEV_FIELD(x,y))
2321 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2327 else if (IS_PLAYER(x,y))
2328 waiting_for_player = TRUE;
2331 if (newax==ax && neway==ay)
2333 if (i==4 && !waiting_for_player)
2335 Feld[ax][ay] = EL_AMOEBE_TOT;
2336 DrawLevelField(ax,ay);
2337 AmoebaCnt[AmoebaNr[ax][ay]]--;
2339 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2341 if (element==EL_AMOEBE_VOLL)
2342 AmoebeUmwandeln(ax,ay);
2343 else if (element==EL_AMOEBE_BD)
2344 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2349 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2351 int new_group_nr = AmoebaNr[ax][ay];
2353 AmoebaNr[newax][neway] = new_group_nr;
2354 AmoebaCnt[new_group_nr]++;
2355 AmoebaCnt2[new_group_nr]++;
2356 AmoebenVereinigen(newax,neway);
2358 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2360 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2366 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2367 (neway==lev_fieldy-1 && newax!=ax))
2369 Feld[newax][neway] = EL_AMOEBING;
2370 Store[newax][neway] = element;
2373 Feld[newax][neway] = EL_TROPFEN;
2376 InitMovingField(ax,ay,MV_DOWN);
2377 Feld[ax][ay] = EL_TROPFEN;
2378 Store[ax][ay] = EL_AMOEBE_NASS;
2379 ContinueMoving(ax,ay);
2383 DrawLevelField(newax,neway);
2386 void Life(int ax, int ay)
2389 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2391 int element = Feld[ax][ay];
2396 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2397 MovDelay[ax][ay] = life_time;
2399 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2402 if (MovDelay[ax][ay])
2406 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2408 int xx = ax+x1, yy = ay+y1;
2411 if (!IN_LEV_FIELD(xx,yy))
2414 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2416 int x = xx+x2, y = yy+y2;
2418 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2421 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2423 (IS_FREE(x,y) && Stop[x][y]))
2427 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2429 if (nachbarn<life[0] || nachbarn>life[1])
2431 Feld[xx][yy] = EL_LEERRAUM;
2433 DrawLevelField(xx,yy);
2434 Stop[xx][yy] = TRUE;
2437 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2438 { /* Randfeld ohne Amoebe */
2439 if (nachbarn>=life[2] && nachbarn<=life[3])
2441 Feld[xx][yy] = element;
2442 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2444 DrawLevelField(xx,yy);
2445 Stop[xx][yy] = TRUE;
2451 void Ablenk(int x, int y)
2453 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2454 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2456 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2461 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2462 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2463 if (!(MovDelay[x][y]%4))
2464 PlaySoundLevel(x,y,SND_MIEP);
2469 Feld[x][y] = EL_ABLENK_AUS;
2470 DrawLevelField(x,y);
2475 void Birne(int x, int y)
2477 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2478 MovDelay[x][y] = 800;
2480 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2485 if (!(MovDelay[x][y]%5))
2487 if (!(MovDelay[x][y]%10))
2488 Feld[x][y]=EL_ABLENK_EIN;
2490 Feld[x][y]=EL_ABLENK_AUS;
2491 DrawLevelField(x,y);
2492 Feld[x][y]=EL_ABLENK_EIN;
2498 Feld[x][y]=EL_ABLENK_AUS;
2499 DrawLevelField(x,y);
2504 void Blubber(int x, int y)
2506 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2507 DrawLevelField(x,y-1);
2509 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2512 void NussKnacken(int x, int y)
2514 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2517 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2520 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2521 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2523 if (!MovDelay[x][y])
2525 Feld[x][y] = EL_EDELSTEIN;
2526 DrawLevelField(x,y);
2531 void SiebAktivieren(int x, int y, int typ)
2533 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2534 DrawGraphic(SCREENX(x),SCREENY(y),
2535 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2538 void AusgangstuerPruefen(int x, int y)
2540 if (!local_player->gems_still_needed &&
2541 !local_player->sokobanfields_still_needed &&
2542 !local_player->lights_still_needed)
2544 Feld[x][y] = EL_AUSGANG_ACT;
2546 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2547 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2548 y < LEVELY(BY1) ? LEVELY(BY1) :
