1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
283 case EL_DYNAMITE_ACTIVE:
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
309 case EL_EM_KEY_1_FILE:
310 Feld[x][y] = EL_EM_KEY_1;
312 case EL_EM_KEY_2_FILE:
313 Feld[x][y] = EL_EM_KEY_2;
315 case EL_EM_KEY_3_FILE:
316 Feld[x][y] = EL_EM_KEY_3;
318 case EL_EM_KEY_4_FILE:
319 Feld[x][y] = EL_EM_KEY_4;
330 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
331 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
332 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
334 /* don't play tapes over network */
335 network_playing = (options.network && !tape.playing);
337 for (i=0; i<MAX_PLAYERS; i++)
339 struct PlayerInfo *player = &stored_player[i];
341 player->index_nr = i;
342 player->element_nr = EL_SPIELER1 + i;
344 player->present = FALSE;
345 player->active = FALSE;
348 player->effective_action = 0;
349 player->programmed_action = 0;
352 player->gems_still_needed = level.gems_needed;
353 player->sokobanfields_still_needed = 0;
354 player->lights_still_needed = 0;
355 player->friends_still_needed = 0;
358 player->key[j] = FALSE;
360 player->dynamite = 0;
361 player->dynabomb_count = 0;
362 player->dynabomb_size = 1;
363 player->dynabombs_left = 0;
364 player->dynabomb_xl = FALSE;
366 player->MovDir = MV_NO_MOVING;
368 player->Pushing = FALSE;
372 player->actual_frame_counter = 0;
374 player->frame_reset_delay = 0;
376 player->push_delay = 0;
377 player->push_delay_value = 5;
379 player->move_delay = 0;
380 player->last_move_dir = MV_NO_MOVING;
382 player->move_delay_value =
383 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
385 player->snapped = FALSE;
387 player->last_jx = player->last_jy = 0;
388 player->jx = player->jy = 0;
390 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
391 SnapField(player, 0, 0);
393 player->LevelSolved = FALSE;
394 player->GameOver = FALSE;
397 network_player_action_received = FALSE;
400 /* initial null action */
402 SendToServer_MovePlayer(MV_NO_MOVING);
407 game.yam_content_nr = 0;
411 TimeLeft = level.time;
413 ScreenMovDir = MV_NO_MOVING;
417 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
419 AllPlayersGone = FALSE;
420 game.magic_wall_active = FALSE;
421 game.magic_wall_time_left = 0;
423 for (i=0; i<MAX_NUM_AMOEBA; i++)
424 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
426 for (x=0; x<lev_fieldx; x++)
428 for (y=0; y<lev_fieldy; y++)
430 Feld[x][y] = Ur[x][y];
431 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
432 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
440 for(y=0; y<lev_fieldy; y++)
442 for(x=0; x<lev_fieldx; x++)
444 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
446 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
448 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
451 InitField(x, y, TRUE);
455 /* check if any connected player was not found in playfield */
456 for (i=0; i<MAX_PLAYERS; i++)
458 struct PlayerInfo *player = &stored_player[i];
460 if (player->connected && !player->present)
462 for (j=0; j<MAX_PLAYERS; j++)
464 struct PlayerInfo *some_player = &stored_player[j];
465 int jx = some_player->jx, jy = some_player->jy;
467 /* assign first free player found that is present in the playfield */
468 if (some_player->present && !some_player->connected)
470 player->present = TRUE;
471 player->active = TRUE;
472 some_player->present = FALSE;
474 StorePlayer[jx][jy] = player->element_nr;
475 player->jx = player->last_jx = jx;
476 player->jy = player->last_jy = jy;
486 /* when playing a tape, eliminate all players who do not participate */
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].active && !tape.player_participates[i])
492 struct PlayerInfo *player = &stored_player[i];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
501 else if (!options.network && !setup.team_mode) /* && !tape.playing */
503 /* when in single player mode, eliminate all but the first active player */
505 for (i=0; i<MAX_PLAYERS; i++)
507 if (stored_player[i].active)
509 for (j=i+1; j<MAX_PLAYERS; j++)
511 if (stored_player[j].active)
513 struct PlayerInfo *player = &stored_player[j];
514 int jx = player->jx, jy = player->jy;
516 player->active = FALSE;
517 StorePlayer[jx][jy] = 0;
518 Feld[jx][jy] = EL_LEERRAUM;
525 /* when recording the game, store which players take part in the game */
528 for (i=0; i<MAX_PLAYERS; i++)
529 if (stored_player[i].active)
530 tape.player_participates[i] = TRUE;
535 for (i=0; i<MAX_PLAYERS; i++)
537 struct PlayerInfo *player = &stored_player[i];
539 printf("Player %d: present == %d, connected == %d, active == %d.\n",
544 if (local_player == player)
545 printf("Player %d is local player.\n", i+1);
549 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
550 emulate_sb ? EMU_SOKOBAN :
551 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
553 if (BorderElement == EL_LEERRAUM)
556 SBX_Right = lev_fieldx - SCR_FIELDX;
558 SBY_Lower = lev_fieldy - SCR_FIELDY;
563 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
565 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
568 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
569 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
571 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
572 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
575 scroll_y = SBY_Upper;
576 if (local_player->jx >= SBX_Left + MIDPOSX)
577 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
578 local_player->jx - MIDPOSX :
580 if (local_player->jy >= SBY_Upper + MIDPOSY)
581 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
582 local_player->jy - MIDPOSY :
585 CloseDoor(DOOR_CLOSE_1);
591 if (setup.soft_scrolling)
592 XCopyArea(display, fieldbuffer, backbuffer, gc,
593 FX, FY, SXSIZE, SYSIZE, SX, SY);
595 redraw_mask |= REDRAW_FROM_BACKBUFFER;
597 /* copy default game door content to main double buffer */
598 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
599 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
602 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
603 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
606 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
607 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
608 XCopyArea(display, drawto, drawto, gc,
609 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
610 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
611 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
614 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
615 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
616 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
617 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
618 DrawText(DX + XX_SCORE, DY + YY_SCORE,
619 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
620 DrawText(DX + XX_TIME, DY + YY_TIME,
621 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
624 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
625 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
626 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
630 /* copy actual game door content to door double buffer for OpenDoor() */
631 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
632 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
634 OpenDoor(DOOR_OPEN_ALL);
636 if (setup.sound_music)
637 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
639 XAutoRepeatOff(display);
644 printf("Player %d %sactive.\n",
645 i + 1, (stored_player[i].active ? "" : "not "));
649 void InitMovDir(int x, int y)
651 int i, element = Feld[x][y];
652 static int xy[4][2] =
659 static int direction[2][4] =
661 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
662 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
671 Feld[x][y] = EL_KAEFER;
672 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
679 Feld[x][y] = EL_FLIEGER;
680 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
687 Feld[x][y] = EL_BUTTERFLY;
688 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
695 Feld[x][y] = EL_FIREFLY;
696 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
703 Feld[x][y] = EL_PACMAN;
704 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
708 MovDir[x][y] = MV_UP;
712 MovDir[x][y] = MV_LEFT;
716 MovDir[x][y] = 1 << RND(4);
717 if (element != EL_KAEFER &&
718 element != EL_FLIEGER &&
719 element != EL_BUTTERFLY &&
720 element != EL_FIREFLY)
725 int x1 = x + xy[i][0];
726 int y1 = y + xy[i][1];
728 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
730 if (element == EL_KAEFER || element == EL_BUTTERFLY)
732 MovDir[x][y] = direction[0][i];
735 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
736 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
738 MovDir[x][y] = direction[1][i];
747 void InitAmoebaNr(int x, int y)
750 int group_nr = AmoebeNachbarNr(x, y);
754 for (i=1; i<MAX_NUM_AMOEBA; i++)
756 if (AmoebaCnt[i] == 0)
764 AmoebaNr[x][y] = group_nr;
765 AmoebaCnt[group_nr]++;
766 AmoebaCnt2[group_nr]++;
772 int bumplevel = FALSE;
774 if (local_player->MovPos)
777 local_player->LevelSolved = FALSE;
781 if (setup.sound_loops)
782 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
786 if (!setup.sound_loops)
787 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
788 if (TimeLeft > 0 && !(TimeLeft % 10))
789 RaiseScore(level.score[SC_ZEITBONUS]);
790 if (TimeLeft > 100 && !(TimeLeft % 10))
794 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
799 if (setup.sound_loops)
802 else if (level.time == 0) /* level without time limit */
804 if (setup.sound_loops)
805 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
807 while(TimePlayed < 999)
809 if (!setup.sound_loops)
810 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
811 if (TimePlayed < 999 && !(TimePlayed % 10))
812 RaiseScore(level.score[SC_ZEITBONUS]);
813 if (TimePlayed < 900 && !(TimePlayed % 10))
817 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
822 if (setup.sound_loops)
828 /* Hero disappears */
829 DrawLevelField(ExitX, ExitY);
835 CloseDoor(DOOR_CLOSE_1);
840 SaveTape(tape.level_nr); /* Ask to save tape */
843 if ((hi_pos = NewHiScore()) >= 0)
845 game_status = HALLOFFAME;
846 DrawHallOfFame(hi_pos);
847 if (bumplevel && TAPE_IS_EMPTY(tape))
852 game_status = MAINMENU;
853 if (bumplevel && TAPE_IS_EMPTY(tape))
868 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
869 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
872 for (k=0; k<MAX_SCORE_ENTRIES; k++)
874 if (local_player->score > highscore[k].Score)
876 /* player has made it to the hall of fame */
878 if (k < MAX_SCORE_ENTRIES - 1)
880 int m = MAX_SCORE_ENTRIES - 1;
883 for (l=k; l<MAX_SCORE_ENTRIES; l++)
884 if (!strcmp(setup.player_name, highscore[l].Name))
886 if (m == k) /* player's new highscore overwrites his old one */
892 strcpy(highscore[l].Name, highscore[l - 1].Name);
893 highscore[l].Score = highscore[l - 1].Score;
900 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
901 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
902 highscore[k].Score = local_player->score;
908 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
909 break; /* player already there with a higher score */
920 void InitMovingField(int x, int y, int direction)
922 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
923 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
925 MovDir[x][y] = direction;
926 MovDir[newx][newy] = direction;
927 if (Feld[newx][newy] == EL_LEERRAUM)
928 Feld[newx][newy] = EL_BLOCKED;
931 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
933 int direction = MovDir[x][y];
934 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
935 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
941 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
943 int oldx = x, oldy = y;
944 int direction = MovDir[x][y];
946 if (direction == MV_LEFT)
948 else if (direction == MV_RIGHT)
950 else if (direction == MV_UP)
952 else if (direction == MV_DOWN)
955 *comes_from_x = oldx;
956 *comes_from_y = oldy;
959 int MovingOrBlocked2Element(int x, int y)
961 int element = Feld[x][y];
963 if (element == EL_BLOCKED)
