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+1; y++) for(x=ex-1; x<=ex+1; x++)
1125 if (!IN_LEV_FIELD(x, y) ||
1126 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1127 (x != ex || y != ey)))
1130 element = Feld[x][y];
1132 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1134 element = MovingOrBlocked2Element(x, y);
1135 RemoveMovingField(x, y);
1138 if (IS_MASSIVE(element) || element == EL_BURNING)
1141 if (element == EL_EXPLODING)
1142 element = Store2[x][y];
1144 if (IS_PLAYER(ex, ey))
1146 switch(StorePlayer[ex][ey])
1149 Store[x][y] = EL_EDELSTEIN_ROT;
1152 Store[x][y] = EL_EDELSTEIN;
1155 Store[x][y] = EL_EDELSTEIN_LILA;
1159 Store[x][y] = EL_EDELSTEIN_GELB;
1163 if (game.emulation == EMU_SUPAPLEX)
1164 Store[x][y] = EL_LEERRAUM;
1166 else if (center_element == EL_MAULWURF)
1167 Store[x][y] = EL_EDELSTEIN_ROT;
1168 else if (center_element == EL_PINGUIN)
1169 Store[x][y] = EL_EDELSTEIN_LILA;
1170 else if (center_element == EL_KAEFER)
1171 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1172 else if (center_element == EL_BUTTERFLY)
1173 Store[x][y] = EL_EDELSTEIN_BD;
1174 else if (center_element == EL_SP_ELECTRON)
1175 Store[x][y] = EL_SP_INFOTRON;
1176 else if (center_element == EL_MAMPFER)
1177 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1178 else if (center_element == EL_AMOEBA2DIAM)
1179 Store[x][y] = level.amoeba_content;
1180 else if (element == EL_ERZ_EDEL)
1181 Store[x][y] = EL_EDELSTEIN;
1182 else if (element == EL_ERZ_DIAM)
1183 Store[x][y] = EL_DIAMANT;
1184 else if (element == EL_ERZ_EDEL_BD)
1185 Store[x][y] = EL_EDELSTEIN_BD;
1186 else if (element == EL_ERZ_EDEL_GELB)
1187 Store[x][y] = EL_EDELSTEIN_GELB;
1188 else if (element == EL_ERZ_EDEL_ROT)
1189 Store[x][y] = EL_EDELSTEIN_ROT;
1190 else if (element == EL_ERZ_EDEL_LILA)
1191 Store[x][y] = EL_EDELSTEIN_LILA;
1192 else if (!IS_PFORTE(Store[x][y]))
1193 Store[x][y] = EL_LEERRAUM;
1195 if (x != ex || y != ey ||
1196 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1197 Store2[x][y] = element;
1199 if (AmoebaNr[x][y] &&
1200 (element == EL_AMOEBE_VOLL ||
1201 element == EL_AMOEBE_BD ||
1202 element == EL_AMOEBING))
1204 AmoebaCnt[AmoebaNr[x][y]]--;
1205 AmoebaCnt2[AmoebaNr[x][y]]--;
1208 Feld[x][y] = EL_EXPLODING;
1209 MovDir[x][y] = MovPos[x][y] = 0;
1215 if (center_element == EL_MAMPFER)
1216 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1227 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1229 if (phase == first_phase_after_start)
1231 int element = Store2[x][y];
1233 if (element == EL_BLACK_ORB)
1235 Feld[x][y] = Store2[x][y];
1240 else if (phase == half_phase)
1242 int element = Store2[x][y];
1244 if (IS_PLAYER(x, y))
1245 KillHero(PLAYERINFO(x, y));
1246 else if (IS_EXPLOSIVE(element))
1248 Feld[x][y] = Store2[x][y];
1252 else if (element == EL_AMOEBA2DIAM)
1253 AmoebeUmwandeln(x, y);
1256 if (phase == last_phase)
1260 element = Feld[x][y] = Store[x][y];
1261 Store[x][y] = Store2[x][y] = 0;
1262 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1263 InitField(x, y, FALSE);
1264 if (CAN_MOVE(element) || COULD_MOVE(element))
1266 DrawLevelField(x, y);
1268 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1270 int graphic = GFX_EXPLOSION;
1272 if (game.emulation == EMU_SUPAPLEX)
1273 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1274 GFX_SP_EXPLODE_INFOTRON :
1275 GFX_SP_EXPLODE_EMPTY);
1278 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1280 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1284 void DynaExplode(int ex, int ey)
1287 int dynabomb_size = 1;
1288 boolean dynabomb_xl = FALSE;
1289 struct PlayerInfo *player;
1290 static int xy[4][2] =
1298 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1300 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1301 dynabomb_size = player->dynabomb_size;
1302 dynabomb_xl = player->dynabomb_xl;
1303 player->dynabombs_left++;
1306 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1310 for (j=1; j<=dynabomb_size; j++)
1312 int x = ex + j * xy[i % 4][0];
1313 int y = ey + j * xy[i % 4][1];
1316 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1319 element = Feld[x][y];
1321 /* do not restart explosions of fields with active bombs */
1322 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1325 Explode(x, y, EX_PHASE_START, EX_BORDER);
1327 if (element != EL_LEERRAUM &&
1328 element != EL_ERDREICH &&
1329 element != EL_EXPLODING &&
1336 void Bang(int x, int y)
1338 int element = Feld[x][y];
1340 if (game.emulation == EMU_SUPAPLEX)
1341 PlaySoundLevel(x, y, SND_SP_BOOOM);
1343 PlaySoundLevel(x, y, SND_ROAAAR);
1345 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1346 element = EL_LEERRAUM;
1358 RaiseScoreElement(element);
1359 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1361 case EL_DYNABOMB_ACTIVE_1:
1362 case EL_DYNABOMB_ACTIVE_2:
1363 case EL_DYNABOMB_ACTIVE_3:
1364 case EL_DYNABOMB_ACTIVE_4:
1365 case EL_DYNABOMB_NR:
1366 case EL_DYNABOMB_SZ:
1367 case EL_DYNABOMB_XL:
1374 Explode(x, y, EX_PHASE_START, EX_CENTER);
1377 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1382 void Blurb(int x, int y)
1384 int element = Feld[x][y];
1386 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1388 PlaySoundLevel(x, y, SND_BLURB);
1389 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1390 (!IN_LEV_FIELD(x-1, y-1) ||
1391 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1393 Feld[x-1][y] = EL_BLURB_LEFT;
1395 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1396 (!IN_LEV_FIELD(x+1, y-1) ||
1397 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1399 Feld[x+1][y] = EL_BLURB_RIGHT;
1404 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1406 if (!MovDelay[x][y]) /* initialize animation counter */
1409 if (MovDelay[x][y]) /* continue animation */
1412 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1413 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1415 if (!MovDelay[x][y])
1417 Feld[x][y] = EL_LEERRAUM;
1418 DrawLevelField(x, y);
1424 void Impact(int x, int y)
1426 boolean lastline = (y == lev_fieldy-1);
1427 boolean object_hit = FALSE;
1428 int element = Feld[x][y];
1431 if (!lastline) /* check if element below was hit */
1433 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1436 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1437 MovDir[x][y+1]!=MV_DOWN ||
1438 MovPos[x][y+1]<=TILEY/2));
1440 smashed = MovingOrBlocked2Element(x, y+1);
1443 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1449 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1450 (lastline || object_hit)) /* element is bomb */
1456 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1458 if (object_hit && IS_PLAYER(x, y+1))
1459 KillHero(PLAYERINFO(x, y+1));
1460 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1464 Feld[x][y] = EL_AMOEBING;
1465 Store[x][y] = EL_AMOEBE_NASS;
1470 if (!lastline && object_hit) /* check which object was hit */
1472 if (CAN_CHANGE(element) &&
1473 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1476 int activated_magic_wall =
1477 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1479 /* activate magic wall / mill */
1481 for (y=0; y<lev_fieldy; y++)
1482 for (x=0; x<lev_fieldx; x++)
1483 if (Feld[x][y] == smashed)
1484 Feld[x][y] = activated_magic_wall;
1486 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1487 game.magic_wall_active = TRUE;
1490 if (IS_PLAYER(x, y+1))
1492 KillHero(PLAYERINFO(x, y+1));
1495 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1500 else if (element == EL_EDELSTEIN_BD)
1502 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1508 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1510 if (IS_ENEMY(smashed) ||
1511 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1512 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1517 else if (!IS_MOVING(x, y+1))
1519 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1524 else if (smashed == EL_KOKOSNUSS)
1526 Feld[x][y+1] = EL_CRACKINGNUT;
1527 PlaySoundLevel(x, y, SND_KNACK);
1528 RaiseScoreElement(EL_KOKOSNUSS);
1531 else if (smashed == EL_DIAMANT)
1533 Feld[x][y+1] = EL_LEERRAUM;
1534 PlaySoundLevel(x, y, SND_QUIRK);
1541 /* play sound of magic wall / mill */
1543 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1545 PlaySoundLevel(x, y, SND_QUIRK);
1549 /* play sound of object that hits the ground */
1550 if (lastline || object_hit)
1557 case EL_EDELSTEIN_BD:
1558 case EL_EDELSTEIN_GELB:
1559 case EL_EDELSTEIN_ROT:
1560 case EL_EDELSTEIN_LILA:
1562 case EL_SP_INFOTRON:
1568 case EL_FELSBROCKEN:
1572 sound = SND_SP_ZONKDOWN;
1575 case EL_SCHLUESSEL1:
1576 case EL_SCHLUESSEL2:
1577 case EL_SCHLUESSEL3:
1578 case EL_SCHLUESSEL4:
1595 PlaySoundLevel(x, y, sound);
1599 void TurnRound(int x, int y)
1611 { 0, 0 }, { 0, 0 }, { 0, 0 },
1616 int left, right, back;
1620 { MV_DOWN, MV_UP, MV_RIGHT },
1621 { MV_UP, MV_DOWN, MV_LEFT },
1623 { MV_LEFT, MV_RIGHT, MV_DOWN },
1624 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1625 { MV_RIGHT, MV_LEFT, MV_UP }
1628 int element = Feld[x][y];
1629 int old_move_dir = MovDir[x][y];
1630 int left_dir = turn[old_move_dir].left;
1631 int right_dir = turn[old_move_dir].right;
1632 int back_dir = turn[old_move_dir].back;
1634 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1635 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1636 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1637 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1639 int left_x = x+left_dx, left_y = y+left_dy;
1640 int right_x = x+right_dx, right_y = y+right_dy;
1641 int move_x = x+move_dx, move_y = y+move_dy;
1643 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1645 TestIfBadThingHitsOtherBadThing(x, y);
1647 if (IN_LEV_FIELD(right_x, right_y) &&
1648 IS_FREE_OR_PLAYER(right_x, right_y))
1649 MovDir[x][y] = right_dir;
1650 else if (!IN_LEV_FIELD(move_x, move_y) ||
1651 !IS_FREE_OR_PLAYER(move_x, move_y))
1652 MovDir[x][y] = left_dir;
1654 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1656 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1659 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1660 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1662 TestIfBadThingHitsOtherBadThing(x, y);