2549 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2554 void AusgangstuerOeffnen(int x, int y)
2558 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2559 MovDelay[x][y] = 5*delay;
2561 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2566 tuer = MovDelay[x][y]/delay;
2567 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2568 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2570 if (!MovDelay[x][y])
2572 Feld[x][y] = EL_AUSGANG_AUF;
2573 DrawLevelField(x,y);
2578 void AusgangstuerBlinken(int x, int y)
2580 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2583 void EdelsteinFunkeln(int x, int y)
2585 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2588 if (Feld[x][y] == EL_EDELSTEIN_BD)
2589 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2592 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2593 MovDelay[x][y] = 11 * !SimpleRND(500);
2595 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2599 if (setup.direct_draw_on && MovDelay[x][y])
2600 SetDrawtoField(DRAW_BUFFERED);
2602 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2606 int phase = (MovDelay[x][y]-1)/2;
2611 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2613 if (setup.direct_draw_on)
2617 dest_x = FX + SCREENX(x)*TILEX;
2618 dest_y = FY + SCREENY(y)*TILEY;
2620 XCopyArea(display,drawto_field,window,gc,
2621 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2622 SetDrawtoField(DRAW_DIRECT);
2629 void MauerWaechst(int x, int y)
2633 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2634 MovDelay[x][y] = 3*delay;
2636 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2641 phase = 2-MovDelay[x][y]/delay;
2642 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2643 DrawGraphic(SCREENX(x),SCREENY(y),
2644 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2645 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2646 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2647 GFX_MAUER_DOWN ) + phase);
2649 if (!MovDelay[x][y])
2651 if (MovDir[x][y] == MV_LEFT)
2653 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2654 DrawLevelField(x-1,y);
2656 else if (MovDir[x][y] == MV_RIGHT)
2658 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2659 DrawLevelField(x+1,y);
2661 else if (MovDir[x][y] == MV_UP)
2663 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2664 DrawLevelField(x,y-1);
2668 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2669 DrawLevelField(x,y+1);
2672 Feld[x][y] = Store[x][y];
2674 MovDir[x][y] = MV_NO_MOVING;
2675 DrawLevelField(x,y);
2680 void MauerAbleger(int ax, int ay)
2682 int element = Feld[ax][ay];
2683 boolean oben_frei = FALSE, unten_frei = FALSE;
2684 boolean links_frei = FALSE, rechts_frei = FALSE;
2685 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2686 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2688 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2689 MovDelay[ax][ay] = 6;
2691 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2694 if (MovDelay[ax][ay])
2698 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2700 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2702 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2704 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2707 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2711 Feld[ax][ay-1] = EL_MAUERND;
2712 Store[ax][ay-1] = element;
2713 MovDir[ax][ay-1] = MV_UP;
2714 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2715 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2719 Feld[ax][ay+1] = EL_MAUERND;
2720 Store[ax][ay+1] = element;
2721 MovDir[ax][ay+1] = MV_DOWN;
2722 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2723 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2727 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2728 element == EL_MAUER_LEBT)
2732 Feld[ax-1][ay] = EL_MAUERND;
2733 Store[ax-1][ay] = element;
2734 MovDir[ax-1][ay] = MV_LEFT;
2735 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2736 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2740 Feld[ax+1][ay] = EL_MAUERND;
2741 Store[ax+1][ay] = element;
2742 MovDir[ax+1][ay] = MV_RIGHT;
2743 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2744 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2748 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2749 DrawLevelField(ax,ay);