967 Blocked2Moving(x, y, &oldx, &oldy);
968 return Feld[oldx][oldy];
974 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
976 /* like MovingOrBlocked2Element(), but if element is moving
977 and (x,y) is the field the moving element is just leaving,
978 return EL_BLOCKED instead of the element value */
979 int element = Feld[x][y];
983 if (element == EL_BLOCKED)
987 Blocked2Moving(x, y, &oldx, &oldy);
988 return Feld[oldx][oldy];
997 static void RemoveField(int x, int y)
999 Feld[x][y] = EL_LEERRAUM;
1005 void RemoveMovingField(int x, int y)
1007 int oldx = x, oldy = y, newx = x, newy = y;
1009 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1012 if (IS_MOVING(x, y))
1014 Moving2Blocked(x, y, &newx, &newy);
1015 if (Feld[newx][newy] != EL_BLOCKED)
1018 else if (Feld[x][y] == EL_BLOCKED)
1020 Blocked2Moving(x, y, &oldx, &oldy);
1021 if (!IS_MOVING(oldx, oldy))
1025 if (Feld[x][y] == EL_BLOCKED &&
1026 (Store[oldx][oldy] == EL_MORAST_LEER ||
1027 Store[oldx][oldy] == EL_SIEB_LEER ||
1028 Store[oldx][oldy] == EL_SIEB2_LEER ||
1029 Store[oldx][oldy] == EL_AMOEBE_NASS))
1031 Feld[oldx][oldy] = Store[oldx][oldy];
1032 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1035 Feld[oldx][oldy] = EL_LEERRAUM;
1037 Feld[newx][newy] = EL_LEERRAUM;
1038 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1039 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1041 DrawLevelField(oldx, oldy);
1042 DrawLevelField(newx, newy);
1045 void DrawDynamite(int x, int y)
1047 int sx = SCREENX(x), sy = SCREENY(y);
1048 int graphic = el2gfx(Feld[x][y]);
1051 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1055 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1057 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1059 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1064 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1068 if (game.emulation == EMU_SUPAPLEX)
1069 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1070 else if (Store[x][y])
1071 DrawGraphicThruMask(sx, sy, graphic + phase);
1073 DrawGraphic(sx, sy, graphic + phase);
1076 void CheckDynamite(int x, int y)
1078 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1083 if (!(MovDelay[x][y] % 12))
1084 PlaySoundLevel(x, y, SND_ZISCH);
1086 if (IS_ACTIVE_BOMB(Feld[x][y]))
1088 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1090 if (!(MovDelay[x][y] % delay))
1098 StopSound(SND_ZISCH);
1102 void Explode(int ex, int ey, int phase, int mode)
1105 int num_phase = 9, delay = 2;
1106 int last_phase = num_phase * delay;
1107 int half_phase = (num_phase / 2) * delay;
1108 int first_phase_after_start = EX_PHASE_START + 1;
1110 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1112 int center_element = Feld[ex][ey];
1114 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1116 center_element = MovingOrBlocked2Element(ex, ey);
1117 RemoveMovingField(ex, ey);
1120 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1122 int element = Feld[x][y];
1124 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1126 element = MovingOrBlocked2Element(x, y);
1127 RemoveMovingField(x, y);
1130 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1133 if ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1134 (x != ex || y != ey))
1137 if (element == EL_EXPLODING)
1138 element = Store2[x][y];
1140 if (IS_PLAYER(ex, ey))
1142 switch(StorePlayer[ex][ey])
1145 Store[x][y] = EL_EDELSTEIN_ROT;
1148 Store[x][y] = EL_EDELSTEIN;
1151 Store[x][y] = EL_EDELSTEIN_LILA;
1155 Store[x][y] = EL_EDELSTEIN_GELB;
1159 if (game.emulation == EMU_SUPAPLEX)
1160 Store[x][y] = EL_LEERRAUM;
1162 else if (center_element == EL_MAULWURF)
1163 Store[x][y] = EL_EDELSTEIN_ROT;
1164 else if (center_element == EL_PINGUIN)
1165 Store[x][y] = EL_EDELSTEIN_LILA;
1166 else if (center_element == EL_KAEFER)
1167 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1168 else if (center_element == EL_BUTTERFLY)
1169 Store[x][y] = EL_EDELSTEIN_BD;
1170 else if (center_element == EL_SP_ELECTRON)
1171 Store[x][y] = EL_SP_INFOTRON;
1172 else if (center_element == EL_MAMPFER)
1173 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1174 else if (center_element == EL_AMOEBA2DIAM)
1175 Store[x][y] = level.amoeba_content;
1176 else if (element == EL_ERZ_EDEL)
1177 Store[x][y] = EL_EDELSTEIN;
1178 else if (element == EL_ERZ_DIAM)
1179 Store[x][y] = EL_DIAMANT;
1180 else if (element == EL_ERZ_EDEL_BD)
1181 Store[x][y] = EL_EDELSTEIN_BD;
1182 else if (element == EL_ERZ_EDEL_GELB)
1183 Store[x][y] = EL_EDELSTEIN_GELB;
1184 else if (element == EL_ERZ_EDEL_ROT)
1185 Store[x][y] = EL_EDELSTEIN_ROT;
1186 else if (element == EL_ERZ_EDEL_LILA)
1187 Store[x][y] = EL_EDELSTEIN_LILA;
1188 else if (!IS_PFORTE(Store[x][y]))
1189 Store[x][y] = EL_LEERRAUM;
1191 if (x != ex || y != ey ||
1192 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1193 Store2[x][y] = element;
1195 if (AmoebaNr[x][y] &&
1196 (element == EL_AMOEBE_VOLL ||
1197 element == EL_AMOEBE_BD ||
1198 element == EL_AMOEBING))
1200 AmoebaCnt[AmoebaNr[x][y]]--;
1201 AmoebaCnt2[AmoebaNr[x][y]]--;
1204 Feld[x][y] = EL_EXPLODING;
1205 MovDir[x][y] = MovPos[x][y] = 0;
1211 if (center_element == EL_MAMPFER)
1212 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1223 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1225 if (phase == first_phase_after_start)
1227 int element = Store2[x][y];
1229 if (element == EL_BLACK_ORB)
1231 Feld[x][y] = Store2[x][y];
1236 else if (phase == half_phase)
1238 int element = Store2[x][y];
1240 if (IS_PLAYER(x, y))
1241 KillHero(PLAYERINFO(x, y));
1242 else if (IS_EXPLOSIVE(element))
1244 Feld[x][y] = Store2[x][y];
1248 else if (element == EL_AMOEBA2DIAM)
1249 AmoebeUmwandeln(x, y);
1252 if (phase == last_phase)
1256 element = Feld[x][y] = Store[x][y];
1257 Store[x][y] = Store2[x][y] = 0;
1258 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1259 InitField(x, y, FALSE);
1260 if (CAN_MOVE(element) || COULD_MOVE(element))
1262 DrawLevelField(x, y);
1264 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1266 int graphic = GFX_EXPLOSION;
1268 if (game.emulation == EMU_SUPAPLEX)
1269 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1270 GFX_SP_EXPLODE_INFOTRON :
1271 GFX_SP_EXPLODE_EMPTY);
1274 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1276 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1280 void DynaExplode(int ex, int ey)
1283 int dynabomb_size = 1;
1284 boolean dynabomb_xl = FALSE;
1285 struct PlayerInfo *player;
1286 static int xy[4][2] =
1294 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1296 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1297 dynabomb_size = player->dynabomb_size;
1298 dynabomb_xl = player->dynabomb_xl;
1299 player->dynabombs_left++;
1302 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1306 for (j=1; j<=dynabomb_size; j++)
1308 int x = ex + j * xy[i % 4][0];
1309 int y = ey + j * xy[i % 4][1];
1312 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1315 element = Feld[x][y];
1317 /* do not restart explosions of fields with active bombs */
1318 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1321 Explode(x, y, EX_PHASE_START, EX_BORDER);
1323 if (element != EL_LEERRAUM &&
1324 element != EL_ERDREICH &&
1325 element != EL_EXPLODING &&
1332 void Bang(int x, int y)
1334 int element = Feld[x][y];
1336 if (game.emulation == EMU_SUPAPLEX)
1337 PlaySoundLevel(x, y, SND_SP_BOOOM);
1339 PlaySoundLevel(x, y, SND_ROAAAR);
1341 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1342 element = EL_LEERRAUM;
1354 RaiseScoreElement(element);
1355 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1357 case EL_DYNABOMB_ACTIVE_1:
1358 case EL_DYNABOMB_ACTIVE_2:
1359 case EL_DYNABOMB_ACTIVE_3:
1360 case EL_DYNABOMB_ACTIVE_4:
1361 case EL_DYNABOMB_NR:
1362 case EL_DYNABOMB_SZ:
1363 case EL_DYNABOMB_XL:
1370 Explode(x, y, EX_PHASE_START, EX_CENTER);
1373 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1378 void Blurb(int x, int y)
1380 int element = Feld[x][y];
1382 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1384 PlaySoundLevel(x, y, SND_BLURB);
1385 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1386 (!IN_LEV_FIELD(x-1, y-1) ||
1387 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1389 Feld[x-1][y] = EL_BLURB_LEFT;
1391 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1392 (!IN_LEV_FIELD(x+1, y-1) ||
1393 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1395 Feld[x+1][y] = EL_BLURB_RIGHT;
1400 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1402 if (!MovDelay[x][y]) /* initialize animation counter */
1405 if (MovDelay[x][y]) /* continue animation */
1408 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1409 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1411 if (!MovDelay[x][y])
1413 Feld[x][y] = EL_LEERRAUM;
1414 DrawLevelField(x, y);
1420 void Impact(int x, int y)
1422 boolean lastline = (y == lev_fieldy-1);
1423 boolean object_hit = FALSE;
1424 int element = Feld[x][y];
1427 if (!lastline) /* check if element below was hit */
1429 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1432 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1433 MovDir[x][y+1]!=MV_DOWN ||
1434 MovPos[x][y+1]<=TILEY/2));
1436 smashed = MovingOrBlocked2Element(x, y+1);
1439 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1445 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1446 (lastline || object_hit)) /* element is bomb */
1452 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1454 if (object_hit && IS_PLAYER(x, y+1))
1455 KillHero(PLAYERINFO(x, y+1));
1456 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1460 Feld[x][y] = EL_AMOEBING;
1461 Store[x][y] = EL_AMOEBE_NASS;
1466 if (!lastline && object_hit) /* check which object was hit */
1468 if (CAN_CHANGE(element) &&
1469 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1472 int activated_magic_wall =
1473 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1475 /* activate magic wall / mill */
1477 for (y=0; y<lev_fieldy; y++)
1478 for (x=0; x<lev_fieldx; x++)
1479 if (Feld[x][y] == smashed)
1480 Feld[x][y] = activated_magic_wall;
1482 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1483 game.magic_wall_active = TRUE;
1486 if (IS_PLAYER(x, y+1))
1488 KillHero(PLAYERINFO(x, y+1));
1491 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1496 else if (element == EL_EDELSTEIN_BD)
1498 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1504 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1506 if (IS_ENEMY(smashed) ||
1507 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1508 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1513 else if (!IS_MOVING(x, y+1))
1515 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1520 else if (smashed == EL_KOKOSNUSS)
1522 Feld[x][y+1] = EL_CRACKINGNUT;
1523 PlaySoundLevel(x, y, SND_KNACK);
1524 RaiseScoreElement(EL_KOKOSNUSS);
1527 else if (smashed == EL_DIAMANT)
1529 Feld[x][y+1] = EL_LEERRAUM;
1530 PlaySoundLevel(x, y, SND_QUIRK);
1537 /* play sound of magic wall / mill */
1539 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1541 PlaySoundLevel(x, y, SND_QUIRK);
1545 /* play sound of object that hits the ground */
1546 if (lastline || object_hit)
1553 case EL_EDELSTEIN_BD:
1554 case EL_EDELSTEIN_GELB:
1555 case EL_EDELSTEIN_ROT:
1556 case EL_EDELSTEIN_LILA:
1558 case EL_SP_INFOTRON:
1564 case EL_FELSBROCKEN:
1568 sound = SND_SP_ZONKDOWN;
1571 case EL_SCHLUESSEL1:
1572 case EL_SCHLUESSEL2:
1573 case EL_SCHLUESSEL3:
1574 case EL_SCHLUESSEL4:
1591 PlaySoundLevel(x, y, sound);
1595 void TurnRound(int x, int y)
1607 { 0, 0 }, { 0, 0 }, { 0, 0 },
1612 int left, right, back;
1616 { MV_DOWN, MV_UP, MV_RIGHT },
1617 { MV_UP, MV_DOWN, MV_LEFT },
1619 { MV_LEFT, MV_RIGHT, MV_DOWN },
1620 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1621 { MV_RIGHT, MV_LEFT, MV_UP }
1624 int element = Feld[x][y];
1625 int old_move_dir = MovDir[x][y];
1626 int left_dir = turn[old_move_dir].left;
1627 int right_dir = turn[old_move_dir].right;
1628 int back_dir = turn[old_move_dir].back;
