#include "buttons.h"
#include "files.h"
#include "tape.h"
-
-extern int Gamespeed;
-extern int Movemethod;
-extern int Movespeed[2];
+#include "joystick.h"
void GetPlayerConfig()
{
joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
+ soft_scrolling_on = SETUP_SOFT_SCROLL_ON(player.setup);
+#ifndef MSDOS
if (joystick_nr != old_joystick_nr)
{
if (joystick_device)
close(joystick_device);
InitJoystick();
}
+#endif
}
void InitGame()
Dynamite = Score = 0;
Gems = level.edelsteine;
- SokobanFields = Lights = 0;
+ SokobanFields = Lights = Friends = 0;
DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
DynaBombXL = FALSE;
Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
FrameCounter = 0;
TimeFrames = 0;
TimeLeft = level.time;
- LevelSolved = GameOver = SiebAktiv = FALSE;
+ ScreenMovPos = 0;
+ PlayerMovDir = MV_NO_MOVING;
+ PlayerMovPos = 0;
+ PlayerGfxPos = 0;
+ PlayerFrame = 0;
+ PlayerPushing = FALSE;
+ PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
JX = JY = 0;
ZX = ZY = -1;
case EL_SPIELFIGUR:
case EL_SPIELER1:
Feld[x][y] = EL_LEERRAUM;
- JX = x;
- JY = y;
+ JX = lastJX = x;
+ JY = lastJY = y;
break;
case EL_SPIELER2:
Feld[x][y] = EL_LEERRAUM;
case EL_PACMAN_U:
case EL_MAMPFER:
case EL_MAMPFER2:
- case EL_ZOMBIE:
+ case EL_ROBOT:
case EL_PACMAN:
InitMovDir(x,y);
break;
}
break;
case EL_DYNAMIT:
- MovDelay[x][y] = 48;
+ MovDelay[x][y] = 96;
break;
case EL_BIRNE_AUS:
Lights++;
case EL_SOKOBAN_FELD_LEER:
SokobanFields++;
break;
+ case EL_MAULWURF:
+ case EL_PINGUIN:
+ Friends++;
+ break;
+ case EL_SCHWEIN:
+ case EL_DRACHE:
+ MovDir[x][y] = 1<<RND(4);
+ break;
default:
break;
}
FadeSounds();
/* Hero disappears */
- DrawLevelElement(JX,JY,Feld[JX][JY]);
- JX = JY = -1;
+ DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
BackToFront();
if (tape.playing)
void RemoveMovingField(int x, int y)
{
- int oldx=x,oldy=y, newx=x,newy=y;
+ int oldx = x,oldy = y, newx = x,newy = y;
- if (Feld[x][y]!=EL_BLOCKED && !IS_MOVING(x,y))
+ if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
return;
if (IS_MOVING(x,y))
{
Moving2Blocked(x,y,&newx,&newy);
- if (Feld[newx][newy]!=EL_BLOCKED)
+ if (Feld[newx][newy] != EL_BLOCKED)
return;
}
else if (Feld[x][y]==EL_BLOCKED)
return;
}
- Feld[oldx][oldy] = EL_LEERRAUM;
+ if (Feld[x][y]==EL_BLOCKED &&
+ (Store[oldx][oldy]==EL_MORAST_LEER ||
+ Store[oldx][oldy]==EL_SIEB_LEER ||
+ Store[oldx][oldy]==EL_SIEB2_LEER ||
+ Store[oldx][oldy]==EL_AMOEBE_NASS))
+ {
+ Feld[oldx][oldy] = Store[oldx][oldy];
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+ }
+ else
+ Feld[oldx][oldy] = EL_LEERRAUM;
+
Feld[newx][newy] = EL_LEERRAUM;
MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+
DrawLevelField(oldx,oldy);
DrawLevelField(newx,newy);
}
void DrawDynamite(int x, int y)
{
- if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ int sx = SCROLLX(x), sy = SCROLLY(y);
+ int graphic = el2gfx(Feld[x][y]);
+ int phase;
+
+ if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
return;
if (Store[x][y])
- {
- DrawGraphic(SCROLLX(x),SCROLLY(y),el2gfx(Store[x][y]));
- if (IS_PLAYER(x,y))
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR);
- }
- else if (IS_PLAYER(x,y))
- DrawGraphic(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR);
+ DrawGraphic(sx,sy, el2gfx(Store[x][y]));
if (Feld[x][y]==EL_DYNAMIT)
{
- int phase = (48-MovDelay[x][y])/6;
-
- if (phase>6)
+ if ((phase = (96-MovDelay[x][y])/12) > 6)
phase = 6;
-
- if (Store[x][y] || IS_PLAYER(x,y))
- DrawGraphicThruMask(SCROLLX(x),SCROLLY(y),GFX_DYNAMIT+phase);
- else
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_DYNAMIT+phase);
}
else
{
- int phase = ((48-MovDelay[x][y])/3) % 8;
-
- if (phase>3)
+ if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
phase = 7-phase;
-
- if (Store[x][y] || IS_PLAYER(x,y))
- DrawGraphicThruMask(SCROLLX(x),SCROLLY(y),GFX_DYNABOMB+phase);
- else
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_DYNABOMB+phase);
}
+
+ if (Store[x][y])
+ DrawGraphicThruMask(sx,sy, graphic + phase);
+ else
+ DrawGraphic(sx,sy, graphic + phase);
}
void CheckDynamite(int x, int y)
MovDelay[x][y]--;
if (MovDelay[x][y])
{
- if (!(MovDelay[x][y] % 6))
+ if (!(MovDelay[x][y] % 12))
PlaySoundLevel(x,y,SND_ZISCH);
- if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
+ if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
DrawDynamite(x,y);
- else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
+ else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
DrawDynamite(x,y);
return;
void Explode(int ex, int ey, int phase, int mode)
{
int x,y;
- int num_phase = 9, delay = 1;
+ int num_phase = 9, delay = 2;
int last_phase = num_phase*delay;
int half_phase = (num_phase/2)*delay;
{
int center_element = Feld[ex][ey];
- if (center_element==EL_BLOCKED)
+ if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
+ {
center_element = MovingOrBlocked2Element(ex,ey);
+ RemoveMovingField(ex,ey);
+ }
for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
{
int element = Feld[x][y];
- if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element))
+ if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
+ {
+ element = MovingOrBlocked2Element(x,y);
+ RemoveMovingField(x,y);
+ }
+
+ if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
continue;
if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
if (IS_PLAYER(ex,ey))
Store[x][y] = EL_EDELSTEIN_GELB;
+ else if (center_element==EL_MAULWURF)
+ Store[x][y] = EL_EDELSTEIN_ROT;
+ else if (center_element==EL_PINGUIN)
+ Store[x][y] = EL_EDELSTEIN_LILA;
else if (center_element==EL_KAEFER)
Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
else if (center_element==EL_BUTTERFLY)
AmoebaCnt2[AmoebaNr[x][y]]--;
}
- RemoveMovingField(x,y);
Feld[x][y] = EL_EXPLODING;
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
if (IS_PLAYER(x,y))
KillHero();
- else if (element==EL_BOMBE ||
- element==EL_DYNAMIT ||
- element==EL_DYNAMIT_AUS ||
- element==EL_DYNABOMB ||
- element==EL_DYNABOMB_NR ||
- element==EL_DYNABOMB_SZ ||
- element==EL_DYNABOMB_XL ||
- element==EL_KAEFER)
+ else if (IS_EXPLOSIVE(element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
case EL_FIREFLY:
case EL_MAMPFER:
case EL_MAMPFER2:
- case EL_ZOMBIE:
+ case EL_ROBOT:
case EL_PACMAN:
RaiseScoreElement(element);
Explode(x,y,0,EX_NORMAL);
int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 5;
+ MovDelay[x][y] = 9;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
+ DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
BOOL lastline = (y==lev_fieldy-1);
BOOL object_hit = FALSE;
int element = Feld[x][y];
+ int smashed = 0;
/* Element darunter berührt? */
if (!lastline)
+ {
object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
MovDir[x][y+1]!=MV_DOWN ||
MovPos[x][y+1]<=TILEY/2));
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x,y+1);
+ }
/* Auftreffendes Element fällt in Salzsäure */
- if (!lastline && Feld[x][y+1]==EL_SALZSAEURE)
+ if (!lastline && smashed==EL_SALZSAEURE)
{
Blurb(x,y);
return;
{
if (object_hit && IS_PLAYER(x,y+1))
KillHero();
+ else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
+ Bang(x,y+1);
else
{
Feld[x][y] = EL_AMOEBING;
/* Welches Element kriegt was auf die Rübe? */
if (!lastline && object_hit)
{
- int smashed = MovingOrBlocked2Element(x,y+1);
-
if (CAN_CHANGE(element) &&
(smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
KillHero();
return;
}
+ else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
+ {
+ Bang(x,y+1);
+ return;
+ }
else if (element==EL_EDELSTEIN_BD)
{
if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
}
else if (element==EL_FELSBROCKEN)
{
- if (IS_ENEMY(smashed))
+ if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
+ smashed==EL_SCHWEIN || smashed==EL_DRACHE)
{
Bang(x,y+1);
return;
}
else if (!IS_MOVING(x,y+1))
{
- if (smashed==EL_BOMBE ||
- smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
+ if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
{
Bang(x,y+1);
return;
int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
+ int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
int left_x = x+left_dx, left_y = y+left_dy;
int right_x = x+right_dx, right_y = y+right_dy;
MovDir[x][y] = left_dir;
if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 5;
+ MovDelay[x][y] = 9;
else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
MovDelay[x][y] = 1;
}
MovDir[x][y] = right_dir;
if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 5;
+ MovDelay[x][y] = 9;
else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
MovDelay[x][y] = 1;
}
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 8+8*RND(3);
+ MovDelay[x][y] = 16+16*RND(3);
}
else if (element==EL_MAMPFER2)
{
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 8+8*RND(3);
+ MovDelay[x][y] = 16+16*RND(3);
}
else if (element==EL_PACMAN)
{
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 3+RND(20);
+ MovDelay[x][y] = 6+RND(40);
+ }
+ else if (element==EL_SCHWEIN)
+ {
+ BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ BOOL should_turn_left = FALSE, should_turn_right = FALSE;
+ BOOL should_move_on = FALSE;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ if (IN_LEV_FIELD(left_x,left_y) &&
+ (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x,right_y) &&
+ (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+ if (IN_LEV_FIELD(move_x,move_y) &&
+ (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
+ can_move_on = TRUE;
+
+ if (can_turn_left &&
+ (!can_move_on ||
+ (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
+ !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
+ should_turn_left = TRUE;
+ if (can_turn_right &&
+ (!can_move_on ||
+ (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
+ !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
+ should_turn_right = TRUE;
+ if (can_move_on &&
+ (!can_turn_left || !can_turn_right ||
+ (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
+ !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
+ (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
+ !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
+ should_move_on = TRUE;
+
+ if (should_turn_left || should_turn_right || should_move_on)
+ {
+ if (should_turn_left && should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
+ rnd < 2*rnd_value/3 ? right_dir :
+ old_move_dir);
+ else if (should_turn_left && should_turn_right)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ else if (should_turn_left && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+ else if (should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+ else if (should_turn_left)
+ MovDir[x][y] = left_dir;
+ else if (should_turn_right)
+ MovDir[x][y] = right_dir;
+ else if (should_move_on)
+ MovDir[x][y] = old_move_dir;
+ }
+ else if (can_move_on && rnd > rnd_value/8)
+ MovDir[x][y] = old_move_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = left_dir;
+ else if (can_turn_right && rnd > rnd_value/8)
+ MovDir[x][y] = right_dir;
+ else
+ MovDir[x][y] = back_dir;
+
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
+ !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
}
- else if (element==EL_ZOMBIE)
+ else if (element==EL_DRACHE)
+ {
+ BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
+ can_turn_right = TRUE;
+ if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
+ can_move_on = TRUE;
+
+ if (can_move_on && rnd > rnd_value/8)
+ MovDir[x][y] = old_move_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = left_dir;
+ else if (can_turn_right && rnd > rnd_value/8)
+ MovDir[x][y] = right_dir;
+ else
+ MovDir[x][y] = back_dir;
+
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element==EL_ROBOT || element==EL_SONDE ||
+ element==EL_MAULWURF || element==EL_PINGUIN)
{
int attr_x = JX, attr_y = JY;
int newx, newy;
- if (ZX>=0 && ZY>=0)
+ if (PlayerGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+
+ if (element==EL_ROBOT && ZX>=0 && ZY>=0)
{
attr_x = ZX;
attr_y = ZY;
}
+ if (element==EL_MAULWURF || element==EL_PINGUIN)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0,-1 },
+ { -1,0 },
+ { +1,0 },
+ { 0,+1 }
+ };
+
+ for(i=0;i<4;i++)
+ {
+ int ex = x+xy[i%4][0];
+ int ey = y+xy[i%4][1];
+
+ if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
+
MovDir[x][y] = MV_NO_MOVING;
if (attr_x<x)
MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
else if (attr_y>y)
MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
- MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
