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 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessShield(struct PlayerInfo *);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 setup.sound_simple = setup.sound;
184 static int getBeltNrFromElement(int element)
186 return (element < EL_BELT2_LEFT ? 0 :
187 element < EL_BELT3_LEFT ? 1 :
188 element < EL_BELT4_LEFT ? 2 : 3);
191 static int getBeltNrFromSwitchElement(int element)
193 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
194 element < EL_BELT3_SWITCH_LEFT ? 1 :
195 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
198 static int getBeltDirNrFromSwitchElement(int element)
200 static int belt_base_element[4] =
202 EL_BELT1_SWITCH_LEFT,
203 EL_BELT2_SWITCH_LEFT,
204 EL_BELT3_SWITCH_LEFT,
208 int belt_nr = getBeltNrFromSwitchElement(element);
209 int belt_dir_nr = element - belt_base_element[belt_nr];
211 return (belt_dir_nr % 3);
214 static int getBeltDirFromSwitchElement(int element)
216 static int belt_move_dir[3] =
223 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
225 return belt_move_dir[belt_dir_nr];
228 static void InitField(int x, int y, boolean init_game)
235 Feld[x][y] = EL_SPIELER1;
243 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
244 int jx = player->jx, jy = player->jy;
246 player->present = TRUE;
248 if (!options.network || player->connected)
250 player->active = TRUE;
252 /* remove potentially duplicate players */
253 if (StorePlayer[jx][jy] == Feld[x][y])
254 StorePlayer[jx][jy] = 0;
256 StorePlayer[x][y] = Feld[x][y];
260 printf("Player %d activated.\n", player->element_nr);
261 printf("[Local player is %d and currently %s.]\n",
262 local_player->element_nr,
263 local_player->active ? "active" : "not active");
267 Feld[x][y] = EL_LEERRAUM;
268 player->jx = player->last_jx = x;
269 player->jy = player->last_jy = y;
274 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
275 Feld[x][y] = EL_BADEWANNE1;
276 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
277 Feld[x][y] = EL_BADEWANNE2;
278 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
279 Feld[x][y] = EL_BADEWANNE3;
280 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
281 Feld[x][y] = EL_BADEWANNE4;
282 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
283 Feld[x][y] = EL_BADEWANNE5;
286 case EL_KAEFER_RIGHT:
291 case EL_FLIEGER_RIGHT:
293 case EL_FLIEGER_LEFT:
294 case EL_FLIEGER_DOWN:
296 case EL_BUTTERFLY_RIGHT:
297 case EL_BUTTERFLY_UP:
298 case EL_BUTTERFLY_LEFT:
299 case EL_BUTTERFLY_DOWN:
301 case EL_FIREFLY_RIGHT:
303 case EL_FIREFLY_LEFT:
304 case EL_FIREFLY_DOWN:
306 case EL_PACMAN_RIGHT:
330 if (y == lev_fieldy - 1)
332 Feld[x][y] = EL_AMOEBING;
333 Store[x][y] = EL_AMOEBE_NASS;
337 case EL_DYNAMITE_ACTIVE:
342 local_player->lights_still_needed++;
345 case EL_SOKOBAN_FELD_LEER:
346 local_player->sokobanfields_still_needed++;
350 local_player->friends_still_needed++;
355 MovDir[x][y] = 1 << RND(4);
359 Feld[x][y] = EL_LEERRAUM;
362 case EL_EM_KEY_1_FILE:
363 Feld[x][y] = EL_EM_KEY_1;
365 case EL_EM_KEY_2_FILE:
366 Feld[x][y] = EL_EM_KEY_2;
368 case EL_EM_KEY_3_FILE:
369 Feld[x][y] = EL_EM_KEY_3;
371 case EL_EM_KEY_4_FILE:
372 Feld[x][y] = EL_EM_KEY_4;
375 case EL_BELT1_SWITCH_LEFT:
376 case EL_BELT1_SWITCH_MIDDLE:
377 case EL_BELT1_SWITCH_RIGHT:
378 case EL_BELT2_SWITCH_LEFT:
379 case EL_BELT2_SWITCH_MIDDLE:
380 case EL_BELT2_SWITCH_RIGHT:
381 case EL_BELT3_SWITCH_LEFT:
382 case EL_BELT3_SWITCH_MIDDLE:
383 case EL_BELT3_SWITCH_RIGHT:
384 case EL_BELT4_SWITCH_LEFT:
385 case EL_BELT4_SWITCH_MIDDLE:
386 case EL_BELT4_SWITCH_RIGHT:
389 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
390 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
391 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
393 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
395 game.belt_dir[belt_nr] = belt_dir;
396 game.belt_dir_nr[belt_nr] = belt_dir_nr;
398 else /* more than one switch -- set it like the first switch */
400 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
405 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
407 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
410 case EL_LIGHT_SWITCH_ON:
412 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
423 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
424 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
425 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
427 /* don't play tapes over network */
428 network_playing = (options.network && !tape.playing);
430 for (i=0; i<MAX_PLAYERS; i++)
432 struct PlayerInfo *player = &stored_player[i];
434 player->index_nr = i;
435 player->element_nr = EL_SPIELER1 + i;
437 player->present = FALSE;
438 player->active = FALSE;
441 player->effective_action = 0;
442 player->programmed_action = 0;
445 player->gems_still_needed = level.gems_needed;
446 player->sokobanfields_still_needed = 0;
447 player->lights_still_needed = 0;
448 player->friends_still_needed = 0;
451 player->key[j] = FALSE;
453 player->dynamite = 0;
454 player->dynabomb_count = 0;
455 player->dynabomb_size = 1;
456 player->dynabombs_left = 0;
457 player->dynabomb_xl = FALSE;
459 player->MovDir = MV_NO_MOVING;
461 player->Pushing = FALSE;
462 player->Switching = FALSE;
466 player->actual_frame_counter = 0;
468 player->frame_reset_delay = 0;
470 player->push_delay = 0;
471 player->push_delay_value = 5;
473 player->move_delay = 0;
474 player->last_move_dir = MV_NO_MOVING;
476 player->move_delay_value =
477 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
479 player->snapped = FALSE;
481 player->last_jx = player->last_jy = 0;
482 player->jx = player->jy = 0;
484 player->shield_passive_time_left = 0;
485 player->shield_active_time_left = 0;
487 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
488 SnapField(player, 0, 0);
490 player->LevelSolved = FALSE;
491 player->GameOver = FALSE;
494 network_player_action_received = FALSE;
497 /* initial null action */
499 SendToServer_MovePlayer(MV_NO_MOVING);
504 game.yam_content_nr = 0;
508 TimeLeft = level.time;
510 ScreenMovDir = MV_NO_MOVING;
514 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
516 AllPlayersGone = FALSE;
517 game.magic_wall_active = FALSE;
518 game.magic_wall_time_left = 0;
519 game.light_time_left = 0;
520 game.timegate_time_left = 0;
521 game.switchgate_pos = 0;
525 game.belt_dir[i] = MV_NO_MOVING;
526 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
529 for (i=0; i<MAX_NUM_AMOEBA; i++)
530 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
532 for (x=0; x<lev_fieldx; x++)
534 for (y=0; y<lev_fieldy; y++)
536 Feld[x][y] = Ur[x][y];
537 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
538 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
541 JustStopped[x][y] = 0;
546 for(y=0; y<lev_fieldy; y++)
548 for(x=0; x<lev_fieldx; x++)
550 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
552 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
554 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
557 InitField(x, y, TRUE);
561 /* correct non-moving belts to start moving left */
563 if (game.belt_dir[i] == MV_NO_MOVING)
564 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
566 /* check if any connected player was not found in playfield */
567 for (i=0; i<MAX_PLAYERS; i++)
569 struct PlayerInfo *player = &stored_player[i];
571 if (player->connected && !player->present)
573 for (j=0; j<MAX_PLAYERS; j++)
575 struct PlayerInfo *some_player = &stored_player[j];
576 int jx = some_player->jx, jy = some_player->jy;
578 /* assign first free player found that is present in the playfield */
579 if (some_player->present && !some_player->connected)
581 player->present = TRUE;
582 player->active = TRUE;
583 some_player->present = FALSE;
585 StorePlayer[jx][jy] = player->element_nr;
586 player->jx = player->last_jx = jx;
587 player->jy = player->last_jy = jy;
597 /* when playing a tape, eliminate all players who do not participate */
599 for (i=0; i<MAX_PLAYERS; i++)
601 if (stored_player[i].active && !tape.player_participates[i])
603 struct PlayerInfo *player = &stored_player[i];
604 int jx = player->jx, jy = player->jy;
606 player->active = FALSE;
607 StorePlayer[jx][jy] = 0;
608 Feld[jx][jy] = EL_LEERRAUM;
612 else if (!options.network && !setup.team_mode) /* && !tape.playing */
614 /* when in single player mode, eliminate all but the first active player */
616 for (i=0; i<MAX_PLAYERS; i++)
618 if (stored_player[i].active)
620 for (j=i+1; j<MAX_PLAYERS; j++)
622 if (stored_player[j].active)
624 struct PlayerInfo *player = &stored_player[j];
625 int jx = player->jx, jy = player->jy;
627 player->active = FALSE;
628 StorePlayer[jx][jy] = 0;
629 Feld[jx][jy] = EL_LEERRAUM;
636 /* when recording the game, store which players take part in the game */
639 for (i=0; i<MAX_PLAYERS; i++)
640 if (stored_player[i].active)
641 tape.player_participates[i] = TRUE;
646 for (i=0; i<MAX_PLAYERS; i++)
648 struct PlayerInfo *player = &stored_player[i];
650 printf("Player %d: present == %d, connected == %d, active == %d.\n",
655 if (local_player == player)
656 printf("Player %d is local player.\n", i+1);
660 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
661 emulate_sb ? EMU_SOKOBAN :
662 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
664 if (BorderElement == EL_LEERRAUM)
667 SBX_Right = lev_fieldx - SCR_FIELDX;
669 SBY_Lower = lev_fieldy - SCR_FIELDY;
674 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
676 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
679 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
680 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
682 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
683 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
686 scroll_y = SBY_Upper;
687 if (local_player->jx >= SBX_Left + MIDPOSX)
688 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
689 local_player->jx - MIDPOSX :
691 if (local_player->jy >= SBY_Upper + MIDPOSY)
692 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
693 local_player->jy - MIDPOSY :
696 CloseDoor(DOOR_CLOSE_1);
702 /* after drawing the level, corect some elements */
704 if (game.timegate_time_left == 0)
705 CloseAllOpenTimegates();
707 if (setup.soft_scrolling)
708 XCopyArea(display, fieldbuffer, backbuffer, gc,
709 FX, FY, SXSIZE, SYSIZE, SX, SY);
711 redraw_mask |= REDRAW_FROM_BACKBUFFER;
713 /* copy default game door content to main double buffer */
714 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
715 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
718 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
719 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
722 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
723 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
724 XCopyArea(display, drawto, drawto, gc,
725 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
726 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
727 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
730 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
731 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
732 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
733 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
734 DrawText(DX + XX_SCORE, DY + YY_SCORE,
735 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
736 DrawText(DX + XX_TIME, DY + YY_TIME,
737 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
740 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
741 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
742 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
746 /* copy actual game door content to door double buffer for OpenDoor() */
747 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
748 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
750 OpenDoor(DOOR_OPEN_ALL);
752 if (setup.sound_music)
753 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
755 XAutoRepeatOff(display);
760 printf("Player %d %sactive.\n",
761 i + 1, (stored_player[i].active ? "" : "not "));
765 void InitMovDir(int x, int y)
767 int i, element = Feld[x][y];
768 static int xy[4][2] =
775 static int direction[3][4] =
777 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
778 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
779 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
784 case EL_KAEFER_RIGHT:
788 Feld[x][y] = EL_KAEFER;
789 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
792 case EL_FLIEGER_RIGHT:
794 case EL_FLIEGER_LEFT:
795 case EL_FLIEGER_DOWN:
796 Feld[x][y] = EL_FLIEGER;
797 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
800 case EL_BUTTERFLY_RIGHT:
801 case EL_BUTTERFLY_UP:
802 case EL_BUTTERFLY_LEFT:
803 case EL_BUTTERFLY_DOWN:
804 Feld[x][y] = EL_BUTTERFLY;
805 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
808 case EL_FIREFLY_RIGHT:
810 case EL_FIREFLY_LEFT:
811 case EL_FIREFLY_DOWN:
812 Feld[x][y] = EL_FIREFLY;
813 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
816 case EL_PACMAN_RIGHT:
820 Feld[x][y] = EL_PACMAN;
821 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
825 MovDir[x][y] = MV_UP;
829 MovDir[x][y] = MV_LEFT;
836 Feld[x][y] = EL_MOLE;
837 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
841 MovDir[x][y] = 1 << RND(4);
842 if (element != EL_KAEFER &&
843 element != EL_FLIEGER &&
844 element != EL_BUTTERFLY &&
845 element != EL_FIREFLY)
850 int x1 = x + xy[i][0];
851 int y1 = y + xy[i][1];
853 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
855 if (element == EL_KAEFER || element == EL_BUTTERFLY)
857 MovDir[x][y] = direction[0][i];
860 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
861 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
863 MovDir[x][y] = direction[1][i];
872 void InitAmoebaNr(int x, int y)
875 int group_nr = AmoebeNachbarNr(x, y);
879 for (i=1; i<MAX_NUM_AMOEBA; i++)
881 if (AmoebaCnt[i] == 0)
889 AmoebaNr[x][y] = group_nr;
890 AmoebaCnt[group_nr]++;
891 AmoebaCnt2[group_nr]++;
897 int bumplevel = FALSE;
899 if (local_player->MovPos)
902 local_player->LevelSolved = FALSE;
906 if (setup.sound_loops)
907 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
911 if (!setup.sound_loops)
912 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
913 if (TimeLeft > 0 && !(TimeLeft % 10))
914 RaiseScore(level.score[SC_ZEITBONUS]);
915 if (TimeLeft > 100 && !(TimeLeft % 10))
919 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
924 if (setup.sound_loops)
927 else if (level.time == 0) /* level without time limit */
929 if (setup.sound_loops)
930 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
