1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
283 case EL_DYNAMITE_ACTIVE:
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
309 case EL_EM_KEY_1_FILE:
310 Feld[x][y] = EL_EM_KEY_1;
312 case EL_EM_KEY_2_FILE:
313 Feld[x][y] = EL_EM_KEY_2;
315 case EL_EM_KEY_3_FILE:
316 Feld[x][y] = EL_EM_KEY_3;
318 case EL_EM_KEY_4_FILE:
319 Feld[x][y] = EL_EM_KEY_4;
330 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
331 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
332 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
334 /* don't play tapes over network */
335 network_playing = (options.network && !tape.playing);
337 for (i=0; i<MAX_PLAYERS; i++)
339 struct PlayerInfo *player = &stored_player[i];
341 player->index_nr = i;
342 player->element_nr = EL_SPIELER1 + i;
344 player->present = FALSE;
345 player->active = FALSE;
348 player->effective_action = 0;
349 player->programmed_action = 0;
352 player->gems_still_needed = level.gems_needed;
353 player->sokobanfields_still_needed = 0;
354 player->lights_still_needed = 0;
355 player->friends_still_needed = 0;
358 player->key[j] = FALSE;
360 player->dynamite = 0;
361 player->dynabomb_count = 0;
362 player->dynabomb_size = 1;
363 player->dynabombs_left = 0;
364 player->dynabomb_xl = FALSE;
366 player->MovDir = MV_NO_MOVING;
368 player->Pushing = FALSE;
372 player->actual_frame_counter = 0;
374 player->frame_reset_delay = 0;
376 player->push_delay = 0;
377 player->push_delay_value = 5;
379 player->move_delay = 0;
380 player->last_move_dir = MV_NO_MOVING;
382 player->move_delay_value =
383 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
385 player->snapped = FALSE;
387 player->last_jx = player->last_jy = 0;
388 player->jx = player->jy = 0;
390 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
391 SnapField(player, 0, 0);
393 player->LevelSolved = FALSE;
394 player->GameOver = FALSE;
397 network_player_action_received = FALSE;
400 /* initial null action */
402 SendToServer_MovePlayer(MV_NO_MOVING);
407 game.yam_content_nr = 0;
411 TimeLeft = level.time;
413 ScreenMovDir = MV_NO_MOVING;
417 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
419 AllPlayersGone = FALSE;
420 game.magic_wall_active = FALSE;
421 game.magic_wall_time_left = 0;
423 for (i=0; i<MAX_NUM_AMOEBA; i++)
424 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
426 for (x=0; x<lev_fieldx; x++)
428 for (y=0; y<lev_fieldy; y++)
430 Feld[x][y] = Ur[x][y];
431 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
432 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
440 for(y=0; y<lev_fieldy; y++)
442 for(x=0; x<lev_fieldx; x++)
444 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
446 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
448 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
451 InitField(x, y, TRUE);
455 /* check if any connected player was not found in playfield */
456 for (i=0; i<MAX_PLAYERS; i++)
458 struct PlayerInfo *player = &stored_player[i];
460 if (player->connected && !player->present)
462 for (j=0; j<MAX_PLAYERS; j++)
464 struct PlayerInfo *some_player = &stored_player[j];
465 int jx = some_player->jx, jy = some_player->jy;
467 /* assign first free player found that is present in the playfield */
468 if (some_player->present && !some_player->connected)
470 player->present = TRUE;
471 player->active = TRUE;
472 some_player->present = FALSE;
474 StorePlayer[jx][jy] = player->element_nr;
475 player->jx = player->last_jx = jx;
476 player->jy = player->last_jy = jy;
486 /* when playing a tape, eliminate all players who do not participate */
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].active && !tape.player_participates[i])
492 struct PlayerInfo *player = &stored_player[i];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
501 else if (!options.network && !setup.team_mode) /* && !tape.playing */
503 /* when in single player mode, eliminate all but the first active player */
505 for (i=0; i<MAX_PLAYERS; i++)
507 if (stored_player[i].active)
509 for (j=i+1; j<MAX_PLAYERS; j++)
511 if (stored_player[j].active)
513 struct PlayerInfo *player = &stored_player[j];
514 int jx = player->jx, jy = player->jy;
516 player->active = FALSE;
517 StorePlayer[jx][jy] = 0;
518 Feld[jx][jy] = EL_LEERRAUM;
525 /* when recording the game, store which players take part in the game */
528 for (i=0; i<MAX_PLAYERS; i++)
529 if (stored_player[i].active)
530 tape.player_participates[i] = TRUE;
535 for (i=0; i<MAX_PLAYERS; i++)
537 struct PlayerInfo *player = &stored_player[i];
539 printf("Player %d: present == %d, connected == %d, active == %d.\n",
544 if (local_player == player)
545 printf("Player %d is local player.\n", i+1);
549 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
550 emulate_sb ? EMU_SOKOBAN :
551 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
553 if (BorderElement == EL_LEERRAUM)
556 SBX_Right = lev_fieldx - SCR_FIELDX;
558 SBY_Lower = lev_fieldy - SCR_FIELDY;
563 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
565 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
568 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
569 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
571 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
572 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
575 scroll_y = SBY_Upper;
576 if (local_player->jx >= SBX_Left + MIDPOSX)
577 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
578 local_player->jx - MIDPOSX :
580 if (local_player->jy >= SBY_Upper + MIDPOSY)
581 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
582 local_player->jy - MIDPOSY :
585 CloseDoor(DOOR_CLOSE_1);
591 if (setup.soft_scrolling)
592 XCopyArea(display, fieldbuffer, backbuffer, gc,
593 FX, FY, SXSIZE, SYSIZE, SX, SY);
595 redraw_mask |= REDRAW_FROM_BACKBUFFER;
597 /* copy default game door content to main double buffer */
598 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
599 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
602 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
603 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
606 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
607 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
608 XCopyArea(display, drawto, drawto, gc,
609 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
610 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
611 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
614 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
615 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
616 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
617 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
618 DrawText(DX + XX_SCORE, DY + YY_SCORE,
619 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
620 DrawText(DX + XX_TIME, DY + YY_TIME,
621 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
624 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
625 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
626 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
630 /* copy actual game door content to door double buffer for OpenDoor() */
631 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
632 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
634 OpenDoor(DOOR_OPEN_ALL);
636 if (setup.sound_music)
637 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
639 XAutoRepeatOff(display);
644 printf("Player %d %sactive.\n",
645 i + 1, (stored_player[i].active ? "" : "not "));
649 void InitMovDir(int x, int y)
651 int i, element = Feld[x][y];
652 static int xy[4][2] =
659 static int direction[2][4] =
661 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
662 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
671 Feld[x][y] = EL_KAEFER;
672 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
679 Feld[x][y] = EL_FLIEGER;
680 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
687 Feld[x][y] = EL_BUTTERFLY;
688 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
695 Feld[x][y] = EL_FIREFLY;
696 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
703 Feld[x][y] = EL_PACMAN;
704 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
708 MovDir[x][y] = MV_UP;
712 MovDir[x][y] = MV_LEFT;
716 MovDir[x][y] = 1 << RND(4);
717 if (element != EL_KAEFER &&
718 element != EL_FLIEGER &&
719 element != EL_BUTTERFLY &&
720 element != EL_FIREFLY)
725 int x1 = x + xy[i][0];
726 int y1 = y + xy[i][1];
728 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
730 if (element == EL_KAEFER || element == EL_BUTTERFLY)
732 MovDir[x][y] = direction[0][i];
735 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
736 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
738 MovDir[x][y] = direction[1][i];
747 void InitAmoebaNr(int x, int y)
750 int group_nr = AmoebeNachbarNr(x, y);
754 for (i=1; i<MAX_NUM_AMOEBA; i++)
756 if (AmoebaCnt[i] == 0)
764 AmoebaNr[x][y] = group_nr;
765 AmoebaCnt[group_nr]++;
766 AmoebaCnt2[group_nr]++;
772 int bumplevel = FALSE;
774 if (local_player->MovPos)
777 local_player->LevelSolved = FALSE;
781 if (setup.sound_loops)
782 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
786 if (!setup.sound_loops)
787 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
788 if (TimeLeft > 0 && !(TimeLeft % 10))
789 RaiseScore(level.score[SC_ZEITBONUS]);
790 if (TimeLeft > 100 && !(TimeLeft % 10))
794 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
799 if (setup.sound_loops)
802 else if (level.time == 0) /* level without time limit */
804 if (setup.sound_loops)
805 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
807 while(TimePlayed < 999)
809 if (!setup.sound_loops)
810 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
811 if (TimePlayed < 999 && !(TimePlayed % 10))
812 RaiseScore(level.score[SC_ZEITBONUS]);
813 if (TimePlayed < 900 && !(TimePlayed % 10))
817 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
822 if (setup.sound_loops)
828 /* Hero disappears */
829 DrawLevelField(ExitX, ExitY);
835 CloseDoor(DOOR_CLOSE_1);
840 SaveTape(tape.level_nr); /* Ask to save tape */
843 if ((hi_pos = NewHiScore()) >= 0)
845 game_status = HALLOFFAME;
846 DrawHallOfFame(hi_pos);
847 if (bumplevel && TAPE_IS_EMPTY(tape))
852 game_status = MAINMENU;
853 if (bumplevel && TAPE_IS_EMPTY(tape))
868 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
869 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
872 for (k=0; k<MAX_SCORE_ENTRIES; k++)
874 if (local_player->score > highscore[k].Score)
876 /* player has made it to the hall of fame */
878 if (k < MAX_SCORE_ENTRIES - 1)
880 int m = MAX_SCORE_ENTRIES - 1;
883 for (l=k; l<MAX_SCORE_ENTRIES; l++)
884 if (!strcmp(setup.player_name, highscore[l].Name))
886 if (m == k) /* player's new highscore overwrites his old one */
892 strcpy(highscore[l].Name, highscore[l - 1].Name);
893 highscore[l].Score = highscore[l - 1].Score;
900 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
901 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
902 highscore[k].Score = local_player->score;
908 else if (!strncmp(setup.player_name, highscore[k].Name,
909 MAX_PLAYER_NAME_LEN))
910 break; /* player already there with a higher score */
921 void InitMovingField(int x, int y, int direction)
923 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
924 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
926 MovDir[x][y] = direction;
927 MovDir[newx][newy] = direction;
928 if (Feld[newx][newy] == EL_LEERRAUM)
929 Feld[newx][newy] = EL_BLOCKED;
932 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
934 int direction = MovDir[x][y];
935 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
936 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
942 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
944 int oldx = x, oldy = y;
945 int direction = MovDir[x][y];
947 if (direction == MV_LEFT)
949 else if (direction == MV_RIGHT)
951 else if (direction == MV_UP)
953 else if (direction == MV_DOWN)
956 *comes_from_x = oldx;
957 *comes_from_y = oldy;
960 int MovingOrBlocked2Element(int x, int y)
962 int element = Feld[x][y];
964 if (element == EL_BLOCKED)
