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_PLAYER_NAME_LEN);
901 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
902 highscore[k].Score = local_player->score;
908 else if (!strncmp(setup.player_name, highscore[k].Name,
909 MAX_PLAYER_NAME_LEN))
910 break; /* player already there with a higher score */
921 void InitMovingField(int x, int y, int direction)
923 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
924 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
926 MovDir[x][y] = direction;
927 MovDir[newx][newy] = direction;
928 if (Feld[newx][newy] == EL_LEERRAUM)
929 Feld[newx][newy] = EL_BLOCKED;
932 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
934 int direction = MovDir[x][y];
935 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
936 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
942 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
944 int oldx = x, oldy = y;
945 int direction = MovDir[x][y];
947 if (direction == MV_LEFT)
949 else if (direction == MV_RIGHT)
951 else if (direction == MV_UP)
953 else if (direction == MV_DOWN)
956 *comes_from_x = oldx;
957 *comes_from_y = oldy;
960 int MovingOrBlocked2Element(int x, int y)
962 int element = Feld[x][y];
964 if (element == EL_BLOCKED)
968 Blocked2Moving(x, y, &oldx, &oldy);
969 return Feld[oldx][oldy];
975 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
977 /* like MovingOrBlocked2Element(), but if element is moving
978 and (x,y) is the field the moving element is just leaving,
979 return EL_BLOCKED instead of the element value */
980 int element = Feld[x][y];
984 if (element == EL_BLOCKED)
988 Blocked2Moving(x, y, &oldx, &oldy);
989 return Feld[oldx][oldy];
998 static void RemoveField(int x, int y)
1000 Feld[x][y] = EL_LEERRAUM;
1006 void RemoveMovingField(int x, int y)
1008 int oldx = x, oldy = y, newx = x, newy = y;
1010 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1013 if (IS_MOVING(x, y))
1015 Moving2Blocked(x, y, &newx, &newy);
1016 if (Feld[newx][newy] != EL_BLOCKED)
1019 else if (Feld[x][y] == EL_BLOCKED)
1021 Blocked2Moving(x, y, &oldx, &oldy);
1022 if (!IS_MOVING(oldx, oldy))
1026 if (Feld[x][y] == EL_BLOCKED &&
1027 (Store[oldx][oldy] == EL_MORAST_LEER ||
1028 Store[oldx][oldy] == EL_SIEB_LEER ||
1029 Store[oldx][oldy] == EL_SIEB2_LEER ||
1030 Store[oldx][oldy] == EL_AMOEBE_NASS))
1032 Feld[oldx][oldy] = Store[oldx][oldy];
1033 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1036 Feld[oldx][oldy] = EL_LEERRAUM;
1038 Feld[newx][newy] = EL_LEERRAUM;
1039 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1040 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1042 DrawLevelField(oldx, oldy);
1043 DrawLevelField(newx, newy);
1046 void DrawDynamite(int x, int y)
1048 int sx = SCREENX(x), sy = SCREENY(y);
1049 int graphic = el2gfx(Feld[x][y]);
1052 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1056 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1058 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1060 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1065 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1069 if (game.emulation == EMU_SUPAPLEX)
1070 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1071 else if (Store[x][y])
1072 DrawGraphicThruMask(sx, sy, graphic + phase);
1074 DrawGraphic(sx, sy, graphic + phase);
1077 void CheckDynamite(int x, int y)
1079 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1084 if (!(MovDelay[x][y] % 12))
1085 PlaySoundLevel(x, y, SND_ZISCH);
1087 if (IS_ACTIVE_BOMB(Feld[x][y]))
1089 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1091 if (!(MovDelay[x][y] % delay))
1099 StopSound(SND_ZISCH);
1103 void Explode(int ex, int ey, int phase, int mode)
1106 int num_phase = 9, delay = 2;
1107 int last_phase = num_phase * delay;
1108 int half_phase = (num_phase / 2) * delay;
1109 int first_phase_after_start = EX_PHASE_START + 1;
1111 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1113 int center_element = Feld[ex][ey];
1115 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1117 /* put moving element to center field (and let it explode there) */
1118 center_element = MovingOrBlocked2Element(ex, ey);
1119 RemoveMovingField(ex, ey);
1120 Feld[ex][ey] = center_element;
1123 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1127 if (!IN_LEV_FIELD(x, y) ||
1128 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1129 (x != ex || y != ey)))
1132 element = Feld[x][y];
1134 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1136 element = MovingOrBlocked2Element(x, y);
1137 RemoveMovingField(x, y);
1140 if (IS_MASSIVE(element) || element == EL_BURNING)
1143 if (element == EL_EXPLODING)
1144 element = Store2[x][y];
1146 if (IS_PLAYER(ex, ey))
1148 switch(StorePlayer[ex][ey])
1151 Store[x][y] = EL_EDELSTEIN_ROT;
1154 Store[x][y] = EL_EDELSTEIN;
1157 Store[x][y] = EL_EDELSTEIN_LILA;
1161 Store[x][y] = EL_EDELSTEIN_GELB;
1165 if (game.emulation == EMU_SUPAPLEX)
1166 Store[x][y] = EL_LEERRAUM;
1168 else if (center_element == EL_MAULWURF)
1169 Store[x][y] = EL_EDELSTEIN_ROT;
1170 else if (center_element == EL_PINGUIN)
1171 Store[x][y] = EL_EDELSTEIN_LILA;
1172 else if (center_element == EL_KAEFER)
1173 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1174 else if (center_element == EL_BUTTERFLY)
1175 Store[x][y] = EL_EDELSTEIN_BD;
1176 else if (center_element == EL_SP_ELECTRON)
1177 Store[x][y] = EL_SP_INFOTRON;
1178 else if (center_element == EL_MAMPFER)
1179 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1180 else if (center_element == EL_AMOEBA2DIAM)
1181 Store[x][y] = level.amoeba_content;
1182 else if (element == EL_ERZ_EDEL)
1183 Store[x][y] = EL_EDELSTEIN;
1184 else if (element == EL_ERZ_DIAM)
1185 Store[x][y] = EL_DIAMANT;
1186 else if (element == EL_ERZ_EDEL_BD)
1187 Store[x][y] = EL_EDELSTEIN_BD;
1188 else if (element == EL_ERZ_EDEL_GELB)
1189 Store[x][y] = EL_EDELSTEIN_GELB;
1190 else if (element == EL_ERZ_EDEL_ROT)
1191 Store[x][y] = EL_EDELSTEIN_ROT;
1192 else if (element == EL_ERZ_EDEL_LILA)
1193 Store[x][y] = EL_EDELSTEIN_LILA;
1194 else if (!IS_PFORTE(Store[x][y]))
1195 Store[x][y] = EL_LEERRAUM;
1197 if (x != ex || y != ey ||
1198 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1199 Store2[x][y] = element;
1201 if (AmoebaNr[x][y] &&
1202 (element == EL_AMOEBE_VOLL ||
1203 element == EL_AMOEBE_BD ||
1204 element == EL_AMOEBING))
1206 AmoebaCnt[AmoebaNr[x][y]]--;
1207 AmoebaCnt2[AmoebaNr[x][y]]--;
1210 Feld[x][y] = EL_EXPLODING;
1211 MovDir[x][y] = MovPos[x][y] = 0;
1217 if (center_element == EL_MAMPFER)
1218 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1229 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1231 if (phase == first_phase_after_start)
1233 int element = Store2[x][y];
1235 if (element == EL_BLACK_ORB)
1237 Feld[x][y] = Store2[x][y];
1242 else if (phase == half_phase)
1244 int element = Store2[x][y];
1246 if (IS_PLAYER(x, y))
1247 KillHero(PLAYERINFO(x, y));
1248 else if (IS_EXPLOSIVE(element))
1250 Feld[x][y] = Store2[x][y];
1254 else if (element == EL_AMOEBA2DIAM)
1255 AmoebeUmwandeln(x, y);
1258 if (phase == last_phase)
1262 element = Feld[x][y] = Store[x][y];
1263 Store[x][y] = Store2[x][y] = 0;
1264 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1265 InitField(x, y, FALSE);
1266 if (CAN_MOVE(element) || COULD_MOVE(element))
1268 DrawLevelField(x, y);
1270 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1272 int graphic = GFX_EXPLOSION;
1274 if (game.emulation == EMU_SUPAPLEX)
1275 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1276 GFX_SP_EXPLODE_INFOTRON :
1277 GFX_SP_EXPLODE_EMPTY);
1280 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1282 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1286 void DynaExplode(int ex, int ey)
1289 int dynabomb_size = 1;
1290 boolean dynabomb_xl = FALSE;
1291 struct PlayerInfo *player;
1292 static int xy[4][2] =
1300 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1302 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1303 dynabomb_size = player->dynabomb_size;
1304 dynabomb_xl = player->dynabomb_xl;
1305 player->dynabombs_left++;
1308 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1312 for (j=1; j<=dynabomb_size; j++)
1314 int x = ex + j * xy[i % 4][0];
1315 int y = ey + j * xy[i % 4][1];
1318 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1321 element = Feld[x][y];
1323 /* do not restart explosions of fields with active bombs */
1324 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1327 Explode(x, y, EX_PHASE_START, EX_BORDER);
1329 if (element != EL_LEERRAUM &&
1330 element != EL_ERDREICH &&
1331 element != EL_EXPLODING &&
1338 void Bang(int x, int y)
1340 int element = Feld[x][y];
1342 if (game.emulation == EMU_SUPAPLEX)
1343 PlaySoundLevel(x, y, SND_SP_BOOOM);
1345 PlaySoundLevel(x, y, SND_ROAAAR);
1347 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1348 element = EL_LEERRAUM;
1360 RaiseScoreElement(element);
1361 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1363 case EL_DYNABOMB_ACTIVE_1:
1364 case EL_DYNABOMB_ACTIVE_2:
1365 case EL_DYNABOMB_ACTIVE_3:
1366 case EL_DYNABOMB_ACTIVE_4:
1367 case EL_DYNABOMB_NR:
1368 case EL_DYNABOMB_SZ:
1369 case EL_DYNABOMB_XL:
1376 Explode(x, y, EX_PHASE_START, EX_CENTER);
1379 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1384 void Blurb(int x, int y)
1386 int element = Feld[x][y];
1388 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1390 PlaySoundLevel(x, y, SND_BLURB);
1391 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1392 (!IN_LEV_FIELD(x-1, y-1) ||
1393 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1395 Feld[x-1][y] = EL_BLURB_LEFT;
1397 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1398 (!IN_LEV_FIELD(x+1, y-1) ||
1399 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1401 Feld[x+1][y] = EL_BLURB_RIGHT;
1406 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1408 if (!MovDelay[x][y]) /* initialize animation counter */
1411 if (MovDelay[x][y]) /* continue animation */
1414 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1415 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1417 if (!MovDelay[x][y])
1419 Feld[x][y] = EL_LEERRAUM;
1420 DrawLevelField(x, y);
1426 void Impact(int x, int y)
1428 boolean lastline = (y == lev_fieldy-1);
1429 boolean object_hit = FALSE;
1430 int element = Feld[x][y];
1433 if (!lastline) /* check if element below was hit */
1435 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1438 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1439 MovDir[x][y+1]!=MV_DOWN ||
1440 MovPos[x][y+1]<=TILEY/2));
1442 smashed = MovingOrBlocked2Element(x, y+1);
1445 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1451 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1452 (lastline || object_hit)) /* element is bomb */
