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 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 local_player->active = TRUE;
67 local_player->local = TRUE;
69 actual_player = local_player;
71 actual_player->score = 0;
73 actual_player->gems_still_needed = level.edelsteine;
74 actual_player->sokobanfields_still_needed = 0;
75 actual_player->lights_still_needed = 0;
76 actual_player->friends_still_needed = 0;
79 actual_player->key[i] = FALSE;
81 actual_player->dynamite = 0;
82 actual_player->dynabomb_count = 0;
83 actual_player->dynabomb_size = 0;
84 actual_player->dynabombs_left = 0;
85 actual_player->dynabomb_xl = FALSE;
90 TimeLeft = level.time;
92 PlayerMovDir = MV_NO_MOVING;
96 PlayerPushing = FALSE;
97 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
101 DigField(0,0,0,0,DF_NO_PUSH);
104 for(i=0;i<MAX_NUM_AMOEBA;i++)
105 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
107 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
109 Feld[x][y] = Ur[x][y];
110 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
111 Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
114 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
116 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
123 Feld[x][y] = EL_LEERRAUM;
130 Feld[x][y] = EL_LEERRAUM;
133 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
134 Feld[x][y] = EL_BADEWANNE1;
135 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
136 Feld[x][y] = EL_BADEWANNE2;
137 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
138 Feld[x][y] = EL_BADEWANNE3;
139 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
140 Feld[x][y] = EL_BADEWANNE4;
141 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
142 Feld[x][y] = EL_BADEWANNE5;
181 Feld[x][y] = EL_AMOEBING;
182 Store[x][y] = EL_AMOEBE_NASS;
189 local_player->lights_still_needed++;
191 case EL_SOKOBAN_FELD_LEER:
192 local_player->sokobanfields_still_needed++;
196 local_player->friends_still_needed++;
200 MovDir[x][y] = 1<<RND(4);
207 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
208 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
210 scroll_x = scroll_y = -1;
213 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
216 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
218 CloseDoor(DOOR_CLOSE_1);
221 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
224 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
225 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
226 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
227 DrawTextExt(pix[PIX_DB_DOOR],gc,
228 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
229 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
230 DrawTextExt(pix[PIX_DB_DOOR],gc,
231 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
232 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
233 DrawTextExt(pix[PIX_DB_DOOR],gc,
234 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
235 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
236 DrawTextExt(pix[PIX_DB_DOOR],gc,
237 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
238 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
239 DrawTextExt(pix[PIX_DB_DOOR],gc,
240 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
241 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
243 DrawGameButton(BUTTON_GAME_STOP);
244 DrawGameButton(BUTTON_GAME_PAUSE);
245 DrawGameButton(BUTTON_GAME_PLAY);
246 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
247 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
248 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
249 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
250 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
251 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
252 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
253 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
255 OpenDoor(DOOR_OPEN_1);
258 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
260 XAutoRepeatOff(display);
263 void InitMovDir(int x, int y)
265 int i, element = Feld[x][y];
266 static int xy[4][2] =
273 static int direction[2][4] =
275 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
276 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
285 Feld[x][y] = EL_KAEFER;
286 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
292 Feld[x][y] = EL_FLIEGER;
293 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
299 Feld[x][y] = EL_BUTTERFLY;
300 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
306 Feld[x][y] = EL_FIREFLY;
307 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
313 Feld[x][y] = EL_PACMAN;
314 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
317 MovDir[x][y] = 1<<RND(4);
318 if (element != EL_KAEFER &&
319 element != EL_FLIEGER &&
320 element != EL_BUTTERFLY &&
321 element != EL_FIREFLY)
331 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
333 if (element==EL_KAEFER || element==EL_BUTTERFLY)
335 MovDir[x][y] = direction[0][i];
338 else if (element==EL_FLIEGER || element==EL_FIREFLY)
340 MovDir[x][y] = direction[1][i];
349 void InitAmoebaNr(int x, int y)
352 int group_nr = AmoebeNachbarNr(x,y);
356 for(i=1;i<MAX_NUM_AMOEBA;i++)
366 AmoebaNr[x][y] = group_nr;
367 AmoebaCnt[group_nr]++;
368 AmoebaCnt2[group_nr]++;
374 int bumplevel = FALSE;
381 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
386 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
387 if (TimeLeft && !(TimeLeft % 10))
388 RaiseScore(level.score[SC_ZEITBONUS]);
389 if (TimeLeft > 100 && !(TimeLeft % 10))
393 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
404 /* Hero disappears */
405 DrawLevelField(ExitX, ExitY);
411 CloseDoor(DOOR_CLOSE_1);
416 SaveLevelTape(tape.level_nr); /* Ask to save tape */
419 if (level_nr == local_player->handicap &&
420 level_nr < leveldir[leveldir_nr].levels-1)
422 local_player->handicap++;
424 SavePlayerInfo(PLAYER_LEVEL);
427 if ((hi_pos=NewHiScore()) >= 0)
429 game_status = HALLOFFAME;
430 DrawHallOfFame(hi_pos);
431 if (bumplevel && TAPE_IS_EMPTY(tape))
436 game_status = MAINMENU;
437 if (bumplevel && TAPE_IS_EMPTY(tape))
452 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
453 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
456 for(k=0;k<MAX_SCORE_ENTRIES;k++)
458 if (local_player->score > highscore[k].Score)
460 /* Spieler kommt in Highscore-Liste */
462 if (k<MAX_SCORE_ENTRIES-1)
464 int m = MAX_SCORE_ENTRIES-1;
467 for(l=k;l<MAX_SCORE_ENTRIES;l++)
468 if (!strcmp(local_player->alias_name,highscore[l].Name))
470 if (m==k) /* Spieler überschreibt seine alte Position */
476 strcpy(highscore[l].Name,highscore[l-1].Name);
477 highscore[l].Score = highscore[l-1].Score;
484 sprintf(highscore[k].Name,local_player->alias_name);
485 highscore[k].Score = local_player->score;
491 else if (!strcmp(local_player->alias_name,highscore[k].Name))
492 break; /* Spieler schon mit besserer Punktzahl in der Liste */
503 void InitMovingField(int x, int y, int direction)
505 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
506 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
508 MovDir[x][y] = direction;
509 MovDir[newx][newy] = direction;
510 if (Feld[newx][newy] == EL_LEERRAUM)
511 Feld[newx][newy] = EL_BLOCKED;
514 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
516 int direction = MovDir[x][y];
517 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
518 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
524 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
526 int oldx = x, oldy = y;
527 int direction = MovDir[x][y];
529 if (direction==MV_LEFT)
531 else if (direction==MV_RIGHT)
533 else if (direction==MV_UP)
535 else if (direction==MV_DOWN)
538 *comes_from_x = oldx;
539 *comes_from_y = oldy;
542 int MovingOrBlocked2Element(int x, int y)
544 int element = Feld[x][y];
546 if (element==EL_BLOCKED)
550 Blocked2Moving(x,y,&oldx,&oldy);
551 return(Feld[oldx][oldy]);
557 void RemoveMovingField(int x, int y)
559 int oldx = x,oldy = y, newx = x,newy = y;
561 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
