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 for(i=0; i<MAX_PLAYERS; i++)
67 stored_player[i].active = FALSE;
70 local_player->active = TRUE;
71 local_player->local = TRUE;
73 player = local_player;
76 player->gems_still_needed = level.edelsteine;
77 player->sokobanfields_still_needed = 0;
78 player->lights_still_needed = 0;
79 player->friends_still_needed = 0;
82 player->key[i] = FALSE;
85 player->dynabomb_count = 0;
86 player->dynabomb_size = 0;
87 player->dynabombs_left = 0;
88 player->dynabomb_xl = FALSE;
93 TimeLeft = level.time;
96 player->MovDir = MV_NO_MOVING;
98 player->Pushing = FALSE;
102 player->frame_reset_delay = 0;
104 player->push_delay = 0;
105 player->push_delay_value = 5;
107 player->move_delay = 0;
108 player->last_move_dir = MV_NO_MOVING;
110 player->lastJX = player->lastJY = 0;
111 player->JX = player->JY = 0;
119 for(i=1; i<MAX_PLAYERS; i++)
121 stored_player[i] = stored_player[0];
122 stored_player[i].nr = i+1;
123 stored_player[i].active = TRUE;
124 stored_player[i].local = FALSE;
129 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
131 DigField(0,0,0,0,DF_NO_PUSH);
134 for(i=0;i<MAX_NUM_AMOEBA;i++)
135 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
137 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
139 Feld[x][y] = Ur[x][y];
140 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
141 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
146 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
148 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
155 StorePlayer[x][y] = EL_SPIELER1;
156 Feld[x][y] = EL_LEERRAUM;
162 player->lastJX = lastJX;
163 player->lastJY = lastJY;
169 StorePlayer[x][y] = Feld[x][y];
170 Feld[x][y] = EL_LEERRAUM;
172 stored_player[StorePlayer[x][y] - EL_SPIELER1].JX = x;
173 stored_player[StorePlayer[x][y] - EL_SPIELER1].JY = y;
174 stored_player[StorePlayer[x][y] - EL_SPIELER1].lastJX = x;
175 stored_player[StorePlayer[x][y] - EL_SPIELER1].lastJY = y;
179 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
180 Feld[x][y] = EL_BADEWANNE1;
181 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
182 Feld[x][y] = EL_BADEWANNE2;
183 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
184 Feld[x][y] = EL_BADEWANNE3;
185 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
186 Feld[x][y] = EL_BADEWANNE4;
187 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
188 Feld[x][y] = EL_BADEWANNE5;
227 Feld[x][y] = EL_AMOEBING;
228 Store[x][y] = EL_AMOEBE_NASS;
235 local_player->lights_still_needed++;
237 case EL_SOKOBAN_FELD_LEER:
238 local_player->sokobanfields_still_needed++;
242 local_player->friends_still_needed++;
246 MovDir[x][y] = 1<<RND(4);
253 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
254 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
256 scroll_x = scroll_y = -1;
259 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
262 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
264 CloseDoor(DOOR_CLOSE_1);
267 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
270 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
271 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
272 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
273 DrawTextExt(pix[PIX_DB_DOOR],gc,
274 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
275 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
276 DrawTextExt(pix[PIX_DB_DOOR],gc,
277 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
278 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
279 DrawTextExt(pix[PIX_DB_DOOR],gc,
280 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
281 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
282 DrawTextExt(pix[PIX_DB_DOOR],gc,
283 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
284 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
285 DrawTextExt(pix[PIX_DB_DOOR],gc,
286 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
287 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
289 DrawGameButton(BUTTON_GAME_STOP);
290 DrawGameButton(BUTTON_GAME_PAUSE);
291 DrawGameButton(BUTTON_GAME_PLAY);
292 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
293 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
294 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
295 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
296 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
297 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
298 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
299 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
301 OpenDoor(DOOR_OPEN_1);
304 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
306 XAutoRepeatOff(display);
309 void InitMovDir(int x, int y)
311 int i, element = Feld[x][y];
312 static int xy[4][2] =
319 static int direction[2][4] =
321 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
322 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
331 Feld[x][y] = EL_KAEFER;
332 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
338 Feld[x][y] = EL_FLIEGER;
339 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
345 Feld[x][y] = EL_BUTTERFLY;
346 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
352 Feld[x][y] = EL_FIREFLY;
353 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
359 Feld[x][y] = EL_PACMAN;
360 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
363 MovDir[x][y] = 1<<RND(4);
364 if (element != EL_KAEFER &&
365 element != EL_FLIEGER &&
366 element != EL_BUTTERFLY &&
367 element != EL_FIREFLY)
377 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
379 if (element==EL_KAEFER || element==EL_BUTTERFLY)
381 MovDir[x][y] = direction[0][i];
384 else if (element==EL_FLIEGER || element==EL_FIREFLY)
386 MovDir[x][y] = direction[1][i];
395 void InitAmoebaNr(int x, int y)
398 int group_nr = AmoebeNachbarNr(x,y);
402 for(i=1;i<MAX_NUM_AMOEBA;i++)
412 AmoebaNr[x][y] = group_nr;
413 AmoebaCnt[group_nr]++;
414 AmoebaCnt2[group_nr]++;
420 int bumplevel = FALSE;
427 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
432 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
433 if (TimeLeft && !(TimeLeft % 10))
434 RaiseScore(level.score[SC_ZEITBONUS]);
435 if (TimeLeft > 100 && !(TimeLeft % 10))
439 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
450 /* Hero disappears */
451 DrawLevelField(ExitX, ExitY);
457 CloseDoor(DOOR_CLOSE_1);
462 SaveLevelTape(tape.level_nr); /* Ask to save tape */
465 if (level_nr == local_player->handicap &&
466 level_nr < leveldir[leveldir_nr].levels-1)
468 local_player->handicap++;
470 SavePlayerInfo(PLAYER_LEVEL);
473 if ((hi_pos=NewHiScore()) >= 0)
475 game_status = HALLOFFAME;
476 DrawHallOfFame(hi_pos);
477 if (bumplevel && TAPE_IS_EMPTY(tape))
482 game_status = MAINMENU;
483 if (bumplevel && TAPE_IS_EMPTY(tape))
498 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
499 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
502 for(k=0;k<MAX_SCORE_ENTRIES;k++)
504 if (local_player->score > highscore[k].Score)
506 /* Spieler kommt in Highscore-Liste */
508 if (k<MAX_SCORE_ENTRIES-1)
510 int m = MAX_SCORE_ENTRIES-1;
513 for(l=k;l<MAX_SCORE_ENTRIES;l++)
514 if (!strcmp(local_player->alias_name,highscore[l].Name))
516 if (m==k) /* Spieler überschreibt seine alte Position */
522 strcpy(highscore[l].Name,highscore[l-1].Name);
523 highscore[l].Score = highscore[l-1].Score;
530 sprintf(highscore[k].Name,local_player->alias_name);
531 highscore[k].Score = local_player->score;
537 else if (!strcmp(local_player->alias_name,highscore[k].Name))
538 break; /* Spieler schon mit besserer Punktzahl in der Liste */
549 void InitMovingField(int x, int y, int direction)
551 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
552 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
554 MovDir[x][y] = direction;
555 MovDir[newx][newy] = direction;
556 if (Feld[newx][newy] == EL_LEERRAUM)
557 Feld[newx][newy] = EL_BLOCKED;
560 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
562 int direction = MovDir[x][y];
563 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
564 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
570 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
572 int oldx = x, oldy = y;
573 int direction = MovDir[x][y];
575 if (direction==MV_LEFT)
577 else if (direction==MV_RIGHT)
579 else if (direction==MV_UP)
581 else if (direction==MV_DOWN)
584 *comes_from_x = oldx;
585 *comes_from_y = oldy;
588 int MovingOrBlocked2Element(int x, int y)
590 int element = Feld[x][y];
