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 ***********************************************************/
27 extern int Movemethod;
28 extern int Movespeed[2];
30 void GetPlayerConfig()
32 int old_joystick_nr = joystick_nr;
34 if (sound_status==SOUND_OFF)
35 player.setup &= ~SETUP_SOUND;
36 if (!sound_loops_allowed)
38 player.setup &= ~SETUP_SOUND_LOOPS;
39 player.setup &= ~SETUP_SOUND_MUSIC;
42 sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
43 sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
44 sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
45 toons_on = SETUP_TOONS_ON(player.setup);
46 direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
47 fading_on = SETUP_FADING_ON(player.setup);
48 autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
49 joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
50 quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
51 scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
52 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(player.setup);
54 if (joystick_nr != old_joystick_nr)
57 close(joystick_device);
65 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
66 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
69 Gems = level.edelsteine;
70 SokobanFields = Lights = Friends = 0;
71 DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
73 Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
77 TimeLeft = level.time;
79 PlayerMovDir = MV_NO_MOVING;
82 PlayerPushing = FALSE;
83 PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
87 DigField(0,0,0,0,DF_NO_PUSH);
90 for(i=0;i<MAX_NUM_AMOEBA;i++)
91 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
93 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
95 Feld[x][y] = Ur[x][y];
96 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
97 Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
100 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
102 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
109 Feld[x][y] = EL_LEERRAUM;
114 Feld[x][y] = EL_LEERRAUM;
117 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
118 Feld[x][y] = EL_BADEWANNE1;
119 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
120 Feld[x][y] = EL_BADEWANNE2;
121 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
122 Feld[x][y] = EL_BADEWANNE3;
123 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
124 Feld[x][y] = EL_BADEWANNE4;
125 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
126 Feld[x][y] = EL_BADEWANNE5;
165 Feld[x][y] = EL_AMOEBING;
166 Store[x][y] = EL_AMOEBE_NASS;
175 case EL_SOKOBAN_FELD_LEER:
184 MovDir[x][y] = 1<<RND(4);
191 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
192 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
194 scroll_x = scroll_y = -1;
197 (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
200 (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
202 CloseDoor(DOOR_CLOSE_1);
205 DrawLevelElement(JX,JY,EL_SPIELFIGUR);
208 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
209 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
210 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
211 DrawTextExt(pix[PIX_DB_DOOR],gc,
212 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
213 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
214 DrawTextExt(pix[PIX_DB_DOOR],gc,
215 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
216 int2str(Gems,3),FS_SMALL,FC_YELLOW);
217 DrawTextExt(pix[PIX_DB_DOOR],gc,
218 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
219 int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
220 DrawTextExt(pix[PIX_DB_DOOR],gc,
221 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
222 int2str(Score,5),FS_SMALL,FC_YELLOW);
223 DrawTextExt(pix[PIX_DB_DOOR],gc,
224 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
225 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
227 DrawGameButton(BUTTON_GAME_STOP);
228 DrawGameButton(BUTTON_GAME_PAUSE);
229 DrawGameButton(BUTTON_GAME_PLAY);
230 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
231 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
232 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
233 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
234 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
235 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
236 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
237 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
239 OpenDoor(DOOR_OPEN_1);
242 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
244 XAutoRepeatOff(display);
247 void InitMovDir(int x, int y)
249 int i, element = Feld[x][y];
250 static int xy[4][2] =
257 static int direction[2][4] =
259 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
260 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
269 Feld[x][y] = EL_KAEFER;
270 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
276 Feld[x][y] = EL_FLIEGER;
277 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
283 Feld[x][y] = EL_BUTTERFLY;
284 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
290 Feld[x][y] = EL_FIREFLY;
291 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
297 Feld[x][y] = EL_PACMAN;
298 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
301 MovDir[x][y] = 1<<RND(4);
302 if (element != EL_KAEFER &&
303 element != EL_FLIEGER &&
304 element != EL_BUTTERFLY &&
305 element != EL_FIREFLY)
315 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
317 if (element==EL_KAEFER || element==EL_BUTTERFLY)
319 MovDir[x][y] = direction[0][i];
322 else if (element==EL_FLIEGER || element==EL_FIREFLY)
324 MovDir[x][y] = direction[1][i];
333 void InitAmoebaNr(int x, int y)
336 int group_nr = AmoebeNachbarNr(x,y);
340 for(i=1;i<MAX_NUM_AMOEBA;i++)
350 AmoebaNr[x][y] = group_nr;
351 AmoebaCnt[group_nr]++;
352 AmoebaCnt2[group_nr]++;
358 int bumplevel = FALSE;
365 PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
370 PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
371 if (TimeLeft && !(TimeLeft % 10))
372 RaiseScore(level.score[SC_ZEITBONUS]);
373 if (TimeLeft > 100 && !(TimeLeft % 10))
377 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
388 /* Hero disappears */
389 DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
395 CloseDoor(DOOR_CLOSE_1);
400 SaveLevelTape(tape.level_nr); /* Ask to save tape */
403 if (level_nr==player.handicap &&
404 level_nr<leveldir[leveldir_nr].levels-1)
408 SavePlayerInfo(PLAYER_LEVEL);
411 if ((hi_pos=NewHiScore())>=0)
413 game_status = HALLOFFAME;
414 DrawHallOfFame(hi_pos);
415 if (bumplevel && TAPE_IS_EMPTY(tape))
420 game_status = MAINMENU;
421 if (bumplevel && TAPE_IS_EMPTY(tape))
436 if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
437 Score<highscore[MAX_SCORE_ENTRIES-1].Score)
440 for(k=0;k<MAX_SCORE_ENTRIES;k++)
442 if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
444 if (k<MAX_SCORE_ENTRIES-1)
446 int m = MAX_SCORE_ENTRIES-1;
449 for(l=k;l<MAX_SCORE_ENTRIES;l++)
450 if (!strcmp(player.alias_name,highscore[l].Name))