2751 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2753 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2754 unten_massiv = TRUE;
2755 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2756 links_massiv = TRUE;
2757 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2758 rechts_massiv = TRUE;
2760 if (((oben_massiv && unten_massiv) ||
2761 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2762 ((links_massiv && rechts_massiv) ||
2763 element == EL_MAUER_Y))
2764 Feld[ax][ay] = EL_MAUERWERK;
2767 void CheckForDragon(int x, int y)
2770 boolean dragon_found = FALSE;
2771 static int xy[4][2] =
2783 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2785 if (IN_LEV_FIELD(xx,yy) &&
2786 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2788 if (Feld[xx][yy] == EL_DRACHE)
2789 dragon_found = TRUE;
2802 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2804 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2806 Feld[xx][yy] = EL_LEERRAUM;
2807 DrawLevelField(xx,yy);
2816 void PlayerActions(struct PlayerInfo *player, byte player_action)
2818 static byte stored_player_action[MAX_PLAYERS];
2819 static int num_stored_actions = 0;
2820 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2821 int jx = player->jx, jy = player->jy;
2822 int left = player_action & JOY_LEFT;
2823 int right = player_action & JOY_RIGHT;
2824 int up = player_action & JOY_UP;
2825 int down = player_action & JOY_DOWN;
2826 int button1 = player_action & JOY_BUTTON_1;
2827 int button2 = player_action & JOY_BUTTON_2;
2828 int dx = (left ? -1 : right ? 1 : 0);
2829 int dy = (up ? -1 : down ? 1 : 0);
2831 stored_player_action[player->index_nr] = 0;
2832 num_stored_actions++;
2834 if (!player->active || player->gone || tape.pausing)
2839 player->frame_reset_delay = 0;
2842 snapped = SnapField(player, dx,dy);
2846 bombed = PlaceBomb(player);
2847 moved = MoveFigure(player, dx,dy);
2850 if (tape.recording && (moved || snapped || bombed))
2852 if (bombed && !moved)
2853 player_action &= JOY_BUTTON;
2855 stored_player_action[player->index_nr] = player_action;
2857 /* this allows cycled sequences of PlayerActions() */
2858 if (num_stored_actions >= MAX_PLAYERS)
2860 TapeRecordAction(stored_player_action);
2861 num_stored_actions = 0;
2864 else if (tape.playing && snapped)
2865 SnapField(player, 0,0); /* stop snapping */
2869 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2870 SnapField(player, 0,0);
2871 if (++player->frame_reset_delay > MoveSpeed)
2875 if (tape.playing && !tape.pausing && !player_action &&
2876 tape.counter < tape.length)
2879 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2881 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2883 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2885 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2887 int el = Feld[jx+dx][jy];
2888 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2890 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2892 player->MovDir = next_joy;
2893 player->Frame = FrameCounter % 4;
2894 player->Pushing = TRUE;
2903 static long action_delay = 0;
2904 long action_delay_value;
2905 int sieb_x = 0, sieb_y = 0;
2906 int i, x,y, element;
2907 byte *recorded_player_action;
2909 if (game_status != PLAYING)
2912 action_delay_value =
2913 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2915 /* main game synchronization point */
2916 WaitUntilDelayReached(&action_delay, action_delay_value);
2918 if (network_playing && !network_player_action_received)
2922 printf("DEBUG: try to get network player actions in time\n");
2926 /* last chance to get network player actions without main loop delay */
2929 if (game_status != PLAYING)
2932 if (!network_player_action_received)
2936 printf("DEBUG: failed to get network player actions in time\n");
2944 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2946 else if (tape.recording)
2949 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2951 if (network_playing)
2952 SendToServer_MovePlayer(local_player->action);
2954 for(i=0; i<MAX_PLAYERS; i++)
2956 int actual_player_action = stored_player[i].action;
2958 if (recorded_player_action)
2959 actual_player_action = recorded_player_action[i];
2961 PlayerActions(&stored_player[i], actual_player_action);
2962 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2965 network_player_action_received = FALSE;
2967 ScrollScreen(NULL, SCROLL_GO_ON);
