1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
283 case EL_DYNAMITE_ACTIVE:
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
309 case EL_EM_KEY_1_FILE:
310 Feld[x][y] = EL_EM_KEY_1;
312 case EL_EM_KEY_2_FILE:
313 Feld[x][y] = EL_EM_KEY_2;
315 case EL_EM_KEY_3_FILE:
316 Feld[x][y] = EL_EM_KEY_3;
318 case EL_EM_KEY_4_FILE:
319 Feld[x][y] = EL_EM_KEY_4;
330 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
331 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
332 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
334 /* don't play tapes over network */
335 network_playing = (options.network && !tape.playing);
337 for (i=0; i<MAX_PLAYERS; i++)
339 struct PlayerInfo *player = &stored_player[i];
341 player->index_nr = i;
342 player->element_nr = EL_SPIELER1 + i;
344 player->present = FALSE;
345 player->active = FALSE;
348 player->effective_action = 0;
349 player->programmed_action = 0;
352 player->gems_still_needed = level.gems_needed;
353 player->sokobanfields_still_needed = 0;
354 player->lights_still_needed = 0;
355 player->friends_still_needed = 0;
358 player->key[j] = FALSE;
360 player->dynamite = 0;
361 player->dynabomb_count = 0;
362 player->dynabomb_size = 1;
363 player->dynabombs_left = 0;
364 player->dynabomb_xl = FALSE;
366 player->MovDir = MV_NO_MOVING;
368 player->Pushing = FALSE;
372 player->actual_frame_counter = 0;
374 player->frame_reset_delay = 0;
376 player->push_delay = 0;
377 player->push_delay_value = 5;
379 player->move_delay = 0;
380 player->last_move_dir = MV_NO_MOVING;
382 player->move_delay_value =
383 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
385 player->snapped = FALSE;
387 player->last_jx = player->last_jy = 0;
388 player->jx = player->jy = 0;
390 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
391 SnapField(player, 0, 0);
393 player->LevelSolved = FALSE;
394 player->GameOver = FALSE;
397 network_player_action_received = FALSE;
400 /* initial null action */
402 SendToServer_MovePlayer(MV_NO_MOVING);
407 game.yam_content_nr = 0;
411 TimeLeft = level.time;
413 ScreenMovDir = MV_NO_MOVING;
417 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
419 AllPlayersGone = FALSE;
420 game.magic_wall_active = FALSE;
421 game.magic_wall_time_left = 0;
423 for (i=0; i<MAX_NUM_AMOEBA; i++)
424 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
426 for (x=0; x<lev_fieldx; x++)
428 for (y=0; y<lev_fieldy; y++)
430 Feld[x][y] = Ur[x][y];
431 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
432 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
440 for(y=0; y<lev_fieldy; y++)
442 for(x=0; x<lev_fieldx; x++)
444 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
446 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
448 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
451 InitField(x, y, TRUE);
455 /* check if any connected player was not found in playfield */
456 for (i=0; i<MAX_PLAYERS; i++)
458 struct PlayerInfo *player = &stored_player[i];
460 if (player->connected && !player->present)
462 for (j=0; j<MAX_PLAYERS; j++)
464 struct PlayerInfo *some_player = &stored_player[j];
465 int jx = some_player->jx, jy = some_player->jy;
467 /* assign first free player found that is present in the playfield */
468 if (some_player->present && !some_player->connected)
470 player->present = TRUE;
471 player->active = TRUE;
472 some_player->present = FALSE;
474 StorePlayer[jx][jy] = player->element_nr;
475 player->jx = player->last_jx = jx;
476 player->jy = player->last_jy = jy;
486 /* when playing a tape, eliminate all players who do not participate */
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].active && !tape.player_participates[i])
492 struct PlayerInfo *player = &stored_player[i];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
501 else if (!options.network && !setup.team_mode) /* && !tape.playing */
503 /* when in single player mode, eliminate all but the first active player */
505 for (i=0; i<MAX_PLAYERS; i++)
507 if (stored_player[i].active)
509 for (j=i+1; j<MAX_PLAYERS; j++)
511 if (stored_player[j].active)
513 struct PlayerInfo *player = &stored_player[j];
514 int jx = player->jx, jy = player->jy;
516 player->active = FALSE;
517 StorePlayer[jx][jy] = 0;
518 Feld[jx][jy] = EL_LEERRAUM;
525 /* when recording the game, store which players take part in the game */
528 for (i=0; i<MAX_PLAYERS; i++)
529 if (stored_player[i].active)
530 tape.player_participates[i] = TRUE;
535 for (i=0; i<MAX_PLAYERS; i++)
537 struct PlayerInfo *player = &stored_player[i];
539 printf("Player %d: present == %d, connected == %d, active == %d.\n",
544 if (local_player == player)
545 printf("Player %d is local player.\n", i+1);
549 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
550 emulate_sb ? EMU_SOKOBAN :
551 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
553 if (BorderElement == EL_LEERRAUM)
556 SBX_Right = lev_fieldx - SCR_FIELDX;
558 SBY_Lower = lev_fieldy - SCR_FIELDY;
563 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
565 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
568 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
569 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
571 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
572 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
575 scroll_y = SBY_Upper;
576 if (local_player->jx >= SBX_Left + MIDPOSX)
577 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
578 local_player->jx - MIDPOSX :
580 if (local_player->jy >= SBY_Upper + MIDPOSY)
581 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
582 local_player->jy - MIDPOSY :
585 CloseDoor(DOOR_CLOSE_1);
591 if (setup.soft_scrolling)
592 XCopyArea(display, fieldbuffer, backbuffer, gc,
593 FX, FY, SXSIZE, SYSIZE, SX, SY);
595 redraw_mask |= REDRAW_FROM_BACKBUFFER;
597 /* copy default game door content to main double buffer */
598 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
599 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
602 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
603 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
606 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
607 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
608 XCopyArea(display, drawto, drawto, gc,
609 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
610 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
611 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
614 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
615 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
616 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
617 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
618 DrawText(DX + XX_SCORE, DY + YY_SCORE,
619 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
620 DrawText(DX + XX_TIME, DY + YY_TIME,
621 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
624 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
625 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
626 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
630 /* copy actual game door content to door double buffer for OpenDoor() */
631 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
632 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
634 OpenDoor(DOOR_OPEN_ALL);
636 if (setup.sound_music)
637 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
639 XAutoRepeatOff(display);
644 printf("Player %d %sactive.\n",
645 i + 1, (stored_player[i].active ? "" : "not "));
649 void InitMovDir(int x, int y)
651 int i, element = Feld[x][y];
652 static int xy[4][2] =
659 static int direction[2][4] =
661 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
662 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
671 Feld[x][y] = EL_KAEFER;
672 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
679 Feld[x][y] = EL_FLIEGER;
680 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
687 Feld[x][y] = EL_BUTTERFLY;
688 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
695 Feld[x][y] = EL_FIREFLY;
696 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
703 Feld[x][y] = EL_PACMAN;
704 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
708 MovDir[x][y] = MV_UP;
712 MovDir[x][y] = MV_LEFT;
716 MovDir[x][y] = 1 << RND(4);
717 if (element != EL_KAEFER &&
718 element != EL_FLIEGER &&
719 element != EL_BUTTERFLY &&
720 element != EL_FIREFLY)
725 int x1 = x + xy[i][0];
726 int y1 = y + xy[i][1];
728 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
730 if (element == EL_KAEFER || element == EL_BUTTERFLY)
732 MovDir[x][y] = direction[0][i];
735 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
736 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
738 MovDir[x][y] = direction[1][i];
747 void InitAmoebaNr(int x, int y)
750 int group_nr = AmoebeNachbarNr(x, y);
754 for (i=1; i<MAX_NUM_AMOEBA; i++)
756 if (AmoebaCnt[i] == 0)
764 AmoebaNr[x][y] = group_nr;
765 AmoebaCnt[group_nr]++;
766 AmoebaCnt2[group_nr]++;
772 int bumplevel = FALSE;
774 if (local_player->MovPos)
777 local_player->LevelSolved = FALSE;
781 if (setup.sound_loops)
782 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
786 if (!setup.sound_loops)
787 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
788 if (TimeLeft > 0 && !(TimeLeft % 10))
789 RaiseScore(level.score[SC_ZEITBONUS]);
790 if (TimeLeft > 100 && !(TimeLeft % 10))
794 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
799 if (setup.sound_loops)
802 else if (level.time == 0) /* level without time limit */
804 if (setup.sound_loops)
805 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
807 while(TimePlayed < 999)
809 if (!setup.sound_loops)
810 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
811 if (TimePlayed < 999 && !(TimePlayed % 10))
812 RaiseScore(level.score[SC_ZEITBONUS]);
813 if (TimePlayed < 900 && !(TimePlayed % 10))
817 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
822 if (setup.sound_loops)
828 /* Hero disappears */
829 DrawLevelField(ExitX, ExitY);
835 CloseDoor(DOOR_CLOSE_1);
840 SaveTape(tape.level_nr); /* Ask to save tape */
843 if ((hi_pos = NewHiScore()) >= 0)
845 game_status = HALLOFFAME;
846 DrawHallOfFame(hi_pos);
847 if (bumplevel && TAPE_IS_EMPTY(tape))
852 game_status = MAINMENU;
853 if (bumplevel && TAPE_IS_EMPTY(tape))
868 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
869 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
872 for (k=0; k<MAX_SCORE_ENTRIES; k++)
874 if (local_player->score > highscore[k].Score)
876 /* player has made it to the hall of fame */
878 if (k < MAX_SCORE_ENTRIES - 1)
880 int m = MAX_SCORE_ENTRIES - 1;
883 for (l=k; l<MAX_SCORE_ENTRIES; l++)
884 if (!strcmp(setup.player_name, highscore[l].Name))
886 if (m == k) /* player's new highscore overwrites his old one */
892 strcpy(highscore[l].Name, highscore[l - 1].Name);
893 highscore[l].Score = highscore[l - 1].Score;
900 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
901 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
902 highscore[k].Score = local_player->score;
908 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
909 break; /* player already there with a higher score */
920 void InitMovingField(int x, int y, int direction)
922 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
923 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
925 MovDir[x][y] = direction;
926 MovDir[newx][newy] = direction;
927 if (Feld[newx][newy] == EL_LEERRAUM)
928 Feld[newx][newy] = EL_BLOCKED;
931 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
933 int direction = MovDir[x][y];
934 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
935 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
941 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
943 int oldx = x, oldy = y;
944 int direction = MovDir[x][y];
946 if (direction == MV_LEFT)
948 else if (direction == MV_RIGHT)
950 else if (direction == MV_UP)
952 else if (direction == MV_DOWN)
955 *comes_from_x = oldx;
956 *comes_from_y = oldy;
959 int MovingOrBlocked2Element(int x, int y)
961 int element = Feld[x][y];
963 if (element == EL_BLOCKED)