452 if (m==k) /* Spieler überschreibt seine alte Position */
458 strcpy(highscore[l].Name,highscore[l-1].Name);
459 highscore[l].Score = highscore[l-1].Score;
466 sprintf(highscore[k].Name,player.alias_name);
467 highscore[k].Score = Score;
473 else if (!strcmp(player.alias_name,highscore[k].Name))
474 break; /* Spieler schon mit besserer Punktzahl in der Liste */
485 void InitMovingField(int x, int y, int direction)
487 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
488 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
490 MovDir[x][y] = direction;
491 MovDir[newx][newy] = direction;
492 if (Feld[newx][newy]==EL_LEERRAUM)
493 Feld[newx][newy] = EL_BLOCKED;
496 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
498 int direction = MovDir[x][y];
499 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
500 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
506 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
508 int oldx = x, oldy = y;
509 int direction = MovDir[x][y];
511 if (direction==MV_LEFT)
513 else if (direction==MV_RIGHT)
515 else if (direction==MV_UP)
517 else if (direction==MV_DOWN)
520 *comes_from_x = oldx;
521 *comes_from_y = oldy;
524 int MovingOrBlocked2Element(int x, int y)
526 int element = Feld[x][y];
528 if (element==EL_BLOCKED)
532 Blocked2Moving(x,y,&oldx,&oldy);
533 return(Feld[oldx][oldy]);
539 void RemoveMovingField(int x, int y)
541 int oldx = x,oldy = y, newx = x,newy = y;
543 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
548 Moving2Blocked(x,y,&newx,&newy);
549 if (Feld[newx][newy] != EL_BLOCKED)
552 else if (Feld[x][y]==EL_BLOCKED)
554 Blocked2Moving(x,y,&oldx,&oldy);
555 if (!IS_MOVING(oldx,oldy))
559 if (Feld[x][y]==EL_BLOCKED &&
560 (Store[oldx][oldy]==EL_MORAST_LEER ||
561 Store[oldx][oldy]==EL_SIEB_LEER ||
562 Store[oldx][oldy]==EL_SIEB2_LEER ||
563 Store[oldx][oldy]==EL_AMOEBE_NASS))
565 Feld[oldx][oldy] = Store[oldx][oldy];
566 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
569 Feld[oldx][oldy] = EL_LEERRAUM;
571 Feld[newx][newy] = EL_LEERRAUM;
572 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
573 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
575 DrawLevelField(oldx,oldy);
576 DrawLevelField(newx,newy);
579 void DrawDynamite(int x, int y)
581 int sx = SCROLLX(x), sy = SCROLLY(y);
582 int graphic = el2gfx(Feld[x][y]);
585 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
589 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
591 if (Feld[x][y]==EL_DYNAMIT)
593 if ((phase = (48-MovDelay[x][y])/6) > 6)
598 if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
603 DrawGraphicThruMask(sx,sy, graphic + phase);
605 DrawGraphic(sx,sy, graphic + phase);
608 void CheckDynamite(int x, int y)
610 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
615 if (!(MovDelay[x][y] % 6))
616 PlaySoundLevel(x,y,SND_ZISCH);
618 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
620 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
627 StopSound(SND_ZISCH);
631 void Explode(int ex, int ey, int phase, int mode)
634 int num_phase = 9, delay = 1;
635 int last_phase = num_phase*delay;
636 int half_phase = (num_phase/2)*delay;
638 if (phase==0) /* Feld 'Store' initialisieren */
640 int center_element = Feld[ex][ey];
642 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
644 center_element = MovingOrBlocked2Element(ex,ey);
645 RemoveMovingField(ex,ey);
648 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
650 int element = Feld[x][y];
652 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
654 element = MovingOrBlocked2Element(x,y);
655 RemoveMovingField(x,y);
658 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
661 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
665 if (element==EL_EXPLODING)
666 element = Store2[x][y];
668 if (IS_PLAYER(ex,ey))
669 Store[x][y] = EL_EDELSTEIN_GELB;
670 else if (center_element==EL_MAULWURF)
671 Store[x][y] = EL_EDELSTEIN_ROT;
672 else if (center_element==EL_PINGUIN)
673 Store[x][y] = EL_EDELSTEIN_LILA;
674 else if (center_element==EL_KAEFER)
675 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
676 else if (center_element==EL_BUTTERFLY)
677 Store[x][y] = EL_EDELSTEIN_BD;
678 else if (center_element==EL_MAMPFER)
679 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
680 else if (center_element==EL_AMOEBA2DIAM)
681 Store[x][y] = level.amoebe_inhalt;
682 else if (element==EL_ERZ_EDEL)
683 Store[x][y] = EL_EDELSTEIN;
684 else if (element==EL_ERZ_DIAM)
685 Store[x][y] = EL_DIAMANT;
686 else if (element==EL_ERZ_EDEL_BD)
687 Store[x][y] = EL_EDELSTEIN_BD;
688 else if (element==EL_ERZ_EDEL_GELB)
689 Store[x][y] = EL_EDELSTEIN_GELB;
690 else if (element==EL_ERZ_EDEL_ROT)
691 Store[x][y] = EL_EDELSTEIN_ROT;
692 else if (element==EL_ERZ_EDEL_LILA)
693 Store[x][y] = EL_EDELSTEIN_LILA;
694 else if (!IS_PFORTE(Store[x][y]))
695 Store[x][y] = EL_LEERRAUM;
697 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
698 Store2[x][y] = element;
700 if (AmoebaNr[x][y] &&
701 (element==EL_AMOEBE_VOLL ||
702 element==EL_AMOEBE_BD ||
703 element==EL_AMOEBING))
705 AmoebaCnt[AmoebaNr[x][y]]--;
706 AmoebaCnt2[AmoebaNr[x][y]]--;
709 Feld[x][y] = EL_EXPLODING;
710 MovDir[x][y] = MovPos[x][y] = 0;
716 if (center_element==EL_MAMPFER)
717 MampferNr = (MampferNr+1) % 4;
728 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
730 if (phase==half_phase)
732 int element = Store2[x][y];
736 else if (IS_EXPLOSIVE(element))
738 Feld[x][y] = Store2[x][y];
742 else if (element==EL_AMOEBA2DIAM)
743 AmoebeUmwandeln(x,y);
746 if (phase==last_phase)
750 element = Feld[x][y] = Store[x][y];
751 Store[x][y] = Store2[x][y] = 0;
752 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
753 if (CAN_MOVE(element) || COULD_MOVE(element))
757 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
760 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
762 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
766 void DynaExplode(int ex, int ey, int size)
769 static int xy[4][2] =
777 Explode(ex,ey,0,EX_CENTER);
783 int x = ex+j*xy[i%4][0];
784 int y = ey+j*xy[i%4][1];
787 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
790 element = Feld[x][y];
791 Explode(x,y,0,EX_BORDER);
793 if (element != EL_LEERRAUM &&
794 element != EL_ERDREICH &&
795 element != EL_EXPLODING &&
804 void Bang(int x, int y)
806 int element = Feld[x][y];
808 PlaySoundLevel(x,y,SND_ROAAAR);
820 RaiseScoreElement(element);
821 Explode(x,y,0,EX_NORMAL);
827 DynaExplode(x,y,DynaBombSize);
831 Explode(x,y,0,EX_CENTER);
834 Explode(x,y,0,EX_NORMAL);
839 void Blurb(int x, int y)
841 int element = Feld[x][y];
843 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
845 PlaySoundLevel(x,y,SND_BLURB);
846 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
847 (!IN_LEV_FIELD(x-1,y-1) ||
848 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
850 Feld[x-1][y] = EL_BLURB_LEFT;
852 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
853 (!IN_LEV_FIELD(x+1,y-1) ||
