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);
60 if (joystick_nr != old_joystick_nr)
63 close(joystick_device);
71 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
72 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
75 Gems = level.edelsteine;
76 SokobanFields = Lights = Friends = 0;
77 DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
79 Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
83 TimeLeft = level.time;
85 PlayerMovDir = MV_NO_MOVING;
89 PlayerPushing = FALSE;
90 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
94 DigField(0,0,0,0,DF_NO_PUSH);
97 for(i=0;i<MAX_NUM_AMOEBA;i++)
98 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
100 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
102 Feld[x][y] = Ur[x][y];
103 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
104 Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
107 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
109 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
116 Feld[x][y] = EL_LEERRAUM;
121 Feld[x][y] = EL_LEERRAUM;
124 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
125 Feld[x][y] = EL_BADEWANNE1;
126 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
127 Feld[x][y] = EL_BADEWANNE2;
128 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
129 Feld[x][y] = EL_BADEWANNE3;
130 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
131 Feld[x][y] = EL_BADEWANNE4;
132 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
133 Feld[x][y] = EL_BADEWANNE5;
172 Feld[x][y] = EL_AMOEBING;
173 Store[x][y] = EL_AMOEBE_NASS;
182 case EL_SOKOBAN_FELD_LEER:
191 MovDir[x][y] = 1<<RND(4);
198 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
199 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
201 scroll_x = scroll_y = -1;
204 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
207 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
209 CloseDoor(DOOR_CLOSE_1);
212 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
215 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
216 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
217 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
218 DrawTextExt(pix[PIX_DB_DOOR],gc,
219 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
220 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
221 DrawTextExt(pix[PIX_DB_DOOR],gc,
222 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
223 int2str(Gems,3),FS_SMALL,FC_YELLOW);
224 DrawTextExt(pix[PIX_DB_DOOR],gc,
225 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
226 int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
227 DrawTextExt(pix[PIX_DB_DOOR],gc,
228 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
229 int2str(Score,5),FS_SMALL,FC_YELLOW);
230 DrawTextExt(pix[PIX_DB_DOOR],gc,
231 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
232 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
234 DrawGameButton(BUTTON_GAME_STOP);
235 DrawGameButton(BUTTON_GAME_PAUSE);
236 DrawGameButton(BUTTON_GAME_PLAY);
237 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
238 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
239 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
240 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
241 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
242 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
243 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
244 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
246 OpenDoor(DOOR_OPEN_1);
249 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
251 XAutoRepeatOff(display);
254 void InitMovDir(int x, int y)
256 int i, element = Feld[x][y];
257 static int xy[4][2] =
264 static int direction[2][4] =
266 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
267 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
276 Feld[x][y] = EL_KAEFER;
277 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
283 Feld[x][y] = EL_FLIEGER;
284 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
290 Feld[x][y] = EL_BUTTERFLY;
291 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
297 Feld[x][y] = EL_FIREFLY;
298 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
304 Feld[x][y] = EL_PACMAN;
305 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
308 MovDir[x][y] = 1<<RND(4);
309 if (element != EL_KAEFER &&
310 element != EL_FLIEGER &&
311 element != EL_BUTTERFLY &&
312 element != EL_FIREFLY)
322 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
324 if (element==EL_KAEFER || element==EL_BUTTERFLY)
326 MovDir[x][y] = direction[0][i];
329 else if (element==EL_FLIEGER || element==EL_FIREFLY)
331 MovDir[x][y] = direction[1][i];
340 void InitAmoebaNr(int x, int y)
343 int group_nr = AmoebeNachbarNr(x,y);
347 for(i=1;i<MAX_NUM_AMOEBA;i++)
357 AmoebaNr[x][y] = group_nr;
358 AmoebaCnt[group_nr]++;
359 AmoebaCnt2[group_nr]++;
365 int bumplevel = FALSE;
372 PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
377 PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
378 if (TimeLeft && !(TimeLeft % 10))
379 RaiseScore(level.score[SC_ZEITBONUS]);
380 if (TimeLeft > 100 && !(TimeLeft % 10))
384 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
395 /* Hero disappears */
396 DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
402 CloseDoor(DOOR_CLOSE_1);
407 SaveLevelTape(tape.level_nr); /* Ask to save tape */
410 if (level_nr==player.handicap &&
411 level_nr<leveldir[leveldir_nr].levels-1)
415 SavePlayerInfo(PLAYER_LEVEL);
418 if ((hi_pos=NewHiScore())>=0)
420 game_status = HALLOFFAME;
421 DrawHallOfFame(hi_pos);
422 if (bumplevel && TAPE_IS_EMPTY(tape))
427 game_status = MAINMENU;
428 if (bumplevel && TAPE_IS_EMPTY(tape))
443 if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
444 Score<highscore[MAX_SCORE_ENTRIES-1].Score)
447 for(k=0;k<MAX_SCORE_ENTRIES;k++)
449 if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
451 if (k<MAX_SCORE_ENTRIES-1)
453 int m = MAX_SCORE_ENTRIES-1;
456 for(l=k;l<MAX_SCORE_ENTRIES;l++)
457 if (!strcmp(player.alias_name,highscore[l].Name))
459 if (m==k) /* Spieler überschreibt seine alte Position */
465 strcpy(highscore[l].Name,highscore[l-1].Name);
466 highscore[l].Score = highscore[l-1].Score;
473 sprintf(highscore[k].Name,player.alias_name);
474 highscore[k].Score = Score;
480 else if (!strcmp(player.alias_name,highscore[k].Name))
481 break; /* Spieler schon mit besserer Punktzahl in der Liste */
492 void InitMovingField(int x, int y, int direction)
494 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
495 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
497 MovDir[x][y] = direction;
498 MovDir[newx][newy] = direction;
499 if (Feld[newx][newy]==EL_LEERRAUM)
500 Feld[newx][newy] = EL_BLOCKED;
503 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
505 int direction = MovDir[x][y];
506 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
507 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
513 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
515 int oldx = x, oldy = y;
516 int direction = MovDir[x][y];
518 if (direction==MV_LEFT)
520 else if (direction==MV_RIGHT)
522 else if (direction==MV_UP)
524 else if (direction==MV_DOWN)
527 *comes_from_x = oldx;
528 *comes_from_y = oldy;
531 int MovingOrBlocked2Element(int x, int y)
533 int element = Feld[x][y];
535 if (element==EL_BLOCKED)
539 Blocked2Moving(x,y,&oldx,&oldy);
540 return(Feld[oldx][oldy]);
546 void RemoveMovingField(int x, int y)
548 int oldx = x,oldy = y, newx = x,newy = y;
550 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
555 Moving2Blocked(x,y,&newx,&newy);
556 if (Feld[newx][newy] != EL_BLOCKED)
559 else if (Feld[x][y]==EL_BLOCKED)
561 Blocked2Moving(x,y,&oldx,&oldy);
562 if (!IS_MOVING(oldx,oldy))
566 if (Feld[x][y]==EL_BLOCKED &&
567 (Store[oldx][oldy]==EL_MORAST_LEER ||
568 Store[oldx][oldy]==EL_SIEB_LEER ||
569 Store[oldx][oldy]==EL_SIEB2_LEER ||
570 Store[oldx][oldy]==EL_AMOEBE_NASS))
572 Feld[oldx][oldy] = Store[oldx][oldy];
