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 ***********************************************************/
25 void GetPlayerConfig()
27 int old_joystick_nr = joystick_nr;
29 if (sound_status==SOUND_OFF)
30 local_player->setup &= ~SETUP_SOUND;
31 if (!sound_loops_allowed)
33 local_player->setup &= ~SETUP_SOUND_LOOPS;
34 local_player->setup &= ~SETUP_SOUND_MUSIC;
37 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
38 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
39 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
40 toons_on = SETUP_TOONS_ON(local_player->setup);
41 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
42 fading_on = SETUP_FADING_ON(local_player->setup);
43 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
44 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
45 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
46 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
47 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
50 if (joystick_nr != old_joystick_nr)
53 close(joystick_device);
62 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
63 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
65 for(i=0; i<MAX_PLAYERS; i++)
67 struct PlayerInfo *player = &stored_player[i];
70 player->active = FALSE;
71 player->local = FALSE;
74 player->gems_still_needed = level.edelsteine;
75 player->sokobanfields_still_needed = 0;
76 player->lights_still_needed = 0;
77 player->friends_still_needed = 0;
80 player->key[j] = FALSE;
83 player->dynabomb_count = 0;
84 player->dynabomb_size = 0;
85 player->dynabombs_left = 0;
86 player->dynabomb_xl = FALSE;
88 player->MovDir = MV_NO_MOVING;
90 player->Pushing = FALSE;
94 player->actual_frame_counter = 0;
96 player->frame_reset_delay = 0;
98 player->push_delay = 0;
99 player->push_delay_value = 5;
101 player->move_delay = 0;
102 player->last_move_dir = MV_NO_MOVING;
104 player->snapped = FALSE;
106 player->gone = FALSE;
108 player->last_jx = player->last_jy = 0;
109 player->jx = player->jy = 0;
111 DigField(player, 0,0,0,0,DF_NO_PUSH);
112 SnapField(player, 0,0);
118 stored_player[i].active = TRUE;
123 player->LevelSolved = FALSE;
124 player->GameOver = FALSE;
127 local_player->active = TRUE;
128 local_player->local = TRUE;
135 TimeLeft = level.time;
137 ScreenMovDir = MV_NO_MOVING;
141 AllPlayersGone = SiebAktiv = FALSE;
143 for(i=0;i<MAX_NUM_AMOEBA;i++)
144 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
146 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
148 Feld[x][y] = Ur[x][y];
149 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
150 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
155 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
157 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
163 Feld[x][y] = EL_SPIELER1;
170 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
171 int jx = player->jx, jy = player->jy;
173 /* remove duplicate players */
174 if (StorePlayer[jx][jy] == Feld[x][y])
175 StorePlayer[jx][jy] = 0;
177 player->active = TRUE;
179 StorePlayer[x][y] = Feld[x][y];
180 Feld[x][y] = EL_LEERRAUM;
181 player->jx = player->last_jx = x;
182 player->jy = player->last_jy = y;
186 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
187 Feld[x][y] = EL_BADEWANNE1;
188 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
189 Feld[x][y] = EL_BADEWANNE2;
190 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
191 Feld[x][y] = EL_BADEWANNE3;
192 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
193 Feld[x][y] = EL_BADEWANNE4;
194 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
195 Feld[x][y] = EL_BADEWANNE5;
234 Feld[x][y] = EL_AMOEBING;
235 Store[x][y] = EL_AMOEBE_NASS;
242 local_player->lights_still_needed++;
244 case EL_SOKOBAN_FELD_LEER:
245 local_player->sokobanfields_still_needed++;
249 local_player->friends_still_needed++;
253 MovDir[x][y] = 1<<RND(4);
260 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
261 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
263 scroll_x = scroll_y = -1;
264 if (local_player->jx >= MIDPOSX-1)
265 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
266 local_player->jx - MIDPOSX :
267 lev_fieldx - SCR_FIELDX + 1);
268 if (local_player->jy >= MIDPOSY-1)
269 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
270 local_player->jy - MIDPOSY :
271 lev_fieldy - SCR_FIELDY + 1);
273 CloseDoor(DOOR_CLOSE_1);
279 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
280 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
281 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
282 DrawTextExt(pix[PIX_DB_DOOR],gc,
283 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
284 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
285 DrawTextExt(pix[PIX_DB_DOOR],gc,
286 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
287 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
288 DrawTextExt(pix[PIX_DB_DOOR],gc,
289 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
290 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
291 DrawTextExt(pix[PIX_DB_DOOR],gc,
292 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
293 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
294 DrawTextExt(pix[PIX_DB_DOOR],gc,
295 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
296 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
298 DrawGameButton(BUTTON_GAME_STOP);
299 DrawGameButton(BUTTON_GAME_PAUSE);
300 DrawGameButton(BUTTON_GAME_PLAY);
301 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
302 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
303 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
304 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
305 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
306 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
307 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
308 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
310 OpenDoor(DOOR_OPEN_1);
313 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
315 XAutoRepeatOff(display);
318 void InitMovDir(int x, int y)
320 int i, element = Feld[x][y];
321 static int xy[4][2] =
328 static int direction[2][4] =
330 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
331 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
340 Feld[x][y] = EL_KAEFER;
341 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
347 Feld[x][y] = EL_FLIEGER;
348 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
354 Feld[x][y] = EL_BUTTERFLY;
355 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
361 Feld[x][y] = EL_FIREFLY;
362 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
368 Feld[x][y] = EL_PACMAN;
369 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
372 MovDir[x][y] = 1<<RND(4);
373 if (element != EL_KAEFER &&
374 element != EL_FLIEGER &&
375 element != EL_BUTTERFLY &&
376 element != EL_FIREFLY)
386 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
388 if (element==EL_KAEFER || element==EL_BUTTERFLY)
390 MovDir[x][y] = direction[0][i];
393 else if (element==EL_FLIEGER || element==EL_FIREFLY)
395 MovDir[x][y] = direction[1][i];
404 void InitAmoebaNr(int x, int y)
407 int group_nr = AmoebeNachbarNr(x,y);
411 for(i=1;i<MAX_NUM_AMOEBA;i++)
421 AmoebaNr[x][y] = group_nr;
422 AmoebaCnt[group_nr]++;
423 AmoebaCnt2[group_nr]++;
429 int bumplevel = FALSE;
431 local_player->LevelSolved = FALSE;
436 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
441 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
442 if (TimeLeft && !(TimeLeft % 10))
443 RaiseScore(level.score[SC_ZEITBONUS]);
444 if (TimeLeft > 100 && !(TimeLeft % 10))
448 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
459 /* Hero disappears */
460 DrawLevelField(ExitX, ExitY);
466 CloseDoor(DOOR_CLOSE_1);
471 SaveLevelTape(tape.level_nr); /* Ask to save tape */
474 if (level_nr == local_player->handicap &&
475 level_nr < leveldir[leveldir_nr].levels-1)
477 local_player->handicap++;
479 SavePlayerInfo(PLAYER_LEVEL);
482 if ((hi_pos=NewHiScore()) >= 0)
484 game_status = HALLOFFAME;
485 DrawHallOfFame(hi_pos);
486 if (bumplevel && TAPE_IS_EMPTY(tape))
491 game_status = MAINMENU;
492 if (bumplevel && TAPE_IS_EMPTY(tape))
507 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
508 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
511 for(k=0;k<MAX_SCORE_ENTRIES;k++)
513 if (local_player->score > highscore[k].Score)
515 /* Spieler kommt in Highscore-Liste */
517 if (k<MAX_SCORE_ENTRIES-1)
519 int m = MAX_SCORE_ENTRIES-1;
522 for(l=k;l<MAX_SCORE_ENTRIES;l++)
523 if (!strcmp(local_player->alias_name,highscore[l].Name))
525 if (m==k) /* Spieler überschreibt seine alte Position */
531 strcpy(highscore[l].Name,highscore[l-1].Name);
532 highscore[l].Score = highscore[l-1].Score;
539 sprintf(highscore[k].Name,local_player->alias_name);
540 highscore[k].Score = local_player->score;
546 else if (!strcmp(local_player->alias_name,highscore[k].Name))
547 break; /* Spieler schon mit besserer Punktzahl in der Liste */
558 void InitMovingField(int x, int y, int direction)
560 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
561 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
563 MovDir[x][y] = direction;
564 MovDir[newx][newy] = direction;
565 if (Feld[newx][newy] == EL_LEERRAUM)
566 Feld[newx][newy] = EL_BLOCKED;
569 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
571 int direction = MovDir[x][y];
572 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
573 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
579 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