854 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
856 Feld[x+1][y] = EL_BLURB_RIGHT;
861 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
863 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
866 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
869 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
870 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
874 Feld[x][y] = EL_LEERRAUM;
881 void Impact(int x, int y)
883 BOOL lastline = (y==lev_fieldy-1);
884 BOOL object_hit = FALSE;
885 int element = Feld[x][y];
888 /* Element darunter berührt? */
891 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
892 MovDir[x][y+1]!=MV_DOWN ||
893 MovPos[x][y+1]<=TILEY/2));
895 smashed = MovingOrBlocked2Element(x,y+1);
898 /* Auftreffendes Element fällt in Salzsäure */
899 if (!lastline && smashed==EL_SALZSAEURE)
905 /* Auftreffendes Element ist Bombe */
906 if (element==EL_BOMBE && (lastline || object_hit))
912 /* Auftreffendes Element ist Säuretropfen */
913 if (element==EL_TROPFEN && (lastline || object_hit))
915 if (object_hit && IS_PLAYER(x,y+1))
917 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
921 Feld[x][y] = EL_AMOEBING;
922 Store[x][y] = EL_AMOEBE_NASS;
927 /* Welches Element kriegt was auf die Rübe? */
928 if (!lastline && object_hit)
930 if (CAN_CHANGE(element) &&
931 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
932 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
934 if (IS_PLAYER(x,y+1))
939 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
944 else if (element==EL_EDELSTEIN_BD)
946 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
952 else if (element==EL_FELSBROCKEN)
954 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
955 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
960 else if (!IS_MOVING(x,y+1))
962 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
967 else if (smashed==EL_KOKOSNUSS)
969 Feld[x][y+1] = EL_CRACKINGNUT;
970 PlaySoundLevel(x,y,SND_KNACK);
971 RaiseScoreElement(EL_KOKOSNUSS);
974 else if (smashed==EL_DIAMANT)
976 Feld[x][y+1] = EL_LEERRAUM;
977 PlaySoundLevel(x,y,SND_QUIRK);
984 /* Geräusch beim Durchqueren des Siebes */
985 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
987 PlaySoundLevel(x,y,SND_QUIRK);
991 /* Geräusch beim Auftreffen */
992 if (lastline || object_hit)
999 case EL_EDELSTEIN_BD:
1000 case EL_EDELSTEIN_GELB:
1001 case EL_EDELSTEIN_ROT:
1002 case EL_EDELSTEIN_LILA:
1009 case EL_FELSBROCKEN:
1013 case EL_SCHLUESSEL1:
1014 case EL_SCHLUESSEL2:
1015 case EL_SCHLUESSEL3:
1016 case EL_SCHLUESSEL4:
1029 PlaySoundLevel(x,y,sound);
1033 void TurnRound(int x, int y)
1045 { 0,0 }, { 0,0 }, { 0,0 },
1050 int left,right,back;
1054 { MV_DOWN, MV_UP, MV_RIGHT },
1055 { MV_UP, MV_DOWN, MV_LEFT },
1057 { MV_LEFT, MV_RIGHT, MV_DOWN },
1058 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1059 { MV_RIGHT, MV_LEFT, MV_UP }
1062 int element = Feld[x][y];
1063 int old_move_dir = MovDir[x][y];
1064 int left_dir = turn[old_move_dir].left;
1065 int right_dir = turn[old_move_dir].right;
1066 int back_dir = turn[old_move_dir].back;
1068 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1069 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1070 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1071 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1073 int left_x = x+left_dx, left_y = y+left_dy;
1074 int right_x = x+right_dx, right_y = y+right_dy;
1075 int move_x = x+move_dx, move_y = y+move_dy;
1077 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1079 TestIfBadThingHitsOtherBadThing(x,y);
1081 if (IN_LEV_FIELD(right_x,right_y) &&
1082 IS_FREE_OR_PLAYER(right_x,right_y))
1083 MovDir[x][y] = right_dir;
1084 else if (!IN_LEV_FIELD(move_x,move_y) ||
1085 !IS_FREE_OR_PLAYER(move_x,move_y))
1086 MovDir[x][y] = left_dir;
1088 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1090 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1093 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1095 TestIfBadThingHitsOtherBadThing(x,y);
1097 if (IN_LEV_FIELD(left_x,left_y) &&
1098 IS_FREE_OR_PLAYER(left_x,left_y))
1099 MovDir[x][y] = left_dir;
1100 else if (!IN_LEV_FIELD(move_x,move_y) ||
1101 !IS_FREE_OR_PLAYER(move_x,move_y))
1102 MovDir[x][y] = right_dir;
1104 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1106 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1109 else if (element==EL_MAMPFER)
1111 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1113 if (IN_LEV_FIELD(left_x,left_y) &&
1114 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1115 Feld[left_x][left_y] == EL_DIAMANT))
1116 can_turn_left = TRUE;
1117 if (IN_LEV_FIELD(right_x,right_y) &&
1118 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1119 Feld[right_x][right_y] == EL_DIAMANT))
1120 can_turn_right = TRUE;
1122 if (can_turn_left && can_turn_right)
1123 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1124 else if (can_turn_left)
1125 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1126 else if (can_turn_right)
1127 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1129 MovDir[x][y] = back_dir;
1131 MovDelay[x][y] = 8+8*RND(3);
1133 else if (element==EL_MAMPFER2)
1135 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1137 if (IN_LEV_FIELD(left_x,left_y) &&
1138 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1139 IS_MAMPF2(Feld[left_x][left_y])))
1140 can_turn_left = TRUE;
1141 if (IN_LEV_FIELD(right_x,right_y) &&
1142 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1143 IS_MAMPF2(Feld[right_x][right_y])))
1144 can_turn_right = TRUE;
1146 if (can_turn_left && can_turn_right)
1147 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1148 else if (can_turn_left)
1149 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1150 else if (can_turn_right)
1151 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1153 MovDir[x][y] = back_dir;
1155 MovDelay[x][y] = 8+8*RND(3);
1157 else if (element==EL_PACMAN)
1159 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1161 if (IN_LEV_FIELD(left_x,left_y) &&
1162 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1163 IS_AMOEBOID(Feld[left_x][left_y])))
1164 can_turn_left = TRUE;
1165 if (IN_LEV_FIELD(right_x,right_y) &&
1166 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1167 IS_AMOEBOID(Feld[right_x][right_y])))
1168 can_turn_right = TRUE;
1170 if (can_turn_left && can_turn_right)
1171 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1172 else if (can_turn_left)
1173 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1174 else if (can_turn_right)
1175 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1177 MovDir[x][y] = back_dir;
1179 MovDelay[x][y] = 3+RND(20);
1181 else if (element==EL_SCHWEIN)
1183 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1184 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1185 BOOL should_move_on = FALSE;
1187 int rnd = RND(rnd_value);
1189 if (IN_LEV_FIELD(left_x,left_y) &&
1190 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1191 can_turn_left = TRUE;
