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 player.setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 player.setup &= ~SETUP_SOUND_LOOPS;
35 player.setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
41 toons_on = SETUP_TOONS_ON(player.setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
43 fading_on = SETUP_FADING_ON(player.setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(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 */
67 Gems = level.edelsteine;
68 SokobanFields = Lights = Friends = 0;
69 DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
71 Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
75 TimeLeft = level.time;
77 PlayerMovDir = MV_NO_MOVING;
81 PlayerPushing = FALSE;
82 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
86 DigField(0,0,0,0,DF_NO_PUSH);
89 for(i=0;i<MAX_NUM_AMOEBA;i++)
90 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
92 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
94 Feld[x][y] = Ur[x][y];
95 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
96 Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
99 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
101 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
108 Feld[x][y] = EL_LEERRAUM;
113 Feld[x][y] = EL_LEERRAUM;
116 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
117 Feld[x][y] = EL_BADEWANNE1;
118 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
119 Feld[x][y] = EL_BADEWANNE2;
120 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
121 Feld[x][y] = EL_BADEWANNE3;
122 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
123 Feld[x][y] = EL_BADEWANNE4;
124 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
125 Feld[x][y] = EL_BADEWANNE5;
164 Feld[x][y] = EL_AMOEBING;
165 Store[x][y] = EL_AMOEBE_NASS;
174 case EL_SOKOBAN_FELD_LEER:
183 MovDir[x][y] = 1<<RND(4);
190 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
191 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
193 scroll_x = scroll_y = -1;
196 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
199 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
201 CloseDoor(DOOR_CLOSE_1);
204 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
207 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
208 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
209 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
210 DrawTextExt(pix[PIX_DB_DOOR],gc,
211 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
212 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
213 DrawTextExt(pix[PIX_DB_DOOR],gc,
214 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
215 int2str(Gems,3),FS_SMALL,FC_YELLOW);
216 DrawTextExt(pix[PIX_DB_DOOR],gc,
217 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
218 int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
219 DrawTextExt(pix[PIX_DB_DOOR],gc,
220 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
221 int2str(Score,5),FS_SMALL,FC_YELLOW);
222 DrawTextExt(pix[PIX_DB_DOOR],gc,
223 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
224 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
226 DrawGameButton(BUTTON_GAME_STOP);
227 DrawGameButton(BUTTON_GAME_PAUSE);
228 DrawGameButton(BUTTON_GAME_PLAY);
229 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
230 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
231 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
232 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
233 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
234 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
235 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
236 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
238 OpenDoor(DOOR_OPEN_1);
241 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
243 XAutoRepeatOff(display);
246 void InitMovDir(int x, int y)
248 int i, element = Feld[x][y];
249 static int xy[4][2] =
256 static int direction[2][4] =
258 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
259 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
268 Feld[x][y] = EL_KAEFER;
269 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
275 Feld[x][y] = EL_FLIEGER;
276 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
282 Feld[x][y] = EL_BUTTERFLY;
283 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
289 Feld[x][y] = EL_FIREFLY;
290 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
296 Feld[x][y] = EL_PACMAN;
297 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
300 MovDir[x][y] = 1<<RND(4);
301 if (element != EL_KAEFER &&
302 element != EL_FLIEGER &&
303 element != EL_BUTTERFLY &&
304 element != EL_FIREFLY)
314 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
316 if (element==EL_KAEFER || element==EL_BUTTERFLY)
318 MovDir[x][y] = direction[0][i];
321 else if (element==EL_FLIEGER || element==EL_FIREFLY)
323 MovDir[x][y] = direction[1][i];
332 void InitAmoebaNr(int x, int y)
335 int group_nr = AmoebeNachbarNr(x,y);
339 for(i=1;i<MAX_NUM_AMOEBA;i++)
349 AmoebaNr[x][y] = group_nr;
350 AmoebaCnt[group_nr]++;
351 AmoebaCnt2[group_nr]++;
357 int bumplevel = FALSE;
364 PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
369 PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
370 if (TimeLeft && !(TimeLeft % 10))
371 RaiseScore(level.score[SC_ZEITBONUS]);
372 if (TimeLeft > 100 && !(TimeLeft % 10))
376 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
387 /* Hero disappears */
388 DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
394 CloseDoor(DOOR_CLOSE_1);
399 SaveLevelTape(tape.level_nr); /* Ask to save tape */
402 if (level_nr==player.handicap &&
403 level_nr<leveldir[leveldir_nr].levels-1)
407 SavePlayerInfo(PLAYER_LEVEL);
410 if ((hi_pos=NewHiScore())>=0)
412 game_status = HALLOFFAME;
413 DrawHallOfFame(hi_pos);
414 if (bumplevel && TAPE_IS_EMPTY(tape))
419 game_status = MAINMENU;
420 if (bumplevel && TAPE_IS_EMPTY(tape))
435 if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
436 Score<highscore[MAX_SCORE_ENTRIES-1].Score)
439 for(k=0;k<MAX_SCORE_ENTRIES;k++)
441 if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
443 if (k<MAX_SCORE_ENTRIES-1)
445 int m = MAX_SCORE_ENTRIES-1;
448 for(l=k;l<MAX_SCORE_ENTRIES;l++)
449 if (!strcmp(player.alias_name,highscore[l].Name))
451 if (m==k) /* Spieler überschreibt seine alte Position */
457 strcpy(highscore[l].Name,highscore[l-1].Name);
458 highscore[l].Score = highscore[l-1].Score;
465 sprintf(highscore[k].Name,player.alias_name);
466 highscore[k].Score = Score;
472 else if (!strcmp(player.alias_name,highscore[k].Name))
473 break; /* Spieler schon mit besserer Punktzahl in der Liste */
484 void InitMovingField(int x, int y, int direction)
486 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
487 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
489 MovDir[x][y] = direction;
490 MovDir[newx][newy] = direction;
491 if (Feld[newx][newy]==EL_LEERRAUM)
492 Feld[newx][newy] = EL_BLOCKED;
495 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
497 int direction = MovDir[x][y];
498 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
499 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
505 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
507 int oldx = x, oldy = y;
508 int direction = MovDir[x][y];
510 if (direction==MV_LEFT)
512 else if (direction==MV_RIGHT)
514 else if (direction==MV_UP)
516 else if (direction==MV_DOWN)
519 *comes_from_x = oldx;
520 *comes_from_y = oldy;
523 int MovingOrBlocked2Element(int x, int y)
525 int element = Feld[x][y];
527 if (element==EL_BLOCKED)
531 Blocked2Moving(x,y,&oldx,&oldy);
532 return(Feld[oldx][oldy]);
538 void RemoveMovingField(int x, int y)
540 int oldx = x,oldy = y, newx = x,newy = y;
542 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