967 Blocked2Moving(x, y, &oldx, &oldy);
968 return Feld[oldx][oldy];
974 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
976 /* like MovingOrBlocked2Element(), but if element is moving
977 and (x,y) is the field the moving element is just leaving,
978 return EL_BLOCKED instead of the element value */
979 int element = Feld[x][y];
983 if (element == EL_BLOCKED)
987 Blocked2Moving(x, y, &oldx, &oldy);
988 return Feld[oldx][oldy];
997 static void RemoveField(int x, int y)
999 Feld[x][y] = EL_LEERRAUM;
1005 void RemoveMovingField(int x, int y)
1007 int oldx = x, oldy = y, newx = x, newy = y;
1009 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1012 if (IS_MOVING(x, y))
1014 Moving2Blocked(x, y, &newx, &newy);
1015 if (Feld[newx][newy] != EL_BLOCKED)
1018 else if (Feld[x][y] == EL_BLOCKED)
1020 Blocked2Moving(x, y, &oldx, &oldy);
1021 if (!IS_MOVING(oldx, oldy))
1025 if (Feld[x][y] == EL_BLOCKED &&
1026 (Store[oldx][oldy] == EL_MORAST_LEER ||
1027 Store[oldx][oldy] == EL_SIEB_LEER ||
1028 Store[oldx][oldy] == EL_SIEB2_LEER ||
1029 Store[oldx][oldy] == EL_AMOEBE_NASS))
1031 Feld[oldx][oldy] = Store[oldx][oldy];
1032 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1035 Feld[oldx][oldy] = EL_LEERRAUM;
1037 Feld[newx][newy] = EL_LEERRAUM;
1038 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1039 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1041 DrawLevelField(oldx, oldy);
1042 DrawLevelField(newx, newy);
1045 void DrawDynamite(int x, int y)
1047 int sx = SCREENX(x), sy = SCREENY(y);
1048 int graphic = el2gfx(Feld[x][y]);
1051 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1055 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1057 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1059 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1064 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1068 if (game.emulation == EMU_SUPAPLEX)
1069 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1070 else if (Store[x][y])
1071 DrawGraphicThruMask(sx, sy, graphic + phase);
1073 DrawGraphic(sx, sy, graphic + phase);
1076 void CheckDynamite(int x, int y)
1078 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1083 if (!(MovDelay[x][y] % 12))
1084 PlaySoundLevel(x, y, SND_ZISCH);
1086 if (IS_ACTIVE_BOMB(Feld[x][y]))
1088 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1090 if (!(MovDelay[x][y] % delay))
1098 StopSound(SND_ZISCH);
1102 void Explode(int ex, int ey, int phase, int mode)
1105 int num_phase = 9, delay = 2;
1106 int last_phase = num_phase * delay;
1107 int half_phase = (num_phase / 2) * delay;
1108 int first_phase_after_start = EX_PHASE_START + 1;
1110 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1112 int center_element = Feld[ex][ey];
1114 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1116 center_element = MovingOrBlocked2Element(ex, ey);
1117 RemoveMovingField(ex, ey);
1120 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1122 int element = Feld[x][y];
1124 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1126 element = MovingOrBlocked2Element(x, y);
1127 RemoveMovingField(x, y);
1130 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1133 if ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1134 (x != ex || y != ey))
1137 if (element == EL_EXPLODING)
1138 element = Store2[x][y];
1140 if (IS_PLAYER(ex, ey))
1142 switch(StorePlayer[ex][ey])
1145 Store[x][y] = EL_EDELSTEIN_ROT;
1148 Store[x][y] = EL_EDELSTEIN;
1151 Store[x][y] = EL_EDELSTEIN_LILA;
1155 Store[x][y] = EL_EDELSTEIN_GELB;
1159 if (game.emulation == EMU_SUPAPLEX)
1160 Store[x][y] = EL_LEERRAUM;
1162 else if (center_element == EL_MAULWURF)
1163 Store[x][y] = EL_EDELSTEIN_ROT;
1164 else if (center_element == EL_PINGUIN)
1165 Store[x][y] = EL_EDELSTEIN_LILA;
1166 else if (center_element == EL_KAEFER)
1167 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1168 else if (center_element == EL_BUTTERFLY)
1169 Store[x][y] = EL_EDELSTEIN_BD;
1170 else if (center_element == EL_SP_ELECTRON)
1171 Store[x][y] = EL_SP_INFOTRON;
1172 else if (center_element == EL_MAMPFER)
1173 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1174 else if (center_element == EL_AMOEBA2DIAM)
1175 Store[x][y] = level.amoeba_content;
1176 else if (element == EL_ERZ_EDEL)
1177 Store[x][y] = EL_EDELSTEIN;
1178 else if (element == EL_ERZ_DIAM)
1179 Store[x][y] = EL_DIAMANT;
1180 else if (element == EL_ERZ_EDEL_BD)
1181 Store[x][y] = EL_EDELSTEIN_BD;
1182 else if (element == EL_ERZ_EDEL_GELB)
1183 Store[x][y] = EL_EDELSTEIN_GELB;
1184 else if (element == EL_ERZ_EDEL_ROT)
1185 Store[x][y] = EL_EDELSTEIN_ROT;
1186 else if (element == EL_ERZ_EDEL_LILA)
1187 Store[x][y] = EL_EDELSTEIN_LILA;
1188 else if (!IS_PFORTE(Store[x][y]))
1189 Store[x][y] = EL_LEERRAUM;
1191 if (x != ex || y != ey ||
1192 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1193 Store2[x][y] = element;
1195 if (AmoebaNr[x][y] &&
1196 (element == EL_AMOEBE_VOLL ||
1197 element == EL_AMOEBE_BD ||
1198 element == EL_AMOEBING))
1200 AmoebaCnt[AmoebaNr[x][y]]--;
1201 AmoebaCnt2[AmoebaNr[x][y]]--;
1204 Feld[x][y] = EL_EXPLODING;
1205 MovDir[x][y] = MovPos[x][y] = 0;
1211 if (center_element == EL_MAMPFER)
1212 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1223 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1225 if (phase == first_phase_after_start)
1227 int element = Store2[x][y];
1229 if (element == EL_BLACK_ORB)
1231 Feld[x][y] = Store2[x][y];
1236 else if (phase == half_phase)
1238 int element = Store2[x][y];
1240 if (IS_PLAYER(x, y))
1241 KillHero(PLAYERINFO(x, y));
1242 else if (IS_EXPLOSIVE(element))
1244 Feld[x][y] = Store2[x][y];
1248 else if (element == EL_AMOEBA2DIAM)
1249 AmoebeUmwandeln(x, y);
1252 if (phase == last_phase)
1256 element = Feld[x][y] = Store[x][y];
1257 Store[x][y] = Store2[x][y] = 0;
1258 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1259 InitField(x, y, FALSE);
1260 if (CAN_MOVE(element) || COULD_MOVE(element))
1262 DrawLevelField(x, y);
1264 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1266 int graphic = GFX_EXPLOSION;
1268 if (game.emulation == EMU_SUPAPLEX)
1269 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1270 GFX_SP_EXPLODE_INFOTRON :
1271 GFX_SP_EXPLODE_EMPTY);
1274 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1276 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1280 void DynaExplode(int ex, int ey)
1283 int dynabomb_size = 1;
1284 boolean dynabomb_xl = FALSE;
1285 struct PlayerInfo *player;
1286 static int xy[4][2] =
1294 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1296 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1297 dynabomb_size = player->dynabomb_size;
1298 dynabomb_xl = player->dynabomb_xl;
1299 player->dynabombs_left++;
1302 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1306 for (j=1; j<=dynabomb_size; j++)
1308 int x = ex + j * xy[i % 4][0];
1309 int y = ey + j * xy[i % 4][1];
1312 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1315 element = Feld[x][y];
1316 Explode(x, y, EX_PHASE_START, EX_BORDER);
1318 if (element != EL_LEERRAUM &&
1319 element != EL_ERDREICH &&
1320 element != EL_EXPLODING &&
1327 void Bang(int x, int y)
1329 int element = Feld[x][y];
1331 if (game.emulation == EMU_SUPAPLEX)
1332 PlaySoundLevel(x, y, SND_SP_BOOOM);
1334 PlaySoundLevel(x, y, SND_ROAAAR);
1336 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1337 element = EL_LEERRAUM;
1349 RaiseScoreElement(element);
1350 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1352 case EL_DYNABOMB_ACTIVE_1:
1353 case EL_DYNABOMB_ACTIVE_2:
1354 case EL_DYNABOMB_ACTIVE_3:
1355 case EL_DYNABOMB_ACTIVE_4:
1356 case EL_DYNABOMB_NR:
1357 case EL_DYNABOMB_SZ:
1358 case EL_DYNABOMB_XL:
1365 Explode(x, y, EX_PHASE_START, EX_CENTER);
1368 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1373 void Blurb(int x, int y)
1375 int element = Feld[x][y];
1377 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1379 PlaySoundLevel(x, y, SND_BLURB);
1380 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1381 (!IN_LEV_FIELD(x-1, y-1) ||
1382 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1384 Feld[x-1][y] = EL_BLURB_LEFT;
1386 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1387 (!IN_LEV_FIELD(x+1, y-1) ||
1388 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1390 Feld[x+1][y] = EL_BLURB_RIGHT;
1395 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1397 if (!MovDelay[x][y]) /* initialize animation counter */
1400 if (MovDelay[x][y]) /* continue animation */
1403 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1404 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1406 if (!MovDelay[x][y])
1408 Feld[x][y] = EL_LEERRAUM;
1409 DrawLevelField(x, y);
1415 void Impact(int x, int y)
1417 boolean lastline = (y == lev_fieldy-1);
1418 boolean object_hit = FALSE;
1419 int element = Feld[x][y];
1422 if (!lastline) /* check if element below was hit */
1424 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1427 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1428 MovDir[x][y+1]!=MV_DOWN ||
1429 MovPos[x][y+1]<=TILEY/2));
1431 smashed = MovingOrBlocked2Element(x, y+1);
1434 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1440 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1441 (lastline || object_hit)) /* element is bomb */
1447 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1449 if (object_hit && IS_PLAYER(x, y+1))
1450 KillHero(PLAYERINFO(x, y+1));
1451 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1455 Feld[x][y] = EL_AMOEBING;
1456 Store[x][y] = EL_AMOEBE_NASS;
1461 if (!lastline && object_hit) /* check which object was hit */
1463 if (CAN_CHANGE(element) &&
1464 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1467 int activated_magic_wall =
1468 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1470 /* activate magic wall / mill */
1472 for (y=0; y<lev_fieldy; y++)
1473 for (x=0; x<lev_fieldx; x++)
1474 if (Feld[x][y] == smashed)
1475 Feld[x][y] = activated_magic_wall;
1477 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1478 game.magic_wall_active = TRUE;
1481 if (IS_PLAYER(x, y+1))
1483 KillHero(PLAYERINFO(x, y+1));
1486 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1491 else if (element == EL_EDELSTEIN_BD)
1493 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1499 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1501 if (IS_ENEMY(smashed) ||
1502 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1503 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1508 else if (!IS_MOVING(x, y+1))
1510 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1515 else if (smashed == EL_KOKOSNUSS)
1517 Feld[x][y+1] = EL_CRACKINGNUT;
1518 PlaySoundLevel(x, y, SND_KNACK);
1519 RaiseScoreElement(EL_KOKOSNUSS);
1522 else if (smashed == EL_DIAMANT)
1524 Feld[x][y+1] = EL_LEERRAUM;
1525 PlaySoundLevel(x, y, SND_QUIRK);
1532 /* play sound of magic wall / mill */
1534 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1536 PlaySoundLevel(x, y, SND_QUIRK);
1540 /* play sound of object that hits the ground */
1541 if (lastline || object_hit)
1548 case EL_EDELSTEIN_BD:
1549 case EL_EDELSTEIN_GELB:
1550 case EL_EDELSTEIN_ROT:
1551 case EL_EDELSTEIN_LILA:
1553 case EL_SP_INFOTRON:
1559 case EL_FELSBROCKEN:
1563 sound = SND_SP_ZONKDOWN;
1566 case EL_SCHLUESSEL1:
1567 case EL_SCHLUESSEL2:
1568 case EL_SCHLUESSEL3:
1569 case EL_SCHLUESSEL4:
1586 PlaySoundLevel(x, y, sound);
1590 void TurnRound(int x, int y)
1602 { 0, 0 }, { 0, 0 }, { 0, 0 },
1607 int left, right, back;
1611 { MV_DOWN, MV_UP, MV_RIGHT },
1612 { MV_UP, MV_DOWN, MV_LEFT },
1614 { MV_LEFT, MV_RIGHT, MV_DOWN },
1615 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1616 { MV_RIGHT, MV_LEFT, MV_UP }
1619 int element = Feld[x][y];
1620 int old_move_dir = MovDir[x][y];
1621 int left_dir = turn[old_move_dir].left;
1622 int right_dir = turn[old_move_dir].right;
1623 int back_dir = turn[old_move_dir].back;