1630 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1631 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1632 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1633 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1635 int left_x = x+left_dx, left_y = y+left_dy;
1636 int right_x = x+right_dx, right_y = y+right_dy;
1637 int move_x = x+move_dx, move_y = y+move_dy;
1639 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1641 TestIfBadThingHitsOtherBadThing(x, y);
1643 if (IN_LEV_FIELD(right_x, right_y) &&
1644 IS_FREE_OR_PLAYER(right_x, right_y))
1645 MovDir[x][y] = right_dir;
1646 else if (!IN_LEV_FIELD(move_x, move_y) ||
1647 !IS_FREE_OR_PLAYER(move_x, move_y))
1648 MovDir[x][y] = left_dir;
1650 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1652 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1655 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1656 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1658 TestIfBadThingHitsOtherBadThing(x, y);
1660 if (IN_LEV_FIELD(left_x, left_y) &&
1661 IS_FREE_OR_PLAYER(left_x, left_y))
1662 MovDir[x][y] = left_dir;
1663 else if (!IN_LEV_FIELD(move_x, move_y) ||
1664 !IS_FREE_OR_PLAYER(move_x, move_y))
1665 MovDir[x][y] = right_dir;
1667 if ((element == EL_FLIEGER ||
1668 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1669 && MovDir[x][y] != old_move_dir)
1671 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1674 else if (element == EL_MAMPFER)
1676 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1678 if (IN_LEV_FIELD(left_x, left_y) &&
1679 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1680 Feld[left_x][left_y] == EL_DIAMANT))
1681 can_turn_left = TRUE;
1682 if (IN_LEV_FIELD(right_x, right_y) &&
1683 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1684 Feld[right_x][right_y] == EL_DIAMANT))
1685 can_turn_right = TRUE;
1687 if (can_turn_left && can_turn_right)
1688 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1689 else if (can_turn_left)
1690 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1691 else if (can_turn_right)
1692 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1694 MovDir[x][y] = back_dir;
1696 MovDelay[x][y] = 16+16*RND(3);
1698 else if (element == EL_MAMPFER2)
1700 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1702 if (IN_LEV_FIELD(left_x, left_y) &&
1703 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1704 IS_MAMPF2(Feld[left_x][left_y])))
1705 can_turn_left = TRUE;
1706 if (IN_LEV_FIELD(right_x, right_y) &&
1707 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1708 IS_MAMPF2(Feld[right_x][right_y])))
1709 can_turn_right = TRUE;
1711 if (can_turn_left && can_turn_right)
1712 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1713 else if (can_turn_left)
1714 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1715 else if (can_turn_right)
1716 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1718 MovDir[x][y] = back_dir;
1720 MovDelay[x][y] = 16+16*RND(3);
1722 else if (element == EL_PACMAN)
1724 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1726 if (IN_LEV_FIELD(left_x, left_y) &&
1727 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1728 IS_AMOEBOID(Feld[left_x][left_y])))
1729 can_turn_left = TRUE;
1730 if (IN_LEV_FIELD(right_x, right_y) &&
1731 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1732 IS_AMOEBOID(Feld[right_x][right_y])))
1733 can_turn_right = TRUE;
1735 if (can_turn_left && can_turn_right)
1736 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1737 else if (can_turn_left)
1738 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1739 else if (can_turn_right)
1740 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1742 MovDir[x][y] = back_dir;
1744 MovDelay[x][y] = 6+RND(40);
1746 else if (element == EL_SCHWEIN)
1748 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1749 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1750 boolean should_move_on = FALSE;
1752 int rnd = RND(rnd_value);
1754 if (IN_LEV_FIELD(left_x, left_y) &&
1755 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1756 can_turn_left = TRUE;
1757 if (IN_LEV_FIELD(right_x, right_y) &&
1758 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1759 can_turn_right = TRUE;
1760 if (IN_LEV_FIELD(move_x, move_y) &&
1761 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1764 if (can_turn_left &&
1766 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1767 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1768 should_turn_left = TRUE;
1769 if (can_turn_right &&
1771 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1772 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1773 should_turn_right = TRUE;
1775 (!can_turn_left || !can_turn_right ||
1776 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1777 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1778 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1779 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1780 should_move_on = TRUE;
1782 if (should_turn_left || should_turn_right || should_move_on)
1784 if (should_turn_left && should_turn_right && should_move_on)
1785 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1786 rnd < 2*rnd_value/3 ? right_dir :
1788 else if (should_turn_left && should_turn_right)
1789 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1790 else if (should_turn_left && should_move_on)
1791 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1792 else if (should_turn_right && should_move_on)
1793 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1794 else if (should_turn_left)
1795 MovDir[x][y] = left_dir;
1796 else if (should_turn_right)
1797 MovDir[x][y] = right_dir;
1798 else if (should_move_on)
1799 MovDir[x][y] = old_move_dir;
1801 else if (can_move_on && rnd > rnd_value/8)
1802 MovDir[x][y] = old_move_dir;
1803 else if (can_turn_left && can_turn_right)
1804 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1805 else if (can_turn_left && rnd > rnd_value/8)
1806 MovDir[x][y] = left_dir;
1807 else if (can_turn_right && rnd > rnd_value/8)
1808 MovDir[x][y] = right_dir;
1810 MovDir[x][y] = back_dir;
1812 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1813 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1814 MovDir[x][y] = old_move_dir;
1818 else if (element == EL_DRACHE)
1820 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1822 int rnd = RND(rnd_value);
1824 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1825 can_turn_left = TRUE;
1826 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1827 can_turn_right = TRUE;
1828 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1831 if (can_move_on && rnd > rnd_value/8)
1832 MovDir[x][y] = old_move_dir;
1833 else if (can_turn_left && can_turn_right)
1834 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1835 else if (can_turn_left && rnd > rnd_value/8)
1836 MovDir[x][y] = left_dir;
1837 else if (can_turn_right && rnd > rnd_value/8)
1838 MovDir[x][y] = right_dir;
1840 MovDir[x][y] = back_dir;
1842 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1843 MovDir[x][y] = old_move_dir;
1847 else if (element == EL_ROBOT || element == EL_SONDE ||
1848 element == EL_MAULWURF || element == EL_PINGUIN)
1850 int attr_x = -1, attr_y = -1;
1861 for (i=0; i<MAX_PLAYERS; i++)
1863 struct PlayerInfo *player = &stored_player[i];
1864 int jx = player->jx, jy = player->jy;
1866 if (!player->active)
1869 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1877 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1883 if (element == EL_MAULWURF || element == EL_PINGUIN)
1886 static int xy[4][2] =
1896 int ex = x + xy[i%4][0];
1897 int ey = y + xy[i%4][1];
1899 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1908 MovDir[x][y] = MV_NO_MOVING;
1910 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1912 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1914 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1916 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1918 if (element == EL_ROBOT)
1922 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1923 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1924 Moving2Blocked(x, y, &newx, &newy);
1926 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1927 MovDelay[x][y] = 8+8*!RND(3);
1929 MovDelay[x][y] = 16;
1937 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1939 boolean first_horiz = RND(2);
1940 int new_move_dir = MovDir[x][y];
1943 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1944 Moving2Blocked(x, y, &newx, &newy);
1946 if (IN_LEV_FIELD(newx, newy) &&
1947 (IS_FREE(newx, newy) ||
1948 Feld[newx][newy] == EL_SALZSAEURE ||
1949 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1950 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1951 IS_MAMPF3(Feld[newx][newy])))))
1955 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1956 Moving2Blocked(x, y, &newx, &newy);
1958 if (IN_LEV_FIELD(newx, newy) &&
1959 (IS_FREE(newx, newy) ||
1960 Feld[newx][newy] == EL_SALZSAEURE ||
1961 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1962 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1963 IS_MAMPF3(Feld[newx][newy])))))
1966 MovDir[x][y] = old_move_dir;
1973 static boolean JustBeingPushed(int x, int y)
1977 for (i=0; i<MAX_PLAYERS; i++)
1979 struct PlayerInfo *player = &stored_player[i];
1981 if (player->active && player->Pushing && player->MovPos)
1983 int next_jx = player->jx + (player->jx - player->last_jx);
1984 int next_jy = player->jy + (player->jy - player->last_jy);
1986 if (x == next_jx && y == next_jy)
1994 void StartMoving(int x, int y)
1996 int element = Feld[x][y];
2001 if (CAN_FALL(element) && y<lev_fieldy-1)
2003 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2004 if (JustBeingPushed(x, y))
2007 if (element == EL_MORAST_VOLL)
2009 if (IS_FREE(x, y+1))
2011 InitMovingField(x, y, MV_DOWN);
2012 Feld[x][y] = EL_FELSBROCKEN;
2013 Store[x][y] = EL_MORAST_LEER;
2015 else if (Feld[x][y+1] == EL_MORAST_LEER)
2017 if (!MovDelay[x][y])
2018 MovDelay[x][y] = TILEY + 1;
2027 Feld[x][y] = EL_MORAST_LEER;
2028 Feld[x][y+1] = EL_MORAST_VOLL;
2031 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2033 InitMovingField(x, y, MV_DOWN);
2034 Store[x][y] = EL_MORAST_VOLL;
2036 else if (element == EL_SIEB_VOLL)
2038 if (IS_FREE(x, y+1))
2040 InitMovingField(x, y, MV_DOWN);
2041 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2042 Store[x][y] = EL_SIEB_LEER;
2044 else if (Feld[x][y+1] == EL_SIEB_LEER)
2046 if (!MovDelay[x][y])
2047 MovDelay[x][y] = TILEY/4 + 1;
2056 Feld[x][y] = EL_SIEB_LEER;
2057 Feld[x][y+1] = EL_SIEB_VOLL;
2058 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2062 else if (element == EL_SIEB2_VOLL)
2064 if (IS_FREE(x, y+1))
2066 InitMovingField(x, y, MV_DOWN);
2067 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2068 Store[x][y] = EL_SIEB2_LEER;
2070 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2072 if (!MovDelay[x][y])
2073 MovDelay[x][y] = TILEY/4 + 1;
2082 Feld[x][y] = EL_SIEB2_LEER;
2083 Feld[x][y+1] = EL_SIEB2_VOLL;
2084 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2088 else if (CAN_CHANGE(element) &&
2089 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2091 InitMovingField(x, y, MV_DOWN);
2093 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2094 Store2[x][y+1] = element;
2096 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2099 InitMovingField(x, y, MV_DOWN);
2100 Store[x][y] = EL_SALZSAEURE;
2102 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2106 else if (IS_FREE(x, y+1))
2108 InitMovingField(x, y, MV_DOWN);
2110 else if (element == EL_TROPFEN)
2112 Feld[x][y] = EL_AMOEBING;
2113 Store[x][y] = EL_AMOEBE_NASS;
2115 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2117 boolean left = (x>0 && IS_FREE(x-1, y) &&
2118 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2119 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2120 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2124 if (left && right && game.emulation != EMU_BOULDERDASH)
2125 left = !(right = RND(2));
2127 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2131 else if (CAN_MOVE(element))
