1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * ©1995 Artsoft Development *
6 * 33659 Bielefeld-Senne *
7 * Telefon: (0521) 493245 *
8 * eMail: aeglos@valinor.owl.de *
9 * aeglos@uni-paderborn.de *
10 * q99492@pbhrzx.uni-paderborn.de *
11 *----------------------------------------------------------*
13 ***********************************************************/
27 extern int Movemethod;
28 extern int Movespeed[2];
30 void GetPlayerConfig()
32 int old_joystick_nr = joystick_nr;
34 if (sound_status==SOUND_OFF)
35 player.setup &= ~SETUP_SOUND;
36 if (!sound_loops_allowed)
38 player.setup &= ~SETUP_SOUND_LOOPS;
39 player.setup &= ~SETUP_SOUND_MUSIC;
42 sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
43 sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
44 sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
45 toons_on = SETUP_TOONS_ON(player.setup);
46 direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
47 fading_on = SETUP_FADING_ON(player.setup);
48 autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
49 joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
50 quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
51 scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
53 if (joystick_nr != old_joystick_nr)
56 close(joystick_device);
64 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
65 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
68 Gems = level.edelsteine;
69 SokobanFields = Lights = Friends = 0;
70 DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
72 Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
76 TimeLeft = level.time;
77 PlayerMovDir = MV_NO_MOVING;
80 PlayerPushing = FALSE;
81 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
85 DigField(0,0,0,0,DF_NO_PUSH);
88 for(i=0;i<MAX_NUM_AMOEBA;i++)
89 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
91 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
93 Feld[x][y] = Ur[x][y];
94 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
95 Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
98 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
100 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
107 Feld[x][y] = EL_LEERRAUM;
112 Feld[x][y] = EL_LEERRAUM;
115 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
116 Feld[x][y] = EL_BADEWANNE1;
117 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
118 Feld[x][y] = EL_BADEWANNE2;
119 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
120 Feld[x][y] = EL_BADEWANNE3;
121 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
122 Feld[x][y] = EL_BADEWANNE4;
123 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
124 Feld[x][y] = EL_BADEWANNE5;
163 Feld[x][y] = EL_AMOEBING;
164 Store[x][y] = EL_AMOEBE_NASS;
173 case EL_SOKOBAN_FELD_LEER:
182 MovDir[x][y] = 1<<RND(4);
189 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
190 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
192 scroll_x = scroll_y = -1;
195 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
198 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
200 CloseDoor(DOOR_CLOSE_1);
203 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
206 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
207 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
208 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
209 DrawTextExt(pix[PIX_DB_DOOR],gc,
210 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
211 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
212 DrawTextExt(pix[PIX_DB_DOOR],gc,
213 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
214 int2str(Gems,3),FS_SMALL,FC_YELLOW);
215 DrawTextExt(pix[PIX_DB_DOOR],gc,
216 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
217 int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
218 DrawTextExt(pix[PIX_DB_DOOR],gc,
219 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
220 int2str(Score,5),FS_SMALL,FC_YELLOW);
221 DrawTextExt(pix[PIX_DB_DOOR],gc,
222 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
223 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
225 DrawGameButton(BUTTON_GAME_STOP);
226 DrawGameButton(BUTTON_GAME_PAUSE);
227 DrawGameButton(BUTTON_GAME_PLAY);
228 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
229 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
230 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
231 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
232 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
233 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
234 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
235 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
237 OpenDoor(DOOR_OPEN_1);
240 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
242 XAutoRepeatOff(display);
245 void InitMovDir(int x, int y)
247 int i, element = Feld[x][y];
248 static int xy[4][2] =
255 static int direction[2][4] =
257 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
258 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
267 Feld[x][y] = EL_KAEFER;
268 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
274 Feld[x][y] = EL_FLIEGER;
275 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
281 Feld[x][y] = EL_BUTTERFLY;
282 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
288 Feld[x][y] = EL_FIREFLY;
289 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
295 Feld[x][y] = EL_PACMAN;
296 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
299 MovDir[x][y] = 1<<RND(4);
300 if (element != EL_KAEFER &&
301 element != EL_FLIEGER &&
302 element != EL_BUTTERFLY &&
303 element != EL_FIREFLY)
313 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
315 if (element==EL_KAEFER || element==EL_BUTTERFLY)
317 MovDir[x][y] = direction[0][i];
320 else if (element==EL_FLIEGER || element==EL_FIREFLY)
322 MovDir[x][y] = direction[1][i];
331 void InitAmoebaNr(int x, int y)
334 int group_nr = AmoebeNachbarNr(x,y);
338 for(i=1;i<MAX_NUM_AMOEBA;i++)
348 AmoebaNr[x][y] = group_nr;
349 AmoebaCnt[group_nr]++;
350 AmoebaCnt2[group_nr]++;
356 int bumplevel = FALSE;
363 PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
368 PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
369 if (TimeLeft && !(TimeLeft % 10))
370 RaiseScore(level.score[SC_ZEITBONUS]);
371 if (TimeLeft > 100 && !(TimeLeft % 10))
375 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
386 /* Hero disappears */
387 DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
393 CloseDoor(DOOR_CLOSE_1);
398 SaveLevelTape(tape.level_nr); /* Ask to save tape */
401 if (level_nr==player.handicap &&
402 level_nr<leveldir[leveldir_nr].levels-1)
406 SavePlayerInfo(PLAYER_LEVEL);
409 if ((hi_pos=NewHiScore())>=0)
411 game_status = HALLOFFAME;
412 DrawHallOfFame(hi_pos);
413 if (bumplevel && TAPE_IS_EMPTY(tape))
418 game_status = MAINMENU;
419 if (bumplevel && TAPE_IS_EMPTY(tape))
434 if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
435 Score<highscore[MAX_SCORE_ENTRIES-1].Score)
438 for(k=0;k<MAX_SCORE_ENTRIES;k++)
440 if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
442 if (k<MAX_SCORE_ENTRIES-1)
444 int m = MAX_SCORE_ENTRIES-1;
447 for(l=k;l<MAX_SCORE_ENTRIES;l++)
448 if (!strcmp(player.alias_name,highscore[l].Name))
450 if (m==k) /* Spieler überschreibt seine alte Position */
456 strcpy(highscore[l].Name,highscore[l-1].Name);
457 highscore[l].Score = highscore[l-1].Score;
464 sprintf(highscore[k].Name,player.alias_name);
465 highscore[k].Score = Score;
471 else if (!strcmp(player.alias_name,highscore[k].Name))
472 break; /* Spieler schon mit besserer Punktzahl in der Liste */
483 void InitMovingField(int x, int y, int direction)
485 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
486 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
488 MovDir[x][y] = direction;
489 MovDir[newx][newy] = direction;
490 if (Feld[newx][newy]==EL_LEERRAUM)
491 Feld[newx][newy] = EL_BLOCKED;
