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 ***********************************************************/
36 void GetPlayerConfig()
38 int old_joystick_nr = joystick_nr;
40 if (sound_status==SOUND_OFF)
41 player.setup &= ~SETUP_SOUND;
42 if (!sound_loops_allowed)
44 player.setup &= ~SETUP_SOUND_LOOPS;
45 player.setup &= ~SETUP_SOUND_MUSIC;
48 sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
49 sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
50 sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
51 toons_on = SETUP_TOONS_ON(player.setup);
52 direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
53 fading_on = SETUP_FADING_ON(player.setup);
54 autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
55 joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
56 quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
57 scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
58 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(player.setup);
61 if (joystick_nr != old_joystick_nr)
64 close(joystick_device);
73 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
74 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
77 Gems = level.edelsteine;
78 SokobanFields = Lights = Friends = 0;
79 DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
81 Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
85 TimeLeft = level.time;
87 PlayerMovDir = MV_NO_MOVING;
91 PlayerPushing = FALSE;
92 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
96 DigField(0,0,0,0,DF_NO_PUSH);
99 for(i=0;i<MAX_NUM_AMOEBA;i++)
100 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
102 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
104 Feld[x][y] = Ur[x][y];
105 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
106 Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
109 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
111 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
118 Feld[x][y] = EL_LEERRAUM;
123 Feld[x][y] = EL_LEERRAUM;
126 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
127 Feld[x][y] = EL_BADEWANNE1;
128 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
129 Feld[x][y] = EL_BADEWANNE2;
130 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
131 Feld[x][y] = EL_BADEWANNE3;
132 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
133 Feld[x][y] = EL_BADEWANNE4;
134 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
135 Feld[x][y] = EL_BADEWANNE5;
174 Feld[x][y] = EL_AMOEBING;
175 Store[x][y] = EL_AMOEBE_NASS;
184 case EL_SOKOBAN_FELD_LEER:
193 MovDir[x][y] = 1<<RND(4);
200 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
201 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
203 scroll_x = scroll_y = -1;
206 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
209 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
211 CloseDoor(DOOR_CLOSE_1);
214 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
217 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
218 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
219 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
220 DrawTextExt(pix[PIX_DB_DOOR],gc,
221 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
222 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
223 DrawTextExt(pix[PIX_DB_DOOR],gc,
224 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
225 int2str(Gems,3),FS_SMALL,FC_YELLOW);
226 DrawTextExt(pix[PIX_DB_DOOR],gc,
227 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
228 int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
229 DrawTextExt(pix[PIX_DB_DOOR],gc,
230 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
231 int2str(Score,5),FS_SMALL,FC_YELLOW);
232 DrawTextExt(pix[PIX_DB_DOOR],gc,
233 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
234 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
236 DrawGameButton(BUTTON_GAME_STOP);
237 DrawGameButton(BUTTON_GAME_PAUSE);
238 DrawGameButton(BUTTON_GAME_PLAY);
239 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
240 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
241 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
242 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
243 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
244 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
245 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
246 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
248 OpenDoor(DOOR_OPEN_1);
251 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
253 XAutoRepeatOff(display);
256 void InitMovDir(int x, int y)
258 int i, element = Feld[x][y];
259 static int xy[4][2] =
266 static int direction[2][4] =
268 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
269 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
278 Feld[x][y] = EL_KAEFER;
279 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
285 Feld[x][y] = EL_FLIEGER;
286 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
292 Feld[x][y] = EL_BUTTERFLY;
293 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
299 Feld[x][y] = EL_FIREFLY;
300 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
306 Feld[x][y] = EL_PACMAN;
307 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
310 MovDir[x][y] = 1<<RND(4);
311 if (element != EL_KAEFER &&
312 element != EL_FLIEGER &&
313 element != EL_BUTTERFLY &&
314 element != EL_FIREFLY)
324 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
326 if (element==EL_KAEFER || element==EL_BUTTERFLY)
328 MovDir[x][y] = direction[0][i];
331 else if (element==EL_FLIEGER || element==EL_FIREFLY)
333 MovDir[x][y] = direction[1][i];
342 void InitAmoebaNr(int x, int y)
345 int group_nr = AmoebeNachbarNr(x,y);
349 for(i=1;i<MAX_NUM_AMOEBA;i++)
359 AmoebaNr[x][y] = group_nr;
360 AmoebaCnt[group_nr]++;
361 AmoebaCnt2[group_nr]++;
367 int bumplevel = FALSE;
374 PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
379 PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
380 if (TimeLeft && !(TimeLeft % 10))
381 RaiseScore(level.score[SC_ZEITBONUS]);
382 if (TimeLeft > 100 && !(TimeLeft % 10))
386 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
397 /* Hero disappears */
398 DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
404 CloseDoor(DOOR_CLOSE_1);
409 SaveLevelTape(tape.level_nr); /* Ask to save tape */
412 if (level_nr==player.handicap &&
413 level_nr<leveldir[leveldir_nr].levels-1)
417 SavePlayerInfo(PLAYER_LEVEL);
420 if ((hi_pos=NewHiScore())>=0)
422 game_status = HALLOFFAME;
423 DrawHallOfFame(hi_pos);
424 if (bumplevel && TAPE_IS_EMPTY(tape))
429 game_status = MAINMENU;
430 if (bumplevel && TAPE_IS_EMPTY(tape))
445 if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
446 Score<highscore[MAX_SCORE_ENTRIES-1].Score)
449 for(k=0;k<MAX_SCORE_ENTRIES;k++)
451 if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
453 if (k<MAX_SCORE_ENTRIES-1)
455 int m = MAX_SCORE_ENTRIES-1;
458 for(l=k;l<MAX_SCORE_ENTRIES;l++)
459 if (!strcmp(player.alias_name,highscore[l].Name))
461 if (m==k) /* Spieler überschreibt seine alte Position */
467 strcpy(highscore[l].Name,highscore[l-1].Name);
468 highscore[l].Score = highscore[l-1].Score;
475 sprintf(highscore[k].Name,player.alias_name);
476 highscore[k].Score = Score;
482 else if (!strcmp(player.alias_name,highscore[k].Name))
483 break; /* Spieler schon mit besserer Punktzahl in der Liste */
494 void InitMovingField(int x, int y, int direction)
496 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
497 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
499 MovDir[x][y] = direction;
500 MovDir[newx][newy] = direction;
501 if (Feld[newx][newy]==EL_LEERRAUM)
502 Feld[newx][newy] = EL_BLOCKED;
505 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
507 int direction = MovDir[x][y];
508 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
509 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
515 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
517 int oldx = x, oldy = y;
518 int direction = MovDir[x][y];
520 if (direction==MV_LEFT)
522 else if (direction==MV_RIGHT)
524 else if (direction==MV_UP)
526 else if (direction==MV_DOWN)
529 *comes_from_x = oldx;