1458 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1460 if (object_hit && IS_PLAYER(x, y+1))
1461 KillHero(PLAYERINFO(x, y+1));
1462 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1466 Feld[x][y] = EL_AMOEBING;
1467 Store[x][y] = EL_AMOEBE_NASS;
1472 if (!lastline && object_hit) /* check which object was hit */
1474 if (CAN_CHANGE(element) &&
1475 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1478 int activated_magic_wall =
1479 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1481 /* activate magic wall / mill */
1483 for (y=0; y<lev_fieldy; y++)
1484 for (x=0; x<lev_fieldx; x++)
1485 if (Feld[x][y] == smashed)
1486 Feld[x][y] = activated_magic_wall;
1488 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1489 game.magic_wall_active = TRUE;
1492 if (IS_PLAYER(x, y+1))
1494 KillHero(PLAYERINFO(x, y+1));
1497 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1502 else if (element == EL_EDELSTEIN_BD)
1504 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1510 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1512 if (IS_ENEMY(smashed) ||
1513 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1514 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1519 else if (!IS_MOVING(x, y+1))
1521 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1526 else if (smashed == EL_KOKOSNUSS)
1528 Feld[x][y+1] = EL_CRACKINGNUT;
1529 PlaySoundLevel(x, y, SND_KNACK);
1530 RaiseScoreElement(EL_KOKOSNUSS);
1533 else if (smashed == EL_DIAMANT)
1535 Feld[x][y+1] = EL_LEERRAUM;
1536 PlaySoundLevel(x, y, SND_QUIRK);
1543 /* play sound of magic wall / mill */
1545 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1547 PlaySoundLevel(x, y, SND_QUIRK);
1551 /* play sound of object that hits the ground */
1552 if (lastline || object_hit)
1559 case EL_EDELSTEIN_BD:
1560 case EL_EDELSTEIN_GELB:
1561 case EL_EDELSTEIN_ROT:
1562 case EL_EDELSTEIN_LILA:
1564 case EL_SP_INFOTRON:
1570 case EL_FELSBROCKEN:
1574 sound = SND_SP_ZONKDOWN;
1577 case EL_SCHLUESSEL1:
1578 case EL_SCHLUESSEL2:
1579 case EL_SCHLUESSEL3:
1580 case EL_SCHLUESSEL4:
1597 PlaySoundLevel(x, y, sound);
1601 void TurnRound(int x, int y)
1613 { 0, 0 }, { 0, 0 }, { 0, 0 },
1618 int left, right, back;
1622 { MV_DOWN, MV_UP, MV_RIGHT },
1623 { MV_UP, MV_DOWN, MV_LEFT },
1625 { MV_LEFT, MV_RIGHT, MV_DOWN },
1626 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1627 { MV_RIGHT, MV_LEFT, MV_UP }
1630 int element = Feld[x][y];
1631 int old_move_dir = MovDir[x][y];
1632 int left_dir = turn[old_move_dir].left;
1633 int right_dir = turn[old_move_dir].right;
1634 int back_dir = turn[old_move_dir].back;
1636 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1637 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1638 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1639 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1641 int left_x = x+left_dx, left_y = y+left_dy;
1642 int right_x = x+right_dx, right_y = y+right_dy;
1643 int move_x = x+move_dx, move_y = y+move_dy;
1645 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1647 TestIfBadThingHitsOtherBadThing(x, y);
1649 if (IN_LEV_FIELD(right_x, right_y) &&
1650 IS_FREE_OR_PLAYER(right_x, right_y))
1651 MovDir[x][y] = right_dir;
1652 else if (!IN_LEV_FIELD(move_x, move_y) ||
1653 !IS_FREE_OR_PLAYER(move_x, move_y))
1654 MovDir[x][y] = left_dir;
1656 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1658 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1661 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1662 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1664 TestIfBadThingHitsOtherBadThing(x, y);
1666 if (IN_LEV_FIELD(left_x, left_y) &&
1667 IS_FREE_OR_PLAYER(left_x, left_y))
1668 MovDir[x][y] = left_dir;
1669 else if (!IN_LEV_FIELD(move_x, move_y) ||
1670 !IS_FREE_OR_PLAYER(move_x, move_y))
1671 MovDir[x][y] = right_dir;
1673 if ((element == EL_FLIEGER ||
1674 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1675 && MovDir[x][y] != old_move_dir)
1677 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1680 else if (element == EL_MAMPFER)
1682 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1684 if (IN_LEV_FIELD(left_x, left_y) &&
1685 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1686 Feld[left_x][left_y] == EL_DIAMANT))
1687 can_turn_left = TRUE;
1688 if (IN_LEV_FIELD(right_x, right_y) &&
1689 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1690 Feld[right_x][right_y] == EL_DIAMANT))
1691 can_turn_right = TRUE;
1693 if (can_turn_left && can_turn_right)
1694 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1695 else if (can_turn_left)
1696 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1697 else if (can_turn_right)
1698 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1700 MovDir[x][y] = back_dir;
1702 MovDelay[x][y] = 16+16*RND(3);
1704 else if (element == EL_MAMPFER2)
1706 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1708 if (IN_LEV_FIELD(left_x, left_y) &&
1709 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1710 IS_MAMPF2(Feld[left_x][left_y])))
1711 can_turn_left = TRUE;
1712 if (IN_LEV_FIELD(right_x, right_y) &&
1713 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1714 IS_MAMPF2(Feld[right_x][right_y])))
1715 can_turn_right = TRUE;
1717 if (can_turn_left && can_turn_right)
1718 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1719 else if (can_turn_left)
1720 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1721 else if (can_turn_right)
1722 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1724 MovDir[x][y] = back_dir;
1726 MovDelay[x][y] = 16+16*RND(3);
1728 else if (element == EL_PACMAN)
1730 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1732 if (IN_LEV_FIELD(left_x, left_y) &&
1733 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1734 IS_AMOEBOID(Feld[left_x][left_y])))
1735 can_turn_left = TRUE;
1736 if (IN_LEV_FIELD(right_x, right_y) &&
1737 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1738 IS_AMOEBOID(Feld[right_x][right_y])))
1739 can_turn_right = TRUE;
1741 if (can_turn_left && can_turn_right)
1742 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1743 else if (can_turn_left)
1744 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1745 else if (can_turn_right)
1746 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1748 MovDir[x][y] = back_dir;
1750 MovDelay[x][y] = 6+RND(40);
1752 else if (element == EL_SCHWEIN)
1754 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1755 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1756 boolean should_move_on = FALSE;
1758 int rnd = RND(rnd_value);
1760 if (IN_LEV_FIELD(left_x, left_y) &&
1761 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1762 can_turn_left = TRUE;
1763 if (IN_LEV_FIELD(right_x, right_y) &&
1764 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1765 can_turn_right = TRUE;
1766 if (IN_LEV_FIELD(move_x, move_y) &&
1767 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1770 if (can_turn_left &&
1772 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1773 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1774 should_turn_left = TRUE;
1775 if (can_turn_right &&
1777 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1778 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1779 should_turn_right = TRUE;
1781 (!can_turn_left || !can_turn_right ||
1782 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1783 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1784 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1785 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1786 should_move_on = TRUE;
1788 if (should_turn_left || should_turn_right || should_move_on)
1790 if (should_turn_left && should_turn_right && should_move_on)
1791 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1792 rnd < 2*rnd_value/3 ? right_dir :
1794 else if (should_turn_left && should_turn_right)
1795 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1796 else if (should_turn_left && should_move_on)
1797 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1798 else if (should_turn_right && should_move_on)
1799 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1800 else if (should_turn_left)
1801 MovDir[x][y] = left_dir;
1802 else if (should_turn_right)
1803 MovDir[x][y] = right_dir;
1804 else if (should_move_on)
1805 MovDir[x][y] = old_move_dir;
1807 else if (can_move_on && rnd > rnd_value/8)
1808 MovDir[x][y] = old_move_dir;
1809 else if (can_turn_left && can_turn_right)
1810 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1811 else if (can_turn_left && rnd > rnd_value/8)
1812 MovDir[x][y] = left_dir;
1813 else if (can_turn_right && rnd > rnd_value/8)
1814 MovDir[x][y] = right_dir;
1816 MovDir[x][y] = back_dir;
1818 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1819 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1820 MovDir[x][y] = old_move_dir;
1824 else if (element == EL_DRACHE)
1826 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1828 int rnd = RND(rnd_value);
1830 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1831 can_turn_left = TRUE;
1832 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1833 can_turn_right = TRUE;
1834 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1837 if (can_move_on && rnd > rnd_value/8)
1838 MovDir[x][y] = old_move_dir;
1839 else if (can_turn_left && can_turn_right)
1840 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1841 else if (can_turn_left && rnd > rnd_value/8)
1842 MovDir[x][y] = left_dir;
1843 else if (can_turn_right && rnd > rnd_value/8)
1844 MovDir[x][y] = right_dir;
1846 MovDir[x][y] = back_dir;
1848 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1849 MovDir[x][y] = old_move_dir;
1853 else if (element == EL_ROBOT || element == EL_SONDE ||
1854 element == EL_MAULWURF || element == EL_PINGUIN)
1856 int attr_x = -1, attr_y = -1;
1867 for (i=0; i<MAX_PLAYERS; i++)
1869 struct PlayerInfo *player = &stored_player[i];
1870 int jx = player->jx, jy = player->jy;
1872 if (!player->active)
1875 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1883 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1889 if (element == EL_MAULWURF || element == EL_PINGUIN)
1892 static int xy[4][2] =
1902 int ex = x + xy[i%4][0];
1903 int ey = y + xy[i%4][1];
1905 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1914 MovDir[x][y] = MV_NO_MOVING;
1916 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1918 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1920 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1922 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1924 if (element == EL_ROBOT)