573 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
576 Feld[oldx][oldy] = EL_LEERRAUM;
578 Feld[newx][newy] = EL_LEERRAUM;
579 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
580 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
582 DrawLevelField(oldx,oldy);
583 DrawLevelField(newx,newy);
586 void DrawDynamite(int x, int y)
588 int sx = SCROLLX(x), sy = SCROLLY(y);
589 int graphic = el2gfx(Feld[x][y]);
592 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
596 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
598 if (Feld[x][y]==EL_DYNAMIT)
600 if ((phase = (48-MovDelay[x][y])/6) > 6)
605 if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
610 DrawGraphicThruMask(sx,sy, graphic + phase);
612 DrawGraphic(sx,sy, graphic + phase);
615 void CheckDynamite(int x, int y)
617 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
622 if (!(MovDelay[x][y] % 6))
623 PlaySoundLevel(x,y,SND_ZISCH);
625 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
627 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
634 StopSound(SND_ZISCH);
638 void Explode(int ex, int ey, int phase, int mode)
641 int num_phase = 9, delay = 1;
642 int last_phase = num_phase*delay;
643 int half_phase = (num_phase/2)*delay;
645 if (phase==0) /* Feld 'Store' initialisieren */
647 int center_element = Feld[ex][ey];
649 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
651 center_element = MovingOrBlocked2Element(ex,ey);
652 RemoveMovingField(ex,ey);
655 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
657 int element = Feld[x][y];
659 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
661 element = MovingOrBlocked2Element(x,y);
662 RemoveMovingField(x,y);
665 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
668 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
672 if (element==EL_EXPLODING)
673 element = Store2[x][y];
675 if (IS_PLAYER(ex,ey))
676 Store[x][y] = EL_EDELSTEIN_GELB;
677 else if (center_element==EL_MAULWURF)
678 Store[x][y] = EL_EDELSTEIN_ROT;
679 else if (center_element==EL_PINGUIN)
680 Store[x][y] = EL_EDELSTEIN_LILA;
681 else if (center_element==EL_KAEFER)
682 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
683 else if (center_element==EL_BUTTERFLY)
684 Store[x][y] = EL_EDELSTEIN_BD;
685 else if (center_element==EL_MAMPFER)
686 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
687 else if (center_element==EL_AMOEBA2DIAM)
688 Store[x][y] = level.amoebe_inhalt;
689 else if (element==EL_ERZ_EDEL)
690 Store[x][y] = EL_EDELSTEIN;
691 else if (element==EL_ERZ_DIAM)
692 Store[x][y] = EL_DIAMANT;
693 else if (element==EL_ERZ_EDEL_BD)
694 Store[x][y] = EL_EDELSTEIN_BD;
695 else if (element==EL_ERZ_EDEL_GELB)
696 Store[x][y] = EL_EDELSTEIN_GELB;
697 else if (element==EL_ERZ_EDEL_ROT)
698 Store[x][y] = EL_EDELSTEIN_ROT;
699 else if (element==EL_ERZ_EDEL_LILA)
700 Store[x][y] = EL_EDELSTEIN_LILA;
701 else if (!IS_PFORTE(Store[x][y]))
702 Store[x][y] = EL_LEERRAUM;
704 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
705 Store2[x][y] = element;
707 if (AmoebaNr[x][y] &&
708 (element==EL_AMOEBE_VOLL ||
709 element==EL_AMOEBE_BD ||
710 element==EL_AMOEBING))
712 AmoebaCnt[AmoebaNr[x][y]]--;
713 AmoebaCnt2[AmoebaNr[x][y]]--;
716 Feld[x][y] = EL_EXPLODING;
717 MovDir[x][y] = MovPos[x][y] = 0;
723 if (center_element==EL_MAMPFER)
724 MampferNr = (MampferNr+1) % 4;
735 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
737 if (phase==half_phase)
739 int element = Store2[x][y];
743 else if (IS_EXPLOSIVE(element))
745 Feld[x][y] = Store2[x][y];
749 else if (element==EL_AMOEBA2DIAM)
750 AmoebeUmwandeln(x,y);
753 if (phase==last_phase)
757 element = Feld[x][y] = Store[x][y];
758 Store[x][y] = Store2[x][y] = 0;
759 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
760 if (CAN_MOVE(element) || COULD_MOVE(element))
764 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
767 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
769 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
773 void DynaExplode(int ex, int ey, int size)
776 static int xy[4][2] =
784 Explode(ex,ey,0,EX_CENTER);
790 int x = ex+j*xy[i%4][0];
791 int y = ey+j*xy[i%4][1];
794 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
797 element = Feld[x][y];
798 Explode(x,y,0,EX_BORDER);
800 if (element != EL_LEERRAUM &&
801 element != EL_ERDREICH &&
802 element != EL_EXPLODING &&
811 void Bang(int x, int y)
813 int element = Feld[x][y];
815 PlaySoundLevel(x,y,SND_ROAAAR);
827 RaiseScoreElement(element);
828 Explode(x,y,0,EX_NORMAL);
834 DynaExplode(x,y,DynaBombSize);
838 Explode(x,y,0,EX_CENTER);
841 Explode(x,y,0,EX_NORMAL);
846 void Blurb(int x, int y)
848 int element = Feld[x][y];
850 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
852 PlaySoundLevel(x,y,SND_BLURB);
853 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
854 (!IN_LEV_FIELD(x-1,y-1) ||
855 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
857 Feld[x-1][y] = EL_BLURB_LEFT;
859 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
860 (!IN_LEV_FIELD(x+1,y-1) ||
861 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
863 Feld[x+1][y] = EL_BLURB_RIGHT;
868 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
870 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
873 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
876 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
877 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
881 Feld[x][y] = EL_LEERRAUM;
888 void Impact(int x, int y)
890 BOOL lastline = (y==lev_fieldy-1);
891 BOOL object_hit = FALSE;
892 int element = Feld[x][y];
895 /* Element darunter berührt? */
898 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
899 MovDir[x][y+1]!=MV_DOWN ||
900 MovPos[x][y+1]<=TILEY/2));
902 smashed = MovingOrBlocked2Element(x,y+1);
905 /* Auftreffendes Element fällt in Salzsäure */
906 if (!lastline && smashed==EL_SALZSAEURE)
912 /* Auftreffendes Element ist Bombe */
913 if (element==EL_BOMBE && (lastline || object_hit))
919 /* Auftreffendes Element ist Säuretropfen */
920 if (element==EL_TROPFEN && (lastline || object_hit))
922 if (object_hit && IS_PLAYER(x,y+1))
924 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
928 Feld[x][y] = EL_AMOEBING;
929 Store[x][y] = EL_AMOEBE_NASS;
934 /* Welches Element kriegt was auf die Rübe? */
935 if (!lastline && object_hit)
937 if (CAN_CHANGE(element) &&
938 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
939 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
941 if (IS_PLAYER(x,y+1))
946 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
951 else if (element==EL_EDELSTEIN_BD)
953 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
959 else if (element==EL_FELSBROCKEN)
961 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
962 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
967 else if (!IS_MOVING(x,y+1))
969 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
974 else if (smashed==EL_KOKOSNUSS)
976 Feld[x][y+1] = EL_CRACKINGNUT;
977 PlaySoundLevel(x,y,SND_KNACK);
978 RaiseScoreElement(EL_KOKOSNUSS);
981 else if (smashed==EL_DIAMANT)
983 Feld[x][y+1] = EL_LEERRAUM;
984 PlaySoundLevel(x,y,SND_QUIRK);
991 /* Geräusch beim Durchqueren des Siebes */
992 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
994 PlaySoundLevel(x,y,SND_QUIRK);
998 /* Geräusch beim Auftreffen */
999 if (lastline || object_hit)
1006 case EL_EDELSTEIN_BD:
1007 case EL_EDELSTEIN_GELB:
1008 case EL_EDELSTEIN_ROT:
1009 case EL_EDELSTEIN_LILA:
1016 case EL_FELSBROCKEN:
1020 case EL_SCHLUESSEL1:
1021 case EL_SCHLUESSEL2:
1022 case EL_SCHLUESSEL3:
1023 case EL_SCHLUESSEL4:
1036 PlaySoundLevel(x,y,sound);
1040 void TurnRound(int x, int y)
1052 { 0,0 }, { 0,0 }, { 0,0 },
1057 int left,right,back;
1061 { MV_DOWN, MV_UP, MV_RIGHT },
1062 { MV_UP, MV_DOWN, MV_LEFT },
1064 { MV_LEFT, MV_RIGHT, MV_DOWN },
1065 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1066 { MV_RIGHT, MV_LEFT, MV_UP }
1069 int element = Feld[x][y];
1070 int old_move_dir = MovDir[x][y];
1071 int left_dir = turn[old_move_dir].left;