1625 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1626 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1627 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1628 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1630 int left_x = x+left_dx, left_y = y+left_dy;
1631 int right_x = x+right_dx, right_y = y+right_dy;
1632 int move_x = x+move_dx, move_y = y+move_dy;
1634 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1636 TestIfBadThingHitsOtherBadThing(x, y);
1638 if (IN_LEV_FIELD(right_x, right_y) &&
1639 IS_FREE_OR_PLAYER(right_x, right_y))
1640 MovDir[x][y] = right_dir;
1641 else if (!IN_LEV_FIELD(move_x, move_y) ||
1642 !IS_FREE_OR_PLAYER(move_x, move_y))
1643 MovDir[x][y] = left_dir;
1645 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1647 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1650 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1651 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1653 TestIfBadThingHitsOtherBadThing(x, y);
1655 if (IN_LEV_FIELD(left_x, left_y) &&
1656 IS_FREE_OR_PLAYER(left_x, left_y))
1657 MovDir[x][y] = left_dir;
1658 else if (!IN_LEV_FIELD(move_x, move_y) ||
1659 !IS_FREE_OR_PLAYER(move_x, move_y))
1660 MovDir[x][y] = right_dir;
1662 if ((element == EL_FLIEGER ||
1663 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1664 && MovDir[x][y] != old_move_dir)
1666 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1669 else if (element == EL_MAMPFER)
1671 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1673 if (IN_LEV_FIELD(left_x, left_y) &&
1674 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1675 Feld[left_x][left_y] == EL_DIAMANT))
1676 can_turn_left = TRUE;
1677 if (IN_LEV_FIELD(right_x, right_y) &&
1678 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1679 Feld[right_x][right_y] == EL_DIAMANT))
1680 can_turn_right = TRUE;
1682 if (can_turn_left && can_turn_right)
1683 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1684 else if (can_turn_left)
1685 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1686 else if (can_turn_right)
1687 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1689 MovDir[x][y] = back_dir;
1691 MovDelay[x][y] = 16+16*RND(3);
1693 else if (element == EL_MAMPFER2)
1695 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1697 if (IN_LEV_FIELD(left_x, left_y) &&
1698 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1699 IS_MAMPF2(Feld[left_x][left_y])))
1700 can_turn_left = TRUE;
1701 if (IN_LEV_FIELD(right_x, right_y) &&
1702 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1703 IS_MAMPF2(Feld[right_x][right_y])))
1704 can_turn_right = TRUE;
1706 if (can_turn_left && can_turn_right)
1707 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1708 else if (can_turn_left)
1709 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1710 else if (can_turn_right)
1711 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1713 MovDir[x][y] = back_dir;
1715 MovDelay[x][y] = 16+16*RND(3);
1717 else if (element == EL_PACMAN)
1719 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1721 if (IN_LEV_FIELD(left_x, left_y) &&
1722 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1723 IS_AMOEBOID(Feld[left_x][left_y])))
1724 can_turn_left = TRUE;
1725 if (IN_LEV_FIELD(right_x, right_y) &&
1726 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1727 IS_AMOEBOID(Feld[right_x][right_y])))
1728 can_turn_right = TRUE;
1730 if (can_turn_left && can_turn_right)
1731 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1732 else if (can_turn_left)
1733 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1734 else if (can_turn_right)
1735 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1737 MovDir[x][y] = back_dir;
1739 MovDelay[x][y] = 6+RND(40);
1741 else if (element == EL_SCHWEIN)
1743 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1744 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1745 boolean should_move_on = FALSE;
1747 int rnd = RND(rnd_value);
1749 if (IN_LEV_FIELD(left_x, left_y) &&
1750 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1751 can_turn_left = TRUE;
1752 if (IN_LEV_FIELD(right_x, right_y) &&
1753 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1754 can_turn_right = TRUE;
1755 if (IN_LEV_FIELD(move_x, move_y) &&
1756 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1759 if (can_turn_left &&
1761 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1762 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1763 should_turn_left = TRUE;
1764 if (can_turn_right &&
1766 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1767 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1768 should_turn_right = TRUE;
1770 (!can_turn_left || !can_turn_right ||
1771 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1772 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1773 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1774 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1775 should_move_on = TRUE;
1777 if (should_turn_left || should_turn_right || should_move_on)
1779 if (should_turn_left && should_turn_right && should_move_on)
1780 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1781 rnd < 2*rnd_value/3 ? right_dir :
1783 else if (should_turn_left && should_turn_right)
1784 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1785 else if (should_turn_left && should_move_on)
1786 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1787 else if (should_turn_right && should_move_on)
1788 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1789 else if (should_turn_left)
1790 MovDir[x][y] = left_dir;
1791 else if (should_turn_right)
1792 MovDir[x][y] = right_dir;
1793 else if (should_move_on)
1794 MovDir[x][y] = old_move_dir;
1796 else if (can_move_on && rnd > rnd_value/8)
1797 MovDir[x][y] = old_move_dir;
1798 else if (can_turn_left && can_turn_right)
1799 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1800 else if (can_turn_left && rnd > rnd_value/8)
1801 MovDir[x][y] = left_dir;
1802 else if (can_turn_right && rnd > rnd_value/8)
1803 MovDir[x][y] = right_dir;
1805 MovDir[x][y] = back_dir;
1807 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1808 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1809 MovDir[x][y] = old_move_dir;
1813 else if (element == EL_DRACHE)
1815 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1817 int rnd = RND(rnd_value);
1819 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1820 can_turn_left = TRUE;
1821 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1822 can_turn_right = TRUE;
1823 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1826 if (can_move_on && rnd > rnd_value/8)
1827 MovDir[x][y] = old_move_dir;
1828 else if (can_turn_left && can_turn_right)
1829 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1830 else if (can_turn_left && rnd > rnd_value/8)
1831 MovDir[x][y] = left_dir;
1832 else if (can_turn_right && rnd > rnd_value/8)
1833 MovDir[x][y] = right_dir;
1835 MovDir[x][y] = back_dir;
1837 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1838 MovDir[x][y] = old_move_dir;
1842 else if (element == EL_ROBOT || element == EL_SONDE ||
1843 element == EL_MAULWURF || element == EL_PINGUIN)
1845 int attr_x = -1, attr_y = -1;
1856 for (i=0; i<MAX_PLAYERS; i++)
1858 struct PlayerInfo *player = &stored_player[i];
1859 int jx = player->jx, jy = player->jy;
1861 if (!player->active)
1864 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1872 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1878 if (element == EL_MAULWURF || element == EL_PINGUIN)
1881 static int xy[4][2] =
1891 int ex = x + xy[i%4][0];
1892 int ey = y + xy[i%4][1];
1894 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1903 MovDir[x][y] = MV_NO_MOVING;
1905 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1907 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1909 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1911 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1913 if (element == EL_ROBOT)
1917 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1918 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1919 Moving2Blocked(x, y, &newx, &newy);
1921 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1922 MovDelay[x][y] = 8+8*!RND(3);
1924 MovDelay[x][y] = 16;
1932 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1934 boolean first_horiz = RND(2);
1935 int new_move_dir = MovDir[x][y];
1938 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1939 Moving2Blocked(x, y, &newx, &newy);
1941 if (IN_LEV_FIELD(newx, newy) &&
1942 (IS_FREE(newx, newy) ||
1943 Feld[newx][newy] == EL_SALZSAEURE ||
1944 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1945 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1946 IS_MAMPF3(Feld[newx][newy])))))
1950 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1951 Moving2Blocked(x, y, &newx, &newy);
1953 if (IN_LEV_FIELD(newx, newy) &&
1954 (IS_FREE(newx, newy) ||
1955 Feld[newx][newy] == EL_SALZSAEURE ||
1956 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1957 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1958 IS_MAMPF3(Feld[newx][newy])))))
1961 MovDir[x][y] = old_move_dir;
1968 static boolean JustBeingPushed(int x, int y)
1972 for (i=0; i<MAX_PLAYERS; i++)
1974 struct PlayerInfo *player = &stored_player[i];
1976 if (player->active && player->Pushing && player->MovPos)
1978 int next_jx = player->jx + (player->jx - player->last_jx);
1979 int next_jy = player->jy + (player->jy - player->last_jy);
1981 if (x == next_jx && y == next_jy)
1989 void StartMoving(int x, int y)
1991 int element = Feld[x][y];
1996 if (CAN_FALL(element) && y<lev_fieldy-1)
1998 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1999 if (JustBeingPushed(x, y))
2002 if (element == EL_MORAST_VOLL)
2004 if (IS_FREE(x, y+1))
2006 InitMovingField(x, y, MV_DOWN);
2007 Feld[x][y] = EL_FELSBROCKEN;
2008 Store[x][y] = EL_MORAST_LEER;
2010 else if (Feld[x][y+1] == EL_MORAST_LEER)
2012 if (!MovDelay[x][y])
2013 MovDelay[x][y] = TILEY + 1;
2022 Feld[x][y] = EL_MORAST_LEER;
2023 Feld[x][y+1] = EL_MORAST_VOLL;
2026 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2028 InitMovingField(x, y, MV_DOWN);
2029 Store[x][y] = EL_MORAST_VOLL;
2031 else if (element == EL_SIEB_VOLL)
2033 if (IS_FREE(x, y+1))
2035 InitMovingField(x, y, MV_DOWN);
2036 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2037 Store[x][y] = EL_SIEB_LEER;
2039 else if (Feld[x][y+1] == EL_SIEB_LEER)
2041 if (!MovDelay[x][y])
2042 MovDelay[x][y] = TILEY/4 + 1;
2051 Feld[x][y] = EL_SIEB_LEER;
2052 Feld[x][y+1] = EL_SIEB_VOLL;
2053 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2057 else if (element == EL_SIEB2_VOLL)
2059 if (IS_FREE(x, y+1))
2061 InitMovingField(x, y, MV_DOWN);
2062 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2063 Store[x][y] = EL_SIEB2_LEER;
2065 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2067 if (!MovDelay[x][y])
2068 MovDelay[x][y] = TILEY/4 + 1;
2077 Feld[x][y] = EL_SIEB2_LEER;
2078 Feld[x][y+1] = EL_SIEB2_VOLL;
2079 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2083 else if (CAN_CHANGE(element) &&
2084 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2086 InitMovingField(x, y, MV_DOWN);
2088 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2089 Store2[x][y+1] = element;
2091 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2094 InitMovingField(x, y, MV_DOWN);
2095 Store[x][y] = EL_SALZSAEURE;
2097 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2101 else if (IS_FREE(x, y+1))
2103 InitMovingField(x, y, MV_DOWN);
2105 else if (element == EL_TROPFEN)
2107 Feld[x][y] = EL_AMOEBING;
2108 Store[x][y] = EL_AMOEBE_NASS;
2110 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2112 boolean left = (x>0 && IS_FREE(x-1, y) &&
2113 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2114 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2115 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2119 if (left && right && game.emulation != EMU_BOULDERDASH)
2120 left = !(right = RND(2));
2122 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2126 else if (CAN_MOVE(element))
2130 if (element == EL_SONDE && JustBeingPushed(x, y))