1664 if (IN_LEV_FIELD(left_x, left_y) &&
1665 IS_FREE_OR_PLAYER(left_x, left_y))
1666 MovDir[x][y] = left_dir;
1667 else if (!IN_LEV_FIELD(move_x, move_y) ||
1668 !IS_FREE_OR_PLAYER(move_x, move_y))
1669 MovDir[x][y] = right_dir;
1671 if ((element == EL_FLIEGER ||
1672 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1673 && MovDir[x][y] != old_move_dir)
1675 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1678 else if (element == EL_MAMPFER)
1680 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1682 if (IN_LEV_FIELD(left_x, left_y) &&
1683 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1684 Feld[left_x][left_y] == EL_DIAMANT))
1685 can_turn_left = TRUE;
1686 if (IN_LEV_FIELD(right_x, right_y) &&
1687 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1688 Feld[right_x][right_y] == EL_DIAMANT))
1689 can_turn_right = TRUE;
1691 if (can_turn_left && can_turn_right)
1692 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1693 else if (can_turn_left)
1694 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1695 else if (can_turn_right)
1696 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1698 MovDir[x][y] = back_dir;
1700 MovDelay[x][y] = 16+16*RND(3);
1702 else if (element == EL_MAMPFER2)
1704 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1706 if (IN_LEV_FIELD(left_x, left_y) &&
1707 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1708 IS_MAMPF2(Feld[left_x][left_y])))
1709 can_turn_left = TRUE;
1710 if (IN_LEV_FIELD(right_x, right_y) &&
1711 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1712 IS_MAMPF2(Feld[right_x][right_y])))
1713 can_turn_right = TRUE;
1715 if (can_turn_left && can_turn_right)
1716 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1717 else if (can_turn_left)
1718 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1719 else if (can_turn_right)
1720 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1722 MovDir[x][y] = back_dir;
1724 MovDelay[x][y] = 16+16*RND(3);
1726 else if (element == EL_PACMAN)
1728 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1730 if (IN_LEV_FIELD(left_x, left_y) &&
1731 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1732 IS_AMOEBOID(Feld[left_x][left_y])))
1733 can_turn_left = TRUE;
1734 if (IN_LEV_FIELD(right_x, right_y) &&
1735 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1736 IS_AMOEBOID(Feld[right_x][right_y])))
1737 can_turn_right = TRUE;
1739 if (can_turn_left && can_turn_right)
1740 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1741 else if (can_turn_left)
1742 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1743 else if (can_turn_right)
1744 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1746 MovDir[x][y] = back_dir;
1748 MovDelay[x][y] = 6+RND(40);
1750 else if (element == EL_SCHWEIN)
1752 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1753 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1754 boolean should_move_on = FALSE;
1756 int rnd = RND(rnd_value);
1758 if (IN_LEV_FIELD(left_x, left_y) &&
1759 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1760 can_turn_left = TRUE;
1761 if (IN_LEV_FIELD(right_x, right_y) &&
1762 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1763 can_turn_right = TRUE;
1764 if (IN_LEV_FIELD(move_x, move_y) &&
1765 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1768 if (can_turn_left &&
1770 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1771 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1772 should_turn_left = TRUE;
1773 if (can_turn_right &&
1775 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1776 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1777 should_turn_right = TRUE;
1779 (!can_turn_left || !can_turn_right ||
1780 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1781 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1782 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1783 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1784 should_move_on = TRUE;
1786 if (should_turn_left || should_turn_right || should_move_on)
1788 if (should_turn_left && should_turn_right && should_move_on)
1789 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1790 rnd < 2*rnd_value/3 ? right_dir :
1792 else if (should_turn_left && should_turn_right)
1793 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1794 else if (should_turn_left && should_move_on)
1795 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1796 else if (should_turn_right && should_move_on)
1797 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1798 else if (should_turn_left)
1799 MovDir[x][y] = left_dir;
1800 else if (should_turn_right)
1801 MovDir[x][y] = right_dir;
1802 else if (should_move_on)
1803 MovDir[x][y] = old_move_dir;
1805 else if (can_move_on && rnd > rnd_value/8)
1806 MovDir[x][y] = old_move_dir;
1807 else if (can_turn_left && can_turn_right)
1808 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1809 else if (can_turn_left && rnd > rnd_value/8)
1810 MovDir[x][y] = left_dir;
1811 else if (can_turn_right && rnd > rnd_value/8)
1812 MovDir[x][y] = right_dir;
1814 MovDir[x][y] = back_dir;
1816 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1817 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1818 MovDir[x][y] = old_move_dir;
1822 else if (element == EL_DRACHE)
1824 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1826 int rnd = RND(rnd_value);
1828 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1829 can_turn_left = TRUE;
1830 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1831 can_turn_right = TRUE;
1832 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1835 if (can_move_on && rnd > rnd_value/8)
1836 MovDir[x][y] = old_move_dir;
1837 else if (can_turn_left && can_turn_right)
1838 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1839 else if (can_turn_left && rnd > rnd_value/8)
1840 MovDir[x][y] = left_dir;
1841 else if (can_turn_right && rnd > rnd_value/8)
1842 MovDir[x][y] = right_dir;
1844 MovDir[x][y] = back_dir;
1846 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1847 MovDir[x][y] = old_move_dir;
1851 else if (element == EL_ROBOT || element == EL_SONDE ||
1852 element == EL_MAULWURF || element == EL_PINGUIN)
1854 int attr_x = -1, attr_y = -1;
1865 for (i=0; i<MAX_PLAYERS; i++)
1867 struct PlayerInfo *player = &stored_player[i];
1868 int jx = player->jx, jy = player->jy;
1870 if (!player->active)
1873 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1881 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1887 if (element == EL_MAULWURF || element == EL_PINGUIN)
1890 static int xy[4][2] =
1900 int ex = x + xy[i%4][0];
1901 int ey = y + xy[i%4][1];
1903 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1912 MovDir[x][y] = MV_NO_MOVING;
1914 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1916 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1918 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1920 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1922 if (element == EL_ROBOT)
1926 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1927 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1928 Moving2Blocked(x, y, &newx, &newy);
1930 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1931 MovDelay[x][y] = 8+8*!RND(3);
1933 MovDelay[x][y] = 16;
1941 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1943 boolean first_horiz = RND(2);
1944 int new_move_dir = MovDir[x][y];
1947 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1948 Moving2Blocked(x, y, &newx, &newy);
1950 if (IN_LEV_FIELD(newx, newy) &&
1951 (IS_FREE(newx, newy) ||
1952 Feld[newx][newy] == EL_SALZSAEURE ||
1953 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1954 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1955 IS_MAMPF3(Feld[newx][newy])))))
1959 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1960 Moving2Blocked(x, y, &newx, &newy);
1962 if (IN_LEV_FIELD(newx, newy) &&
1963 (IS_FREE(newx, newy) ||
1964 Feld[newx][newy] == EL_SALZSAEURE ||
1965 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1966 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1967 IS_MAMPF3(Feld[newx][newy])))))
1970 MovDir[x][y] = old_move_dir;
1977 static boolean JustBeingPushed(int x, int y)
1981 for (i=0; i<MAX_PLAYERS; i++)
1983 struct PlayerInfo *player = &stored_player[i];
1985 if (player->active && player->Pushing && player->MovPos)
1987 int next_jx = player->jx + (player->jx - player->last_jx);
1988 int next_jy = player->jy + (player->jy - player->last_jy);
1990 if (x == next_jx && y == next_jy)
1998 void StartMoving(int x, int y)
2000 int element = Feld[x][y];
2005 if (CAN_FALL(element) && y<lev_fieldy-1)
2007 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2008 if (JustBeingPushed(x, y))
2011 if (element == EL_MORAST_VOLL)
2013 if (IS_FREE(x, y+1))
2015 InitMovingField(x, y, MV_DOWN);
2016 Feld[x][y] = EL_FELSBROCKEN;
2017 Store[x][y] = EL_MORAST_LEER;
2019 else if (Feld[x][y+1] == EL_MORAST_LEER)
2021 if (!MovDelay[x][y])
2022 MovDelay[x][y] = TILEY + 1;
2031 Feld[x][y] = EL_MORAST_LEER;
2032 Feld[x][y+1] = EL_MORAST_VOLL;
2035 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2037 InitMovingField(x, y, MV_DOWN);
2038 Store[x][y] = EL_MORAST_VOLL;
2040 else if (element == EL_SIEB_VOLL)
2042 if (IS_FREE(x, y+1))
2044 InitMovingField(x, y, MV_DOWN);
2045 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2046 Store[x][y] = EL_SIEB_LEER;
2048 else if (Feld[x][y+1] == EL_SIEB_LEER)
2050 if (!MovDelay[x][y])
2051 MovDelay[x][y] = TILEY/4 + 1;
2060 Feld[x][y] = EL_SIEB_LEER;
2061 Feld[x][y+1] = EL_SIEB_VOLL;
2062 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2066 else if (element == EL_SIEB2_VOLL)
2068 if (IS_FREE(x, y+1))
2070 InitMovingField(x, y, MV_DOWN);
2071 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2072 Store[x][y] = EL_SIEB2_LEER;
2074 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2076 if (!MovDelay[x][y])
2077 MovDelay[x][y] = TILEY/4 + 1;
2086 Feld[x][y] = EL_SIEB2_LEER;
2087 Feld[x][y+1] = EL_SIEB2_VOLL;
2088 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2092 else if (CAN_CHANGE(element) &&
2093 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2095 InitMovingField(x, y, MV_DOWN);