494 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
496 int direction = MovDir[x][y];
497 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
498 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
504 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
506 int oldx = x, oldy = y;
507 int direction = MovDir[x][y];
509 if (direction==MV_LEFT)
511 else if (direction==MV_RIGHT)
513 else if (direction==MV_UP)
515 else if (direction==MV_DOWN)
518 *comes_from_x = oldx;
519 *comes_from_y = oldy;
522 int MovingOrBlocked2Element(int x, int y)
524 int element = Feld[x][y];
526 if (element==EL_BLOCKED)
530 Blocked2Moving(x,y,&oldx,&oldy);
531 return(Feld[oldx][oldy]);
537 void RemoveMovingField(int x, int y)
539 int oldx = x,oldy = y, newx = x,newy = y;
541 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
546 Moving2Blocked(x,y,&newx,&newy);
547 if (Feld[newx][newy] != EL_BLOCKED)
550 else if (Feld[x][y]==EL_BLOCKED)
552 Blocked2Moving(x,y,&oldx,&oldy);
553 if (!IS_MOVING(oldx,oldy))
557 if (Feld[x][y]==EL_BLOCKED &&
558 (Store[oldx][oldy]==EL_MORAST_LEER ||
559 Store[oldx][oldy]==EL_SIEB_LEER ||
560 Store[oldx][oldy]==EL_SIEB2_LEER ||
561 Store[oldx][oldy]==EL_AMOEBE_NASS))
563 Feld[oldx][oldy] = Store[oldx][oldy];
564 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
567 Feld[oldx][oldy] = EL_LEERRAUM;
569 Feld[newx][newy] = EL_LEERRAUM;
570 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
571 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
573 DrawLevelField(oldx,oldy);
574 DrawLevelField(newx,newy);
577 void DrawDynamite(int x, int y)
579 int sx = SCROLLX(x), sy = SCROLLY(y);
580 int graphic = el2gfx(Feld[x][y]);
583 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
587 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
589 if (Feld[x][y]==EL_DYNAMIT)
591 if ((phase = (48-MovDelay[x][y])/6) > 6)
596 if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
601 DrawGraphicThruMask(sx,sy, graphic + phase);
603 DrawGraphic(sx,sy, graphic + phase);
606 void CheckDynamite(int x, int y)
608 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
613 if (!(MovDelay[x][y] % 6))
614 PlaySoundLevel(x,y,SND_ZISCH);
616 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
618 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
625 StopSound(SND_ZISCH);
629 void Explode(int ex, int ey, int phase, int mode)
632 int num_phase = 9, delay = 1;
633 int last_phase = num_phase*delay;
634 int half_phase = (num_phase/2)*delay;
636 if (phase==0) /* Feld 'Store' initialisieren */
638 int center_element = Feld[ex][ey];
640 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
642 center_element = MovingOrBlocked2Element(ex,ey);
643 RemoveMovingField(ex,ey);
646 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
648 int element = Feld[x][y];
650 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
652 element = MovingOrBlocked2Element(x,y);
653 RemoveMovingField(x,y);
656 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
659 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
663 if (element==EL_EXPLODING)
664 element = Store2[x][y];
666 if (IS_PLAYER(ex,ey))
667 Store[x][y] = EL_EDELSTEIN_GELB;
668 else if (center_element==EL_MAULWURF)
669 Store[x][y] = EL_EDELSTEIN_ROT;
670 else if (center_element==EL_PINGUIN)
671 Store[x][y] = EL_EDELSTEIN_LILA;
672 else if (center_element==EL_KAEFER)
673 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
674 else if (center_element==EL_BUTTERFLY)
675 Store[x][y] = EL_EDELSTEIN_BD;
676 else if (center_element==EL_MAMPFER)
677 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
678 else if (center_element==EL_AMOEBA2DIAM)
679 Store[x][y] = level.amoebe_inhalt;
680 else if (element==EL_ERZ_EDEL)
681 Store[x][y] = EL_EDELSTEIN;
682 else if (element==EL_ERZ_DIAM)
683 Store[x][y] = EL_DIAMANT;
684 else if (element==EL_ERZ_EDEL_BD)
685 Store[x][y] = EL_EDELSTEIN_BD;
686 else if (element==EL_ERZ_EDEL_GELB)
687 Store[x][y] = EL_EDELSTEIN_GELB;
688 else if (element==EL_ERZ_EDEL_ROT)
689 Store[x][y] = EL_EDELSTEIN_ROT;
690 else if (element==EL_ERZ_EDEL_LILA)
691 Store[x][y] = EL_EDELSTEIN_LILA;
692 else if (!IS_PFORTE(Store[x][y]))
693 Store[x][y] = EL_LEERRAUM;
695 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
696 Store2[x][y] = element;
698 if (AmoebaNr[x][y] &&
699 (element==EL_AMOEBE_VOLL ||
700 element==EL_AMOEBE_BD ||
701 element==EL_AMOEBING))
703 AmoebaCnt[AmoebaNr[x][y]]--;
704 AmoebaCnt2[AmoebaNr[x][y]]--;
707 Feld[x][y] = EL_EXPLODING;
708 MovDir[x][y] = MovPos[x][y] = 0;
714 if (center_element==EL_MAMPFER)
715 MampferNr = (MampferNr+1) % 4;
726 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
728 if (phase==half_phase)
730 int element = Store2[x][y];
734 else if (IS_EXPLOSIVE(element))
736 Feld[x][y] = Store2[x][y];
740 else if (element==EL_AMOEBA2DIAM)
741 AmoebeUmwandeln(x,y);
744 if (phase==last_phase)
748 element = Feld[x][y] = Store[x][y];
749 Store[x][y] = Store2[x][y] = 0;
750 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
751 if (CAN_MOVE(element) || COULD_MOVE(element))
755 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
758 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
760 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
764 void DynaExplode(int ex, int ey, int size)
767 static int xy[4][2] =
775 Explode(ex,ey,0,EX_CENTER);
781 int x = ex+j*xy[i%4][0];
782 int y = ey+j*xy[i%4][1];
785 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
788 element = Feld[x][y];
789 Explode(x,y,0,EX_BORDER);
791 if (element != EL_LEERRAUM &&
792 element != EL_ERDREICH &&
793 element != EL_EXPLODING &&
802 void Bang(int x, int y)
804 int element = Feld[x][y];
806 PlaySoundLevel(x,y,SND_ROAAAR);
818 RaiseScoreElement(element);
819 Explode(x,y,0,EX_NORMAL);
825 DynaExplode(x,y,DynaBombSize);
829 Explode(x,y,0,EX_CENTER);
832 Explode(x,y,0,EX_NORMAL);
837 void Blurb(int x, int y)
839 int element = Feld[x][y];
841 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
843 PlaySoundLevel(x,y,SND_BLURB);
844 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
845 (!IN_LEV_FIELD(x-1,y-1) ||
846 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
848 Feld[x-1][y] = EL_BLURB_LEFT;
850 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
851 (!IN_LEV_FIELD(x+1,y-1) ||
852 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
854 Feld[x+1][y] = EL_BLURB_RIGHT;
859 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
861 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
864 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
867 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
868 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
872 Feld[x][y] = EL_LEERRAUM;
879 void Impact(int x, int y)
881 BOOL lastline = (y==lev_fieldy-1);
882 BOOL object_hit = FALSE;
883 int element = Feld[x][y];
886 /* Element darunter berührt? */
889 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
890 MovDir[x][y+1]!=MV_DOWN ||
891 MovPos[x][y+1]<=TILEY/2));
893 smashed = MovingOrBlocked2Element(x,y+1);
896 /* Auftreffendes Element fällt in Salzsäure */
897 if (!lastline && smashed==EL_SALZSAEURE)
903 /* Auftreffendes Element ist Bombe */
904 if (element==EL_BOMBE && (lastline || object_hit))
910 /* Auftreffendes Element ist Säuretropfen */
911 if (element==EL_TROPFEN && (lastline || object_hit))
913 if (object_hit && IS_PLAYER(x,y+1))
915 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
919 Feld[x][y] = EL_AMOEBING;
920 Store[x][y] = EL_AMOEBE_NASS;
925 /* Welches Element kriegt was auf die Rübe? */
926 if (!lastline && object_hit)
928 if (CAN_CHANGE(element) &&
929 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
930 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
932 if (IS_PLAYER(x,y+1))
937 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
942 else if (element==EL_EDELSTEIN_BD)
944 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
