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 boolean raise_level = 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 (level_nr == leveldir[leveldir_nr].handicap_level)
970 leveldir[leveldir_nr].handicap_level++;
971 SaveLevelSetup_SeriesInfo(leveldir_nr);
973 if (level_nr < leveldir[leveldir_nr].last_level)
977 if ((hi_pos = NewHiScore()) >= 0)
979 game_status = HALLOFFAME;
980 DrawHallOfFame(hi_pos);
986 game_status = MAINMENU;
1000 LoadScore(level_nr);
1002 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1003 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1006 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1008 if (local_player->score > highscore[k].Score)
1010 /* player has made it to the hall of fame */
1012 if (k < MAX_SCORE_ENTRIES - 1)
1014 int m = MAX_SCORE_ENTRIES - 1;
1017 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1018 if (!strcmp(setup.player_name, highscore[l].Name))
1020 if (m == k) /* player's new highscore overwrites his old one */
1026 strcpy(highscore[l].Name, highscore[l - 1].Name);
1027 highscore[l].Score = highscore[l - 1].Score;
1034 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1035 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1036 highscore[k].Score = local_player->score;
1042 else if (!strncmp(setup.player_name, highscore[k].Name,
1043 MAX_PLAYER_NAME_LEN))
1044 break; /* player already there with a higher score */
1050 SaveScore(level_nr);
1055 void InitMovingField(int x, int y, int direction)
1057 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1058 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1060 MovDir[x][y] = direction;
1061 MovDir[newx][newy] = direction;
1062 if (Feld[newx][newy] == EL_LEERRAUM)
1063 Feld[newx][newy] = EL_BLOCKED;
1066 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1068 int direction = MovDir[x][y];
1069 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1070 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1076 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1078 int oldx = x, oldy = y;
1079 int direction = MovDir[x][y];
1081 if (direction == MV_LEFT)
1083 else if (direction == MV_RIGHT)
1085 else if (direction == MV_UP)
1087 else if (direction == MV_DOWN)
1090 *comes_from_x = oldx;
1091 *comes_from_y = oldy;
1094 int MovingOrBlocked2Element(int x, int y)
1096 int element = Feld[x][y];
1098 if (element == EL_BLOCKED)
1102 Blocked2Moving(x, y, &oldx, &oldy);
1103 return Feld[oldx][oldy];
1109 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1111 /* like MovingOrBlocked2Element(), but if element is moving
1112 and (x,y) is the field the moving element is just leaving,
1113 return EL_BLOCKED instead of the element value */
1114 int element = Feld[x][y];
1116 if (IS_MOVING(x, y))
1118 if (element == EL_BLOCKED)
1122 Blocked2Moving(x, y, &oldx, &oldy);
1123 return Feld[oldx][oldy];
1132 static void RemoveField(int x, int y)
1134 Feld[x][y] = EL_LEERRAUM;
1140 void RemoveMovingField(int x, int y)
1142 int oldx = x, oldy = y, newx = x, newy = y;
1144 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1147 if (IS_MOVING(x, y))
1149 Moving2Blocked(x, y, &newx, &newy);
1150 if (Feld[newx][newy] != EL_BLOCKED)
1153 else if (Feld[x][y] == EL_BLOCKED)
1155 Blocked2Moving(x, y, &oldx, &oldy);
1156 if (!IS_MOVING(oldx, oldy))
1160 if (Feld[x][y] == EL_BLOCKED &&
1161 (Store[oldx][oldy] == EL_MORAST_LEER ||
1162 Store[oldx][oldy] == EL_SIEB_LEER ||
1163 Store[oldx][oldy] == EL_SIEB2_LEER ||
1164 Store[oldx][oldy] == EL_AMOEBE_NASS))
1166 Feld[oldx][oldy] = Store[oldx][oldy];
1167 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1170 Feld[oldx][oldy] = EL_LEERRAUM;
1172 Feld[newx][newy] = EL_LEERRAUM;
1173 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1174 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1176 DrawLevelField(oldx, oldy);
1177 DrawLevelField(newx, newy);
1180 void DrawDynamite(int x, int y)
1182 int sx = SCREENX(x), sy = SCREENY(y);
1183 int graphic = el2gfx(Feld[x][y]);
1186 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1190 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1192 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1194 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1199 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1203 if (game.emulation == EMU_SUPAPLEX)
1204 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1205 else if (Store[x][y])
1206 DrawGraphicThruMask(sx, sy, graphic + phase);
1208 DrawGraphic(sx, sy, graphic + phase);
1211 void CheckDynamite(int x, int y)
1213 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1218 if (!(MovDelay[x][y] % 12))
1219 PlaySoundLevel(x, y, SND_ZISCH);
1221 if (IS_ACTIVE_BOMB(Feld[x][y]))
1223 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1225 if (!(MovDelay[x][y] % delay))
1233 StopSound(SND_ZISCH);
1237 void Explode(int ex, int ey, int phase, int mode)
1240 int num_phase = 9, delay = 2;
1241 int last_phase = num_phase * delay;
1242 int half_phase = (num_phase / 2) * delay;
1243 int first_phase_after_start = EX_PHASE_START + 1;
1245 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1247 int center_element = Feld[ex][ey];
1249 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1251 /* put moving element to center field (and let it explode there) */
1252 center_element = MovingOrBlocked2Element(ex, ey);
1253 RemoveMovingField(ex, ey);
1254 Feld[ex][ey] = center_element;
1257 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1261 if (!IN_LEV_FIELD(x, y) ||
1262 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1263 (x != ex || y != ey)))
1266 element = Feld[x][y];
1268 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1270 element = MovingOrBlocked2Element(x, y);
1271 RemoveMovingField(x, y);
1274 if (IS_MASSIVE(element) || element == EL_BURNING)
1277 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1279 if (IS_ACTIVE_BOMB(element))
1281 /* re-activate things under the bomb like gate or penguin */
1282 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1289 if (element == EL_EXPLODING)
1290 element = Store2[x][y];
1292 if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
1294 switch(StorePlayer[ex][ey])
1297 Store[x][y] = EL_EDELSTEIN_ROT;
1300 Store[x][y] = EL_EDELSTEIN;
1303 Store[x][y] = EL_EDELSTEIN_LILA;
1307 Store[x][y] = EL_EDELSTEIN_GELB;
1311 if (game.emulation == EMU_SUPAPLEX)
1312 Store[x][y] = EL_LEERRAUM;
1314 else if (center_element == EL_MOLE)
1315 Store[x][y] = EL_EDELSTEIN_ROT;
1316 else if (center_element == EL_PINGUIN)
1317 Store[x][y] = EL_EDELSTEIN_LILA;
1318 else if (center_element == EL_KAEFER)
1319 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1320 else if (center_element == EL_BUTTERFLY)
1321 Store[x][y] = EL_EDELSTEIN_BD;
1322 else if (center_element == EL_SP_ELECTRON)
1323 Store[x][y] = EL_SP_INFOTRON;
1324 else if (center_element == EL_MAMPFER)
1325 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1326 else if (center_element == EL_AMOEBA2DIAM)
1327 Store[x][y] = level.amoeba_content;
1328 else if (element == EL_ERZ_EDEL)
1329 Store[x][y] = EL_EDELSTEIN;
1330 else if (element == EL_ERZ_DIAM)
1331 Store[x][y] = EL_DIAMANT;
1332 else if (element == EL_ERZ_EDEL_BD)
1333 Store[x][y] = EL_EDELSTEIN_BD;
1334 else if (element == EL_ERZ_EDEL_GELB)
1335 Store[x][y] = EL_EDELSTEIN_GELB;
1336 else if (element == EL_ERZ_EDEL_ROT)
1337 Store[x][y] = EL_EDELSTEIN_ROT;
1338 else if (element == EL_ERZ_EDEL_LILA)
1339 Store[x][y] = EL_EDELSTEIN_LILA;
1340 else if (!IS_PFORTE(Store[x][y]))
1341 Store[x][y] = EL_LEERRAUM;
1343 if (x != ex || y != ey ||
1344 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1345 Store2[x][y] = element;
1347 if (AmoebaNr[x][y] &&
1348 (element == EL_AMOEBE_VOLL ||
1349 element == EL_AMOEBE_BD ||
1350 element == EL_AMOEBING))
1352 AmoebaCnt[AmoebaNr[x][y]]--;
1353 AmoebaCnt2[AmoebaNr[x][y]]--;
1356 Feld[x][y] = EL_EXPLODING;
1357 MovDir[x][y] = MovPos[x][y] = 0;
1363 if (center_element == EL_MAMPFER)
1364 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1375 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1377 if (phase == first_phase_after_start)
1379 int element = Store2[x][y];
1381 if (element == EL_BLACK_ORB)
1383 Feld[x][y] = Store2[x][y];
1388 else if (phase == half_phase)
1390 int element = Store2[x][y];
1392 if (IS_PLAYER(x, y))
1393 KillHeroUnlessShield(PLAYERINFO(x, y));
1394 else if (IS_EXPLOSIVE(element))
1396 Feld[x][y] = Store2[x][y];
1400 else if (element == EL_AMOEBA2DIAM)
1401 AmoebeUmwandeln(x, y);
1404 if (phase == last_phase)
1408 element = Feld[x][y] = Store[x][y];
1409 Store[x][y] = Store2[x][y] = 0;
1410 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1411 InitField(x, y, FALSE);
1412 if (CAN_MOVE(element) || COULD_MOVE(element))
1414 DrawLevelField(x, y);
1416 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1418 int graphic = GFX_EXPLOSION;
1420 if (game.emulation == EMU_SUPAPLEX)
1421 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1422 GFX_SP_EXPLODE_INFOTRON :
1423 GFX_SP_EXPLODE_EMPTY);
1426 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1428 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1432 void DynaExplode(int ex, int ey)
1435 int dynabomb_size = 1;
1436 boolean dynabomb_xl = FALSE;
1437 struct PlayerInfo *player;
1438 static int xy[4][2] =
1446 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1448 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1449 dynabomb_size = player->dynabomb_size;
1450 dynabomb_xl = player->dynabomb_xl;
1451 player->dynabombs_left++;
1454 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1458 for (j=1; j<=dynabomb_size; j++)
1460 int x = ex + j * xy[i % 4][0];
1461 int y = ey + j * xy[i % 4][1];
1464 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1467 element = Feld[x][y];
1469 /* do not restart explosions of fields with active bombs */
1470 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1473 Explode(x, y, EX_PHASE_START, EX_BORDER);
1475 if (element != EL_LEERRAUM &&
1476 element != EL_ERDREICH &&
1477 element != EL_EXPLODING &&
1484 void Bang(int x, int y)
1486 int element = Feld[x][y];
1488 if (game.emulation == EMU_SUPAPLEX)
1489 PlaySoundLevel(x, y, SND_SP_BOOOM);
1491 PlaySoundLevel(x, y, SND_ROAAAR);
1494 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1495 element = EL_LEERRAUM;
1509 RaiseScoreElement(element);
1510 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1512 case EL_DYNABOMB_ACTIVE_1:
1513 case EL_DYNABOMB_ACTIVE_2:
1514 case EL_DYNABOMB_ACTIVE_3:
1515 case EL_DYNABOMB_ACTIVE_4:
1516 case EL_DYNABOMB_NR:
1517 case EL_DYNABOMB_SZ:
1518 case EL_DYNABOMB_XL:
1524 if (IS_PLAYER(x, y))
1525 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1527 Explode(x, y, EX_PHASE_START, EX_CENTER);
1530 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1535 void Blurb(int x, int y)
1537 int element = Feld[x][y];
1539 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1541 PlaySoundLevel(x, y, SND_BLURB);
1542 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1543 (!IN_LEV_FIELD(x-1, y-1) ||
1544 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1546 Feld[x-1][y] = EL_BLURB_LEFT;
1548 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1549 (!IN_LEV_FIELD(x+1, y-1) ||
1550 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1552 Feld[x+1][y] = EL_BLURB_RIGHT;
1557 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1559 if (!MovDelay[x][y]) /* initialize animation counter */
1562 if (MovDelay[x][y]) /* continue animation */
1565 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1566 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1568 if (!MovDelay[x][y])
1570 Feld[x][y] = EL_LEERRAUM;
1571 DrawLevelField(x, y);
1577 static void ToggleBeltSwitch(int x, int y)
1579 static int belt_base_element[4] =
1581 EL_BELT1_SWITCH_LEFT,
1582 EL_BELT2_SWITCH_LEFT,
1583 EL_BELT3_SWITCH_LEFT,
1584 EL_BELT4_SWITCH_LEFT
1586 static int belt_move_dir[4] =
1594 int element = Feld[x][y];
1595 int belt_nr = getBeltNrFromSwitchElement(element);
1596 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1597 int belt_dir = belt_move_dir[belt_dir_nr];
1600 if (!IS_BELT_SWITCH(element))
1603 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1604 game.belt_dir[belt_nr] = belt_dir;
1606 if (belt_dir_nr == 3)
1609 for (yy=0; yy<lev_fieldy; yy++)
1611 for (xx=0; xx<lev_fieldx; xx++)
1613 int element = Feld[xx][yy];
1615 if (IS_BELT_SWITCH(element))
1617 int e_belt_nr = getBeltNrFromSwitchElement(element);
1619 if (e_belt_nr == belt_nr)
1621 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1622 DrawLevelField(xx, yy);
1625 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1627 int e_belt_nr = getBeltNrFromElement(element);
1629 if (e_belt_nr == belt_nr)
1630 DrawLevelField(xx, yy); /* set belt to parking position */
1636 static void ToggleSwitchgateSwitch(int x, int y)
1640 game.switchgate_pos = !game.switchgate_pos;
1642 for (yy=0; yy<lev_fieldy; yy++)
1644 for (xx=0; xx<lev_fieldx; xx++)
1646 int element = Feld[xx][yy];
1648 if (element == EL_SWITCHGATE_SWITCH_1 ||
1649 element == EL_SWITCHGATE_SWITCH_2)
1651 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1652 DrawLevelField(xx, yy);
1654 else if (element == EL_SWITCHGATE_OPEN ||
1655 element == EL_SWITCHGATE_OPENING)
1657 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1658 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1660 else if (element == EL_SWITCHGATE_CLOSED ||
1661 element == EL_SWITCHGATE_CLOSING)
1663 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1664 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1670 static void RedrawAllLightSwitchesAndInvisibleElements()
1674 for (y=0; y<lev_fieldy; y++)
1676 for (x=0; x<lev_fieldx; x++)
1678 int element = Feld[x][y];
1680 if (element == EL_LIGHT_SWITCH_OFF &&
1681 game.light_time_left > 0)
1683 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1684 DrawLevelField(x, y);
1686 else if (element == EL_LIGHT_SWITCH_ON &&
1687 game.light_time_left == 0)
1689 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1690 DrawLevelField(x, y);
1693 if (element == EL_INVISIBLE_STEEL ||
1694 element == EL_UNSICHTBAR ||
1695 element == EL_SAND_INVISIBLE)
1696 DrawLevelField(x, y);
1701 static void ToggleLightSwitch(int x, int y)
1703 int element = Feld[x][y];
1705 game.light_time_left =
1706 (element == EL_LIGHT_SWITCH_OFF ?
