1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
98 #define EMU_SUPAPLEX 3
100 /* to control special behaviour of certain game elements */
101 int game_emulation = EMU_NONE;
108 static unsigned int getStateCheckSum(int counter)
111 unsigned int mult = 1;
112 unsigned int checksum = 0;
114 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
116 static boolean first_game = TRUE;
118 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
124 lastFeld[x][y] = Feld[x][y];
125 else if (lastFeld[x][y] != Feld[x][y])
126 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
127 x, y, lastFeld[x][y], Feld[x][y]);
131 checksum += mult++ * Ur[x][y];
132 checksum += mult++ * Feld[x][y];
135 checksum += mult++ * MovPos[x][y];
136 checksum += mult++ * MovDir[x][y];
137 checksum += mult++ * MovDelay[x][y];
138 checksum += mult++ * Store[x][y];
139 checksum += mult++ * Store2[x][y];
140 checksum += mult++ * StorePlayer[x][y];
141 checksum += mult++ * Frame[x][y];
142 checksum += mult++ * AmoebaNr[x][y];
143 checksum += mult++ * JustHit[x][y];
144 checksum += mult++ * Stop[x][y];
148 if (counter == 3 && first_game)
159 void GetPlayerConfig()
161 if (sound_status == SOUND_OFF)
164 if (!sound_loops_allowed)
166 setup.sound_loops = FALSE;
167 setup.sound_music = FALSE;
170 setup.sound_simple = setup.sound;
175 static void InitField(int x, int y, boolean init_game)
182 Feld[x][y] = EL_SPIELER1;
190 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
191 int jx = player->jx, jy = player->jy;
193 player->present = TRUE;
196 if (!network_playing || player->connected)
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
321 /* don't play tapes over network */
322 network_playing = (options.network && !tape.playing);
324 for (i=0; i<MAX_PLAYERS; i++)
326 struct PlayerInfo *player = &stored_player[i];
328 player->index_nr = i;
329 player->element_nr = EL_SPIELER1 + i;
331 player->present = FALSE;
332 player->active = FALSE;
335 player->effective_action = 0;
338 player->gems_still_needed = level.edelsteine;
339 player->sokobanfields_still_needed = 0;
340 player->lights_still_needed = 0;
341 player->friends_still_needed = 0;
344 player->key[j] = FALSE;
346 player->dynamite = 0;
347 player->dynabomb_count = 0;
348 player->dynabomb_size = 0;
349 player->dynabombs_left = 0;
350 player->dynabomb_xl = FALSE;
352 player->MovDir = MV_NO_MOVING;
354 player->Pushing = FALSE;
358 player->actual_frame_counter = 0;
360 player->frame_reset_delay = 0;
362 player->push_delay = 0;
363 player->push_delay_value = 5;
365 player->move_delay = 0;
366 player->last_move_dir = MV_NO_MOVING;
368 player->snapped = FALSE;
370 player->gone = FALSE;
372 player->last_jx = player->last_jy = 0;
373 player->jx = player->jy = 0;
375 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
376 SnapField(player, 0, 0);
378 player->LevelSolved = FALSE;
379 player->GameOver = FALSE;
382 network_player_action_received = FALSE;
385 /* initial null action */
387 SendToServer_MovePlayer(MV_NO_MOVING);
395 TimeLeft = level.time;
397 ScreenMovDir = MV_NO_MOVING;
401 if (level.high_speed)
404 ScrollStepSize = TILEX/4;
409 ScrollStepSize = TILEX/8;
412 AllPlayersGone = FALSE;
416 for (i=0; i<MAX_NUM_AMOEBA; i++)
417 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
419 for (x=0; x<lev_fieldx; x++)
421 for (y=0; y<lev_fieldy; y++)
423 Feld[x][y] = Ur[x][y];
424 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
425 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
433 for(y=0; y<lev_fieldy; y++)
435 for(x=0; x<lev_fieldx; x++)
437 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
439 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
441 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
444 InitField(x, y, TRUE);
448 /* check if any connected player was not found in playfield */
449 for (i=0; i<MAX_PLAYERS; i++)
451 struct PlayerInfo *player = &stored_player[i];
453 if (player->connected && !player->present)
455 for (j=0; j<MAX_PLAYERS; j++)
457 struct PlayerInfo *some_player = &stored_player[j];
458 int jx = some_player->jx, jy = some_player->jy;
460 /* assign first free player found that is present in the playfield */
461 if (some_player->present && !some_player->connected)
463 player->present = TRUE;
464 player->active = TRUE;
465 some_player->present = FALSE;
467 StorePlayer[jx][jy] = player->element_nr;
468 player->jx = player->last_jx = jx;
469 player->jy = player->last_jy = jy;
479 /* when playing a tape, eliminate all players who do not participate */
481 for (i=0; i<MAX_PLAYERS; i++)
483 if (stored_player[i].active && !tape.player_participates[i])
485 struct PlayerInfo *player = &stored_player[i];
486 int jx = player->jx, jy = player->jy;
488 player->active = FALSE;
489 StorePlayer[jx][jy] = 0;
490 Feld[jx][jy] = EL_LEERRAUM;
494 else if (!options.network && !setup.team_mode) /* && !tape.playing */
496 /* when in single player mode, eliminate all but the first active player */
498 for (i=0; i<MAX_PLAYERS; i++)
500 if (stored_player[i].active)
502 for (j=i+1; j<MAX_PLAYERS; j++)
504 if (stored_player[j].active)
506 struct PlayerInfo *player = &stored_player[j];
507 int jx = player->jx, jy = player->jy;
509 player->active = FALSE;
510 StorePlayer[jx][jy] = 0;
511 Feld[jx][jy] = EL_LEERRAUM;
518 /* when recording the game, store which players take part in the game */
521 for (i=0; i<MAX_PLAYERS; i++)
522 if (stored_player[i].active)
523 tape.player_participates[i] = TRUE;
528 for (i=0; i<MAX_PLAYERS; i++)
530 struct PlayerInfo *player = &stored_player[i];
532 printf("Player %d: present == %d, connected == %d, active == %d.\n",
537 if (local_player == player)
538 printf("Player %d is local player.\n", i+1);
542 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
543 emulate_sb ? EMU_SOKOBAN :
544 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
546 scroll_x = scroll_y = -1;
547 if (local_player->jx >= MIDPOSX-1)
548 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
549 local_player->jx - MIDPOSX :
550 lev_fieldx - SCR_FIELDX + 1);
551 if (local_player->jy >= MIDPOSY-1)
552 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
553 local_player->jy - MIDPOSY :
554 lev_fieldy - SCR_FIELDY + 1);
556 CloseDoor(DOOR_CLOSE_1);
562 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
563 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
564 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
565 DrawTextExt(pix[PIX_DB_DOOR], gc,
566 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
567 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
568 DrawTextExt(pix[PIX_DB_DOOR], gc,
569 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
570 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
571 DrawTextExt(pix[PIX_DB_DOOR], gc,
572 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
573 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
574 DrawTextExt(pix[PIX_DB_DOOR], gc,
575 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
576 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
577 DrawTextExt(pix[PIX_DB_DOOR], gc,
578 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
579 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
581 DrawGameButton(BUTTON_GAME_STOP);
582 DrawGameButton(BUTTON_GAME_PAUSE);
583 DrawGameButton(BUTTON_GAME_PLAY);
584 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
585 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
586 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
587 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
588 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
589 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
590 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
591 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
593 OpenDoor(DOOR_OPEN_1);
595 if (setup.sound_music)
596 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
598 XAutoRepeatOff(display);
603 printf("Spieler %d %saktiv.\n",
604 i+1, (stored_player[i].active ? "" : "nicht "));
608 void InitMovDir(int x, int y)
610 int i, element = Feld[x][y];
611 static int xy[4][2] =
618 static int direction[2][4] =
620 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
621 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
630 Feld[x][y] = EL_KAEFER;
631 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
638 Feld[x][y] = EL_FLIEGER;
639 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
646 Feld[x][y] = EL_BUTTERFLY;
647 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
654 Feld[x][y] = EL_FIREFLY;
655 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
662 Feld[x][y] = EL_PACMAN;
663 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
667 MovDir[x][y] = MV_UP;
671 MovDir[x][y] = MV_LEFT;
675 MovDir[x][y] = 1 << RND(4);
676 if (element != EL_KAEFER &&
677 element != EL_FLIEGER &&
678 element != EL_BUTTERFLY &&
679 element != EL_FIREFLY)
684 int x1 = x + xy[i][0];
685 int y1 = y + xy[i][1];
687 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
689 if (element == EL_KAEFER || element == EL_BUTTERFLY)
691 MovDir[x][y] = direction[0][i];
694 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
695 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
697 MovDir[x][y] = direction[1][i];
706 void InitAmoebaNr(int x, int y)
709 int group_nr = AmoebeNachbarNr(x, y);
713 for (i=1; i<MAX_NUM_AMOEBA; i++)
715 if (AmoebaCnt[i] == 0)
723 AmoebaNr[x][y] = group_nr;
724 AmoebaCnt[group_nr]++;
725 AmoebaCnt2[group_nr]++;
731 int bumplevel = FALSE;
733 if (local_player->MovPos)
736 local_player->LevelSolved = FALSE;
740 if (setup.sound_loops)
741 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
745 if (!setup.sound_loops)
746 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
747 if (TimeLeft && !(TimeLeft % 10))
748 RaiseScore(level.score[SC_ZEITBONUS]);
749 if (TimeLeft > 100 && !(TimeLeft % 10))
753 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
758 if (setup.sound_loops)
764 /* Hero disappears */
765 DrawLevelField(ExitX, ExitY);
771 CloseDoor(DOOR_CLOSE_1);
776 SaveTape(tape.level_nr); /* Ask to save tape */
779 if ((hi_pos = NewHiScore()) >= 0)
781 game_status = HALLOFFAME;
782 DrawHallOfFame(hi_pos);
783 if (bumplevel && TAPE_IS_EMPTY(tape))
788 game_status = MAINMENU;
789 if (bumplevel && TAPE_IS_EMPTY(tape))
804 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
805 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
808 for (k=0; k<MAX_SCORE_ENTRIES; k++)
810 if (local_player->score > highscore[k].Score)
812 /* player has made it to the hall of fame */
814 if (k < MAX_SCORE_ENTRIES - 1)
816 int m = MAX_SCORE_ENTRIES - 1;
819 for (l=k; l<MAX_SCORE_ENTRIES; l++)
820 if (!strcmp(setup.player_name, highscore[l].Name))