1928 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1929 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1930 Moving2Blocked(x, y, &newx, &newy);
1932 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1933 MovDelay[x][y] = 8+8*!RND(3);
1935 MovDelay[x][y] = 16;
1943 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1945 boolean first_horiz = RND(2);
1946 int new_move_dir = MovDir[x][y];
1949 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1950 Moving2Blocked(x, y, &newx, &newy);
1952 if (IN_LEV_FIELD(newx, newy) &&
1953 (IS_FREE(newx, newy) ||
1954 Feld[newx][newy] == EL_SALZSAEURE ||
1955 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1956 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1957 IS_MAMPF3(Feld[newx][newy])))))
1961 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1962 Moving2Blocked(x, y, &newx, &newy);
1964 if (IN_LEV_FIELD(newx, newy) &&
1965 (IS_FREE(newx, newy) ||
1966 Feld[newx][newy] == EL_SALZSAEURE ||
1967 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1968 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1969 IS_MAMPF3(Feld[newx][newy])))))
1972 MovDir[x][y] = old_move_dir;
1979 static boolean JustBeingPushed(int x, int y)
1983 for (i=0; i<MAX_PLAYERS; i++)
1985 struct PlayerInfo *player = &stored_player[i];
1987 if (player->active && player->Pushing && player->MovPos)
1989 int next_jx = player->jx + (player->jx - player->last_jx);
1990 int next_jy = player->jy + (player->jy - player->last_jy);
1992 if (x == next_jx && y == next_jy)
2000 void StartMoving(int x, int y)
2002 int element = Feld[x][y];
2007 if (CAN_FALL(element) && y<lev_fieldy-1)
2009 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2010 if (JustBeingPushed(x, y))
2013 if (element == EL_MORAST_VOLL)
2015 if (IS_FREE(x, y+1))
2017 InitMovingField(x, y, MV_DOWN);
2018 Feld[x][y] = EL_FELSBROCKEN;
2019 Store[x][y] = EL_MORAST_LEER;
2021 else if (Feld[x][y+1] == EL_MORAST_LEER)
2023 if (!MovDelay[x][y])
2024 MovDelay[x][y] = TILEY + 1;
2033 Feld[x][y] = EL_MORAST_LEER;
2034 Feld[x][y+1] = EL_MORAST_VOLL;
2037 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2039 InitMovingField(x, y, MV_DOWN);
2040 Store[x][y] = EL_MORAST_VOLL;
2042 else if (element == EL_SIEB_VOLL)
2044 if (IS_FREE(x, y+1))
2046 InitMovingField(x, y, MV_DOWN);
2047 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2048 Store[x][y] = EL_SIEB_LEER;
2050 else if (Feld[x][y+1] == EL_SIEB_LEER)
2052 if (!MovDelay[x][y])
2053 MovDelay[x][y] = TILEY/4 + 1;
2062 Feld[x][y] = EL_SIEB_LEER;
2063 Feld[x][y+1] = EL_SIEB_VOLL;
2064 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2068 else if (element == EL_SIEB2_VOLL)
2070 if (IS_FREE(x, y+1))
2072 InitMovingField(x, y, MV_DOWN);
2073 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2074 Store[x][y] = EL_SIEB2_LEER;
2076 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2078 if (!MovDelay[x][y])
2079 MovDelay[x][y] = TILEY/4 + 1;
2088 Feld[x][y] = EL_SIEB2_LEER;
2089 Feld[x][y+1] = EL_SIEB2_VOLL;
2090 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2094 else if (CAN_CHANGE(element) &&
2095 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2097 InitMovingField(x, y, MV_DOWN);
2099 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2100 Store2[x][y+1] = element;
2102 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2105 InitMovingField(x, y, MV_DOWN);
2106 Store[x][y] = EL_SALZSAEURE;
2108 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2112 else if (IS_FREE(x, y+1))
2114 InitMovingField(x, y, MV_DOWN);
2116 else if (element == EL_TROPFEN)
2118 Feld[x][y] = EL_AMOEBING;
2119 Store[x][y] = EL_AMOEBE_NASS;
2121 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2123 boolean left = (x>0 && IS_FREE(x-1, y) &&
2124 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2125 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2126 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2130 if (left && right && game.emulation != EMU_BOULDERDASH)
2131 left = !(right = RND(2));
2133 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2137 else if (CAN_MOVE(element))
2141 if (element == EL_SONDE && JustBeingPushed(x, y))
2144 if (!MovDelay[x][y]) /* start new movement phase */
2146 /* all objects that can change their move direction after each step */
2147 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2149 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2152 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2153 element == EL_SP_SNIKSNAK ||
2154 element == EL_SP_ELECTRON))
2155 DrawLevelField(x, y);
2159 if (MovDelay[x][y]) /* wait some time before next movement */
2163 if (element == EL_ROBOT ||
2164 element == EL_MAMPFER || element == EL_MAMPFER2)
2166 int phase = MovDelay[x][y] % 8;
2171 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2172 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2174 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2175 && MovDelay[x][y]%4 == 3)
2176 PlaySoundLevel(x, y, SND_NJAM);
2178 else if (element == EL_SP_ELECTRON)
2179 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2180 else if (element == EL_DRACHE)
2183 int dir = MovDir[x][y];
2184 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2185 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2186 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2187 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2188 dir == MV_UP ? GFX_FLAMMEN_UP :
2189 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2190 int phase = FrameCounter % 2;
2192 for (i=1; i<=3; i++)
2194 int xx = x + i*dx, yy = y + i*dy;
2195 int sx = SCREENX(xx), sy = SCREENY(yy);
2197 if (!IN_LEV_FIELD(xx, yy) ||
2198 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2203 int flamed = MovingOrBlocked2Element(xx, yy);
2205 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2208 RemoveMovingField(xx, yy);
2210 Feld[xx][yy] = EL_BURNING;
2211 if (IN_SCR_FIELD(sx, sy))
2212 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2216 if (Feld[xx][yy] == EL_BURNING)
2217 Feld[xx][yy] = EL_LEERRAUM;
2218 DrawLevelField(xx, yy);
2227 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2229 PlaySoundLevel(x, y, SND_KLAPPER);
2231 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2233 PlaySoundLevel(x, y, SND_ROEHR);
2236 /* now make next step */
2238 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2240 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2242 /* enemy got the player */
2244 KillHero(PLAYERINFO(newx, newy));
2247 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2248 element == EL_ROBOT || element == EL_SONDE) &&
2249 IN_LEV_FIELD(newx, newy) &&
2250 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2253 Store[x][y] = EL_SALZSAEURE;
2255 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2256 IN_LEV_FIELD(newx, newy))
2258 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2260 Feld[x][y] = EL_LEERRAUM;
2261 DrawLevelField(x, y);
2263 PlaySoundLevel(newx, newy, SND_BUING);
2264 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2265 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2267 local_player->friends_still_needed--;
2268 if (!local_player->friends_still_needed &&
2269 !local_player->GameOver && AllPlayersGone)
2270 local_player->LevelSolved = local_player->GameOver = TRUE;
2274 else if (IS_MAMPF3(Feld[newx][newy]))
2276 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2277 DrawLevelField(newx, newy);
2279 MovDir[x][y] = MV_NO_MOVING;
2281 else if (!IS_FREE(newx, newy))
2283 if (IS_PLAYER(x, y))
2284 DrawPlayerField(x, y);
2286 DrawLevelField(x, y);
2290 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2292 if (IS_GEM(Feld[newx][newy]))
2294 if (IS_MOVING(newx, newy))
2295 RemoveMovingField(newx, newy);
2298 Feld[newx][newy] = EL_LEERRAUM;
2299 DrawLevelField(newx, newy);
2302 else if (!IS_FREE(newx, newy))
2304 if (IS_PLAYER(x, y))
2305 DrawPlayerField(x, y);
2307 DrawLevelField(x, y);
2311 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2313 if (!IS_FREE(newx, newy))
2315 if (IS_PLAYER(x, y))
2316 DrawPlayerField(x, y);
2318 DrawLevelField(x, y);
2323 boolean wanna_flame = !RND(10);
2324 int dx = newx - x, dy = newy - y;
2325 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2326 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2327 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2328 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2329 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2330 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2332 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2333 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2334 element1 != EL_BURNING && element2 != EL_BURNING)
2336 if (IS_PLAYER(x, y))
2337 DrawPlayerField(x, y);
2339 DrawLevelField(x, y);
2341 MovDelay[x][y] = 50;
2342 Feld[newx][newy] = EL_BURNING;
2343 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2344 Feld[newx1][newy1] = EL_BURNING;
2345 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2346 Feld[newx2][newy2] = EL_BURNING;
2351 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2352 Feld[newx][newy] == EL_DIAMANT)
2354 if (IS_MOVING(newx, newy))
2355 RemoveMovingField(newx, newy);
2358 Feld[newx][newy] = EL_LEERRAUM;
2359 DrawLevelField(newx, newy);
2362 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2363 IS_MAMPF2(Feld[newx][newy]))
2365 if (AmoebaNr[newx][newy])
2367 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2368 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2369 Feld[newx][newy] == EL_AMOEBE_BD)
2370 AmoebaCnt[AmoebaNr[newx][newy]]--;
2373 if (IS_MOVING(newx, newy))
2374 RemoveMovingField(newx, newy);
2377 Feld[newx][newy] = EL_LEERRAUM;
2378 DrawLevelField(newx, newy);
2381 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2382 IS_AMOEBOID(Feld[newx][newy]))
2384 if (AmoebaNr[newx][newy])
2386 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2387 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2388 Feld[newx][newy] == EL_AMOEBE_BD)
2389 AmoebaCnt[AmoebaNr[newx][newy]]--;
2392 Feld[newx][newy] = EL_LEERRAUM;
2393 DrawLevelField(newx, newy);
2395 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2397 /* object was running against a wall */
2401 if (element == EL_KAEFER || element == EL_FLIEGER ||
2402 element == EL_SP_SNIKSNAK)
2403 DrawLevelField(x, y);
2404 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2405 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2406 else if (element == EL_SONDE)
2407 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2408 else if (element == EL_SP_ELECTRON)
2409 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2414 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2415 PlaySoundLevel(x, y, SND_SCHLURF);
2417 InitMovingField(x, y, MovDir[x][y]);