968 Blocked2Moving(x, y, &oldx, &oldy);
969 return Feld[oldx][oldy];
975 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
977 /* like MovingOrBlocked2Element(), but if element is moving
978 and (x,y) is the field the moving element is just leaving,
979 return EL_BLOCKED instead of the element value */
980 int element = Feld[x][y];
984 if (element == EL_BLOCKED)
988 Blocked2Moving(x, y, &oldx, &oldy);
989 return Feld[oldx][oldy];
998 static void RemoveField(int x, int y)
1000 Feld[x][y] = EL_LEERRAUM;
1006 void RemoveMovingField(int x, int y)
1008 int oldx = x, oldy = y, newx = x, newy = y;
1010 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1013 if (IS_MOVING(x, y))
1015 Moving2Blocked(x, y, &newx, &newy);
1016 if (Feld[newx][newy] != EL_BLOCKED)
1019 else if (Feld[x][y] == EL_BLOCKED)
1021 Blocked2Moving(x, y, &oldx, &oldy);
1022 if (!IS_MOVING(oldx, oldy))
1026 if (Feld[x][y] == EL_BLOCKED &&
1027 (Store[oldx][oldy] == EL_MORAST_LEER ||
1028 Store[oldx][oldy] == EL_SIEB_LEER ||
1029 Store[oldx][oldy] == EL_SIEB2_LEER ||
1030 Store[oldx][oldy] == EL_AMOEBE_NASS))
1032 Feld[oldx][oldy] = Store[oldx][oldy];
1033 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1036 Feld[oldx][oldy] = EL_LEERRAUM;
1038 Feld[newx][newy] = EL_LEERRAUM;
1039 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1040 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1042 DrawLevelField(oldx, oldy);
1043 DrawLevelField(newx, newy);
1046 void DrawDynamite(int x, int y)
1048 int sx = SCREENX(x), sy = SCREENY(y);
1049 int graphic = el2gfx(Feld[x][y]);
1052 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1056 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1058 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1060 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1065 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1069 if (game.emulation == EMU_SUPAPLEX)
1070 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1071 else if (Store[x][y])
1072 DrawGraphicThruMask(sx, sy, graphic + phase);
1074 DrawGraphic(sx, sy, graphic + phase);
1077 void CheckDynamite(int x, int y)
1079 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1084 if (!(MovDelay[x][y] % 12))
1085 PlaySoundLevel(x, y, SND_ZISCH);
1087 if (IS_ACTIVE_BOMB(Feld[x][y]))
1089 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1091 if (!(MovDelay[x][y] % delay))
1099 StopSound(SND_ZISCH);
1103 void Explode(int ex, int ey, int phase, int mode)
1106 int num_phase = 9, delay = 2;
1107 int last_phase = num_phase * delay;
1108 int half_phase = (num_phase / 2) * delay;
1109 int first_phase_after_start = EX_PHASE_START + 1;
1111 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1113 int center_element = Feld[ex][ey];
1115 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1117 center_element = MovingOrBlocked2Element(ex, ey);
1118 RemoveMovingField(ex, ey);
1121 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1123 int element = Feld[x][y];
1125 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1127 element = MovingOrBlocked2Element(x, y);
1128 RemoveMovingField(x, y);
1131 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1134 if ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1135 (x != ex || y != ey))
1138 if (element == EL_EXPLODING)
1139 element = Store2[x][y];
1141 if (IS_PLAYER(ex, ey))
1143 switch(StorePlayer[ex][ey])
1146 Store[x][y] = EL_EDELSTEIN_ROT;
1149 Store[x][y] = EL_EDELSTEIN;
1152 Store[x][y] = EL_EDELSTEIN_LILA;
1156 Store[x][y] = EL_EDELSTEIN_GELB;
1160 if (game.emulation == EMU_SUPAPLEX)
1161 Store[x][y] = EL_LEERRAUM;
1163 else if (center_element == EL_MAULWURF)
1164 Store[x][y] = EL_EDELSTEIN_ROT;
1165 else if (center_element == EL_PINGUIN)
1166 Store[x][y] = EL_EDELSTEIN_LILA;
1167 else if (center_element == EL_KAEFER)
1168 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1169 else if (center_element == EL_BUTTERFLY)
1170 Store[x][y] = EL_EDELSTEIN_BD;
1171 else if (center_element == EL_SP_ELECTRON)
1172 Store[x][y] = EL_SP_INFOTRON;
1173 else if (center_element == EL_MAMPFER)
1174 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1175 else if (center_element == EL_AMOEBA2DIAM)
1176 Store[x][y] = level.amoeba_content;
1177 else if (element == EL_ERZ_EDEL)
1178 Store[x][y] = EL_EDELSTEIN;
1179 else if (element == EL_ERZ_DIAM)
1180 Store[x][y] = EL_DIAMANT;
1181 else if (element == EL_ERZ_EDEL_BD)
1182 Store[x][y] = EL_EDELSTEIN_BD;
1183 else if (element == EL_ERZ_EDEL_GELB)
1184 Store[x][y] = EL_EDELSTEIN_GELB;
1185 else if (element == EL_ERZ_EDEL_ROT)
1186 Store[x][y] = EL_EDELSTEIN_ROT;
1187 else if (element == EL_ERZ_EDEL_LILA)
1188 Store[x][y] = EL_EDELSTEIN_LILA;
1189 else if (!IS_PFORTE(Store[x][y]))
1190 Store[x][y] = EL_LEERRAUM;
1192 if (x != ex || y != ey ||
1193 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1194 Store2[x][y] = element;
1196 if (AmoebaNr[x][y] &&
1197 (element == EL_AMOEBE_VOLL ||
1198 element == EL_AMOEBE_BD ||
1199 element == EL_AMOEBING))
1201 AmoebaCnt[AmoebaNr[x][y]]--;
1202 AmoebaCnt2[AmoebaNr[x][y]]--;
1205 Feld[x][y] = EL_EXPLODING;
1206 MovDir[x][y] = MovPos[x][y] = 0;
1212 if (center_element == EL_MAMPFER)
1213 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1224 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1226 if (phase == first_phase_after_start)
1228 int element = Store2[x][y];
1230 if (element == EL_BLACK_ORB)
1232 Feld[x][y] = Store2[x][y];
1237 else if (phase == half_phase)
1239 int element = Store2[x][y];
1241 if (IS_PLAYER(x, y))
1242 KillHero(PLAYERINFO(x, y));
1243 else if (IS_EXPLOSIVE(element))
1245 Feld[x][y] = Store2[x][y];
1249 else if (element == EL_AMOEBA2DIAM)
1250 AmoebeUmwandeln(x, y);
1253 if (phase == last_phase)
1257 element = Feld[x][y] = Store[x][y];
1258 Store[x][y] = Store2[x][y] = 0;
1259 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1260 InitField(x, y, FALSE);
1261 if (CAN_MOVE(element) || COULD_MOVE(element))
1263 DrawLevelField(x, y);
1265 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1267 int graphic = GFX_EXPLOSION;
1269 if (game.emulation == EMU_SUPAPLEX)
1270 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1271 GFX_SP_EXPLODE_INFOTRON :
1272 GFX_SP_EXPLODE_EMPTY);
1275 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1277 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1281 void DynaExplode(int ex, int ey)
1284 int dynabomb_size = 1;
1285 boolean dynabomb_xl = FALSE;
1286 struct PlayerInfo *player;
1287 static int xy[4][2] =
1295 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1297 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1298 dynabomb_size = player->dynabomb_size;
1299 dynabomb_xl = player->dynabomb_xl;
1300 player->dynabombs_left++;
1303 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1307 for (j=1; j<=dynabomb_size; j++)
1309 int x = ex + j * xy[i % 4][0];
1310 int y = ey + j * xy[i % 4][1];
1313 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1316 element = Feld[x][y];
1318 /* do not restart explosions of fields with active bombs */
1319 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1322 Explode(x, y, EX_PHASE_START, EX_BORDER);
1324 if (element != EL_LEERRAUM &&
1325 element != EL_ERDREICH &&
1326 element != EL_EXPLODING &&
1333 void Bang(int x, int y)
1335 int element = Feld[x][y];
1337 if (game.emulation == EMU_SUPAPLEX)
1338 PlaySoundLevel(x, y, SND_SP_BOOOM);
1340 PlaySoundLevel(x, y, SND_ROAAAR);
1342 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1343 element = EL_LEERRAUM;
1355 RaiseScoreElement(element);
1356 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1358 case EL_DYNABOMB_ACTIVE_1:
1359 case EL_DYNABOMB_ACTIVE_2:
1360 case EL_DYNABOMB_ACTIVE_3:
1361 case EL_DYNABOMB_ACTIVE_4:
1362 case EL_DYNABOMB_NR:
1363 case EL_DYNABOMB_SZ:
1364 case EL_DYNABOMB_XL:
1371 Explode(x, y, EX_PHASE_START, EX_CENTER);
1374 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1379 void Blurb(int x, int y)
1381 int element = Feld[x][y];
1383 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1385 PlaySoundLevel(x, y, SND_BLURB);
1386 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1387 (!IN_LEV_FIELD(x-1, y-1) ||
1388 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1390 Feld[x-1][y] = EL_BLURB_LEFT;
1392 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1393 (!IN_LEV_FIELD(x+1, y-1) ||
1394 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1396 Feld[x+1][y] = EL_BLURB_RIGHT;
1401 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1403 if (!MovDelay[x][y]) /* initialize animation counter */
1406 if (MovDelay[x][y]) /* continue animation */
1409 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1410 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1412 if (!MovDelay[x][y])
1414 Feld[x][y] = EL_LEERRAUM;
1415 DrawLevelField(x, y);
1421 void Impact(int x, int y)
1423 boolean lastline = (y == lev_fieldy-1);
1424 boolean object_hit = FALSE;
1425 int element = Feld[x][y];
1428 if (!lastline) /* check if element below was hit */
1430 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1433 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1434 MovDir[x][y+1]!=MV_DOWN ||
1435 MovPos[x][y+1]<=TILEY/2));
1437 smashed = MovingOrBlocked2Element(x, y+1);
1440 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1446 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1447 (lastline || object_hit)) /* element is bomb */
1453 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1455 if (object_hit && IS_PLAYER(x, y+1))
1456 KillHero(PLAYERINFO(x, y+1));
1457 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1461 Feld[x][y] = EL_AMOEBING;
1462 Store[x][y] = EL_AMOEBE_NASS;
1467 if (!lastline && object_hit) /* check which object was hit */
1469 if (CAN_CHANGE(element) &&
1470 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1473 int activated_magic_wall =
1474 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1476 /* activate magic wall / mill */
1478 for (y=0; y<lev_fieldy; y++)
1479 for (x=0; x<lev_fieldx; x++)
1480 if (Feld[x][y] == smashed)
1481 Feld[x][y] = activated_magic_wall;
1483 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1484 game.magic_wall_active = TRUE;
1487 if (IS_PLAYER(x, y+1))
1489 KillHero(PLAYERINFO(x, y+1));
1492 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1497 else if (element == EL_EDELSTEIN_BD)
1499 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1505 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1507 if (IS_ENEMY(smashed) ||
1508 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1509 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1514 else if (!IS_MOVING(x, y+1))
1516 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1521 else if (smashed == EL_KOKOSNUSS)
1523 Feld[x][y+1] = EL_CRACKINGNUT;
1524 PlaySoundLevel(x, y, SND_KNACK);
1525 RaiseScoreElement(EL_KOKOSNUSS);
1528 else if (smashed == EL_DIAMANT)
1530 Feld[x][y+1] = EL_LEERRAUM;
1531 PlaySoundLevel(x, y, SND_QUIRK);
1538 /* play sound of magic wall / mill */
1540 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1542 PlaySoundLevel(x, y, SND_QUIRK);
1546 /* play sound of object that hits the ground */
1547 if (lastline || object_hit)
1554 case EL_EDELSTEIN_BD:
1555 case EL_EDELSTEIN_GELB:
1556 case EL_EDELSTEIN_ROT:
1557 case EL_EDELSTEIN_LILA:
1559 case EL_SP_INFOTRON:
1565 case EL_FELSBROCKEN:
1569 sound = SND_SP_ZONKDOWN;
1572 case EL_SCHLUESSEL1:
1573 case EL_SCHLUESSEL2:
1574 case EL_SCHLUESSEL3:
1575 case EL_SCHLUESSEL4:
1592 PlaySoundLevel(x, y, sound);
1596 void TurnRound(int x, int y)
1608 { 0, 0 }, { 0, 0 }, { 0, 0 },
1613 int left, right, back;
1617 { MV_DOWN, MV_UP, MV_RIGHT },
1618 { MV_UP, MV_DOWN, MV_LEFT },
1620 { MV_LEFT, MV_RIGHT, MV_DOWN },
1621 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1622 { MV_RIGHT, MV_LEFT, MV_UP }
1625 int element = Feld[x][y];
1626 int old_move_dir = MovDir[x][y];
1627 int left_dir = turn[old_move_dir].left;
1628 int right_dir = turn[old_move_dir].right;
1629 int back_dir = turn[old_move_dir].back;