566 Moving2Blocked(x,y,&newx,&newy);
567 if (Feld[newx][newy] != EL_BLOCKED)
570 else if (Feld[x][y]==EL_BLOCKED)
572 Blocked2Moving(x,y,&oldx,&oldy);
573 if (!IS_MOVING(oldx,oldy))
577 if (Feld[x][y]==EL_BLOCKED &&
578 (Store[oldx][oldy]==EL_MORAST_LEER ||
579 Store[oldx][oldy]==EL_SIEB_LEER ||
580 Store[oldx][oldy]==EL_SIEB2_LEER ||
581 Store[oldx][oldy]==EL_AMOEBE_NASS))
583 Feld[oldx][oldy] = Store[oldx][oldy];
584 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
587 Feld[oldx][oldy] = EL_LEERRAUM;
589 Feld[newx][newy] = EL_LEERRAUM;
590 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
591 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
593 DrawLevelField(oldx,oldy);
594 DrawLevelField(newx,newy);
597 void DrawDynamite(int x, int y)
599 int sx = SCROLLX(x), sy = SCROLLY(y);
600 int graphic = el2gfx(Feld[x][y]);
603 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
607 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
609 if (Feld[x][y]==EL_DYNAMIT)
611 if ((phase = (96-MovDelay[x][y])/12) > 6)
616 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
621 DrawGraphicThruMask(sx,sy, graphic + phase);
623 DrawGraphic(sx,sy, graphic + phase);
626 void CheckDynamite(int x, int y)
628 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
633 if (!(MovDelay[x][y] % 12))
634 PlaySoundLevel(x,y,SND_ZISCH);
636 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
638 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
645 StopSound(SND_ZISCH);
649 void Explode(int ex, int ey, int phase, int mode)
652 int num_phase = 9, delay = 2;
653 int last_phase = num_phase*delay;
654 int half_phase = (num_phase/2)*delay;
656 if (phase==0) /* Feld 'Store' initialisieren */
658 int center_element = Feld[ex][ey];
660 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
662 center_element = MovingOrBlocked2Element(ex,ey);
663 RemoveMovingField(ex,ey);
666 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
668 int element = Feld[x][y];
670 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
672 element = MovingOrBlocked2Element(x,y);
673 RemoveMovingField(x,y);
676 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
679 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
683 if (element==EL_EXPLODING)
684 element = Store2[x][y];
686 if (IS_PLAYER(ex,ey))
687 Store[x][y] = EL_EDELSTEIN_GELB;
688 else if (center_element==EL_MAULWURF)
689 Store[x][y] = EL_EDELSTEIN_ROT;
690 else if (center_element==EL_PINGUIN)
691 Store[x][y] = EL_EDELSTEIN_LILA;
692 else if (center_element==EL_KAEFER)
693 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
694 else if (center_element==EL_BUTTERFLY)
695 Store[x][y] = EL_EDELSTEIN_BD;
696 else if (center_element==EL_MAMPFER)
697 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
698 else if (center_element==EL_AMOEBA2DIAM)
699 Store[x][y] = level.amoebe_inhalt;
700 else if (element==EL_ERZ_EDEL)
701 Store[x][y] = EL_EDELSTEIN;
702 else if (element==EL_ERZ_DIAM)
703 Store[x][y] = EL_DIAMANT;
704 else if (element==EL_ERZ_EDEL_BD)
705 Store[x][y] = EL_EDELSTEIN_BD;
706 else if (element==EL_ERZ_EDEL_GELB)
707 Store[x][y] = EL_EDELSTEIN_GELB;
708 else if (element==EL_ERZ_EDEL_ROT)
709 Store[x][y] = EL_EDELSTEIN_ROT;
710 else if (element==EL_ERZ_EDEL_LILA)
711 Store[x][y] = EL_EDELSTEIN_LILA;
712 else if (!IS_PFORTE(Store[x][y]))
713 Store[x][y] = EL_LEERRAUM;
715 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
716 Store2[x][y] = element;
718 if (AmoebaNr[x][y] &&
719 (element==EL_AMOEBE_VOLL ||
720 element==EL_AMOEBE_BD ||
721 element==EL_AMOEBING))
723 AmoebaCnt[AmoebaNr[x][y]]--;
724 AmoebaCnt2[AmoebaNr[x][y]]--;
727 Feld[x][y] = EL_EXPLODING;
728 MovDir[x][y] = MovPos[x][y] = 0;
734 if (center_element==EL_MAMPFER)
735 MampferNr = (MampferNr+1) % 4;
746 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
748 if (phase==half_phase)
750 int element = Store2[x][y];
754 else if (IS_EXPLOSIVE(element))
756 Feld[x][y] = Store2[x][y];
760 else if (element==EL_AMOEBA2DIAM)
761 AmoebeUmwandeln(x,y);
764 if (phase==last_phase)
768 element = Feld[x][y] = Store[x][y];
769 Store[x][y] = Store2[x][y] = 0;
770 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
771 if (CAN_MOVE(element) || COULD_MOVE(element))
775 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
778 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
780 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
784 void DynaExplode(int ex, int ey, int size)
787 static int xy[4][2] =
795 Explode(ex,ey,0,EX_CENTER);
801 int x = ex+j*xy[i%4][0];
802 int y = ey+j*xy[i%4][1];
805 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
808 element = Feld[x][y];
809 Explode(x,y,0,EX_BORDER);
811 if (element != EL_LEERRAUM &&
812 element != EL_ERDREICH &&
813 element != EL_EXPLODING &&
814 !actual_player->dynabomb_xl)
819 actual_player->dynabombs_left++;
822 void Bang(int x, int y)
824 int element = Feld[x][y];
826 PlaySoundLevel(x,y,SND_ROAAAR);
838 RaiseScoreElement(element);
839 Explode(x,y,0,EX_NORMAL);
845 DynaExplode(x,y,actual_player->dynabomb_size);
849 Explode(x,y,0,EX_CENTER);
852 Explode(x,y,0,EX_NORMAL);
857 void Blurb(int x, int y)
859 int element = Feld[x][y];
861 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
863 PlaySoundLevel(x,y,SND_BLURB);
864 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
865 (!IN_LEV_FIELD(x-1,y-1) ||
866 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
868 Feld[x-1][y] = EL_BLURB_LEFT;
870 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
871 (!IN_LEV_FIELD(x+1,y-1) ||
872 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
874 Feld[x+1][y] = EL_BLURB_RIGHT;
879 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
881 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
884 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
887 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
888 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
892 Feld[x][y] = EL_LEERRAUM;
899 void Impact(int x, int y)
901 BOOL lastline = (y==lev_fieldy-1);
902 BOOL object_hit = FALSE;
903 int element = Feld[x][y];
906 /* Element darunter berührt? */
909 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
910 MovDir[x][y+1]!=MV_DOWN ||
911 MovPos[x][y+1]<=TILEY/2));
913 smashed = MovingOrBlocked2Element(x,y+1);
916 /* Auftreffendes Element fällt in Salzsäure */
917 if (!lastline && smashed==EL_SALZSAEURE)
923 /* Auftreffendes Element ist Bombe */
924 if (element==EL_BOMBE && (lastline || object_hit))
930 /* Auftreffendes Element ist Säuretropfen */
931 if (element==EL_TROPFEN && (lastline || object_hit))
933 if (object_hit && IS_PLAYER(x,y+1))
935 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
939 Feld[x][y] = EL_AMOEBING;
940 Store[x][y] = EL_AMOEBE_NASS;
945 /* Welches Element kriegt was auf die Rübe? */
946 if (!lastline && object_hit)
948 if (CAN_CHANGE(element) &&
949 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
950 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
952 if (IS_PLAYER(x,y+1))
957 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
962 else if (element==EL_EDELSTEIN_BD)
964 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
970 else if (element==EL_FELSBROCKEN)
972 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
973 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
978 else if (!IS_MOVING(x,y+1))
980 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
985 else if (smashed==EL_KOKOSNUSS)
987 Feld[x][y+1] = EL_CRACKINGNUT;
988 PlaySoundLevel(x,y,SND_KNACK);
989 RaiseScoreElement(EL_KOKOSNUSS);
992 else if (smashed==EL_DIAMANT)
994 Feld[x][y+1] = EL_LEERRAUM;
995 PlaySoundLevel(x,y,SND_QUIRK);
1002 /* Geräusch beim Durchqueren des Siebes */
1003 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1005 PlaySoundLevel(x,y,SND_QUIRK);
1009 /* Geräusch beim Auftreffen */
1010 if (lastline || object_hit)
1017 case EL_EDELSTEIN_BD:
1018 case EL_EDELSTEIN_GELB:
1019 case EL_EDELSTEIN_ROT:
1020 case EL_EDELSTEIN_LILA:
1027 case EL_FELSBROCKEN:
1031 case EL_SCHLUESSEL1:
1032 case EL_SCHLUESSEL2:
1033 case EL_SCHLUESSEL3:
1034 case EL_SCHLUESSEL4:
1047 PlaySoundLevel(x,y,sound);
1051 void TurnRound(int x, int y)
1063 { 0,0 }, { 0,0 }, { 0,0 },
1068 int left,right,back;
1072 { MV_DOWN, MV_UP, MV_RIGHT },
1073 { MV_UP, MV_DOWN, MV_LEFT },
1075 { MV_LEFT, MV_RIGHT, MV_DOWN },
1076 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1077 { MV_RIGHT, MV_LEFT, MV_UP }
1080 int element = Feld[x][y];
1081 int old_move_dir = MovDir[x][y];
1082 int left_dir = turn[old_move_dir].left;
1083 int right_dir = turn[old_move_dir].right;
1084 int back_dir = turn[old_move_dir].back;
1086 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1087 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1088 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1089 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1091 int left_x = x+left_dx, left_y = y+left_dy;
1092 int right_x = x+right_dx, right_y = y+right_dy;
1093 int move_x = x+move_dx, move_y = y+move_dy;
1095 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1097 TestIfBadThingHitsOtherBadThing(x,y);
1099 if (IN_LEV_FIELD(right_x,right_y) &&
1100 IS_FREE_OR_PLAYER(right_x,right_y))
1101 MovDir[x][y] = right_dir;
1102 else if (!IN_LEV_FIELD(move_x,move_y) ||
1103 !IS_FREE_OR_PLAYER(move_x,move_y))
1104 MovDir[x][y] = left_dir;
1106 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1108 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1111 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1113 TestIfBadThingHitsOtherBadThing(x,y);
1115 if (IN_LEV_FIELD(left_x,left_y) &&
1116 IS_FREE_OR_PLAYER(left_x,left_y))
1117 MovDir[x][y] = left_dir;
1118 else if (!IN_LEV_FIELD(move_x,move_y) ||
1119 !IS_FREE_OR_PLAYER(move_x,move_y))
1120 MovDir[x][y] = right_dir;
1122 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1124 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1127 else if (element==EL_MAMPFER)
1129 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1131 if (IN_LEV_FIELD(left_x,left_y) &&
1132 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1133 Feld[left_x][left_y] == EL_DIAMANT))
1134 can_turn_left = TRUE;
1135 if (IN_LEV_FIELD(right_x,right_y) &&
1136 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1137 Feld[right_x][right_y] == EL_DIAMANT))
1138 can_turn_right = TRUE;
1140 if (can_turn_left && can_turn_right)
1141 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1142 else if (can_turn_left)
1143 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1144 else if (can_turn_right)
1145 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1147 MovDir[x][y] = back_dir;
1149 MovDelay[x][y] = 16+16*RND(3);
1151 else if (element==EL_MAMPFER2)
1153 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1155 if (IN_LEV_FIELD(left_x,left_y) &&
1156 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1157 IS_MAMPF2(Feld[left_x][left_y])))
1158 can_turn_left = TRUE;
1159 if (IN_LEV_FIELD(right_x,right_y) &&
1160 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1161 IS_MAMPF2(Feld[right_x][right_y])))
1162 can_turn_right = TRUE;
1164 if (can_turn_left && can_turn_right)
1165 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1166 else if (can_turn_left)
1167 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1168 else if (can_turn_right)
1169 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1171 MovDir[x][y] = back_dir;
1173 MovDelay[x][y] = 16+16*RND(3);
1175 else if (element==EL_PACMAN)
1177 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1179 if (IN_LEV_FIELD(left_x,left_y) &&
1180 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1181 IS_AMOEBOID(Feld[left_x][left_y])))
1182 can_turn_left = TRUE;
1183 if (IN_LEV_FIELD(right_x,right_y) &&
1184 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1185 IS_AMOEBOID(Feld[right_x][right_y])))
1186 can_turn_right = TRUE;
1188 if (can_turn_left && can_turn_right)
1189 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1190 else if (can_turn_left)
1191 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1192 else if (can_turn_right)
1193 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1195 MovDir[x][y] = back_dir;
1197 MovDelay[x][y] = 6+RND(40);
1199 else if (element==EL_SCHWEIN)
1201 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1202 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1203 BOOL should_move_on = FALSE;
1205 int rnd = RND(rnd_value);
1207 if (IN_LEV_FIELD(left_x,left_y) &&
1208 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1209 can_turn_left = TRUE;
1210 if (IN_LEV_FIELD(right_x,right_y) &&
1211 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1212 can_turn_right = TRUE;
1213 if (IN_LEV_FIELD(move_x,move_y) &&
1214 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1217 if (can_turn_left &&
1219 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1220 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1221 should_turn_left = TRUE;
1222 if (can_turn_right &&
1224 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1225 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1226 should_turn_right = TRUE;
1228 (!can_turn_left || !can_turn_right ||
1229 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1230 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1231 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1232 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1233 should_move_on = TRUE;
1235 if (should_turn_left || should_turn_right || should_move_on)
1237 if (should_turn_left && should_turn_right && should_move_on)
1238 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1239 rnd < 2*rnd_value/3 ? right_dir :
1241 else if (should_turn_left && should_turn_right)
1242 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1243 else if (should_turn_left && should_move_on)
1244 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1245 else if (should_turn_right && should_move_on)
1246 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1247 else if (should_turn_left)
1248 MovDir[x][y] = left_dir;
1249 else if (should_turn_right)
1250 MovDir[x][y] = right_dir;
1251 else if (should_move_on)
1252 MovDir[x][y] = old_move_dir;
1254 else if (can_move_on && rnd > rnd_value/8)
1255 MovDir[x][y] = old_move_dir;
1256 else if (can_turn_left && can_turn_right)
1257 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1258 else if (can_turn_left && rnd > rnd_value/8)
1259 MovDir[x][y] = left_dir;
1260 else if (can_turn_right && rnd > rnd_value/8)
1261 MovDir[x][y] = right_dir;
1263 MovDir[x][y] = back_dir;
1265 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1266 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1267 MovDir[x][y] = old_move_dir;
1271 else if (element==EL_DRACHE)
1273 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1275 int rnd = RND(rnd_value);
1277 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1278 can_turn_left = TRUE;
1279 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1280 can_turn_right = TRUE;
1281 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1284 if (can_move_on && rnd > rnd_value/8)
1285 MovDir[x][y] = old_move_dir;
1286 else if (can_turn_left && can_turn_right)
1287 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1288 else if (can_turn_left && rnd > rnd_value/8)
1289 MovDir[x][y] = left_dir;
1290 else if (can_turn_right && rnd > rnd_value/8)
1291 MovDir[x][y] = right_dir;
1293 MovDir[x][y] = back_dir;
1295 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1296 MovDir[x][y] = old_move_dir;
1300 else if (element==EL_ROBOT || element==EL_SONDE ||
1301 element==EL_MAULWURF || element==EL_PINGUIN)
1303 int attr_x = JX, attr_y = JY;
1312 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1318 if (element==EL_MAULWURF || element==EL_PINGUIN)
1321 static int xy[4][2] =
1331 int ex = x+xy[i%4][0];
1332 int ey = y+xy[i%4][1];
1334 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1343 MovDir[x][y] = MV_NO_MOVING;