530 *comes_from_y = oldy;
533 int MovingOrBlocked2Element(int x, int y)
535 int element = Feld[x][y];
537 if (element==EL_BLOCKED)
541 Blocked2Moving(x,y,&oldx,&oldy);
542 return(Feld[oldx][oldy]);
548 void RemoveMovingField(int x, int y)
550 int oldx = x,oldy = y, newx = x,newy = y;
552 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
557 Moving2Blocked(x,y,&newx,&newy);
558 if (Feld[newx][newy] != EL_BLOCKED)
561 else if (Feld[x][y]==EL_BLOCKED)
563 Blocked2Moving(x,y,&oldx,&oldy);
564 if (!IS_MOVING(oldx,oldy))
568 if (Feld[x][y]==EL_BLOCKED &&
569 (Store[oldx][oldy]==EL_MORAST_LEER ||
570 Store[oldx][oldy]==EL_SIEB_LEER ||
571 Store[oldx][oldy]==EL_SIEB2_LEER ||
572 Store[oldx][oldy]==EL_AMOEBE_NASS))
574 Feld[oldx][oldy] = Store[oldx][oldy];
575 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
578 Feld[oldx][oldy] = EL_LEERRAUM;
580 Feld[newx][newy] = EL_LEERRAUM;
581 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
582 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
584 DrawLevelField(oldx,oldy);
585 DrawLevelField(newx,newy);
588 void DrawDynamite(int x, int y)
590 int sx = SCROLLX(x), sy = SCROLLY(y);
591 int graphic = el2gfx(Feld[x][y]);
594 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
598 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
600 if (Feld[x][y]==EL_DYNAMIT)
602 if ((phase = (96-MovDelay[x][y])/12) > 6)
607 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
612 DrawGraphicThruMask(sx,sy, graphic + phase);
614 DrawGraphic(sx,sy, graphic + phase);
617 void CheckDynamite(int x, int y)
619 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
624 if (!(MovDelay[x][y] % 12))
625 PlaySoundLevel(x,y,SND_ZISCH);
627 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
629 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
636 StopSound(SND_ZISCH);
640 void Explode(int ex, int ey, int phase, int mode)
643 int num_phase = 9, delay = 2;
644 int last_phase = num_phase*delay;
645 int half_phase = (num_phase/2)*delay;
647 if (phase==0) /* Feld 'Store' initialisieren */
649 int center_element = Feld[ex][ey];
651 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
653 center_element = MovingOrBlocked2Element(ex,ey);
654 RemoveMovingField(ex,ey);
657 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
659 int element = Feld[x][y];
661 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
663 element = MovingOrBlocked2Element(x,y);
664 RemoveMovingField(x,y);
667 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
670 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
674 if (element==EL_EXPLODING)
675 element = Store2[x][y];
677 if (IS_PLAYER(ex,ey))
678 Store[x][y] = EL_EDELSTEIN_GELB;
679 else if (center_element==EL_MAULWURF)
680 Store[x][y] = EL_EDELSTEIN_ROT;
681 else if (center_element==EL_PINGUIN)
682 Store[x][y] = EL_EDELSTEIN_LILA;
683 else if (center_element==EL_KAEFER)
684 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
685 else if (center_element==EL_BUTTERFLY)
686 Store[x][y] = EL_EDELSTEIN_BD;
687 else if (center_element==EL_MAMPFER)
688 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
689 else if (center_element==EL_AMOEBA2DIAM)
690 Store[x][y] = level.amoebe_inhalt;
691 else if (element==EL_ERZ_EDEL)
692 Store[x][y] = EL_EDELSTEIN;
693 else if (element==EL_ERZ_DIAM)
694 Store[x][y] = EL_DIAMANT;
695 else if (element==EL_ERZ_EDEL_BD)
696 Store[x][y] = EL_EDELSTEIN_BD;
697 else if (element==EL_ERZ_EDEL_GELB)
698 Store[x][y] = EL_EDELSTEIN_GELB;
699 else if (element==EL_ERZ_EDEL_ROT)
700 Store[x][y] = EL_EDELSTEIN_ROT;
701 else if (element==EL_ERZ_EDEL_LILA)
702 Store[x][y] = EL_EDELSTEIN_LILA;
703 else if (!IS_PFORTE(Store[x][y]))
704 Store[x][y] = EL_LEERRAUM;
706 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
707 Store2[x][y] = element;
709 if (AmoebaNr[x][y] &&
710 (element==EL_AMOEBE_VOLL ||
711 element==EL_AMOEBE_BD ||
712 element==EL_AMOEBING))
714 AmoebaCnt[AmoebaNr[x][y]]--;
715 AmoebaCnt2[AmoebaNr[x][y]]--;
718 Feld[x][y] = EL_EXPLODING;
719 MovDir[x][y] = MovPos[x][y] = 0;
725 if (center_element==EL_MAMPFER)
726 MampferNr = (MampferNr+1) % 4;
737 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
739 if (phase==half_phase)
741 int element = Store2[x][y];
745 else if (IS_EXPLOSIVE(element))
747 Feld[x][y] = Store2[x][y];
751 else if (element==EL_AMOEBA2DIAM)
752 AmoebeUmwandeln(x,y);
755 if (phase==last_phase)
759 element = Feld[x][y] = Store[x][y];
760 Store[x][y] = Store2[x][y] = 0;
761 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
762 if (CAN_MOVE(element) || COULD_MOVE(element))
766 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
769 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
771 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
775 void DynaExplode(int ex, int ey, int size)
778 static int xy[4][2] =
786 Explode(ex,ey,0,EX_CENTER);
792 int x = ex+j*xy[i%4][0];
793 int y = ey+j*xy[i%4][1];
796 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
799 element = Feld[x][y];
800 Explode(x,y,0,EX_BORDER);
802 if (element != EL_LEERRAUM &&
803 element != EL_ERDREICH &&
804 element != EL_EXPLODING &&
813 void Bang(int x, int y)
815 int element = Feld[x][y];
817 PlaySoundLevel(x,y,SND_ROAAAR);
829 RaiseScoreElement(element);
830 Explode(x,y,0,EX_NORMAL);
836 DynaExplode(x,y,DynaBombSize);
840 Explode(x,y,0,EX_CENTER);
843 Explode(x,y,0,EX_NORMAL);
848 void Blurb(int x, int y)
850 int element = Feld[x][y];
852 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
854 PlaySoundLevel(x,y,SND_BLURB);
855 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
856 (!IN_LEV_FIELD(x-1,y-1) ||
857 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
859 Feld[x-1][y] = EL_BLURB_LEFT;
861 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
862 (!IN_LEV_FIELD(x+1,y-1) ||
863 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
865 Feld[x+1][y] = EL_BLURB_RIGHT;
870 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
872 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
875 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
878 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
879 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
883 Feld[x][y] = EL_LEERRAUM;
890 void Impact(int x, int y)
892 BOOL lastline = (y==lev_fieldy-1);
893 BOOL object_hit = FALSE;
894 int element = Feld[x][y];
897 /* Element darunter berührt? */
900 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
901 MovDir[x][y+1]!=MV_DOWN ||
902 MovPos[x][y+1]<=TILEY/2));
904 smashed = MovingOrBlocked2Element(x,y+1);
907 /* Auftreffendes Element fällt in Salzsäure */
908 if (!lastline && smashed==EL_SALZSAEURE)
914 /* Auftreffendes Element ist Bombe */
915 if (element==EL_BOMBE && (lastline || object_hit))
921 /* Auftreffendes Element ist Säuretropfen */
922 if (element==EL_TROPFEN && (lastline || object_hit))
924 if (object_hit && IS_PLAYER(x,y+1))
926 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
930 Feld[x][y] = EL_AMOEBING;
931 Store[x][y] = EL_AMOEBE_NASS;
936 /* Welches Element kriegt was auf die Rübe? */
937 if (!lastline && object_hit)
939 if (CAN_CHANGE(element) &&
940 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
941 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
943 if (IS_PLAYER(x,y+1))
948 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
953 else if (element==EL_EDELSTEIN_BD)
955 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
961 else if (element==EL_FELSBROCKEN)
963 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
964 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
969 else if (!IS_MOVING(x,y+1))
971 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
976 else if (smashed==EL_KOKOSNUSS)
978 Feld[x][y+1] = EL_CRACKINGNUT;
979 PlaySoundLevel(x,y,SND_KNACK);
980 RaiseScoreElement(EL_KOKOSNUSS);
983 else if (smashed==EL_DIAMANT)
985 Feld[x][y+1] = EL_LEERRAUM;
986 PlaySoundLevel(x,y,SND_QUIRK);
993 /* Geräusch beim Durchqueren des Siebes */
994 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
996 PlaySoundLevel(x,y,SND_QUIRK);
1000 /* Geräusch beim Auftreffen */
1001 if (lastline || object_hit)
1008 case EL_EDELSTEIN_BD:
1009 case EL_EDELSTEIN_GELB:
1010 case EL_EDELSTEIN_ROT:
1011 case EL_EDELSTEIN_LILA:
1018 case EL_FELSBROCKEN:
1022 case EL_SCHLUESSEL1:
1023 case EL_SCHLUESSEL2:
1024 case EL_SCHLUESSEL3:
1025 case EL_SCHLUESSEL4:
1038 PlaySoundLevel(x,y,sound);
1042 void TurnRound(int x, int y)
1054 { 0,0 }, { 0,0 }, { 0,0 },
1059 int left,right,back;
1063 { MV_DOWN, MV_UP, MV_RIGHT },
1064 { MV_UP, MV_DOWN, MV_LEFT },
1066 { MV_LEFT, MV_RIGHT, MV_DOWN },
1067 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1068 { MV_RIGHT, MV_LEFT, MV_UP }
1071 int element = Feld[x][y];
1072 int old_move_dir = MovDir[x][y];
1073 int left_dir = turn[old_move_dir].left;
1074 int right_dir = turn[old_move_dir].right;
1075 int back_dir = turn[old_move_dir].back;
1077 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1078 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1079 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1080 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1082 int left_x = x+left_dx, left_y = y+left_dy;
1083 int right_x = x+right_dx, right_y = y+right_dy;
1084 int move_x = x+move_dx, move_y = y+move_dy;
1086 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1088 TestIfBadThingHitsOtherBadThing(x,y);
1090 if (IN_LEV_FIELD(right_x,right_y) &&
1091 IS_FREE_OR_PLAYER(right_x,right_y))
1092 MovDir[x][y] = right_dir;
1093 else if (!IN_LEV_FIELD(move_x,move_y) ||
1094 !IS_FREE_OR_PLAYER(move_x,move_y))
1095 MovDir[x][y] = left_dir;
1097 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1099 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1102 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1104 TestIfBadThingHitsOtherBadThing(x,y);
1106 if (IN_LEV_FIELD(left_x,left_y) &&
1107 IS_FREE_OR_PLAYER(left_x,left_y))
1108 MovDir[x][y] = left_dir;
1109 else if (!IN_LEV_FIELD(move_x,move_y) ||
1110 !IS_FREE_OR_PLAYER(move_x,move_y))
1111 MovDir[x][y] = right_dir;
1113 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1115 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1118 else if (element==EL_MAMPFER)
1120 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1122 if (IN_LEV_FIELD(left_x,left_y) &&
1123 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1124 Feld[left_x][left_y] == EL_DIAMANT))
1125 can_turn_left = TRUE;
1126 if (IN_LEV_FIELD(right_x,right_y) &&
1127 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1128 Feld[right_x][right_y] == EL_DIAMANT))
1129 can_turn_right = TRUE;
1131 if (can_turn_left && can_turn_right)
1132 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1133 else if (can_turn_left)
1134 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1135 else if (can_turn_right)
1136 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1138 MovDir[x][y] = back_dir;
1140 MovDelay[x][y] = 16+16*RND(3);
1142 else if (element==EL_MAMPFER2)
1144 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1146 if (IN_LEV_FIELD(left_x,left_y) &&
1147 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1148 IS_MAMPF2(Feld[left_x][left_y])))
1149 can_turn_left = TRUE;
1150 if (IN_LEV_FIELD(right_x,right_y) &&
1151 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1152 IS_MAMPF2(Feld[right_x][right_y])))
1153 can_turn_right = TRUE;
1155 if (can_turn_left && can_turn_right)
1156 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1157 else if (can_turn_left)
1158 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1159 else if (can_turn_right)
1160 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1162 MovDir[x][y] = back_dir;
1164 MovDelay[x][y] = 16+16*RND(3);
1166 else if (element==EL_PACMAN)
1168 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1170 if (IN_LEV_FIELD(left_x,left_y) &&
1171 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1172 IS_AMOEBOID(Feld[left_x][left_y])))
1173 can_turn_left = TRUE;
1174 if (IN_LEV_FIELD(right_x,right_y) &&
1175 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1176 IS_AMOEBOID(Feld[right_x][right_y])))
1177 can_turn_right = TRUE;
1179 if (can_turn_left && can_turn_right)
1180 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1181 else if (can_turn_left)
1182 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1183 else if (can_turn_right)
1184 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1186 MovDir[x][y] = back_dir;
1188 MovDelay[x][y] = 6+RND(40);
1190 else if (element==EL_SCHWEIN)
1192 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1193 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1194 BOOL should_move_on = FALSE;
1196 int rnd = RND(rnd_value);
1198 if (IN_LEV_FIELD(left_x,left_y) &&
1199 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1200 can_turn_left = TRUE;
1201 if (IN_LEV_FIELD(right_x,right_y) &&
1202 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1203 can_turn_right = TRUE;
1204 if (IN_LEV_FIELD(move_x,move_y) &&
1205 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1208 if (can_turn_left &&
1210 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1211 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1212 should_turn_left = TRUE;
1213 if (can_turn_right &&
1215 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1216 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1217 should_turn_right = TRUE;
1219 (!can_turn_left || !can_turn_right ||
1220 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1221 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1222 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1223 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1224 should_move_on = TRUE;
1226 if (should_turn_left || should_turn_right || should_move_on)
1228 if (should_turn_left && should_turn_right && should_move_on)
1229 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1230 rnd < 2*rnd_value/3 ? right_dir :
1232 else if (should_turn_left && should_turn_right)
1233 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1234 else if (should_turn_left && should_move_on)
1235 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1236 else if (should_turn_right && should_move_on)
1237 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1238 else if (should_turn_left)
1239 MovDir[x][y] = left_dir;
1240 else if (should_turn_right)
1241 MovDir[x][y] = right_dir;
1242 else if (should_move_on)
1243 MovDir[x][y] = old_move_dir;
1245 else if (can_move_on && rnd > rnd_value/8)
1246 MovDir[x][y] = old_move_dir;
1247 else if (can_turn_left && can_turn_right)
1248 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1249 else if (can_turn_left && rnd > rnd_value/8)
1250 MovDir[x][y] = left_dir;
1251 else if (can_turn_right && rnd > rnd_value/8)
1252 MovDir[x][y] = right_dir;
1254 MovDir[x][y] = back_dir;
1256 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1257 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1258 MovDir[x][y] = old_move_dir;
1262 else if (element==EL_DRACHE)
1264 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1266 int rnd = RND(rnd_value);
1268 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1269 can_turn_left = TRUE;
1270 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1271 can_turn_right = TRUE;
1272 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1275 if (can_move_on && rnd > rnd_value/8)
1276 MovDir[x][y] = old_move_dir;
1277 else if (can_turn_left && can_turn_right)
1278 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1279 else if (can_turn_left && rnd > rnd_value/8)
1280 MovDir[x][y] = left_dir;
1281 else if (can_turn_right && rnd > rnd_value/8)
1282 MovDir[x][y] = right_dir;
1284 MovDir[x][y] = back_dir;
1286 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1287 MovDir[x][y] = old_move_dir;
1291 else if (element==EL_ROBOT || element==EL_SONDE ||
1292 element==EL_MAULWURF || element==EL_PINGUIN)
1294 int attr_x = JX, attr_y = JY;
1303 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1309 if (element==EL_MAULWURF || element==EL_PINGUIN)
1312 static int xy[4][2] =
1322 int ex = x+xy[i%4][0];
1323 int ey = y+xy[i%4][1];
1325 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1334 MovDir[x][y] = MV_NO_MOVING;