822 if (m == k) /* player's new highscore overwrites his old one */
828 strcpy(highscore[l].Name, highscore[l - 1].Name);
829 highscore[l].Score = highscore[l - 1].Score;
836 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
837 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
838 highscore[k].Score = local_player->score;
844 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
845 break; /* player already there with a higher score */
856 void InitMovingField(int x, int y, int direction)
858 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
859 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
861 MovDir[x][y] = direction;
862 MovDir[newx][newy] = direction;
863 if (Feld[newx][newy] == EL_LEERRAUM)
864 Feld[newx][newy] = EL_BLOCKED;
867 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
869 int direction = MovDir[x][y];
870 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
871 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
877 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
879 int oldx = x, oldy = y;
880 int direction = MovDir[x][y];
882 if (direction == MV_LEFT)
884 else if (direction == MV_RIGHT)
886 else if (direction == MV_UP)
888 else if (direction == MV_DOWN)
891 *comes_from_x = oldx;
892 *comes_from_y = oldy;
895 int MovingOrBlocked2Element(int x, int y)
897 int element = Feld[x][y];
899 if (element == EL_BLOCKED)
903 Blocked2Moving(x, y, &oldx, &oldy);
904 return Feld[oldx][oldy];
910 static void RemoveField(int x, int y)
912 Feld[x][y] = EL_LEERRAUM;
918 void RemoveMovingField(int x, int y)
920 int oldx = x, oldy = y, newx = x, newy = y;
922 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
927 Moving2Blocked(x, y, &newx, &newy);
928 if (Feld[newx][newy] != EL_BLOCKED)
931 else if (Feld[x][y] == EL_BLOCKED)
933 Blocked2Moving(x, y, &oldx, &oldy);
934 if (!IS_MOVING(oldx, oldy))
938 if (Feld[x][y] == EL_BLOCKED &&
939 (Store[oldx][oldy] == EL_MORAST_LEER ||
940 Store[oldx][oldy] == EL_SIEB_LEER ||
941 Store[oldx][oldy] == EL_SIEB2_LEER ||
942 Store[oldx][oldy] == EL_AMOEBE_NASS))
944 Feld[oldx][oldy] = Store[oldx][oldy];
945 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
948 Feld[oldx][oldy] = EL_LEERRAUM;
950 Feld[newx][newy] = EL_LEERRAUM;
951 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
952 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
954 DrawLevelField(oldx, oldy);
955 DrawLevelField(newx, newy);
958 void DrawDynamite(int x, int y)
960 int sx = SCREENX(x), sy = SCREENY(y);
961 int graphic = el2gfx(Feld[x][y]);
964 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
968 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
970 if (Feld[x][y] == EL_DYNAMIT)
972 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
977 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
982 DrawGraphicThruMask(sx, sy, graphic + phase);
984 DrawGraphic(sx, sy, graphic + phase);
987 void CheckDynamite(int x, int y)
989 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
994 if (!(MovDelay[x][y] % 12))
995 PlaySoundLevel(x, y, SND_ZISCH);
997 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
999 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1006 StopSound(SND_ZISCH);
1010 void Explode(int ex, int ey, int phase, int mode)
1013 int num_phase = 9, delay = 2;
1014 int last_phase = num_phase * delay;
1015 int half_phase = (num_phase / 2) * delay;
1017 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1019 int center_element = Feld[ex][ey];
1021 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1023 center_element = MovingOrBlocked2Element(ex, ey);
1024 RemoveMovingField(ex, ey);
1027 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1029 int element = Feld[x][y];
1031 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1033 element = MovingOrBlocked2Element(x, y);
1034 RemoveMovingField(x, y);
1037 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1040 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1044 if (element == EL_EXPLODING)
1045 element = Store2[x][y];
1047 if (IS_PLAYER(ex, ey))
1049 switch(StorePlayer[ex][ey])
1052 Store[x][y] = EL_EDELSTEIN_ROT;
1055 Store[x][y] = EL_EDELSTEIN;
1058 Store[x][y] = EL_EDELSTEIN_LILA;
1062 Store[x][y] = EL_EDELSTEIN_GELB;
1066 if (game_emulation == EMU_SUPAPLEX)
1067 Store[x][y] = EL_LEERRAUM;
1069 else if (center_element == EL_MAULWURF)
1070 Store[x][y] = EL_EDELSTEIN_ROT;
1071 else if (center_element == EL_PINGUIN)
1072 Store[x][y] = EL_EDELSTEIN_LILA;
1073 else if (center_element == EL_KAEFER)
1074 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1075 else if (center_element == EL_BUTTERFLY)
1076 Store[x][y] = EL_EDELSTEIN_BD;
1077 else if (center_element == EL_SP_ELECTRON)
1078 Store[x][y] = EL_SP_INFOTRON;
1079 else if (center_element == EL_MAMPFER)
1080 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1081 else if (center_element == EL_AMOEBA2DIAM)
1082 Store[x][y] = level.amoebe_inhalt;
1083 else if (element == EL_ERZ_EDEL)
1084 Store[x][y] = EL_EDELSTEIN;
1085 else if (element == EL_ERZ_DIAM)
1086 Store[x][y] = EL_DIAMANT;
1087 else if (element == EL_ERZ_EDEL_BD)
1088 Store[x][y] = EL_EDELSTEIN_BD;
1089 else if (element == EL_ERZ_EDEL_GELB)
1090 Store[x][y] = EL_EDELSTEIN_GELB;
1091 else if (element == EL_ERZ_EDEL_ROT)
1092 Store[x][y] = EL_EDELSTEIN_ROT;
1093 else if (element == EL_ERZ_EDEL_LILA)
1094 Store[x][y] = EL_EDELSTEIN_LILA;
1095 else if (!IS_PFORTE(Store[x][y]))
1096 Store[x][y] = EL_LEERRAUM;
1098 if (x != ex || y != ey ||
1099 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1100 Store2[x][y] = element;
1102 if (AmoebaNr[x][y] &&
1103 (element == EL_AMOEBE_VOLL ||
1104 element == EL_AMOEBE_BD ||
1105 element == EL_AMOEBING))
1107 AmoebaCnt[AmoebaNr[x][y]]--;
1108 AmoebaCnt2[AmoebaNr[x][y]]--;
1111 Feld[x][y] = EL_EXPLODING;
1112 MovDir[x][y] = MovPos[x][y] = 0;
1118 if (center_element == EL_MAMPFER)
1119 MampferNr = (MampferNr + 1) % MampferMax;
1130 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1132 if (phase == half_phase)
1134 int element = Store2[x][y];
1136 if (IS_PLAYER(x, y))
1137 KillHero(PLAYERINFO(x, y));
1138 else if (IS_EXPLOSIVE(element))
1140 Feld[x][y] = Store2[x][y];
1144 else if (element == EL_AMOEBA2DIAM)
1145 AmoebeUmwandeln(x, y);
1148 if (phase == last_phase)
1152 element = Feld[x][y] = Store[x][y];
1153 Store[x][y] = Store2[x][y] = 0;
1154 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1155 InitField(x, y, FALSE);
1156 if (CAN_MOVE(element) || COULD_MOVE(element))
1158 DrawLevelField(x, y);
1160 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1162 int graphic = GFX_EXPLOSION;
1164 if (game_emulation == EMU_SUPAPLEX)
1165 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1166 GFX_SP_EXPLODE_INFOTRON :
1167 GFX_SP_EXPLODE_EMPTY);
1170 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1172 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1176 void DynaExplode(int ex, int ey)
1179 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1180 static int xy[4][2] =
1188 Store2[ex][ey] = 0; /* delete player information */
1190 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1194 for (j=1; j<=player->dynabomb_size; j++)
1196 int x = ex+j*xy[i%4][0];
1197 int y = ey+j*xy[i%4][1];
1200 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1203 element = Feld[x][y];
1204 Explode(x, y, EX_PHASE_START, EX_BORDER);
1206 if (element != EL_LEERRAUM &&
1207 element != EL_ERDREICH &&
1208 element != EL_EXPLODING &&
1209 !player->dynabomb_xl)
1214 player->dynabombs_left++;
1217 void Bang(int x, int y)
1219 int element = Feld[x][y];
1221 PlaySoundLevel(x, y, SND_ROAAAR);
1223 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1224 element = EL_LEERRAUM;
1236 RaiseScoreElement(element);
1237 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1240 case EL_DYNABOMB_NR:
1241 case EL_DYNABOMB_SZ:
1242 case EL_DYNABOMB_XL:
1249 Explode(x, y, EX_PHASE_START, EX_CENTER);
1252 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1257 void Blurb(int x, int y)
1259 int element = Feld[x][y];
1261 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1263 PlaySoundLevel(x, y, SND_BLURB);
1264 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1265 (!IN_LEV_FIELD(x-1, y-1) ||
1266 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1268 Feld[x-1][y] = EL_BLURB_LEFT;
1270 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1271 (!IN_LEV_FIELD(x+1, y-1) ||
1272 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1274 Feld[x+1][y] = EL_BLURB_RIGHT;
1279 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1281 if (!MovDelay[x][y]) /* initialize animation counter */
1284 if (MovDelay[x][y]) /* continue animation */
1287 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1288 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1290 if (!MovDelay[x][y])
1292 Feld[x][y] = EL_LEERRAUM;
1293 DrawLevelField(x, y);
1299 void Impact(int x, int y)
1301 boolean lastline = (y == lev_fieldy-1);
1302 boolean object_hit = FALSE;
1303 int element = Feld[x][y];
1306 if (!lastline) /* check if element below was hit */
1308 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1311 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1312 MovDir[x][y+1]!=MV_DOWN ||
1313 MovPos[x][y+1]<=TILEY/2));
1315 smashed = MovingOrBlocked2Element(x, y+1);
1318 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1324 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1325 (lastline || object_hit)) /* element is bomb */
1331 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1333 if (object_hit && IS_PLAYER(x, y+1))
1334 KillHero(PLAYERINFO(x, y+1));
1335 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1339 Feld[x][y] = EL_AMOEBING;
1340 Store[x][y] = EL_AMOEBE_NASS;
1345 if (!lastline && object_hit) /* check which object was hit */
1347 if (CAN_CHANGE(element) &&
1348 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1351 int activated_magic_wall =
1352 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1354 /* activate magic wall / mill */
1356 for (y=0; y<lev_fieldy; y++)
1357 for (x=0; x<lev_fieldx; x++)
1358 if (Feld[x][y] == smashed)
1359 Feld[x][y] = activated_magic_wall;
1361 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1365 if (IS_PLAYER(x, y+1))
1367 KillHero(PLAYERINFO(x, y+1));
1370 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1375 else if (element == EL_EDELSTEIN_BD)
1377 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1383 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1385 if (IS_ENEMY(smashed) ||
1386 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1387 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1392 else if (!IS_MOVING(x, y+1))