2133 if (!MovDelay[x][y]) /* start new movement phase */
2135 /* all objects that can change their move direction after each step */
2136 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2138 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2141 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2142 element == EL_SP_SNIKSNAK ||
2143 element == EL_SP_ELECTRON))
2144 DrawLevelField(x, y);
2148 if (MovDelay[x][y]) /* wait some time before next movement */
2152 if (element == EL_ROBOT ||
2153 element == EL_MAMPFER || element == EL_MAMPFER2)
2155 int phase = MovDelay[x][y] % 8;
2160 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2161 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2163 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2164 && MovDelay[x][y]%4 == 3)
2165 PlaySoundLevel(x, y, SND_NJAM);
2167 else if (element == EL_SP_ELECTRON)
2168 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2169 else if (element == EL_DRACHE)
2172 int dir = MovDir[x][y];
2173 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2174 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2175 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2176 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2177 dir == MV_UP ? GFX_FLAMMEN_UP :
2178 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2179 int phase = FrameCounter % 2;
2181 for (i=1; i<=3; i++)
2183 int xx = x + i*dx, yy = y + i*dy;
2184 int sx = SCREENX(xx), sy = SCREENY(yy);
2186 if (!IN_LEV_FIELD(xx, yy) ||
2187 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2192 int flamed = MovingOrBlocked2Element(xx, yy);
2194 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2197 RemoveMovingField(xx, yy);
2199 Feld[xx][yy] = EL_BURNING;
2200 if (IN_SCR_FIELD(sx, sy))
2201 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2205 if (Feld[xx][yy] == EL_BURNING)
2206 Feld[xx][yy] = EL_LEERRAUM;
2207 DrawLevelField(xx, yy);
2216 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2218 PlaySoundLevel(x, y, SND_KLAPPER);
2220 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2222 PlaySoundLevel(x, y, SND_ROEHR);
2225 /* now make next step */
2227 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2229 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2231 /* enemy got the player */
2233 KillHero(PLAYERINFO(newx, newy));
2236 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2237 element == EL_ROBOT || element == EL_SONDE) &&
2238 IN_LEV_FIELD(newx, newy) &&
2239 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2242 Store[x][y] = EL_SALZSAEURE;
2244 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2245 IN_LEV_FIELD(newx, newy))
2247 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2249 Feld[x][y] = EL_LEERRAUM;
2250 DrawLevelField(x, y);
2252 PlaySoundLevel(newx, newy, SND_BUING);
2253 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2254 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2256 local_player->friends_still_needed--;
2257 if (!local_player->friends_still_needed &&
2258 !local_player->GameOver && AllPlayersGone)
2259 local_player->LevelSolved = local_player->GameOver = TRUE;
2263 else if (IS_MAMPF3(Feld[newx][newy]))
2265 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2266 DrawLevelField(newx, newy);
2268 MovDir[x][y] = MV_NO_MOVING;
2270 else if (!IS_FREE(newx, newy))
2272 if (IS_PLAYER(x, y))
2273 DrawPlayerField(x, y);
2275 DrawLevelField(x, y);
2279 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2281 if (IS_GEM(Feld[newx][newy]))
2283 if (IS_MOVING(newx, newy))
2284 RemoveMovingField(newx, newy);
2287 Feld[newx][newy] = EL_LEERRAUM;
2288 DrawLevelField(newx, newy);
2291 else if (!IS_FREE(newx, newy))
2293 if (IS_PLAYER(x, y))
2294 DrawPlayerField(x, y);
2296 DrawLevelField(x, y);
2300 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2302 if (!IS_FREE(newx, newy))
2304 if (IS_PLAYER(x, y))
2305 DrawPlayerField(x, y);
2307 DrawLevelField(x, y);
2312 boolean wanna_flame = !RND(10);
2313 int dx = newx - x, dy = newy - y;
2314 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2315 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2316 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2317 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2318 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2319 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2321 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2322 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2323 element1 != EL_BURNING && element2 != EL_BURNING)
2325 if (IS_PLAYER(x, y))
2326 DrawPlayerField(x, y);
2328 DrawLevelField(x, y);
2330 MovDelay[x][y] = 50;
2331 Feld[newx][newy] = EL_BURNING;
2332 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2333 Feld[newx1][newy1] = EL_BURNING;
2334 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2335 Feld[newx2][newy2] = EL_BURNING;
2340 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2341 Feld[newx][newy] == EL_DIAMANT)
2343 if (IS_MOVING(newx, newy))
2344 RemoveMovingField(newx, newy);
2347 Feld[newx][newy] = EL_LEERRAUM;
2348 DrawLevelField(newx, newy);
2351 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2352 IS_MAMPF2(Feld[newx][newy]))
2354 if (AmoebaNr[newx][newy])
2356 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2357 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2358 Feld[newx][newy] == EL_AMOEBE_BD)
2359 AmoebaCnt[AmoebaNr[newx][newy]]--;
2362 if (IS_MOVING(newx, newy))
2363 RemoveMovingField(newx, newy);
2366 Feld[newx][newy] = EL_LEERRAUM;
2367 DrawLevelField(newx, newy);
2370 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2371 IS_AMOEBOID(Feld[newx][newy]))
2373 if (AmoebaNr[newx][newy])
2375 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2376 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2377 Feld[newx][newy] == EL_AMOEBE_BD)
2378 AmoebaCnt[AmoebaNr[newx][newy]]--;
2381 Feld[newx][newy] = EL_LEERRAUM;
2382 DrawLevelField(newx, newy);
2384 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2386 /* object was running against a wall */
2390 if (element == EL_KAEFER || element == EL_FLIEGER ||
2391 element == EL_SP_SNIKSNAK)
2392 DrawLevelField(x, y);
2393 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2394 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2395 else if (element == EL_SONDE)
2396 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2397 else if (element == EL_SP_ELECTRON)
2398 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2403 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2404 PlaySoundLevel(x, y, SND_SCHLURF);
2406 InitMovingField(x, y, MovDir[x][y]);
2410 ContinueMoving(x, y);
2413 void ContinueMoving(int x, int y)
2415 int element = Feld[x][y];
2416 int direction = MovDir[x][y];
2417 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2418 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2419 int horiz_move = (dx!=0);
2420 int newx = x + dx, newy = y + dy;
2421 int step = (horiz_move ? dx : dy) * TILEX/8;
2423 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2425 else if (element == EL_TROPFEN)
2427 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2430 MovPos[x][y] += step;
2432 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2434 Feld[x][y] = EL_LEERRAUM;
2435 Feld[newx][newy] = element;
2437 if (Store[x][y] == EL_MORAST_VOLL)
2440 Feld[newx][newy] = EL_MORAST_VOLL;
2441 element = EL_MORAST_VOLL;
2443 else if (Store[x][y] == EL_MORAST_LEER)
2446 Feld[x][y] = EL_MORAST_LEER;
2448 else if (Store[x][y] == EL_SIEB_VOLL)
2451 element = Feld[newx][newy] =
2452 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2454 else if (Store[x][y] == EL_SIEB_LEER)
2456 Store[x][y] = Store2[x][y] = 0;
2457 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2459 else if (Store[x][y] == EL_SIEB2_VOLL)
2462 element = Feld[newx][newy] =
2463 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2465 else if (Store[x][y] == EL_SIEB2_LEER)
2467 Store[x][y] = Store2[x][y] = 0;
2468 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2470 else if (Store[x][y] == EL_SALZSAEURE)
2473 Feld[newx][newy] = EL_SALZSAEURE;
2474 element = EL_SALZSAEURE;
2476 else if (Store[x][y] == EL_AMOEBE_NASS)
2479 Feld[x][y] = EL_AMOEBE_NASS;
2482 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2483 MovDelay[newx][newy] = 0;
2485 if (!CAN_MOVE(element))
2486 MovDir[newx][newy] = 0;
2488 DrawLevelField(x, y);
2489 DrawLevelField(newx, newy);
2491 Stop[newx][newy] = TRUE;
2492 JustHit[x][newy] = 3;
2494 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2496 TestIfBadThingHitsHero(newx, newy);
2497 TestIfBadThingHitsFriend(newx, newy);
2498 TestIfBadThingHitsOtherBadThing(newx, newy);
2500 else if (element == EL_PINGUIN)
2501 TestIfFriendHitsBadThing(newx, newy);
2503 if (CAN_SMASH(element) && direction == MV_DOWN &&
2504 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2507 else /* still moving on */
2508 DrawLevelField(x, y);
2511 int AmoebeNachbarNr(int ax, int ay)
2514 int element = Feld[ax][ay];
2516 static int xy[4][2] =
2526 int x = ax + xy[i][0];
2527 int y = ay + xy[i][1];
2529 if (!IN_LEV_FIELD(x, y))
2532 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2533 group_nr = AmoebaNr[x][y];
2539 void AmoebenVereinigen(int ax, int ay)
2541 int i, x, y, xx, yy;
2542 int new_group_nr = AmoebaNr[ax][ay];
2543 static int xy[4][2] =
2551 if (new_group_nr == 0)
2559 if (!IN_LEV_FIELD(x, y))
2562 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2563 Feld[x][y] == EL_AMOEBE_BD ||
2564 Feld[x][y] == EL_AMOEBE_TOT) &&
2565 AmoebaNr[x][y] != new_group_nr)
2567 int old_group_nr = AmoebaNr[x][y];
2569 if (old_group_nr == 0)
2572 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2573 AmoebaCnt[old_group_nr] = 0;
2574 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2575 AmoebaCnt2[old_group_nr] = 0;
2577 for (yy=0; yy<lev_fieldy; yy++)
2579 for (xx=0; xx<lev_fieldx; xx++)
2581 if (AmoebaNr[xx][yy] == old_group_nr)
2582 AmoebaNr[xx][yy] = new_group_nr;
2589 void AmoebeUmwandeln(int ax, int ay)
2593 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2595 int group_nr = AmoebaNr[ax][ay];
2600 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2601 printf("AmoebeUmwandeln(): This should never happen!\n");
2606 for (y=0; y<lev_fieldy; y++)
2608 for (x=0; x<lev_fieldx; x++)
2610 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2613 Feld[x][y] = EL_AMOEBA2DIAM;
2621 static int xy[4][2] =
2634 if (!IN_LEV_FIELD(x, y))
2637 if (Feld[x][y] == EL_AMOEBA2DIAM)
2643 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2646 int group_nr = AmoebaNr[ax][ay];
2647 boolean done = FALSE;
2652 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2653 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2658 for (y=0; y<lev_fieldy; y++)
2660 for (x=0; x<lev_fieldx; x++)
2662 if (AmoebaNr[x][y] == group_nr &&
2663 (Feld[x][y] == EL_AMOEBE_TOT ||
2664 Feld[x][y] == EL_AMOEBE_BD ||
2665 Feld[x][y] == EL_AMOEBING))
2668 Feld[x][y] = new_element;
2669 InitField(x, y, FALSE);
2670 DrawLevelField(x, y);
2677 PlaySoundLevel(ax, ay,
2678 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2681 void AmoebeWaechst(int x, int y)
2683 static unsigned long sound_delay = 0;
2684 static unsigned long sound_delay_value = 0;
2686 if (!MovDelay[x][y]) /* start new growing cycle */
2690 if (DelayReached(&sound_delay, sound_delay_value))
2692 PlaySoundLevel(x, y, SND_AMOEBE);
2693 sound_delay_value = 30;
2697 if (MovDelay[x][y]) /* wait some time before growing bigger */
2700 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2701 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2703 if (!MovDelay[x][y])
2705 Feld[x][y] = Store[x][y];
2707 DrawLevelField(x, y);
2712 void AmoebeAbleger(int ax, int ay)
2715 int element = Feld[ax][ay];
2716 int newax = ax, neway = ay;
2717 static int xy[4][2] =
2725 if (!level.amoeba_speed)
2727 Feld[ax][ay] = EL_AMOEBE_TOT;
2728 DrawLevelField(ax, ay);