1336 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1338 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1340 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1342 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1344 if (element==EL_ROBOT)
1346 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1347 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1348 Moving2Blocked(x,y,&newx,&newy);
1350 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1351 MovDelay[x][y] = 8+8*!RND(3);
1353 MovDelay[x][y] = 16;
1359 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1361 BOOL first_horiz = RND(2);
1362 int new_move_dir = MovDir[x][y];
1365 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1366 Moving2Blocked(x,y,&newx,&newy);
1368 if (IN_LEV_FIELD(newx,newy) &&
1369 (IS_FREE(newx,newy) ||
1370 Feld[newx][newy] == EL_SALZSAEURE ||
1371 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1372 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1373 IS_MAMPF3(Feld[newx][newy])))))
1377 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1378 Moving2Blocked(x,y,&newx,&newy);
1380 if (IN_LEV_FIELD(newx,newy) &&
1381 (IS_FREE(newx,newy) ||
1382 Feld[newx][newy] == EL_SALZSAEURE ||
1383 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1384 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1385 IS_MAMPF3(Feld[newx][newy])))))
1388 MovDir[x][y] = old_move_dir;
1395 void StartMoving(int x, int y)
1397 int element = Feld[x][y];
1402 if (CAN_FALL(element) && y<lev_fieldy-1)
1404 if (PlayerPushing && PlayerMovPos)
1406 int nextJX = JX + (JX - lastJX);
1407 int nextJY = JY + (JY - lastJY);
1409 if (x == nextJX && y == nextJY)
1413 if (element==EL_MORAST_VOLL)
1417 InitMovingField(x,y,MV_DOWN);
1418 Feld[x][y] = EL_FELSBROCKEN;
1419 Store[x][y] = EL_MORAST_LEER;
1421 else if (Feld[x][y+1]==EL_MORAST_LEER)
1423 if (!MovDelay[x][y])
1424 MovDelay[x][y] = TILEY + 1;
1433 Feld[x][y] = EL_MORAST_LEER;
1434 Feld[x][y+1] = EL_MORAST_VOLL;
1437 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1439 InitMovingField(x,y,MV_DOWN);
1440 Store[x][y] = EL_MORAST_VOLL;
1442 else if (element==EL_SIEB_VOLL)
1446 InitMovingField(x,y,MV_DOWN);
1447 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1448 Store[x][y] = EL_SIEB_LEER;
1450 else if (Feld[x][y+1]==EL_SIEB_LEER)
1452 if (!MovDelay[x][y])
1453 MovDelay[x][y] = TILEY/4 + 1;
1462 Feld[x][y] = EL_SIEB_LEER;
1463 Feld[x][y+1] = EL_SIEB_VOLL;
1464 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1468 else if (element==EL_SIEB2_VOLL)
1472 InitMovingField(x,y,MV_DOWN);
1473 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1474 Store[x][y] = EL_SIEB2_LEER;
1476 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1478 if (!MovDelay[x][y])
1479 MovDelay[x][y] = TILEY/4 + 1;
1488 Feld[x][y] = EL_SIEB2_LEER;
1489 Feld[x][y+1] = EL_SIEB2_VOLL;
1490 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1494 else if (SiebAktiv && CAN_CHANGE(element) &&
1495 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1497 InitMovingField(x,y,MV_DOWN);
1499 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1500 Store2[x][y+1] = element;
1502 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1505 InitMovingField(x,y,MV_DOWN);
1506 Store[x][y] = EL_SALZSAEURE;
1508 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1512 else if (IS_FREE(x,y+1))
1514 InitMovingField(x,y,MV_DOWN);
1516 else if (element==EL_TROPFEN)
1518 Feld[x][y] = EL_AMOEBING;
1519 Store[x][y] = EL_AMOEBE_NASS;
1521 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1523 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1524 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1525 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1526 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1530 if (left && right && game_emulation != EMU_BOULDERDASH)
1531 left = !(right = RND(2));
1533 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1537 else if (CAN_MOVE(element))
1541 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1543 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1544 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1547 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1550 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1551 DrawLevelField(x,y);
1555 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1559 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1561 int phase = MovDelay[x][y] % 8;
1566 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1567 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1569 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1570 && MovDelay[x][y]%4==3)
1571 PlaySoundLevel(x,y,SND_NJAM);
1573 else if (element==EL_DRACHE)
1576 int dir = MovDir[x][y];
1577 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1578 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1579 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1580 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1581 dir == MV_UP ? GFX_FLAMMEN_UP :
1582 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1583 int phase = FrameCounter % 2;
1587 int xx = x + i*dx, yy = y + i*dy;
1588 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1590 if (!IN_LEV_FIELD(xx,yy) ||
1591 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1596 int flamed = MovingOrBlocked2Element(xx,yy);
1598 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1601 RemoveMovingField(xx,yy);
1603 Feld[xx][yy] = EL_BURNING;
1604 if (IN_SCR_FIELD(sx,sy))
1605 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1609 if (Feld[xx][yy] == EL_BURNING)
1610 Feld[xx][yy] = EL_LEERRAUM;
1611 DrawLevelField(xx,yy);
1620 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1622 PlaySoundLevel(x,y,SND_KLAPPER);
1624 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1626 PlaySoundLevel(x,y,SND_ROEHR);
1629 /* neuer Schritt / Wartezustand beendet */
1631 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1633 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1635 /* Spieler erwischt */
1640 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1641 element==EL_ROBOT || element==EL_SONDE) &&
1642 IN_LEV_FIELD(newx,newy) &&
1643 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1646 Store[x][y] = EL_SALZSAEURE;
1648 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1649 IN_LEV_FIELD(newx,newy))
1651 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1653 Feld[x][y] = EL_LEERRAUM;
1654 DrawLevelField(x,y);
1656 PlaySoundLevel(newx,newy,SND_BUING);
1657 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1658 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1661 if (!Friends && PlayerGone && !GameOver)
1662 LevelSolved = GameOver = TRUE;
1666 else if (IS_MAMPF3(Feld[newx][newy]))
1668 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1669 DrawLevelField(newx,newy);
1671 MovDir[x][y] = MV_NO_MOVING;
1673 else if (!IS_FREE(newx,newy))
1678 DrawLevelField(x,y);
1682 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1684 if (IS_GEM(Feld[newx][newy]))
1686 if (IS_MOVING(newx,newy))
1687 RemoveMovingField(newx,newy);
1690 Feld[newx][newy] = EL_LEERRAUM;
1691 DrawLevelField(newx,newy);
1694 else if (!IS_FREE(newx,newy))
1699 DrawLevelField(x,y);
1703 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1705 if (!IS_FREE(newx,newy))
1710 DrawLevelField(x,y);
1715 BOOL wanna_flame = !RND(10);
1716 int dx = newx - x, dy = newy - y;
1717 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1718 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1719 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1720 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1721 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1722 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1724 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1725 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1726 element1 != EL_BURNING && element2 != EL_BURNING)
1731 DrawLevelField(x,y);
1733 MovDelay[x][y] = 50;
1734 Feld[newx][newy] = EL_BURNING;
1735 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1736 Feld[newx1][newy1] = EL_BURNING;
1737 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1738 Feld[newx2][newy2] = EL_BURNING;