2097 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2098 Store2[x][y+1] = element;
2100 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2103 InitMovingField(x, y, MV_DOWN);
2104 Store[x][y] = EL_SALZSAEURE;
2106 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2110 else if (IS_FREE(x, y+1))
2112 InitMovingField(x, y, MV_DOWN);
2114 else if (element == EL_TROPFEN)
2116 Feld[x][y] = EL_AMOEBING;
2117 Store[x][y] = EL_AMOEBE_NASS;
2119 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2121 boolean left = (x>0 && IS_FREE(x-1, y) &&
2122 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2123 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2124 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2128 if (left && right && game.emulation != EMU_BOULDERDASH)
2129 left = !(right = RND(2));
2131 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2135 else if (CAN_MOVE(element))
2139 if (element == EL_SONDE && JustBeingPushed(x, y))
2142 if (!MovDelay[x][y]) /* start new movement phase */
2144 /* all objects that can change their move direction after each step */
2145 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2147 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2150 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2151 element == EL_SP_SNIKSNAK ||
2152 element == EL_SP_ELECTRON))
2153 DrawLevelField(x, y);
2157 if (MovDelay[x][y]) /* wait some time before next movement */
2161 if (element == EL_ROBOT ||
2162 element == EL_MAMPFER || element == EL_MAMPFER2)
2164 int phase = MovDelay[x][y] % 8;
2169 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2170 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2172 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2173 && MovDelay[x][y]%4 == 3)
2174 PlaySoundLevel(x, y, SND_NJAM);
2176 else if (element == EL_SP_ELECTRON)
2177 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2178 else if (element == EL_DRACHE)
2181 int dir = MovDir[x][y];
2182 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2183 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2184 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2185 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2186 dir == MV_UP ? GFX_FLAMMEN_UP :
2187 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2188 int phase = FrameCounter % 2;
2190 for (i=1; i<=3; i++)
2192 int xx = x + i*dx, yy = y + i*dy;
2193 int sx = SCREENX(xx), sy = SCREENY(yy);
2195 if (!IN_LEV_FIELD(xx, yy) ||
2196 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2201 int flamed = MovingOrBlocked2Element(xx, yy);
2203 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2206 RemoveMovingField(xx, yy);
2208 Feld[xx][yy] = EL_BURNING;
2209 if (IN_SCR_FIELD(sx, sy))
2210 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2214 if (Feld[xx][yy] == EL_BURNING)
2215 Feld[xx][yy] = EL_LEERRAUM;
2216 DrawLevelField(xx, yy);
2225 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2227 PlaySoundLevel(x, y, SND_KLAPPER);
2229 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2231 PlaySoundLevel(x, y, SND_ROEHR);
2234 /* now make next step */
2236 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2238 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2240 /* enemy got the player */
2242 KillHero(PLAYERINFO(newx, newy));
2245 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2246 element == EL_ROBOT || element == EL_SONDE) &&
2247 IN_LEV_FIELD(newx, newy) &&
2248 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2251 Store[x][y] = EL_SALZSAEURE;
2253 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2254 IN_LEV_FIELD(newx, newy))
2256 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2258 Feld[x][y] = EL_LEERRAUM;
2259 DrawLevelField(x, y);
2261 PlaySoundLevel(newx, newy, SND_BUING);
2262 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2263 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2265 local_player->friends_still_needed--;
2266 if (!local_player->friends_still_needed &&
2267 !local_player->GameOver && AllPlayersGone)
2268 local_player->LevelSolved = local_player->GameOver = TRUE;
2272 else if (IS_MAMPF3(Feld[newx][newy]))
2274 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2275 DrawLevelField(newx, newy);
2277 MovDir[x][y] = MV_NO_MOVING;
2279 else if (!IS_FREE(newx, newy))
2281 if (IS_PLAYER(x, y))
2282 DrawPlayerField(x, y);
2284 DrawLevelField(x, y);
2288 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2290 if (IS_GEM(Feld[newx][newy]))
2292 if (IS_MOVING(newx, newy))
2293 RemoveMovingField(newx, newy);
2296 Feld[newx][newy] = EL_LEERRAUM;
2297 DrawLevelField(newx, newy);
2300 else if (!IS_FREE(newx, newy))
2302 if (IS_PLAYER(x, y))
2303 DrawPlayerField(x, y);
2305 DrawLevelField(x, y);
2309 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2311 if (!IS_FREE(newx, newy))
2313 if (IS_PLAYER(x, y))
2314 DrawPlayerField(x, y);
2316 DrawLevelField(x, y);
2321 boolean wanna_flame = !RND(10);
2322 int dx = newx - x, dy = newy - y;
2323 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2324 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2325 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2326 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2327 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2328 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2330 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2331 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2332 element1 != EL_BURNING && element2 != EL_BURNING)
2334 if (IS_PLAYER(x, y))
2335 DrawPlayerField(x, y);
2337 DrawLevelField(x, y);
2339 MovDelay[x][y] = 50;
2340 Feld[newx][newy] = EL_BURNING;
2341 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2342 Feld[newx1][newy1] = EL_BURNING;
2343 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2344 Feld[newx2][newy2] = EL_BURNING;
2349 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2350 Feld[newx][newy] == EL_DIAMANT)
2352 if (IS_MOVING(newx, newy))
2353 RemoveMovingField(newx, newy);
2356 Feld[newx][newy] = EL_LEERRAUM;
2357 DrawLevelField(newx, newy);
2360 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2361 IS_MAMPF2(Feld[newx][newy]))
2363 if (AmoebaNr[newx][newy])
2365 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2366 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2367 Feld[newx][newy] == EL_AMOEBE_BD)
2368 AmoebaCnt[AmoebaNr[newx][newy]]--;
2371 if (IS_MOVING(newx, newy))
2372 RemoveMovingField(newx, newy);
2375 Feld[newx][newy] = EL_LEERRAUM;
2376 DrawLevelField(newx, newy);
2379 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2380 IS_AMOEBOID(Feld[newx][newy]))
2382 if (AmoebaNr[newx][newy])
2384 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2385 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2386 Feld[newx][newy] == EL_AMOEBE_BD)
2387 AmoebaCnt[AmoebaNr[newx][newy]]--;
2390 Feld[newx][newy] = EL_LEERRAUM;
2391 DrawLevelField(newx, newy);
2393 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2395 /* object was running against a wall */
2399 if (element == EL_KAEFER || element == EL_FLIEGER ||
2400 element == EL_SP_SNIKSNAK)
2401 DrawLevelField(x, y);
2402 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2403 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2404 else if (element == EL_SONDE)
2405 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2406 else if (element == EL_SP_ELECTRON)
2407 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2412 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2413 PlaySoundLevel(x, y, SND_SCHLURF);
2415 InitMovingField(x, y, MovDir[x][y]);
2419 ContinueMoving(x, y);
2422 void ContinueMoving(int x, int y)
2424 int element = Feld[x][y];
2425 int direction = MovDir[x][y];
2426 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2427 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2428 int horiz_move = (dx!=0);
2429 int newx = x + dx, newy = y + dy;
2430 int step = (horiz_move ? dx : dy) * TILEX/8;
2432 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2434 else if (element == EL_TROPFEN)
2436 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2439 MovPos[x][y] += step;
2441 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2443 Feld[x][y] = EL_LEERRAUM;
2444 Feld[newx][newy] = element;
2446 if (Store[x][y] == EL_MORAST_VOLL)
2449 Feld[newx][newy] = EL_MORAST_VOLL;
2450 element = EL_MORAST_VOLL;
2452 else if (Store[x][y] == EL_MORAST_LEER)
2455 Feld[x][y] = EL_MORAST_LEER;
2457 else if (Store[x][y] == EL_SIEB_VOLL)
2460 element = Feld[newx][newy] =
2461 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2463 else if (Store[x][y] == EL_SIEB_LEER)
2465 Store[x][y] = Store2[x][y] = 0;
2466 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2468 else if (Store[x][y] == EL_SIEB2_VOLL)
2471 element = Feld[newx][newy] =
2472 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2474 else if (Store[x][y] == EL_SIEB2_LEER)
2476 Store[x][y] = Store2[x][y] = 0;
2477 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2479 else if (Store[x][y] == EL_SALZSAEURE)
2482 Feld[newx][newy] = EL_SALZSAEURE;
2483 element = EL_SALZSAEURE;
2485 else if (Store[x][y] == EL_AMOEBE_NASS)
2488 Feld[x][y] = EL_AMOEBE_NASS;
2491 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2492 MovDelay[newx][newy] = 0;
2494 if (!CAN_MOVE(element))
2495 MovDir[newx][newy] = 0;
2497 DrawLevelField(x, y);
2498 DrawLevelField(newx, newy);
2500 Stop[newx][newy] = TRUE;
2501 JustHit[x][newy] = 3;
2503 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2505 TestIfBadThingHitsHero(newx, newy);
2506 TestIfBadThingHitsFriend(newx, newy);
2507 TestIfBadThingHitsOtherBadThing(newx, newy);
2509 else if (element == EL_PINGUIN)
2510 TestIfFriendHitsBadThing(newx, newy);
2512 if (CAN_SMASH(element) && direction == MV_DOWN &&
2513 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2516 else /* still moving on */
2517 DrawLevelField(x, y);
2520 int AmoebeNachbarNr(int ax, int ay)
2523 int element = Feld[ax][ay];
2525 static int xy[4][2] =
2535 int x = ax + xy[i][0];
2536 int y = ay + xy[i][1];
2538 if (!IN_LEV_FIELD(x, y))
2541 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2542 group_nr = AmoebaNr[x][y];
2548 void AmoebenVereinigen(int ax, int ay)