2135 if (element == EL_SONDE && JustBeingPushed(x, y))
2138 if (!MovDelay[x][y]) /* start new movement phase */
2140 /* all objects that can change their move direction after each step */
2141 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2143 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2146 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2147 element == EL_SP_SNIKSNAK ||
2148 element == EL_SP_ELECTRON))
2149 DrawLevelField(x, y);
2153 if (MovDelay[x][y]) /* wait some time before next movement */
2157 if (element == EL_ROBOT ||
2158 element == EL_MAMPFER || element == EL_MAMPFER2)
2160 int phase = MovDelay[x][y] % 8;
2165 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2166 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2168 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2169 && MovDelay[x][y]%4 == 3)
2170 PlaySoundLevel(x, y, SND_NJAM);
2172 else if (element == EL_SP_ELECTRON)
2173 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2174 else if (element == EL_DRACHE)
2177 int dir = MovDir[x][y];
2178 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2179 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2180 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2181 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2182 dir == MV_UP ? GFX_FLAMMEN_UP :
2183 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2184 int phase = FrameCounter % 2;
2186 for (i=1; i<=3; i++)
2188 int xx = x + i*dx, yy = y + i*dy;
2189 int sx = SCREENX(xx), sy = SCREENY(yy);
2191 if (!IN_LEV_FIELD(xx, yy) ||
2192 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2197 int flamed = MovingOrBlocked2Element(xx, yy);
2199 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2202 RemoveMovingField(xx, yy);
2204 Feld[xx][yy] = EL_BURNING;
2205 if (IN_SCR_FIELD(sx, sy))
2206 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2210 if (Feld[xx][yy] == EL_BURNING)
2211 Feld[xx][yy] = EL_LEERRAUM;
2212 DrawLevelField(xx, yy);
2221 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2223 PlaySoundLevel(x, y, SND_KLAPPER);
2225 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2227 PlaySoundLevel(x, y, SND_ROEHR);
2230 /* now make next step */
2232 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2234 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2236 /* enemy got the player */
2238 KillHero(PLAYERINFO(newx, newy));
2241 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2242 element == EL_ROBOT || element == EL_SONDE) &&
2243 IN_LEV_FIELD(newx, newy) &&
2244 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2247 Store[x][y] = EL_SALZSAEURE;
2249 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2250 IN_LEV_FIELD(newx, newy))
2252 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2254 Feld[x][y] = EL_LEERRAUM;
2255 DrawLevelField(x, y);
2257 PlaySoundLevel(newx, newy, SND_BUING);
2258 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2259 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2261 local_player->friends_still_needed--;
2262 if (!local_player->friends_still_needed &&
2263 !local_player->GameOver && AllPlayersGone)
2264 local_player->LevelSolved = local_player->GameOver = TRUE;
2268 else if (IS_MAMPF3(Feld[newx][newy]))
2270 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2271 DrawLevelField(newx, newy);
2273 MovDir[x][y] = MV_NO_MOVING;
2275 else if (!IS_FREE(newx, newy))
2277 if (IS_PLAYER(x, y))
2278 DrawPlayerField(x, y);
2280 DrawLevelField(x, y);
2284 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2286 if (IS_GEM(Feld[newx][newy]))
2288 if (IS_MOVING(newx, newy))
2289 RemoveMovingField(newx, newy);
2292 Feld[newx][newy] = EL_LEERRAUM;
2293 DrawLevelField(newx, newy);
2296 else if (!IS_FREE(newx, newy))
2298 if (IS_PLAYER(x, y))
2299 DrawPlayerField(x, y);
2301 DrawLevelField(x, y);
2305 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2307 if (!IS_FREE(newx, newy))
2309 if (IS_PLAYER(x, y))
2310 DrawPlayerField(x, y);
2312 DrawLevelField(x, y);
2317 boolean wanna_flame = !RND(10);
2318 int dx = newx - x, dy = newy - y;
2319 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2320 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2321 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2322 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2323 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2324 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2326 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2327 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2328 element1 != EL_BURNING && element2 != EL_BURNING)
2330 if (IS_PLAYER(x, y))
2331 DrawPlayerField(x, y);
2333 DrawLevelField(x, y);
2335 MovDelay[x][y] = 50;
2336 Feld[newx][newy] = EL_BURNING;
2337 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2338 Feld[newx1][newy1] = EL_BURNING;
2339 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2340 Feld[newx2][newy2] = EL_BURNING;
2345 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2346 Feld[newx][newy] == EL_DIAMANT)
2348 if (IS_MOVING(newx, newy))
2349 RemoveMovingField(newx, newy);
2352 Feld[newx][newy] = EL_LEERRAUM;
2353 DrawLevelField(newx, newy);
2356 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2357 IS_MAMPF2(Feld[newx][newy]))
2359 if (AmoebaNr[newx][newy])
2361 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2362 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2363 Feld[newx][newy] == EL_AMOEBE_BD)
2364 AmoebaCnt[AmoebaNr[newx][newy]]--;
2367 if (IS_MOVING(newx, newy))
2368 RemoveMovingField(newx, newy);
2371 Feld[newx][newy] = EL_LEERRAUM;
2372 DrawLevelField(newx, newy);
2375 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2376 IS_AMOEBOID(Feld[newx][newy]))
2378 if (AmoebaNr[newx][newy])
2380 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2381 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2382 Feld[newx][newy] == EL_AMOEBE_BD)
2383 AmoebaCnt[AmoebaNr[newx][newy]]--;
2386 Feld[newx][newy] = EL_LEERRAUM;
2387 DrawLevelField(newx, newy);
2389 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2391 /* object was running against a wall */
2395 if (element == EL_KAEFER || element == EL_FLIEGER ||
2396 element == EL_SP_SNIKSNAK)
2397 DrawLevelField(x, y);
2398 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2399 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2400 else if (element == EL_SONDE)
2401 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2402 else if (element == EL_SP_ELECTRON)
2403 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2408 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2409 PlaySoundLevel(x, y, SND_SCHLURF);
2411 InitMovingField(x, y, MovDir[x][y]);
2415 ContinueMoving(x, y);
2418 void ContinueMoving(int x, int y)
2420 int element = Feld[x][y];
2421 int direction = MovDir[x][y];
2422 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2423 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2424 int horiz_move = (dx!=0);
2425 int newx = x + dx, newy = y + dy;
2426 int step = (horiz_move ? dx : dy) * TILEX/8;
2428 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2430 else if (element == EL_TROPFEN)
2432 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2435 MovPos[x][y] += step;
2437 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2439 Feld[x][y] = EL_LEERRAUM;
2440 Feld[newx][newy] = element;
2442 if (Store[x][y] == EL_MORAST_VOLL)
2445 Feld[newx][newy] = EL_MORAST_VOLL;
2446 element = EL_MORAST_VOLL;
2448 else if (Store[x][y] == EL_MORAST_LEER)
2451 Feld[x][y] = EL_MORAST_LEER;
2453 else if (Store[x][y] == EL_SIEB_VOLL)
2456 element = Feld[newx][newy] =
2457 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2459 else if (Store[x][y] == EL_SIEB_LEER)
2461 Store[x][y] = Store2[x][y] = 0;
2462 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2464 else if (Store[x][y] == EL_SIEB2_VOLL)
2467 element = Feld[newx][newy] =
2468 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2470 else if (Store[x][y] == EL_SIEB2_LEER)
2472 Store[x][y] = Store2[x][y] = 0;
2473 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2475 else if (Store[x][y] == EL_SALZSAEURE)
2478 Feld[newx][newy] = EL_SALZSAEURE;
2479 element = EL_SALZSAEURE;
2481 else if (Store[x][y] == EL_AMOEBE_NASS)
2484 Feld[x][y] = EL_AMOEBE_NASS;
2487 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2488 MovDelay[newx][newy] = 0;
2490 if (!CAN_MOVE(element))
2491 MovDir[newx][newy] = 0;
2493 DrawLevelField(x, y);
2494 DrawLevelField(newx, newy);
2496 Stop[newx][newy] = TRUE;
2497 JustHit[x][newy] = 3;
2499 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2501 TestIfBadThingHitsHero(newx, newy);
2502 TestIfBadThingHitsFriend(newx, newy);
2503 TestIfBadThingHitsOtherBadThing(newx, newy);
2505 else if (element == EL_PINGUIN)
2506 TestIfFriendHitsBadThing(newx, newy);
2508 if (CAN_SMASH(element) && direction == MV_DOWN &&
2509 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2512 else /* still moving on */
2513 DrawLevelField(x, y);
2516 int AmoebeNachbarNr(int ax, int ay)
2519 int element = Feld[ax][ay];
2521 static int xy[4][2] =
2531 int x = ax + xy[i][0];
2532 int y = ay + xy[i][1];
2534 if (!IN_LEV_FIELD(x, y))
2537 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2538 group_nr = AmoebaNr[x][y];
2544 void AmoebenVereinigen(int ax, int ay)
2546 int i, x, y, xx, yy;
2547 int new_group_nr = AmoebaNr[ax][ay];
2548 static int xy[4][2] =
2556 if (new_group_nr == 0)
2564 if (!IN_LEV_FIELD(x, y))
2567 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2568 Feld[x][y] == EL_AMOEBE_BD ||
2569 Feld[x][y] == EL_AMOEBE_TOT) &&
2570 AmoebaNr[x][y] != new_group_nr)
2572 int old_group_nr = AmoebaNr[x][y];
2574 if (old_group_nr == 0)
2577 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2578 AmoebaCnt[old_group_nr] = 0;
2579 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2580 AmoebaCnt2[old_group_nr] = 0;
2582 for (yy=0; yy<lev_fieldy; yy++)
2584 for (xx=0; xx<lev_fieldx; xx++)
2586 if (AmoebaNr[xx][yy] == old_group_nr)
2587 AmoebaNr[xx][yy] = new_group_nr;
2594 void AmoebeUmwandeln(int ax, int ay)
2598 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2600 int group_nr = AmoebaNr[ax][ay];
2605 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2606 printf("AmoebeUmwandeln(): This should never happen!\n");
2611 for (y=0; y<lev_fieldy; y++)
2613 for (x=0; x<lev_fieldx; x++)
2615 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2618 Feld[x][y] = EL_AMOEBA2DIAM;
2626 static int xy[4][2] =
2639 if (!IN_LEV_FIELD(x, y))
2642 if (Feld[x][y] == EL_AMOEBA2DIAM)
2648 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2651 int group_nr = AmoebaNr[ax][ay];
2652 boolean done = FALSE;
2657 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2658 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2663 for (y=0; y<lev_fieldy; y++)
2665 for (x=0; x<lev_fieldx; x++)
2667 if (AmoebaNr[x][y] == group_nr &&
2668 (Feld[x][y] == EL_AMOEBE_TOT ||
2669 Feld[x][y] == EL_AMOEBE_BD ||
2670 Feld[x][y] == EL_AMOEBING))
2673 Feld[x][y] = new_element;
2674 InitField(x, y, FALSE);
2675 DrawLevelField(x, y);
2682 PlaySoundLevel(ax, ay,
2683 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2686 void AmoebeWaechst(int x, int y)
2688 static unsigned long sound_delay = 0;
2689 static unsigned long sound_delay_value = 0;
2691 if (!MovDelay[x][y]) /* start new growing cycle */
2695 if (DelayReached(&sound_delay, sound_delay_value))
2697 PlaySoundLevel(x, y, SND_AMOEBE);
2698 sound_delay_value = 30;
2702 if (MovDelay[x][y]) /* wait some time before growing bigger */
2705 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2706 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2708 if (!MovDelay[x][y])
2710 Feld[x][y] = Store[x][y];
2712 DrawLevelField(x, y);
2717 void AmoebeAbleger(int ax, int ay)
2720 int element = Feld[ax][ay];
2721 int newax = ax, neway = ay;
2722 static int xy[4][2] =
2730 if (!level.amoeba_speed)
2732 Feld[ax][ay] = EL_AMOEBE_TOT;
2733 DrawLevelField(ax, ay);
