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 if (sound_status == SOUND_OFF)
31 if (!sound_loops_allowed)
33 setup.sound_loops = FALSE;
34 setup.sound_music = FALSE;
37 setup.sound_simple = setup.sound;
45 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
46 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
48 /* don't play tapes over network */
49 network_playing = (options.network && !tape.playing);
51 for(i=0; i<MAX_PLAYERS; i++)
53 struct PlayerInfo *player = &stored_player[i];
56 player->element_nr = EL_SPIELER1 + i;
58 player->present = FALSE;
59 player->active = FALSE;
62 player->effective_action = 0;
65 player->gems_still_needed = level.edelsteine;
66 player->sokobanfields_still_needed = 0;
67 player->lights_still_needed = 0;
68 player->friends_still_needed = 0;
71 player->key[j] = FALSE;
74 player->dynabomb_count = 0;
75 player->dynabomb_size = 0;
76 player->dynabombs_left = 0;
77 player->dynabomb_xl = FALSE;
79 player->MovDir = MV_NO_MOVING;
81 player->Pushing = FALSE;
85 player->actual_frame_counter = 0;
87 player->frame_reset_delay = 0;
89 player->push_delay = 0;
90 player->push_delay_value = 5;
92 player->move_delay = 0;
93 player->last_move_dir = MV_NO_MOVING;
95 player->snapped = FALSE;
99 player->last_jx = player->last_jy = 0;
100 player->jx = player->jy = 0;
102 DigField(player, 0,0,0,0,DF_NO_PUSH);
103 SnapField(player, 0,0);
105 player->LevelSolved = FALSE;
106 player->GameOver = FALSE;
109 network_player_action_received = FALSE;
111 /* initial null action */
113 SendToServer_MovePlayer(MV_NO_MOVING);
120 TimeLeft = level.time;
122 ScreenMovDir = MV_NO_MOVING;
126 AllPlayersGone = SiebAktiv = FALSE;
128 for(i=0;i<MAX_NUM_AMOEBA;i++)
129 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
131 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
133 Feld[x][y] = Ur[x][y];
134 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
135 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
140 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
142 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
148 Feld[x][y] = EL_SPIELER1;
155 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
156 int jx = player->jx, jy = player->jy;
158 player->present = TRUE;
161 if (!network_playing || player->connected)
164 if (!options.network || player->connected)
166 player->active = TRUE;
168 /* remove potentially duplicate players */
169 if (StorePlayer[jx][jy] == Feld[x][y])
170 StorePlayer[jx][jy] = 0;
172 StorePlayer[x][y] = Feld[x][y];
174 printf("Player %d activated.\n", player->element_nr);
175 printf("[Local player is %d and currently %s.]\n",
176 local_player->element_nr,
177 local_player->active ? "active" : "not active");
180 Feld[x][y] = EL_LEERRAUM;
181 player->jx = player->last_jx = x;
182 player->jy = player->last_jy = y;
187 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
188 Feld[x][y] = EL_BADEWANNE1;
189 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
190 Feld[x][y] = EL_BADEWANNE2;
191 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
192 Feld[x][y] = EL_BADEWANNE3;
193 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
194 Feld[x][y] = EL_BADEWANNE4;
195 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
196 Feld[x][y] = EL_BADEWANNE5;
235 Feld[x][y] = EL_AMOEBING;
236 Store[x][y] = EL_AMOEBE_NASS;
243 local_player->lights_still_needed++;
245 case EL_SOKOBAN_FELD_LEER:
246 local_player->sokobanfields_still_needed++;
250 local_player->friends_still_needed++;
254 MovDir[x][y] = 1<<RND(4);
261 /* check if any connected player was not found in playfield */
262 for(i=0; i<MAX_PLAYERS; i++)
264 struct PlayerInfo *player = &stored_player[i];
266 if (player->connected && !player->present)
268 for(j=0; j<MAX_PLAYERS; j++)
270 struct PlayerInfo *some_player = &stored_player[j];
271 int jx = some_player->jx, jy = some_player->jy;
273 /* assign first free player found that is present in the playfield */
274 if (some_player->present && !some_player->connected)
276 player->present = TRUE;
277 player->active = TRUE;
278 some_player->present = FALSE;
280 StorePlayer[jx][jy] = player->element_nr;
281 player->jx = player->last_jx = jx;
282 player->jy = player->last_jy = jy;
290 /* when in single player mode, eliminate all but the first active player */
291 if (!options.network && !setup.team_mode)
293 for(i=0; i<MAX_PLAYERS; i++)
295 if (stored_player[i].active)
297 for(j=i+1; j<MAX_PLAYERS; j++)
299 struct PlayerInfo *player = &stored_player[j];
300 int jx = player->jx, jy = player->jy;
304 player->active = FALSE;
305 StorePlayer[jx][jy] = 0;
306 Feld[jx][jy] = EL_LEERRAUM;
313 for(i=0; i<MAX_PLAYERS; i++)
315 struct PlayerInfo *player = &stored_player[i];
317 printf("Player %d: present == %d, connected == %d, active == %d.\n",
322 if (local_player == player)
323 printf("Player %d is local player.\n", i+1);
327 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
328 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
330 scroll_x = scroll_y = -1;
331 if (local_player->jx >= MIDPOSX-1)
332 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
333 local_player->jx - MIDPOSX :
334 lev_fieldx - SCR_FIELDX + 1);
335 if (local_player->jy >= MIDPOSY-1)
336 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
337 local_player->jy - MIDPOSY :
338 lev_fieldy - SCR_FIELDY + 1);
340 CloseDoor(DOOR_CLOSE_1);
346 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
347 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
348 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
349 DrawTextExt(pix[PIX_DB_DOOR],gc,
350 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
351 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
352 DrawTextExt(pix[PIX_DB_DOOR],gc,
353 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
354 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
355 DrawTextExt(pix[PIX_DB_DOOR],gc,
356 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
357 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
358 DrawTextExt(pix[PIX_DB_DOOR],gc,
359 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
360 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
361 DrawTextExt(pix[PIX_DB_DOOR],gc,
362 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
363 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
365 DrawGameButton(BUTTON_GAME_STOP);
366 DrawGameButton(BUTTON_GAME_PAUSE);
367 DrawGameButton(BUTTON_GAME_PLAY);
368 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
369 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
370 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
371 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
372 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
373 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
374 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
375 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
377 OpenDoor(DOOR_OPEN_1);
379 if (setup.sound_music)
380 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
382 XAutoRepeatOff(display);
386 printf("Spieler %d %saktiv.\n",
387 i+1, (stored_player[i].active ? "" : "nicht "));
391 void InitMovDir(int x, int y)
393 int i, element = Feld[x][y];
394 static int xy[4][2] =
401 static int direction[2][4] =
403 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
404 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
413 Feld[x][y] = EL_KAEFER;
414 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
420 Feld[x][y] = EL_FLIEGER;
421 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
427 Feld[x][y] = EL_BUTTERFLY;
428 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
434 Feld[x][y] = EL_FIREFLY;
435 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
441 Feld[x][y] = EL_PACMAN;
442 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
445 MovDir[x][y] = 1<<RND(4);
446 if (element != EL_KAEFER &&
447 element != EL_FLIEGER &&
448 element != EL_BUTTERFLY &&
449 element != EL_FIREFLY)
459 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
461 if (element==EL_KAEFER || element==EL_BUTTERFLY)
463 MovDir[x][y] = direction[0][i];
466 else if (element==EL_FLIEGER || element==EL_FIREFLY)
468 MovDir[x][y] = direction[1][i];
477 void InitAmoebaNr(int x, int y)
480 int group_nr = AmoebeNachbarNr(x,y);
484 for(i=1;i<MAX_NUM_AMOEBA;i++)
494 AmoebaNr[x][y] = group_nr;
495 AmoebaCnt[group_nr]++;
496 AmoebaCnt2[group_nr]++;
502 int bumplevel = FALSE;
504 if (local_player->MovPos)
507 local_player->LevelSolved = FALSE;
511 if (setup.sound_loops)
512 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
516 if (!setup.sound_loops)
517 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
518 if (TimeLeft && !(TimeLeft % 10))
519 RaiseScore(level.score[SC_ZEITBONUS]);
520 if (TimeLeft > 100 && !(TimeLeft % 10))
524 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
529 if (setup.sound_loops)
535 /* Hero disappears */
536 DrawLevelField(ExitX, ExitY);
542 CloseDoor(DOOR_CLOSE_1);
547 SaveTape(tape.level_nr); /* Ask to save tape */
550 if ((hi_pos=NewHiScore()) >= 0)
552 game_status = HALLOFFAME;
553 DrawHallOfFame(hi_pos);
554 if (bumplevel && TAPE_IS_EMPTY(tape))
559 game_status = MAINMENU;
560 if (bumplevel && TAPE_IS_EMPTY(tape))
575 if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
576 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
579 for(k=0;k<MAX_SCORE_ENTRIES;k++)
581 if (local_player->score > highscore[k].Score)
583 /* Spieler kommt in Highscore-Liste */
585 if (k<MAX_SCORE_ENTRIES-1)
587 int m = MAX_SCORE_ENTRIES-1;
590 for(l=k;l<MAX_SCORE_ENTRIES;l++)
591 if (!strcmp(setup.player_name, highscore[l].Name))
593 if (m==k) /* Spieler überschreibt seine alte Position */
599 strcpy(highscore[l].Name,highscore[l-1].Name);
600 highscore[l].Score = highscore[l-1].Score;
607 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