2421 ContinueMoving(x, y);
2424 void ContinueMoving(int x, int y)
2426 int element = Feld[x][y];
2427 int direction = MovDir[x][y];
2428 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2429 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2430 int horiz_move = (dx!=0);
2431 int newx = x + dx, newy = y + dy;
2432 int step = (horiz_move ? dx : dy) * TILEX/8;
2434 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2436 else if (element == EL_TROPFEN)
2438 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2441 MovPos[x][y] += step;
2443 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2445 Feld[x][y] = EL_LEERRAUM;
2446 Feld[newx][newy] = element;
2448 if (Store[x][y] == EL_MORAST_VOLL)
2451 Feld[newx][newy] = EL_MORAST_VOLL;
2452 element = EL_MORAST_VOLL;
2454 else if (Store[x][y] == EL_MORAST_LEER)
2457 Feld[x][y] = EL_MORAST_LEER;
2459 else if (Store[x][y] == EL_SIEB_VOLL)
2462 element = Feld[newx][newy] =
2463 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2465 else if (Store[x][y] == EL_SIEB_LEER)
2467 Store[x][y] = Store2[x][y] = 0;
2468 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2470 else if (Store[x][y] == EL_SIEB2_VOLL)
2473 element = Feld[newx][newy] =
2474 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2476 else if (Store[x][y] == EL_SIEB2_LEER)
2478 Store[x][y] = Store2[x][y] = 0;
2479 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2481 else if (Store[x][y] == EL_SALZSAEURE)
2484 Feld[newx][newy] = EL_SALZSAEURE;
2485 element = EL_SALZSAEURE;
2487 else if (Store[x][y] == EL_AMOEBE_NASS)
2490 Feld[x][y] = EL_AMOEBE_NASS;
2493 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2494 MovDelay[newx][newy] = 0;
2496 if (!CAN_MOVE(element))
2497 MovDir[newx][newy] = 0;
2499 DrawLevelField(x, y);
2500 DrawLevelField(newx, newy);
2502 Stop[newx][newy] = TRUE;
2503 JustHit[x][newy] = 3;
2505 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2507 TestIfBadThingHitsHero(newx, newy);
2508 TestIfBadThingHitsFriend(newx, newy);
2509 TestIfBadThingHitsOtherBadThing(newx, newy);
2511 else if (element == EL_PINGUIN)
2512 TestIfFriendHitsBadThing(newx, newy);
2514 if (CAN_SMASH(element) && direction == MV_DOWN &&
2515 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2518 else /* still moving on */
2519 DrawLevelField(x, y);
2522 int AmoebeNachbarNr(int ax, int ay)
2525 int element = Feld[ax][ay];
2527 static int xy[4][2] =
2537 int x = ax + xy[i][0];
2538 int y = ay + xy[i][1];
2540 if (!IN_LEV_FIELD(x, y))
2543 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2544 group_nr = AmoebaNr[x][y];
2550 void AmoebenVereinigen(int ax, int ay)
2552 int i, x, y, xx, yy;
2553 int new_group_nr = AmoebaNr[ax][ay];
2554 static int xy[4][2] =
2562 if (new_group_nr == 0)
2570 if (!IN_LEV_FIELD(x, y))
2573 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2574 Feld[x][y] == EL_AMOEBE_BD ||
2575 Feld[x][y] == EL_AMOEBE_TOT) &&
2576 AmoebaNr[x][y] != new_group_nr)
2578 int old_group_nr = AmoebaNr[x][y];
2580 if (old_group_nr == 0)
2583 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2584 AmoebaCnt[old_group_nr] = 0;
2585 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2586 AmoebaCnt2[old_group_nr] = 0;
2588 for (yy=0; yy<lev_fieldy; yy++)
2590 for (xx=0; xx<lev_fieldx; xx++)
2592 if (AmoebaNr[xx][yy] == old_group_nr)
2593 AmoebaNr[xx][yy] = new_group_nr;
2600 void AmoebeUmwandeln(int ax, int ay)
2604 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2606 int group_nr = AmoebaNr[ax][ay];
2611 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2612 printf("AmoebeUmwandeln(): This should never happen!\n");
2617 for (y=0; y<lev_fieldy; y++)
2619 for (x=0; x<lev_fieldx; x++)
2621 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2624 Feld[x][y] = EL_AMOEBA2DIAM;
2632 static int xy[4][2] =
2645 if (!IN_LEV_FIELD(x, y))
2648 if (Feld[x][y] == EL_AMOEBA2DIAM)
2654 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2657 int group_nr = AmoebaNr[ax][ay];
2658 boolean done = FALSE;
2663 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2664 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2669 for (y=0; y<lev_fieldy; y++)
2671 for (x=0; x<lev_fieldx; x++)
2673 if (AmoebaNr[x][y] == group_nr &&
2674 (Feld[x][y] == EL_AMOEBE_TOT ||
2675 Feld[x][y] == EL_AMOEBE_BD ||
2676 Feld[x][y] == EL_AMOEBING))
2679 Feld[x][y] = new_element;
2680 InitField(x, y, FALSE);
2681 DrawLevelField(x, y);
2688 PlaySoundLevel(ax, ay,
2689 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2692 void AmoebeWaechst(int x, int y)
2694 static unsigned long sound_delay = 0;
2695 static unsigned long sound_delay_value = 0;
2697 if (!MovDelay[x][y]) /* start new growing cycle */
2701 if (DelayReached(&sound_delay, sound_delay_value))
2703 PlaySoundLevel(x, y, SND_AMOEBE);
2704 sound_delay_value = 30;
2708 if (MovDelay[x][y]) /* wait some time before growing bigger */
2711 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2712 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2714 if (!MovDelay[x][y])
2716 Feld[x][y] = Store[x][y];
2718 DrawLevelField(x, y);
2723 void AmoebeAbleger(int ax, int ay)
2726 int element = Feld[ax][ay];
2727 int newax = ax, neway = ay;
2728 static int xy[4][2] =
2736 if (!level.amoeba_speed)
2738 Feld[ax][ay] = EL_AMOEBE_TOT;
2739 DrawLevelField(ax, ay);
2743 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2744 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2746 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2749 if (MovDelay[ax][ay])
2753 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2756 int x = ax + xy[start][0];
2757 int y = ay + xy[start][1];
2759 if (!IN_LEV_FIELD(x, y))
2762 if (IS_FREE(x, y) ||
2763 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2769 if (newax == ax && neway == ay)
2772 else /* normal or "filled" (BD style) amoeba */
2775 boolean waiting_for_player = FALSE;
2779 int j = (start + i) % 4;
2780 int x = ax + xy[j][0];
2781 int y = ay + xy[j][1];
2783 if (!IN_LEV_FIELD(x, y))
2786 if (IS_FREE(x, y) ||
2787 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2793 else if (IS_PLAYER(x, y))
2794 waiting_for_player = TRUE;
2797 if (newax == ax && neway == ay) /* amoeba cannot grow */
2799 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2801 Feld[ax][ay] = EL_AMOEBE_TOT;
2802 DrawLevelField(ax, ay);
2803 AmoebaCnt[AmoebaNr[ax][ay]]--;
2805 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2807 if (element == EL_AMOEBE_VOLL)
2808 AmoebeUmwandeln(ax, ay);
2809 else if (element == EL_AMOEBE_BD)
2810 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2815 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2817 /* amoeba gets larger by growing in some direction */
2819 int new_group_nr = AmoebaNr[ax][ay];
2822 if (new_group_nr == 0)
2824 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2825 printf("AmoebeAbleger(): This should never happen!\n");
2830 AmoebaNr[newax][neway] = new_group_nr;
2831 AmoebaCnt[new_group_nr]++;
2832 AmoebaCnt2[new_group_nr]++;
2834 /* if amoeba touches other amoeba(s) after growing, unify them */
2835 AmoebenVereinigen(newax, neway);
2837 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2839 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2845 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2846 (neway == lev_fieldy - 1 && newax != ax))
2848 Feld[newax][neway] = EL_AMOEBING;
2849 Store[newax][neway] = element;
2851 else if (neway == ay)
2852 Feld[newax][neway] = EL_TROPFEN;
2855 InitMovingField(ax, ay, MV_DOWN);
2856 Feld[ax][ay] = EL_TROPFEN;
2857 Store[ax][ay] = EL_AMOEBE_NASS;
2858 ContinueMoving(ax, ay);
2862 DrawLevelField(newax, neway);
2865 void Life(int ax, int ay)
2868 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2870 int element = Feld[ax][ay];
2875 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2876 MovDelay[ax][ay] = life_time;
2878 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2881 if (MovDelay[ax][ay])
2885 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2887 int xx = ax+x1, yy = ay+y1;
2890 if (!IN_LEV_FIELD(xx, yy))
2893 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2895 int x = xx+x2, y = yy+y2;
2897 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2900 if (((Feld[x][y] == element ||
2901 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2903 (IS_FREE(x, y) && Stop[x][y]))
2907 if (xx == ax && yy == ay) /* field in the middle */
2909 if (nachbarn<life[0] || nachbarn>life[1])
2911 Feld[xx][yy] = EL_LEERRAUM;
2913 DrawLevelField(xx, yy);
2914 Stop[xx][yy] = TRUE;
2917 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2918 { /* free border field */
2919 if (nachbarn>=life[2] && nachbarn<=life[3])
2921 Feld[xx][yy] = element;
2922 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2924 DrawLevelField(xx, yy);
2925 Stop[xx][yy] = TRUE;
2931 void Ablenk(int x, int y)
2933 if (!MovDelay[x][y]) /* next animation frame */
2934 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2936 if (MovDelay[x][y]) /* wait some time before next frame */
2941 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2942 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2943 if (!(MovDelay[x][y]%4))
2944 PlaySoundLevel(x, y, SND_MIEP);
2949 Feld[x][y] = EL_ABLENK_AUS;
2950 DrawLevelField(x, y);
2951 if (ZX == x && ZY == y)
2955 void Birne(int x, int y)
2957 if (!MovDelay[x][y]) /* next animation frame */
2958 MovDelay[x][y] = 800;
2960 if (MovDelay[x][y]) /* wait some time before next frame */
2965 if (!(MovDelay[x][y]%5))
2967 if (!(MovDelay[x][y]%10))
2968 Feld[x][y]=EL_ABLENK_EIN;
2970 Feld[x][y]=EL_ABLENK_AUS;
2971 DrawLevelField(x, y);
2972 Feld[x][y]=EL_ABLENK_EIN;
2978 Feld[x][y]=EL_ABLENK_AUS;
2979 DrawLevelField(x, y);
2980 if (ZX == x && ZY == y)
2984 void Blubber(int x, int y)
2986 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2987 DrawLevelField(x, y-1);
2989 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2992 void NussKnacken(int x, int y)
2994 if (!MovDelay[x][y]) /* next animation frame */
2997 if (MovDelay[x][y]) /* wait some time before next frame */
3000 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3001 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3003 if (!MovDelay[x][y])
3005 Feld[x][y] = EL_EDELSTEIN;
3006 DrawLevelField(x, y);
3011 void SiebAktivieren(int x, int y, int typ)
3013 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3015 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3018 void AusgangstuerPruefen(int x, int y)
3020 if (!local_player->gems_still_needed &&
3021 !local_player->sokobanfields_still_needed &&
3022 !local_player->lights_still_needed)
3024 Feld[x][y] = EL_AUSGANG_ACT;