592 if (element==EL_BLOCKED)
596 Blocked2Moving(x,y,&oldx,&oldy);
597 return(Feld[oldx][oldy]);
603 void RemoveMovingField(int x, int y)
605 int oldx = x,oldy = y, newx = x,newy = y;
607 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
612 Moving2Blocked(x,y,&newx,&newy);
613 if (Feld[newx][newy] != EL_BLOCKED)
616 else if (Feld[x][y]==EL_BLOCKED)
618 Blocked2Moving(x,y,&oldx,&oldy);
619 if (!IS_MOVING(oldx,oldy))
623 if (Feld[x][y]==EL_BLOCKED &&
624 (Store[oldx][oldy]==EL_MORAST_LEER ||
625 Store[oldx][oldy]==EL_SIEB_LEER ||
626 Store[oldx][oldy]==EL_SIEB2_LEER ||
627 Store[oldx][oldy]==EL_AMOEBE_NASS))
629 Feld[oldx][oldy] = Store[oldx][oldy];
630 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
633 Feld[oldx][oldy] = EL_LEERRAUM;
635 Feld[newx][newy] = EL_LEERRAUM;
636 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
637 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
639 DrawLevelField(oldx,oldy);
640 DrawLevelField(newx,newy);
643 void DrawDynamite(int x, int y)
645 int sx = SCROLLX(x), sy = SCROLLY(y);
646 int graphic = el2gfx(Feld[x][y]);
649 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
653 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
655 if (Feld[x][y]==EL_DYNAMIT)
657 if ((phase = (96-MovDelay[x][y])/12) > 6)
662 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
667 DrawGraphicThruMask(sx,sy, graphic + phase);
669 DrawGraphic(sx,sy, graphic + phase);
672 void CheckDynamite(int x, int y)
674 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
679 if (!(MovDelay[x][y] % 12))
680 PlaySoundLevel(x,y,SND_ZISCH);
682 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
684 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
691 StopSound(SND_ZISCH);
695 void Explode(int ex, int ey, int phase, int mode)
698 int num_phase = 9, delay = 2;
699 int last_phase = num_phase*delay;
700 int half_phase = (num_phase/2)*delay;
702 if (phase==0) /* Feld 'Store' initialisieren */
704 int center_element = Feld[ex][ey];
706 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
708 center_element = MovingOrBlocked2Element(ex,ey);
709 RemoveMovingField(ex,ey);
712 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
714 int element = Feld[x][y];
716 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
718 element = MovingOrBlocked2Element(x,y);
719 RemoveMovingField(x,y);
722 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
725 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
729 if (element==EL_EXPLODING)
730 element = Store2[x][y];
732 if (IS_PLAYER(ex,ey))
733 Store[x][y] = EL_EDELSTEIN_GELB;
734 else if (center_element==EL_MAULWURF)
735 Store[x][y] = EL_EDELSTEIN_ROT;
736 else if (center_element==EL_PINGUIN)
737 Store[x][y] = EL_EDELSTEIN_LILA;
738 else if (center_element==EL_KAEFER)
739 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
740 else if (center_element==EL_BUTTERFLY)
741 Store[x][y] = EL_EDELSTEIN_BD;
742 else if (center_element==EL_MAMPFER)
743 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
744 else if (center_element==EL_AMOEBA2DIAM)
745 Store[x][y] = level.amoebe_inhalt;
746 else if (element==EL_ERZ_EDEL)
747 Store[x][y] = EL_EDELSTEIN;
748 else if (element==EL_ERZ_DIAM)
749 Store[x][y] = EL_DIAMANT;
750 else if (element==EL_ERZ_EDEL_BD)
751 Store[x][y] = EL_EDELSTEIN_BD;
752 else if (element==EL_ERZ_EDEL_GELB)
753 Store[x][y] = EL_EDELSTEIN_GELB;
754 else if (element==EL_ERZ_EDEL_ROT)
755 Store[x][y] = EL_EDELSTEIN_ROT;
756 else if (element==EL_ERZ_EDEL_LILA)
757 Store[x][y] = EL_EDELSTEIN_LILA;
758 else if (!IS_PFORTE(Store[x][y]))
759 Store[x][y] = EL_LEERRAUM;
761 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
762 Store2[x][y] = element;
764 if (AmoebaNr[x][y] &&
765 (element==EL_AMOEBE_VOLL ||
766 element==EL_AMOEBE_BD ||
767 element==EL_AMOEBING))
769 AmoebaCnt[AmoebaNr[x][y]]--;
770 AmoebaCnt2[AmoebaNr[x][y]]--;
773 Feld[x][y] = EL_EXPLODING;
774 MovDir[x][y] = MovPos[x][y] = 0;
780 if (center_element==EL_MAMPFER)
781 MampferNr = (MampferNr+1) % 4;
792 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
794 if (phase==half_phase)
796 int element = Store2[x][y];
800 else if (IS_EXPLOSIVE(element))
802 Feld[x][y] = Store2[x][y];
806 else if (element==EL_AMOEBA2DIAM)
807 AmoebeUmwandeln(x,y);
810 if (phase==last_phase)
814 element = Feld[x][y] = Store[x][y];
815 Store[x][y] = Store2[x][y] = 0;
816 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
817 if (CAN_MOVE(element) || COULD_MOVE(element))
821 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
824 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
826 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
830 void DynaExplode(int ex, int ey, int size)
833 static int xy[4][2] =
841 Explode(ex,ey,0,EX_CENTER);
847 int x = ex+j*xy[i%4][0];
848 int y = ey+j*xy[i%4][1];
851 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
854 element = Feld[x][y];
855 Explode(x,y,0,EX_BORDER);
857 if (element != EL_LEERRAUM &&
858 element != EL_ERDREICH &&
859 element != EL_EXPLODING &&
860 !player->dynabomb_xl)
865 player->dynabombs_left++;
868 void Bang(int x, int y)
870 int element = Feld[x][y];
872 PlaySoundLevel(x,y,SND_ROAAAR);
884 RaiseScoreElement(element);
885 Explode(x,y,0,EX_NORMAL);
891 DynaExplode(x,y,player->dynabomb_size);
895 Explode(x,y,0,EX_CENTER);
898 Explode(x,y,0,EX_NORMAL);
903 void Blurb(int x, int y)
905 int element = Feld[x][y];
907 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
909 PlaySoundLevel(x,y,SND_BLURB);
910 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
911 (!IN_LEV_FIELD(x-1,y-1) ||
912 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
914 Feld[x-1][y] = EL_BLURB_LEFT;
916 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
917 (!IN_LEV_FIELD(x+1,y-1) ||
918 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
920 Feld[x+1][y] = EL_BLURB_RIGHT;
925 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
927 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
930 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
933 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
934 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
938 Feld[x][y] = EL_LEERRAUM;
945 void Impact(int x, int y)
947 BOOL lastline = (y==lev_fieldy-1);
948 BOOL object_hit = FALSE;
949 int element = Feld[x][y];
952 /* Element darunter berührt? */
955 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
956 MovDir[x][y+1]!=MV_DOWN ||
957 MovPos[x][y+1]<=TILEY/2));
959 smashed = MovingOrBlocked2Element(x,y+1);
962 /* Auftreffendes Element fällt in Salzsäure */
963 if (!lastline && smashed==EL_SALZSAEURE)
969 /* Auftreffendes Element ist Bombe */
970 if (element==EL_BOMBE && (lastline || object_hit))
976 /* Auftreffendes Element ist Säuretropfen */
977 if (element==EL_TROPFEN && (lastline || object_hit))
979 if (object_hit && IS_PLAYER(x,y+1))
981 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
985 Feld[x][y] = EL_AMOEBING;
986 Store[x][y] = EL_AMOEBE_NASS;
991 /* Welches Element kriegt was auf die Rübe? */
992 if (!lastline && object_hit)
994 if (CAN_CHANGE(element) &&
995 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
996 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
998 if (IS_PLAYER(x,y+1))
1003 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1008 else if (element==EL_EDELSTEIN_BD)
1010 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1016 else if (element==EL_FELSBROCKEN)
1018 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1019 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1024 else if (!IS_MOVING(x,y+1))
1026 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1031 else if (smashed==EL_KOKOSNUSS)
1033 Feld[x][y+1] = EL_CRACKINGNUT;
1034 PlaySoundLevel(x,y,SND_KNACK);
1035 RaiseScoreElement(EL_KOKOSNUSS);
1038 else if (smashed==EL_DIAMANT)
1040 Feld[x][y+1] = EL_LEERRAUM;
1041 PlaySoundLevel(x,y,SND_QUIRK);
1048 /* Geräusch beim Durchqueren des Siebes */
1049 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1051 PlaySoundLevel(x,y,SND_QUIRK);
1055 /* Geräusch beim Auftreffen */
1056 if (lastline || object_hit)
1063 case EL_EDELSTEIN_BD:
1064 case EL_EDELSTEIN_GELB:
1065 case EL_EDELSTEIN_ROT:
1066 case EL_EDELSTEIN_LILA:
1073 case EL_FELSBROCKEN:
1077 case EL_SCHLUESSEL1:
1078 case EL_SCHLUESSEL2:
1079 case EL_SCHLUESSEL3:
1080 case EL_SCHLUESSEL4:
1093 PlaySoundLevel(x,y,sound);
1097 void TurnRound(int x, int y)
1109 { 0,0 }, { 0,0 }, { 0,0 },
1114 int left,right,back;