1394 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1399 else if (smashed == EL_KOKOSNUSS)
1401 Feld[x][y+1] = EL_CRACKINGNUT;
1402 PlaySoundLevel(x, y, SND_KNACK);
1403 RaiseScoreElement(EL_KOKOSNUSS);
1406 else if (smashed == EL_DIAMANT)
1408 Feld[x][y+1] = EL_LEERRAUM;
1409 PlaySoundLevel(x, y, SND_QUIRK);
1416 /* play sound of magic wall / mill */
1418 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1420 PlaySoundLevel(x, y, SND_QUIRK);
1424 /* play sound of object that hits the ground */
1425 if (lastline || object_hit)
1432 case EL_EDELSTEIN_BD:
1433 case EL_EDELSTEIN_GELB:
1434 case EL_EDELSTEIN_ROT:
1435 case EL_EDELSTEIN_LILA:
1442 case EL_FELSBROCKEN:
1446 case EL_SCHLUESSEL1:
1447 case EL_SCHLUESSEL2:
1448 case EL_SCHLUESSEL3:
1449 case EL_SCHLUESSEL4:
1462 PlaySoundLevel(x, y, sound);
1466 void TurnRound(int x, int y)
1478 { 0, 0 }, { 0, 0 }, { 0, 0 },
1483 int left, right, back;
1487 { MV_DOWN, MV_UP, MV_RIGHT },
1488 { MV_UP, MV_DOWN, MV_LEFT },
1490 { MV_LEFT, MV_RIGHT, MV_DOWN },
1491 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1492 { MV_RIGHT, MV_LEFT, MV_UP }
1495 int element = Feld[x][y];
1496 int old_move_dir = MovDir[x][y];
1497 int left_dir = turn[old_move_dir].left;
1498 int right_dir = turn[old_move_dir].right;
1499 int back_dir = turn[old_move_dir].back;
1501 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1502 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1503 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1504 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1506 int left_x = x+left_dx, left_y = y+left_dy;
1507 int right_x = x+right_dx, right_y = y+right_dy;
1508 int move_x = x+move_dx, move_y = y+move_dy;
1510 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1512 TestIfBadThingHitsOtherBadThing(x, y);
1514 if (IN_LEV_FIELD(right_x, right_y) &&
1515 IS_FREE_OR_PLAYER(right_x, right_y))
1516 MovDir[x][y] = right_dir;
1517 else if (!IN_LEV_FIELD(move_x, move_y) ||
1518 !IS_FREE_OR_PLAYER(move_x, move_y))
1519 MovDir[x][y] = left_dir;
1521 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1523 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1526 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1527 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1529 TestIfBadThingHitsOtherBadThing(x, y);
1531 if (IN_LEV_FIELD(left_x, left_y) &&
1532 IS_FREE_OR_PLAYER(left_x, left_y))
1533 MovDir[x][y] = left_dir;
1534 else if (!IN_LEV_FIELD(move_x, move_y) ||
1535 !IS_FREE_OR_PLAYER(move_x, move_y))
1536 MovDir[x][y] = right_dir;
1538 if ((element == EL_FLIEGER ||
1539 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1540 && MovDir[x][y] != old_move_dir)
1542 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1545 else if (element == EL_MAMPFER)
1547 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1549 if (IN_LEV_FIELD(left_x, left_y) &&
1550 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1551 Feld[left_x][left_y] == EL_DIAMANT))
1552 can_turn_left = TRUE;
1553 if (IN_LEV_FIELD(right_x, right_y) &&
1554 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1555 Feld[right_x][right_y] == EL_DIAMANT))
1556 can_turn_right = TRUE;
1558 if (can_turn_left && can_turn_right)
1559 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1560 else if (can_turn_left)
1561 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1562 else if (can_turn_right)
1563 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1565 MovDir[x][y] = back_dir;
1567 MovDelay[x][y] = 16+16*RND(3);
1569 else if (element == EL_MAMPFER2)
1571 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1573 if (IN_LEV_FIELD(left_x, left_y) &&
1574 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1575 IS_MAMPF2(Feld[left_x][left_y])))
1576 can_turn_left = TRUE;
1577 if (IN_LEV_FIELD(right_x, right_y) &&
1578 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1579 IS_MAMPF2(Feld[right_x][right_y])))
1580 can_turn_right = TRUE;
1582 if (can_turn_left && can_turn_right)
1583 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1584 else if (can_turn_left)
1585 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1586 else if (can_turn_right)
1587 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1589 MovDir[x][y] = back_dir;
1591 MovDelay[x][y] = 16+16*RND(3);
1593 else if (element == EL_PACMAN)
1595 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1597 if (IN_LEV_FIELD(left_x, left_y) &&
1598 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1599 IS_AMOEBOID(Feld[left_x][left_y])))
1600 can_turn_left = TRUE;
1601 if (IN_LEV_FIELD(right_x, right_y) &&
1602 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1603 IS_AMOEBOID(Feld[right_x][right_y])))
1604 can_turn_right = TRUE;
1606 if (can_turn_left && can_turn_right)
1607 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1608 else if (can_turn_left)
1609 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1610 else if (can_turn_right)
1611 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1613 MovDir[x][y] = back_dir;
1615 MovDelay[x][y] = 6+RND(40);
1617 else if (element == EL_SCHWEIN)
1619 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1620 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1621 boolean should_move_on = FALSE;
1623 int rnd = RND(rnd_value);
1625 if (IN_LEV_FIELD(left_x, left_y) &&
1626 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1627 can_turn_left = TRUE;
1628 if (IN_LEV_FIELD(right_x, right_y) &&
1629 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1630 can_turn_right = TRUE;
1631 if (IN_LEV_FIELD(move_x, move_y) &&
1632 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1635 if (can_turn_left &&
1637 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1638 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1639 should_turn_left = TRUE;
1640 if (can_turn_right &&
1642 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1643 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1644 should_turn_right = TRUE;
1646 (!can_turn_left || !can_turn_right ||
1647 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1648 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1649 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1650 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1651 should_move_on = TRUE;
1653 if (should_turn_left || should_turn_right || should_move_on)
1655 if (should_turn_left && should_turn_right && should_move_on)
1656 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1657 rnd < 2*rnd_value/3 ? right_dir :
1659 else if (should_turn_left && should_turn_right)
1660 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1661 else if (should_turn_left && should_move_on)
1662 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1663 else if (should_turn_right && should_move_on)
1664 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1665 else if (should_turn_left)
1666 MovDir[x][y] = left_dir;
1667 else if (should_turn_right)
1668 MovDir[x][y] = right_dir;
1669 else if (should_move_on)
1670 MovDir[x][y] = old_move_dir;
1672 else if (can_move_on && rnd > rnd_value/8)
1673 MovDir[x][y] = old_move_dir;
1674 else if (can_turn_left && can_turn_right)
1675 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1676 else if (can_turn_left && rnd > rnd_value/8)
1677 MovDir[x][y] = left_dir;
1678 else if (can_turn_right && rnd > rnd_value/8)
1679 MovDir[x][y] = right_dir;
1681 MovDir[x][y] = back_dir;
1683 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1684 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1685 MovDir[x][y] = old_move_dir;
1689 else if (element == EL_DRACHE)
1691 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1693 int rnd = RND(rnd_value);
1695 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1696 can_turn_left = TRUE;
1697 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1698 can_turn_right = TRUE;
1699 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1702 if (can_move_on && rnd > rnd_value/8)
1703 MovDir[x][y] = old_move_dir;
1704 else if (can_turn_left && can_turn_right)
1705 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1706 else if (can_turn_left && rnd > rnd_value/8)
1707 MovDir[x][y] = left_dir;
1708 else if (can_turn_right && rnd > rnd_value/8)
1709 MovDir[x][y] = right_dir;
1711 MovDir[x][y] = back_dir;
1713 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1714 MovDir[x][y] = old_move_dir;
1718 else if (element == EL_ROBOT || element == EL_SONDE ||
1719 element == EL_MAULWURF || element == EL_PINGUIN)
1721 int attr_x = -1, attr_y = -1;
1732 for (i=0; i<MAX_PLAYERS; i++)
1734 struct PlayerInfo *player = &stored_player[i];
1735 int jx = player->jx, jy = player->jy;
1737 if (!player->active || player->gone)
1740 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1748 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1754 if (element == EL_MAULWURF || element == EL_PINGUIN)
1757 static int xy[4][2] =
1767 int ex = x + xy[i%4][0];
1768 int ey = y + xy[i%4][1];
1770 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1779 MovDir[x][y] = MV_NO_MOVING;
1781 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1783 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1785 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1787 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1789 if (element == EL_ROBOT)
1793 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1794 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1795 Moving2Blocked(x, y, &newx, &newy);
1797 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1798 MovDelay[x][y] = 8+8*!RND(3);
1800 MovDelay[x][y] = 16;
1808 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1810 boolean first_horiz = RND(2);
1811 int new_move_dir = MovDir[x][y];
1814 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1815 Moving2Blocked(x, y, &newx, &newy);
1817 if (IN_LEV_FIELD(newx, newy) &&
1818 (IS_FREE(newx, newy) ||
1819 Feld[newx][newy] == EL_SALZSAEURE ||
1820 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1821 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1822 IS_MAMPF3(Feld[newx][newy])))))
1826 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1827 Moving2Blocked(x, y, &newx, &newy);
1829 if (IN_LEV_FIELD(newx, newy) &&
1830 (IS_FREE(newx, newy) ||
1831 Feld[newx][newy] == EL_SALZSAEURE ||
1832 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1833 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1834 IS_MAMPF3(Feld[newx][newy])))))
1837 MovDir[x][y] = old_move_dir;
1844 static boolean JustBeingPushed(int x, int y)
1848 for (i=0; i<MAX_PLAYERS; i++)
1850 struct PlayerInfo *player = &stored_player[i];
1852 if (player->active && !player->gone &&
1853 player->Pushing && player->MovPos)