2550 int i, x, y, xx, yy;
2551 int new_group_nr = AmoebaNr[ax][ay];
2552 static int xy[4][2] =
2560 if (new_group_nr == 0)
2568 if (!IN_LEV_FIELD(x, y))
2571 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2572 Feld[x][y] == EL_AMOEBE_BD ||
2573 Feld[x][y] == EL_AMOEBE_TOT) &&
2574 AmoebaNr[x][y] != new_group_nr)
2576 int old_group_nr = AmoebaNr[x][y];
2578 if (old_group_nr == 0)
2581 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2582 AmoebaCnt[old_group_nr] = 0;
2583 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2584 AmoebaCnt2[old_group_nr] = 0;
2586 for (yy=0; yy<lev_fieldy; yy++)
2588 for (xx=0; xx<lev_fieldx; xx++)
2590 if (AmoebaNr[xx][yy] == old_group_nr)
2591 AmoebaNr[xx][yy] = new_group_nr;
2598 void AmoebeUmwandeln(int ax, int ay)
2602 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2604 int group_nr = AmoebaNr[ax][ay];
2609 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2610 printf("AmoebeUmwandeln(): This should never happen!\n");
2615 for (y=0; y<lev_fieldy; y++)
2617 for (x=0; x<lev_fieldx; x++)
2619 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2622 Feld[x][y] = EL_AMOEBA2DIAM;
2630 static int xy[4][2] =
2643 if (!IN_LEV_FIELD(x, y))
2646 if (Feld[x][y] == EL_AMOEBA2DIAM)
2652 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2655 int group_nr = AmoebaNr[ax][ay];
2656 boolean done = FALSE;
2661 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2662 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2667 for (y=0; y<lev_fieldy; y++)
2669 for (x=0; x<lev_fieldx; x++)
2671 if (AmoebaNr[x][y] == group_nr &&
2672 (Feld[x][y] == EL_AMOEBE_TOT ||
2673 Feld[x][y] == EL_AMOEBE_BD ||
2674 Feld[x][y] == EL_AMOEBING))
2677 Feld[x][y] = new_element;
2678 InitField(x, y, FALSE);
2679 DrawLevelField(x, y);
2686 PlaySoundLevel(ax, ay,
2687 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2690 void AmoebeWaechst(int x, int y)
2692 static unsigned long sound_delay = 0;
2693 static unsigned long sound_delay_value = 0;
2695 if (!MovDelay[x][y]) /* start new growing cycle */
2699 if (DelayReached(&sound_delay, sound_delay_value))
2701 PlaySoundLevel(x, y, SND_AMOEBE);
2702 sound_delay_value = 30;
2706 if (MovDelay[x][y]) /* wait some time before growing bigger */
2709 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2710 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2712 if (!MovDelay[x][y])
2714 Feld[x][y] = Store[x][y];
2716 DrawLevelField(x, y);
2721 void AmoebeAbleger(int ax, int ay)
2724 int element = Feld[ax][ay];
2725 int newax = ax, neway = ay;
2726 static int xy[4][2] =
2734 if (!level.amoeba_speed)
2736 Feld[ax][ay] = EL_AMOEBE_TOT;
2737 DrawLevelField(ax, ay);
2741 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2742 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2744 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2747 if (MovDelay[ax][ay])
2751 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2754 int x = ax + xy[start][0];
2755 int y = ay + xy[start][1];
2757 if (!IN_LEV_FIELD(x, y))
2760 if (IS_FREE(x, y) ||
2761 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2767 if (newax == ax && neway == ay)
2770 else /* normal or "filled" (BD style) amoeba */
2773 boolean waiting_for_player = FALSE;
2777 int j = (start + i) % 4;
2778 int x = ax + xy[j][0];
2779 int y = ay + xy[j][1];
2781 if (!IN_LEV_FIELD(x, y))
2784 if (IS_FREE(x, y) ||
2785 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2791 else if (IS_PLAYER(x, y))
2792 waiting_for_player = TRUE;
2795 if (newax == ax && neway == ay) /* amoeba cannot grow */
2797 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2799 Feld[ax][ay] = EL_AMOEBE_TOT;
2800 DrawLevelField(ax, ay);
2801 AmoebaCnt[AmoebaNr[ax][ay]]--;
2803 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2805 if (element == EL_AMOEBE_VOLL)
2806 AmoebeUmwandeln(ax, ay);
2807 else if (element == EL_AMOEBE_BD)
2808 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2813 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2815 /* amoeba gets larger by growing in some direction */
2817 int new_group_nr = AmoebaNr[ax][ay];
2820 if (new_group_nr == 0)
2822 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2823 printf("AmoebeAbleger(): This should never happen!\n");
2828 AmoebaNr[newax][neway] = new_group_nr;
2829 AmoebaCnt[new_group_nr]++;
2830 AmoebaCnt2[new_group_nr]++;
2832 /* if amoeba touches other amoeba(s) after growing, unify them */
2833 AmoebenVereinigen(newax, neway);
2835 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2837 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2843 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2844 (neway == lev_fieldy - 1 && newax != ax))
2846 Feld[newax][neway] = EL_AMOEBING;
2847 Store[newax][neway] = element;
2849 else if (neway == ay)
2850 Feld[newax][neway] = EL_TROPFEN;
2853 InitMovingField(ax, ay, MV_DOWN);
2854 Feld[ax][ay] = EL_TROPFEN;
2855 Store[ax][ay] = EL_AMOEBE_NASS;
2856 ContinueMoving(ax, ay);
2860 DrawLevelField(newax, neway);
2863 void Life(int ax, int ay)
2866 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2868 int element = Feld[ax][ay];
2873 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2874 MovDelay[ax][ay] = life_time;
2876 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2879 if (MovDelay[ax][ay])
2883 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2885 int xx = ax+x1, yy = ay+y1;
2888 if (!IN_LEV_FIELD(xx, yy))
2891 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2893 int x = xx+x2, y = yy+y2;
2895 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2898 if (((Feld[x][y] == element ||
2899 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2901 (IS_FREE(x, y) && Stop[x][y]))
2905 if (xx == ax && yy == ay) /* field in the middle */
2907 if (nachbarn<life[0] || nachbarn>life[1])
2909 Feld[xx][yy] = EL_LEERRAUM;
2911 DrawLevelField(xx, yy);
2912 Stop[xx][yy] = TRUE;
2915 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2916 { /* free border field */
2917 if (nachbarn>=life[2] && nachbarn<=life[3])
2919 Feld[xx][yy] = element;
2920 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2922 DrawLevelField(xx, yy);
2923 Stop[xx][yy] = TRUE;
2929 void Ablenk(int x, int y)
2931 if (!MovDelay[x][y]) /* next animation frame */
2932 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2934 if (MovDelay[x][y]) /* wait some time before next frame */
2939 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2940 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2941 if (!(MovDelay[x][y]%4))
2942 PlaySoundLevel(x, y, SND_MIEP);
2947 Feld[x][y] = EL_ABLENK_AUS;
2948 DrawLevelField(x, y);
2949 if (ZX == x && ZY == y)
2953 void Birne(int x, int y)
2955 if (!MovDelay[x][y]) /* next animation frame */
2956 MovDelay[x][y] = 800;
2958 if (MovDelay[x][y]) /* wait some time before next frame */
2963 if (!(MovDelay[x][y]%5))
2965 if (!(MovDelay[x][y]%10))
2966 Feld[x][y]=EL_ABLENK_EIN;
2968 Feld[x][y]=EL_ABLENK_AUS;
2969 DrawLevelField(x, y);
2970 Feld[x][y]=EL_ABLENK_EIN;
2976 Feld[x][y]=EL_ABLENK_AUS;
2977 DrawLevelField(x, y);
2978 if (ZX == x && ZY == y)
2982 void Blubber(int x, int y)
2984 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2985 DrawLevelField(x, y-1);
2987 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2990 void NussKnacken(int x, int y)
2992 if (!MovDelay[x][y]) /* next animation frame */
2995 if (MovDelay[x][y]) /* wait some time before next frame */
2998 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2999 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3001 if (!MovDelay[x][y])
3003 Feld[x][y] = EL_EDELSTEIN;
3004 DrawLevelField(x, y);
3009 void SiebAktivieren(int x, int y, int typ)
3011 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3013 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3016 void AusgangstuerPruefen(int x, int y)
3018 if (!local_player->gems_still_needed &&
3019 !local_player->sokobanfields_still_needed &&
3020 !local_player->lights_still_needed)
3022 Feld[x][y] = EL_AUSGANG_ACT;
3024 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3025 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3026 y < LEVELY(BY1) ? LEVELY(BY1) :
3027 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3032 void AusgangstuerOeffnen(int x, int y)
3036 if (!MovDelay[x][y]) /* next animation frame */
3037 MovDelay[x][y] = 5*delay;
3039 if (MovDelay[x][y]) /* wait some time before next frame */
3044 tuer = MovDelay[x][y]/delay;
3045 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3046 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3048 if (!MovDelay[x][y])
3050 Feld[x][y] = EL_AUSGANG_AUF;
3051 DrawLevelField(x, y);
3056 void AusgangstuerBlinken(int x, int y)
3058 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3061 void EdelsteinFunkeln(int x, int y)
3063 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3066 if (Feld[x][y] == EL_EDELSTEIN_BD)
3067 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3070 if (!MovDelay[x][y]) /* next animation frame */
3071 MovDelay[x][y] = 11 * !SimpleRND(500);
3073 if (MovDelay[x][y]) /* wait some time before next frame */
3077 if (setup.direct_draw && MovDelay[x][y])
3078 SetDrawtoField(DRAW_BUFFERED);
3080 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3084 int phase = (MovDelay[x][y]-1)/2;
3089 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3091 if (setup.direct_draw)
3095 dest_x = FX + SCREENX(x)*TILEX;
3096 dest_y = FY + SCREENY(y)*TILEY;
3098 XCopyArea(display, drawto_field, window, gc,
3099 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3100 SetDrawtoField(DRAW_DIRECT);
3107 void MauerWaechst(int x, int y)
3111 if (!MovDelay[x][y]) /* next animation frame */
3112 MovDelay[x][y] = 3*delay;
3114 if (MovDelay[x][y]) /* wait some time before next frame */
3119 phase = 2-MovDelay[x][y]/delay;
3120 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3121 DrawGraphic(SCREENX(x), SCREENY(y),
3122 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3123 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3124 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3125 GFX_MAUER_DOWN ) + phase);
3127 if (!MovDelay[x][y])
3129 if (MovDir[x][y] == MV_LEFT)