1118 { MV_DOWN, MV_UP, MV_RIGHT },
1119 { MV_UP, MV_DOWN, MV_LEFT },
1121 { MV_LEFT, MV_RIGHT, MV_DOWN },
1122 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1123 { MV_RIGHT, MV_LEFT, MV_UP }
1126 int element = Feld[x][y];
1127 int old_move_dir = MovDir[x][y];
1128 int left_dir = turn[old_move_dir].left;
1129 int right_dir = turn[old_move_dir].right;
1130 int back_dir = turn[old_move_dir].back;
1132 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1133 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1134 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1135 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1137 int left_x = x+left_dx, left_y = y+left_dy;
1138 int right_x = x+right_dx, right_y = y+right_dy;
1139 int move_x = x+move_dx, move_y = y+move_dy;
1141 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1143 TestIfBadThingHitsOtherBadThing(x,y);
1145 if (IN_LEV_FIELD(right_x,right_y) &&
1146 IS_FREE_OR_PLAYER(right_x,right_y))
1147 MovDir[x][y] = right_dir;
1148 else if (!IN_LEV_FIELD(move_x,move_y) ||
1149 !IS_FREE_OR_PLAYER(move_x,move_y))
1150 MovDir[x][y] = left_dir;
1152 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1154 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1157 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1159 TestIfBadThingHitsOtherBadThing(x,y);
1161 if (IN_LEV_FIELD(left_x,left_y) &&
1162 IS_FREE_OR_PLAYER(left_x,left_y))
1163 MovDir[x][y] = left_dir;
1164 else if (!IN_LEV_FIELD(move_x,move_y) ||
1165 !IS_FREE_OR_PLAYER(move_x,move_y))
1166 MovDir[x][y] = right_dir;
1168 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1170 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1173 else if (element==EL_MAMPFER)
1175 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1177 if (IN_LEV_FIELD(left_x,left_y) &&
1178 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1179 Feld[left_x][left_y] == EL_DIAMANT))
1180 can_turn_left = TRUE;
1181 if (IN_LEV_FIELD(right_x,right_y) &&
1182 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1183 Feld[right_x][right_y] == EL_DIAMANT))
1184 can_turn_right = TRUE;
1186 if (can_turn_left && can_turn_right)
1187 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1188 else if (can_turn_left)
1189 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1190 else if (can_turn_right)
1191 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1193 MovDir[x][y] = back_dir;
1195 MovDelay[x][y] = 16+16*RND(3);
1197 else if (element==EL_MAMPFER2)
1199 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1201 if (IN_LEV_FIELD(left_x,left_y) &&
1202 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1203 IS_MAMPF2(Feld[left_x][left_y])))
1204 can_turn_left = TRUE;
1205 if (IN_LEV_FIELD(right_x,right_y) &&
1206 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1207 IS_MAMPF2(Feld[right_x][right_y])))
1208 can_turn_right = TRUE;
1210 if (can_turn_left && can_turn_right)
1211 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1212 else if (can_turn_left)
1213 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1214 else if (can_turn_right)
1215 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1217 MovDir[x][y] = back_dir;
1219 MovDelay[x][y] = 16+16*RND(3);
1221 else if (element==EL_PACMAN)
1223 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1225 if (IN_LEV_FIELD(left_x,left_y) &&
1226 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1227 IS_AMOEBOID(Feld[left_x][left_y])))
1228 can_turn_left = TRUE;
1229 if (IN_LEV_FIELD(right_x,right_y) &&
1230 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1231 IS_AMOEBOID(Feld[right_x][right_y])))
1232 can_turn_right = TRUE;
1234 if (can_turn_left && can_turn_right)
1235 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1236 else if (can_turn_left)
1237 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1238 else if (can_turn_right)
1239 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1241 MovDir[x][y] = back_dir;
1243 MovDelay[x][y] = 6+RND(40);
1245 else if (element==EL_SCHWEIN)
1247 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1248 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1249 BOOL should_move_on = FALSE;
1251 int rnd = RND(rnd_value);
1253 if (IN_LEV_FIELD(left_x,left_y) &&
1254 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1255 can_turn_left = TRUE;
1256 if (IN_LEV_FIELD(right_x,right_y) &&
1257 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1258 can_turn_right = TRUE;
1259 if (IN_LEV_FIELD(move_x,move_y) &&
1260 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1263 if (can_turn_left &&
1265 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1266 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1267 should_turn_left = TRUE;
1268 if (can_turn_right &&
1270 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1271 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1272 should_turn_right = TRUE;
1274 (!can_turn_left || !can_turn_right ||
1275 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1276 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1277 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1278 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1279 should_move_on = TRUE;
1281 if (should_turn_left || should_turn_right || should_move_on)
1283 if (should_turn_left && should_turn_right && should_move_on)
1284 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1285 rnd < 2*rnd_value/3 ? right_dir :
1287 else if (should_turn_left && should_turn_right)
1288 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1289 else if (should_turn_left && should_move_on)
1290 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1291 else if (should_turn_right && should_move_on)
1292 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1293 else if (should_turn_left)
1294 MovDir[x][y] = left_dir;
1295 else if (should_turn_right)
1296 MovDir[x][y] = right_dir;
1297 else if (should_move_on)
1298 MovDir[x][y] = old_move_dir;
1300 else if (can_move_on && rnd > rnd_value/8)
1301 MovDir[x][y] = old_move_dir;
1302 else if (can_turn_left && can_turn_right)
1303 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1304 else if (can_turn_left && rnd > rnd_value/8)
1305 MovDir[x][y] = left_dir;
1306 else if (can_turn_right && rnd > rnd_value/8)
1307 MovDir[x][y] = right_dir;
1309 MovDir[x][y] = back_dir;
1311 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1312 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1313 MovDir[x][y] = old_move_dir;
1317 else if (element==EL_DRACHE)
1319 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1321 int rnd = RND(rnd_value);
1323 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1324 can_turn_left = TRUE;
1325 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1326 can_turn_right = TRUE;
1327 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1330 if (can_move_on && rnd > rnd_value/8)
1331 MovDir[x][y] = old_move_dir;
1332 else if (can_turn_left && can_turn_right)
1333 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1334 else if (can_turn_left && rnd > rnd_value/8)
1335 MovDir[x][y] = left_dir;
1336 else if (can_turn_right && rnd > rnd_value/8)
1337 MovDir[x][y] = right_dir;
1339 MovDir[x][y] = back_dir;
1341 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1342 MovDir[x][y] = old_move_dir;
1346 else if (element==EL_ROBOT || element==EL_SONDE ||
1347 element==EL_MAULWURF || element==EL_PINGUIN)
1349 int attr_x = JX, attr_y = JY;
1358 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1364 if (element==EL_MAULWURF || element==EL_PINGUIN)
1367 static int xy[4][2] =
1377 int ex = x+xy[i%4][0];
1378 int ey = y+xy[i%4][1];
1380 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1389 MovDir[x][y] = MV_NO_MOVING;
1391 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1393 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1395 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1397 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1399 if (element==EL_ROBOT)
1401 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1402 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1403 Moving2Blocked(x,y,&newx,&newy);
1405 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1406 MovDelay[x][y] = 8+8*!RND(3);
1408 MovDelay[x][y] = 16;
1414 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1416 BOOL first_horiz = RND(2);
1417 int new_move_dir = MovDir[x][y];
1420 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1421 Moving2Blocked(x,y,&newx,&newy);