1707 level.time_light * FRAMES_PER_SECOND : 0);
1709 RedrawAllLightSwitchesAndInvisibleElements();
1712 static void ActivateTimegateSwitch(int x, int y)
1716 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1718 for (yy=0; yy<lev_fieldy; yy++)
1720 for (xx=0; xx<lev_fieldx; xx++)
1722 int element = Feld[xx][yy];
1724 if (element == EL_TIMEGATE_CLOSED ||
1725 element == EL_TIMEGATE_CLOSING)
1727 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1728 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1732 else if (element == EL_TIMEGATE_SWITCH_ON)
1734 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1735 DrawLevelField(xx, yy);
1742 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1745 void Impact(int x, int y)
1747 boolean lastline = (y == lev_fieldy-1);
1748 boolean object_hit = FALSE;
1749 int element = Feld[x][y];
1752 if (!lastline) /* check if element below was hit */
1754 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1757 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1758 MovDir[x][y+1]!=MV_DOWN ||
1759 MovPos[x][y+1]<=TILEY/2));
1761 smashed = MovingOrBlocked2Element(x, y+1);
1764 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1770 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1771 (lastline || object_hit)) /* element is bomb */
1777 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1779 if (object_hit && IS_PLAYER(x, y+1))
1780 KillHeroUnlessShield(PLAYERINFO(x, y+1));
1781 else if (object_hit && smashed == EL_PINGUIN)
1785 Feld[x][y] = EL_AMOEBING;
1786 Store[x][y] = EL_AMOEBE_NASS;
1791 if (!lastline && object_hit) /* check which object was hit */
1793 if (CAN_CHANGE(element) &&
1794 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1797 int activated_magic_wall =
1798 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1800 /* activate magic wall / mill */
1802 for (y=0; y<lev_fieldy; y++)
1803 for (x=0; x<lev_fieldx; x++)
1804 if (Feld[x][y] == smashed)
1805 Feld[x][y] = activated_magic_wall;
1807 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1808 game.magic_wall_active = TRUE;
1811 if (IS_PLAYER(x, y+1))
1813 KillHeroUnlessShield(PLAYERINFO(x, y+1));
1816 else if (smashed == EL_PINGUIN)
1821 else if (element == EL_EDELSTEIN_BD)
1823 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1829 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1831 if (IS_ENEMY(smashed) ||
1832 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1833 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1834 smashed == EL_DRACHE || smashed == EL_MOLE)
1839 else if (!IS_MOVING(x, y+1))
1841 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1846 else if (smashed == EL_KOKOSNUSS)
1848 Feld[x][y+1] = EL_CRACKINGNUT;
1849 PlaySoundLevel(x, y, SND_KNACK);
1850 RaiseScoreElement(EL_KOKOSNUSS);
1853 else if (smashed == EL_DIAMANT)
1855 Feld[x][y+1] = EL_LEERRAUM;
1856 PlaySoundLevel(x, y, SND_QUIRK);
1859 else if (IS_BELT_SWITCH(smashed))
1861 ToggleBeltSwitch(x, y+1);
1863 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1864 smashed == EL_SWITCHGATE_SWITCH_2)
1866 ToggleSwitchgateSwitch(x, y+1);
1868 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1869 smashed == EL_LIGHT_SWITCH_ON)
1871 ToggleLightSwitch(x, y+1);
1877 /* play sound of magic wall / mill */
1879 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1881 PlaySoundLevel(x, y, SND_QUIRK);
1885 /* play sound of object that hits the ground */
1886 if (lastline || object_hit)
1893 case EL_EDELSTEIN_BD:
1894 case EL_EDELSTEIN_GELB:
1895 case EL_EDELSTEIN_ROT:
1896 case EL_EDELSTEIN_LILA:
1898 case EL_SP_INFOTRON:
1904 case EL_FELSBROCKEN:
1908 sound = SND_SP_ZONKDOWN;
1911 case EL_SCHLUESSEL1:
1912 case EL_SCHLUESSEL2:
1913 case EL_SCHLUESSEL3:
1914 case EL_SCHLUESSEL4:
1931 PlaySoundLevel(x, y, sound);
1935 void TurnRound(int x, int y)
1947 { 0, 0 }, { 0, 0 }, { 0, 0 },
1952 int left, right, back;
1956 { MV_DOWN, MV_UP, MV_RIGHT },
1957 { MV_UP, MV_DOWN, MV_LEFT },
1959 { MV_LEFT, MV_RIGHT, MV_DOWN },
1960 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1961 { MV_RIGHT, MV_LEFT, MV_UP }
1964 int element = Feld[x][y];
1965 int old_move_dir = MovDir[x][y];
1966 int left_dir = turn[old_move_dir].left;
1967 int right_dir = turn[old_move_dir].right;
1968 int back_dir = turn[old_move_dir].back;
1970 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1971 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1972 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1973 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1975 int left_x = x+left_dx, left_y = y+left_dy;
1976 int right_x = x+right_dx, right_y = y+right_dy;
1977 int move_x = x+move_dx, move_y = y+move_dy;
1979 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1981 TestIfBadThingHitsOtherBadThing(x, y);
1983 if (IN_LEV_FIELD(right_x, right_y) &&
1984 IS_FREE(right_x, right_y))
1985 MovDir[x][y] = right_dir;
1986 else if (!IN_LEV_FIELD(move_x, move_y) ||
1987 !IS_FREE(move_x, move_y))
1988 MovDir[x][y] = left_dir;
1990 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1992 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1995 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1996 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1998 TestIfBadThingHitsOtherBadThing(x, y);
2000 if (IN_LEV_FIELD(left_x, left_y) &&
2001 IS_FREE(left_x, left_y))
2002 MovDir[x][y] = left_dir;
2003 else if (!IN_LEV_FIELD(move_x, move_y) ||
2004 !IS_FREE(move_x, move_y))
2005 MovDir[x][y] = right_dir;
2007 if ((element == EL_FLIEGER ||
2008 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2009 && MovDir[x][y] != old_move_dir)
2011 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2014 else if (element == EL_MAMPFER)
2016 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2018 if (IN_LEV_FIELD(left_x, left_y) &&
2019 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2020 Feld[left_x][left_y] == EL_DIAMANT))
2021 can_turn_left = TRUE;
2022 if (IN_LEV_FIELD(right_x, right_y) &&
2023 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2024 Feld[right_x][right_y] == EL_DIAMANT))
2025 can_turn_right = TRUE;
2027 if (can_turn_left && can_turn_right)
2028 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2029 else if (can_turn_left)
2030 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2031 else if (can_turn_right)
2032 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2034 MovDir[x][y] = back_dir;
2036 MovDelay[x][y] = 16+16*RND(3);
2038 else if (element == EL_MAMPFER2)
2040 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2042 if (IN_LEV_FIELD(left_x, left_y) &&
2043 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2044 IS_MAMPF2(Feld[left_x][left_y])))
2045 can_turn_left = TRUE;
2046 if (IN_LEV_FIELD(right_x, right_y) &&
2047 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2048 IS_MAMPF2(Feld[right_x][right_y])))
2049 can_turn_right = TRUE;
2051 if (can_turn_left && can_turn_right)
2052 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2053 else if (can_turn_left)
2054 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2055 else if (can_turn_right)
2056 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2058 MovDir[x][y] = back_dir;
2060 MovDelay[x][y] = 16+16*RND(3);
2062 else if (element == EL_PACMAN)
2064 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2066 if (IN_LEV_FIELD(left_x, left_y) &&
2067 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2068 IS_AMOEBOID(Feld[left_x][left_y])))
2069 can_turn_left = TRUE;
2070 if (IN_LEV_FIELD(right_x, right_y) &&
2071 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2072 IS_AMOEBOID(Feld[right_x][right_y])))
2073 can_turn_right = TRUE;
2075 if (can_turn_left && can_turn_right)
2076 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2077 else if (can_turn_left)
2078 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2079 else if (can_turn_right)
2080 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2082 MovDir[x][y] = back_dir;
2084 MovDelay[x][y] = 6+RND(40);
2086 else if (element == EL_SCHWEIN)
2088 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2089 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2090 boolean should_move_on = FALSE;
2092 int rnd = RND(rnd_value);
2094 if (IN_LEV_FIELD(left_x, left_y) &&
2095 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2096 can_turn_left = TRUE;
2097 if (IN_LEV_FIELD(right_x, right_y) &&
2098 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2099 can_turn_right = TRUE;
2100 if (IN_LEV_FIELD(move_x, move_y) &&
2101 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2104 if (can_turn_left &&
2106 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2107 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2108 should_turn_left = TRUE;
2109 if (can_turn_right &&
2111 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2112 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2113 should_turn_right = TRUE;
2115 (!can_turn_left || !can_turn_right ||
2116 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2117 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2118 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2119 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2120 should_move_on = TRUE;
2122 if (should_turn_left || should_turn_right || should_move_on)
2124 if (should_turn_left && should_turn_right && should_move_on)
2125 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2126 rnd < 2*rnd_value/3 ? right_dir :
2128 else if (should_turn_left && should_turn_right)
2129 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2130 else if (should_turn_left && should_move_on)
2131 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2132 else if (should_turn_right && should_move_on)
2133 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2134 else if (should_turn_left)
2135 MovDir[x][y] = left_dir;
2136 else if (should_turn_right)
2137 MovDir[x][y] = right_dir;
2138 else if (should_move_on)
2139 MovDir[x][y] = old_move_dir;
2141 else if (can_move_on && rnd > rnd_value/8)
2142 MovDir[x][y] = old_move_dir;
2143 else if (can_turn_left && can_turn_right)
2144 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2145 else if (can_turn_left && rnd > rnd_value/8)
2146 MovDir[x][y] = left_dir;
2147 else if (can_turn_right && rnd > rnd_value/8)
2148 MovDir[x][y] = right_dir;
2150 MovDir[x][y] = back_dir;
2152 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2153 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2154 MovDir[x][y] = old_move_dir;
2158 else if (element == EL_DRACHE)
2160 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2162 int rnd = RND(rnd_value);
2164 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2165 can_turn_left = TRUE;
2166 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2167 can_turn_right = TRUE;
2168 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2171 if (can_move_on && rnd > rnd_value/8)
2172 MovDir[x][y] = old_move_dir;
2173 else if (can_turn_left && can_turn_right)
2174 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2175 else if (can_turn_left && rnd > rnd_value/8)
2176 MovDir[x][y] = left_dir;
2177 else if (can_turn_right && rnd > rnd_value/8)
2178 MovDir[x][y] = right_dir;
2180 MovDir[x][y] = back_dir;
2182 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2183 MovDir[x][y] = old_move_dir;
2187 else if (element == EL_MOLE)
2189 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2191 if (IN_LEV_FIELD(move_x, move_y) &&
2192 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2193 Feld[move_x][move_y] == EL_DEAMOEBING))
2198 if (IN_LEV_FIELD(left_x, left_y) &&
2199 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2200 can_turn_left = TRUE;
2201 if (IN_LEV_FIELD(right_x, right_y) &&
2202 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2203 can_turn_right = TRUE;
2205 if (can_turn_left && can_turn_right)
2206 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2207 else if (can_turn_left)
2208 MovDir[x][y] = left_dir;
2210 MovDir[x][y] = right_dir;
2213 if (MovDir[x][y] != old_move_dir)
2216 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2218 int attr_x = -1, attr_y = -1;
2229 for (i=0; i<MAX_PLAYERS; i++)
2231 struct PlayerInfo *player = &stored_player[i];
2232 int jx = player->jx, jy = player->jy;
2234 if (!player->active)