2732 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2733 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2735 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2738 if (MovDelay[ax][ay])
2742 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2745 int x = ax + xy[start][0];
2746 int y = ay + xy[start][1];
2748 if (!IN_LEV_FIELD(x, y))
2751 if (IS_FREE(x, y) ||
2752 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2758 if (newax == ax && neway == ay)
2761 else /* normal or "filled" (BD style) amoeba */
2764 boolean waiting_for_player = FALSE;
2768 int j = (start + i) % 4;
2769 int x = ax + xy[j][0];
2770 int y = ay + xy[j][1];
2772 if (!IN_LEV_FIELD(x, y))
2775 if (IS_FREE(x, y) ||
2776 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2782 else if (IS_PLAYER(x, y))
2783 waiting_for_player = TRUE;
2786 if (newax == ax && neway == ay) /* amoeba cannot grow */
2788 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2790 Feld[ax][ay] = EL_AMOEBE_TOT;
2791 DrawLevelField(ax, ay);
2792 AmoebaCnt[AmoebaNr[ax][ay]]--;
2794 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2796 if (element == EL_AMOEBE_VOLL)
2797 AmoebeUmwandeln(ax, ay);
2798 else if (element == EL_AMOEBE_BD)
2799 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2804 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2806 /* amoeba gets larger by growing in some direction */
2808 int new_group_nr = AmoebaNr[ax][ay];
2811 if (new_group_nr == 0)
2813 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2814 printf("AmoebeAbleger(): This should never happen!\n");
2819 AmoebaNr[newax][neway] = new_group_nr;
2820 AmoebaCnt[new_group_nr]++;
2821 AmoebaCnt2[new_group_nr]++;
2823 /* if amoeba touches other amoeba(s) after growing, unify them */
2824 AmoebenVereinigen(newax, neway);
2826 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2828 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2834 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2835 (neway == lev_fieldy - 1 && newax != ax))
2837 Feld[newax][neway] = EL_AMOEBING;
2838 Store[newax][neway] = element;
2840 else if (neway == ay)
2841 Feld[newax][neway] = EL_TROPFEN;
2844 InitMovingField(ax, ay, MV_DOWN);
2845 Feld[ax][ay] = EL_TROPFEN;
2846 Store[ax][ay] = EL_AMOEBE_NASS;
2847 ContinueMoving(ax, ay);
2851 DrawLevelField(newax, neway);
2854 void Life(int ax, int ay)
2857 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2859 int element = Feld[ax][ay];
2864 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2865 MovDelay[ax][ay] = life_time;
2867 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2870 if (MovDelay[ax][ay])
2874 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2876 int xx = ax+x1, yy = ay+y1;
2879 if (!IN_LEV_FIELD(xx, yy))
2882 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2884 int x = xx+x2, y = yy+y2;
2886 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2889 if (((Feld[x][y] == element ||
2890 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2892 (IS_FREE(x, y) && Stop[x][y]))
2896 if (xx == ax && yy == ay) /* field in the middle */
2898 if (nachbarn<life[0] || nachbarn>life[1])
2900 Feld[xx][yy] = EL_LEERRAUM;
2902 DrawLevelField(xx, yy);
2903 Stop[xx][yy] = TRUE;
2906 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2907 { /* free border field */
2908 if (nachbarn>=life[2] && nachbarn<=life[3])
2910 Feld[xx][yy] = element;
2911 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2913 DrawLevelField(xx, yy);
2914 Stop[xx][yy] = TRUE;
2920 void Ablenk(int x, int y)
2922 if (!MovDelay[x][y]) /* next animation frame */
2923 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2925 if (MovDelay[x][y]) /* wait some time before next frame */
2930 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2931 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2932 if (!(MovDelay[x][y]%4))
2933 PlaySoundLevel(x, y, SND_MIEP);
2938 Feld[x][y] = EL_ABLENK_AUS;
2939 DrawLevelField(x, y);
2940 if (ZX == x && ZY == y)
2944 void Birne(int x, int y)
2946 if (!MovDelay[x][y]) /* next animation frame */
2947 MovDelay[x][y] = 800;
2949 if (MovDelay[x][y]) /* wait some time before next frame */
2954 if (!(MovDelay[x][y]%5))
2956 if (!(MovDelay[x][y]%10))
2957 Feld[x][y]=EL_ABLENK_EIN;
2959 Feld[x][y]=EL_ABLENK_AUS;
2960 DrawLevelField(x, y);
2961 Feld[x][y]=EL_ABLENK_EIN;
2967 Feld[x][y]=EL_ABLENK_AUS;
2968 DrawLevelField(x, y);
2969 if (ZX == x && ZY == y)
2973 void Blubber(int x, int y)
2975 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2976 DrawLevelField(x, y-1);
2978 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2981 void NussKnacken(int x, int y)
2983 if (!MovDelay[x][y]) /* next animation frame */
2986 if (MovDelay[x][y]) /* wait some time before next frame */
2989 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2990 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2992 if (!MovDelay[x][y])
2994 Feld[x][y] = EL_EDELSTEIN;
2995 DrawLevelField(x, y);
3000 void SiebAktivieren(int x, int y, int typ)
3002 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3004 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3007 void AusgangstuerPruefen(int x, int y)
3009 if (!local_player->gems_still_needed &&
3010 !local_player->sokobanfields_still_needed &&
3011 !local_player->lights_still_needed)
3013 Feld[x][y] = EL_AUSGANG_ACT;
3015 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3016 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3017 y < LEVELY(BY1) ? LEVELY(BY1) :
3018 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3023 void AusgangstuerOeffnen(int x, int y)
3027 if (!MovDelay[x][y]) /* next animation frame */
3028 MovDelay[x][y] = 5*delay;
3030 if (MovDelay[x][y]) /* wait some time before next frame */
3035 tuer = MovDelay[x][y]/delay;
3036 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3037 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3039 if (!MovDelay[x][y])
3041 Feld[x][y] = EL_AUSGANG_AUF;
3042 DrawLevelField(x, y);
3047 void AusgangstuerBlinken(int x, int y)
3049 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3052 void EdelsteinFunkeln(int x, int y)
3054 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3057 if (Feld[x][y] == EL_EDELSTEIN_BD)
3058 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3061 if (!MovDelay[x][y]) /* next animation frame */
3062 MovDelay[x][y] = 11 * !SimpleRND(500);
3064 if (MovDelay[x][y]) /* wait some time before next frame */
3068 if (setup.direct_draw && MovDelay[x][y])
3069 SetDrawtoField(DRAW_BUFFERED);
3071 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3075 int phase = (MovDelay[x][y]-1)/2;
3080 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3082 if (setup.direct_draw)
3086 dest_x = FX + SCREENX(x)*TILEX;
3087 dest_y = FY + SCREENY(y)*TILEY;
3089 XCopyArea(display, drawto_field, window, gc,
3090 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3091 SetDrawtoField(DRAW_DIRECT);
3098 void MauerWaechst(int x, int y)
3102 if (!MovDelay[x][y]) /* next animation frame */
3103 MovDelay[x][y] = 3*delay;
3105 if (MovDelay[x][y]) /* wait some time before next frame */
3110 phase = 2-MovDelay[x][y]/delay;
3111 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3112 DrawGraphic(SCREENX(x), SCREENY(y),
3113 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3114 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3115 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3116 GFX_MAUER_DOWN ) + phase);
3118 if (!MovDelay[x][y])
3120 if (MovDir[x][y] == MV_LEFT)
3122 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3123 DrawLevelField(x-1, y);
3125 else if (MovDir[x][y] == MV_RIGHT)
3127 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3128 DrawLevelField(x+1, y);
3130 else if (MovDir[x][y] == MV_UP)
3132 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3133 DrawLevelField(x, y-1);
3137 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3138 DrawLevelField(x, y+1);
3141 Feld[x][y] = Store[x][y];
3143 MovDir[x][y] = MV_NO_MOVING;
3144 DrawLevelField(x, y);
3149 void MauerAbleger(int ax, int ay)
3151 int element = Feld[ax][ay];
3152 boolean oben_frei = FALSE, unten_frei = FALSE;
3153 boolean links_frei = FALSE, rechts_frei = FALSE;
3154 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3155 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3157 if (!MovDelay[ax][ay]) /* start building new wall */
3158 MovDelay[ax][ay] = 6;
3160 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3163 if (MovDelay[ax][ay])
3167 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3169 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3171 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3173 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3176 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3180 Feld[ax][ay-1] = EL_MAUERND;
3181 Store[ax][ay-1] = element;
3182 MovDir[ax][ay-1] = MV_UP;
3183 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3184 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3188 Feld[ax][ay+1] = EL_MAUERND;
3189 Store[ax][ay+1] = element;
3190 MovDir[ax][ay+1] = MV_DOWN;
3191 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3192 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3196 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3197 element == EL_MAUER_LEBT)
3201 Feld[ax-1][ay] = EL_MAUERND;
3202 Store[ax-1][ay] = element;
3203 MovDir[ax-1][ay] = MV_LEFT;
3204 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3205 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3209 Feld[ax+1][ay] = EL_MAUERND;
3210 Store[ax+1][ay] = element;
3211 MovDir[ax+1][ay] = MV_RIGHT;
3212 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3213 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3217 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3218 DrawLevelField(ax, ay);
3220 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3222 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3223 unten_massiv = TRUE;
3224 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3225 links_massiv = TRUE;
3226 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3227 rechts_massiv = TRUE;
3229 if (((oben_massiv && unten_massiv) ||
3230 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3231 ((links_massiv && rechts_massiv) ||
3232 element == EL_MAUER_Y))
3233 Feld[ax][ay] = EL_MAUERWERK;
3236 void CheckForDragon(int x, int y)
3239 boolean dragon_found = FALSE;
3240 static int xy[4][2] =
3252 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3254 if (IN_LEV_FIELD(xx, yy) &&
3255 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3257 if (Feld[xx][yy] == EL_DRACHE)
3258 dragon_found = TRUE;
3271 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3273 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3275 Feld[xx][yy] = EL_LEERRAUM;
3276 DrawLevelField(xx, yy);
3285 static void CheckBuggyBase(int x, int y)
3287 int element = Feld[x][y];
3289 if (element == EL_SP_BUG)
3291 if (!MovDelay[x][y]) /* start activating buggy base */
3292 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3294 if (MovDelay[x][y]) /* wait some time before activating base */
3297 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3298 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3302 Feld[x][y] = EL_SP_BUG_ACTIVE;
3305 else if (element == EL_SP_BUG_ACTIVE)
3307 if (!MovDelay[x][y]) /* start activating buggy base */
3308 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3310 if (MovDelay[x][y]) /* wait some time before activating base */
3316 static int xy[4][2] =
3324 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3325 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3329 int xx = x + xy[i][0], yy = y + xy[i][1];
3331 if (IS_PLAYER(xx, yy))
3333 PlaySoundLevel(x, y, SND_SP_BUG);
3341 Feld[x][y] = EL_SP_BUG;
3342 DrawLevelField(x, y);
3347 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3349 static byte stored_player_action[MAX_PLAYERS];
3350 static int num_stored_actions = 0;
3351 static boolean save_tape_entry = FALSE;
3352 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3353 int jx = player->jx, jy = player->jy;
