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 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void CheckGravityMovement(struct PlayerInfo *);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustHit[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (sound_status == SOUND_OFF)
172 if (!sound_loops_allowed)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 setup.sound_simple = setup.sound;
183 static void InitField(int x, int y, boolean init_game)
190 Feld[x][y] = EL_SPIELER1;
198 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
199 int jx = player->jx, jy = player->jy;
201 player->present = TRUE;
204 if (!network_playing || player->connected)
207 if (!options.network || player->connected)
209 player->active = TRUE;
211 /* remove potentially duplicate players */
212 if (StorePlayer[jx][jy] == Feld[x][y])
213 StorePlayer[jx][jy] = 0;
215 StorePlayer[x][y] = Feld[x][y];
219 printf("Player %d activated.\n", player->element_nr);
220 printf("[Local player is %d and currently %s.]\n",
221 local_player->element_nr,
222 local_player->active ? "active" : "not active");
226 Feld[x][y] = EL_LEERRAUM;
227 player->jx = player->last_jx = x;
228 player->jy = player->last_jy = y;
233 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE1;
235 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
236 Feld[x][y] = EL_BADEWANNE2;
237 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
238 Feld[x][y] = EL_BADEWANNE3;
239 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
240 Feld[x][y] = EL_BADEWANNE4;
241 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
242 Feld[x][y] = EL_BADEWANNE5;
284 if (y == lev_fieldy - 1)
286 Feld[x][y] = EL_AMOEBING;
287 Store[x][y] = EL_AMOEBE_NASS;
296 local_player->lights_still_needed++;
299 case EL_SOKOBAN_FELD_LEER:
300 local_player->sokobanfields_still_needed++;
305 local_player->friends_still_needed++;
310 MovDir[x][y] = 1 << RND(4);
314 Feld[x][y] = EL_LEERRAUM;
317 case EL_EM_KEY_1_FILE:
318 Feld[x][y] = EL_EM_KEY_1;
320 case EL_EM_KEY_2_FILE:
321 Feld[x][y] = EL_EM_KEY_2;
323 case EL_EM_KEY_3_FILE:
324 Feld[x][y] = EL_EM_KEY_3;
326 case EL_EM_KEY_4_FILE:
327 Feld[x][y] = EL_EM_KEY_4;
338 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
339 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
340 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
342 /* don't play tapes over network */
343 network_playing = (options.network && !tape.playing);
345 for (i=0; i<MAX_PLAYERS; i++)
347 struct PlayerInfo *player = &stored_player[i];
349 player->index_nr = i;
350 player->element_nr = EL_SPIELER1 + i;
352 player->present = FALSE;
353 player->active = FALSE;
356 player->effective_action = 0;
357 player->programmed_action = 0;
360 player->gems_still_needed = level.edelsteine;
361 player->sokobanfields_still_needed = 0;
362 player->lights_still_needed = 0;
363 player->friends_still_needed = 0;
366 player->key[j] = FALSE;
368 player->dynamite = 0;
369 player->dynabomb_count = 0;
370 player->dynabomb_size = 0;
371 player->dynabombs_left = 0;
372 player->dynabomb_xl = FALSE;
374 player->MovDir = MV_NO_MOVING;
376 player->Pushing = FALSE;
380 player->actual_frame_counter = 0;
382 player->frame_reset_delay = 0;
384 player->push_delay = 0;
385 player->push_delay_value = 5;
387 player->move_delay = 0;
388 player->last_move_dir = MV_NO_MOVING;
390 player->move_speed = (level.double_speed ? 4 : 8);
391 player->snapped = FALSE;
393 player->gone = FALSE;
395 player->last_jx = player->last_jy = 0;
396 player->jx = player->jy = 0;
398 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
399 SnapField(player, 0, 0);
401 player->LevelSolved = FALSE;
402 player->GameOver = FALSE;
405 network_player_action_received = FALSE;
408 /* initial null action */
410 SendToServer_MovePlayer(MV_NO_MOVING);
419 TimeLeft = level.time;
421 ScreenMovDir = MV_NO_MOVING;
426 MoveSpeed = (level.double_speed ? 4 : 8);
427 ScrollStepSize = TILEX / MoveSpeed;
432 AllPlayersGone = FALSE;
436 for (i=0; i<MAX_NUM_AMOEBA; i++)
437 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
439 for (x=0; x<lev_fieldx; x++)
441 for (y=0; y<lev_fieldy; y++)
443 Feld[x][y] = Ur[x][y];
444 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
445 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
453 for(y=0; y<lev_fieldy; y++)
455 for(x=0; x<lev_fieldx; x++)
457 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