1631 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1632 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1633 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1634 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1636 int left_x = x+left_dx, left_y = y+left_dy;
1637 int right_x = x+right_dx, right_y = y+right_dy;
1638 int move_x = x+move_dx, move_y = y+move_dy;
1640 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1642 TestIfBadThingHitsOtherBadThing(x, y);
1644 if (IN_LEV_FIELD(right_x, right_y) &&
1645 IS_FREE_OR_PLAYER(right_x, right_y))
1646 MovDir[x][y] = right_dir;
1647 else if (!IN_LEV_FIELD(move_x, move_y) ||
1648 !IS_FREE_OR_PLAYER(move_x, move_y))
1649 MovDir[x][y] = left_dir;
1651 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1653 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1656 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1657 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1659 TestIfBadThingHitsOtherBadThing(x, y);
1661 if (IN_LEV_FIELD(left_x, left_y) &&
1662 IS_FREE_OR_PLAYER(left_x, left_y))
1663 MovDir[x][y] = left_dir;
1664 else if (!IN_LEV_FIELD(move_x, move_y) ||
1665 !IS_FREE_OR_PLAYER(move_x, move_y))
1666 MovDir[x][y] = right_dir;
1668 if ((element == EL_FLIEGER ||
1669 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1670 && MovDir[x][y] != old_move_dir)
1672 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1675 else if (element == EL_MAMPFER)
1677 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1679 if (IN_LEV_FIELD(left_x, left_y) &&
1680 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1681 Feld[left_x][left_y] == EL_DIAMANT))
1682 can_turn_left = TRUE;
1683 if (IN_LEV_FIELD(right_x, right_y) &&
1684 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1685 Feld[right_x][right_y] == EL_DIAMANT))
1686 can_turn_right = TRUE;
1688 if (can_turn_left && can_turn_right)
1689 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1690 else if (can_turn_left)
1691 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1692 else if (can_turn_right)
1693 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1695 MovDir[x][y] = back_dir;
1697 MovDelay[x][y] = 16+16*RND(3);
1699 else if (element == EL_MAMPFER2)
1701 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1703 if (IN_LEV_FIELD(left_x, left_y) &&
1704 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1705 IS_MAMPF2(Feld[left_x][left_y])))
1706 can_turn_left = TRUE;
1707 if (IN_LEV_FIELD(right_x, right_y) &&
1708 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1709 IS_MAMPF2(Feld[right_x][right_y])))
1710 can_turn_right = TRUE;
1712 if (can_turn_left && can_turn_right)
1713 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1714 else if (can_turn_left)
1715 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1716 else if (can_turn_right)
1717 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1719 MovDir[x][y] = back_dir;
1721 MovDelay[x][y] = 16+16*RND(3);
1723 else if (element == EL_PACMAN)
1725 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1727 if (IN_LEV_FIELD(left_x, left_y) &&
1728 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1729 IS_AMOEBOID(Feld[left_x][left_y])))
1730 can_turn_left = TRUE;
1731 if (IN_LEV_FIELD(right_x, right_y) &&
1732 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1733 IS_AMOEBOID(Feld[right_x][right_y])))
1734 can_turn_right = TRUE;
1736 if (can_turn_left && can_turn_right)
1737 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1738 else if (can_turn_left)
1739 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1740 else if (can_turn_right)
1741 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1743 MovDir[x][y] = back_dir;
1745 MovDelay[x][y] = 6+RND(40);
1747 else if (element == EL_SCHWEIN)
1749 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1750 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1751 boolean should_move_on = FALSE;
1753 int rnd = RND(rnd_value);
1755 if (IN_LEV_FIELD(left_x, left_y) &&
1756 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1757 can_turn_left = TRUE;
1758 if (IN_LEV_FIELD(right_x, right_y) &&
1759 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1760 can_turn_right = TRUE;
1761 if (IN_LEV_FIELD(move_x, move_y) &&
1762 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1765 if (can_turn_left &&
1767 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1768 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1769 should_turn_left = TRUE;
1770 if (can_turn_right &&
1772 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1773 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1774 should_turn_right = TRUE;
1776 (!can_turn_left || !can_turn_right ||
1777 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1778 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1779 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1780 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1781 should_move_on = TRUE;
1783 if (should_turn_left || should_turn_right || should_move_on)
1785 if (should_turn_left && should_turn_right && should_move_on)
1786 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1787 rnd < 2*rnd_value/3 ? right_dir :
1789 else if (should_turn_left && should_turn_right)
1790 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1791 else if (should_turn_left && should_move_on)
1792 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1793 else if (should_turn_right && should_move_on)
1794 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1795 else if (should_turn_left)
1796 MovDir[x][y] = left_dir;
1797 else if (should_turn_right)
1798 MovDir[x][y] = right_dir;
1799 else if (should_move_on)
1800 MovDir[x][y] = old_move_dir;
1802 else if (can_move_on && rnd > rnd_value/8)
1803 MovDir[x][y] = old_move_dir;
1804 else if (can_turn_left && can_turn_right)
1805 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1806 else if (can_turn_left && rnd > rnd_value/8)
1807 MovDir[x][y] = left_dir;
1808 else if (can_turn_right && rnd > rnd_value/8)
1809 MovDir[x][y] = right_dir;
1811 MovDir[x][y] = back_dir;
1813 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1814 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1815 MovDir[x][y] = old_move_dir;
1819 else if (element == EL_DRACHE)
1821 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1823 int rnd = RND(rnd_value);
1825 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1826 can_turn_left = TRUE;
1827 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1828 can_turn_right = TRUE;
1829 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1832 if (can_move_on && rnd > rnd_value/8)
1833 MovDir[x][y] = old_move_dir;
1834 else if (can_turn_left && can_turn_right)
1835 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1836 else if (can_turn_left && rnd > rnd_value/8)
1837 MovDir[x][y] = left_dir;
1838 else if (can_turn_right && rnd > rnd_value/8)
1839 MovDir[x][y] = right_dir;
1841 MovDir[x][y] = back_dir;
1843 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1844 MovDir[x][y] = old_move_dir;
1848 else if (element == EL_ROBOT || element == EL_SONDE ||
1849 element == EL_MAULWURF || element == EL_PINGUIN)
1851 int attr_x = -1, attr_y = -1;
1862 for (i=0; i<MAX_PLAYERS; i++)
1864 struct PlayerInfo *player = &stored_player[i];
1865 int jx = player->jx, jy = player->jy;
1867 if (!player->active)
1870 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1878 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1884 if (element == EL_MAULWURF || element == EL_PINGUIN)
1887 static int xy[4][2] =
1897 int ex = x + xy[i%4][0];
1898 int ey = y + xy[i%4][1];
1900 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1909 MovDir[x][y] = MV_NO_MOVING;
1911 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1913 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1915 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1917 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1919 if (element == EL_ROBOT)
1923 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1924 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1925 Moving2Blocked(x, y, &newx, &newy);
1927 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1928 MovDelay[x][y] = 8+8*!RND(3);
1930 MovDelay[x][y] = 16;
1938 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1940 boolean first_horiz = RND(2);
1941 int new_move_dir = MovDir[x][y];
1944 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1945 Moving2Blocked(x, y, &newx, &newy);
1947 if (IN_LEV_FIELD(newx, newy) &&
1948 (IS_FREE(newx, newy) ||
1949 Feld[newx][newy] == EL_SALZSAEURE ||
1950 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1951 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1952 IS_MAMPF3(Feld[newx][newy])))))
1956 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1957 Moving2Blocked(x, y, &newx, &newy);
1959 if (IN_LEV_FIELD(newx, newy) &&
1960 (IS_FREE(newx, newy) ||
1961 Feld[newx][newy] == EL_SALZSAEURE ||
1962 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1963 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1964 IS_MAMPF3(Feld[newx][newy])))))
1967 MovDir[x][y] = old_move_dir;
1974 static boolean JustBeingPushed(int x, int y)
1978 for (i=0; i<MAX_PLAYERS; i++)
1980 struct PlayerInfo *player = &stored_player[i];
1982 if (player->active && player->Pushing && player->MovPos)
1984 int next_jx = player->jx + (player->jx - player->last_jx);
1985 int next_jy = player->jy + (player->jy - player->last_jy);
1987 if (x == next_jx && y == next_jy)
1995 void StartMoving(int x, int y)
1997 int element = Feld[x][y];
2002 if (CAN_FALL(element) && y<lev_fieldy-1)
2004 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2005 if (JustBeingPushed(x, y))
2008 if (element == EL_MORAST_VOLL)
2010 if (IS_FREE(x, y+1))
2012 InitMovingField(x, y, MV_DOWN);
2013 Feld[x][y] = EL_FELSBROCKEN;
2014 Store[x][y] = EL_MORAST_LEER;
2016 else if (Feld[x][y+1] == EL_MORAST_LEER)
2018 if (!MovDelay[x][y])
2019 MovDelay[x][y] = TILEY + 1;
2028 Feld[x][y] = EL_MORAST_LEER;
2029 Feld[x][y+1] = EL_MORAST_VOLL;
2032 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2034 InitMovingField(x, y, MV_DOWN);
2035 Store[x][y] = EL_MORAST_VOLL;
2037 else if (element == EL_SIEB_VOLL)
2039 if (IS_FREE(x, y+1))
2041 InitMovingField(x, y, MV_DOWN);
2042 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2043 Store[x][y] = EL_SIEB_LEER;
2045 else if (Feld[x][y+1] == EL_SIEB_LEER)
2047 if (!MovDelay[x][y])
2048 MovDelay[x][y] = TILEY/4 + 1;
2057 Feld[x][y] = EL_SIEB_LEER;
2058 Feld[x][y+1] = EL_SIEB_VOLL;
2059 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2063 else if (element == EL_SIEB2_VOLL)
2065 if (IS_FREE(x, y+1))
2067 InitMovingField(x, y, MV_DOWN);
2068 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2069 Store[x][y] = EL_SIEB2_LEER;
2071 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2073 if (!MovDelay[x][y])
2074 MovDelay[x][y] = TILEY/4 + 1;
2083 Feld[x][y] = EL_SIEB2_LEER;
2084 Feld[x][y+1] = EL_SIEB2_VOLL;
2085 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2089 else if (CAN_CHANGE(element) &&
2090 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2092 InitMovingField(x, y, MV_DOWN);
2094 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2095 Store2[x][y+1] = element;
2097 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2100 InitMovingField(x, y, MV_DOWN);
2101 Store[x][y] = EL_SALZSAEURE;
2103 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2107 else if (IS_FREE(x, y+1))
2109 InitMovingField(x, y, MV_DOWN);
2111 else if (element == EL_TROPFEN)
2113 Feld[x][y] = EL_AMOEBING;
2114 Store[x][y] = EL_AMOEBE_NASS;
2116 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2118 boolean left = (x>0 && IS_FREE(x-1, y) &&
2119 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2120 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2121 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2125 if (left && right && game.emulation != EMU_BOULDERDASH)
2126 left = !(right = RND(2));
2128 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2132 else if (CAN_MOVE(element))