3131 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3132 DrawLevelField(x-1, y);
3134 else if (MovDir[x][y] == MV_RIGHT)
3136 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3137 DrawLevelField(x+1, y);
3139 else if (MovDir[x][y] == MV_UP)
3141 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3142 DrawLevelField(x, y-1);
3146 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3147 DrawLevelField(x, y+1);
3150 Feld[x][y] = Store[x][y];
3152 MovDir[x][y] = MV_NO_MOVING;
3153 DrawLevelField(x, y);
3158 void MauerAbleger(int ax, int ay)
3160 int element = Feld[ax][ay];
3161 boolean oben_frei = FALSE, unten_frei = FALSE;
3162 boolean links_frei = FALSE, rechts_frei = FALSE;
3163 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3164 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3166 if (!MovDelay[ax][ay]) /* start building new wall */
3167 MovDelay[ax][ay] = 6;
3169 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3172 if (MovDelay[ax][ay])
3176 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3178 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3180 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3182 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3185 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3189 Feld[ax][ay-1] = EL_MAUERND;
3190 Store[ax][ay-1] = element;
3191 MovDir[ax][ay-1] = MV_UP;
3192 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3193 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3197 Feld[ax][ay+1] = EL_MAUERND;
3198 Store[ax][ay+1] = element;
3199 MovDir[ax][ay+1] = MV_DOWN;
3200 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3201 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3205 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3206 element == EL_MAUER_LEBT)
3210 Feld[ax-1][ay] = EL_MAUERND;
3211 Store[ax-1][ay] = element;
3212 MovDir[ax-1][ay] = MV_LEFT;
3213 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3214 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3218 Feld[ax+1][ay] = EL_MAUERND;
3219 Store[ax+1][ay] = element;
3220 MovDir[ax+1][ay] = MV_RIGHT;
3221 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3222 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3226 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3227 DrawLevelField(ax, ay);
3229 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3231 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3232 unten_massiv = TRUE;
3233 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3234 links_massiv = TRUE;
3235 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3236 rechts_massiv = TRUE;
3238 if (((oben_massiv && unten_massiv) ||
3239 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3240 ((links_massiv && rechts_massiv) ||
3241 element == EL_MAUER_Y))
3242 Feld[ax][ay] = EL_MAUERWERK;
3245 void CheckForDragon(int x, int y)
3248 boolean dragon_found = FALSE;
3249 static int xy[4][2] =
3261 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3263 if (IN_LEV_FIELD(xx, yy) &&
3264 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3266 if (Feld[xx][yy] == EL_DRACHE)
3267 dragon_found = TRUE;
3280 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3282 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3284 Feld[xx][yy] = EL_LEERRAUM;
3285 DrawLevelField(xx, yy);
3294 static void CheckBuggyBase(int x, int y)
3296 int element = Feld[x][y];
3298 if (element == EL_SP_BUG)
3300 if (!MovDelay[x][y]) /* start activating buggy base */
3301 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3303 if (MovDelay[x][y]) /* wait some time before activating base */
3306 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3307 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3311 Feld[x][y] = EL_SP_BUG_ACTIVE;
3314 else if (element == EL_SP_BUG_ACTIVE)
3316 if (!MovDelay[x][y]) /* start activating buggy base */
3317 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3319 if (MovDelay[x][y]) /* wait some time before activating base */
3325 static int xy[4][2] =
3333 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3334 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3338 int xx = x + xy[i][0], yy = y + xy[i][1];
3340 if (IS_PLAYER(xx, yy))
3342 PlaySoundLevel(x, y, SND_SP_BUG);
3350 Feld[x][y] = EL_SP_BUG;
3351 DrawLevelField(x, y);
3356 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3358 static byte stored_player_action[MAX_PLAYERS];
3359 static int num_stored_actions = 0;
3360 static boolean save_tape_entry = FALSE;
3361 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3362 int jx = player->jx, jy = player->jy;
3363 int left = player_action & JOY_LEFT;
3364 int right = player_action & JOY_RIGHT;
3365 int up = player_action & JOY_UP;
3366 int down = player_action & JOY_DOWN;
3367 int button1 = player_action & JOY_BUTTON_1;
3368 int button2 = player_action & JOY_BUTTON_2;
3369 int dx = (left ? -1 : right ? 1 : 0);
3370 int dy = (up ? -1 : down ? 1 : 0);
3372 stored_player_action[player->index_nr] = 0;
3373 num_stored_actions++;
3375 if (!player->active || tape.pausing)
3380 save_tape_entry = TRUE;
3381 player->frame_reset_delay = 0;
3384 snapped = SnapField(player, dx, dy);
3388 bombed = PlaceBomb(player);
3389 moved = MoveFigure(player, dx, dy);
3392 if (tape.recording && (moved || snapped || bombed))
3394 if (bombed && !moved)
3395 player_action &= JOY_BUTTON;
3397 stored_player_action[player->index_nr] = player_action;
3399 else if (tape.playing && snapped)
3400 SnapField(player, 0, 0); /* stop snapping */
3404 /* no actions for this player (no input at player's configured device) */
3406 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3407 SnapField(player, 0, 0);
3408 CheckGravityMovement(player);
3410 if (++player->frame_reset_delay > player->move_delay_value)
3414 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3416 TapeRecordAction(stored_player_action);
3417 num_stored_actions = 0;
3418 save_tape_entry = FALSE;
3421 if (tape.playing && !tape.pausing && !player_action &&
3422 tape.counter < tape.length)
3425 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3427 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3428 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3430 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3432 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3434 int el = Feld[jx+dx][jy];
3435 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3437 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3439 player->MovDir = next_joy;
3440 player->Frame = FrameCounter % 4;
3441 player->Pushing = TRUE;
3450 static unsigned long action_delay = 0;
3451 unsigned long action_delay_value;
3452 int sieb_x = 0, sieb_y = 0;
3453 int i, x, y, element;
3454 byte *recorded_player_action;
3455 byte summarized_player_action = 0;
3457 if (game_status != PLAYING)
3460 action_delay_value =
3461 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3463 /* ---------- main game synchronization point ---------- */
3465 WaitUntilDelayReached(&action_delay, action_delay_value);
3467 if (network_playing && !network_player_action_received)
3471 printf("DEBUG: try to get network player actions in time\n");
3476 /* last chance to get network player actions without main loop delay */
3480 if (game_status != PLAYING)
3483 if (!network_player_action_received)
3487 printf("DEBUG: failed to get network player actions in time\n");
3499 else if (tape.recording)
3502 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3504 for (i=0; i<MAX_PLAYERS; i++)
3506 summarized_player_action |= stored_player[i].action;
3508 if (!network_playing)
3509 stored_player[i].effective_action = stored_player[i].action;
3513 if (network_playing)
3514 SendToServer_MovePlayer(summarized_player_action);
3517 if (!options.network && !setup.team_mode)
3518 local_player->effective_action = summarized_player_action;
3520 for (i=0; i<MAX_PLAYERS; i++)
3522 int actual_player_action = stored_player[i].effective_action;
3524 if (stored_player[i].programmed_action)
3525 actual_player_action = stored_player[i].programmed_action;
3527 if (recorded_player_action)
3528 actual_player_action = recorded_player_action[i];
3530 PlayerActions(&stored_player[i], actual_player_action);
3531 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3534 network_player_action_received = FALSE;
3536 ScrollScreen(NULL, SCROLL_GO_ON);
3542 if (TimeFrames == 0 && local_player->active)
3544 extern unsigned int last_RND();
3546 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3547 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3554 if (GameFrameDelay >= 500)
3555 printf("FrameCounter == %d\n", FrameCounter);
3564 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3567 if (JustHit[x][y]>0)
3571 if (IS_BLOCKED(x, y))
3575 Blocked2Moving(x, y, &oldx, &oldy);
3576 if (!IS_MOVING(oldx, oldy))
3578 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3579 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3580 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3581 printf("GameActions(): This should never happen!\n");
3587 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3589 element = Feld[x][y];
3591 if (IS_INACTIVE(element))
3594 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3598 if (IS_GEM(element))
3599 EdelsteinFunkeln(x, y);
3601 else if (IS_MOVING(x, y))
3602 ContinueMoving(x, y);
3603 else if (IS_ACTIVE_BOMB(element))
3604 CheckDynamite(x, y);
3605 else if (element == EL_EXPLODING)
3606 Explode(x, y, Frame[x][y], EX_NORMAL);
3607 else if (element == EL_AMOEBING)
3608 AmoebeWaechst(x, y);
3609 else if (IS_AMOEBALIVE(element))
3610 AmoebeAbleger(x, y);
3611 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3613 else if (element == EL_ABLENK_EIN)
3615 else if (element == EL_SALZSAEURE)
3617 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3619 else if (element == EL_CRACKINGNUT)
3621 else if (element == EL_AUSGANG_ZU)
3622 AusgangstuerPruefen(x, y);
3623 else if (element == EL_AUSGANG_ACT)
3624 AusgangstuerOeffnen(x, y);
3625 else if (element == EL_AUSGANG_AUF)
3626 AusgangstuerBlinken(x, y);
3627 else if (element == EL_MAUERND)
3629 else if (element == EL_MAUER_LEBT ||
3630 element == EL_MAUER_X ||