2972 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2975 if (JustHit[x][y]>0)
2979 if (IS_BLOCKED(x,y))
2983 Blocked2Moving(x,y,&oldx,&oldy);
2984 if (!IS_MOVING(oldx,oldy))
2986 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2987 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2988 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2989 printf("GameActions(): This should never happen!\n");
2995 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2997 element = Feld[x][y];
2999 if (IS_INACTIVE(element))
3002 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3006 if (IS_GEM(element))
3007 EdelsteinFunkeln(x,y);
3009 else if (IS_MOVING(x,y))
3010 ContinueMoving(x,y);
3011 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3013 else if (element==EL_EXPLODING)
3014 Explode(x,y,Frame[x][y],EX_NORMAL);
3015 else if (element==EL_AMOEBING)
3017 else if (IS_AMOEBALIVE(element))
3019 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3021 else if (element==EL_ABLENK_EIN)
3023 else if (element==EL_SALZSAEURE)
3025 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3027 else if (element==EL_CRACKINGNUT)
3029 else if (element==EL_AUSGANG_ZU)
3030 AusgangstuerPruefen(x,y);
3031 else if (element==EL_AUSGANG_ACT)
3032 AusgangstuerOeffnen(x,y);
3033 else if (element==EL_AUSGANG_AUF)
3034 AusgangstuerBlinken(x,y);
3035 else if (element==EL_MAUERND)
3037 else if (element==EL_MAUER_LEBT ||
3038 element==EL_MAUER_X ||
3039 element==EL_MAUER_Y ||
3040 element==EL_MAUER_XY)
3042 else if (element==EL_BURNING)
3043 CheckForDragon(x,y);
3047 boolean sieb = FALSE;
3048 int jx = local_player->jx, jy = local_player->jy;
3050 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3051 Store[x][y]==EL_SIEB_LEER)
3053 SiebAktivieren(x, y, 1);
3056 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3057 Store[x][y]==EL_SIEB2_LEER)
3059 SiebAktivieren(x, y, 2);
3063 /* play the element sound at the position nearest to the player */
3064 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3075 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3079 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3081 element = Feld[x][y];
3082 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3084 Feld[x][y] = EL_SIEB_TOT;
3085 DrawLevelField(x,y);
3087 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3089 Feld[x][y] = EL_SIEB2_TOT;
3090 DrawLevelField(x,y);
3096 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3101 if (tape.recording || tape.playing)
3102 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3105 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3107 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3110 for(i=0; i<MAX_PLAYERS; i++)
3111 KillHero(&stored_player[i]);
3117 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3119 int min_x = x, min_y = y, max_x = x, max_y = y;
3122 for(i=0; i<MAX_PLAYERS; i++)
3124 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3126 if (!stored_player[i].active || stored_player[i].gone ||
3127 &stored_player[i] == player)
3130 min_x = MIN(min_x, jx);
3131 min_y = MIN(min_y, jy);
3132 max_x = MAX(max_x, jx);
3133 max_y = MAX(max_y, jy);
3136 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3139 static boolean AllPlayersInVisibleScreen()
3143 for(i=0; i<MAX_PLAYERS; i++)
3145 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3147 if (!stored_player[i].active || stored_player[i].gone)
3150 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3157 void ScrollLevel(int dx, int dy)
3159 int softscroll_offset = (setup.soft_scrolling_on ? TILEX : 0);
3163 ScreenGfxPos = local_player->GfxPos;
3166 XCopyArea(display,drawto_field,drawto_field,gc,
3167 FX + TILEX*(dx==-1) - softscroll_offset,
3168 FY + TILEY*(dy==-1) - softscroll_offset,
3169 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3170 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3171 FX + TILEX*(dx==1) - softscroll_offset,
3172 FY + TILEY*(dy==1) - softscroll_offset);
3176 x = (dx==1 ? BX1 : BX2);
3177 for(y=BY1; y<=BY2; y++)
3178 DrawScreenField(x,y);
3182 y = (dy==1 ? BY1 : BY2);
3183 for(x=BX1; x<=BX2; x++)
3184 DrawScreenField(x,y);
3187 redraw_mask |= REDRAW_FIELD;
3190 boolean MoveFigureOneStep(struct PlayerInfo *player,
3191 int dx, int dy, int real_dx, int real_dy)
3193 int jx = player->jx, jy = player->jy;
3194 int new_jx = jx+dx, new_jy = jy+dy;