1072 int right_dir = turn[old_move_dir].right;
1073 int back_dir = turn[old_move_dir].back;
1075 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1076 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1077 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1078 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1080 int left_x = x+left_dx, left_y = y+left_dy;
1081 int right_x = x+right_dx, right_y = y+right_dy;
1082 int move_x = x+move_dx, move_y = y+move_dy;
1084 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1086 TestIfBadThingHitsOtherBadThing(x,y);
1088 if (IN_LEV_FIELD(right_x,right_y) &&
1089 IS_FREE_OR_PLAYER(right_x,right_y))
1090 MovDir[x][y] = right_dir;
1091 else if (!IN_LEV_FIELD(move_x,move_y) ||
1092 !IS_FREE_OR_PLAYER(move_x,move_y))
1093 MovDir[x][y] = left_dir;
1095 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1097 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1100 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1102 TestIfBadThingHitsOtherBadThing(x,y);
1104 if (IN_LEV_FIELD(left_x,left_y) &&
1105 IS_FREE_OR_PLAYER(left_x,left_y))
1106 MovDir[x][y] = left_dir;
1107 else if (!IN_LEV_FIELD(move_x,move_y) ||
1108 !IS_FREE_OR_PLAYER(move_x,move_y))
1109 MovDir[x][y] = right_dir;
1111 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1113 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1116 else if (element==EL_MAMPFER)
1118 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1120 if (IN_LEV_FIELD(left_x,left_y) &&
1121 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1122 Feld[left_x][left_y] == EL_DIAMANT))
1123 can_turn_left = TRUE;
1124 if (IN_LEV_FIELD(right_x,right_y) &&
1125 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1126 Feld[right_x][right_y] == EL_DIAMANT))
1127 can_turn_right = TRUE;
1129 if (can_turn_left && can_turn_right)
1130 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1131 else if (can_turn_left)
1132 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1133 else if (can_turn_right)
1134 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1136 MovDir[x][y] = back_dir;
1138 MovDelay[x][y] = 8+8*RND(3);
1140 else if (element==EL_MAMPFER2)
1142 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1144 if (IN_LEV_FIELD(left_x,left_y) &&
1145 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1146 IS_MAMPF2(Feld[left_x][left_y])))
1147 can_turn_left = TRUE;
1148 if (IN_LEV_FIELD(right_x,right_y) &&
1149 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1150 IS_MAMPF2(Feld[right_x][right_y])))
1151 can_turn_right = TRUE;
1153 if (can_turn_left && can_turn_right)
1154 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1155 else if (can_turn_left)
1156 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1157 else if (can_turn_right)
1158 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1160 MovDir[x][y] = back_dir;
1162 MovDelay[x][y] = 8+8*RND(3);
1164 else if (element==EL_PACMAN)
1166 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1168 if (IN_LEV_FIELD(left_x,left_y) &&
1169 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1170 IS_AMOEBOID(Feld[left_x][left_y])))
1171 can_turn_left = TRUE;
1172 if (IN_LEV_FIELD(right_x,right_y) &&
1173 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1174 IS_AMOEBOID(Feld[right_x][right_y])))
1175 can_turn_right = TRUE;
1177 if (can_turn_left && can_turn_right)
1178 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1179 else if (can_turn_left)
1180 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1181 else if (can_turn_right)
1182 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1184 MovDir[x][y] = back_dir;
1186 MovDelay[x][y] = 3+RND(20);
1188 else if (element==EL_SCHWEIN)
1190 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1191 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1192 BOOL should_move_on = FALSE;
1194 int rnd = RND(rnd_value);
1196 if (IN_LEV_FIELD(left_x,left_y) &&
1197 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1198 can_turn_left = TRUE;
1199 if (IN_LEV_FIELD(right_x,right_y) &&
1200 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1201 can_turn_right = TRUE;
1202 if (IN_LEV_FIELD(move_x,move_y) &&
1203 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1206 if (can_turn_left &&
1208 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1209 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1210 should_turn_left = TRUE;
1211 if (can_turn_right &&
1213 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1214 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1215 should_turn_right = TRUE;
1217 (!can_turn_left || !can_turn_right ||
1218 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1219 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1220 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1221 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1222 should_move_on = TRUE;
1224 if (should_turn_left || should_turn_right || should_move_on)
1226 if (should_turn_left && should_turn_right && should_move_on)
1227 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1228 rnd < 2*rnd_value/3 ? right_dir :
1230 else if (should_turn_left && should_turn_right)
1231 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1232 else if (should_turn_left && should_move_on)
1233 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1234 else if (should_turn_right && should_move_on)
1235 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1236 else if (should_turn_left)
1237 MovDir[x][y] = left_dir;
1238 else if (should_turn_right)
1239 MovDir[x][y] = right_dir;
1240 else if (should_move_on)
1241 MovDir[x][y] = old_move_dir;
1243 else if (can_move_on && rnd > rnd_value/8)
1244 MovDir[x][y] = old_move_dir;
1245 else if (can_turn_left && can_turn_right)
1246 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1247 else if (can_turn_left && rnd > rnd_value/8)
1248 MovDir[x][y] = left_dir;
1249 else if (can_turn_right && rnd > rnd_value/8)
1250 MovDir[x][y] = right_dir;
1252 MovDir[x][y] = back_dir;
1254 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1255 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1256 MovDir[x][y] = old_move_dir;
1260 else if (element==EL_DRACHE)
1262 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1264 int rnd = RND(rnd_value);
1266 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1267 can_turn_left = TRUE;
1268 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1269 can_turn_right = TRUE;
1270 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1273 if (can_move_on && rnd > rnd_value/8)
1274 MovDir[x][y] = old_move_dir;
1275 else if (can_turn_left && can_turn_right)
1276 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1277 else if (can_turn_left && rnd > rnd_value/8)
1278 MovDir[x][y] = left_dir;
1279 else if (can_turn_right && rnd > rnd_value/8)
1280 MovDir[x][y] = right_dir;
1282 MovDir[x][y] = back_dir;
1284 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1285 MovDir[x][y] = old_move_dir;
1289 else if (element==EL_ROBOT || element==EL_SONDE ||
1290 element==EL_MAULWURF || element==EL_PINGUIN)
1292 int attr_x = JX, attr_y = JY;
1301 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1307 if (element==EL_MAULWURF || element==EL_PINGUIN)
1310 static int xy[4][2] =
1320 int ex = x+xy[i%4][0];
1321 int ey = y+xy[i%4][1];
1323 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1332 MovDir[x][y] = MV_NO_MOVING;
1334 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1336 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1338 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1340 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1342 if (element==EL_ROBOT)
1344 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1345 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1346 Moving2Blocked(x,y,&newx,&newy);
1348 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1349 MovDelay[x][y] = 4+4*!RND(3);
1357 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1359 BOOL first_horiz = RND(2);