1345 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1347 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1349 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1351 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1353 if (element==EL_ROBOT)
1355 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1356 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1357 Moving2Blocked(x,y,&newx,&newy);
1359 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1360 MovDelay[x][y] = 8+8*!RND(3);
1362 MovDelay[x][y] = 16;
1368 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1370 BOOL first_horiz = RND(2);
1371 int new_move_dir = MovDir[x][y];
1374 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1375 Moving2Blocked(x,y,&newx,&newy);
1377 if (IN_LEV_FIELD(newx,newy) &&
1378 (IS_FREE(newx,newy) ||
1379 Feld[newx][newy] == EL_SALZSAEURE ||
1380 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1381 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1382 IS_MAMPF3(Feld[newx][newy])))))
1386 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1387 Moving2Blocked(x,y,&newx,&newy);
1389 if (IN_LEV_FIELD(newx,newy) &&
1390 (IS_FREE(newx,newy) ||
1391 Feld[newx][newy] == EL_SALZSAEURE ||
1392 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1393 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1394 IS_MAMPF3(Feld[newx][newy])))))
1397 MovDir[x][y] = old_move_dir;
1404 void StartMoving(int x, int y)
1406 int element = Feld[x][y];
1411 if (CAN_FALL(element) && y<lev_fieldy-1)
1413 if (PlayerPushing && PlayerMovPos)
1415 int nextJX = JX + (JX - lastJX);
1416 int nextJY = JY + (JY - lastJY);
1418 if (x == nextJX && y == nextJY)
1422 if (element==EL_MORAST_VOLL)
1426 InitMovingField(x,y,MV_DOWN);
1427 Feld[x][y] = EL_FELSBROCKEN;
1428 Store[x][y] = EL_MORAST_LEER;
1430 else if (Feld[x][y+1]==EL_MORAST_LEER)
1432 if (!MovDelay[x][y])
1433 MovDelay[x][y] = TILEY + 1;
1442 Feld[x][y] = EL_MORAST_LEER;
1443 Feld[x][y+1] = EL_MORAST_VOLL;
1446 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1448 InitMovingField(x,y,MV_DOWN);
1449 Store[x][y] = EL_MORAST_VOLL;
1451 else if (element==EL_SIEB_VOLL)
1455 InitMovingField(x,y,MV_DOWN);
1456 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1457 Store[x][y] = EL_SIEB_LEER;
1459 else if (Feld[x][y+1]==EL_SIEB_LEER)
1461 if (!MovDelay[x][y])
1462 MovDelay[x][y] = TILEY/4 + 1;
1471 Feld[x][y] = EL_SIEB_LEER;
1472 Feld[x][y+1] = EL_SIEB_VOLL;
1473 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1477 else if (element==EL_SIEB2_VOLL)
1481 InitMovingField(x,y,MV_DOWN);
1482 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1483 Store[x][y] = EL_SIEB2_LEER;
1485 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1487 if (!MovDelay[x][y])
1488 MovDelay[x][y] = TILEY/4 + 1;
1497 Feld[x][y] = EL_SIEB2_LEER;
1498 Feld[x][y+1] = EL_SIEB2_VOLL;
1499 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1503 else if (SiebAktiv && CAN_CHANGE(element) &&
1504 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1506 InitMovingField(x,y,MV_DOWN);
1508 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1509 Store2[x][y+1] = element;
1511 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1514 InitMovingField(x,y,MV_DOWN);
1515 Store[x][y] = EL_SALZSAEURE;
1517 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1521 else if (IS_FREE(x,y+1))
1523 InitMovingField(x,y,MV_DOWN);
1525 else if (element==EL_TROPFEN)
1527 Feld[x][y] = EL_AMOEBING;
1528 Store[x][y] = EL_AMOEBE_NASS;
1530 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1532 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1533 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1534 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1535 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1539 if (left && right && game_emulation != EMU_BOULDERDASH)
1540 left = !(right = RND(2));
1542 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1546 else if (CAN_MOVE(element))
1550 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1552 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1553 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1556 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1559 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1560 DrawLevelField(x,y);
1564 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1568 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1570 int phase = MovDelay[x][y] % 8;
1575 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1576 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1578 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1579 && MovDelay[x][y]%4==3)
1580 PlaySoundLevel(x,y,SND_NJAM);
1582 else if (element==EL_DRACHE)
1585 int dir = MovDir[x][y];
1586 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1587 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1588 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1589 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1590 dir == MV_UP ? GFX_FLAMMEN_UP :
1591 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1592 int phase = FrameCounter % 2;
1596 int xx = x + i*dx, yy = y + i*dy;
1597 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1599 if (!IN_LEV_FIELD(xx,yy) ||
1600 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1605 int flamed = MovingOrBlocked2Element(xx,yy);
1607 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1610 RemoveMovingField(xx,yy);
1612 Feld[xx][yy] = EL_BURNING;
1613 if (IN_SCR_FIELD(sx,sy))
1614 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1618 if (Feld[xx][yy] == EL_BURNING)
1619 Feld[xx][yy] = EL_LEERRAUM;
1620 DrawLevelField(xx,yy);
1629 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1631 PlaySoundLevel(x,y,SND_KLAPPER);
1633 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1635 PlaySoundLevel(x,y,SND_ROEHR);
1638 /* neuer Schritt / Wartezustand beendet */
1640 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1642 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1644 /* Spieler erwischt */
1649 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1650 element==EL_ROBOT || element==EL_SONDE) &&
1651 IN_LEV_FIELD(newx,newy) &&
1652 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1655 Store[x][y] = EL_SALZSAEURE;
1657 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1658 IN_LEV_FIELD(newx,newy))
1660 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1662 Feld[x][y] = EL_LEERRAUM;
1663 DrawLevelField(x,y);
1665 PlaySoundLevel(newx,newy,SND_BUING);
1666 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1667 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1669 local_player->friends_still_needed--;
1670 if (!local_player->friends_still_needed && PlayerGone && !GameOver)
1671 LevelSolved = GameOver = TRUE;
1675 else if (IS_MAMPF3(Feld[newx][newy]))
1677 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1678 DrawLevelField(newx,newy);
1680 MovDir[x][y] = MV_NO_MOVING;
1682 else if (!IS_FREE(newx,newy))
1687 DrawLevelField(x,y);
1691 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1693 if (IS_GEM(Feld[newx][newy]))
1695 if (IS_MOVING(newx,newy))
1696 RemoveMovingField(newx,newy);
1699 Feld[newx][newy] = EL_LEERRAUM;
1700 DrawLevelField(newx,newy);
1703 else if (!IS_FREE(newx,newy))
1708 DrawLevelField(x,y);
1712 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1714 if (!IS_FREE(newx,newy))
1719 DrawLevelField(x,y);
1724 BOOL wanna_flame = !RND(10);
1725 int dx = newx - x, dy = newy - y;
1726 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1727 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1728 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1729 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1730 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1731 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1733 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1734 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1735 element1 != EL_BURNING && element2 != EL_BURNING)