459 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
461 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
464 InitField(x, y, TRUE);
468 /* check if any connected player was not found in playfield */
469 for (i=0; i<MAX_PLAYERS; i++)
471 struct PlayerInfo *player = &stored_player[i];
473 if (player->connected && !player->present)
475 for (j=0; j<MAX_PLAYERS; j++)
477 struct PlayerInfo *some_player = &stored_player[j];
478 int jx = some_player->jx, jy = some_player->jy;
480 /* assign first free player found that is present in the playfield */
481 if (some_player->present && !some_player->connected)
483 player->present = TRUE;
484 player->active = TRUE;
485 some_player->present = FALSE;
487 StorePlayer[jx][jy] = player->element_nr;
488 player->jx = player->last_jx = jx;
489 player->jy = player->last_jy = jy;
499 /* when playing a tape, eliminate all players who do not participate */
501 for (i=0; i<MAX_PLAYERS; i++)
503 if (stored_player[i].active && !tape.player_participates[i])
505 struct PlayerInfo *player = &stored_player[i];
506 int jx = player->jx, jy = player->jy;
508 player->active = FALSE;
509 StorePlayer[jx][jy] = 0;
510 Feld[jx][jy] = EL_LEERRAUM;
514 else if (!options.network && !setup.team_mode) /* && !tape.playing */
516 /* when in single player mode, eliminate all but the first active player */
518 for (i=0; i<MAX_PLAYERS; i++)
520 if (stored_player[i].active)
522 for (j=i+1; j<MAX_PLAYERS; j++)
524 if (stored_player[j].active)
526 struct PlayerInfo *player = &stored_player[j];
527 int jx = player->jx, jy = player->jy;
529 player->active = FALSE;
530 StorePlayer[jx][jy] = 0;
531 Feld[jx][jy] = EL_LEERRAUM;
538 /* when recording the game, store which players take part in the game */
541 for (i=0; i<MAX_PLAYERS; i++)
542 if (stored_player[i].active)
543 tape.player_participates[i] = TRUE;
548 for (i=0; i<MAX_PLAYERS; i++)
550 struct PlayerInfo *player = &stored_player[i];
552 printf("Player %d: present == %d, connected == %d, active == %d.\n",
557 if (local_player == player)
558 printf("Player %d is local player.\n", i+1);
562 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
563 emulate_sb ? EMU_SOKOBAN :
564 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
566 /* determine border element for this level */
569 if (BorderElement == EL_LEERRAUM)
572 SBX_Right = lev_fieldx - SCR_FIELDX;
574 SBY_Lower = lev_fieldy - SCR_FIELDY;
579 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
581 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
584 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
585 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
587 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
588 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
591 scroll_y = SBY_Upper;
592 if (local_player->jx >= SBX_Left + MIDPOSX)
593 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
594 local_player->jx - MIDPOSX :
596 if (local_player->jy >= SBY_Upper + MIDPOSY)
597 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
598 local_player->jy - MIDPOSY :
601 CloseDoor(DOOR_CLOSE_1);
607 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
608 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
609 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
610 DrawTextExt(pix[PIX_DB_DOOR], gc,
611 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
612 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
613 DrawTextExt(pix[PIX_DB_DOOR], gc,
614 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
615 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
616 DrawTextExt(pix[PIX_DB_DOOR], gc,
617 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
618 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
619 DrawTextExt(pix[PIX_DB_DOOR], gc,
620 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
621 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
622 DrawTextExt(pix[PIX_DB_DOOR], gc,
623 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
624 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
629 DrawGameButton(BUTTON_GAME_STOP);
630 DrawGameButton(BUTTON_GAME_PAUSE);
631 DrawGameButton(BUTTON_GAME_PLAY);
632 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
633 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
634 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
637 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