1743 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1744 Feld[newx][newy]==EL_DIAMANT)
1746 if (IS_MOVING(newx,newy))
1747 RemoveMovingField(newx,newy);
1750 Feld[newx][newy] = EL_LEERRAUM;
1751 DrawLevelField(newx,newy);
1754 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1755 IS_MAMPF2(Feld[newx][newy]))
1757 if (AmoebaNr[newx][newy])
1759 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1760 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1761 AmoebaCnt[AmoebaNr[newx][newy]]--;
1764 if (IS_MOVING(newx,newy))
1765 RemoveMovingField(newx,newy);
1768 Feld[newx][newy] = EL_LEERRAUM;
1769 DrawLevelField(newx,newy);
1772 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1773 IS_AMOEBOID(Feld[newx][newy]))
1775 if (AmoebaNr[newx][newy])
1777 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1778 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1779 AmoebaCnt[AmoebaNr[newx][newy]]--;
1782 Feld[newx][newy] = EL_LEERRAUM;
1783 DrawLevelField(newx,newy);
1785 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1786 { /* gegen Wand gelaufen */
1789 if (element == EL_KAEFER || element == EL_FLIEGER)
1790 DrawLevelField(x,y);
1791 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1792 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1793 else if (element==EL_SONDE)
1794 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1799 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1800 PlaySoundLevel(x,y,SND_SCHLURF);
1802 InitMovingField(x,y,MovDir[x][y]);
1806 ContinueMoving(x,y);
1809 void ContinueMoving(int x, int y)
1811 int element = Feld[x][y];
1812 int direction = MovDir[x][y];
1813 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1814 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1815 int horiz_move = (dx!=0);
1816 int newx = x + dx, newy = y + dy;
1817 int step = (horiz_move ? dx : dy) * TILEX/8;
1819 if (CAN_FALL(element) && horiz_move)
1821 else if (element==EL_TROPFEN)
1823 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1826 MovPos[x][y] += step;
1828 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1830 Feld[x][y] = EL_LEERRAUM;
1831 Feld[newx][newy] = element;
1833 if (Store[x][y]==EL_MORAST_VOLL)
1836 Feld[newx][newy] = EL_MORAST_VOLL;
1837 element = EL_MORAST_VOLL;
1839 else if (Store[x][y]==EL_MORAST_LEER)
1842 Feld[x][y] = EL_MORAST_LEER;
1844 else if (Store[x][y]==EL_SIEB_VOLL)
1847 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1849 else if (Store[x][y]==EL_SIEB_LEER)
1851 Store[x][y] = Store2[x][y] = 0;
1852 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1854 else if (Store[x][y]==EL_SIEB2_VOLL)
1857 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1859 else if (Store[x][y]==EL_SIEB2_LEER)
1861 Store[x][y] = Store2[x][y] = 0;
1862 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1864 else if (Store[x][y]==EL_SALZSAEURE)
1867 Feld[newx][newy] = EL_SALZSAEURE;
1868 element = EL_SALZSAEURE;
1870 else if (Store[x][y]==EL_AMOEBE_NASS)
1873 Feld[x][y] = EL_AMOEBE_NASS;
1876 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1877 MovDelay[newx][newy] = 0;
1879 if (!CAN_MOVE(element))
1880 MovDir[newx][newy] = 0;
1882 DrawLevelField(x,y);
1883 DrawLevelField(newx,newy);
1885 Stop[newx][newy] = TRUE;
1886 JustHit[x][newy] = 3;
1888 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1890 TestIfBadThingHitsHero();
1891 TestIfBadThingHitsFriend(newx,newy);
1892 TestIfBadThingHitsOtherBadThing(newx,newy);
1894 else if (element == EL_PINGUIN)
1895 TestIfFriendHitsBadThing(newx,newy);
1897 if (CAN_SMASH(element) && direction==MV_DOWN &&
1898 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1901 else /* noch in Bewegung */
1902 DrawLevelField(x,y);
1905 int AmoebeNachbarNr(int ax, int ay)
1908 int element = Feld[ax][ay];
1910 static int xy[4][2] =
1920 int x = ax+xy[i%4][0];
1921 int y = ay+xy[i%4][1];
1923 if (!IN_LEV_FIELD(x,y))
1926 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
1927 group_nr = AmoebaNr[x][y];
1933 void AmoebenVereinigen(int ax, int ay)
1936 int new_group_nr = AmoebaNr[ax][ay];
1937 static int xy[4][2] =
1953 if (!IN_LEV_FIELD(x,y))
1956 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
1957 Feld[x][y]==EL_AMOEBE_BD ||
1958 Feld[x][y]==EL_AMOEBE_TOT) &&
1959 AmoebaNr[x][y] != new_group_nr)
1961 int old_group_nr = AmoebaNr[x][y];
1963 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
1964 AmoebaCnt[old_group_nr] = 0;
1965 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
1966 AmoebaCnt2[old_group_nr] = 0;
1968 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
1969 if (AmoebaNr[xx][yy]==old_group_nr)
1970 AmoebaNr[xx][yy] = new_group_nr;
1975 void AmoebeUmwandeln(int ax, int ay)
1978 int group_nr = AmoebaNr[ax][ay];
1979 static int xy[4][2] =
1987 if (Feld[ax][ay]==EL_AMOEBE_TOT)
1989 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
1991 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
1994 Feld[x][y] = EL_AMOEBA2DIAM;
2006 if (!IN_LEV_FIELD(x,y))
2009 if (Feld[x][y]==EL_AMOEBA2DIAM)
2015 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2018 int group_nr = AmoebaNr[ax][ay];
2021 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2023 if (AmoebaNr[x][y]==group_nr &&
2024 (Feld[x][y]==EL_AMOEBE_TOT ||
2025 Feld[x][y]==EL_AMOEBE_BD ||
2026 Feld[x][y]==EL_AMOEBING))
2029 Feld[x][y] = new_element;
2030 DrawLevelField(x,y);
2036 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2039 void AmoebeWaechst(int x, int y)
2041 static long sound_delay = 0;
2042 static int sound_delay_value = 0;
2044 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2048 if (DelayReached(&sound_delay,sound_delay_value))
2050 PlaySoundLevel(x,y,SND_AMOEBE);
2051 sound_delay_value = 30;
2055 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2058 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2059 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2061 if (!MovDelay[x][y])
2063 Feld[x][y] = Store[x][y];
2065 DrawLevelField(x,y);
2070 void AmoebeAbleger(int ax, int ay)
2073 int element = Feld[ax][ay];
2074 int newax = ax, neway = ay;
2075 static int xy[4][2] =
2083 if (!level.tempo_amoebe)
2085 Feld[ax][ay] = EL_AMOEBE_TOT;
2086 DrawLevelField(ax,ay);
2090 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2091 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2093 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2096 if (MovDelay[ax][ay])
2100 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2103 int x = ax+xy[start][0];
2104 int y = ay+xy[start][1];
2106 if (!IN_LEV_FIELD(x,y))
2110 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2116 if (newax==ax && neway==ay)
2119 else /* normale oder "gefüllte" Amöbe */
2122 BOOL waiting_for_player = FALSE;
2126 int j = (start+i)%4;
2127 int x = ax+xy[j][0];
2128 int y = ay+xy[j][1];
2130 if (!IN_LEV_FIELD(x,y))
2134 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2140 else if (IS_PLAYER(x,y))
2141 waiting_for_player = TRUE;
2144 if (newax==ax && neway==ay)
2146 if (i==4 && !waiting_for_player)
2148 Feld[ax][ay] = EL_AMOEBE_TOT;
2149 DrawLevelField(ax,ay);
2150 AmoebaCnt[AmoebaNr[ax][ay]]--;
2152 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2154 if (element==EL_AMOEBE_VOLL)
2155 AmoebeUmwandeln(ax,ay);
2156 else if (element==EL_AMOEBE_BD)
2157 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2162 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2164 int new_group_nr = AmoebaNr[ax][ay];
2166 AmoebaNr[newax][neway] = new_group_nr;
2167 AmoebaCnt[new_group_nr]++;
2168 AmoebaCnt2[new_group_nr]++;
2169 AmoebenVereinigen(newax,neway);
2171 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2173 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2179 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2180 (neway==lev_fieldy-1 && newax!=ax))
2182 Feld[newax][neway] = EL_AMOEBING;
2183 Store[newax][neway] = element;
2186 Feld[newax][neway] = EL_TROPFEN;
2189 InitMovingField(ax,ay,MV_DOWN);
2190 Feld[ax][ay] = EL_TROPFEN;
2191 Store[ax][ay] = EL_AMOEBE_NASS;
2192 ContinueMoving(ax,ay);
2196 DrawLevelField(newax,neway);
2199 void Life(int ax, int ay)