3026 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3027 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3028 y < LEVELY(BY1) ? LEVELY(BY1) :
3029 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3034 void AusgangstuerOeffnen(int x, int y)
3038 if (!MovDelay[x][y]) /* next animation frame */
3039 MovDelay[x][y] = 5*delay;
3041 if (MovDelay[x][y]) /* wait some time before next frame */
3046 tuer = MovDelay[x][y]/delay;
3047 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3048 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3050 if (!MovDelay[x][y])
3052 Feld[x][y] = EL_AUSGANG_AUF;
3053 DrawLevelField(x, y);
3058 void AusgangstuerBlinken(int x, int y)
3060 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3063 void EdelsteinFunkeln(int x, int y)
3065 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3068 if (Feld[x][y] == EL_EDELSTEIN_BD)
3069 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3072 if (!MovDelay[x][y]) /* next animation frame */
3073 MovDelay[x][y] = 11 * !SimpleRND(500);
3075 if (MovDelay[x][y]) /* wait some time before next frame */
3079 if (setup.direct_draw && MovDelay[x][y])
3080 SetDrawtoField(DRAW_BUFFERED);
3082 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3086 int phase = (MovDelay[x][y]-1)/2;
3091 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3093 if (setup.direct_draw)
3097 dest_x = FX + SCREENX(x)*TILEX;
3098 dest_y = FY + SCREENY(y)*TILEY;
3100 XCopyArea(display, drawto_field, window, gc,
3101 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3102 SetDrawtoField(DRAW_DIRECT);
3109 void MauerWaechst(int x, int y)
3113 if (!MovDelay[x][y]) /* next animation frame */
3114 MovDelay[x][y] = 3*delay;
3116 if (MovDelay[x][y]) /* wait some time before next frame */
3121 phase = 2-MovDelay[x][y]/delay;
3122 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3123 DrawGraphic(SCREENX(x), SCREENY(y),
3124 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3125 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3126 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3127 GFX_MAUER_DOWN ) + phase);
3129 if (!MovDelay[x][y])
3131 if (MovDir[x][y] == MV_LEFT)
3133 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3134 DrawLevelField(x-1, y);
3136 else if (MovDir[x][y] == MV_RIGHT)
3138 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3139 DrawLevelField(x+1, y);
3141 else if (MovDir[x][y] == MV_UP)
3143 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3144 DrawLevelField(x, y-1);
3148 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3149 DrawLevelField(x, y+1);
3152 Feld[x][y] = Store[x][y];
3154 MovDir[x][y] = MV_NO_MOVING;
3155 DrawLevelField(x, y);
3160 void MauerAbleger(int ax, int ay)
3162 int element = Feld[ax][ay];
3163 boolean oben_frei = FALSE, unten_frei = FALSE;
3164 boolean links_frei = FALSE, rechts_frei = FALSE;
3165 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3166 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3168 if (!MovDelay[ax][ay]) /* start building new wall */
3169 MovDelay[ax][ay] = 6;
3171 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3174 if (MovDelay[ax][ay])
3178 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3180 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3182 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3184 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3187 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3191 Feld[ax][ay-1] = EL_MAUERND;
3192 Store[ax][ay-1] = element;
3193 MovDir[ax][ay-1] = MV_UP;
3194 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3195 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3199 Feld[ax][ay+1] = EL_MAUERND;
3200 Store[ax][ay+1] = element;
3201 MovDir[ax][ay+1] = MV_DOWN;
3202 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3203 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3207 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3208 element == EL_MAUER_LEBT)
3212 Feld[ax-1][ay] = EL_MAUERND;
3213 Store[ax-1][ay] = element;
3214 MovDir[ax-1][ay] = MV_LEFT;
3215 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3216 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3220 Feld[ax+1][ay] = EL_MAUERND;
3221 Store[ax+1][ay] = element;
3222 MovDir[ax+1][ay] = MV_RIGHT;
3223 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3224 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3228 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3229 DrawLevelField(ax, ay);
3231 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3233 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3234 unten_massiv = TRUE;
3235 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3236 links_massiv = TRUE;
3237 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3238 rechts_massiv = TRUE;
3240 if (((oben_massiv && unten_massiv) ||
3241 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3242 ((links_massiv && rechts_massiv) ||
3243 element == EL_MAUER_Y))
3244 Feld[ax][ay] = EL_MAUERWERK;
3247 void CheckForDragon(int x, int y)
3250 boolean dragon_found = FALSE;
3251 static int xy[4][2] =
3263 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3265 if (IN_LEV_FIELD(xx, yy) &&
3266 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3268 if (Feld[xx][yy] == EL_DRACHE)
3269 dragon_found = TRUE;
3282 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3284 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3286 Feld[xx][yy] = EL_LEERRAUM;
3287 DrawLevelField(xx, yy);
3296 static void CheckBuggyBase(int x, int y)
3298 int element = Feld[x][y];
3300 if (element == EL_SP_BUG)
3302 if (!MovDelay[x][y]) /* start activating buggy base */
3303 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3305 if (MovDelay[x][y]) /* wait some time before activating base */
3308 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3309 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3313 Feld[x][y] = EL_SP_BUG_ACTIVE;
3316 else if (element == EL_SP_BUG_ACTIVE)
3318 if (!MovDelay[x][y]) /* start activating buggy base */
3319 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3321 if (MovDelay[x][y]) /* wait some time before activating base */
3327 static int xy[4][2] =
3335 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3336 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3340 int xx = x + xy[i][0], yy = y + xy[i][1];
3342 if (IS_PLAYER(xx, yy))
3344 PlaySoundLevel(x, y, SND_SP_BUG);
3352 Feld[x][y] = EL_SP_BUG;
3353 DrawLevelField(x, y);
3358 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3360 static byte stored_player_action[MAX_PLAYERS];
3361 static int num_stored_actions = 0;
3362 static boolean save_tape_entry = FALSE;
3363 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3364 int jx = player->jx, jy = player->jy;
3365 int left = player_action & JOY_LEFT;
3366 int right = player_action & JOY_RIGHT;
3367 int up = player_action & JOY_UP;
3368 int down = player_action & JOY_DOWN;
3369 int button1 = player_action & JOY_BUTTON_1;
3370 int button2 = player_action & JOY_BUTTON_2;
3371 int dx = (left ? -1 : right ? 1 : 0);
3372 int dy = (up ? -1 : down ? 1 : 0);
3374 stored_player_action[player->index_nr] = 0;
3375 num_stored_actions++;
3377 if (!player->active || tape.pausing)
3382 save_tape_entry = TRUE;
3383 player->frame_reset_delay = 0;
3386 snapped = SnapField(player, dx, dy);
3390 bombed = PlaceBomb(player);
3391 moved = MoveFigure(player, dx, dy);
3394 if (tape.recording && (moved || snapped || bombed))
3396 if (bombed && !moved)
3397 player_action &= JOY_BUTTON;
3399 stored_player_action[player->index_nr] = player_action;
3401 else if (tape.playing && snapped)
3402 SnapField(player, 0, 0); /* stop snapping */
3406 /* no actions for this player (no input at player's configured device) */
3408 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3409 SnapField(player, 0, 0);
3410 CheckGravityMovement(player);
3412 if (++player->frame_reset_delay > player->move_delay_value)
3416 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3418 TapeRecordAction(stored_player_action);
3419 num_stored_actions = 0;
3420 save_tape_entry = FALSE;
3423 if (tape.playing && !tape.pausing && !player_action &&
3424 tape.counter < tape.length)
3427 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3429 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3430 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3432 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3434 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3436 int el = Feld[jx+dx][jy];
3437 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3439 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3441 player->MovDir = next_joy;
3442 player->Frame = FrameCounter % 4;
3443 player->Pushing = TRUE;
3452 static unsigned long action_delay = 0;
3453 unsigned long action_delay_value;
3454 int sieb_x = 0, sieb_y = 0;
3455 int i, x, y, element;
3456 byte *recorded_player_action;
3457 byte summarized_player_action = 0;
3459 if (game_status != PLAYING)
3462 action_delay_value =
3463 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3465 /* ---------- main game synchronization point ---------- */
3467 WaitUntilDelayReached(&action_delay, action_delay_value);
3469 if (network_playing && !network_player_action_received)
3473 printf("DEBUG: try to get network player actions in time\n");
3478 /* last chance to get network player actions without main loop delay */
3482 if (game_status != PLAYING)
3485 if (!network_player_action_received)
3489 printf("DEBUG: failed to get network player actions in time\n");
3501 else if (tape.recording)
3504 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3506 for (i=0; i<MAX_PLAYERS; i++)
3508 summarized_player_action |= stored_player[i].action;
3510 if (!network_playing)
3511 stored_player[i].effective_action = stored_player[i].action;
3515 if (network_playing)
3516 SendToServer_MovePlayer(summarized_player_action);
3519 if (!options.network && !setup.team_mode)
3520 local_player->effective_action = summarized_player_action;
3522 for (i=0; i<MAX_PLAYERS; i++)
3524 int actual_player_action = stored_player[i].effective_action;
3526 if (stored_player[i].programmed_action)
3527 actual_player_action = stored_player[i].programmed_action;
3529 if (recorded_player_action)
3530 actual_player_action = recorded_player_action[i];
3532 PlayerActions(&stored_player[i], actual_player_action);
3533 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3536 network_player_action_received = FALSE;
3538 ScrollScreen(NULL, SCROLL_GO_ON);
3544 if (TimeFrames == 0 && local_player->active)
3546 extern unsigned int last_RND();
3548 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3549 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3556 if (GameFrameDelay >= 500)