2237 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2245 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2251 if (element == EL_PINGUIN)
2254 static int xy[4][2] =
2264 int ex = x + xy[i%4][0];
2265 int ey = y + xy[i%4][1];
2267 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2276 MovDir[x][y] = MV_NO_MOVING;
2278 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2280 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2282 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2284 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2286 if (element == EL_ROBOT)
2290 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2291 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2292 Moving2Blocked(x, y, &newx, &newy);
2294 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2295 MovDelay[x][y] = 8+8*!RND(3);
2297 MovDelay[x][y] = 16;
2305 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2307 boolean first_horiz = RND(2);
2308 int new_move_dir = MovDir[x][y];
2311 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2312 Moving2Blocked(x, y, &newx, &newy);
2314 if (IN_LEV_FIELD(newx, newy) &&
2315 (IS_FREE(newx, newy) ||
2316 Feld[newx][newy] == EL_SALZSAEURE ||
2317 (element == EL_PINGUIN &&
2318 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2319 IS_MAMPF3(Feld[newx][newy])))))
2323 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2324 Moving2Blocked(x, y, &newx, &newy);
2326 if (IN_LEV_FIELD(newx, newy) &&
2327 (IS_FREE(newx, newy) ||
2328 Feld[newx][newy] == EL_SALZSAEURE ||
2329 (element == EL_PINGUIN &&
2330 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2331 IS_MAMPF3(Feld[newx][newy])))))
2334 MovDir[x][y] = old_move_dir;
2341 static boolean JustBeingPushed(int x, int y)
2345 for (i=0; i<MAX_PLAYERS; i++)
2347 struct PlayerInfo *player = &stored_player[i];
2349 if (player->active && player->Pushing && player->MovPos)
2351 int next_jx = player->jx + (player->jx - player->last_jx);
2352 int next_jy = player->jy + (player->jy - player->last_jy);
2354 if (x == next_jx && y == next_jy)
2362 void StartMoving(int x, int y)
2364 int element = Feld[x][y];
2369 if (CAN_FALL(element) && y<lev_fieldy-1)
2371 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2372 if (JustBeingPushed(x, y))
2375 if (element == EL_MORAST_VOLL)
2377 if (IS_FREE(x, y+1))
2379 InitMovingField(x, y, MV_DOWN);
2380 Feld[x][y] = EL_FELSBROCKEN;
2381 Store[x][y] = EL_MORAST_LEER;
2383 else if (Feld[x][y+1] == EL_MORAST_LEER)
2385 if (!MovDelay[x][y])
2386 MovDelay[x][y] = TILEY + 1;
2395 Feld[x][y] = EL_MORAST_LEER;
2396 Feld[x][y+1] = EL_MORAST_VOLL;
2399 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2401 InitMovingField(x, y, MV_DOWN);
2402 Store[x][y] = EL_MORAST_VOLL;
2404 else if (element == EL_SIEB_VOLL)
2406 if (IS_FREE(x, y+1))
2408 InitMovingField(x, y, MV_DOWN);
2409 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2410 Store[x][y] = EL_SIEB_LEER;
2412 else if (Feld[x][y+1] == EL_SIEB_LEER)
2414 if (!MovDelay[x][y])
2415 MovDelay[x][y] = TILEY/4 + 1;
2424 Feld[x][y] = EL_SIEB_LEER;
2425 Feld[x][y+1] = EL_SIEB_VOLL;
2426 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2430 else if (element == EL_SIEB2_VOLL)
2432 if (IS_FREE(x, y+1))
2434 InitMovingField(x, y, MV_DOWN);
2435 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2436 Store[x][y] = EL_SIEB2_LEER;
2438 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2440 if (!MovDelay[x][y])
2441 MovDelay[x][y] = TILEY/4 + 1;
2450 Feld[x][y] = EL_SIEB2_LEER;
2451 Feld[x][y+1] = EL_SIEB2_VOLL;
2452 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2456 else if (CAN_CHANGE(element) &&
2457 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2459 InitMovingField(x, y, MV_DOWN);
2461 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2462 Store2[x][y+1] = element;
2464 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2467 InitMovingField(x, y, MV_DOWN);
2468 Store[x][y] = EL_SALZSAEURE;
2470 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2475 else if (IS_FREE(x, y+1))
2477 InitMovingField(x, y, MV_DOWN);
2479 else if (element == EL_TROPFEN)
2481 Feld[x][y] = EL_AMOEBING;
2482 Store[x][y] = EL_AMOEBE_NASS;
2484 #if OLD_GAME_BEHAVIOUR
2485 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2487 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2488 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2491 boolean left = (x>0 && IS_FREE(x-1, y) &&
2492 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2493 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2494 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2498 if (left && right && game.emulation != EMU_BOULDERDASH)
2499 left = !(right = RND(2));
2501 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2504 else if (IS_BELT(Feld[x][y+1]))
2506 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2507 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2508 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2509 int belt_dir = game.belt_dir[belt_nr];
2511 if ((belt_dir == MV_LEFT && left_is_free) ||
2512 (belt_dir == MV_RIGHT && right_is_free))
2513 InitMovingField(x, y, belt_dir);
2516 else if (CAN_MOVE(element))
2520 if (element == EL_SONDE && JustBeingPushed(x, y))
2523 if (!MovDelay[x][y]) /* start new movement phase */
2525 /* all objects that can change their move direction after each step */
2526 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2528 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2531 if (MovDelay[x][y] && (element == EL_KAEFER ||
2532 element == EL_FLIEGER ||
2533 element == EL_SP_SNIKSNAK ||
2534 element == EL_SP_ELECTRON ||
2535 element == EL_MOLE))
2536 DrawLevelField(x, y);
2540 if (MovDelay[x][y]) /* wait some time before next movement */
2544 if (element == EL_ROBOT ||
2545 element == EL_MAMPFER || element == EL_MAMPFER2)
2547 int phase = MovDelay[x][y] % 8;
2552 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2553 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2555 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2556 && MovDelay[x][y]%4 == 3)
2557 PlaySoundLevel(x, y, SND_NJAM);
2559 else if (element == EL_SP_ELECTRON)
2560 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2561 else if (element == EL_DRACHE)
2564 int dir = MovDir[x][y];
2565 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2566 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2567 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2568 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2569 dir == MV_UP ? GFX_FLAMMEN_UP :
2570 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2571 int phase = FrameCounter % 2;
2573 for (i=1; i<=3; i++)
2575 int xx = x + i*dx, yy = y + i*dy;
2576 int sx = SCREENX(xx), sy = SCREENY(yy);
2578 if (!IN_LEV_FIELD(xx, yy) ||
2579 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2584 int flamed = MovingOrBlocked2Element(xx, yy);
2586 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2589 RemoveMovingField(xx, yy);
2591 Feld[xx][yy] = EL_BURNING;
2592 if (IN_SCR_FIELD(sx, sy))
2593 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2597 if (Feld[xx][yy] == EL_BURNING)
2598 Feld[xx][yy] = EL_LEERRAUM;
2599 DrawLevelField(xx, yy);
2608 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2610 PlaySoundLevel(x, y, SND_KLAPPER);
2612 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2614 PlaySoundLevel(x, y, SND_ROEHR);
2617 /* now make next step */
2619 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2621 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2622 !SHIELD_ON(PLAYERINFO(newx, newy)))
2626 TestIfBadThingHitsHero(x, y);
2629 /* enemy got the player */
2631 KillHero(PLAYERINFO(newx, newy));
2636 else if ((element == EL_PINGUIN ||
2637 element == EL_ROBOT || element == EL_SONDE) &&
2638 IN_LEV_FIELD(newx, newy) &&
2639 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2642 Store[x][y] = EL_SALZSAEURE;
2644 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2646 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2648 Feld[x][y] = EL_LEERRAUM;
2649 DrawLevelField(x, y);
2651 PlaySoundLevel(newx, newy, SND_BUING);
2652 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2653 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2655 local_player->friends_still_needed--;
2656 if (!local_player->friends_still_needed &&
2657 !local_player->GameOver && AllPlayersGone)
2658 local_player->LevelSolved = local_player->GameOver = TRUE;
2662 else if (IS_MAMPF3(Feld[newx][newy]))
2664 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2665 DrawLevelField(newx, newy);
2667 MovDir[x][y] = MV_NO_MOVING;
2669 else if (!IS_FREE(newx, newy))
2671 if (IS_PLAYER(x, y))
2672 DrawPlayerField(x, y);
2674 DrawLevelField(x, y);
2678 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2680 if (IS_GEM(Feld[newx][newy]))
2682 if (IS_MOVING(newx, newy))
2683 RemoveMovingField(newx, newy);
2686 Feld[newx][newy] = EL_LEERRAUM;
2687 DrawLevelField(newx, newy);
2690 else if (!IS_FREE(newx, newy))
2692 if (IS_PLAYER(x, y))
2693 DrawPlayerField(x, y);
2695 DrawLevelField(x, y);
2699 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2701 if (!IS_FREE(newx, newy))
2703 if (IS_PLAYER(x, y))
2704 DrawPlayerField(x, y);
2706 DrawLevelField(x, y);
2711 boolean wanna_flame = !RND(10);
2712 int dx = newx - x, dy = newy - y;
2713 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2714 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2715 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2716 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2717 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2718 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2720 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2721 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2722 element1 != EL_BURNING && element2 != EL_BURNING)
2724 if (IS_PLAYER(x, y))
2725 DrawPlayerField(x, y);
2727 DrawLevelField(x, y);
2729 MovDelay[x][y] = 50;
2730 Feld[newx][newy] = EL_BURNING;
2731 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2732 Feld[newx1][newy1] = EL_BURNING;
2733 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2734 Feld[newx2][newy2] = EL_BURNING;
2739 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2740 Feld[newx][newy] == EL_DIAMANT)
2742 if (IS_MOVING(newx, newy))
2743 RemoveMovingField(newx, newy);
2746 Feld[newx][newy] = EL_LEERRAUM;
2747 DrawLevelField(newx, newy);
2750 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2751 IS_MAMPF2(Feld[newx][newy]))
2753 if (AmoebaNr[newx][newy])
2755 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2756 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2757 Feld[newx][newy] == EL_AMOEBE_BD)
2758 AmoebaCnt[AmoebaNr[newx][newy]]--;
2761 if (IS_MOVING(newx, newy))
2762 RemoveMovingField(newx, newy);
2765 Feld[newx][newy] = EL_LEERRAUM;
2766 DrawLevelField(newx, newy);
2769 else if ((element == EL_PACMAN || element == EL_MOLE)
2770 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2772 if (AmoebaNr[newx][newy])
2774 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2775 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2776 Feld[newx][newy] == EL_AMOEBE_BD)
2777 AmoebaCnt[AmoebaNr[newx][newy]]--;
2780 if (element == EL_MOLE)
2782 Feld[newx][newy] = EL_DEAMOEBING;
2783 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2784 return; /* wait for shrinking amoeba */
2786 else /* element == EL_PACMAN */
2788 Feld[newx][newy] = EL_LEERRAUM;
2789 DrawLevelField(newx, newy);
2792 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2793 (Feld[newx][newy] == EL_DEAMOEBING ||
2794 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2796 /* wait for shrinking amoeba to completely disappear */
2799 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2801 /* object was running against a wall */
2805 if (element == EL_KAEFER || element == EL_FLIEGER ||
2806 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2807 DrawLevelField(x, y);
2808 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2809 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2810 else if (element == EL_SONDE)
2811 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2812 else if (element == EL_SP_ELECTRON)
2813 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2815 TestIfBadThingHitsHero(x, y);
2820 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2821 PlaySoundLevel(x, y, SND_SCHLURF);