932 while(TimePlayed < 999)
934 if (!setup.sound_loops)
935 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
936 if (TimePlayed < 999 && !(TimePlayed % 10))
937 RaiseScore(level.score[SC_ZEITBONUS]);
938 if (TimePlayed < 900 && !(TimePlayed % 10))
942 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
947 if (setup.sound_loops)
953 /* Hero disappears */
954 DrawLevelField(ExitX, ExitY);
960 CloseDoor(DOOR_CLOSE_1);
965 SaveTape(tape.level_nr); /* Ask to save tape */
968 if ((hi_pos = NewHiScore()) >= 0)
970 game_status = HALLOFFAME;
971 DrawHallOfFame(hi_pos);
972 if (bumplevel && TAPE_IS_EMPTY(tape))
977 game_status = MAINMENU;
978 if (bumplevel && TAPE_IS_EMPTY(tape))
993 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
994 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
997 for (k=0; k<MAX_SCORE_ENTRIES; k++)
999 if (local_player->score > highscore[k].Score)
1001 /* player has made it to the hall of fame */
1003 if (k < MAX_SCORE_ENTRIES - 1)
1005 int m = MAX_SCORE_ENTRIES - 1;
1008 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1009 if (!strcmp(setup.player_name, highscore[l].Name))
1011 if (m == k) /* player's new highscore overwrites his old one */
1017 strcpy(highscore[l].Name, highscore[l - 1].Name);
1018 highscore[l].Score = highscore[l - 1].Score;
1025 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1026 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1027 highscore[k].Score = local_player->score;
1033 else if (!strncmp(setup.player_name, highscore[k].Name,
1034 MAX_PLAYER_NAME_LEN))
1035 break; /* player already there with a higher score */
1041 SaveScore(level_nr);
1046 void InitMovingField(int x, int y, int direction)
1048 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1049 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1051 MovDir[x][y] = direction;
1052 MovDir[newx][newy] = direction;
1053 if (Feld[newx][newy] == EL_LEERRAUM)
1054 Feld[newx][newy] = EL_BLOCKED;
1057 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1059 int direction = MovDir[x][y];
1060 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1061 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1067 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1069 int oldx = x, oldy = y;
1070 int direction = MovDir[x][y];
1072 if (direction == MV_LEFT)
1074 else if (direction == MV_RIGHT)
1076 else if (direction == MV_UP)
1078 else if (direction == MV_DOWN)
1081 *comes_from_x = oldx;
1082 *comes_from_y = oldy;
1085 int MovingOrBlocked2Element(int x, int y)
1087 int element = Feld[x][y];
1089 if (element == EL_BLOCKED)
1093 Blocked2Moving(x, y, &oldx, &oldy);
1094 return Feld[oldx][oldy];
1100 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1102 /* like MovingOrBlocked2Element(), but if element is moving
1103 and (x,y) is the field the moving element is just leaving,
1104 return EL_BLOCKED instead of the element value */
1105 int element = Feld[x][y];
1107 if (IS_MOVING(x, y))
1109 if (element == EL_BLOCKED)
1113 Blocked2Moving(x, y, &oldx, &oldy);
1114 return Feld[oldx][oldy];
1123 static void RemoveField(int x, int y)
1125 Feld[x][y] = EL_LEERRAUM;
1131 void RemoveMovingField(int x, int y)
1133 int oldx = x, oldy = y, newx = x, newy = y;
1135 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1138 if (IS_MOVING(x, y))
1140 Moving2Blocked(x, y, &newx, &newy);
1141 if (Feld[newx][newy] != EL_BLOCKED)
1144 else if (Feld[x][y] == EL_BLOCKED)
1146 Blocked2Moving(x, y, &oldx, &oldy);
1147 if (!IS_MOVING(oldx, oldy))
1151 if (Feld[x][y] == EL_BLOCKED &&
1152 (Store[oldx][oldy] == EL_MORAST_LEER ||
1153 Store[oldx][oldy] == EL_SIEB_LEER ||
1154 Store[oldx][oldy] == EL_SIEB2_LEER ||
1155 Store[oldx][oldy] == EL_AMOEBE_NASS))
1157 Feld[oldx][oldy] = Store[oldx][oldy];
1158 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1161 Feld[oldx][oldy] = EL_LEERRAUM;
1163 Feld[newx][newy] = EL_LEERRAUM;
1164 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1165 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1167 DrawLevelField(oldx, oldy);
1168 DrawLevelField(newx, newy);
1171 void DrawDynamite(int x, int y)
1173 int sx = SCREENX(x), sy = SCREENY(y);
1174 int graphic = el2gfx(Feld[x][y]);
1177 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1181 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1183 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1185 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1190 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1194 if (game.emulation == EMU_SUPAPLEX)
1195 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1196 else if (Store[x][y])
1197 DrawGraphicThruMask(sx, sy, graphic + phase);
1199 DrawGraphic(sx, sy, graphic + phase);
1202 void CheckDynamite(int x, int y)
1204 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1209 if (!(MovDelay[x][y] % 12))
1210 PlaySoundLevel(x, y, SND_ZISCH);
1212 if (IS_ACTIVE_BOMB(Feld[x][y]))
1214 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1216 if (!(MovDelay[x][y] % delay))
1224 StopSound(SND_ZISCH);
1228 void Explode(int ex, int ey, int phase, int mode)
1231 int num_phase = 9, delay = 2;
1232 int last_phase = num_phase * delay;
1233 int half_phase = (num_phase / 2) * delay;
1234 int first_phase_after_start = EX_PHASE_START + 1;
1236 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1238 int center_element = Feld[ex][ey];
1240 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1242 /* put moving element to center field (and let it explode there) */
1243 center_element = MovingOrBlocked2Element(ex, ey);
1244 RemoveMovingField(ex, ey);
1245 Feld[ex][ey] = center_element;
1248 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1252 if (!IN_LEV_FIELD(x, y) ||
1253 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1254 (x != ex || y != ey)))
1257 element = Feld[x][y];
1259 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1261 element = MovingOrBlocked2Element(x, y);
1262 RemoveMovingField(x, y);
1265 if (IS_MASSIVE(element) || element == EL_BURNING)
1268 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1270 if (IS_ACTIVE_BOMB(element))
1272 /* re-activate things under the bomb like gate or penguin */
1273 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1280 if (element == EL_EXPLODING)
1281 element = Store2[x][y];
1283 if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
1285 switch(StorePlayer[ex][ey])
1288 Store[x][y] = EL_EDELSTEIN_ROT;
1291 Store[x][y] = EL_EDELSTEIN;
1294 Store[x][y] = EL_EDELSTEIN_LILA;
1298 Store[x][y] = EL_EDELSTEIN_GELB;
1302 if (game.emulation == EMU_SUPAPLEX)
1303 Store[x][y] = EL_LEERRAUM;
1305 else if (center_element == EL_MOLE)
1306 Store[x][y] = EL_EDELSTEIN_ROT;
1307 else if (center_element == EL_PINGUIN)
1308 Store[x][y] = EL_EDELSTEIN_LILA;
1309 else if (center_element == EL_KAEFER)
1310 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1311 else if (center_element == EL_BUTTERFLY)
1312 Store[x][y] = EL_EDELSTEIN_BD;
1313 else if (center_element == EL_SP_ELECTRON)
1314 Store[x][y] = EL_SP_INFOTRON;
1315 else if (center_element == EL_MAMPFER)
1316 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1317 else if (center_element == EL_AMOEBA2DIAM)
1318 Store[x][y] = level.amoeba_content;
1319 else if (element == EL_ERZ_EDEL)
1320 Store[x][y] = EL_EDELSTEIN;
1321 else if (element == EL_ERZ_DIAM)
1322 Store[x][y] = EL_DIAMANT;
1323 else if (element == EL_ERZ_EDEL_BD)
1324 Store[x][y] = EL_EDELSTEIN_BD;
1325 else if (element == EL_ERZ_EDEL_GELB)
1326 Store[x][y] = EL_EDELSTEIN_GELB;
1327 else if (element == EL_ERZ_EDEL_ROT)
1328 Store[x][y] = EL_EDELSTEIN_ROT;
1329 else if (element == EL_ERZ_EDEL_LILA)
1330 Store[x][y] = EL_EDELSTEIN_LILA;
1331 else if (!IS_PFORTE(Store[x][y]))
1332 Store[x][y] = EL_LEERRAUM;
1334 if (x != ex || y != ey ||
1335 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1336 Store2[x][y] = element;
1338 if (AmoebaNr[x][y] &&
1339 (element == EL_AMOEBE_VOLL ||
1340 element == EL_AMOEBE_BD ||
1341 element == EL_AMOEBING))
1343 AmoebaCnt[AmoebaNr[x][y]]--;
1344 AmoebaCnt2[AmoebaNr[x][y]]--;
1347 Feld[x][y] = EL_EXPLODING;
1348 MovDir[x][y] = MovPos[x][y] = 0;
1354 if (center_element == EL_MAMPFER)
1355 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1366 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1368 if (phase == first_phase_after_start)
1370 int element = Store2[x][y];
1372 if (element == EL_BLACK_ORB)
1374 Feld[x][y] = Store2[x][y];
1379 else if (phase == half_phase)
1381 int element = Store2[x][y];
1383 if (IS_PLAYER(x, y))
1384 KillHeroUnlessShield(PLAYERINFO(x, y));
1385 else if (IS_EXPLOSIVE(element))
1387 Feld[x][y] = Store2[x][y];
1391 else if (element == EL_AMOEBA2DIAM)
1392 AmoebeUmwandeln(x, y);
1395 if (phase == last_phase)
1399 element = Feld[x][y] = Store[x][y];
1400 Store[x][y] = Store2[x][y] = 0;
1401 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1402 InitField(x, y, FALSE);
1403 if (CAN_MOVE(element) || COULD_MOVE(element))
1405 DrawLevelField(x, y);
1407 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1409 int graphic = GFX_EXPLOSION;
1411 if (game.emulation == EMU_SUPAPLEX)
1412 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1413 GFX_SP_EXPLODE_INFOTRON :
1414 GFX_SP_EXPLODE_EMPTY);
1417 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1419 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1423 void DynaExplode(int ex, int ey)
1426 int dynabomb_size = 1;
1427 boolean dynabomb_xl = FALSE;
1428 struct PlayerInfo *player;
1429 static int xy[4][2] =
1437 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1439 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1440 dynabomb_size = player->dynabomb_size;
1441 dynabomb_xl = player->dynabomb_xl;
1442 player->dynabombs_left++;
1445 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1449 for (j=1; j<=dynabomb_size; j++)
1451 int x = ex + j * xy[i % 4][0];
1452 int y = ey + j * xy[i % 4][1];
1455 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1458 element = Feld[x][y];
1460 /* do not restart explosions of fields with active bombs */
1461 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1464 Explode(x, y, EX_PHASE_START, EX_BORDER);
1466 if (element != EL_LEERRAUM &&
1467 element != EL_ERDREICH &&
1468 element != EL_EXPLODING &&
1475 void Bang(int x, int y)
1477 int element = Feld[x][y];
1479 if (game.emulation == EMU_SUPAPLEX)
1480 PlaySoundLevel(x, y, SND_SP_BOOOM);
1482 PlaySoundLevel(x, y, SND_ROAAAR);
1485 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1486 element = EL_LEERRAUM;
1500 RaiseScoreElement(element);
1501 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1503 case EL_DYNABOMB_ACTIVE_1:
1504 case EL_DYNABOMB_ACTIVE_2:
1505 case EL_DYNABOMB_ACTIVE_3:
1506 case EL_DYNABOMB_ACTIVE_4:
1507 case EL_DYNABOMB_NR:
1508 case EL_DYNABOMB_SZ:
1509 case EL_DYNABOMB_XL:
1515 if (IS_PLAYER(x, y))
1516 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1518 Explode(x, y, EX_PHASE_START, EX_CENTER);
1521 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1526 void Blurb(int x, int y)
1528 int element = Feld[x][y];
1530 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1532 PlaySoundLevel(x, y, SND_BLURB);
1533 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1534 (!IN_LEV_FIELD(x-1, y-1) ||
1535 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1537 Feld[x-1][y] = EL_BLURB_LEFT;
1539 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1540 (!IN_LEV_FIELD(x+1, y-1) ||
1541 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1543 Feld[x+1][y] = EL_BLURB_RIGHT;
1548 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1550 if (!MovDelay[x][y]) /* initialize animation counter */
1553 if (MovDelay[x][y]) /* continue animation */
1556 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1557 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1559 if (!MovDelay[x][y])
1561 Feld[x][y] = EL_LEERRAUM;
1562 DrawLevelField(x, y);
1568 static void ToggleBeltSwitch(int x, int y)
1570 static int belt_base_element[4] =
1572 EL_BELT1_SWITCH_LEFT,
1573 EL_BELT2_SWITCH_LEFT,
1574 EL_BELT3_SWITCH_LEFT,
1575 EL_BELT4_SWITCH_LEFT
1577 static int belt_move_dir[4] =
1585 int element = Feld[x][y];
1586 int belt_nr = getBeltNrFromSwitchElement(element);
1587 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1588 int belt_dir = belt_move_dir[belt_dir_nr];
1591 if (!IS_BELT_SWITCH(element))
1594 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1595 game.belt_dir[belt_nr] = belt_dir;
1597 if (belt_dir_nr == 3)
1600 for (yy=0; yy<lev_fieldy; yy++)
1602 for (xx=0; xx<lev_fieldx; xx++)
1604 int element = Feld[xx][yy];
1606 if (IS_BELT_SWITCH(element))
1608 int e_belt_nr = getBeltNrFromSwitchElement(element);
1610 if (e_belt_nr == belt_nr)
1612 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1613 DrawLevelField(xx, yy);
1616 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1618 int e_belt_nr = getBeltNrFromElement(element);
1620 if (e_belt_nr == belt_nr)
1621 DrawLevelField(xx, yy); /* set belt to parking position */
1627 static void ToggleSwitchgateSwitch(int x, int y)
1631 game.switchgate_pos = !game.switchgate_pos;
1633 for (yy=0; yy<lev_fieldy; yy++)
1635 for (xx=0; xx<lev_fieldx; xx++)
1637 int element = Feld[xx][yy];
1639 if (element == EL_SWITCHGATE_SWITCH_1 ||
1640 element == EL_SWITCHGATE_SWITCH_2)
1642 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1643 DrawLevelField(xx, yy);
1645 else if (element == EL_SWITCHGATE_OPEN ||
1646 element == EL_SWITCHGATE_OPENING)
1648 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1649 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1651 else if (element == EL_SWITCHGATE_CLOSED ||
1652 element == EL_SWITCHGATE_CLOSING)
1654 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1655 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1661 static void RedrawAllLightSwitchesAndInvisibleElements()
1665 for (y=0; y<lev_fieldy; y++)
1667 for (x=0; x<lev_fieldx; x++)
1669 int element = Feld[x][y];
1671 if (element == EL_LIGHT_SWITCH_OFF &&
1672 game.light_time_left > 0)
1674 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1675 DrawLevelField(x, y);
1677 else if (element == EL_LIGHT_SWITCH_ON &&
1678 game.light_time_left == 0)
1680 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1681 DrawLevelField(x, y);
1684 if (element == EL_INVISIBLE_STEEL ||
1685 element == EL_UNSICHTBAR ||
1686 element == EL_SAND_INVISIBLE)
1687 DrawLevelField(x, y);
1692 static void ToggleLightSwitch(int x, int y)
1694 int element = Feld[x][y];
1696 game.light_time_left =
1697 (element == EL_LIGHT_SWITCH_OFF ?