638 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
639 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
644 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
645 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
646 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
647 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
648 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
652 OpenDoor(DOOR_OPEN_ALL);
654 if (setup.sound_music)
655 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
657 XAutoRepeatOff(display);
662 printf("Spieler %d %saktiv.\n",
663 i+1, (stored_player[i].active ? "" : "nicht "));
667 void InitMovDir(int x, int y)
669 int i, element = Feld[x][y];
670 static int xy[4][2] =
677 static int direction[2][4] =
679 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
680 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
689 Feld[x][y] = EL_KAEFER;
690 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
697 Feld[x][y] = EL_FLIEGER;
698 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
705 Feld[x][y] = EL_BUTTERFLY;
706 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
713 Feld[x][y] = EL_FIREFLY;
714 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
721 Feld[x][y] = EL_PACMAN;
722 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
726 MovDir[x][y] = MV_UP;
730 MovDir[x][y] = MV_LEFT;
734 MovDir[x][y] = 1 << RND(4);
735 if (element != EL_KAEFER &&
736 element != EL_FLIEGER &&
737 element != EL_BUTTERFLY &&
738 element != EL_FIREFLY)
743 int x1 = x + xy[i][0];
744 int y1 = y + xy[i][1];
746 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
748 if (element == EL_KAEFER || element == EL_BUTTERFLY)
750 MovDir[x][y] = direction[0][i];
753 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
754 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
756 MovDir[x][y] = direction[1][i];
765 void InitAmoebaNr(int x, int y)
768 int group_nr = AmoebeNachbarNr(x, y);
772 for (i=1; i<MAX_NUM_AMOEBA; i++)
774 if (AmoebaCnt[i] == 0)
782 AmoebaNr[x][y] = group_nr;
783 AmoebaCnt[group_nr]++;
784 AmoebaCnt2[group_nr]++;
790 int bumplevel = FALSE;
792 if (local_player->MovPos)
795 local_player->LevelSolved = FALSE;
799 if (setup.sound_loops)
800 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
804 if (!setup.sound_loops)
805 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
806 if (TimeLeft > 0 && !(TimeLeft % 10))
807 RaiseScore(level.score[SC_ZEITBONUS]);
808 if (TimeLeft > 100 && !(TimeLeft % 10))
812 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
817 if (setup.sound_loops)
820 else if (level.time == 0) /* level without time limit */
822 if (setup.sound_loops)
823 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
825 while(TimePlayed < 999)
827 if (!setup.sound_loops)
828 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
829 if (TimePlayed < 999 && !(TimePlayed % 10))
830 RaiseScore(level.score[SC_ZEITBONUS]);
831 if (TimePlayed < 900 && !(TimePlayed % 10))
835 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
840 if (setup.sound_loops)
846 /* Hero disappears */
847 DrawLevelField(ExitX, ExitY);
853 CloseDoor(DOOR_CLOSE_1);
858 SaveTape(tape.level_nr); /* Ask to save tape */
861 if ((hi_pos = NewHiScore()) >= 0)
863 game_status = HALLOFFAME;
864 DrawHallOfFame(hi_pos);
865 if (bumplevel && TAPE_IS_EMPTY(tape))
870 game_status = MAINMENU;
871 if (bumplevel && TAPE_IS_EMPTY(tape))
886 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
887 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
890 for (k=0; k<MAX_SCORE_ENTRIES; k++)
892 if (local_player->score > highscore[k].Score)
894 /* player has made it to the hall of fame */
896 if (k < MAX_SCORE_ENTRIES - 1)
898 int m = MAX_SCORE_ENTRIES - 1;
901 for (l=k; l<MAX_SCORE_ENTRIES; l++)
902 if (!strcmp(setup.player_name, highscore[l].Name))
904 if (m == k) /* player's new highscore overwrites his old one */
910 strcpy(highscore[l].Name, highscore[l - 1].Name);
911 highscore[l].Score = highscore[l - 1].Score;
918 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
919 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
920 highscore[k].Score = local_player->score;
926 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
927 break; /* player already there with a higher score */
938 void InitMovingField(int x, int y, int direction)
940 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