950 else if (element==EL_FELSBROCKEN)
952 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
953 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
958 else if (!IS_MOVING(x,y+1))
960 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
965 else if (smashed==EL_KOKOSNUSS)
967 Feld[x][y+1] = EL_CRACKINGNUT;
968 PlaySoundLevel(x,y,SND_KNACK);
969 RaiseScoreElement(EL_KOKOSNUSS);
972 else if (smashed==EL_DIAMANT)
974 Feld[x][y+1] = EL_LEERRAUM;
975 PlaySoundLevel(x,y,SND_QUIRK);
982 /* Geräusch beim Durchqueren des Siebes */
983 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
985 PlaySoundLevel(x,y,SND_QUIRK);
989 /* Geräusch beim Auftreffen */
990 if (lastline || object_hit)
997 case EL_EDELSTEIN_BD:
998 case EL_EDELSTEIN_GELB:
999 case EL_EDELSTEIN_ROT:
1000 case EL_EDELSTEIN_LILA:
1007 case EL_FELSBROCKEN:
1011 case EL_SCHLUESSEL1:
1012 case EL_SCHLUESSEL2:
1013 case EL_SCHLUESSEL3:
1014 case EL_SCHLUESSEL4:
1027 PlaySoundLevel(x,y,sound);
1031 void TurnRound(int x, int y)
1043 { 0,0 }, { 0,0 }, { 0,0 },
1048 int left,right,back;
1052 { MV_DOWN, MV_UP, MV_RIGHT },
1053 { MV_UP, MV_DOWN, MV_LEFT },
1055 { MV_LEFT, MV_RIGHT, MV_DOWN },
1056 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1057 { MV_RIGHT, MV_LEFT, MV_UP }
1060 int element = Feld[x][y];
1061 int old_move_dir = MovDir[x][y];
1062 int left_dir = turn[old_move_dir].left;
1063 int right_dir = turn[old_move_dir].right;
1064 int back_dir = turn[old_move_dir].back;
1066 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1067 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1068 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1069 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1071 int left_x = x+left_dx, left_y = y+left_dy;
1072 int right_x = x+right_dx, right_y = y+right_dy;
1073 int move_x = x+move_dx, move_y = y+move_dy;
1075 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1077 TestIfBadThingHitsOtherBadThing(x,y);
1079 if (IN_LEV_FIELD(right_x,right_y) &&
1080 IS_FREE_OR_PLAYER(right_x,right_y))
1081 MovDir[x][y] = right_dir;
1082 else if (!IN_LEV_FIELD(move_x,move_y) ||
1083 !IS_FREE_OR_PLAYER(move_x,move_y))
1084 MovDir[x][y] = left_dir;
1086 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1088 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1091 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1093 TestIfBadThingHitsOtherBadThing(x,y);
1095 if (IN_LEV_FIELD(left_x,left_y) &&
1096 IS_FREE_OR_PLAYER(left_x,left_y))
1097 MovDir[x][y] = left_dir;
1098 else if (!IN_LEV_FIELD(move_x,move_y) ||
1099 !IS_FREE_OR_PLAYER(move_x,move_y))
1100 MovDir[x][y] = right_dir;
1102 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1104 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1107 else if (element==EL_MAMPFER)
1109 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1111 if (IN_LEV_FIELD(left_x,left_y) &&
1112 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1113 Feld[left_x][left_y] == EL_DIAMANT))
1114 can_turn_left = TRUE;
1115 if (IN_LEV_FIELD(right_x,right_y) &&
1116 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1117 Feld[right_x][right_y] == EL_DIAMANT))
1118 can_turn_right = TRUE;
1120 if (can_turn_left && can_turn_right)
1121 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1122 else if (can_turn_left)
1123 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1124 else if (can_turn_right)
1125 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1127 MovDir[x][y] = back_dir;
1129 MovDelay[x][y] = 8+8*RND(3);
1131 else if (element==EL_MAMPFER2)
1133 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1135 if (IN_LEV_FIELD(left_x,left_y) &&
1136 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1137 IS_MAMPF2(Feld[left_x][left_y])))
1138 can_turn_left = TRUE;
1139 if (IN_LEV_FIELD(right_x,right_y) &&
1140 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1141 IS_MAMPF2(Feld[right_x][right_y])))
1142 can_turn_right = TRUE;
1144 if (can_turn_left && can_turn_right)
1145 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1146 else if (can_turn_left)
1147 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1148 else if (can_turn_right)
1149 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1151 MovDir[x][y] = back_dir;
1153 MovDelay[x][y] = 8+8*RND(3);
1155 else if (element==EL_PACMAN)
1157 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1159 if (IN_LEV_FIELD(left_x,left_y) &&
1160 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1161 IS_AMOEBOID(Feld[left_x][left_y])))
1162 can_turn_left = TRUE;
1163 if (IN_LEV_FIELD(right_x,right_y) &&
1164 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1165 IS_AMOEBOID(Feld[right_x][right_y])))
1166 can_turn_right = TRUE;
1168 if (can_turn_left && can_turn_right)
1169 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1170 else if (can_turn_left)
1171 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1172 else if (can_turn_right)
1173 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1175 MovDir[x][y] = back_dir;
1177 MovDelay[x][y] = 3+RND(20);
1179 else if (element==EL_SCHWEIN)
1181 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1182 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1183 BOOL should_move_on = FALSE;
1185 int rnd = RND(rnd_value);
1187 if (IN_LEV_FIELD(left_x,left_y) &&
1188 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1189 can_turn_left = TRUE;
1190 if (IN_LEV_FIELD(right_x,right_y) &&
1191 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1192 can_turn_right = TRUE;
1193 if (IN_LEV_FIELD(move_x,move_y) &&
1194 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1197 if (can_turn_left &&
1199 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1200 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1201 should_turn_left = TRUE;
1202 if (can_turn_right &&
1204 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1205 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1206 should_turn_right = TRUE;
1208 (!can_turn_left || !can_turn_right ||
1209 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1210 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1211 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1212 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1213 should_move_on = TRUE;
1215 if (should_turn_left || should_turn_right || should_move_on)
1217 if (should_turn_left && should_turn_right && should_move_on)
1218 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1219 rnd < 2*rnd_value/3 ? right_dir :
1221 else if (should_turn_left && should_turn_right)
1222 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1223 else if (should_turn_left && should_move_on)
1224 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1225 else if (should_turn_right && should_move_on)
1226 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1227 else if (should_turn_left)
1228 MovDir[x][y] = left_dir;
1229 else if (should_turn_right)
1230 MovDir[x][y] = right_dir;
1231 else if (should_move_on)
1232 MovDir[x][y] = old_move_dir;
1234 else if (can_move_on && rnd > rnd_value/8)
1235 MovDir[x][y] = old_move_dir;
1236 else if (can_turn_left && can_turn_right)
1237 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1238 else if (can_turn_left && rnd > rnd_value/8)
1239 MovDir[x][y] = left_dir;
1240 else if (can_turn_right && rnd > rnd_value/8)
1241 MovDir[x][y] = right_dir;
1243 MovDir[x][y] = back_dir;
1245 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1246 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1247 MovDir[x][y] = old_move_dir;
1251 else if (element==EL_DRACHE)
1253 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1255 int rnd = RND(rnd_value);
1257 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1258 can_turn_left = TRUE;
1259 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1260 can_turn_right = TRUE;