3198 if (player->gone || (!dx && !dy))
3199 return(MF_NO_ACTION);
3201 player->MovDir = (dx < 0 ? MV_LEFT :
3204 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3206 if (!IN_LEV_FIELD(new_jx,new_jy))
3207 return(MF_NO_ACTION);
3209 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3210 return(MF_NO_ACTION);
3212 element = MovingOrBlocked2Element(new_jx,new_jy);
3214 if (DONT_GO_TO(element))
3216 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3219 Feld[jx][jy] = EL_SPIELFIGUR;
3220 InitMovingField(jx,jy,MV_DOWN);
3221 Store[jx][jy] = EL_SALZSAEURE;
3222 ContinueMoving(jx,jy);
3231 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3232 if (can_move != MF_MOVING)
3235 StorePlayer[jx][jy] = 0;
3236 player->last_jx = jx;
3237 player->last_jy = jy;
3238 jx = player->jx = new_jx;
3239 jy = player->jy = new_jy;
3240 StorePlayer[jx][jy] = player->element_nr;
3242 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3244 ScrollFigure(player, SCROLL_INIT);
3249 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3251 int jx = player->jx, jy = player->jy;
3252 int old_jx = jx, old_jy = jy;
3253 int moved = MF_NO_ACTION;
3255 if (player->gone || (!dx && !dy))
3258 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3261 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3263 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3264 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3268 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3269 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3278 if (moved & MF_MOVING && player == local_player)
3281 if (moved & MF_MOVING && !ScreenMovPos &&
3282 (player == local_player || !options.network))
3284 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3285 int offset = (setup.scroll_delay_on ? 3 : 0);
3288 if (player == local_player)
3290 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3294 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3296 /* actual player has left the screen -- scroll in that direction */
3297 if (jx != old_jx) /* player has moved horizontally */
3298 scroll_x += (jx - old_jx);
3299 else /* player has moved vertically */
3300 scroll_y += (jy - old_jy);
3304 if (jx != old_jx) /* player has moved horizontally */
3307 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3308 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3309 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3312 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3313 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3314 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3316 /* don't scroll over playfield boundaries */
3317 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3318 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3320 /* don't scroll more than one field at a time */
3321 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3323 /* don't scroll against the player's moving direction */
3324 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3325 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3326 scroll_x = old_scroll_x;
3328 else /* player has moved vertically */
3331 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3332 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3333 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3336 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3337 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3338 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3340 /* don't scroll over playfield boundaries */
3341 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3342 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3344 /* don't scroll more than one field at a time */
3345 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3347 /* don't scroll against the player's moving direction */
3348 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3349 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3350 scroll_y = old_scroll_y;
3355 if (player == local_player)
3357 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3358 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3359 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3360 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3361 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3362 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3364 /* don't scroll more than one field at a time */