1698 level.time_light * FRAMES_PER_SECOND : 0);
1700 RedrawAllLightSwitchesAndInvisibleElements();
1703 static void ActivateTimegateSwitch(int x, int y)
1707 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1709 for (yy=0; yy<lev_fieldy; yy++)
1711 for (xx=0; xx<lev_fieldx; xx++)
1713 int element = Feld[xx][yy];
1715 if (element == EL_TIMEGATE_CLOSED ||
1716 element == EL_TIMEGATE_CLOSING)
1718 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1719 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1723 else if (element == EL_TIMEGATE_SWITCH_ON)
1725 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1726 DrawLevelField(xx, yy);
1733 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1736 void Impact(int x, int y)
1738 boolean lastline = (y == lev_fieldy-1);
1739 boolean object_hit = FALSE;
1740 int element = Feld[x][y];
1743 if (!lastline) /* check if element below was hit */
1745 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1748 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1749 MovDir[x][y+1]!=MV_DOWN ||
1750 MovPos[x][y+1]<=TILEY/2));
1752 smashed = MovingOrBlocked2Element(x, y+1);
1755 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1761 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1762 (lastline || object_hit)) /* element is bomb */
1768 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1770 if (object_hit && IS_PLAYER(x, y+1))
1771 KillHeroUnlessShield(PLAYERINFO(x, y+1));
1772 else if (object_hit && smashed == EL_PINGUIN)
1776 Feld[x][y] = EL_AMOEBING;
1777 Store[x][y] = EL_AMOEBE_NASS;
1782 if (!lastline && object_hit) /* check which object was hit */
1784 if (CAN_CHANGE(element) &&
1785 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1788 int activated_magic_wall =
1789 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1791 /* activate magic wall / mill */
1793 for (y=0; y<lev_fieldy; y++)
1794 for (x=0; x<lev_fieldx; x++)
1795 if (Feld[x][y] == smashed)
1796 Feld[x][y] = activated_magic_wall;
1798 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1799 game.magic_wall_active = TRUE;
1802 if (IS_PLAYER(x, y+1))
1804 KillHeroUnlessShield(PLAYERINFO(x, y+1));
1807 else if (smashed == EL_PINGUIN)
1812 else if (element == EL_EDELSTEIN_BD)
1814 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1820 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1822 if (IS_ENEMY(smashed) ||
1823 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1824 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1825 smashed == EL_DRACHE || smashed == EL_MOLE)
1830 else if (!IS_MOVING(x, y+1))
1832 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1837 else if (smashed == EL_KOKOSNUSS)
1839 Feld[x][y+1] = EL_CRACKINGNUT;
1840 PlaySoundLevel(x, y, SND_KNACK);
1841 RaiseScoreElement(EL_KOKOSNUSS);
1844 else if (smashed == EL_DIAMANT)
1846 Feld[x][y+1] = EL_LEERRAUM;
1847 PlaySoundLevel(x, y, SND_QUIRK);
1850 else if (IS_BELT_SWITCH(smashed))
1852 ToggleBeltSwitch(x, y+1);
1854 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1855 smashed == EL_SWITCHGATE_SWITCH_2)
1857 ToggleSwitchgateSwitch(x, y+1);
1859 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1860 smashed == EL_LIGHT_SWITCH_ON)
1862 ToggleLightSwitch(x, y+1);
1868 /* play sound of magic wall / mill */
1870 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1872 PlaySoundLevel(x, y, SND_QUIRK);
1876 /* play sound of object that hits the ground */
1877 if (lastline || object_hit)
1884 case EL_EDELSTEIN_BD:
1885 case EL_EDELSTEIN_GELB:
1886 case EL_EDELSTEIN_ROT:
1887 case EL_EDELSTEIN_LILA:
1889 case EL_SP_INFOTRON:
1895 case EL_FELSBROCKEN:
1899 sound = SND_SP_ZONKDOWN;
1902 case EL_SCHLUESSEL1:
1903 case EL_SCHLUESSEL2:
1904 case EL_SCHLUESSEL3:
1905 case EL_SCHLUESSEL4:
1922 PlaySoundLevel(x, y, sound);
1926 void TurnRound(int x, int y)
1938 { 0, 0 }, { 0, 0 }, { 0, 0 },
1943 int left, right, back;
1947 { MV_DOWN, MV_UP, MV_RIGHT },
1948 { MV_UP, MV_DOWN, MV_LEFT },
1950 { MV_LEFT, MV_RIGHT, MV_DOWN },
1951 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1952 { MV_RIGHT, MV_LEFT, MV_UP }
1955 int element = Feld[x][y];
1956 int old_move_dir = MovDir[x][y];
1957 int left_dir = turn[old_move_dir].left;
1958 int right_dir = turn[old_move_dir].right;
1959 int back_dir = turn[old_move_dir].back;
1961 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1962 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1963 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1964 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1966 int left_x = x+left_dx, left_y = y+left_dy;
1967 int right_x = x+right_dx, right_y = y+right_dy;
1968 int move_x = x+move_dx, move_y = y+move_dy;
1970 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1972 TestIfBadThingHitsOtherBadThing(x, y);
1974 if (IN_LEV_FIELD(right_x, right_y) &&
1975 IS_FREE(right_x, right_y))
1976 MovDir[x][y] = right_dir;
1977 else if (!IN_LEV_FIELD(move_x, move_y) ||
1978 !IS_FREE(move_x, move_y))
1979 MovDir[x][y] = left_dir;
1981 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1983 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1986 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1987 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1989 TestIfBadThingHitsOtherBadThing(x, y);
1991 if (IN_LEV_FIELD(left_x, left_y) &&
1992 IS_FREE(left_x, left_y))
1993 MovDir[x][y] = left_dir;
1994 else if (!IN_LEV_FIELD(move_x, move_y) ||
1995 !IS_FREE(move_x, move_y))
1996 MovDir[x][y] = right_dir;
1998 if ((element == EL_FLIEGER ||
1999 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2000 && MovDir[x][y] != old_move_dir)
2002 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2005 else if (element == EL_MAMPFER)
2007 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2009 if (IN_LEV_FIELD(left_x, left_y) &&
2010 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2011 Feld[left_x][left_y] == EL_DIAMANT))
2012 can_turn_left = TRUE;
2013 if (IN_LEV_FIELD(right_x, right_y) &&
2014 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2015 Feld[right_x][right_y] == EL_DIAMANT))
2016 can_turn_right = TRUE;
2018 if (can_turn_left && can_turn_right)
2019 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2020 else if (can_turn_left)
2021 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2022 else if (can_turn_right)
2023 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2025 MovDir[x][y] = back_dir;
2027 MovDelay[x][y] = 16+16*RND(3);
2029 else if (element == EL_MAMPFER2)
2031 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2033 if (IN_LEV_FIELD(left_x, left_y) &&
2034 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2035 IS_MAMPF2(Feld[left_x][left_y])))
2036 can_turn_left = TRUE;
2037 if (IN_LEV_FIELD(right_x, right_y) &&
2038 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2039 IS_MAMPF2(Feld[right_x][right_y])))
2040 can_turn_right = TRUE;
2042 if (can_turn_left && can_turn_right)
2043 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2044 else if (can_turn_left)
2045 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2046 else if (can_turn_right)
2047 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2049 MovDir[x][y] = back_dir;
2051 MovDelay[x][y] = 16+16*RND(3);
2053 else if (element == EL_PACMAN)
2055 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2057 if (IN_LEV_FIELD(left_x, left_y) &&
2058 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2059 IS_AMOEBOID(Feld[left_x][left_y])))
2060 can_turn_left = TRUE;
2061 if (IN_LEV_FIELD(right_x, right_y) &&
2062 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2063 IS_AMOEBOID(Feld[right_x][right_y])))
2064 can_turn_right = TRUE;
2066 if (can_turn_left && can_turn_right)
2067 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2068 else if (can_turn_left)
2069 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2070 else if (can_turn_right)
2071 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2073 MovDir[x][y] = back_dir;
2075 MovDelay[x][y] = 6+RND(40);
2077 else if (element == EL_SCHWEIN)
2079 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2080 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2081 boolean should_move_on = FALSE;
2083 int rnd = RND(rnd_value);
2085 if (IN_LEV_FIELD(left_x, left_y) &&
2086 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2087 can_turn_left = TRUE;
2088 if (IN_LEV_FIELD(right_x, right_y) &&
2089 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2090 can_turn_right = TRUE;
2091 if (IN_LEV_FIELD(move_x, move_y) &&
2092 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2095 if (can_turn_left &&
2097 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2098 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2099 should_turn_left = TRUE;
2100 if (can_turn_right &&
2102 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2103 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2104 should_turn_right = TRUE;
2106 (!can_turn_left || !can_turn_right ||
2107 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2108 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2109 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2110 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2111 should_move_on = TRUE;
2113 if (should_turn_left || should_turn_right || should_move_on)
2115 if (should_turn_left && should_turn_right && should_move_on)
2116 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2117 rnd < 2*rnd_value/3 ? right_dir :
2119 else if (should_turn_left && should_turn_right)
2120 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2121 else if (should_turn_left && should_move_on)
2122 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2123 else if (should_turn_right && should_move_on)
2124 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2125 else if (should_turn_left)
2126 MovDir[x][y] = left_dir;
2127 else if (should_turn_right)
2128 MovDir[x][y] = right_dir;
2129 else if (should_move_on)
2130 MovDir[x][y] = old_move_dir;
2132 else if (can_move_on && rnd > rnd_value/8)
2133 MovDir[x][y] = old_move_dir;
2134 else if (can_turn_left && can_turn_right)
2135 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2136 else if (can_turn_left && rnd > rnd_value/8)
2137 MovDir[x][y] = left_dir;
2138 else if (can_turn_right && rnd > rnd_value/8)
2139 MovDir[x][y] = right_dir;
2141 MovDir[x][y] = back_dir;
2143 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2144 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2145 MovDir[x][y] = old_move_dir;
2149 else if (element == EL_DRACHE)
2151 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2153 int rnd = RND(rnd_value);
2155 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2156 can_turn_left = TRUE;
2157 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2158 can_turn_right = TRUE;
2159 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2162 if (can_move_on && rnd > rnd_value/8)
2163 MovDir[x][y] = old_move_dir;
2164 else if (can_turn_left && can_turn_right)
2165 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2166 else if (can_turn_left && rnd > rnd_value/8)
2167 MovDir[x][y] = left_dir;
2168 else if (can_turn_right && rnd > rnd_value/8)
2169 MovDir[x][y] = right_dir;
2171 MovDir[x][y] = back_dir;
2173 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2174 MovDir[x][y] = old_move_dir;
2178 else if (element == EL_MOLE)
2180 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2182 if (IN_LEV_FIELD(move_x, move_y) &&
2183 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2184 Feld[move_x][move_y] == EL_DEAMOEBING))
2189 if (IN_LEV_FIELD(left_x, left_y) &&
2190 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2191 can_turn_left = TRUE;
2192 if (IN_LEV_FIELD(right_x, right_y) &&
2193 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2194 can_turn_right = TRUE;
2196 if (can_turn_left && can_turn_right)
2197 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2198 else if (can_turn_left)
2199 MovDir[x][y] = left_dir;
2201 MovDir[x][y] = right_dir;
2204 if (MovDir[x][y] != old_move_dir)
2207 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2209 int attr_x = -1, attr_y = -1;
2220 for (i=0; i<MAX_PLAYERS; i++)
2222 struct PlayerInfo *player = &stored_player[i];
2223 int jx = player->jx, jy = player->jy;
2225 if (!player->active)
2228 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2236 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2242 if (element == EL_PINGUIN)
2245 static int xy[4][2] =
2255 int ex = x + xy[i%4][0];
2256 int ey = y + xy[i%4][1];
2258 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2267 MovDir[x][y] = MV_NO_MOVING;
2269 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2271 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2273 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2275 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2277 if (element == EL_ROBOT)
2281 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2282 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2283 Moving2Blocked(x, y, &newx, &newy);
2285 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2286 MovDelay[x][y] = 8+8*!RND(3);
2288 MovDelay[x][y] = 16;
2296 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2298 boolean first_horiz = RND(2);
2299 int new_move_dir = MovDir[x][y];
2302 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2303 Moving2Blocked(x, y, &newx, &newy);
2305 if (IN_LEV_FIELD(newx, newy) &&
2306 (IS_FREE(newx, newy) ||
2307 Feld[newx][newy] == EL_SALZSAEURE ||
2308 (element == EL_PINGUIN &&
2309 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2310 IS_MAMPF3(Feld[newx][newy])))))
2314 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2315 Moving2Blocked(x, y, &newx, &newy);
2317 if (IN_LEV_FIELD(newx, newy) &&
2318 (IS_FREE(newx, newy) ||
2319 Feld[newx][newy] == EL_SALZSAEURE ||
2320 (element == EL_PINGUIN &&
2321 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2322 IS_MAMPF3(Feld[newx][newy])))))
2325 MovDir[x][y] = old_move_dir;
2332 static boolean JustBeingPushed(int x, int y)
2336 for (i=0; i<MAX_PLAYERS; i++)
2338 struct PlayerInfo *player = &stored_player[i];
2340 if (player->active && player->Pushing && player->MovPos)
2342 int next_jx = player->jx + (player->jx - player->last_jx);
2343 int next_jy = player->jy + (player->jy - player->last_jy);
2345 if (x == next_jx && y == next_jy)