3557 printf("FrameCounter == %d\n", FrameCounter);
3566 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3569 if (JustHit[x][y]>0)
3573 if (IS_BLOCKED(x, y))
3577 Blocked2Moving(x, y, &oldx, &oldy);
3578 if (!IS_MOVING(oldx, oldy))
3580 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3581 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3582 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3583 printf("GameActions(): This should never happen!\n");
3589 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3591 element = Feld[x][y];
3593 if (IS_INACTIVE(element))
3596 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3600 if (IS_GEM(element))
3601 EdelsteinFunkeln(x, y);
3603 else if (IS_MOVING(x, y))
3604 ContinueMoving(x, y);
3605 else if (IS_ACTIVE_BOMB(element))
3606 CheckDynamite(x, y);
3607 else if (element == EL_EXPLODING)
3608 Explode(x, y, Frame[x][y], EX_NORMAL);
3609 else if (element == EL_AMOEBING)
3610 AmoebeWaechst(x, y);
3611 else if (IS_AMOEBALIVE(element))
3612 AmoebeAbleger(x, y);
3613 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3615 else if (element == EL_ABLENK_EIN)
3617 else if (element == EL_SALZSAEURE)
3619 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3621 else if (element == EL_CRACKINGNUT)
3623 else if (element == EL_AUSGANG_ZU)
3624 AusgangstuerPruefen(x, y);
3625 else if (element == EL_AUSGANG_ACT)
3626 AusgangstuerOeffnen(x, y);
3627 else if (element == EL_AUSGANG_AUF)
3628 AusgangstuerBlinken(x, y);
3629 else if (element == EL_MAUERND)
3631 else if (element == EL_MAUER_LEBT ||
3632 element == EL_MAUER_X ||
3633 element == EL_MAUER_Y ||
3634 element == EL_MAUER_XY)
3636 else if (element == EL_BURNING)
3637 CheckForDragon(x, y);
3638 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3639 CheckBuggyBase(x, y);
3640 else if (element == EL_SP_TERMINAL)
3641 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3642 else if (element == EL_SP_TERMINAL_ACTIVE)
3643 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3645 if (game.magic_wall_active)
3647 boolean sieb = FALSE;
3648 int jx = local_player->jx, jy = local_player->jy;
3650 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3651 Store[x][y] == EL_SIEB_LEER)
3653 SiebAktivieren(x, y, 1);
3656 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3657 Store[x][y] == EL_SIEB2_LEER)
3659 SiebAktivieren(x, y, 2);
3663 /* play the element sound at the position nearest to the player */
3664 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3672 if (game.magic_wall_active)
3674 if (!(game.magic_wall_time_left % 4))
3675 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3677 if (game.magic_wall_time_left > 0)
3679 game.magic_wall_time_left--;
3680 if (!game.magic_wall_time_left)
3682 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3684 element = Feld[x][y];
3685 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3687 Feld[x][y] = EL_SIEB_TOT;
3688 DrawLevelField(x, y);
3690 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3692 Feld[x][y] = EL_SIEB2_TOT;
3693 DrawLevelField(x, y);
3697 game.magic_wall_active = FALSE;
3702 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3707 if (tape.recording || tape.playing)
3708 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3715 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3717 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3720 for (i=0; i<MAX_PLAYERS; i++)
3721 KillHero(&stored_player[i]);
3723 else if (level.time == 0) /* level without time limit */
3724 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3730 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3732 int min_x = x, min_y = y, max_x = x, max_y = y;
3735 for (i=0; i<MAX_PLAYERS; i++)
3737 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3739 if (!stored_player[i].active || &stored_player[i] == player)
3742 min_x = MIN(min_x, jx);
3743 min_y = MIN(min_y, jy);
3744 max_x = MAX(max_x, jx);
3745 max_y = MAX(max_y, jy);
3748 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3751 static boolean AllPlayersInVisibleScreen()
3755 for (i=0; i<MAX_PLAYERS; i++)
3757 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3759 if (!stored_player[i].active)
3762 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3769 void ScrollLevel(int dx, int dy)
3771 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3774 XCopyArea(display, drawto_field, drawto_field, gc,
3775 FX + TILEX*(dx == -1) - softscroll_offset,
3776 FY + TILEY*(dy == -1) - softscroll_offset,
3777 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3778 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3779 FX + TILEX*(dx == 1) - softscroll_offset,
3780 FY + TILEY*(dy == 1) - softscroll_offset);
3784 x = (dx == 1 ? BX1 : BX2);
3785 for (y=BY1; y<=BY2; y++)
3786 DrawScreenField(x, y);
3790 y = (dy == 1 ? BY1 : BY2);
3791 for (x=BX1; x<=BX2; x++)
3792 DrawScreenField(x, y);
3795 redraw_mask |= REDRAW_FIELD;
3798 static void CheckGravityMovement(struct PlayerInfo *player)
3800 if (level.gravity && !player->programmed_action)
3802 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3803 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3805 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3806 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3807 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3808 int jx = player->jx, jy = player->jy;
3809 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3810 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3811 int new_jx = jx + dx, new_jy = jy + dy;
3812 boolean field_under_player_is_free =
3813 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3814 boolean player_is_moving_to_valid_field =
3815 (IN_LEV_FIELD(new_jx, new_jy) &&
3816 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3817 Feld[new_jx][new_jy] == EL_ERDREICH));
3819 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3820 player->programmed_action = MV_DOWN;
3824 boolean MoveFigureOneStep(struct PlayerInfo *player,
3825 int dx, int dy, int real_dx, int real_dy)
3827 int jx = player->jx, jy = player->jy;
3828 int new_jx = jx+dx, new_jy = jy+dy;
3832 if (!player->active || (!dx && !dy))
3833 return MF_NO_ACTION;
3835 player->MovDir = (dx < 0 ? MV_LEFT :
3838 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3840 if (!IN_LEV_FIELD(new_jx, new_jy))
3841 return MF_NO_ACTION;
3843 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3844 return MF_NO_ACTION;
3847 element = MovingOrBlocked2Element(new_jx, new_jy);
3849 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3852 if (DONT_GO_TO(element))
3854 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3857 Feld[jx][jy] = EL_SPIELFIGUR;
3858 InitMovingField(jx, jy, MV_DOWN);
3859 Store[jx][jy] = EL_SALZSAEURE;
3860 ContinueMoving(jx, jy);
3869 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3870 if (can_move != MF_MOVING)
3873 StorePlayer[jx][jy] = 0;
3874 player->last_jx = jx;
3875 player->last_jy = jy;
3876 jx = player->jx = new_jx;
3877 jy = player->jy = new_jy;
3878 StorePlayer[jx][jy] = player->element_nr;
3881 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3883 ScrollFigure(player, SCROLL_INIT);
3888 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3890 int jx = player->jx, jy = player->jy;
3891 int old_jx = jx, old_jy = jy;
3892 int moved = MF_NO_ACTION;
3894 if (!player->active || (!dx && !dy))
3897 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3901 /* remove the last programmed player action */
3902 player->programmed_action = 0;
3906 /* should only happen if pre-1.2 tape recordings are played */
3907 /* this is only for backward compatibility */
3909 int original_move_delay_value = player->move_delay_value;
3912 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3915 /* scroll remaining steps with finest movement resolution */
3916 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3918 while (player->MovPos)
3920 ScrollFigure(player, SCROLL_GO_ON);
3921 ScrollScreen(NULL, SCROLL_GO_ON);
3927 player->move_delay_value = original_move_delay_value;
3930 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3932 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3933 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3937 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3938 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3944 if (moved & MF_MOVING && !ScreenMovPos &&
3945 (player == local_player || !options.network))
3947 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3948 int offset = (setup.scroll_delay ? 3 : 0);
3950 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3952 /* actual player has left the screen -- scroll in that direction */
3953 if (jx != old_jx) /* player has moved horizontally */
3954 scroll_x += (jx - old_jx);
3955 else /* player has moved vertically */
3956 scroll_y += (jy - old_jy);
3960 if (jx != old_jx) /* player has moved horizontally */
3962 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3963 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3964 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3966 /* don't scroll over playfield boundaries */
3967 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3968 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3970 /* don't scroll more than one field at a time */
3971 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3973 /* don't scroll against the player's moving direction */
3974 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3975 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3976 scroll_x = old_scroll_x;
3978 else /* player has moved vertically */
3980 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3981 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3982 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3984 /* don't scroll over playfield boundaries */
3985 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3986 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3988 /* don't scroll more than one field at a time */
3989 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3991 /* don't scroll against the player's moving direction */
3992 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3993 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3994 scroll_y = old_scroll_y;
3998 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4000 if (!options.network && !AllPlayersInVisibleScreen())
4002 scroll_x = old_scroll_x;
4003 scroll_y = old_scroll_y;
4007 ScrollScreen(player, SCROLL_INIT);
4008 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4013 if (!(moved & MF_MOVING) && !player->Pushing)
4016 player->Frame = (player->Frame + 1) % 4;
4018 if (moved & MF_MOVING)
4020 if (old_jx != jx && old_jy == jy)