1261 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1264 if (can_move_on && rnd > rnd_value/8)
1265 MovDir[x][y] = old_move_dir;
1266 else if (can_turn_left && can_turn_right)
1267 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1268 else if (can_turn_left && rnd > rnd_value/8)
1269 MovDir[x][y] = left_dir;
1270 else if (can_turn_right && rnd > rnd_value/8)
1271 MovDir[x][y] = right_dir;
1273 MovDir[x][y] = back_dir;
1275 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1276 MovDir[x][y] = old_move_dir;
1280 else if (element==EL_ROBOT || element==EL_SONDE ||
1281 element==EL_MAULWURF || element==EL_PINGUIN)
1283 int attr_x = JX, attr_y = JY;
1292 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1298 if (element==EL_MAULWURF || element==EL_PINGUIN)
1301 static int xy[4][2] =
1311 int ex = x+xy[i%4][0];
1312 int ey = y+xy[i%4][1];
1314 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1323 MovDir[x][y] = MV_NO_MOVING;
1325 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1327 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1329 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1331 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1333 if (element==EL_ROBOT)
1335 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1336 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1337 Moving2Blocked(x,y,&newx,&newy);
1339 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1340 MovDelay[x][y] = 4+4*!RND(3);
1348 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1350 BOOL first_horiz = RND(2);
1351 int new_move_dir = MovDir[x][y];
1354 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1355 Moving2Blocked(x,y,&newx,&newy);
1357 if (IN_LEV_FIELD(newx,newy) &&
1358 (IS_FREE(newx,newy) ||
1359 Feld[newx][newy] == EL_SALZSAEURE ||
1360 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1361 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1362 IS_MAMPF3(Feld[newx][newy])))))
1366 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1367 Moving2Blocked(x,y,&newx,&newy);
1369 if (IN_LEV_FIELD(newx,newy) &&
1370 (IS_FREE(newx,newy) ||
1371 Feld[newx][newy] == EL_SALZSAEURE ||
1372 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1373 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1374 IS_MAMPF3(Feld[newx][newy])))))
1377 MovDir[x][y] = old_move_dir;
1384 void StartMoving(int x, int y)
1386 int element = Feld[x][y];
1391 if (CAN_FALL(element) && y<lev_fieldy-1)
1393 if (element==EL_MORAST_VOLL)
1397 InitMovingField(x,y,MV_DOWN);
1398 Feld[x][y] = EL_FELSBROCKEN;
1399 Store[x][y] = EL_MORAST_LEER;
1401 else if (Feld[x][y+1]==EL_MORAST_LEER)
1403 if (!MovDelay[x][y])
1404 MovDelay[x][y] = 16;
1413 Feld[x][y] = EL_MORAST_LEER;
1414 Feld[x][y+1] = EL_MORAST_VOLL;
1417 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1419 InitMovingField(x,y,MV_DOWN);
1420 Store[x][y] = EL_MORAST_VOLL;
1422 else if (element==EL_SIEB_VOLL)
1426 InitMovingField(x,y,MV_DOWN);
1427 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1428 Store[x][y] = EL_SIEB_LEER;
1430 else if (Feld[x][y+1]==EL_SIEB_LEER)
1432 if (!MovDelay[x][y])
1442 Feld[x][y] = EL_SIEB_LEER;
1443 Feld[x][y+1] = EL_SIEB_VOLL;
1444 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1448 else if (element==EL_SIEB2_VOLL)
1452 InitMovingField(x,y,MV_DOWN);
1453 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1454 Store[x][y] = EL_SIEB2_LEER;
1456 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1458 if (!MovDelay[x][y])
1468 Feld[x][y] = EL_SIEB2_LEER;
1469 Feld[x][y+1] = EL_SIEB2_VOLL;
1470 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1474 else if (SiebAktiv && CAN_CHANGE(element) &&
1475 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1477 InitMovingField(x,y,MV_DOWN);
1479 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1480 Store2[x][y+1] = element;
1482 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1485 InitMovingField(x,y,MV_DOWN);
1486 Store[x][y] = EL_SALZSAEURE;
1488 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1492 else if (IS_FREE(x,y+1))
1494 InitMovingField(x,y,MV_DOWN);
1496 else if (element==EL_TROPFEN)
1498 Feld[x][y] = EL_AMOEBING;
1499 Store[x][y] = EL_AMOEBE_NASS;
1501 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1503 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1504 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1505 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1506 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1510 if (left && right && game_emulation != EMU_BOULDERDASH)
1511 left = !(right = RND(2));
1513 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1517 else if (CAN_MOVE(element))
1521 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1523 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1524 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1527 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1530 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1531 DrawLevelField(x,y);
1535 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1539 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1541 int phase = MovDelay[x][y] % 8;
1546 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1547 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1549 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1550 && MovDelay[x][y]%4==3)
1551 PlaySoundLevel(x,y,SND_NJAM);
1553 else if (element==EL_DRACHE)
1556 int dir = MovDir[x][y];
1557 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1558 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1559 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1560 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1561 dir == MV_UP ? GFX_FLAMMEN_UP :
1562 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1563 int phase = FrameCounter % 2;
1567 int xx = x + i*dx, yy = y + i*dy;
1568 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1570 if (!IN_LEV_FIELD(xx,yy) ||
1571 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1576 int flamed = MovingOrBlocked2Element(xx,yy);
1578 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1581 RemoveMovingField(xx,yy);
1583 Feld[xx][yy] = EL_BURNING;
1584 if (IN_SCR_FIELD(sx,sy))
1585 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1589 if (Feld[xx][yy] == EL_BURNING)
1590 Feld[xx][yy] = EL_LEERRAUM;
1591 DrawLevelField(xx,yy);
1600 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1602 PlaySoundLevel(x,y,SND_KLAPPER);
1604 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1606 PlaySoundLevel(x,y,SND_ROEHR);
1609 /* neuer Schritt / Wartezustand beendet */
1611 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1613 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1615 /* Spieler erwischt */
1620 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1621 element==EL_ROBOT || element==EL_SONDE) &&
1622 IN_LEV_FIELD(newx,newy) &&
1623 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1626 Store[x][y] = EL_SALZSAEURE;
1628 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1629 IN_LEV_FIELD(newx,newy))
1631 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1633 Feld[x][y] = EL_LEERRAUM;
1634 DrawLevelField(x,y);
1636 PlaySoundLevel(newx,newy,SND_BUING);
1637 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1638 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1641 if (!Friends && PlayerGone && !GameOver)
1642 LevelSolved = GameOver = TRUE;
1646 else if (IS_MAMPF3(Feld[newx][newy]))
1648 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1649 DrawLevelField(newx,newy);
1651 MovDir[x][y] = MV_NO_MOVING;
1653 else if (!IS_FREE(newx,newy))
1658 DrawLevelField(x,y);
1662 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1664 if (IS_GEM(Feld[newx][newy]))
1666 if (IS_MOVING(newx,newy))
1667 RemoveMovingField(newx,newy);
1670 Feld[newx][newy] = EL_LEERRAUM;
1671 DrawLevelField(newx,newy);
1674 else if (!IS_FREE(newx,newy))