2353 void StartMoving(int x, int y)
2355 int element = Feld[x][y];
2360 if (CAN_FALL(element) && y<lev_fieldy-1)
2362 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2363 if (JustBeingPushed(x, y))
2366 if (element == EL_MORAST_VOLL)
2368 if (IS_FREE(x, y+1))
2370 InitMovingField(x, y, MV_DOWN);
2371 Feld[x][y] = EL_FELSBROCKEN;
2372 Store[x][y] = EL_MORAST_LEER;
2374 else if (Feld[x][y+1] == EL_MORAST_LEER)
2376 if (!MovDelay[x][y])
2377 MovDelay[x][y] = TILEY + 1;
2386 Feld[x][y] = EL_MORAST_LEER;
2387 Feld[x][y+1] = EL_MORAST_VOLL;
2390 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2392 InitMovingField(x, y, MV_DOWN);
2393 Store[x][y] = EL_MORAST_VOLL;
2395 else if (element == EL_SIEB_VOLL)
2397 if (IS_FREE(x, y+1))
2399 InitMovingField(x, y, MV_DOWN);
2400 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2401 Store[x][y] = EL_SIEB_LEER;
2403 else if (Feld[x][y+1] == EL_SIEB_LEER)
2405 if (!MovDelay[x][y])
2406 MovDelay[x][y] = TILEY/4 + 1;
2415 Feld[x][y] = EL_SIEB_LEER;
2416 Feld[x][y+1] = EL_SIEB_VOLL;
2417 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2421 else if (element == EL_SIEB2_VOLL)
2423 if (IS_FREE(x, y+1))
2425 InitMovingField(x, y, MV_DOWN);
2426 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2427 Store[x][y] = EL_SIEB2_LEER;
2429 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2431 if (!MovDelay[x][y])
2432 MovDelay[x][y] = TILEY/4 + 1;
2441 Feld[x][y] = EL_SIEB2_LEER;
2442 Feld[x][y+1] = EL_SIEB2_VOLL;
2443 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2447 else if (CAN_CHANGE(element) &&
2448 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2450 InitMovingField(x, y, MV_DOWN);
2452 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2453 Store2[x][y+1] = element;
2455 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2458 InitMovingField(x, y, MV_DOWN);
2459 Store[x][y] = EL_SALZSAEURE;
2461 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2466 else if (IS_FREE(x, y+1))
2468 InitMovingField(x, y, MV_DOWN);
2470 else if (element == EL_TROPFEN)
2472 Feld[x][y] = EL_AMOEBING;
2473 Store[x][y] = EL_AMOEBE_NASS;
2475 #if OLD_GAME_BEHAVIOUR
2476 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2478 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2479 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2482 boolean left = (x>0 && IS_FREE(x-1, y) &&
2483 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2484 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2485 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2489 if (left && right && game.emulation != EMU_BOULDERDASH)
2490 left = !(right = RND(2));
2492 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2495 else if (IS_BELT(Feld[x][y+1]))
2497 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2498 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2499 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2500 int belt_dir = game.belt_dir[belt_nr];
2502 if ((belt_dir == MV_LEFT && left_is_free) ||
2503 (belt_dir == MV_RIGHT && right_is_free))
2504 InitMovingField(x, y, belt_dir);
2507 else if (CAN_MOVE(element))
2511 if (element == EL_SONDE && JustBeingPushed(x, y))
2514 if (!MovDelay[x][y]) /* start new movement phase */
2516 /* all objects that can change their move direction after each step */
2517 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2519 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2522 if (MovDelay[x][y] && (element == EL_KAEFER ||
2523 element == EL_FLIEGER ||
2524 element == EL_SP_SNIKSNAK ||
2525 element == EL_SP_ELECTRON ||
2526 element == EL_MOLE))
2527 DrawLevelField(x, y);
2531 if (MovDelay[x][y]) /* wait some time before next movement */
2535 if (element == EL_ROBOT ||
2536 element == EL_MAMPFER || element == EL_MAMPFER2)
2538 int phase = MovDelay[x][y] % 8;
2543 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2544 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2546 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2547 && MovDelay[x][y]%4 == 3)
2548 PlaySoundLevel(x, y, SND_NJAM);
2550 else if (element == EL_SP_ELECTRON)
2551 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2552 else if (element == EL_DRACHE)
2555 int dir = MovDir[x][y];
2556 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2557 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2558 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2559 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2560 dir == MV_UP ? GFX_FLAMMEN_UP :
2561 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2562 int phase = FrameCounter % 2;
2564 for (i=1; i<=3; i++)
2566 int xx = x + i*dx, yy = y + i*dy;
2567 int sx = SCREENX(xx), sy = SCREENY(yy);
2569 if (!IN_LEV_FIELD(xx, yy) ||
2570 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2575 int flamed = MovingOrBlocked2Element(xx, yy);
2577 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2580 RemoveMovingField(xx, yy);
2582 Feld[xx][yy] = EL_BURNING;
2583 if (IN_SCR_FIELD(sx, sy))
2584 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2588 if (Feld[xx][yy] == EL_BURNING)
2589 Feld[xx][yy] = EL_LEERRAUM;
2590 DrawLevelField(xx, yy);
2599 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2601 PlaySoundLevel(x, y, SND_KLAPPER);
2603 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2605 PlaySoundLevel(x, y, SND_ROEHR);
2608 /* now make next step */
2610 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2612 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2613 !SHIELD_ON(PLAYERINFO(newx, newy)))
2617 TestIfBadThingHitsHero(x, y);
2620 /* enemy got the player */
2622 KillHero(PLAYERINFO(newx, newy));
2627 else if ((element == EL_PINGUIN ||
2628 element == EL_ROBOT || element == EL_SONDE) &&
2629 IN_LEV_FIELD(newx, newy) &&
2630 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2633 Store[x][y] = EL_SALZSAEURE;
2635 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2637 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2639 Feld[x][y] = EL_LEERRAUM;
2640 DrawLevelField(x, y);
2642 PlaySoundLevel(newx, newy, SND_BUING);
2643 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2644 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2646 local_player->friends_still_needed--;
2647 if (!local_player->friends_still_needed &&
2648 !local_player->GameOver && AllPlayersGone)
2649 local_player->LevelSolved = local_player->GameOver = TRUE;
2653 else if (IS_MAMPF3(Feld[newx][newy]))
2655 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2656 DrawLevelField(newx, newy);
2658 MovDir[x][y] = MV_NO_MOVING;
2660 else if (!IS_FREE(newx, newy))
2662 if (IS_PLAYER(x, y))
2663 DrawPlayerField(x, y);
2665 DrawLevelField(x, y);
2669 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2671 if (IS_GEM(Feld[newx][newy]))
2673 if (IS_MOVING(newx, newy))
2674 RemoveMovingField(newx, newy);
2677 Feld[newx][newy] = EL_LEERRAUM;
2678 DrawLevelField(newx, newy);
2681 else if (!IS_FREE(newx, newy))
2683 if (IS_PLAYER(x, y))
2684 DrawPlayerField(x, y);
2686 DrawLevelField(x, y);
2690 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2692 if (!IS_FREE(newx, newy))
2694 if (IS_PLAYER(x, y))
2695 DrawPlayerField(x, y);
2697 DrawLevelField(x, y);
2702 boolean wanna_flame = !RND(10);
2703 int dx = newx - x, dy = newy - y;
2704 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2705 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2706 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2707 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2708 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2709 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2711 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2712 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2713 element1 != EL_BURNING && element2 != EL_BURNING)
2715 if (IS_PLAYER(x, y))
2716 DrawPlayerField(x, y);
2718 DrawLevelField(x, y);
2720 MovDelay[x][y] = 50;
2721 Feld[newx][newy] = EL_BURNING;
2722 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2723 Feld[newx1][newy1] = EL_BURNING;
2724 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2725 Feld[newx2][newy2] = EL_BURNING;
2730 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2731 Feld[newx][newy] == EL_DIAMANT)
2733 if (IS_MOVING(newx, newy))
2734 RemoveMovingField(newx, newy);
2737 Feld[newx][newy] = EL_LEERRAUM;
2738 DrawLevelField(newx, newy);
2741 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2742 IS_MAMPF2(Feld[newx][newy]))
2744 if (AmoebaNr[newx][newy])
2746 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2747 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2748 Feld[newx][newy] == EL_AMOEBE_BD)
2749 AmoebaCnt[AmoebaNr[newx][newy]]--;
2752 if (IS_MOVING(newx, newy))
2753 RemoveMovingField(newx, newy);
2756 Feld[newx][newy] = EL_LEERRAUM;
2757 DrawLevelField(newx, newy);
2760 else if ((element == EL_PACMAN || element == EL_MOLE)
2761 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2763 if (AmoebaNr[newx][newy])
2765 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2766 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2767 Feld[newx][newy] == EL_AMOEBE_BD)
2768 AmoebaCnt[AmoebaNr[newx][newy]]--;
2771 if (element == EL_MOLE)
2773 Feld[newx][newy] = EL_DEAMOEBING;
2774 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2775 return; /* wait for shrinking amoeba */
2777 else /* element == EL_PACMAN */
2779 Feld[newx][newy] = EL_LEERRAUM;
2780 DrawLevelField(newx, newy);
2783 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2784 (Feld[newx][newy] == EL_DEAMOEBING ||
2785 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2787 /* wait for shrinking amoeba to completely disappear */
2790 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2792 /* object was running against a wall */
2796 if (element == EL_KAEFER || element == EL_FLIEGER ||
2797 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2798 DrawLevelField(x, y);
2799 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2800 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2801 else if (element == EL_SONDE)
2802 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2803 else if (element == EL_SP_ELECTRON)
2804 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2809 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2810 PlaySoundLevel(x, y, SND_SCHLURF);
2812 InitMovingField(x, y, MovDir[x][y]);
2816 ContinueMoving(x, y);
2819 void ContinueMoving(int x, int y)
2821 int element = Feld[x][y];
2822 int direction = MovDir[x][y];
2823 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2824 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2825 int horiz_move = (dx!=0);
2826 int newx = x + dx, newy = y + dy;
2827 int step = (horiz_move ? dx : dy) * TILEX / 8;
2829 if (element == EL_TROPFEN)
2831 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2833 else if (CAN_FALL(element) && horiz_move &&
2834 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2837 #if OLD_GAME_BEHAVIOUR
2838 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2842 MovPos[x][y] += step;
2844 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2846 Feld[x][y] = EL_LEERRAUM;
2847 Feld[newx][newy] = element;
2849 if (element == EL_MOLE)
2852 static int xy[4][2] =
2860 Feld[x][y] = EL_ERDREICH;
2861 DrawLevelField(x, y);
2870 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2871 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2875 if (Store[x][y] == EL_MORAST_VOLL)
2878 Feld[newx][newy] = EL_MORAST_VOLL;
2879 element = EL_MORAST_VOLL;
2881 else if (Store[x][y] == EL_MORAST_LEER)
2884 Feld[x][y] = EL_MORAST_LEER;
2886 else if (Store[x][y] == EL_SIEB_VOLL)
2889 element = Feld[newx][newy] =
2890 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2892 else if (Store[x][y] == EL_SIEB_LEER)
2894 Store[x][y] = Store2[x][y] = 0;
2895 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2897 else if (Store[x][y] == EL_SIEB2_VOLL)
2900 element = Feld[newx][newy] =
2901 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2903 else if (Store[x][y] == EL_SIEB2_LEER)
2905 Store[x][y] = Store2[x][y] = 0;
2906 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2908 else if (Store[x][y] == EL_SALZSAEURE)
2911 Feld[newx][newy] = EL_SALZSAEURE;
2912 element = EL_SALZSAEURE;
2914 else if (Store[x][y] == EL_AMOEBE_NASS)
2917 Feld[x][y] = EL_AMOEBE_NASS;
2920 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2921 MovDelay[newx][newy] = 0;
2923 if (!CAN_MOVE(element))
2924 MovDir[newx][newy] = 0;
2926 DrawLevelField(x, y);
2927 DrawLevelField(newx, newy);
2929 Stop[newx][newy] = TRUE;
2930 JustStopped[newx][newy] = 3;
2932 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2934 TestIfBadThingHitsHero(newx, newy);
2935 TestIfBadThingHitsFriend(newx, newy);
2936 TestIfBadThingHitsOtherBadThing(newx, newy);
2938 else if (element == EL_PINGUIN)
2939 TestIfFriendHitsBadThing(newx, newy);
2941 if (CAN_SMASH(element) && direction == MV_DOWN &&
2942 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2945 else /* still moving on */
2946 DrawLevelField(x, y);
2949 int AmoebeNachbarNr(int ax, int ay)
2952 int element = Feld[ax][ay];
2954 static int xy[4][2] =
2964 int x = ax + xy[i][0];
2965 int y = ay + xy[i][1];
2967 if (!IN_LEV_FIELD(x, y))
2970 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2971 group_nr = AmoebaNr[x][y];
2977 void AmoebenVereinigen(int ax, int ay)
2979 int i, x, y, xx, yy;
2980 int new_group_nr = AmoebaNr[ax][ay];
2981 static int xy[4][2] =
2989 if (new_group_nr == 0)
2997 if (!IN_LEV_FIELD(x, y))
3000 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3001 Feld[x][y] == EL_AMOEBE_BD ||
3002 Feld[x][y] == EL_AMOEBE_TOT) &&
3003 AmoebaNr[x][y] != new_group_nr)
3005 int old_group_nr = AmoebaNr[x][y];
3007 if (old_group_nr == 0)
3010 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3011 AmoebaCnt[old_group_nr] = 0;
3012 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3013 AmoebaCnt2[old_group_nr] = 0;
3015 for (yy=0; yy<lev_fieldy; yy++)
3017 for (xx=0; xx<lev_fieldx; xx++)
3019 if (AmoebaNr[xx][yy] == old_group_nr)
3020 AmoebaNr[xx][yy] = new_group_nr;
3027 void AmoebeUmwandeln(int ax, int ay)
3031 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3033 int group_nr = AmoebaNr[ax][ay];
3038 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3039 printf("AmoebeUmwandeln(): This should never happen!\n");
3044 for (y=0; y<lev_fieldy; y++)