581 int oldx = x, oldy = y;
582 int direction = MovDir[x][y];
584 if (direction==MV_LEFT)
586 else if (direction==MV_RIGHT)
588 else if (direction==MV_UP)
590 else if (direction==MV_DOWN)
593 *comes_from_x = oldx;
594 *comes_from_y = oldy;
597 int MovingOrBlocked2Element(int x, int y)
599 int element = Feld[x][y];
601 if (element==EL_BLOCKED)
605 Blocked2Moving(x,y,&oldx,&oldy);
606 return(Feld[oldx][oldy]);
612 static void RemoveField(int x, int y)
614 Feld[x][y] = EL_LEERRAUM;
620 void RemoveMovingField(int x, int y)
622 int oldx = x,oldy = y, newx = x,newy = y;
624 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
629 Moving2Blocked(x,y,&newx,&newy);
630 if (Feld[newx][newy] != EL_BLOCKED)
633 else if (Feld[x][y]==EL_BLOCKED)
635 Blocked2Moving(x,y,&oldx,&oldy);
636 if (!IS_MOVING(oldx,oldy))
640 if (Feld[x][y]==EL_BLOCKED &&
641 (Store[oldx][oldy]==EL_MORAST_LEER ||
642 Store[oldx][oldy]==EL_SIEB_LEER ||
643 Store[oldx][oldy]==EL_SIEB2_LEER ||
644 Store[oldx][oldy]==EL_AMOEBE_NASS))
646 Feld[oldx][oldy] = Store[oldx][oldy];
647 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
650 Feld[oldx][oldy] = EL_LEERRAUM;
652 Feld[newx][newy] = EL_LEERRAUM;
653 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
654 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
656 DrawLevelField(oldx,oldy);
657 DrawLevelField(newx,newy);
660 void DrawDynamite(int x, int y)
662 int sx = SCREENX(x), sy = SCREENY(y);
663 int graphic = el2gfx(Feld[x][y]);
666 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
670 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
672 if (Feld[x][y]==EL_DYNAMIT)
674 if ((phase = (96-MovDelay[x][y])/12) > 6)
679 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
684 DrawGraphicThruMask(sx,sy, graphic + phase);
686 DrawGraphic(sx,sy, graphic + phase);
689 void CheckDynamite(int x, int y)
691 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
696 if (!(MovDelay[x][y] % 12))
697 PlaySoundLevel(x,y,SND_ZISCH);
699 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
701 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
708 StopSound(SND_ZISCH);
712 void Explode(int ex, int ey, int phase, int mode)
715 int num_phase = 9, delay = 2;
716 int last_phase = num_phase*delay;
717 int half_phase = (num_phase/2)*delay;
719 if (phase==0) /* Feld 'Store' initialisieren */
721 int center_element = Feld[ex][ey];
723 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
725 center_element = MovingOrBlocked2Element(ex,ey);
726 RemoveMovingField(ex,ey);
729 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
731 int element = Feld[x][y];
733 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
735 element = MovingOrBlocked2Element(x,y);
736 RemoveMovingField(x,y);
739 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
742 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
746 if (element==EL_EXPLODING)
747 element = Store2[x][y];
749 if (IS_PLAYER(ex,ey))
751 switch(StorePlayer[ex][ey])
754 Store[x][y] = EL_EDELSTEIN_ROT;
757 Store[x][y] = EL_EDELSTEIN;
760 Store[x][y] = EL_EDELSTEIN_LILA;
764 Store[x][y] = EL_EDELSTEIN_GELB;
768 else if (center_element==EL_MAULWURF)
769 Store[x][y] = EL_EDELSTEIN_ROT;
770 else if (center_element==EL_PINGUIN)
771 Store[x][y] = EL_EDELSTEIN_LILA;
772 else if (center_element==EL_KAEFER)
773 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
774 else if (center_element==EL_BUTTERFLY)
775 Store[x][y] = EL_EDELSTEIN_BD;
776 else if (center_element==EL_MAMPFER)
777 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
778 else if (center_element==EL_AMOEBA2DIAM)
779 Store[x][y] = level.amoebe_inhalt;
780 else if (element==EL_ERZ_EDEL)
781 Store[x][y] = EL_EDELSTEIN;
782 else if (element==EL_ERZ_DIAM)
783 Store[x][y] = EL_DIAMANT;
784 else if (element==EL_ERZ_EDEL_BD)
785 Store[x][y] = EL_EDELSTEIN_BD;
786 else if (element==EL_ERZ_EDEL_GELB)
787 Store[x][y] = EL_EDELSTEIN_GELB;
788 else if (element==EL_ERZ_EDEL_ROT)
789 Store[x][y] = EL_EDELSTEIN_ROT;
790 else if (element==EL_ERZ_EDEL_LILA)
791 Store[x][y] = EL_EDELSTEIN_LILA;
792 else if (!IS_PFORTE(Store[x][y]))
793 Store[x][y] = EL_LEERRAUM;
795 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
796 Store2[x][y] = element;
798 if (AmoebaNr[x][y] &&
799 (element==EL_AMOEBE_VOLL ||
800 element==EL_AMOEBE_BD ||
801 element==EL_AMOEBING))
803 AmoebaCnt[AmoebaNr[x][y]]--;
804 AmoebaCnt2[AmoebaNr[x][y]]--;
807 Feld[x][y] = EL_EXPLODING;
808 MovDir[x][y] = MovPos[x][y] = 0;
814 if (center_element==EL_MAMPFER)
815 MampferNr = (MampferNr+1) % 4;
826 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
828 if (phase==half_phase)
830 int element = Store2[x][y];
833 KillHero(PLAYERINFO(x,y));
834 else if (IS_EXPLOSIVE(element))
836 Feld[x][y] = Store2[x][y];
840 else if (element==EL_AMOEBA2DIAM)
841 AmoebeUmwandeln(x,y);
844 if (phase==last_phase)
848 element = Feld[x][y] = Store[x][y];
849 Store[x][y] = Store2[x][y] = 0;
850 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
851 if (CAN_MOVE(element) || COULD_MOVE(element))
855 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
858 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
860 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
864 void DynaExplode(int ex, int ey)
867 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
868 static int xy[4][2] =
876 Store2[ex][ey] = 0; /* delete player information */
878 Explode(ex,ey,0,EX_CENTER);
882 for(j=1; j<=player->dynabomb_size; j++)
884 int x = ex+j*xy[i%4][0];
885 int y = ey+j*xy[i%4][1];
888 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
891 element = Feld[x][y];
892 Explode(x,y,0,EX_BORDER);
894 if (element != EL_LEERRAUM &&
895 element != EL_ERDREICH &&
896 element != EL_EXPLODING &&
897 !player->dynabomb_xl)
902 player->dynabombs_left++;
905 void Bang(int x, int y)
907 int element = Feld[x][y];
909 PlaySoundLevel(x,y,SND_ROAAAR);
921 RaiseScoreElement(element);
922 Explode(x,y,0,EX_NORMAL);
932 Explode(x,y,0,EX_CENTER);
935 Explode(x,y,0,EX_NORMAL);
940 void Blurb(int x, int y)
942 int element = Feld[x][y];
944 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
946 PlaySoundLevel(x,y,SND_BLURB);
947 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
948 (!IN_LEV_FIELD(x-1,y-1) ||
949 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
951 Feld[x-1][y] = EL_BLURB_LEFT;
953 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
954 (!IN_LEV_FIELD(x+1,y-1) ||
955 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
957 Feld[x+1][y] = EL_BLURB_RIGHT;
962 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
964 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
967 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
970 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
971 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
975 Feld[x][y] = EL_LEERRAUM;
982 void Impact(int x, int y)
984 BOOL lastline = (y==lev_fieldy-1);
985 BOOL object_hit = FALSE;
986 int element = Feld[x][y];
989 /* Element darunter berührt? */
992 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
995 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
996 MovDir[x][y+1]!=MV_DOWN ||
997 MovPos[x][y+1]<=TILEY/2));
999 smashed = MovingOrBlocked2Element(x,y+1);
1002 /* Auftreffendes Element fällt in Salzsäure */
1003 if (!lastline && smashed==EL_SALZSAEURE)
1009 /* Auftreffendes Element ist Bombe */
1010 if (element==EL_BOMBE && (lastline || object_hit))
1016 /* Auftreffendes Element ist Säuretropfen */
1017 if (element==EL_TROPFEN && (lastline || object_hit))
1019 if (object_hit && IS_PLAYER(x,y+1))
1020 KillHero(PLAYERINFO(x,y+1));
1021 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1025 Feld[x][y] = EL_AMOEBING;
1026 Store[x][y] = EL_AMOEBE_NASS;
1031 /* Welches Element kriegt was auf die Rübe? */
1032 if (!lastline && object_hit)
1034 if (CAN_CHANGE(element) &&
1035 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1036 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1038 if (IS_PLAYER(x,y+1))
1040 KillHero(PLAYERINFO(x,y+1));
1043 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1048 else if (element==EL_EDELSTEIN_BD)
1050 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1056 else if (element==EL_FELSBROCKEN)
1058 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1059 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1064 else if (!IS_MOVING(x,y+1))
1066 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1071 else if (smashed==EL_KOKOSNUSS)
1073 Feld[x][y+1] = EL_CRACKINGNUT;
1074 PlaySoundLevel(x,y,SND_KNACK);
1075 RaiseScoreElement(EL_KOKOSNUSS);
1078 else if (smashed==EL_DIAMANT)
1080 Feld[x][y+1] = EL_LEERRAUM;
1081 PlaySoundLevel(x,y,SND_QUIRK);
1088 /* Geräusch beim Durchqueren des Siebes */
1089 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1091 PlaySoundLevel(x,y,SND_QUIRK);
1095 /* Geräusch beim Auftreffen */
1096 if (lastline || object_hit)
1103 case EL_EDELSTEIN_BD:
1104 case EL_EDELSTEIN_GELB:
1105 case EL_EDELSTEIN_ROT:
1106 case EL_EDELSTEIN_LILA:
1113 case EL_FELSBROCKEN:
1117 case EL_SCHLUESSEL1:
1118 case EL_SCHLUESSEL2:
1119 case EL_SCHLUESSEL3:
1120 case EL_SCHLUESSEL4:
1133 PlaySoundLevel(x,y,sound);
1137 void TurnRound(int x, int y)
1149 { 0,0 }, { 0,0 }, { 0,0 },
1154 int left,right,back;
1158 { MV_DOWN, MV_UP, MV_RIGHT },
1159 { MV_UP, MV_DOWN, MV_LEFT },
1161 { MV_LEFT, MV_RIGHT, MV_DOWN },
1162 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1163 { MV_RIGHT, MV_LEFT, MV_UP }
1166 int element = Feld[x][y];
1167 int old_move_dir = MovDir[x][y];
1168 int left_dir = turn[old_move_dir].left;