2202 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2204 int element = Feld[ax][ay];
2209 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2210 MovDelay[ax][ay] = life_time;
2212 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2215 if (MovDelay[ax][ay])
2219 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2221 int xx = ax+x1, yy = ay+y1;
2224 if (!IN_LEV_FIELD(xx,yy))
2227 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2229 int x = xx+x2, y = yy+y2;
2231 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2234 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2236 (IS_FREE(x,y) && Stop[x][y]))
2240 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2242 if (nachbarn<life[0] || nachbarn>life[1])
2244 Feld[xx][yy] = EL_LEERRAUM;
2246 DrawLevelField(xx,yy);
2247 Stop[xx][yy] = TRUE;
2250 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2251 { /* Randfeld ohne Amoebe */
2252 if (nachbarn>=life[2] && nachbarn<=life[3])
2254 Feld[xx][yy] = element;
2255 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2257 DrawLevelField(xx,yy);
2258 Stop[xx][yy] = TRUE;
2264 void Ablenk(int x, int y)
2266 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2267 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2269 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2274 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2275 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2276 if (!(MovDelay[x][y]%4))
2277 PlaySoundLevel(x,y,SND_MIEP);
2282 Feld[x][y] = EL_ABLENK_AUS;
2283 DrawLevelField(x,y);
2288 void Birne(int x, int y)
2290 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2291 MovDelay[x][y] = 800;
2293 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2298 if (!(MovDelay[x][y]%5))
2300 if (!(MovDelay[x][y]%10))
2301 Feld[x][y]=EL_ABLENK_EIN;
2303 Feld[x][y]=EL_ABLENK_AUS;
2304 DrawLevelField(x,y);
2305 Feld[x][y]=EL_ABLENK_EIN;
2311 Feld[x][y]=EL_ABLENK_AUS;
2312 DrawLevelField(x,y);
2317 void Blubber(int x, int y)
2319 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2322 void NussKnacken(int x, int y)
2324 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2327 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2330 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2331 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2333 if (!MovDelay[x][y])
2335 Feld[x][y] = EL_EDELSTEIN;
2336 DrawLevelField(x,y);
2341 void SiebAktivieren(int x, int y, int typ)
2343 if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2344 DrawGraphic(SCROLLX(x),SCROLLY(y),
2345 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
2348 void AusgangstuerPruefen(int x, int y)
2350 if (!Gems && !SokobanFields && !Lights)
2352 Feld[x][y] = EL_AUSGANG_ACT;
2354 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2355 PlaySoundLevel(x,y,SND_OEFFNEN);
2357 PlaySoundLevel(JX,JY,SND_OEFFNEN);
2361 void AusgangstuerOeffnen(int x, int y)
2365 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2366 MovDelay[x][y] = 5*delay;
2368 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2373 tuer = MovDelay[x][y]/delay;
2374 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2375 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2377 if (!MovDelay[x][y])
2379 Feld[x][y] = EL_AUSGANG_AUF;
2380 DrawLevelField(x,y);
2385 void AusgangstuerBlinken(int x, int y)
2387 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2390 void EdelsteinFunkeln(int x, int y)
2392 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2395 if (Feld[x][y] == EL_EDELSTEIN_BD)
2396 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2399 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2400 MovDelay[x][y] = 11 * !SimpleRND(500);
2402 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2406 if (direct_draw_on && MovDelay[x][y])
2407 SetDrawtoField(DRAW_BUFFERED);
2409 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2413 int src_x,src_y, dest_x,dest_y;
2414 int phase = (MovDelay[x][y]-1)/2;
2416 src_x = SX+GFX_PER_LINE*TILEX;
2417 src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
2418 dest_x = FX+SCROLLX(x)*TILEX;
2419 dest_y = FY+SCROLLY(y)*TILEY;
2421 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2422 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2423 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2427 XCopyArea(display,drawto_field,window,gc,
2428 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2429 SetDrawtoField(DRAW_DIRECT);
2436 void MauerWaechst(int x, int y)
2440 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2441 MovDelay[x][y] = 3*delay;
2443 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2448 phase = 2-MovDelay[x][y]/delay;
2449 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2450 DrawGraphic(SCROLLX(x),SCROLLY(y),
2451 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2453 if (!MovDelay[x][y])
2455 if (Store[x][y]==MV_LEFT)
2457 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2458 DrawLevelField(x-1,y);
2462 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2463 DrawLevelField(x+1,y);
2466 Feld[x][y] = EL_MAUER_LEBT;
2468 DrawLevelField(x,y);
2473 void MauerAbleger(int ax, int ay)
2475 BOOL links_frei = FALSE, rechts_frei = FALSE;
2476 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2478 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2479 MovDelay[ax][ay] = 6;
2481 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2484 if (MovDelay[ax][ay])
2488 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2490 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2495 Feld[ax-1][ay] = EL_MAUERND;
2496 Store[ax-1][ay] = MV_LEFT;
2497 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2498 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2502 Feld[ax+1][ay] = EL_MAUERND;
2503 Store[ax+1][ay] = MV_RIGHT;
2504 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2505 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2508 if (links_frei || rechts_frei)
2509 DrawLevelField(ax,ay);
2511 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2512 links_massiv = TRUE;
2513 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2514 rechts_massiv = TRUE;
2516 if (links_massiv && rechts_massiv)
2517 Feld[ax][ay] = EL_MAUERWERK;
2520 void CheckForDragon(int x, int y)
2523 BOOL dragon_found = FALSE;
2524 static int xy[4][2] =
2536 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2538 if (IN_LEV_FIELD(xx,yy) &&
2539 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2541 if (Feld[xx][yy] == EL_DRACHE)
2542 dragon_found = TRUE;
2555 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2557 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2559 Feld[xx][yy] = EL_LEERRAUM;
2560 DrawLevelField(xx,yy);
2571 static long action_delay = 0;
2572 long action_delay_value;
2574 if (game_status != PLAYING)
2578 action_delay_value =
2579 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2582 action_delay_value =
2583 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameSpeed);
2586 if (DelayReached(&action_delay, action_delay_value))
2603 static long last_Counter = 0;
2604 long new_Counter = Counter();
2606 printf("--> %ld / %ld [%d]\n",
2607 new_Counter - last_Counter,
2610 last_Counter = new_Counter;
2617 if (!DelayReached(&action_delay, action_delay_value))
2622 while(!DelayReached(&action_delay, action_delay_value))
2629 printf("-----------\n");
2653 static long last_Counter = 0;
2654 long new_Counter = Counter();
2656 printf("--> %ld / %ld [%d]\n",
2657 new_Counter - last_Counter,
2660 last_Counter = new_Counter;
2665 printf("--> %ld / ", Counter());
2671 int sieb_x = 0, sieb_y = 0;
2673 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2675 else if (tape.recording)
2686 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2689 if (JustHit[x][y]>0)
2693 if (IS_BLOCKED(x,y))
2697 Blocked2Moving(x,y,&oldx,&oldy);
2698 if (!IS_MOVING(oldx,oldy))
2700 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2701 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2702 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2703 printf("GameActions(): This should never happen!\n");
2710 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2712 element = Feld[x][y];