1423 if (IN_LEV_FIELD(newx,newy) &&
1424 (IS_FREE(newx,newy) ||
1425 Feld[newx][newy] == EL_SALZSAEURE ||
1426 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1427 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1428 IS_MAMPF3(Feld[newx][newy])))))
1432 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1433 Moving2Blocked(x,y,&newx,&newy);
1435 if (IN_LEV_FIELD(newx,newy) &&
1436 (IS_FREE(newx,newy) ||
1437 Feld[newx][newy] == EL_SALZSAEURE ||
1438 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1439 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1440 IS_MAMPF3(Feld[newx][newy])))))
1443 MovDir[x][y] = old_move_dir;
1450 void StartMoving(int x, int y)
1452 int element = Feld[x][y];
1457 if (CAN_FALL(element) && y<lev_fieldy-1)
1459 /* check if this element is just being pushed */
1460 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1464 for(i=0; i<MAX_PLAYERS; i++)
1466 struct PlayerInfo *pl = &stored_player[i];
1468 if (pl->active && pl->Pushing && pl->MovPos)
1470 int nextJX = pl->JX + (pl->JX - pl->lastJX);
1471 int nextJY = pl->JY + (pl->JY - pl->lastJY);
1473 if (x == nextJX && y == nextJY)
1479 if (element==EL_MORAST_VOLL)
1483 InitMovingField(x,y,MV_DOWN);
1484 Feld[x][y] = EL_FELSBROCKEN;
1485 Store[x][y] = EL_MORAST_LEER;
1487 else if (Feld[x][y+1]==EL_MORAST_LEER)
1489 if (!MovDelay[x][y])
1490 MovDelay[x][y] = TILEY + 1;
1499 Feld[x][y] = EL_MORAST_LEER;
1500 Feld[x][y+1] = EL_MORAST_VOLL;
1503 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1505 InitMovingField(x,y,MV_DOWN);
1506 Store[x][y] = EL_MORAST_VOLL;
1508 else if (element==EL_SIEB_VOLL)
1512 InitMovingField(x,y,MV_DOWN);
1513 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1514 Store[x][y] = EL_SIEB_LEER;
1516 else if (Feld[x][y+1]==EL_SIEB_LEER)
1518 if (!MovDelay[x][y])
1519 MovDelay[x][y] = TILEY/4 + 1;
1528 Feld[x][y] = EL_SIEB_LEER;
1529 Feld[x][y+1] = EL_SIEB_VOLL;
1530 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1534 else if (element==EL_SIEB2_VOLL)
1538 InitMovingField(x,y,MV_DOWN);
1539 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1540 Store[x][y] = EL_SIEB2_LEER;
1542 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1544 if (!MovDelay[x][y])
1545 MovDelay[x][y] = TILEY/4 + 1;
1554 Feld[x][y] = EL_SIEB2_LEER;
1555 Feld[x][y+1] = EL_SIEB2_VOLL;
1556 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1560 else if (SiebAktiv && CAN_CHANGE(element) &&
1561 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1563 InitMovingField(x,y,MV_DOWN);
1565 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1566 Store2[x][y+1] = element;
1568 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1571 InitMovingField(x,y,MV_DOWN);
1572 Store[x][y] = EL_SALZSAEURE;
1574 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1578 else if (IS_FREE(x,y+1))
1580 InitMovingField(x,y,MV_DOWN);
1582 else if (element==EL_TROPFEN)
1584 Feld[x][y] = EL_AMOEBING;
1585 Store[x][y] = EL_AMOEBE_NASS;
1587 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1589 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1590 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1591 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1592 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1596 if (left && right && game_emulation != EMU_BOULDERDASH)
1597 left = !(right = RND(2));
1599 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1603 else if (CAN_MOVE(element))
1607 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1609 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1610 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1613 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1616 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1617 DrawLevelField(x,y);
1621 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1625 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1627 int phase = MovDelay[x][y] % 8;
1632 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1633 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1635 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1636 && MovDelay[x][y]%4==3)
1637 PlaySoundLevel(x,y,SND_NJAM);
1639 else if (element==EL_DRACHE)
1642 int dir = MovDir[x][y];
1643 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1644 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1645 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1646 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1647 dir == MV_UP ? GFX_FLAMMEN_UP :
1648 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1649 int phase = FrameCounter % 2;
1653 int xx = x + i*dx, yy = y + i*dy;
1654 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1656 if (!IN_LEV_FIELD(xx,yy) ||
1657 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1662 int flamed = MovingOrBlocked2Element(xx,yy);
1664 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1667 RemoveMovingField(xx,yy);
1669 Feld[xx][yy] = EL_BURNING;
1670 if (IN_SCR_FIELD(sx,sy))
1671 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1675 if (Feld[xx][yy] == EL_BURNING)
1676 Feld[xx][yy] = EL_LEERRAUM;
1677 DrawLevelField(xx,yy);
1686 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1688 PlaySoundLevel(x,y,SND_KLAPPER);
1690 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1692 PlaySoundLevel(x,y,SND_ROEHR);
1695 /* neuer Schritt / Wartezustand beendet */
1697 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1699 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1701 /* Spieler erwischt */
1706 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1707 element==EL_ROBOT || element==EL_SONDE) &&
1708 IN_LEV_FIELD(newx,newy) &&
1709 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1712 Store[x][y] = EL_SALZSAEURE;
1714 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1715 IN_LEV_FIELD(newx,newy))
1717 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1719 Feld[x][y] = EL_LEERRAUM;
1720 DrawLevelField(x,y);
1722 PlaySoundLevel(newx,newy,SND_BUING);
1723 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1724 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1726 local_player->friends_still_needed--;
1727 if (!local_player->friends_still_needed && PlayerGone && !GameOver)
1728 LevelSolved = GameOver = TRUE;
1732 else if (IS_MAMPF3(Feld[newx][newy]))
1734 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1735 DrawLevelField(newx,newy);
1737 MovDir[x][y] = MV_NO_MOVING;
1739 else if (!IS_FREE(newx,newy))
1742 DrawPlayerField(x,y);
1744 DrawLevelField(x,y);
1748 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1750 if (IS_GEM(Feld[newx][newy]))
1752 if (IS_MOVING(newx,newy))
1753 RemoveMovingField(newx,newy);
1756 Feld[newx][newy] = EL_LEERRAUM;
1757 DrawLevelField(newx,newy);
1760 else if (!IS_FREE(newx,newy))
1763 DrawPlayerField(x,y);
1765 DrawLevelField(x,y);
1769 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1771 if (!IS_FREE(newx,newy))
1774 DrawPlayerField(x,y);
1776 DrawLevelField(x,y);
1781 BOOL wanna_flame = !RND(10);
1782 int dx = newx - x, dy = newy - y;
1783 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1784 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1785 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1786 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1787 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1788 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1790 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1791 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1792 element1 != EL_BURNING && element2 != EL_BURNING)
1795 DrawPlayerField(x,y);
1797 DrawLevelField(x,y);
1799 MovDelay[x][y] = 50;
1800 Feld[newx][newy] = EL_BURNING;
1801 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1802 Feld[newx1][newy1] = EL_BURNING;
1803 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1804 Feld[newx2][newy2] = EL_BURNING;
1809 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1810 Feld[newx][newy]==EL_DIAMANT)
1812 if (IS_MOVING(newx,newy))
1813 RemoveMovingField(newx,newy);
1816 Feld[newx][newy] = EL_LEERRAUM;
1817 DrawLevelField(newx,newy);
1820 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1821 IS_MAMPF2(Feld[newx][newy]))
1823 if (AmoebaNr[newx][newy])
1825 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1826 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1827 AmoebaCnt[AmoebaNr[newx][newy]]--;
1830 if (IS_MOVING(newx,newy))
1831 RemoveMovingField(newx,newy);