2823 InitMovingField(x, y, MovDir[x][y]);
2827 ContinueMoving(x, y);
2830 void ContinueMoving(int x, int y)
2832 int element = Feld[x][y];
2833 int direction = MovDir[x][y];
2834 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2835 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2836 int horiz_move = (dx!=0);
2837 int newx = x + dx, newy = y + dy;
2838 int step = (horiz_move ? dx : dy) * TILEX / 8;
2840 if (element == EL_TROPFEN)
2842 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2844 else if (CAN_FALL(element) && horiz_move &&
2845 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2848 #if OLD_GAME_BEHAVIOUR
2849 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2853 MovPos[x][y] += step;
2855 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2857 Feld[x][y] = EL_LEERRAUM;
2858 Feld[newx][newy] = element;
2860 if (element == EL_MOLE)
2863 static int xy[4][2] =
2871 Feld[x][y] = EL_ERDREICH;
2872 DrawLevelField(x, y);
2881 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2882 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2886 if (Store[x][y] == EL_MORAST_VOLL)
2889 Feld[newx][newy] = EL_MORAST_VOLL;
2890 element = EL_MORAST_VOLL;
2892 else if (Store[x][y] == EL_MORAST_LEER)
2895 Feld[x][y] = EL_MORAST_LEER;
2897 else if (Store[x][y] == EL_SIEB_VOLL)
2900 element = Feld[newx][newy] =
2901 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2903 else if (Store[x][y] == EL_SIEB_LEER)
2905 Store[x][y] = Store2[x][y] = 0;
2906 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2908 else if (Store[x][y] == EL_SIEB2_VOLL)
2911 element = Feld[newx][newy] =
2912 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2914 else if (Store[x][y] == EL_SIEB2_LEER)
2916 Store[x][y] = Store2[x][y] = 0;
2917 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2919 else if (Store[x][y] == EL_SALZSAEURE)
2922 Feld[newx][newy] = EL_SALZSAEURE;
2923 element = EL_SALZSAEURE;
2925 else if (Store[x][y] == EL_AMOEBE_NASS)
2928 Feld[x][y] = EL_AMOEBE_NASS;
2931 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2932 MovDelay[newx][newy] = 0;
2934 if (!CAN_MOVE(element))
2935 MovDir[newx][newy] = 0;
2937 DrawLevelField(x, y);
2938 DrawLevelField(newx, newy);
2940 Stop[newx][newy] = TRUE;
2941 JustStopped[newx][newy] = 3;
2943 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2945 TestIfBadThingHitsHero(newx, newy);
2946 TestIfBadThingHitsFriend(newx, newy);
2947 TestIfBadThingHitsOtherBadThing(newx, newy);
2949 else if (element == EL_PINGUIN)
2950 TestIfFriendHitsBadThing(newx, newy);
2952 if (CAN_SMASH(element) && direction == MV_DOWN &&
2953 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2956 else /* still moving on */
2957 DrawLevelField(x, y);
2960 int AmoebeNachbarNr(int ax, int ay)
2963 int element = Feld[ax][ay];
2965 static int xy[4][2] =
2975 int x = ax + xy[i][0];
2976 int y = ay + xy[i][1];
2978 if (!IN_LEV_FIELD(x, y))
2981 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2982 group_nr = AmoebaNr[x][y];
2988 void AmoebenVereinigen(int ax, int ay)
2990 int i, x, y, xx, yy;
2991 int new_group_nr = AmoebaNr[ax][ay];
2992 static int xy[4][2] =
3000 if (new_group_nr == 0)
3008 if (!IN_LEV_FIELD(x, y))
3011 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3012 Feld[x][y] == EL_AMOEBE_BD ||
3013 Feld[x][y] == EL_AMOEBE_TOT) &&
3014 AmoebaNr[x][y] != new_group_nr)
3016 int old_group_nr = AmoebaNr[x][y];
3018 if (old_group_nr == 0)
3021 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3022 AmoebaCnt[old_group_nr] = 0;
3023 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3024 AmoebaCnt2[old_group_nr] = 0;
3026 for (yy=0; yy<lev_fieldy; yy++)
3028 for (xx=0; xx<lev_fieldx; xx++)
3030 if (AmoebaNr[xx][yy] == old_group_nr)
3031 AmoebaNr[xx][yy] = new_group_nr;
3038 void AmoebeUmwandeln(int ax, int ay)
3042 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3044 int group_nr = AmoebaNr[ax][ay];
3049 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3050 printf("AmoebeUmwandeln(): This should never happen!\n");
3055 for (y=0; y<lev_fieldy; y++)
3057 for (x=0; x<lev_fieldx; x++)
3059 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3062 Feld[x][y] = EL_AMOEBA2DIAM;
3070 static int xy[4][2] =
3083 if (!IN_LEV_FIELD(x, y))
3086 if (Feld[x][y] == EL_AMOEBA2DIAM)
3092 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3095 int group_nr = AmoebaNr[ax][ay];
3096 boolean done = FALSE;
3101 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3102 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3107 for (y=0; y<lev_fieldy; y++)
3109 for (x=0; x<lev_fieldx; x++)
3111 if (AmoebaNr[x][y] == group_nr &&
3112 (Feld[x][y] == EL_AMOEBE_TOT ||
3113 Feld[x][y] == EL_AMOEBE_BD ||
3114 Feld[x][y] == EL_AMOEBING))
3117 Feld[x][y] = new_element;
3118 InitField(x, y, FALSE);
3119 DrawLevelField(x, y);
3126 PlaySoundLevel(ax, ay,
3127 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
3130 void AmoebeWaechst(int x, int y)
3132 static unsigned long sound_delay = 0;
3133 static unsigned long sound_delay_value = 0;
3135 if (!MovDelay[x][y]) /* start new growing cycle */
3139 if (DelayReached(&sound_delay, sound_delay_value))
3141 PlaySoundLevel(x, y, SND_AMOEBE);
3142 sound_delay_value = 30;
3146 if (MovDelay[x][y]) /* wait some time before growing bigger */
3149 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3150 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3152 if (!MovDelay[x][y])
3154 Feld[x][y] = Store[x][y];
3156 DrawLevelField(x, y);
3161 void AmoebeSchrumpft(int x, int y)
3163 static unsigned long sound_delay = 0;
3164 static unsigned long sound_delay_value = 0;
3166 if (!MovDelay[x][y]) /* start new shrinking cycle */
3170 if (DelayReached(&sound_delay, sound_delay_value))
3172 PlaySoundLevel(x, y, SND_BLURB);
3173 sound_delay_value = 30;
3177 if (MovDelay[x][y]) /* wait some time before shrinking */
3180 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3181 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3183 if (!MovDelay[x][y])
3185 Feld[x][y] = EL_LEERRAUM;
3186 DrawLevelField(x, y);
3188 /* don't let mole enter this field in this cycle;
3189 (give priority to objects falling to this field from above) */
3195 void AmoebeAbleger(int ax, int ay)
3198 int element = Feld[ax][ay];
3199 int newax = ax, neway = ay;
3200 static int xy[4][2] =
3208 if (!level.amoeba_speed)
3210 Feld[ax][ay] = EL_AMOEBE_TOT;
3211 DrawLevelField(ax, ay);
3215 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3216 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3218 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3221 if (MovDelay[ax][ay])
3225 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3228 int x = ax + xy[start][0];
3229 int y = ay + xy[start][1];
3231 if (!IN_LEV_FIELD(x, y))
3234 if (IS_FREE(x, y) ||
3235 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3241 if (newax == ax && neway == ay)
3244 else /* normal or "filled" (BD style) amoeba */
3247 boolean waiting_for_player = FALSE;
3251 int j = (start + i) % 4;
3252 int x = ax + xy[j][0];
3253 int y = ay + xy[j][1];
3255 if (!IN_LEV_FIELD(x, y))
3258 if (IS_FREE(x, y) ||
3259 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3265 else if (IS_PLAYER(x, y))
3266 waiting_for_player = TRUE;
3269 if (newax == ax && neway == ay) /* amoeba cannot grow */
3271 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3273 Feld[ax][ay] = EL_AMOEBE_TOT;
3274 DrawLevelField(ax, ay);
3275 AmoebaCnt[AmoebaNr[ax][ay]]--;
3277 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3279 if (element == EL_AMOEBE_VOLL)
3280 AmoebeUmwandeln(ax, ay);
3281 else if (element == EL_AMOEBE_BD)
3282 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3287 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3289 /* amoeba gets larger by growing in some direction */
3291 int new_group_nr = AmoebaNr[ax][ay];
3294 if (new_group_nr == 0)
3296 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3297 printf("AmoebeAbleger(): This should never happen!\n");
3302 AmoebaNr[newax][neway] = new_group_nr;
3303 AmoebaCnt[new_group_nr]++;
3304 AmoebaCnt2[new_group_nr]++;
3306 /* if amoeba touches other amoeba(s) after growing, unify them */
3307 AmoebenVereinigen(newax, neway);
3309 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3311 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
3317 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3318 (neway == lev_fieldy - 1 && newax != ax))
3320 Feld[newax][neway] = EL_AMOEBING;
3321 Store[newax][neway] = element;
3323 else if (neway == ay)
3324 Feld[newax][neway] = EL_TROPFEN;
3327 InitMovingField(ax, ay, MV_DOWN);
3328 Feld[ax][ay] = EL_TROPFEN;
3329 Store[ax][ay] = EL_AMOEBE_NASS;
3330 ContinueMoving(ax, ay);
3334 DrawLevelField(newax, neway);
3337 void Life(int ax, int ay)
3340 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3342 int element = Feld[ax][ay];
3347 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3348 MovDelay[ax][ay] = life_time;
3350 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3353 if (MovDelay[ax][ay])
3357 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3359 int xx = ax+x1, yy = ay+y1;
3362 if (!IN_LEV_FIELD(xx, yy))
3365 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3367 int x = xx+x2, y = yy+y2;
3369 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3372 if (((Feld[x][y] == element ||
3373 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3375 (IS_FREE(x, y) && Stop[x][y]))
3379 if (xx == ax && yy == ay) /* field in the middle */
3381 if (nachbarn<life[0] || nachbarn>life[1])
3383 Feld[xx][yy] = EL_LEERRAUM;
3385 DrawLevelField(xx, yy);
3386 Stop[xx][yy] = TRUE;
3389 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3390 { /* free border field */
3391 if (nachbarn>=life[2] && nachbarn<=life[3])
3393 Feld[xx][yy] = element;
3394 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3396 DrawLevelField(xx, yy);
3397 Stop[xx][yy] = TRUE;
3403 void Ablenk(int x, int y)
3405 if (!MovDelay[x][y]) /* next animation frame */
3406 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3408 if (MovDelay[x][y]) /* wait some time before next frame */
3413 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3414 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3415 if (!(MovDelay[x][y]%4))
3416 PlaySoundLevel(x, y, SND_MIEP);
3421 Feld[x][y] = EL_ABLENK_AUS;
3422 DrawLevelField(x, y);
3423 if (ZX == x && ZY == y)
3427 void TimegateWheel(int x, int y)
3429 if (!MovDelay[x][y]) /* next animation frame */
3430 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3432 if (MovDelay[x][y]) /* wait some time before next frame */
3437 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3438 DrawGraphic(SCREENX(x), SCREENY(y),
3439 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3440 if (!(MovDelay[x][y]%4))
3441 PlaySoundLevel(x, y, SND_MIEP);
3446 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3447 DrawLevelField(x, y);
3448 if (ZX == x && ZY == y)
3452 void Birne(int x, int y)
3454 if (!MovDelay[x][y]) /* next animation frame */
3455 MovDelay[x][y] = 800;
3457 if (MovDelay[x][y]) /* wait some time before next frame */
3462 if (!(MovDelay[x][y]%5))
3464 if (!(MovDelay[x][y]%10))
3465 Feld[x][y]=EL_ABLENK_EIN;
3467 Feld[x][y]=EL_ABLENK_AUS;
3468 DrawLevelField(x, y);
3469 Feld[x][y]=EL_ABLENK_EIN;
3475 Feld[x][y]=EL_ABLENK_AUS;
3476 DrawLevelField(x, y);
3477 if (ZX == x && ZY == y)
3481 void Blubber(int x, int y)
3483 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3484 DrawLevelField(x, y-1);
3486 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3489 void NussKnacken(int x, int y)
3491 if (!MovDelay[x][y]) /* next animation frame */
3494 if (MovDelay[x][y]) /* wait some time before next frame */
3497 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3498 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3500 if (!MovDelay[x][y])
3502 Feld[x][y] = EL_EDELSTEIN;
3503 DrawLevelField(x, y);
3508 void SiebAktivieren(int x, int y, int typ)
3510 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3512 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3515 void AusgangstuerPruefen(int x, int y)
3517 if (!local_player->gems_still_needed &&
3518 !local_player->sokobanfields_still_needed &&
3519 !local_player->lights_still_needed)
3521 Feld[x][y] = EL_AUSGANG_ACT;