547 Moving2Blocked(x,y,&newx,&newy);
548 if (Feld[newx][newy] != EL_BLOCKED)
551 else if (Feld[x][y]==EL_BLOCKED)
553 Blocked2Moving(x,y,&oldx,&oldy);
554 if (!IS_MOVING(oldx,oldy))
558 if (Feld[x][y]==EL_BLOCKED &&
559 (Store[oldx][oldy]==EL_MORAST_LEER ||
560 Store[oldx][oldy]==EL_SIEB_LEER ||
561 Store[oldx][oldy]==EL_SIEB2_LEER ||
562 Store[oldx][oldy]==EL_AMOEBE_NASS))
564 Feld[oldx][oldy] = Store[oldx][oldy];
565 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
568 Feld[oldx][oldy] = EL_LEERRAUM;
570 Feld[newx][newy] = EL_LEERRAUM;
571 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
572 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
574 DrawLevelField(oldx,oldy);
575 DrawLevelField(newx,newy);
578 void DrawDynamite(int x, int y)
580 int sx = SCROLLX(x), sy = SCROLLY(y);
581 int graphic = el2gfx(Feld[x][y]);
584 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
588 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
590 if (Feld[x][y]==EL_DYNAMIT)
592 if ((phase = (96-MovDelay[x][y])/12) > 6)
597 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
602 DrawGraphicThruMask(sx,sy, graphic + phase);
604 DrawGraphic(sx,sy, graphic + phase);
607 void CheckDynamite(int x, int y)
609 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
614 if (!(MovDelay[x][y] % 12))
615 PlaySoundLevel(x,y,SND_ZISCH);
617 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
619 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
626 StopSound(SND_ZISCH);
630 void Explode(int ex, int ey, int phase, int mode)
633 int num_phase = 9, delay = 2;
634 int last_phase = num_phase*delay;
635 int half_phase = (num_phase/2)*delay;
637 if (phase==0) /* Feld 'Store' initialisieren */
639 int center_element = Feld[ex][ey];
641 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
643 center_element = MovingOrBlocked2Element(ex,ey);
644 RemoveMovingField(ex,ey);
647 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
649 int element = Feld[x][y];
651 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
653 element = MovingOrBlocked2Element(x,y);
654 RemoveMovingField(x,y);
657 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
660 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
664 if (element==EL_EXPLODING)
665 element = Store2[x][y];
667 if (IS_PLAYER(ex,ey))
668 Store[x][y] = EL_EDELSTEIN_GELB;
669 else if (center_element==EL_MAULWURF)
670 Store[x][y] = EL_EDELSTEIN_ROT;
671 else if (center_element==EL_PINGUIN)
672 Store[x][y] = EL_EDELSTEIN_LILA;
673 else if (center_element==EL_KAEFER)
674 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
675 else if (center_element==EL_BUTTERFLY)
676 Store[x][y] = EL_EDELSTEIN_BD;
677 else if (center_element==EL_MAMPFER)
678 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
679 else if (center_element==EL_AMOEBA2DIAM)
680 Store[x][y] = level.amoebe_inhalt;
681 else if (element==EL_ERZ_EDEL)
682 Store[x][y] = EL_EDELSTEIN;
683 else if (element==EL_ERZ_DIAM)
684 Store[x][y] = EL_DIAMANT;
685 else if (element==EL_ERZ_EDEL_BD)
686 Store[x][y] = EL_EDELSTEIN_BD;
687 else if (element==EL_ERZ_EDEL_GELB)
688 Store[x][y] = EL_EDELSTEIN_GELB;
689 else if (element==EL_ERZ_EDEL_ROT)
690 Store[x][y] = EL_EDELSTEIN_ROT;
691 else if (element==EL_ERZ_EDEL_LILA)
692 Store[x][y] = EL_EDELSTEIN_LILA;
693 else if (!IS_PFORTE(Store[x][y]))
694 Store[x][y] = EL_LEERRAUM;
696 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
697 Store2[x][y] = element;
699 if (AmoebaNr[x][y] &&
700 (element==EL_AMOEBE_VOLL ||
701 element==EL_AMOEBE_BD ||
702 element==EL_AMOEBING))
704 AmoebaCnt[AmoebaNr[x][y]]--;
705 AmoebaCnt2[AmoebaNr[x][y]]--;
708 Feld[x][y] = EL_EXPLODING;
709 MovDir[x][y] = MovPos[x][y] = 0;
715 if (center_element==EL_MAMPFER)
716 MampferNr = (MampferNr+1) % 4;
727 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
729 if (phase==half_phase)
731 int element = Store2[x][y];
735 else if (IS_EXPLOSIVE(element))
737 Feld[x][y] = Store2[x][y];
741 else if (element==EL_AMOEBA2DIAM)
742 AmoebeUmwandeln(x,y);
745 if (phase==last_phase)
749 element = Feld[x][y] = Store[x][y];
750 Store[x][y] = Store2[x][y] = 0;
751 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
752 if (CAN_MOVE(element) || COULD_MOVE(element))
756 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
759 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
761 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
765 void DynaExplode(int ex, int ey, int size)
768 static int xy[4][2] =
776 Explode(ex,ey,0,EX_CENTER);
782 int x = ex+j*xy[i%4][0];
783 int y = ey+j*xy[i%4][1];
786 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
789 element = Feld[x][y];
790 Explode(x,y,0,EX_BORDER);
792 if (element != EL_LEERRAUM &&
793 element != EL_ERDREICH &&
794 element != EL_EXPLODING &&
803 void Bang(int x, int y)
805 int element = Feld[x][y];
807 PlaySoundLevel(x,y,SND_ROAAAR);
819 RaiseScoreElement(element);
820 Explode(x,y,0,EX_NORMAL);
826 DynaExplode(x,y,DynaBombSize);
830 Explode(x,y,0,EX_CENTER);
833 Explode(x,y,0,EX_NORMAL);
838 void Blurb(int x, int y)
840 int element = Feld[x][y];
842 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
844 PlaySoundLevel(x,y,SND_BLURB);
845 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
846 (!IN_LEV_FIELD(x-1,y-1) ||
847 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
849 Feld[x-1][y] = EL_BLURB_LEFT;
851 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
852 (!IN_LEV_FIELD(x+1,y-1) ||
853 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
855 Feld[x+1][y] = EL_BLURB_RIGHT;
860 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
862 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
865 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
868 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
869 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
873 Feld[x][y] = EL_LEERRAUM;
880 void Impact(int x, int y)
882 BOOL lastline = (y==lev_fieldy-1);
883 BOOL object_hit = FALSE;
884 int element = Feld[x][y];
887 /* Element darunter berührt? */
890 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
891 MovDir[x][y+1]!=MV_DOWN ||
892 MovPos[x][y+1]<=TILEY/2));
894 smashed = MovingOrBlocked2Element(x,y+1);
897 /* Auftreffendes Element fällt in Salzsäure */
898 if (!lastline && smashed==EL_SALZSAEURE)
904 /* Auftreffendes Element ist Bombe */
905 if (element==EL_BOMBE && (lastline || object_hit))
911 /* Auftreffendes Element ist Säuretropfen */
912 if (element==EL_TROPFEN && (lastline || object_hit))
914 if (object_hit && IS_PLAYER(x,y+1))
916 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
920 Feld[x][y] = EL_AMOEBING;
921 Store[x][y] = EL_AMOEBE_NASS;
926 /* Welches Element kriegt was auf die Rübe? */
927 if (!lastline && object_hit)
929 if (CAN_CHANGE(element) &&
930 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
931 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
933 if (IS_PLAYER(x,y+1))
938 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
943 else if (element==EL_EDELSTEIN_BD)
945 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
951 else if (element==EL_FELSBROCKEN)
953 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
954 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
959 else if (!IS_MOVING(x,y+1))
961 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
966 else if (smashed==EL_KOKOSNUSS)
968 Feld[x][y+1] = EL_CRACKINGNUT;
969 PlaySoundLevel(x,y,SND_KNACK);
970 RaiseScoreElement(EL_KOKOSNUSS);
973 else if (smashed==EL_DIAMANT)
975 Feld[x][y+1] = EL_LEERRAUM;
976 PlaySoundLevel(x,y,SND_QUIRK);
983 /* Geräusch beim Durchqueren des Siebes */
984 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
986 PlaySoundLevel(x,y,SND_QUIRK);
990 /* Geräusch beim Auftreffen */
991 if (lastline || object_hit)
998 case EL_EDELSTEIN_BD:
999 case EL_EDELSTEIN_GELB:
1000 case EL_EDELSTEIN_ROT:
1001 case EL_EDELSTEIN_LILA:
1008 case EL_FELSBROCKEN:
1012 case EL_SCHLUESSEL1:
1013 case EL_SCHLUESSEL2:
1014 case EL_SCHLUESSEL3:
1015 case EL_SCHLUESSEL4:
1028 PlaySoundLevel(x,y,sound);
1032 void TurnRound(int x, int y)
1044 { 0,0 }, { 0,0 }, { 0,0 },
1049 int left,right,back;
1053 { MV_DOWN, MV_UP, MV_RIGHT },
1054 { MV_UP, MV_DOWN, MV_LEFT },
1056 { MV_LEFT, MV_RIGHT, MV_DOWN },
1057 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1058 { MV_RIGHT, MV_LEFT, MV_UP }
1061 int element = Feld[x][y];
1062 int old_move_dir = MovDir[x][y];
1063 int left_dir = turn[old_move_dir].left;
1064 int right_dir = turn[old_move_dir].right;
1065 int back_dir = turn[old_move_dir].back;
1067 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1068 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1069 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1070 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1072 int left_x = x+left_dx, left_y = y+left_dy;
1073 int right_x = x+right_dx, right_y = y+right_dy;
1074 int move_x = x+move_dx, move_y = y+move_dy;
1076 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1078 TestIfBadThingHitsOtherBadThing(x,y);
1080 if (IN_LEV_FIELD(right_x,right_y) &&
1081 IS_FREE_OR_PLAYER(right_x,right_y))
1082 MovDir[x][y] = right_dir;
1083 else if (!IN_LEV_FIELD(move_x,move_y) ||
1084 !IS_FREE_OR_PLAYER(move_x,move_y))
1085 MovDir[x][y] = left_dir;
1087 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1089 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1092 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1094 TestIfBadThingHitsOtherBadThing(x,y);
1096 if (IN_LEV_FIELD(left_x,left_y) &&
1097 IS_FREE_OR_PLAYER(left_x,left_y))
1098 MovDir[x][y] = left_dir;
1099 else if (!IN_LEV_FIELD(move_x,move_y) ||
1100 !IS_FREE_OR_PLAYER(move_x,move_y))
1101 MovDir[x][y] = right_dir;
1103 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1105 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1108 else if (element==EL_MAMPFER)
1110 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1112 if (IN_LEV_FIELD(left_x,left_y) &&
1113 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1114 Feld[left_x][left_y] == EL_DIAMANT))
1115 can_turn_left = TRUE;
1116 if (IN_LEV_FIELD(right_x,right_y) &&
1117 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1118 Feld[right_x][right_y] == EL_DIAMANT))
1119 can_turn_right = TRUE;
1121 if (can_turn_left && can_turn_right)
1122 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1123 else if (can_turn_left)
1124 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1125 else if (can_turn_right)
1126 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1128 MovDir[x][y] = back_dir;
1130 MovDelay[x][y] = 16+16*RND(3);
1132 else if (element==EL_MAMPFER2)
1134 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1136 if (IN_LEV_FIELD(left_x,left_y) &&
1137 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1138 IS_MAMPF2(Feld[left_x][left_y])))
1139 can_turn_left = TRUE;
1140 if (IN_LEV_FIELD(right_x,right_y) &&
1141 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1142 IS_MAMPF2(Feld[right_x][right_y])))
1143 can_turn_right = TRUE;
1145 if (can_turn_left && can_turn_right)
1146 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1147 else if (can_turn_left)
1148 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1149 else if (can_turn_right)
1150 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1152 MovDir[x][y] = back_dir;
1154 MovDelay[x][y] = 16+16*RND(3);
1156 else if (element==EL_PACMAN)
1158 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1160 if (IN_LEV_FIELD(left_x,left_y) &&
1161 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1162 IS_AMOEBOID(Feld[left_x][left_y])))
1163 can_turn_left = TRUE;
1164 if (IN_LEV_FIELD(right_x,right_y) &&
1165 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1166 IS_AMOEBOID(Feld[right_x][right_y])))
1167 can_turn_right = TRUE;
1169 if (can_turn_left && can_turn_right)
1170 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1171 else if (can_turn_left)
1172 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1173 else if (can_turn_right)
1174 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1176 MovDir[x][y] = back_dir;
1178 MovDelay[x][y] = 6+RND(40);
1180 else if (element==EL_SCHWEIN)
1182 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1183 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1184 BOOL should_move_on = FALSE;
1186 int rnd = RND(rnd_value);
1188 if (IN_LEV_FIELD(left_x,left_y) &&
1189 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1190 can_turn_left = TRUE;
1191 if (IN_LEV_FIELD(right_x,right_y) &&
1192 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1193 can_turn_right = TRUE;
1194 if (IN_LEV_FIELD(move_x,move_y) &&
1195 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1198 if (can_turn_left &&
1200 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1201 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1202 should_turn_left = TRUE;
1203 if (can_turn_right &&
1205 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1206 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1207 should_turn_right = TRUE;
1209 (!can_turn_left || !can_turn_right ||
1210 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1211 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1212 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1213 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1214 should_move_on = TRUE;
1216 if (should_turn_left || should_turn_right || should_move_on)
1218 if (should_turn_left && should_turn_right && should_move_on)
1219 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1220 rnd < 2*rnd_value/3 ? right_dir :
1222 else if (should_turn_left && should_turn_right)
1223 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1224 else if (should_turn_left && should_move_on)
1225 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1226 else if (should_turn_right && should_move_on)
1227 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1228 else if (should_turn_left)
1229 MovDir[x][y] = left_dir;
1230 else if (should_turn_right)
1231 MovDir[x][y] = right_dir;
1232 else if (should_move_on)
1233 MovDir[x][y] = old_move_dir;
1235 else if (can_move_on && rnd > rnd_value/8)
1236 MovDir[x][y] = old_move_dir;
1237 else if (can_turn_left && can_turn_right)
1238 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1239 else if (can_turn_left && rnd > rnd_value/8)
1240 MovDir[x][y] = left_dir;
1241 else if (can_turn_right && rnd > rnd_value/8)
1242 MovDir[x][y] = right_dir;
1244 MovDir[x][y] = back_dir;
1246 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1247 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1248 MovDir[x][y] = old_move_dir;
1252 else if (element==EL_DRACHE)
1254 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1256 int rnd = RND(rnd_value);
1258 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1259 can_turn_left = TRUE;
1260 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1261 can_turn_right = TRUE;
1262 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1265 if (can_move_on && rnd > rnd_value/8)
1266 MovDir[x][y] = old_move_dir;
1267 else if (can_turn_left && can_turn_right)
1268 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1269 else if (can_turn_left && rnd > rnd_value/8)
1270 MovDir[x][y] = left_dir;
1271 else if (can_turn_right && rnd > rnd_value/8)
1272 MovDir[x][y] = right_dir;
1274 MovDir[x][y] = back_dir;
1276 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1277 MovDir[x][y] = old_move_dir;
1281 else if (element==EL_ROBOT || element==EL_SONDE ||
1282 element==EL_MAULWURF || element==EL_PINGUIN)
1284 int attr_x = JX, attr_y = JY;