2737 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2738 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2740 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2743 if (MovDelay[ax][ay])
2747 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2750 int x = ax + xy[start][0];
2751 int y = ay + xy[start][1];
2753 if (!IN_LEV_FIELD(x, y))
2756 if (IS_FREE(x, y) ||
2757 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2763 if (newax == ax && neway == ay)
2766 else /* normal or "filled" (BD style) amoeba */
2769 boolean waiting_for_player = FALSE;
2773 int j = (start + i) % 4;
2774 int x = ax + xy[j][0];
2775 int y = ay + xy[j][1];
2777 if (!IN_LEV_FIELD(x, y))
2780 if (IS_FREE(x, y) ||
2781 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2787 else if (IS_PLAYER(x, y))
2788 waiting_for_player = TRUE;
2791 if (newax == ax && neway == ay) /* amoeba cannot grow */
2793 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2795 Feld[ax][ay] = EL_AMOEBE_TOT;
2796 DrawLevelField(ax, ay);
2797 AmoebaCnt[AmoebaNr[ax][ay]]--;
2799 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2801 if (element == EL_AMOEBE_VOLL)
2802 AmoebeUmwandeln(ax, ay);
2803 else if (element == EL_AMOEBE_BD)
2804 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2809 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2811 /* amoeba gets larger by growing in some direction */
2813 int new_group_nr = AmoebaNr[ax][ay];
2816 if (new_group_nr == 0)
2818 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2819 printf("AmoebeAbleger(): This should never happen!\n");
2824 AmoebaNr[newax][neway] = new_group_nr;
2825 AmoebaCnt[new_group_nr]++;
2826 AmoebaCnt2[new_group_nr]++;
2828 /* if amoeba touches other amoeba(s) after growing, unify them */
2829 AmoebenVereinigen(newax, neway);
2831 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2833 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2839 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2840 (neway == lev_fieldy - 1 && newax != ax))
2842 Feld[newax][neway] = EL_AMOEBING;
2843 Store[newax][neway] = element;
2845 else if (neway == ay)
2846 Feld[newax][neway] = EL_TROPFEN;
2849 InitMovingField(ax, ay, MV_DOWN);
2850 Feld[ax][ay] = EL_TROPFEN;
2851 Store[ax][ay] = EL_AMOEBE_NASS;
2852 ContinueMoving(ax, ay);
2856 DrawLevelField(newax, neway);
2859 void Life(int ax, int ay)
2862 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2864 int element = Feld[ax][ay];
2869 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2870 MovDelay[ax][ay] = life_time;
2872 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2875 if (MovDelay[ax][ay])
2879 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2881 int xx = ax+x1, yy = ay+y1;
2884 if (!IN_LEV_FIELD(xx, yy))
2887 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2889 int x = xx+x2, y = yy+y2;
2891 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2894 if (((Feld[x][y] == element ||
2895 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2897 (IS_FREE(x, y) && Stop[x][y]))
2901 if (xx == ax && yy == ay) /* field in the middle */
2903 if (nachbarn<life[0] || nachbarn>life[1])
2905 Feld[xx][yy] = EL_LEERRAUM;
2907 DrawLevelField(xx, yy);
2908 Stop[xx][yy] = TRUE;
2911 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2912 { /* free border field */
2913 if (nachbarn>=life[2] && nachbarn<=life[3])
2915 Feld[xx][yy] = element;
2916 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2918 DrawLevelField(xx, yy);
2919 Stop[xx][yy] = TRUE;
2925 void Ablenk(int x, int y)
2927 if (!MovDelay[x][y]) /* next animation frame */
2928 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2930 if (MovDelay[x][y]) /* wait some time before next frame */
2935 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2936 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2937 if (!(MovDelay[x][y]%4))
2938 PlaySoundLevel(x, y, SND_MIEP);
2943 Feld[x][y] = EL_ABLENK_AUS;
2944 DrawLevelField(x, y);
2945 if (ZX == x && ZY == y)
2949 void Birne(int x, int y)
2951 if (!MovDelay[x][y]) /* next animation frame */
2952 MovDelay[x][y] = 800;
2954 if (MovDelay[x][y]) /* wait some time before next frame */
2959 if (!(MovDelay[x][y]%5))
2961 if (!(MovDelay[x][y]%10))
2962 Feld[x][y]=EL_ABLENK_EIN;
2964 Feld[x][y]=EL_ABLENK_AUS;
2965 DrawLevelField(x, y);
2966 Feld[x][y]=EL_ABLENK_EIN;
2972 Feld[x][y]=EL_ABLENK_AUS;
2973 DrawLevelField(x, y);
2974 if (ZX == x && ZY == y)
2978 void Blubber(int x, int y)
2980 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2981 DrawLevelField(x, y-1);
2983 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2986 void NussKnacken(int x, int y)
2988 if (!MovDelay[x][y]) /* next animation frame */
2991 if (MovDelay[x][y]) /* wait some time before next frame */
2994 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2995 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2997 if (!MovDelay[x][y])
2999 Feld[x][y] = EL_EDELSTEIN;
3000 DrawLevelField(x, y);
3005 void SiebAktivieren(int x, int y, int typ)
3007 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3009 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3012 void AusgangstuerPruefen(int x, int y)
3014 if (!local_player->gems_still_needed &&
3015 !local_player->sokobanfields_still_needed &&
3016 !local_player->lights_still_needed)
3018 Feld[x][y] = EL_AUSGANG_ACT;
3020 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3021 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3022 y < LEVELY(BY1) ? LEVELY(BY1) :
3023 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3028 void AusgangstuerOeffnen(int x, int y)
3032 if (!MovDelay[x][y]) /* next animation frame */
3033 MovDelay[x][y] = 5*delay;
3035 if (MovDelay[x][y]) /* wait some time before next frame */
3040 tuer = MovDelay[x][y]/delay;
3041 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3042 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3044 if (!MovDelay[x][y])
3046 Feld[x][y] = EL_AUSGANG_AUF;
3047 DrawLevelField(x, y);
3052 void AusgangstuerBlinken(int x, int y)
3054 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3057 void EdelsteinFunkeln(int x, int y)
3059 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3062 if (Feld[x][y] == EL_EDELSTEIN_BD)
3063 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3066 if (!MovDelay[x][y]) /* next animation frame */
3067 MovDelay[x][y] = 11 * !SimpleRND(500);
3069 if (MovDelay[x][y]) /* wait some time before next frame */
3073 if (setup.direct_draw && MovDelay[x][y])
3074 SetDrawtoField(DRAW_BUFFERED);
3076 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3080 int phase = (MovDelay[x][y]-1)/2;
3085 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3087 if (setup.direct_draw)
3091 dest_x = FX + SCREENX(x)*TILEX;
3092 dest_y = FY + SCREENY(y)*TILEY;
3094 XCopyArea(display, drawto_field, window, gc,
3095 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3096 SetDrawtoField(DRAW_DIRECT);
3103 void MauerWaechst(int x, int y)
3107 if (!MovDelay[x][y]) /* next animation frame */
3108 MovDelay[x][y] = 3*delay;
3110 if (MovDelay[x][y]) /* wait some time before next frame */
3115 phase = 2-MovDelay[x][y]/delay;
3116 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3117 DrawGraphic(SCREENX(x), SCREENY(y),
3118 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3119 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3120 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3121 GFX_MAUER_DOWN ) + phase);
3123 if (!MovDelay[x][y])
3125 if (MovDir[x][y] == MV_LEFT)
3127 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3128 DrawLevelField(x-1, y);
3130 else if (MovDir[x][y] == MV_RIGHT)
3132 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3133 DrawLevelField(x+1, y);
3135 else if (MovDir[x][y] == MV_UP)
3137 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3138 DrawLevelField(x, y-1);
3142 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3143 DrawLevelField(x, y+1);
3146 Feld[x][y] = Store[x][y];
3148 MovDir[x][y] = MV_NO_MOVING;
3149 DrawLevelField(x, y);
3154 void MauerAbleger(int ax, int ay)
3156 int element = Feld[ax][ay];
3157 boolean oben_frei = FALSE, unten_frei = FALSE;
3158 boolean links_frei = FALSE, rechts_frei = FALSE;
3159 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3160 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3162 if (!MovDelay[ax][ay]) /* start building new wall */
3163 MovDelay[ax][ay] = 6;
3165 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3168 if (MovDelay[ax][ay])
3172 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3174 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3176 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3178 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3181 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3185 Feld[ax][ay-1] = EL_MAUERND;
3186 Store[ax][ay-1] = element;
3187 MovDir[ax][ay-1] = MV_UP;
3188 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3189 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3193 Feld[ax][ay+1] = EL_MAUERND;
3194 Store[ax][ay+1] = element;
3195 MovDir[ax][ay+1] = MV_DOWN;
3196 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3197 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3201 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3202 element == EL_MAUER_LEBT)
3206 Feld[ax-1][ay] = EL_MAUERND;
3207 Store[ax-1][ay] = element;
3208 MovDir[ax-1][ay] = MV_LEFT;
3209 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3210 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3214 Feld[ax+1][ay] = EL_MAUERND;
3215 Store[ax+1][ay] = element;
3216 MovDir[ax+1][ay] = MV_RIGHT;
3217 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3218 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3222 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3223 DrawLevelField(ax, ay);
3225 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3227 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3228 unten_massiv = TRUE;
3229 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3230 links_massiv = TRUE;
3231 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3232 rechts_massiv = TRUE;
3234 if (((oben_massiv && unten_massiv) ||
3235 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3236 ((links_massiv && rechts_massiv) ||
3237 element == EL_MAUER_Y))
3238 Feld[ax][ay] = EL_MAUERWERK;
3241 void CheckForDragon(int x, int y)
3244 boolean dragon_found = FALSE;
3245 static int xy[4][2] =
3257 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3259 if (IN_LEV_FIELD(xx, yy) &&
3260 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3262 if (Feld[xx][yy] == EL_DRACHE)
3263 dragon_found = TRUE;
3276 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3278 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3280 Feld[xx][yy] = EL_LEERRAUM;
3281 DrawLevelField(xx, yy);
3290 static void CheckBuggyBase(int x, int y)
3292 int element = Feld[x][y];
3294 if (element == EL_SP_BUG)
3296 if (!MovDelay[x][y]) /* start activating buggy base */
3297 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3299 if (MovDelay[x][y]) /* wait some time before activating base */
3302 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3303 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3307 Feld[x][y] = EL_SP_BUG_ACTIVE;
3310 else if (element == EL_SP_BUG_ACTIVE)
3312 if (!MovDelay[x][y]) /* start activating buggy base */
3313 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3315 if (MovDelay[x][y]) /* wait some time before activating base */
3321 static int xy[4][2] =
3329 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3330 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3334 int xx = x + xy[i][0], yy = y + xy[i][1];
3336 if (IS_PLAYER(xx, yy))
3338 PlaySoundLevel(x, y, SND_SP_BUG);
3346 Feld[x][y] = EL_SP_BUG;
3347 DrawLevelField(x, y);
3352 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3354 static byte stored_player_action[MAX_PLAYERS];
3355 static int num_stored_actions = 0;
3356 static boolean save_tape_entry = FALSE;
3357 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3358 int jx = player->jx, jy = player->jy;