1169 int right_dir = turn[old_move_dir].right;
1170 int back_dir = turn[old_move_dir].back;
1172 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1173 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1174 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1175 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1177 int left_x = x+left_dx, left_y = y+left_dy;
1178 int right_x = x+right_dx, right_y = y+right_dy;
1179 int move_x = x+move_dx, move_y = y+move_dy;
1181 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1183 TestIfBadThingHitsOtherBadThing(x,y);
1185 if (IN_LEV_FIELD(right_x,right_y) &&
1186 IS_FREE_OR_PLAYER(right_x,right_y))
1187 MovDir[x][y] = right_dir;
1188 else if (!IN_LEV_FIELD(move_x,move_y) ||
1189 !IS_FREE_OR_PLAYER(move_x,move_y))
1190 MovDir[x][y] = left_dir;
1192 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1194 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1197 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1199 TestIfBadThingHitsOtherBadThing(x,y);
1201 if (IN_LEV_FIELD(left_x,left_y) &&
1202 IS_FREE_OR_PLAYER(left_x,left_y))
1203 MovDir[x][y] = left_dir;
1204 else if (!IN_LEV_FIELD(move_x,move_y) ||
1205 !IS_FREE_OR_PLAYER(move_x,move_y))
1206 MovDir[x][y] = right_dir;
1208 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1210 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1213 else if (element==EL_MAMPFER)
1215 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1217 if (IN_LEV_FIELD(left_x,left_y) &&
1218 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1219 Feld[left_x][left_y] == EL_DIAMANT))
1220 can_turn_left = TRUE;
1221 if (IN_LEV_FIELD(right_x,right_y) &&
1222 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1223 Feld[right_x][right_y] == EL_DIAMANT))
1224 can_turn_right = TRUE;
1226 if (can_turn_left && can_turn_right)
1227 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1228 else if (can_turn_left)
1229 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1230 else if (can_turn_right)
1231 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1233 MovDir[x][y] = back_dir;
1235 MovDelay[x][y] = 16+16*RND(3);
1237 else if (element==EL_MAMPFER2)
1239 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1241 if (IN_LEV_FIELD(left_x,left_y) &&
1242 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1243 IS_MAMPF2(Feld[left_x][left_y])))
1244 can_turn_left = TRUE;
1245 if (IN_LEV_FIELD(right_x,right_y) &&
1246 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1247 IS_MAMPF2(Feld[right_x][right_y])))
1248 can_turn_right = TRUE;
1250 if (can_turn_left && can_turn_right)
1251 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1252 else if (can_turn_left)
1253 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1254 else if (can_turn_right)
1255 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1257 MovDir[x][y] = back_dir;
1259 MovDelay[x][y] = 16+16*RND(3);
1261 else if (element==EL_PACMAN)
1263 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1265 if (IN_LEV_FIELD(left_x,left_y) &&
1266 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1267 IS_AMOEBOID(Feld[left_x][left_y])))
1268 can_turn_left = TRUE;
1269 if (IN_LEV_FIELD(right_x,right_y) &&
1270 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1271 IS_AMOEBOID(Feld[right_x][right_y])))
1272 can_turn_right = TRUE;
1274 if (can_turn_left && can_turn_right)
1275 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1276 else if (can_turn_left)
1277 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1278 else if (can_turn_right)
1279 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1281 MovDir[x][y] = back_dir;
1283 MovDelay[x][y] = 6+RND(40);
1285 else if (element==EL_SCHWEIN)
1287 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1288 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1289 BOOL should_move_on = FALSE;
1291 int rnd = RND(rnd_value);
1293 if (IN_LEV_FIELD(left_x,left_y) &&
1294 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1295 can_turn_left = TRUE;
1296 if (IN_LEV_FIELD(right_x,right_y) &&
1297 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1298 can_turn_right = TRUE;
1299 if (IN_LEV_FIELD(move_x,move_y) &&
1300 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1303 if (can_turn_left &&
1305 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1306 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1307 should_turn_left = TRUE;
1308 if (can_turn_right &&
1310 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1311 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1312 should_turn_right = TRUE;
1314 (!can_turn_left || !can_turn_right ||
1315 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1316 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1317 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1318 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1319 should_move_on = TRUE;
1321 if (should_turn_left || should_turn_right || should_move_on)
1323 if (should_turn_left && should_turn_right && should_move_on)
1324 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1325 rnd < 2*rnd_value/3 ? right_dir :
1327 else if (should_turn_left && should_turn_right)
1328 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1329 else if (should_turn_left && should_move_on)
1330 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1331 else if (should_turn_right && should_move_on)
1332 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1333 else if (should_turn_left)
1334 MovDir[x][y] = left_dir;
1335 else if (should_turn_right)
1336 MovDir[x][y] = right_dir;
1337 else if (should_move_on)
1338 MovDir[x][y] = old_move_dir;
1340 else if (can_move_on && rnd > rnd_value/8)
1341 MovDir[x][y] = old_move_dir;
1342 else if (can_turn_left && can_turn_right)
1343 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1344 else if (can_turn_left && rnd > rnd_value/8)
1345 MovDir[x][y] = left_dir;
1346 else if (can_turn_right && rnd > rnd_value/8)
1347 MovDir[x][y] = right_dir;
1349 MovDir[x][y] = back_dir;
1351 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1352 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1353 MovDir[x][y] = old_move_dir;
1357 else if (element==EL_DRACHE)
1359 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1361 int rnd = RND(rnd_value);
1363 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1364 can_turn_left = TRUE;
1365 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1366 can_turn_right = TRUE;
1367 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1370 if (can_move_on && rnd > rnd_value/8)
1371 MovDir[x][y] = old_move_dir;
1372 else if (can_turn_left && can_turn_right)
1373 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1374 else if (can_turn_left && rnd > rnd_value/8)
1375 MovDir[x][y] = left_dir;
1376 else if (can_turn_right && rnd > rnd_value/8)
1377 MovDir[x][y] = right_dir;
1379 MovDir[x][y] = back_dir;
1381 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1382 MovDir[x][y] = old_move_dir;
1386 else if (element==EL_ROBOT || element==EL_SONDE ||
1387 element==EL_MAULWURF || element==EL_PINGUIN)
1389 int attr_x = -1, attr_y = -1;
1400 for(i=0; i<MAX_PLAYERS; i++)
1402 struct PlayerInfo *player = &stored_player[i];
1403 int jx = player->jx, jy = player->jy;
1405 if (!player->active || player->gone)
1408 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1416 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1422 if (element==EL_MAULWURF || element==EL_PINGUIN)
1425 static int xy[4][2] =
1435 int ex = x + xy[i%4][0];
1436 int ey = y + xy[i%4][1];
1438 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1447 MovDir[x][y] = MV_NO_MOVING;
1449 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1451 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1453 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1455 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1457 if (element==EL_ROBOT)
1461 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1462 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1463 Moving2Blocked(x,y,&newx,&newy);
1465 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1466 MovDelay[x][y] = 8+8*!RND(3);
1468 MovDelay[x][y] = 16;
1476 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1478 BOOL first_horiz = RND(2);
1479 int new_move_dir = MovDir[x][y];
1482 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1483 Moving2Blocked(x,y,&newx,&newy);
1485 if (IN_LEV_FIELD(newx,newy) &&
1486 (IS_FREE(newx,newy) ||
1487 Feld[newx][newy] == EL_SALZSAEURE ||
1488 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1489 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1490 IS_MAMPF3(Feld[newx][newy])))))
1494 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1495 Moving2Blocked(x,y,&newx,&newy);
1497 if (IN_LEV_FIELD(newx,newy) &&
1498 (IS_FREE(newx,newy) ||
1499 Feld[newx][newy] == EL_SALZSAEURE ||
1500 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1501 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1502 IS_MAMPF3(Feld[newx][newy])))))
1505 MovDir[x][y] = old_move_dir;
1512 static BOOL JustBeingPushed(int x, int y)
1516 for(i=0; i<MAX_PLAYERS; i++)
1518 struct PlayerInfo *player = &stored_player[i];
1520 if (player->active && !player->gone &&
1521 player->Pushing && player->MovPos)
1523 int next_jx = player->jx + (player->jx - player->last_jx);
1524 int next_jy = player->jy + (player->jy - player->last_jy);
1526 if (x == next_jx && y == next_jy)
1534 void StartMoving(int x, int y)
1536 int element = Feld[x][y];