1679 DrawLevelField(x,y);
1683 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1685 if (!IS_FREE(newx,newy))
1690 DrawLevelField(x,y);
1695 BOOL wanna_flame = !RND(10);
1696 int dx = newx - x, dy = newy - y;
1697 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1698 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1699 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1700 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1701 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1702 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1704 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1705 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1706 element1 != EL_BURNING && element2 != EL_BURNING)
1711 DrawLevelField(x,y);
1713 MovDelay[x][y] = 25;
1714 Feld[newx][newy] = EL_BURNING;
1715 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1716 Feld[newx1][newy1] = EL_BURNING;
1717 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1718 Feld[newx2][newy2] = EL_BURNING;
1723 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1724 Feld[newx][newy]==EL_DIAMANT)
1726 if (IS_MOVING(newx,newy))
1727 RemoveMovingField(newx,newy);
1730 Feld[newx][newy] = EL_LEERRAUM;
1731 DrawLevelField(newx,newy);
1734 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1735 IS_MAMPF2(Feld[newx][newy]))
1737 if (AmoebaNr[newx][newy])
1739 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1740 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1741 AmoebaCnt[AmoebaNr[newx][newy]]--;
1744 if (IS_MOVING(newx,newy))
1745 RemoveMovingField(newx,newy);
1748 Feld[newx][newy] = EL_LEERRAUM;
1749 DrawLevelField(newx,newy);
1752 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1753 IS_AMOEBOID(Feld[newx][newy]))
1755 if (AmoebaNr[newx][newy])
1757 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1758 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1759 AmoebaCnt[AmoebaNr[newx][newy]]--;
1762 Feld[newx][newy] = EL_LEERRAUM;
1763 DrawLevelField(newx,newy);
1765 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1766 { /* gegen Wand gelaufen */
1769 if (element == EL_KAEFER || element == EL_FLIEGER)
1770 DrawLevelField(x,y);
1771 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1772 DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL);
1773 else if (element==EL_SONDE)
1774 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL);
1779 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1780 PlaySoundLevel(x,y,SND_SCHLURF);
1782 InitMovingField(x,y,MovDir[x][y]);
1786 ContinueMoving(x,y);
1789 void ContinueMoving(int x, int y)
1791 int element = Feld[x][y];
1792 int direction = MovDir[x][y];
1793 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1794 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1795 int horiz_move = (dx!=0);
1796 int newx = x + dx, newy = y + dy;
1797 int step = (horiz_move ? dx : dy)*TILEX/4;
1799 if (CAN_FALL(element) && horiz_move)
1801 else if (element==EL_TROPFEN)
1803 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1806 MovPos[x][y] += step;
1808 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1810 Feld[x][y] = EL_LEERRAUM;
1811 Feld[newx][newy] = element;
1813 if (Store[x][y]==EL_MORAST_VOLL)
1816 Feld[newx][newy] = EL_MORAST_VOLL;
1817 element = EL_MORAST_VOLL;
1819 else if (Store[x][y]==EL_MORAST_LEER)
1822 Feld[x][y] = EL_MORAST_LEER;
1824 else if (Store[x][y]==EL_SIEB_VOLL)
1827 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1829 else if (Store[x][y]==EL_SIEB_LEER)
1831 Store[x][y] = Store2[x][y] = 0;
1832 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1834 else if (Store[x][y]==EL_SIEB2_VOLL)
1837 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1839 else if (Store[x][y]==EL_SIEB2_LEER)
1841 Store[x][y] = Store2[x][y] = 0;
1842 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1844 else if (Store[x][y]==EL_SALZSAEURE)
1847 Feld[newx][newy] = EL_SALZSAEURE;
1848 element = EL_SALZSAEURE;
1850 else if (Store[x][y]==EL_AMOEBE_NASS)
1853 Feld[x][y] = EL_AMOEBE_NASS;
1856 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1857 MovDelay[newx][newy] = 0;
1859 if (!CAN_MOVE(element))
1860 MovDir[newx][newy] = 0;
1862 DrawLevelField(x,y);
1863 DrawLevelField(newx,newy);
1865 Stop[newx][newy] = TRUE;
1866 JustHit[x][newy] = 3;
1868 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1870 TestIfBadThingHitsHero();
1871 TestIfBadThingHitsFriend(newx,newy);
1872 TestIfBadThingHitsOtherBadThing(newx,newy);
1874 else if (element == EL_PINGUIN)
1875 TestIfFriendHitsBadThing(newx,newy);
1877 if (CAN_SMASH(element) && direction==MV_DOWN &&
1878 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1881 else /* noch in Bewegung */
1882 DrawLevelField(x,y);
1885 int AmoebeNachbarNr(int ax, int ay)
1888 int element = Feld[ax][ay];
1890 static int xy[4][2] =
1900 int x = ax+xy[i%4][0];
1901 int y = ay+xy[i%4][1];
1903 if (!IN_LEV_FIELD(x,y))
1906 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
1907 group_nr = AmoebaNr[x][y];
1913 void AmoebenVereinigen(int ax, int ay)
1916 int new_group_nr = AmoebaNr[ax][ay];
1917 static int xy[4][2] =
1933 if (!IN_LEV_FIELD(x,y))
1936 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
1937 Feld[x][y]==EL_AMOEBE_BD ||
1938 Feld[x][y]==EL_AMOEBE_TOT) &&
1939 AmoebaNr[x][y] != new_group_nr)
1941 int old_group_nr = AmoebaNr[x][y];
1943 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
1944 AmoebaCnt[old_group_nr] = 0;
1945 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
1946 AmoebaCnt2[old_group_nr] = 0;
1948 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
1949 if (AmoebaNr[xx][yy]==old_group_nr)
1950 AmoebaNr[xx][yy] = new_group_nr;
1955 void AmoebeUmwandeln(int ax, int ay)
1958 int group_nr = AmoebaNr[ax][ay];
1959 static int xy[4][2] =
1967 if (Feld[ax][ay]==EL_AMOEBE_TOT)
1969 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
1971 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
1974 Feld[x][y] = EL_AMOEBA2DIAM;
1986 if (!IN_LEV_FIELD(x,y))
1989 if (Feld[x][y]==EL_AMOEBA2DIAM)
1995 void AmoebeUmwandeln2(int ax, int ay, int new_element)
1998 int group_nr = AmoebaNr[ax][ay];
2001 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2003 if (AmoebaNr[x][y]==group_nr &&
2004 (Feld[x][y]==EL_AMOEBE_TOT ||
2005 Feld[x][y]==EL_AMOEBE_BD ||
2006 Feld[x][y]==EL_AMOEBING))
2009 Feld[x][y] = new_element;
2010 DrawLevelField(x,y);
2016 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2019 void AmoebeWaechst(int x, int y)
2021 static long sound_delay = 0;
2022 static int sound_delay_value = 0;
2024 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2028 if (DelayReached(&sound_delay,sound_delay_value))
2030 PlaySoundLevel(x,y,SND_AMOEBE);
2031 sound_delay_value = 30;
2035 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2038 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2039 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
2041 if (!MovDelay[x][y])
2043 Feld[x][y] = Store[x][y];
2045 DrawLevelField(x,y);
2050 void AmoebeAbleger(int ax, int ay)
2053 int element = Feld[ax][ay];
2054 int newax = ax, neway = ay;
2055 static int xy[4][2] =
2063 if (!level.tempo_amoebe)
2065 Feld[ax][ay] = EL_AMOEBE_TOT;
2066 DrawLevelField(ax,ay);
2070 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2071 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2073 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2076 if (MovDelay[ax][ay])
2080 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2083 int x = ax+xy[start][0];
2084 int y = ay+xy[start][1];
2086 if (!IN_LEV_FIELD(x,y))
2090 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2096 if (newax==ax && neway==ay)
2099 else /* normale oder "gefüllte" Amöbe */
2102 BOOL waiting_for_player = FALSE;
2106 int j = (start+i)%4;
2107 int x = ax+xy[j][0];
2108 int y = ay+xy[j][1];
2110 if (!IN_LEV_FIELD(x,y))