2714 if (IS_INACTIVE(element))
2717 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2721 if (IS_GEM(element))
2722 EdelsteinFunkeln(x,y);
2724 else if (IS_MOVING(x,y))
2725 ContinueMoving(x,y);
2726 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2728 else if (element==EL_EXPLODING)
2729 Explode(x,y,Frame[x][y],EX_NORMAL);
2730 else if (element==EL_AMOEBING)
2732 else if (IS_AMOEBALIVE(element))
2734 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2736 else if (element==EL_ABLENK_EIN)
2738 else if (element==EL_SALZSAEURE)
2740 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2742 else if (element==EL_CRACKINGNUT)
2744 else if (element==EL_AUSGANG_ZU)
2745 AusgangstuerPruefen(x,y);
2746 else if (element==EL_AUSGANG_ACT)
2747 AusgangstuerOeffnen(x,y);
2748 else if (element==EL_AUSGANG_AUF)
2749 AusgangstuerBlinken(x,y);
2750 else if (element==EL_MAUERND)
2752 else if (element==EL_MAUER_LEBT)
2754 else if (element==EL_BURNING)
2755 CheckForDragon(x,y);
2761 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2762 Store[x][y]==EL_SIEB_LEER)
2764 SiebAktivieren(x, y, 1);
2767 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2768 Store[x][y]==EL_SIEB2_LEER)
2770 SiebAktivieren(x, y, 2);
2774 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2785 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2789 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2791 element = Feld[x][y];
2792 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2794 Feld[x][y] = EL_SIEB_TOT;
2795 DrawLevelField(x,y);
2797 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2799 Feld[x][y] = EL_SIEB2_TOT;
2800 DrawLevelField(x,y);
2809 printf("%ld\n", Counter());
2813 if (TimeLeft>0 && TimeFrames>=(100/GameSpeed) && !tape.pausing)
2818 if (tape.recording || tape.playing)
2819 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2822 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2824 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2835 void ScrollLevel(int dx, int dy)
2837 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2840 ScreenMovPos = PlayerGfxPos;
2842 XCopyArea(display,drawto_field,drawto_field,gc,
2843 FX + TILEX*(dx==-1) - softscroll_offset,
2844 FY + TILEY*(dy==-1) - softscroll_offset,
2845 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2846 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2847 FX + TILEX*(dx==1) - softscroll_offset,
2848 FY + TILEY*(dy==1) - softscroll_offset);
2852 x = (dx==1 ? BX1 : BX2);
2853 for(y=BY1; y<=BY2; y++)
2854 DrawScreenField(x,y);
2858 y = (dy==1 ? BY1 : BY2);
2859 for(x=BX1; x<=BX2; x++)
2860 DrawScreenField(x,y);
2863 redraw_mask |= REDRAW_FIELD;
2866 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2868 int newJX = JX+dx, newJY = JY+dy;
2872 if (PlayerGone || (!dx && !dy))
2873 return(MF_NO_ACTION);
2875 PlayerMovDir = (dx < 0 ? MV_LEFT :
2878 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2880 if (!IN_LEV_FIELD(newJX,newJY))
2881 return(MF_NO_ACTION);
2883 element = MovingOrBlocked2Element(newJX,newJY);
2885 if (DONT_GO_TO(element))
2887 if (element==EL_SALZSAEURE && dx==0 && dy==1)
2890 Feld[JX][JY] = EL_SPIELFIGUR;
2891 InitMovingField(JX,JY,MV_DOWN);
2892 Store[JX][JY] = EL_SALZSAEURE;
2893 ContinueMoving(JX,JY);
2902 can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
2903 if (can_move != MF_MOVING)
2911 PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
2918 BOOL MoveFigure(int dx, int dy)
2920 static long move_delay = 0;
2921 static int last_move_dir = MV_NO_MOVING;
2922 int moved = MF_NO_ACTION;
2923 int oldJX = JX, oldJY = JY;
2925 if (PlayerGone || (!dx && !dy))
2928 if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing)
2931 if (last_move_dir & (MV_LEFT | MV_RIGHT))
2933 if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
2934 moved |= MoveFigureOneStep(dx,0, dx,dy);
2938 if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
2939 moved |= MoveFigureOneStep(0,dy, dx,dy);
2942 last_move_dir = MV_NO_MOVING;
2944 if (moved & MF_MOVING)
2946 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
2947 int offset = (scroll_delay_on ? 3 : 0);
2949 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
2950 JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset))
2951 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
2952 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
2953 JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset))
2954 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
2956 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
2957 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
2960 if (!(moved & MF_MOVING) && !PlayerPushing)
2963 PlayerFrame = (PlayerFrame + 1) % 4;
2965 if (moved & MF_MOVING)
2967 if (oldJX != JX && oldJY == JY)
2968 PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
2969 else if (oldJX == JX && oldJY != JY)
2970 PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
2972 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
2974 last_move_dir = PlayerMovDir;
2977 TestIfHeroHitsBadThing();
2985 void ScrollFigure(int init)
2987 static long actual_frame_counter = 0;
2988 static int oldJX = -1, oldJY = -1;
2995 PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
3000 ScreenMovPos = PlayerGfxPos;
3001 redraw_mask |= REDRAW_FIELD;
3008 static long last_Counter = 0;
3009 long new_Counter = Counter();
3011 printf("--> %ld / %ld [%d, %d]\n",
3012 new_Counter - last_Counter,
3016 last_Counter = new_Counter;
3022 if (oldJX != -1 && oldJY != -1)
3023 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3025 if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
3026 IN_LEV_FIELD(lastJX,lastJY-1) &&
3027 CAN_FALL(Feld[lastJX][lastJY-1]))
3028 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
3029 DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
3034 actual_frame_counter = FrameCounter;
3038 int nextJX = JX + (JX - lastJX);
3039 int nextJY = JY + (JY - lastJY);
3041 if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
3042 DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
3044 DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
3049 if (Store[lastJX][lastJY])
3051 DrawGraphic(SCROLLX(lastJX),SCROLLY(lastJY),
3052 el2gfx(Store[lastJX][lastJY]));
3053 DrawGraphicThruMask(SCROLLX(lastJX),SCROLLY(lastJY),
3054 el2gfx(Feld[lastJX][lastJY]));
3056 else if (Feld[lastJX][lastJY]==EL_DYNAMIT)
3057 DrawDynamite(lastJX,lastJY);
3059 DrawLevelField(lastJX,lastJY);
3063 else if (!FrameReached(&actual_frame_counter,1))
3066 PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8;
3067 PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
3071 printf("PlayerGfxPos = %d\n", PlayerGfxPos);
3075 if (ScreenMovPos && ScreenMovPos != PlayerGfxPos)
3077 ScreenMovPos = PlayerGfxPos;
3078 redraw_mask |= REDRAW_FIELD;
3081 if (Feld[oldJX][oldJY] == EL_PLAYER_IS_LEAVING)
3082 Feld[oldJX][oldJY] = EL_LEERRAUM;
3084 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3089 if (Store[oldJX][oldJY])
3091 DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
3092 DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
3093 el2gfx(Feld[oldJX][oldJY]));
3095 else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
3096 DrawDynamite(oldJX,oldJY);
3098 DrawLevelField(oldJX,oldJY);
3102 int nextJX = JX + (JX - lastJX);
3103 int nextJY = JY + (JY - lastJY);
3107 if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
3108 DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
3110 DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
3113 DrawLevelElement(nextJX,nextJY, Feld[nextJX][nextJY]);
3125 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3127 int i, killx = goodx, killy = goody;
3128 static int xy[4][2] =
3135 static int harmless[4] =
3149 if (!IN_LEV_FIELD(x,y))
3152 element = Feld[x][y];
3154 if (DONT_TOUCH(element))
3156 if (MovDir[x][y]==harmless[i])
3165 if (killx!=goodx || killy!=goody)
3167 if (IS_PLAYER(goodx,goody))
3174 void TestIfBadThingHitsGoodThing(int badx, int bady)
3176 int i, killx = badx, killy = bady;
3177 static int xy[4][2] =
3184 static int harmless[4] =