1360 int new_move_dir = MovDir[x][y];
1363 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1364 Moving2Blocked(x,y,&newx,&newy);
1366 if (IN_LEV_FIELD(newx,newy) &&
1367 (IS_FREE(newx,newy) ||
1368 Feld[newx][newy] == EL_SALZSAEURE ||
1369 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1370 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1371 IS_MAMPF3(Feld[newx][newy])))))
1375 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1376 Moving2Blocked(x,y,&newx,&newy);
1378 if (IN_LEV_FIELD(newx,newy) &&
1379 (IS_FREE(newx,newy) ||
1380 Feld[newx][newy] == EL_SALZSAEURE ||
1381 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1382 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1383 IS_MAMPF3(Feld[newx][newy])))))
1386 MovDir[x][y] = old_move_dir;
1393 void StartMoving(int x, int y)
1395 int element = Feld[x][y];
1400 if (CAN_FALL(element) && y<lev_fieldy-1)
1402 if (PlayerPushing && PlayerMovPos)
1404 int nextJX = JX + (JX - lastJX);
1405 int nextJY = JY + (JY - lastJY);
1407 if (x == nextJX && y == nextJY)
1411 if (element==EL_MORAST_VOLL)
1415 InitMovingField(x,y,MV_DOWN);
1416 Feld[x][y] = EL_FELSBROCKEN;
1417 Store[x][y] = EL_MORAST_LEER;
1419 else if (Feld[x][y+1]==EL_MORAST_LEER)
1421 if (!MovDelay[x][y])
1422 MovDelay[x][y] = 16;
1431 Feld[x][y] = EL_MORAST_LEER;
1432 Feld[x][y+1] = EL_MORAST_VOLL;
1435 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1437 InitMovingField(x,y,MV_DOWN);
1438 Store[x][y] = EL_MORAST_VOLL;
1440 else if (element==EL_SIEB_VOLL)
1444 InitMovingField(x,y,MV_DOWN);
1445 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1446 Store[x][y] = EL_SIEB_LEER;
1448 else if (Feld[x][y+1]==EL_SIEB_LEER)
1450 if (!MovDelay[x][y])
1460 Feld[x][y] = EL_SIEB_LEER;
1461 Feld[x][y+1] = EL_SIEB_VOLL;
1462 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1466 else if (element==EL_SIEB2_VOLL)
1470 InitMovingField(x,y,MV_DOWN);
1471 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1472 Store[x][y] = EL_SIEB2_LEER;
1474 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1476 if (!MovDelay[x][y])
1486 Feld[x][y] = EL_SIEB2_LEER;
1487 Feld[x][y+1] = EL_SIEB2_VOLL;
1488 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1492 else if (SiebAktiv && CAN_CHANGE(element) &&
1493 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1495 InitMovingField(x,y,MV_DOWN);
1497 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1498 Store2[x][y+1] = element;
1500 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1503 InitMovingField(x,y,MV_DOWN);
1504 Store[x][y] = EL_SALZSAEURE;
1506 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1510 else if (IS_FREE(x,y+1))
1512 InitMovingField(x,y,MV_DOWN);
1514 else if (element==EL_TROPFEN)
1516 Feld[x][y] = EL_AMOEBING;
1517 Store[x][y] = EL_AMOEBE_NASS;
1519 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1521 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1522 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1523 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1524 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1528 if (left && right && game_emulation != EMU_BOULDERDASH)
1529 left = !(right = RND(2));
1531 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1535 else if (CAN_MOVE(element))
1539 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1541 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1542 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1545 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1548 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1549 DrawLevelField(x,y);
1553 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1557 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1559 int phase = MovDelay[x][y] % 8;
1564 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1565 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1567 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1568 && MovDelay[x][y]%4==3)
1569 PlaySoundLevel(x,y,SND_NJAM);
1571 else if (element==EL_DRACHE)
1574 int dir = MovDir[x][y];
1575 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1576 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1577 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1578 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1579 dir == MV_UP ? GFX_FLAMMEN_UP :
1580 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1581 int phase = FrameCounter % 2;
1585 int xx = x + i*dx, yy = y + i*dy;
1586 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1588 if (!IN_LEV_FIELD(xx,yy) ||
1589 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1594 int flamed = MovingOrBlocked2Element(xx,yy);
1596 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1599 RemoveMovingField(xx,yy);
1601 Feld[xx][yy] = EL_BURNING;
1602 if (IN_SCR_FIELD(sx,sy))
1603 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1607 if (Feld[xx][yy] == EL_BURNING)
1608 Feld[xx][yy] = EL_LEERRAUM;
1609 DrawLevelField(xx,yy);
1618 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1620 PlaySoundLevel(x,y,SND_KLAPPER);
1622 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1624 PlaySoundLevel(x,y,SND_ROEHR);
1627 /* neuer Schritt / Wartezustand beendet */
1629 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1631 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1633 /* Spieler erwischt */
1638 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1639 element==EL_ROBOT || element==EL_SONDE) &&
1640 IN_LEV_FIELD(newx,newy) &&
1641 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1644 Store[x][y] = EL_SALZSAEURE;
1646 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1647 IN_LEV_FIELD(newx,newy))
1649 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1651 Feld[x][y] = EL_LEERRAUM;
1652 DrawLevelField(x,y);
1654 PlaySoundLevel(newx,newy,SND_BUING);
1655 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1656 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1659 if (!Friends && PlayerGone && !GameOver)
1660 LevelSolved = GameOver = TRUE;
1664 else if (IS_MAMPF3(Feld[newx][newy]))
1666 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1667 DrawLevelField(newx,newy);
1669 MovDir[x][y] = MV_NO_MOVING;
1671 else if (!IS_FREE(newx,newy))
1676 DrawLevelField(x,y);
1680 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1682 if (IS_GEM(Feld[newx][newy]))
1684 if (IS_MOVING(newx,newy))
1685 RemoveMovingField(newx,newy);
1688 Feld[newx][newy] = EL_LEERRAUM;
1689 DrawLevelField(newx,newy);
1692 else if (!IS_FREE(newx,newy))
1697 DrawLevelField(x,y);
1701 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1703 if (!IS_FREE(newx,newy))
1708 DrawLevelField(x,y);
1713 BOOL wanna_flame = !RND(10);
1714 int dx = newx - x, dy = newy - y;
1715 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1716 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1717 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1718 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1719 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1720 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1722 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1723 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1724 element1 != EL_BURNING && element2 != EL_BURNING)
1729 DrawLevelField(x,y);
1731 MovDelay[x][y] = 25;
1732 Feld[newx][newy] = EL_BURNING;
1733 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1734 Feld[newx1][newy1] = EL_BURNING;
1735 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1736 Feld[newx2][newy2] = EL_BURNING;
1741 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1742 Feld[newx][newy]==EL_DIAMANT)
1744 if (IS_MOVING(newx,newy))
1745 RemoveMovingField(newx,newy);
1748 Feld[newx][newy] = EL_LEERRAUM;
1749 DrawLevelField(newx,newy);
1752 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1753 IS_MAMPF2(Feld[newx][newy]))
1755 if (AmoebaNr[newx][newy])
1757 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1758 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1759 AmoebaCnt[AmoebaNr[newx][newy]]--;