3523 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3524 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3525 y < LEVELY(BY1) ? LEVELY(BY1) :
3526 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3531 void AusgangstuerOeffnen(int x, int y)
3535 if (!MovDelay[x][y]) /* next animation frame */
3536 MovDelay[x][y] = 5*delay;
3538 if (MovDelay[x][y]) /* wait some time before next frame */
3543 tuer = MovDelay[x][y]/delay;
3544 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3545 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3547 if (!MovDelay[x][y])
3549 Feld[x][y] = EL_AUSGANG_AUF;
3550 DrawLevelField(x, y);
3555 void AusgangstuerBlinken(int x, int y)
3557 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3560 void OpenSwitchgate(int x, int y)
3564 if (!MovDelay[x][y]) /* next animation frame */
3565 MovDelay[x][y] = 5 * delay;
3567 if (MovDelay[x][y]) /* wait some time before next frame */
3572 phase = MovDelay[x][y] / delay;
3573 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3574 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3576 if (!MovDelay[x][y])
3578 Feld[x][y] = EL_SWITCHGATE_OPEN;
3579 DrawLevelField(x, y);
3584 void CloseSwitchgate(int x, int y)
3588 if (!MovDelay[x][y]) /* next animation frame */
3589 MovDelay[x][y] = 5 * delay;
3591 if (MovDelay[x][y]) /* wait some time before next frame */
3596 phase = MovDelay[x][y] / delay;
3597 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3598 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3600 if (!MovDelay[x][y])
3602 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3603 DrawLevelField(x, y);
3608 void OpenTimegate(int x, int y)
3612 if (!MovDelay[x][y]) /* next animation frame */
3613 MovDelay[x][y] = 5 * delay;
3615 if (MovDelay[x][y]) /* wait some time before next frame */
3620 phase = MovDelay[x][y] / delay;
3621 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3622 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3624 if (!MovDelay[x][y])
3626 Feld[x][y] = EL_TIMEGATE_OPEN;
3627 DrawLevelField(x, y);
3632 void CloseTimegate(int x, int y)
3636 if (!MovDelay[x][y]) /* next animation frame */
3637 MovDelay[x][y] = 5 * delay;
3639 if (MovDelay[x][y]) /* wait some time before next frame */
3644 phase = MovDelay[x][y] / delay;
3645 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3646 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3648 if (!MovDelay[x][y])
3650 Feld[x][y] = EL_TIMEGATE_CLOSED;
3651 DrawLevelField(x, y);
3656 static void CloseAllOpenTimegates()
3660 for (y=0; y<lev_fieldy; y++)
3662 for (x=0; x<lev_fieldx; x++)
3664 int element = Feld[x][y];
3666 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3668 Feld[x][y] = EL_TIMEGATE_CLOSING;
3669 PlaySoundLevel(x, y, SND_OEFFNEN);
3675 void EdelsteinFunkeln(int x, int y)
3677 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3680 if (Feld[x][y] == EL_EDELSTEIN_BD)
3681 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3684 if (!MovDelay[x][y]) /* next animation frame */
3685 MovDelay[x][y] = 11 * !SimpleRND(500);
3687 if (MovDelay[x][y]) /* wait some time before next frame */
3691 if (setup.direct_draw && MovDelay[x][y])
3692 SetDrawtoField(DRAW_BUFFERED);
3694 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3698 int phase = (MovDelay[x][y]-1)/2;
3703 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3705 if (setup.direct_draw)
3709 dest_x = FX + SCREENX(x)*TILEX;
3710 dest_y = FY + SCREENY(y)*TILEY;
3712 XCopyArea(display, drawto_field, window, gc,
3713 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3714 SetDrawtoField(DRAW_DIRECT);
3721 void MauerWaechst(int x, int y)
3725 if (!MovDelay[x][y]) /* next animation frame */
3726 MovDelay[x][y] = 3*delay;
3728 if (MovDelay[x][y]) /* wait some time before next frame */
3733 phase = 2-MovDelay[x][y]/delay;
3734 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3735 DrawGraphic(SCREENX(x), SCREENY(y),
3736 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3737 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3738 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3739 GFX_MAUER_DOWN ) + phase);
3741 if (!MovDelay[x][y])
3743 if (MovDir[x][y] == MV_LEFT)
3745 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3746 DrawLevelField(x-1, y);
3748 else if (MovDir[x][y] == MV_RIGHT)
3750 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3751 DrawLevelField(x+1, y);
3753 else if (MovDir[x][y] == MV_UP)
3755 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3756 DrawLevelField(x, y-1);
3760 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3761 DrawLevelField(x, y+1);
3764 Feld[x][y] = Store[x][y];
3766 MovDir[x][y] = MV_NO_MOVING;
3767 DrawLevelField(x, y);
3772 void MauerAbleger(int ax, int ay)
3774 int element = Feld[ax][ay];
3775 boolean oben_frei = FALSE, unten_frei = FALSE;
3776 boolean links_frei = FALSE, rechts_frei = FALSE;
3777 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3778 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3780 if (!MovDelay[ax][ay]) /* start building new wall */
3781 MovDelay[ax][ay] = 6;
3783 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3786 if (MovDelay[ax][ay])
3790 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3792 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3794 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3796 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3799 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3803 Feld[ax][ay-1] = EL_MAUERND;
3804 Store[ax][ay-1] = element;
3805 MovDir[ax][ay-1] = MV_UP;
3806 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3807 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3811 Feld[ax][ay+1] = EL_MAUERND;
3812 Store[ax][ay+1] = element;
3813 MovDir[ax][ay+1] = MV_DOWN;
3814 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3815 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3819 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3820 element == EL_MAUER_LEBT)
3824 Feld[ax-1][ay] = EL_MAUERND;
3825 Store[ax-1][ay] = element;
3826 MovDir[ax-1][ay] = MV_LEFT;
3827 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3828 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3832 Feld[ax+1][ay] = EL_MAUERND;
3833 Store[ax+1][ay] = element;
3834 MovDir[ax+1][ay] = MV_RIGHT;
3835 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3836 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3840 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3841 DrawLevelField(ax, ay);
3843 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3845 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3846 unten_massiv = TRUE;
3847 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3848 links_massiv = TRUE;
3849 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3850 rechts_massiv = TRUE;
3852 if (((oben_massiv && unten_massiv) ||
3853 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3854 ((links_massiv && rechts_massiv) ||
3855 element == EL_MAUER_Y))
3856 Feld[ax][ay] = EL_MAUERWERK;
3859 void CheckForDragon(int x, int y)
3862 boolean dragon_found = FALSE;
3863 static int xy[4][2] =
3875 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3877 if (IN_LEV_FIELD(xx, yy) &&
3878 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3880 if (Feld[xx][yy] == EL_DRACHE)
3881 dragon_found = TRUE;
3894 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3896 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3898 Feld[xx][yy] = EL_LEERRAUM;
3899 DrawLevelField(xx, yy);
3908 static void CheckBuggyBase(int x, int y)
3910 int element = Feld[x][y];
3912 if (element == EL_SP_BUG)
3914 if (!MovDelay[x][y]) /* start activating buggy base */
3915 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3917 if (MovDelay[x][y]) /* wait some time before activating base */
3920 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3921 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3925 Feld[x][y] = EL_SP_BUG_ACTIVE;
3928 else if (element == EL_SP_BUG_ACTIVE)
3930 if (!MovDelay[x][y]) /* start activating buggy base */
3931 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3933 if (MovDelay[x][y]) /* wait some time before activating base */
3939 static int xy[4][2] =
3947 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3948 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3952 int xx = x + xy[i][0], yy = y + xy[i][1];
3954 if (IS_PLAYER(xx, yy))
3956 PlaySoundLevel(x, y, SND_SP_BUG);
3964 Feld[x][y] = EL_SP_BUG;
3965 DrawLevelField(x, y);
3970 static void DrawBeltAnimation(int x, int y, int element)
3972 int belt_nr = getBeltNrFromElement(element);
3973 int belt_dir = game.belt_dir[belt_nr];
3975 if (belt_dir != MV_NO_MOVING)
3978 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3979 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3981 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3985 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3987 static byte stored_player_action[MAX_PLAYERS];
3988 static int num_stored_actions = 0;
3989 static boolean save_tape_entry = FALSE;
3990 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3991 int jx = player->jx, jy = player->jy;
3992 int left = player_action & JOY_LEFT;
3993 int right = player_action & JOY_RIGHT;
3994 int up = player_action & JOY_UP;
3995 int down = player_action & JOY_DOWN;
3996 int button1 = player_action & JOY_BUTTON_1;
3997 int button2 = player_action & JOY_BUTTON_2;
3998 int dx = (left ? -1 : right ? 1 : 0);
3999 int dy = (up ? -1 : down ? 1 : 0);
4001 stored_player_action[player->index_nr] = 0;
4002 num_stored_actions++;
4004 if (!player->active || tape.pausing)
4009 save_tape_entry = TRUE;
4010 player->frame_reset_delay = 0;
4013 snapped = SnapField(player, dx, dy);
4017 bombed = PlaceBomb(player);
4018 moved = MoveFigure(player, dx, dy);
4021 if (tape.recording && (moved || snapped || bombed))
4023 if (bombed && !moved)
4024 player_action &= JOY_BUTTON;
4026 stored_player_action[player->index_nr] = player_action;
4028 else if (tape.playing && snapped)
4029 SnapField(player, 0, 0); /* stop snapping */
4033 /* no actions for this player (no input at player's configured device) */
4035 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4036 SnapField(player, 0, 0);
4037 CheckGravityMovement(player);
4039 if (++player->frame_reset_delay > player->move_delay_value)
4043 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4045 TapeRecordAction(stored_player_action);
4046 num_stored_actions = 0;
4047 save_tape_entry = FALSE;
4050 if (tape.playing && !tape.pausing && !player_action &&
4051 tape.counter < tape.length)
4054 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4056 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4057 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4059 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4061 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4063 int el = Feld[jx+dx][jy];
4064 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
4066 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4068 player->MovDir = next_joy;
4069 player->Frame = FrameCounter % 4;
4070 player->Pushing = TRUE;
4079 static unsigned long action_delay = 0;
4080 unsigned long action_delay_value;
4081 int sieb_x = 0, sieb_y = 0;
4082 int i, x, y, element;
4083 byte *recorded_player_action;
4084 byte summarized_player_action = 0;
4086 if (game_status != PLAYING)
4089 action_delay_value =
4090 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4092 /* ---------- main game synchronization point ---------- */
4094 WaitUntilDelayReached(&action_delay, action_delay_value);
4096 if (network_playing && !network_player_action_received)
4100 printf("DEBUG: try to get network player actions in time\n");
4105 /* last chance to get network player actions without main loop delay */
4109 if (game_status != PLAYING)
4112 if (!network_player_action_received)
4116 printf("DEBUG: failed to get network player actions in time\n");
4128 else if (tape.recording)
4131 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4133 for (i=0; i<MAX_PLAYERS; i++)
4135 summarized_player_action |= stored_player[i].action;
4137 if (!network_playing)
4138 stored_player[i].effective_action = stored_player[i].action;
4142 if (network_playing)
4143 SendToServer_MovePlayer(summarized_player_action);
4146 if (!options.network && !setup.team_mode)