- Moving2Blocked(x,y,&newx,&newy);
- if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
- MovDelay[x][y] = 4+4*!RND(3);
+ if (element==EL_ROBOT)
+ {
+ if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x,y,&newx,&newy);
+
+ if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
+ MovDelay[x][y] = 8+8*!RND(3);
+ else
+ MovDelay[x][y] = 16;
+ }
else
- MovDelay[x][y] = 8;
+ {
+ MovDelay[x][y] = 1;
+
+ if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ {
+ BOOL first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x,y,&newx,&newy);
+
+ if (IN_LEV_FIELD(newx,newy) &&
+ (IS_FREE(newx,newy) ||
+ Feld[newx][newy] == EL_SALZSAEURE ||
+ ((element == EL_MAULWURF || element==EL_PINGUIN) &&
+ (Feld[newx][newy] == EL_AUSGANG_AUF ||
+ IS_MAMPF3(Feld[newx][newy])))))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x,y,&newx,&newy);
+
+ if (IN_LEV_FIELD(newx,newy) &&
+ (IS_FREE(newx,newy) ||
+ Feld[newx][newy] == EL_SALZSAEURE ||
+ ((element == EL_MAULWURF || element==EL_PINGUIN) &&
+ (Feld[newx][newy] == EL_AUSGANG_AUF ||
+ IS_MAMPF3(Feld[newx][newy])))))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
}
}
if (CAN_FALL(element) && y<lev_fieldy-1)
{
+ if (PlayerPushing && PlayerMovPos)
+ {
+ int nextJX = JX + (JX - lastJX);
+ int nextJY = JY + (JY - lastJY);
+
+ if (x == nextJX && y == nextJY)
+ return;
+ }
+
if (element==EL_MORAST_VOLL)
{
if (IS_FREE(x,y+1))
else if (Feld[x][y+1]==EL_MORAST_LEER)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = 16;
+ MovDelay[x][y] = TILEY + 1;
if (MovDelay[x][y])
{
Feld[x][y] = EL_CHANGED(Store2[x][y]);
Store[x][y] = EL_SIEB_LEER;
}
+ else if (Feld[x][y+1]==EL_SIEB_LEER)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY/4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_SIEB_LEER;
+ Feld[x][y+1] = EL_SIEB_VOLL;
+ Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
+ Store2[x][y] = 0;
+ }
}
else if (element==EL_SIEB2_VOLL)
{
Feld[x][y] = EL_CHANGED2(Store2[x][y]);
Store[x][y] = EL_SIEB2_LEER;
}
+ else if (Feld[x][y+1]==EL_SIEB2_LEER)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY/4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_SIEB2_LEER;
+ Feld[x][y+1] = EL_SIEB2_VOLL;
+ Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
+ Store2[x][y] = 0;
+ }
}
else if (SiebAktiv && CAN_CHANGE(element) &&
(Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
{
- if (element==EL_ZOMBIE || element==EL_KAEFER || element==EL_FLIEGER ||
- element==EL_BUTTERFLY || element==EL_FIREFLY)
+ /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
+ * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
+ */
+
+ if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
{
TurnRound(x,y);
if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
{
MovDelay[x][y]--;
- if (element==EL_ZOMBIE || element==EL_MAMPFER || element==EL_MAMPFER2)
+ if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
{
int phase = MovDelay[x][y] % 8;
&& MovDelay[x][y]%4==3)
PlaySoundLevel(x,y,SND_NJAM);
}
- else if (element==EL_BUTTERFLY || element==EL_FIREFLY)
+ else if (element==EL_DRACHE)
{
- int phase = (FrameCounter % 4) / 2;
+ int i;
+ int dir = MovDir[x][y];
+ int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+ int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
+ int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
+ dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
+ dir == MV_UP ? GFX_FLAMMEN_UP :
+ dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
+ int phase = FrameCounter % 2;
+
+ for(i=1;i<=3;i++)
+ {
+ int xx = x + i*dx, yy = y + i*dy;
+ int sx = SCROLLX(xx), sy = SCROLLY(yy);
- if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
+ if (!IN_LEV_FIELD(xx,yy) ||
+ IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
+ break;
+
+ if (MovDelay[x][y])
+ {
+ int flamed = MovingOrBlocked2Element(xx,yy);
+
+ if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+ Bang(xx,yy);
+ else
+ RemoveMovingField(xx,yy);
+
+ Feld[xx][yy] = EL_BURNING;
+ if (IN_SCR_FIELD(sx,sy))
+ DrawGraphic(sx,sy, graphic + phase*3 + i-1);
+ }
+ else
+ {
+ if (Feld[xx][yy] == EL_BURNING)
+ Feld[xx][yy] = EL_LEERRAUM;
+ DrawLevelField(xx,yy);
+ }
+ }
}
if (MovDelay[x][y])
Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
- if (IS_PLAYER(newx,newy)) /* Spieler erwischt */
+ if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
{
+ /* Spieler erwischt */
MovDir[x][y] = 0;
KillHero();
return;
}
+ else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
+ element==EL_ROBOT || element==EL_SONDE) &&
+ IN_LEV_FIELD(newx,newy) &&
+ MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
+ {
+ Blurb(x,y);
+ Store[x][y] = EL_SALZSAEURE;
+ }
+ else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
+ IN_LEV_FIELD(newx,newy))
+ {
+ if (Feld[newx][newy] == EL_AUSGANG_AUF)
+ {
+ Feld[x][y] = EL_LEERRAUM;
+ DrawLevelField(x,y);
+
+ PlaySoundLevel(newx,newy,SND_BUING);
+ if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
+ DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
+
+ Friends--;
+ if (!Friends && PlayerGone && !GameOver)
+ LevelSolved = GameOver = TRUE;
+
+ return;
+ }
+ else if (IS_MAMPF3(Feld[newx][newy]))
+ {
+ if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
+ DrawLevelField(newx,newy);
+ else
+ MovDir[x][y] = MV_NO_MOVING;
+ }
+ else if (!IS_FREE(newx,newy))
+ {
+ if (IS_PLAYER(x,y))
+ DrawPlayerField();
+ else
+ DrawLevelField(x,y);
+ return;
+ }
+ }
+ else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
+ {
+ if (IS_GEM(Feld[newx][newy]))
+ {
+ if (IS_MOVING(newx,newy))
+ RemoveMovingField(newx,newy);
+ else
+ {
+ Feld[newx][newy] = EL_LEERRAUM;
+ DrawLevelField(newx,newy);
+ }
+ }
+ else if (!IS_FREE(newx,newy))
+ {
+ if (IS_PLAYER(x,y))
+ DrawPlayerField();
+ else
+ DrawLevelField(x,y);
+ return;
+ }
+ }
+ else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
+ {
+ if (!IS_FREE(newx,newy))
+ {
+ if (IS_PLAYER(x,y))
+ DrawPlayerField();
+ else
+ DrawLevelField(x,y);
+ return;
+ }
+ else
+ {
+ BOOL wanna_flame = !RND(10);
+ int dx = newx - x, dy = newy - y;
+ int newx1 = newx+1*dx, newy1 = newy+1*dy;
+ int newx2 = newx+2*dx, newy2 = newy+2*dy;
+ int element1 = (IN_LEV_FIELD(newx1,newy1) ?
+ MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
+ int element2 = (IN_LEV_FIELD(newx2,newy2) ?
+ MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
+
+ if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+ element1 != EL_DRACHE && element2 != EL_DRACHE &&
+ element1 != EL_BURNING && element2 != EL_BURNING)
+ {
+ if (IS_PLAYER(x,y))
+ DrawPlayerField();
+ else
+ DrawLevelField(x,y);
+
+ MovDelay[x][y] = 50;
+ Feld[newx][newy] = EL_BURNING;
+ if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
+ Feld[newx1][newy1] = EL_BURNING;
+ if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
+ Feld[newx2][newy2] = EL_BURNING;
+ return;
+ }
+ }
+ }
else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
Feld[newx][newy]==EL_DIAMANT)
{
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx,newy);
}
- else if (element==EL_ZOMBIE && IN_LEV_FIELD(newx,newy) &&
- MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
- {
- Blurb(x,y);
- Store[x][y] = EL_SALZSAEURE;
- }
else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
{ /* gegen Wand gelaufen */
TurnRound(x,y);
- if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
+
+ if (element == EL_KAEFER || element == EL_FLIEGER)
DrawLevelField(x,y);
+ else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
+ DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
+ else if (element==EL_SONDE)
+ {
+ int nextJX = JX + (JX - lastJX);
+ int nextJY = JY + (JY - lastJY);
+
+ if (!(PlayerPushing && PlayerGfxPos && x == nextJX && y == nextJY))
+ DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
+ }
+
return;
}
- if (element==EL_ZOMBIE)
+ if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
PlaySoundLevel(x,y,SND_SCHLURF);
InitMovingField(x,y,MovDir[x][y]);
int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
int horiz_move = (dx!=0);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy)*TILEX/4;
+ int step = (horiz_move ? dx : dy) * TILEX/8;
if (CAN_FALL(element) && horiz_move)
step*=2;
if (DONT_TOUCH(element)) /* Käfer oder Flieger */
{
TestIfBadThingHitsHero();
+ TestIfBadThingHitsFriend(newx,newy);
TestIfBadThingHitsOtherBadThing(newx,newy);
}
+ else if (element == EL_PINGUIN)
+ TestIfFriendHitsBadThing(newx,newy);
if (CAN_SMASH(element) && direction==MV_DOWN &&
(newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
{
- MovDelay[x][y] = 4;
+ MovDelay[x][y] = 7;
if (DelayReached(&sound_delay,sound_delay_value))
{
{
MovDelay[x][y]--;
if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
+ DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
{
int x1,y1,x2,y2;
static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
- int life_time = 20;
+ int life_time = 40;
int element = Feld[ax][ay];
if (Stop[ax][ay])
void Birne(int x, int y)
{
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 400;
+ MovDelay[x][y] = 800;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
void Blubber(int x, int y)
{
- DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
+ DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
}
void NussKnacken(int x, int y)
{
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 4;
+ MovDelay[x][y] = 7;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
+ DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
void SiebAktivieren(int x, int y, int typ)
{
- if (SiebAktiv>1)
- {
- if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
- (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
- }
- else
- {
- Feld[x][y] = (typ==1 ? EL_SIEB_TOT : EL_SIEB2_TOT);
- DrawLevelField(x,y);
- }
+ if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ DrawGraphic(SCROLLX(x),SCROLLY(y),
+ (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
}
void AusgangstuerPruefen(int x, int y)
if (!Gems && !SokobanFields && !Lights)
{
Feld[x][y] = EL_AUSGANG_ACT;
- PlaySoundLevel(x,y,SND_OEFFNEN);
+
+ if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ PlaySoundLevel(x,y,SND_OEFFNEN);
+ else
+ PlaySoundLevel(JX,JY,SND_OEFFNEN);
}
}
void AusgangstuerOeffnen(int x, int y)
{
- int speed = 3;
+ int delay = 6;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 5*speed;
+ MovDelay[x][y] = 5*delay;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
int tuer;
MovDelay[x][y]--;
- tuer = MovDelay[x][y]/speed;
- if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ tuer = MovDelay[x][y]/delay;
+ if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
if (!MovDelay[x][y])
void AusgangstuerBlinken(int x, int y)
{
- DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
+ DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
}
void EdelsteinFunkeln(int x, int y)
return;
if (Feld[x][y] == EL_EDELSTEIN_BD)
- {
- const int delay = 2;
- const int frames = 4;
- int phase = (FrameCounter % (delay*frames)) / delay;
-
- if (!(FrameCounter % delay))
- DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
- }
+ DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
else
{
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 6*!SimpleRND(500);
+ MovDelay[x][y] = 11 * !SimpleRND(500);
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
if (direct_draw_on && MovDelay[x][y])
- drawto_field = backbuffer;
+ SetDrawtoField(DRAW_BUFFERED);
DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
if (MovDelay[x][y])
{
int src_x,src_y, dest_x,dest_y;
- int phase = MovDelay[x][y]-1;
+ int phase = (MovDelay[x][y]-1)/2;
src_x = SX+GFX_PER_LINE*TILEX;
src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
- dest_x = SX+SCROLLX(x)*TILEX;