2136 if (element == EL_SONDE && JustBeingPushed(x, y))
2139 if (!MovDelay[x][y]) /* start new movement phase */
2141 /* all objects that can change their move direction after each step */
2142 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2144 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2147 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2148 element == EL_SP_SNIKSNAK ||
2149 element == EL_SP_ELECTRON))
2150 DrawLevelField(x, y);
2154 if (MovDelay[x][y]) /* wait some time before next movement */
2158 if (element == EL_ROBOT ||
2159 element == EL_MAMPFER || element == EL_MAMPFER2)
2161 int phase = MovDelay[x][y] % 8;
2166 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2167 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2169 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2170 && MovDelay[x][y]%4 == 3)
2171 PlaySoundLevel(x, y, SND_NJAM);
2173 else if (element == EL_SP_ELECTRON)
2174 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2175 else if (element == EL_DRACHE)
2178 int dir = MovDir[x][y];
2179 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2180 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2181 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2182 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2183 dir == MV_UP ? GFX_FLAMMEN_UP :
2184 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2185 int phase = FrameCounter % 2;
2187 for (i=1; i<=3; i++)
2189 int xx = x + i*dx, yy = y + i*dy;
2190 int sx = SCREENX(xx), sy = SCREENY(yy);
2192 if (!IN_LEV_FIELD(xx, yy) ||
2193 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2198 int flamed = MovingOrBlocked2Element(xx, yy);
2200 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2203 RemoveMovingField(xx, yy);
2205 Feld[xx][yy] = EL_BURNING;
2206 if (IN_SCR_FIELD(sx, sy))
2207 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2211 if (Feld[xx][yy] == EL_BURNING)
2212 Feld[xx][yy] = EL_LEERRAUM;
2213 DrawLevelField(xx, yy);
2222 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2224 PlaySoundLevel(x, y, SND_KLAPPER);
2226 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2228 PlaySoundLevel(x, y, SND_ROEHR);
2231 /* now make next step */
2233 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2235 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2237 /* enemy got the player */
2239 KillHero(PLAYERINFO(newx, newy));
2242 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2243 element == EL_ROBOT || element == EL_SONDE) &&
2244 IN_LEV_FIELD(newx, newy) &&
2245 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2248 Store[x][y] = EL_SALZSAEURE;
2250 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2251 IN_LEV_FIELD(newx, newy))
2253 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2255 Feld[x][y] = EL_LEERRAUM;
2256 DrawLevelField(x, y);
2258 PlaySoundLevel(newx, newy, SND_BUING);
2259 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2260 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2262 local_player->friends_still_needed--;
2263 if (!local_player->friends_still_needed &&
2264 !local_player->GameOver && AllPlayersGone)
2265 local_player->LevelSolved = local_player->GameOver = TRUE;
2269 else if (IS_MAMPF3(Feld[newx][newy]))
2271 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2272 DrawLevelField(newx, newy);
2274 MovDir[x][y] = MV_NO_MOVING;
2276 else if (!IS_FREE(newx, newy))
2278 if (IS_PLAYER(x, y))
2279 DrawPlayerField(x, y);
2281 DrawLevelField(x, y);
2285 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2287 if (IS_GEM(Feld[newx][newy]))
2289 if (IS_MOVING(newx, newy))
2290 RemoveMovingField(newx, newy);
2293 Feld[newx][newy] = EL_LEERRAUM;
2294 DrawLevelField(newx, newy);
2297 else if (!IS_FREE(newx, newy))
2299 if (IS_PLAYER(x, y))
2300 DrawPlayerField(x, y);
2302 DrawLevelField(x, y);
2306 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2308 if (!IS_FREE(newx, newy))
2310 if (IS_PLAYER(x, y))
2311 DrawPlayerField(x, y);
2313 DrawLevelField(x, y);
2318 boolean wanna_flame = !RND(10);
2319 int dx = newx - x, dy = newy - y;
2320 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2321 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2322 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2323 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2324 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2325 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2327 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2328 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2329 element1 != EL_BURNING && element2 != EL_BURNING)
2331 if (IS_PLAYER(x, y))
2332 DrawPlayerField(x, y);
2334 DrawLevelField(x, y);
2336 MovDelay[x][y] = 50;
2337 Feld[newx][newy] = EL_BURNING;
2338 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2339 Feld[newx1][newy1] = EL_BURNING;
2340 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2341 Feld[newx2][newy2] = EL_BURNING;
2346 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2347 Feld[newx][newy] == EL_DIAMANT)
2349 if (IS_MOVING(newx, newy))
2350 RemoveMovingField(newx, newy);
2353 Feld[newx][newy] = EL_LEERRAUM;
2354 DrawLevelField(newx, newy);
2357 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2358 IS_MAMPF2(Feld[newx][newy]))
2360 if (AmoebaNr[newx][newy])
2362 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2363 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2364 Feld[newx][newy] == EL_AMOEBE_BD)
2365 AmoebaCnt[AmoebaNr[newx][newy]]--;
2368 if (IS_MOVING(newx, newy))
2369 RemoveMovingField(newx, newy);
2372 Feld[newx][newy] = EL_LEERRAUM;
2373 DrawLevelField(newx, newy);
2376 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2377 IS_AMOEBOID(Feld[newx][newy]))
2379 if (AmoebaNr[newx][newy])
2381 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2382 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2383 Feld[newx][newy] == EL_AMOEBE_BD)
2384 AmoebaCnt[AmoebaNr[newx][newy]]--;
2387 Feld[newx][newy] = EL_LEERRAUM;
2388 DrawLevelField(newx, newy);
2390 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2392 /* object was running against a wall */
2396 if (element == EL_KAEFER || element == EL_FLIEGER ||
2397 element == EL_SP_SNIKSNAK)
2398 DrawLevelField(x, y);
2399 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2400 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2401 else if (element == EL_SONDE)
2402 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2403 else if (element == EL_SP_ELECTRON)
2404 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2409 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2410 PlaySoundLevel(x, y, SND_SCHLURF);
2412 InitMovingField(x, y, MovDir[x][y]);
2416 ContinueMoving(x, y);
2419 void ContinueMoving(int x, int y)
2421 int element = Feld[x][y];
2422 int direction = MovDir[x][y];
2423 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2424 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2425 int horiz_move = (dx!=0);
2426 int newx = x + dx, newy = y + dy;
2427 int step = (horiz_move ? dx : dy) * TILEX/8;
2429 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2431 else if (element == EL_TROPFEN)
2433 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2436 MovPos[x][y] += step;
2438 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2440 Feld[x][y] = EL_LEERRAUM;
2441 Feld[newx][newy] = element;
2443 if (Store[x][y] == EL_MORAST_VOLL)
2446 Feld[newx][newy] = EL_MORAST_VOLL;
2447 element = EL_MORAST_VOLL;
2449 else if (Store[x][y] == EL_MORAST_LEER)
2452 Feld[x][y] = EL_MORAST_LEER;
2454 else if (Store[x][y] == EL_SIEB_VOLL)
2457 element = Feld[newx][newy] =
2458 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2460 else if (Store[x][y] == EL_SIEB_LEER)
2462 Store[x][y] = Store2[x][y] = 0;
2463 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2465 else if (Store[x][y] == EL_SIEB2_VOLL)
2468 element = Feld[newx][newy] =
2469 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2471 else if (Store[x][y] == EL_SIEB2_LEER)
2473 Store[x][y] = Store2[x][y] = 0;
2474 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2476 else if (Store[x][y] == EL_SALZSAEURE)
2479 Feld[newx][newy] = EL_SALZSAEURE;
2480 element = EL_SALZSAEURE;
2482 else if (Store[x][y] == EL_AMOEBE_NASS)
2485 Feld[x][y] = EL_AMOEBE_NASS;
2488 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2489 MovDelay[newx][newy] = 0;
2491 if (!CAN_MOVE(element))
2492 MovDir[newx][newy] = 0;
2494 DrawLevelField(x, y);
2495 DrawLevelField(newx, newy);
2497 Stop[newx][newy] = TRUE;
2498 JustHit[x][newy] = 3;
2500 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2502 TestIfBadThingHitsHero(newx, newy);
2503 TestIfBadThingHitsFriend(newx, newy);
2504 TestIfBadThingHitsOtherBadThing(newx, newy);
2506 else if (element == EL_PINGUIN)
2507 TestIfFriendHitsBadThing(newx, newy);
2509 if (CAN_SMASH(element) && direction == MV_DOWN &&
2510 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2513 else /* still moving on */
2514 DrawLevelField(x, y);
2517 int AmoebeNachbarNr(int ax, int ay)
2520 int element = Feld[ax][ay];
2522 static int xy[4][2] =
2532 int x = ax + xy[i][0];
2533 int y = ay + xy[i][1];
2535 if (!IN_LEV_FIELD(x, y))
2538 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2539 group_nr = AmoebaNr[x][y];
2545 void AmoebenVereinigen(int ax, int ay)
2547 int i, x, y, xx, yy;
2548 int new_group_nr = AmoebaNr[ax][ay];
2549 static int xy[4][2] =
2557 if (new_group_nr == 0)
2565 if (!IN_LEV_FIELD(x, y))
2568 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2569 Feld[x][y] == EL_AMOEBE_BD ||
2570 Feld[x][y] == EL_AMOEBE_TOT) &&
2571 AmoebaNr[x][y] != new_group_nr)
2573 int old_group_nr = AmoebaNr[x][y];
2575 if (old_group_nr == 0)
2578 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2579 AmoebaCnt[old_group_nr] = 0;
2580 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2581 AmoebaCnt2[old_group_nr] = 0;
2583 for (yy=0; yy<lev_fieldy; yy++)
2585 for (xx=0; xx<lev_fieldx; xx++)
2587 if (AmoebaNr[xx][yy] == old_group_nr)
2588 AmoebaNr[xx][yy] = new_group_nr;
2595 void AmoebeUmwandeln(int ax, int ay)
2599 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2601 int group_nr = AmoebaNr[ax][ay];
2606 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2607 printf("AmoebeUmwandeln(): This should never happen!\n");
2612 for (y=0; y<lev_fieldy; y++)
2614 for (x=0; x<lev_fieldx; x++)
2616 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2619 Feld[x][y] = EL_AMOEBA2DIAM;
2627 static int xy[4][2] =
2640 if (!IN_LEV_FIELD(x, y))
2643 if (Feld[x][y] == EL_AMOEBA2DIAM)
2649 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2652 int group_nr = AmoebaNr[ax][ay];
2653 boolean done = FALSE;
2658 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2659 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2664 for (y=0; y<lev_fieldy; y++)
2666 for (x=0; x<lev_fieldx; x++)
2668 if (AmoebaNr[x][y] == group_nr &&
2669 (Feld[x][y] == EL_AMOEBE_TOT ||
2670 Feld[x][y] == EL_AMOEBE_BD ||
2671 Feld[x][y] == EL_AMOEBING))
2674 Feld[x][y] = new_element;
2675 InitField(x, y, FALSE);
2676 DrawLevelField(x, y);
2683 PlaySoundLevel(ax, ay,
2684 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2687 void AmoebeWaechst(int x, int y)
2689 static unsigned long sound_delay = 0;
2690 static unsigned long sound_delay_value = 0;
2692 if (!MovDelay[x][y]) /* start new growing cycle */
2696 if (DelayReached(&sound_delay, sound_delay_value))
2698 PlaySoundLevel(x, y, SND_AMOEBE);
2699 sound_delay_value = 30;
2703 if (MovDelay[x][y]) /* wait some time before growing bigger */
2706 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2707 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2709 if (!MovDelay[x][y])
2711 Feld[x][y] = Store[x][y];
2713 DrawLevelField(x, y);
2718 void AmoebeAbleger(int ax, int ay)
2721 int element = Feld[ax][ay];
2722 int newax = ax, neway = ay;
2723 static int xy[4][2] =
2731 if (!level.amoeba_speed)
2733 Feld[ax][ay] = EL_AMOEBE_TOT;
2734 DrawLevelField(ax, ay);