1293 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1299 if (element==EL_MAULWURF || element==EL_PINGUIN)
1302 static int xy[4][2] =
1312 int ex = x+xy[i%4][0];
1313 int ey = y+xy[i%4][1];
1315 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1324 MovDir[x][y] = MV_NO_MOVING;
1326 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1328 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1330 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1332 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1334 if (element==EL_ROBOT)
1336 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1337 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1338 Moving2Blocked(x,y,&newx,&newy);
1340 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1341 MovDelay[x][y] = 8+8*!RND(3);
1343 MovDelay[x][y] = 16;
1349 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1351 BOOL first_horiz = RND(2);
1352 int new_move_dir = MovDir[x][y];
1355 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1356 Moving2Blocked(x,y,&newx,&newy);
1358 if (IN_LEV_FIELD(newx,newy) &&
1359 (IS_FREE(newx,newy) ||
1360 Feld[newx][newy] == EL_SALZSAEURE ||
1361 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1362 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1363 IS_MAMPF3(Feld[newx][newy])))))
1367 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1368 Moving2Blocked(x,y,&newx,&newy);
1370 if (IN_LEV_FIELD(newx,newy) &&
1371 (IS_FREE(newx,newy) ||
1372 Feld[newx][newy] == EL_SALZSAEURE ||
1373 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1374 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1375 IS_MAMPF3(Feld[newx][newy])))))
1378 MovDir[x][y] = old_move_dir;
1385 void StartMoving(int x, int y)
1387 int element = Feld[x][y];
1392 if (CAN_FALL(element) && y<lev_fieldy-1)
1394 if (PlayerPushing && PlayerMovPos)
1396 int nextJX = JX + (JX - lastJX);
1397 int nextJY = JY + (JY - lastJY);
1399 if (x == nextJX && y == nextJY)
1403 if (element==EL_MORAST_VOLL)
1407 InitMovingField(x,y,MV_DOWN);
1408 Feld[x][y] = EL_FELSBROCKEN;
1409 Store[x][y] = EL_MORAST_LEER;
1411 else if (Feld[x][y+1]==EL_MORAST_LEER)
1413 if (!MovDelay[x][y])
1414 MovDelay[x][y] = TILEY + 1;
1423 Feld[x][y] = EL_MORAST_LEER;
1424 Feld[x][y+1] = EL_MORAST_VOLL;
1427 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1429 InitMovingField(x,y,MV_DOWN);
1430 Store[x][y] = EL_MORAST_VOLL;
1432 else if (element==EL_SIEB_VOLL)
1436 InitMovingField(x,y,MV_DOWN);
1437 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1438 Store[x][y] = EL_SIEB_LEER;
1440 else if (Feld[x][y+1]==EL_SIEB_LEER)
1442 if (!MovDelay[x][y])
1443 MovDelay[x][y] = TILEY/4 + 1;
1452 Feld[x][y] = EL_SIEB_LEER;
1453 Feld[x][y+1] = EL_SIEB_VOLL;
1454 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1458 else if (element==EL_SIEB2_VOLL)
1462 InitMovingField(x,y,MV_DOWN);
1463 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1464 Store[x][y] = EL_SIEB2_LEER;
1466 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1468 if (!MovDelay[x][y])
1469 MovDelay[x][y] = TILEY/4 + 1;
1478 Feld[x][y] = EL_SIEB2_LEER;
1479 Feld[x][y+1] = EL_SIEB2_VOLL;
1480 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1484 else if (SiebAktiv && CAN_CHANGE(element) &&
1485 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1487 InitMovingField(x,y,MV_DOWN);
1489 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1490 Store2[x][y+1] = element;
1492 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1495 InitMovingField(x,y,MV_DOWN);
1496 Store[x][y] = EL_SALZSAEURE;
1498 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1502 else if (IS_FREE(x,y+1))
1504 InitMovingField(x,y,MV_DOWN);
1506 else if (element==EL_TROPFEN)
1508 Feld[x][y] = EL_AMOEBING;
1509 Store[x][y] = EL_AMOEBE_NASS;
1511 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1513 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1514 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1515 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1516 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1520 if (left && right && game_emulation != EMU_BOULDERDASH)
1521 left = !(right = RND(2));
1523 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1527 else if (CAN_MOVE(element))
1531 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1533 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1534 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1537 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1540 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1541 DrawLevelField(x,y);
1545 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1549 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1551 int phase = MovDelay[x][y] % 8;
1556 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1557 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1559 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1560 && MovDelay[x][y]%4==3)
1561 PlaySoundLevel(x,y,SND_NJAM);
1563 else if (element==EL_DRACHE)
1566 int dir = MovDir[x][y];
1567 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1568 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1569 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1570 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1571 dir == MV_UP ? GFX_FLAMMEN_UP :
1572 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1573 int phase = FrameCounter % 2;
1577 int xx = x + i*dx, yy = y + i*dy;
1578 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1580 if (!IN_LEV_FIELD(xx,yy) ||
1581 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1586 int flamed = MovingOrBlocked2Element(xx,yy);
1588 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1591 RemoveMovingField(xx,yy);
1593 Feld[xx][yy] = EL_BURNING;
1594 if (IN_SCR_FIELD(sx,sy))
1595 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1599 if (Feld[xx][yy] == EL_BURNING)
1600 Feld[xx][yy] = EL_LEERRAUM;
1601 DrawLevelField(xx,yy);
1610 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1612 PlaySoundLevel(x,y,SND_KLAPPER);
1614 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1616 PlaySoundLevel(x,y,SND_ROEHR);
1619 /* neuer Schritt / Wartezustand beendet */
1621 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1623 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1625 /* Spieler erwischt */
1630 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1631 element==EL_ROBOT || element==EL_SONDE) &&
1632 IN_LEV_FIELD(newx,newy) &&
1633 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1636 Store[x][y] = EL_SALZSAEURE;
1638 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1639 IN_LEV_FIELD(newx,newy))
1641 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1643 Feld[x][y] = EL_LEERRAUM;
1644 DrawLevelField(x,y);
1646 PlaySoundLevel(newx,newy,SND_BUING);
1647 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1648 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1651 if (!Friends && PlayerGone && !GameOver)
1652 LevelSolved = GameOver = TRUE;
1656 else if (IS_MAMPF3(Feld[newx][newy]))
1658 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1659 DrawLevelField(newx,newy);
1661 MovDir[x][y] = MV_NO_MOVING;
1663 else if (!IS_FREE(newx,newy))
1668 DrawLevelField(x,y);
1672 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1674 if (IS_GEM(Feld[newx][newy]))
1676 if (IS_MOVING(newx,newy))
1677 RemoveMovingField(newx,newy);
1680 Feld[newx][newy] = EL_LEERRAUM;
1681 DrawLevelField(newx,newy);
1684 else if (!IS_FREE(newx,newy))
1689 DrawLevelField(x,y);
1693 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1695 if (!IS_FREE(newx,newy))
1700 DrawLevelField(x,y);
1705 BOOL wanna_flame = !RND(10);
1706 int dx = newx - x, dy = newy - y;