3365 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3366 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3370 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3372 if (!options.network && !AllPlayersInVisibleScreen())
3374 scroll_x = old_scroll_x;
3375 scroll_y = old_scroll_y;
3379 ScrollScreen(player, SCROLL_INIT);
3380 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3385 if (!(moved & MF_MOVING) && !player->Pushing)
3388 player->Frame = (player->Frame + 1) % 4;
3390 if (moved & MF_MOVING)
3392 if (old_jx != jx && old_jy == jy)
3393 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3394 else if (old_jx == jx && old_jy != jy)
3395 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3397 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3399 player->last_move_dir = player->MovDir;
3402 player->last_move_dir = MV_NO_MOVING;
3404 TestIfHeroHitsBadThing(jx,jy);
3412 void ScrollFigure(struct PlayerInfo *player, int mode)
3414 int jx = player->jx, jy = player->jy;
3415 int last_jx = player->last_jx, last_jy = player->last_jy;
3417 if (!player->active || player->gone || !player->MovPos)
3420 if (mode == SCROLL_INIT)
3422 player->actual_frame_counter = FrameCounter;
3423 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3425 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3426 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3431 else if (!FrameReached(&player->actual_frame_counter,1))
3434 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3435 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3437 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3438 Feld[last_jx][last_jy] = EL_LEERRAUM;
3442 if (!player->MovPos)
3444 player->last_jx = jx;
3445 player->last_jy = jy;
3447 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3451 if (!local_player->friends_still_needed)
3452 player->LevelSolved = player->GameOver = TRUE;
3457 void ScrollScreen(struct PlayerInfo *player, int mode)
3459 static long screen_frame_counter = 0;
3461 if (mode == SCROLL_INIT)
3463 screen_frame_counter = FrameCounter;
3464 ScreenMovDir = player->MovDir;
3465 ScreenMovPos = player->MovPos;
3466 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3469 else if (!FrameReached(&screen_frame_counter,1))
3474 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3475 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3476 redraw_mask |= REDRAW_FIELD;
3479 ScreenMovDir = MV_NO_MOVING;
3482 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3484 int i, killx = goodx, killy = goody;
3485 static int xy[4][2] =
3492 static int harmless[4] =
3504 x = goodx + xy[i][0];
3505 y = goody + xy[i][1];
3506 if (!IN_LEV_FIELD(x,y))
3509 element = Feld[x][y];
3511 if (DONT_TOUCH(element))
3513 if (MovDir[x][y] == harmless[i])
3522 if (killx != goodx || killy != goody)
3524 if (IS_PLAYER(goodx,goody))
3525 KillHero(PLAYERINFO(goodx,goody));
3531 void TestIfBadThingHitsGoodThing(int badx, int bady)
3533 int i, killx = badx, killy = bady;
3534 static int xy[4][2] =
3541 static int harmless[4] =
3553 x = badx + xy[i][0];
3554 y = bady + xy[i][1];
3555 if (!IN_LEV_FIELD(x,y))
3558 element = Feld[x][y];
3566 else if (element == EL_PINGUIN)
3568 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3577 if (killx != badx || killy != bady)
3579 if (IS_PLAYER(killx,killy))
3580 KillHero(PLAYERINFO(killx,killy));
3586 void TestIfHeroHitsBadThing(int x, int y)
3588 TestIfGoodThingHitsBadThing(x,y);
3591 void TestIfBadThingHitsHero(int x, int y)
3594 TestIfGoodThingHitsBadThing(JX,JY);
3597 TestIfBadThingHitsGoodThing(x,y);
3600 void TestIfFriendHitsBadThing(int x, int y)
3602 TestIfGoodThingHitsBadThing(x,y);
3605 void TestIfBadThingHitsFriend(int x, int y)
3607 TestIfBadThingHitsGoodThing(x,y);
3610 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3612 int i, killx = badx, killy = bady;
3613 static int xy[4][2] =
3627 if (!IN_LEV_FIELD(x,y))
3630 element = Feld[x][y];
3631 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3632 element == EL_AMOEBING || element == EL_TROPFEN)
3640 if (killx != badx || killy != bady)
3644 void KillHero(struct PlayerInfo *player)
3646 int jx = player->jx, jy = player->jy;
3651 if (IS_PFORTE(Feld[jx][jy]))
3652 Feld[jx][jy] = EL_LEERRAUM;
3658 void BuryHero(struct PlayerInfo *player)
3660 int jx = player->jx, jy = player->jy;