2738 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2739 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2741 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2744 if (MovDelay[ax][ay])
2748 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2751 int x = ax + xy[start][0];
2752 int y = ay + xy[start][1];
2754 if (!IN_LEV_FIELD(x, y))
2757 if (IS_FREE(x, y) ||
2758 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2764 if (newax == ax && neway == ay)
2767 else /* normal or "filled" (BD style) amoeba */
2770 boolean waiting_for_player = FALSE;
2774 int j = (start + i) % 4;
2775 int x = ax + xy[j][0];
2776 int y = ay + xy[j][1];
2778 if (!IN_LEV_FIELD(x, y))
2781 if (IS_FREE(x, y) ||
2782 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2788 else if (IS_PLAYER(x, y))
2789 waiting_for_player = TRUE;
2792 if (newax == ax && neway == ay) /* amoeba cannot grow */
2794 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2796 Feld[ax][ay] = EL_AMOEBE_TOT;
2797 DrawLevelField(ax, ay);
2798 AmoebaCnt[AmoebaNr[ax][ay]]--;
2800 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2802 if (element == EL_AMOEBE_VOLL)
2803 AmoebeUmwandeln(ax, ay);
2804 else if (element == EL_AMOEBE_BD)
2805 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2810 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2812 /* amoeba gets larger by growing in some direction */
2814 int new_group_nr = AmoebaNr[ax][ay];
2817 if (new_group_nr == 0)
2819 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2820 printf("AmoebeAbleger(): This should never happen!\n");
2825 AmoebaNr[newax][neway] = new_group_nr;
2826 AmoebaCnt[new_group_nr]++;
2827 AmoebaCnt2[new_group_nr]++;
2829 /* if amoeba touches other amoeba(s) after growing, unify them */
2830 AmoebenVereinigen(newax, neway);
2832 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2834 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2840 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2841 (neway == lev_fieldy - 1 && newax != ax))
2843 Feld[newax][neway] = EL_AMOEBING;
2844 Store[newax][neway] = element;
2846 else if (neway == ay)
2847 Feld[newax][neway] = EL_TROPFEN;
2850 InitMovingField(ax, ay, MV_DOWN);
2851 Feld[ax][ay] = EL_TROPFEN;
2852 Store[ax][ay] = EL_AMOEBE_NASS;
2853 ContinueMoving(ax, ay);
2857 DrawLevelField(newax, neway);
2860 void Life(int ax, int ay)
2863 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2865 int element = Feld[ax][ay];
2870 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2871 MovDelay[ax][ay] = life_time;
2873 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2876 if (MovDelay[ax][ay])
2880 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2882 int xx = ax+x1, yy = ay+y1;
2885 if (!IN_LEV_FIELD(xx, yy))
2888 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2890 int x = xx+x2, y = yy+y2;
2892 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2895 if (((Feld[x][y] == element ||
2896 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2898 (IS_FREE(x, y) && Stop[x][y]))
2902 if (xx == ax && yy == ay) /* field in the middle */
2904 if (nachbarn<life[0] || nachbarn>life[1])
2906 Feld[xx][yy] = EL_LEERRAUM;
2908 DrawLevelField(xx, yy);
2909 Stop[xx][yy] = TRUE;
2912 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2913 { /* free border field */
2914 if (nachbarn>=life[2] && nachbarn<=life[3])
2916 Feld[xx][yy] = element;
2917 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2919 DrawLevelField(xx, yy);
2920 Stop[xx][yy] = TRUE;
2926 void Ablenk(int x, int y)
2928 if (!MovDelay[x][y]) /* next animation frame */
2929 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2931 if (MovDelay[x][y]) /* wait some time before next frame */
2936 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2937 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2938 if (!(MovDelay[x][y]%4))
2939 PlaySoundLevel(x, y, SND_MIEP);
2944 Feld[x][y] = EL_ABLENK_AUS;
2945 DrawLevelField(x, y);
2946 if (ZX == x && ZY == y)
2950 void Birne(int x, int y)
2952 if (!MovDelay[x][y]) /* next animation frame */
2953 MovDelay[x][y] = 800;
2955 if (MovDelay[x][y]) /* wait some time before next frame */
2960 if (!(MovDelay[x][y]%5))
2962 if (!(MovDelay[x][y]%10))
2963 Feld[x][y]=EL_ABLENK_EIN;
2965 Feld[x][y]=EL_ABLENK_AUS;
2966 DrawLevelField(x, y);
2967 Feld[x][y]=EL_ABLENK_EIN;
2973 Feld[x][y]=EL_ABLENK_AUS;
2974 DrawLevelField(x, y);
2975 if (ZX == x && ZY == y)
2979 void Blubber(int x, int y)
2981 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2982 DrawLevelField(x, y-1);
2984 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2987 void NussKnacken(int x, int y)
2989 if (!MovDelay[x][y]) /* next animation frame */
2992 if (MovDelay[x][y]) /* wait some time before next frame */
2995 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2996 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2998 if (!MovDelay[x][y])
3000 Feld[x][y] = EL_EDELSTEIN;
3001 DrawLevelField(x, y);
3006 void SiebAktivieren(int x, int y, int typ)
3008 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3010 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3013 void AusgangstuerPruefen(int x, int y)
3015 if (!local_player->gems_still_needed &&
3016 !local_player->sokobanfields_still_needed &&
3017 !local_player->lights_still_needed)
3019 Feld[x][y] = EL_AUSGANG_ACT;
3021 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3022 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3023 y < LEVELY(BY1) ? LEVELY(BY1) :
3024 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3029 void AusgangstuerOeffnen(int x, int y)
3033 if (!MovDelay[x][y]) /* next animation frame */
3034 MovDelay[x][y] = 5*delay;
3036 if (MovDelay[x][y]) /* wait some time before next frame */
3041 tuer = MovDelay[x][y]/delay;
3042 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3043 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3045 if (!MovDelay[x][y])
3047 Feld[x][y] = EL_AUSGANG_AUF;
3048 DrawLevelField(x, y);
3053 void AusgangstuerBlinken(int x, int y)
3055 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3058 void EdelsteinFunkeln(int x, int y)
3060 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3063 if (Feld[x][y] == EL_EDELSTEIN_BD)
3064 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3067 if (!MovDelay[x][y]) /* next animation frame */
3068 MovDelay[x][y] = 11 * !SimpleRND(500);
3070 if (MovDelay[x][y]) /* wait some time before next frame */
3074 if (setup.direct_draw && MovDelay[x][y])
3075 SetDrawtoField(DRAW_BUFFERED);
3077 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3081 int phase = (MovDelay[x][y]-1)/2;
3086 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3088 if (setup.direct_draw)
3092 dest_x = FX + SCREENX(x)*TILEX;
3093 dest_y = FY + SCREENY(y)*TILEY;
3095 XCopyArea(display, drawto_field, window, gc,
3096 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3097 SetDrawtoField(DRAW_DIRECT);
3104 void MauerWaechst(int x, int y)
3108 if (!MovDelay[x][y]) /* next animation frame */
3109 MovDelay[x][y] = 3*delay;
3111 if (MovDelay[x][y]) /* wait some time before next frame */
3116 phase = 2-MovDelay[x][y]/delay;
3117 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3118 DrawGraphic(SCREENX(x), SCREENY(y),
3119 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3120 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3121 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3122 GFX_MAUER_DOWN ) + phase);
3124 if (!MovDelay[x][y])
3126 if (MovDir[x][y] == MV_LEFT)
3128 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3129 DrawLevelField(x-1, y);
3131 else if (MovDir[x][y] == MV_RIGHT)
3133 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3134 DrawLevelField(x+1, y);
3136 else if (MovDir[x][y] == MV_UP)
3138 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3139 DrawLevelField(x, y-1);
3143 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3144 DrawLevelField(x, y+1);
3147 Feld[x][y] = Store[x][y];
3149 MovDir[x][y] = MV_NO_MOVING;
3150 DrawLevelField(x, y);
3155 void MauerAbleger(int ax, int ay)
3157 int element = Feld[ax][ay];
3158 boolean oben_frei = FALSE, unten_frei = FALSE;
3159 boolean links_frei = FALSE, rechts_frei = FALSE;
3160 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3161 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3163 if (!MovDelay[ax][ay]) /* start building new wall */
3164 MovDelay[ax][ay] = 6;
3166 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3169 if (MovDelay[ax][ay])
3173 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3175 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3177 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3179 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3182 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3186 Feld[ax][ay-1] = EL_MAUERND;
3187 Store[ax][ay-1] = element;
3188 MovDir[ax][ay-1] = MV_UP;
3189 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3190 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3194 Feld[ax][ay+1] = EL_MAUERND;
3195 Store[ax][ay+1] = element;
3196 MovDir[ax][ay+1] = MV_DOWN;
3197 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3198 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3202 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3203 element == EL_MAUER_LEBT)
3207 Feld[ax-1][ay] = EL_MAUERND;
3208 Store[ax-1][ay] = element;
3209 MovDir[ax-1][ay] = MV_LEFT;
3210 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3211 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3215 Feld[ax+1][ay] = EL_MAUERND;
3216 Store[ax+1][ay] = element;
3217 MovDir[ax+1][ay] = MV_RIGHT;
3218 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3219 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3223 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3224 DrawLevelField(ax, ay);
3226 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3228 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3229 unten_massiv = TRUE;
3230 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3231 links_massiv = TRUE;
3232 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3233 rechts_massiv = TRUE;
3235 if (((oben_massiv && unten_massiv) ||
3236 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3237 ((links_massiv && rechts_massiv) ||
3238 element == EL_MAUER_Y))
3239 Feld[ax][ay] = EL_MAUERWERK;
3242 void CheckForDragon(int x, int y)
3245 boolean dragon_found = FALSE;
3246 static int xy[4][2] =
3258 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3260 if (IN_LEV_FIELD(xx, yy) &&
3261 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3263 if (Feld[xx][yy] == EL_DRACHE)
3264 dragon_found = TRUE;
3277 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3279 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3281 Feld[xx][yy] = EL_LEERRAUM;
3282 DrawLevelField(xx, yy);
3291 static void CheckBuggyBase(int x, int y)
3293 int element = Feld[x][y];
3295 if (element == EL_SP_BUG)
3297 if (!MovDelay[x][y]) /* start activating buggy base */
3298 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3300 if (MovDelay[x][y]) /* wait some time before activating base */
3303 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3304 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3308 Feld[x][y] = EL_SP_BUG_ACTIVE;
3311 else if (element == EL_SP_BUG_ACTIVE)
3313 if (!MovDelay[x][y]) /* start activating buggy base */
3314 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3316 if (MovDelay[x][y]) /* wait some time before activating base */
3322 static int xy[4][2] =
3330 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3331 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3335 int xx = x + xy[i][0], yy = y + xy[i][1];
3337 if (IS_PLAYER(xx, yy))
3339 PlaySoundLevel(x, y, SND_SP_BUG);
3347 Feld[x][y] = EL_SP_BUG;
3348 DrawLevelField(x, y);
3353 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3355 static byte stored_player_action[MAX_PLAYERS];
3356 static int num_stored_actions = 0;
3357 static boolean save_tape_entry = FALSE;
3358 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3359 int jx = player->jx, jy = player->jy;