1740 DrawLevelField(x,y);
1742 MovDelay[x][y] = 50;
1743 Feld[newx][newy] = EL_BURNING;
1744 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1745 Feld[newx1][newy1] = EL_BURNING;
1746 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1747 Feld[newx2][newy2] = EL_BURNING;
1752 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1753 Feld[newx][newy]==EL_DIAMANT)
1755 if (IS_MOVING(newx,newy))
1756 RemoveMovingField(newx,newy);
1759 Feld[newx][newy] = EL_LEERRAUM;
1760 DrawLevelField(newx,newy);
1763 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1764 IS_MAMPF2(Feld[newx][newy]))
1766 if (AmoebaNr[newx][newy])
1768 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1769 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1770 AmoebaCnt[AmoebaNr[newx][newy]]--;
1773 if (IS_MOVING(newx,newy))
1774 RemoveMovingField(newx,newy);
1777 Feld[newx][newy] = EL_LEERRAUM;
1778 DrawLevelField(newx,newy);
1781 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1782 IS_AMOEBOID(Feld[newx][newy]))
1784 if (AmoebaNr[newx][newy])
1786 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1787 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1788 AmoebaCnt[AmoebaNr[newx][newy]]--;
1791 Feld[newx][newy] = EL_LEERRAUM;
1792 DrawLevelField(newx,newy);
1794 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1795 { /* gegen Wand gelaufen */
1798 if (element == EL_KAEFER || element == EL_FLIEGER)
1799 DrawLevelField(x,y);
1800 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1801 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1802 else if (element==EL_SONDE)
1804 int nextJX = JX + (JX - lastJX);
1805 int nextJY = JY + (JY - lastJY);
1807 if (!(PlayerPushing && PlayerGfxPos && x == nextJX && y == nextJY))
1808 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1814 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1815 PlaySoundLevel(x,y,SND_SCHLURF);
1817 InitMovingField(x,y,MovDir[x][y]);
1821 ContinueMoving(x,y);
1824 void ContinueMoving(int x, int y)
1826 int element = Feld[x][y];
1827 int direction = MovDir[x][y];
1828 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1829 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1830 int horiz_move = (dx!=0);
1831 int newx = x + dx, newy = y + dy;
1832 int step = (horiz_move ? dx : dy) * TILEX/8;
1834 if (CAN_FALL(element) && horiz_move)
1836 else if (element==EL_TROPFEN)
1838 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1841 MovPos[x][y] += step;
1843 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1845 Feld[x][y] = EL_LEERRAUM;
1846 Feld[newx][newy] = element;
1848 if (Store[x][y]==EL_MORAST_VOLL)
1851 Feld[newx][newy] = EL_MORAST_VOLL;
1852 element = EL_MORAST_VOLL;
1854 else if (Store[x][y]==EL_MORAST_LEER)
1857 Feld[x][y] = EL_MORAST_LEER;
1859 else if (Store[x][y]==EL_SIEB_VOLL)
1862 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1864 else if (Store[x][y]==EL_SIEB_LEER)
1866 Store[x][y] = Store2[x][y] = 0;
1867 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1869 else if (Store[x][y]==EL_SIEB2_VOLL)
1872 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1874 else if (Store[x][y]==EL_SIEB2_LEER)
1876 Store[x][y] = Store2[x][y] = 0;
1877 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1879 else if (Store[x][y]==EL_SALZSAEURE)
1882 Feld[newx][newy] = EL_SALZSAEURE;
1883 element = EL_SALZSAEURE;
1885 else if (Store[x][y]==EL_AMOEBE_NASS)
1888 Feld[x][y] = EL_AMOEBE_NASS;
1891 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1892 MovDelay[newx][newy] = 0;
1894 if (!CAN_MOVE(element))
1895 MovDir[newx][newy] = 0;
1897 DrawLevelField(x,y);
1898 DrawLevelField(newx,newy);
1900 Stop[newx][newy] = TRUE;
1901 JustHit[x][newy] = 3;
1903 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1905 TestIfBadThingHitsHero();
1906 TestIfBadThingHitsFriend(newx,newy);
1907 TestIfBadThingHitsOtherBadThing(newx,newy);
1909 else if (element == EL_PINGUIN)
1910 TestIfFriendHitsBadThing(newx,newy);
1912 if (CAN_SMASH(element) && direction==MV_DOWN &&
1913 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1916 else /* noch in Bewegung */
1917 DrawLevelField(x,y);
1920 int AmoebeNachbarNr(int ax, int ay)
1923 int element = Feld[ax][ay];
1925 static int xy[4][2] =
1935 int x = ax+xy[i%4][0];
1936 int y = ay+xy[i%4][1];
1938 if (!IN_LEV_FIELD(x,y))
1941 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
1942 group_nr = AmoebaNr[x][y];
1948 void AmoebenVereinigen(int ax, int ay)
1951 int new_group_nr = AmoebaNr[ax][ay];
1952 static int xy[4][2] =
1968 if (!IN_LEV_FIELD(x,y))
1971 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
1972 Feld[x][y]==EL_AMOEBE_BD ||
1973 Feld[x][y]==EL_AMOEBE_TOT) &&
1974 AmoebaNr[x][y] != new_group_nr)
1976 int old_group_nr = AmoebaNr[x][y];
1978 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
1979 AmoebaCnt[old_group_nr] = 0;
1980 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
1981 AmoebaCnt2[old_group_nr] = 0;
1983 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
1984 if (AmoebaNr[xx][yy]==old_group_nr)
1985 AmoebaNr[xx][yy] = new_group_nr;
1990 void AmoebeUmwandeln(int ax, int ay)
1993 int group_nr = AmoebaNr[ax][ay];
1994 static int xy[4][2] =
2002 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2004 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2006 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2009 Feld[x][y] = EL_AMOEBA2DIAM;
2021 if (!IN_LEV_FIELD(x,y))
2024 if (Feld[x][y]==EL_AMOEBA2DIAM)
2030 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2033 int group_nr = AmoebaNr[ax][ay];
2036 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2038 if (AmoebaNr[x][y]==group_nr &&
2039 (Feld[x][y]==EL_AMOEBE_TOT ||
2040 Feld[x][y]==EL_AMOEBE_BD ||
2041 Feld[x][y]==EL_AMOEBING))
2044 Feld[x][y] = new_element;
2045 DrawLevelField(x,y);
2051 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2054 void AmoebeWaechst(int x, int y)
2056 static long sound_delay = 0;
2057 static int sound_delay_value = 0;
2059 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2063 if (DelayReached(&sound_delay, sound_delay_value))
2065 PlaySoundLevel(x,y,SND_AMOEBE);
2066 sound_delay_value = 30;
2070 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2073 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2074 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2076 if (!MovDelay[x][y])
2078 Feld[x][y] = Store[x][y];
2080 DrawLevelField(x,y);
2085 void AmoebeAbleger(int ax, int ay)
2088 int element = Feld[ax][ay];
2089 int newax = ax, neway = ay;
2090 static int xy[4][2] =
2098 if (!level.tempo_amoebe)
2100 Feld[ax][ay] = EL_AMOEBE_TOT;
2101 DrawLevelField(ax,ay);
2105 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2106 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2108 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2111 if (MovDelay[ax][ay])
2115 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2118 int x = ax+xy[start][0];
2119 int y = ay+xy[start][1];
2121 if (!IN_LEV_FIELD(x,y))
2125 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2131 if (newax==ax && neway==ay)
2134 else /* normale oder "gefüllte" Amöbe */
2137 BOOL waiting_for_player = FALSE;
2141 int j = (start+i)%4;
2142 int x = ax+xy[j][0];
2143 int y = ay+xy[j][1];
2145 if (!IN_LEV_FIELD(x,y))
2149 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2155 else if (IS_PLAYER(x,y))
2156 waiting_for_player = TRUE;
2159 if (newax==ax && neway==ay)
2161 if (i==4 && !waiting_for_player)
2163 Feld[ax][ay] = EL_AMOEBE_TOT;
2164 DrawLevelField(ax,ay);
2165 AmoebaCnt[AmoebaNr[ax][ay]]--;
2167 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2169 if (element==EL_AMOEBE_VOLL)
2170 AmoebeUmwandeln(ax,ay);
2171 else if (element==EL_AMOEBE_BD)
2172 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2177 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2179 int new_group_nr = AmoebaNr[ax][ay];
2181 AmoebaNr[newax][neway] = new_group_nr;
2182 AmoebaCnt[new_group_nr]++;
2183 AmoebaCnt2[new_group_nr]++;