3665 PlaySoundLevel(jx,jy, SND_AUTSCH);
3666 PlaySoundLevel(jx,jy, SND_LACHEN);
3668 player->GameOver = TRUE;
3672 void RemoveHero(struct PlayerInfo *player)
3674 int jx = player->jx, jy = player->jy;
3675 int i, found = FALSE;
3677 player->gone = TRUE;
3678 StorePlayer[jx][jy] = 0;
3680 for(i=0; i<MAX_PLAYERS; i++)
3681 if (stored_player[i].active && !stored_player[i].gone)
3685 AllPlayersGone = TRUE;
3691 int DigField(struct PlayerInfo *player,
3692 int x, int y, int real_dx, int real_dy, int mode)
3694 int jx = player->jx, jy = player->jy;
3695 int dx = x - jx, dy = y - jy;
3698 if (!player->MovPos)
3699 player->Pushing = FALSE;
3701 if (mode == DF_NO_PUSH)
3703 player->push_delay = 0;
3704 return(MF_NO_ACTION);
3707 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3708 return(MF_NO_ACTION);
3710 element = Feld[x][y];
3718 Feld[x][y] = EL_LEERRAUM;
3722 case EL_EDELSTEIN_BD:
3723 case EL_EDELSTEIN_GELB:
3724 case EL_EDELSTEIN_ROT:
3725 case EL_EDELSTEIN_LILA:
3728 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3729 if (local_player->gems_still_needed < 0)
3730 local_player->gems_still_needed = 0;
3731 RaiseScoreElement(element);
3732 DrawText(DX_EMERALDS, DY_EMERALDS,
3733 int2str(local_player->gems_still_needed, 3),
3734 FS_SMALL, FC_YELLOW);
3735 PlaySoundLevel(x, y, SND_PONG);
3738 case EL_DYNAMIT_AUS:
3741 RaiseScoreElement(EL_DYNAMIT);
3742 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3743 int2str(local_player->dynamite, 3),
3744 FS_SMALL, FC_YELLOW);
3745 PlaySoundLevel(x,y,SND_PONG);
3748 case EL_DYNABOMB_NR:
3750 player->dynabomb_count++;
3751 player->dynabombs_left++;
3752 RaiseScoreElement(EL_DYNAMIT);
3753 PlaySoundLevel(x,y,SND_PONG);
3756 case EL_DYNABOMB_SZ:
3758 player->dynabomb_size++;
3759 RaiseScoreElement(EL_DYNAMIT);
3760 PlaySoundLevel(x,y,SND_PONG);
3763 case EL_DYNABOMB_XL:
3765 player->dynabomb_xl = TRUE;
3766 RaiseScoreElement(EL_DYNAMIT);
3767 PlaySoundLevel(x,y,SND_PONG);
3770 case EL_SCHLUESSEL1:
3771 case EL_SCHLUESSEL2:
3772 case EL_SCHLUESSEL3:
3773 case EL_SCHLUESSEL4:
3775 int key_nr = element-EL_SCHLUESSEL1;
3778 player->key[key_nr] = TRUE;
3779 RaiseScoreElement(EL_SCHLUESSEL);
3780 DrawMiniGraphicExt(drawto,gc,
3781 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3782 GFX_SCHLUESSEL1+key_nr);
3783 DrawMiniGraphicExt(window,gc,
3784 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3785 GFX_SCHLUESSEL1+key_nr);
3786 PlaySoundLevel(x,y,SND_PONG);
3791 Feld[x][y] = EL_ABLENK_EIN;
3794 DrawLevelField(x,y);
3798 case EL_FELSBROCKEN:
3802 if (dy || mode==DF_SNAP)
3803 return(MF_NO_ACTION);
3805 player->Pushing = TRUE;
3807 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3808 return(MF_NO_ACTION);
3812 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3813 return(MF_NO_ACTION);
3816 if (player->push_delay == 0)
3817 player->push_delay = FrameCounter;
3818 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3820 return(MF_NO_ACTION);
3823 Feld[x+dx][y+dy] = element;
3825 player->push_delay_value = 2+RND(8);
3827 DrawLevelField(x+dx,y+dy);
3828 if (element==EL_FELSBROCKEN)
3829 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3830 else if (element==EL_KOKOSNUSS)
3831 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3833 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3840 if (!player->key[element-EL_PFORTE1])
3841 return(MF_NO_ACTION);
3848 if (!player->key[element-EL_PFORTE1X])
3849 return(MF_NO_ACTION);
3853 case EL_AUSGANG_ACT:
3854 /* Tür ist (noch) nicht offen! */
3855 return(MF_NO_ACTION);
3858 case EL_AUSGANG_AUF:
3860 return(MF_NO_ACTION);
3862 PlaySoundLevel(x,y,SND_BUING);
3865 player->gone = TRUE;
3866 PlaySoundLevel(x,y,SND_BUING);
3868 if (!local_player->friends_still_needed)
3869 player->LevelSolved = player->GameOver = TRUE;
3875 Feld[x][y] = EL_BIRNE_EIN;
3876 local_player->lights_still_needed--;
3877 DrawLevelField(x,y);
3878 PlaySoundLevel(x,y,SND_DENG);
3883 Feld[x][y] = EL_ZEIT_LEER;
3885 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3886 DrawLevelField(x,y);
3887 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3891 case EL_SOKOBAN_FELD_LEER:
3894 case EL_SOKOBAN_FELD_VOLL:
3895 case EL_SOKOBAN_OBJEKT:
3898 return(MF_NO_ACTION);
3900 player->Pushing = TRUE;
3902 if (!IN_LEV_FIELD(x+dx,y+dy)
3903 || (!IS_FREE(x+dx,y+dy)