1762 if (IS_MOVING(newx,newy))
1763 RemoveMovingField(newx,newy);
1766 Feld[newx][newy] = EL_LEERRAUM;
1767 DrawLevelField(newx,newy);
1770 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1771 IS_AMOEBOID(Feld[newx][newy]))
1773 if (AmoebaNr[newx][newy])
1775 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1776 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1777 AmoebaCnt[AmoebaNr[newx][newy]]--;
1780 Feld[newx][newy] = EL_LEERRAUM;
1781 DrawLevelField(newx,newy);
1783 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1784 { /* gegen Wand gelaufen */
1787 if (element == EL_KAEFER || element == EL_FLIEGER)
1788 DrawLevelField(x,y);
1789 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1790 DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL);
1791 else if (element==EL_SONDE)
1792 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL);
1797 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1798 PlaySoundLevel(x,y,SND_SCHLURF);
1800 InitMovingField(x,y,MovDir[x][y]);
1804 ContinueMoving(x,y);
1807 void ContinueMoving(int x, int y)
1809 int element = Feld[x][y];
1810 int direction = MovDir[x][y];
1811 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1812 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1813 int horiz_move = (dx!=0);
1814 int newx = x + dx, newy = y + dy;
1815 int step = (horiz_move ? dx : dy) * TILEX/8;
1817 if (CAN_FALL(element) && horiz_move)
1819 else if (element==EL_TROPFEN)
1821 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1824 MovPos[x][y] += step;
1826 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1828 Feld[x][y] = EL_LEERRAUM;
1829 Feld[newx][newy] = element;
1831 if (Store[x][y]==EL_MORAST_VOLL)
1834 Feld[newx][newy] = EL_MORAST_VOLL;
1835 element = EL_MORAST_VOLL;
1837 else if (Store[x][y]==EL_MORAST_LEER)
1840 Feld[x][y] = EL_MORAST_LEER;
1842 else if (Store[x][y]==EL_SIEB_VOLL)
1845 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1847 else if (Store[x][y]==EL_SIEB_LEER)
1849 Store[x][y] = Store2[x][y] = 0;
1850 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1852 else if (Store[x][y]==EL_SIEB2_VOLL)
1855 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1857 else if (Store[x][y]==EL_SIEB2_LEER)
1859 Store[x][y] = Store2[x][y] = 0;
1860 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1862 else if (Store[x][y]==EL_SALZSAEURE)
1865 Feld[newx][newy] = EL_SALZSAEURE;
1866 element = EL_SALZSAEURE;
1868 else if (Store[x][y]==EL_AMOEBE_NASS)
1871 Feld[x][y] = EL_AMOEBE_NASS;
1874 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1875 MovDelay[newx][newy] = 0;
1877 if (!CAN_MOVE(element))
1878 MovDir[newx][newy] = 0;
1880 DrawLevelField(x,y);
1881 DrawLevelField(newx,newy);
1883 Stop[newx][newy] = TRUE;
1884 JustHit[x][newy] = 3;
1886 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1888 TestIfBadThingHitsHero();
1889 TestIfBadThingHitsFriend(newx,newy);
1890 TestIfBadThingHitsOtherBadThing(newx,newy);
1892 else if (element == EL_PINGUIN)
1893 TestIfFriendHitsBadThing(newx,newy);
1895 if (CAN_SMASH(element) && direction==MV_DOWN &&
1896 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1899 else /* noch in Bewegung */
1900 DrawLevelField(x,y);
1903 int AmoebeNachbarNr(int ax, int ay)
1906 int element = Feld[ax][ay];
1908 static int xy[4][2] =
1918 int x = ax+xy[i%4][0];
1919 int y = ay+xy[i%4][1];
1921 if (!IN_LEV_FIELD(x,y))
1924 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
1925 group_nr = AmoebaNr[x][y];
1931 void AmoebenVereinigen(int ax, int ay)
1934 int new_group_nr = AmoebaNr[ax][ay];
1935 static int xy[4][2] =
1951 if (!IN_LEV_FIELD(x,y))
1954 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
1955 Feld[x][y]==EL_AMOEBE_BD ||
1956 Feld[x][y]==EL_AMOEBE_TOT) &&
1957 AmoebaNr[x][y] != new_group_nr)
1959 int old_group_nr = AmoebaNr[x][y];
1961 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
1962 AmoebaCnt[old_group_nr] = 0;
1963 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
1964 AmoebaCnt2[old_group_nr] = 0;
1966 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
1967 if (AmoebaNr[xx][yy]==old_group_nr)
1968 AmoebaNr[xx][yy] = new_group_nr;
1973 void AmoebeUmwandeln(int ax, int ay)
1976 int group_nr = AmoebaNr[ax][ay];
1977 static int xy[4][2] =
1985 if (Feld[ax][ay]==EL_AMOEBE_TOT)
1987 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
1989 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
1992 Feld[x][y] = EL_AMOEBA2DIAM;
2004 if (!IN_LEV_FIELD(x,y))
2007 if (Feld[x][y]==EL_AMOEBA2DIAM)
2013 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2016 int group_nr = AmoebaNr[ax][ay];
2019 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2021 if (AmoebaNr[x][y]==group_nr &&
2022 (Feld[x][y]==EL_AMOEBE_TOT ||
2023 Feld[x][y]==EL_AMOEBE_BD ||
2024 Feld[x][y]==EL_AMOEBING))
2027 Feld[x][y] = new_element;
2028 DrawLevelField(x,y);
2034 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2037 void AmoebeWaechst(int x, int y)
2039 static long sound_delay = 0;
2040 static int sound_delay_value = 0;
2042 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2046 if (DelayReached(&sound_delay,sound_delay_value))
2048 PlaySoundLevel(x,y,SND_AMOEBE);
2049 sound_delay_value = 30;
2053 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2056 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2057 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
2059 if (!MovDelay[x][y])
2061 Feld[x][y] = Store[x][y];
2063 DrawLevelField(x,y);
2068 void AmoebeAbleger(int ax, int ay)
2071 int element = Feld[ax][ay];
2072 int newax = ax, neway = ay;
2073 static int xy[4][2] =
2081 if (!level.tempo_amoebe)
2083 Feld[ax][ay] = EL_AMOEBE_TOT;
2084 DrawLevelField(ax,ay);
2088 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2089 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2091 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2094 if (MovDelay[ax][ay])
2098 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2101 int x = ax+xy[start][0];
2102 int y = ay+xy[start][1];
2104 if (!IN_LEV_FIELD(x,y))
2108 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2114 if (newax==ax && neway==ay)
2117 else /* normale oder "gefüllte" Amöbe */
2120 BOOL waiting_for_player = FALSE;
2124 int j = (start+i)%4;
2125 int x = ax+xy[j][0];
2126 int y = ay+xy[j][1];
2128 if (!IN_LEV_FIELD(x,y))
2132 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2138 else if (IS_PLAYER(x,y))
2139 waiting_for_player = TRUE;
2142 if (newax==ax && neway==ay)
2144 if (i==4 && !waiting_for_player)
2146 Feld[ax][ay] = EL_AMOEBE_TOT;
2147 DrawLevelField(ax,ay);
2148 AmoebaCnt[AmoebaNr[ax][ay]]--;
2150 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2152 if (element==EL_AMOEBE_VOLL)
2153 AmoebeUmwandeln(ax,ay);
2154 else if (element==EL_AMOEBE_BD)
2155 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2160 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2162 int new_group_nr = AmoebaNr[ax][ay];
2164 AmoebaNr[newax][neway] = new_group_nr;
2165 AmoebaCnt[new_group_nr]++;
2166 AmoebaCnt2[new_group_nr]++;
2167 AmoebenVereinigen(newax,neway);
2169 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2171 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2177 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2178 (neway==lev_fieldy-1 && newax!=ax))
2180 Feld[newax][neway] = EL_AMOEBING;
2181 Store[newax][neway] = element;
2184 Feld[newax][neway] = EL_TROPFEN;
2187 InitMovingField(ax,ay,MV_DOWN);
2188 Feld[ax][ay] = EL_TROPFEN;
2189 Store[ax][ay] = EL_AMOEBE_NASS;
2190 ContinueMoving(ax,ay);
2194 DrawLevelField(newax,neway);
2197 void Life(int ax, int ay)
2200 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2202 int element = Feld[ax][ay];
2207 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2208 MovDelay[ax][ay] = life_time;
2210 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2213 if (MovDelay[ax][ay])