608 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
609 highscore[k].Score = local_player->score;
615 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
616 break; /* Spieler schon mit besserer Punktzahl in der Liste */
627 void InitMovingField(int x, int y, int direction)
629 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
630 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
632 MovDir[x][y] = direction;
633 MovDir[newx][newy] = direction;
634 if (Feld[newx][newy] == EL_LEERRAUM)
635 Feld[newx][newy] = EL_BLOCKED;
638 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
640 int direction = MovDir[x][y];
641 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
642 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
648 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
650 int oldx = x, oldy = y;
651 int direction = MovDir[x][y];
653 if (direction==MV_LEFT)
655 else if (direction==MV_RIGHT)
657 else if (direction==MV_UP)
659 else if (direction==MV_DOWN)
662 *comes_from_x = oldx;
663 *comes_from_y = oldy;
666 int MovingOrBlocked2Element(int x, int y)
668 int element = Feld[x][y];
670 if (element==EL_BLOCKED)
674 Blocked2Moving(x,y,&oldx,&oldy);
675 return(Feld[oldx][oldy]);
681 static void RemoveField(int x, int y)
683 Feld[x][y] = EL_LEERRAUM;
689 void RemoveMovingField(int x, int y)
691 int oldx = x,oldy = y, newx = x,newy = y;
693 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
698 Moving2Blocked(x,y,&newx,&newy);
699 if (Feld[newx][newy] != EL_BLOCKED)
702 else if (Feld[x][y]==EL_BLOCKED)
704 Blocked2Moving(x,y,&oldx,&oldy);
705 if (!IS_MOVING(oldx,oldy))
709 if (Feld[x][y]==EL_BLOCKED &&
710 (Store[oldx][oldy]==EL_MORAST_LEER ||
711 Store[oldx][oldy]==EL_SIEB_LEER ||
712 Store[oldx][oldy]==EL_SIEB2_LEER ||
713 Store[oldx][oldy]==EL_AMOEBE_NASS))
715 Feld[oldx][oldy] = Store[oldx][oldy];
716 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
719 Feld[oldx][oldy] = EL_LEERRAUM;
721 Feld[newx][newy] = EL_LEERRAUM;
722 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
723 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
725 DrawLevelField(oldx,oldy);
726 DrawLevelField(newx,newy);
729 void DrawDynamite(int x, int y)
731 int sx = SCREENX(x), sy = SCREENY(y);
732 int graphic = el2gfx(Feld[x][y]);
735 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
739 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
741 if (Feld[x][y]==EL_DYNAMIT)
743 if ((phase = (96-MovDelay[x][y])/12) > 6)
748 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
753 DrawGraphicThruMask(sx,sy, graphic + phase);
755 DrawGraphic(sx,sy, graphic + phase);
758 void CheckDynamite(int x, int y)
760 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
765 if (!(MovDelay[x][y] % 12))
766 PlaySoundLevel(x,y,SND_ZISCH);
768 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
770 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
777 StopSound(SND_ZISCH);
781 void Explode(int ex, int ey, int phase, int mode)
784 int num_phase = 9, delay = 2;
785 int last_phase = num_phase*delay;
786 int half_phase = (num_phase/2)*delay;
788 if (phase==0) /* Feld 'Store' initialisieren */
790 int center_element = Feld[ex][ey];
792 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
794 center_element = MovingOrBlocked2Element(ex,ey);
795 RemoveMovingField(ex,ey);
798 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
800 int element = Feld[x][y];
802 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
804 element = MovingOrBlocked2Element(x,y);
805 RemoveMovingField(x,y);
808 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
811 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
815 if (element==EL_EXPLODING)
816 element = Store2[x][y];
818 if (IS_PLAYER(ex,ey))
820 switch(StorePlayer[ex][ey])
823 Store[x][y] = EL_EDELSTEIN_ROT;
826 Store[x][y] = EL_EDELSTEIN;
829 Store[x][y] = EL_EDELSTEIN_LILA;
833 Store[x][y] = EL_EDELSTEIN_GELB;
837 else if (center_element==EL_MAULWURF)
838 Store[x][y] = EL_EDELSTEIN_ROT;
839 else if (center_element==EL_PINGUIN)
840 Store[x][y] = EL_EDELSTEIN_LILA;
841 else if (center_element==EL_KAEFER)
842 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
843 else if (center_element==EL_BUTTERFLY)
844 Store[x][y] = EL_EDELSTEIN_BD;
845 else if (center_element==EL_MAMPFER)
846 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
847 else if (center_element==EL_AMOEBA2DIAM)
848 Store[x][y] = level.amoebe_inhalt;
849 else if (element==EL_ERZ_EDEL)
850 Store[x][y] = EL_EDELSTEIN;
851 else if (element==EL_ERZ_DIAM)
852 Store[x][y] = EL_DIAMANT;
853 else if (element==EL_ERZ_EDEL_BD)
854 Store[x][y] = EL_EDELSTEIN_BD;
855 else if (element==EL_ERZ_EDEL_GELB)
856 Store[x][y] = EL_EDELSTEIN_GELB;
857 else if (element==EL_ERZ_EDEL_ROT)
858 Store[x][y] = EL_EDELSTEIN_ROT;
859 else if (element==EL_ERZ_EDEL_LILA)
860 Store[x][y] = EL_EDELSTEIN_LILA;
861 else if (!IS_PFORTE(Store[x][y]))
862 Store[x][y] = EL_LEERRAUM;
864 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
865 Store2[x][y] = element;
867 if (AmoebaNr[x][y] &&
868 (element==EL_AMOEBE_VOLL ||
869 element==EL_AMOEBE_BD ||
870 element==EL_AMOEBING))
872 AmoebaCnt[AmoebaNr[x][y]]--;
873 AmoebaCnt2[AmoebaNr[x][y]]--;
876 Feld[x][y] = EL_EXPLODING;
877 MovDir[x][y] = MovPos[x][y] = 0;
883 if (center_element==EL_MAMPFER)
884 MampferNr = (MampferNr+1) % 4;
895 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
897 if (phase==half_phase)
899 int element = Store2[x][y];
902 KillHero(PLAYERINFO(x,y));
903 else if (IS_EXPLOSIVE(element))
905 Feld[x][y] = Store2[x][y];
909 else if (element==EL_AMOEBA2DIAM)
910 AmoebeUmwandeln(x,y);
913 if (phase==last_phase)
917 element = Feld[x][y] = Store[x][y];
918 Store[x][y] = Store2[x][y] = 0;
919 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
920 if (CAN_MOVE(element) || COULD_MOVE(element))
924 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
927 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
929 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
933 void DynaExplode(int ex, int ey)
936 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
937 static int xy[4][2] =
945 Store2[ex][ey] = 0; /* delete player information */
947 Explode(ex,ey,0,EX_CENTER);
951 for(j=1; j<=player->dynabomb_size; j++)
953 int x = ex+j*xy[i%4][0];
954 int y = ey+j*xy[i%4][1];
957 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
960 element = Feld[x][y];
961 Explode(x,y,0,EX_BORDER);
963 if (element != EL_LEERRAUM &&
964 element != EL_ERDREICH &&
965 element != EL_EXPLODING &&
966 !player->dynabomb_xl)
971 player->dynabombs_left++;
974 void Bang(int x, int y)
976 int element = Feld[x][y];
978 PlaySoundLevel(x,y,SND_ROAAAR);
990 RaiseScoreElement(element);
991 Explode(x,y,0,EX_NORMAL);
1001 Explode(x,y,0,EX_CENTER);
1004 Explode(x,y,0,EX_NORMAL);
1009 void Blurb(int x, int y)
1011 int element = Feld[x][y];
1013 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
1015 PlaySoundLevel(x,y,SND_BLURB);
1016 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1017 (!IN_LEV_FIELD(x-1,y-1) ||
1018 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1020 Feld[x-1][y] = EL_BLURB_LEFT;
1022 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1023 (!IN_LEV_FIELD(x+1,y-1) ||
1024 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1026 Feld[x+1][y] = EL_BLURB_RIGHT;
1031 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1033 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1036 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1039 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1040 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1042 if (!MovDelay[x][y])
1044 Feld[x][y] = EL_LEERRAUM;
1045 DrawLevelField(x,y);
1051 void Impact(int x, int y)
1053 boolean lastline = (y==lev_fieldy-1);
1054 boolean object_hit = FALSE;
1055 int element = Feld[x][y];
1058 /* Element darunter berührt? */
1061 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1064 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1065 MovDir[x][y+1]!=MV_DOWN ||
1066 MovPos[x][y+1]<=TILEY/2));
1068 smashed = MovingOrBlocked2Element(x,y+1);
1071 /* Auftreffendes Element fällt in Salzsäure */
1072 if (!lastline && smashed==EL_SALZSAEURE)
1078 /* Auftreffendes Element ist Bombe */
1079 if (element==EL_BOMBE && (lastline || object_hit))
1085 /* Auftreffendes Element ist Säuretropfen */
1086 if (element==EL_TROPFEN && (lastline || object_hit))
1088 if (object_hit && IS_PLAYER(x,y+1))
1089 KillHero(PLAYERINFO(x,y+1));
1090 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1094 Feld[x][y] = EL_AMOEBING;
1095 Store[x][y] = EL_AMOEBE_NASS;
1100 /* Welches Element kriegt was auf die Rübe? */
1101 if (!lastline && object_hit)
1103 if (CAN_CHANGE(element) &&
1104 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1105 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1107 if (IS_PLAYER(x,y+1))
1109 KillHero(PLAYERINFO(x,y+1));
1112 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1117 else if (element==EL_EDELSTEIN_BD)
1119 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1125 else if (element==EL_FELSBROCKEN)
1127 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1128 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1133 else if (!IS_MOVING(x,y+1))
1135 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1140 else if (smashed==EL_KOKOSNUSS)
1142 Feld[x][y+1] = EL_CRACKINGNUT;
1143 PlaySoundLevel(x,y,SND_KNACK);
1144 RaiseScoreElement(EL_KOKOSNUSS);
1147 else if (smashed==EL_DIAMANT)
1149 Feld[x][y+1] = EL_LEERRAUM;
1150 PlaySoundLevel(x,y,SND_QUIRK);
1157 /* Geräusch beim Durchqueren des Siebes */
1158 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1160 PlaySoundLevel(x,y,SND_QUIRK);
1164 /* Geräusch beim Auftreffen */
1165 if (lastline || object_hit)