3046 for (x=0; x<lev_fieldx; x++)
3048 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3051 Feld[x][y] = EL_AMOEBA2DIAM;
3059 static int xy[4][2] =
3072 if (!IN_LEV_FIELD(x, y))
3075 if (Feld[x][y] == EL_AMOEBA2DIAM)
3081 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3084 int group_nr = AmoebaNr[ax][ay];
3085 boolean done = FALSE;
3090 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3091 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3096 for (y=0; y<lev_fieldy; y++)
3098 for (x=0; x<lev_fieldx; x++)
3100 if (AmoebaNr[x][y] == group_nr &&
3101 (Feld[x][y] == EL_AMOEBE_TOT ||
3102 Feld[x][y] == EL_AMOEBE_BD ||
3103 Feld[x][y] == EL_AMOEBING))
3106 Feld[x][y] = new_element;
3107 InitField(x, y, FALSE);
3108 DrawLevelField(x, y);
3115 PlaySoundLevel(ax, ay,
3116 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
3119 void AmoebeWaechst(int x, int y)
3121 static unsigned long sound_delay = 0;
3122 static unsigned long sound_delay_value = 0;
3124 if (!MovDelay[x][y]) /* start new growing cycle */
3128 if (DelayReached(&sound_delay, sound_delay_value))
3130 PlaySoundLevel(x, y, SND_AMOEBE);
3131 sound_delay_value = 30;
3135 if (MovDelay[x][y]) /* wait some time before growing bigger */
3138 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3139 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3141 if (!MovDelay[x][y])
3143 Feld[x][y] = Store[x][y];
3145 DrawLevelField(x, y);
3150 void AmoebeSchrumpft(int x, int y)
3152 static unsigned long sound_delay = 0;
3153 static unsigned long sound_delay_value = 0;
3155 if (!MovDelay[x][y]) /* start new shrinking cycle */
3159 if (DelayReached(&sound_delay, sound_delay_value))
3161 PlaySoundLevel(x, y, SND_BLURB);
3162 sound_delay_value = 30;
3166 if (MovDelay[x][y]) /* wait some time before shrinking */
3169 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3170 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3172 if (!MovDelay[x][y])
3174 Feld[x][y] = EL_LEERRAUM;
3175 DrawLevelField(x, y);
3177 /* don't let mole enter this field in this cycle;
3178 (give priority to objects falling to this field from above) */
3184 void AmoebeAbleger(int ax, int ay)
3187 int element = Feld[ax][ay];
3188 int newax = ax, neway = ay;
3189 static int xy[4][2] =
3197 if (!level.amoeba_speed)
3199 Feld[ax][ay] = EL_AMOEBE_TOT;
3200 DrawLevelField(ax, ay);
3204 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3205 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3207 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3210 if (MovDelay[ax][ay])
3214 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3217 int x = ax + xy[start][0];
3218 int y = ay + xy[start][1];
3220 if (!IN_LEV_FIELD(x, y))
3223 if (IS_FREE(x, y) ||
3224 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3230 if (newax == ax && neway == ay)
3233 else /* normal or "filled" (BD style) amoeba */
3236 boolean waiting_for_player = FALSE;
3240 int j = (start + i) % 4;
3241 int x = ax + xy[j][0];
3242 int y = ay + xy[j][1];
3244 if (!IN_LEV_FIELD(x, y))
3247 if (IS_FREE(x, y) ||
3248 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3254 else if (IS_PLAYER(x, y))
3255 waiting_for_player = TRUE;
3258 if (newax == ax && neway == ay) /* amoeba cannot grow */
3260 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3262 Feld[ax][ay] = EL_AMOEBE_TOT;
3263 DrawLevelField(ax, ay);
3264 AmoebaCnt[AmoebaNr[ax][ay]]--;
3266 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3268 if (element == EL_AMOEBE_VOLL)
3269 AmoebeUmwandeln(ax, ay);
3270 else if (element == EL_AMOEBE_BD)
3271 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3276 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3278 /* amoeba gets larger by growing in some direction */
3280 int new_group_nr = AmoebaNr[ax][ay];
3283 if (new_group_nr == 0)
3285 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3286 printf("AmoebeAbleger(): This should never happen!\n");
3291 AmoebaNr[newax][neway] = new_group_nr;
3292 AmoebaCnt[new_group_nr]++;
3293 AmoebaCnt2[new_group_nr]++;
3295 /* if amoeba touches other amoeba(s) after growing, unify them */
3296 AmoebenVereinigen(newax, neway);
3298 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3300 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
3306 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3307 (neway == lev_fieldy - 1 && newax != ax))
3309 Feld[newax][neway] = EL_AMOEBING;
3310 Store[newax][neway] = element;
3312 else if (neway == ay)
3313 Feld[newax][neway] = EL_TROPFEN;
3316 InitMovingField(ax, ay, MV_DOWN);
3317 Feld[ax][ay] = EL_TROPFEN;
3318 Store[ax][ay] = EL_AMOEBE_NASS;
3319 ContinueMoving(ax, ay);
3323 DrawLevelField(newax, neway);
3326 void Life(int ax, int ay)
3329 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3331 int element = Feld[ax][ay];
3336 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3337 MovDelay[ax][ay] = life_time;
3339 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3342 if (MovDelay[ax][ay])
3346 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3348 int xx = ax+x1, yy = ay+y1;
3351 if (!IN_LEV_FIELD(xx, yy))
3354 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3356 int x = xx+x2, y = yy+y2;
3358 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3361 if (((Feld[x][y] == element ||
3362 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3364 (IS_FREE(x, y) && Stop[x][y]))
3368 if (xx == ax && yy == ay) /* field in the middle */
3370 if (nachbarn<life[0] || nachbarn>life[1])
3372 Feld[xx][yy] = EL_LEERRAUM;
3374 DrawLevelField(xx, yy);
3375 Stop[xx][yy] = TRUE;
3378 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3379 { /* free border field */
3380 if (nachbarn>=life[2] && nachbarn<=life[3])
3382 Feld[xx][yy] = element;
3383 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3385 DrawLevelField(xx, yy);
3386 Stop[xx][yy] = TRUE;
3392 void Ablenk(int x, int y)
3394 if (!MovDelay[x][y]) /* next animation frame */
3395 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3397 if (MovDelay[x][y]) /* wait some time before next frame */
3402 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3403 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3404 if (!(MovDelay[x][y]%4))
3405 PlaySoundLevel(x, y, SND_MIEP);
3410 Feld[x][y] = EL_ABLENK_AUS;
3411 DrawLevelField(x, y);
3412 if (ZX == x && ZY == y)
3416 void TimegateWheel(int x, int y)
3418 if (!MovDelay[x][y]) /* next animation frame */
3419 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3421 if (MovDelay[x][y]) /* wait some time before next frame */
3426 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3427 DrawGraphic(SCREENX(x), SCREENY(y),
3428 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3429 if (!(MovDelay[x][y]%4))
3430 PlaySoundLevel(x, y, SND_MIEP);
3435 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3436 DrawLevelField(x, y);
3437 if (ZX == x && ZY == y)
3441 void Birne(int x, int y)
3443 if (!MovDelay[x][y]) /* next animation frame */
3444 MovDelay[x][y] = 800;
3446 if (MovDelay[x][y]) /* wait some time before next frame */
3451 if (!(MovDelay[x][y]%5))
3453 if (!(MovDelay[x][y]%10))
3454 Feld[x][y]=EL_ABLENK_EIN;
3456 Feld[x][y]=EL_ABLENK_AUS;
3457 DrawLevelField(x, y);
3458 Feld[x][y]=EL_ABLENK_EIN;
3464 Feld[x][y]=EL_ABLENK_AUS;
3465 DrawLevelField(x, y);
3466 if (ZX == x && ZY == y)
3470 void Blubber(int x, int y)
3472 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3473 DrawLevelField(x, y-1);
3475 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3478 void NussKnacken(int x, int y)
3480 if (!MovDelay[x][y]) /* next animation frame */
3483 if (MovDelay[x][y]) /* wait some time before next frame */
3486 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3487 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3489 if (!MovDelay[x][y])
3491 Feld[x][y] = EL_EDELSTEIN;
3492 DrawLevelField(x, y);
3497 void SiebAktivieren(int x, int y, int typ)
3499 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3501 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3504 void AusgangstuerPruefen(int x, int y)
3506 if (!local_player->gems_still_needed &&
3507 !local_player->sokobanfields_still_needed &&
3508 !local_player->lights_still_needed)
3510 Feld[x][y] = EL_AUSGANG_ACT;
3512 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3513 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3514 y < LEVELY(BY1) ? LEVELY(BY1) :
3515 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3520 void AusgangstuerOeffnen(int x, int y)
3524 if (!MovDelay[x][y]) /* next animation frame */
3525 MovDelay[x][y] = 5*delay;
3527 if (MovDelay[x][y]) /* wait some time before next frame */
3532 tuer = MovDelay[x][y]/delay;
3533 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3534 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3536 if (!MovDelay[x][y])
3538 Feld[x][y] = EL_AUSGANG_AUF;
3539 DrawLevelField(x, y);
3544 void AusgangstuerBlinken(int x, int y)
3546 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3549 void OpenSwitchgate(int x, int y)
3553 if (!MovDelay[x][y]) /* next animation frame */
3554 MovDelay[x][y] = 5 * delay;
3556 if (MovDelay[x][y]) /* wait some time before next frame */
3561 phase = MovDelay[x][y] / delay;
3562 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3563 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3565 if (!MovDelay[x][y])
3567 Feld[x][y] = EL_SWITCHGATE_OPEN;
3568 DrawLevelField(x, y);
3573 void CloseSwitchgate(int x, int y)
3577 if (!MovDelay[x][y]) /* next animation frame */
3578 MovDelay[x][y] = 5 * delay;
3580 if (MovDelay[x][y]) /* wait some time before next frame */
3585 phase = MovDelay[x][y] / delay;
3586 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3587 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3589 if (!MovDelay[x][y])
3591 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3592 DrawLevelField(x, y);
3597 void OpenTimegate(int x, int y)
3601 if (!MovDelay[x][y]) /* next animation frame */
3602 MovDelay[x][y] = 5 * delay;
3604 if (MovDelay[x][y]) /* wait some time before next frame */
3609 phase = MovDelay[x][y] / delay;
3610 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3611 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3613 if (!MovDelay[x][y])
3615 Feld[x][y] = EL_TIMEGATE_OPEN;
3616 DrawLevelField(x, y);
3621 void CloseTimegate(int x, int y)
3625 if (!MovDelay[x][y]) /* next animation frame */
3626 MovDelay[x][y] = 5 * delay;
3628 if (MovDelay[x][y]) /* wait some time before next frame */
3633 phase = MovDelay[x][y] / delay;
3634 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3635 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3637 if (!MovDelay[x][y])
3639 Feld[x][y] = EL_TIMEGATE_CLOSED;
3640 DrawLevelField(x, y);
3645 static void CloseAllOpenTimegates()
3649 for (y=0; y<lev_fieldy; y++)
3651 for (x=0; x<lev_fieldx; x++)
3653 int element = Feld[x][y];
3655 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3657 Feld[x][y] = EL_TIMEGATE_CLOSING;
3658 PlaySoundLevel(x, y, SND_OEFFNEN);
3664 void EdelsteinFunkeln(int x, int y)
3666 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3669 if (Feld[x][y] == EL_EDELSTEIN_BD)
3670 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3673 if (!MovDelay[x][y]) /* next animation frame */
3674 MovDelay[x][y] = 11 * !SimpleRND(500);
3676 if (MovDelay[x][y]) /* wait some time before next frame */
3680 if (setup.direct_draw && MovDelay[x][y])
3681 SetDrawtoField(DRAW_BUFFERED);
3683 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3687 int phase = (MovDelay[x][y]-1)/2;
3692 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3694 if (setup.direct_draw)
3698 dest_x = FX + SCREENX(x)*TILEX;
3699 dest_y = FY + SCREENY(y)*TILEY;
3701 XCopyArea(display, drawto_field, window, gc,
3702 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3703 SetDrawtoField(DRAW_DIRECT);
3710 void MauerWaechst(int x, int y)
3714 if (!MovDelay[x][y]) /* next animation frame */
3715 MovDelay[x][y] = 3*delay;
3717 if (MovDelay[x][y]) /* wait some time before next frame */
3722 phase = 2-MovDelay[x][y]/delay;
3723 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3724 DrawGraphic(SCREENX(x), SCREENY(y),
3725 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3726 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3727 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3728 GFX_MAUER_DOWN ) + phase);
3730 if (!MovDelay[x][y])
3732 if (MovDir[x][y] == MV_LEFT)
3734 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3735 DrawLevelField(x-1, y);
3737 else if (MovDir[x][y] == MV_RIGHT)
3739 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3740 DrawLevelField(x+1, y);
3742 else if (MovDir[x][y] == MV_UP)
3744 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3745 DrawLevelField(x, y-1);
3749 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3750 DrawLevelField(x, y+1);
3753 Feld[x][y] = Store[x][y];
3755 MovDir[x][y] = MV_NO_MOVING;
3756 DrawLevelField(x, y);
3761 void MauerAbleger(int ax, int ay)
3763 int element = Feld[ax][ay];
3764 boolean oben_frei = FALSE, unten_frei = FALSE;
3765 boolean links_frei = FALSE, rechts_frei = FALSE;
3766 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3767 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3769 if (!MovDelay[ax][ay]) /* start building new wall */
3770 MovDelay[ax][ay] = 6;
3772 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3775 if (MovDelay[ax][ay])
3779 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3781 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3783 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3785 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3788 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3792 Feld[ax][ay-1] = EL_MAUERND;
3793 Store[ax][ay-1] = element;
3794 MovDir[ax][ay-1] = MV_UP;
3795 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3796 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3800 Feld[ax][ay+1] = EL_MAUERND;
3801 Store[ax][ay+1] = element;
3802 MovDir[ax][ay+1] = MV_DOWN;
3803 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3804 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3808 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3809 element == EL_MAUER_LEBT)
3813 Feld[ax-1][ay] = EL_MAUERND;
3814 Store[ax-1][ay] = element;
3815 MovDir[ax-1][ay] = MV_LEFT;