3354 int left = player_action & JOY_LEFT;
3355 int right = player_action & JOY_RIGHT;
3356 int up = player_action & JOY_UP;
3357 int down = player_action & JOY_DOWN;
3358 int button1 = player_action & JOY_BUTTON_1;
3359 int button2 = player_action & JOY_BUTTON_2;
3360 int dx = (left ? -1 : right ? 1 : 0);
3361 int dy = (up ? -1 : down ? 1 : 0);
3363 stored_player_action[player->index_nr] = 0;
3364 num_stored_actions++;
3366 if (!player->active || tape.pausing)
3371 save_tape_entry = TRUE;
3372 player->frame_reset_delay = 0;
3375 snapped = SnapField(player, dx, dy);
3379 bombed = PlaceBomb(player);
3380 moved = MoveFigure(player, dx, dy);
3383 if (tape.recording && (moved || snapped || bombed))
3385 if (bombed && !moved)
3386 player_action &= JOY_BUTTON;
3388 stored_player_action[player->index_nr] = player_action;
3390 else if (tape.playing && snapped)
3391 SnapField(player, 0, 0); /* stop snapping */
3395 /* no actions for this player (no input at player's configured device) */
3397 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3398 SnapField(player, 0, 0);
3399 CheckGravityMovement(player);
3401 if (++player->frame_reset_delay > player->move_delay_value)
3405 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3407 TapeRecordAction(stored_player_action);
3408 num_stored_actions = 0;
3409 save_tape_entry = FALSE;
3412 if (tape.playing && !tape.pausing && !player_action &&
3413 tape.counter < tape.length)
3416 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3418 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3419 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3421 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3423 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3425 int el = Feld[jx+dx][jy];
3426 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3428 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3430 player->MovDir = next_joy;
3431 player->Frame = FrameCounter % 4;
3432 player->Pushing = TRUE;
3441 static unsigned long action_delay = 0;
3442 unsigned long action_delay_value;
3443 int sieb_x = 0, sieb_y = 0;
3444 int i, x, y, element;
3445 byte *recorded_player_action;
3446 byte summarized_player_action = 0;
3448 if (game_status != PLAYING)
3451 action_delay_value =
3452 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3454 /* ---------- main game synchronization point ---------- */
3456 WaitUntilDelayReached(&action_delay, action_delay_value);
3458 if (network_playing && !network_player_action_received)
3462 printf("DEBUG: try to get network player actions in time\n");
3467 /* last chance to get network player actions without main loop delay */
3471 if (game_status != PLAYING)
3474 if (!network_player_action_received)
3478 printf("DEBUG: failed to get network player actions in time\n");
3490 else if (tape.recording)
3493 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3495 for (i=0; i<MAX_PLAYERS; i++)
3497 summarized_player_action |= stored_player[i].action;
3499 if (!network_playing)
3500 stored_player[i].effective_action = stored_player[i].action;
3504 if (network_playing)
3505 SendToServer_MovePlayer(summarized_player_action);
3508 if (!options.network && !setup.team_mode)
3509 local_player->effective_action = summarized_player_action;
3511 for (i=0; i<MAX_PLAYERS; i++)
3513 int actual_player_action = stored_player[i].effective_action;
3515 if (stored_player[i].programmed_action)
3516 actual_player_action = stored_player[i].programmed_action;
3518 if (recorded_player_action)
3519 actual_player_action = recorded_player_action[i];
3521 PlayerActions(&stored_player[i], actual_player_action);
3522 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3525 network_player_action_received = FALSE;
3527 ScrollScreen(NULL, SCROLL_GO_ON);
3533 if (TimeFrames == 0 && local_player->active)
3535 extern unsigned int last_RND();
3537 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3538 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3545 if (GameFrameDelay >= 500)
3546 printf("FrameCounter == %d\n", FrameCounter);
3555 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3558 if (JustHit[x][y]>0)
3562 if (IS_BLOCKED(x, y))
3566 Blocked2Moving(x, y, &oldx, &oldy);
3567 if (!IS_MOVING(oldx, oldy))
3569 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3570 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3571 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3572 printf("GameActions(): This should never happen!\n");
3578 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3580 element = Feld[x][y];
3582 if (IS_INACTIVE(element))
3585 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3589 if (IS_GEM(element))
3590 EdelsteinFunkeln(x, y);
3592 else if (IS_MOVING(x, y))
3593 ContinueMoving(x, y);
3594 else if (IS_ACTIVE_BOMB(element))
3595 CheckDynamite(x, y);
3596 else if (element == EL_EXPLODING)
3597 Explode(x, y, Frame[x][y], EX_NORMAL);
3598 else if (element == EL_AMOEBING)
3599 AmoebeWaechst(x, y);
3600 else if (IS_AMOEBALIVE(element))
3601 AmoebeAbleger(x, y);
3602 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3604 else if (element == EL_ABLENK_EIN)
3606 else if (element == EL_SALZSAEURE)
3608 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3610 else if (element == EL_CRACKINGNUT)
3612 else if (element == EL_AUSGANG_ZU)
3613 AusgangstuerPruefen(x, y);
3614 else if (element == EL_AUSGANG_ACT)
3615 AusgangstuerOeffnen(x, y);
3616 else if (element == EL_AUSGANG_AUF)
3617 AusgangstuerBlinken(x, y);
3618 else if (element == EL_MAUERND)
3620 else if (element == EL_MAUER_LEBT ||
3621 element == EL_MAUER_X ||
3622 element == EL_MAUER_Y ||
3623 element == EL_MAUER_XY)
3625 else if (element == EL_BURNING)
3626 CheckForDragon(x, y);
3627 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3628 CheckBuggyBase(x, y);
3629 else if (element == EL_SP_TERMINAL)
3630 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3631 else if (element == EL_SP_TERMINAL_ACTIVE)
3632 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3634 if (game.magic_wall_active)
3636 boolean sieb = FALSE;
3637 int jx = local_player->jx, jy = local_player->jy;
3639 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3640 Store[x][y] == EL_SIEB_LEER)
3642 SiebAktivieren(x, y, 1);
3645 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3646 Store[x][y] == EL_SIEB2_LEER)
3648 SiebAktivieren(x, y, 2);
3652 /* play the element sound at the position nearest to the player */
3653 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3661 if (game.magic_wall_active)
3663 if (!(game.magic_wall_time_left % 4))
3664 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3666 if (game.magic_wall_time_left > 0)
3668 game.magic_wall_time_left--;
3669 if (!game.magic_wall_time_left)
3671 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3673 element = Feld[x][y];
3674 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3676 Feld[x][y] = EL_SIEB_TOT;
3677 DrawLevelField(x, y);
3679 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3681 Feld[x][y] = EL_SIEB2_TOT;
3682 DrawLevelField(x, y);
3686 game.magic_wall_active = FALSE;
3691 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3696 if (tape.recording || tape.playing)
3697 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3704 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3706 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3709 for (i=0; i<MAX_PLAYERS; i++)
3710 KillHero(&stored_player[i]);
3712 else if (level.time == 0) /* level without time limit */
3713 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3719 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3721 int min_x = x, min_y = y, max_x = x, max_y = y;
3724 for (i=0; i<MAX_PLAYERS; i++)
3726 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3728 if (!stored_player[i].active || &stored_player[i] == player)
3731 min_x = MIN(min_x, jx);
3732 min_y = MIN(min_y, jy);
3733 max_x = MAX(max_x, jx);
3734 max_y = MAX(max_y, jy);
3737 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3740 static boolean AllPlayersInVisibleScreen()
3744 for (i=0; i<MAX_PLAYERS; i++)
3746 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3748 if (!stored_player[i].active)
3751 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3758 void ScrollLevel(int dx, int dy)
3760 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3763 XCopyArea(display, drawto_field, drawto_field, gc,
3764 FX + TILEX*(dx == -1) - softscroll_offset,
3765 FY + TILEY*(dy == -1) - softscroll_offset,
3766 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3767 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3768 FX + TILEX*(dx == 1) - softscroll_offset,
3769 FY + TILEY*(dy == 1) - softscroll_offset);
3773 x = (dx == 1 ? BX1 : BX2);
3774 for (y=BY1; y<=BY2; y++)
3775 DrawScreenField(x, y);
3779 y = (dy == 1 ? BY1 : BY2);
3780 for (x=BX1; x<=BX2; x++)
3781 DrawScreenField(x, y);
3784 redraw_mask |= REDRAW_FIELD;
3787 static void CheckGravityMovement(struct PlayerInfo *player)
3789 if (level.gravity && !player->programmed_action)
3791 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3792 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3794 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3795 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3796 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3797 int jx = player->jx, jy = player->jy;
3798 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3799 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3800 int new_jx = jx + dx, new_jy = jy + dy;
3801 boolean field_under_player_is_free =
3802 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3803 boolean player_is_moving_to_valid_field =
3804 (IN_LEV_FIELD(new_jx, new_jy) &&
3805 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3806 Feld[new_jx][new_jy] == EL_ERDREICH));
3808 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3809 player->programmed_action = MV_DOWN;
3813 boolean MoveFigureOneStep(struct PlayerInfo *player,
3814 int dx, int dy, int real_dx, int real_dy)
3816 int jx = player->jx, jy = player->jy;
3817 int new_jx = jx+dx, new_jy = jy+dy;
3821 if (!player->active || (!dx && !dy))
3822 return MF_NO_ACTION;
3824 player->MovDir = (dx < 0 ? MV_LEFT :
3827 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3829 if (!IN_LEV_FIELD(new_jx, new_jy))
3830 return MF_NO_ACTION;
3832 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3833 return MF_NO_ACTION;
3836 element = MovingOrBlocked2Element(new_jx, new_jy);
3838 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3841 if (DONT_GO_TO(element))
3843 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3846 Feld[jx][jy] = EL_SPIELFIGUR;
3847 InitMovingField(jx, jy, MV_DOWN);
3848 Store[jx][jy] = EL_SALZSAEURE;
3849 ContinueMoving(jx, jy);
3858 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3859 if (can_move != MF_MOVING)
3862 StorePlayer[jx][jy] = 0;
3863 player->last_jx = jx;
3864 player->last_jy = jy;
3865 jx = player->jx = new_jx;
3866 jy = player->jy = new_jy;
3867 StorePlayer[jx][jy] = player->element_nr;
3870 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3872 ScrollFigure(player, SCROLL_INIT);
3877 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3879 int jx = player->jx, jy = player->jy;
3880 int old_jx = jx, old_jy = jy;
3881 int moved = MF_NO_ACTION;
3883 if (!player->active || (!dx && !dy))
3886 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3890 /* remove the last programmed player action */
3891 player->programmed_action = 0;
3895 /* should only happen if pre-1.2 tape recordings are played */
3896 /* this is only for backward compatibility */
3898 int original_move_delay_value = player->move_delay_value;
3901 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3904 /* scroll remaining steps with finest movement resolution */
3905 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3907 while (player->MovPos)
3909 ScrollFigure(player, SCROLL_GO_ON);
3910 ScrollScreen(NULL, SCROLL_GO_ON);
3916 player->move_delay_value = original_move_delay_value;