4147 local_player->effective_action = summarized_player_action;
4149 for (i=0; i<MAX_PLAYERS; i++)
4151 int actual_player_action = stored_player[i].effective_action;
4153 if (stored_player[i].programmed_action)
4154 actual_player_action = stored_player[i].programmed_action;
4156 if (recorded_player_action)
4157 actual_player_action = recorded_player_action[i];
4159 PlayerActions(&stored_player[i], actual_player_action);
4160 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4163 network_player_action_received = FALSE;
4165 ScrollScreen(NULL, SCROLL_GO_ON);
4171 if (TimeFrames == 0 && local_player->active)
4173 extern unsigned int last_RND();
4175 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4176 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4183 if (GameFrameDelay >= 500)
4184 printf("FrameCounter == %d\n", FrameCounter);
4193 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4196 if (JustStopped[x][y] > 0)
4197 JustStopped[x][y]--;
4200 if (IS_BLOCKED(x, y))
4204 Blocked2Moving(x, y, &oldx, &oldy);
4205 if (!IS_MOVING(oldx, oldy))
4207 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4208 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4209 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4210 printf("GameActions(): This should never happen!\n");
4216 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4218 element = Feld[x][y];
4220 if (IS_INACTIVE(element))
4223 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4227 if (IS_GEM(element))
4228 EdelsteinFunkeln(x, y);
4230 else if (IS_MOVING(x, y))
4231 ContinueMoving(x, y);
4232 else if (IS_ACTIVE_BOMB(element))
4233 CheckDynamite(x, y);
4234 else if (element == EL_EXPLODING)
4235 Explode(x, y, Frame[x][y], EX_NORMAL);
4236 else if (element == EL_AMOEBING)
4237 AmoebeWaechst(x, y);
4238 else if (element == EL_DEAMOEBING)
4239 AmoebeSchrumpft(x, y);
4240 else if (IS_AMOEBALIVE(element))
4241 AmoebeAbleger(x, y);
4242 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4244 else if (element == EL_ABLENK_EIN)
4246 else if (element == EL_TIMEGATE_SWITCH_ON)
4247 TimegateWheel(x, y);
4248 else if (element == EL_SALZSAEURE)
4250 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4252 else if (element == EL_CRACKINGNUT)
4254 else if (element == EL_AUSGANG_ZU)
4255 AusgangstuerPruefen(x, y);
4256 else if (element == EL_AUSGANG_ACT)
4257 AusgangstuerOeffnen(x, y);
4258 else if (element == EL_AUSGANG_AUF)
4259 AusgangstuerBlinken(x, y);
4260 else if (element == EL_MAUERND)
4262 else if (element == EL_MAUER_LEBT ||
4263 element == EL_MAUER_X ||
4264 element == EL_MAUER_Y ||
4265 element == EL_MAUER_XY)
4267 else if (element == EL_BURNING)
4268 CheckForDragon(x, y);
4269 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4270 CheckBuggyBase(x, y);
4271 else if (element == EL_SP_TERMINAL)
4272 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4273 else if (element == EL_SP_TERMINAL_ACTIVE)
4274 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4275 else if (IS_BELT(element))
4276 DrawBeltAnimation(x, y, element);
4277 else if (element == EL_SWITCHGATE_OPENING)
4278 OpenSwitchgate(x, y);
4279 else if (element == EL_SWITCHGATE_CLOSING)
4280 CloseSwitchgate(x, y);
4281 else if (element == EL_TIMEGATE_OPENING)
4283 else if (element == EL_TIMEGATE_CLOSING)
4284 CloseTimegate(x, y);
4285 else if (element == EL_EXTRA_TIME)
4286 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4287 else if (element == EL_SHIELD_PASSIVE)
4288 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4289 else if (element == EL_SHIELD_ACTIVE)
4290 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4292 if (game.magic_wall_active)
4294 boolean sieb = FALSE;
4295 int jx = local_player->jx, jy = local_player->jy;
4297 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4298 Store[x][y] == EL_SIEB_LEER)
4300 SiebAktivieren(x, y, 1);
4303 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4304 Store[x][y] == EL_SIEB2_LEER)
4306 SiebAktivieren(x, y, 2);
4310 /* play the element sound at the position nearest to the player */
4311 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4319 if (game.magic_wall_active)
4321 if (!(game.magic_wall_time_left % 4))
4322 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4324 if (game.magic_wall_time_left > 0)
4326 game.magic_wall_time_left--;
4327 if (!game.magic_wall_time_left)
4329 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4331 element = Feld[x][y];
4333 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4335 Feld[x][y] = EL_SIEB_TOT;
4336 DrawLevelField(x, y);
4338 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4340 Feld[x][y] = EL_SIEB2_TOT;
4341 DrawLevelField(x, y);
4345 game.magic_wall_active = FALSE;
4350 if (game.light_time_left > 0)
4352 game.light_time_left--;
4354 if (game.light_time_left == 0)
4356 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4358 element = Feld[x][y];
4360 if (element == EL_LIGHT_SWITCH_ON)
4362 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4363 DrawLevelField(x, y);
4365 else if (element == EL_INVISIBLE_STEEL ||
4366 element == EL_UNSICHTBAR ||
4367 element == EL_SAND_INVISIBLE)
4368 DrawLevelField(x, y);
4373 if (game.timegate_time_left > 0)
4375 game.timegate_time_left--;
4377 if (game.timegate_time_left == 0)
4378 CloseAllOpenTimegates();
4381 if (TimeFrames >= (1000 / GameFrameDelay))
4386 for (i=0; i<MAX_PLAYERS; i++)
4388 if (SHIELD_ON(&stored_player[i]))
4390 stored_player[i].shield_passive_time_left--;
4392 if (stored_player[i].shield_active_time_left > 0)
4393 stored_player[i].shield_active_time_left--;
4397 if (tape.recording || tape.playing)
4398 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4404 if (TimeLeft <= 10 && setup.time_limit)
4405 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4407 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4409 if (!TimeLeft && setup.time_limit)
4410 for (i=0; i<MAX_PLAYERS; i++)
4411 KillHero(&stored_player[i]);
4413 else if (level.time == 0) /* level without time limit */
4414 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4420 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4422 int min_x = x, min_y = y, max_x = x, max_y = y;
4425 for (i=0; i<MAX_PLAYERS; i++)
4427 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4429 if (!stored_player[i].active || &stored_player[i] == player)
4432 min_x = MIN(min_x, jx);
4433 min_y = MIN(min_y, jy);
4434 max_x = MAX(max_x, jx);
4435 max_y = MAX(max_y, jy);
4438 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4441 static boolean AllPlayersInVisibleScreen()
4445 for (i=0; i<MAX_PLAYERS; i++)
4447 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4449 if (!stored_player[i].active)
4452 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4459 void ScrollLevel(int dx, int dy)
4461 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4464 XCopyArea(display, drawto_field, drawto_field, gc,
4465 FX + TILEX*(dx == -1) - softscroll_offset,
4466 FY + TILEY*(dy == -1) - softscroll_offset,
4467 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4468 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4469 FX + TILEX*(dx == 1) - softscroll_offset,
4470 FY + TILEY*(dy == 1) - softscroll_offset);
4474 x = (dx == 1 ? BX1 : BX2);
4475 for (y=BY1; y<=BY2; y++)
4476 DrawScreenField(x, y);
4480 y = (dy == 1 ? BY1 : BY2);
4481 for (x=BX1; x<=BX2; x++)
4482 DrawScreenField(x, y);
4485 redraw_mask |= REDRAW_FIELD;
4488 static void CheckGravityMovement(struct PlayerInfo *player)
4490 if (level.gravity && !player->programmed_action)
4492 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4493 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4495 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4496 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4497 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4498 int jx = player->jx, jy = player->jy;
4499 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4500 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4501 int new_jx = jx + dx, new_jy = jy + dy;
4502 boolean field_under_player_is_free =
4503 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4504 boolean player_is_moving_to_valid_field =
4505 (IN_LEV_FIELD(new_jx, new_jy) &&
4506 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4507 Feld[new_jx][new_jy] == EL_ERDREICH));
4509 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4510 player->programmed_action = MV_DOWN;
4514 boolean MoveFigureOneStep(struct PlayerInfo *player,
4515 int dx, int dy, int real_dx, int real_dy)
4517 int jx = player->jx, jy = player->jy;
4518 int new_jx = jx+dx, new_jy = jy+dy;
4522 if (!player->active || (!dx && !dy))
4523 return MF_NO_ACTION;
4525 player->MovDir = (dx < 0 ? MV_LEFT :
4528 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4530 if (!IN_LEV_FIELD(new_jx, new_jy))
4531 return MF_NO_ACTION;
4533 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4534 return MF_NO_ACTION;
4537 element = MovingOrBlocked2Element(new_jx, new_jy);
4539 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4542 if (DONT_GO_TO(element))
4544 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4547 Feld[jx][jy] = EL_SPIELFIGUR;
4548 InitMovingField(jx, jy, MV_DOWN);
4549 Store[jx][jy] = EL_SALZSAEURE;
4550 ContinueMoving(jx, jy);
4556 TestIfBadThingHitsHero(new_jx, new_jy);
4558 if (player->shield_time_left == 0)
4566 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4567 if (can_move != MF_MOVING)
4570 StorePlayer[jx][jy] = 0;
4571 player->last_jx = jx;
4572 player->last_jy = jy;
4573 jx = player->jx = new_jx;
4574 jy = player->jy = new_jy;
4575 StorePlayer[jx][jy] = player->element_nr;
4578 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4580 ScrollFigure(player, SCROLL_INIT);
4585 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4587 int jx = player->jx, jy = player->jy;
4588 int old_jx = jx, old_jy = jy;
4589 int moved = MF_NO_ACTION;
4591 if (!player->active || (!dx && !dy))
4594 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4598 /* remove the last programmed player action */
4599 player->programmed_action = 0;
4603 /* should only happen if pre-1.2 tape recordings are played */
4604 /* this is only for backward compatibility */
4606 int original_move_delay_value = player->move_delay_value;
4609 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4612 /* scroll remaining steps with finest movement resolution */
4613 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4615 while (player->MovPos)
4617 ScrollFigure(player, SCROLL_GO_ON);
4618 ScrollScreen(NULL, SCROLL_GO_ON);
4624 player->move_delay_value = original_move_delay_value;
4627 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4629 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4630 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4634 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4635 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4641 if (moved & MF_MOVING && !ScreenMovPos &&
4642 (player == local_player || !options.network))
4644 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4645 int offset = (setup.scroll_delay ? 3 : 0);
4647 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4649 /* actual player has left the screen -- scroll in that direction */
4650 if (jx != old_jx) /* player has moved horizontally */
4651 scroll_x += (jx - old_jx);
4652 else /* player has moved vertically */
4653 scroll_y += (jy - old_jy);
4657 if (jx != old_jx) /* player has moved horizontally */
4659 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4660 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4661 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4663 /* don't scroll over playfield boundaries */
4664 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4665 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4667 /* don't scroll more than one field at a time */
4668 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4670 /* don't scroll against the player's moving direction */
4671 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4672 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4673 scroll_x = old_scroll_x;
4675 else /* player has moved vertically */
4677 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4678 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4679 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4681 /* don't scroll over playfield boundaries */