1541 if (CAN_FALL(element) && y<lev_fieldy-1)
1543 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1544 if (JustBeingPushed(x,y))
1547 if (element==EL_MORAST_VOLL)
1551 InitMovingField(x,y,MV_DOWN);
1552 Feld[x][y] = EL_FELSBROCKEN;
1553 Store[x][y] = EL_MORAST_LEER;
1555 else if (Feld[x][y+1]==EL_MORAST_LEER)
1557 if (!MovDelay[x][y])
1558 MovDelay[x][y] = TILEY + 1;
1567 Feld[x][y] = EL_MORAST_LEER;
1568 Feld[x][y+1] = EL_MORAST_VOLL;
1571 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1573 InitMovingField(x,y,MV_DOWN);
1574 Store[x][y] = EL_MORAST_VOLL;
1576 else if (element==EL_SIEB_VOLL)
1580 InitMovingField(x,y,MV_DOWN);
1581 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1582 Store[x][y] = EL_SIEB_LEER;
1584 else if (Feld[x][y+1]==EL_SIEB_LEER)
1586 if (!MovDelay[x][y])
1587 MovDelay[x][y] = TILEY/4 + 1;
1596 Feld[x][y] = EL_SIEB_LEER;
1597 Feld[x][y+1] = EL_SIEB_VOLL;
1598 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1602 else if (element==EL_SIEB2_VOLL)
1606 InitMovingField(x,y,MV_DOWN);
1607 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1608 Store[x][y] = EL_SIEB2_LEER;
1610 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1612 if (!MovDelay[x][y])
1613 MovDelay[x][y] = TILEY/4 + 1;
1622 Feld[x][y] = EL_SIEB2_LEER;
1623 Feld[x][y+1] = EL_SIEB2_VOLL;
1624 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1628 else if (SiebAktiv && CAN_CHANGE(element) &&
1629 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1631 InitMovingField(x,y,MV_DOWN);
1633 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1634 Store2[x][y+1] = element;
1636 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1639 InitMovingField(x,y,MV_DOWN);
1640 Store[x][y] = EL_SALZSAEURE;
1642 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1646 else if (IS_FREE(x,y+1))
1648 InitMovingField(x,y,MV_DOWN);
1650 else if (element==EL_TROPFEN)
1652 Feld[x][y] = EL_AMOEBING;
1653 Store[x][y] = EL_AMOEBE_NASS;
1655 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1657 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1658 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1659 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1660 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1664 if (left && right && game_emulation != EMU_BOULDERDASH)
1665 left = !(right = RND(2));
1667 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1671 else if (CAN_MOVE(element))
1675 if (element == EL_SONDE && JustBeingPushed(x,y))
1678 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1680 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1681 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1684 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1687 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1688 DrawLevelField(x,y);
1692 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1696 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1698 int phase = MovDelay[x][y] % 8;
1703 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1704 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1706 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1707 && MovDelay[x][y]%4==3)
1708 PlaySoundLevel(x,y,SND_NJAM);
1710 else if (element==EL_DRACHE)
1713 int dir = MovDir[x][y];
1714 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1715 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1716 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1717 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1718 dir == MV_UP ? GFX_FLAMMEN_UP :
1719 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1720 int phase = FrameCounter % 2;
1724 int xx = x + i*dx, yy = y + i*dy;
1725 int sx = SCREENX(xx), sy = SCREENY(yy);
1727 if (!IN_LEV_FIELD(xx,yy) ||
1728 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1733 int flamed = MovingOrBlocked2Element(xx,yy);
1735 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1738 RemoveMovingField(xx,yy);
1740 Feld[xx][yy] = EL_BURNING;
1741 if (IN_SCR_FIELD(sx,sy))
1742 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1746 if (Feld[xx][yy] == EL_BURNING)
1747 Feld[xx][yy] = EL_LEERRAUM;
1748 DrawLevelField(xx,yy);
1757 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1759 PlaySoundLevel(x,y,SND_KLAPPER);
1761 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1763 PlaySoundLevel(x,y,SND_ROEHR);
1766 /* neuer Schritt / Wartezustand beendet */
1768 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1770 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1772 /* Spieler erwischt */
1774 KillHero(PLAYERINFO(newx,newy));
1777 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1778 element==EL_ROBOT || element==EL_SONDE) &&
1779 IN_LEV_FIELD(newx,newy) &&
1780 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1783 Store[x][y] = EL_SALZSAEURE;
1785 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1786 IN_LEV_FIELD(newx,newy))
1788 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1790 Feld[x][y] = EL_LEERRAUM;
1791 DrawLevelField(x,y);
1793 PlaySoundLevel(newx,newy,SND_BUING);
1794 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1795 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1797 local_player->friends_still_needed--;
1798 if (!local_player->friends_still_needed &&
1799 !local_player->GameOver && AllPlayersGone)
1800 local_player->LevelSolved = local_player->GameOver = TRUE;
1804 else if (IS_MAMPF3(Feld[newx][newy]))
1806 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1807 DrawLevelField(newx,newy);
1809 MovDir[x][y] = MV_NO_MOVING;
1811 else if (!IS_FREE(newx,newy))
1814 DrawPlayerField(x,y);
1816 DrawLevelField(x,y);
1820 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1822 if (IS_GEM(Feld[newx][newy]))
1824 if (IS_MOVING(newx,newy))
1825 RemoveMovingField(newx,newy);
1828 Feld[newx][newy] = EL_LEERRAUM;
1829 DrawLevelField(newx,newy);
1832 else if (!IS_FREE(newx,newy))
1835 DrawPlayerField(x,y);
1837 DrawLevelField(x,y);
1841 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1843 if (!IS_FREE(newx,newy))
1846 DrawPlayerField(x,y);
1848 DrawLevelField(x,y);
1853 BOOL wanna_flame = !RND(10);
1854 int dx = newx - x, dy = newy - y;
1855 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1856 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1857 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1858 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1859 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1860 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1862 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1863 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1864 element1 != EL_BURNING && element2 != EL_BURNING)
1867 DrawPlayerField(x,y);
1869 DrawLevelField(x,y);
1871 MovDelay[x][y] = 50;
1872 Feld[newx][newy] = EL_BURNING;
1873 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1874 Feld[newx1][newy1] = EL_BURNING;
1875 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1876 Feld[newx2][newy2] = EL_BURNING;
1881 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1882 Feld[newx][newy]==EL_DIAMANT)
1884 if (IS_MOVING(newx,newy))
1885 RemoveMovingField(newx,newy);
1888 Feld[newx][newy] = EL_LEERRAUM;
1889 DrawLevelField(newx,newy);
1892 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1893 IS_MAMPF2(Feld[newx][newy]))
1895 if (AmoebaNr[newx][newy])
1897 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1898 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1899 AmoebaCnt[AmoebaNr[newx][newy]]--;
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_PACMAN && IN_LEV_FIELD(newx,newy) &&
1911 IS_AMOEBOID(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 Feld[newx][newy] = EL_LEERRAUM;
1921 DrawLevelField(newx,newy);
1923 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1924 { /* gegen Wand gelaufen */
1927 if (element == EL_KAEFER || element == EL_FLIEGER)
1928 DrawLevelField(x,y);
1929 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1930 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1931 else if (element==EL_SONDE)
1932 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1937 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1938 PlaySoundLevel(x,y,SND_SCHLURF);
1940 InitMovingField(x,y,MovDir[x][y]);
1944 ContinueMoving(x,y);
1947 void ContinueMoving(int x, int y)
1949 int element = Feld[x][y];
1950 int direction = MovDir[x][y];
1951 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1952 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1953 int horiz_move = (dx!=0);
1954 int newx = x + dx, newy = y + dy;
1955 int step = (horiz_move ? dx : dy) * TILEX/8;
1957 if (CAN_FALL(element) && horiz_move)
1959 else if (element==EL_TROPFEN)
1961 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1964 MovPos[x][y] += step;
1966 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1968 Feld[x][y] = EL_LEERRAUM;
1969 Feld[newx][newy] = element;
1971 if (Store[x][y]==EL_MORAST_VOLL)
1974 Feld[newx][newy] = EL_MORAST_VOLL;
1975 element = EL_MORAST_VOLL;
1977 else if (Store[x][y]==EL_MORAST_LEER)
1980 Feld[x][y] = EL_MORAST_LEER;
1982 else if (Store[x][y]==EL_SIEB_VOLL)
1985 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1987 else if (Store[x][y]==EL_SIEB_LEER)
1989 Store[x][y] = Store2[x][y] = 0;
1990 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1992 else if (Store[x][y]==EL_SIEB2_VOLL)
1995 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1997 else if (Store[x][y]==EL_SIEB2_LEER)
1999 Store[x][y] = Store2[x][y] = 0;
2000 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2002 else if (Store[x][y]==EL_SALZSAEURE)