941 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
943 MovDir[x][y] = direction;
944 MovDir[newx][newy] = direction;
945 if (Feld[newx][newy] == EL_LEERRAUM)
946 Feld[newx][newy] = EL_BLOCKED;
949 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
951 int direction = MovDir[x][y];
952 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
953 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
959 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
961 int oldx = x, oldy = y;
962 int direction = MovDir[x][y];
964 if (direction == MV_LEFT)
966 else if (direction == MV_RIGHT)
968 else if (direction == MV_UP)
970 else if (direction == MV_DOWN)
973 *comes_from_x = oldx;
974 *comes_from_y = oldy;
977 int MovingOrBlocked2Element(int x, int y)
979 int element = Feld[x][y];
981 if (element == EL_BLOCKED)
985 Blocked2Moving(x, y, &oldx, &oldy);
986 return Feld[oldx][oldy];
992 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
994 /* like MovingOrBlocked2Element(), but if element is moving
995 and (x,y) is the field the moving element is just leaving,
996 return EL_BLOCKED instead of the element value */
997 int element = Feld[x][y];
1001 if (element == EL_BLOCKED)
1005 Blocked2Moving(x, y, &oldx, &oldy);
1006 return Feld[oldx][oldy];
1015 static void RemoveField(int x, int y)
1017 Feld[x][y] = EL_LEERRAUM;
1023 void RemoveMovingField(int x, int y)
1025 int oldx = x, oldy = y, newx = x, newy = y;
1027 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1030 if (IS_MOVING(x, y))
1032 Moving2Blocked(x, y, &newx, &newy);
1033 if (Feld[newx][newy] != EL_BLOCKED)
1036 else if (Feld[x][y] == EL_BLOCKED)
1038 Blocked2Moving(x, y, &oldx, &oldy);
1039 if (!IS_MOVING(oldx, oldy))
1043 if (Feld[x][y] == EL_BLOCKED &&
1044 (Store[oldx][oldy] == EL_MORAST_LEER ||
1045 Store[oldx][oldy] == EL_SIEB_LEER ||
1046 Store[oldx][oldy] == EL_SIEB2_LEER ||
1047 Store[oldx][oldy] == EL_AMOEBE_NASS))
1049 Feld[oldx][oldy] = Store[oldx][oldy];
1050 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1053 Feld[oldx][oldy] = EL_LEERRAUM;
1055 Feld[newx][newy] = EL_LEERRAUM;
1056 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1057 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1059 DrawLevelField(oldx, oldy);
1060 DrawLevelField(newx, newy);
1063 void DrawDynamite(int x, int y)
1065 int sx = SCREENX(x), sy = SCREENY(y);
1066 int graphic = el2gfx(Feld[x][y]);
1069 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1073 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1075 if (Feld[x][y] == EL_DYNAMIT)
1077 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1082 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1086 if (game_emulation == EMU_SUPAPLEX)
1087 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1088 else if (Store[x][y])
1089 DrawGraphicThruMask(sx, sy, graphic + phase);
1091 DrawGraphic(sx, sy, graphic + phase);
1094 void CheckDynamite(int x, int y)
1096 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1101 if (!(MovDelay[x][y] % 12))
1102 PlaySoundLevel(x, y, SND_ZISCH);
1104 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1106 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1113 StopSound(SND_ZISCH);
1117 void Explode(int ex, int ey, int phase, int mode)
1120 int num_phase = 9, delay = 2;
1121 int last_phase = num_phase * delay;
1122 int half_phase = (num_phase / 2) * delay;
1123 int first_phase_after_start = EX_PHASE_START + 1;
1125 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1127 int center_element = Feld[ex][ey];
1129 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1131 center_element = MovingOrBlocked2Element(ex, ey);
1132 RemoveMovingField(ex, ey);
1135 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1137 int element = Feld[x][y];
1139 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1141 element = MovingOrBlocked2Element(x, y);
1142 RemoveMovingField(x, y);
1145 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1148 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1152 if (element == EL_EXPLODING)
1153 element = Store2[x][y];
1155 if (IS_PLAYER(ex, ey))
1157 switch(StorePlayer[ex][ey])
1160 Store[x][y] = EL_EDELSTEIN_ROT;
1163 Store[x][y] = EL_EDELSTEIN;
1166 Store[x][y] = EL_EDELSTEIN_LILA;
1170 Store[x][y] = EL_EDELSTEIN_GELB;
1174 if (game_emulation == EMU_SUPAPLEX)
1175 Store[x][y] = EL_LEERRAUM;
1177 else if (center_element == EL_MAULWURF)