2114 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2120 else if (IS_PLAYER(x,y))
2121 waiting_for_player = TRUE;
2124 if (newax==ax && neway==ay)
2126 if (i==4 && !waiting_for_player)
2128 Feld[ax][ay] = EL_AMOEBE_TOT;
2129 DrawLevelField(ax,ay);
2130 AmoebaCnt[AmoebaNr[ax][ay]]--;
2132 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2134 if (element==EL_AMOEBE_VOLL)
2135 AmoebeUmwandeln(ax,ay);
2136 else if (element==EL_AMOEBE_BD)
2137 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2142 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2144 int new_group_nr = AmoebaNr[ax][ay];
2146 AmoebaNr[newax][neway] = new_group_nr;
2147 AmoebaCnt[new_group_nr]++;
2148 AmoebaCnt2[new_group_nr]++;
2149 AmoebenVereinigen(newax,neway);
2151 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2153 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2159 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2160 (neway==lev_fieldy-1 && newax!=ax))
2162 Feld[newax][neway] = EL_AMOEBING;
2163 Store[newax][neway] = element;
2166 Feld[newax][neway] = EL_TROPFEN;
2169 InitMovingField(ax,ay,MV_DOWN);
2170 Feld[ax][ay] = EL_TROPFEN;
2171 Store[ax][ay] = EL_AMOEBE_NASS;
2172 ContinueMoving(ax,ay);
2176 DrawLevelField(newax,neway);
2179 void Life(int ax, int ay)
2182 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2184 int element = Feld[ax][ay];
2189 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2190 MovDelay[ax][ay] = life_time;
2192 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2195 if (MovDelay[ax][ay])
2199 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2201 int xx = ax+x1, yy = ay+y1;
2204 if (!IN_LEV_FIELD(xx,yy))
2207 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2209 int x = xx+x2, y = yy+y2;
2211 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2214 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2216 (IS_FREE(x,y) && Stop[x][y]))
2220 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2222 if (nachbarn<life[0] || nachbarn>life[1])
2224 Feld[xx][yy] = EL_LEERRAUM;
2226 DrawLevelField(xx,yy);
2227 Stop[xx][yy] = TRUE;
2230 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2231 { /* Randfeld ohne Amoebe */
2232 if (nachbarn>=life[2] && nachbarn<=life[3])
2234 Feld[xx][yy] = element;
2235 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2237 DrawLevelField(xx,yy);
2238 Stop[xx][yy] = TRUE;
2244 void Ablenk(int x, int y)
2246 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2247 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2249 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2254 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2255 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2256 if (!(MovDelay[x][y]%4))
2257 PlaySoundLevel(x,y,SND_MIEP);
2262 Feld[x][y] = EL_ABLENK_AUS;
2263 DrawLevelField(x,y);
2268 void Birne(int x, int y)
2270 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2271 MovDelay[x][y] = 400;
2273 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2278 if (!(MovDelay[x][y]%5))
2280 if (!(MovDelay[x][y]%10))
2281 Feld[x][y]=EL_ABLENK_EIN;
2283 Feld[x][y]=EL_ABLENK_AUS;
2284 DrawLevelField(x,y);
2285 Feld[x][y]=EL_ABLENK_EIN;
2291 Feld[x][y]=EL_ABLENK_AUS;
2292 DrawLevelField(x,y);
2297 void Blubber(int x, int y)
2299 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
2302 void NussKnacken(int x, int y)
2304 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2307 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2310 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2311 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
2313 if (!MovDelay[x][y])
2315 Feld[x][y] = EL_EDELSTEIN;
2316 DrawLevelField(x,y);
2321 void SiebAktivieren(int x, int y, int typ)
2323 if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2324 DrawGraphic(SCROLLX(x),SCROLLY(y),
2325 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
2328 void AusgangstuerPruefen(int x, int y)
2330 if (!Gems && !SokobanFields && !Lights)
2332 Feld[x][y] = EL_AUSGANG_ACT;
2333 PlaySoundLevel(x,y,SND_OEFFNEN);
2337 void AusgangstuerOeffnen(int x, int y)
2341 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2342 MovDelay[x][y] = 5*speed;
2344 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2349 tuer = MovDelay[x][y]/speed;
2350 if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2351 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2353 if (!MovDelay[x][y])
2355 Feld[x][y] = EL_AUSGANG_AUF;
2356 DrawLevelField(x,y);
2361 void AusgangstuerBlinken(int x, int y)
2363 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
2366 void EdelsteinFunkeln(int x, int y)
2368 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2371 if (Feld[x][y] == EL_EDELSTEIN_BD)
2373 const int delay = 2;
2374 const int frames = 4;
2375 int phase = (FrameCounter % (delay*frames)) / delay;
2377 if (!(FrameCounter % delay))
2378 DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
2382 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2383 MovDelay[x][y] = 6*!SimpleRND(500);
2385 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2389 if (direct_draw_on && MovDelay[x][y])
2390 SetDrawtoField(DRAW_BUFFERED);
2392 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2396 int src_x,src_y, dest_x,dest_y;
2397 int phase = MovDelay[x][y]-1;
2399 src_x = SX+GFX_PER_LINE*TILEX;
2400 src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
2401 dest_x = FX+SCROLLX(x)*TILEX;
2402 dest_y = FY+SCROLLY(y)*TILEY;
2404 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2405 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2406 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2410 XCopyArea(display,drawto_field,window,gc,
2411 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2412 SetDrawtoField(DRAW_DIRECT);
2419 void MauerWaechst(int x, int y)
2423 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2424 MovDelay[x][y] = 3*speed;
2426 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2431 phase = 2-MovDelay[x][y]/speed;
2432 if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2433 DrawGraphic(SCROLLX(x),SCROLLY(y),
2434 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2436 if (!MovDelay[x][y])
2438 if (Store[x][y]==MV_LEFT)
2440 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2441 DrawLevelField(x-1,y);
2445 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2446 DrawLevelField(x+1,y);
2449 Feld[x][y] = EL_MAUER_LEBT;
2451 DrawLevelField(x,y);
2456 void MauerAbleger(int ax, int ay)
2458 BOOL links_frei = FALSE, rechts_frei = FALSE;
2459 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2461 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2462 MovDelay[ax][ay] = 3;
2464 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2467 if (MovDelay[ax][ay])
2471 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2473 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2478 Feld[ax-1][ay] = EL_MAUERND;
2479 Store[ax-1][ay] = MV_LEFT;
2480 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2481 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2485 Feld[ax+1][ay] = EL_MAUERND;
2486 Store[ax+1][ay] = MV_RIGHT;
2487 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2488 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2491 if (links_frei || rechts_frei)
2492 DrawLevelField(ax,ay);
2494 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2495 links_massiv = TRUE;
2496 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2497 rechts_massiv = TRUE;
2499 if (links_massiv && rechts_massiv)
2500 Feld[ax][ay] = EL_MAUERWERK;
2503 void CheckForDragon(int x, int y)
2506 BOOL dragon_found = FALSE;
2507 static int xy[4][2] =
2519 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2521 if (IN_LEV_FIELD(xx,yy) &&
2522 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2524 if (Feld[xx][yy] == EL_DRACHE)
2525 dragon_found = TRUE;