- dest_y = SY+SCROLLY(y)*TILEY;
+ dest_x = FX+SCROLLX(x)*TILEX;
+ dest_y = FY+SCROLLY(y)*TILEY;
XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
if (direct_draw_on)
{
- XCopyArea(display,backbuffer,window,gc,
+ XCopyArea(display,drawto_field,window,gc,
dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
- drawto_field = window;
+ SetDrawtoField(DRAW_DIRECT);
}
}
}
void MauerWaechst(int x, int y)
{
- int speed = 3;
+ int delay = 6;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 3*speed;
+ MovDelay[x][y] = 3*delay;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
int phase;
MovDelay[x][y]--;
- phase = 2-MovDelay[x][y]/speed;
- if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ phase = 2-MovDelay[x][y]/delay;
+ if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
DrawGraphic(SCROLLX(x),SCROLLY(y),
(Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
BOOL links_massiv = FALSE, rechts_massiv = FALSE;
if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
- MovDelay[ax][ay] = 3;
+ MovDelay[ax][ay] = 6;
if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
{
Feld[ax][ay] = EL_MAUERWERK;
}
+void CheckForDragon(int x, int y)
+{
+ int i,j;
+ BOOL dragon_found = FALSE;
+ static int xy[4][2] =
+ {
+ { 0,-1 },
+ { -1,0 },
+ { +1,0 },
+ { 0,+1 }
+ };
+
+ for(i=0;i<4;i++)
+ {
+ for(j=0;j<4;j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx,yy) &&
+ (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
+ {
+ if (Feld[xx][yy] == EL_DRACHE)
+ dragon_found = TRUE;
+ }
+ else
+ break;
+ }
+ }
+
+ if (!dragon_found)
+ {
+ for(i=0;i<4;i++)
+ {
+ for(j=0;j<3;j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
+ {
+ Feld[xx][yy] = EL_LEERRAUM;
+ DrawLevelField(xx,yy);
+ }
+ else
+ break;
+ }
+ }
+ }
+}
+
void GameActions()
{
- static long action_delay=0;
+ static long action_delay = 0;
long action_delay_value;
+ int sieb_x = 0, sieb_y = 0;
+ int x, y, element;
if (game_status != PLAYING)
return;
-/*
+#ifdef DEBUG
+ action_delay_value =
+ (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameSpeed);
+#else
action_delay_value =
(tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-*/
+#endif
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed);
+ if (PlayerMovPos)
+ ScrollFigure(0);
- if (DelayReached(&action_delay, action_delay_value))
- {
- int x,y,element;
- int sieb_x = 0, sieb_y = 0;
+ while(!DelayReached(&action_delay, action_delay_value))
+ Delay(5000);
- FrameCounter++;
- TimeFrames++;
+ if (tape.pausing || (tape.playing && !TapePlayDelay()))
+ return;
+ else if (tape.recording)
+ TapeRecordDelay();
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
+ FrameCounter++;
+ TimeFrames++;
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ {
+ Stop[x][y] = FALSE;
+ if (JustHit[x][y]>0)
+ JustHit[x][y]--;
+
+#if DEBUG
+ if (IS_BLOCKED(x,y))
{
- Stop[x][y] = FALSE;
- if (JustHit[x][y]>0)
- JustHit[x][y]--;
+ int oldx,oldy;
+
+ Blocked2Moving(x,y,&oldx,&oldy);
+ if (!IS_MOVING(oldx,oldy))
+ {
+ printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
+ printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
+ printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
+ printf("GameActions(): This should never happen!\n");
+ }
}
+#endif
+ }
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- element = Feld[x][y];
+ for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ {
+ element = Feld[x][y];
- if (IS_INACTIVE(element))
- continue;
+ if (IS_INACTIVE(element))
+ continue;
-/*
- if (element==EL_LEERRAUM || element==EL_ERDREICH)
- continue;
-*/
+ if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ {
+ StartMoving(x,y);
+
+ if (IS_GEM(element))
+ EdelsteinFunkeln(x,y);
+ }
+ else if (IS_MOVING(x,y))
+ ContinueMoving(x,y);
+ else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
+ CheckDynamite(x,y);
+ else if (element==EL_EXPLODING)
+ Explode(x,y,Frame[x][y],EX_NORMAL);
+ else if (element==EL_AMOEBING)
+ AmoebeWaechst(x,y);
+ else if (IS_AMOEBALIVE(element))
+ AmoebeAbleger(x,y);
+ else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
+ Life(x,y);
+ else if (element==EL_ABLENK_EIN)
+ Ablenk(x,y);
+ else if (element==EL_SALZSAEURE)
+ Blubber(x,y);
+ else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
+ Blurb(x,y);
+ else if (element==EL_CRACKINGNUT)
+ NussKnacken(x,y);
+ else if (element==EL_AUSGANG_ZU)
+ AusgangstuerPruefen(x,y);
+ else if (element==EL_AUSGANG_ACT)
+ AusgangstuerOeffnen(x,y);
+ else if (element==EL_AUSGANG_AUF)
+ AusgangstuerBlinken(x,y);
+ else if (element==EL_MAUERND)
+ MauerWaechst(x,y);
+ else if (element==EL_MAUER_LEBT)
+ MauerAbleger(x,y);
+ else if (element==EL_BURNING)
+ CheckForDragon(x,y);
- if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
- {
- StartMoving(x,y);
+ if (SiebAktiv)
+ {
+ BOOL sieb = FALSE;
- if (IS_GEM(element))
- EdelsteinFunkeln(x,y);
+ if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
+ Store[x][y]==EL_SIEB_LEER)
+ {
+ SiebAktivieren(x, y, 1);
+ sieb = TRUE;
}
- else if (IS_MOVING(x,y))
- ContinueMoving(x,y);
- else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
- CheckDynamite(x,y);
- else if (element==EL_EXPLODING)
- Explode(x,y,Frame[x][y],EX_NORMAL);
- else if (element==EL_AMOEBING)
- AmoebeWaechst(x,y);
- else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x,y);
- else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
- Life(x,y);
- else if (element==EL_ABLENK_EIN)
- Ablenk(x,y);
- else if (element==EL_SALZSAEURE)
- Blubber(x,y);