1178 Store[x][y] = EL_EDELSTEIN_ROT;
1179 else if (center_element == EL_PINGUIN)
1180 Store[x][y] = EL_EDELSTEIN_LILA;
1181 else if (center_element == EL_KAEFER)
1182 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1183 else if (center_element == EL_BUTTERFLY)
1184 Store[x][y] = EL_EDELSTEIN_BD;
1185 else if (center_element == EL_SP_ELECTRON)
1186 Store[x][y] = EL_SP_INFOTRON;
1187 else if (center_element == EL_MAMPFER)
1188 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1189 else if (center_element == EL_AMOEBA2DIAM)
1190 Store[x][y] = level.amoebe_inhalt;
1191 else if (element == EL_ERZ_EDEL)
1192 Store[x][y] = EL_EDELSTEIN;
1193 else if (element == EL_ERZ_DIAM)
1194 Store[x][y] = EL_DIAMANT;
1195 else if (element == EL_ERZ_EDEL_BD)
1196 Store[x][y] = EL_EDELSTEIN_BD;
1197 else if (element == EL_ERZ_EDEL_GELB)
1198 Store[x][y] = EL_EDELSTEIN_GELB;
1199 else if (element == EL_ERZ_EDEL_ROT)
1200 Store[x][y] = EL_EDELSTEIN_ROT;
1201 else if (element == EL_ERZ_EDEL_LILA)
1202 Store[x][y] = EL_EDELSTEIN_LILA;
1203 else if (!IS_PFORTE(Store[x][y]))
1204 Store[x][y] = EL_LEERRAUM;
1206 if (x != ex || y != ey ||
1207 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1208 Store2[x][y] = element;
1210 if (AmoebaNr[x][y] &&
1211 (element == EL_AMOEBE_VOLL ||
1212 element == EL_AMOEBE_BD ||
1213 element == EL_AMOEBING))
1215 AmoebaCnt[AmoebaNr[x][y]]--;
1216 AmoebaCnt2[AmoebaNr[x][y]]--;
1219 Feld[x][y] = EL_EXPLODING;
1220 MovDir[x][y] = MovPos[x][y] = 0;
1226 if (center_element == EL_MAMPFER)
1227 MampferNr = (MampferNr + 1) % MampferMax;
1238 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1240 if (phase == first_phase_after_start)
1242 int element = Store2[x][y];
1244 if (element == EL_BLACK_ORB)
1246 Feld[x][y] = Store2[x][y];
1251 else if (phase == half_phase)
1253 int element = Store2[x][y];
1255 if (IS_PLAYER(x, y))
1256 KillHero(PLAYERINFO(x, y));
1257 else if (IS_EXPLOSIVE(element))
1259 Feld[x][y] = Store2[x][y];
1263 else if (element == EL_AMOEBA2DIAM)
1264 AmoebeUmwandeln(x, y);
1267 if (phase == last_phase)
1271 element = Feld[x][y] = Store[x][y];
1272 Store[x][y] = Store2[x][y] = 0;
1273 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1274 InitField(x, y, FALSE);
1275 if (CAN_MOVE(element) || COULD_MOVE(element))
1277 DrawLevelField(x, y);
1279 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1281 int graphic = GFX_EXPLOSION;
1283 if (game_emulation == EMU_SUPAPLEX)
1284 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1285 GFX_SP_EXPLODE_INFOTRON :
1286 GFX_SP_EXPLODE_EMPTY);
1289 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1291 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1295 void DynaExplode(int ex, int ey)
1298 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1299 static int xy[4][2] =
1307 Store2[ex][ey] = 0; /* delete player information */
1309 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1313 for (j=1; j<=player->dynabomb_size; j++)
1315 int x = ex+j*xy[i%4][0];
1316 int y = ey+j*xy[i%4][1];
1319 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1322 element = Feld[x][y];
1323 Explode(x, y, EX_PHASE_START, EX_BORDER);
1325 if (element != EL_LEERRAUM &&
1326 element != EL_ERDREICH &&
1327 element != EL_EXPLODING &&
1328 !player->dynabomb_xl)
1333 player->dynabombs_left++;
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);
1362 case EL_DYNABOMB_NR:
1363 case EL_DYNABOMB_SZ:
1364 case EL_DYNABOMB_XL:
1371 Explode(x, y, EX_PHASE_START, EX_CENTER);
1374 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1379 void Blurb(int x, int y)
1381 int element = Feld[x][y];
1383 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1385 PlaySoundLevel(x, y, SND_BLURB);
1386 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1387 (!IN_LEV_FIELD(x-1, y-1) ||
1388 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1390 Feld[x-1][y] = EL_BLURB_LEFT;
1392 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1393 (!IN_LEV_FIELD(x+1, y-1) ||
1394 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1396 Feld[x+1][y] = EL_BLURB_RIGHT;
1401 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1403 if (!MovDelay[x][y]) /* initialize animation counter */
1406 if (MovDelay[x][y]) /* continue animation */
1409 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1410 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1412 if (!MovDelay[x][y])
1414 Feld[x][y] = EL_LEERRAUM;