3359 int left = player_action & JOY_LEFT;
3360 int right = player_action & JOY_RIGHT;
3361 int up = player_action & JOY_UP;
3362 int down = player_action & JOY_DOWN;
3363 int button1 = player_action & JOY_BUTTON_1;
3364 int button2 = player_action & JOY_BUTTON_2;
3365 int dx = (left ? -1 : right ? 1 : 0);
3366 int dy = (up ? -1 : down ? 1 : 0);
3368 stored_player_action[player->index_nr] = 0;
3369 num_stored_actions++;
3371 if (!player->active || tape.pausing)
3376 save_tape_entry = TRUE;
3377 player->frame_reset_delay = 0;
3380 snapped = SnapField(player, dx, dy);
3384 bombed = PlaceBomb(player);
3385 moved = MoveFigure(player, dx, dy);
3388 if (tape.recording && (moved || snapped || bombed))
3390 if (bombed && !moved)
3391 player_action &= JOY_BUTTON;
3393 stored_player_action[player->index_nr] = player_action;
3395 else if (tape.playing && snapped)
3396 SnapField(player, 0, 0); /* stop snapping */
3400 /* no actions for this player (no input at player's configured device) */
3402 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3403 SnapField(player, 0, 0);
3404 CheckGravityMovement(player);
3406 if (++player->frame_reset_delay > player->move_delay_value)
3410 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3412 TapeRecordAction(stored_player_action);
3413 num_stored_actions = 0;
3414 save_tape_entry = FALSE;
3417 if (tape.playing && !tape.pausing && !player_action &&
3418 tape.counter < tape.length)
3421 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3423 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3424 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3426 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3428 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3430 int el = Feld[jx+dx][jy];
3431 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3433 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3435 player->MovDir = next_joy;
3436 player->Frame = FrameCounter % 4;
3437 player->Pushing = TRUE;
3446 static unsigned long action_delay = 0;
3447 unsigned long action_delay_value;
3448 int sieb_x = 0, sieb_y = 0;
3449 int i, x, y, element;
3450 byte *recorded_player_action;
3451 byte summarized_player_action = 0;
3453 if (game_status != PLAYING)
3456 action_delay_value =
3457 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3459 /* ---------- main game synchronization point ---------- */
3461 WaitUntilDelayReached(&action_delay, action_delay_value);
3463 if (network_playing && !network_player_action_received)
3467 printf("DEBUG: try to get network player actions in time\n");
3472 /* last chance to get network player actions without main loop delay */
3476 if (game_status != PLAYING)
3479 if (!network_player_action_received)
3483 printf("DEBUG: failed to get network player actions in time\n");
3495 else if (tape.recording)
3498 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3500 for (i=0; i<MAX_PLAYERS; i++)
3502 summarized_player_action |= stored_player[i].action;
3504 if (!network_playing)
3505 stored_player[i].effective_action = stored_player[i].action;
3509 if (network_playing)
3510 SendToServer_MovePlayer(summarized_player_action);
3513 if (!options.network && !setup.team_mode)
3514 local_player->effective_action = summarized_player_action;
3516 for (i=0; i<MAX_PLAYERS; i++)
3518 int actual_player_action = stored_player[i].effective_action;
3520 if (stored_player[i].programmed_action)
3521 actual_player_action = stored_player[i].programmed_action;
3523 if (recorded_player_action)
3524 actual_player_action = recorded_player_action[i];
3526 PlayerActions(&stored_player[i], actual_player_action);
3527 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3530 network_player_action_received = FALSE;
3532 ScrollScreen(NULL, SCROLL_GO_ON);
3538 if (TimeFrames == 0 && local_player->active)
3540 extern unsigned int last_RND();
3542 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3543 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3550 if (GameFrameDelay >= 500)
3551 printf("FrameCounter == %d\n", FrameCounter);
3560 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3563 if (JustHit[x][y]>0)
3567 if (IS_BLOCKED(x, y))
3571 Blocked2Moving(x, y, &oldx, &oldy);
3572 if (!IS_MOVING(oldx, oldy))
3574 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3575 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3576 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3577 printf("GameActions(): This should never happen!\n");
3583 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3585 element = Feld[x][y];
3587 if (IS_INACTIVE(element))
3590 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3594 if (IS_GEM(element))
3595 EdelsteinFunkeln(x, y);
3597 else if (IS_MOVING(x, y))
3598 ContinueMoving(x, y);
3599 else if (IS_ACTIVE_BOMB(element))
3600 CheckDynamite(x, y);
3601 else if (element == EL_EXPLODING)
3602 Explode(x, y, Frame[x][y], EX_NORMAL);
3603 else if (element == EL_AMOEBING)
3604 AmoebeWaechst(x, y);
3605 else if (IS_AMOEBALIVE(element))
3606 AmoebeAbleger(x, y);
3607 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3609 else if (element == EL_ABLENK_EIN)
3611 else if (element == EL_SALZSAEURE)
3613 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3615 else if (element == EL_CRACKINGNUT)
3617 else if (element == EL_AUSGANG_ZU)
3618 AusgangstuerPruefen(x, y);
3619 else if (element == EL_AUSGANG_ACT)
3620 AusgangstuerOeffnen(x, y);
3621 else if (element == EL_AUSGANG_AUF)
3622 AusgangstuerBlinken(x, y);
3623 else if (element == EL_MAUERND)
3625 else if (element == EL_MAUER_LEBT ||
3626 element == EL_MAUER_X ||
3627 element == EL_MAUER_Y ||
3628 element == EL_MAUER_XY)
3630 else if (element == EL_BURNING)
3631 CheckForDragon(x, y);
3632 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3633 CheckBuggyBase(x, y);
3634 else if (element == EL_SP_TERMINAL)
3635 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3636 else if (element == EL_SP_TERMINAL_ACTIVE)
3637 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3639 if (game.magic_wall_active)
3641 boolean sieb = FALSE;
3642 int jx = local_player->jx, jy = local_player->jy;
3644 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3645 Store[x][y] == EL_SIEB_LEER)
3647 SiebAktivieren(x, y, 1);
3650 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3651 Store[x][y] == EL_SIEB2_LEER)
3653 SiebAktivieren(x, y, 2);
3657 /* play the element sound at the position nearest to the player */
3658 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3666 if (game.magic_wall_active)
3668 if (!(game.magic_wall_time_left % 4))
3669 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3671 if (game.magic_wall_time_left > 0)
3673 game.magic_wall_time_left--;
3674 if (!game.magic_wall_time_left)
3676 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3678 element = Feld[x][y];
3679 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3681 Feld[x][y] = EL_SIEB_TOT;
3682 DrawLevelField(x, y);
3684 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3686 Feld[x][y] = EL_SIEB2_TOT;
3687 DrawLevelField(x, y);
3691 game.magic_wall_active = FALSE;
3696 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3701 if (tape.recording || tape.playing)
3702 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3709 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3711 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3714 for (i=0; i<MAX_PLAYERS; i++)
3715 KillHero(&stored_player[i]);
3717 else if (level.time == 0) /* level without time limit */
3718 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3724 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3726 int min_x = x, min_y = y, max_x = x, max_y = y;
3729 for (i=0; i<MAX_PLAYERS; i++)
3731 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3733 if (!stored_player[i].active || &stored_player[i] == player)
3736 min_x = MIN(min_x, jx);
3737 min_y = MIN(min_y, jy);
3738 max_x = MAX(max_x, jx);
3739 max_y = MAX(max_y, jy);
3742 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3745 static boolean AllPlayersInVisibleScreen()
3749 for (i=0; i<MAX_PLAYERS; i++)
3751 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3753 if (!stored_player[i].active)
3756 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3763 void ScrollLevel(int dx, int dy)
3765 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3768 XCopyArea(display, drawto_field, drawto_field, gc,
3769 FX + TILEX*(dx == -1) - softscroll_offset,
3770 FY + TILEY*(dy == -1) - softscroll_offset,
3771 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3772 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3773 FX + TILEX*(dx == 1) - softscroll_offset,
3774 FY + TILEY*(dy == 1) - softscroll_offset);
3778 x = (dx == 1 ? BX1 : BX2);
3779 for (y=BY1; y<=BY2; y++)
3780 DrawScreenField(x, y);
3784 y = (dy == 1 ? BY1 : BY2);
3785 for (x=BX1; x<=BX2; x++)
3786 DrawScreenField(x, y);
3789 redraw_mask |= REDRAW_FIELD;
3792 static void CheckGravityMovement(struct PlayerInfo *player)
3794 if (level.gravity && !player->programmed_action)
3796 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3797 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3799 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3800 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3801 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3802 int jx = player->jx, jy = player->jy;
3803 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3804 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3805 int new_jx = jx + dx, new_jy = jy + dy;
3806 boolean field_under_player_is_free =
3807 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3808 boolean player_is_moving_to_valid_field =
3809 (IN_LEV_FIELD(new_jx, new_jy) &&
3810 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3811 Feld[new_jx][new_jy] == EL_ERDREICH));
3813 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3814 player->programmed_action = MV_DOWN;
3818 boolean MoveFigureOneStep(struct PlayerInfo *player,
3819 int dx, int dy, int real_dx, int real_dy)
3821 int jx = player->jx, jy = player->jy;
3822 int new_jx = jx+dx, new_jy = jy+dy;
3826 if (!player->active || (!dx && !dy))
3827 return MF_NO_ACTION;
3829 player->MovDir = (dx < 0 ? MV_LEFT :
3832 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3834 if (!IN_LEV_FIELD(new_jx, new_jy))
3835 return MF_NO_ACTION;
3837 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3838 return MF_NO_ACTION;
3841 element = MovingOrBlocked2Element(new_jx, new_jy);
3843 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3846 if (DONT_GO_TO(element))
3848 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3851 Feld[jx][jy] = EL_SPIELFIGUR;
3852 InitMovingField(jx, jy, MV_DOWN);
3853 Store[jx][jy] = EL_SALZSAEURE;
3854 ContinueMoving(jx, jy);
3863 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3864 if (can_move != MF_MOVING)
3867 StorePlayer[jx][jy] = 0;
3868 player->last_jx = jx;
3869 player->last_jy = jy;
3870 jx = player->jx = new_jx;
3871 jy = player->jy = new_jy;
3872 StorePlayer[jx][jy] = player->element_nr;
3875 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3877 ScrollFigure(player, SCROLL_INIT);
3882 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3884 int jx = player->jx, jy = player->jy;
3885 int old_jx = jx, old_jy = jy;
3886 int moved = MF_NO_ACTION;
3888 if (!player->active || (!dx && !dy))
3891 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3895 /* remove the last programmed player action */
3896 player->programmed_action = 0;
3900 /* should only happen if pre-1.2 tape recordings are played */
3901 /* this is only for backward compatibility */
3903 int original_move_delay_value = player->move_delay_value;
3906 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3909 /* scroll remaining steps with finest movement resolution */
3910 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3912 while (player->MovPos)
3914 ScrollFigure(player, SCROLL_GO_ON);
3915 ScrollScreen(NULL, SCROLL_GO_ON);
3921 player->move_delay_value = original_move_delay_value;