- else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
- Blurb(x,y);
- else if (element==EL_CRACKINGNUT)
- NussKnacken(x,y);
- else if (element==EL_AUSGANG_ZU)
- AusgangstuerPruefen(x,y);
- else if (element==EL_AUSGANG_ACT)
- AusgangstuerOeffnen(x,y);
- else if (element==EL_AUSGANG_AUF)
- AusgangstuerBlinken(x,y);
- else if (element==EL_MAUERND)
- MauerWaechst(x,y);
- else if (element==EL_MAUER_LEBT)
- MauerAbleger(x,y);
-
- if (SiebAktiv)
+ else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
+ Store[x][y]==EL_SIEB2_LEER)
{
- BOOL sieb = FALSE;
+ SiebAktivieren(x, y, 2);
+ sieb = TRUE;
+ }
- if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
- Store[x][y]==EL_SIEB_LEER)
- {
- SiebAktivieren(x, y, 1);
- sieb = TRUE;
- }
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
- Store[x][y]==EL_SIEB2_LEER)
+ if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
+ {
+ sieb_x = x;
+ sieb_y = y;
+ }
+ }
+ }
+
+ if (SiebAktiv)
+ {
+ if (!(SiebAktiv%4))
+ PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
+ SiebAktiv--;
+ if (!SiebAktiv)
+ {
+ for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ {
+ element = Feld[x][y];
+ if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
{
- SiebAktivieren(x, y, 2);
- sieb = TRUE;
+ Feld[x][y] = EL_SIEB_TOT;
+ DrawLevelField(x,y);
}
-
- if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
+ else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
{
- sieb_x = x;
- sieb_y = y;
+ Feld[x][y] = EL_SIEB2_TOT;
+ DrawLevelField(x,y);
}
}
}
-
- if (SiebAktiv)
- {
- if (!(SiebAktiv%4))
- PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
- SiebAktiv--;
- }
}
- if (TimeLeft>0 && TimeFrames>=25 && !tape.pausing)
+ if (TimeLeft>0 && TimeFrames>=(100/GameSpeed) && !tape.pausing)
{
TimeFrames = 0;
TimeLeft--;
KillHero();
}
- BackToFront();
+ DrawPlayerField();
}
void ScrollLevel(int dx, int dy)
{
+ int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
int x,y;
+ ScreenMovPos = PlayerGfxPos;
+
XCopyArea(display,drawto_field,drawto_field,gc,
- SX+TILEX*(dx==-1),SY+TILEY*(dy==-1),
- SXSIZE-TILEX*(dx!=0),SYSIZE-TILEY*(dy!=0),
- SX+TILEX*(dx==1),SY+TILEY*(dy==1));
+ FX + TILEX*(dx==-1) - softscroll_offset,
+ FY + TILEY*(dy==-1) - softscroll_offset,
+ SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
+ SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
+ FX + TILEX*(dx==1) - softscroll_offset,
+ FY + TILEY*(dy==1) - softscroll_offset);
if (dx)
{
- x = dx==1 ? 0 : SCR_FIELDX-1;
- for(y=0;y<SCR_FIELDY;y++)
+ x = (dx==1 ? BX1 : BX2);
+ for(y=BY1; y<=BY2; y++)
DrawScreenField(x,y);
}
if (dy)
{
- y = dy==1 ? 0 : SCR_FIELDY-1;
- for(x=0;x<SCR_FIELDY;x++)
+ y = (dy==1 ? BY1 : BY2);
+ for(x=BX1; x<=BX2; x++)
DrawScreenField(x,y);
}
- redraw_mask|=REDRAW_FIELD;
+ redraw_mask |= REDRAW_FIELD;
}
BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
{
- int oldJX,oldJY, newJX = JX+dx,newJY = JY+dy;
+ int newJX = JX+dx, newJY = JY+dy;
int element;
int can_move;
- if (GameOver || (!dx && !dy))
+ if (PlayerGone || (!dx && !dy))
return(MF_NO_ACTION);
+
+ PlayerMovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
+
if (!IN_LEV_FIELD(newJX,newJY))
return(MF_NO_ACTION);
InitMovingField(JX,JY,MV_DOWN);
Store[JX][JY] = EL_SALZSAEURE;
ContinueMoving(JX,JY);
-
- PlaySoundLevel(JX,JY,SND_AUTSCH);
- PlaySoundLevel(JX,JY,SND_LACHEN);
- GameOver = TRUE;
- JX = JY = -1;
+ BuryHero();
}
else
KillHero();
if (can_move != MF_MOVING)
return(can_move);
- oldJX = JX;
- oldJY = JY;
+ lastJX = JX;
+ lastJY = JY;
JX = newJX;
JY = newJY;
- if (Store[oldJX][oldJY])
- {
- DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
- DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
- el2gfx(Feld[oldJX][oldJY]));
- }
- else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
- DrawDynamite(oldJX,oldJY);
- else
- DrawLevelField(oldJX,oldJY);
+ PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
+
+ ScrollFigure(-1);
return(MF_MOVING);
}
BOOL MoveFigure(int dx, int dy)
{
static long move_delay = 0;
+ static int last_move_dir = MV_NO_MOVING;
int moved = MF_NO_ACTION;
+ int oldJX = JX, oldJY = JY;
- if (GameOver || (!dx && !dy))
+ if (PlayerGone || (!dx && !dy))
return(FALSE);
-/*
- if (!DelayReached(&move_delay,8) && !tape.playing)
+ if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing)
return(FALSE);
-*/
-/*
- if (!DelayReached(&move_delay,10) && !tape.playing)
- return(FALSE);
-*/
-
-/*
- if (!FrameReached(&move_delay,2) && !tape.playing)
- return(FALSE);
-*/
-
- if (Movemethod == 0)
+ if (last_move_dir & (MV_LEFT | MV_RIGHT))
{
- if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing)
- return(FALSE);
+ if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
+ moved |= MoveFigureOneStep(dx,0, dx,dy);
}
else
{
- if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing)
- return(FALSE);
+ if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
+ moved |= MoveFigureOneStep(0,dy, dx,dy);
}
- if (moved |= MoveFigureOneStep(dx,0, dx,dy))
- moved |= MoveFigureOneStep(0,dy, dx,dy);
- else
- {
- moved |= MoveFigureOneStep(0,dy, dx,dy);
- moved |= MoveFigureOneStep(dx,0, dx,dy);
- }
+ last_move_dir = MV_NO_MOVING;
if (moved & MF_MOVING)
{
- int old_scroll_x=scroll_x, old_scroll_y=scroll_y;
+ int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = (scroll_delay_on ? 3 : 0);
-/*
- if (scroll_x!=JX-MIDPOSX && JX>=MIDPOSX-1 && JX<=lev_fieldx-MIDPOSX)
- scroll_x = JX-MIDPOSX;
- if (scroll_y!=JY-MIDPOSY && JY>=MIDPOSY-1 && JY<=lev_fieldy-MIDPOSY)