1172 case EL_EDELSTEIN_BD:
1173 case EL_EDELSTEIN_GELB:
1174 case EL_EDELSTEIN_ROT:
1175 case EL_EDELSTEIN_LILA:
1182 case EL_FELSBROCKEN:
1186 case EL_SCHLUESSEL1:
1187 case EL_SCHLUESSEL2:
1188 case EL_SCHLUESSEL3:
1189 case EL_SCHLUESSEL4:
1202 PlaySoundLevel(x,y,sound);
1206 void TurnRound(int x, int y)
1218 { 0,0 }, { 0,0 }, { 0,0 },
1223 int left,right,back;
1227 { MV_DOWN, MV_UP, MV_RIGHT },
1228 { MV_UP, MV_DOWN, MV_LEFT },
1230 { MV_LEFT, MV_RIGHT, MV_DOWN },
1231 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1232 { MV_RIGHT, MV_LEFT, MV_UP }
1235 int element = Feld[x][y];
1236 int old_move_dir = MovDir[x][y];
1237 int left_dir = turn[old_move_dir].left;
1238 int right_dir = turn[old_move_dir].right;
1239 int back_dir = turn[old_move_dir].back;
1241 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1242 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1243 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1244 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1246 int left_x = x+left_dx, left_y = y+left_dy;
1247 int right_x = x+right_dx, right_y = y+right_dy;
1248 int move_x = x+move_dx, move_y = y+move_dy;
1250 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1252 TestIfBadThingHitsOtherBadThing(x,y);
1254 if (IN_LEV_FIELD(right_x,right_y) &&
1255 IS_FREE_OR_PLAYER(right_x,right_y))
1256 MovDir[x][y] = right_dir;
1257 else if (!IN_LEV_FIELD(move_x,move_y) ||
1258 !IS_FREE_OR_PLAYER(move_x,move_y))
1259 MovDir[x][y] = left_dir;
1261 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1263 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1266 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1268 TestIfBadThingHitsOtherBadThing(x,y);
1270 if (IN_LEV_FIELD(left_x,left_y) &&
1271 IS_FREE_OR_PLAYER(left_x,left_y))
1272 MovDir[x][y] = left_dir;
1273 else if (!IN_LEV_FIELD(move_x,move_y) ||
1274 !IS_FREE_OR_PLAYER(move_x,move_y))
1275 MovDir[x][y] = right_dir;
1277 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1279 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1282 else if (element==EL_MAMPFER)
1284 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1286 if (IN_LEV_FIELD(left_x,left_y) &&
1287 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1288 Feld[left_x][left_y] == EL_DIAMANT))
1289 can_turn_left = TRUE;
1290 if (IN_LEV_FIELD(right_x,right_y) &&
1291 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1292 Feld[right_x][right_y] == EL_DIAMANT))
1293 can_turn_right = TRUE;
1295 if (can_turn_left && can_turn_right)
1296 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1297 else if (can_turn_left)
1298 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1299 else if (can_turn_right)
1300 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1302 MovDir[x][y] = back_dir;
1304 MovDelay[x][y] = 16+16*RND(3);
1306 else if (element==EL_MAMPFER2)
1308 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1310 if (IN_LEV_FIELD(left_x,left_y) &&
1311 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1312 IS_MAMPF2(Feld[left_x][left_y])))
1313 can_turn_left = TRUE;
1314 if (IN_LEV_FIELD(right_x,right_y) &&
1315 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1316 IS_MAMPF2(Feld[right_x][right_y])))
1317 can_turn_right = TRUE;
1319 if (can_turn_left && can_turn_right)
1320 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1321 else if (can_turn_left)
1322 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1323 else if (can_turn_right)
1324 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1326 MovDir[x][y] = back_dir;
1328 MovDelay[x][y] = 16+16*RND(3);
1330 else if (element==EL_PACMAN)
1332 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1334 if (IN_LEV_FIELD(left_x,left_y) &&
1335 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1336 IS_AMOEBOID(Feld[left_x][left_y])))
1337 can_turn_left = TRUE;
1338 if (IN_LEV_FIELD(right_x,right_y) &&
1339 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1340 IS_AMOEBOID(Feld[right_x][right_y])))
1341 can_turn_right = TRUE;
1343 if (can_turn_left && can_turn_right)
1344 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1345 else if (can_turn_left)
1346 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1347 else if (can_turn_right)
1348 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1350 MovDir[x][y] = back_dir;
1352 MovDelay[x][y] = 6+RND(40);
1354 else if (element==EL_SCHWEIN)
1356 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1357 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1358 boolean should_move_on = FALSE;
1360 int rnd = RND(rnd_value);
1362 if (IN_LEV_FIELD(left_x,left_y) &&
1363 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1364 can_turn_left = TRUE;
1365 if (IN_LEV_FIELD(right_x,right_y) &&
1366 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1367 can_turn_right = TRUE;
1368 if (IN_LEV_FIELD(move_x,move_y) &&
1369 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1372 if (can_turn_left &&
1374 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1375 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1376 should_turn_left = TRUE;
1377 if (can_turn_right &&
1379 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1380 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1381 should_turn_right = TRUE;
1383 (!can_turn_left || !can_turn_right ||
1384 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1385 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1386 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1387 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1388 should_move_on = TRUE;
1390 if (should_turn_left || should_turn_right || should_move_on)
1392 if (should_turn_left && should_turn_right && should_move_on)
1393 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1394 rnd < 2*rnd_value/3 ? right_dir :
1396 else if (should_turn_left && should_turn_right)
1397 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1398 else if (should_turn_left && should_move_on)
1399 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1400 else if (should_turn_right && should_move_on)
1401 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1402 else if (should_turn_left)
1403 MovDir[x][y] = left_dir;
1404 else if (should_turn_right)
1405 MovDir[x][y] = right_dir;
1406 else if (should_move_on)
1407 MovDir[x][y] = old_move_dir;
1409 else if (can_move_on && rnd > rnd_value/8)
1410 MovDir[x][y] = old_move_dir;
1411 else if (can_turn_left && can_turn_right)
1412 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1413 else if (can_turn_left && rnd > rnd_value/8)
1414 MovDir[x][y] = left_dir;
1415 else if (can_turn_right && rnd > rnd_value/8)
1416 MovDir[x][y] = right_dir;
1418 MovDir[x][y] = back_dir;
1420 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1421 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1422 MovDir[x][y] = old_move_dir;
1426 else if (element==EL_DRACHE)
1428 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1430 int rnd = RND(rnd_value);
1432 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1433 can_turn_left = TRUE;
1434 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1435 can_turn_right = TRUE;
1436 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1439 if (can_move_on && rnd > rnd_value/8)
1440 MovDir[x][y] = old_move_dir;
1441 else if (can_turn_left && can_turn_right)
1442 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1443 else if (can_turn_left && rnd > rnd_value/8)
1444 MovDir[x][y] = left_dir;
1445 else if (can_turn_right && rnd > rnd_value/8)
1446 MovDir[x][y] = right_dir;
1448 MovDir[x][y] = back_dir;
1450 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1451 MovDir[x][y] = old_move_dir;
1455 else if (element==EL_ROBOT || element==EL_SONDE ||
1456 element==EL_MAULWURF || element==EL_PINGUIN)
1458 int attr_x = -1, attr_y = -1;
1469 for(i=0; i<MAX_PLAYERS; i++)
1471 struct PlayerInfo *player = &stored_player[i];
1472 int jx = player->jx, jy = player->jy;
1474 if (!player->active || player->gone)
1477 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1485 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1491 if (element==EL_MAULWURF || element==EL_PINGUIN)
1494 static int xy[4][2] =
1504 int ex = x + xy[i%4][0];
1505 int ey = y + xy[i%4][1];
1507 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1516 MovDir[x][y] = MV_NO_MOVING;
1518 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1520 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1522 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1524 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1526 if (element==EL_ROBOT)
1530 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1531 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1532 Moving2Blocked(x,y,&newx,&newy);
1534 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1535 MovDelay[x][y] = 8+8*!RND(3);
1537 MovDelay[x][y] = 16;
1545 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1547 boolean first_horiz = RND(2);
1548 int new_move_dir = MovDir[x][y];
1551 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1552 Moving2Blocked(x,y,&newx,&newy);
1554 if (IN_LEV_FIELD(newx,newy) &&
1555 (IS_FREE(newx,newy) ||
1556 Feld[newx][newy] == EL_SALZSAEURE ||
1557 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1558 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1559 IS_MAMPF3(Feld[newx][newy])))))
1563 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1564 Moving2Blocked(x,y,&newx,&newy);
1566 if (IN_LEV_FIELD(newx,newy) &&
1567 (IS_FREE(newx,newy) ||
1568 Feld[newx][newy] == EL_SALZSAEURE ||
1569 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1570 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1571 IS_MAMPF3(Feld[newx][newy])))))
1574 MovDir[x][y] = old_move_dir;
1581 static boolean JustBeingPushed(int x, int y)