4021 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4022 else if (old_jx == jx && old_jy != jy)
4023 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4025 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4027 player->last_move_dir = player->MovDir;
4031 CheckGravityMovement(player);
4033 player->last_move_dir = MV_NO_MOVING;
4036 TestIfHeroHitsBadThing(jx, jy);
4038 if (!player->active)
4044 void ScrollFigure(struct PlayerInfo *player, int mode)
4046 int jx = player->jx, jy = player->jy;
4047 int last_jx = player->last_jx, last_jy = player->last_jy;
4048 int move_stepsize = TILEX / player->move_delay_value;
4050 if (!player->active || !player->MovPos)
4053 if (mode == SCROLL_INIT)
4055 player->actual_frame_counter = FrameCounter;
4056 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4058 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4059 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4064 else if (!FrameReached(&player->actual_frame_counter, 1))
4067 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4068 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4070 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4071 Feld[last_jx][last_jy] = EL_LEERRAUM;
4073 /* before DrawPlayer() to draw correct player graphic for this case */
4074 if (player->MovPos == 0)
4075 CheckGravityMovement(player);
4079 if (player->MovPos == 0)
4081 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4083 /* continue with normal speed after quickly moving through gate */
4084 HALVE_PLAYER_SPEED(player);
4086 /* be able to make the next move without delay */
4087 player->move_delay = 0;
4090 player->last_jx = jx;
4091 player->last_jy = jy;
4093 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4097 if (!local_player->friends_still_needed)
4098 player->LevelSolved = player->GameOver = TRUE;
4103 void ScrollScreen(struct PlayerInfo *player, int mode)
4105 static unsigned long screen_frame_counter = 0;
4107 if (mode == SCROLL_INIT)
4109 /* set scrolling step size according to actual player's moving speed */
4110 ScrollStepSize = TILEX / player->move_delay_value;
4112 screen_frame_counter = FrameCounter;
4113 ScreenMovDir = player->MovDir;
4114 ScreenMovPos = player->MovPos;
4115 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4118 else if (!FrameReached(&screen_frame_counter, 1))
4123 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4124 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4125 redraw_mask |= REDRAW_FIELD;
4128 ScreenMovDir = MV_NO_MOVING;
4131 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4133 int i, killx = goodx, killy = goody;
4134 static int xy[4][2] =
4141 static int harmless[4] =
4153 x = goodx + xy[i][0];
4154 y = goody + xy[i][1];
4155 if (!IN_LEV_FIELD(x, y))
4159 element = Feld[x][y];
4161 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4164 if (DONT_TOUCH(element))
4166 if (MovDir[x][y] == harmless[i])
4175 if (killx != goodx || killy != goody)
4177 if (IS_PLAYER(goodx, goody))
4178 KillHero(PLAYERINFO(goodx, goody));
4184 void TestIfBadThingHitsGoodThing(int badx, int bady)
4186 int i, killx = badx, killy = bady;
4187 static int xy[4][2] =
4194 static int harmless[4] =
4206 x = badx + xy[i][0];
4207 y = bady + xy[i][1];
4208 if (!IN_LEV_FIELD(x, y))
4211 element = Feld[x][y];
4213 if (IS_PLAYER(x, y))
4219 else if (element == EL_PINGUIN)
4221 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4230 if (killx != badx || killy != bady)
4232 if (IS_PLAYER(killx, killy))
4233 KillHero(PLAYERINFO(killx, killy));
4239 void TestIfHeroHitsBadThing(int x, int y)
4241 TestIfGoodThingHitsBadThing(x, y);
4244 void TestIfBadThingHitsHero(int x, int y)
4246 TestIfBadThingHitsGoodThing(x, y);
4249 void TestIfFriendHitsBadThing(int x, int y)
4251 TestIfGoodThingHitsBadThing(x, y);
4254 void TestIfBadThingHitsFriend(int x, int y)
4256 TestIfBadThingHitsGoodThing(x, y);
4259 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4261 int i, killx = badx, killy = bady;
4262 static int xy[4][2] =
4276 if (!IN_LEV_FIELD(x, y))
4279 element = Feld[x][y];
4280 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4281 element == EL_AMOEBING || element == EL_TROPFEN)
4289 if (killx != badx || killy != bady)
4293 void KillHero(struct PlayerInfo *player)
4295 int jx = player->jx, jy = player->jy;
4297 if (!player->active)
4300 if (IS_PFORTE(Feld[jx][jy]))
4301 Feld[jx][jy] = EL_LEERRAUM;
4307 void BuryHero(struct PlayerInfo *player)
4309 int jx = player->jx, jy = player->jy;
4311 if (!player->active)
4314 PlaySoundLevel(jx, jy, SND_AUTSCH);
4315 PlaySoundLevel(jx, jy, SND_LACHEN);
4317 player->GameOver = TRUE;
4321 void RemoveHero(struct PlayerInfo *player)
4323 int jx = player->jx, jy = player->jy;
4324 int i, found = FALSE;
4326 player->present = FALSE;
4327 player->active = FALSE;
4329 StorePlayer[jx][jy] = 0;
4331 for (i=0; i<MAX_PLAYERS; i++)
4332 if (stored_player[i].active)
4336 AllPlayersGone = TRUE;
4342 int DigField(struct PlayerInfo *player,
4343 int x, int y, int real_dx, int real_dy, int mode)
4345 int jx = player->jx, jy = player->jy;
4346 int dx = x - jx, dy = y - jy;
4347 int move_direction = (dx == -1 ? MV_LEFT :
4348 dx == +1 ? MV_RIGHT :
4350 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4353 if (!player->MovPos)
4354 player->Pushing = FALSE;
4356 if (mode == DF_NO_PUSH)
4358 player->push_delay = 0;
4359 return MF_NO_ACTION;
4362 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4363 return MF_NO_ACTION;
4365 element = Feld[x][y];
4370 PlaySoundLevel(x, y, SND_EMPTY);
4374 Feld[x][y] = EL_LEERRAUM;
4375 PlaySoundLevel(x, y, SND_SCHLURF);
4380 Feld[x][y] = EL_LEERRAUM;
4381 PlaySoundLevel(x, y, SND_SP_BASE);
4385 case EL_EDELSTEIN_BD:
4386 case EL_EDELSTEIN_GELB:
4387 case EL_EDELSTEIN_ROT:
4388 case EL_EDELSTEIN_LILA:
4390 case EL_SP_INFOTRON:
4392 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4393 if (local_player->gems_still_needed < 0)
4394 local_player->gems_still_needed = 0;
4395 RaiseScoreElement(element);
4396 DrawText(DX_EMERALDS, DY_EMERALDS,
4397 int2str(local_player->gems_still_needed, 3),
4398 FS_SMALL, FC_YELLOW);
4399 if (element == EL_SP_INFOTRON)
4400 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4402 PlaySoundLevel(x, y, SND_PONG);
4407 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4408 PlaySoundLevel(x, y, SND_PONG);
4411 case EL_DYNAMITE_INACTIVE:
4412 case EL_SP_DISK_RED:
4415 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4416 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4417 int2str(local_player->dynamite, 3),
4418 FS_SMALL, FC_YELLOW);
4419 if (element == EL_SP_DISK_RED)
4420 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4422 PlaySoundLevel(x, y, SND_PONG);
4425 case EL_DYNABOMB_NR:
4427 player->dynabomb_count++;
4428 player->dynabombs_left++;
4429 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4430 PlaySoundLevel(x, y, SND_PONG);
4433 case EL_DYNABOMB_SZ:
4435 player->dynabomb_size++;
4436 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4437 PlaySoundLevel(x, y, SND_PONG);
4440 case EL_DYNABOMB_XL:
4442 player->dynabomb_xl = TRUE;
4443 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4444 PlaySoundLevel(x, y, SND_PONG);
4447 case EL_SCHLUESSEL1:
4448 case EL_SCHLUESSEL2:
4449 case EL_SCHLUESSEL3:
4450 case EL_SCHLUESSEL4:
4452 int key_nr = element - EL_SCHLUESSEL1;
4455 player->key[key_nr] = TRUE;
4456 RaiseScoreElement(EL_SCHLUESSEL);
4457 DrawMiniGraphicExt(drawto, gc,
4458 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4459 GFX_SCHLUESSEL1+key_nr);
4460 DrawMiniGraphicExt(window, gc,
4461 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4462 GFX_SCHLUESSEL1+key_nr);
4463 PlaySoundLevel(x, y, SND_PONG);
4472 int key_nr = element - EL_EM_KEY_1;
4475 player->key[key_nr] = TRUE;
4476 RaiseScoreElement(EL_SCHLUESSEL);
4477 DrawMiniGraphicExt(drawto, gc,
4478 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4479 GFX_SCHLUESSEL1+key_nr);
4480 DrawMiniGraphicExt(window, gc,
4481 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4482 GFX_SCHLUESSEL1+key_nr);
4483 PlaySoundLevel(x, y, SND_PONG);
4488 Feld[x][y] = EL_ABLENK_EIN;
4491 DrawLevelField(x, y);
4495 case EL_SP_TERMINAL:
4499 for (yy=0; yy<lev_fieldy; yy++)
4501 for (xx=0; xx<lev_fieldx; xx++)
4503 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4505 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4506 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4515 if (local_player->gems_still_needed > 0)
4516 return MF_NO_ACTION;
4518 player->LevelSolved = player->GameOver = TRUE;
4519 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4522 case EL_FELSBROCKEN:
4527 case EL_SP_DISK_ORANGE:
4528 if (dy || mode == DF_SNAP)
4529 return MF_NO_ACTION;
4531 player->Pushing = TRUE;
4533 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4534 return MF_NO_ACTION;
4538 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4539 return MF_NO_ACTION;
4542 if (player->push_delay == 0)
4543 player->push_delay = FrameCounter;
4544 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4546 return MF_NO_ACTION;
4549 Feld[x+dx][y+dy] = element;
4551 player->push_delay_value = 2+RND(8);
4553 DrawLevelField(x+dx, y+dy);
4554 if (element == EL_FELSBROCKEN)
4555 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4556 else if (element == EL_KOKOSNUSS)
4557 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4558 else if (IS_SP_ELEMENT(element))
4559 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4561 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4568 if (!player->key[element - EL_PFORTE1])
4569 return MF_NO_ACTION;
4576 if (!player->key[element - EL_PFORTE1X])
4577 return MF_NO_ACTION;
4584 if (!player->key[element - EL_EM_GATE_1])
4585 return MF_NO_ACTION;
4586 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4587 return MF_NO_ACTION;
4589 /* automatically move to the next field with double speed */
4590 player->programmed_action = move_direction;
4591 DOUBLE_PLAYER_SPEED(player);
4593 PlaySoundLevel(x, y, SND_GATE);
4601 if (!player->key[element - EL_EM_GATE_1X])
4602 return MF_NO_ACTION;
4603 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4604 return MF_NO_ACTION;
4606 /* automatically move to the next field with double speed */
4607 player->programmed_action = move_direction;
4608 DOUBLE_PLAYER_SPEED(player);
4610 PlaySoundLevel(x, y, SND_GATE);
4614 case EL_SP_PORT1_LEFT:
4615 case EL_SP_PORT2_LEFT:
4616 case EL_SP_PORT1_RIGHT:
4617 case EL_SP_PORT2_RIGHT:
4618 case EL_SP_PORT1_UP:
4619 case EL_SP_PORT2_UP:
4620 case EL_SP_PORT1_DOWN:
4621 case EL_SP_PORT2_DOWN:
4626 element != EL_SP_PORT1_LEFT &&
4627 element != EL_SP_PORT2_LEFT &&
4628 element != EL_SP_PORT_X &&
4629 element != EL_SP_PORT_XY) ||