3904 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3905 || !IS_SB_ELEMENT(element))))
3906 return(MF_NO_ACTION);
3910 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3911 return(MF_NO_ACTION);
3913 else if (dy && real_dx)
3915 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3916 return(MF_NO_ACTION);
3919 if (player->push_delay == 0)
3920 player->push_delay = FrameCounter;
3921 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3923 return(MF_NO_ACTION);
3925 if (IS_SB_ELEMENT(element))
3927 if (element == EL_SOKOBAN_FELD_VOLL)
3929 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3930 local_player->sokobanfields_still_needed++;
3935 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3937 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3938 local_player->sokobanfields_still_needed--;
3939 if (element == EL_SOKOBAN_OBJEKT)
3940 PlaySoundLevel(x,y,SND_DENG);
3943 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3948 Feld[x+dx][y+dy] = element;
3951 player->push_delay_value = 2;
3953 DrawLevelField(x,y);
3954 DrawLevelField(x+dx,y+dy);
3955 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3957 if (IS_SB_ELEMENT(element) &&
3958 local_player->sokobanfields_still_needed == 0 &&
3959 game_emulation == EMU_SOKOBAN)
3961 player->LevelSolved = player->GameOver = TRUE;
3962 PlaySoundLevel(x,y,SND_BUING);
3974 return(MF_NO_ACTION);
3978 player->push_delay = 0;
3983 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
3985 int jx = player->jx, jy = player->jy;
3986 int x = jx + dx, y = jy + dy;
3988 if (player->gone || !IN_LEV_FIELD(x,y))
3996 player->snapped = FALSE;
4000 if (player->snapped)
4003 player->MovDir = (dx < 0 ? MV_LEFT :
4006 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4008 if (!DigField(player, x,y, 0,0, DF_SNAP))
4011 player->snapped = TRUE;
4012 DrawLevelField(x,y);
4018 boolean PlaceBomb(struct PlayerInfo *player)
4020 int jx = player->jx, jy = player->jy;
4023 if (player->gone || player->MovPos)
4026 element = Feld[jx][jy];
4028 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4029 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4032 if (element != EL_LEERRAUM)
4033 Store[jx][jy] = element;
4035 if (player->dynamite)
4037 Feld[jx][jy] = EL_DYNAMIT;
4038 MovDelay[jx][jy] = 96;
4040 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4041 FS_SMALL, FC_YELLOW);
4042 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4043 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4047 Feld[jx][jy] = EL_DYNABOMB;
4048 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4049 MovDelay[jx][jy] = 96;
4050 player->dynabombs_left--;
4051 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4052 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4058 void PlaySoundLevel(int x, int y, int sound_nr)
4060 int sx = SCREENX(x), sy = SCREENY(y);
4062 int silence_distance = 8;
4064 if ((!setup.sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4065 (!setup.sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4068 if (!IN_LEV_FIELD(x,y) ||
4069 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4070 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4073 volume = PSND_MAX_VOLUME;
4075 stereo = (sx-SCR_FIELDX/2)*12;
4077 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4078 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4079 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4082 if (!IN_SCR_FIELD(sx,sy))
4084 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4085 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4087 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4090 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4093 void RaiseScore(int value)
4095 local_player->score += value;
4096 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4097 FS_SMALL, FC_YELLOW);
4100 void RaiseScoreElement(int element)
4105 case EL_EDELSTEIN_BD:
4106 case EL_EDELSTEIN_GELB:
4107 case EL_EDELSTEIN_ROT:
4108 case EL_EDELSTEIN_LILA:
4109 RaiseScore(level.score[SC_EDELSTEIN]);
4112 RaiseScore(level.score[SC_DIAMANT]);
4116 RaiseScore(level.score[SC_KAEFER]);
4120 RaiseScore(level.score[SC_FLIEGER]);
4124 RaiseScore(level.score[SC_MAMPFER]);
4127 RaiseScore(level.score[SC_ROBOT]);
4130 RaiseScore(level.score[SC_PACMAN]);
4133 RaiseScore(level.score[SC_KOKOSNUSS]);
4136 RaiseScore(level.score[SC_DYNAMIT]);
4139 RaiseScore(level.score[SC_SCHLUESSEL]);