- scroll_y = JY-MIDPOSY;
-*/
-
-/*
- printf("(scroll_x, scroll_y, JX, JY) == (%d, %d, %d, %d)\n",
- scroll_x, scroll_y, JX, JY);
-*/
-
if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
- JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset))
+ JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset))
scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
- JY>=MIDPOSY-1-offset && JY<=lev_fieldy-(MIDPOSY-offset))
+ JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset))
scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
- if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y)
- ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y);
+ if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ }
- if (Feld[JX][JY]==EL_LEERRAUM)
- DrawLevelElement(JX,JY,EL_SPIELFIGUR);
- else
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_SPIELFIGUR);
+ if (!(moved & MF_MOVING) && !PlayerPushing)
+ PlayerFrame = 0;
+ else
+ PlayerFrame = (PlayerFrame + 1) % 4;
+
+ if (moved & MF_MOVING)
+ {
+ if (oldJX != JX && oldJY == JY)
+ PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
+ else if (oldJX == JX && oldJY != JY)
+ PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
+
+ DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
+
+ last_move_dir = PlayerMovDir;
}
TestIfHeroHitsBadThing();
- BackToFront();
-
-/*
- if (LevelSolved)
- GameWon();
-*/
+ if (PlayerGone)
+ RemoveHero();
return(moved);
}
-void TestIfHeroHitsBadThing()
+void ScrollFigure(int init)
{
- int i, killx = JX,killy = JY;
+ static long actual_frame_counter = 0;
+
+ if (init)
+ {
+ PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
+ actual_frame_counter = FrameCounter;
+
+ if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
+ IN_LEV_FIELD(lastJX,lastJY-1) &&
+ CAN_FALL(Feld[lastJX][lastJY-1]))
+ Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
+
+ DrawPlayerField();
+ return;
+ }
+ else if (!FrameReached(&actual_frame_counter,1))
+ return;
+
+ PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8;
+ PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
+
+ if (ScreenMovPos && ScreenMovPos != PlayerGfxPos)
+ {
+ ScreenMovPos = PlayerGfxPos;
+ redraw_mask |= REDRAW_FIELD;
+ }
+
+ if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING)
+ Feld[lastJX][lastJY] = EL_LEERRAUM;
+
+ DrawPlayerField();
+
+ if (!PlayerMovPos)
+ {
+ lastJX = JX;
+ lastJY = JY;
+ }
+}
+
+void TestIfGoodThingHitsBadThing(int goodx, int goody)
+{
+ int i, killx = goodx, killy = goody;
static int xy[4][2] =
{
{ 0,-1 },
{
int x,y,element;
- x = JX+xy[i][0];
- y = JY+xy[i][1];
+ x = goodx+xy[i][0];
+ y = goody+xy[i][1];
if (!IN_LEV_FIELD(x,y))
continue;
}
}
- if (killx!=JX || killy!=JY)
- KillHero();
+ if (killx!=goodx || killy!=goody)
+ {
+ if (IS_PLAYER(goodx,goody))
+ KillHero();
+ else
+ Bang(goodx,goody);
+ }
+}
+
+void TestIfBadThingHitsGoodThing(int badx, int bady)
+{
+ int i, killx = badx, killy = bady;
+ static int xy[4][2] =
+ {
+ { 0,-1 },
+ { -1,0 },
+ { +1,0 },
+ { 0,+1 }
+ };
+ static int harmless[4] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN
+ };
+
+ for(i=0;i<4;i++)
+ {
+ int x,y,element;
+
+ x = badx+xy[i][0];
+ y = bady+xy[i][1];
+ if (!IN_LEV_FIELD(x,y))
+ continue;
+
+ element = Feld[x][y];
+
+ if (element==EL_PINGUIN)
+ {
+ if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
+ continue;
+
+ killx = x;
+ killy = y;
+ break;
+ }
+ }
+
+ if (killx!=badx || killy!=bady)
+ Bang(killx,killy);
+}
+
+void TestIfHeroHitsBadThing()
+{
+ TestIfGoodThingHitsBadThing(JX,JY);
}
void TestIfBadThingHitsHero()
{
- TestIfHeroHitsBadThing();
+ TestIfGoodThingHitsBadThing(JX,JY);
+ /* (no typo!) */
+}
+
+void TestIfFriendHitsBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x,y);
+}
+
+void TestIfBadThingHitsFriend(int x, int y)
+{
+ TestIfBadThingHitsGoodThing(x,y);
}
void TestIfBadThingHitsOtherBadThing(int badx, int bady)
void KillHero()
{
- if (IS_PLAYER(-1,-1))
+ if (PlayerGone)
return;
if (IS_PFORTE(Feld[JX][JY]))
Feld[JX][JY] = EL_LEERRAUM;
+ Bang(JX,JY);
+ BuryHero();
+}
+
+void BuryHero()
+{
+ if (PlayerGone)
+ return;
+
PlaySoundLevel(JX,JY,SND_AUTSCH);
PlaySoundLevel(JX,JY,SND_LACHEN);
- Bang(JX,JY);
+
GameOver = TRUE;
- ZX = JX;
- ZY = JY;
+ RemoveHero();
+}
+
+void RemoveHero()
+{
+ PlayerGone = TRUE;
+
+ ExitX = ZX = JX;
+ ExitY = ZY = JY;
JX = JY = -1;
}
static long push_delay = 0;
static int push_delay_value = 5;
+ if (!PlayerMovPos)
+ PlayerPushing = FALSE;
+
if (mode == DF_NO_PUSH)
{
push_delay = 0;
{
case EL_LEERRAUM:
break;
+
case EL_ERDREICH:
Feld[x][y] = EL_LEERRAUM;
break;
+
case EL_EDELSTEIN:
case EL_EDELSTEIN_BD:
case EL_EDELSTEIN_GELB:
DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
PlaySoundLevel(x,y,SND_PONG);
break;
+
case EL_DIAMANT:
Feld[x][y] = EL_LEERRAUM;
Gems -= 3;
DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
PlaySoundLevel(x,y,SND_PONG);
break;
+
case EL_DYNAMIT_AUS:
Feld[x][y] = EL_LEERRAUM;
Dynamite++;
DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
PlaySoundLevel(x,y,SND_PONG);
break;
+
case EL_DYNABOMB_NR:
Feld[x][y] = EL_LEERRAUM;
DynaBombCount++;
PlaySoundLevel(x,y,SND_PONG);
break;
case EL_DYNABOMB_SZ:
+
Feld[x][y] = EL_LEERRAUM;
DynaBombSize++;
RaiseScoreElement(EL_DYNAMIT);
PlaySoundLevel(x,y,SND_PONG);
break;
+
case EL_DYNABOMB_XL:
Feld[x][y] = EL_LEERRAUM;
DynaBombXL = TRUE;
RaiseScoreElement(EL_DYNAMIT);
PlaySoundLevel(x,y,SND_PONG);
break;
+
case EL_SCHLUESSEL1:
case EL_SCHLUESSEL2:
case EL_SCHLUESSEL3:
PlaySoundLevel(x,y,SND_PONG);