3631 element == EL_MAUER_Y ||
3632 element == EL_MAUER_XY)
3634 else if (element == EL_BURNING)
3635 CheckForDragon(x, y);
3636 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3637 CheckBuggyBase(x, y);
3638 else if (element == EL_SP_TERMINAL)
3639 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3640 else if (element == EL_SP_TERMINAL_ACTIVE)
3641 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3643 if (game.magic_wall_active)
3645 boolean sieb = FALSE;
3646 int jx = local_player->jx, jy = local_player->jy;
3648 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3649 Store[x][y] == EL_SIEB_LEER)
3651 SiebAktivieren(x, y, 1);
3654 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3655 Store[x][y] == EL_SIEB2_LEER)
3657 SiebAktivieren(x, y, 2);
3661 /* play the element sound at the position nearest to the player */
3662 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3670 if (game.magic_wall_active)
3672 if (!(game.magic_wall_time_left % 4))
3673 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3675 if (game.magic_wall_time_left > 0)
3677 game.magic_wall_time_left--;
3678 if (!game.magic_wall_time_left)
3680 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3682 element = Feld[x][y];
3683 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3685 Feld[x][y] = EL_SIEB_TOT;
3686 DrawLevelField(x, y);
3688 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3690 Feld[x][y] = EL_SIEB2_TOT;
3691 DrawLevelField(x, y);
3695 game.magic_wall_active = FALSE;
3700 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3705 if (tape.recording || tape.playing)
3706 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3713 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3715 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3718 for (i=0; i<MAX_PLAYERS; i++)
3719 KillHero(&stored_player[i]);
3721 else if (level.time == 0) /* level without time limit */
3722 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3728 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3730 int min_x = x, min_y = y, max_x = x, max_y = y;
3733 for (i=0; i<MAX_PLAYERS; i++)
3735 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3737 if (!stored_player[i].active || &stored_player[i] == player)
3740 min_x = MIN(min_x, jx);
3741 min_y = MIN(min_y, jy);
3742 max_x = MAX(max_x, jx);
3743 max_y = MAX(max_y, jy);
3746 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3749 static boolean AllPlayersInVisibleScreen()
3753 for (i=0; i<MAX_PLAYERS; i++)
3755 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3757 if (!stored_player[i].active)
3760 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3767 void ScrollLevel(int dx, int dy)
3769 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3772 XCopyArea(display, drawto_field, drawto_field, gc,
3773 FX + TILEX*(dx == -1) - softscroll_offset,
3774 FY + TILEY*(dy == -1) - softscroll_offset,
3775 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3776 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3777 FX + TILEX*(dx == 1) - softscroll_offset,
3778 FY + TILEY*(dy == 1) - softscroll_offset);
3782 x = (dx == 1 ? BX1 : BX2);
3783 for (y=BY1; y<=BY2; y++)
3784 DrawScreenField(x, y);
3788 y = (dy == 1 ? BY1 : BY2);
3789 for (x=BX1; x<=BX2; x++)
3790 DrawScreenField(x, y);
3793 redraw_mask |= REDRAW_FIELD;
3796 static void CheckGravityMovement(struct PlayerInfo *player)
3798 if (level.gravity && !player->programmed_action)
3800 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3801 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3803 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3804 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3805 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3806 int jx = player->jx, jy = player->jy;
3807 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3808 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3809 int new_jx = jx + dx, new_jy = jy + dy;
3810 boolean field_under_player_is_free =
3811 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3812 boolean player_is_moving_to_valid_field =
3813 (IN_LEV_FIELD(new_jx, new_jy) &&
3814 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3815 Feld[new_jx][new_jy] == EL_ERDREICH));
3817 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3818 player->programmed_action = MV_DOWN;
3822 boolean MoveFigureOneStep(struct PlayerInfo *player,
3823 int dx, int dy, int real_dx, int real_dy)
3825 int jx = player->jx, jy = player->jy;
3826 int new_jx = jx+dx, new_jy = jy+dy;
3830 if (!player->active || (!dx && !dy))
3831 return MF_NO_ACTION;
3833 player->MovDir = (dx < 0 ? MV_LEFT :
3836 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3838 if (!IN_LEV_FIELD(new_jx, new_jy))
3839 return MF_NO_ACTION;
3841 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3842 return MF_NO_ACTION;
3845 element = MovingOrBlocked2Element(new_jx, new_jy);
3847 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3850 if (DONT_GO_TO(element))
3852 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3855 Feld[jx][jy] = EL_SPIELFIGUR;
3856 InitMovingField(jx, jy, MV_DOWN);
3857 Store[jx][jy] = EL_SALZSAEURE;
3858 ContinueMoving(jx, jy);
3867 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3868 if (can_move != MF_MOVING)
3871 StorePlayer[jx][jy] = 0;
3872 player->last_jx = jx;
3873 player->last_jy = jy;
3874 jx = player->jx = new_jx;
3875 jy = player->jy = new_jy;
3876 StorePlayer[jx][jy] = player->element_nr;
3879 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3881 ScrollFigure(player, SCROLL_INIT);
3886 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3888 int jx = player->jx, jy = player->jy;
3889 int old_jx = jx, old_jy = jy;
3890 int moved = MF_NO_ACTION;
3892 if (!player->active || (!dx && !dy))
3895 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3899 /* remove the last programmed player action */
3900 player->programmed_action = 0;
3904 /* should only happen if pre-1.2 tape recordings are played */
3905 /* this is only for backward compatibility */
3907 int original_move_delay_value = player->move_delay_value;
3910 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3913 /* scroll remaining steps with finest movement resolution */
3914 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3916 while (player->MovPos)
3918 ScrollFigure(player, SCROLL_GO_ON);
3919 ScrollScreen(NULL, SCROLL_GO_ON);
3925 player->move_delay_value = original_move_delay_value;
3928 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3930 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3931 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3935 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3936 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3942 if (moved & MF_MOVING && !ScreenMovPos &&
3943 (player == local_player || !options.network))
3945 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3946 int offset = (setup.scroll_delay ? 3 : 0);
3948 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3950 /* actual player has left the screen -- scroll in that direction */
3951 if (jx != old_jx) /* player has moved horizontally */
3952 scroll_x += (jx - old_jx);
3953 else /* player has moved vertically */
3954 scroll_y += (jy - old_jy);
3958 if (jx != old_jx) /* player has moved horizontally */
3960 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3961 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3962 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3964 /* don't scroll over playfield boundaries */
3965 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3966 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3968 /* don't scroll more than one field at a time */
3969 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3971 /* don't scroll against the player's moving direction */
3972 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3973 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3974 scroll_x = old_scroll_x;
3976 else /* player has moved vertically */
3978 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3979 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3980 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3982 /* don't scroll over playfield boundaries */
3983 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3984 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3986 /* don't scroll more than one field at a time */
3987 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3989 /* don't scroll against the player's moving direction */
3990 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3991 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3992 scroll_y = old_scroll_y;
3996 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3998 if (!options.network && !AllPlayersInVisibleScreen())
4000 scroll_x = old_scroll_x;
4001 scroll_y = old_scroll_y;
4005 ScrollScreen(player, SCROLL_INIT);
4006 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4011 if (!(moved & MF_MOVING) && !player->Pushing)
4014 player->Frame = (player->Frame + 1) % 4;
4016 if (moved & MF_MOVING)
4018 if (old_jx != jx && old_jy == jy)
4019 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4020 else if (old_jx == jx && old_jy != jy)
4021 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4023 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4025 player->last_move_dir = player->MovDir;
4029 CheckGravityMovement(player);
4031 player->last_move_dir = MV_NO_MOVING;
4034 TestIfHeroHitsBadThing(jx, jy);
4036 if (!player->active)
4042 void ScrollFigure(struct PlayerInfo *player, int mode)
4044 int jx = player->jx, jy = player->jy;
4045 int last_jx = player->last_jx, last_jy = player->last_jy;
4046 int move_stepsize = TILEX / player->move_delay_value;
4048 if (!player->active || !player->MovPos)
4051 if (mode == SCROLL_INIT)
4053 player->actual_frame_counter = FrameCounter;
4054 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4056 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4057 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4062 else if (!FrameReached(&player->actual_frame_counter, 1))