3919 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3921 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3922 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3926 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3927 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3933 if (moved & MF_MOVING && !ScreenMovPos &&
3934 (player == local_player || !options.network))
3936 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3937 int offset = (setup.scroll_delay ? 3 : 0);
3939 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3941 /* actual player has left the screen -- scroll in that direction */
3942 if (jx != old_jx) /* player has moved horizontally */
3943 scroll_x += (jx - old_jx);
3944 else /* player has moved vertically */
3945 scroll_y += (jy - old_jy);
3949 if (jx != old_jx) /* player has moved horizontally */
3951 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3952 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3953 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3955 /* don't scroll over playfield boundaries */
3956 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3957 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3959 /* don't scroll more than one field at a time */
3960 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3962 /* don't scroll against the player's moving direction */
3963 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3964 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3965 scroll_x = old_scroll_x;
3967 else /* player has moved vertically */
3969 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3970 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3971 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3973 /* don't scroll over playfield boundaries */
3974 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3975 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3977 /* don't scroll more than one field at a time */
3978 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3980 /* don't scroll against the player's moving direction */
3981 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3982 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3983 scroll_y = old_scroll_y;
3987 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3989 if (!options.network && !AllPlayersInVisibleScreen())
3991 scroll_x = old_scroll_x;
3992 scroll_y = old_scroll_y;
3996 ScrollScreen(player, SCROLL_INIT);
3997 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4002 if (!(moved & MF_MOVING) && !player->Pushing)
4005 player->Frame = (player->Frame + 1) % 4;
4007 if (moved & MF_MOVING)
4009 if (old_jx != jx && old_jy == jy)
4010 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4011 else if (old_jx == jx && old_jy != jy)
4012 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4014 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4016 player->last_move_dir = player->MovDir;
4020 CheckGravityMovement(player);
4022 player->last_move_dir = MV_NO_MOVING;
4025 TestIfHeroHitsBadThing(jx, jy);
4027 if (!player->active)
4033 void ScrollFigure(struct PlayerInfo *player, int mode)
4035 int jx = player->jx, jy = player->jy;
4036 int last_jx = player->last_jx, last_jy = player->last_jy;
4037 int move_stepsize = TILEX / player->move_delay_value;
4039 if (!player->active || !player->MovPos)
4042 if (mode == SCROLL_INIT)
4044 player->actual_frame_counter = FrameCounter;
4045 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4047 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4048 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4053 else if (!FrameReached(&player->actual_frame_counter, 1))
4056 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4057 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4059 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4060 Feld[last_jx][last_jy] = EL_LEERRAUM;
4062 /* before DrawPlayer() to draw correct player graphic for this case */
4063 if (player->MovPos == 0)
4064 CheckGravityMovement(player);
4068 if (player->MovPos == 0)
4070 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4072 /* continue with normal speed after quickly moving through gate */
4073 HALVE_PLAYER_SPEED(player);
4075 /* be able to make the next move without delay */
4076 player->move_delay = 0;
4079 player->last_jx = jx;
4080 player->last_jy = jy;
4082 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4086 if (!local_player->friends_still_needed)
4087 player->LevelSolved = player->GameOver = TRUE;
4092 void ScrollScreen(struct PlayerInfo *player, int mode)
4094 static unsigned long screen_frame_counter = 0;
4096 if (mode == SCROLL_INIT)
4098 /* set scrolling step size according to actual player's moving speed */
4099 ScrollStepSize = TILEX / player->move_delay_value;
4101 screen_frame_counter = FrameCounter;
4102 ScreenMovDir = player->MovDir;
4103 ScreenMovPos = player->MovPos;
4104 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4107 else if (!FrameReached(&screen_frame_counter, 1))
4112 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4113 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4114 redraw_mask |= REDRAW_FIELD;
4117 ScreenMovDir = MV_NO_MOVING;
4120 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4122 int i, killx = goodx, killy = goody;
4123 static int xy[4][2] =
4130 static int harmless[4] =
4142 x = goodx + xy[i][0];
4143 y = goody + xy[i][1];
4144 if (!IN_LEV_FIELD(x, y))
4148 element = Feld[x][y];
4150 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4153 if (DONT_TOUCH(element))
4155 if (MovDir[x][y] == harmless[i])
4164 if (killx != goodx || killy != goody)
4166 if (IS_PLAYER(goodx, goody))
4167 KillHero(PLAYERINFO(goodx, goody));
4173 void TestIfBadThingHitsGoodThing(int badx, int bady)
4175 int i, killx = badx, killy = bady;
4176 static int xy[4][2] =
4183 static int harmless[4] =
4195 x = badx + xy[i][0];
4196 y = bady + xy[i][1];
4197 if (!IN_LEV_FIELD(x, y))
4200 element = Feld[x][y];
4202 if (IS_PLAYER(x, y))
4208 else if (element == EL_PINGUIN)
4210 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4219 if (killx != badx || killy != bady)
4221 if (IS_PLAYER(killx, killy))
4222 KillHero(PLAYERINFO(killx, killy));
4228 void TestIfHeroHitsBadThing(int x, int y)
4230 TestIfGoodThingHitsBadThing(x, y);
4233 void TestIfBadThingHitsHero(int x, int y)
4235 TestIfBadThingHitsGoodThing(x, y);
4238 void TestIfFriendHitsBadThing(int x, int y)
4240 TestIfGoodThingHitsBadThing(x, y);
4243 void TestIfBadThingHitsFriend(int x, int y)
4245 TestIfBadThingHitsGoodThing(x, y);
4248 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4250 int i, killx = badx, killy = bady;
4251 static int xy[4][2] =
4265 if (!IN_LEV_FIELD(x, y))
4268 element = Feld[x][y];
4269 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4270 element == EL_AMOEBING || element == EL_TROPFEN)
4278 if (killx != badx || killy != bady)
4282 void KillHero(struct PlayerInfo *player)
4284 int jx = player->jx, jy = player->jy;
4286 if (!player->active)
4289 if (IS_PFORTE(Feld[jx][jy]))
4290 Feld[jx][jy] = EL_LEERRAUM;
4296 void BuryHero(struct PlayerInfo *player)
4298 int jx = player->jx, jy = player->jy;
4300 if (!player->active)
4303 PlaySoundLevel(jx, jy, SND_AUTSCH);
4304 PlaySoundLevel(jx, jy, SND_LACHEN);
4306 player->GameOver = TRUE;
4310 void RemoveHero(struct PlayerInfo *player)
4312 int jx = player->jx, jy = player->jy;
4313 int i, found = FALSE;
4315 player->present = FALSE;
4316 player->active = FALSE;
4318 StorePlayer[jx][jy] = 0;
4320 for (i=0; i<MAX_PLAYERS; i++)
4321 if (stored_player[i].active)
4325 AllPlayersGone = TRUE;
4331 int DigField(struct PlayerInfo *player,
4332 int x, int y, int real_dx, int real_dy, int mode)
4334 int jx = player->jx, jy = player->jy;
4335 int dx = x - jx, dy = y - jy;
4336 int move_direction = (dx == -1 ? MV_LEFT :
4337 dx == +1 ? MV_RIGHT :
4339 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4342 if (!player->MovPos)
4343 player->Pushing = FALSE;
4345 if (mode == DF_NO_PUSH)
4347 player->push_delay = 0;
4348 return MF_NO_ACTION;
4351 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4352 return MF_NO_ACTION;
4354 element = Feld[x][y];
4359 PlaySoundLevel(x, y, SND_EMPTY);
4363 Feld[x][y] = EL_LEERRAUM;
4364 PlaySoundLevel(x, y, SND_SCHLURF);
4369 Feld[x][y] = EL_LEERRAUM;
4370 PlaySoundLevel(x, y, SND_SP_BASE);
4374 case EL_EDELSTEIN_BD:
4375 case EL_EDELSTEIN_GELB:
4376 case EL_EDELSTEIN_ROT:
4377 case EL_EDELSTEIN_LILA:
4379 case EL_SP_INFOTRON:
4381 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4382 if (local_player->gems_still_needed < 0)
4383 local_player->gems_still_needed = 0;
4384 RaiseScoreElement(element);
4385 DrawText(DX_EMERALDS, DY_EMERALDS,
4386 int2str(local_player->gems_still_needed, 3),
4387 FS_SMALL, FC_YELLOW);
4388 if (element == EL_SP_INFOTRON)
4389 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4391 PlaySoundLevel(x, y, SND_PONG);
4396 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4397 PlaySoundLevel(x, y, SND_PONG);
4400 case EL_DYNAMITE_INACTIVE:
4401 case EL_SP_DISK_RED:
4404 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4405 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4406 int2str(local_player->dynamite, 3),
4407 FS_SMALL, FC_YELLOW);
4408 if (element == EL_SP_DISK_RED)
4409 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4411 PlaySoundLevel(x, y, SND_PONG);
4414 case EL_DYNABOMB_NR:
4416 player->dynabomb_count++;
4417 player->dynabombs_left++;
4418 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4419 PlaySoundLevel(x, y, SND_PONG);
4422 case EL_DYNABOMB_SZ:
4424 player->dynabomb_size++;
4425 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4426 PlaySoundLevel(x, y, SND_PONG);
4429 case EL_DYNABOMB_XL:
4431 player->dynabomb_xl = TRUE;
4432 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4433 PlaySoundLevel(x, y, SND_PONG);
4436 case EL_SCHLUESSEL1:
4437 case EL_SCHLUESSEL2:
4438 case EL_SCHLUESSEL3:
4439 case EL_SCHLUESSEL4:
4441 int key_nr = element - EL_SCHLUESSEL1;
4444 player->key[key_nr] = TRUE;
4445 RaiseScoreElement(EL_SCHLUESSEL);
4446 DrawMiniGraphicExt(drawto, gc,
4447 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4448 GFX_SCHLUESSEL1+key_nr);
4449 DrawMiniGraphicExt(window, gc,
4450 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4451 GFX_SCHLUESSEL1+key_nr);
4452 PlaySoundLevel(x, y, SND_PONG);
4461 int key_nr = element - EL_EM_KEY_1;
4464 player->key[key_nr] = TRUE;
4465 RaiseScoreElement(EL_SCHLUESSEL);
4466 DrawMiniGraphicExt(drawto, gc,
4467 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4468 GFX_SCHLUESSEL1+key_nr);
4469 DrawMiniGraphicExt(window, gc,
4470 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4471 GFX_SCHLUESSEL1+key_nr);
4472 PlaySoundLevel(x, y, SND_PONG);
4477 Feld[x][y] = EL_ABLENK_EIN;
4480 DrawLevelField(x, y);
4484 case EL_SP_TERMINAL:
4488 for (yy=0; yy<lev_fieldy; yy++)
4490 for (xx=0; xx<lev_fieldx; xx++)
4492 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4494 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4495 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4504 if (local_player->gems_still_needed > 0)
4505 return MF_NO_ACTION;
4507 player->LevelSolved = player->GameOver = TRUE;
4508 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4511 case EL_FELSBROCKEN:
4516 case EL_SP_DISK_ORANGE:
4517 if (dy || mode == DF_SNAP)
4518 return MF_NO_ACTION;
4520 player->Pushing = TRUE;
4522 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4523 return MF_NO_ACTION;
4527 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4528 return MF_NO_ACTION;
4531 if (player->push_delay == 0)
4532 player->push_delay = FrameCounter;
4533 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4535 return MF_NO_ACTION;
4538 Feld[x+dx][y+dy] = element;
4540 player->push_delay_value = 2+RND(8);
4542 DrawLevelField(x+dx, y+dy);
4543 if (element == EL_FELSBROCKEN)
4544 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4545 else if (element == EL_KOKOSNUSS)