1415 DrawLevelField(x, y);
1421 void Impact(int x, int y)
1423 boolean lastline = (y == lev_fieldy-1);
1424 boolean object_hit = FALSE;
1425 int element = Feld[x][y];
1428 if (!lastline) /* check if element below was hit */
1430 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1433 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1434 MovDir[x][y+1]!=MV_DOWN ||
1435 MovPos[x][y+1]<=TILEY/2));
1437 smashed = MovingOrBlocked2Element(x, y+1);
1440 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1446 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1447 (lastline || object_hit)) /* element is bomb */
1453 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1455 if (object_hit && IS_PLAYER(x, y+1))
1456 KillHero(PLAYERINFO(x, y+1));
1457 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1461 Feld[x][y] = EL_AMOEBING;
1462 Store[x][y] = EL_AMOEBE_NASS;
1467 if (!lastline && object_hit) /* check which object was hit */
1469 if (CAN_CHANGE(element) &&
1470 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1473 int activated_magic_wall =
1474 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1476 /* activate magic wall / mill */
1478 for (y=0; y<lev_fieldy; y++)
1479 for (x=0; x<lev_fieldx; x++)
1480 if (Feld[x][y] == smashed)
1481 Feld[x][y] = activated_magic_wall;
1483 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1487 if (IS_PLAYER(x, y+1))
1489 KillHero(PLAYERINFO(x, y+1));
1492 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1497 else if (element == EL_EDELSTEIN_BD)
1499 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1505 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1507 if (IS_ENEMY(smashed) ||
1508 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1509 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1514 else if (!IS_MOVING(x, y+1))
1516 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1521 else if (smashed == EL_KOKOSNUSS)
1523 Feld[x][y+1] = EL_CRACKINGNUT;
1524 PlaySoundLevel(x, y, SND_KNACK);
1525 RaiseScoreElement(EL_KOKOSNUSS);
1528 else if (smashed == EL_DIAMANT)
1530 Feld[x][y+1] = EL_LEERRAUM;
1531 PlaySoundLevel(x, y, SND_QUIRK);
1538 /* play sound of magic wall / mill */
1540 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1542 PlaySoundLevel(x, y, SND_QUIRK);
1546 /* play sound of object that hits the ground */
1547 if (lastline || object_hit)
1554 case EL_EDELSTEIN_BD:
1555 case EL_EDELSTEIN_GELB:
1556 case EL_EDELSTEIN_ROT:
1557 case EL_EDELSTEIN_LILA:
1559 case EL_SP_INFOTRON:
1565 case EL_FELSBROCKEN:
1569 sound = SND_SP_ZONKDOWN;
1572 case EL_SCHLUESSEL1:
1573 case EL_SCHLUESSEL2:
1574 case EL_SCHLUESSEL3:
1575 case EL_SCHLUESSEL4:
1592 PlaySoundLevel(x, y, sound);
1596 void TurnRound(int x, int y)
1608 { 0, 0 }, { 0, 0 }, { 0, 0 },
1613 int left, right, back;
1617 { MV_DOWN, MV_UP, MV_RIGHT },
1618 { MV_UP, MV_DOWN, MV_LEFT },
1620 { MV_LEFT, MV_RIGHT, MV_DOWN },
1621 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1622 { MV_RIGHT, MV_LEFT, MV_UP }
1625 int element = Feld[x][y];
1626 int old_move_dir = MovDir[x][y];
1627 int left_dir = turn[old_move_dir].left;
1628 int right_dir = turn[old_move_dir].right;
1629 int back_dir = turn[old_move_dir].back;
1631 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1632 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1633 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1634 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1636 int left_x = x+left_dx, left_y = y+left_dy;
1637 int right_x = x+right_dx, right_y = y+right_dy;
1638 int move_x = x+move_dx, move_y = y+move_dy;
1640 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1642 TestIfBadThingHitsOtherBadThing(x, y);
1644 if (IN_LEV_FIELD(right_x, right_y) &&
1645 IS_FREE_OR_PLAYER(right_x, right_y))
1646 MovDir[x][y] = right_dir;
1647 else if (!IN_LEV_FIELD(move_x, move_y) ||
1648 !IS_FREE_OR_PLAYER(move_x, move_y))
1649 MovDir[x][y] = left_dir;
1651 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1653 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1656 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1657 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1659 TestIfBadThingHitsOtherBadThing(x, y);
1661 if (IN_LEV_FIELD(left_x, left_y) &&
1662 IS_FREE_OR_PLAYER(left_x, left_y))
1663 MovDir[x][y] = left_dir;
1664 else if (!IN_LEV_FIELD(move_x, move_y) ||
1665 !IS_FREE_OR_PLAYER(move_x, move_y))