1834 Feld[newx][newy] = EL_LEERRAUM;
1835 DrawLevelField(newx,newy);
1838 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1839 IS_AMOEBOID(Feld[newx][newy]))
1841 if (AmoebaNr[newx][newy])
1843 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1844 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1845 AmoebaCnt[AmoebaNr[newx][newy]]--;
1848 Feld[newx][newy] = EL_LEERRAUM;
1849 DrawLevelField(newx,newy);
1851 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1852 { /* gegen Wand gelaufen */
1855 if (element == EL_KAEFER || element == EL_FLIEGER)
1856 DrawLevelField(x,y);
1857 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1858 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1859 else if (element==EL_SONDE)
1863 /* check if this element is just being pushed */
1864 for(i=0; i<MAX_PLAYERS; i++)
1866 struct PlayerInfo *pl = &stored_player[i];
1868 if (pl->active && pl->Pushing && pl->GfxPos)
1870 int nextJX = pl->JX + (pl->JX - pl->lastJX);
1871 int nextJY = pl->JY + (pl->JY - pl->lastJY);
1873 if (x == nextJX && y == nextJY)
1878 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1884 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1885 PlaySoundLevel(x,y,SND_SCHLURF);
1887 InitMovingField(x,y,MovDir[x][y]);
1891 ContinueMoving(x,y);
1894 void ContinueMoving(int x, int y)
1896 int element = Feld[x][y];
1897 int direction = MovDir[x][y];
1898 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1899 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1900 int horiz_move = (dx!=0);
1901 int newx = x + dx, newy = y + dy;
1902 int step = (horiz_move ? dx : dy) * TILEX/8;
1904 if (CAN_FALL(element) && horiz_move)
1906 else if (element==EL_TROPFEN)
1908 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1911 MovPos[x][y] += step;
1913 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1915 Feld[x][y] = EL_LEERRAUM;
1916 Feld[newx][newy] = element;
1918 if (Store[x][y]==EL_MORAST_VOLL)
1921 Feld[newx][newy] = EL_MORAST_VOLL;
1922 element = EL_MORAST_VOLL;
1924 else if (Store[x][y]==EL_MORAST_LEER)
1927 Feld[x][y] = EL_MORAST_LEER;
1929 else if (Store[x][y]==EL_SIEB_VOLL)
1932 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1934 else if (Store[x][y]==EL_SIEB_LEER)
1936 Store[x][y] = Store2[x][y] = 0;
1937 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1939 else if (Store[x][y]==EL_SIEB2_VOLL)
1942 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1944 else if (Store[x][y]==EL_SIEB2_LEER)
1946 Store[x][y] = Store2[x][y] = 0;
1947 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1949 else if (Store[x][y]==EL_SALZSAEURE)
1952 Feld[newx][newy] = EL_SALZSAEURE;
1953 element = EL_SALZSAEURE;
1955 else if (Store[x][y]==EL_AMOEBE_NASS)
1958 Feld[x][y] = EL_AMOEBE_NASS;
1961 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1962 MovDelay[newx][newy] = 0;
1964 if (!CAN_MOVE(element))
1965 MovDir[newx][newy] = 0;
1967 DrawLevelField(x,y);
1968 DrawLevelField(newx,newy);
1970 Stop[newx][newy] = TRUE;
1971 JustHit[x][newy] = 3;
1973 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1975 TestIfBadThingHitsHero();
1976 TestIfBadThingHitsFriend(newx,newy);
1977 TestIfBadThingHitsOtherBadThing(newx,newy);
1979 else if (element == EL_PINGUIN)
1980 TestIfFriendHitsBadThing(newx,newy);
1982 if (CAN_SMASH(element) && direction==MV_DOWN &&
1983 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1986 else /* noch in Bewegung */
1987 DrawLevelField(x,y);
1990 int AmoebeNachbarNr(int ax, int ay)
1993 int element = Feld[ax][ay];
1995 static int xy[4][2] =
2005 int x = ax+xy[i%4][0];
2006 int y = ay+xy[i%4][1];
2008 if (!IN_LEV_FIELD(x,y))
2011 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2012 group_nr = AmoebaNr[x][y];
2018 void AmoebenVereinigen(int ax, int ay)
2021 int new_group_nr = AmoebaNr[ax][ay];
2022 static int xy[4][2] =
2038 if (!IN_LEV_FIELD(x,y))
2041 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2042 Feld[x][y]==EL_AMOEBE_BD ||
2043 Feld[x][y]==EL_AMOEBE_TOT) &&
2044 AmoebaNr[x][y] != new_group_nr)
2046 int old_group_nr = AmoebaNr[x][y];
2048 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2049 AmoebaCnt[old_group_nr] = 0;
2050 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2051 AmoebaCnt2[old_group_nr] = 0;
2053 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2054 if (AmoebaNr[xx][yy]==old_group_nr)
2055 AmoebaNr[xx][yy] = new_group_nr;
2060 void AmoebeUmwandeln(int ax, int ay)
2063 int group_nr = AmoebaNr[ax][ay];
2064 static int xy[4][2] =
2072 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2074 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2076 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2079 Feld[x][y] = EL_AMOEBA2DIAM;
2091 if (!IN_LEV_FIELD(x,y))
2094 if (Feld[x][y]==EL_AMOEBA2DIAM)
2100 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2103 int group_nr = AmoebaNr[ax][ay];
2106 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2108 if (AmoebaNr[x][y]==group_nr &&
2109 (Feld[x][y]==EL_AMOEBE_TOT ||
2110 Feld[x][y]==EL_AMOEBE_BD ||
2111 Feld[x][y]==EL_AMOEBING))
2114 Feld[x][y] = new_element;
2115 DrawLevelField(x,y);
2121 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2124 void AmoebeWaechst(int x, int y)
2126 static long sound_delay = 0;
2127 static int sound_delay_value = 0;
2129 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2133 if (DelayReached(&sound_delay, sound_delay_value))
2135 PlaySoundLevel(x,y,SND_AMOEBE);
2136 sound_delay_value = 30;
2140 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2143 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2144 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2146 if (!MovDelay[x][y])
2148 Feld[x][y] = Store[x][y];
2150 DrawLevelField(x,y);
2155 void AmoebeAbleger(int ax, int ay)
2158 int element = Feld[ax][ay];
2159 int newax = ax, neway = ay;
2160 static int xy[4][2] =
2168 if (!level.tempo_amoebe)
2170 Feld[ax][ay] = EL_AMOEBE_TOT;
2171 DrawLevelField(ax,ay);
2175 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2176 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2178 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2181 if (MovDelay[ax][ay])
2185 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2188 int x = ax+xy[start][0];
2189 int y = ay+xy[start][1];
2191 if (!IN_LEV_FIELD(x,y))
2195 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2201 if (newax==ax && neway==ay)
2204 else /* normale oder "gefüllte" Amöbe */
2207 BOOL waiting_for_player = FALSE;
2211 int j = (start+i)%4;
2212 int x = ax+xy[j][0];
2213 int y = ay+xy[j][1];
2215 if (!IN_LEV_FIELD(x,y))
2219 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2225 else if (IS_PLAYER(x,y))
2226 waiting_for_player = TRUE;
2229 if (newax==ax && neway==ay)
2231 if (i==4 && !waiting_for_player)
2233 Feld[ax][ay] = EL_AMOEBE_TOT;
2234 DrawLevelField(ax,ay);
2235 AmoebaCnt[AmoebaNr[ax][ay]]--;
2237 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2239 if (element==EL_AMOEBE_VOLL)
2240 AmoebeUmwandeln(ax,ay);
2241 else if (element==EL_AMOEBE_BD)
2242 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2247 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2249 int new_group_nr = AmoebaNr[ax][ay];
2251 AmoebaNr[newax][neway] = new_group_nr;
2252 AmoebaCnt[new_group_nr]++;
2253 AmoebaCnt2[new_group_nr]++;
2254 AmoebenVereinigen(newax,neway);
2256 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2258 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2264 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2265 (neway==lev_fieldy-1 && newax!=ax))
2267 Feld[newax][neway] = EL_AMOEBING;
2268 Store[newax][neway] = element;
2271 Feld[newax][neway] = EL_TROPFEN;
2274 InitMovingField(ax,ay,MV_DOWN);
2275 Feld[ax][ay] = EL_TROPFEN;
2276 Store[ax][ay] = EL_AMOEBE_NASS;
2277 ContinueMoving(ax,ay);
2281 DrawLevelField(newax,neway);
2284 void Life(int ax, int ay)
2287 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2289 int element = Feld[ax][ay];
2294 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2295 MovDelay[ax][ay] = life_time;
2297 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2300 if (MovDelay[ax][ay])
2304 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2306 int xx = ax+x1, yy = ay+y1;
2309 if (!IN_LEV_FIELD(xx,yy))
2312 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2314 int x = xx+x2, y = yy+y2;
2316 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2319 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2321 (IS_FREE(x,y) && Stop[x][y]))