4065 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4066 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4068 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4069 Feld[last_jx][last_jy] = EL_LEERRAUM;
4071 /* before DrawPlayer() to draw correct player graphic for this case */
4072 if (player->MovPos == 0)
4073 CheckGravityMovement(player);
4077 if (player->MovPos == 0)
4079 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4081 /* continue with normal speed after quickly moving through gate */
4082 HALVE_PLAYER_SPEED(player);
4084 /* be able to make the next move without delay */
4085 player->move_delay = 0;
4088 player->last_jx = jx;
4089 player->last_jy = jy;
4091 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4095 if (!local_player->friends_still_needed)
4096 player->LevelSolved = player->GameOver = TRUE;
4101 void ScrollScreen(struct PlayerInfo *player, int mode)
4103 static unsigned long screen_frame_counter = 0;
4105 if (mode == SCROLL_INIT)
4107 /* set scrolling step size according to actual player's moving speed */
4108 ScrollStepSize = TILEX / player->move_delay_value;
4110 screen_frame_counter = FrameCounter;
4111 ScreenMovDir = player->MovDir;
4112 ScreenMovPos = player->MovPos;
4113 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4116 else if (!FrameReached(&screen_frame_counter, 1))
4121 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4122 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4123 redraw_mask |= REDRAW_FIELD;
4126 ScreenMovDir = MV_NO_MOVING;
4129 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4131 int i, killx = goodx, killy = goody;
4132 static int xy[4][2] =
4139 static int harmless[4] =
4151 x = goodx + xy[i][0];
4152 y = goody + xy[i][1];
4153 if (!IN_LEV_FIELD(x, y))
4157 element = Feld[x][y];
4159 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4162 if (DONT_TOUCH(element))
4164 if (MovDir[x][y] == harmless[i])
4173 if (killx != goodx || killy != goody)
4175 if (IS_PLAYER(goodx, goody))
4176 KillHero(PLAYERINFO(goodx, goody));
4182 void TestIfBadThingHitsGoodThing(int badx, int bady)
4184 int i, killx = badx, killy = bady;
4185 static int xy[4][2] =
4192 static int harmless[4] =
4204 x = badx + xy[i][0];
4205 y = bady + xy[i][1];
4206 if (!IN_LEV_FIELD(x, y))
4209 element = Feld[x][y];
4211 if (IS_PLAYER(x, y))
4217 else if (element == EL_PINGUIN)
4219 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4228 if (killx != badx || killy != bady)
4230 if (IS_PLAYER(killx, killy))
4231 KillHero(PLAYERINFO(killx, killy));
4237 void TestIfHeroHitsBadThing(int x, int y)
4239 TestIfGoodThingHitsBadThing(x, y);
4242 void TestIfBadThingHitsHero(int x, int y)
4244 TestIfBadThingHitsGoodThing(x, y);
4247 void TestIfFriendHitsBadThing(int x, int y)
4249 TestIfGoodThingHitsBadThing(x, y);
4252 void TestIfBadThingHitsFriend(int x, int y)
4254 TestIfBadThingHitsGoodThing(x, y);
4257 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4259 int i, killx = badx, killy = bady;
4260 static int xy[4][2] =
4274 if (!IN_LEV_FIELD(x, y))
4277 element = Feld[x][y];
4278 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4279 element == EL_AMOEBING || element == EL_TROPFEN)
4287 if (killx != badx || killy != bady)
4291 void KillHero(struct PlayerInfo *player)
4293 int jx = player->jx, jy = player->jy;
4295 if (!player->active)
4298 if (IS_PFORTE(Feld[jx][jy]))
4299 Feld[jx][jy] = EL_LEERRAUM;
4305 void BuryHero(struct PlayerInfo *player)
4307 int jx = player->jx, jy = player->jy;
4309 if (!player->active)
4312 PlaySoundLevel(jx, jy, SND_AUTSCH);
4313 PlaySoundLevel(jx, jy, SND_LACHEN);
4315 player->GameOver = TRUE;
4319 void RemoveHero(struct PlayerInfo *player)
4321 int jx = player->jx, jy = player->jy;
4322 int i, found = FALSE;
4324 player->present = FALSE;
4325 player->active = FALSE;
4327 StorePlayer[jx][jy] = 0;
4329 for (i=0; i<MAX_PLAYERS; i++)
4330 if (stored_player[i].active)
4334 AllPlayersGone = TRUE;
4340 int DigField(struct PlayerInfo *player,
4341 int x, int y, int real_dx, int real_dy, int mode)
4343 int jx = player->jx, jy = player->jy;
4344 int dx = x - jx, dy = y - jy;
4345 int move_direction = (dx == -1 ? MV_LEFT :
4346 dx == +1 ? MV_RIGHT :
4348 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4351 if (!player->MovPos)
4352 player->Pushing = FALSE;
4354 if (mode == DF_NO_PUSH)
4356 player->push_delay = 0;
4357 return MF_NO_ACTION;
4360 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4361 return MF_NO_ACTION;
4363 element = Feld[x][y];
4368 PlaySoundLevel(x, y, SND_EMPTY);
4372 Feld[x][y] = EL_LEERRAUM;
4373 PlaySoundLevel(x, y, SND_SCHLURF);
4378 Feld[x][y] = EL_LEERRAUM;
4379 PlaySoundLevel(x, y, SND_SP_BASE);
4383 case EL_EDELSTEIN_BD:
4384 case EL_EDELSTEIN_GELB:
4385 case EL_EDELSTEIN_ROT:
4386 case EL_EDELSTEIN_LILA:
4388 case EL_SP_INFOTRON:
4390 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4391 if (local_player->gems_still_needed < 0)
4392 local_player->gems_still_needed = 0;
4393 RaiseScoreElement(element);
4394 DrawText(DX_EMERALDS, DY_EMERALDS,
4395 int2str(local_player->gems_still_needed, 3),
4396 FS_SMALL, FC_YELLOW);
4397 if (element == EL_SP_INFOTRON)
4398 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4400 PlaySoundLevel(x, y, SND_PONG);
4405 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4406 PlaySoundLevel(x, y, SND_PONG);
4409 case EL_DYNAMITE_INACTIVE:
4410 case EL_SP_DISK_RED:
4413 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4414 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4415 int2str(local_player->dynamite, 3),
4416 FS_SMALL, FC_YELLOW);
4417 if (element == EL_SP_DISK_RED)
4418 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4420 PlaySoundLevel(x, y, SND_PONG);
4423 case EL_DYNABOMB_NR:
4425 player->dynabomb_count++;
4426 player->dynabombs_left++;
4427 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4428 PlaySoundLevel(x, y, SND_PONG);
4431 case EL_DYNABOMB_SZ:
4433 player->dynabomb_size++;
4434 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4435 PlaySoundLevel(x, y, SND_PONG);
4438 case EL_DYNABOMB_XL:
4440 player->dynabomb_xl = TRUE;
4441 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4442 PlaySoundLevel(x, y, SND_PONG);
4445 case EL_SCHLUESSEL1:
4446 case EL_SCHLUESSEL2:
4447 case EL_SCHLUESSEL3:
4448 case EL_SCHLUESSEL4:
4450 int key_nr = element - EL_SCHLUESSEL1;
4453 player->key[key_nr] = TRUE;
4454 RaiseScoreElement(EL_SCHLUESSEL);
4455 DrawMiniGraphicExt(drawto, gc,
4456 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4457 GFX_SCHLUESSEL1+key_nr);
4458 DrawMiniGraphicExt(window, gc,
4459 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4460 GFX_SCHLUESSEL1+key_nr);
4461 PlaySoundLevel(x, y, SND_PONG);
4470 int key_nr = element - EL_EM_KEY_1;
4473 player->key[key_nr] = TRUE;
4474 RaiseScoreElement(EL_SCHLUESSEL);
4475 DrawMiniGraphicExt(drawto, gc,
4476 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4477 GFX_SCHLUESSEL1+key_nr);
4478 DrawMiniGraphicExt(window, gc,
4479 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4480 GFX_SCHLUESSEL1+key_nr);
4481 PlaySoundLevel(x, y, SND_PONG);
4486 Feld[x][y] = EL_ABLENK_EIN;
4489 DrawLevelField(x, y);
4493 case EL_SP_TERMINAL:
4497 for (yy=0; yy<lev_fieldy; yy++)
4499 for (xx=0; xx<lev_fieldx; xx++)
4501 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4503 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4504 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4513 if (local_player->gems_still_needed > 0)
4514 return MF_NO_ACTION;
4516 player->LevelSolved = player->GameOver = TRUE;
4517 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4520 case EL_FELSBROCKEN:
4525 case EL_SP_DISK_ORANGE:
4526 if (dy || mode == DF_SNAP)
4527 return MF_NO_ACTION;
4529 player->Pushing = TRUE;
4531 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4532 return MF_NO_ACTION;
4536 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4537 return MF_NO_ACTION;
4540 if (player->push_delay == 0)
4541 player->push_delay = FrameCounter;
4542 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4544 return MF_NO_ACTION;
4547 Feld[x+dx][y+dy] = element;
4549 player->push_delay_value = 2+RND(8);
4551 DrawLevelField(x+dx, y+dy);
4552 if (element == EL_FELSBROCKEN)
4553 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4554 else if (element == EL_KOKOSNUSS)
4555 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4556 else if (IS_SP_ELEMENT(element))
4557 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4559 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4566 if (!player->key[element - EL_PFORTE1])
4567 return MF_NO_ACTION;
4574 if (!player->key[element - EL_PFORTE1X])
4575 return MF_NO_ACTION;
4582 if (!player->key[element - EL_EM_GATE_1])
4583 return MF_NO_ACTION;
4584 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4585 return MF_NO_ACTION;
4587 /* automatically move to the next field with double speed */
4588 player->programmed_action = move_direction;
4589 DOUBLE_PLAYER_SPEED(player);
4591 PlaySoundLevel(x, y, SND_GATE);
4599 if (!player->key[element - EL_EM_GATE_1X])
4600 return MF_NO_ACTION;
4601 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4602 return MF_NO_ACTION;
4604 /* automatically move to the next field with double speed */
4605 player->programmed_action = move_direction;
4606 DOUBLE_PLAYER_SPEED(player);
4608 PlaySoundLevel(x, y, SND_GATE);
4612 case EL_SP_PORT1_LEFT:
4613 case EL_SP_PORT2_LEFT:
4614 case EL_SP_PORT1_RIGHT:
4615 case EL_SP_PORT2_RIGHT:
4616 case EL_SP_PORT1_UP:
4617 case EL_SP_PORT2_UP:
4618 case EL_SP_PORT1_DOWN:
4619 case EL_SP_PORT2_DOWN:
4624 element != EL_SP_PORT1_LEFT &&
4625 element != EL_SP_PORT2_LEFT &&
4626 element != EL_SP_PORT_X &&
4627 element != EL_SP_PORT_XY) ||
4629 element != EL_SP_PORT1_RIGHT &&
4630 element != EL_SP_PORT2_RIGHT &&
4631 element != EL_SP_PORT_X &&
4632 element != EL_SP_PORT_XY) ||
4634 element != EL_SP_PORT1_UP &&
4635 element != EL_SP_PORT2_UP &&
4636 element != EL_SP_PORT_Y &&
4637 element != EL_SP_PORT_XY) ||
4639 element != EL_SP_PORT1_DOWN &&
4640 element != EL_SP_PORT2_DOWN &&
4641 element != EL_SP_PORT_Y &&
4642 element != EL_SP_PORT_XY) ||
4643 !IN_LEV_FIELD(x + dx, y + dy) ||
4644 !IS_FREE(x + dx, y + dy))
4645 return MF_NO_ACTION;
4647 /* automatically move to the next field with double speed */