1192 if (IN_LEV_FIELD(right_x,right_y) &&
1193 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1194 can_turn_right = TRUE;
1195 if (IN_LEV_FIELD(move_x,move_y) &&
1196 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1199 if (can_turn_left &&
1201 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1202 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1203 should_turn_left = TRUE;
1204 if (can_turn_right &&
1206 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1207 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1208 should_turn_right = TRUE;
1210 (!can_turn_left || !can_turn_right ||
1211 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1212 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1213 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1214 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1215 should_move_on = TRUE;
1217 if (should_turn_left || should_turn_right || should_move_on)
1219 if (should_turn_left && should_turn_right && should_move_on)
1220 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1221 rnd < 2*rnd_value/3 ? right_dir :
1223 else if (should_turn_left && should_turn_right)
1224 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1225 else if (should_turn_left && should_move_on)
1226 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1227 else if (should_turn_right && should_move_on)
1228 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1229 else if (should_turn_left)
1230 MovDir[x][y] = left_dir;
1231 else if (should_turn_right)
1232 MovDir[x][y] = right_dir;
1233 else if (should_move_on)
1234 MovDir[x][y] = old_move_dir;
1236 else if (can_move_on && rnd > rnd_value/8)
1237 MovDir[x][y] = old_move_dir;
1238 else if (can_turn_left && can_turn_right)
1239 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1240 else if (can_turn_left && rnd > rnd_value/8)
1241 MovDir[x][y] = left_dir;
1242 else if (can_turn_right && rnd > rnd_value/8)
1243 MovDir[x][y] = right_dir;
1245 MovDir[x][y] = back_dir;
1247 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1248 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1249 MovDir[x][y] = old_move_dir;
1253 else if (element==EL_DRACHE)
1255 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1257 int rnd = RND(rnd_value);
1259 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1260 can_turn_left = TRUE;
1261 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1262 can_turn_right = TRUE;
1263 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1266 if (can_move_on && rnd > rnd_value/8)
1267 MovDir[x][y] = old_move_dir;
1268 else if (can_turn_left && can_turn_right)
1269 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1270 else if (can_turn_left && rnd > rnd_value/8)
1271 MovDir[x][y] = left_dir;
1272 else if (can_turn_right && rnd > rnd_value/8)
1273 MovDir[x][y] = right_dir;
1275 MovDir[x][y] = back_dir;
1277 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1278 MovDir[x][y] = old_move_dir;
1282 else if (element==EL_ROBOT || element==EL_SONDE ||
1283 element==EL_MAULWURF || element==EL_PINGUIN)
1285 int attr_x = JX, attr_y = JY;
1294 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1300 if (element==EL_MAULWURF || element==EL_PINGUIN)
1303 static int xy[4][2] =
1313 int ex = x+xy[i%4][0];
1314 int ey = y+xy[i%4][1];
1316 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1325 MovDir[x][y] = MV_NO_MOVING;
1327 MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
1329 MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
1331 MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
1333 MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
1335 if (element==EL_ROBOT)
1337 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1338 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1339 Moving2Blocked(x,y,&newx,&newy);
1341 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1342 MovDelay[x][y] = 4+4*!RND(3);
1350 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1352 BOOL first_horiz = RND(2);
1353 int new_move_dir = MovDir[x][y];
1356 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1357 Moving2Blocked(x,y,&newx,&newy);
1359 if (IN_LEV_FIELD(newx,newy) &&
1360 (IS_FREE(newx,newy) ||
1361 Feld[newx][newy] == EL_SALZSAEURE ||
1362 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1363 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1364 IS_MAMPF3(Feld[newx][newy])))))
1368 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1369 Moving2Blocked(x,y,&newx,&newy);
1371 if (IN_LEV_FIELD(newx,newy) &&
1372 (IS_FREE(newx,newy) ||
1373 Feld[newx][newy] == EL_SALZSAEURE ||
1374 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1375 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1376 IS_MAMPF3(Feld[newx][newy])))))
1379 MovDir[x][y] = old_move_dir;
1386 void StartMoving(int x, int y)
1388 int element = Feld[x][y];
1393 if (CAN_FALL(element) && y<lev_fieldy-1)
1395 if (PlayerPushing && PlayerMovPos)
1397 int nextJX = JX + (JX - lastJX);
1398 int nextJY = JY + (JY - lastJY);
1400 if (x == nextJX && y == nextJY)
1404 if (element==EL_MORAST_VOLL)
1408 InitMovingField(x,y,MV_DOWN);
1409 Feld[x][y] = EL_FELSBROCKEN;
1410 Store[x][y] = EL_MORAST_LEER;
1412 else if (Feld[x][y+1]==EL_MORAST_LEER)
1414 if (!MovDelay[x][y])
1415 MovDelay[x][y] = 16;
1424 Feld[x][y] = EL_MORAST_LEER;
1425 Feld[x][y+1] = EL_MORAST_VOLL;
1428 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1430 InitMovingField(x,y,MV_DOWN);
1431 Store[x][y] = EL_MORAST_VOLL;
1433 else if (element==EL_SIEB_VOLL)
1437 InitMovingField(x,y,MV_DOWN);
1438 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1439 Store[x][y] = EL_SIEB_LEER;
1441 else if (Feld[x][y+1]==EL_SIEB_LEER)
1443 if (!MovDelay[x][y])
1453 Feld[x][y] = EL_SIEB_LEER;
1454 Feld[x][y+1] = EL_SIEB_VOLL;
1455 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1459 else if (element==EL_SIEB2_VOLL)
1463 InitMovingField(x,y,MV_DOWN);
1464 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1465 Store[x][y] = EL_SIEB2_LEER;
1467 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1469 if (!MovDelay[x][y])
1479 Feld[x][y] = EL_SIEB2_LEER;
1480 Feld[x][y+1] = EL_SIEB2_VOLL;
1481 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1485 else if (SiebAktiv && CAN_CHANGE(element) &&
1486 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1488 InitMovingField(x,y,MV_DOWN);
1490 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1491 Store2[x][y+1] = element;
1493 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1496 InitMovingField(x,y,MV_DOWN);
1497 Store[x][y] = EL_SALZSAEURE;
1499 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1503 else if (IS_FREE(x,y+1))
1505 InitMovingField(x,y,MV_DOWN);
1507 else if (element==EL_TROPFEN)
1509 Feld[x][y] = EL_AMOEBING;
1510 Store[x][y] = EL_AMOEBE_NASS;