2325 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2327 if (nachbarn<life[0] || nachbarn>life[1])
2329 Feld[xx][yy] = EL_LEERRAUM;
2331 DrawLevelField(xx,yy);
2332 Stop[xx][yy] = TRUE;
2335 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2336 { /* Randfeld ohne Amoebe */
2337 if (nachbarn>=life[2] && nachbarn<=life[3])
2339 Feld[xx][yy] = element;
2340 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2342 DrawLevelField(xx,yy);
2343 Stop[xx][yy] = TRUE;
2349 void Ablenk(int x, int y)
2351 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2352 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2354 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2359 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2360 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2361 if (!(MovDelay[x][y]%4))
2362 PlaySoundLevel(x,y,SND_MIEP);
2367 Feld[x][y] = EL_ABLENK_AUS;
2368 DrawLevelField(x,y);
2373 void Birne(int x, int y)
2375 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2376 MovDelay[x][y] = 800;
2378 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2383 if (!(MovDelay[x][y]%5))
2385 if (!(MovDelay[x][y]%10))
2386 Feld[x][y]=EL_ABLENK_EIN;
2388 Feld[x][y]=EL_ABLENK_AUS;
2389 DrawLevelField(x,y);
2390 Feld[x][y]=EL_ABLENK_EIN;
2396 Feld[x][y]=EL_ABLENK_AUS;
2397 DrawLevelField(x,y);
2402 void Blubber(int x, int y)
2404 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2405 DrawLevelField(x,y-1);
2407 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2410 void NussKnacken(int x, int y)
2412 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2415 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2418 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2419 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2421 if (!MovDelay[x][y])
2423 Feld[x][y] = EL_EDELSTEIN;
2424 DrawLevelField(x,y);
2429 void SiebAktivieren(int x, int y, int typ)
2431 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2432 DrawGraphic(SCROLLX(x),SCROLLY(y),
2433 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2436 void AusgangstuerPruefen(int x, int y)
2438 if (!local_player->gems_still_needed &&
2439 !local_player->sokobanfields_still_needed &&
2440 !local_player->lights_still_needed)
2442 Feld[x][y] = EL_AUSGANG_ACT;
2444 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2445 PlaySoundLevel(x,y,SND_OEFFNEN);
2447 PlaySoundLevel(JX,JY,SND_OEFFNEN);
2451 void AusgangstuerOeffnen(int x, int y)
2455 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2456 MovDelay[x][y] = 5*delay;
2458 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2463 tuer = MovDelay[x][y]/delay;
2464 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2465 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2467 if (!MovDelay[x][y])
2469 Feld[x][y] = EL_AUSGANG_AUF;
2470 DrawLevelField(x,y);
2475 void AusgangstuerBlinken(int x, int y)
2477 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2480 void EdelsteinFunkeln(int x, int y)
2482 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2485 if (Feld[x][y] == EL_EDELSTEIN_BD)
2486 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2489 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2490 MovDelay[x][y] = 11 * !SimpleRND(500);
2492 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2496 if (direct_draw_on && MovDelay[x][y])
2497 SetDrawtoField(DRAW_BUFFERED);
2499 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2503 int src_x,src_y, dest_x,dest_y;
2504 int phase = (MovDelay[x][y]-1)/2;
2509 src_x = SX + GFX_PER_LINE*TILEX;
2510 src_y = SY + phase*TILEY;
2511 dest_x = FX + SCROLLX(x)*TILEX;
2512 dest_y = FY + SCROLLY(y)*TILEY;
2515 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2516 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2517 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2520 XSetClipMask(display, tile_clip_gc,
2521 tile_clipmask[GFX_MASK_SPARKLING + phase]);
2522 XSetClipOrigin(display, tile_clip_gc, dest_x,dest_y);
2523 XCopyArea(display, pix[PIX_BACK], drawto_field, tile_clip_gc,
2524 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2528 XCopyArea(display,drawto_field,window,gc,
2529 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2530 SetDrawtoField(DRAW_DIRECT);
2537 void MauerWaechst(int x, int y)
2541 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2542 MovDelay[x][y] = 3*delay;
2544 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2549 phase = 2-MovDelay[x][y]/delay;
2550 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2551 DrawGraphic(SCROLLX(x),SCROLLY(y),
2552 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2554 if (!MovDelay[x][y])
2556 if (Store[x][y]==MV_LEFT)
2558 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2559 DrawLevelField(x-1,y);
2563 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2564 DrawLevelField(x+1,y);
2567 Feld[x][y] = EL_MAUER_LEBT;
2569 DrawLevelField(x,y);
2574 void MauerAbleger(int ax, int ay)
2576 BOOL links_frei = FALSE, rechts_frei = FALSE;
2577 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2579 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2580 MovDelay[ax][ay] = 6;
2582 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2585 if (MovDelay[ax][ay])
2589 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2591 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2596 Feld[ax-1][ay] = EL_MAUERND;
2597 Store[ax-1][ay] = MV_LEFT;
2598 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2599 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2603 Feld[ax+1][ay] = EL_MAUERND;
2604 Store[ax+1][ay] = MV_RIGHT;
2605 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2606 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2609 if (links_frei || rechts_frei)
2610 DrawLevelField(ax,ay);
2612 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2613 links_massiv = TRUE;
2614 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2615 rechts_massiv = TRUE;
2617 if (links_massiv && rechts_massiv)
2618 Feld[ax][ay] = EL_MAUERWERK;
2621 void CheckForDragon(int x, int y)
2624 BOOL dragon_found = FALSE;
2625 static int xy[4][2] =
2637 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2639 if (IN_LEV_FIELD(xx,yy) &&
2640 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2642 if (Feld[xx][yy] == EL_DRACHE)
2643 dragon_found = TRUE;
2656 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2658 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2660 Feld[xx][yy] = EL_LEERRAUM;
2661 DrawLevelField(xx,yy);
2670 void PlayerActions(int player_action)
2672 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2673 int left = player_action & JOY_LEFT;
2674 int right = player_action & JOY_RIGHT;
2675 int up = player_action & JOY_UP;
2676 int down = player_action & JOY_DOWN;
2677 int button1 = player_action & JOY_BUTTON_1;
2678 int button2 = player_action & JOY_BUTTON_2;
2679 int dx = (left ? -1 : right ? 1 : 0);
2680 int dy = (up ? -1 : down ? 1 : 0);
2684 player->frame_reset_delay = 0;
2687 snapped = SnapField(dx,dy);
2691 bombed = PlaceBomb();
2692 moved = MoveFigure(dx,dy);
2695 if (tape.recording && (moved || snapped || bombed))
2697 if (bombed && !moved)
2698 player_action &= JOY_BUTTON;
2699 TapeRecordAction(player_action);
2701 else if (tape.playing && snapped)
2702 SnapField(0,0); /* stop snapping */
2706 DigField(0,0,0,0,DF_NO_PUSH);
2708 if (++player->frame_reset_delay > MoveSpeed)
2712 if (tape.playing && !tape.pausing && !player_action &&
2713 tape.counter < tape.length)
2715 int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
2717 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2719 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2721 if (IN_LEV_FIELD(JX+dx,JY) && IS_PUSHABLE(Feld[JX+dx][JY]))
2723 int el = Feld[JX+dx][JY];
2724 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2726 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2728 player->MovDir = next_joy;
2729 player->Frame = FrameCounter % 4;
2730 player->Pushing = TRUE;
2737 void GameActions(int player_action)
2739 static long action_delay = 0;
2740 long action_delay_value;
2741 int sieb_x = 0, sieb_y = 0;
2742 int i, x,y, element;
2744 if (game_status != PLAYING)
2748 action_delay_value =
2749 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2751 action_delay_value =
2752 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2755 /* main game synchronization point */
2756 WaitUntilDelayReached(&action_delay, action_delay_value);