1585 for(i=0; i<MAX_PLAYERS; i++)
1587 struct PlayerInfo *player = &stored_player[i];
1589 if (player->active && !player->gone &&
1590 player->Pushing && player->MovPos)
1592 int next_jx = player->jx + (player->jx - player->last_jx);
1593 int next_jy = player->jy + (player->jy - player->last_jy);
1595 if (x == next_jx && y == next_jy)
1603 void StartMoving(int x, int y)
1605 int element = Feld[x][y];
1610 if (CAN_FALL(element) && y<lev_fieldy-1)
1612 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1613 if (JustBeingPushed(x,y))
1616 if (element==EL_MORAST_VOLL)
1620 InitMovingField(x,y,MV_DOWN);
1621 Feld[x][y] = EL_FELSBROCKEN;
1622 Store[x][y] = EL_MORAST_LEER;
1624 else if (Feld[x][y+1]==EL_MORAST_LEER)
1626 if (!MovDelay[x][y])
1627 MovDelay[x][y] = TILEY + 1;
1636 Feld[x][y] = EL_MORAST_LEER;
1637 Feld[x][y+1] = EL_MORAST_VOLL;
1640 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1642 InitMovingField(x,y,MV_DOWN);
1643 Store[x][y] = EL_MORAST_VOLL;
1645 else if (element==EL_SIEB_VOLL)
1649 InitMovingField(x,y,MV_DOWN);
1650 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1651 Store[x][y] = EL_SIEB_LEER;
1653 else if (Feld[x][y+1]==EL_SIEB_LEER)
1655 if (!MovDelay[x][y])
1656 MovDelay[x][y] = TILEY/4 + 1;
1665 Feld[x][y] = EL_SIEB_LEER;
1666 Feld[x][y+1] = EL_SIEB_VOLL;
1667 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1671 else if (element==EL_SIEB2_VOLL)
1675 InitMovingField(x,y,MV_DOWN);
1676 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1677 Store[x][y] = EL_SIEB2_LEER;
1679 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1681 if (!MovDelay[x][y])
1682 MovDelay[x][y] = TILEY/4 + 1;
1691 Feld[x][y] = EL_SIEB2_LEER;
1692 Feld[x][y+1] = EL_SIEB2_VOLL;
1693 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1697 else if (SiebAktiv && CAN_CHANGE(element) &&
1698 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1700 InitMovingField(x,y,MV_DOWN);
1702 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1703 Store2[x][y+1] = element;
1705 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1708 InitMovingField(x,y,MV_DOWN);
1709 Store[x][y] = EL_SALZSAEURE;
1711 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1715 else if (IS_FREE(x,y+1))
1717 InitMovingField(x,y,MV_DOWN);
1719 else if (element==EL_TROPFEN)
1721 Feld[x][y] = EL_AMOEBING;
1722 Store[x][y] = EL_AMOEBE_NASS;
1724 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1726 boolean left = (x>0 && IS_FREE(x-1,y) &&
1727 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1728 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1729 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1733 if (left && right && game_emulation != EMU_BOULDERDASH)
1734 left = !(right = RND(2));
1736 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1740 else if (CAN_MOVE(element))
1744 if (element == EL_SONDE && JustBeingPushed(x,y))
1747 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1749 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1750 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1753 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1756 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1757 DrawLevelField(x,y);
1761 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1765 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1767 int phase = MovDelay[x][y] % 8;
1772 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1773 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1775 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1776 && MovDelay[x][y]%4==3)
1777 PlaySoundLevel(x,y,SND_NJAM);
1779 else if (element==EL_DRACHE)
1782 int dir = MovDir[x][y];
1783 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1784 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1785 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1786 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1787 dir == MV_UP ? GFX_FLAMMEN_UP :
1788 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1789 int phase = FrameCounter % 2;
1793 int xx = x + i*dx, yy = y + i*dy;
1794 int sx = SCREENX(xx), sy = SCREENY(yy);
1796 if (!IN_LEV_FIELD(xx,yy) ||
1797 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1802 int flamed = MovingOrBlocked2Element(xx,yy);
1804 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1807 RemoveMovingField(xx,yy);
1809 Feld[xx][yy] = EL_BURNING;
1810 if (IN_SCR_FIELD(sx,sy))
1811 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1815 if (Feld[xx][yy] == EL_BURNING)
1816 Feld[xx][yy] = EL_LEERRAUM;
1817 DrawLevelField(xx,yy);
1826 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1828 PlaySoundLevel(x,y,SND_KLAPPER);
1830 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1832 PlaySoundLevel(x,y,SND_ROEHR);
1835 /* neuer Schritt / Wartezustand beendet */
1837 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1839 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1841 /* Spieler erwischt */
1843 KillHero(PLAYERINFO(newx,newy));
1846 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1847 element==EL_ROBOT || element==EL_SONDE) &&
1848 IN_LEV_FIELD(newx,newy) &&
1849 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1852 Store[x][y] = EL_SALZSAEURE;
1854 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1855 IN_LEV_FIELD(newx,newy))
1857 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1859 Feld[x][y] = EL_LEERRAUM;
1860 DrawLevelField(x,y);
1862 PlaySoundLevel(newx,newy,SND_BUING);
1863 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1864 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1866 local_player->friends_still_needed--;
1867 if (!local_player->friends_still_needed &&
1868 !local_player->GameOver && AllPlayersGone)
1869 local_player->LevelSolved = local_player->GameOver = TRUE;
1873 else if (IS_MAMPF3(Feld[newx][newy]))
1875 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1876 DrawLevelField(newx,newy);
1878 MovDir[x][y] = MV_NO_MOVING;
1880 else if (!IS_FREE(newx,newy))
1883 DrawPlayerField(x,y);
1885 DrawLevelField(x,y);
1889 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1891 if (IS_GEM(Feld[newx][newy]))
1893 if (IS_MOVING(newx,newy))
1894 RemoveMovingField(newx,newy);
1897 Feld[newx][newy] = EL_LEERRAUM;
1898 DrawLevelField(newx,newy);
1901 else if (!IS_FREE(newx,newy))
1904 DrawPlayerField(x,y);
1906 DrawLevelField(x,y);
1910 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1912 if (!IS_FREE(newx,newy))
1915 DrawPlayerField(x,y);
1917 DrawLevelField(x,y);
1922 boolean wanna_flame = !RND(10);
1923 int dx = newx - x, dy = newy - y;
1924 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1925 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1926 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1927 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1928 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1929 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1931 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1932 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1933 element1 != EL_BURNING && element2 != EL_BURNING)
1936 DrawPlayerField(x,y);
1938 DrawLevelField(x,y);
1940 MovDelay[x][y] = 50;
1941 Feld[newx][newy] = EL_BURNING;
1942 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1943 Feld[newx1][newy1] = EL_BURNING;
1944 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1945 Feld[newx2][newy2] = EL_BURNING;
1950 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1951 Feld[newx][newy]==EL_DIAMANT)
1953 if (IS_MOVING(newx,newy))
1954 RemoveMovingField(newx,newy);
1957 Feld[newx][newy] = EL_LEERRAUM;
1958 DrawLevelField(newx,newy);
1961 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1962 IS_MAMPF2(Feld[newx][newy]))
1964 if (AmoebaNr[newx][newy])
1966 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1967 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1968 AmoebaCnt[AmoebaNr[newx][newy]]--;
1971 if (IS_MOVING(newx,newy))
1972 RemoveMovingField(newx,newy);
1975 Feld[newx][newy] = EL_LEERRAUM;
1976 DrawLevelField(newx,newy);
1979 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1980 IS_AMOEBOID(Feld[newx][newy]))
1982 if (AmoebaNr[newx][newy])
1984 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1985 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1986 AmoebaCnt[AmoebaNr[newx][newy]]--;
1989 Feld[newx][newy] = EL_LEERRAUM;
1990 DrawLevelField(newx,newy);
1992 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1993 { /* gegen Wand gelaufen */
1996 if (element == EL_KAEFER || element == EL_FLIEGER)
1997 DrawLevelField(x,y);
1998 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1999 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
2000 else if (element==EL_SONDE)
2001 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2006 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
2007 PlaySoundLevel(x,y,SND_SCHLURF);
2009 InitMovingField(x,y,MovDir[x][y]);
2013 ContinueMoving(x,y);
2016 void ContinueMoving(int x, int y)
2018 int element = Feld[x][y];
2019 int direction = MovDir[x][y];
2020 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2021 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2022 int horiz_move = (dx!=0);
2023 int newx = x + dx, newy = y + dy;
2024 int step = (horiz_move ? dx : dy) * TILEX/8;
2026 if (CAN_FALL(element) && horiz_move)
2028 else if (element==EL_TROPFEN)
2030 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2033 MovPos[x][y] += step;
2035 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2037 Feld[x][y] = EL_LEERRAUM;
2038 Feld[newx][newy] = element;
2040 if (Store[x][y]==EL_MORAST_VOLL)
2043 Feld[newx][newy] = EL_MORAST_VOLL;
2044 element = EL_MORAST_VOLL;
2046 else if (Store[x][y]==EL_MORAST_LEER)
2049 Feld[x][y] = EL_MORAST_LEER;
2051 else if (Store[x][y]==EL_SIEB_VOLL)