2005 Feld[newx][newy] = EL_SALZSAEURE;
2006 element = EL_SALZSAEURE;
2008 else if (Store[x][y]==EL_AMOEBE_NASS)
2011 Feld[x][y] = EL_AMOEBE_NASS;
2014 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2015 MovDelay[newx][newy] = 0;
2017 if (!CAN_MOVE(element))
2018 MovDir[newx][newy] = 0;
2020 DrawLevelField(x,y);
2021 DrawLevelField(newx,newy);
2023 Stop[newx][newy] = TRUE;
2024 JustHit[x][newy] = 3;
2026 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2028 TestIfBadThingHitsHero(newx,newy);
2029 TestIfBadThingHitsFriend(newx,newy);
2030 TestIfBadThingHitsOtherBadThing(newx,newy);
2032 else if (element == EL_PINGUIN)
2033 TestIfFriendHitsBadThing(newx,newy);
2035 if (CAN_SMASH(element) && direction==MV_DOWN &&
2036 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2039 else /* noch in Bewegung */
2040 DrawLevelField(x,y);
2043 int AmoebeNachbarNr(int ax, int ay)
2046 int element = Feld[ax][ay];
2048 static int xy[4][2] =
2058 int x = ax+xy[i%4][0];
2059 int y = ay+xy[i%4][1];
2061 if (!IN_LEV_FIELD(x,y))
2064 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2065 group_nr = AmoebaNr[x][y];
2071 void AmoebenVereinigen(int ax, int ay)
2074 int new_group_nr = AmoebaNr[ax][ay];
2075 static int xy[4][2] =
2091 if (!IN_LEV_FIELD(x,y))
2094 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2095 Feld[x][y]==EL_AMOEBE_BD ||
2096 Feld[x][y]==EL_AMOEBE_TOT) &&
2097 AmoebaNr[x][y] != new_group_nr)
2099 int old_group_nr = AmoebaNr[x][y];
2101 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2102 AmoebaCnt[old_group_nr] = 0;
2103 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2104 AmoebaCnt2[old_group_nr] = 0;
2106 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2107 if (AmoebaNr[xx][yy]==old_group_nr)
2108 AmoebaNr[xx][yy] = new_group_nr;
2113 void AmoebeUmwandeln(int ax, int ay)
2116 int group_nr = AmoebaNr[ax][ay];
2117 static int xy[4][2] =
2125 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2127 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2129 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2132 Feld[x][y] = EL_AMOEBA2DIAM;
2144 if (!IN_LEV_FIELD(x,y))
2147 if (Feld[x][y]==EL_AMOEBA2DIAM)
2153 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2156 int group_nr = AmoebaNr[ax][ay];
2159 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2161 if (AmoebaNr[x][y]==group_nr &&
2162 (Feld[x][y]==EL_AMOEBE_TOT ||
2163 Feld[x][y]==EL_AMOEBE_BD ||
2164 Feld[x][y]==EL_AMOEBING))
2167 Feld[x][y] = new_element;
2168 DrawLevelField(x,y);
2174 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2177 void AmoebeWaechst(int x, int y)
2179 static long sound_delay = 0;
2180 static int sound_delay_value = 0;
2182 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2186 if (DelayReached(&sound_delay, sound_delay_value))
2188 PlaySoundLevel(x,y,SND_AMOEBE);
2189 sound_delay_value = 30;
2193 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2196 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2197 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2199 if (!MovDelay[x][y])
2201 Feld[x][y] = Store[x][y];
2203 DrawLevelField(x,y);
2208 void AmoebeAbleger(int ax, int ay)
2211 int element = Feld[ax][ay];
2212 int newax = ax, neway = ay;
2213 static int xy[4][2] =
2221 if (!level.tempo_amoebe)
2223 Feld[ax][ay] = EL_AMOEBE_TOT;
2224 DrawLevelField(ax,ay);
2228 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2229 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2231 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2234 if (MovDelay[ax][ay])
2238 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2241 int x = ax+xy[start][0];
2242 int y = ay+xy[start][1];
2244 if (!IN_LEV_FIELD(x,y))
2248 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2254 if (newax==ax && neway==ay)
2257 else /* normale oder "gefüllte" Amöbe */
2260 BOOL waiting_for_player = FALSE;
2264 int j = (start+i)%4;
2265 int x = ax+xy[j][0];
2266 int y = ay+xy[j][1];
2268 if (!IN_LEV_FIELD(x,y))
2272 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2278 else if (IS_PLAYER(x,y))
2279 waiting_for_player = TRUE;
2282 if (newax==ax && neway==ay)
2284 if (i==4 && !waiting_for_player)
2286 Feld[ax][ay] = EL_AMOEBE_TOT;
2287 DrawLevelField(ax,ay);
2288 AmoebaCnt[AmoebaNr[ax][ay]]--;
2290 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2292 if (element==EL_AMOEBE_VOLL)
2293 AmoebeUmwandeln(ax,ay);
2294 else if (element==EL_AMOEBE_BD)
2295 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2300 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2302 int new_group_nr = AmoebaNr[ax][ay];
2304 AmoebaNr[newax][neway] = new_group_nr;
2305 AmoebaCnt[new_group_nr]++;
2306 AmoebaCnt2[new_group_nr]++;
2307 AmoebenVereinigen(newax,neway);
2309 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2311 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2317 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2318 (neway==lev_fieldy-1 && newax!=ax))
2320 Feld[newax][neway] = EL_AMOEBING;
2321 Store[newax][neway] = element;
2324 Feld[newax][neway] = EL_TROPFEN;
2327 InitMovingField(ax,ay,MV_DOWN);
2328 Feld[ax][ay] = EL_TROPFEN;
2329 Store[ax][ay] = EL_AMOEBE_NASS;
2330 ContinueMoving(ax,ay);
2334 DrawLevelField(newax,neway);
2337 void Life(int ax, int ay)
2340 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2342 int element = Feld[ax][ay];
2347 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2348 MovDelay[ax][ay] = life_time;
2350 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2353 if (MovDelay[ax][ay])
2357 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2359 int xx = ax+x1, yy = ay+y1;
2362 if (!IN_LEV_FIELD(xx,yy))
2365 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2367 int x = xx+x2, y = yy+y2;
2369 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2372 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2374 (IS_FREE(x,y) && Stop[x][y]))
2378 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2380 if (nachbarn<life[0] || nachbarn>life[1])
2382 Feld[xx][yy] = EL_LEERRAUM;
2384 DrawLevelField(xx,yy);
2385 Stop[xx][yy] = TRUE;
2388 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2389 { /* Randfeld ohne Amoebe */
2390 if (nachbarn>=life[2] && nachbarn<=life[3])
2392 Feld[xx][yy] = element;
2393 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2395 DrawLevelField(xx,yy);
2396 Stop[xx][yy] = TRUE;
2402 void Ablenk(int x, int y)
2404 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2405 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2407 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2412 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2413 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2414 if (!(MovDelay[x][y]%4))
2415 PlaySoundLevel(x,y,SND_MIEP);
2420 Feld[x][y] = EL_ABLENK_AUS;
2421 DrawLevelField(x,y);
2426 void Birne(int x, int y)
2428 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2429 MovDelay[x][y] = 800;
2431 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2436 if (!(MovDelay[x][y]%5))
2438 if (!(MovDelay[x][y]%10))
2439 Feld[x][y]=EL_ABLENK_EIN;
2441 Feld[x][y]=EL_ABLENK_AUS;
2442 DrawLevelField(x,y);
2443 Feld[x][y]=EL_ABLENK_EIN;
2449 Feld[x][y]=EL_ABLENK_AUS;
2450 DrawLevelField(x,y);
2455 void Blubber(int x, int y)
2457 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2458 DrawLevelField(x,y-1);
2460 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2463 void NussKnacken(int x, int y)
2465 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2468 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2471 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2472 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2474 if (!MovDelay[x][y])
2476 Feld[x][y] = EL_EDELSTEIN;
2477 DrawLevelField(x,y);
2482 void SiebAktivieren(int x, int y, int typ)
2484 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2485 DrawGraphic(SCREENX(x),SCREENY(y),
2486 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2489 void AusgangstuerPruefen(int x, int y)
2491 if (!local_player->gems_still_needed &&
2492 !local_player->sokobanfields_still_needed &&
2493 !local_player->lights_still_needed)
2495 Feld[x][y] = EL_AUSGANG_ACT;
2497 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2498 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2499 y < LEVELY(BY1) ? LEVELY(BY1) :
2500 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2505 void AusgangstuerOeffnen(int x, int y)
2509 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2510 MovDelay[x][y] = 5*delay;
2512 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2517 tuer = MovDelay[x][y]/delay;
2518 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2519 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2521 if (!MovDelay[x][y])
2523 Feld[x][y] = EL_AUSGANG_AUF;
2524 DrawLevelField(x,y);
2529 void AusgangstuerBlinken(int x, int y)
2531 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2534 void EdelsteinFunkeln(int x, int y)
2536 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2539 if (Feld[x][y] == EL_EDELSTEIN_BD)
2540 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2543 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2544 MovDelay[x][y] = 11 * !SimpleRND(500);
2546 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2550 if (direct_draw_on && MovDelay[x][y])
2551 SetDrawtoField(DRAW_BUFFERED);
2553 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2557 int phase = (MovDelay[x][y]-1)/2;
2562 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2568 dest_x = FX + SCREENX(x)*TILEX;