3816 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3817 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3821 Feld[ax+1][ay] = EL_MAUERND;
3822 Store[ax+1][ay] = element;
3823 MovDir[ax+1][ay] = MV_RIGHT;
3824 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3825 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3829 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3830 DrawLevelField(ax, ay);
3832 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3834 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3835 unten_massiv = TRUE;
3836 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3837 links_massiv = TRUE;
3838 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3839 rechts_massiv = TRUE;
3841 if (((oben_massiv && unten_massiv) ||
3842 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3843 ((links_massiv && rechts_massiv) ||
3844 element == EL_MAUER_Y))
3845 Feld[ax][ay] = EL_MAUERWERK;
3848 void CheckForDragon(int x, int y)
3851 boolean dragon_found = FALSE;
3852 static int xy[4][2] =
3864 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3866 if (IN_LEV_FIELD(xx, yy) &&
3867 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3869 if (Feld[xx][yy] == EL_DRACHE)
3870 dragon_found = TRUE;
3883 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3885 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3887 Feld[xx][yy] = EL_LEERRAUM;
3888 DrawLevelField(xx, yy);
3897 static void CheckBuggyBase(int x, int y)
3899 int element = Feld[x][y];
3901 if (element == EL_SP_BUG)
3903 if (!MovDelay[x][y]) /* start activating buggy base */
3904 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3906 if (MovDelay[x][y]) /* wait some time before activating base */
3909 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3910 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3914 Feld[x][y] = EL_SP_BUG_ACTIVE;
3917 else if (element == EL_SP_BUG_ACTIVE)
3919 if (!MovDelay[x][y]) /* start activating buggy base */
3920 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3922 if (MovDelay[x][y]) /* wait some time before activating base */
3928 static int xy[4][2] =
3936 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3937 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3941 int xx = x + xy[i][0], yy = y + xy[i][1];
3943 if (IS_PLAYER(xx, yy))
3945 PlaySoundLevel(x, y, SND_SP_BUG);
3953 Feld[x][y] = EL_SP_BUG;
3954 DrawLevelField(x, y);
3959 static void DrawBeltAnimation(int x, int y, int element)
3961 int belt_nr = getBeltNrFromElement(element);
3962 int belt_dir = game.belt_dir[belt_nr];
3964 if (belt_dir != MV_NO_MOVING)
3967 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3968 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3970 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3974 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3976 static byte stored_player_action[MAX_PLAYERS];
3977 static int num_stored_actions = 0;
3978 static boolean save_tape_entry = FALSE;
3979 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3980 int jx = player->jx, jy = player->jy;
3981 int left = player_action & JOY_LEFT;
3982 int right = player_action & JOY_RIGHT;
3983 int up = player_action & JOY_UP;
3984 int down = player_action & JOY_DOWN;
3985 int button1 = player_action & JOY_BUTTON_1;
3986 int button2 = player_action & JOY_BUTTON_2;
3987 int dx = (left ? -1 : right ? 1 : 0);
3988 int dy = (up ? -1 : down ? 1 : 0);
3990 stored_player_action[player->index_nr] = 0;
3991 num_stored_actions++;
3993 if (!player->active || tape.pausing)
3998 save_tape_entry = TRUE;
3999 player->frame_reset_delay = 0;
4002 snapped = SnapField(player, dx, dy);
4006 bombed = PlaceBomb(player);
4007 moved = MoveFigure(player, dx, dy);
4010 if (tape.recording && (moved || snapped || bombed))
4012 if (bombed && !moved)
4013 player_action &= JOY_BUTTON;
4015 stored_player_action[player->index_nr] = player_action;
4017 else if (tape.playing && snapped)
4018 SnapField(player, 0, 0); /* stop snapping */
4022 /* no actions for this player (no input at player's configured device) */
4024 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4025 SnapField(player, 0, 0);
4026 CheckGravityMovement(player);
4028 if (++player->frame_reset_delay > player->move_delay_value)
4032 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4034 TapeRecordAction(stored_player_action);
4035 num_stored_actions = 0;
4036 save_tape_entry = FALSE;
4039 if (tape.playing && !tape.pausing && !player_action &&
4040 tape.counter < tape.length)
4043 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4045 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4046 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4048 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4050 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4052 int el = Feld[jx+dx][jy];
4053 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
4055 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4057 player->MovDir = next_joy;
4058 player->Frame = FrameCounter % 4;
4059 player->Pushing = TRUE;
4068 static unsigned long action_delay = 0;
4069 unsigned long action_delay_value;
4070 int sieb_x = 0, sieb_y = 0;
4071 int i, x, y, element;
4072 byte *recorded_player_action;
4073 byte summarized_player_action = 0;
4075 if (game_status != PLAYING)
4078 action_delay_value =
4079 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4081 /* ---------- main game synchronization point ---------- */
4083 WaitUntilDelayReached(&action_delay, action_delay_value);
4085 if (network_playing && !network_player_action_received)
4089 printf("DEBUG: try to get network player actions in time\n");
4094 /* last chance to get network player actions without main loop delay */
4098 if (game_status != PLAYING)
4101 if (!network_player_action_received)
4105 printf("DEBUG: failed to get network player actions in time\n");
4117 else if (tape.recording)
4120 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4122 for (i=0; i<MAX_PLAYERS; i++)
4124 summarized_player_action |= stored_player[i].action;
4126 if (!network_playing)
4127 stored_player[i].effective_action = stored_player[i].action;
4131 if (network_playing)
4132 SendToServer_MovePlayer(summarized_player_action);
4135 if (!options.network && !setup.team_mode)
4136 local_player->effective_action = summarized_player_action;
4138 for (i=0; i<MAX_PLAYERS; i++)
4140 int actual_player_action = stored_player[i].effective_action;
4142 if (stored_player[i].programmed_action)
4143 actual_player_action = stored_player[i].programmed_action;
4145 if (recorded_player_action)
4146 actual_player_action = recorded_player_action[i];
4148 PlayerActions(&stored_player[i], actual_player_action);
4149 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4152 network_player_action_received = FALSE;
4154 ScrollScreen(NULL, SCROLL_GO_ON);
4160 if (TimeFrames == 0 && local_player->active)
4162 extern unsigned int last_RND();
4164 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4165 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4172 if (GameFrameDelay >= 500)
4173 printf("FrameCounter == %d\n", FrameCounter);
4182 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4185 if (JustStopped[x][y] > 0)
4186 JustStopped[x][y]--;
4189 if (IS_BLOCKED(x, y))
4193 Blocked2Moving(x, y, &oldx, &oldy);
4194 if (!IS_MOVING(oldx, oldy))
4196 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4197 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4198 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4199 printf("GameActions(): This should never happen!\n");
4205 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4207 element = Feld[x][y];
4209 if (IS_INACTIVE(element))
4212 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4216 if (IS_GEM(element))
4217 EdelsteinFunkeln(x, y);
4219 else if (IS_MOVING(x, y))
4220 ContinueMoving(x, y);
4221 else if (IS_ACTIVE_BOMB(element))
4222 CheckDynamite(x, y);
4223 else if (element == EL_EXPLODING)
4224 Explode(x, y, Frame[x][y], EX_NORMAL);
4225 else if (element == EL_AMOEBING)
4226 AmoebeWaechst(x, y);
4227 else if (element == EL_DEAMOEBING)
4228 AmoebeSchrumpft(x, y);
4229 else if (IS_AMOEBALIVE(element))
4230 AmoebeAbleger(x, y);
4231 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4233 else if (element == EL_ABLENK_EIN)
4235 else if (element == EL_TIMEGATE_SWITCH_ON)
4236 TimegateWheel(x, y);
4237 else if (element == EL_SALZSAEURE)
4239 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4241 else if (element == EL_CRACKINGNUT)
4243 else if (element == EL_AUSGANG_ZU)
4244 AusgangstuerPruefen(x, y);
4245 else if (element == EL_AUSGANG_ACT)
4246 AusgangstuerOeffnen(x, y);
4247 else if (element == EL_AUSGANG_AUF)
4248 AusgangstuerBlinken(x, y);
4249 else if (element == EL_MAUERND)
4251 else if (element == EL_MAUER_LEBT ||
4252 element == EL_MAUER_X ||
4253 element == EL_MAUER_Y ||
4254 element == EL_MAUER_XY)
4256 else if (element == EL_BURNING)
4257 CheckForDragon(x, y);
4258 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4259 CheckBuggyBase(x, y);
4260 else if (element == EL_SP_TERMINAL)
4261 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4262 else if (element == EL_SP_TERMINAL_ACTIVE)
4263 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4264 else if (IS_BELT(element))
4265 DrawBeltAnimation(x, y, element);
4266 else if (element == EL_SWITCHGATE_OPENING)
4267 OpenSwitchgate(x, y);
4268 else if (element == EL_SWITCHGATE_CLOSING)
4269 CloseSwitchgate(x, y);
4270 else if (element == EL_TIMEGATE_OPENING)
4272 else if (element == EL_TIMEGATE_CLOSING)
4273 CloseTimegate(x, y);
4274 else if (element == EL_EXTRA_TIME)
4275 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4276 else if (element == EL_SHIELD_PASSIVE)
4277 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4278 else if (element == EL_SHIELD_ACTIVE)
4279 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4281 if (game.magic_wall_active)
4283 boolean sieb = FALSE;
4284 int jx = local_player->jx, jy = local_player->jy;
4286 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4287 Store[x][y] == EL_SIEB_LEER)
4289 SiebAktivieren(x, y, 1);
4292 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4293 Store[x][y] == EL_SIEB2_LEER)
4295 SiebAktivieren(x, y, 2);
4299 /* play the element sound at the position nearest to the player */
4300 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4308 if (game.magic_wall_active)
4310 if (!(game.magic_wall_time_left % 4))
4311 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4313 if (game.magic_wall_time_left > 0)
4315 game.magic_wall_time_left--;
4316 if (!game.magic_wall_time_left)
4318 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4320 element = Feld[x][y];
4322 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4324 Feld[x][y] = EL_SIEB_TOT;
4325 DrawLevelField(x, y);
4327 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4329 Feld[x][y] = EL_SIEB2_TOT;
4330 DrawLevelField(x, y);
4334 game.magic_wall_active = FALSE;
4339 if (game.light_time_left > 0)
4341 game.light_time_left--;
4343 if (game.light_time_left == 0)
4345 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4347 element = Feld[x][y];
4349 if (element == EL_LIGHT_SWITCH_ON)
4351 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4352 DrawLevelField(x, y);
4354 else if (element == EL_INVISIBLE_STEEL ||
4355 element == EL_UNSICHTBAR ||
4356 element == EL_SAND_INVISIBLE)
4357 DrawLevelField(x, y);
4362 if (game.timegate_time_left > 0)
4364 game.timegate_time_left--;
4366 if (game.timegate_time_left == 0)
4367 CloseAllOpenTimegates();
4370 if (TimeFrames >= (1000 / GameFrameDelay))
4375 for (i=0; i<MAX_PLAYERS; i++)
4377 if (SHIELD_ON(&stored_player[i]))
4379 stored_player[i].shield_passive_time_left--;
4381 if (stored_player[i].shield_active_time_left > 0)
4382 stored_player[i].shield_active_time_left--;
4386 if (tape.recording || tape.playing)
4387 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4394 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4396 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4399 for (i=0; i<MAX_PLAYERS; i++)
4400 KillHero(&stored_player[i]);
4402 else if (level.time == 0) /* level without time limit */
4403 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4409 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4411 int min_x = x, min_y = y, max_x = x, max_y = y;
4414 for (i=0; i<MAX_PLAYERS; i++)
4416 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4418 if (!stored_player[i].active || &stored_player[i] == player)
4421 min_x = MIN(min_x, jx);
4422 min_y = MIN(min_y, jy);
4423 max_x = MAX(max_x, jx);
4424 max_y = MAX(max_y, jy);
4427 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4430 static boolean AllPlayersInVisibleScreen()
4434 for (i=0; i<MAX_PLAYERS; i++)
4436 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4438 if (!stored_player[i].active)
4441 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4448 void ScrollLevel(int dx, int dy)
4450 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4453 XCopyArea(display, drawto_field, drawto_field, gc,
4454 FX + TILEX*(dx == -1) - softscroll_offset,
4455 FY + TILEY*(dy == -1) - softscroll_offset,
4456 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4457 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4458 FX + TILEX*(dx == 1) - softscroll_offset,
4459 FY + TILEY*(dy == 1) - softscroll_offset);
4463 x = (dx == 1 ? BX1 : BX2);
4464 for (y=BY1; y<=BY2; y++)
4465 DrawScreenField(x, y);
4469 y = (dy == 1 ? BY1 : BY2);
4470 for (x=BX1; x<=BX2; x++)
4471 DrawScreenField(x, y);
4474 redraw_mask |= REDRAW_FIELD;
4477 static void CheckGravityMovement(struct PlayerInfo *player)
4479 if (level.gravity && !player->programmed_action)
4481 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4482 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4484 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4485 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4486 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4487 int jx = player->jx, jy = player->jy;
4488 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4489 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4490 int new_jx = jx + dx, new_jy = jy + dy;
4491 boolean field_under_player_is_free =
4492 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4493 boolean player_is_moving_to_valid_field =
4494 (IN_LEV_FIELD(new_jx, new_jy) &&