2054 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2056 else if (Store[x][y]==EL_SIEB_LEER)
2058 Store[x][y] = Store2[x][y] = 0;
2059 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2061 else if (Store[x][y]==EL_SIEB2_VOLL)
2064 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2066 else if (Store[x][y]==EL_SIEB2_LEER)
2068 Store[x][y] = Store2[x][y] = 0;
2069 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2071 else if (Store[x][y]==EL_SALZSAEURE)
2074 Feld[newx][newy] = EL_SALZSAEURE;
2075 element = EL_SALZSAEURE;
2077 else if (Store[x][y]==EL_AMOEBE_NASS)
2080 Feld[x][y] = EL_AMOEBE_NASS;
2083 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2084 MovDelay[newx][newy] = 0;
2086 if (!CAN_MOVE(element))
2087 MovDir[newx][newy] = 0;
2089 DrawLevelField(x,y);
2090 DrawLevelField(newx,newy);
2092 Stop[newx][newy] = TRUE;
2093 JustHit[x][newy] = 3;
2095 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2097 TestIfBadThingHitsHero(newx,newy);
2098 TestIfBadThingHitsFriend(newx,newy);
2099 TestIfBadThingHitsOtherBadThing(newx,newy);
2101 else if (element == EL_PINGUIN)
2102 TestIfFriendHitsBadThing(newx,newy);
2104 if (CAN_SMASH(element) && direction==MV_DOWN &&
2105 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2108 else /* noch in Bewegung */
2109 DrawLevelField(x,y);
2112 int AmoebeNachbarNr(int ax, int ay)
2115 int element = Feld[ax][ay];
2117 static int xy[4][2] =
2127 int x = ax+xy[i%4][0];
2128 int y = ay+xy[i%4][1];
2130 if (!IN_LEV_FIELD(x,y))
2133 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2134 group_nr = AmoebaNr[x][y];
2140 void AmoebenVereinigen(int ax, int ay)
2143 int new_group_nr = AmoebaNr[ax][ay];
2144 static int xy[4][2] =
2160 if (!IN_LEV_FIELD(x,y))
2163 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2164 Feld[x][y]==EL_AMOEBE_BD ||
2165 Feld[x][y]==EL_AMOEBE_TOT) &&
2166 AmoebaNr[x][y] != new_group_nr)
2168 int old_group_nr = AmoebaNr[x][y];
2170 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2171 AmoebaCnt[old_group_nr] = 0;
2172 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2173 AmoebaCnt2[old_group_nr] = 0;
2175 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2176 if (AmoebaNr[xx][yy]==old_group_nr)
2177 AmoebaNr[xx][yy] = new_group_nr;
2182 void AmoebeUmwandeln(int ax, int ay)
2185 int group_nr = AmoebaNr[ax][ay];
2186 static int xy[4][2] =
2194 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2196 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2198 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2201 Feld[x][y] = EL_AMOEBA2DIAM;
2213 if (!IN_LEV_FIELD(x,y))
2216 if (Feld[x][y]==EL_AMOEBA2DIAM)
2222 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2225 int group_nr = AmoebaNr[ax][ay];
2226 boolean done = FALSE;
2228 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2230 if (AmoebaNr[x][y]==group_nr &&
2231 (Feld[x][y]==EL_AMOEBE_TOT ||
2232 Feld[x][y]==EL_AMOEBE_BD ||
2233 Feld[x][y]==EL_AMOEBING))
2236 Feld[x][y] = new_element;
2237 DrawLevelField(x,y);
2243 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2246 void AmoebeWaechst(int x, int y)
2248 static long sound_delay = 0;
2249 static int sound_delay_value = 0;
2251 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2255 if (DelayReached(&sound_delay, sound_delay_value))
2257 PlaySoundLevel(x,y,SND_AMOEBE);
2258 sound_delay_value = 30;
2262 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2265 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2266 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2268 if (!MovDelay[x][y])
2270 Feld[x][y] = Store[x][y];
2272 DrawLevelField(x,y);
2277 void AmoebeAbleger(int ax, int ay)
2280 int element = Feld[ax][ay];
2281 int newax = ax, neway = ay;
2282 static int xy[4][2] =
2290 if (!level.tempo_amoebe)
2292 Feld[ax][ay] = EL_AMOEBE_TOT;
2293 DrawLevelField(ax,ay);
2297 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2298 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2300 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2303 if (MovDelay[ax][ay])
2307 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2310 int x = ax+xy[start][0];
2311 int y = ay+xy[start][1];
2313 if (!IN_LEV_FIELD(x,y))
2317 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2323 if (newax==ax && neway==ay)
2326 else /* normale oder "gefüllte" Amöbe */
2329 boolean waiting_for_player = FALSE;
2333 int j = (start+i)%4;
2334 int x = ax+xy[j][0];
2335 int y = ay+xy[j][1];
2337 if (!IN_LEV_FIELD(x,y))
2341 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2347 else if (IS_PLAYER(x,y))
2348 waiting_for_player = TRUE;
2351 if (newax==ax && neway==ay)
2353 if (i==4 && !waiting_for_player)
2355 Feld[ax][ay] = EL_AMOEBE_TOT;
2356 DrawLevelField(ax,ay);
2357 AmoebaCnt[AmoebaNr[ax][ay]]--;
2359 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2361 if (element==EL_AMOEBE_VOLL)
2362 AmoebeUmwandeln(ax,ay);
2363 else if (element==EL_AMOEBE_BD)
2364 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2369 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2371 int new_group_nr = AmoebaNr[ax][ay];
2373 AmoebaNr[newax][neway] = new_group_nr;
2374 AmoebaCnt[new_group_nr]++;
2375 AmoebaCnt2[new_group_nr]++;
2376 AmoebenVereinigen(newax,neway);
2378 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2380 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2386 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2387 (neway==lev_fieldy-1 && newax!=ax))
2389 Feld[newax][neway] = EL_AMOEBING;
2390 Store[newax][neway] = element;
2393 Feld[newax][neway] = EL_TROPFEN;
2396 InitMovingField(ax,ay,MV_DOWN);
2397 Feld[ax][ay] = EL_TROPFEN;
2398 Store[ax][ay] = EL_AMOEBE_NASS;
2399 ContinueMoving(ax,ay);
2403 DrawLevelField(newax,neway);
2406 void Life(int ax, int ay)
2409 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2411 int element = Feld[ax][ay];
2416 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2417 MovDelay[ax][ay] = life_time;
2419 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2422 if (MovDelay[ax][ay])
2426 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2428 int xx = ax+x1, yy = ay+y1;
2431 if (!IN_LEV_FIELD(xx,yy))
2434 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2436 int x = xx+x2, y = yy+y2;
2438 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2441 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2443 (IS_FREE(x,y) && Stop[x][y]))
2447 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2449 if (nachbarn<life[0] || nachbarn>life[1])
2451 Feld[xx][yy] = EL_LEERRAUM;
2453 DrawLevelField(xx,yy);
2454 Stop[xx][yy] = TRUE;
2457 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2458 { /* Randfeld ohne Amoebe */
2459 if (nachbarn>=life[2] && nachbarn<=life[3])
2461 Feld[xx][yy] = element;
2462 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2464 DrawLevelField(xx,yy);
2465 Stop[xx][yy] = TRUE;
2471 void Ablenk(int x, int y)
2473 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2474 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2476 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2481 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2482 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2483 if (!(MovDelay[x][y]%4))
2484 PlaySoundLevel(x,y,SND_MIEP);
2489 Feld[x][y] = EL_ABLENK_AUS;
2490 DrawLevelField(x,y);
2495 void Birne(int x, int y)
2497 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2498 MovDelay[x][y] = 800;
2500 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2505 if (!(MovDelay[x][y]%5))
2507 if (!(MovDelay[x][y]%10))
2508 Feld[x][y]=EL_ABLENK_EIN;
2510 Feld[x][y]=EL_ABLENK_AUS;
2511 DrawLevelField(x,y);
2512 Feld[x][y]=EL_ABLENK_EIN;
2518 Feld[x][y]=EL_ABLENK_AUS;
2519 DrawLevelField(x,y);
2524 void Blubber(int x, int y)
2526 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2527 DrawLevelField(x,y-1);
2529 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2532 void NussKnacken(int x, int y)
2534 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2537 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2540 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2541 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2543 if (!MovDelay[x][y])
2545 Feld[x][y] = EL_EDELSTEIN;
2546 DrawLevelField(x,y);
2551 void SiebAktivieren(int x, int y, int typ)
2553 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2554 DrawGraphic(SCREENX(x),SCREENY(y),
2555 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2558 void AusgangstuerPruefen(int x, int y)
2560 if (!local_player->gems_still_needed &&
2561 !local_player->sokobanfields_still_needed &&
2562 !local_player->lights_still_needed)
2564 Feld[x][y] = EL_AUSGANG_ACT;
2566 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2567 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2568 y < LEVELY(BY1) ? LEVELY(BY1) :
2569 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2574 void AusgangstuerOeffnen(int x, int y)
2578 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2579 MovDelay[x][y] = 5*delay;
2581 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2586 tuer = MovDelay[x][y]/delay;
2587 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2588 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2590 if (!MovDelay[x][y])
2592 Feld[x][y] = EL_AUSGANG_AUF;
2593 DrawLevelField(x,y);
2598 void AusgangstuerBlinken(int x, int y)
2600 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2603 void EdelsteinFunkeln(int x, int y)
2605 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2608 if (Feld[x][y] == EL_EDELSTEIN_BD)
2609 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2612 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2613 MovDelay[x][y] = 11 * !SimpleRND(500);
2615 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2619 if (setup.direct_draw && MovDelay[x][y])