1855 int next_jx = player->jx + (player->jx - player->last_jx);
1856 int next_jy = player->jy + (player->jy - player->last_jy);
1858 if (x == next_jx && y == next_jy)
1866 void StartMoving(int x, int y)
1868 int element = Feld[x][y];
1873 if (CAN_FALL(element) && y<lev_fieldy-1)
1875 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1876 if (JustBeingPushed(x, y))
1879 if (element == EL_MORAST_VOLL)
1881 if (IS_FREE(x, y+1))
1883 InitMovingField(x, y, MV_DOWN);
1884 Feld[x][y] = EL_FELSBROCKEN;
1885 Store[x][y] = EL_MORAST_LEER;
1887 else if (Feld[x][y+1] == EL_MORAST_LEER)
1889 if (!MovDelay[x][y])
1890 MovDelay[x][y] = TILEY + 1;
1899 Feld[x][y] = EL_MORAST_LEER;
1900 Feld[x][y+1] = EL_MORAST_VOLL;
1903 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1905 InitMovingField(x, y, MV_DOWN);
1906 Store[x][y] = EL_MORAST_VOLL;
1908 else if (element == EL_SIEB_VOLL)
1910 if (IS_FREE(x, y+1))
1912 InitMovingField(x, y, MV_DOWN);
1913 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1914 Store[x][y] = EL_SIEB_LEER;
1916 else if (Feld[x][y+1] == EL_SIEB_LEER)
1918 if (!MovDelay[x][y])
1919 MovDelay[x][y] = TILEY/4 + 1;
1928 Feld[x][y] = EL_SIEB_LEER;
1929 Feld[x][y+1] = EL_SIEB_VOLL;
1930 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1934 else if (element == EL_SIEB2_VOLL)
1936 if (IS_FREE(x, y+1))
1938 InitMovingField(x, y, MV_DOWN);
1939 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1940 Store[x][y] = EL_SIEB2_LEER;
1942 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1944 if (!MovDelay[x][y])
1945 MovDelay[x][y] = TILEY/4 + 1;
1954 Feld[x][y] = EL_SIEB2_LEER;
1955 Feld[x][y+1] = EL_SIEB2_VOLL;
1956 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1960 else if (CAN_CHANGE(element) &&
1961 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1963 InitMovingField(x, y, MV_DOWN);
1965 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1966 Store2[x][y+1] = element;
1968 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1971 InitMovingField(x, y, MV_DOWN);
1972 Store[x][y] = EL_SALZSAEURE;
1974 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1978 else if (IS_FREE(x, y+1))
1980 InitMovingField(x, y, MV_DOWN);
1982 else if (element == EL_TROPFEN)
1984 Feld[x][y] = EL_AMOEBING;
1985 Store[x][y] = EL_AMOEBE_NASS;
1987 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1989 boolean left = (x>0 && IS_FREE(x-1, y) &&
1990 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1991 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1992 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1996 if (left && right && game_emulation != EMU_BOULDERDASH)
1997 left = !(right = RND(2));
1999 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2003 else if (CAN_MOVE(element))
2007 if (element == EL_SONDE && JustBeingPushed(x, y))
2010 if (!MovDelay[x][y]) /* start new movement phase */
2012 /* all objects that can change their move direction after each step */
2013 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2015 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2018 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2019 element == EL_SP_SNIKSNAK ||
2020 element == EL_SP_ELECTRON))
2021 DrawLevelField(x, y);
2025 if (MovDelay[x][y]) /* wait some time before next movement */
2029 if (element == EL_ROBOT ||
2030 element == EL_MAMPFER || element == EL_MAMPFER2)
2032 int phase = MovDelay[x][y] % 8;
2037 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2038 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2040 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2041 && MovDelay[x][y]%4 == 3)
2042 PlaySoundLevel(x, y, SND_NJAM);
2044 else if (element == EL_SP_ELECTRON)
2045 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2046 else if (element == EL_DRACHE)
2049 int dir = MovDir[x][y];
2050 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2051 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2052 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2053 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2054 dir == MV_UP ? GFX_FLAMMEN_UP :
2055 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2056 int phase = FrameCounter % 2;
2058 for (i=1; i<=3; i++)
2060 int xx = x + i*dx, yy = y + i*dy;
2061 int sx = SCREENX(xx), sy = SCREENY(yy);
2063 if (!IN_LEV_FIELD(xx, yy) ||
2064 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2069 int flamed = MovingOrBlocked2Element(xx, yy);
2071 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2074 RemoveMovingField(xx, yy);
2076 Feld[xx][yy] = EL_BURNING;
2077 if (IN_SCR_FIELD(sx, sy))
2078 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2082 if (Feld[xx][yy] == EL_BURNING)
2083 Feld[xx][yy] = EL_LEERRAUM;
2084 DrawLevelField(xx, yy);
2093 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2095 PlaySoundLevel(x, y, SND_KLAPPER);
2097 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2099 PlaySoundLevel(x, y, SND_ROEHR);
2102 /* now make next step */
2104 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2106 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2108 /* enemy got the player */
2110 KillHero(PLAYERINFO(newx, newy));
2113 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2114 element == EL_ROBOT || element == EL_SONDE) &&
2115 IN_LEV_FIELD(newx, newy) &&
2116 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2119 Store[x][y] = EL_SALZSAEURE;
2121 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2122 IN_LEV_FIELD(newx, newy))
2124 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2126 Feld[x][y] = EL_LEERRAUM;
2127 DrawLevelField(x, y);
2129 PlaySoundLevel(newx, newy, SND_BUING);
2130 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2131 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2133 local_player->friends_still_needed--;
2134 if (!local_player->friends_still_needed &&
2135 !local_player->GameOver && AllPlayersGone)
2136 local_player->LevelSolved = local_player->GameOver = TRUE;
2140 else if (IS_MAMPF3(Feld[newx][newy]))
2142 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2143 DrawLevelField(newx, newy);
2145 MovDir[x][y] = MV_NO_MOVING;
2147 else if (!IS_FREE(newx, newy))
2149 if (IS_PLAYER(x, y))
2150 DrawPlayerField(x, y);
2152 DrawLevelField(x, y);
2156 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2158 if (IS_GEM(Feld[newx][newy]))
2160 if (IS_MOVING(newx, newy))
2161 RemoveMovingField(newx, newy);
2164 Feld[newx][newy] = EL_LEERRAUM;
2165 DrawLevelField(newx, newy);
2168 else if (!IS_FREE(newx, newy))
2170 if (IS_PLAYER(x, y))
2171 DrawPlayerField(x, y);
2173 DrawLevelField(x, y);
2177 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2179 if (!IS_FREE(newx, newy))
2181 if (IS_PLAYER(x, y))
2182 DrawPlayerField(x, y);
2184 DrawLevelField(x, y);
2189 boolean wanna_flame = !RND(10);
2190 int dx = newx - x, dy = newy - y;
2191 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2192 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2193 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2194 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2195 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2196 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2198 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2199 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2200 element1 != EL_BURNING && element2 != EL_BURNING)
2202 if (IS_PLAYER(x, y))
2203 DrawPlayerField(x, y);
2205 DrawLevelField(x, y);
2207 MovDelay[x][y] = 50;
2208 Feld[newx][newy] = EL_BURNING;
2209 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2210 Feld[newx1][newy1] = EL_BURNING;
2211 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2212 Feld[newx2][newy2] = EL_BURNING;
2217 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2218 Feld[newx][newy] == EL_DIAMANT)
2220 if (IS_MOVING(newx, newy))
2221 RemoveMovingField(newx, newy);
2224 Feld[newx][newy] = EL_LEERRAUM;
2225 DrawLevelField(newx, newy);
2228 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2229 IS_MAMPF2(Feld[newx][newy]))
2231 if (AmoebaNr[newx][newy])
2233 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2234 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2235 Feld[newx][newy] == EL_AMOEBE_BD)
2236 AmoebaCnt[AmoebaNr[newx][newy]]--;
2239 if (IS_MOVING(newx, newy))
2240 RemoveMovingField(newx, newy);
2243 Feld[newx][newy] = EL_LEERRAUM;
2244 DrawLevelField(newx, newy);
2247 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2248 IS_AMOEBOID(Feld[newx][newy]))
2250 if (AmoebaNr[newx][newy])
2252 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2253 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2254 Feld[newx][newy] == EL_AMOEBE_BD)
2255 AmoebaCnt[AmoebaNr[newx][newy]]--;
2258 Feld[newx][newy] = EL_LEERRAUM;
2259 DrawLevelField(newx, newy);
2261 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2263 /* object was running against a wall */
2267 if (element == EL_KAEFER || element == EL_FLIEGER ||
2268 element == EL_SP_SNIKSNAK)
2269 DrawLevelField(x, y);
2270 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2271 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2272 else if (element == EL_SONDE)
2273 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2274 else if (element == EL_SP_ELECTRON)
2275 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2280 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2281 PlaySoundLevel(x, y, SND_SCHLURF);
2283 InitMovingField(x, y, MovDir[x][y]);
2287 ContinueMoving(x, y);
2290 void ContinueMoving(int x, int y)
2292 int element = Feld[x][y];
2293 int direction = MovDir[x][y];
2294 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2295 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2296 int horiz_move = (dx!=0);
2297 int newx = x + dx, newy = y + dy;
2298 int step = (horiz_move ? dx : dy) * TILEX/8;
2300 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2302 else if (element == EL_TROPFEN)
2304 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2307 MovPos[x][y] += step;
2309 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2311 Feld[x][y] = EL_LEERRAUM;
2312 Feld[newx][newy] = element;
2314 if (Store[x][y] == EL_MORAST_VOLL)
2317 Feld[newx][newy] = EL_MORAST_VOLL;
2318 element = EL_MORAST_VOLL;
2320 else if (Store[x][y] == EL_MORAST_LEER)
2323 Feld[x][y] = EL_MORAST_LEER;
2325 else if (Store[x][y] == EL_SIEB_VOLL)
2328 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2330 else if (Store[x][y] == EL_SIEB_LEER)
2332 Store[x][y] = Store2[x][y] = 0;
2333 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2335 else if (Store[x][y] == EL_SIEB2_VOLL)
2338 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2340 else if (Store[x][y] == EL_SIEB2_LEER)