2538 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2540 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2542 Feld[xx][yy] = EL_LEERRAUM;
2543 DrawLevelField(xx,yy);
2554 static long action_delay=0;
2555 long action_delay_value;
2557 if (game_status != PLAYING)
2561 action_delay_value =
2562 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2565 action_delay_value =
2566 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed);
2569 if (DelayReached(&action_delay, action_delay_value))
2582 if (!DelayReached(&action_delay, action_delay_value))
2587 int sieb_x = 0, sieb_y = 0;
2589 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2591 else if (tape.recording)
2597 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2600 if (JustHit[x][y]>0)
2604 if (IS_BLOCKED(x,y))
2608 Blocked2Moving(x,y,&oldx,&oldy);
2609 if (!IS_MOVING(oldx,oldy))
2611 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2612 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2613 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2614 printf("GameActions(): This should never happen!\n");
2621 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2623 element = Feld[x][y];
2625 if (IS_INACTIVE(element))
2628 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2632 if (IS_GEM(element))
2633 EdelsteinFunkeln(x,y);
2635 else if (IS_MOVING(x,y))
2636 ContinueMoving(x,y);
2637 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2639 else if (element==EL_EXPLODING)
2640 Explode(x,y,Frame[x][y],EX_NORMAL);
2641 else if (element==EL_AMOEBING)
2643 else if (IS_AMOEBALIVE(element))
2645 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2647 else if (element==EL_ABLENK_EIN)
2649 else if (element==EL_SALZSAEURE)
2651 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2653 else if (element==EL_CRACKINGNUT)
2655 else if (element==EL_AUSGANG_ZU)
2656 AusgangstuerPruefen(x,y);
2657 else if (element==EL_AUSGANG_ACT)
2658 AusgangstuerOeffnen(x,y);
2659 else if (element==EL_AUSGANG_AUF)
2660 AusgangstuerBlinken(x,y);
2661 else if (element==EL_MAUERND)
2663 else if (element==EL_MAUER_LEBT)
2665 else if (element==EL_BURNING)
2666 CheckForDragon(x,y);
2672 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2673 Store[x][y]==EL_SIEB_LEER)
2675 SiebAktivieren(x, y, 1);
2678 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2679 Store[x][y]==EL_SIEB2_LEER)
2681 SiebAktivieren(x, y, 2);
2685 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2696 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2700 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2702 element = Feld[x][y];
2703 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2705 Feld[x][y] = EL_SIEB_TOT;
2706 DrawLevelField(x,y);
2708 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2710 Feld[x][y] = EL_SIEB2_TOT;
2711 DrawLevelField(x,y);
2726 if (TimeLeft>0 && TimeFrames>=25 && !tape.pausing)
2731 if (tape.recording || tape.playing)
2732 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2735 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2737 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2757 void ScrollLevel(int dx, int dy)
2760 int softscroll_offset = (FX == TILEX ? TILEX : 0);
2762 if (soft_scrolling_on)
2764 ScreenMovPos = PlayerMovPos;
2765 redraw_mask |= REDRAW_FIELD;
2768 XCopyArea(display,drawto_field,drawto_field,gc,
2769 FX + TILEX*(dx==-1) - softscroll_offset,
2770 FY + TILEY*(dy==-1) - softscroll_offset,
2771 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2772 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2773 FX + TILEX*(dx==1) - softscroll_offset,
2774 FY + TILEY*(dy==1) - softscroll_offset);
2778 x = (dx==1 ? BX1 : BX2);
2779 for(y=BY1; y<=BY2; y++)
2780 DrawScreenField(x,y);
2784 y = (dy==1 ? BY1 : BY2);
2785 for(x=BX1; x<=BX2; x++)
2786 DrawScreenField(x,y);
2789 redraw_mask |= REDRAW_FIELD;
2792 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2794 int oldJX,oldJY, newJX = JX+dx,newJY = JY+dy;
2799 int old_move_dir = PlayerMovDir;
2802 if (PlayerGone || (!dx && !dy))
2803 return(MF_NO_ACTION);
2805 PlayerMovDir = (dx < 0 ? MV_LEFT :
2808 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2810 if (old_move_dir != PlayerMovDir)
2813 PlayerFrame = (PlayerFrame + 1) % 4;
2816 if (!IN_LEV_FIELD(newJX,newJY))
2817 return(MF_NO_ACTION);
2819 element = MovingOrBlocked2Element(newJX,newJY);
2821 if (DONT_GO_TO(element))
2823 if (element==EL_SALZSAEURE && dx==0 && dy==1)
2826 Feld[JX][JY] = EL_SPIELFIGUR;
2827 InitMovingField(JX,JY,MV_DOWN);
2828 Store[JX][JY] = EL_SALZSAEURE;
2829 ContinueMoving(JX,JY);
2838 can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
2839 if (can_move != MF_MOVING)
2851 PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 3*TILEX/4;
2855 if (Store[oldJX][oldJY])
2857 DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
2858 DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
2859 el2gfx(Feld[oldJX][oldJY]));
2861 else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
2862 DrawDynamite(oldJX,oldJY);
2864 DrawLevelField(oldJX,oldJY);
2869 BOOL MoveFigure(int dx, int dy)
2871 static long move_delay = 0;
2872 int moved = MF_NO_ACTION;
2873 int oldJX = JX, oldJY = JY;
2875 if (PlayerGone || (!dx && !dy))
2879 if (!DelayReached(&move_delay,8) && !tape.playing)
2884 if (!DelayReached(&move_delay,10) && !tape.playing)
2889 if (!FrameReached(&move_delay,2) && !tape.playing)
2893 if (Movemethod == 0)
2895 if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing)
2900 if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing)
2904 if (moved |= MoveFigureOneStep(dx,0, dx,dy))
2905 moved |= MoveFigureOneStep(0,dy, dx,dy);
2908 moved |= MoveFigureOneStep(0,dy, dx,dy);
2909 moved |= MoveFigureOneStep(dx,0, dx,dy);
2912 if (moved & MF_MOVING)
2914 int old_scroll_x=scroll_x, old_scroll_y=scroll_y;
2915 int offset = (scroll_delay_on ? 3 : 0);
2917 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
2918 JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset))
2919 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
2920 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
2921 JY>=MIDPOSY-1-offset && JY<=lev_fieldy-(MIDPOSY-offset))
2922 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
2924 if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y)
2925 ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y);
2928 if (!(moved & MF_MOVING) && !PlayerPushing)
2931 PlayerFrame = (PlayerFrame + 1) % 4;
2933 if (moved & MF_MOVING)
2935 if (oldJX != JX && oldJY == JY)
2936 PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
2937 else if (oldJX == JX && oldJY != JY)
2938 PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
2940 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
2943 TestIfHeroHitsBadThing();
2955 void ScrollFigure(int init)
2957 static long actual_frame_counter;
2958 static int oldX = -1, oldY = -1;
2962 if (PlayerMovPos && oldX != -1 && oldY != -1)
2964 DrawLevelElement(oldX,oldY, Feld[oldX][oldY]);
2970 actual_frame_counter = FrameCounter;
2972 redraw[redraw_x1 + oldX][redraw_y1 + oldY] = 1;
2976 DrawLevelElement(oldX,oldY, Feld[oldX][oldY]);
2983 else if (!FrameReached(&actual_frame_counter,1))
2986 PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/4;
2990 ScreenMovPos = PlayerMovPos;
2991 redraw_mask |= REDRAW_FIELD;
2994 DrawLevelElement(oldX,oldY, Feld[oldX][oldY]);
3004 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3006 int i, killx = goodx, killy = goody;
3007 static int xy[4][2] =
3014 static int harmless[4] =
3028 if (!IN_LEV_FIELD(x,y))
3031 element = Feld[x][y];
3033 if (DONT_TOUCH(element))
3035 if (MovDir[x][y]==harmless[i])
3044 if (killx!=goodx || killy!=goody)
3046 if (IS_PLAYER(goodx,goody))
3053 void TestIfBadThingHitsGoodThing(int badx, int bady)
3055 int i, killx = badx, killy = bady;
3056 static int xy[4][2] =
3063 static int harmless[4] =
3077 if (!IN_LEV_FIELD(x,y))
3080 element = Feld[x][y];