2217 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2219 int xx = ax+x1, yy = ay+y1;
2222 if (!IN_LEV_FIELD(xx,yy))
2225 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2227 int x = xx+x2, y = yy+y2;
2229 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2232 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2234 (IS_FREE(x,y) && Stop[x][y]))
2238 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2240 if (nachbarn<life[0] || nachbarn>life[1])
2242 Feld[xx][yy] = EL_LEERRAUM;
2244 DrawLevelField(xx,yy);
2245 Stop[xx][yy] = TRUE;
2248 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2249 { /* Randfeld ohne Amoebe */
2250 if (nachbarn>=life[2] && nachbarn<=life[3])
2252 Feld[xx][yy] = element;
2253 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2255 DrawLevelField(xx,yy);
2256 Stop[xx][yy] = TRUE;
2262 void Ablenk(int x, int y)
2264 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2265 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2267 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2272 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2273 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2274 if (!(MovDelay[x][y]%4))
2275 PlaySoundLevel(x,y,SND_MIEP);
2280 Feld[x][y] = EL_ABLENK_AUS;
2281 DrawLevelField(x,y);
2286 void Birne(int x, int y)
2288 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2289 MovDelay[x][y] = 400;
2291 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2296 if (!(MovDelay[x][y]%5))
2298 if (!(MovDelay[x][y]%10))
2299 Feld[x][y]=EL_ABLENK_EIN;
2301 Feld[x][y]=EL_ABLENK_AUS;
2302 DrawLevelField(x,y);
2303 Feld[x][y]=EL_ABLENK_EIN;
2309 Feld[x][y]=EL_ABLENK_AUS;
2310 DrawLevelField(x,y);
2315 void Blubber(int x, int y)
2317 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
2320 void NussKnacken(int x, int y)
2322 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2325 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2328 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2329 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
2331 if (!MovDelay[x][y])
2333 Feld[x][y] = EL_EDELSTEIN;
2334 DrawLevelField(x,y);
2339 void SiebAktivieren(int x, int y, int typ)
2341 if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2342 DrawGraphic(SCROLLX(x),SCROLLY(y),
2343 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
2346 void AusgangstuerPruefen(int x, int y)
2348 if (!Gems && !SokobanFields && !Lights)
2350 Feld[x][y] = EL_AUSGANG_ACT;
2352 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2353 PlaySoundLevel(x,y,SND_OEFFNEN);
2355 PlaySoundLevel(JX,JY,SND_OEFFNEN);
2359 void AusgangstuerOeffnen(int x, int y)
2363 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2364 MovDelay[x][y] = 5*speed;
2366 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2371 tuer = MovDelay[x][y]/speed;
2372 if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2373 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2375 if (!MovDelay[x][y])
2377 Feld[x][y] = EL_AUSGANG_AUF;
2378 DrawLevelField(x,y);
2383 void AusgangstuerBlinken(int x, int y)
2385 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
2388 void EdelsteinFunkeln(int x, int y)
2390 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2393 if (Feld[x][y] == EL_EDELSTEIN_BD)
2395 const int delay = 4; /* war: 2 */
2396 const int frames = 4;
2397 int phase = (FrameCounter % (delay*frames)) / delay;
2399 if (!(FrameCounter % delay))
2400 DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
2404 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2405 MovDelay[x][y] = 6*!SimpleRND(500);
2407 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2411 if (direct_draw_on && MovDelay[x][y])
2412 SetDrawtoField(DRAW_BUFFERED);
2414 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2418 int src_x,src_y, dest_x,dest_y;
2419 int phase = MovDelay[x][y]-1;
2421 src_x = SX+GFX_PER_LINE*TILEX;
2422 src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
2423 dest_x = FX+SCROLLX(x)*TILEX;
2424 dest_y = FY+SCROLLY(y)*TILEY;
2426 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2427 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2428 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2432 XCopyArea(display,drawto_field,window,gc,
2433 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2434 SetDrawtoField(DRAW_DIRECT);
2441 void MauerWaechst(int x, int y)
2445 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2446 MovDelay[x][y] = 3*speed;
2448 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2453 phase = 2-MovDelay[x][y]/speed;
2454 if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2455 DrawGraphic(SCROLLX(x),SCROLLY(y),
2456 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2458 if (!MovDelay[x][y])
2460 if (Store[x][y]==MV_LEFT)
2462 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2463 DrawLevelField(x-1,y);
2467 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2468 DrawLevelField(x+1,y);
2471 Feld[x][y] = EL_MAUER_LEBT;
2473 DrawLevelField(x,y);
2478 void MauerAbleger(int ax, int ay)
2480 BOOL links_frei = FALSE, rechts_frei = FALSE;
2481 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2483 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2484 MovDelay[ax][ay] = 3;
2486 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2489 if (MovDelay[ax][ay])
2493 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2495 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2500 Feld[ax-1][ay] = EL_MAUERND;
2501 Store[ax-1][ay] = MV_LEFT;
2502 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2503 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2507 Feld[ax+1][ay] = EL_MAUERND;
2508 Store[ax+1][ay] = MV_RIGHT;
2509 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2510 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2513 if (links_frei || rechts_frei)
2514 DrawLevelField(ax,ay);
2516 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2517 links_massiv = TRUE;
2518 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2519 rechts_massiv = TRUE;
2521 if (links_massiv && rechts_massiv)
2522 Feld[ax][ay] = EL_MAUERWERK;
2525 void CheckForDragon(int x, int y)
2528 BOOL dragon_found = FALSE;
2529 static int xy[4][2] =
2541 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2543 if (IN_LEV_FIELD(xx,yy) &&
2544 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2546 if (Feld[xx][yy] == EL_DRACHE)
2547 dragon_found = TRUE;
2560 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2562 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2564 Feld[xx][yy] = EL_LEERRAUM;
2565 DrawLevelField(xx,yy);
2576 static long action_delay = 0;
2577 long action_delay_value;
2579 if (game_status != PLAYING)
2583 action_delay_value =
2584 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2587 action_delay_value =
2588 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameSpeed);
2591 if (DelayReached(&action_delay, action_delay_value))
2608 static long last_Counter = 0;
2609 long new_Counter = Counter();
2611 printf("--> %ld / %ld [%d]\n",
2612 new_Counter - last_Counter,
2615 last_Counter = new_Counter;
2622 if (!DelayReached(&action_delay, action_delay_value))
2627 while(!DelayReached(&action_delay, action_delay_value))
2634 printf("-----------\n");
2658 static long last_Counter = 0;
2659 long new_Counter = Counter();
2661 printf("--> %ld / %ld [%d]\n",
2662 new_Counter - last_Counter,
2665 last_Counter = new_Counter;
2670 printf("--> %ld / ", Counter());
2676 int sieb_x = 0, sieb_y = 0;
2678 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2680 else if (tape.recording)
2691 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2694 if (JustHit[x][y]>0)
2698 if (IS_BLOCKED(x,y))
2702 Blocked2Moving(x,y,&oldx,&oldy);
2703 if (!IS_MOVING(oldx,oldy))
2705 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2706 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2707 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2708 printf("GameActions(): This should never happen!\n");