4648 player->programmed_action = move_direction;
4649 DOUBLE_PLAYER_SPEED(player);
4651 PlaySoundLevel(x, y, SND_GATE);
4656 case EL_AUSGANG_ACT:
4657 /* door is not (yet) open */
4658 return MF_NO_ACTION;
4661 case EL_AUSGANG_AUF:
4662 if (mode == DF_SNAP)
4663 return MF_NO_ACTION;
4665 PlaySoundLevel(x, y, SND_BUING);
4670 Feld[x][y] = EL_BIRNE_EIN;
4671 local_player->lights_still_needed--;
4672 DrawLevelField(x, y);
4673 PlaySoundLevel(x, y, SND_DENG);
4678 Feld[x][y] = EL_ZEIT_LEER;
4680 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4681 DrawLevelField(x, y);
4682 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4686 case EL_SOKOBAN_FELD_LEER:
4689 case EL_SOKOBAN_FELD_VOLL:
4690 case EL_SOKOBAN_OBJEKT:
4692 case EL_SP_DISK_YELLOW:
4693 if (mode == DF_SNAP)
4694 return MF_NO_ACTION;
4696 player->Pushing = TRUE;
4698 if (!IN_LEV_FIELD(x+dx, y+dy)
4699 || (!IS_FREE(x+dx, y+dy)
4700 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4701 || !IS_SB_ELEMENT(element))))
4702 return MF_NO_ACTION;
4706 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4707 return MF_NO_ACTION;
4709 else if (dy && real_dx)
4711 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4712 return MF_NO_ACTION;
4715 if (player->push_delay == 0)
4716 player->push_delay = FrameCounter;
4717 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4719 return MF_NO_ACTION;
4721 if (IS_SB_ELEMENT(element))
4723 if (element == EL_SOKOBAN_FELD_VOLL)
4725 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4726 local_player->sokobanfields_still_needed++;
4731 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4733 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4734 local_player->sokobanfields_still_needed--;
4735 if (element == EL_SOKOBAN_OBJEKT)
4736 PlaySoundLevel(x, y, SND_DENG);
4739 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4744 Feld[x+dx][y+dy] = element;
4747 player->push_delay_value = 2;
4749 DrawLevelField(x, y);
4750 DrawLevelField(x+dx, y+dy);
4751 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4753 if (IS_SB_ELEMENT(element) &&
4754 local_player->sokobanfields_still_needed == 0 &&
4755 game.emulation == EMU_SOKOBAN)
4757 player->LevelSolved = player->GameOver = TRUE;
4758 PlaySoundLevel(x, y, SND_BUING);
4770 return MF_NO_ACTION;
4773 player->push_delay = 0;
4778 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4780 int jx = player->jx, jy = player->jy;
4781 int x = jx + dx, y = jy + dy;
4783 if (!player->active || !IN_LEV_FIELD(x, y))
4791 player->snapped = FALSE;
4795 if (player->snapped)
4798 player->MovDir = (dx < 0 ? MV_LEFT :
4801 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4803 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4806 player->snapped = TRUE;
4807 DrawLevelField(x, y);
4813 boolean PlaceBomb(struct PlayerInfo *player)
4815 int jx = player->jx, jy = player->jy;
4818 if (!player->active || player->MovPos)
4821 element = Feld[jx][jy];
4823 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4824 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
4827 if (element != EL_LEERRAUM)
4828 Store[jx][jy] = element;
4830 if (player->dynamite)
4832 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
4833 MovDelay[jx][jy] = 96;
4835 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4836 FS_SMALL, FC_YELLOW);
4837 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4839 if (game.emulation == EMU_SUPAPLEX)
4840 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4842 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4847 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
4848 MovDelay[jx][jy] = 96;
4849 player->dynabombs_left--;
4850 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4851 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4857 void PlaySoundLevel(int x, int y, int sound_nr)
4859 int sx = SCREENX(x), sy = SCREENY(y);
4861 int silence_distance = 8;
4863 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4864 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4867 if (!IN_LEV_FIELD(x, y) ||
4868 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4869 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4872 volume = PSND_MAX_VOLUME;
4875 stereo = (sx - SCR_FIELDX/2) * 12;
4877 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4878 if (stereo > PSND_MAX_RIGHT)
4879 stereo = PSND_MAX_RIGHT;
4880 if (stereo < PSND_MAX_LEFT)
4881 stereo = PSND_MAX_LEFT;
4884 if (!IN_SCR_FIELD(sx, sy))
4886 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4887 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4889 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4892 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4895 void RaiseScore(int value)
4897 local_player->score += value;
4898 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4899 FS_SMALL, FC_YELLOW);
4902 void RaiseScoreElement(int element)
4907 case EL_EDELSTEIN_BD:
4908 case EL_EDELSTEIN_GELB:
4909 case EL_EDELSTEIN_ROT:
4910 case EL_EDELSTEIN_LILA:
4911 RaiseScore(level.score[SC_EDELSTEIN]);
4914 RaiseScore(level.score[SC_DIAMANT]);
4918 RaiseScore(level.score[SC_KAEFER]);
4922 RaiseScore(level.score[SC_FLIEGER]);
4926 RaiseScore(level.score[SC_MAMPFER]);
4929 RaiseScore(level.score[SC_ROBOT]);
4932 RaiseScore(level.score[SC_PACMAN]);
4935 RaiseScore(level.score[SC_KOKOSNUSS]);
4937 case EL_DYNAMITE_INACTIVE:
4938 RaiseScore(level.score[SC_DYNAMIT]);
4941 RaiseScore(level.score[SC_SCHLUESSEL]);
4948 /* ---------- new game button stuff ---------------------------------------- */
4950 /* graphic position values for game buttons */
4951 #define GAME_BUTTON_XSIZE 30
4952 #define GAME_BUTTON_YSIZE 30
4953 #define GAME_BUTTON_XPOS 5
4954 #define GAME_BUTTON_YPOS 215
4955 #define SOUND_BUTTON_XPOS 5
4956 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4958 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4959 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4960 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4961 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4962 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4963 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4970 } gamebutton_info[NUM_GAME_BUTTONS] =
4973 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4978 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4983 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4988 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4989 SOUND_CTRL_ID_MUSIC,
4990 "background music on/off"
4993 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4994 SOUND_CTRL_ID_LOOPS,
4995 "sound loops on/off"
4998 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4999 SOUND_CTRL_ID_SIMPLE,
5000 "normal sounds on/off"
5004 void CreateGameButtons()
5008 for (i=0; i<NUM_GAME_BUTTONS; i++)
5010 Pixmap gd_pixmap = pix[PIX_DOOR];
5011 struct GadgetInfo *gi;
5014 unsigned long event_mask;
5015 int gd_xoffset, gd_yoffset;
5016 int gd_x1, gd_x2, gd_y1, gd_y2;
5019 gd_xoffset = gamebutton_info[i].x;
5020 gd_yoffset = gamebutton_info[i].y;
5021 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5022 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5024 if (id == GAME_CTRL_ID_STOP ||
5025 id == GAME_CTRL_ID_PAUSE ||
5026 id == GAME_CTRL_ID_PLAY)
5028 button_type = GD_TYPE_NORMAL_BUTTON;
5030 event_mask = GD_EVENT_RELEASED;
5031 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5032 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5036 button_type = GD_TYPE_CHECK_BUTTON;
5038 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5039 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5040 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5041 event_mask = GD_EVENT_PRESSED;
5042 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5043 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5046 gi = CreateGadget(GDI_CUSTOM_ID, id,
5047 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5048 GDI_X, DX + gd_xoffset,
5049 GDI_Y, DY + gd_yoffset,
5050 GDI_WIDTH, GAME_BUTTON_XSIZE,
5051 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5052 GDI_TYPE, button_type,
5053 GDI_STATE, GD_BUTTON_UNPRESSED,
5054 GDI_CHECKED, checked,
5055 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5056 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5057 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5058 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5059 GDI_EVENT_MASK, event_mask,
5060 GDI_CALLBACK_ACTION, HandleGameButtons,
5064 Error(ERR_EXIT, "cannot create gadget");
5066 game_gadget[id] = gi;
5070 static void MapGameButtons()
5074 for (i=0; i<NUM_GAME_BUTTONS; i++)
5075 MapGadget(game_gadget[i]);
5078 void UnmapGameButtons()
5082 for (i=0; i<NUM_GAME_BUTTONS; i++)
5083 UnmapGadget(game_gadget[i]);
5086 static void HandleGameButtons(struct GadgetInfo *gi)
5088 int id = gi->custom_id;
5090 if (game_status != PLAYING)
5095 case GAME_CTRL_ID_STOP:
5098 CloseDoor(DOOR_CLOSE_1);
5099 game_status = MAINMENU;
5104 if (level_editor_test_game ||
5105 Request("Do you really want to quit the game ?",
5106 REQ_ASK | REQ_STAY_CLOSED))
5109 if (options.network)
5110 SendToServer_StopPlaying();
5114 game_status = MAINMENU;
5119 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5122 case GAME_CTRL_ID_PAUSE:
5123 if (options.network)
5127 SendToServer_ContinuePlaying();
5129 SendToServer_PausePlaying();
5136 case GAME_CTRL_ID_PLAY:
5140 if (options.network)
5141 SendToServer_ContinuePlaying();
5145 tape.pausing = FALSE;
5146 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5151 case SOUND_CTRL_ID_MUSIC:
5152 if (setup.sound_music)
5154 setup.sound_music = FALSE;
5155 FadeSound(background_loop[level_nr % num_bg_loops]);
5157 else if (sound_loops_allowed)
5159 setup.sound = setup.sound_music = TRUE;
5160 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5164 case SOUND_CTRL_ID_LOOPS:
5165 if (setup.sound_loops)
5166 setup.sound_loops = FALSE;
5167 else if (sound_loops_allowed)
5168 setup.sound = setup.sound_loops = TRUE;
5171 case SOUND_CTRL_ID_SIMPLE:
5172 if (setup.sound_simple)
5173 setup.sound_simple = FALSE;
5174 else if (sound_status==SOUND_AVAILABLE)
5175 setup.sound = setup.sound_simple = TRUE;