3924 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3926 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3927 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3931 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3932 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3938 if (moved & MF_MOVING && !ScreenMovPos &&
3939 (player == local_player || !options.network))
3941 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3942 int offset = (setup.scroll_delay ? 3 : 0);
3944 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3946 /* actual player has left the screen -- scroll in that direction */
3947 if (jx != old_jx) /* player has moved horizontally */
3948 scroll_x += (jx - old_jx);
3949 else /* player has moved vertically */
3950 scroll_y += (jy - old_jy);
3954 if (jx != old_jx) /* player has moved horizontally */
3956 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3957 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3958 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3960 /* don't scroll over playfield boundaries */
3961 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3962 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3964 /* don't scroll more than one field at a time */
3965 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3967 /* don't scroll against the player's moving direction */
3968 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3969 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3970 scroll_x = old_scroll_x;
3972 else /* player has moved vertically */
3974 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3975 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3976 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3978 /* don't scroll over playfield boundaries */
3979 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3980 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3982 /* don't scroll more than one field at a time */
3983 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3985 /* don't scroll against the player's moving direction */
3986 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3987 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3988 scroll_y = old_scroll_y;
3992 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3994 if (!options.network && !AllPlayersInVisibleScreen())
3996 scroll_x = old_scroll_x;
3997 scroll_y = old_scroll_y;
4001 ScrollScreen(player, SCROLL_INIT);
4002 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4007 if (!(moved & MF_MOVING) && !player->Pushing)
4010 player->Frame = (player->Frame + 1) % 4;
4012 if (moved & MF_MOVING)
4014 if (old_jx != jx && old_jy == jy)
4015 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4016 else if (old_jx == jx && old_jy != jy)
4017 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4019 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4021 player->last_move_dir = player->MovDir;
4025 CheckGravityMovement(player);
4027 player->last_move_dir = MV_NO_MOVING;
4030 TestIfHeroHitsBadThing(jx, jy);
4032 if (!player->active)
4038 void ScrollFigure(struct PlayerInfo *player, int mode)
4040 int jx = player->jx, jy = player->jy;
4041 int last_jx = player->last_jx, last_jy = player->last_jy;
4042 int move_stepsize = TILEX / player->move_delay_value;
4044 if (!player->active || !player->MovPos)
4047 if (mode == SCROLL_INIT)
4049 player->actual_frame_counter = FrameCounter;
4050 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4052 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4053 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4058 else if (!FrameReached(&player->actual_frame_counter, 1))
4061 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4062 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4064 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4065 Feld[last_jx][last_jy] = EL_LEERRAUM;
4067 /* before DrawPlayer() to draw correct player graphic for this case */
4068 if (player->MovPos == 0)
4069 CheckGravityMovement(player);
4073 if (player->MovPos == 0)
4075 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4077 /* continue with normal speed after quickly moving through gate */
4078 HALVE_PLAYER_SPEED(player);
4080 /* be able to make the next move without delay */
4081 player->move_delay = 0;
4084 player->last_jx = jx;
4085 player->last_jy = jy;
4087 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4091 if (!local_player->friends_still_needed)
4092 player->LevelSolved = player->GameOver = TRUE;
4097 void ScrollScreen(struct PlayerInfo *player, int mode)
4099 static unsigned long screen_frame_counter = 0;
4101 if (mode == SCROLL_INIT)
4103 /* set scrolling step size according to actual player's moving speed */
4104 ScrollStepSize = TILEX / player->move_delay_value;
4106 screen_frame_counter = FrameCounter;
4107 ScreenMovDir = player->MovDir;
4108 ScreenMovPos = player->MovPos;
4109 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4112 else if (!FrameReached(&screen_frame_counter, 1))
4117 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4118 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4119 redraw_mask |= REDRAW_FIELD;
4122 ScreenMovDir = MV_NO_MOVING;
4125 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4127 int i, killx = goodx, killy = goody;
4128 static int xy[4][2] =
4135 static int harmless[4] =
4147 x = goodx + xy[i][0];
4148 y = goody + xy[i][1];
4149 if (!IN_LEV_FIELD(x, y))
4153 element = Feld[x][y];
4155 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4158 if (DONT_TOUCH(element))
4160 if (MovDir[x][y] == harmless[i])
4169 if (killx != goodx || killy != goody)
4171 if (IS_PLAYER(goodx, goody))
4172 KillHero(PLAYERINFO(goodx, goody));
4178 void TestIfBadThingHitsGoodThing(int badx, int bady)
4180 int i, killx = badx, killy = bady;
4181 static int xy[4][2] =
4188 static int harmless[4] =
4200 x = badx + xy[i][0];
4201 y = bady + xy[i][1];
4202 if (!IN_LEV_FIELD(x, y))
4205 element = Feld[x][y];
4207 if (IS_PLAYER(x, y))
4213 else if (element == EL_PINGUIN)
4215 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4224 if (killx != badx || killy != bady)
4226 if (IS_PLAYER(killx, killy))
4227 KillHero(PLAYERINFO(killx, killy));
4233 void TestIfHeroHitsBadThing(int x, int y)
4235 TestIfGoodThingHitsBadThing(x, y);
4238 void TestIfBadThingHitsHero(int x, int y)
4240 TestIfBadThingHitsGoodThing(x, y);
4243 void TestIfFriendHitsBadThing(int x, int y)
4245 TestIfGoodThingHitsBadThing(x, y);
4248 void TestIfBadThingHitsFriend(int x, int y)
4250 TestIfBadThingHitsGoodThing(x, y);
4253 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4255 int i, killx = badx, killy = bady;
4256 static int xy[4][2] =
4270 if (!IN_LEV_FIELD(x, y))
4273 element = Feld[x][y];
4274 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4275 element == EL_AMOEBING || element == EL_TROPFEN)
4283 if (killx != badx || killy != bady)
4287 void KillHero(struct PlayerInfo *player)
4289 int jx = player->jx, jy = player->jy;
4291 if (!player->active)
4294 if (IS_PFORTE(Feld[jx][jy]))
4295 Feld[jx][jy] = EL_LEERRAUM;
4301 void BuryHero(struct PlayerInfo *player)
4303 int jx = player->jx, jy = player->jy;
4305 if (!player->active)
4308 PlaySoundLevel(jx, jy, SND_AUTSCH);
4309 PlaySoundLevel(jx, jy, SND_LACHEN);
4311 player->GameOver = TRUE;
4315 void RemoveHero(struct PlayerInfo *player)
4317 int jx = player->jx, jy = player->jy;
4318 int i, found = FALSE;
4320 player->present = FALSE;
4321 player->active = FALSE;
4323 StorePlayer[jx][jy] = 0;
4325 for (i=0; i<MAX_PLAYERS; i++)
4326 if (stored_player[i].active)
4330 AllPlayersGone = TRUE;
4336 int DigField(struct PlayerInfo *player,
4337 int x, int y, int real_dx, int real_dy, int mode)
4339 int jx = player->jx, jy = player->jy;
4340 int dx = x - jx, dy = y - jy;
4341 int move_direction = (dx == -1 ? MV_LEFT :
4342 dx == +1 ? MV_RIGHT :
4344 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4347 if (!player->MovPos)
4348 player->Pushing = FALSE;
4350 if (mode == DF_NO_PUSH)
4352 player->push_delay = 0;
4353 return MF_NO_ACTION;
4356 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4357 return MF_NO_ACTION;
4359 element = Feld[x][y];
4364 PlaySoundLevel(x, y, SND_EMPTY);
4368 Feld[x][y] = EL_LEERRAUM;
4369 PlaySoundLevel(x, y, SND_SCHLURF);
4374 Feld[x][y] = EL_LEERRAUM;
4375 PlaySoundLevel(x, y, SND_SP_BASE);
4379 case EL_EDELSTEIN_BD:
4380 case EL_EDELSTEIN_GELB:
4381 case EL_EDELSTEIN_ROT:
4382 case EL_EDELSTEIN_LILA:
4384 case EL_SP_INFOTRON:
4386 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4387 if (local_player->gems_still_needed < 0)
4388 local_player->gems_still_needed = 0;
4389 RaiseScoreElement(element);
4390 DrawText(DX_EMERALDS, DY_EMERALDS,
4391 int2str(local_player->gems_still_needed, 3),
4392 FS_SMALL, FC_YELLOW);
4393 if (element == EL_SP_INFOTRON)
4394 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4396 PlaySoundLevel(x, y, SND_PONG);
4401 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4402 PlaySoundLevel(x, y, SND_PONG);
4405 case EL_DYNAMITE_INACTIVE:
4406 case EL_SP_DISK_RED:
4409 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4410 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4411 int2str(local_player->dynamite, 3),
4412 FS_SMALL, FC_YELLOW);
4413 if (element == EL_SP_DISK_RED)
4414 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4416 PlaySoundLevel(x, y, SND_PONG);
4419 case EL_DYNABOMB_NR:
4421 player->dynabomb_count++;
4422 player->dynabombs_left++;
4423 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4424 PlaySoundLevel(x, y, SND_PONG);
4427 case EL_DYNABOMB_SZ:
4429 player->dynabomb_size++;
4430 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4431 PlaySoundLevel(x, y, SND_PONG);
4434 case EL_DYNABOMB_XL:
4436 player->dynabomb_xl = TRUE;
4437 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4438 PlaySoundLevel(x, y, SND_PONG);
4441 case EL_SCHLUESSEL1:
4442 case EL_SCHLUESSEL2:
4443 case EL_SCHLUESSEL3:
4444 case EL_SCHLUESSEL4:
4446 int key_nr = element - EL_SCHLUESSEL1;
4449 player->key[key_nr] = TRUE;
4450 RaiseScoreElement(EL_SCHLUESSEL);
4451 DrawMiniGraphicExt(drawto, gc,
4452 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4453 GFX_SCHLUESSEL1+key_nr);
4454 DrawMiniGraphicExt(window, gc,
4455 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4456 GFX_SCHLUESSEL1+key_nr);
4457 PlaySoundLevel(x, y, SND_PONG);
4466 int key_nr = element - EL_EM_KEY_1;
4469 player->key[key_nr] = TRUE;
4470 RaiseScoreElement(EL_SCHLUESSEL);
4471 DrawMiniGraphicExt(drawto, gc,
4472 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4473 GFX_SCHLUESSEL1+key_nr);
4474 DrawMiniGraphicExt(window, gc,
4475 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4476 GFX_SCHLUESSEL1+key_nr);
4477 PlaySoundLevel(x, y, SND_PONG);
4482 Feld[x][y] = EL_ABLENK_EIN;
4485 DrawLevelField(x, y);
4489 case EL_SP_TERMINAL:
4493 for (yy=0; yy<lev_fieldy; yy++)
4495 for (xx=0; xx<lev_fieldx; xx++)
4497 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4499 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4500 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4509 if (local_player->gems_still_needed > 0)
4510 return MF_NO_ACTION;
4512 player->LevelSolved = player->GameOver = TRUE;
4513 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4516 case EL_FELSBROCKEN:
4521 case EL_SP_DISK_ORANGE:
4522 if (dy || mode == DF_SNAP)
4523 return MF_NO_ACTION;
4525 player->Pushing = TRUE;
4527 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4528 return MF_NO_ACTION;
4532 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4533 return MF_NO_ACTION;
4536 if (player->push_delay == 0)
4537 player->push_delay = FrameCounter;
4538 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4540 return MF_NO_ACTION;
4543 Feld[x+dx][y+dy] = element;
4545 player->push_delay_value = 2+RND(8);
4547 DrawLevelField(x+dx, y+dy);
4548 if (element == EL_FELSBROCKEN)
4549 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4550 else if (element == EL_KOKOSNUSS)
4551 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4552 else if (IS_SP_ELEMENT(element))