1666 MovDir[x][y] = right_dir;
1668 if ((element == EL_FLIEGER ||
1669 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1670 && MovDir[x][y] != old_move_dir)
1672 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1675 else if (element == EL_MAMPFER)
1677 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1679 if (IN_LEV_FIELD(left_x, left_y) &&
1680 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1681 Feld[left_x][left_y] == EL_DIAMANT))
1682 can_turn_left = TRUE;
1683 if (IN_LEV_FIELD(right_x, right_y) &&
1684 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1685 Feld[right_x][right_y] == EL_DIAMANT))
1686 can_turn_right = TRUE;
1688 if (can_turn_left && can_turn_right)
1689 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1690 else if (can_turn_left)
1691 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1692 else if (can_turn_right)
1693 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1695 MovDir[x][y] = back_dir;
1697 MovDelay[x][y] = 16+16*RND(3);
1699 else if (element == EL_MAMPFER2)
1701 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1703 if (IN_LEV_FIELD(left_x, left_y) &&
1704 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1705 IS_MAMPF2(Feld[left_x][left_y])))
1706 can_turn_left = TRUE;
1707 if (IN_LEV_FIELD(right_x, right_y) &&
1708 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1709 IS_MAMPF2(Feld[right_x][right_y])))
1710 can_turn_right = TRUE;
1712 if (can_turn_left && can_turn_right)
1713 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1714 else if (can_turn_left)
1715 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1716 else if (can_turn_right)
1717 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1719 MovDir[x][y] = back_dir;
1721 MovDelay[x][y] = 16+16*RND(3);
1723 else if (element == EL_PACMAN)
1725 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1727 if (IN_LEV_FIELD(left_x, left_y) &&
1728 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1729 IS_AMOEBOID(Feld[left_x][left_y])))
1730 can_turn_left = TRUE;
1731 if (IN_LEV_FIELD(right_x, right_y) &&
1732 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1733 IS_AMOEBOID(Feld[right_x][right_y])))
1734 can_turn_right = TRUE;
1736 if (can_turn_left && can_turn_right)
1737 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1738 else if (can_turn_left)
1739 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1740 else if (can_turn_right)
1741 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1743 MovDir[x][y] = back_dir;
1745 MovDelay[x][y] = 6+RND(40);
1747 else if (element == EL_SCHWEIN)
1749 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1750 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1751 boolean should_move_on = FALSE;
1753 int rnd = RND(rnd_value);
1755 if (IN_LEV_FIELD(left_x, left_y) &&
1756 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1757 can_turn_left = TRUE;
1758 if (IN_LEV_FIELD(right_x, right_y) &&
1759 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1760 can_turn_right = TRUE;
1761 if (IN_LEV_FIELD(move_x, move_y) &&
1762 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1765 if (can_turn_left &&
1767 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1768 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1769 should_turn_left = TRUE;
1770 if (can_turn_right &&
1772 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1773 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1774 should_turn_right = TRUE;
1776 (!can_turn_left || !can_turn_right ||
1777 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1778 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1779 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1780 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1781 should_move_on = TRUE;
1783 if (should_turn_left || should_turn_right || should_move_on)
1785 if (should_turn_left && should_turn_right && should_move_on)
1786 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1787 rnd < 2*rnd_value/3 ? right_dir :
1789 else if (should_turn_left && should_turn_right)
1790 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1791 else if (should_turn_left && should_move_on)
1792 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1793 else if (should_turn_right && should_move_on)
1794 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1795 else if (should_turn_left)
1796 MovDir[x][y] = left_dir;