2184 AmoebenVereinigen(newax,neway);
2186 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2188 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2194 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2195 (neway==lev_fieldy-1 && newax!=ax))
2197 Feld[newax][neway] = EL_AMOEBING;
2198 Store[newax][neway] = element;
2201 Feld[newax][neway] = EL_TROPFEN;
2204 InitMovingField(ax,ay,MV_DOWN);
2205 Feld[ax][ay] = EL_TROPFEN;
2206 Store[ax][ay] = EL_AMOEBE_NASS;
2207 ContinueMoving(ax,ay);
2211 DrawLevelField(newax,neway);
2214 void Life(int ax, int ay)
2217 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2219 int element = Feld[ax][ay];
2224 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2225 MovDelay[ax][ay] = life_time;
2227 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2230 if (MovDelay[ax][ay])
2234 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2236 int xx = ax+x1, yy = ay+y1;
2239 if (!IN_LEV_FIELD(xx,yy))
2242 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2244 int x = xx+x2, y = yy+y2;
2246 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2249 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2251 (IS_FREE(x,y) && Stop[x][y]))
2255 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2257 if (nachbarn<life[0] || nachbarn>life[1])
2259 Feld[xx][yy] = EL_LEERRAUM;
2261 DrawLevelField(xx,yy);
2262 Stop[xx][yy] = TRUE;
2265 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2266 { /* Randfeld ohne Amoebe */
2267 if (nachbarn>=life[2] && nachbarn<=life[3])
2269 Feld[xx][yy] = element;
2270 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2272 DrawLevelField(xx,yy);
2273 Stop[xx][yy] = TRUE;
2279 void Ablenk(int x, int y)
2281 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2282 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2284 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2289 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2290 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2291 if (!(MovDelay[x][y]%4))
2292 PlaySoundLevel(x,y,SND_MIEP);
2297 Feld[x][y] = EL_ABLENK_AUS;
2298 DrawLevelField(x,y);
2303 void Birne(int x, int y)
2305 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2306 MovDelay[x][y] = 800;
2308 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2313 if (!(MovDelay[x][y]%5))
2315 if (!(MovDelay[x][y]%10))
2316 Feld[x][y]=EL_ABLENK_EIN;
2318 Feld[x][y]=EL_ABLENK_AUS;
2319 DrawLevelField(x,y);
2320 Feld[x][y]=EL_ABLENK_EIN;
2326 Feld[x][y]=EL_ABLENK_AUS;
2327 DrawLevelField(x,y);
2332 void Blubber(int x, int y)
2334 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2335 DrawLevelField(x,y-1);
2337 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2340 void NussKnacken(int x, int y)
2342 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2345 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2348 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2349 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2351 if (!MovDelay[x][y])
2353 Feld[x][y] = EL_EDELSTEIN;
2354 DrawLevelField(x,y);
2359 void SiebAktivieren(int x, int y, int typ)
2361 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2362 DrawGraphic(SCROLLX(x),SCROLLY(y),
2363 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2366 void AusgangstuerPruefen(int x, int y)
2368 if (!local_player->gems_still_needed &&
2369 !local_player->sokobanfields_still_needed &&
2370 !local_player->lights_still_needed)
2372 Feld[x][y] = EL_AUSGANG_ACT;
2374 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2375 PlaySoundLevel(x,y,SND_OEFFNEN);
2377 PlaySoundLevel(JX,JY,SND_OEFFNEN);
2381 void AusgangstuerOeffnen(int x, int y)
2385 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2386 MovDelay[x][y] = 5*delay;
2388 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2393 tuer = MovDelay[x][y]/delay;
2394 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2395 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2397 if (!MovDelay[x][y])
2399 Feld[x][y] = EL_AUSGANG_AUF;
2400 DrawLevelField(x,y);
2405 void AusgangstuerBlinken(int x, int y)
2407 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2410 void EdelsteinFunkeln(int x, int y)
2412 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2415 if (Feld[x][y] == EL_EDELSTEIN_BD)
2416 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2419 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2420 MovDelay[x][y] = 11 * !SimpleRND(500);
2422 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2426 if (direct_draw_on && MovDelay[x][y])
2427 SetDrawtoField(DRAW_BUFFERED);
2429 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2433 int src_x,src_y, dest_x,dest_y;
2434 int phase = (MovDelay[x][y]-1)/2;
2439 src_x = SX + GFX_PER_LINE*TILEX;
2440 src_y = SY + phase*TILEY;
2441 dest_x = FX + SCROLLX(x)*TILEX;
2442 dest_y = FY + SCROLLY(y)*TILEY;
2445 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2446 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2447 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2450 XSetClipMask(display, tile_clip_gc,
2451 tile_clipmask[GFX_MASK_SPARKLING + phase]);
2452 XSetClipOrigin(display, tile_clip_gc, dest_x,dest_y);
2453 XCopyArea(display, pix[PIX_BACK], drawto_field, tile_clip_gc,
2454 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2458 XCopyArea(display,drawto_field,window,gc,
2459 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2460 SetDrawtoField(DRAW_DIRECT);
2467 void MauerWaechst(int x, int y)
2471 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2472 MovDelay[x][y] = 3*delay;
2474 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2479 phase = 2-MovDelay[x][y]/delay;
2480 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2481 DrawGraphic(SCROLLX(x),SCROLLY(y),
2482 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2484 if (!MovDelay[x][y])
2486 if (Store[x][y]==MV_LEFT)
2488 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2489 DrawLevelField(x-1,y);
2493 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2494 DrawLevelField(x+1,y);
2497 Feld[x][y] = EL_MAUER_LEBT;
2499 DrawLevelField(x,y);
2504 void MauerAbleger(int ax, int ay)
2506 BOOL links_frei = FALSE, rechts_frei = FALSE;
2507 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2509 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2510 MovDelay[ax][ay] = 6;
2512 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2515 if (MovDelay[ax][ay])
2519 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2521 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2526 Feld[ax-1][ay] = EL_MAUERND;
2527 Store[ax-1][ay] = MV_LEFT;
2528 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2529 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2533 Feld[ax+1][ay] = EL_MAUERND;
2534 Store[ax+1][ay] = MV_RIGHT;
2535 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2536 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2539 if (links_frei || rechts_frei)
2540 DrawLevelField(ax,ay);
2542 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2543 links_massiv = TRUE;
2544 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2545 rechts_massiv = TRUE;
2547 if (links_massiv && rechts_massiv)
2548 Feld[ax][ay] = EL_MAUERWERK;
2551 void CheckForDragon(int x, int y)
2554 BOOL dragon_found = FALSE;
2555 static int xy[4][2] =
2567 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2569 if (IN_LEV_FIELD(xx,yy) &&
2570 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2572 if (Feld[xx][yy] == EL_DRACHE)
2573 dragon_found = TRUE;
2586 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2588 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2590 Feld[xx][yy] = EL_LEERRAUM;
2591 DrawLevelField(xx,yy);
2602 static long action_delay = 0;
2603 long action_delay_value;
2604 int sieb_x = 0, sieb_y = 0;
2607 if (game_status != PLAYING)
2611 action_delay_value =
2612 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2614 action_delay_value =
2615 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2621 /* main game synchronization point */