break;
}
+
case EL_ABLENK_AUS:
Feld[x][y] = EL_ABLENK_EIN;
- ZX=x;
- ZY=y;
+ ZX = x;
+ ZY = y;
DrawLevelField(x,y);
return(MF_ACTION);
break;
+
case EL_FELSBROCKEN:
case EL_BOMBE:
case EL_KOKOSNUSS:
case EL_ZEIT_LEER:
- if (mode==DF_SNAP)
+ if (dy || mode==DF_SNAP)
return(MF_NO_ACTION);
- if (dy || !IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
+
+ PlayerPushing = TRUE;
+
+ if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
return(MF_NO_ACTION);
if (real_dy)
else
PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
break;
+
case EL_PFORTE1:
case EL_PFORTE2:
case EL_PFORTE3:
if (!Key[element-EL_PFORTE1])
return(MF_NO_ACTION);
break;
+
case EL_PFORTE1X:
case EL_PFORTE2X:
case EL_PFORTE3X:
if (!Key[element-EL_PFORTE1X])
return(MF_NO_ACTION);
break;
+
case EL_AUSGANG_ZU:
case EL_AUSGANG_ACT:
/* Tür ist (noch) nicht offen! */
return(MF_NO_ACTION);
break;
+
case EL_AUSGANG_AUF:
if (mode==DF_SNAP)
return(MF_NO_ACTION);
- LevelSolved = GameOver = TRUE;
+
+ PlayerGone = TRUE;
PlaySoundLevel(x,y,SND_BUING);
+
+ if (!Friends)
+ LevelSolved = GameOver = TRUE;
+
break;
+
case EL_BIRNE_AUS:
Feld[x][y] = EL_BIRNE_EIN;
Lights--;
PlaySoundLevel(x,y,SND_DENG);
return(MF_ACTION);
break;
+
case EL_ZEIT_VOLL:
Feld[x][y] = EL_ZEIT_LEER;
TimeLeft += 10;
PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
return(MF_ACTION);
break;
+
case EL_SOKOBAN_FELD_LEER:
break;
+
case EL_SOKOBAN_FELD_VOLL:
case EL_SOKOBAN_OBJEKT:
+ case EL_SONDE:
if (mode==DF_SNAP)
return(MF_NO_ACTION);
+
+ PlayerPushing = TRUE;
+
if (!IN_LEV_FIELD(x+dx,y+dy)
|| (Feld[x+dx][y+dy] != EL_LEERRAUM
- && Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER))
+ && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
+ || !IS_SB_ELEMENT(element))))
return(MF_NO_ACTION);
if (dx && real_dy)
if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
return(MF_NO_ACTION);
- if (element == EL_SOKOBAN_FELD_VOLL)
+ if (IS_SB_ELEMENT(element))
{
- Feld[x][y] = EL_SOKOBAN_FELD_LEER;
- SokobanFields++;
+ if (element == EL_SOKOBAN_FELD_VOLL)
+ {
+ Feld[x][y] = EL_SOKOBAN_FELD_LEER;
+ SokobanFields++;
+ }
+ else
+ Feld[x][y] = EL_LEERRAUM;
+
+ if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
+ {
+ Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
+ SokobanFields--;
+ if (element == EL_SOKOBAN_OBJEKT)
+ PlaySoundLevel(x,y,SND_DENG);
+ }
+ else
+ Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
}
else
- Feld[x][y] = EL_LEERRAUM;
-
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
- SokobanFields--;
- if (element == EL_SOKOBAN_OBJEKT)
- PlaySoundLevel(x,y,SND_DENG);
+ Feld[x][y] = EL_LEERRAUM;
+ Feld[x+dx][y+dy] = element;
}
- else
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
push_delay_value = 2;
DrawLevelField(x+dx,y+dy);
PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
- if (SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
+ if (IS_SB_ELEMENT(element) &&
+ SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
{
LevelSolved = GameOver = TRUE;
PlaySoundLevel(x,y,SND_BUING);
}
break;
+
+ case EL_MAULWURF:
+ case EL_PINGUIN:
+ case EL_SCHWEIN:
+ case EL_DRACHE:
+ break;
+
default:
return(MF_NO_ACTION);
break;
int x = JX+dx, y = JY+dy;
static int snapped = FALSE;
- if (GameOver || !IN_LEV_FIELD(x,y))
+ if (PlayerGone || !IN_LEV_FIELD(x,y))
return(FALSE);
if (dx && dy)
return(FALSE);
if (snapped)
return(FALSE);
+ PlayerMovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
+
if (!DigField(x,y, 0,0, DF_SNAP))
return(FALSE);
{
int element;
- if (GameOver)
+ if (PlayerGone || PlayerMovPos)
return(FALSE);
element = Feld[JX][JY];
element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
return(FALSE);
- if (element!=EL_LEERRAUM)
+ if (element != EL_LEERRAUM)
Store[JX][JY] = element;
if (Dynamite)
{
Feld[JX][JY] = EL_DYNAMIT;
- MovDelay[JX][JY] = 48;
+ MovDelay[JX][JY] = 96;
Dynamite--;
DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
else
{
Feld[JX][JY] = EL_DYNABOMB;
- MovDelay[JX][JY] = 48;
+ MovDelay[JX][JY] = 96;
DynaBombsLeft--;
DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
}
{
int sx = SCROLLX(x), sy = SCROLLY(y);
int volume, stereo;
+ int silence_distance = 8;
if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
(!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
return;
- if (!IN_LEV_FIELD(x,y))
+ if (!IN_LEV_FIELD(x,y) ||
+ sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
+ sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
return;
volume = PSND_MAX_VOLUME;
+#ifndef MSDOS
stereo = (sx-SCR_FIELDX/2)*12;
+#else
+ stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
+ if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
+ if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
+#endif
if (!IN_SCR_FIELD(sx,sy))
{
- if (sx<0 || sx>=SCR_FIELDX)
- volume = PSND_MAX_VOLUME - 2*ABS(sx-SCR_FIELDX/2);
- else
- volume = PSND_MAX_VOLUME - 2*ABS(sy-SCR_FIELDY/2);
+ int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
+ int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
+
+ volume -= volume*(dx > dy ? dx : dy)/silence_distance;
}
PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
{
Score += value;
DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
- BackToFront();
}
void RaiseScoreElement(int element)
case EL_MAMPFER2:
RaiseScore(level.score[SC_MAMPFER]);
break;
- case EL_ZOMBIE:
- RaiseScore(level.score[SC_ZOMBIE]);
+ case EL_ROBOT:
+ RaiseScore(level.score[SC_ROBOT]);
break;
case EL_PACMAN:
RaiseScore(level.score[SC_PACMAN]);