1707 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1708 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1709 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1710 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1711 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1712 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1714 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1715 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1716 element1 != EL_BURNING && element2 != EL_BURNING)
1721 DrawLevelField(x,y);
1723 MovDelay[x][y] = 50;
1724 Feld[newx][newy] = EL_BURNING;
1725 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1726 Feld[newx1][newy1] = EL_BURNING;
1727 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1728 Feld[newx2][newy2] = EL_BURNING;
1733 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1734 Feld[newx][newy]==EL_DIAMANT)
1736 if (IS_MOVING(newx,newy))
1737 RemoveMovingField(newx,newy);
1740 Feld[newx][newy] = EL_LEERRAUM;
1741 DrawLevelField(newx,newy);
1744 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1745 IS_MAMPF2(Feld[newx][newy]))
1747 if (AmoebaNr[newx][newy])
1749 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1750 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1751 AmoebaCnt[AmoebaNr[newx][newy]]--;
1754 if (IS_MOVING(newx,newy))
1755 RemoveMovingField(newx,newy);
1758 Feld[newx][newy] = EL_LEERRAUM;
1759 DrawLevelField(newx,newy);
1762 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1763 IS_AMOEBOID(Feld[newx][newy]))
1765 if (AmoebaNr[newx][newy])
1767 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1768 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1769 AmoebaCnt[AmoebaNr[newx][newy]]--;
1772 Feld[newx][newy] = EL_LEERRAUM;
1773 DrawLevelField(newx,newy);
1775 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1776 { /* gegen Wand gelaufen */
1779 if (element == EL_KAEFER || element == EL_FLIEGER)
1780 DrawLevelField(x,y);
1781 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1782 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1783 else if (element==EL_SONDE)
1785 int nextJX = JX + (JX - lastJX);
1786 int nextJY = JY + (JY - lastJY);
1788 if (!(PlayerPushing && PlayerGfxPos && x == nextJX && y == nextJY))
1789 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1795 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1796 PlaySoundLevel(x,y,SND_SCHLURF);
1798 InitMovingField(x,y,MovDir[x][y]);
1802 ContinueMoving(x,y);
1805 void ContinueMoving(int x, int y)
1807 int element = Feld[x][y];
1808 int direction = MovDir[x][y];
1809 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1810 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1811 int horiz_move = (dx!=0);
1812 int newx = x + dx, newy = y + dy;
1813 int step = (horiz_move ? dx : dy) * TILEX/8;
1815 if (CAN_FALL(element) && horiz_move)
1817 else if (element==EL_TROPFEN)
1819 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1822 MovPos[x][y] += step;
1824 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1826 Feld[x][y] = EL_LEERRAUM;
1827 Feld[newx][newy] = element;
1829 if (Store[x][y]==EL_MORAST_VOLL)
1832 Feld[newx][newy] = EL_MORAST_VOLL;
1833 element = EL_MORAST_VOLL;
1835 else if (Store[x][y]==EL_MORAST_LEER)
1838 Feld[x][y] = EL_MORAST_LEER;
1840 else if (Store[x][y]==EL_SIEB_VOLL)
1843 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1845 else if (Store[x][y]==EL_SIEB_LEER)
1847 Store[x][y] = Store2[x][y] = 0;
1848 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1850 else if (Store[x][y]==EL_SIEB2_VOLL)
1853 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1855 else if (Store[x][y]==EL_SIEB2_LEER)
1857 Store[x][y] = Store2[x][y] = 0;
1858 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1860 else if (Store[x][y]==EL_SALZSAEURE)
1863 Feld[newx][newy] = EL_SALZSAEURE;
1864 element = EL_SALZSAEURE;
1866 else if (Store[x][y]==EL_AMOEBE_NASS)
1869 Feld[x][y] = EL_AMOEBE_NASS;
1872 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1873 MovDelay[newx][newy] = 0;
1875 if (!CAN_MOVE(element))
1876 MovDir[newx][newy] = 0;
1878 DrawLevelField(x,y);
1879 DrawLevelField(newx,newy);
1881 Stop[newx][newy] = TRUE;
1882 JustHit[x][newy] = 3;
1884 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1886 TestIfBadThingHitsHero();
1887 TestIfBadThingHitsFriend(newx,newy);
1888 TestIfBadThingHitsOtherBadThing(newx,newy);
1890 else if (element == EL_PINGUIN)
1891 TestIfFriendHitsBadThing(newx,newy);
1893 if (CAN_SMASH(element) && direction==MV_DOWN &&
1894 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1897 else /* noch in Bewegung */
1898 DrawLevelField(x,y);
1901 int AmoebeNachbarNr(int ax, int ay)
1904 int element = Feld[ax][ay];
1906 static int xy[4][2] =
1916 int x = ax+xy[i%4][0];
1917 int y = ay+xy[i%4][1];
1919 if (!IN_LEV_FIELD(x,y))
1922 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
1923 group_nr = AmoebaNr[x][y];
1929 void AmoebenVereinigen(int ax, int ay)
1932 int new_group_nr = AmoebaNr[ax][ay];
1933 static int xy[4][2] =
1949 if (!IN_LEV_FIELD(x,y))
1952 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
1953 Feld[x][y]==EL_AMOEBE_BD ||
1954 Feld[x][y]==EL_AMOEBE_TOT) &&
1955 AmoebaNr[x][y] != new_group_nr)
1957 int old_group_nr = AmoebaNr[x][y];
1959 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
1960 AmoebaCnt[old_group_nr] = 0;
1961 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
1962 AmoebaCnt2[old_group_nr] = 0;
1964 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
1965 if (AmoebaNr[xx][yy]==old_group_nr)
1966 AmoebaNr[xx][yy] = new_group_nr;
1971 void AmoebeUmwandeln(int ax, int ay)
1974 int group_nr = AmoebaNr[ax][ay];
1975 static int xy[4][2] =
1983 if (Feld[ax][ay]==EL_AMOEBE_TOT)
1985 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
1987 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
1990 Feld[x][y] = EL_AMOEBA2DIAM;
2002 if (!IN_LEV_FIELD(x,y))
2005 if (Feld[x][y]==EL_AMOEBA2DIAM)
2011 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2014 int group_nr = AmoebaNr[ax][ay];
2017 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2019 if (AmoebaNr[x][y]==group_nr &&
2020 (Feld[x][y]==EL_AMOEBE_TOT ||
2021 Feld[x][y]==EL_AMOEBE_BD ||
2022 Feld[x][y]==EL_AMOEBING))
2025 Feld[x][y] = new_element;
2026 DrawLevelField(x,y);
2032 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2035 void AmoebeWaechst(int x, int y)
2037 static long sound_delay = 0;
2038 static int sound_delay_value = 0;
2040 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2044 if (DelayReached(&sound_delay,sound_delay_value))
2046 PlaySoundLevel(x,y,SND_AMOEBE);
2047 sound_delay_value = 30;
2051 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2054 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2055 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2057 if (!MovDelay[x][y])
2059 Feld[x][y] = Store[x][y];
2061 DrawLevelField(x,y);
2066 void AmoebeAbleger(int ax, int ay)
2069 int element = Feld[ax][ay];
2070 int newax = ax, neway = ay;
2071 static int xy[4][2] =
2079 if (!level.tempo_amoebe)
2081 Feld[ax][ay] = EL_AMOEBE_TOT;
2082 DrawLevelField(ax,ay);
2086 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2087 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2089 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2092 if (MovDelay[ax][ay])
2096 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2099 int x = ax+xy[start][0];
2100 int y = ay+xy[start][1];
2102 if (!IN_LEV_FIELD(x,y))
2106 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2112 if (newax==ax && neway==ay)
2115 else /* normale oder "gefüllte" Amöbe */
2118 BOOL waiting_for_player = FALSE;
2122 int j = (start+i)%4;
2123 int x = ax+xy[j][0];
2124 int y = ay+xy[j][1];
2126 if (!IN_LEV_FIELD(x,y))
2130 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2136 else if (IS_PLAYER(x,y))