2622 WaitUntilDelayReached(&action_delay, action_delay_value);
2624 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2626 else if (tape.recording)
2632 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2635 if (JustHit[x][y]>0)
2639 if (IS_BLOCKED(x,y))
2643 Blocked2Moving(x,y,&oldx,&oldy);
2644 if (!IS_MOVING(oldx,oldy))
2646 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2647 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2648 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2649 printf("GameActions(): This should never happen!\n");
2655 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2657 element = Feld[x][y];
2659 if (IS_INACTIVE(element))
2662 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2666 if (IS_GEM(element))
2667 EdelsteinFunkeln(x,y);
2669 else if (IS_MOVING(x,y))
2670 ContinueMoving(x,y);
2671 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2673 else if (element==EL_EXPLODING)
2674 Explode(x,y,Frame[x][y],EX_NORMAL);
2675 else if (element==EL_AMOEBING)
2677 else if (IS_AMOEBALIVE(element))
2679 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2681 else if (element==EL_ABLENK_EIN)
2683 else if (element==EL_SALZSAEURE)
2685 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2687 else if (element==EL_CRACKINGNUT)
2689 else if (element==EL_AUSGANG_ZU)
2690 AusgangstuerPruefen(x,y);
2691 else if (element==EL_AUSGANG_ACT)
2692 AusgangstuerOeffnen(x,y);
2693 else if (element==EL_AUSGANG_AUF)
2694 AusgangstuerBlinken(x,y);
2695 else if (element==EL_MAUERND)
2697 else if (element==EL_MAUER_LEBT)
2699 else if (element==EL_BURNING)
2700 CheckForDragon(x,y);
2706 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2707 Store[x][y]==EL_SIEB_LEER)
2709 SiebAktivieren(x, y, 1);
2712 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2713 Store[x][y]==EL_SIEB2_LEER)
2715 SiebAktivieren(x, y, 2);
2719 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2730 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2734 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2736 element = Feld[x][y];
2737 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2739 Feld[x][y] = EL_SIEB_TOT;
2740 DrawLevelField(x,y);
2742 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2744 Feld[x][y] = EL_SIEB2_TOT;
2745 DrawLevelField(x,y);
2751 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2756 if (tape.recording || tape.playing)
2757 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2760 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2762 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2771 void ScrollLevel(int dx, int dy)
2773 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2776 ScreenMovPos = PlayerGfxPos;
2778 XCopyArea(display,drawto_field,drawto_field,gc,
2779 FX + TILEX*(dx==-1) - softscroll_offset,
2780 FY + TILEY*(dy==-1) - softscroll_offset,
2781 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2782 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2783 FX + TILEX*(dx==1) - softscroll_offset,
2784 FY + TILEY*(dy==1) - softscroll_offset);
2788 x = (dx==1 ? BX1 : BX2);
2789 for(y=BY1; y<=BY2; y++)
2790 DrawScreenField(x,y);
2794 y = (dy==1 ? BY1 : BY2);
2795 for(x=BX1; x<=BX2; x++)
2796 DrawScreenField(x,y);
2799 redraw_mask |= REDRAW_FIELD;
2802 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2804 int newJX = JX+dx, newJY = JY+dy;
2808 if (PlayerGone || (!dx && !dy))
2809 return(MF_NO_ACTION);
2811 PlayerMovDir = (dx < 0 ? MV_LEFT :
2814 dy > 0 ? MV_DOWN : MV_NO_MOVING);
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)
2847 PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
2854 BOOL MoveFigure(int dx, int dy)
2856 static long move_delay = 0;
2857 static int last_move_dir = MV_NO_MOVING;
2858 int moved = MF_NO_ACTION;
2859 int oldJX = JX, oldJY = JY;
2861 if (PlayerGone || (!dx && !dy))
2864 if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing)
2867 if (last_move_dir & (MV_LEFT | MV_RIGHT))
2869 if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
2870 moved |= MoveFigureOneStep(dx,0, dx,dy);
2874 if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
2875 moved |= MoveFigureOneStep(0,dy, dx,dy);
2878 last_move_dir = MV_NO_MOVING;
2880 if (moved & MF_MOVING)
2882 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
2883 int offset = (scroll_delay_on ? 3 : 0);
2885 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
2886 JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset))
2887 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
2888 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
2889 JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset))
2890 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
2892 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
2893 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
2896 if (!(moved & MF_MOVING) && !PlayerPushing)
2899 PlayerFrame = (PlayerFrame + 1) % 4;
2901 if (moved & MF_MOVING)
2903 if (oldJX != JX && oldJY == JY)
2904 PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
2905 else if (oldJX == JX && oldJY != JY)
2906 PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
2908 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
2910 last_move_dir = PlayerMovDir;
2913 TestIfHeroHitsBadThing();
2921 void ScrollFigure(int init)
2923 static long actual_frame_counter = 0;
2927 PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
2928 actual_frame_counter = FrameCounter;
2931 if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
2932 IN_LEV_FIELD(lastJX,lastJY-1) &&
2933 CAN_FALL(Feld[lastJX][lastJY-1]))
2934 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
2937 if (Feld[lastJX][lastJY] == EL_LEERRAUM)
2938 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
2943 else if (!FrameReached(&actual_frame_counter,1))
2946 PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8;
2947 PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
2949 if (ScreenMovPos && ScreenMovPos != PlayerGfxPos)
2951 ScreenMovPos = PlayerGfxPos;
2952 redraw_mask |= REDRAW_FIELD;
2955 if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING)
2956 Feld[lastJX][lastJY] = EL_LEERRAUM;
2967 void TestIfGoodThingHitsBadThing(int goodx, int goody)
2969 int i, killx = goodx, killy = goody;
2970 static int xy[4][2] =
2977 static int harmless[4] =
2991 if (!IN_LEV_FIELD(x,y))
2994 element = Feld[x][y];
2996 if (DONT_TOUCH(element))
2998 if (MovDir[x][y]==harmless[i])
3007 if (killx!=goodx || killy!=goody)
3009 if (IS_PLAYER(goodx,goody))
3016 void TestIfBadThingHitsGoodThing(int badx, int bady)
3018 int i, killx = badx, killy = bady;
3019 static int xy[4][2] =
3026 static int harmless[4] =
3040 if (!IN_LEV_FIELD(x,y))
3043 element = Feld[x][y];
3045 if (element==EL_PINGUIN)
3047 if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
3056 if (killx!=badx || killy!=bady)
3060 void TestIfHeroHitsBadThing()
3062 TestIfGoodThingHitsBadThing(JX,JY);
3065 void TestIfBadThingHitsHero()
3067 TestIfGoodThingHitsBadThing(JX,JY);
3071 void TestIfFriendHitsBadThing(int x, int y)
3073 TestIfGoodThingHitsBadThing(x,y);
3076 void TestIfBadThingHitsFriend(int x, int y)
3078 TestIfBadThingHitsGoodThing(x,y);
3081 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3083 int i, killx=badx, killy=bady;
3084 static int xy[4][2] =
3098 if (!IN_LEV_FIELD(x,y))
3102 if (IS_AMOEBOID(element) || element==EL_LIFE ||
3103 element==EL_AMOEBING || element==EL_TROPFEN)
3111 if (killx!=badx || killy!=bady)
3120 if (IS_PFORTE(Feld[JX][JY]))
3121 Feld[JX][JY] = EL_LEERRAUM;
3132 PlaySoundLevel(JX,JY,SND_AUTSCH);
3133 PlaySoundLevel(JX,JY,SND_LACHEN);
3148 int DigField(int x, int y, int real_dx, int real_dy, int mode)
3150 int dx = x-JX, dy = y-JY;
3152 static long push_delay = 0;
3153 static int push_delay_value = 5;
3156 PlayerPushing = FALSE;
3158 if (mode == DF_NO_PUSH)
3161 return(MF_NO_ACTION);
3165 return(MF_NO_ACTION);
3167 element = Feld[x][y];
3175 Feld[x][y] = EL_LEERRAUM;