4495 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4496 Feld[new_jx][new_jy] == EL_ERDREICH));
4498 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4499 player->programmed_action = MV_DOWN;
4503 boolean MoveFigureOneStep(struct PlayerInfo *player,
4504 int dx, int dy, int real_dx, int real_dy)
4506 int jx = player->jx, jy = player->jy;
4507 int new_jx = jx+dx, new_jy = jy+dy;
4511 if (!player->active || (!dx && !dy))
4512 return MF_NO_ACTION;
4514 player->MovDir = (dx < 0 ? MV_LEFT :
4517 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4519 if (!IN_LEV_FIELD(new_jx, new_jy))
4520 return MF_NO_ACTION;
4522 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4523 return MF_NO_ACTION;
4526 element = MovingOrBlocked2Element(new_jx, new_jy);
4528 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4531 if (DONT_GO_TO(element))
4533 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4536 Feld[jx][jy] = EL_SPIELFIGUR;
4537 InitMovingField(jx, jy, MV_DOWN);
4538 Store[jx][jy] = EL_SALZSAEURE;
4539 ContinueMoving(jx, jy);
4545 TestIfBadThingHitsHero(new_jx, new_jy);
4547 if (player->shield_time_left == 0)
4555 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4556 if (can_move != MF_MOVING)
4559 StorePlayer[jx][jy] = 0;
4560 player->last_jx = jx;
4561 player->last_jy = jy;
4562 jx = player->jx = new_jx;
4563 jy = player->jy = new_jy;
4564 StorePlayer[jx][jy] = player->element_nr;
4567 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4569 ScrollFigure(player, SCROLL_INIT);
4574 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4576 int jx = player->jx, jy = player->jy;
4577 int old_jx = jx, old_jy = jy;
4578 int moved = MF_NO_ACTION;
4580 if (!player->active || (!dx && !dy))
4583 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4587 /* remove the last programmed player action */
4588 player->programmed_action = 0;
4592 /* should only happen if pre-1.2 tape recordings are played */
4593 /* this is only for backward compatibility */
4595 int original_move_delay_value = player->move_delay_value;
4598 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4601 /* scroll remaining steps with finest movement resolution */
4602 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4604 while (player->MovPos)
4606 ScrollFigure(player, SCROLL_GO_ON);
4607 ScrollScreen(NULL, SCROLL_GO_ON);
4613 player->move_delay_value = original_move_delay_value;
4616 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4618 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4619 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4623 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4624 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4630 if (moved & MF_MOVING && !ScreenMovPos &&
4631 (player == local_player || !options.network))
4633 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4634 int offset = (setup.scroll_delay ? 3 : 0);
4636 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4638 /* actual player has left the screen -- scroll in that direction */
4639 if (jx != old_jx) /* player has moved horizontally */
4640 scroll_x += (jx - old_jx);
4641 else /* player has moved vertically */
4642 scroll_y += (jy - old_jy);
4646 if (jx != old_jx) /* player has moved horizontally */
4648 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4649 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4650 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4652 /* don't scroll over playfield boundaries */
4653 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4654 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4656 /* don't scroll more than one field at a time */
4657 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4659 /* don't scroll against the player's moving direction */
4660 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4661 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4662 scroll_x = old_scroll_x;
4664 else /* player has moved vertically */
4666 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4667 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4668 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4670 /* don't scroll over playfield boundaries */
4671 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4672 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4674 /* don't scroll more than one field at a time */
4675 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4677 /* don't scroll against the player's moving direction */
4678 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4679 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4680 scroll_y = old_scroll_y;
4684 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4686 if (!options.network && !AllPlayersInVisibleScreen())
4688 scroll_x = old_scroll_x;
4689 scroll_y = old_scroll_y;
4693 ScrollScreen(player, SCROLL_INIT);
4694 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4699 if (!(moved & MF_MOVING) && !player->Pushing)
4702 player->Frame = (player->Frame + 1) % 4;
4704 if (moved & MF_MOVING)
4706 if (old_jx != jx && old_jy == jy)
4707 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4708 else if (old_jx == jx && old_jy != jy)
4709 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4711 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4713 player->last_move_dir = player->MovDir;
4717 CheckGravityMovement(player);
4719 player->last_move_dir = MV_NO_MOVING;
4722 TestIfHeroHitsBadThing(jx, jy);
4724 if (!player->active)
4730 void ScrollFigure(struct PlayerInfo *player, int mode)
4732 int jx = player->jx, jy = player->jy;
4733 int last_jx = player->last_jx, last_jy = player->last_jy;
4734 int move_stepsize = TILEX / player->move_delay_value;
4736 if (!player->active || !player->MovPos)
4739 if (mode == SCROLL_INIT)
4741 player->actual_frame_counter = FrameCounter;
4742 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4744 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4745 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4750 else if (!FrameReached(&player->actual_frame_counter, 1))
4753 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4754 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4756 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4757 Feld[last_jx][last_jy] = EL_LEERRAUM;
4759 /* before DrawPlayer() to draw correct player graphic for this case */
4760 if (player->MovPos == 0)
4761 CheckGravityMovement(player);
4765 if (player->MovPos == 0)
4767 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4769 /* continue with normal speed after quickly moving through gate */
4770 HALVE_PLAYER_SPEED(player);
4772 /* be able to make the next move without delay */
4773 player->move_delay = 0;
4776 player->last_jx = jx;
4777 player->last_jy = jy;
4779 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4783 if (!local_player->friends_still_needed)
4784 player->LevelSolved = player->GameOver = TRUE;
4789 void ScrollScreen(struct PlayerInfo *player, int mode)
4791 static unsigned long screen_frame_counter = 0;
4793 if (mode == SCROLL_INIT)
4795 /* set scrolling step size according to actual player's moving speed */
4796 ScrollStepSize = TILEX / player->move_delay_value;
4798 screen_frame_counter = FrameCounter;
4799 ScreenMovDir = player->MovDir;
4800 ScreenMovPos = player->MovPos;
4801 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4804 else if (!FrameReached(&screen_frame_counter, 1))
4809 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4810 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4811 redraw_mask |= REDRAW_FIELD;
4814 ScreenMovDir = MV_NO_MOVING;
4817 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4819 int i, killx = goodx, killy = goody;
4820 static int xy[4][2] =
4827 static int harmless[4] =
4839 x = goodx + xy[i][0];
4840 y = goody + xy[i][1];
4841 if (!IN_LEV_FIELD(x, y))
4845 element = Feld[x][y];
4847 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4850 if (DONT_TOUCH(element))
4852 if (MovDir[x][y] == harmless[i])
4861 if (killx != goodx || killy != goody)
4863 if (IS_PLAYER(goodx, goody))
4865 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4867 if (player->shield_active_time_left > 0)
4869 else if (player->shield_passive_time_left == 0)
4877 void TestIfBadThingHitsGoodThing(int badx, int bady)
4879 int i, killx = badx, killy = bady;
4880 static int xy[4][2] =
4887 static int harmless[4] =
4899 x = badx + xy[i][0];
4900 y = bady + xy[i][1];
4901 if (!IN_LEV_FIELD(x, y))
4904 element = Feld[x][y];
4906 if (IS_PLAYER(x, y))
4912 else if (element == EL_PINGUIN)
4914 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4923 if (killx != badx || killy != bady)
4925 if (IS_PLAYER(killx, killy))
4927 struct PlayerInfo *player = PLAYERINFO(killx, killy);
4929 if (player->shield_active_time_left > 0)
4931 else if (player->shield_passive_time_left == 0)
4939 void TestIfHeroHitsBadThing(int x, int y)
4941 TestIfGoodThingHitsBadThing(x, y);
4944 void TestIfBadThingHitsHero(int x, int y)
4946 TestIfBadThingHitsGoodThing(x, y);
4949 void TestIfFriendHitsBadThing(int x, int y)
4951 TestIfGoodThingHitsBadThing(x, y);
4954 void TestIfBadThingHitsFriend(int x, int y)
4956 TestIfBadThingHitsGoodThing(x, y);
4959 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4961 int i, killx = badx, killy = bady;
4962 static int xy[4][2] =
4976 if (!IN_LEV_FIELD(x, y))
4979 element = Feld[x][y];
4980 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4981 element == EL_AMOEBING || element == EL_TROPFEN)
4989 if (killx != badx || killy != bady)
4993 void KillHero(struct PlayerInfo *player)
4995 int jx = player->jx, jy = player->jy;
4997 if (!player->active)
5000 if (IS_PFORTE(Feld[jx][jy]))
5001 Feld[jx][jy] = EL_LEERRAUM;
5003 /* deactivate shield (else Bang()/Explode() would not work right) */
5004 player->shield_passive_time_left = 0;
5005 player->shield_active_time_left = 0;
5011 static void KillHeroUnlessShield(struct PlayerInfo *player)
5013 if (!SHIELD_ON(player))
5017 void BuryHero(struct PlayerInfo *player)
5019 int jx = player->jx, jy = player->jy;
5021 if (!player->active)
5024 PlaySoundLevel(jx, jy, SND_AUTSCH);
5025 PlaySoundLevel(jx, jy, SND_LACHEN);
5027 player->GameOver = TRUE;
5031 void RemoveHero(struct PlayerInfo *player)
5033 int jx = player->jx, jy = player->jy;
5034 int i, found = FALSE;
5036 player->present = FALSE;
5037 player->active = FALSE;
5039 StorePlayer[jx][jy] = 0;
5041 for (i=0; i<MAX_PLAYERS; i++)
5042 if (stored_player[i].active)
5046 AllPlayersGone = TRUE;
5052 int DigField(struct PlayerInfo *player,
5053 int x, int y, int real_dx, int real_dy, int mode)
5055 int jx = player->jx, jy = player->jy;
5056 int dx = x - jx, dy = y - jy;
5057 int move_direction = (dx == -1 ? MV_LEFT :
5058 dx == +1 ? MV_RIGHT :
5060 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5063 if (!player->MovPos)
5064 player->Pushing = FALSE;
5066 if (mode == DF_NO_PUSH)
5068 player->Switching = FALSE;
5069 player->push_delay = 0;
5070 return MF_NO_ACTION;
5073 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5074 return MF_NO_ACTION;
5076 element = Feld[x][y];
5081 PlaySoundLevel(x, y, SND_EMPTY);
5085 case EL_SAND_INVISIBLE:
5086 Feld[x][y] = EL_LEERRAUM;
5087 PlaySoundLevel(x, y, SND_SCHLURF);
5092 Feld[x][y] = EL_LEERRAUM;
5093 PlaySoundLevel(x, y, SND_SP_BASE);
5097 case EL_EDELSTEIN_BD:
5098 case EL_EDELSTEIN_GELB:
5099 case EL_EDELSTEIN_ROT:
5100 case EL_EDELSTEIN_LILA:
5102 case EL_SP_INFOTRON:
5104 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
5105 if (local_player->gems_still_needed < 0)
5106 local_player->gems_still_needed = 0;
5107 RaiseScoreElement(element);
5108 DrawText(DX_EMERALDS, DY_EMERALDS,
5109 int2str(local_player->gems_still_needed, 3),
5110 FS_SMALL, FC_YELLOW);
5111 if (element == EL_SP_INFOTRON)
5112 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5114 PlaySoundLevel(x, y, SND_PONG);
5119 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5120 PlaySoundLevel(x, y, SND_PONG);
5124 Feld[x][y] = EL_LEERRAUM;
5125 PlaySoundLevel(x, y, SND_PONG);
5133 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5135 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5138 case EL_SHIELD_PASSIVE:
5140 player->shield_passive_time_left += 10;
5141 PlaySoundLevel(x, y, SND_PONG);
5144 case EL_SHIELD_ACTIVE:
5146 player->shield_passive_time_left += 10;
5147 player->shield_active_time_left += 10;
5148 PlaySoundLevel(x, y, SND_PONG);
5151 case EL_DYNAMITE_INACTIVE:
5152 case EL_SP_DISK_RED:
5155 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5156 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5157 int2str(local_player->dynamite, 3),
5158 FS_SMALL, FC_YELLOW);
5159 if (element == EL_SP_DISK_RED)
5160 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5162 PlaySoundLevel(x, y, SND_PONG);
5165 case EL_DYNABOMB_NR:
5167 player->dynabomb_count++;
5168 player->dynabombs_left++;
5169 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5170 PlaySoundLevel(x, y, SND_PONG);
5173 case EL_DYNABOMB_SZ:
5175 player->dynabomb_size++;
5176 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5177 PlaySoundLevel(x, y, SND_PONG);
5180 case EL_DYNABOMB_XL:
5182 player->dynabomb_xl = TRUE;
5183 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5184 PlaySoundLevel(x, y, SND_PONG);
5187 case EL_SCHLUESSEL1:
5188 case EL_SCHLUESSEL2:
5189 case EL_SCHLUESSEL3:
5190 case EL_SCHLUESSEL4:
5192 int key_nr = element - EL_SCHLUESSEL1;
5195 player->key[key_nr] = TRUE;
5196 RaiseScoreElement(EL_SCHLUESSEL);
5197 DrawMiniGraphicExt(drawto, gc,
5198 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5199 GFX_SCHLUESSEL1+key_nr);
5200 DrawMiniGraphicExt(window, gc,
5201 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5202 GFX_SCHLUESSEL1+key_nr);
5203 PlaySoundLevel(x, y, SND_PONG);
5212 int key_nr = element - EL_EM_KEY_1;
5215 player->key[key_nr] = TRUE;
5216 RaiseScoreElement(EL_SCHLUESSEL);
5217 DrawMiniGraphicExt(drawto, gc,
5218 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5219 GFX_SCHLUESSEL1+key_nr);
5220 DrawMiniGraphicExt(window, gc,
5221 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5222 GFX_SCHLUESSEL1+key_nr);
5223 PlaySoundLevel(x, y, SND_PONG);
5228 Feld[x][y] = EL_ABLENK_EIN;
5231 DrawLevelField(x, y);
5235 case EL_SP_TERMINAL:
5239 for (yy=0; yy<lev_fieldy; yy++)
5241 for (xx=0; xx<lev_fieldx; xx++)