1512 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1514 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1515 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1516 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1517 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1521 if (left && right && game_emulation != EMU_BOULDERDASH)
1522 left = !(right = RND(2));
1524 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1528 else if (CAN_MOVE(element))
1532 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1534 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1535 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1538 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1541 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1542 DrawLevelField(x,y);
1546 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1550 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1552 int phase = MovDelay[x][y] % 8;
1557 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1558 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1560 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1561 && MovDelay[x][y]%4==3)
1562 PlaySoundLevel(x,y,SND_NJAM);
1564 else if (element==EL_DRACHE)
1567 int dir = MovDir[x][y];
1568 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1569 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1570 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1571 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1572 dir == MV_UP ? GFX_FLAMMEN_UP :
1573 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1574 int phase = FrameCounter % 2;
1578 int xx = x + i*dx, yy = y + i*dy;
1579 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1581 if (!IN_LEV_FIELD(xx,yy) ||
1582 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1587 int flamed = MovingOrBlocked2Element(xx,yy);
1589 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1592 RemoveMovingField(xx,yy);
1594 Feld[xx][yy] = EL_BURNING;
1595 if (IN_SCR_FIELD(sx,sy))
1596 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1600 if (Feld[xx][yy] == EL_BURNING)
1601 Feld[xx][yy] = EL_LEERRAUM;
1602 DrawLevelField(xx,yy);
1611 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1613 PlaySoundLevel(x,y,SND_KLAPPER);
1615 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1617 PlaySoundLevel(x,y,SND_ROEHR);
1620 /* neuer Schritt / Wartezustand beendet */
1622 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1624 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1626 /* Spieler erwischt */
1631 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1632 element==EL_ROBOT || element==EL_SONDE) &&
1633 IN_LEV_FIELD(newx,newy) &&
1634 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1637 Store[x][y] = EL_SALZSAEURE;
1639 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1640 IN_LEV_FIELD(newx,newy))
1642 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1644 Feld[x][y] = EL_LEERRAUM;
1645 DrawLevelField(x,y);
1647 PlaySoundLevel(newx,newy,SND_BUING);
1648 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1649 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1652 if (!Friends && PlayerGone && !GameOver)
1653 LevelSolved = GameOver = TRUE;
1657 else if (IS_MAMPF3(Feld[newx][newy]))
1659 if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
1660 DrawLevelField(newx,newy);
1662 MovDir[x][y] = MV_NO_MOVING;
1664 else if (!IS_FREE(newx,newy))
1669 DrawLevelField(x,y);
1673 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1675 if (IS_GEM(Feld[newx][newy]))
1677 if (IS_MOVING(newx,newy))
1678 RemoveMovingField(newx,newy);
1681 Feld[newx][newy] = EL_LEERRAUM;
1682 DrawLevelField(newx,newy);
1685 else if (!IS_FREE(newx,newy))
1690 DrawLevelField(x,y);
1694 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1696 if (!IS_FREE(newx,newy))
1701 DrawLevelField(x,y);
1706 BOOL wanna_flame = !RND(10);
1707 int dx = newx - x, dy = newy - y;
1708 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1709 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1710 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1711 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1712 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1713 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1715 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1716 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1717 element1 != EL_BURNING && element2 != EL_BURNING)
1722 DrawLevelField(x,y);
1724 MovDelay[x][y] = 25;
1725 Feld[newx][newy] = EL_BURNING;
1726 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1727 Feld[newx1][newy1] = EL_BURNING;
1728 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1729 Feld[newx2][newy2] = EL_BURNING;
1734 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1735 Feld[newx][newy]==EL_DIAMANT)
1737 if (IS_MOVING(newx,newy))
1738 RemoveMovingField(newx,newy);
1741 Feld[newx][newy] = EL_LEERRAUM;
1742 DrawLevelField(newx,newy);
1745 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1746 IS_MAMPF2(Feld[newx][newy]))
1748 if (AmoebaNr[newx][newy])
1750 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1751 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1752 AmoebaCnt[AmoebaNr[newx][newy]]--;
1755 if (IS_MOVING(newx,newy))
1756 RemoveMovingField(newx,newy);
1759 Feld[newx][newy] = EL_LEERRAUM;
1760 DrawLevelField(newx,newy);
1763 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1764 IS_AMOEBOID(Feld[newx][newy]))
1766 if (AmoebaNr[newx][newy])
1768 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1769 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1770 AmoebaCnt[AmoebaNr[newx][newy]]--;
1773 Feld[newx][newy] = EL_LEERRAUM;
1774 DrawLevelField(newx,newy);
1776 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1777 { /* gegen Wand gelaufen */
1780 if (element == EL_KAEFER || element == EL_FLIEGER)
1781 DrawLevelField(x,y);
1782 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1783 DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL);
1784 else if (element==EL_SONDE)
1785 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL);
1790 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1791 PlaySoundLevel(x,y,SND_SCHLURF);
1793 InitMovingField(x,y,MovDir[x][y]);
1797 ContinueMoving(x,y);
1800 void ContinueMoving(int x, int y)
1802 int element = Feld[x][y];
1803 int direction = MovDir[x][y];
1804 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1805 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1806 int horiz_move = (dx!=0);
1807 int newx = x + dx, newy = y + dy;
1808 int step = (horiz_move ? dx : dy)*TILEX/4;
1810 if (CAN_FALL(element) && horiz_move)
1812 else if (element==EL_TROPFEN)
1814 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1817 MovPos[x][y] += step;
1819 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1821 Feld[x][y] = EL_LEERRAUM;
1822 Feld[newx][newy] = element;
1824 if (Store[x][y]==EL_MORAST_VOLL)
1827 Feld[newx][newy] = EL_MORAST_VOLL;
1828 element = EL_MORAST_VOLL;
1830 else if (Store[x][y]==EL_MORAST_LEER)
1833 Feld[x][y] = EL_MORAST_LEER;
1835 else if (Store[x][y]==EL_SIEB_VOLL)