2758 for(i=0; i<MAX_PLAYERS; i++)
2760 player = &stored_player[i];
2763 lastJX = player->lastJX;
2764 lastJY = player->lastJY;
2766 if (!player->active)
2769 PlayerActions(player_action);
2775 player = local_player;
2778 lastJX = player->lastJX;
2779 lastJY = player->lastJY;
2781 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2783 else if (tape.recording)
2789 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2792 if (JustHit[x][y]>0)
2796 if (IS_BLOCKED(x,y))
2800 Blocked2Moving(x,y,&oldx,&oldy);
2801 if (!IS_MOVING(oldx,oldy))
2803 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2804 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2805 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2806 printf("GameActions(): This should never happen!\n");
2812 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2814 element = Feld[x][y];
2816 if (IS_INACTIVE(element))
2819 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2823 if (IS_GEM(element))
2824 EdelsteinFunkeln(x,y);
2826 else if (IS_MOVING(x,y))
2827 ContinueMoving(x,y);
2828 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2830 else if (element==EL_EXPLODING)
2831 Explode(x,y,Frame[x][y],EX_NORMAL);
2832 else if (element==EL_AMOEBING)
2834 else if (IS_AMOEBALIVE(element))
2836 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2838 else if (element==EL_ABLENK_EIN)
2840 else if (element==EL_SALZSAEURE)
2842 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2844 else if (element==EL_CRACKINGNUT)
2846 else if (element==EL_AUSGANG_ZU)
2847 AusgangstuerPruefen(x,y);
2848 else if (element==EL_AUSGANG_ACT)
2849 AusgangstuerOeffnen(x,y);
2850 else if (element==EL_AUSGANG_AUF)
2851 AusgangstuerBlinken(x,y);
2852 else if (element==EL_MAUERND)
2854 else if (element==EL_MAUER_LEBT)
2856 else if (element==EL_BURNING)
2857 CheckForDragon(x,y);
2863 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2864 Store[x][y]==EL_SIEB_LEER)
2866 SiebAktivieren(x, y, 1);
2869 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2870 Store[x][y]==EL_SIEB2_LEER)
2872 SiebAktivieren(x, y, 2);
2876 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2887 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2891 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2893 element = Feld[x][y];
2894 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2896 Feld[x][y] = EL_SIEB_TOT;
2897 DrawLevelField(x,y);
2899 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2901 Feld[x][y] = EL_SIEB2_TOT;
2902 DrawLevelField(x,y);
2908 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2913 if (tape.recording || tape.playing)
2914 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2917 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2919 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2928 for(i=0; i<MAX_PLAYERS; i++)
2930 player = &stored_player[i];
2933 lastJX = player->lastJX;
2934 lastJY = player->lastJY;
2936 if (!player->active)
2939 DrawPlayerField(player->JX,player->JY);
2942 player = local_player;
2945 lastJX = player->lastJX;
2946 lastJY = player->lastJY;
2949 DrawPlayerField(JX,JY);
2953 void ScrollLevel(int dx, int dy)
2955 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2958 ScreenMovPos = player->GfxPos;
2960 XCopyArea(display,drawto_field,drawto_field,gc,
2961 FX + TILEX*(dx==-1) - softscroll_offset,
2962 FY + TILEY*(dy==-1) - softscroll_offset,
2963 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2964 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2965 FX + TILEX*(dx==1) - softscroll_offset,
2966 FY + TILEY*(dy==1) - softscroll_offset);
2970 x = (dx==1 ? BX1 : BX2);
2971 for(y=BY1; y<=BY2; y++)
2972 DrawScreenField(x,y);
2976 y = (dy==1 ? BY1 : BY2);
2977 for(x=BX1; x<=BX2; x++)
2978 DrawScreenField(x,y);
2981 redraw_mask |= REDRAW_FIELD;
2984 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2986 int newJX = JX+dx, newJY = JY+dy;
2990 if (PlayerGone || (!dx && !dy))
2991 return(MF_NO_ACTION);
2993 player->MovDir = (dx < 0 ? MV_LEFT :
2996 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2998 if (!IN_LEV_FIELD(newJX,newJY))
2999 return(MF_NO_ACTION);
3001 element = MovingOrBlocked2Element(newJX,newJY);
3003 if (DONT_GO_TO(element))
3005 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3008 Feld[JX][JY] = EL_SPIELFIGUR;
3009 InitMovingField(JX,JY,MV_DOWN);
3010 Store[JX][JY] = EL_SALZSAEURE;
3011 ContinueMoving(JX,JY);
3020 can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
3021 if (can_move != MF_MOVING)
3024 lastJX = player->lastJX = JX;
3025 lastJY = player->lastJY = JY;
3026 JX = player->JX = newJX;
3027 JY = player->JY = newJY;
3029 StorePlayer[lastJX][lastJY] = EL_LEERRAUM;
3030 StorePlayer[JX][JY] = EL_SPIELER1;
3032 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3039 BOOL MoveFigure(int dx, int dy)
3041 int moved = MF_NO_ACTION;
3042 int oldJX = JX, oldJY = JY;
3044 if (PlayerGone || (!dx && !dy))
3047 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3050 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3052 if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
3053 moved |= MoveFigureOneStep(dx,0, dx,dy);
3057 if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
3058 moved |= MoveFigureOneStep(0,dy, dx,dy);
3063 player->last_move_dir = MV_NO_MOVING;
3067 if (moved & MF_MOVING && player == local_player)
3069 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3070 int offset = (scroll_delay_on ? 3 : 0);
3072 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
3073 JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset))
3074 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
3075 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
3076 JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset))
3077 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
3079 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3080 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3083 if (!(moved & MF_MOVING) && !player->Pushing)
3086 player->Frame = (player->Frame + 1) % 4;
3088 if (moved & MF_MOVING)
3090 if (oldJX != JX && oldJY == JY)
3091 player->MovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
3092 else if (oldJX == JX && oldJY != JY)
3093 player->MovDir = (oldJY < JY ? MV_DOWN : MV_UP);
3095 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
3097 player->last_move_dir = player->MovDir;
3100 TestIfHeroHitsBadThing();
3108 void ScrollFigure(int init)
3110 static long actual_frame_counter = 0;
3114 actual_frame_counter = FrameCounter;
3116 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3118 if (Feld[lastJX][lastJY] == EL_LEERRAUM)
3119 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
3121 DrawPlayerField(JX,JY);
3124 else if (!FrameReached(&actual_frame_counter,1))
3127 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3128 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3130 if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
3132 ScreenMovPos = local_player->GfxPos;
3133 redraw_mask |= REDRAW_FIELD;
3136 if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING)
3137 Feld[lastJX][lastJY] = EL_LEERRAUM;
3139 DrawPlayerField(JX,JY);
3141 if (!player->MovPos)
3148 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3150 int i, killx = goodx, killy = goody;
3151 static int xy[4][2] =
3158 static int harmless[4] =
3172 if (!IN_LEV_FIELD(x,y))
3175 element = Feld[x][y];
3177 if (DONT_TOUCH(element))
3179 if (MovDir[x][y]==harmless[i])
3188 if (killx!=goodx || killy!=goody)
3190 if (IS_PLAYER(goodx,goody))
3197 void TestIfBadThingHitsGoodThing(int badx, int bady)
3199 int i, killx = badx, killy = bady;
3200 static int xy[4][2] =
3207 static int harmless[4] =
3221 if (!IN_LEV_FIELD(x,y))
3224 element = Feld[x][y];
3226 if (element==EL_PINGUIN)
3228 if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
3237 if (killx!=badx || killy!=bady)
3241 void TestIfHeroHitsBadThing()
3243 TestIfGoodThingHitsBadThing(JX,JY);
3246 void TestIfBadThingHitsHero()
3248 TestIfGoodThingHitsBadThing(JX,JY);
3252 void TestIfFriendHitsBadThing(int x, int y)
3254 TestIfGoodThingHitsBadThing(x,y);
3257 void TestIfBadThingHitsFriend(int x, int y)
3259 TestIfBadThingHitsGoodThing(x,y);
3262 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3264 int i, killx=badx, killy=bady;
3265 static int xy[4][2] =
3279 if (!IN_LEV_FIELD(x,y))
3283 if (IS_AMOEBOID(element) || element==EL_LIFE ||
3284 element==EL_AMOEBING || element==EL_TROPFEN)