4682 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4683 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4685 /* don't scroll more than one field at a time */
4686 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4688 /* don't scroll against the player's moving direction */
4689 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4690 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4691 scroll_y = old_scroll_y;
4695 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4697 if (!options.network && !AllPlayersInVisibleScreen())
4699 scroll_x = old_scroll_x;
4700 scroll_y = old_scroll_y;
4704 ScrollScreen(player, SCROLL_INIT);
4705 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4710 if (!(moved & MF_MOVING) && !player->Pushing)
4713 player->Frame = (player->Frame + 1) % 4;
4715 if (moved & MF_MOVING)
4717 if (old_jx != jx && old_jy == jy)
4718 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4719 else if (old_jx == jx && old_jy != jy)
4720 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4722 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4724 player->last_move_dir = player->MovDir;
4728 CheckGravityMovement(player);
4730 player->last_move_dir = MV_NO_MOVING;
4733 TestIfHeroHitsBadThing(jx, jy);
4735 if (!player->active)
4741 void ScrollFigure(struct PlayerInfo *player, int mode)
4743 int jx = player->jx, jy = player->jy;
4744 int last_jx = player->last_jx, last_jy = player->last_jy;
4745 int move_stepsize = TILEX / player->move_delay_value;
4747 if (!player->active || !player->MovPos)
4750 if (mode == SCROLL_INIT)
4752 player->actual_frame_counter = FrameCounter;
4753 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4755 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4756 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4761 else if (!FrameReached(&player->actual_frame_counter, 1))
4764 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4765 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4767 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4768 Feld[last_jx][last_jy] = EL_LEERRAUM;
4770 /* before DrawPlayer() to draw correct player graphic for this case */
4771 if (player->MovPos == 0)
4772 CheckGravityMovement(player);
4776 if (player->MovPos == 0)
4778 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4780 /* continue with normal speed after quickly moving through gate */
4781 HALVE_PLAYER_SPEED(player);
4783 /* be able to make the next move without delay */
4784 player->move_delay = 0;
4787 player->last_jx = jx;
4788 player->last_jy = jy;
4790 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4794 if (!local_player->friends_still_needed)
4795 player->LevelSolved = player->GameOver = TRUE;
4800 void ScrollScreen(struct PlayerInfo *player, int mode)
4802 static unsigned long screen_frame_counter = 0;
4804 if (mode == SCROLL_INIT)
4806 /* set scrolling step size according to actual player's moving speed */
4807 ScrollStepSize = TILEX / player->move_delay_value;
4809 screen_frame_counter = FrameCounter;
4810 ScreenMovDir = player->MovDir;
4811 ScreenMovPos = player->MovPos;
4812 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4815 else if (!FrameReached(&screen_frame_counter, 1))
4820 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4821 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4822 redraw_mask |= REDRAW_FIELD;
4825 ScreenMovDir = MV_NO_MOVING;
4828 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4830 int i, killx = goodx, killy = goody;
4831 static int xy[4][2] =
4838 static int harmless[4] =
4850 x = goodx + xy[i][0];
4851 y = goody + xy[i][1];
4852 if (!IN_LEV_FIELD(x, y))
4856 element = Feld[x][y];
4858 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4861 if (DONT_TOUCH(element))
4863 if (MovDir[x][y] == harmless[i])
4872 if (killx != goodx || killy != goody)
4874 if (IS_PLAYER(goodx, goody))
4876 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4878 if (player->shield_active_time_left > 0)
4880 else if (player->shield_passive_time_left == 0)
4888 void TestIfBadThingHitsGoodThing(int badx, int bady)
4890 int i, killx = badx, killy = bady;
4891 static int xy[4][2] =
4898 static int harmless[4] =
4906 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
4913 x = badx + xy[i][0];
4914 y = bady + xy[i][1];
4915 if (!IN_LEV_FIELD(x, y))
4918 element = Feld[x][y];
4920 if (IS_PLAYER(x, y))
4926 else if (element == EL_PINGUIN)
4928 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4937 if (killx != badx || killy != bady)
4939 if (IS_PLAYER(killx, killy))
4941 struct PlayerInfo *player = PLAYERINFO(killx, killy);
4943 if (player->shield_active_time_left > 0)
4945 else if (player->shield_passive_time_left == 0)
4953 void TestIfHeroHitsBadThing(int x, int y)
4955 TestIfGoodThingHitsBadThing(x, y);
4958 void TestIfBadThingHitsHero(int x, int y)
4960 TestIfBadThingHitsGoodThing(x, y);
4963 void TestIfFriendHitsBadThing(int x, int y)
4965 TestIfGoodThingHitsBadThing(x, y);
4968 void TestIfBadThingHitsFriend(int x, int y)
4970 TestIfBadThingHitsGoodThing(x, y);
4973 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4975 int i, killx = badx, killy = bady;
4976 static int xy[4][2] =
4990 if (!IN_LEV_FIELD(x, y))
4993 element = Feld[x][y];
4994 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4995 element == EL_AMOEBING || element == EL_TROPFEN)
5003 if (killx != badx || killy != bady)
5007 void KillHero(struct PlayerInfo *player)
5009 int jx = player->jx, jy = player->jy;
5011 if (!player->active)
5014 if (IS_PFORTE(Feld[jx][jy]))
5015 Feld[jx][jy] = EL_LEERRAUM;
5017 /* deactivate shield (else Bang()/Explode() would not work right) */
5018 player->shield_passive_time_left = 0;
5019 player->shield_active_time_left = 0;
5025 static void KillHeroUnlessShield(struct PlayerInfo *player)
5027 if (!SHIELD_ON(player))
5031 void BuryHero(struct PlayerInfo *player)
5033 int jx = player->jx, jy = player->jy;
5035 if (!player->active)
5038 PlaySoundLevel(jx, jy, SND_AUTSCH);
5039 PlaySoundLevel(jx, jy, SND_LACHEN);
5041 player->GameOver = TRUE;
5045 void RemoveHero(struct PlayerInfo *player)
5047 int jx = player->jx, jy = player->jy;
5048 int i, found = FALSE;
5050 player->present = FALSE;
5051 player->active = FALSE;
5053 StorePlayer[jx][jy] = 0;
5055 for (i=0; i<MAX_PLAYERS; i++)
5056 if (stored_player[i].active)
5060 AllPlayersGone = TRUE;
5066 int DigField(struct PlayerInfo *player,
5067 int x, int y, int real_dx, int real_dy, int mode)
5069 int jx = player->jx, jy = player->jy;
5070 int dx = x - jx, dy = y - jy;
5071 int move_direction = (dx == -1 ? MV_LEFT :
5072 dx == +1 ? MV_RIGHT :
5074 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5077 if (!player->MovPos)
5078 player->Pushing = FALSE;
5080 if (mode == DF_NO_PUSH)
5082 player->Switching = FALSE;
5083 player->push_delay = 0;
5084 return MF_NO_ACTION;
5087 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5088 return MF_NO_ACTION;
5090 element = Feld[x][y];
5095 PlaySoundLevel(x, y, SND_EMPTY);
5099 case EL_SAND_INVISIBLE:
5100 Feld[x][y] = EL_LEERRAUM;
5101 PlaySoundLevel(x, y, SND_SCHLURF);
5106 Feld[x][y] = EL_LEERRAUM;
5107 PlaySoundLevel(x, y, SND_SP_BASE);
5111 case EL_EDELSTEIN_BD:
5112 case EL_EDELSTEIN_GELB:
5113 case EL_EDELSTEIN_ROT:
5114 case EL_EDELSTEIN_LILA:
5116 case EL_SP_INFOTRON:
5118 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
5119 if (local_player->gems_still_needed < 0)
5120 local_player->gems_still_needed = 0;
5121 RaiseScoreElement(element);
5122 DrawText(DX_EMERALDS, DY_EMERALDS,
5123 int2str(local_player->gems_still_needed, 3),
5124 FS_SMALL, FC_YELLOW);
5125 if (element == EL_SP_INFOTRON)
5126 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5128 PlaySoundLevel(x, y, SND_PONG);
5133 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5134 PlaySoundLevel(x, y, SND_PONG);
5138 Feld[x][y] = EL_LEERRAUM;
5139 PlaySoundLevel(x, y, SND_PONG);
5147 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5149 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5152 case EL_SHIELD_PASSIVE:
5154 player->shield_passive_time_left += 10;
5155 PlaySoundLevel(x, y, SND_PONG);
5158 case EL_SHIELD_ACTIVE:
5160 player->shield_passive_time_left += 10;
5161 player->shield_active_time_left += 10;
5162 PlaySoundLevel(x, y, SND_PONG);
5165 case EL_DYNAMITE_INACTIVE:
5166 case EL_SP_DISK_RED:
5169 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5170 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5171 int2str(local_player->dynamite, 3),
5172 FS_SMALL, FC_YELLOW);
5173 if (element == EL_SP_DISK_RED)
5174 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5176 PlaySoundLevel(x, y, SND_PONG);
5179 case EL_DYNABOMB_NR:
5181 player->dynabomb_count++;
5182 player->dynabombs_left++;
5183 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5184 PlaySoundLevel(x, y, SND_PONG);
5187 case EL_DYNABOMB_SZ:
5189 player->dynabomb_size++;
5190 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5191 PlaySoundLevel(x, y, SND_PONG);
5194 case EL_DYNABOMB_XL:
5196 player->dynabomb_xl = TRUE;
5197 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5198 PlaySoundLevel(x, y, SND_PONG);
5201 case EL_SCHLUESSEL1:
5202 case EL_SCHLUESSEL2:
5203 case EL_SCHLUESSEL3:
5204 case EL_SCHLUESSEL4:
5206 int key_nr = element - EL_SCHLUESSEL1;
5209 player->key[key_nr] = TRUE;
5210 RaiseScoreElement(EL_SCHLUESSEL);
5211 DrawMiniGraphicExt(drawto, gc,
5212 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5213 GFX_SCHLUESSEL1+key_nr);
5214 DrawMiniGraphicExt(window, gc,
5215 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5216 GFX_SCHLUESSEL1+key_nr);
5217 PlaySoundLevel(x, y, SND_PONG);
5226 int key_nr = element - EL_EM_KEY_1;
5229 player->key[key_nr] = TRUE;
5230 RaiseScoreElement(EL_SCHLUESSEL);
5231 DrawMiniGraphicExt(drawto, gc,
5232 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5233 GFX_SCHLUESSEL1+key_nr);
5234 DrawMiniGraphicExt(window, gc,
5235 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5236 GFX_SCHLUESSEL1+key_nr);
5237 PlaySoundLevel(x, y, SND_PONG);
5242 Feld[x][y] = EL_ABLENK_EIN;
5245 DrawLevelField(x, y);
5249 case EL_SP_TERMINAL:
5253 for (yy=0; yy<lev_fieldy; yy++)
5255 for (xx=0; xx<lev_fieldx; xx++)
5257 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5259 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5260 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5268 case EL_BELT1_SWITCH_LEFT:
5269 case EL_BELT1_SWITCH_MIDDLE:
5270 case EL_BELT1_SWITCH_RIGHT:
5271 case EL_BELT2_SWITCH_LEFT:
5272 case EL_BELT2_SWITCH_MIDDLE:
5273 case EL_BELT2_SWITCH_RIGHT:
5274 case EL_BELT3_SWITCH_LEFT:
5275 case EL_BELT3_SWITCH_MIDDLE:
5276 case EL_BELT3_SWITCH_RIGHT:
5277 case EL_BELT4_SWITCH_LEFT:
5278 case EL_BELT4_SWITCH_MIDDLE:
5279 case EL_BELT4_SWITCH_RIGHT:
5280 if (!player->Switching)
5282 player->Switching = TRUE;
5283 ToggleBeltSwitch(x, y);
5288 case EL_SWITCHGATE_SWITCH_1:
5289 case EL_SWITCHGATE_SWITCH_2:
5290 if (!player->Switching)
5292 player->Switching = TRUE;
5293 ToggleSwitchgateSwitch(x, y);
5298 case EL_LIGHT_SWITCH_OFF:
5299 case EL_LIGHT_SWITCH_ON:
5300 if (!player->Switching)
5302 player->Switching = TRUE;
5303 ToggleLightSwitch(x, y);
5308 case EL_TIMEGATE_SWITCH_OFF:
5309 ActivateTimegateSwitch(x, y);
5315 if (local_player->gems_still_needed > 0)
5316 return MF_NO_ACTION;
5318 player->LevelSolved = player->GameOver = TRUE;
5319 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5322 case EL_FELSBROCKEN:
5327 case EL_SP_DISK_ORANGE:
5328 if (dy || mode == DF_SNAP)
5329 return MF_NO_ACTION;
5331 player->Pushing = TRUE;
5333 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5334 return MF_NO_ACTION;
5338 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5339 return MF_NO_ACTION;
5342 if (player->push_delay == 0)
5343 player->push_delay = FrameCounter;
5344 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5346 return MF_NO_ACTION;
5349 Feld[x+dx][y+dy] = element;
5351 player->push_delay_value = 2+RND(8);
5353 DrawLevelField(x+dx, y+dy);
5354 if (element == EL_FELSBROCKEN)
5355 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5356 else if (element == EL_KOKOSNUSS)
5357 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5358 else if (IS_SP_ELEMENT(element))