1838 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1840 else if (Store[x][y]==EL_SIEB_LEER)
1842 Store[x][y] = Store2[x][y] = 0;
1843 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1845 else if (Store[x][y]==EL_SIEB2_VOLL)
1848 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1850 else if (Store[x][y]==EL_SIEB2_LEER)
1852 Store[x][y] = Store2[x][y] = 0;
1853 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1855 else if (Store[x][y]==EL_SALZSAEURE)
1858 Feld[newx][newy] = EL_SALZSAEURE;
1859 element = EL_SALZSAEURE;
1861 else if (Store[x][y]==EL_AMOEBE_NASS)
1864 Feld[x][y] = EL_AMOEBE_NASS;
1867 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1868 MovDelay[newx][newy] = 0;
1870 if (!CAN_MOVE(element))
1871 MovDir[newx][newy] = 0;
1873 DrawLevelField(x,y);
1874 DrawLevelField(newx,newy);
1876 Stop[newx][newy] = TRUE;
1877 JustHit[x][newy] = 3;
1879 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
1881 TestIfBadThingHitsHero();
1882 TestIfBadThingHitsFriend(newx,newy);
1883 TestIfBadThingHitsOtherBadThing(newx,newy);
1885 else if (element == EL_PINGUIN)
1886 TestIfFriendHitsBadThing(newx,newy);
1888 if (CAN_SMASH(element) && direction==MV_DOWN &&
1889 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
1892 else /* noch in Bewegung */
1893 DrawLevelField(x,y);
1896 int AmoebeNachbarNr(int ax, int ay)
1899 int element = Feld[ax][ay];
1901 static int xy[4][2] =
1911 int x = ax+xy[i%4][0];
1912 int y = ay+xy[i%4][1];
1914 if (!IN_LEV_FIELD(x,y))
1917 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
1918 group_nr = AmoebaNr[x][y];
1924 void AmoebenVereinigen(int ax, int ay)
1927 int new_group_nr = AmoebaNr[ax][ay];
1928 static int xy[4][2] =
1944 if (!IN_LEV_FIELD(x,y))
1947 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
1948 Feld[x][y]==EL_AMOEBE_BD ||
1949 Feld[x][y]==EL_AMOEBE_TOT) &&
1950 AmoebaNr[x][y] != new_group_nr)
1952 int old_group_nr = AmoebaNr[x][y];
1954 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
1955 AmoebaCnt[old_group_nr] = 0;
1956 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
1957 AmoebaCnt2[old_group_nr] = 0;
1959 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
1960 if (AmoebaNr[xx][yy]==old_group_nr)
1961 AmoebaNr[xx][yy] = new_group_nr;
1966 void AmoebeUmwandeln(int ax, int ay)
1969 int group_nr = AmoebaNr[ax][ay];
1970 static int xy[4][2] =
1978 if (Feld[ax][ay]==EL_AMOEBE_TOT)
1980 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
1982 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
1985 Feld[x][y] = EL_AMOEBA2DIAM;
1997 if (!IN_LEV_FIELD(x,y))
2000 if (Feld[x][y]==EL_AMOEBA2DIAM)
2006 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2009 int group_nr = AmoebaNr[ax][ay];
2012 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2014 if (AmoebaNr[x][y]==group_nr &&
2015 (Feld[x][y]==EL_AMOEBE_TOT ||
2016 Feld[x][y]==EL_AMOEBE_BD ||
2017 Feld[x][y]==EL_AMOEBING))
2020 Feld[x][y] = new_element;
2021 DrawLevelField(x,y);
2027 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2030 void AmoebeWaechst(int x, int y)
2032 static long sound_delay = 0;
2033 static int sound_delay_value = 0;
2035 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2039 if (DelayReached(&sound_delay,sound_delay_value))
2041 PlaySoundLevel(x,y,SND_AMOEBE);
2042 sound_delay_value = 30;
2046 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2049 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2050 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
2052 if (!MovDelay[x][y])
2054 Feld[x][y] = Store[x][y];
2056 DrawLevelField(x,y);
2061 void AmoebeAbleger(int ax, int ay)
2064 int element = Feld[ax][ay];
2065 int newax = ax, neway = ay;
2066 static int xy[4][2] =
2074 if (!level.tempo_amoebe)
2076 Feld[ax][ay] = EL_AMOEBE_TOT;
2077 DrawLevelField(ax,ay);
2081 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2082 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2084 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2087 if (MovDelay[ax][ay])
2091 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2094 int x = ax+xy[start][0];
2095 int y = ay+xy[start][1];
2097 if (!IN_LEV_FIELD(x,y))
2101 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2107 if (newax==ax && neway==ay)
2110 else /* normale oder "gefüllte" Amöbe */
2113 BOOL waiting_for_player = FALSE;
2117 int j = (start+i)%4;
2118 int x = ax+xy[j][0];
2119 int y = ay+xy[j][1];
2121 if (!IN_LEV_FIELD(x,y))
2125 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2131 else if (IS_PLAYER(x,y))
2132 waiting_for_player = TRUE;
2135 if (newax==ax && neway==ay)
2137 if (i==4 && !waiting_for_player)
2139 Feld[ax][ay] = EL_AMOEBE_TOT;
2140 DrawLevelField(ax,ay);
2141 AmoebaCnt[AmoebaNr[ax][ay]]--;
2143 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2145 if (element==EL_AMOEBE_VOLL)
2146 AmoebeUmwandeln(ax,ay);
2147 else if (element==EL_AMOEBE_BD)
2148 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2153 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2155 int new_group_nr = AmoebaNr[ax][ay];
2157 AmoebaNr[newax][neway] = new_group_nr;
2158 AmoebaCnt[new_group_nr]++;
2159 AmoebaCnt2[new_group_nr]++;
2160 AmoebenVereinigen(newax,neway);
2162 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2164 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2170 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2171 (neway==lev_fieldy-1 && newax!=ax))
2173 Feld[newax][neway] = EL_AMOEBING;
2174 Store[newax][neway] = element;
2177 Feld[newax][neway] = EL_TROPFEN;
2180 InitMovingField(ax,ay,MV_DOWN);
2181 Feld[ax][ay] = EL_TROPFEN;
2182 Store[ax][ay] = EL_AMOEBE_NASS;
2183 ContinueMoving(ax,ay);
2187 DrawLevelField(newax,neway);
2190 void Life(int ax, int ay)
2193 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2195 int element = Feld[ax][ay];
2200 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2201 MovDelay[ax][ay] = life_time;
2203 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2206 if (MovDelay[ax][ay])
2210 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2212 int xx = ax+x1, yy = ay+y1;
2215 if (!IN_LEV_FIELD(xx,yy))
2218 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2220 int x = xx+x2, y = yy+y2;
2222 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2225 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2227 (IS_FREE(x,y) && Stop[x][y]))
2231 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2233 if (nachbarn<life[0] || nachbarn>life[1])
2235 Feld[xx][yy] = EL_LEERRAUM;
2237 DrawLevelField(xx,yy);
2238 Stop[xx][yy] = TRUE;
2241 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2242 { /* Randfeld ohne Amoebe */
2243 if (nachbarn>=life[2] && nachbarn<=life[3])
2245 Feld[xx][yy] = element;
2246 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2248 DrawLevelField(xx,yy);
2249 Stop[xx][yy] = TRUE;
2255 void Ablenk(int x, int y)
2257 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2258 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2260 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2265 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2266 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2267 if (!(MovDelay[x][y]%4))