2569 dest_y = FY + SCREENY(y)*TILEY;
2571 XCopyArea(display,drawto_field,window,gc,
2572 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2573 SetDrawtoField(DRAW_DIRECT);
2580 void MauerWaechst(int x, int y)
2584 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2585 MovDelay[x][y] = 3*delay;
2587 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2592 phase = 2-MovDelay[x][y]/delay;
2593 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2594 DrawGraphic(SCREENX(x),SCREENY(y),
2595 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2596 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2597 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2598 GFX_MAUER_DOWN ) + phase);
2600 if (!MovDelay[x][y])
2602 if (MovDir[x][y] == MV_LEFT)
2604 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2605 DrawLevelField(x-1,y);
2607 else if (MovDir[x][y] == MV_RIGHT)
2609 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2610 DrawLevelField(x+1,y);
2612 else if (MovDir[x][y] == MV_UP)
2614 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2615 DrawLevelField(x,y-1);
2619 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2620 DrawLevelField(x,y+1);
2623 Feld[x][y] = Store[x][y];
2625 MovDir[x][y] = MV_NO_MOVING;
2626 DrawLevelField(x,y);
2631 void MauerAbleger(int ax, int ay)
2633 int element = Feld[ax][ay];
2634 BOOL oben_frei = FALSE, unten_frei = FALSE;
2635 BOOL links_frei = FALSE, rechts_frei = FALSE;
2636 BOOL oben_massiv = FALSE, unten_massiv = FALSE;
2637 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2639 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2640 MovDelay[ax][ay] = 6;
2642 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2645 if (MovDelay[ax][ay])
2649 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2651 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2653 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2655 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2658 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2662 Feld[ax][ay-1] = EL_MAUERND;
2663 Store[ax][ay-1] = element;
2664 MovDir[ax][ay-1] = MV_UP;
2665 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2666 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2670 Feld[ax][ay+1] = EL_MAUERND;
2671 Store[ax][ay+1] = element;
2672 MovDir[ax][ay+1] = MV_DOWN;
2673 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2674 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2678 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2679 element == EL_MAUER_LEBT)
2683 Feld[ax-1][ay] = EL_MAUERND;
2684 Store[ax-1][ay] = element;
2685 MovDir[ax-1][ay] = MV_LEFT;
2686 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2687 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2691 Feld[ax+1][ay] = EL_MAUERND;
2692 Store[ax+1][ay] = element;
2693 MovDir[ax+1][ay] = MV_RIGHT;
2694 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2695 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2699 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2700 DrawLevelField(ax,ay);
2702 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2704 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2705 unten_massiv = TRUE;
2706 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2707 links_massiv = TRUE;
2708 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2709 rechts_massiv = TRUE;
2711 if (((oben_massiv && unten_massiv) ||
2712 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2713 ((links_massiv && rechts_massiv) ||
2714 element == EL_MAUER_Y))
2715 Feld[ax][ay] = EL_MAUERWERK;
2718 void CheckForDragon(int x, int y)
2721 BOOL dragon_found = FALSE;
2722 static int xy[4][2] =
2734 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2736 if (IN_LEV_FIELD(xx,yy) &&
2737 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2739 if (Feld[xx][yy] == EL_DRACHE)
2740 dragon_found = TRUE;
2753 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2755 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2757 Feld[xx][yy] = EL_LEERRAUM;
2758 DrawLevelField(xx,yy);
2767 void PlayerActions(struct PlayerInfo *player, int player_action)
2769 static int stored_player_action[MAX_PLAYERS];
2770 static int num_stored_actions = 0;
2771 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2772 int jx = player->jx, jy = player->jy;
2773 int left = player_action & JOY_LEFT;
2774 int right = player_action & JOY_RIGHT;
2775 int up = player_action & JOY_UP;
2776 int down = player_action & JOY_DOWN;
2777 int button1 = player_action & JOY_BUTTON_1;
2778 int button2 = player_action & JOY_BUTTON_2;
2779 int dx = (left ? -1 : right ? 1 : 0);
2780 int dy = (up ? -1 : down ? 1 : 0);
2782 stored_player_action[player->nr] = 0;
2783 num_stored_actions++;
2785 if (!player->active || player->gone)
2790 player->frame_reset_delay = 0;
2793 snapped = SnapField(player, dx,dy);
2797 bombed = PlaceBomb(player);
2798 moved = MoveFigure(player, dx,dy);
2801 if (tape.recording && (moved || snapped || bombed))
2803 if (bombed && !moved)
2804 player_action &= JOY_BUTTON;
2806 stored_player_action[player->nr] = player_action;
2808 /* this allows cycled sequences of PlayerActions() */
2809 if (num_stored_actions >= MAX_PLAYERS)
2811 TapeRecordAction(stored_player_action);
2812 num_stored_actions = 0;
2815 else if (tape.playing && snapped)
2816 SnapField(player, 0,0); /* stop snapping */
2820 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2821 SnapField(player, 0,0);
2822 if (++player->frame_reset_delay > MoveSpeed)
2826 if (tape.playing && !tape.pausing && !player_action &&
2827 tape.counter < tape.length)
2830 tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT);
2832 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2834 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2836 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2838 int el = Feld[jx+dx][jy];
2839 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2841 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2843 player->MovDir = next_joy;
2844 player->Frame = FrameCounter % 4;
2845 player->Pushing = TRUE;
2852 void GameActions(int player_action)
2854 static long action_delay = 0;
2855 long action_delay_value;
2856 int sieb_x = 0, sieb_y = 0;
2857 int i, x,y, element;
2858 int *recorded_player_action;
2860 if (game_status != PLAYING)
2864 action_delay_value =
2865 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2867 action_delay_value =
2868 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2871 /* main game synchronization point */
2872 WaitUntilDelayReached(&action_delay, action_delay_value);
2875 recorded_player_action = TapePlayAction();
2877 recorded_player_action = NULL;
2879 for(i=0; i<MAX_PLAYERS; i++)
2881 int actual_player_action = player_action;
2882 /* TEST TEST TEST */
2884 if (i != TestPlayer && !stored_player[i].MovPos)
2885 actual_player_action = 0;
2887 /* TEST TEST TEST */
2889 if (recorded_player_action)
2890 actual_player_action = recorded_player_action[i];
2892 PlayerActions(&stored_player[i], actual_player_action);
2893 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2896 ScrollScreen(NULL, SCROLL_GO_ON);
2898 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2900 else if (tape.recording)
2906 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2909 if (JustHit[x][y]>0)
2913 if (IS_BLOCKED(x,y))
2917 Blocked2Moving(x,y,&oldx,&oldy);
2918 if (!IS_MOVING(oldx,oldy))
2920 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2921 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2922 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2923 printf("GameActions(): This should never happen!\n");
2929 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2931 element = Feld[x][y];
2933 if (IS_INACTIVE(element))
2936 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2940 if (IS_GEM(element))
2941 EdelsteinFunkeln(x,y);
2943 else if (IS_MOVING(x,y))
2944 ContinueMoving(x,y);
2945 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2947 else if (element==EL_EXPLODING)
2948 Explode(x,y,Frame[x][y],EX_NORMAL);
2949 else if (element==EL_AMOEBING)
2951 else if (IS_AMOEBALIVE(element))
2953 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2955 else if (element==EL_ABLENK_EIN)
2957 else if (element==EL_SALZSAEURE)
2959 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2961 else if (element==EL_CRACKINGNUT)
2963 else if (element==EL_AUSGANG_ZU)
2964 AusgangstuerPruefen(x,y);
2965 else if (element==EL_AUSGANG_ACT)
2966 AusgangstuerOeffnen(x,y);
2967 else if (element==EL_AUSGANG_AUF)
2968 AusgangstuerBlinken(x,y);
2969 else if (element==EL_MAUERND)
2971 else if (element==EL_MAUER_LEBT ||
2972 element==EL_MAUER_X ||
2973 element==EL_MAUER_Y ||
2974 element==EL_MAUER_XY)
2976 else if (element==EL_BURNING)
2977 CheckForDragon(x,y);
2982 int jx = local_player->jx, jy = local_player->jy;
2984 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2985 Store[x][y]==EL_SIEB_LEER)
2987 SiebAktivieren(x, y, 1);
2990 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2991 Store[x][y]==EL_SIEB2_LEER)
2993 SiebAktivieren(x, y, 2);
2997 /* play the element sound at the position nearest to the player */
2998 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3009 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3013 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3015 element = Feld[x][y];
3016 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3018 Feld[x][y] = EL_SIEB_TOT;
3019 DrawLevelField(x,y);