2715 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2717 element = Feld[x][y];
2719 if (IS_INACTIVE(element))
2722 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2726 if (IS_GEM(element))
2727 EdelsteinFunkeln(x,y);
2729 else if (IS_MOVING(x,y))
2730 ContinueMoving(x,y);
2731 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2733 else if (element==EL_EXPLODING)
2734 Explode(x,y,Frame[x][y],EX_NORMAL);
2735 else if (element==EL_AMOEBING)
2737 else if (IS_AMOEBALIVE(element))
2739 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2741 else if (element==EL_ABLENK_EIN)
2743 else if (element==EL_SALZSAEURE)
2745 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2747 else if (element==EL_CRACKINGNUT)
2749 else if (element==EL_AUSGANG_ZU)
2750 AusgangstuerPruefen(x,y);
2751 else if (element==EL_AUSGANG_ACT)
2752 AusgangstuerOeffnen(x,y);
2753 else if (element==EL_AUSGANG_AUF)
2754 AusgangstuerBlinken(x,y);
2755 else if (element==EL_MAUERND)
2757 else if (element==EL_MAUER_LEBT)
2759 else if (element==EL_BURNING)
2760 CheckForDragon(x,y);
2766 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2767 Store[x][y]==EL_SIEB_LEER)
2769 SiebAktivieren(x, y, 1);
2772 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2773 Store[x][y]==EL_SIEB2_LEER)
2775 SiebAktivieren(x, y, 2);
2779 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2790 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2794 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2796 element = Feld[x][y];
2797 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2799 Feld[x][y] = EL_SIEB_TOT;
2800 DrawLevelField(x,y);
2802 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2804 Feld[x][y] = EL_SIEB2_TOT;
2805 DrawLevelField(x,y);
2814 printf("%ld\n", Counter());
2818 if (TimeLeft>0 && TimeFrames>=(100/GameSpeed) && !tape.pausing)
2823 if (tape.recording || tape.playing)
2824 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2827 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2829 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2840 void ScrollLevel(int dx, int dy)
2842 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2845 ScreenMovPos = PlayerGfxPos;
2847 XCopyArea(display,drawto_field,drawto_field,gc,
2848 FX + TILEX*(dx==-1) - softscroll_offset,
2849 FY + TILEY*(dy==-1) - softscroll_offset,
2850 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2851 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2852 FX + TILEX*(dx==1) - softscroll_offset,
2853 FY + TILEY*(dy==1) - softscroll_offset);
2857 x = (dx==1 ? BX1 : BX2);
2858 for(y=BY1; y<=BY2; y++)
2859 DrawScreenField(x,y);
2863 y = (dy==1 ? BY1 : BY2);
2864 for(x=BX1; x<=BX2; x++)
2865 DrawScreenField(x,y);
2868 redraw_mask |= REDRAW_FIELD;
2871 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2873 int newJX = JX+dx, newJY = JY+dy;
2877 if (PlayerGone || (!dx && !dy))
2878 return(MF_NO_ACTION);
2880 PlayerMovDir = (dx < 0 ? MV_LEFT :
2883 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2885 if (!IN_LEV_FIELD(newJX,newJY))
2886 return(MF_NO_ACTION);
2888 element = MovingOrBlocked2Element(newJX,newJY);
2890 if (DONT_GO_TO(element))
2892 if (element==EL_SALZSAEURE && dx==0 && dy==1)
2895 Feld[JX][JY] = EL_SPIELFIGUR;
2896 InitMovingField(JX,JY,MV_DOWN);
2897 Store[JX][JY] = EL_SALZSAEURE;
2898 ContinueMoving(JX,JY);
2907 can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
2908 if (can_move != MF_MOVING)
2916 PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
2923 BOOL MoveFigure(int dx, int dy)
2925 static long move_delay = 0;
2926 static int last_move_dir = MV_NO_MOVING;
2927 int moved = MF_NO_ACTION;
2928 int oldJX = JX, oldJY = JY;
2930 if (PlayerGone || (!dx && !dy))
2933 if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing)
2936 if (last_move_dir & (MV_LEFT | MV_RIGHT))
2938 if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
2939 moved |= MoveFigureOneStep(dx,0, dx,dy);
2943 if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
2944 moved |= MoveFigureOneStep(0,dy, dx,dy);
2947 last_move_dir = MV_NO_MOVING;
2949 if (moved & MF_MOVING)
2951 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
2952 int offset = (scroll_delay_on ? 3 : 0);
2954 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
2955 JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset))
2956 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
2957 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
2958 JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset))
2959 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
2961 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
2962 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
2965 if (!(moved & MF_MOVING) && !PlayerPushing)
2968 PlayerFrame = (PlayerFrame + 1) % 4;
2970 if (moved & MF_MOVING)
2972 if (oldJX != JX && oldJY == JY)
2973 PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
2974 else if (oldJX == JX && oldJY != JY)
2975 PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
2977 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
2979 last_move_dir = PlayerMovDir;
2982 TestIfHeroHitsBadThing();
2990 void ScrollFigure(int init)
2992 static long actual_frame_counter = 0;
2993 static int oldJX = -1, oldJY = -1;
2999 (TILEX/ScrollSteps) * (PlayerMovPos / (TILEX/ScrollSteps));
3005 static long last_Counter = 0;
3006 long new_Counter = Counter();
3008 printf("--> %ld / %ld [%d, %d]\n",
3009 new_Counter - last_Counter,
3013 last_Counter = new_Counter;
3019 if (oldJX != -1 && oldJY != -1)
3020 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3022 if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
3023 IN_LEV_FIELD(lastJX,lastJY-1) &&
3024 CAN_FALL(Feld[lastJX][lastJY-1]))
3025 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
3026 DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
3031 actual_frame_counter = FrameCounter;
3035 int nextJX = JX + (JX - lastJX);
3036 int nextJY = JY + (JY - lastJY);
3038 if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
3039 DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
3041 DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
3046 if (Store[lastJX][lastJY])
3048 DrawGraphic(SCROLLX(lastJX),SCROLLY(lastJY),
3049 el2gfx(Store[lastJX][lastJY]));
3050 DrawGraphicThruMask(SCROLLX(lastJX),SCROLLY(lastJY),
3051 el2gfx(Feld[lastJX][lastJY]));
3053 else if (Feld[lastJX][lastJY]==EL_DYNAMIT)
3054 DrawDynamite(lastJX,lastJY);
3056 DrawLevelField(lastJX,lastJY);
3060 else if (!FrameReached(&actual_frame_counter,1))
3063 PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8;
3067 (TILEX/ScrollSteps) * (PlayerMovPos / (TILEX/ScrollSteps));
3071 ScreenMovPos = PlayerGfxPos;
3072 redraw_mask |= REDRAW_FIELD;
3075 if (Feld[oldJX][oldJY] == EL_PLAYER_IS_LEAVING)
3076 Feld[oldJX][oldJY] = EL_LEERRAUM;
3078 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3083 if (Store[oldJX][oldJY])
3085 DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
3086 DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
3087 el2gfx(Feld[oldJX][oldJY]));
3089 else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
3090 DrawDynamite(oldJX,oldJY);
3092 DrawLevelField(oldJX,oldJY);
3096 int nextJX = JX + (JX - lastJX);
3097 int nextJY = JY + (JY - lastJY);
3101 if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
3102 DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
3104 DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
3107 DrawLevelElement(nextJX,nextJY, Feld[nextJX][nextJY]);
3119 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3121 int i, killx = goodx, killy = goody;
3122 static int xy[4][2] =
3129 static int harmless[4] =
3143 if (!IN_LEV_FIELD(x,y))
3146 element = Feld[x][y];
3148 if (DONT_TOUCH(element))
3150 if (MovDir[x][y]==harmless[i])
3159 if (killx!=goodx || killy!=goody)
3161 if (IS_PLAYER(goodx,goody))
3168 void TestIfBadThingHitsGoodThing(int badx, int bady)
3170 int i, killx = badx, killy = bady;
3171 static int xy[4][2] =
3178 static int harmless[4] =