3360 int left = player_action & JOY_LEFT;
3361 int right = player_action & JOY_RIGHT;
3362 int up = player_action & JOY_UP;
3363 int down = player_action & JOY_DOWN;
3364 int button1 = player_action & JOY_BUTTON_1;
3365 int button2 = player_action & JOY_BUTTON_2;
3366 int dx = (left ? -1 : right ? 1 : 0);
3367 int dy = (up ? -1 : down ? 1 : 0);
3369 stored_player_action[player->index_nr] = 0;
3370 num_stored_actions++;
3372 if (!player->active || tape.pausing)
3377 save_tape_entry = TRUE;
3378 player->frame_reset_delay = 0;
3381 snapped = SnapField(player, dx, dy);
3385 bombed = PlaceBomb(player);
3386 moved = MoveFigure(player, dx, dy);
3389 if (tape.recording && (moved || snapped || bombed))
3391 if (bombed && !moved)
3392 player_action &= JOY_BUTTON;
3394 stored_player_action[player->index_nr] = player_action;
3396 else if (tape.playing && snapped)
3397 SnapField(player, 0, 0); /* stop snapping */
3401 /* no actions for this player (no input at player's configured device) */
3403 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3404 SnapField(player, 0, 0);
3405 CheckGravityMovement(player);
3407 if (++player->frame_reset_delay > player->move_delay_value)
3411 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3413 TapeRecordAction(stored_player_action);
3414 num_stored_actions = 0;
3415 save_tape_entry = FALSE;
3418 if (tape.playing && !tape.pausing && !player_action &&
3419 tape.counter < tape.length)
3422 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3424 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3425 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3427 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3429 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3431 int el = Feld[jx+dx][jy];
3432 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3434 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3436 player->MovDir = next_joy;
3437 player->Frame = FrameCounter % 4;
3438 player->Pushing = TRUE;
3447 static unsigned long action_delay = 0;
3448 unsigned long action_delay_value;
3449 int sieb_x = 0, sieb_y = 0;
3450 int i, x, y, element;
3451 byte *recorded_player_action;
3452 byte summarized_player_action = 0;
3454 if (game_status != PLAYING)
3457 action_delay_value =
3458 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3460 /* ---------- main game synchronization point ---------- */
3462 WaitUntilDelayReached(&action_delay, action_delay_value);
3464 if (network_playing && !network_player_action_received)
3468 printf("DEBUG: try to get network player actions in time\n");
3473 /* last chance to get network player actions without main loop delay */
3477 if (game_status != PLAYING)
3480 if (!network_player_action_received)
3484 printf("DEBUG: failed to get network player actions in time\n");
3496 else if (tape.recording)
3499 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3501 for (i=0; i<MAX_PLAYERS; i++)
3503 summarized_player_action |= stored_player[i].action;
3505 if (!network_playing)
3506 stored_player[i].effective_action = stored_player[i].action;
3510 if (network_playing)
3511 SendToServer_MovePlayer(summarized_player_action);
3514 if (!options.network && !setup.team_mode)
3515 local_player->effective_action = summarized_player_action;
3517 for (i=0; i<MAX_PLAYERS; i++)
3519 int actual_player_action = stored_player[i].effective_action;
3521 if (stored_player[i].programmed_action)
3522 actual_player_action = stored_player[i].programmed_action;
3524 if (recorded_player_action)
3525 actual_player_action = recorded_player_action[i];
3527 PlayerActions(&stored_player[i], actual_player_action);
3528 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3531 network_player_action_received = FALSE;
3533 ScrollScreen(NULL, SCROLL_GO_ON);
3539 if (TimeFrames == 0 && local_player->active)
3541 extern unsigned int last_RND();
3543 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3544 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3551 if (GameFrameDelay >= 500)
3552 printf("FrameCounter == %d\n", FrameCounter);
3561 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3564 if (JustHit[x][y]>0)
3568 if (IS_BLOCKED(x, y))
3572 Blocked2Moving(x, y, &oldx, &oldy);
3573 if (!IS_MOVING(oldx, oldy))
3575 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3576 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3577 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3578 printf("GameActions(): This should never happen!\n");
3584 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3586 element = Feld[x][y];
3588 if (IS_INACTIVE(element))
3591 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3595 if (IS_GEM(element))
3596 EdelsteinFunkeln(x, y);
3598 else if (IS_MOVING(x, y))
3599 ContinueMoving(x, y);
3600 else if (IS_ACTIVE_BOMB(element))
3601 CheckDynamite(x, y);
3602 else if (element == EL_EXPLODING)
3603 Explode(x, y, Frame[x][y], EX_NORMAL);
3604 else if (element == EL_AMOEBING)
3605 AmoebeWaechst(x, y);
3606 else if (IS_AMOEBALIVE(element))
3607 AmoebeAbleger(x, y);
3608 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3610 else if (element == EL_ABLENK_EIN)
3612 else if (element == EL_SALZSAEURE)
3614 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3616 else if (element == EL_CRACKINGNUT)
3618 else if (element == EL_AUSGANG_ZU)
3619 AusgangstuerPruefen(x, y);
3620 else if (element == EL_AUSGANG_ACT)
3621 AusgangstuerOeffnen(x, y);
3622 else if (element == EL_AUSGANG_AUF)
3623 AusgangstuerBlinken(x, y);
3624 else if (element == EL_MAUERND)
3626 else if (element == EL_MAUER_LEBT ||
3627 element == EL_MAUER_X ||
3628 element == EL_MAUER_Y ||
3629 element == EL_MAUER_XY)
3631 else if (element == EL_BURNING)
3632 CheckForDragon(x, y);
3633 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3634 CheckBuggyBase(x, y);
3635 else if (element == EL_SP_TERMINAL)
3636 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3637 else if (element == EL_SP_TERMINAL_ACTIVE)
3638 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3640 if (game.magic_wall_active)
3642 boolean sieb = FALSE;
3643 int jx = local_player->jx, jy = local_player->jy;
3645 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3646 Store[x][y] == EL_SIEB_LEER)
3648 SiebAktivieren(x, y, 1);
3651 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3652 Store[x][y] == EL_SIEB2_LEER)
3654 SiebAktivieren(x, y, 2);
3658 /* play the element sound at the position nearest to the player */
3659 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3667 if (game.magic_wall_active)
3669 if (!(game.magic_wall_time_left % 4))
3670 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3672 if (game.magic_wall_time_left > 0)
3674 game.magic_wall_time_left--;
3675 if (!game.magic_wall_time_left)
3677 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3679 element = Feld[x][y];
3680 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3682 Feld[x][y] = EL_SIEB_TOT;
3683 DrawLevelField(x, y);
3685 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3687 Feld[x][y] = EL_SIEB2_TOT;
3688 DrawLevelField(x, y);
3692 game.magic_wall_active = FALSE;
3697 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3702 if (tape.recording || tape.playing)
3703 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3710 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3712 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3715 for (i=0; i<MAX_PLAYERS; i++)
3716 KillHero(&stored_player[i]);
3718 else if (level.time == 0) /* level without time limit */
3719 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3725 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3727 int min_x = x, min_y = y, max_x = x, max_y = y;
3730 for (i=0; i<MAX_PLAYERS; i++)
3732 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3734 if (!stored_player[i].active || &stored_player[i] == player)
3737 min_x = MIN(min_x, jx);
3738 min_y = MIN(min_y, jy);
3739 max_x = MAX(max_x, jx);
3740 max_y = MAX(max_y, jy);
3743 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3746 static boolean AllPlayersInVisibleScreen()
3750 for (i=0; i<MAX_PLAYERS; i++)
3752 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3754 if (!stored_player[i].active)
3757 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3764 void ScrollLevel(int dx, int dy)
3766 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3769 XCopyArea(display, drawto_field, drawto_field, gc,
3770 FX + TILEX*(dx == -1) - softscroll_offset,
3771 FY + TILEY*(dy == -1) - softscroll_offset,
3772 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3773 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3774 FX + TILEX*(dx == 1) - softscroll_offset,
3775 FY + TILEY*(dy == 1) - softscroll_offset);
3779 x = (dx == 1 ? BX1 : BX2);
3780 for (y=BY1; y<=BY2; y++)
3781 DrawScreenField(x, y);
3785 y = (dy == 1 ? BY1 : BY2);
3786 for (x=BX1; x<=BX2; x++)
3787 DrawScreenField(x, y);
3790 redraw_mask |= REDRAW_FIELD;
3793 static void CheckGravityMovement(struct PlayerInfo *player)
3795 if (level.gravity && !player->programmed_action)
3797 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3798 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3800 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3801 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3802 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3803 int jx = player->jx, jy = player->jy;
3804 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3805 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3806 int new_jx = jx + dx, new_jy = jy + dy;
3807 boolean field_under_player_is_free =
3808 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3809 boolean player_is_moving_to_valid_field =
3810 (IN_LEV_FIELD(new_jx, new_jy) &&
3811 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3812 Feld[new_jx][new_jy] == EL_ERDREICH));
3814 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3815 player->programmed_action = MV_DOWN;
3819 boolean MoveFigureOneStep(struct PlayerInfo *player,
3820 int dx, int dy, int real_dx, int real_dy)
3822 int jx = player->jx, jy = player->jy;
3823 int new_jx = jx+dx, new_jy = jy+dy;
3827 if (!player->active || (!dx && !dy))
3828 return MF_NO_ACTION;
3830 player->MovDir = (dx < 0 ? MV_LEFT :
3833 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3835 if (!IN_LEV_FIELD(new_jx, new_jy))
3836 return MF_NO_ACTION;
3838 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3839 return MF_NO_ACTION;
3842 element = MovingOrBlocked2Element(new_jx, new_jy);
3844 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3847 if (DONT_GO_TO(element))
3849 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3852 Feld[jx][jy] = EL_SPIELFIGUR;
3853 InitMovingField(jx, jy, MV_DOWN);
3854 Store[jx][jy] = EL_SALZSAEURE;
3855 ContinueMoving(jx, jy);
3864 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3865 if (can_move != MF_MOVING)
3868 StorePlayer[jx][jy] = 0;
3869 player->last_jx = jx;
3870 player->last_jy = jy;
3871 jx = player->jx = new_jx;
3872 jy = player->jy = new_jy;
3873 StorePlayer[jx][jy] = player->element_nr;
3876 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3878 ScrollFigure(player, SCROLL_INIT);
3883 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3885 int jx = player->jx, jy = player->jy;
3886 int old_jx = jx, old_jy = jy;
3887 int moved = MF_NO_ACTION;
3889 if (!player->active || (!dx && !dy))
3892 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3896 /* remove the last programmed player action */
3897 player->programmed_action = 0;
3901 /* should only happen if pre-1.2 tape recordings are played */
3902 /* this is only for backward compatibility */
3904 int original_move_delay_value = player->move_delay_value;
3907 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3910 /* scroll remaining steps with finest movement resolution */
3911 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3913 while (player->MovPos)
3915 ScrollFigure(player, SCROLL_GO_ON);
3916 ScrollScreen(NULL, SCROLL_GO_ON);
3922 player->move_delay_value = original_move_delay_value;