2620 SetDrawtoField(DRAW_BUFFERED);
2622 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2626 int phase = (MovDelay[x][y]-1)/2;
2631 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2633 if (setup.direct_draw)
2637 dest_x = FX + SCREENX(x)*TILEX;
2638 dest_y = FY + SCREENY(y)*TILEY;
2640 XCopyArea(display,drawto_field,window,gc,
2641 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2642 SetDrawtoField(DRAW_DIRECT);
2649 void MauerWaechst(int x, int y)
2653 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2654 MovDelay[x][y] = 3*delay;
2656 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2661 phase = 2-MovDelay[x][y]/delay;
2662 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2663 DrawGraphic(SCREENX(x),SCREENY(y),
2664 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2665 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2666 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2667 GFX_MAUER_DOWN ) + phase);
2669 if (!MovDelay[x][y])
2671 if (MovDir[x][y] == MV_LEFT)
2673 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2674 DrawLevelField(x-1,y);
2676 else if (MovDir[x][y] == MV_RIGHT)
2678 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2679 DrawLevelField(x+1,y);
2681 else if (MovDir[x][y] == MV_UP)
2683 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2684 DrawLevelField(x,y-1);
2688 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2689 DrawLevelField(x,y+1);
2692 Feld[x][y] = Store[x][y];
2694 MovDir[x][y] = MV_NO_MOVING;
2695 DrawLevelField(x,y);
2700 void MauerAbleger(int ax, int ay)
2702 int element = Feld[ax][ay];
2703 boolean oben_frei = FALSE, unten_frei = FALSE;
2704 boolean links_frei = FALSE, rechts_frei = FALSE;
2705 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2706 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2708 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2709 MovDelay[ax][ay] = 6;
2711 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2714 if (MovDelay[ax][ay])
2718 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2720 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2722 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2724 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2727 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2731 Feld[ax][ay-1] = EL_MAUERND;
2732 Store[ax][ay-1] = element;
2733 MovDir[ax][ay-1] = MV_UP;
2734 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2735 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2739 Feld[ax][ay+1] = EL_MAUERND;
2740 Store[ax][ay+1] = element;
2741 MovDir[ax][ay+1] = MV_DOWN;
2742 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2743 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2747 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2748 element == EL_MAUER_LEBT)
2752 Feld[ax-1][ay] = EL_MAUERND;
2753 Store[ax-1][ay] = element;
2754 MovDir[ax-1][ay] = MV_LEFT;
2755 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2756 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2760 Feld[ax+1][ay] = EL_MAUERND;
2761 Store[ax+1][ay] = element;
2762 MovDir[ax+1][ay] = MV_RIGHT;
2763 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2764 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2768 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2769 DrawLevelField(ax,ay);
2771 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2773 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2774 unten_massiv = TRUE;
2775 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2776 links_massiv = TRUE;
2777 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2778 rechts_massiv = TRUE;
2780 if (((oben_massiv && unten_massiv) ||
2781 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2782 ((links_massiv && rechts_massiv) ||
2783 element == EL_MAUER_Y))
2784 Feld[ax][ay] = EL_MAUERWERK;
2787 void CheckForDragon(int x, int y)
2790 boolean dragon_found = FALSE;
2791 static int xy[4][2] =
2803 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2805 if (IN_LEV_FIELD(xx,yy) &&
2806 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2808 if (Feld[xx][yy] == EL_DRACHE)
2809 dragon_found = TRUE;
2822 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2824 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2826 Feld[xx][yy] = EL_LEERRAUM;
2827 DrawLevelField(xx,yy);
2836 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2838 static byte stored_player_action[MAX_PLAYERS];
2839 static int num_stored_actions = 0;
2840 static boolean save_tape_entry = FALSE;
2841 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2842 int jx = player->jx, jy = player->jy;
2843 int left = player_action & JOY_LEFT;
2844 int right = player_action & JOY_RIGHT;
2845 int up = player_action & JOY_UP;
2846 int down = player_action & JOY_DOWN;
2847 int button1 = player_action & JOY_BUTTON_1;
2848 int button2 = player_action & JOY_BUTTON_2;
2849 int dx = (left ? -1 : right ? 1 : 0);
2850 int dy = (up ? -1 : down ? 1 : 0);
2852 stored_player_action[player->index_nr] = 0;
2853 num_stored_actions++;
2855 if (!player->active || player->gone || tape.pausing)
2860 save_tape_entry = TRUE;
2861 player->frame_reset_delay = 0;
2864 snapped = SnapField(player, dx,dy);
2868 bombed = PlaceBomb(player);
2869 moved = MoveFigure(player, dx,dy);
2872 if (tape.recording && (moved || snapped || bombed))
2874 if (bombed && !moved)
2875 player_action &= JOY_BUTTON;
2877 stored_player_action[player->index_nr] = player_action;
2880 /* this allows cycled sequences of PlayerActions() */
2881 if (num_stored_actions >= MAX_PLAYERS)
2883 TapeRecordAction(stored_player_action);
2884 num_stored_actions = 0;
2889 else if (tape.playing && snapped)
2890 SnapField(player, 0,0); /* stop snapping */
2894 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2895 SnapField(player, 0,0);
2896 if (++player->frame_reset_delay > MoveSpeed)
2900 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2902 TapeRecordAction(stored_player_action);
2903 num_stored_actions = 0;
2904 save_tape_entry = FALSE;
2907 if (tape.playing && !tape.pausing && !player_action &&
2908 tape.counter < tape.length)
2911 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2913 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2914 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2916 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2918 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2920 int el = Feld[jx+dx][jy];
2921 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2923 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2925 player->MovDir = next_joy;
2926 player->Frame = FrameCounter % 4;
2927 player->Pushing = TRUE;
2936 static long action_delay = 0;
2937 long action_delay_value;
2938 int sieb_x = 0, sieb_y = 0;
2939 int i, x,y, element;
2940 byte *recorded_player_action;
2941 byte summarized_player_action = 0;
2943 if (game_status != PLAYING)
2946 action_delay_value =
2947 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2949 /* main game synchronization point */
2950 WaitUntilDelayReached(&action_delay, action_delay_value);
2952 if (network_playing && !network_player_action_received)
2956 printf("DEBUG: try to get network player actions in time\n");
2960 /* last chance to get network player actions without main loop delay */
2963 if (game_status != PLAYING)
2966 if (!network_player_action_received)
2970 printf("DEBUG: failed to get network player actions in time\n");
2979 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2981 else if (tape.recording)
2990 else if (tape.recording)
2993 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2995 for(i=0; i<MAX_PLAYERS; i++)
2997 summarized_player_action |= stored_player[i].action;
2999 if (!network_playing)
3000 stored_player[i].effective_action = stored_player[i].action;
3003 if (network_playing)
3004 SendToServer_MovePlayer(summarized_player_action);
3006 if (!options.network && !setup.team_mode)
3007 local_player->effective_action = summarized_player_action;
3009 for(i=0; i<MAX_PLAYERS; i++)
3011 int actual_player_action = stored_player[i].effective_action;
3013 if (recorded_player_action)
3014 actual_player_action = recorded_player_action[i];
3016 PlayerActions(&stored_player[i], actual_player_action);
3017 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3020 network_player_action_received = FALSE;
3022 ScrollScreen(NULL, SCROLL_GO_ON);
3026 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3028 else if (tape.recording)
3036 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3039 if (JustHit[x][y]>0)
3043 if (IS_BLOCKED(x,y))
3047 Blocked2Moving(x,y,&oldx,&oldy);
3048 if (!IS_MOVING(oldx,oldy))
3050 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3051 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3052 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3053 printf("GameActions(): This should never happen!\n");
3059 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3061 element = Feld[x][y];
3063 if (IS_INACTIVE(element))
3066 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3070 if (IS_GEM(element))
3071 EdelsteinFunkeln(x,y);
3073 else if (IS_MOVING(x,y))
3074 ContinueMoving(x,y);
3075 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3077 else if (element==EL_EXPLODING)
3078 Explode(x,y,Frame[x][y],EX_NORMAL);
3079 else if (element==EL_AMOEBING)
3081 else if (IS_AMOEBALIVE(element))
3083 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3085 else if (element==EL_ABLENK_EIN)
3087 else if (element==EL_SALZSAEURE)
3089 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3091 else if (element==EL_CRACKINGNUT)
3093 else if (element==EL_AUSGANG_ZU)
3094 AusgangstuerPruefen(x,y);
3095 else if (element==EL_AUSGANG_ACT)
3096 AusgangstuerOeffnen(x,y);
3097 else if (element==EL_AUSGANG_AUF)