3021 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3023 Feld[x][y] = EL_SIEB2_TOT;
3024 DrawLevelField(x,y);
3030 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3035 if (tape.recording || tape.playing)
3036 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3039 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3041 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3044 for(i=0; i<MAX_PLAYERS; i++)
3045 KillHero(&stored_player[i]);
3051 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3053 int min_x = x, min_y = y, max_x = x, max_y = y;
3056 for(i=0; i<MAX_PLAYERS; i++)
3058 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3060 if (!stored_player[i].active || stored_player[i].gone ||
3061 &stored_player[i] == player)
3064 min_x = MIN(min_x, jx);
3065 min_y = MIN(min_y, jy);
3066 max_x = MAX(max_x, jx);
3067 max_y = MAX(max_y, jy);
3070 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3073 static BOOL AllPlayersInVisibleScreen()
3077 for(i=0; i<MAX_PLAYERS; i++)
3079 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3081 if (!stored_player[i].active || stored_player[i].gone)
3084 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3091 void ScrollLevel(int dx, int dy)
3093 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3097 ScreenGfxPos = local_player->GfxPos;
3100 XCopyArea(display,drawto_field,drawto_field,gc,
3101 FX + TILEX*(dx==-1) - softscroll_offset,
3102 FY + TILEY*(dy==-1) - softscroll_offset,
3103 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3104 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3105 FX + TILEX*(dx==1) - softscroll_offset,
3106 FY + TILEY*(dy==1) - softscroll_offset);
3110 x = (dx==1 ? BX1 : BX2);
3111 for(y=BY1; y<=BY2; y++)
3112 DrawScreenField(x,y);
3116 y = (dy==1 ? BY1 : BY2);
3117 for(x=BX1; x<=BX2; x++)
3118 DrawScreenField(x,y);
3121 redraw_mask |= REDRAW_FIELD;
3124 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3125 int dx, int dy, int real_dx, int real_dy)
3127 int jx = player->jx, jy = player->jy;
3128 int new_jx = jx+dx, new_jy = jy+dy;
3132 if (player->gone || (!dx && !dy))
3133 return(MF_NO_ACTION);
3135 player->MovDir = (dx < 0 ? MV_LEFT :
3138 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3140 if (!IN_LEV_FIELD(new_jx,new_jy))
3141 return(MF_NO_ACTION);
3143 if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
3144 return(MF_NO_ACTION);
3146 element = MovingOrBlocked2Element(new_jx,new_jy);
3148 if (DONT_GO_TO(element))
3150 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3153 Feld[jx][jy] = EL_SPIELFIGUR;
3154 InitMovingField(jx,jy,MV_DOWN);
3155 Store[jx][jy] = EL_SALZSAEURE;
3156 ContinueMoving(jx,jy);
3165 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3166 if (can_move != MF_MOVING)
3169 StorePlayer[jx][jy] = 0;
3170 player->last_jx = jx;
3171 player->last_jy = jy;
3172 jx = player->jx = new_jx;
3173 jy = player->jy = new_jy;
3174 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3176 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3178 ScrollFigure(player, SCROLL_INIT);
3183 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3185 int jx = player->jx, jy = player->jy;
3186 int old_jx = jx, old_jy = jy;
3187 int moved = MF_NO_ACTION;
3189 if (player->gone || (!dx && !dy))
3192 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3195 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3197 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3198 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3202 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3203 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3212 if (moved & MF_MOVING && player == local_player)
3215 if (moved & MF_MOVING && !ScreenMovPos)
3217 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3218 int offset = (scroll_delay_on ? 3 : 0);
3220 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3222 /* actual player has left the screen -- scroll in that direction */
3223 if (jx != old_jx) /* player has moved horizontally */
3224 scroll_x += (jx - old_jx);
3225 else /* player has moved vertically */
3226 scroll_y += (jy - old_jy);
3230 if (jx != old_jx) /* player has moved horizontally */
3232 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3233 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3234 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3236 /* don't scroll more than one field at a time */
3237 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3239 /* don't scroll against the player's moving direction */
3240 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3241 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3242 scroll_x = old_scroll_x;
3244 else /* player has moved vertically */
3246 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3247 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3248 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3250 /* don't scroll more than one field at a time */
3251 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3253 /* don't scroll against the player's moving direction */
3254 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3255 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3256 scroll_y = old_scroll_y;
3261 if (player == local_player)
3263 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3264 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3265 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3266 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3267 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3268 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3270 /* don't scroll more than one field at a time */
3271 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3272 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3276 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3278 if (networking || AllPlayersInVisibleScreen())
3280 ScrollScreen(player, SCROLL_INIT);
3283 ScreenMovDir = player->MovDir;
3284 ScreenMovPos = player->MovPos;
3285 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3288 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3292 scroll_x = old_scroll_x;
3293 scroll_y = old_scroll_y;
3298 if (!(moved & MF_MOVING) && !player->Pushing)
3301 player->Frame = (player->Frame + 1) % 4;
3303 if (moved & MF_MOVING)
3305 if (old_jx != jx && old_jy == jy)
3306 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3307 else if (old_jx == jx && old_jy != jy)
3308 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3310 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3312 player->last_move_dir = player->MovDir;
3315 player->last_move_dir = MV_NO_MOVING;
3317 TestIfHeroHitsBadThing(jx,jy);
3325 void ScrollFigure(struct PlayerInfo *player, int mode)
3327 int jx = player->jx, jy = player->jy;
3328 int last_jx = player->last_jx, last_jy = player->last_jy;
3330 if (!player->active || player->gone || !player->MovPos)
3333 if (mode == SCROLL_INIT)
3335 player->actual_frame_counter = FrameCounter;
3336 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3339 ScreenGfxPos = local_player->GfxPos;
3342 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3343 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3348 else if (!FrameReached(&player->actual_frame_counter,1))
3351 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3352 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3357 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3358 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3363 if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
3365 ScreenGfxPos = local_player->GfxPos;
3366 redraw_mask |= REDRAW_FIELD;
3370 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3371 Feld[last_jx][last_jy] = EL_LEERRAUM;
3375 if (!player->MovPos)
3377 player->last_jx = jx;
3378 player->last_jy = jy;
3380 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3384 if (!local_player->friends_still_needed)
3385 player->LevelSolved = player->GameOver = TRUE;
3390 void ScrollScreen(struct PlayerInfo *player, int mode)
3392 static long screen_frame_counter = 0;
3394 if (mode == SCROLL_INIT)
3396 screen_frame_counter = FrameCounter;
3397 ScreenMovDir = player->MovDir;
3398 ScreenMovPos = player->MovPos;
3399 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3402 else if (!FrameReached(&screen_frame_counter,1))
3408 printf("ScreenMovDir = %d, ", ScreenMovDir);
3409 printf("ScreenMovPos = %d, ", ScreenMovPos);
3410 printf("ScreenGfxPos = %d\n", ScreenGfxPos);
3413 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3414 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3415 redraw_mask |= REDRAW_FIELD;
3418 ScreenMovDir = MV_NO_MOVING;
3421 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3423 int i, killx = goodx, killy = goody;
3424 static int xy[4][2] =
3431 static int harmless[4] =
3443 x = goodx + xy[i][0];
3444 y = goody + xy[i][1];
3445 if (!IN_LEV_FIELD(x,y))
3448 element = Feld[x][y];
3450 if (DONT_TOUCH(element))
3452 if (MovDir[x][y] == harmless[i])
3461 if (killx != goodx || killy != goody)
3463 if (IS_PLAYER(goodx,goody))
3464 KillHero(PLAYERINFO(goodx,goody));
3470 void TestIfBadThingHitsGoodThing(int badx, int bady)
3472 int i, killx = badx, killy = bady;
3473 static int xy[4][2] =
3480 static int harmless[4] =
3492 x = badx + xy[i][0];
3493 y = bady + xy[i][1];
3494 if (!IN_LEV_FIELD(x,y))
3497 element = Feld[x][y];
3505 else if (element == EL_PINGUIN)
3507 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3516 if (killx != badx || killy != bady)
3518 if (IS_PLAYER(killx,killy))
3519 KillHero(PLAYERINFO(killx,killy));