4631 element != EL_SP_PORT1_RIGHT &&
4632 element != EL_SP_PORT2_RIGHT &&
4633 element != EL_SP_PORT_X &&
4634 element != EL_SP_PORT_XY) ||
4636 element != EL_SP_PORT1_UP &&
4637 element != EL_SP_PORT2_UP &&
4638 element != EL_SP_PORT_Y &&
4639 element != EL_SP_PORT_XY) ||
4641 element != EL_SP_PORT1_DOWN &&
4642 element != EL_SP_PORT2_DOWN &&
4643 element != EL_SP_PORT_Y &&
4644 element != EL_SP_PORT_XY) ||
4645 !IN_LEV_FIELD(x + dx, y + dy) ||
4646 !IS_FREE(x + dx, y + dy))
4647 return MF_NO_ACTION;
4649 /* automatically move to the next field with double speed */
4650 player->programmed_action = move_direction;
4651 DOUBLE_PLAYER_SPEED(player);
4653 PlaySoundLevel(x, y, SND_GATE);
4658 case EL_AUSGANG_ACT:
4659 /* door is not (yet) open */
4660 return MF_NO_ACTION;
4663 case EL_AUSGANG_AUF:
4664 if (mode == DF_SNAP)
4665 return MF_NO_ACTION;
4667 PlaySoundLevel(x, y, SND_BUING);
4672 Feld[x][y] = EL_BIRNE_EIN;
4673 local_player->lights_still_needed--;
4674 DrawLevelField(x, y);
4675 PlaySoundLevel(x, y, SND_DENG);
4680 Feld[x][y] = EL_ZEIT_LEER;
4682 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4683 DrawLevelField(x, y);
4684 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4688 case EL_SOKOBAN_FELD_LEER:
4691 case EL_SOKOBAN_FELD_VOLL:
4692 case EL_SOKOBAN_OBJEKT:
4694 case EL_SP_DISK_YELLOW:
4695 if (mode == DF_SNAP)
4696 return MF_NO_ACTION;
4698 player->Pushing = TRUE;
4700 if (!IN_LEV_FIELD(x+dx, y+dy)
4701 || (!IS_FREE(x+dx, y+dy)
4702 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4703 || !IS_SB_ELEMENT(element))))
4704 return MF_NO_ACTION;
4708 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4709 return MF_NO_ACTION;
4711 else if (dy && real_dx)
4713 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4714 return MF_NO_ACTION;
4717 if (player->push_delay == 0)
4718 player->push_delay = FrameCounter;
4719 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4721 return MF_NO_ACTION;
4723 if (IS_SB_ELEMENT(element))
4725 if (element == EL_SOKOBAN_FELD_VOLL)
4727 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4728 local_player->sokobanfields_still_needed++;
4733 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4735 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4736 local_player->sokobanfields_still_needed--;
4737 if (element == EL_SOKOBAN_OBJEKT)
4738 PlaySoundLevel(x, y, SND_DENG);
4741 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4746 Feld[x+dx][y+dy] = element;
4749 player->push_delay_value = 2;
4751 DrawLevelField(x, y);
4752 DrawLevelField(x+dx, y+dy);
4753 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4755 if (IS_SB_ELEMENT(element) &&
4756 local_player->sokobanfields_still_needed == 0 &&
4757 game.emulation == EMU_SOKOBAN)
4759 player->LevelSolved = player->GameOver = TRUE;
4760 PlaySoundLevel(x, y, SND_BUING);
4772 return MF_NO_ACTION;
4775 player->push_delay = 0;
4780 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4782 int jx = player->jx, jy = player->jy;
4783 int x = jx + dx, y = jy + dy;
4785 if (!player->active || !IN_LEV_FIELD(x, y))
4793 player->snapped = FALSE;
4797 if (player->snapped)
4800 player->MovDir = (dx < 0 ? MV_LEFT :
4803 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4805 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4808 player->snapped = TRUE;
4809 DrawLevelField(x, y);
4815 boolean PlaceBomb(struct PlayerInfo *player)
4817 int jx = player->jx, jy = player->jy;
4820 if (!player->active || player->MovPos)
4823 element = Feld[jx][jy];
4825 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4826 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
4829 if (element != EL_LEERRAUM)
4830 Store[jx][jy] = element;
4832 if (player->dynamite)
4834 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
4835 MovDelay[jx][jy] = 96;
4837 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4838 FS_SMALL, FC_YELLOW);
4839 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4841 if (game.emulation == EMU_SUPAPLEX)
4842 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4844 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4849 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
4850 MovDelay[jx][jy] = 96;
4851 player->dynabombs_left--;
4852 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4853 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4859 void PlaySoundLevel(int x, int y, int sound_nr)
4861 int sx = SCREENX(x), sy = SCREENY(y);
4863 int silence_distance = 8;
4865 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4866 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4869 if (!IN_LEV_FIELD(x, y) ||
4870 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4871 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4874 volume = PSND_MAX_VOLUME;
4877 stereo = (sx - SCR_FIELDX/2) * 12;
4879 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4880 if (stereo > PSND_MAX_RIGHT)
4881 stereo = PSND_MAX_RIGHT;
4882 if (stereo < PSND_MAX_LEFT)
4883 stereo = PSND_MAX_LEFT;
4886 if (!IN_SCR_FIELD(sx, sy))
4888 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4889 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4891 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4894 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4897 void RaiseScore(int value)
4899 local_player->score += value;
4900 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4901 FS_SMALL, FC_YELLOW);
4904 void RaiseScoreElement(int element)
4909 case EL_EDELSTEIN_BD:
4910 case EL_EDELSTEIN_GELB:
4911 case EL_EDELSTEIN_ROT:
4912 case EL_EDELSTEIN_LILA:
4913 RaiseScore(level.score[SC_EDELSTEIN]);
4916 RaiseScore(level.score[SC_DIAMANT]);
4920 RaiseScore(level.score[SC_KAEFER]);
4924 RaiseScore(level.score[SC_FLIEGER]);
4928 RaiseScore(level.score[SC_MAMPFER]);
4931 RaiseScore(level.score[SC_ROBOT]);
4934 RaiseScore(level.score[SC_PACMAN]);
4937 RaiseScore(level.score[SC_KOKOSNUSS]);
4939 case EL_DYNAMITE_INACTIVE:
4940 RaiseScore(level.score[SC_DYNAMIT]);
4943 RaiseScore(level.score[SC_SCHLUESSEL]);
4950 /* ---------- new game button stuff ---------------------------------------- */
4952 /* graphic position values for game buttons */
4953 #define GAME_BUTTON_XSIZE 30
4954 #define GAME_BUTTON_YSIZE 30
4955 #define GAME_BUTTON_XPOS 5
4956 #define GAME_BUTTON_YPOS 215
4957 #define SOUND_BUTTON_XPOS 5
4958 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4960 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4961 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4962 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4963 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4964 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4965 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4972 } gamebutton_info[NUM_GAME_BUTTONS] =
4975 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4980 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4985 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4990 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4991 SOUND_CTRL_ID_MUSIC,
4992 "background music on/off"
4995 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4996 SOUND_CTRL_ID_LOOPS,
4997 "sound loops on/off"
5000 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5001 SOUND_CTRL_ID_SIMPLE,
5002 "normal sounds on/off"
5006 void CreateGameButtons()
5010 for (i=0; i<NUM_GAME_BUTTONS; i++)
5012 Pixmap gd_pixmap = pix[PIX_DOOR];
5013 struct GadgetInfo *gi;
5016 unsigned long event_mask;
5017 int gd_xoffset, gd_yoffset;
5018 int gd_x1, gd_x2, gd_y1, gd_y2;
5021 gd_xoffset = gamebutton_info[i].x;
5022 gd_yoffset = gamebutton_info[i].y;
5023 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5024 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5026 if (id == GAME_CTRL_ID_STOP ||
5027 id == GAME_CTRL_ID_PAUSE ||
5028 id == GAME_CTRL_ID_PLAY)
5030 button_type = GD_TYPE_NORMAL_BUTTON;
5032 event_mask = GD_EVENT_RELEASED;
5033 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5034 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5038 button_type = GD_TYPE_CHECK_BUTTON;
5040 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5041 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5042 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5043 event_mask = GD_EVENT_PRESSED;
5044 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5045 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5048 gi = CreateGadget(GDI_CUSTOM_ID, id,
5049 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5050 GDI_X, DX + gd_xoffset,
5051 GDI_Y, DY + gd_yoffset,
5052 GDI_WIDTH, GAME_BUTTON_XSIZE,
5053 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5054 GDI_TYPE, button_type,
5055 GDI_STATE, GD_BUTTON_UNPRESSED,
5056 GDI_CHECKED, checked,
5057 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5058 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5059 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5060 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5061 GDI_EVENT_MASK, event_mask,
5062 GDI_CALLBACK_ACTION, HandleGameButtons,
5066 Error(ERR_EXIT, "cannot create gadget");
5068 game_gadget[id] = gi;
5072 static void MapGameButtons()
5076 for (i=0; i<NUM_GAME_BUTTONS; i++)
5077 MapGadget(game_gadget[i]);
5080 void UnmapGameButtons()
5084 for (i=0; i<NUM_GAME_BUTTONS; i++)
5085 UnmapGadget(game_gadget[i]);
5088 static void HandleGameButtons(struct GadgetInfo *gi)
5090 int id = gi->custom_id;
5092 if (game_status != PLAYING)
5097 case GAME_CTRL_ID_STOP:
5100 CloseDoor(DOOR_CLOSE_1);
5101 game_status = MAINMENU;
5106 if (level_editor_test_game ||
5107 Request("Do you really want to quit the game ?",
5108 REQ_ASK | REQ_STAY_CLOSED))
5111 if (options.network)
5112 SendToServer_StopPlaying();
5116 game_status = MAINMENU;
5121 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5124 case GAME_CTRL_ID_PAUSE:
5125 if (options.network)
5129 SendToServer_ContinuePlaying();
5131 SendToServer_PausePlaying();
5138 case GAME_CTRL_ID_PLAY:
5142 if (options.network)
5143 SendToServer_ContinuePlaying();
5147 tape.pausing = FALSE;
5148 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5153 case SOUND_CTRL_ID_MUSIC:
5154 if (setup.sound_music)
5156 setup.sound_music = FALSE;
5157 FadeSound(background_loop[level_nr % num_bg_loops]);
5159 else if (sound_loops_allowed)
5161 setup.sound = setup.sound_music = TRUE;
5162 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5166 case SOUND_CTRL_ID_LOOPS:
5167 if (setup.sound_loops)
5168 setup.sound_loops = FALSE;
5169 else if (sound_loops_allowed)
5170 setup.sound = setup.sound_loops = TRUE;
5173 case SOUND_CTRL_ID_SIMPLE:
5174 if (setup.sound_simple)
5175 setup.sound_simple = FALSE;
5176 else if (sound_status==SOUND_AVAILABLE)
5177 setup.sound = setup.sound_simple = TRUE;