5359 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5361 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
5368 if (!player->key[element - EL_PFORTE1])
5369 return MF_NO_ACTION;
5376 if (!player->key[element - EL_PFORTE1X])
5377 return MF_NO_ACTION;
5384 if (!player->key[element - EL_EM_GATE_1])
5385 return MF_NO_ACTION;
5386 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5387 return MF_NO_ACTION;
5389 /* automatically move to the next field with double speed */
5390 player->programmed_action = move_direction;
5391 DOUBLE_PLAYER_SPEED(player);
5393 PlaySoundLevel(x, y, SND_GATE);
5401 if (!player->key[element - EL_EM_GATE_1X])
5402 return MF_NO_ACTION;
5403 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5404 return MF_NO_ACTION;
5406 /* automatically move to the next field with double speed */
5407 player->programmed_action = move_direction;
5408 DOUBLE_PLAYER_SPEED(player);
5410 PlaySoundLevel(x, y, SND_GATE);
5414 case EL_SWITCHGATE_OPEN:
5415 case EL_TIMEGATE_OPEN:
5416 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5417 return MF_NO_ACTION;
5419 /* automatically move to the next field with double speed */
5420 player->programmed_action = move_direction;
5421 DOUBLE_PLAYER_SPEED(player);
5423 PlaySoundLevel(x, y, SND_GATE);
5427 case EL_SP_PORT1_LEFT:
5428 case EL_SP_PORT2_LEFT:
5429 case EL_SP_PORT1_RIGHT:
5430 case EL_SP_PORT2_RIGHT:
5431 case EL_SP_PORT1_UP:
5432 case EL_SP_PORT2_UP:
5433 case EL_SP_PORT1_DOWN:
5434 case EL_SP_PORT2_DOWN:
5439 element != EL_SP_PORT1_LEFT &&
5440 element != EL_SP_PORT2_LEFT &&
5441 element != EL_SP_PORT_X &&
5442 element != EL_SP_PORT_XY) ||
5444 element != EL_SP_PORT1_RIGHT &&
5445 element != EL_SP_PORT2_RIGHT &&
5446 element != EL_SP_PORT_X &&
5447 element != EL_SP_PORT_XY) ||
5449 element != EL_SP_PORT1_UP &&
5450 element != EL_SP_PORT2_UP &&
5451 element != EL_SP_PORT_Y &&
5452 element != EL_SP_PORT_XY) ||
5454 element != EL_SP_PORT1_DOWN &&
5455 element != EL_SP_PORT2_DOWN &&
5456 element != EL_SP_PORT_Y &&
5457 element != EL_SP_PORT_XY) ||
5458 !IN_LEV_FIELD(x + dx, y + dy) ||
5459 !IS_FREE(x + dx, y + dy))
5460 return MF_NO_ACTION;
5462 /* automatically move to the next field with double speed */
5463 player->programmed_action = move_direction;
5464 DOUBLE_PLAYER_SPEED(player);
5466 PlaySoundLevel(x, y, SND_GATE);
5471 case EL_AUSGANG_ACT:
5472 /* door is not (yet) open */
5473 return MF_NO_ACTION;
5476 case EL_AUSGANG_AUF:
5477 if (mode == DF_SNAP)
5478 return MF_NO_ACTION;
5480 PlaySoundLevel(x, y, SND_BUING);
5485 Feld[x][y] = EL_BIRNE_EIN;
5486 local_player->lights_still_needed--;
5487 DrawLevelField(x, y);
5488 PlaySoundLevel(x, y, SND_DENG);
5493 Feld[x][y] = EL_ZEIT_LEER;
5495 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5496 DrawLevelField(x, y);
5497 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5501 case EL_SOKOBAN_FELD_LEER:
5504 case EL_SOKOBAN_FELD_VOLL:
5505 case EL_SOKOBAN_OBJEKT:
5507 case EL_SP_DISK_YELLOW:
5508 if (mode == DF_SNAP)
5509 return MF_NO_ACTION;
5511 player->Pushing = TRUE;
5513 if (!IN_LEV_FIELD(x+dx, y+dy)
5514 || (!IS_FREE(x+dx, y+dy)
5515 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5516 || !IS_SB_ELEMENT(element))))
5517 return MF_NO_ACTION;
5521 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5522 return MF_NO_ACTION;
5524 else if (dy && real_dx)
5526 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5527 return MF_NO_ACTION;
5530 if (player->push_delay == 0)
5531 player->push_delay = FrameCounter;
5532 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5534 return MF_NO_ACTION;
5536 if (IS_SB_ELEMENT(element))
5538 if (element == EL_SOKOBAN_FELD_VOLL)
5540 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5541 local_player->sokobanfields_still_needed++;
5546 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5548 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5549 local_player->sokobanfields_still_needed--;
5550 if (element == EL_SOKOBAN_OBJEKT)
5551 PlaySoundLevel(x, y, SND_DENG);
5554 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5559 Feld[x+dx][y+dy] = element;
5562 player->push_delay_value = 2;
5564 DrawLevelField(x, y);
5565 DrawLevelField(x+dx, y+dy);
5566 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5568 if (IS_SB_ELEMENT(element) &&
5569 local_player->sokobanfields_still_needed == 0 &&
5570 game.emulation == EMU_SOKOBAN)
5572 player->LevelSolved = player->GameOver = TRUE;
5573 PlaySoundLevel(x, y, SND_BUING);
5584 return MF_NO_ACTION;
5587 player->push_delay = 0;
5592 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5594 int jx = player->jx, jy = player->jy;
5595 int x = jx + dx, y = jy + dy;
5597 if (!player->active || !IN_LEV_FIELD(x, y))
5605 player->snapped = FALSE;
5609 if (player->snapped)
5612 player->MovDir = (dx < 0 ? MV_LEFT :
5615 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5617 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5620 player->snapped = TRUE;
5621 DrawLevelField(x, y);
5627 boolean PlaceBomb(struct PlayerInfo *player)
5629 int jx = player->jx, jy = player->jy;
5632 if (!player->active || player->MovPos)
5635 element = Feld[jx][jy];
5637 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5638 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5641 if (element != EL_LEERRAUM)
5642 Store[jx][jy] = element;
5644 if (player->dynamite)
5646 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5647 MovDelay[jx][jy] = 96;
5649 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5650 FS_SMALL, FC_YELLOW);
5651 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5653 if (game.emulation == EMU_SUPAPLEX)
5654 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5656 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5661 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5662 MovDelay[jx][jy] = 96;
5663 player->dynabombs_left--;
5664 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5665 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5671 void PlaySoundLevel(int x, int y, int sound_nr)
5673 int sx = SCREENX(x), sy = SCREENY(y);
5675 int silence_distance = 8;
5677 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5678 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5681 if (!IN_LEV_FIELD(x, y) ||
5682 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5683 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5686 volume = PSND_MAX_VOLUME;
5689 stereo = (sx - SCR_FIELDX/2) * 12;
5691 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5692 if (stereo > PSND_MAX_RIGHT)
5693 stereo = PSND_MAX_RIGHT;
5694 if (stereo < PSND_MAX_LEFT)
5695 stereo = PSND_MAX_LEFT;
5698 if (!IN_SCR_FIELD(sx, sy))
5700 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5701 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5703 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5706 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5709 void RaiseScore(int value)
5711 local_player->score += value;
5712 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5713 FS_SMALL, FC_YELLOW);
5716 void RaiseScoreElement(int element)
5721 case EL_EDELSTEIN_BD:
5722 case EL_EDELSTEIN_GELB:
5723 case EL_EDELSTEIN_ROT:
5724 case EL_EDELSTEIN_LILA:
5725 RaiseScore(level.score[SC_EDELSTEIN]);
5728 RaiseScore(level.score[SC_DIAMANT]);
5732 RaiseScore(level.score[SC_KAEFER]);
5736 RaiseScore(level.score[SC_FLIEGER]);
5740 RaiseScore(level.score[SC_MAMPFER]);
5743 RaiseScore(level.score[SC_ROBOT]);
5746 RaiseScore(level.score[SC_PACMAN]);
5749 RaiseScore(level.score[SC_KOKOSNUSS]);
5751 case EL_DYNAMITE_INACTIVE:
5752 RaiseScore(level.score[SC_DYNAMIT]);
5755 RaiseScore(level.score[SC_SCHLUESSEL]);
5762 /* ---------- new game button stuff ---------------------------------------- */
5764 /* graphic position values for game buttons */
5765 #define GAME_BUTTON_XSIZE 30
5766 #define GAME_BUTTON_YSIZE 30
5767 #define GAME_BUTTON_XPOS 5
5768 #define GAME_BUTTON_YPOS 215
5769 #define SOUND_BUTTON_XPOS 5
5770 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5772 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5773 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5774 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5775 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5776 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5777 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5784 } gamebutton_info[NUM_GAME_BUTTONS] =
5787 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5792 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5797 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5802 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5803 SOUND_CTRL_ID_MUSIC,
5804 "background music on/off"
5807 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5808 SOUND_CTRL_ID_LOOPS,
5809 "sound loops on/off"
5812 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5813 SOUND_CTRL_ID_SIMPLE,
5814 "normal sounds on/off"
5818 void CreateGameButtons()
5822 for (i=0; i<NUM_GAME_BUTTONS; i++)
5824 Pixmap gd_pixmap = pix[PIX_DOOR];
5825 struct GadgetInfo *gi;
5828 unsigned long event_mask;
5829 int gd_xoffset, gd_yoffset;
5830 int gd_x1, gd_x2, gd_y1, gd_y2;
5833 gd_xoffset = gamebutton_info[i].x;
5834 gd_yoffset = gamebutton_info[i].y;
5835 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5836 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5838 if (id == GAME_CTRL_ID_STOP ||
5839 id == GAME_CTRL_ID_PAUSE ||
5840 id == GAME_CTRL_ID_PLAY)
5842 button_type = GD_TYPE_NORMAL_BUTTON;
5844 event_mask = GD_EVENT_RELEASED;
5845 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5846 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5850 button_type = GD_TYPE_CHECK_BUTTON;
5852 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5853 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5854 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5855 event_mask = GD_EVENT_PRESSED;
5856 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5857 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5860 gi = CreateGadget(GDI_CUSTOM_ID, id,
5861 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5862 GDI_X, DX + gd_xoffset,
5863 GDI_Y, DY + gd_yoffset,
5864 GDI_WIDTH, GAME_BUTTON_XSIZE,
5865 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5866 GDI_TYPE, button_type,
5867 GDI_STATE, GD_BUTTON_UNPRESSED,
5868 GDI_CHECKED, checked,
5869 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5870 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5871 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5872 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5873 GDI_EVENT_MASK, event_mask,
5874 GDI_CALLBACK_ACTION, HandleGameButtons,
5878 Error(ERR_EXIT, "cannot create gadget");
5880 game_gadget[id] = gi;
5884 static void MapGameButtons()
5888 for (i=0; i<NUM_GAME_BUTTONS; i++)
5889 MapGadget(game_gadget[i]);
5892 void UnmapGameButtons()
5896 for (i=0; i<NUM_GAME_BUTTONS; i++)
5897 UnmapGadget(game_gadget[i]);
5900 static void HandleGameButtons(struct GadgetInfo *gi)
5902 int id = gi->custom_id;
5904 if (game_status != PLAYING)
5909 case GAME_CTRL_ID_STOP:
5912 CloseDoor(DOOR_CLOSE_1);
5913 game_status = MAINMENU;
5918 if (level_editor_test_game ||
5919 Request("Do you really want to quit the game ?",
5920 REQ_ASK | REQ_STAY_CLOSED))
5923 if (options.network)
5924 SendToServer_StopPlaying();
5928 game_status = MAINMENU;
5933 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5936 case GAME_CTRL_ID_PAUSE:
5937 if (options.network)
5941 SendToServer_ContinuePlaying();
5943 SendToServer_PausePlaying();
5950 case GAME_CTRL_ID_PLAY:
5954 if (options.network)
5955 SendToServer_ContinuePlaying();
5959 tape.pausing = FALSE;
5960 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5965 case SOUND_CTRL_ID_MUSIC:
5966 if (setup.sound_music)
5968 setup.sound_music = FALSE;
5969 FadeSound(background_loop[level_nr % num_bg_loops]);
5971 else if (sound_loops_allowed)
5973 setup.sound = setup.sound_music = TRUE;
5974 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5978 case SOUND_CTRL_ID_LOOPS:
5979 if (setup.sound_loops)
5980 setup.sound_loops = FALSE;
5981 else if (sound_loops_allowed)
5982 setup.sound = setup.sound_loops = TRUE;
5985 case SOUND_CTRL_ID_SIMPLE:
5986 if (setup.sound_simple)
5987 setup.sound_simple = FALSE;
5988 else if (sound_status==SOUND_AVAILABLE)
5989 setup.sound = setup.sound_simple = TRUE;