2137 waiting_for_player = TRUE;
2140 if (newax==ax && neway==ay)
2142 if (i==4 && !waiting_for_player)
2144 Feld[ax][ay] = EL_AMOEBE_TOT;
2145 DrawLevelField(ax,ay);
2146 AmoebaCnt[AmoebaNr[ax][ay]]--;
2148 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2150 if (element==EL_AMOEBE_VOLL)
2151 AmoebeUmwandeln(ax,ay);
2152 else if (element==EL_AMOEBE_BD)
2153 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2158 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2160 int new_group_nr = AmoebaNr[ax][ay];
2162 AmoebaNr[newax][neway] = new_group_nr;
2163 AmoebaCnt[new_group_nr]++;
2164 AmoebaCnt2[new_group_nr]++;
2165 AmoebenVereinigen(newax,neway);
2167 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2169 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2175 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2176 (neway==lev_fieldy-1 && newax!=ax))
2178 Feld[newax][neway] = EL_AMOEBING;
2179 Store[newax][neway] = element;
2182 Feld[newax][neway] = EL_TROPFEN;
2185 InitMovingField(ax,ay,MV_DOWN);
2186 Feld[ax][ay] = EL_TROPFEN;
2187 Store[ax][ay] = EL_AMOEBE_NASS;
2188 ContinueMoving(ax,ay);
2192 DrawLevelField(newax,neway);
2195 void Life(int ax, int ay)
2198 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2200 int element = Feld[ax][ay];
2205 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2206 MovDelay[ax][ay] = life_time;
2208 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2211 if (MovDelay[ax][ay])
2215 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2217 int xx = ax+x1, yy = ay+y1;
2220 if (!IN_LEV_FIELD(xx,yy))
2223 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2225 int x = xx+x2, y = yy+y2;
2227 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2230 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2232 (IS_FREE(x,y) && Stop[x][y]))
2236 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2238 if (nachbarn<life[0] || nachbarn>life[1])
2240 Feld[xx][yy] = EL_LEERRAUM;
2242 DrawLevelField(xx,yy);
2243 Stop[xx][yy] = TRUE;
2246 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2247 { /* Randfeld ohne Amoebe */
2248 if (nachbarn>=life[2] && nachbarn<=life[3])
2250 Feld[xx][yy] = element;
2251 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2253 DrawLevelField(xx,yy);
2254 Stop[xx][yy] = TRUE;
2260 void Ablenk(int x, int y)
2262 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2263 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2265 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2270 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2271 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2272 if (!(MovDelay[x][y]%4))
2273 PlaySoundLevel(x,y,SND_MIEP);
2278 Feld[x][y] = EL_ABLENK_AUS;
2279 DrawLevelField(x,y);
2284 void Birne(int x, int y)
2286 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2287 MovDelay[x][y] = 800;
2289 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2294 if (!(MovDelay[x][y]%5))
2296 if (!(MovDelay[x][y]%10))
2297 Feld[x][y]=EL_ABLENK_EIN;
2299 Feld[x][y]=EL_ABLENK_AUS;
2300 DrawLevelField(x,y);
2301 Feld[x][y]=EL_ABLENK_EIN;
2307 Feld[x][y]=EL_ABLENK_AUS;
2308 DrawLevelField(x,y);
2313 void Blubber(int x, int y)
2315 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2318 void NussKnacken(int x, int y)
2320 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2323 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2326 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2327 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2329 if (!MovDelay[x][y])
2331 Feld[x][y] = EL_EDELSTEIN;
2332 DrawLevelField(x,y);
2337 void SiebAktivieren(int x, int y, int typ)
2339 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2340 DrawGraphic(SCROLLX(x),SCROLLY(y),
2341 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2344 void AusgangstuerPruefen(int x, int y)
2346 if (!Gems && !SokobanFields && !Lights)
2348 Feld[x][y] = EL_AUSGANG_ACT;
2350 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2351 PlaySoundLevel(x,y,SND_OEFFNEN);
2353 PlaySoundLevel(JX,JY,SND_OEFFNEN);
2357 void AusgangstuerOeffnen(int x, int y)
2361 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2362 MovDelay[x][y] = 5*delay;
2364 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2369 tuer = MovDelay[x][y]/delay;
2370 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2371 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2373 if (!MovDelay[x][y])
2375 Feld[x][y] = EL_AUSGANG_AUF;
2376 DrawLevelField(x,y);
2381 void AusgangstuerBlinken(int x, int y)
2383 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2386 void EdelsteinFunkeln(int x, int y)
2388 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2391 if (Feld[x][y] == EL_EDELSTEIN_BD)
2392 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2395 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2396 MovDelay[x][y] = 11 * !SimpleRND(500);
2398 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2402 if (direct_draw_on && MovDelay[x][y])
2403 SetDrawtoField(DRAW_BUFFERED);
2405 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2409 int src_x,src_y, dest_x,dest_y;
2410 int phase = (MovDelay[x][y]-1)/2;
2412 src_x = SX+GFX_PER_LINE*TILEX;
2413 src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
2414 dest_x = FX+SCROLLX(x)*TILEX;
2415 dest_y = FY+SCROLLY(y)*TILEY;
2417 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2418 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2419 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2423 XCopyArea(display,drawto_field,window,gc,
2424 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2425 SetDrawtoField(DRAW_DIRECT);
2432 void MauerWaechst(int x, int y)
2436 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2437 MovDelay[x][y] = 3*delay;
2439 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2444 phase = 2-MovDelay[x][y]/delay;
2445 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2446 DrawGraphic(SCROLLX(x),SCROLLY(y),
2447 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2449 if (!MovDelay[x][y])
2451 if (Store[x][y]==MV_LEFT)
2453 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2454 DrawLevelField(x-1,y);
2458 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2459 DrawLevelField(x+1,y);
2462 Feld[x][y] = EL_MAUER_LEBT;
2464 DrawLevelField(x,y);
2469 void MauerAbleger(int ax, int ay)
2471 BOOL links_frei = FALSE, rechts_frei = FALSE;
2472 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2474 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2475 MovDelay[ax][ay] = 6;
2477 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2480 if (MovDelay[ax][ay])
2484 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2486 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2491 Feld[ax-1][ay] = EL_MAUERND;
2492 Store[ax-1][ay] = MV_LEFT;
2493 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2494 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2498 Feld[ax+1][ay] = EL_MAUERND;
2499 Store[ax+1][ay] = MV_RIGHT;
2500 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2501 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2504 if (links_frei || rechts_frei)
2505 DrawLevelField(ax,ay);
2507 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2508 links_massiv = TRUE;
2509 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2510 rechts_massiv = TRUE;
2512 if (links_massiv && rechts_massiv)
2513 Feld[ax][ay] = EL_MAUERWERK;
2516 void CheckForDragon(int x, int y)
2519 BOOL dragon_found = FALSE;
2520 static int xy[4][2] =
2532 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2534 if (IN_LEV_FIELD(xx,yy) &&
2535 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2537 if (Feld[xx][yy] == EL_DRACHE)
2538 dragon_found = TRUE;