3192 if (!IN_LEV_FIELD(x,y))
3195 element = Feld[x][y];
3197 if (element==EL_PINGUIN)
3199 if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
3208 if (killx!=badx || killy!=bady)
3212 void TestIfHeroHitsBadThing()
3214 TestIfGoodThingHitsBadThing(JX,JY);
3217 void TestIfBadThingHitsHero()
3219 TestIfGoodThingHitsBadThing(JX,JY);
3223 void TestIfFriendHitsBadThing(int x, int y)
3225 TestIfGoodThingHitsBadThing(x,y);
3228 void TestIfBadThingHitsFriend(int x, int y)
3230 TestIfBadThingHitsGoodThing(x,y);
3233 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3235 int i, killx=badx, killy=bady;
3236 static int xy[4][2] =
3250 if (!IN_LEV_FIELD(x,y))
3254 if (IS_AMOEBOID(element) || element==EL_LIFE ||
3255 element==EL_AMOEBING || element==EL_TROPFEN)
3263 if (killx!=badx || killy!=bady)
3272 if (IS_PFORTE(Feld[JX][JY]))
3273 Feld[JX][JY] = EL_LEERRAUM;
3284 PlaySoundLevel(JX,JY,SND_AUTSCH);
3285 PlaySoundLevel(JX,JY,SND_LACHEN);
3300 int DigField(int x, int y, int real_dx, int real_dy, int mode)
3302 int dx = x-JX, dy = y-JY;
3304 static long push_delay = 0;
3305 static int push_delay_value = 5;
3308 PlayerPushing = FALSE;
3310 if (mode == DF_NO_PUSH)
3313 return(MF_NO_ACTION);
3317 return(MF_NO_ACTION);
3319 element = Feld[x][y];
3327 Feld[x][y] = EL_LEERRAUM;
3331 case EL_EDELSTEIN_BD:
3332 case EL_EDELSTEIN_GELB:
3333 case EL_EDELSTEIN_ROT:
3334 case EL_EDELSTEIN_LILA:
3335 Feld[x][y] = EL_LEERRAUM;
3336 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3339 RaiseScoreElement(EL_EDELSTEIN);
3340 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3341 PlaySoundLevel(x,y,SND_PONG);
3345 Feld[x][y] = EL_LEERRAUM;
3349 RaiseScoreElement(EL_DIAMANT);
3350 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3351 PlaySoundLevel(x,y,SND_PONG);
3354 case EL_DYNAMIT_AUS:
3355 Feld[x][y] = EL_LEERRAUM;
3357 RaiseScoreElement(EL_DYNAMIT);
3358 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3359 PlaySoundLevel(x,y,SND_PONG);
3362 case EL_DYNABOMB_NR:
3363 Feld[x][y] = EL_LEERRAUM;
3366 RaiseScoreElement(EL_DYNAMIT);
3367 PlaySoundLevel(x,y,SND_PONG);
3369 case EL_DYNABOMB_SZ:
3371 Feld[x][y] = EL_LEERRAUM;
3373 RaiseScoreElement(EL_DYNAMIT);
3374 PlaySoundLevel(x,y,SND_PONG);
3377 case EL_DYNABOMB_XL:
3378 Feld[x][y] = EL_LEERRAUM;
3380 RaiseScoreElement(EL_DYNAMIT);
3381 PlaySoundLevel(x,y,SND_PONG);
3384 case EL_SCHLUESSEL1:
3385 case EL_SCHLUESSEL2:
3386 case EL_SCHLUESSEL3:
3387 case EL_SCHLUESSEL4:
3389 int key_nr = element-EL_SCHLUESSEL1;
3391 Feld[x][y] = EL_LEERRAUM;
3393 RaiseScoreElement(EL_SCHLUESSEL);
3394 DrawMiniGraphicExtHiRes(drawto,gc,
3395 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3396 GFX_SCHLUESSEL1+key_nr);
3397 DrawMiniGraphicExtHiRes(window,gc,
3398 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3399 GFX_SCHLUESSEL1+key_nr);
3400 PlaySoundLevel(x,y,SND_PONG);
3405 Feld[x][y] = EL_ABLENK_EIN;
3408 DrawLevelField(x,y);
3412 case EL_FELSBROCKEN:
3416 if (dy || mode==DF_SNAP)
3417 return(MF_NO_ACTION);
3419 PlayerPushing = TRUE;
3421 if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
3422 return(MF_NO_ACTION);
3426 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3427 return(MF_NO_ACTION);
3430 if (push_delay == 0)
3431 push_delay = FrameCounter;
3432 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3433 return(MF_NO_ACTION);
3435 Feld[x][y] = EL_LEERRAUM;
3436 Feld[x+dx][y+dy] = element;
3438 push_delay_value = 2+RND(8);
3440 DrawLevelField(x+dx,y+dy);
3441 if (element==EL_FELSBROCKEN)
3442 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3443 else if (element==EL_KOKOSNUSS)
3444 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3446 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3453 if (!Key[element-EL_PFORTE1])
3454 return(MF_NO_ACTION);
3461 if (!Key[element-EL_PFORTE1X])
3462 return(MF_NO_ACTION);
3466 case EL_AUSGANG_ACT:
3467 /* Tür ist (noch) nicht offen! */
3468 return(MF_NO_ACTION);
3471 case EL_AUSGANG_AUF:
3473 return(MF_NO_ACTION);
3476 PlaySoundLevel(x,y,SND_BUING);
3479 LevelSolved = GameOver = TRUE;
3484 Feld[x][y] = EL_BIRNE_EIN;
3486 DrawLevelField(x,y);
3487 PlaySoundLevel(x,y,SND_DENG);
3492 Feld[x][y] = EL_ZEIT_LEER;
3494 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3495 DrawLevelField(x,y);
3496 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3500 case EL_SOKOBAN_FELD_LEER:
3503 case EL_SOKOBAN_FELD_VOLL:
3504 case EL_SOKOBAN_OBJEKT:
3507 return(MF_NO_ACTION);
3509 PlayerPushing = TRUE;
3511 if (!IN_LEV_FIELD(x+dx,y+dy)
3512 || (Feld[x+dx][y+dy] != EL_LEERRAUM
3513 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3514 || !IS_SB_ELEMENT(element))))
3515 return(MF_NO_ACTION);
3519 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3520 return(MF_NO_ACTION);
3522 else if (dy && real_dx)
3524 if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
3525 return(MF_NO_ACTION);
3528 if (push_delay == 0)
3529 push_delay = FrameCounter;
3530 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3531 return(MF_NO_ACTION);
3533 if (IS_SB_ELEMENT(element))
3535 if (element == EL_SOKOBAN_FELD_VOLL)
3537 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3541 Feld[x][y] = EL_LEERRAUM;
3543 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3545 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3547 if (element == EL_SOKOBAN_OBJEKT)
3548 PlaySoundLevel(x,y,SND_DENG);
3551 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3555 Feld[x][y] = EL_LEERRAUM;
3556 Feld[x+dx][y+dy] = element;
3559 push_delay_value = 2;
3561 DrawLevelField(x,y);
3562 DrawLevelField(x+dx,y+dy);
3563 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3565 if (IS_SB_ELEMENT(element) &&
3566 SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
3568 LevelSolved = GameOver = TRUE;
3569 PlaySoundLevel(x,y,SND_BUING);
3581 return(MF_NO_ACTION);
3590 BOOL SnapField(int dx, int dy)
3592 int x = JX+dx, y = JY+dy;
3593 static int snapped = FALSE;
3595 if (PlayerGone || !IN_LEV_FIELD(x,y))
3607 PlayerMovDir = (dx < 0 ? MV_LEFT :
3610 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3612 if (!DigField(x,y, 0,0, DF_SNAP))
3616 DrawLevelField(x,y);
3622 BOOL PlaceBomb(void)
3626 if (PlayerGone || PlayerMovPos)
3629 element = Feld[JX][JY];
3631 if ((Dynamite==0 && DynaBombsLeft==0) ||
3632 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3635 if (element != EL_LEERRAUM)
3636 Store[JX][JY] = element;
3640 Feld[JX][JY] = EL_DYNAMIT;
3641 MovDelay[JX][JY] = 48;
3643 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3644 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
3648 Feld[JX][JY] = EL_DYNABOMB;
3649 MovDelay[JX][JY] = 48;
3651 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
3657 void PlaySoundLevel(int x, int y, int sound_nr)
3659 int sx = SCROLLX(x), sy = SCROLLY(y);
3661 int silence_distance = 8;
3663 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3664 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3667 if (!IN_LEV_FIELD(x,y) ||
3668 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3669 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3672 volume = PSND_MAX_VOLUME;
3673 stereo = (sx-SCR_FIELDX/2)*12;
3675 if (!IN_SCR_FIELD(sx,sy))
3677 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3678 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3680 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3683 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3686 void RaiseScore(int value)
3689 DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
3692 void RaiseScoreElement(int element)
3697 RaiseScore(level.score[SC_EDELSTEIN]);
3700 RaiseScore(level.score[SC_DIAMANT]);
3704 RaiseScore(level.score[SC_KAEFER]);
3708 RaiseScore(level.score[SC_FLIEGER]);
3712 RaiseScore(level.score[SC_MAMPFER]);
3715 RaiseScore(level.score[SC_ROBOT]);
3718 RaiseScore(level.score[SC_PACMAN]);
3721 RaiseScore(level.score[SC_KOKOSNUSS]);
3724 RaiseScore(level.score[SC_DYNAMIT]);
3727 RaiseScore(level.score[SC_SCHLUESSEL]);