5243 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5245 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5246 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5254 case EL_BELT1_SWITCH_LEFT:
5255 case EL_BELT1_SWITCH_MIDDLE:
5256 case EL_BELT1_SWITCH_RIGHT:
5257 case EL_BELT2_SWITCH_LEFT:
5258 case EL_BELT2_SWITCH_MIDDLE:
5259 case EL_BELT2_SWITCH_RIGHT:
5260 case EL_BELT3_SWITCH_LEFT:
5261 case EL_BELT3_SWITCH_MIDDLE:
5262 case EL_BELT3_SWITCH_RIGHT:
5263 case EL_BELT4_SWITCH_LEFT:
5264 case EL_BELT4_SWITCH_MIDDLE:
5265 case EL_BELT4_SWITCH_RIGHT:
5266 if (!player->Switching)
5268 player->Switching = TRUE;
5269 ToggleBeltSwitch(x, y);
5274 case EL_SWITCHGATE_SWITCH_1:
5275 case EL_SWITCHGATE_SWITCH_2:
5276 if (!player->Switching)
5278 player->Switching = TRUE;
5279 ToggleSwitchgateSwitch(x, y);
5284 case EL_LIGHT_SWITCH_OFF:
5285 case EL_LIGHT_SWITCH_ON:
5286 if (!player->Switching)
5288 player->Switching = TRUE;
5289 ToggleLightSwitch(x, y);
5294 case EL_TIMEGATE_SWITCH_OFF:
5295 ActivateTimegateSwitch(x, y);
5301 if (local_player->gems_still_needed > 0)
5302 return MF_NO_ACTION;
5304 player->LevelSolved = player->GameOver = TRUE;
5305 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5308 case EL_FELSBROCKEN:
5313 case EL_SP_DISK_ORANGE:
5314 if (dy || mode == DF_SNAP)
5315 return MF_NO_ACTION;
5317 player->Pushing = TRUE;
5319 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5320 return MF_NO_ACTION;
5324 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5325 return MF_NO_ACTION;
5328 if (player->push_delay == 0)
5329 player->push_delay = FrameCounter;
5330 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5332 return MF_NO_ACTION;
5335 Feld[x+dx][y+dy] = element;
5337 player->push_delay_value = 2+RND(8);
5339 DrawLevelField(x+dx, y+dy);
5340 if (element == EL_FELSBROCKEN)
5341 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5342 else if (element == EL_KOKOSNUSS)
5343 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5344 else if (IS_SP_ELEMENT(element))
5345 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5347 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
5354 if (!player->key[element - EL_PFORTE1])
5355 return MF_NO_ACTION;
5362 if (!player->key[element - EL_PFORTE1X])
5363 return MF_NO_ACTION;
5370 if (!player->key[element - EL_EM_GATE_1])
5371 return MF_NO_ACTION;
5372 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5373 return MF_NO_ACTION;
5375 /* automatically move to the next field with double speed */
5376 player->programmed_action = move_direction;
5377 DOUBLE_PLAYER_SPEED(player);
5379 PlaySoundLevel(x, y, SND_GATE);
5387 if (!player->key[element - EL_EM_GATE_1X])
5388 return MF_NO_ACTION;
5389 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5390 return MF_NO_ACTION;
5392 /* automatically move to the next field with double speed */
5393 player->programmed_action = move_direction;
5394 DOUBLE_PLAYER_SPEED(player);
5396 PlaySoundLevel(x, y, SND_GATE);
5400 case EL_SWITCHGATE_OPEN:
5401 case EL_TIMEGATE_OPEN:
5402 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5403 return MF_NO_ACTION;
5405 /* automatically move to the next field with double speed */
5406 player->programmed_action = move_direction;
5407 DOUBLE_PLAYER_SPEED(player);
5409 PlaySoundLevel(x, y, SND_GATE);
5413 case EL_SP_PORT1_LEFT:
5414 case EL_SP_PORT2_LEFT:
5415 case EL_SP_PORT1_RIGHT:
5416 case EL_SP_PORT2_RIGHT:
5417 case EL_SP_PORT1_UP:
5418 case EL_SP_PORT2_UP:
5419 case EL_SP_PORT1_DOWN:
5420 case EL_SP_PORT2_DOWN:
5425 element != EL_SP_PORT1_LEFT &&
5426 element != EL_SP_PORT2_LEFT &&
5427 element != EL_SP_PORT_X &&
5428 element != EL_SP_PORT_XY) ||
5430 element != EL_SP_PORT1_RIGHT &&
5431 element != EL_SP_PORT2_RIGHT &&
5432 element != EL_SP_PORT_X &&
5433 element != EL_SP_PORT_XY) ||
5435 element != EL_SP_PORT1_UP &&
5436 element != EL_SP_PORT2_UP &&
5437 element != EL_SP_PORT_Y &&
5438 element != EL_SP_PORT_XY) ||
5440 element != EL_SP_PORT1_DOWN &&
5441 element != EL_SP_PORT2_DOWN &&
5442 element != EL_SP_PORT_Y &&
5443 element != EL_SP_PORT_XY) ||
5444 !IN_LEV_FIELD(x + dx, y + dy) ||
5445 !IS_FREE(x + dx, y + dy))
5446 return MF_NO_ACTION;
5448 /* automatically move to the next field with double speed */
5449 player->programmed_action = move_direction;
5450 DOUBLE_PLAYER_SPEED(player);
5452 PlaySoundLevel(x, y, SND_GATE);
5457 case EL_AUSGANG_ACT:
5458 /* door is not (yet) open */
5459 return MF_NO_ACTION;
5462 case EL_AUSGANG_AUF:
5463 if (mode == DF_SNAP)
5464 return MF_NO_ACTION;
5466 PlaySoundLevel(x, y, SND_BUING);
5471 Feld[x][y] = EL_BIRNE_EIN;
5472 local_player->lights_still_needed--;
5473 DrawLevelField(x, y);
5474 PlaySoundLevel(x, y, SND_DENG);
5479 Feld[x][y] = EL_ZEIT_LEER;
5481 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5482 DrawLevelField(x, y);
5483 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5487 case EL_SOKOBAN_FELD_LEER:
5490 case EL_SOKOBAN_FELD_VOLL:
5491 case EL_SOKOBAN_OBJEKT:
5493 case EL_SP_DISK_YELLOW:
5494 if (mode == DF_SNAP)
5495 return MF_NO_ACTION;
5497 player->Pushing = TRUE;
5499 if (!IN_LEV_FIELD(x+dx, y+dy)
5500 || (!IS_FREE(x+dx, y+dy)
5501 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5502 || !IS_SB_ELEMENT(element))))
5503 return MF_NO_ACTION;
5507 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5508 return MF_NO_ACTION;
5510 else if (dy && real_dx)
5512 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5513 return MF_NO_ACTION;
5516 if (player->push_delay == 0)
5517 player->push_delay = FrameCounter;
5518 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5520 return MF_NO_ACTION;
5522 if (IS_SB_ELEMENT(element))
5524 if (element == EL_SOKOBAN_FELD_VOLL)
5526 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5527 local_player->sokobanfields_still_needed++;
5532 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5534 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5535 local_player->sokobanfields_still_needed--;
5536 if (element == EL_SOKOBAN_OBJEKT)
5537 PlaySoundLevel(x, y, SND_DENG);
5540 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5545 Feld[x+dx][y+dy] = element;
5548 player->push_delay_value = 2;
5550 DrawLevelField(x, y);
5551 DrawLevelField(x+dx, y+dy);
5552 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5554 if (IS_SB_ELEMENT(element) &&
5555 local_player->sokobanfields_still_needed == 0 &&
5556 game.emulation == EMU_SOKOBAN)
5558 player->LevelSolved = player->GameOver = TRUE;
5559 PlaySoundLevel(x, y, SND_BUING);
5570 return MF_NO_ACTION;
5573 player->push_delay = 0;
5578 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5580 int jx = player->jx, jy = player->jy;
5581 int x = jx + dx, y = jy + dy;
5583 if (!player->active || !IN_LEV_FIELD(x, y))
5591 player->snapped = FALSE;
5595 if (player->snapped)
5598 player->MovDir = (dx < 0 ? MV_LEFT :
5601 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5603 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5606 player->snapped = TRUE;
5607 DrawLevelField(x, y);
5613 boolean PlaceBomb(struct PlayerInfo *player)
5615 int jx = player->jx, jy = player->jy;
5618 if (!player->active || player->MovPos)
5621 element = Feld[jx][jy];
5623 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5624 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5627 if (element != EL_LEERRAUM)
5628 Store[jx][jy] = element;
5630 if (player->dynamite)
5632 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5633 MovDelay[jx][jy] = 96;
5635 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5636 FS_SMALL, FC_YELLOW);
5637 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5639 if (game.emulation == EMU_SUPAPLEX)
5640 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5642 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5647 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5648 MovDelay[jx][jy] = 96;
5649 player->dynabombs_left--;
5650 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5651 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5657 void PlaySoundLevel(int x, int y, int sound_nr)
5659 int sx = SCREENX(x), sy = SCREENY(y);
5661 int silence_distance = 8;
5663 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5664 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5667 if (!IN_LEV_FIELD(x, y) ||
5668 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5669 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5672 volume = PSND_MAX_VOLUME;
5675 stereo = (sx - SCR_FIELDX/2) * 12;
5677 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5678 if (stereo > PSND_MAX_RIGHT)
5679 stereo = PSND_MAX_RIGHT;
5680 if (stereo < PSND_MAX_LEFT)
5681 stereo = PSND_MAX_LEFT;
5684 if (!IN_SCR_FIELD(sx, sy))
5686 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5687 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5689 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5692 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5695 void RaiseScore(int value)
5697 local_player->score += value;
5698 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5699 FS_SMALL, FC_YELLOW);
5702 void RaiseScoreElement(int element)
5707 case EL_EDELSTEIN_BD:
5708 case EL_EDELSTEIN_GELB:
5709 case EL_EDELSTEIN_ROT:
5710 case EL_EDELSTEIN_LILA:
5711 RaiseScore(level.score[SC_EDELSTEIN]);
5714 RaiseScore(level.score[SC_DIAMANT]);
5718 RaiseScore(level.score[SC_KAEFER]);
5722 RaiseScore(level.score[SC_FLIEGER]);
5726 RaiseScore(level.score[SC_MAMPFER]);
5729 RaiseScore(level.score[SC_ROBOT]);
5732 RaiseScore(level.score[SC_PACMAN]);
5735 RaiseScore(level.score[SC_KOKOSNUSS]);
5737 case EL_DYNAMITE_INACTIVE:
5738 RaiseScore(level.score[SC_DYNAMIT]);
5741 RaiseScore(level.score[SC_SCHLUESSEL]);
5748 /* ---------- new game button stuff ---------------------------------------- */
5750 /* graphic position values for game buttons */
5751 #define GAME_BUTTON_XSIZE 30
5752 #define GAME_BUTTON_YSIZE 30
5753 #define GAME_BUTTON_XPOS 5
5754 #define GAME_BUTTON_YPOS 215
5755 #define SOUND_BUTTON_XPOS 5
5756 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5758 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5759 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5760 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5761 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5762 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5763 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5770 } gamebutton_info[NUM_GAME_BUTTONS] =
5773 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5778 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5783 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5788 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5789 SOUND_CTRL_ID_MUSIC,
5790 "background music on/off"
5793 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5794 SOUND_CTRL_ID_LOOPS,
5795 "sound loops on/off"
5798 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5799 SOUND_CTRL_ID_SIMPLE,
5800 "normal sounds on/off"
5804 void CreateGameButtons()
5808 for (i=0; i<NUM_GAME_BUTTONS; i++)
5810 Pixmap gd_pixmap = pix[PIX_DOOR];
5811 struct GadgetInfo *gi;
5814 unsigned long event_mask;
5815 int gd_xoffset, gd_yoffset;
5816 int gd_x1, gd_x2, gd_y1, gd_y2;
5819 gd_xoffset = gamebutton_info[i].x;
5820 gd_yoffset = gamebutton_info[i].y;
5821 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5822 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5824 if (id == GAME_CTRL_ID_STOP ||
5825 id == GAME_CTRL_ID_PAUSE ||
5826 id == GAME_CTRL_ID_PLAY)
5828 button_type = GD_TYPE_NORMAL_BUTTON;
5830 event_mask = GD_EVENT_RELEASED;
5831 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5832 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5836 button_type = GD_TYPE_CHECK_BUTTON;
5838 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5839 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5840 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5841 event_mask = GD_EVENT_PRESSED;
5842 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5843 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5846 gi = CreateGadget(GDI_CUSTOM_ID, id,
5847 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5848 GDI_X, DX + gd_xoffset,
5849 GDI_Y, DY + gd_yoffset,
5850 GDI_WIDTH, GAME_BUTTON_XSIZE,
5851 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5852 GDI_TYPE, button_type,
5853 GDI_STATE, GD_BUTTON_UNPRESSED,
5854 GDI_CHECKED, checked,
5855 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5856 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5857 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5858 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5859 GDI_EVENT_MASK, event_mask,
5860 GDI_CALLBACK_ACTION, HandleGameButtons,
5864 Error(ERR_EXIT, "cannot create gadget");
5866 game_gadget[id] = gi;
5870 static void MapGameButtons()
5874 for (i=0; i<NUM_GAME_BUTTONS; i++)
5875 MapGadget(game_gadget[i]);
5878 void UnmapGameButtons()
5882 for (i=0; i<NUM_GAME_BUTTONS; i++)
5883 UnmapGadget(game_gadget[i]);
5886 static void HandleGameButtons(struct GadgetInfo *gi)
5888 int id = gi->custom_id;
5890 if (game_status != PLAYING)
5895 case GAME_CTRL_ID_STOP:
5898 CloseDoor(DOOR_CLOSE_1);
5899 game_status = MAINMENU;
5904 if (level_editor_test_game ||
5905 Request("Do you really want to quit the game ?",
5906 REQ_ASK | REQ_STAY_CLOSED))
5909 if (options.network)
5910 SendToServer_StopPlaying();
5914 game_status = MAINMENU;
5919 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5922 case GAME_CTRL_ID_PAUSE:
5923 if (options.network)
5927 SendToServer_ContinuePlaying();
5929 SendToServer_PausePlaying();
5936 case GAME_CTRL_ID_PLAY:
5940 if (options.network)
5941 SendToServer_ContinuePlaying();
5945 tape.pausing = FALSE;
5946 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5951 case SOUND_CTRL_ID_MUSIC:
5952 if (setup.sound_music)
5954 setup.sound_music = FALSE;
5955 FadeSound(background_loop[level_nr % num_bg_loops]);
5957 else if (sound_loops_allowed)
5959 setup.sound = setup.sound_music = TRUE;
5960 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5964 case SOUND_CTRL_ID_LOOPS:
5965 if (setup.sound_loops)
5966 setup.sound_loops = FALSE;
5967 else if (sound_loops_allowed)
5968 setup.sound = setup.sound_loops = TRUE;
5971 case SOUND_CTRL_ID_SIMPLE:
5972 if (setup.sound_simple)
5973 setup.sound_simple = FALSE;
5974 else if (sound_status==SOUND_AVAILABLE)
5975 setup.sound = setup.sound_simple = TRUE;