3098 AusgangstuerBlinken(x,y);
3099 else if (element==EL_MAUERND)
3101 else if (element==EL_MAUER_LEBT ||
3102 element==EL_MAUER_X ||
3103 element==EL_MAUER_Y ||
3104 element==EL_MAUER_XY)
3106 else if (element==EL_BURNING)
3107 CheckForDragon(x,y);
3111 boolean sieb = FALSE;
3112 int jx = local_player->jx, jy = local_player->jy;
3114 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3115 Store[x][y]==EL_SIEB_LEER)
3117 SiebAktivieren(x, y, 1);
3120 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3121 Store[x][y]==EL_SIEB2_LEER)
3123 SiebAktivieren(x, y, 2);
3127 /* play the element sound at the position nearest to the player */
3128 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3139 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3143 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3145 element = Feld[x][y];
3146 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3148 Feld[x][y] = EL_SIEB_TOT;
3149 DrawLevelField(x,y);
3151 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3153 Feld[x][y] = EL_SIEB2_TOT;
3154 DrawLevelField(x,y);
3160 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3165 if (tape.recording || tape.playing)
3166 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3169 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3171 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3174 for(i=0; i<MAX_PLAYERS; i++)
3175 KillHero(&stored_player[i]);
3181 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3183 int min_x = x, min_y = y, max_x = x, max_y = y;
3186 for(i=0; i<MAX_PLAYERS; i++)
3188 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3190 if (!stored_player[i].active || stored_player[i].gone ||
3191 &stored_player[i] == player)
3194 min_x = MIN(min_x, jx);
3195 min_y = MIN(min_y, jy);
3196 max_x = MAX(max_x, jx);
3197 max_y = MAX(max_y, jy);
3200 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3203 static boolean AllPlayersInVisibleScreen()
3207 for(i=0; i<MAX_PLAYERS; i++)
3209 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3211 if (!stored_player[i].active || stored_player[i].gone)
3214 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3221 void ScrollLevel(int dx, int dy)
3223 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3226 XCopyArea(display,drawto_field,drawto_field,gc,
3227 FX + TILEX*(dx==-1) - softscroll_offset,
3228 FY + TILEY*(dy==-1) - softscroll_offset,
3229 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3230 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3231 FX + TILEX*(dx==1) - softscroll_offset,
3232 FY + TILEY*(dy==1) - softscroll_offset);
3236 x = (dx==1 ? BX1 : BX2);
3237 for(y=BY1; y<=BY2; y++)
3238 DrawScreenField(x,y);
3242 y = (dy==1 ? BY1 : BY2);
3243 for(x=BX1; x<=BX2; x++)
3244 DrawScreenField(x,y);
3247 redraw_mask |= REDRAW_FIELD;
3250 boolean MoveFigureOneStep(struct PlayerInfo *player,
3251 int dx, int dy, int real_dx, int real_dy)
3253 int jx = player->jx, jy = player->jy;
3254 int new_jx = jx+dx, new_jy = jy+dy;
3258 if (player->gone || (!dx && !dy))
3259 return(MF_NO_ACTION);
3261 player->MovDir = (dx < 0 ? MV_LEFT :
3264 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3266 if (!IN_LEV_FIELD(new_jx,new_jy))
3267 return(MF_NO_ACTION);
3269 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3270 return(MF_NO_ACTION);
3272 element = MovingOrBlocked2Element(new_jx,new_jy);
3274 if (DONT_GO_TO(element))
3276 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3279 Feld[jx][jy] = EL_SPIELFIGUR;
3280 InitMovingField(jx,jy,MV_DOWN);
3281 Store[jx][jy] = EL_SALZSAEURE;
3282 ContinueMoving(jx,jy);
3291 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3292 if (can_move != MF_MOVING)
3295 StorePlayer[jx][jy] = 0;
3296 player->last_jx = jx;
3297 player->last_jy = jy;
3298 jx = player->jx = new_jx;
3299 jy = player->jy = new_jy;
3300 StorePlayer[jx][jy] = player->element_nr;
3302 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3304 ScrollFigure(player, SCROLL_INIT);
3309 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3311 int jx = player->jx, jy = player->jy;
3312 int old_jx = jx, old_jy = jy;
3313 int moved = MF_NO_ACTION;
3315 if (player->gone || (!dx && !dy))
3318 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3323 /* should only happen if pre-1.0 tape recordings are played */
3324 /* this is only for backward compatibility */
3327 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
3330 while (player->MovPos)
3332 ScrollFigure(player, SCROLL_GO_ON);
3333 ScrollScreen(NULL, SCROLL_GO_ON);
3340 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3342 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3343 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3347 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3348 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3354 if (moved & MF_MOVING && !ScreenMovPos &&
3355 (player == local_player || !options.network))
3357 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3358 int offset = (setup.scroll_delay ? 3 : 0);
3360 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3362 /* actual player has left the screen -- scroll in that direction */
3363 if (jx != old_jx) /* player has moved horizontally */
3364 scroll_x += (jx - old_jx);
3365 else /* player has moved vertically */
3366 scroll_y += (jy - old_jy);
3370 if (jx != old_jx) /* player has moved horizontally */
3372 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3373 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3374 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3376 /* don't scroll over playfield boundaries */
3377 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3378 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3380 /* don't scroll more than one field at a time */
3381 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3383 /* don't scroll against the player's moving direction */
3384 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3385 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3386 scroll_x = old_scroll_x;
3388 else /* player has moved vertically */
3390 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3391 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3392 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3394 /* don't scroll over playfield boundaries */
3395 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3396 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3398 /* don't scroll more than one field at a time */
3399 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3401 /* don't scroll against the player's moving direction */
3402 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3403 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3404 scroll_y = old_scroll_y;
3408 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3410 if (!options.network && !AllPlayersInVisibleScreen())
3412 scroll_x = old_scroll_x;
3413 scroll_y = old_scroll_y;
3417 ScrollScreen(player, SCROLL_INIT);
3418 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3423 if (!(moved & MF_MOVING) && !player->Pushing)
3426 player->Frame = (player->Frame + 1) % 4;
3428 if (moved & MF_MOVING)
3430 if (old_jx != jx && old_jy == jy)
3431 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3432 else if (old_jx == jx && old_jy != jy)
3433 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3435 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3437 player->last_move_dir = player->MovDir;
3440 player->last_move_dir = MV_NO_MOVING;
3442 TestIfHeroHitsBadThing(jx,jy);
3450 void ScrollFigure(struct PlayerInfo *player, int mode)
3452 int jx = player->jx, jy = player->jy;
3453 int last_jx = player->last_jx, last_jy = player->last_jy;
3455 if (!player->active || player->gone || !player->MovPos)
3458 if (mode == SCROLL_INIT)
3460 player->actual_frame_counter = FrameCounter;
3461 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3463 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3464 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3469 else if (!FrameReached(&player->actual_frame_counter,1))
3472 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3473 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3475 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3476 Feld[last_jx][last_jy] = EL_LEERRAUM;
3480 if (!player->MovPos)
3482 player->last_jx = jx;
3483 player->last_jy = jy;
3485 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3489 if (!local_player->friends_still_needed)
3490 player->LevelSolved = player->GameOver = TRUE;
3495 void ScrollScreen(struct PlayerInfo *player, int mode)
3497 static long screen_frame_counter = 0;
3499 if (mode == SCROLL_INIT)
3501 screen_frame_counter = FrameCounter;
3502 ScreenMovDir = player->MovDir;
3503 ScreenMovPos = player->MovPos;
3504 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3507 else if (!FrameReached(&screen_frame_counter,1))
3512 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3513 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3514 redraw_mask |= REDRAW_FIELD;
3517 ScreenMovDir = MV_NO_MOVING;
3520 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3522 int i, killx = goodx, killy = goody;
3523 static int xy[4][2] =
3530 static int harmless[4] =
3542 x = goodx + xy[i][0];
3543 y = goody + xy[i][1];
3544 if (!IN_LEV_FIELD(x,y))
3547 element = Feld[x][y];
3549 if (DONT_TOUCH(element))
3551 if (MovDir[x][y] == harmless[i])
3560 if (killx != goodx || killy != goody)
3562 if (IS_PLAYER(goodx,goody))
3563 KillHero(PLAYERINFO(goodx,goody));
3569 void TestIfBadThingHitsGoodThing(int badx, int bady)
3571 int i, killx = badx, killy = bady;
3572 static int xy[4][2] =
3579 static int harmless[4] =
3591 x = badx + xy[i][0];
3592 y = bady + xy[i][1];
3593 if (!IN_LEV_FIELD(x,y))
3596 element = Feld[x][y];
3604 else if (element == EL_PINGUIN)