2342 Store[x][y] = Store2[x][y] = 0;
2343 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2345 else if (Store[x][y] == EL_SALZSAEURE)
2348 Feld[newx][newy] = EL_SALZSAEURE;
2349 element = EL_SALZSAEURE;
2351 else if (Store[x][y] == EL_AMOEBE_NASS)
2354 Feld[x][y] = EL_AMOEBE_NASS;
2357 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2358 MovDelay[newx][newy] = 0;
2360 if (!CAN_MOVE(element))
2361 MovDir[newx][newy] = 0;
2363 DrawLevelField(x, y);
2364 DrawLevelField(newx, newy);
2366 Stop[newx][newy] = TRUE;
2367 JustHit[x][newy] = 3;
2369 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2371 TestIfBadThingHitsHero(newx, newy);
2372 TestIfBadThingHitsFriend(newx, newy);
2373 TestIfBadThingHitsOtherBadThing(newx, newy);
2375 else if (element == EL_PINGUIN)
2376 TestIfFriendHitsBadThing(newx, newy);
2378 if (CAN_SMASH(element) && direction == MV_DOWN &&
2379 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2382 else /* still moving on */
2383 DrawLevelField(x, y);
2386 int AmoebeNachbarNr(int ax, int ay)
2389 int element = Feld[ax][ay];
2391 static int xy[4][2] =
2401 int x = ax + xy[i][0];
2402 int y = ay + xy[i][1];
2404 if (!IN_LEV_FIELD(x, y))
2407 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2408 group_nr = AmoebaNr[x][y];
2414 void AmoebenVereinigen(int ax, int ay)
2416 int i, x, y, xx, yy;
2417 int new_group_nr = AmoebaNr[ax][ay];
2418 static int xy[4][2] =
2426 if (new_group_nr == 0)
2434 if (!IN_LEV_FIELD(x, y))
2437 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2438 Feld[x][y] == EL_AMOEBE_BD ||
2439 Feld[x][y] == EL_AMOEBE_TOT) &&
2440 AmoebaNr[x][y] != new_group_nr)
2442 int old_group_nr = AmoebaNr[x][y];
2444 if (old_group_nr == 0)
2447 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2448 AmoebaCnt[old_group_nr] = 0;
2449 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2450 AmoebaCnt2[old_group_nr] = 0;
2452 for (yy=0; yy<lev_fieldy; yy++)
2454 for (xx=0; xx<lev_fieldx; xx++)
2456 if (AmoebaNr[xx][yy] == old_group_nr)
2457 AmoebaNr[xx][yy] = new_group_nr;
2464 void AmoebeUmwandeln(int ax, int ay)
2468 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2470 int group_nr = AmoebaNr[ax][ay];
2475 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2476 printf("AmoebeUmwandeln(): This should never happen!\n");
2481 for (y=0; y<lev_fieldy; y++)
2483 for (x=0; x<lev_fieldx; x++)
2485 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2488 Feld[x][y] = EL_AMOEBA2DIAM;
2496 static int xy[4][2] =
2509 if (!IN_LEV_FIELD(x, y))
2512 if (Feld[x][y] == EL_AMOEBA2DIAM)
2518 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2521 int group_nr = AmoebaNr[ax][ay];
2522 boolean done = FALSE;
2527 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2528 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2533 for (y=0; y<lev_fieldy; y++)
2535 for (x=0; x<lev_fieldx; x++)
2537 if (AmoebaNr[x][y] == group_nr &&
2538 (Feld[x][y] == EL_AMOEBE_TOT ||
2539 Feld[x][y] == EL_AMOEBE_BD ||
2540 Feld[x][y] == EL_AMOEBING))
2543 Feld[x][y] = new_element;
2544 InitField(x, y, FALSE);
2545 DrawLevelField(x, y);
2552 PlaySoundLevel(ax, ay,
2553 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2556 void AmoebeWaechst(int x, int y)
2558 static unsigned long sound_delay = 0;
2559 static unsigned long sound_delay_value = 0;
2561 if (!MovDelay[x][y]) /* start new growing cycle */
2565 if (DelayReached(&sound_delay, sound_delay_value))
2567 PlaySoundLevel(x, y, SND_AMOEBE);
2568 sound_delay_value = 30;
2572 if (MovDelay[x][y]) /* wait some time before growing bigger */
2575 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2576 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2578 if (!MovDelay[x][y])
2580 Feld[x][y] = Store[x][y];
2582 DrawLevelField(x, y);
2587 void AmoebeAbleger(int ax, int ay)
2590 int element = Feld[ax][ay];
2591 int newax = ax, neway = ay;
2592 static int xy[4][2] =
2600 if (!level.tempo_amoebe)
2602 Feld[ax][ay] = EL_AMOEBE_TOT;
2603 DrawLevelField(ax, ay);
2607 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2608 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2610 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2613 if (MovDelay[ax][ay])
2617 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2620 int x = ax + xy[start][0];
2621 int y = ay + xy[start][1];
2623 if (!IN_LEV_FIELD(x, y))
2626 if (IS_FREE(x, y) ||
2627 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2633 if (newax == ax && neway == ay)
2636 else /* normal or "filled" (BD style) amoeba */
2639 boolean waiting_for_player = FALSE;
2643 int j = (start + i) % 4;
2644 int x = ax + xy[j][0];
2645 int y = ay + xy[j][1];
2647 if (!IN_LEV_FIELD(x, y))
2650 if (IS_FREE(x, y) ||
2651 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2657 else if (IS_PLAYER(x, y))
2658 waiting_for_player = TRUE;
2661 if (newax == ax && neway == ay) /* amoeba cannot grow */
2663 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2665 Feld[ax][ay] = EL_AMOEBE_TOT;
2666 DrawLevelField(ax, ay);
2667 AmoebaCnt[AmoebaNr[ax][ay]]--;
2669 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2671 if (element == EL_AMOEBE_VOLL)
2672 AmoebeUmwandeln(ax, ay);
2673 else if (element == EL_AMOEBE_BD)
2674 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2679 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2681 /* amoeba gets larger by growing in some direction */
2683 int new_group_nr = AmoebaNr[ax][ay];
2686 if (new_group_nr == 0)
2688 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2689 printf("AmoebeAbleger(): This should never happen!\n");
2694 AmoebaNr[newax][neway] = new_group_nr;
2695 AmoebaCnt[new_group_nr]++;
2696 AmoebaCnt2[new_group_nr]++;
2698 /* if amoeba touches other amoeba(s) after growing, unify them */
2699 AmoebenVereinigen(newax, neway);
2701 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2703 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2709 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2710 (neway == lev_fieldy - 1 && newax != ax))
2712 Feld[newax][neway] = EL_AMOEBING;
2713 Store[newax][neway] = element;
2715 else if (neway == ay)
2716 Feld[newax][neway] = EL_TROPFEN;
2719 InitMovingField(ax, ay, MV_DOWN);
2720 Feld[ax][ay] = EL_TROPFEN;
2721 Store[ax][ay] = EL_AMOEBE_NASS;
2722 ContinueMoving(ax, ay);
2726 DrawLevelField(newax, neway);
2729 void Life(int ax, int ay)
2732 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2734 int element = Feld[ax][ay];
2739 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2740 MovDelay[ax][ay] = life_time;
2742 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2745 if (MovDelay[ax][ay])
2749 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2751 int xx = ax+x1, yy = ay+y1;
2754 if (!IN_LEV_FIELD(xx, yy))
2757 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2759 int x = xx+x2, y = yy+y2;
2761 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2764 if (((Feld[x][y] == element ||
2765 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2767 (IS_FREE(x, y) && Stop[x][y]))
2771 if (xx == ax && yy == ay) /* field in the middle */
2773 if (nachbarn<life[0] || nachbarn>life[1])
2775 Feld[xx][yy] = EL_LEERRAUM;
2777 DrawLevelField(xx, yy);
2778 Stop[xx][yy] = TRUE;
2781 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2782 { /* free border field */
2783 if (nachbarn>=life[2] && nachbarn<=life[3])
2785 Feld[xx][yy] = element;
2786 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2788 DrawLevelField(xx, yy);
2789 Stop[xx][yy] = TRUE;
2795 void Ablenk(int x, int y)
2797 if (!MovDelay[x][y]) /* next animation frame */
2798 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2800 if (MovDelay[x][y]) /* wait some time before next frame */
2805 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2806 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2807 if (!(MovDelay[x][y]%4))
2808 PlaySoundLevel(x, y, SND_MIEP);
2813 Feld[x][y] = EL_ABLENK_AUS;
2814 DrawLevelField(x, y);
2815 if (ZX == x && ZY == y)
2819 void Birne(int x, int y)
2821 if (!MovDelay[x][y]) /* next animation frame */
2822 MovDelay[x][y] = 800;
2824 if (MovDelay[x][y]) /* wait some time before next frame */
2829 if (!(MovDelay[x][y]%5))
2831 if (!(MovDelay[x][y]%10))
2832 Feld[x][y]=EL_ABLENK_EIN;
2834 Feld[x][y]=EL_ABLENK_AUS;
2835 DrawLevelField(x, y);
2836 Feld[x][y]=EL_ABLENK_EIN;
2842 Feld[x][y]=EL_ABLENK_AUS;
2843 DrawLevelField(x, y);
2844 if (ZX == x && ZY == y)
2848 void Blubber(int x, int y)
2850 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2851 DrawLevelField(x, y-1);
2853 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2856 void NussKnacken(int x, int y)
2858 if (!MovDelay[x][y]) /* next animation frame */
2861 if (MovDelay[x][y]) /* wait some time before next frame */
2864 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2865 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2867 if (!MovDelay[x][y])
2869 Feld[x][y] = EL_EDELSTEIN;
2870 DrawLevelField(x, y);
2875 void SiebAktivieren(int x, int y, int typ)
2877 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2879 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2882 void AusgangstuerPruefen(int x, int y)
2884 if (!local_player->gems_still_needed &&
2885 !local_player->sokobanfields_still_needed &&
2886 !local_player->lights_still_needed)
2888 Feld[x][y] = EL_AUSGANG_ACT;
2890 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2891 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2892 y < LEVELY(BY1) ? LEVELY(BY1) :
2893 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2898 void AusgangstuerOeffnen(int x, int y)
2902 if (!MovDelay[x][y]) /* next animation frame */
2903 MovDelay[x][y] = 5*delay;
2905 if (MovDelay[x][y]) /* wait some time before next frame */
2910 tuer = MovDelay[x][y]/delay;
2911 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2912 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2914 if (!MovDelay[x][y])
2916 Feld[x][y] = EL_AUSGANG_AUF;
2917 DrawLevelField(x, y);
2922 void AusgangstuerBlinken(int x, int y)
2924 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2927 void EdelsteinFunkeln(int x, int y)
2929 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2932 if (Feld[x][y] == EL_EDELSTEIN_BD)
2933 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2936 if (!MovDelay[x][y]) /* next animation frame */
2937 MovDelay[x][y] = 11 * !SimpleRND(500);
2939 if (MovDelay[x][y]) /* wait some time before next frame */
2943 if (setup.direct_draw && MovDelay[x][y])
2944 SetDrawtoField(DRAW_BUFFERED);
2946 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2950 int phase = (MovDelay[x][y]-1)/2;
2955 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2957 if (setup.direct_draw)