2551 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2553 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2555 Feld[xx][yy] = EL_LEERRAUM;
2556 DrawLevelField(xx,yy);
2567 static long action_delay = 0;
2568 long action_delay_value;
2569 int sieb_x = 0, sieb_y = 0;
2572 if (game_status != PLAYING)
2576 action_delay_value =
2577 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameSpeed);
2579 action_delay_value =
2580 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2586 while(!DelayReached(&action_delay, action_delay_value))
2589 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2591 else if (tape.recording)
2597 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2600 if (JustHit[x][y]>0)
2604 if (IS_BLOCKED(x,y))
2608 Blocked2Moving(x,y,&oldx,&oldy);
2609 if (!IS_MOVING(oldx,oldy))
2611 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2612 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2613 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2614 printf("GameActions(): This should never happen!\n");
2620 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2622 element = Feld[x][y];
2624 if (IS_INACTIVE(element))
2627 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2631 if (IS_GEM(element))
2632 EdelsteinFunkeln(x,y);
2634 else if (IS_MOVING(x,y))
2635 ContinueMoving(x,y);
2636 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2638 else if (element==EL_EXPLODING)
2639 Explode(x,y,Frame[x][y],EX_NORMAL);
2640 else if (element==EL_AMOEBING)
2642 else if (IS_AMOEBALIVE(element))
2644 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2646 else if (element==EL_ABLENK_EIN)
2648 else if (element==EL_SALZSAEURE)
2650 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2652 else if (element==EL_CRACKINGNUT)
2654 else if (element==EL_AUSGANG_ZU)
2655 AusgangstuerPruefen(x,y);
2656 else if (element==EL_AUSGANG_ACT)
2657 AusgangstuerOeffnen(x,y);
2658 else if (element==EL_AUSGANG_AUF)
2659 AusgangstuerBlinken(x,y);
2660 else if (element==EL_MAUERND)
2662 else if (element==EL_MAUER_LEBT)
2664 else if (element==EL_BURNING)
2665 CheckForDragon(x,y);
2671 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2672 Store[x][y]==EL_SIEB_LEER)
2674 SiebAktivieren(x, y, 1);
2677 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2678 Store[x][y]==EL_SIEB2_LEER)
2680 SiebAktivieren(x, y, 2);
2684 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2695 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2699 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2701 element = Feld[x][y];
2702 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2704 Feld[x][y] = EL_SIEB_TOT;
2705 DrawLevelField(x,y);
2707 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2709 Feld[x][y] = EL_SIEB2_TOT;
2710 DrawLevelField(x,y);
2716 if (TimeLeft>0 && TimeFrames>=(100/GameSpeed) && !tape.pausing)
2721 if (tape.recording || tape.playing)
2722 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2725 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2727 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2736 void ScrollLevel(int dx, int dy)
2738 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2741 ScreenMovPos = PlayerGfxPos;
2743 XCopyArea(display,drawto_field,drawto_field,gc,
2744 FX + TILEX*(dx==-1) - softscroll_offset,
2745 FY + TILEY*(dy==-1) - softscroll_offset,
2746 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2747 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2748 FX + TILEX*(dx==1) - softscroll_offset,
2749 FY + TILEY*(dy==1) - softscroll_offset);
2753 x = (dx==1 ? BX1 : BX2);
2754 for(y=BY1; y<=BY2; y++)
2755 DrawScreenField(x,y);
2759 y = (dy==1 ? BY1 : BY2);
2760 for(x=BX1; x<=BX2; x++)
2761 DrawScreenField(x,y);
2764 redraw_mask |= REDRAW_FIELD;
2767 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2769 int newJX = JX+dx, newJY = JY+dy;
2773 if (PlayerGone || (!dx && !dy))
2774 return(MF_NO_ACTION);
2776 PlayerMovDir = (dx < 0 ? MV_LEFT :
2779 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2781 if (!IN_LEV_FIELD(newJX,newJY))
2782 return(MF_NO_ACTION);
2784 element = MovingOrBlocked2Element(newJX,newJY);
2786 if (DONT_GO_TO(element))
2788 if (element==EL_SALZSAEURE && dx==0 && dy==1)
2791 Feld[JX][JY] = EL_SPIELFIGUR;
2792 InitMovingField(JX,JY,MV_DOWN);
2793 Store[JX][JY] = EL_SALZSAEURE;
2794 ContinueMoving(JX,JY);
2803 can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
2804 if (can_move != MF_MOVING)
2812 PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
2819 BOOL MoveFigure(int dx, int dy)
2821 static long move_delay = 0;
2822 static int last_move_dir = MV_NO_MOVING;
2823 int moved = MF_NO_ACTION;
2824 int oldJX = JX, oldJY = JY;
2826 if (PlayerGone || (!dx && !dy))
2829 if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing)
2832 if (last_move_dir & (MV_LEFT | MV_RIGHT))
2834 if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
2835 moved |= MoveFigureOneStep(dx,0, dx,dy);
2839 if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
2840 moved |= MoveFigureOneStep(0,dy, dx,dy);
2843 last_move_dir = MV_NO_MOVING;
2845 if (moved & MF_MOVING)
2847 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
2848 int offset = (scroll_delay_on ? 3 : 0);
2850 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
2851 JX >= MIDPOSX-1-offset && JX <= lev_fieldx-(MIDPOSX-offset))
2852 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
2853 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
2854 JY >= MIDPOSY-1-offset && JY <= lev_fieldy-(MIDPOSY-offset))
2855 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
2857 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
2858 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
2861 if (!(moved & MF_MOVING) && !PlayerPushing)
2864 PlayerFrame = (PlayerFrame + 1) % 4;
2866 if (moved & MF_MOVING)
2868 if (oldJX != JX && oldJY == JY)
2869 PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
2870 else if (oldJX == JX && oldJY != JY)
2871 PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
2873 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
2875 last_move_dir = PlayerMovDir;
2878 TestIfHeroHitsBadThing();
2886 void ScrollFigure(int init)
2888 static long actual_frame_counter = 0;
2892 PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
2893 actual_frame_counter = FrameCounter;
2895 if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
2896 IN_LEV_FIELD(lastJX,lastJY-1) &&
2897 CAN_FALL(Feld[lastJX][lastJY-1]))
2898 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
2903 else if (!FrameReached(&actual_frame_counter,1))
2906 PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8;
2907 PlayerGfxPos = ScrollStepSize * (PlayerMovPos / ScrollStepSize);
2909 if (ScreenMovPos && ScreenMovPos != PlayerGfxPos)
2911 ScreenMovPos = PlayerGfxPos;
2912 redraw_mask |= REDRAW_FIELD;
2915 if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING)
2916 Feld[lastJX][lastJY] = EL_LEERRAUM;
2927 void TestIfGoodThingHitsBadThing(int goodx, int goody)
2929 int i, killx = goodx, killy = goody;
2930 static int xy[4][2] =
2937 static int harmless[4] =
2951 if (!IN_LEV_FIELD(x,y))
2954 element = Feld[x][y];
2956 if (DONT_TOUCH(element))
2958 if (MovDir[x][y]==harmless[i])
2967 if (killx!=goodx || killy!=goody)
2969 if (IS_PLAYER(goodx,goody))
2976 void TestIfBadThingHitsGoodThing(int badx, int bady)
2978 int i, killx = badx, killy = bady;
2979 static int xy[4][2] =
2986 static int harmless[4] =
3000 if (!IN_LEV_FIELD(x,y))
3003 element = Feld[x][y];
3005 if (element==EL_PINGUIN)
3007 if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
3016 if (killx!=badx || killy!=bady)
3020 void TestIfHeroHitsBadThing()
3022 TestIfGoodThingHitsBadThing(JX,JY);
3025 void TestIfBadThingHitsHero()
3027 TestIfGoodThingHitsBadThing(JX,JY);
3031 void TestIfFriendHitsBadThing(int x, int y)
