+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR FALSE
+
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_AMOEBA_CODE FALSE
+
+/* for DigField() */
+#define DF_NO_PUSH 0
+#define DF_DIG 1
+#define DF_SNAP 2
+
+/* for MoveFigure() */
+#define MF_NO_ACTION 0
+#define MF_MOVING 1
+#define MF_ACTION 2
+
+/* for ScrollFigure() */
+#define SCROLL_INIT 0
+#define SCROLL_GO_ON 1
+
+/* for Explode() */
+#define EX_PHASE_START 0
+#define EX_NO_EXPLOSION 0
+#define EX_NORMAL 1
+#define EX_CENTER 2
+#define EX_BORDER 3
+
+/* special positions in the game control window (relative to control window) */
+#define XX_LEVEL 37
+#define YY_LEVEL 20
+#define XX_EMERALDS 29
+#define YY_EMERALDS 54
+#define XX_DYNAMITE 29
+#define YY_DYNAMITE 89
+#define XX_KEYS 18
+#define YY_KEYS 123
+#define XX_SCORE 15
+#define YY_SCORE 159
+#define XX_TIME 29
+#define YY_TIME 194
+
+/* special positions in the game control window (relative to main window) */
+#define DX_LEVEL (DX + XX_LEVEL)
+#define DY_LEVEL (DY + YY_LEVEL)
+#define DX_EMERALDS (DX + XX_EMERALDS)
+#define DY_EMERALDS (DY + YY_EMERALDS)
+#define DX_DYNAMITE (DX + XX_DYNAMITE)
+#define DY_DYNAMITE (DY + YY_DYNAMITE)
+#define DX_KEYS (DX + XX_KEYS)
+#define DY_KEYS (DY + YY_KEYS)
+#define DX_SCORE (DX + XX_SCORE)
+#define DY_SCORE (DY + YY_SCORE)
+#define DX_TIME (DX + XX_TIME)
+#define DY_TIME (DY + YY_TIME)
+
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
+/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
+
+#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+
+/* game button identifiers */
+#define GAME_CTRL_ID_STOP 0
+#define GAME_CTRL_ID_PAUSE 1
+#define GAME_CTRL_ID_PLAY 2
+#define SOUND_CTRL_ID_MUSIC 3
+#define SOUND_CTRL_ID_LOOPS 4
+#define SOUND_CTRL_ID_SIMPLE 5
+
+#define NUM_GAME_BUTTONS 6
+
+/* forward declaration for internal use */
+static void InitBeltMovement(void);
+static void CloseAllOpenTimegates(void);
+static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessProtected(int, int);
+
+static void PlaySoundLevel(int, int, int);
+static void PlaySoundLevelNearest(int, int, int);
+static void PlaySoundLevelAction(int, int, int);
+static void PlaySoundLevelElementAction(int, int, int, int);
+
+static void MapGameButtons();
+static void HandleGameButtons(struct GadgetInfo *);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+
+#define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
+#define IS_LOOP_SOUND(s) (sound_info[s].loop)
+
+
+/* -------------------------------------------------------------------------
+ definition of elements that automatically change to other elements after
+ a specified time, eventually calling a function when changing
+ ------------------------------------------------------------------------- */
+
+/* forward declaration for changer functions */
+static void InitBuggyBase(int x, int y);
+static void WarnBuggyBase(int x, int y);
+
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
+
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
+
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
+struct ChangingElementInfo
+{
+ int base_element;
+ int next_element;
+ int change_delay;
+ void (*pre_change_function)(int x, int y);
+ void (*change_function)(int x, int y);
+ void (*post_change_function)(int x, int y);
+};
+
+static struct ChangingElementInfo changing_element_list[] =
+{
+ { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
+ { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
+ { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
+
+ { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
+ { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
+
+ { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
+ { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
+
+ { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
+ InitBuggyBase, NULL, NULL },
+ { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
+ InitBuggyBase, NULL, NULL },
+ { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
+ InitBuggyBase, WarnBuggyBase, NULL },
+
+ { EL_TRAP, EL_TRAP_ACTIVE, 0,
+ InitTrap, NULL, ActivateTrap },
+ { EL_TRAP_ACTIVE, EL_TRAP, 31,
+ NULL, ChangeActiveTrap, NULL },
+
+ { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
+ InitRobotWheel, RunRobotWheel, StopRobotWheel },
+
+ { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
+ InitTimegateWheel, RunTimegateWheel, NULL },
+
+ { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
+};
+
+static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+
+#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
+
+
+
+#ifdef DEBUG
+#if 0
+static unsigned int getStateCheckSum(int counter)
+{
+ int x, y;
+ unsigned int mult = 1;
+ unsigned int checksum = 0;
+ /*
+ static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+ */
+ static boolean first_game = TRUE;
+
+ for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
+ {
+ /*
+ if (counter == 3)
+ {
+ if (first_game)
+ lastFeld[x][y] = Feld[x][y];
+ else if (lastFeld[x][y] != Feld[x][y])
+ printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
+ x, y, lastFeld[x][y], Feld[x][y]);
+ }
+ */
+
+ checksum += mult++ * Ur[x][y];
+ checksum += mult++ * Feld[x][y];
+
+ /*
+ checksum += mult++ * MovPos[x][y];
+ checksum += mult++ * MovDir[x][y];
+ checksum += mult++ * MovDelay[x][y];
+ checksum += mult++ * Store[x][y];
+ checksum += mult++ * Store2[x][y];
+ checksum += mult++ * StorePlayer[x][y];
+ checksum += mult++ * ExplodePhase[x][y];
+ checksum += mult++ * AmoebaNr[x][y];
+ checksum += mult++ * JustStopped[x][y];
+ checksum += mult++ * Stop[x][y];
+ */
+ }
+
+ if (counter == 3 && first_game)
+ first_game = FALSE;
+
+ return checksum;
+}
+#endif
+#endif
+
+
+
+