3525 void TestIfHeroHitsBadThing(int x, int y)
3527 TestIfGoodThingHitsBadThing(x,y);
3530 void TestIfBadThingHitsHero(int x, int y)
3533 TestIfGoodThingHitsBadThing(JX,JY);
3536 TestIfBadThingHitsGoodThing(x,y);
3539 void TestIfFriendHitsBadThing(int x, int y)
3541 TestIfGoodThingHitsBadThing(x,y);
3544 void TestIfBadThingHitsFriend(int x, int y)
3546 TestIfBadThingHitsGoodThing(x,y);
3549 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3551 int i, killx = badx, killy = bady;
3552 static int xy[4][2] =
3566 if (!IN_LEV_FIELD(x,y))
3569 element = Feld[x][y];
3570 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3571 element == EL_AMOEBING || element == EL_TROPFEN)
3579 if (killx != badx || killy != bady)
3583 void KillHero(struct PlayerInfo *player)
3585 int jx = player->jx, jy = player->jy;
3590 if (IS_PFORTE(Feld[jx][jy]))
3591 Feld[jx][jy] = EL_LEERRAUM;
3597 void BuryHero(struct PlayerInfo *player)
3599 int jx = player->jx, jy = player->jy;
3604 PlaySoundLevel(jx,jy, SND_AUTSCH);
3605 PlaySoundLevel(jx,jy, SND_LACHEN);
3607 player->GameOver = TRUE;
3611 void RemoveHero(struct PlayerInfo *player)
3613 int jx = player->jx, jy = player->jy;
3614 int i, found = FALSE;
3616 player->gone = TRUE;
3617 StorePlayer[jx][jy] = 0;
3619 for(i=0; i<MAX_PLAYERS; i++)
3620 if (stored_player[i].active && !stored_player[i].gone)
3624 AllPlayersGone = TRUE;
3630 int DigField(struct PlayerInfo *player,
3631 int x, int y, int real_dx, int real_dy, int mode)
3633 int jx = player->jx, jy = player->jy;
3634 int dx = x - jx, dy = y - jy;
3637 if (!player->MovPos)
3638 player->Pushing = FALSE;
3640 if (mode == DF_NO_PUSH)
3642 player->push_delay = 0;
3643 return(MF_NO_ACTION);
3646 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3647 return(MF_NO_ACTION);
3649 element = Feld[x][y];
3657 Feld[x][y] = EL_LEERRAUM;
3661 case EL_EDELSTEIN_BD:
3662 case EL_EDELSTEIN_GELB:
3663 case EL_EDELSTEIN_ROT:
3664 case EL_EDELSTEIN_LILA:
3667 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3668 if (local_player->gems_still_needed < 0)
3669 local_player->gems_still_needed = 0;
3670 RaiseScoreElement(element);
3671 DrawText(DX_EMERALDS, DY_EMERALDS,
3672 int2str(local_player->gems_still_needed, 3),
3673 FS_SMALL, FC_YELLOW);
3674 PlaySoundLevel(x, y, SND_PONG);
3677 case EL_DYNAMIT_AUS:
3680 RaiseScoreElement(EL_DYNAMIT);
3681 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3682 int2str(local_player->dynamite, 3),
3683 FS_SMALL, FC_YELLOW);
3684 PlaySoundLevel(x,y,SND_PONG);
3687 case EL_DYNABOMB_NR:
3689 player->dynabomb_count++;
3690 player->dynabombs_left++;
3691 RaiseScoreElement(EL_DYNAMIT);
3692 PlaySoundLevel(x,y,SND_PONG);
3695 case EL_DYNABOMB_SZ:
3697 player->dynabomb_size++;
3698 RaiseScoreElement(EL_DYNAMIT);
3699 PlaySoundLevel(x,y,SND_PONG);
3702 case EL_DYNABOMB_XL:
3704 player->dynabomb_xl = TRUE;
3705 RaiseScoreElement(EL_DYNAMIT);
3706 PlaySoundLevel(x,y,SND_PONG);
3709 case EL_SCHLUESSEL1:
3710 case EL_SCHLUESSEL2:
3711 case EL_SCHLUESSEL3:
3712 case EL_SCHLUESSEL4:
3714 int key_nr = element-EL_SCHLUESSEL1;
3717 player->key[key_nr] = TRUE;
3718 RaiseScoreElement(EL_SCHLUESSEL);
3719 DrawMiniGraphicExt(drawto,gc,
3720 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3721 GFX_SCHLUESSEL1+key_nr);
3722 DrawMiniGraphicExt(window,gc,
3723 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3724 GFX_SCHLUESSEL1+key_nr);
3725 PlaySoundLevel(x,y,SND_PONG);
3730 Feld[x][y] = EL_ABLENK_EIN;
3733 DrawLevelField(x,y);
3737 case EL_FELSBROCKEN:
3741 if (dy || mode==DF_SNAP)
3742 return(MF_NO_ACTION);
3744 player->Pushing = TRUE;
3746 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3747 return(MF_NO_ACTION);
3751 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3752 return(MF_NO_ACTION);
3755 if (player->push_delay == 0)
3756 player->push_delay = FrameCounter;
3757 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3759 return(MF_NO_ACTION);
3762 Feld[x+dx][y+dy] = element;
3764 player->push_delay_value = 2+RND(8);
3766 DrawLevelField(x+dx,y+dy);
3767 if (element==EL_FELSBROCKEN)
3768 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3769 else if (element==EL_KOKOSNUSS)
3770 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3772 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3779 if (!player->key[element-EL_PFORTE1])
3780 return(MF_NO_ACTION);
3787 if (!player->key[element-EL_PFORTE1X])
3788 return(MF_NO_ACTION);
3792 case EL_AUSGANG_ACT:
3793 /* Tür ist (noch) nicht offen! */
3794 return(MF_NO_ACTION);
3797 case EL_AUSGANG_AUF:
3799 return(MF_NO_ACTION);
3801 PlaySoundLevel(x,y,SND_BUING);
3804 player->gone = TRUE;
3805 PlaySoundLevel(x,y,SND_BUING);
3807 if (!local_player->friends_still_needed)
3808 player->LevelSolved = player->GameOver = TRUE;
3814 Feld[x][y] = EL_BIRNE_EIN;
3815 local_player->lights_still_needed--;
3816 DrawLevelField(x,y);
3817 PlaySoundLevel(x,y,SND_DENG);
3822 Feld[x][y] = EL_ZEIT_LEER;
3824 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3825 DrawLevelField(x,y);
3826 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3830 case EL_SOKOBAN_FELD_LEER:
3833 case EL_SOKOBAN_FELD_VOLL:
3834 case EL_SOKOBAN_OBJEKT:
3837 return(MF_NO_ACTION);
3839 player->Pushing = TRUE;
3841 if (!IN_LEV_FIELD(x+dx,y+dy)
3842 || (!IS_FREE(x+dx,y+dy)
3843 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3844 || !IS_SB_ELEMENT(element))))
3845 return(MF_NO_ACTION);
3849 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3850 return(MF_NO_ACTION);
3852 else if (dy && real_dx)
3854 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3855 return(MF_NO_ACTION);
3858 if (player->push_delay == 0)
3859 player->push_delay = FrameCounter;
3860 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3862 return(MF_NO_ACTION);
3864 if (IS_SB_ELEMENT(element))
3866 if (element == EL_SOKOBAN_FELD_VOLL)
3868 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3869 local_player->sokobanfields_still_needed++;
3874 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3876 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3877 local_player->sokobanfields_still_needed--;
3878 if (element == EL_SOKOBAN_OBJEKT)
3879 PlaySoundLevel(x,y,SND_DENG);
3882 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3887 Feld[x+dx][y+dy] = element;
3890 player->push_delay_value = 2;
3892 DrawLevelField(x,y);
3893 DrawLevelField(x+dx,y+dy);
3894 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3896 if (IS_SB_ELEMENT(element) &&
3897 local_player->sokobanfields_still_needed == 0 &&
3898 game_emulation == EMU_SOKOBAN)
3900 player->LevelSolved = player->GameOver = TRUE;
3901 PlaySoundLevel(x,y,SND_BUING);
3913 return(MF_NO_ACTION);
3917 player->push_delay = 0;
3922 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3924 int jx = player->jx, jy = player->jy;
3925 int x = jx + dx, y = jy + dy;
3927 if (player->gone || !IN_LEV_FIELD(x,y))
3935 player->snapped = FALSE;
3939 if (player->snapped)
3942 player->MovDir = (dx < 0 ? MV_LEFT :
3945 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3947 if (!DigField(player, x,y, 0,0, DF_SNAP))
3950 player->snapped = TRUE;
3951 DrawLevelField(x,y);
3957 BOOL PlaceBomb(struct PlayerInfo *player)
3959 int jx = player->jx, jy = player->jy;
3962 if (player->gone || player->MovPos)
3965 element = Feld[jx][jy];
3967 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3968 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3971 if (element != EL_LEERRAUM)
3972 Store[jx][jy] = element;
3974 if (player->dynamite)
3976 Feld[jx][jy] = EL_DYNAMIT;
3977 MovDelay[jx][jy] = 96;
3979 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3980 FS_SMALL, FC_YELLOW);
3981 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3985 Feld[jx][jy] = EL_DYNABOMB;
3986 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3987 MovDelay[jx][jy] = 96;
3988 player->dynabombs_left--;
3989 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
3995 void PlaySoundLevel(int x, int y, int sound_nr)
3997 int sx = SCREENX(x), sy = SCREENY(y);
3999 int silence_distance = 8;
4001 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4002 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4005 if (!IN_LEV_FIELD(x,y) ||
4006 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4007 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4010 volume = PSND_MAX_VOLUME;
4012 stereo = (sx-SCR_FIELDX/2)*12;
4014 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4015 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4016 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4019 if (!IN_SCR_FIELD(sx,sy))
4021 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4022 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4024 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4027 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4030 void RaiseScore(int value)
4032 local_player->score += value;
4033 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4034 FS_SMALL, FC_YELLOW);
4037 void RaiseScoreElement(int element)
4042 case EL_EDELSTEIN_BD:
4043 case EL_EDELSTEIN_GELB:
4044 case EL_EDELSTEIN_ROT:
4045 case EL_EDELSTEIN_LILA:
4046 RaiseScore(level.score[SC_EDELSTEIN]);
4049 RaiseScore(level.score[SC_DIAMANT]);
4053 RaiseScore(level.score[SC_KAEFER]);
4057 RaiseScore(level.score[SC_FLIEGER]);
4061 RaiseScore(level.score[SC_MAMPFER]);
4064 RaiseScore(level.score[SC_ROBOT]);
4067 RaiseScore(level.score[SC_PACMAN]);
4070 RaiseScore(level.score[SC_KOKOSNUSS]);
4073 RaiseScore(level.score[SC_DYNAMIT]);
4076 RaiseScore(level.score[SC_SCHLUESSEL]);