3033 TestIfGoodThingHitsBadThing(x,y);
3036 void TestIfBadThingHitsFriend(int x, int y)
3038 TestIfBadThingHitsGoodThing(x,y);
3041 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3043 int i, killx=badx, killy=bady;
3044 static int xy[4][2] =
3058 if (!IN_LEV_FIELD(x,y))
3062 if (IS_AMOEBOID(element) || element==EL_LIFE ||
3063 element==EL_AMOEBING || element==EL_TROPFEN)
3071 if (killx!=badx || killy!=bady)
3080 if (IS_PFORTE(Feld[JX][JY]))
3081 Feld[JX][JY] = EL_LEERRAUM;
3092 PlaySoundLevel(JX,JY,SND_AUTSCH);
3093 PlaySoundLevel(JX,JY,SND_LACHEN);
3108 int DigField(int x, int y, int real_dx, int real_dy, int mode)
3110 int dx = x-JX, dy = y-JY;
3112 static long push_delay = 0;
3113 static int push_delay_value = 5;
3116 PlayerPushing = FALSE;
3118 if (mode == DF_NO_PUSH)
3121 return(MF_NO_ACTION);
3125 return(MF_NO_ACTION);
3127 element = Feld[x][y];
3135 Feld[x][y] = EL_LEERRAUM;
3139 case EL_EDELSTEIN_BD:
3140 case EL_EDELSTEIN_GELB:
3141 case EL_EDELSTEIN_ROT:
3142 case EL_EDELSTEIN_LILA:
3143 Feld[x][y] = EL_LEERRAUM;
3144 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3147 RaiseScoreElement(EL_EDELSTEIN);
3148 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3149 PlaySoundLevel(x,y,SND_PONG);
3153 Feld[x][y] = EL_LEERRAUM;
3157 RaiseScoreElement(EL_DIAMANT);
3158 DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
3159 PlaySoundLevel(x,y,SND_PONG);
3162 case EL_DYNAMIT_AUS:
3163 Feld[x][y] = EL_LEERRAUM;
3165 RaiseScoreElement(EL_DYNAMIT);
3166 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3167 PlaySoundLevel(x,y,SND_PONG);
3170 case EL_DYNABOMB_NR:
3171 Feld[x][y] = EL_LEERRAUM;
3174 RaiseScoreElement(EL_DYNAMIT);
3175 PlaySoundLevel(x,y,SND_PONG);
3177 case EL_DYNABOMB_SZ:
3179 Feld[x][y] = EL_LEERRAUM;
3181 RaiseScoreElement(EL_DYNAMIT);
3182 PlaySoundLevel(x,y,SND_PONG);
3185 case EL_DYNABOMB_XL:
3186 Feld[x][y] = EL_LEERRAUM;
3188 RaiseScoreElement(EL_DYNAMIT);
3189 PlaySoundLevel(x,y,SND_PONG);
3192 case EL_SCHLUESSEL1:
3193 case EL_SCHLUESSEL2:
3194 case EL_SCHLUESSEL3:
3195 case EL_SCHLUESSEL4:
3197 int key_nr = element-EL_SCHLUESSEL1;
3199 Feld[x][y] = EL_LEERRAUM;
3201 RaiseScoreElement(EL_SCHLUESSEL);
3202 DrawMiniGraphicExtHiRes(drawto,gc,
3203 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3204 GFX_SCHLUESSEL1+key_nr);
3205 DrawMiniGraphicExtHiRes(window,gc,
3206 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3207 GFX_SCHLUESSEL1+key_nr);
3208 PlaySoundLevel(x,y,SND_PONG);
3213 Feld[x][y] = EL_ABLENK_EIN;
3216 DrawLevelField(x,y);
3220 case EL_FELSBROCKEN:
3224 if (dy || mode==DF_SNAP)
3225 return(MF_NO_ACTION);
3227 PlayerPushing = TRUE;
3229 if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
3230 return(MF_NO_ACTION);
3234 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3235 return(MF_NO_ACTION);
3238 if (push_delay == 0)
3239 push_delay = FrameCounter;
3240 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3241 return(MF_NO_ACTION);
3243 Feld[x][y] = EL_LEERRAUM;
3244 Feld[x+dx][y+dy] = element;
3246 push_delay_value = 2+RND(8);
3248 DrawLevelField(x+dx,y+dy);
3249 if (element==EL_FELSBROCKEN)
3250 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3251 else if (element==EL_KOKOSNUSS)
3252 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3254 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3261 if (!Key[element-EL_PFORTE1])
3262 return(MF_NO_ACTION);
3269 if (!Key[element-EL_PFORTE1X])
3270 return(MF_NO_ACTION);
3274 case EL_AUSGANG_ACT:
3275 /* Tür ist (noch) nicht offen! */
3276 return(MF_NO_ACTION);
3279 case EL_AUSGANG_AUF:
3281 return(MF_NO_ACTION);
3284 PlaySoundLevel(x,y,SND_BUING);
3287 LevelSolved = GameOver = TRUE;
3292 Feld[x][y] = EL_BIRNE_EIN;
3294 DrawLevelField(x,y);
3295 PlaySoundLevel(x,y,SND_DENG);
3300 Feld[x][y] = EL_ZEIT_LEER;
3302 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3303 DrawLevelField(x,y);
3304 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3308 case EL_SOKOBAN_FELD_LEER:
3311 case EL_SOKOBAN_FELD_VOLL:
3312 case EL_SOKOBAN_OBJEKT:
3315 return(MF_NO_ACTION);
3317 PlayerPushing = TRUE;
3319 if (!IN_LEV_FIELD(x+dx,y+dy)
3320 || (Feld[x+dx][y+dy] != EL_LEERRAUM
3321 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3322 || !IS_SB_ELEMENT(element))))
3323 return(MF_NO_ACTION);
3327 if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
3328 return(MF_NO_ACTION);
3330 else if (dy && real_dx)
3332 if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
3333 return(MF_NO_ACTION);
3336 if (push_delay == 0)
3337 push_delay = FrameCounter;
3338 if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
3339 return(MF_NO_ACTION);
3341 if (IS_SB_ELEMENT(element))
3343 if (element == EL_SOKOBAN_FELD_VOLL)
3345 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3349 Feld[x][y] = EL_LEERRAUM;
3351 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3353 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3355 if (element == EL_SOKOBAN_OBJEKT)
3356 PlaySoundLevel(x,y,SND_DENG);
3359 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3363 Feld[x][y] = EL_LEERRAUM;
3364 Feld[x+dx][y+dy] = element;
3367 push_delay_value = 2;
3369 DrawLevelField(x,y);
3370 DrawLevelField(x+dx,y+dy);
3371 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3373 if (IS_SB_ELEMENT(element) &&
3374 SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
3376 LevelSolved = GameOver = TRUE;
3377 PlaySoundLevel(x,y,SND_BUING);
3389 return(MF_NO_ACTION);
3398 BOOL SnapField(int dx, int dy)
3400 int x = JX+dx, y = JY+dy;
3401 static int snapped = FALSE;
3403 if (PlayerGone || !IN_LEV_FIELD(x,y))
3415 PlayerMovDir = (dx < 0 ? MV_LEFT :
3418 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3420 if (!DigField(x,y, 0,0, DF_SNAP))
3424 DrawLevelField(x,y);
3430 BOOL PlaceBomb(void)
3434 if (PlayerGone || PlayerMovPos)
3437 element = Feld[JX][JY];
3439 if ((Dynamite==0 && DynaBombsLeft==0) ||
3440 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3443 if (element != EL_LEERRAUM)
3444 Store[JX][JY] = element;
3448 Feld[JX][JY] = EL_DYNAMIT;
3449 MovDelay[JX][JY] = 96;
3451 DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
3452 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
3456 Feld[JX][JY] = EL_DYNABOMB;
3457 MovDelay[JX][JY] = 96;
3459 DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
3465 void PlaySoundLevel(int x, int y, int sound_nr)
3467 int sx = SCROLLX(x), sy = SCROLLY(y);
3469 int silence_distance = 8;
3471 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3472 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3475 if (!IN_LEV_FIELD(x,y) ||
3476 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3477 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3480 volume = PSND_MAX_VOLUME;
3482 stereo = (sx-SCR_FIELDX/2)*12;
3484 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3485 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3486 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3489 if (!IN_SCR_FIELD(sx,sy))
3491 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3492 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3494 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3497 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3500 void RaiseScore(int value)
3503 DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
3506 void RaiseScoreElement(int element)
3511 RaiseScore(level.score[SC_EDELSTEIN]);
3514 RaiseScore(level.score[SC_DIAMANT]);
3518 RaiseScore(level.score[SC_KAEFER]);
3522 RaiseScore(level.score[SC_FLIEGER]);
3526 RaiseScore(level.score[SC_MAMPFER]);
3529 RaiseScore(level.score[SC_ROBOT]);
3532 RaiseScore(level.score[SC_PACMAN]);
3535 RaiseScore(level.score[SC_KOKOSNUSS]);
3538 RaiseScore(level.score[SC_DYNAMIT]);
3541 RaiseScore(level.score[SC_SCHLUESSEL]);