4546 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4547 else if (IS_SP_ELEMENT(element))
4548 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4550 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4557 if (!player->key[element - EL_PFORTE1])
4558 return MF_NO_ACTION;
4565 if (!player->key[element - EL_PFORTE1X])
4566 return MF_NO_ACTION;
4573 if (!player->key[element - EL_EM_GATE_1])
4574 return MF_NO_ACTION;
4575 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4576 return MF_NO_ACTION;
4578 /* automatically move to the next field with double speed */
4579 player->programmed_action = move_direction;
4580 DOUBLE_PLAYER_SPEED(player);
4588 if (!player->key[element - EL_EM_GATE_1X])
4589 return MF_NO_ACTION;
4590 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4591 return MF_NO_ACTION;
4593 /* automatically move to the next field with double speed */
4594 player->programmed_action = move_direction;
4595 DOUBLE_PLAYER_SPEED(player);
4599 case EL_SP_PORT1_LEFT:
4600 case EL_SP_PORT2_LEFT:
4601 case EL_SP_PORT1_RIGHT:
4602 case EL_SP_PORT2_RIGHT:
4603 case EL_SP_PORT1_UP:
4604 case EL_SP_PORT2_UP:
4605 case EL_SP_PORT1_DOWN:
4606 case EL_SP_PORT2_DOWN:
4611 element != EL_SP_PORT1_LEFT &&
4612 element != EL_SP_PORT2_LEFT &&
4613 element != EL_SP_PORT_X &&
4614 element != EL_SP_PORT_XY) ||
4616 element != EL_SP_PORT1_RIGHT &&
4617 element != EL_SP_PORT2_RIGHT &&
4618 element != EL_SP_PORT_X &&
4619 element != EL_SP_PORT_XY) ||
4621 element != EL_SP_PORT1_UP &&
4622 element != EL_SP_PORT2_UP &&
4623 element != EL_SP_PORT_Y &&
4624 element != EL_SP_PORT_XY) ||
4626 element != EL_SP_PORT1_DOWN &&
4627 element != EL_SP_PORT2_DOWN &&
4628 element != EL_SP_PORT_Y &&
4629 element != EL_SP_PORT_XY) ||
4630 !IN_LEV_FIELD(x + dx, y + dy) ||
4631 !IS_FREE(x + dx, y + dy))
4632 return MF_NO_ACTION;
4634 /* automatically move to the next field with double speed */
4635 player->programmed_action = move_direction;
4636 DOUBLE_PLAYER_SPEED(player);
4641 case EL_AUSGANG_ACT:
4642 /* door is not (yet) open */
4643 return MF_NO_ACTION;
4646 case EL_AUSGANG_AUF:
4647 if (mode == DF_SNAP)
4648 return MF_NO_ACTION;
4650 PlaySoundLevel(x, y, SND_BUING);
4655 Feld[x][y] = EL_BIRNE_EIN;
4656 local_player->lights_still_needed--;
4657 DrawLevelField(x, y);
4658 PlaySoundLevel(x, y, SND_DENG);
4663 Feld[x][y] = EL_ZEIT_LEER;
4665 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4666 DrawLevelField(x, y);
4667 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4671 case EL_SOKOBAN_FELD_LEER:
4674 case EL_SOKOBAN_FELD_VOLL:
4675 case EL_SOKOBAN_OBJEKT:
4677 case EL_SP_DISK_YELLOW:
4678 if (mode == DF_SNAP)
4679 return MF_NO_ACTION;
4681 player->Pushing = TRUE;
4683 if (!IN_LEV_FIELD(x+dx, y+dy)
4684 || (!IS_FREE(x+dx, y+dy)
4685 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4686 || !IS_SB_ELEMENT(element))))
4687 return MF_NO_ACTION;
4691 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4692 return MF_NO_ACTION;
4694 else if (dy && real_dx)
4696 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4697 return MF_NO_ACTION;
4700 if (player->push_delay == 0)
4701 player->push_delay = FrameCounter;
4702 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4704 return MF_NO_ACTION;
4706 if (IS_SB_ELEMENT(element))
4708 if (element == EL_SOKOBAN_FELD_VOLL)
4710 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4711 local_player->sokobanfields_still_needed++;
4716 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4718 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4719 local_player->sokobanfields_still_needed--;
4720 if (element == EL_SOKOBAN_OBJEKT)
4721 PlaySoundLevel(x, y, SND_DENG);
4724 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4729 Feld[x+dx][y+dy] = element;
4732 player->push_delay_value = 2;
4734 DrawLevelField(x, y);
4735 DrawLevelField(x+dx, y+dy);
4736 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4738 if (IS_SB_ELEMENT(element) &&
4739 local_player->sokobanfields_still_needed == 0 &&
4740 game.emulation == EMU_SOKOBAN)
4742 player->LevelSolved = player->GameOver = TRUE;
4743 PlaySoundLevel(x, y, SND_BUING);
4755 return MF_NO_ACTION;
4758 player->push_delay = 0;
4763 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4765 int jx = player->jx, jy = player->jy;
4766 int x = jx + dx, y = jy + dy;
4768 if (!player->active || !IN_LEV_FIELD(x, y))
4776 player->snapped = FALSE;
4780 if (player->snapped)
4783 player->MovDir = (dx < 0 ? MV_LEFT :
4786 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4788 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4791 player->snapped = TRUE;
4792 DrawLevelField(x, y);
4798 boolean PlaceBomb(struct PlayerInfo *player)
4800 int jx = player->jx, jy = player->jy;
4803 if (!player->active || player->MovPos)
4806 element = Feld[jx][jy];
4808 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4809 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
4812 if (element != EL_LEERRAUM)
4813 Store[jx][jy] = element;
4815 if (player->dynamite)
4817 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
4818 MovDelay[jx][jy] = 96;
4820 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4821 FS_SMALL, FC_YELLOW);
4822 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4824 if (game.emulation == EMU_SUPAPLEX)
4825 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4827 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4832 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
4833 MovDelay[jx][jy] = 96;
4834 player->dynabombs_left--;
4835 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4836 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4842 void PlaySoundLevel(int x, int y, int sound_nr)
4844 int sx = SCREENX(x), sy = SCREENY(y);
4846 int silence_distance = 8;
4848 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4849 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4852 if (!IN_LEV_FIELD(x, y) ||
4853 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4854 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4857 volume = PSND_MAX_VOLUME;
4860 stereo = (sx - SCR_FIELDX/2) * 12;
4862 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4863 if (stereo > PSND_MAX_RIGHT)
4864 stereo = PSND_MAX_RIGHT;
4865 if (stereo < PSND_MAX_LEFT)
4866 stereo = PSND_MAX_LEFT;
4869 if (!IN_SCR_FIELD(sx, sy))
4871 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4872 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4874 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4877 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4880 void RaiseScore(int value)
4882 local_player->score += value;
4883 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4884 FS_SMALL, FC_YELLOW);
4887 void RaiseScoreElement(int element)
4892 case EL_EDELSTEIN_BD:
4893 case EL_EDELSTEIN_GELB:
4894 case EL_EDELSTEIN_ROT:
4895 case EL_EDELSTEIN_LILA:
4896 RaiseScore(level.score[SC_EDELSTEIN]);
4899 RaiseScore(level.score[SC_DIAMANT]);
4903 RaiseScore(level.score[SC_KAEFER]);
4907 RaiseScore(level.score[SC_FLIEGER]);
4911 RaiseScore(level.score[SC_MAMPFER]);
4914 RaiseScore(level.score[SC_ROBOT]);
4917 RaiseScore(level.score[SC_PACMAN]);
4920 RaiseScore(level.score[SC_KOKOSNUSS]);
4922 case EL_DYNAMITE_INACTIVE:
4923 RaiseScore(level.score[SC_DYNAMIT]);
4926 RaiseScore(level.score[SC_SCHLUESSEL]);
4933 /* ---------- new game button stuff ---------------------------------------- */
4935 /* graphic position values for game buttons */
4936 #define GAME_BUTTON_XSIZE 30
4937 #define GAME_BUTTON_YSIZE 30
4938 #define GAME_BUTTON_XPOS 5
4939 #define GAME_BUTTON_YPOS 215
4940 #define SOUND_BUTTON_XPOS 5
4941 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4943 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4944 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4945 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4946 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4947 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4948 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4955 } gamebutton_info[NUM_GAME_BUTTONS] =
4958 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4963 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4968 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4973 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4974 SOUND_CTRL_ID_MUSIC,
4975 "background music on/off"
4978 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4979 SOUND_CTRL_ID_LOOPS,
4980 "sound loops on/off"
4983 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4984 SOUND_CTRL_ID_SIMPLE,
4985 "normal sounds on/off"
4989 void CreateGameButtons()
4993 for (i=0; i<NUM_GAME_BUTTONS; i++)
4995 Pixmap gd_pixmap = pix[PIX_DOOR];
4996 struct GadgetInfo *gi;
4999 unsigned long event_mask;
5000 int gd_xoffset, gd_yoffset;
5001 int gd_x1, gd_x2, gd_y1, gd_y2;
5004 gd_xoffset = gamebutton_info[i].x;
5005 gd_yoffset = gamebutton_info[i].y;
5006 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5007 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5009 if (id == GAME_CTRL_ID_STOP ||
5010 id == GAME_CTRL_ID_PAUSE ||
5011 id == GAME_CTRL_ID_PLAY)
5013 button_type = GD_TYPE_NORMAL_BUTTON;
5015 event_mask = GD_EVENT_RELEASED;
5016 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5017 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5021 button_type = GD_TYPE_CHECK_BUTTON;
5023 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5024 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5025 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5026 event_mask = GD_EVENT_PRESSED;
5027 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5028 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5031 gi = CreateGadget(GDI_CUSTOM_ID, id,
5032 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5033 GDI_X, DX + gd_xoffset,
5034 GDI_Y, DY + gd_yoffset,
5035 GDI_WIDTH, GAME_BUTTON_XSIZE,
5036 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5037 GDI_TYPE, button_type,
5038 GDI_STATE, GD_BUTTON_UNPRESSED,
5039 GDI_CHECKED, checked,
5040 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5041 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5042 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5043 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5044 GDI_EVENT_MASK, event_mask,
5045 GDI_CALLBACK_ACTION, HandleGameButtons,
5049 Error(ERR_EXIT, "cannot create gadget");
5051 game_gadget[id] = gi;
5055 static void MapGameButtons()
5059 for (i=0; i<NUM_GAME_BUTTONS; i++)
5060 MapGadget(game_gadget[i]);
5063 void UnmapGameButtons()
5067 for (i=0; i<NUM_GAME_BUTTONS; i++)
5068 UnmapGadget(game_gadget[i]);
5071 static void HandleGameButtons(struct GadgetInfo *gi)
5073 int id = gi->custom_id;
5075 if (game_status != PLAYING)
5080 case GAME_CTRL_ID_STOP:
5083 CloseDoor(DOOR_CLOSE_1);
5084 game_status = MAINMENU;
5089 if (level_editor_test_game ||
5090 Request("Do you really want to quit the game ?",
5091 REQ_ASK | REQ_STAY_CLOSED))
5094 if (options.network)
5095 SendToServer_StopPlaying();
5099 game_status = MAINMENU;
5104 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5107 case GAME_CTRL_ID_PAUSE:
5108 if (options.network)
5112 SendToServer_ContinuePlaying();
5114 SendToServer_PausePlaying();
5121 case GAME_CTRL_ID_PLAY:
5125 if (options.network)
5126 SendToServer_ContinuePlaying();
5130 tape.pausing = FALSE;
5131 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5136 case SOUND_CTRL_ID_MUSIC:
5137 if (setup.sound_music)
5139 setup.sound_music = FALSE;
5140 FadeSound(background_loop[level_nr % num_bg_loops]);
5142 else if (sound_loops_allowed)
5144 setup.sound = setup.sound_music = TRUE;
5145 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5149 case SOUND_CTRL_ID_LOOPS:
5150 if (setup.sound_loops)
5151 setup.sound_loops = FALSE;
5152 else if (sound_loops_allowed)
5153 setup.sound = setup.sound_loops = TRUE;
5156 case SOUND_CTRL_ID_SIMPLE:
5157 if (setup.sound_simple)
5158 setup.sound_simple = FALSE;
5159 else if (sound_status==SOUND_AVAILABLE)
5160 setup.sound = setup.sound_simple = TRUE;