2268 PlaySoundLevel(x,y,SND_MIEP);
2273 Feld[x][y] = EL_ABLENK_AUS;
2274 DrawLevelField(x,y);
2279 void Birne(int x, int y)
2281 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2282 MovDelay[x][y] = 400;
2284 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2289 if (!(MovDelay[x][y]%5))
2291 if (!(MovDelay[x][y]%10))
2292 Feld[x][y]=EL_ABLENK_EIN;
2294 Feld[x][y]=EL_ABLENK_AUS;
2295 DrawLevelField(x,y);
2296 Feld[x][y]=EL_ABLENK_EIN;
2302 Feld[x][y]=EL_ABLENK_AUS;
2303 DrawLevelField(x,y);
2308 void Blubber(int x, int y)
2310 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
2313 void NussKnacken(int x, int y)
2315 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2318 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2321 if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2322 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
2324 if (!MovDelay[x][y])
2326 Feld[x][y] = EL_EDELSTEIN;
2327 DrawLevelField(x,y);
2332 void SiebAktivieren(int x, int y, int typ)
2334 if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2335 DrawGraphic(SCROLLX(x),SCROLLY(y),
2336 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
2339 void AusgangstuerPruefen(int x, int y)
2341 if (!Gems && !SokobanFields && !Lights)
2343 Feld[x][y] = EL_AUSGANG_ACT;
2344 PlaySoundLevel(x,y,SND_OEFFNEN);
2348 void AusgangstuerOeffnen(int x, int y)
2352 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2353 MovDelay[x][y] = 5*speed;
2355 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2360 tuer = MovDelay[x][y]/speed;
2361 if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2362 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2364 if (!MovDelay[x][y])
2366 Feld[x][y] = EL_AUSGANG_AUF;
2367 DrawLevelField(x,y);
2372 void AusgangstuerBlinken(int x, int y)
2374 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
2377 void EdelsteinFunkeln(int x, int y)
2379 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2382 if (Feld[x][y] == EL_EDELSTEIN_BD)
2384 const int delay = 2;
2385 const int frames = 4;
2386 int phase = (FrameCounter % (delay*frames)) / delay;
2388 if (!(FrameCounter % delay))
2389 DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
2393 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2394 MovDelay[x][y] = 6*!SimpleRND(500);
2396 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2400 if (direct_draw_on && MovDelay[x][y])
2401 SetDrawtoField(DRAW_BUFFERED);
2403 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2407 int src_x,src_y, dest_x,dest_y;
2408 int phase = MovDelay[x][y]-1;
2410 src_x = SX+GFX_PER_LINE*TILEX;
2411 src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
2412 dest_x = FX+SCROLLX(x)*TILEX;
2413 dest_y = FY+SCROLLY(y)*TILEY;
2415 XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
2416 XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
2417 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
2421 XCopyArea(display,drawto_field,window,gc,
2422 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2423 SetDrawtoField(DRAW_DIRECT);
2430 void MauerWaechst(int x, int y)
2434 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2435 MovDelay[x][y] = 3*speed;
2437 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2442 phase = 2-MovDelay[x][y]/speed;
2443 if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2444 DrawGraphic(SCROLLX(x),SCROLLY(y),
2445 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2447 if (!MovDelay[x][y])
2449 if (Store[x][y]==MV_LEFT)
2451 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2452 DrawLevelField(x-1,y);
2456 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2457 DrawLevelField(x+1,y);
2460 Feld[x][y] = EL_MAUER_LEBT;
2462 DrawLevelField(x,y);
2467 void MauerAbleger(int ax, int ay)
2469 BOOL links_frei = FALSE, rechts_frei = FALSE;
2470 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2472 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2473 MovDelay[ax][ay] = 3;
2475 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2478 if (MovDelay[ax][ay])
2482 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2484 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2489 Feld[ax-1][ay] = EL_MAUERND;
2490 Store[ax-1][ay] = MV_LEFT;
2491 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2492 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2496 Feld[ax+1][ay] = EL_MAUERND;
2497 Store[ax+1][ay] = MV_RIGHT;
2498 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2499 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2502 if (links_frei || rechts_frei)
2503 DrawLevelField(ax,ay);
2505 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2506 links_massiv = TRUE;
2507 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2508 rechts_massiv = TRUE;
2510 if (links_massiv && rechts_massiv)
2511 Feld[ax][ay] = EL_MAUERWERK;
2514 void CheckForDragon(int x, int y)
2517 BOOL dragon_found = FALSE;
2518 static int xy[4][2] =
2530 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2532 if (IN_LEV_FIELD(xx,yy) &&
2533 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2535 if (Feld[xx][yy] == EL_DRACHE)
2536 dragon_found = TRUE;
2549 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2551 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2553 Feld[xx][yy] = EL_LEERRAUM;
2554 DrawLevelField(xx,yy);
2565 static long action_delay=0;
2566 long action_delay_value;
2568 if (game_status != PLAYING)
2572 action_delay_value =
2573 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2576 action_delay_value =
2577 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed);
2580 if (DelayReached(&action_delay, action_delay_value))
2593 if (!DelayReached(&action_delay, action_delay_value))
2598 int sieb_x = 0, sieb_y = 0;
2600 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2602 else if (tape.recording)
2608 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2611 if (JustHit[x][y]>0)
2615 if (IS_BLOCKED(x,y))
2619 Blocked2Moving(x,y,&oldx,&oldy);
2620 if (!IS_MOVING(oldx,oldy))
2622 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2623 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2624 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2625 printf("GameActions(): This should never happen!\n");
2632 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2634 element = Feld[x][y];
2636 if (IS_INACTIVE(element))
2639 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2643 if (IS_GEM(element))
2644 EdelsteinFunkeln(x,y);
2646 else if (IS_MOVING(x,y))
2647 ContinueMoving(x,y);
2648 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2650 else if (element==EL_EXPLODING)
2651 Explode(x,y,Frame[x][y],EX_NORMAL);
2652 else if (element==EL_AMOEBING)
2654 else if (IS_AMOEBALIVE(element))
2656 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2658 else if (element==EL_ABLENK_EIN)