2961 dest_x = FX + SCREENX(x)*TILEX;
2962 dest_y = FY + SCREENY(y)*TILEY;
2964 XCopyArea(display, drawto_field, window, gc,
2965 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2966 SetDrawtoField(DRAW_DIRECT);
2973 void MauerWaechst(int x, int y)
2977 if (!MovDelay[x][y]) /* next animation frame */
2978 MovDelay[x][y] = 3*delay;
2980 if (MovDelay[x][y]) /* wait some time before next frame */
2985 phase = 2-MovDelay[x][y]/delay;
2986 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2987 DrawGraphic(SCREENX(x), SCREENY(y),
2988 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2989 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2990 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2991 GFX_MAUER_DOWN ) + phase);
2993 if (!MovDelay[x][y])
2995 if (MovDir[x][y] == MV_LEFT)
2997 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2998 DrawLevelField(x-1, y);
3000 else if (MovDir[x][y] == MV_RIGHT)
3002 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3003 DrawLevelField(x+1, y);
3005 else if (MovDir[x][y] == MV_UP)
3007 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3008 DrawLevelField(x, y-1);
3012 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3013 DrawLevelField(x, y+1);
3016 Feld[x][y] = Store[x][y];
3018 MovDir[x][y] = MV_NO_MOVING;
3019 DrawLevelField(x, y);
3024 void MauerAbleger(int ax, int ay)
3026 int element = Feld[ax][ay];
3027 boolean oben_frei = FALSE, unten_frei = FALSE;
3028 boolean links_frei = FALSE, rechts_frei = FALSE;
3029 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3030 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3032 if (!MovDelay[ax][ay]) /* start building new wall */
3033 MovDelay[ax][ay] = 6;
3035 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3038 if (MovDelay[ax][ay])
3042 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3044 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3046 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3048 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3051 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3055 Feld[ax][ay-1] = EL_MAUERND;
3056 Store[ax][ay-1] = element;
3057 MovDir[ax][ay-1] = MV_UP;
3058 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3059 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3063 Feld[ax][ay+1] = EL_MAUERND;
3064 Store[ax][ay+1] = element;
3065 MovDir[ax][ay+1] = MV_DOWN;
3066 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3067 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3071 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3072 element == EL_MAUER_LEBT)
3076 Feld[ax-1][ay] = EL_MAUERND;
3077 Store[ax-1][ay] = element;
3078 MovDir[ax-1][ay] = MV_LEFT;
3079 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3080 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3084 Feld[ax+1][ay] = EL_MAUERND;
3085 Store[ax+1][ay] = element;
3086 MovDir[ax+1][ay] = MV_RIGHT;
3087 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3088 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3092 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3093 DrawLevelField(ax, ay);
3095 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3097 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3098 unten_massiv = TRUE;
3099 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3100 links_massiv = TRUE;
3101 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3102 rechts_massiv = TRUE;
3104 if (((oben_massiv && unten_massiv) ||
3105 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3106 ((links_massiv && rechts_massiv) ||
3107 element == EL_MAUER_Y))
3108 Feld[ax][ay] = EL_MAUERWERK;
3111 void CheckForDragon(int x, int y)
3114 boolean dragon_found = FALSE;
3115 static int xy[4][2] =
3127 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3129 if (IN_LEV_FIELD(xx, yy) &&
3130 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3132 if (Feld[xx][yy] == EL_DRACHE)
3133 dragon_found = TRUE;
3146 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3148 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3150 Feld[xx][yy] = EL_LEERRAUM;
3151 DrawLevelField(xx, yy);
3160 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3162 static byte stored_player_action[MAX_PLAYERS];
3163 static int num_stored_actions = 0;
3164 static boolean save_tape_entry = FALSE;
3165 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3166 int jx = player->jx, jy = player->jy;
3167 int left = player_action & JOY_LEFT;
3168 int right = player_action & JOY_RIGHT;
3169 int up = player_action & JOY_UP;
3170 int down = player_action & JOY_DOWN;
3171 int button1 = player_action & JOY_BUTTON_1;
3172 int button2 = player_action & JOY_BUTTON_2;
3173 int dx = (left ? -1 : right ? 1 : 0);
3174 int dy = (up ? -1 : down ? 1 : 0);
3176 stored_player_action[player->index_nr] = 0;
3177 num_stored_actions++;
3179 if (!player->active || player->gone || tape.pausing)
3184 save_tape_entry = TRUE;
3185 player->frame_reset_delay = 0;
3188 snapped = SnapField(player, dx, dy);
3192 bombed = PlaceBomb(player);
3193 moved = MoveFigure(player, dx, dy);
3196 if (tape.recording && (moved || snapped || bombed))
3198 if (bombed && !moved)
3199 player_action &= JOY_BUTTON;
3201 stored_player_action[player->index_nr] = player_action;
3204 /* this allows cycled sequences of PlayerActions() */
3205 if (num_stored_actions >= MAX_PLAYERS)
3207 TapeRecordAction(stored_player_action);
3208 num_stored_actions = 0;
3213 else if (tape.playing && snapped)
3214 SnapField(player, 0, 0); /* stop snapping */
3218 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3219 SnapField(player, 0, 0);
3220 if (++player->frame_reset_delay > MoveSpeed)
3224 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3226 TapeRecordAction(stored_player_action);
3227 num_stored_actions = 0;
3228 save_tape_entry = FALSE;
3231 if (tape.playing && !tape.pausing && !player_action &&
3232 tape.counter < tape.length)
3235 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3237 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3238 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3240 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3242 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3244 int el = Feld[jx+dx][jy];
3245 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3247 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3249 player->MovDir = next_joy;
3250 player->Frame = FrameCounter % 4;
3251 player->Pushing = TRUE;
3260 static unsigned long action_delay = 0;
3261 unsigned long action_delay_value;
3262 int sieb_x = 0, sieb_y = 0;
3263 int i, x, y, element;
3264 byte *recorded_player_action;
3265 byte summarized_player_action = 0;
3267 if (game_status != PLAYING)
3270 action_delay_value =
3271 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3274 if (tape.playing && tape.fast_forward)
3278 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3284 /* main game synchronization point */
3290 WaitUntilDelayReached(&action_delay, action_delay_value);
3293 while (!DelayReached(&action_delay, action_delay_value))
3297 sprintf(buf, "%ld %ld %ld",
3298 Counter(), action_delay, action_delay_value);
3301 print_debug("done");
3308 if (network_playing && !network_player_action_received)
3312 printf("DEBUG: try to get network player actions in time\n");
3317 /* last chance to get network player actions without main loop delay */
3321 if (game_status != PLAYING)
3324 if (!network_player_action_received)
3328 printf("DEBUG: failed to get network player actions in time\n");
3337 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3339 else if (tape.recording)
3348 else if (tape.recording)
3351 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3353 for (i=0; i<MAX_PLAYERS; i++)
3355 summarized_player_action |= stored_player[i].action;
3357 if (!network_playing)
3358 stored_player[i].effective_action = stored_player[i].action;
3362 if (network_playing)
3363 SendToServer_MovePlayer(summarized_player_action);
3366 if (!options.network && !setup.team_mode)
3367 local_player->effective_action = summarized_player_action;
3369 for (i=0; i<MAX_PLAYERS; i++)
3371 int actual_player_action = stored_player[i].effective_action;
3373 if (recorded_player_action)
3374 actual_player_action = recorded_player_action[i];
3376 PlayerActions(&stored_player[i], actual_player_action);
3377 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3380 network_player_action_received = FALSE;
3382 ScrollScreen(NULL, SCROLL_GO_ON);
3386 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3388 else if (tape.recording)
3398 if (TimeFrames == 0 && !local_player->gone)
3400 extern unsigned int last_RND();
3402 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3403 level.time - TimeLeft,
3405 getStateCheckSum(level.time - TimeLeft));
3414 if (GameFrameDelay >= 500)
3415 printf("FrameCounter == %d\n", FrameCounter);
3426 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3429 if (JustHit[x][y]>0)
3433 if (IS_BLOCKED(x, y))
3437 Blocked2Moving(x, y, &oldx, &oldy);
3438 if (!IS_MOVING(oldx, oldy))
3440 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3441 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3442 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3443 printf("GameActions(): This should never happen!\n");
3449 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3451 element = Feld[x][y];
3453 if (IS_INACTIVE(element))
3456 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3460 if (IS_GEM(element))
3461 EdelsteinFunkeln(x, y);
3463 else if (IS_MOVING(x, y))
3464 ContinueMoving(x, y);
3465 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3466 CheckDynamite(x, y);
3467 else if (element == EL_EXPLODING)
3468 Explode(x, y, Frame[x][y], EX_NORMAL);
3469 else if (element == EL_AMOEBING)
3470 AmoebeWaechst(x, y);
3471 else if (IS_AMOEBALIVE(element))
3472 AmoebeAbleger(x, y);
3473 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3475 else if (element == EL_ABLENK_EIN)
3477 else if (element == EL_SALZSAEURE)
3479 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3481 else if (element == EL_CRACKINGNUT)
3483 else if (element == EL_AUSGANG_ZU)
3484 AusgangstuerPruefen(x, y);
3485 else if (element == EL_AUSGANG_ACT)
3486 AusgangstuerOeffnen(x, y);
3487 else if (element == EL_AUSGANG_AUF)
3488 AusgangstuerBlinken(x, y);
3489 else if (element == EL_MAUERND)
3491 else if (element == EL_MAUER_LEBT ||
3492 element == EL_MAUER_X ||
3493 element == EL_MAUER_Y ||
3494 element == EL_MAUER_XY)
3496 else if (element == EL_BURNING)
3497 CheckForDragon(x, y);
3498 else if (element == EL_SP_TERMINAL)
3499 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3500 else if (element == EL_SP_TERMINAL_ACTIVE)