4553 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4555 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4562 if (!player->key[element - EL_PFORTE1])
4563 return MF_NO_ACTION;
4570 if (!player->key[element - EL_PFORTE1X])
4571 return MF_NO_ACTION;
4578 if (!player->key[element - EL_EM_GATE_1])
4579 return MF_NO_ACTION;
4580 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4581 return MF_NO_ACTION;
4583 /* automatically move to the next field with double speed */
4584 player->programmed_action = move_direction;
4585 DOUBLE_PLAYER_SPEED(player);
4587 PlaySoundLevel(x, y, SND_GATE);
4595 if (!player->key[element - EL_EM_GATE_1X])
4596 return MF_NO_ACTION;
4597 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4598 return MF_NO_ACTION;
4600 /* automatically move to the next field with double speed */
4601 player->programmed_action = move_direction;
4602 DOUBLE_PLAYER_SPEED(player);
4604 PlaySoundLevel(x, y, SND_GATE);
4608 case EL_SP_PORT1_LEFT:
4609 case EL_SP_PORT2_LEFT:
4610 case EL_SP_PORT1_RIGHT:
4611 case EL_SP_PORT2_RIGHT:
4612 case EL_SP_PORT1_UP:
4613 case EL_SP_PORT2_UP:
4614 case EL_SP_PORT1_DOWN:
4615 case EL_SP_PORT2_DOWN:
4620 element != EL_SP_PORT1_LEFT &&
4621 element != EL_SP_PORT2_LEFT &&
4622 element != EL_SP_PORT_X &&
4623 element != EL_SP_PORT_XY) ||
4625 element != EL_SP_PORT1_RIGHT &&
4626 element != EL_SP_PORT2_RIGHT &&
4627 element != EL_SP_PORT_X &&
4628 element != EL_SP_PORT_XY) ||
4630 element != EL_SP_PORT1_UP &&
4631 element != EL_SP_PORT2_UP &&
4632 element != EL_SP_PORT_Y &&
4633 element != EL_SP_PORT_XY) ||
4635 element != EL_SP_PORT1_DOWN &&
4636 element != EL_SP_PORT2_DOWN &&
4637 element != EL_SP_PORT_Y &&
4638 element != EL_SP_PORT_XY) ||
4639 !IN_LEV_FIELD(x + dx, y + dy) ||
4640 !IS_FREE(x + dx, y + dy))
4641 return MF_NO_ACTION;
4643 /* automatically move to the next field with double speed */
4644 player->programmed_action = move_direction;
4645 DOUBLE_PLAYER_SPEED(player);
4647 PlaySoundLevel(x, y, SND_GATE);
4652 case EL_AUSGANG_ACT:
4653 /* door is not (yet) open */
4654 return MF_NO_ACTION;
4657 case EL_AUSGANG_AUF:
4658 if (mode == DF_SNAP)
4659 return MF_NO_ACTION;
4661 PlaySoundLevel(x, y, SND_BUING);
4666 Feld[x][y] = EL_BIRNE_EIN;
4667 local_player->lights_still_needed--;
4668 DrawLevelField(x, y);
4669 PlaySoundLevel(x, y, SND_DENG);
4674 Feld[x][y] = EL_ZEIT_LEER;
4676 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4677 DrawLevelField(x, y);
4678 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4682 case EL_SOKOBAN_FELD_LEER:
4685 case EL_SOKOBAN_FELD_VOLL:
4686 case EL_SOKOBAN_OBJEKT:
4688 case EL_SP_DISK_YELLOW:
4689 if (mode == DF_SNAP)
4690 return MF_NO_ACTION;
4692 player->Pushing = TRUE;
4694 if (!IN_LEV_FIELD(x+dx, y+dy)
4695 || (!IS_FREE(x+dx, y+dy)
4696 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4697 || !IS_SB_ELEMENT(element))))
4698 return MF_NO_ACTION;
4702 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4703 return MF_NO_ACTION;
4705 else if (dy && real_dx)
4707 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4708 return MF_NO_ACTION;
4711 if (player->push_delay == 0)
4712 player->push_delay = FrameCounter;
4713 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4715 return MF_NO_ACTION;
4717 if (IS_SB_ELEMENT(element))
4719 if (element == EL_SOKOBAN_FELD_VOLL)
4721 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4722 local_player->sokobanfields_still_needed++;
4727 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4729 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4730 local_player->sokobanfields_still_needed--;
4731 if (element == EL_SOKOBAN_OBJEKT)
4732 PlaySoundLevel(x, y, SND_DENG);
4735 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4740 Feld[x+dx][y+dy] = element;
4743 player->push_delay_value = 2;
4745 DrawLevelField(x, y);
4746 DrawLevelField(x+dx, y+dy);
4747 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4749 if (IS_SB_ELEMENT(element) &&
4750 local_player->sokobanfields_still_needed == 0 &&
4751 game.emulation == EMU_SOKOBAN)
4753 player->LevelSolved = player->GameOver = TRUE;
4754 PlaySoundLevel(x, y, SND_BUING);
4766 return MF_NO_ACTION;
4769 player->push_delay = 0;
4774 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4776 int jx = player->jx, jy = player->jy;
4777 int x = jx + dx, y = jy + dy;
4779 if (!player->active || !IN_LEV_FIELD(x, y))
4787 player->snapped = FALSE;
4791 if (player->snapped)
4794 player->MovDir = (dx < 0 ? MV_LEFT :
4797 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4799 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4802 player->snapped = TRUE;
4803 DrawLevelField(x, y);
4809 boolean PlaceBomb(struct PlayerInfo *player)
4811 int jx = player->jx, jy = player->jy;
4814 if (!player->active || player->MovPos)
4817 element = Feld[jx][jy];
4819 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4820 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
4823 if (element != EL_LEERRAUM)
4824 Store[jx][jy] = element;
4826 if (player->dynamite)
4828 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
4829 MovDelay[jx][jy] = 96;
4831 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4832 FS_SMALL, FC_YELLOW);
4833 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4835 if (game.emulation == EMU_SUPAPLEX)
4836 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4838 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4843 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
4844 MovDelay[jx][jy] = 96;
4845 player->dynabombs_left--;
4846 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4847 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4853 void PlaySoundLevel(int x, int y, int sound_nr)
4855 int sx = SCREENX(x), sy = SCREENY(y);
4857 int silence_distance = 8;
4859 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4860 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4863 if (!IN_LEV_FIELD(x, y) ||
4864 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4865 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4868 volume = PSND_MAX_VOLUME;
4871 stereo = (sx - SCR_FIELDX/2) * 12;
4873 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4874 if (stereo > PSND_MAX_RIGHT)
4875 stereo = PSND_MAX_RIGHT;
4876 if (stereo < PSND_MAX_LEFT)
4877 stereo = PSND_MAX_LEFT;
4880 if (!IN_SCR_FIELD(sx, sy))
4882 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4883 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4885 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4888 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4891 void RaiseScore(int value)
4893 local_player->score += value;
4894 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4895 FS_SMALL, FC_YELLOW);
4898 void RaiseScoreElement(int element)
4903 case EL_EDELSTEIN_BD:
4904 case EL_EDELSTEIN_GELB:
4905 case EL_EDELSTEIN_ROT:
4906 case EL_EDELSTEIN_LILA:
4907 RaiseScore(level.score[SC_EDELSTEIN]);
4910 RaiseScore(level.score[SC_DIAMANT]);
4914 RaiseScore(level.score[SC_KAEFER]);
4918 RaiseScore(level.score[SC_FLIEGER]);
4922 RaiseScore(level.score[SC_MAMPFER]);
4925 RaiseScore(level.score[SC_ROBOT]);
4928 RaiseScore(level.score[SC_PACMAN]);
4931 RaiseScore(level.score[SC_KOKOSNUSS]);
4933 case EL_DYNAMITE_INACTIVE:
4934 RaiseScore(level.score[SC_DYNAMIT]);
4937 RaiseScore(level.score[SC_SCHLUESSEL]);
4944 /* ---------- new game button stuff ---------------------------------------- */
4946 /* graphic position values for game buttons */
4947 #define GAME_BUTTON_XSIZE 30
4948 #define GAME_BUTTON_YSIZE 30
4949 #define GAME_BUTTON_XPOS 5
4950 #define GAME_BUTTON_YPOS 215
4951 #define SOUND_BUTTON_XPOS 5
4952 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4954 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4955 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4956 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4957 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4958 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4959 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4966 } gamebutton_info[NUM_GAME_BUTTONS] =
4969 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4974 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4979 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4984 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4985 SOUND_CTRL_ID_MUSIC,
4986 "background music on/off"
4989 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4990 SOUND_CTRL_ID_LOOPS,
4991 "sound loops on/off"
4994 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4995 SOUND_CTRL_ID_SIMPLE,
4996 "normal sounds on/off"
5000 void CreateGameButtons()
5004 for (i=0; i<NUM_GAME_BUTTONS; i++)
5006 Pixmap gd_pixmap = pix[PIX_DOOR];
5007 struct GadgetInfo *gi;
5010 unsigned long event_mask;
5011 int gd_xoffset, gd_yoffset;
5012 int gd_x1, gd_x2, gd_y1, gd_y2;
5015 gd_xoffset = gamebutton_info[i].x;
5016 gd_yoffset = gamebutton_info[i].y;
5017 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5018 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5020 if (id == GAME_CTRL_ID_STOP ||
5021 id == GAME_CTRL_ID_PAUSE ||
5022 id == GAME_CTRL_ID_PLAY)
5024 button_type = GD_TYPE_NORMAL_BUTTON;
5026 event_mask = GD_EVENT_RELEASED;
5027 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5028 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5032 button_type = GD_TYPE_CHECK_BUTTON;
5034 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5035 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5036 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5037 event_mask = GD_EVENT_PRESSED;
5038 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5039 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5042 gi = CreateGadget(GDI_CUSTOM_ID, id,
5043 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5044 GDI_X, DX + gd_xoffset,
5045 GDI_Y, DY + gd_yoffset,
5046 GDI_WIDTH, GAME_BUTTON_XSIZE,
5047 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5048 GDI_TYPE, button_type,
5049 GDI_STATE, GD_BUTTON_UNPRESSED,
5050 GDI_CHECKED, checked,
5051 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5052 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5053 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5054 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5055 GDI_EVENT_MASK, event_mask,
5056 GDI_CALLBACK_ACTION, HandleGameButtons,
5060 Error(ERR_EXIT, "cannot create gadget");
5062 game_gadget[id] = gi;
5066 static void MapGameButtons()
5070 for (i=0; i<NUM_GAME_BUTTONS; i++)
5071 MapGadget(game_gadget[i]);
5074 void UnmapGameButtons()
5078 for (i=0; i<NUM_GAME_BUTTONS; i++)
5079 UnmapGadget(game_gadget[i]);
5082 static void HandleGameButtons(struct GadgetInfo *gi)
5084 int id = gi->custom_id;
5086 if (game_status != PLAYING)
5091 case GAME_CTRL_ID_STOP:
5094 CloseDoor(DOOR_CLOSE_1);
5095 game_status = MAINMENU;
5100 if (level_editor_test_game ||
5101 Request("Do you really want to quit the game ?",
5102 REQ_ASK | REQ_STAY_CLOSED))
5105 if (options.network)
5106 SendToServer_StopPlaying();
5110 game_status = MAINMENU;
5115 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5118 case GAME_CTRL_ID_PAUSE:
5119 if (options.network)
5123 SendToServer_ContinuePlaying();
5125 SendToServer_PausePlaying();
5132 case GAME_CTRL_ID_PLAY:
5136 if (options.network)
5137 SendToServer_ContinuePlaying();
5141 tape.pausing = FALSE;
5142 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5147 case SOUND_CTRL_ID_MUSIC:
5148 if (setup.sound_music)
5150 setup.sound_music = FALSE;
5151 FadeSound(background_loop[level_nr % num_bg_loops]);
5153 else if (sound_loops_allowed)
5155 setup.sound = setup.sound_music = TRUE;
5156 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5160 case SOUND_CTRL_ID_LOOPS:
5161 if (setup.sound_loops)
5162 setup.sound_loops = FALSE;
5163 else if (sound_loops_allowed)
5164 setup.sound = setup.sound_loops = TRUE;
5167 case SOUND_CTRL_ID_SIMPLE:
5168 if (setup.sound_simple)
5169 setup.sound_simple = FALSE;
5170 else if (sound_status==SOUND_AVAILABLE)
5171 setup.sound = setup.sound_simple = TRUE;