2660 else if (element==EL_SALZSAEURE)
2662 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2664 else if (element==EL_CRACKINGNUT)
2666 else if (element==EL_AUSGANG_ZU)
2667 AusgangstuerPruefen(x,y);
2668 else if (element==EL_AUSGANG_ACT)
2669 AusgangstuerOeffnen(x,y);
2670 else if (element==EL_AUSGANG_AUF)
2671 AusgangstuerBlinken(x,y);
2672 else if (element==EL_MAUERND)
2674 else if (element==EL_MAUER_LEBT)
2676 else if (element==EL_BURNING)
2677 CheckForDragon(x,y);
2683 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2684 Store[x][y]==EL_SIEB_LEER)
2686 SiebAktivieren(x, y, 1);
2689 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2690 Store[x][y]==EL_SIEB2_LEER)
2692 SiebAktivieren(x, y, 2);
2696 if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
2707 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2711 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2713 element = Feld[x][y];
2714 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2716 Feld[x][y] = EL_SIEB_TOT;
2717 DrawLevelField(x,y);
2719 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2721 Feld[x][y] = EL_SIEB2_TOT;
2722 DrawLevelField(x,y);
2737 if (TimeLeft>0 && TimeFrames>=25 && !tape.pausing)
2742 if (tape.recording || tape.playing)
2743 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2746 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2748 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2771 void ScrollLevel(int dx, int dy)
2774 int softscroll_offset = (FX == TILEX ? TILEX : 0);
2777 if (soft_scrolling_on)
2779 ScreenMovPos = PlayerMovPos;
2780 redraw_mask |= REDRAW_FIELD;
2785 ScreenMovPos = PlayerMovPos;
2786 if (soft_scrolling_on)
2788 redraw_mask |= REDRAW_FIELD;
2792 XCopyArea(display,drawto_field,drawto_field,gc,
2793 FX + TILEX*(dx==-1) - softscroll_offset,
2794 FY + TILEY*(dy==-1) - softscroll_offset,
2795 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2796 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2797 FX + TILEX*(dx==1) - softscroll_offset,
2798 FY + TILEY*(dy==1) - softscroll_offset);
2802 x = (dx==1 ? BX1 : BX2);
2803 for(y=BY1; y<=BY2; y++)
2804 DrawScreenField(x,y);
2808 y = (dy==1 ? BY1 : BY2);
2809 for(x=BX1; x<=BX2; x++)
2810 DrawScreenField(x,y);
2813 redraw_mask |= REDRAW_FIELD;
2816 BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
2818 int oldJX,oldJY, newJX = JX+dx,newJY = JY+dy;
2823 int old_move_dir = PlayerMovDir;
2826 if (PlayerGone || (!dx && !dy))
2827 return(MF_NO_ACTION);
2829 PlayerMovDir = (dx < 0 ? MV_LEFT :
2832 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2834 if (old_move_dir != PlayerMovDir)
2837 PlayerFrame = (PlayerFrame + 1) % 4;
2840 if (!IN_LEV_FIELD(newJX,newJY))
2841 return(MF_NO_ACTION);
2843 element = MovingOrBlocked2Element(newJX,newJY);
2845 if (DONT_GO_TO(element))
2847 if (element==EL_SALZSAEURE && dx==0 && dy==1)
2850 Feld[JX][JY] = EL_SPIELFIGUR;
2851 InitMovingField(JX,JY,MV_DOWN);
2852 Store[JX][JY] = EL_SALZSAEURE;
2853 ContinueMoving(JX,JY);
2862 can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
2863 if (can_move != MF_MOVING)
2875 PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 3*TILEX/4;
2879 if (Store[oldJX][oldJY])
2881 DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
2882 DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
2883 el2gfx(Feld[oldJX][oldJY]));
2885 else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
2886 DrawDynamite(oldJX,oldJY);
2888 DrawLevelField(oldJX,oldJY);
2893 BOOL MoveFigure(int dx, int dy)
2895 static long move_delay = 0;
2896 static int last_move_dir = MV_NO_MOVING;
2897 int moved = MF_NO_ACTION;
2898 int oldJX = JX, oldJY = JY;
2900 if (PlayerGone || (!dx && !dy))
2904 if (!DelayReached(&move_delay,8) && !tape.playing)
2909 if (!DelayReached(&move_delay,10) && !tape.playing)
2914 if (!FrameReached(&move_delay,2) && !tape.playing)
2918 if (Movemethod == 0)
2920 if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing)
2925 if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing)
2930 if (last_move_dir & (MV_LEFT | MV_RIGHT))
2932 if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
2933 moved |= MoveFigureOneStep(dx,0, dx,dy);
2937 if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
2938 moved |= MoveFigureOneStep(0,dy, dx,dy);
2941 last_move_dir = MV_NO_MOVING;
2945 if (moved |= MoveFigureOneStep(dx,0, dx,dy))
2946 moved |= MoveFigureOneStep(0,dy, dx,dy);
2949 moved |= MoveFigureOneStep(0,dy, dx,dy);
2950 moved |= MoveFigureOneStep(dx,0, dx,dy);
2954 if (moved & MF_MOVING)
2956 int old_scroll_x=scroll_x, old_scroll_y=scroll_y;
2957 int offset = (scroll_delay_on ? 3 : 0);
2959 if ((scroll_x < JX-MIDPOSX-offset || scroll_x > JX-MIDPOSX+offset) &&
2960 JX>=MIDPOSX-1-offset && JX<=lev_fieldx-(MIDPOSX-offset))
2961 scroll_x = JX-MIDPOSX + (scroll_x < JX-MIDPOSX ? -offset : offset);
2962 if ((scroll_y < JY-MIDPOSY-offset || scroll_y > JY-MIDPOSY+offset) &&
2963 JY>=MIDPOSY-1-offset && JY<=lev_fieldy-(MIDPOSY-offset))
2964 scroll_y = JY-MIDPOSY + (scroll_y < JY-MIDPOSY ? -offset : offset);
2966 if (scroll_x!=old_scroll_x || scroll_y!=old_scroll_y)
2967 ScrollLevel(old_scroll_x-scroll_x,old_scroll_y-scroll_y);
2970 if (!(moved & MF_MOVING) && !PlayerPushing)
2973 PlayerFrame = (PlayerFrame + 1) % 4;
2975 if (moved & MF_MOVING)
2977 if (oldJX != JX && oldJY == JY)
2978 PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
2979 else if (oldJX == JX && oldJY != JY)
2980 PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
2982 DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
2984 last_move_dir = PlayerMovDir;
2987 TestIfHeroHitsBadThing();
2999 void ScrollFigure(int init)
3001 static long actual_frame_counter;
3002 static int oldJX = -1, oldJY = -1;
3007 if (PlayerMovPos && oldJX != -1 && oldJY != -1)
3009 if (Feld[lastJX][lastJY] == EL_LEERRAUM)
3010 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
3011 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3016 if (oldJX != -1 && oldJY != -1)
3019 if (Feld[lastJX][lastJY] == EL_LEERRAUM)
3020 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
3022 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3024 DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
3029 if (Feld[lastJX][lastJY] == EL_LEERRAUM)
3030 Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
3031 DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
3036 actual_frame_counter = FrameCounter;
3039 redraw[redraw_x1 + oldJX][redraw_y1 + oldJY] = 1;
3044 DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
3050 int nextJX = JX + (JX - lastJX);
3051 int nextJY = JY + (JY - lastJY);
3053 if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
3054 DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
3056 DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
3064 else if (!FrameReached(&actual_frame_counter,1))
3067 PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/4;
3071 ScreenMovPos = PlayerMovPos;
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]);