3501 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3505 boolean sieb = FALSE;
3506 int jx = local_player->jx, jy = local_player->jy;
3508 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3509 Store[x][y] == EL_SIEB_LEER)
3511 SiebAktivieren(x, y, 1);
3514 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3515 Store[x][y] == EL_SIEB2_LEER)
3517 SiebAktivieren(x, y, 2);
3521 /* play the element sound at the position nearest to the player */
3522 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3532 if (!(SiebCount % 4))
3533 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3540 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3542 element = Feld[x][y];
3543 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3545 Feld[x][y] = EL_SIEB_TOT;
3546 DrawLevelField(x, y);
3548 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3550 Feld[x][y] = EL_SIEB2_TOT;
3551 DrawLevelField(x, y);
3560 if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3565 if (tape.recording || tape.playing)
3566 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3569 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3571 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3574 for (i=0; i<MAX_PLAYERS; i++)
3575 KillHero(&stored_player[i]);
3581 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3583 int min_x = x, min_y = y, max_x = x, max_y = y;
3586 for (i=0; i<MAX_PLAYERS; i++)
3588 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3590 if (!stored_player[i].active || stored_player[i].gone ||
3591 &stored_player[i] == player)
3594 min_x = MIN(min_x, jx);
3595 min_y = MIN(min_y, jy);
3596 max_x = MAX(max_x, jx);
3597 max_y = MAX(max_y, jy);
3600 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3603 static boolean AllPlayersInVisibleScreen()
3607 for (i=0; i<MAX_PLAYERS; i++)
3609 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3611 if (!stored_player[i].active || stored_player[i].gone)
3614 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3621 void ScrollLevel(int dx, int dy)
3623 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3626 XCopyArea(display, drawto_field, drawto_field, gc,
3627 FX + TILEX*(dx == -1) - softscroll_offset,
3628 FY + TILEY*(dy == -1) - softscroll_offset,
3629 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3630 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3631 FX + TILEX*(dx == 1) - softscroll_offset,
3632 FY + TILEY*(dy == 1) - softscroll_offset);
3636 x = (dx == 1 ? BX1 : BX2);
3637 for (y=BY1; y<=BY2; y++)
3638 DrawScreenField(x, y);
3642 y = (dy == 1 ? BY1 : BY2);
3643 for (x=BX1; x<=BX2; x++)
3644 DrawScreenField(x, y);
3647 redraw_mask |= REDRAW_FIELD;
3650 boolean MoveFigureOneStep(struct PlayerInfo *player,
3651 int dx, int dy, int real_dx, int real_dy)
3653 int jx = player->jx, jy = player->jy;
3654 int new_jx = jx+dx, new_jy = jy+dy;
3658 if (player->gone || (!dx && !dy))
3659 return MF_NO_ACTION;
3661 player->MovDir = (dx < 0 ? MV_LEFT :
3664 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3666 if (!IN_LEV_FIELD(new_jx, new_jy))
3667 return MF_NO_ACTION;
3669 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3670 return MF_NO_ACTION;
3672 element = MovingOrBlocked2Element(new_jx, new_jy);
3674 if (DONT_GO_TO(element))
3676 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3679 Feld[jx][jy] = EL_SPIELFIGUR;
3680 InitMovingField(jx, jy, MV_DOWN);
3681 Store[jx][jy] = EL_SALZSAEURE;
3682 ContinueMoving(jx, jy);
3691 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3692 if (can_move != MF_MOVING)
3695 StorePlayer[jx][jy] = 0;
3696 player->last_jx = jx;
3697 player->last_jy = jy;
3698 jx = player->jx = new_jx;
3699 jy = player->jy = new_jy;
3700 StorePlayer[jx][jy] = player->element_nr;
3702 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3704 ScrollFigure(player, SCROLL_INIT);
3709 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3711 int jx = player->jx, jy = player->jy;
3712 int old_jx = jx, old_jy = jy;
3713 int moved = MF_NO_ACTION;
3715 if (player->gone || (!dx && !dy))
3718 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3723 /* should only happen if pre-1.2 tape recordings are played */
3724 /* this is only for backward compatibility */
3726 int old_move_speed = MoveSpeed;
3729 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3732 /* scroll remaining steps with finest movement resolution */
3735 while (player->MovPos)
3737 ScrollFigure(player, SCROLL_GO_ON);
3738 ScrollScreen(NULL, SCROLL_GO_ON);
3744 MoveSpeed = old_move_speed;
3747 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3749 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3750 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3754 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3755 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3761 if (moved & MF_MOVING && !ScreenMovPos &&
3762 (player == local_player || !options.network))
3764 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3765 int offset = (setup.scroll_delay ? 3 : 0);
3767 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3769 /* actual player has left the screen -- scroll in that direction */
3770 if (jx != old_jx) /* player has moved horizontally */
3771 scroll_x += (jx - old_jx);
3772 else /* player has moved vertically */
3773 scroll_y += (jy - old_jy);
3777 if (jx != old_jx) /* player has moved horizontally */
3779 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3780 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3781 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3783 /* don't scroll over playfield boundaries */
3784 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3785 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3787 /* don't scroll more than one field at a time */
3788 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3790 /* don't scroll against the player's moving direction */
3791 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3792 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3793 scroll_x = old_scroll_x;
3795 else /* player has moved vertically */
3797 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3798 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3799 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3801 /* don't scroll over playfield boundaries */
3802 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3803 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3805 /* don't scroll more than one field at a time */
3806 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3808 /* don't scroll against the player's moving direction */
3809 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3810 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3811 scroll_y = old_scroll_y;
3815 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3817 if (!options.network && !AllPlayersInVisibleScreen())
3819 scroll_x = old_scroll_x;
3820 scroll_y = old_scroll_y;
3824 ScrollScreen(player, SCROLL_INIT);
3825 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3830 if (!(moved & MF_MOVING) && !player->Pushing)
3833 player->Frame = (player->Frame + 1) % 4;
3835 if (moved & MF_MOVING)
3837 if (old_jx != jx && old_jy == jy)
3838 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3839 else if (old_jx == jx && old_jy != jy)
3840 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3842 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3844 player->last_move_dir = player->MovDir;
3847 player->last_move_dir = MV_NO_MOVING;
3849 TestIfHeroHitsBadThing(jx, jy);
3857 void ScrollFigure(struct PlayerInfo *player, int mode)
3859 int jx = player->jx, jy = player->jy;
3860 int last_jx = player->last_jx, last_jy = player->last_jy;
3862 if (!player->active || player->gone || !player->MovPos)
3865 if (mode == SCROLL_INIT)
3867 player->actual_frame_counter = FrameCounter;
3868 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3870 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3871 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3876 else if (!FrameReached(&player->actual_frame_counter, 1))
3879 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3880 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3882 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3883 Feld[last_jx][last_jy] = EL_LEERRAUM;
3887 if (!player->MovPos)
3889 player->last_jx = jx;
3890 player->last_jy = jy;
3892 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3896 if (!local_player->friends_still_needed)
3897 player->LevelSolved = player->GameOver = TRUE;
3902 void ScrollScreen(struct PlayerInfo *player, int mode)
3904 static unsigned long screen_frame_counter = 0;
3906 if (mode == SCROLL_INIT)
3908 screen_frame_counter = FrameCounter;
3909 ScreenMovDir = player->MovDir;
3910 ScreenMovPos = player->MovPos;
3911 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3914 else if (!FrameReached(&screen_frame_counter, 1))
3919 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3920 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3921 redraw_mask |= REDRAW_FIELD;
3924 ScreenMovDir = MV_NO_MOVING;
3927 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3929 int i, killx = goodx, killy = goody;
3930 static int xy[4][2] =
3937 static int harmless[4] =
3949 x = goodx + xy[i][0];
3950 y = goody + xy[i][1];
3951 if (!IN_LEV_FIELD(x, y))
3954 element = Feld[x][y];
3956 if (DONT_TOUCH(element))
3958 if (MovDir[x][y] == harmless[i])
3967 if (killx != goodx || killy != goody)
3969 if (IS_PLAYER(goodx, goody))
3970 KillHero(PLAYERINFO(goodx, goody));
3976 void TestIfBadThingHitsGoodThing(int badx, int bady)
3978 int i, killx = badx, killy = bady;
3979 static int xy[4][2] =
3986 static int harmless[4] =
3998 x = badx + xy[i][0];
3999 y = bady + xy[i][1];
4000 if (!IN_LEV_FIELD(x, y))
4003 element = Feld[x][y];
4005 if (IS_PLAYER(x, y))
4011 else if (element == EL_PINGUIN)
4013 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4022 if (killx != badx || killy != bady)
4024 if (IS_PLAYER(killx, killy))
4025 KillHero(PLAYERINFO(killx, killy));
4031 void TestIfHeroHitsBadThing(int x, int y)
4033 TestIfGoodThingHitsBadThing(x, y);
4036 void TestIfBadThingHitsHero(int x, int y)
4038 TestIfBadThingHitsGoodThing(x, y);
4041 void TestIfFriendHitsBadThing(int x, int y)
4043 TestIfGoodThingHitsBadThing(x, y);
4046 void TestIfBadThingHitsFriend(int x, int y)
4048 TestIfBadThingHitsGoodThing(x, y);
4051 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4053 int i, killx = badx, killy = bady;
4054 static int xy[4][2] =
4068 if (!IN_LEV_FIELD(x, y))
4071 element = Feld[x][y];
4072 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4073 element == EL_AMOEBING || element == EL_TROPFEN)