3198 if (!IN_LEV_FIELD(x,y))
3201 element = Feld[x][y];
3203 if (element==EL_PINGUIN)
3205 if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
3214 if (killx!=badx || killy!=bady)
3218 void TestIfHeroHitsBadThing()
3220 TestIfGoodThingHitsBadThing(JX,JY);
3223 void TestIfBadThingHitsHero()
3225 TestIfGoodThingHitsBadThing(JX,JY);
3229 void TestIfFriendHitsBadThing(int x, int y)
3231 TestIfGoodThingHitsBadThing(x,y);
3234 void TestIfBadThingHitsFriend(int x, int y)
3236 TestIfBadThingHitsGoodThing(x,y);
3239 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3241 int i, killx=badx, killy=bady;
3242 static int xy[4][2] =
3256 if (!IN_LEV_FIELD(x,y))
3260 if (IS_AMOEBOID(element) || element==EL_LIFE ||
3261 element==EL_AMOEBING || element==EL_TROPFEN)
3269 if (killx!=badx || killy!=bady)
3278 if (IS_PFORTE(Feld[JX][JY]))
3279 Feld[JX][JY] = EL_LEERRAUM;
3290 PlaySoundLevel(JX,JY,SND_AUTSCH);
3291 PlaySoundLevel(JX,JY,SND_LACHEN);
3306 int DigField(int x, int y, int real_dx, int real_dy, int mode)
3308 int dx = x-JX, dy = y-JY;
3310 static long push_delay = 0;
3311 static int push_delay_value = 5;
3314 PlayerPushing = FALSE;
3316 if (mode == DF_NO_PUSH)
3319 return(MF_NO_ACTION);
3323 return(MF_NO_ACTION);
3325 element = Feld[x][y];
3333 Feld[x][y] = EL_LEERRAUM;
3337 case EL_EDELSTEIN_BD:
3338 case EL_EDELSTEIN_GELB:
3339 case EL_EDELSTEIN_ROT:
3340 case EL_EDELSTEIN_LILA:
3341 Feld[x][y] = EL_LEERRAUM;
3342 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3345 RaiseScoreElement(EL_EDELSTEIN);
3346 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3347 PlaySoundLevel(x,y,SND_PONG);
3351 Feld[x][y] = EL_LEERRAUM;
3355 RaiseScoreElement(EL_DIAMANT);
3356 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3357 PlaySoundLevel(x,y,SND_PONG);
3360 case EL_DYNAMIT_AUS:
3361 Feld[x][y] = EL_LEERRAUM;
3363 RaiseScoreElement(EL_DYNAMIT);
3364 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3365 PlaySoundLevel(x,y,SND_PONG);
3368 case EL_DYNABOMB_NR:
3369 Feld[x][y] = EL_LEERRAUM;
3372 RaiseScoreElement(EL_DYNAMIT);
3373 PlaySoundLevel(x,y,SND_PONG);
3375 case EL_DYNABOMB_SZ:
3377 Feld[x][y] = EL_LEERRAUM;
3379 RaiseScoreElement(EL_DYNAMIT);
3380 PlaySoundLevel(x,y,SND_PONG);
3383 case EL_DYNABOMB_XL:
3384 Feld[x][y] = EL_LEERRAUM;
3386 RaiseScoreElement(EL_DYNAMIT);
3387 PlaySoundLevel(x,y,SND_PONG);
3390 case EL_SCHLUESSEL1:
3391 case EL_SCHLUESSEL2:
3392 case EL_SCHLUESSEL3:
3393 case EL_SCHLUESSEL4:
3395 int key_nr = element-EL_SCHLUESSEL1;
3397 Feld[x][y] = EL_LEERRAUM;
3399 RaiseScoreElement(EL_SCHLUESSEL);
3400 DrawMiniGraphicExtHiRes(drawto,gc,
3401 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3402 GFX_SCHLUESSEL1+key_nr);
3403 DrawMiniGraphicExtHiRes(window,gc,
3404 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3405 GFX_SCHLUESSEL1+key_nr);
3406 PlaySoundLevel(x,y,SND_PONG);
3411 Feld[x][y] = EL_ABLENK_EIN;
3414 DrawLevelField(x,y);
3418 case EL_FELSBROCKEN:
3422 if (dy || mode==DF_SNAP)
3423 return(MF_NO_ACTION);
3425 PlayerPushing = TRUE;
3427 if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
3428 return(MF_NO_ACTION);
3432 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3433 return(MF_NO_ACTION);
3436 if (push_delay == 0)
3437 push_delay = FrameCounter;
3438 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3439 return(MF_NO_ACTION);
3441 Feld[x][y] = EL_LEERRAUM;
3442 Feld[x+dx][y+dy] = element;
3444 push_delay_value = 2+RND(8);
3446 DrawLevelField(x+dx,y+dy);
3447 if (element==EL_FELSBROCKEN)
3448 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3449 else if (element==EL_KOKOSNUSS)
3450 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3452 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3459 if (!Key[element-EL_PFORTE1])
3460 return(MF_NO_ACTION);
3467 if (!Key[element-EL_PFORTE1X])
3468 return(MF_NO_ACTION);
3472 case EL_AUSGANG_ACT:
3473 /* Tür ist (noch) nicht offen! */
3474 return(MF_NO_ACTION);
3477 case EL_AUSGANG_AUF:
3479 return(MF_NO_ACTION);
3482 PlaySoundLevel(x,y,SND_BUING);
3485 LevelSolved = GameOver = TRUE;
3490 Feld[x][y] = EL_BIRNE_EIN;
3492 DrawLevelField(x,y);
3493 PlaySoundLevel(x,y,SND_DENG);
3498 Feld[x][y] = EL_ZEIT_LEER;
3500 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3501 DrawLevelField(x,y);
3502 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3506 case EL_SOKOBAN_FELD_LEER:
3509 case EL_SOKOBAN_FELD_VOLL:
3510 case EL_SOKOBAN_OBJEKT:
3513 return(MF_NO_ACTION);
3515 PlayerPushing = TRUE;
3517 if (!IN_LEV_FIELD(x+dx,y+dy)
3518 || (Feld[x+dx][y+dy] != EL_LEERRAUM
3519 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3520 || !IS_SB_ELEMENT(element))))
3521 return(MF_NO_ACTION);
3525 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3526 return(MF_NO_ACTION);
3528 else if (dy && real_dx)
3530 if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
3531 return(MF_NO_ACTION);
3534 if (push_delay == 0)
3535 push_delay = FrameCounter;
3536 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3537 return(MF_NO_ACTION);
3539 if (IS_SB_ELEMENT(element))
3541 if (element == EL_SOKOBAN_FELD_VOLL)
3543 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3547 Feld[x][y] = EL_LEERRAUM;
3549 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3551 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3553 if (element == EL_SOKOBAN_OBJEKT)
3554 PlaySoundLevel(x,y,SND_DENG);
3557 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3561 Feld[x][y] = EL_LEERRAUM;
3562 Feld[x+dx][y+dy] = element;
3565 push_delay_value = 2;
3567 DrawLevelField(x,y);
3568 DrawLevelField(x+dx,y+dy);
3569 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3571 if (IS_SB_ELEMENT(element) &&
3572 SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
3574 LevelSolved = GameOver = TRUE;
3575 PlaySoundLevel(x,y,SND_BUING);
3587 return(MF_NO_ACTION);
3596 BOOL SnapField(int dx, int dy)
3598 int x = JX+dx, y = JY+dy;
3599 static int snapped = FALSE;
3601 if (PlayerGone || !IN_LEV_FIELD(x,y))
3613 PlayerMovDir = (dx < 0 ? MV_LEFT :
3616 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3618 if (!DigField(x,y, 0,0, DF_SNAP))
3622 DrawLevelField(x,y);
3628 BOOL PlaceBomb(void)
3632 if (PlayerGone || PlayerMovPos)
3635 element = Feld[JX][JY];
3637 if ((Dynamite==0 && DynaBombsLeft==0) ||
3638 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3641 if (element != EL_LEERRAUM)
3642 Store[JX][JY] = element;
3646 Feld[JX][JY] = EL_DYNAMIT;
3647 MovDelay[JX][JY] = 96;
3649 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3650 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
3654 Feld[JX][JY] = EL_DYNABOMB;
3655 MovDelay[JX][JY] = 96;
3657 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
3663 void PlaySoundLevel(int x, int y, int sound_nr)
3665 int sx = SCROLLX(x), sy = SCROLLY(y);
3667 int silence_distance = 8;
3669 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3670 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3673 if (!IN_LEV_FIELD(x,y) ||
3674 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3675 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3678 volume = PSND_MAX_VOLUME;
3680 stereo = (sx-SCR_FIELDX/2)*12;
3682 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3683 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3684 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3687 if (!IN_SCR_FIELD(sx,sy))
3689 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3690 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3692 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3695 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3698 void RaiseScore(int value)
3701 DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
3704 void RaiseScoreElement(int element)
3709 RaiseScore(level.score[SC_EDELSTEIN]);
3712 RaiseScore(level.score[SC_DIAMANT]);
3716 RaiseScore(level.score[SC_KAEFER]);
3720 RaiseScore(level.score[SC_FLIEGER]);
3724 RaiseScore(level.score[SC_MAMPFER]);
3727 RaiseScore(level.score[SC_ROBOT]);
3730 RaiseScore(level.score[SC_PACMAN]);
3733 RaiseScore(level.score[SC_KOKOSNUSS]);
3736 RaiseScore(level.score[SC_DYNAMIT]);
3739 RaiseScore(level.score[SC_SCHLUESSEL]);