3925 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3927 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3928 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3932 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3933 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3939 if (moved & MF_MOVING && !ScreenMovPos &&
3940 (player == local_player || !options.network))
3942 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3943 int offset = (setup.scroll_delay ? 3 : 0);
3945 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3947 /* actual player has left the screen -- scroll in that direction */
3948 if (jx != old_jx) /* player has moved horizontally */
3949 scroll_x += (jx - old_jx);
3950 else /* player has moved vertically */
3951 scroll_y += (jy - old_jy);
3955 if (jx != old_jx) /* player has moved horizontally */
3957 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3958 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3959 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3961 /* don't scroll over playfield boundaries */
3962 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3963 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3965 /* don't scroll more than one field at a time */
3966 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3968 /* don't scroll against the player's moving direction */
3969 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3970 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3971 scroll_x = old_scroll_x;
3973 else /* player has moved vertically */
3975 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3976 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3977 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3979 /* don't scroll over playfield boundaries */
3980 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3981 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3983 /* don't scroll more than one field at a time */
3984 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3986 /* don't scroll against the player's moving direction */
3987 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3988 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3989 scroll_y = old_scroll_y;
3993 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3995 if (!options.network && !AllPlayersInVisibleScreen())
3997 scroll_x = old_scroll_x;
3998 scroll_y = old_scroll_y;
4002 ScrollScreen(player, SCROLL_INIT);
4003 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4008 if (!(moved & MF_MOVING) && !player->Pushing)
4011 player->Frame = (player->Frame + 1) % 4;
4013 if (moved & MF_MOVING)
4015 if (old_jx != jx && old_jy == jy)
4016 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4017 else if (old_jx == jx && old_jy != jy)
4018 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4020 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4022 player->last_move_dir = player->MovDir;
4026 CheckGravityMovement(player);
4028 player->last_move_dir = MV_NO_MOVING;
4031 TestIfHeroHitsBadThing(jx, jy);
4033 if (!player->active)
4039 void ScrollFigure(struct PlayerInfo *player, int mode)
4041 int jx = player->jx, jy = player->jy;
4042 int last_jx = player->last_jx, last_jy = player->last_jy;
4043 int move_stepsize = TILEX / player->move_delay_value;
4045 if (!player->active || !player->MovPos)
4048 if (mode == SCROLL_INIT)
4050 player->actual_frame_counter = FrameCounter;
4051 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4053 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4054 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4059 else if (!FrameReached(&player->actual_frame_counter, 1))
4062 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4063 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4065 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4066 Feld[last_jx][last_jy] = EL_LEERRAUM;
4068 /* before DrawPlayer() to draw correct player graphic for this case */
4069 if (player->MovPos == 0)
4070 CheckGravityMovement(player);
4074 if (player->MovPos == 0)
4076 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4078 /* continue with normal speed after quickly moving through gate */
4079 HALVE_PLAYER_SPEED(player);
4081 /* be able to make the next move without delay */
4082 player->move_delay = 0;
4085 player->last_jx = jx;
4086 player->last_jy = jy;
4088 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4092 if (!local_player->friends_still_needed)
4093 player->LevelSolved = player->GameOver = TRUE;
4098 void ScrollScreen(struct PlayerInfo *player, int mode)
4100 static unsigned long screen_frame_counter = 0;
4102 if (mode == SCROLL_INIT)
4104 /* set scrolling step size according to actual player's moving speed */
4105 ScrollStepSize = TILEX / player->move_delay_value;
4107 screen_frame_counter = FrameCounter;
4108 ScreenMovDir = player->MovDir;
4109 ScreenMovPos = player->MovPos;
4110 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4113 else if (!FrameReached(&screen_frame_counter, 1))
4118 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4119 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4120 redraw_mask |= REDRAW_FIELD;
4123 ScreenMovDir = MV_NO_MOVING;
4126 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4128 int i, killx = goodx, killy = goody;
4129 static int xy[4][2] =
4136 static int harmless[4] =
4148 x = goodx + xy[i][0];
4149 y = goody + xy[i][1];
4150 if (!IN_LEV_FIELD(x, y))
4154 element = Feld[x][y];
4156 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4159 if (DONT_TOUCH(element))
4161 if (MovDir[x][y] == harmless[i])
4170 if (killx != goodx || killy != goody)
4172 if (IS_PLAYER(goodx, goody))
4173 KillHero(PLAYERINFO(goodx, goody));
4179 void TestIfBadThingHitsGoodThing(int badx, int bady)
4181 int i, killx = badx, killy = bady;
4182 static int xy[4][2] =
4189 static int harmless[4] =
4201 x = badx + xy[i][0];
4202 y = bady + xy[i][1];
4203 if (!IN_LEV_FIELD(x, y))
4206 element = Feld[x][y];
4208 if (IS_PLAYER(x, y))
4214 else if (element == EL_PINGUIN)
4216 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4225 if (killx != badx || killy != bady)
4227 if (IS_PLAYER(killx, killy))
4228 KillHero(PLAYERINFO(killx, killy));
4234 void TestIfHeroHitsBadThing(int x, int y)
4236 TestIfGoodThingHitsBadThing(x, y);
4239 void TestIfBadThingHitsHero(int x, int y)
4241 TestIfBadThingHitsGoodThing(x, y);
4244 void TestIfFriendHitsBadThing(int x, int y)
4246 TestIfGoodThingHitsBadThing(x, y);
4249 void TestIfBadThingHitsFriend(int x, int y)
4251 TestIfBadThingHitsGoodThing(x, y);
4254 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4256 int i, killx = badx, killy = bady;
4257 static int xy[4][2] =
4271 if (!IN_LEV_FIELD(x, y))
4274 element = Feld[x][y];
4275 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4276 element == EL_AMOEBING || element == EL_TROPFEN)
4284 if (killx != badx || killy != bady)
4288 void KillHero(struct PlayerInfo *player)
4290 int jx = player->jx, jy = player->jy;
4292 if (!player->active)
4295 if (IS_PFORTE(Feld[jx][jy]))
4296 Feld[jx][jy] = EL_LEERRAUM;
4302 void BuryHero(struct PlayerInfo *player)
4304 int jx = player->jx, jy = player->jy;
4306 if (!player->active)
4309 PlaySoundLevel(jx, jy, SND_AUTSCH);
4310 PlaySoundLevel(jx, jy, SND_LACHEN);
4312 player->GameOver = TRUE;
4316 void RemoveHero(struct PlayerInfo *player)
4318 int jx = player->jx, jy = player->jy;
4319 int i, found = FALSE;
4321 player->present = FALSE;
4322 player->active = FALSE;
4324 StorePlayer[jx][jy] = 0;
4326 for (i=0; i<MAX_PLAYERS; i++)
4327 if (stored_player[i].active)
4331 AllPlayersGone = TRUE;
4337 int DigField(struct PlayerInfo *player,
4338 int x, int y, int real_dx, int real_dy, int mode)
4340 int jx = player->jx, jy = player->jy;
4341 int dx = x - jx, dy = y - jy;
4342 int move_direction = (dx == -1 ? MV_LEFT :
4343 dx == +1 ? MV_RIGHT :
4345 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4348 if (!player->MovPos)
4349 player->Pushing = FALSE;
4351 if (mode == DF_NO_PUSH)
4353 player->push_delay = 0;
4354 return MF_NO_ACTION;
4357 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4358 return MF_NO_ACTION;
4360 element = Feld[x][y];
4365 PlaySoundLevel(x, y, SND_EMPTY);
4369 Feld[x][y] = EL_LEERRAUM;
4370 PlaySoundLevel(x, y, SND_SCHLURF);
4375 Feld[x][y] = EL_LEERRAUM;
4376 PlaySoundLevel(x, y, SND_SP_BASE);
4380 case EL_EDELSTEIN_BD:
4381 case EL_EDELSTEIN_GELB:
4382 case EL_EDELSTEIN_ROT:
4383 case EL_EDELSTEIN_LILA:
4385 case EL_SP_INFOTRON:
4387 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4388 if (local_player->gems_still_needed < 0)
4389 local_player->gems_still_needed = 0;
4390 RaiseScoreElement(element);
4391 DrawText(DX_EMERALDS, DY_EMERALDS,
4392 int2str(local_player->gems_still_needed, 3),
4393 FS_SMALL, FC_YELLOW);
4394 if (element == EL_SP_INFOTRON)
4395 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4397 PlaySoundLevel(x, y, SND_PONG);
4402 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4403 PlaySoundLevel(x, y, SND_PONG);
4406 case EL_DYNAMITE_INACTIVE:
4407 case EL_SP_DISK_RED:
4410 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4411 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4412 int2str(local_player->dynamite, 3),
4413 FS_SMALL, FC_YELLOW);
4414 if (element == EL_SP_DISK_RED)
4415 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4417 PlaySoundLevel(x, y, SND_PONG);
4420 case EL_DYNABOMB_NR:
4422 player->dynabomb_count++;
4423 player->dynabombs_left++;
4424 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4425 PlaySoundLevel(x, y, SND_PONG);
4428 case EL_DYNABOMB_SZ:
4430 player->dynabomb_size++;
4431 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4432 PlaySoundLevel(x, y, SND_PONG);
4435 case EL_DYNABOMB_XL:
4437 player->dynabomb_xl = TRUE;
4438 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4439 PlaySoundLevel(x, y, SND_PONG);
4442 case EL_SCHLUESSEL1:
4443 case EL_SCHLUESSEL2:
4444 case EL_SCHLUESSEL3:
4445 case EL_SCHLUESSEL4:
4447 int key_nr = element - EL_SCHLUESSEL1;
4450 player->key[key_nr] = TRUE;
4451 RaiseScoreElement(EL_SCHLUESSEL);
4452 DrawMiniGraphicExt(drawto, gc,
4453 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4454 GFX_SCHLUESSEL1+key_nr);
4455 DrawMiniGraphicExt(window, gc,
4456 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4457 GFX_SCHLUESSEL1+key_nr);
4458 PlaySoundLevel(x, y, SND_PONG);
4467 int key_nr = element - EL_EM_KEY_1;
4470 player->key[key_nr] = TRUE;
4471 RaiseScoreElement(EL_SCHLUESSEL);
4472 DrawMiniGraphicExt(drawto, gc,
4473 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4474 GFX_SCHLUESSEL1+key_nr);
4475 DrawMiniGraphicExt(window, gc,
4476 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4477 GFX_SCHLUESSEL1+key_nr);
4478 PlaySoundLevel(x, y, SND_PONG);
4483 Feld[x][y] = EL_ABLENK_EIN;
4486 DrawLevelField(x, y);
4490 case EL_SP_TERMINAL:
4494 for (yy=0; yy<lev_fieldy; yy++)
4496 for (xx=0; xx<lev_fieldx; xx++)
4498 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4500 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4501 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4510 if (local_player->gems_still_needed > 0)
4511 return MF_NO_ACTION;
4513 player->LevelSolved = player->GameOver = TRUE;
4514 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4517 case EL_FELSBROCKEN:
4522 case EL_SP_DISK_ORANGE:
4523 if (dy || mode == DF_SNAP)
4524 return MF_NO_ACTION;
4526 player->Pushing = TRUE;
4528 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4529 return MF_NO_ACTION;
4533 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4534 return MF_NO_ACTION;
4537 if (player->push_delay == 0)
4538 player->push_delay = FrameCounter;
4539 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4541 return MF_NO_ACTION;
4544 Feld[x+dx][y+dy] = element;
4546 player->push_delay_value = 2+RND(8);
4548 DrawLevelField(x+dx, y+dy);
4549 if (element == EL_FELSBROCKEN)
4550 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4551 else if (element == EL_KOKOSNUSS)
4552 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4553 else if (IS_SP_ELEMENT(element))