3292 if (killx!=badx || killy!=bady)
3301 if (IS_PFORTE(Feld[JX][JY]))
3302 Feld[JX][JY] = EL_LEERRAUM;
3313 PlaySoundLevel(JX,JY,SND_AUTSCH);
3314 PlaySoundLevel(JX,JY,SND_LACHEN);
3329 int DigField(int x, int y, int real_dx, int real_dy, int mode)
3331 int dx = x-JX, dy = y-JY;
3334 if (!player->MovPos)
3335 player->Pushing = FALSE;
3337 if (mode == DF_NO_PUSH)
3339 player->push_delay = 0;
3340 return(MF_NO_ACTION);
3343 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3344 return(MF_NO_ACTION);
3346 element = Feld[x][y];
3354 Feld[x][y] = EL_LEERRAUM;
3358 case EL_EDELSTEIN_BD:
3359 case EL_EDELSTEIN_GELB:
3360 case EL_EDELSTEIN_ROT:
3361 case EL_EDELSTEIN_LILA:
3362 Feld[x][y] = EL_LEERRAUM;
3363 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3364 if (local_player->gems_still_needed > 0)
3365 local_player->gems_still_needed--;
3366 RaiseScoreElement(EL_EDELSTEIN);
3367 DrawText(DX_EMERALDS, DY_EMERALDS,
3368 int2str(local_player->gems_still_needed, 3),
3369 FS_SMALL, FC_YELLOW);
3370 PlaySoundLevel(x, y, SND_PONG);
3374 Feld[x][y] = EL_LEERRAUM;
3375 local_player->gems_still_needed -= 3;
3376 if (local_player->gems_still_needed < 0)
3377 local_player->gems_still_needed = 0;
3378 RaiseScoreElement(EL_DIAMANT);
3379 DrawText(DX_EMERALDS, DY_EMERALDS,
3380 int2str(local_player->gems_still_needed, 3),
3381 FS_SMALL, FC_YELLOW);
3382 PlaySoundLevel(x, y, SND_PONG);
3385 case EL_DYNAMIT_AUS:
3386 Feld[x][y] = EL_LEERRAUM;
3388 RaiseScoreElement(EL_DYNAMIT);
3389 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3390 int2str(local_player->dynamite, 3),
3391 FS_SMALL, FC_YELLOW);
3392 PlaySoundLevel(x,y,SND_PONG);
3395 case EL_DYNABOMB_NR:
3396 Feld[x][y] = EL_LEERRAUM;
3397 player->dynabomb_count++;
3398 player->dynabombs_left++;
3399 RaiseScoreElement(EL_DYNAMIT);
3400 PlaySoundLevel(x,y,SND_PONG);
3402 case EL_DYNABOMB_SZ:
3404 Feld[x][y] = EL_LEERRAUM;
3405 player->dynabomb_size++;
3406 RaiseScoreElement(EL_DYNAMIT);
3407 PlaySoundLevel(x,y,SND_PONG);
3410 case EL_DYNABOMB_XL:
3411 Feld[x][y] = EL_LEERRAUM;
3412 player->dynabomb_xl = TRUE;
3413 RaiseScoreElement(EL_DYNAMIT);
3414 PlaySoundLevel(x,y,SND_PONG);
3417 case EL_SCHLUESSEL1:
3418 case EL_SCHLUESSEL2:
3419 case EL_SCHLUESSEL3:
3420 case EL_SCHLUESSEL4:
3422 int key_nr = element-EL_SCHLUESSEL1;
3424 Feld[x][y] = EL_LEERRAUM;
3425 player->key[key_nr] = TRUE;
3426 RaiseScoreElement(EL_SCHLUESSEL);
3427 DrawMiniGraphicExt(drawto,gc,
3428 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3429 GFX_SCHLUESSEL1+key_nr);
3430 DrawMiniGraphicExt(window,gc,
3431 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3432 GFX_SCHLUESSEL1+key_nr);
3433 PlaySoundLevel(x,y,SND_PONG);
3438 Feld[x][y] = EL_ABLENK_EIN;
3441 DrawLevelField(x,y);
3445 case EL_FELSBROCKEN:
3449 if (dy || mode==DF_SNAP)
3450 return(MF_NO_ACTION);
3452 player->Pushing = TRUE;
3454 if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
3455 return(MF_NO_ACTION);
3459 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3460 return(MF_NO_ACTION);
3463 if (player->push_delay == 0)
3464 player->push_delay = FrameCounter;
3465 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3467 return(MF_NO_ACTION);
3469 Feld[x][y] = EL_LEERRAUM;
3470 Feld[x+dx][y+dy] = element;
3472 player->push_delay_value = 2+RND(8);
3474 DrawLevelField(x+dx,y+dy);
3475 if (element==EL_FELSBROCKEN)
3476 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3477 else if (element==EL_KOKOSNUSS)
3478 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3480 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3487 if (!player->key[element-EL_PFORTE1])
3488 return(MF_NO_ACTION);
3495 if (!player->key[element-EL_PFORTE1X])
3496 return(MF_NO_ACTION);
3500 case EL_AUSGANG_ACT:
3501 /* Tür ist (noch) nicht offen! */
3502 return(MF_NO_ACTION);
3505 case EL_AUSGANG_AUF:
3507 return(MF_NO_ACTION);
3510 PlaySoundLevel(x,y,SND_BUING);
3512 if (!local_player->friends_still_needed)
3513 LevelSolved = GameOver = TRUE;
3518 Feld[x][y] = EL_BIRNE_EIN;
3519 local_player->lights_still_needed--;
3520 DrawLevelField(x,y);
3521 PlaySoundLevel(x,y,SND_DENG);
3526 Feld[x][y] = EL_ZEIT_LEER;
3528 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3529 DrawLevelField(x,y);
3530 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3534 case EL_SOKOBAN_FELD_LEER:
3537 case EL_SOKOBAN_FELD_VOLL:
3538 case EL_SOKOBAN_OBJEKT:
3541 return(MF_NO_ACTION);
3543 player->Pushing = TRUE;
3545 if (!IN_LEV_FIELD(x+dx,y+dy)
3546 || (Feld[x+dx][y+dy] != EL_LEERRAUM
3547 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3548 || !IS_SB_ELEMENT(element))))
3549 return(MF_NO_ACTION);
3553 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3554 return(MF_NO_ACTION);
3556 else if (dy && real_dx)
3558 if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
3559 return(MF_NO_ACTION);
3562 if (player->push_delay == 0)
3563 player->push_delay = FrameCounter;
3564 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3566 return(MF_NO_ACTION);
3568 if (IS_SB_ELEMENT(element))
3570 if (element == EL_SOKOBAN_FELD_VOLL)
3572 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3573 local_player->sokobanfields_still_needed++;
3576 Feld[x][y] = EL_LEERRAUM;
3578 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3580 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3581 local_player->sokobanfields_still_needed--;
3582 if (element == EL_SOKOBAN_OBJEKT)
3583 PlaySoundLevel(x,y,SND_DENG);
3586 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3590 Feld[x][y] = EL_LEERRAUM;
3591 Feld[x+dx][y+dy] = element;
3594 player->push_delay_value = 2;
3596 DrawLevelField(x,y);
3597 DrawLevelField(x+dx,y+dy);
3598 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3600 if (IS_SB_ELEMENT(element) &&
3601 local_player->sokobanfields_still_needed == 0 &&
3602 game_emulation == EMU_SOKOBAN)
3604 LevelSolved = GameOver = TRUE;
3605 PlaySoundLevel(x,y,SND_BUING);
3617 return(MF_NO_ACTION);
3621 player->push_delay = 0;
3626 BOOL SnapField(int dx, int dy)
3628 int x = JX+dx, y = JY+dy;
3629 static int snapped = FALSE;
3631 if (PlayerGone || !IN_LEV_FIELD(x,y))
3643 player->MovDir = (dx < 0 ? MV_LEFT :
3646 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3648 if (!DigField(x,y, 0,0, DF_SNAP))
3652 DrawLevelField(x,y);
3658 BOOL PlaceBomb(void)
3662 if (PlayerGone || player->MovPos)
3665 element = Feld[JX][JY];
3667 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3668 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3671 if (element != EL_LEERRAUM)
3672 Store[JX][JY] = element;
3674 if (player->dynamite)
3676 Feld[JX][JY] = EL_DYNAMIT;
3677 MovDelay[JX][JY] = 96;
3679 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3680 FS_SMALL, FC_YELLOW);
3681 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
3685 Feld[JX][JY] = EL_DYNABOMB;
3686 MovDelay[JX][JY] = 96;
3687 player->dynabombs_left--;
3688 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
3694 void PlaySoundLevel(int x, int y, int sound_nr)
3696 int sx = SCROLLX(x), sy = SCROLLY(y);
3698 int silence_distance = 8;
3700 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3701 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3704 if (!IN_LEV_FIELD(x,y) ||
3705 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3706 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3709 volume = PSND_MAX_VOLUME;
3711 stereo = (sx-SCR_FIELDX/2)*12;
3713 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3714 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3715 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3718 if (!IN_SCR_FIELD(sx,sy))
3720 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3721 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3723 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3726 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3729 void RaiseScore(int value)
3731 local_player->score += value;
3732 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
3733 FS_SMALL, FC_YELLOW);
3736 void RaiseScoreElement(int element)
3741 RaiseScore(level.score[SC_EDELSTEIN]);
3744 RaiseScore(level.score[SC_DIAMANT]);
3748 RaiseScore(level.score[SC_KAEFER]);
3752 RaiseScore(level.score[SC_FLIEGER]);
3756 RaiseScore(level.score[SC_MAMPFER]);
3759 RaiseScore(level.score[SC_ROBOT]);
3762 RaiseScore(level.score[SC_PACMAN]);
3765 RaiseScore(level.score[SC_KOKOSNUSS]);
3768 RaiseScore(level.score[SC_DYNAMIT]);
3771 RaiseScore(level.score[SC_SCHLUESSEL]);