3179 case EL_EDELSTEIN_BD:
3180 case EL_EDELSTEIN_GELB:
3181 case EL_EDELSTEIN_ROT:
3182 case EL_EDELSTEIN_LILA:
3183 Feld[x][y] = EL_LEERRAUM;
3184 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3185 if (local_player->gems_still_needed > 0)
3186 local_player->gems_still_needed--;
3187 RaiseScoreElement(EL_EDELSTEIN);
3188 DrawText(DX_EMERALDS, DY_EMERALDS,
3189 int2str(local_player->gems_still_needed, 3),
3190 FS_SMALL, FC_YELLOW);
3191 PlaySoundLevel(x, y, SND_PONG);
3195 Feld[x][y] = EL_LEERRAUM;
3196 local_player->gems_still_needed -= 3;
3197 if (local_player->gems_still_needed < 0)
3198 local_player->gems_still_needed = 0;
3199 RaiseScoreElement(EL_DIAMANT);
3200 DrawText(DX_EMERALDS, DY_EMERALDS,
3201 int2str(local_player->gems_still_needed, 3),
3202 FS_SMALL, FC_YELLOW);
3203 PlaySoundLevel(x, y, SND_PONG);
3206 case EL_DYNAMIT_AUS:
3207 Feld[x][y] = EL_LEERRAUM;
3208 actual_player->dynamite++;
3209 RaiseScoreElement(EL_DYNAMIT);
3210 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3211 int2str(local_player->dynamite, 3),
3212 FS_SMALL, FC_YELLOW);
3213 PlaySoundLevel(x,y,SND_PONG);
3216 case EL_DYNABOMB_NR:
3217 Feld[x][y] = EL_LEERRAUM;
3218 actual_player->dynabomb_count++;
3219 actual_player->dynabombs_left++;
3220 RaiseScoreElement(EL_DYNAMIT);
3221 PlaySoundLevel(x,y,SND_PONG);
3223 case EL_DYNABOMB_SZ:
3225 Feld[x][y] = EL_LEERRAUM;
3226 actual_player->dynabomb_size++;
3227 RaiseScoreElement(EL_DYNAMIT);
3228 PlaySoundLevel(x,y,SND_PONG);
3231 case EL_DYNABOMB_XL:
3232 Feld[x][y] = EL_LEERRAUM;
3233 actual_player->dynabomb_xl = TRUE;
3234 RaiseScoreElement(EL_DYNAMIT);
3235 PlaySoundLevel(x,y,SND_PONG);
3238 case EL_SCHLUESSEL1:
3239 case EL_SCHLUESSEL2:
3240 case EL_SCHLUESSEL3:
3241 case EL_SCHLUESSEL4:
3243 int key_nr = element-EL_SCHLUESSEL1;
3245 Feld[x][y] = EL_LEERRAUM;
3246 actual_player->key[key_nr] = TRUE;
3247 RaiseScoreElement(EL_SCHLUESSEL);
3248 DrawMiniGraphicExt(drawto,gc,
3249 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3250 GFX_SCHLUESSEL1+key_nr);
3251 DrawMiniGraphicExt(window,gc,
3252 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3253 GFX_SCHLUESSEL1+key_nr);
3254 PlaySoundLevel(x,y,SND_PONG);
3259 Feld[x][y] = EL_ABLENK_EIN;
3262 DrawLevelField(x,y);
3266 case EL_FELSBROCKEN:
3270 if (dy || mode==DF_SNAP)
3271 return(MF_NO_ACTION);
3273 PlayerPushing = TRUE;
3275 if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
3276 return(MF_NO_ACTION);
3280 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3281 return(MF_NO_ACTION);
3284 if (push_delay == 0)
3285 push_delay = FrameCounter;
3286 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3287 return(MF_NO_ACTION);
3289 Feld[x][y] = EL_LEERRAUM;
3290 Feld[x+dx][y+dy] = element;
3292 push_delay_value = 2+RND(8);
3294 DrawLevelField(x+dx,y+dy);
3295 if (element==EL_FELSBROCKEN)
3296 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3297 else if (element==EL_KOKOSNUSS)
3298 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3300 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3307 if (!actual_player->key[element-EL_PFORTE1])
3308 return(MF_NO_ACTION);
3315 if (!actual_player->key[element-EL_PFORTE1X])
3316 return(MF_NO_ACTION);
3320 case EL_AUSGANG_ACT:
3321 /* Tür ist (noch) nicht offen! */
3322 return(MF_NO_ACTION);
3325 case EL_AUSGANG_AUF:
3327 return(MF_NO_ACTION);
3330 PlaySoundLevel(x,y,SND_BUING);
3332 if (!local_player->friends_still_needed)
3333 LevelSolved = GameOver = TRUE;
3338 Feld[x][y] = EL_BIRNE_EIN;
3339 local_player->lights_still_needed--;
3340 DrawLevelField(x,y);
3341 PlaySoundLevel(x,y,SND_DENG);
3346 Feld[x][y] = EL_ZEIT_LEER;
3348 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3349 DrawLevelField(x,y);
3350 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3354 case EL_SOKOBAN_FELD_LEER:
3357 case EL_SOKOBAN_FELD_VOLL:
3358 case EL_SOKOBAN_OBJEKT:
3361 return(MF_NO_ACTION);
3363 PlayerPushing = TRUE;
3365 if (!IN_LEV_FIELD(x+dx,y+dy)
3366 || (Feld[x+dx][y+dy] != EL_LEERRAUM
3367 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3368 || !IS_SB_ELEMENT(element))))
3369 return(MF_NO_ACTION);
3373 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3374 return(MF_NO_ACTION);
3376 else if (dy && real_dx)
3378 if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
3379 return(MF_NO_ACTION);
3382 if (push_delay == 0)
3383 push_delay = FrameCounter;
3384 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3385 return(MF_NO_ACTION);
3387 if (IS_SB_ELEMENT(element))
3389 if (element == EL_SOKOBAN_FELD_VOLL)
3391 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3392 local_player->sokobanfields_still_needed++;
3395 Feld[x][y] = EL_LEERRAUM;
3397 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3399 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3400 local_player->sokobanfields_still_needed--;
3401 if (element == EL_SOKOBAN_OBJEKT)
3402 PlaySoundLevel(x,y,SND_DENG);
3405 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3409 Feld[x][y] = EL_LEERRAUM;
3410 Feld[x+dx][y+dy] = element;
3413 push_delay_value = 2;
3415 DrawLevelField(x,y);
3416 DrawLevelField(x+dx,y+dy);
3417 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3419 if (IS_SB_ELEMENT(element) &&
3420 local_player->sokobanfields_still_needed == 0 &&
3421 game_emulation == EMU_SOKOBAN)
3423 LevelSolved = GameOver = TRUE;
3424 PlaySoundLevel(x,y,SND_BUING);
3436 return(MF_NO_ACTION);
3445 BOOL SnapField(int dx, int dy)
3447 int x = JX+dx, y = JY+dy;
3448 static int snapped = FALSE;
3450 if (PlayerGone || !IN_LEV_FIELD(x,y))
3462 PlayerMovDir = (dx < 0 ? MV_LEFT :
3465 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3467 if (!DigField(x,y, 0,0, DF_SNAP))
3471 DrawLevelField(x,y);
3477 BOOL PlaceBomb(void)
3481 if (PlayerGone || PlayerMovPos)
3484 element = Feld[JX][JY];
3486 if ((actual_player->dynamite==0 && actual_player->dynabombs_left==0) ||
3487 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3490 if (element != EL_LEERRAUM)
3491 Store[JX][JY] = element;
3493 if (actual_player->dynamite)
3495 Feld[JX][JY] = EL_DYNAMIT;
3496 MovDelay[JX][JY] = 96;
3497 actual_player->dynamite--;
3498 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3499 int2str(local_player->dynamite, 3),
3500 FS_SMALL, FC_YELLOW);
3501 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
3505 Feld[JX][JY] = EL_DYNABOMB;
3506 MovDelay[JX][JY] = 96;
3507 actual_player->dynabombs_left--;
3508 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
3514 void PlaySoundLevel(int x, int y, int sound_nr)
3516 int sx = SCROLLX(x), sy = SCROLLY(y);
3518 int silence_distance = 8;
3520 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3521 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3524 if (!IN_LEV_FIELD(x,y) ||
3525 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3526 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3529 volume = PSND_MAX_VOLUME;
3531 stereo = (sx-SCR_FIELDX/2)*12;
3533 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3534 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3535 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3538 if (!IN_SCR_FIELD(sx,sy))
3540 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3541 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3543 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3546 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3549 void RaiseScore(int value)
3551 local_player->score += value;
3552 DrawText(DX_SCORE, DY_SCORE,
3553 int2str(local_player->score, 5),
3554 FS_SMALL, FC_YELLOW);
3557 void RaiseScoreElement(int element)
3562 RaiseScore(level.score[SC_EDELSTEIN]);
3565 RaiseScore(level.score[SC_DIAMANT]);
3569 RaiseScore(level.score[SC_KAEFER]);
3573 RaiseScore(level.score[SC_FLIEGER]);
3577 RaiseScore(level.score[SC_MAMPFER]);
3580 RaiseScore(level.score[SC_ROBOT]);
3583 RaiseScore(level.score[SC_PACMAN]);
3586 RaiseScore(level.score[SC_KOKOSNUSS]);
3589 RaiseScore(level.score[SC_DYNAMIT]);
3592 RaiseScore(level.score[SC_SCHLUESSEL]);