4081 if (killx != badx || killy != bady)
4085 void KillHero(struct PlayerInfo *player)
4087 int jx = player->jx, jy = player->jy;
4092 if (IS_PFORTE(Feld[jx][jy]))
4093 Feld[jx][jy] = EL_LEERRAUM;
4099 void BuryHero(struct PlayerInfo *player)
4101 int jx = player->jx, jy = player->jy;
4106 PlaySoundLevel(jx, jy, SND_AUTSCH);
4107 PlaySoundLevel(jx, jy, SND_LACHEN);
4109 player->GameOver = TRUE;
4113 void RemoveHero(struct PlayerInfo *player)
4115 int jx = player->jx, jy = player->jy;
4116 int i, found = FALSE;
4118 player->gone = TRUE;
4119 StorePlayer[jx][jy] = 0;
4121 for (i=0; i<MAX_PLAYERS; i++)
4122 if (stored_player[i].active && !stored_player[i].gone)
4126 AllPlayersGone = TRUE;
4132 int DigField(struct PlayerInfo *player,
4133 int x, int y, int real_dx, int real_dy, int mode)
4135 int jx = player->jx, jy = player->jy;
4136 int dx = x - jx, dy = y - jy;
4139 if (!player->MovPos)
4140 player->Pushing = FALSE;
4142 if (mode == DF_NO_PUSH)
4144 player->push_delay = 0;
4145 return MF_NO_ACTION;
4148 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4149 return MF_NO_ACTION;
4151 element = Feld[x][y];
4159 Feld[x][y] = EL_LEERRAUM;
4163 case EL_EDELSTEIN_BD:
4164 case EL_EDELSTEIN_GELB:
4165 case EL_EDELSTEIN_ROT:
4166 case EL_EDELSTEIN_LILA:
4168 case EL_SP_INFOTRON:
4170 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4171 if (local_player->gems_still_needed < 0)
4172 local_player->gems_still_needed = 0;
4173 RaiseScoreElement(element);
4174 DrawText(DX_EMERALDS, DY_EMERALDS,
4175 int2str(local_player->gems_still_needed, 3),
4176 FS_SMALL, FC_YELLOW);
4177 PlaySoundLevel(x, y, SND_PONG);
4183 ScrollStepSize = TILEX/4;
4184 PlaySoundLevel(x, y, SND_PONG);
4187 case EL_DYNAMIT_AUS:
4188 case EL_SP_DISK_RED:
4191 RaiseScoreElement(EL_DYNAMIT);
4192 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4193 int2str(local_player->dynamite, 3),
4194 FS_SMALL, FC_YELLOW);
4195 PlaySoundLevel(x, y, SND_PONG);
4198 case EL_DYNABOMB_NR:
4200 player->dynabomb_count++;
4201 player->dynabombs_left++;
4202 RaiseScoreElement(EL_DYNAMIT);
4203 PlaySoundLevel(x, y, SND_PONG);
4206 case EL_DYNABOMB_SZ:
4208 player->dynabomb_size++;
4209 RaiseScoreElement(EL_DYNAMIT);
4210 PlaySoundLevel(x, y, SND_PONG);
4213 case EL_DYNABOMB_XL:
4215 player->dynabomb_xl = TRUE;
4216 RaiseScoreElement(EL_DYNAMIT);
4217 PlaySoundLevel(x, y, SND_PONG);
4220 case EL_SCHLUESSEL1:
4221 case EL_SCHLUESSEL2:
4222 case EL_SCHLUESSEL3:
4223 case EL_SCHLUESSEL4:
4225 int key_nr = element-EL_SCHLUESSEL1;
4228 player->key[key_nr] = TRUE;
4229 RaiseScoreElement(EL_SCHLUESSEL);
4230 DrawMiniGraphicExt(drawto, gc,
4231 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4232 GFX_SCHLUESSEL1+key_nr);
4233 DrawMiniGraphicExt(window, gc,
4234 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4235 GFX_SCHLUESSEL1+key_nr);
4236 PlaySoundLevel(x, y, SND_PONG);
4241 Feld[x][y] = EL_ABLENK_EIN;
4244 DrawLevelField(x, y);
4248 case EL_SP_TERMINAL:
4252 for (yy=0; yy<lev_fieldy; yy++)
4254 for (xx=0; xx<lev_fieldx; xx++)
4256 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4258 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4259 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4268 if (local_player->gems_still_needed > 0)
4269 return MF_NO_ACTION;
4271 player->LevelSolved = player->GameOver = TRUE;
4272 PlaySoundLevel(x, y, SND_BUING);
4275 case EL_FELSBROCKEN:
4280 case EL_SP_DISK_ORANGE:
4281 if (dy || mode == DF_SNAP)
4282 return MF_NO_ACTION;
4284 player->Pushing = TRUE;
4286 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4287 return MF_NO_ACTION;
4291 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4292 return MF_NO_ACTION;
4295 if (player->push_delay == 0)
4296 player->push_delay = FrameCounter;
4297 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4299 return MF_NO_ACTION;
4302 Feld[x+dx][y+dy] = element;
4304 player->push_delay_value = 2+RND(8);
4306 DrawLevelField(x+dx, y+dy);
4307 if (element == EL_FELSBROCKEN)
4308 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4309 else if (element == EL_KOKOSNUSS)
4310 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4312 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4319 if (!player->key[element-EL_PFORTE1])
4320 return MF_NO_ACTION;
4327 if (!player->key[element-EL_PFORTE1X])
4328 return MF_NO_ACTION;
4331 case EL_SP_PORT1_LEFT:
4332 case EL_SP_PORT2_LEFT:
4333 case EL_SP_PORT1_RIGHT:
4334 case EL_SP_PORT2_RIGHT:
4335 case EL_SP_PORT1_UP:
4336 case EL_SP_PORT2_UP:
4337 case EL_SP_PORT1_DOWN:
4338 case EL_SP_PORT2_DOWN:
4343 element != EL_SP_PORT1_LEFT &&
4344 element != EL_SP_PORT2_LEFT &&
4345 element != EL_SP_PORT_X &&
4346 element != EL_SP_PORT_XY) ||
4348 element != EL_SP_PORT1_RIGHT &&
4349 element != EL_SP_PORT2_RIGHT &&
4350 element != EL_SP_PORT_X &&
4351 element != EL_SP_PORT_XY) ||
4353 element != EL_SP_PORT1_UP &&
4354 element != EL_SP_PORT2_UP &&
4355 element != EL_SP_PORT_Y &&
4356 element != EL_SP_PORT_XY) ||
4358 element != EL_SP_PORT1_DOWN &&
4359 element != EL_SP_PORT2_DOWN &&
4360 element != EL_SP_PORT_Y &&
4361 element != EL_SP_PORT_XY) ||
4362 !IN_LEV_FIELD(x + dx, y + dy) ||
4363 !IS_FREE(x + dx, y + dy))
4364 return MF_NO_ACTION;
4368 case EL_AUSGANG_ACT:
4369 /* door is not (yet) open */
4370 return MF_NO_ACTION;
4373 case EL_AUSGANG_AUF:
4374 if (mode == DF_SNAP)
4375 return MF_NO_ACTION;
4377 PlaySoundLevel(x, y, SND_BUING);
4380 player->gone = TRUE;
4381 PlaySoundLevel(x, y, SND_BUING);
4383 if (!local_player->friends_still_needed)
4384 player->LevelSolved = player->GameOver = TRUE;
4390 Feld[x][y] = EL_BIRNE_EIN;
4391 local_player->lights_still_needed--;
4392 DrawLevelField(x, y);
4393 PlaySoundLevel(x, y, SND_DENG);
4398 Feld[x][y] = EL_ZEIT_LEER;
4400 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4401 DrawLevelField(x, y);
4402 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4406 case EL_SOKOBAN_FELD_LEER:
4409 case EL_SOKOBAN_FELD_VOLL:
4410 case EL_SOKOBAN_OBJEKT:
4412 case EL_SP_DISK_YELLOW:
4413 if (mode == DF_SNAP)
4414 return MF_NO_ACTION;
4416 player->Pushing = TRUE;
4418 if (!IN_LEV_FIELD(x+dx, y+dy)
4419 || (!IS_FREE(x+dx, y+dy)
4420 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4421 || !IS_SB_ELEMENT(element))))
4422 return MF_NO_ACTION;
4426 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4427 return MF_NO_ACTION;
4429 else if (dy && real_dx)
4431 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4432 return MF_NO_ACTION;
4435 if (player->push_delay == 0)
4436 player->push_delay = FrameCounter;
4437 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4439 return MF_NO_ACTION;
4441 if (IS_SB_ELEMENT(element))
4443 if (element == EL_SOKOBAN_FELD_VOLL)
4445 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4446 local_player->sokobanfields_still_needed++;
4451 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4453 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4454 local_player->sokobanfields_still_needed--;
4455 if (element == EL_SOKOBAN_OBJEKT)
4456 PlaySoundLevel(x, y, SND_DENG);
4459 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4464 Feld[x+dx][y+dy] = element;
4467 player->push_delay_value = 2;
4469 DrawLevelField(x, y);
4470 DrawLevelField(x+dx, y+dy);
4471 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4473 if (IS_SB_ELEMENT(element) &&
4474 local_player->sokobanfields_still_needed == 0 &&
4475 game_emulation == EMU_SOKOBAN)
4477 player->LevelSolved = player->GameOver = TRUE;
4478 PlaySoundLevel(x, y, SND_BUING);
4490 if (IS_EATABLE(element)) /* other kinds of 'dirt' */
4491 Feld[x][y] = EL_LEERRAUM;
4493 return MF_NO_ACTION;
4498 player->push_delay = 0;
4503 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4505 int jx = player->jx, jy = player->jy;
4506 int x = jx + dx, y = jy + dy;
4508 if (player->gone || !IN_LEV_FIELD(x, y))
4516 player->snapped = FALSE;
4520 if (player->snapped)
4523 player->MovDir = (dx < 0 ? MV_LEFT :
4526 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4528 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4531 player->snapped = TRUE;
4532 DrawLevelField(x, y);
4538 boolean PlaceBomb(struct PlayerInfo *player)
4540 int jx = player->jx, jy = player->jy;
4543 if (player->gone || player->MovPos)
4546 element = Feld[jx][jy];
4548 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4549 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4550 element == EL_EXPLODING)
4553 if (element != EL_LEERRAUM)
4554 Store[jx][jy] = element;
4556 if (player->dynamite)
4558 Feld[jx][jy] = EL_DYNAMIT;
4559 MovDelay[jx][jy] = 96;
4561 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4562 FS_SMALL, FC_YELLOW);
4563 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4564 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4568 Feld[jx][jy] = EL_DYNABOMB;
4569 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4570 MovDelay[jx][jy] = 96;
4571 player->dynabombs_left--;
4572 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4573 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4579 void PlaySoundLevel(int x, int y, int sound_nr)
4581 int sx = SCREENX(x), sy = SCREENY(y);
4583 int silence_distance = 8;
4585 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4586 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4589 if (!IN_LEV_FIELD(x, y) ||
4590 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4591 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4594 volume = PSND_MAX_VOLUME;
4597 stereo = (sx-SCR_FIELDX/2)*12;
4599 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4600 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4601 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4604 if (!IN_SCR_FIELD(sx, sy))
4606 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4607 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4609 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4612 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4615 void RaiseScore(int value)
4617 local_player->score += value;
4618 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4619 FS_SMALL, FC_YELLOW);
4622 void RaiseScoreElement(int element)
4627 case EL_EDELSTEIN_BD:
4628 case EL_EDELSTEIN_GELB:
4629 case EL_EDELSTEIN_ROT:
4630 case EL_EDELSTEIN_LILA:
4631 RaiseScore(level.score[SC_EDELSTEIN]);
4634 RaiseScore(level.score[SC_DIAMANT]);
4638 RaiseScore(level.score[SC_KAEFER]);
4642 RaiseScore(level.score[SC_FLIEGER]);
4646 RaiseScore(level.score[SC_MAMPFER]);
4649 RaiseScore(level.score[SC_ROBOT]);
4652 RaiseScore(level.score[SC_PACMAN]);
4655 RaiseScore(level.score[SC_KOKOSNUSS]);
4658 RaiseScore(level.score[SC_DYNAMIT]);
4661 RaiseScore(level.score[SC_SCHLUESSEL]);