3606 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3615 if (killx != badx || killy != bady)
3617 if (IS_PLAYER(killx,killy))
3618 KillHero(PLAYERINFO(killx,killy));
3624 void TestIfHeroHitsBadThing(int x, int y)
3626 TestIfGoodThingHitsBadThing(x,y);
3629 void TestIfBadThingHitsHero(int x, int y)
3631 TestIfBadThingHitsGoodThing(x,y);
3634 void TestIfFriendHitsBadThing(int x, int y)
3636 TestIfGoodThingHitsBadThing(x,y);
3639 void TestIfBadThingHitsFriend(int x, int y)
3641 TestIfBadThingHitsGoodThing(x,y);
3644 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3646 int i, killx = badx, killy = bady;
3647 static int xy[4][2] =
3661 if (!IN_LEV_FIELD(x,y))
3664 element = Feld[x][y];
3665 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3666 element == EL_AMOEBING || element == EL_TROPFEN)
3674 if (killx != badx || killy != bady)
3678 void KillHero(struct PlayerInfo *player)
3680 int jx = player->jx, jy = player->jy;
3685 if (IS_PFORTE(Feld[jx][jy]))
3686 Feld[jx][jy] = EL_LEERRAUM;
3692 void BuryHero(struct PlayerInfo *player)
3694 int jx = player->jx, jy = player->jy;
3699 PlaySoundLevel(jx,jy, SND_AUTSCH);
3700 PlaySoundLevel(jx,jy, SND_LACHEN);
3702 player->GameOver = TRUE;
3706 void RemoveHero(struct PlayerInfo *player)
3708 int jx = player->jx, jy = player->jy;
3709 int i, found = FALSE;
3711 player->gone = TRUE;
3712 StorePlayer[jx][jy] = 0;
3714 for(i=0; i<MAX_PLAYERS; i++)
3715 if (stored_player[i].active && !stored_player[i].gone)
3719 AllPlayersGone = TRUE;
3725 int DigField(struct PlayerInfo *player,
3726 int x, int y, int real_dx, int real_dy, int mode)
3728 int jx = player->jx, jy = player->jy;
3729 int dx = x - jx, dy = y - jy;
3732 if (!player->MovPos)
3733 player->Pushing = FALSE;
3735 if (mode == DF_NO_PUSH)
3737 player->push_delay = 0;
3738 return(MF_NO_ACTION);
3741 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3742 return(MF_NO_ACTION);
3744 element = Feld[x][y];
3752 Feld[x][y] = EL_LEERRAUM;
3756 case EL_EDELSTEIN_BD:
3757 case EL_EDELSTEIN_GELB:
3758 case EL_EDELSTEIN_ROT:
3759 case EL_EDELSTEIN_LILA:
3762 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3763 if (local_player->gems_still_needed < 0)
3764 local_player->gems_still_needed = 0;
3765 RaiseScoreElement(element);
3766 DrawText(DX_EMERALDS, DY_EMERALDS,
3767 int2str(local_player->gems_still_needed, 3),
3768 FS_SMALL, FC_YELLOW);
3769 PlaySoundLevel(x, y, SND_PONG);
3772 case EL_DYNAMIT_AUS:
3775 RaiseScoreElement(EL_DYNAMIT);
3776 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3777 int2str(local_player->dynamite, 3),
3778 FS_SMALL, FC_YELLOW);
3779 PlaySoundLevel(x,y,SND_PONG);
3782 case EL_DYNABOMB_NR:
3784 player->dynabomb_count++;
3785 player->dynabombs_left++;
3786 RaiseScoreElement(EL_DYNAMIT);
3787 PlaySoundLevel(x,y,SND_PONG);
3790 case EL_DYNABOMB_SZ:
3792 player->dynabomb_size++;
3793 RaiseScoreElement(EL_DYNAMIT);
3794 PlaySoundLevel(x,y,SND_PONG);
3797 case EL_DYNABOMB_XL:
3799 player->dynabomb_xl = TRUE;
3800 RaiseScoreElement(EL_DYNAMIT);
3801 PlaySoundLevel(x,y,SND_PONG);
3804 case EL_SCHLUESSEL1:
3805 case EL_SCHLUESSEL2:
3806 case EL_SCHLUESSEL3:
3807 case EL_SCHLUESSEL4:
3809 int key_nr = element-EL_SCHLUESSEL1;
3812 player->key[key_nr] = TRUE;
3813 RaiseScoreElement(EL_SCHLUESSEL);
3814 DrawMiniGraphicExt(drawto,gc,
3815 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3816 GFX_SCHLUESSEL1+key_nr);
3817 DrawMiniGraphicExt(window,gc,
3818 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3819 GFX_SCHLUESSEL1+key_nr);
3820 PlaySoundLevel(x,y,SND_PONG);
3825 Feld[x][y] = EL_ABLENK_EIN;
3828 DrawLevelField(x,y);
3832 case EL_FELSBROCKEN:
3836 if (dy || mode==DF_SNAP)
3837 return(MF_NO_ACTION);
3839 player->Pushing = TRUE;
3841 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3842 return(MF_NO_ACTION);
3846 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3847 return(MF_NO_ACTION);
3850 if (player->push_delay == 0)
3851 player->push_delay = FrameCounter;
3852 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3854 return(MF_NO_ACTION);
3857 Feld[x+dx][y+dy] = element;
3859 player->push_delay_value = 2+RND(8);
3861 DrawLevelField(x+dx,y+dy);
3862 if (element==EL_FELSBROCKEN)
3863 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3864 else if (element==EL_KOKOSNUSS)
3865 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3867 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3874 if (!player->key[element-EL_PFORTE1])
3875 return(MF_NO_ACTION);
3882 if (!player->key[element-EL_PFORTE1X])
3883 return(MF_NO_ACTION);
3887 case EL_AUSGANG_ACT:
3888 /* Tür ist (noch) nicht offen! */
3889 return(MF_NO_ACTION);
3892 case EL_AUSGANG_AUF:
3894 return(MF_NO_ACTION);
3896 PlaySoundLevel(x,y,SND_BUING);
3899 player->gone = TRUE;
3900 PlaySoundLevel(x,y,SND_BUING);
3902 if (!local_player->friends_still_needed)
3903 player->LevelSolved = player->GameOver = TRUE;
3909 Feld[x][y] = EL_BIRNE_EIN;
3910 local_player->lights_still_needed--;
3911 DrawLevelField(x,y);
3912 PlaySoundLevel(x,y,SND_DENG);
3917 Feld[x][y] = EL_ZEIT_LEER;
3919 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3920 DrawLevelField(x,y);
3921 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3925 case EL_SOKOBAN_FELD_LEER:
3928 case EL_SOKOBAN_FELD_VOLL:
3929 case EL_SOKOBAN_OBJEKT:
3932 return(MF_NO_ACTION);
3934 player->Pushing = TRUE;
3936 if (!IN_LEV_FIELD(x+dx,y+dy)
3937 || (!IS_FREE(x+dx,y+dy)
3938 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3939 || !IS_SB_ELEMENT(element))))
3940 return(MF_NO_ACTION);
3944 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3945 return(MF_NO_ACTION);
3947 else if (dy && real_dx)
3949 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3950 return(MF_NO_ACTION);
3953 if (player->push_delay == 0)
3954 player->push_delay = FrameCounter;
3955 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3957 return(MF_NO_ACTION);
3959 if (IS_SB_ELEMENT(element))
3961 if (element == EL_SOKOBAN_FELD_VOLL)
3963 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3964 local_player->sokobanfields_still_needed++;
3969 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3971 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3972 local_player->sokobanfields_still_needed--;
3973 if (element == EL_SOKOBAN_OBJEKT)
3974 PlaySoundLevel(x,y,SND_DENG);
3977 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3982 Feld[x+dx][y+dy] = element;
3985 player->push_delay_value = 2;
3987 DrawLevelField(x,y);
3988 DrawLevelField(x+dx,y+dy);
3989 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3991 if (IS_SB_ELEMENT(element) &&
3992 local_player->sokobanfields_still_needed == 0 &&
3993 game_emulation == EMU_SOKOBAN)
3995 player->LevelSolved = player->GameOver = TRUE;
3996 PlaySoundLevel(x,y,SND_BUING);
4008 return(MF_NO_ACTION);
4012 player->push_delay = 0;
4017 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4019 int jx = player->jx, jy = player->jy;
4020 int x = jx + dx, y = jy + dy;
4022 if (player->gone || !IN_LEV_FIELD(x,y))
4030 player->snapped = FALSE;
4034 if (player->snapped)
4037 player->MovDir = (dx < 0 ? MV_LEFT :
4040 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4042 if (!DigField(player, x,y, 0,0, DF_SNAP))
4045 player->snapped = TRUE;
4046 DrawLevelField(x,y);
4052 boolean PlaceBomb(struct PlayerInfo *player)
4054 int jx = player->jx, jy = player->jy;
4057 if (player->gone || player->MovPos)
4060 element = Feld[jx][jy];
4062 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4063 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4066 if (element != EL_LEERRAUM)
4067 Store[jx][jy] = element;
4069 if (player->dynamite)
4071 Feld[jx][jy] = EL_DYNAMIT;
4072 MovDelay[jx][jy] = 96;
4074 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4075 FS_SMALL, FC_YELLOW);
4076 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4077 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4081 Feld[jx][jy] = EL_DYNABOMB;
4082 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4083 MovDelay[jx][jy] = 96;
4084 player->dynabombs_left--;
4085 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4086 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4092 void PlaySoundLevel(int x, int y, int sound_nr)
4094 int sx = SCREENX(x), sy = SCREENY(y);
4096 int silence_distance = 8;
4098 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4099 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4102 if (!IN_LEV_FIELD(x,y) ||
4103 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4104 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4107 volume = PSND_MAX_VOLUME;
4110 stereo = (sx-SCR_FIELDX/2)*12;
4112 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4113 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4114 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4117 if (!IN_SCR_FIELD(sx,sy))
4119 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4120 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4122 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4125 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4128 void RaiseScore(int value)
4130 local_player->score += value;
4131 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4132 FS_SMALL, FC_YELLOW);
4135 void RaiseScoreElement(int element)
4140 case EL_EDELSTEIN_BD:
4141 case EL_EDELSTEIN_GELB:
4142 case EL_EDELSTEIN_ROT:
4143 case EL_EDELSTEIN_LILA:
4144 RaiseScore(level.score[SC_EDELSTEIN]);
4147 RaiseScore(level.score[SC_DIAMANT]);
4151 RaiseScore(level.score[SC_KAEFER]);
4155 RaiseScore(level.score[SC_FLIEGER]);
4159 RaiseScore(level.score[SC_MAMPFER]);
4162 RaiseScore(level.score[SC_ROBOT]);
4165 RaiseScore(level.score[SC_PACMAN]);
4168 RaiseScore(level.score[SC_KOKOSNUSS]);
4171 RaiseScore(level.score[SC_DYNAMIT]);
4174 RaiseScore(level.score[SC_SCHLUESSEL]);