4554 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4556 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4563 if (!player->key[element - EL_PFORTE1])
4564 return MF_NO_ACTION;
4571 if (!player->key[element - EL_PFORTE1X])
4572 return MF_NO_ACTION;
4579 if (!player->key[element - EL_EM_GATE_1])
4580 return MF_NO_ACTION;
4581 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4582 return MF_NO_ACTION;
4584 /* automatically move to the next field with double speed */
4585 player->programmed_action = move_direction;
4586 DOUBLE_PLAYER_SPEED(player);
4588 PlaySoundLevel(x, y, SND_GATE);
4596 if (!player->key[element - EL_EM_GATE_1X])
4597 return MF_NO_ACTION;
4598 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4599 return MF_NO_ACTION;
4601 /* automatically move to the next field with double speed */
4602 player->programmed_action = move_direction;
4603 DOUBLE_PLAYER_SPEED(player);
4605 PlaySoundLevel(x, y, SND_GATE);
4609 case EL_SP_PORT1_LEFT:
4610 case EL_SP_PORT2_LEFT:
4611 case EL_SP_PORT1_RIGHT:
4612 case EL_SP_PORT2_RIGHT:
4613 case EL_SP_PORT1_UP:
4614 case EL_SP_PORT2_UP:
4615 case EL_SP_PORT1_DOWN:
4616 case EL_SP_PORT2_DOWN:
4621 element != EL_SP_PORT1_LEFT &&
4622 element != EL_SP_PORT2_LEFT &&
4623 element != EL_SP_PORT_X &&
4624 element != EL_SP_PORT_XY) ||
4626 element != EL_SP_PORT1_RIGHT &&
4627 element != EL_SP_PORT2_RIGHT &&
4628 element != EL_SP_PORT_X &&
4629 element != EL_SP_PORT_XY) ||
4631 element != EL_SP_PORT1_UP &&
4632 element != EL_SP_PORT2_UP &&
4633 element != EL_SP_PORT_Y &&
4634 element != EL_SP_PORT_XY) ||
4636 element != EL_SP_PORT1_DOWN &&
4637 element != EL_SP_PORT2_DOWN &&
4638 element != EL_SP_PORT_Y &&
4639 element != EL_SP_PORT_XY) ||
4640 !IN_LEV_FIELD(x + dx, y + dy) ||
4641 !IS_FREE(x + dx, y + dy))
4642 return MF_NO_ACTION;
4644 /* automatically move to the next field with double speed */
4645 player->programmed_action = move_direction;
4646 DOUBLE_PLAYER_SPEED(player);
4648 PlaySoundLevel(x, y, SND_GATE);
4653 case EL_AUSGANG_ACT:
4654 /* door is not (yet) open */
4655 return MF_NO_ACTION;
4658 case EL_AUSGANG_AUF:
4659 if (mode == DF_SNAP)
4660 return MF_NO_ACTION;
4662 PlaySoundLevel(x, y, SND_BUING);
4667 Feld[x][y] = EL_BIRNE_EIN;
4668 local_player->lights_still_needed--;
4669 DrawLevelField(x, y);
4670 PlaySoundLevel(x, y, SND_DENG);
4675 Feld[x][y] = EL_ZEIT_LEER;
4677 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4678 DrawLevelField(x, y);
4679 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4683 case EL_SOKOBAN_FELD_LEER:
4686 case EL_SOKOBAN_FELD_VOLL:
4687 case EL_SOKOBAN_OBJEKT:
4689 case EL_SP_DISK_YELLOW:
4690 if (mode == DF_SNAP)
4691 return MF_NO_ACTION;
4693 player->Pushing = TRUE;
4695 if (!IN_LEV_FIELD(x+dx, y+dy)
4696 || (!IS_FREE(x+dx, y+dy)
4697 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4698 || !IS_SB_ELEMENT(element))))
4699 return MF_NO_ACTION;
4703 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4704 return MF_NO_ACTION;
4706 else if (dy && real_dx)
4708 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4709 return MF_NO_ACTION;
4712 if (player->push_delay == 0)
4713 player->push_delay = FrameCounter;
4714 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4716 return MF_NO_ACTION;
4718 if (IS_SB_ELEMENT(element))
4720 if (element == EL_SOKOBAN_FELD_VOLL)
4722 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4723 local_player->sokobanfields_still_needed++;
4728 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4730 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4731 local_player->sokobanfields_still_needed--;
4732 if (element == EL_SOKOBAN_OBJEKT)
4733 PlaySoundLevel(x, y, SND_DENG);
4736 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4741 Feld[x+dx][y+dy] = element;
4744 player->push_delay_value = 2;
4746 DrawLevelField(x, y);
4747 DrawLevelField(x+dx, y+dy);
4748 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4750 if (IS_SB_ELEMENT(element) &&
4751 local_player->sokobanfields_still_needed == 0 &&
4752 game.emulation == EMU_SOKOBAN)
4754 player->LevelSolved = player->GameOver = TRUE;
4755 PlaySoundLevel(x, y, SND_BUING);
4767 return MF_NO_ACTION;
4770 player->push_delay = 0;
4775 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4777 int jx = player->jx, jy = player->jy;
4778 int x = jx + dx, y = jy + dy;
4780 if (!player->active || !IN_LEV_FIELD(x, y))
4788 player->snapped = FALSE;
4792 if (player->snapped)
4795 player->MovDir = (dx < 0 ? MV_LEFT :
4798 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4800 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4803 player->snapped = TRUE;
4804 DrawLevelField(x, y);
4810 boolean PlaceBomb(struct PlayerInfo *player)
4812 int jx = player->jx, jy = player->jy;
4815 if (!player->active || player->MovPos)
4818 element = Feld[jx][jy];
4820 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4821 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
4824 if (element != EL_LEERRAUM)
4825 Store[jx][jy] = element;
4827 if (player->dynamite)
4829 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
4830 MovDelay[jx][jy] = 96;
4832 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4833 FS_SMALL, FC_YELLOW);
4834 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4836 if (game.emulation == EMU_SUPAPLEX)
4837 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4839 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4844 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
4845 MovDelay[jx][jy] = 96;
4846 player->dynabombs_left--;
4847 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4848 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4854 void PlaySoundLevel(int x, int y, int sound_nr)
4856 int sx = SCREENX(x), sy = SCREENY(y);
4858 int silence_distance = 8;
4860 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4861 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4864 if (!IN_LEV_FIELD(x, y) ||
4865 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4866 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4869 volume = PSND_MAX_VOLUME;
4872 stereo = (sx - SCR_FIELDX/2) * 12;
4874 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4875 if (stereo > PSND_MAX_RIGHT)
4876 stereo = PSND_MAX_RIGHT;
4877 if (stereo < PSND_MAX_LEFT)
4878 stereo = PSND_MAX_LEFT;
4881 if (!IN_SCR_FIELD(sx, sy))
4883 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4884 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4886 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4889 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4892 void RaiseScore(int value)
4894 local_player->score += value;
4895 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4896 FS_SMALL, FC_YELLOW);
4899 void RaiseScoreElement(int element)
4904 case EL_EDELSTEIN_BD:
4905 case EL_EDELSTEIN_GELB:
4906 case EL_EDELSTEIN_ROT:
4907 case EL_EDELSTEIN_LILA:
4908 RaiseScore(level.score[SC_EDELSTEIN]);
4911 RaiseScore(level.score[SC_DIAMANT]);
4915 RaiseScore(level.score[SC_KAEFER]);
4919 RaiseScore(level.score[SC_FLIEGER]);
4923 RaiseScore(level.score[SC_MAMPFER]);
4926 RaiseScore(level.score[SC_ROBOT]);
4929 RaiseScore(level.score[SC_PACMAN]);
4932 RaiseScore(level.score[SC_KOKOSNUSS]);
4934 case EL_DYNAMITE_INACTIVE:
4935 RaiseScore(level.score[SC_DYNAMIT]);
4938 RaiseScore(level.score[SC_SCHLUESSEL]);
4945 /* ---------- new game button stuff ---------------------------------------- */
4947 /* graphic position values for game buttons */
4948 #define GAME_BUTTON_XSIZE 30
4949 #define GAME_BUTTON_YSIZE 30
4950 #define GAME_BUTTON_XPOS 5
4951 #define GAME_BUTTON_YPOS 215
4952 #define SOUND_BUTTON_XPOS 5
4953 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4955 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4956 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4957 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4958 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4959 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4960 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4967 } gamebutton_info[NUM_GAME_BUTTONS] =
4970 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4975 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4980 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4985 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4986 SOUND_CTRL_ID_MUSIC,
4987 "background music on/off"
4990 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4991 SOUND_CTRL_ID_LOOPS,
4992 "sound loops on/off"
4995 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4996 SOUND_CTRL_ID_SIMPLE,
4997 "normal sounds on/off"
5001 void CreateGameButtons()
5005 for (i=0; i<NUM_GAME_BUTTONS; i++)
5007 Pixmap gd_pixmap = pix[PIX_DOOR];
5008 struct GadgetInfo *gi;
5011 unsigned long event_mask;
5012 int gd_xoffset, gd_yoffset;
5013 int gd_x1, gd_x2, gd_y1, gd_y2;
5016 gd_xoffset = gamebutton_info[i].x;
5017 gd_yoffset = gamebutton_info[i].y;
5018 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5019 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5021 if (id == GAME_CTRL_ID_STOP ||
5022 id == GAME_CTRL_ID_PAUSE ||
5023 id == GAME_CTRL_ID_PLAY)
5025 button_type = GD_TYPE_NORMAL_BUTTON;
5027 event_mask = GD_EVENT_RELEASED;
5028 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5029 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5033 button_type = GD_TYPE_CHECK_BUTTON;
5035 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5036 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5037 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5038 event_mask = GD_EVENT_PRESSED;
5039 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5040 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5043 gi = CreateGadget(GDI_CUSTOM_ID, id,
5044 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5045 GDI_X, DX + gd_xoffset,
5046 GDI_Y, DY + gd_yoffset,
5047 GDI_WIDTH, GAME_BUTTON_XSIZE,
5048 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5049 GDI_TYPE, button_type,
5050 GDI_STATE, GD_BUTTON_UNPRESSED,
5051 GDI_CHECKED, checked,
5052 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5053 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5054 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5055 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5056 GDI_EVENT_MASK, event_mask,
5057 GDI_CALLBACK_ACTION, HandleGameButtons,
5061 Error(ERR_EXIT, "cannot create gadget");
5063 game_gadget[id] = gi;
5067 static void MapGameButtons()
5071 for (i=0; i<NUM_GAME_BUTTONS; i++)
5072 MapGadget(game_gadget[i]);
5075 void UnmapGameButtons()
5079 for (i=0; i<NUM_GAME_BUTTONS; i++)
5080 UnmapGadget(game_gadget[i]);
5083 static void HandleGameButtons(struct GadgetInfo *gi)
5085 int id = gi->custom_id;
5087 if (game_status != PLAYING)
5092 case GAME_CTRL_ID_STOP:
5095 CloseDoor(DOOR_CLOSE_1);
5096 game_status = MAINMENU;
5101 if (level_editor_test_game ||
5102 Request("Do you really want to quit the game ?",
5103 REQ_ASK | REQ_STAY_CLOSED))
5106 if (options.network)
5107 SendToServer_StopPlaying();
5111 game_status = MAINMENU;
5116 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5119 case GAME_CTRL_ID_PAUSE:
5120 if (options.network)
5124 SendToServer_ContinuePlaying();
5126 SendToServer_PausePlaying();
5133 case GAME_CTRL_ID_PLAY:
5137 if (options.network)
5138 SendToServer_ContinuePlaying();
5142 tape.pausing = FALSE;
5143 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5148 case SOUND_CTRL_ID_MUSIC:
5149 if (setup.sound_music)
5151 setup.sound_music = FALSE;
5152 FadeSound(background_loop[level_nr % num_bg_loops]);
5154 else if (sound_loops_allowed)
5156 setup.sound = setup.sound_music = TRUE;
5157 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5161 case SOUND_CTRL_ID_LOOPS:
5162 if (setup.sound_loops)
5163 setup.sound_loops = FALSE;
5164 else if (sound_loops_allowed)
5165 setup.sound = setup.sound_loops = TRUE;
5168 case SOUND_CTRL_ID_SIMPLE:
5169 if (setup.sound_simple)
5170 setup.sound_simple = FALSE;
5171 else if (sound_status==SOUND_AVAILABLE)
5172 setup.sound = setup.sound_simple = TRUE;