3082 if (element==EL_PINGUIN)
3084 if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
3093 if (killx!=badx || killy!=bady)
3097 void TestIfHeroHitsBadThing()
3099 TestIfGoodThingHitsBadThing(JX,JY);
3102 void TestIfBadThingHitsHero()
3104 TestIfGoodThingHitsBadThing(JX,JY);
3108 void TestIfFriendHitsBadThing(int x, int y)
3110 TestIfGoodThingHitsBadThing(x,y);
3113 void TestIfBadThingHitsFriend(int x, int y)
3115 TestIfBadThingHitsGoodThing(x,y);
3118 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3120 int i, killx=badx, killy=bady;
3121 static int xy[4][2] =
3135 if (!IN_LEV_FIELD(x,y))
3139 if (IS_AMOEBOID(element) || element==EL_LIFE ||
3140 element==EL_AMOEBING || element==EL_TROPFEN)
3148 if (killx!=badx || killy!=bady)
3157 if (IS_PFORTE(Feld[JX][JY]))
3158 Feld[JX][JY] = EL_LEERRAUM;
3169 PlaySoundLevel(JX,JY,SND_AUTSCH);
3170 PlaySoundLevel(JX,JY,SND_LACHEN);
3185 int DigField(int x, int y, int real_dx, int real_dy, int mode)
3187 int dx = x-JX, dy = y-JY;
3189 static long push_delay = 0;
3190 static int push_delay_value = 5;
3192 PlayerPushing = FALSE;
3194 if (mode == DF_NO_PUSH)
3197 return(MF_NO_ACTION);
3201 return(MF_NO_ACTION);
3203 element = Feld[x][y];
3211 Feld[x][y] = EL_LEERRAUM;
3215 case EL_EDELSTEIN_BD:
3216 case EL_EDELSTEIN_GELB:
3217 case EL_EDELSTEIN_ROT:
3218 case EL_EDELSTEIN_LILA:
3219 Feld[x][y] = EL_LEERRAUM;
3220 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3223 RaiseScoreElement(EL_EDELSTEIN);
3224 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3225 PlaySoundLevel(x,y,SND_PONG);
3229 Feld[x][y] = EL_LEERRAUM;
3233 RaiseScoreElement(EL_DIAMANT);
3234 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3235 PlaySoundLevel(x,y,SND_PONG);
3238 case EL_DYNAMIT_AUS:
3239 Feld[x][y] = EL_LEERRAUM;
3241 RaiseScoreElement(EL_DYNAMIT);
3242 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3243 PlaySoundLevel(x,y,SND_PONG);
3246 case EL_DYNABOMB_NR:
3247 Feld[x][y] = EL_LEERRAUM;
3250 RaiseScoreElement(EL_DYNAMIT);
3251 PlaySoundLevel(x,y,SND_PONG);
3253 case EL_DYNABOMB_SZ:
3255 Feld[x][y] = EL_LEERRAUM;
3257 RaiseScoreElement(EL_DYNAMIT);
3258 PlaySoundLevel(x,y,SND_PONG);
3261 case EL_DYNABOMB_XL:
3262 Feld[x][y] = EL_LEERRAUM;
3264 RaiseScoreElement(EL_DYNAMIT);
3265 PlaySoundLevel(x,y,SND_PONG);
3268 case EL_SCHLUESSEL1:
3269 case EL_SCHLUESSEL2:
3270 case EL_SCHLUESSEL3:
3271 case EL_SCHLUESSEL4:
3273 int key_nr = element-EL_SCHLUESSEL1;
3275 Feld[x][y] = EL_LEERRAUM;
3277 RaiseScoreElement(EL_SCHLUESSEL);
3278 DrawMiniGraphicExtHiRes(drawto,gc,
3279 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3280 GFX_SCHLUESSEL1+key_nr);
3281 DrawMiniGraphicExtHiRes(window,gc,
3282 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3283 GFX_SCHLUESSEL1+key_nr);
3284 PlaySoundLevel(x,y,SND_PONG);
3289 Feld[x][y] = EL_ABLENK_EIN;
3292 DrawLevelField(x,y);
3296 case EL_FELSBROCKEN:
3300 if (dy || mode==DF_SNAP)
3301 return(MF_NO_ACTION);
3303 PlayerPushing = TRUE;
3305 if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
3306 return(MF_NO_ACTION);
3310 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3311 return(MF_NO_ACTION);
3314 if (push_delay == 0)
3315 push_delay = FrameCounter;
3316 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3317 return(MF_NO_ACTION);
3319 Feld[x][y] = EL_LEERRAUM;
3320 Feld[x+dx][y+dy] = element;
3322 push_delay_value = 2+RND(8);
3324 DrawLevelField(x+dx,y+dy);
3325 if (element==EL_FELSBROCKEN)
3326 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3327 else if (element==EL_KOKOSNUSS)
3328 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3330 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3337 if (!Key[element-EL_PFORTE1])
3338 return(MF_NO_ACTION);
3345 if (!Key[element-EL_PFORTE1X])
3346 return(MF_NO_ACTION);
3350 case EL_AUSGANG_ACT:
3351 /* Tür ist (noch) nicht offen! */
3352 return(MF_NO_ACTION);
3355 case EL_AUSGANG_AUF:
3357 return(MF_NO_ACTION);
3360 PlaySoundLevel(x,y,SND_BUING);
3363 LevelSolved = GameOver = TRUE;
3368 Feld[x][y] = EL_BIRNE_EIN;
3370 DrawLevelField(x,y);
3371 PlaySoundLevel(x,y,SND_DENG);
3376 Feld[x][y] = EL_ZEIT_LEER;
3378 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3379 DrawLevelField(x,y);
3380 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3384 case EL_SOKOBAN_FELD_LEER:
3387 case EL_SOKOBAN_FELD_VOLL:
3388 case EL_SOKOBAN_OBJEKT:
3391 return(MF_NO_ACTION);
3393 PlayerPushing = TRUE;
3395 if (!IN_LEV_FIELD(x+dx,y+dy)
3396 || (Feld[x+dx][y+dy] != EL_LEERRAUM
3397 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3398 || !IS_SB_ELEMENT(element))))
3399 return(MF_NO_ACTION);
3403 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3404 return(MF_NO_ACTION);
3406 else if (dy && real_dx)
3408 if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
3409 return(MF_NO_ACTION);
3412 if (push_delay == 0)
3413 push_delay = FrameCounter;
3414 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3415 return(MF_NO_ACTION);
3417 if (IS_SB_ELEMENT(element))
3419 if (element == EL_SOKOBAN_FELD_VOLL)
3421 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3425 Feld[x][y] = EL_LEERRAUM;
3427 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3429 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3431 if (element == EL_SOKOBAN_OBJEKT)
3432 PlaySoundLevel(x,y,SND_DENG);
3435 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3439 Feld[x][y] = EL_LEERRAUM;
3440 Feld[x+dx][y+dy] = element;
3443 push_delay_value = 2;
3445 DrawLevelField(x,y);
3446 DrawLevelField(x+dx,y+dy);
3447 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3449 if (IS_SB_ELEMENT(element) &&
3450 SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
3452 LevelSolved = GameOver = TRUE;
3453 PlaySoundLevel(x,y,SND_BUING);
3465 return(MF_NO_ACTION);
3474 BOOL SnapField(int dx, int dy)
3476 int x = JX+dx, y = JY+dy;
3477 static int snapped = FALSE;
3479 if (PlayerGone || !IN_LEV_FIELD(x,y))
3491 PlayerMovDir = (dx < 0 ? MV_LEFT :
3494 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3496 if (!DigField(x,y, 0,0, DF_SNAP))
3500 DrawLevelField(x,y);
3506 BOOL PlaceBomb(void)
3513 element = Feld[JX][JY];
3515 if ((Dynamite==0 && DynaBombsLeft==0) ||
3516 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3519 if (element != EL_LEERRAUM)
3520 Store[JX][JY] = element;
3524 Feld[JX][JY] = EL_DYNAMIT;
3525 MovDelay[JX][JY] = 48;
3527 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3528 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
3532 Feld[JX][JY] = EL_DYNABOMB;
3533 MovDelay[JX][JY] = 48;
3535 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
3541 void PlaySoundLevel(int x, int y, int sound_nr)
3543 int sx = SCROLLX(x), sy = SCROLLY(y);
3545 int silence_distance = 8;
3547 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3548 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3551 if (!IN_LEV_FIELD(x,y) ||
3552 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3553 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3556 volume = PSND_MAX_VOLUME;
3557 stereo = (sx-SCR_FIELDX/2)*12;
3559 if (!IN_SCR_FIELD(sx,sy))
3561 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3562 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3564 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3567 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3570 void RaiseScore(int value)
3573 DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
3576 void RaiseScoreElement(int element)
3581 RaiseScore(level.score[SC_EDELSTEIN]);
3584 RaiseScore(level.score[SC_DIAMANT]);
3588 RaiseScore(level.score[SC_KAEFER]);
3592 RaiseScore(level.score[SC_FLIEGER]);
3596 RaiseScore(level.score[SC_MAMPFER]);
3599 RaiseScore(level.score[SC_ROBOT]);
3602 RaiseScore(level.score[SC_PACMAN]);
3605 RaiseScore(level.score[SC_KOKOSNUSS]);
3608 RaiseScore(level.score[SC_DYNAMIT]);
3611 RaiseScore(level.score[SC_SCHLUESSEL]);