1797 else if (should_turn_right)
1798 MovDir[x][y] = right_dir;
1799 else if (should_move_on)
1800 MovDir[x][y] = old_move_dir;
1802 else if (can_move_on && rnd > rnd_value/8)
1803 MovDir[x][y] = old_move_dir;
1804 else if (can_turn_left && can_turn_right)
1805 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1806 else if (can_turn_left && rnd > rnd_value/8)
1807 MovDir[x][y] = left_dir;
1808 else if (can_turn_right && rnd > rnd_value/8)
1809 MovDir[x][y] = right_dir;
1811 MovDir[x][y] = back_dir;
1813 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1814 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1815 MovDir[x][y] = old_move_dir;
1819 else if (element == EL_DRACHE)
1821 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1823 int rnd = RND(rnd_value);
1825 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1826 can_turn_left = TRUE;
1827 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1828 can_turn_right = TRUE;
1829 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1832 if (can_move_on && rnd > rnd_value/8)
1833 MovDir[x][y] = old_move_dir;
1834 else if (can_turn_left && can_turn_right)
1835 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1836 else if (can_turn_left && rnd > rnd_value/8)
1837 MovDir[x][y] = left_dir;
1838 else if (can_turn_right && rnd > rnd_value/8)
1839 MovDir[x][y] = right_dir;
1841 MovDir[x][y] = back_dir;
1843 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1844 MovDir[x][y] = old_move_dir;
1848 else if (element == EL_ROBOT || element == EL_SONDE ||
1849 element == EL_MAULWURF || element == EL_PINGUIN)
1851 int attr_x = -1, attr_y = -1;
1862 for (i=0; i<MAX_PLAYERS; i++)
1864 struct PlayerInfo *player = &stored_player[i];
1865 int jx = player->jx, jy = player->jy;
1867 if (!player->active || player->gone)
1870 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1878 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1884 if (element == EL_MAULWURF || element == EL_PINGUIN)
1887 static int xy[4][2] =
1897 int ex = x + xy[i%4][0];
1898 int ey = y + xy[i%4][1];
1900 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1909 MovDir[x][y] = MV_NO_MOVING;
1911 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1913 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1915 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1917 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1919 if (element == EL_ROBOT)
1923 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1924 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1925 Moving2Blocked(x, y, &newx, &newy);
1927 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1928 MovDelay[x][y] = 8+8*!RND(3);
1930 MovDelay[x][y] = 16;
1938 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1940 boolean first_horiz = RND(2);
1941 int new_move_dir = MovDir[x][y];
1944 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1945 Moving2Blocked(x, y, &newx, &newy);
1947 if (IN_LEV_FIELD(newx, newy) &&
1948 (IS_FREE(newx, newy) ||
1949 Feld[newx][newy] == EL_SALZSAEURE ||
1950 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1951 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1952 IS_MAMPF3(Feld[newx][newy])))))
1956 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1957 Moving2Blocked(x, y, &newx, &newy);
1959 if (IN_LEV_FIELD(newx, newy) &&
1960 (IS_FREE(newx, newy) ||
1961 Feld[newx][newy] == EL_SALZSAEURE ||
1962 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1963 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1964 IS_MAMPF3(Feld[newx][newy])))))
1967 MovDir[x][y] = old_move_dir;
1974 static boolean JustBeingPushed(int x, int y)
1978 for (i=0; i<MAX_PLAYERS; i++)
1980 struct PlayerInfo *player = &stored_player[i];
1982 if (player->active && !player->gone &&
1983 player->Pushing && player->MovPos)
1985 int next_jx = player->jx + (player->jx - player->last_jx);
1986 int next_jy = player->jy + (player->jy - player->last_jy);
1988 if (x == next_jx && y == next_jy)
1996 void StartMoving(int x, int y)
1998 int element = Feld[x][y];
2003 if (CAN_FALL(element) && y<lev_fieldy-1)
2005 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2006 if (JustBeingPushed(x, y))
2009 if (element == EL_MORAST_VOLL)
2011 if (IS_FREE(x, y+1))
2013 InitMovingField(x, y, MV_DOWN);
2014 Feld[x][y] = EL_FELSBROCKEN;
2015 Store[x][y] = EL_MORAST_LEER;
2017 else if (Feld[x][y+1] == EL_MORAST_LEER)
2019 if (!MovDelay[x][y])
2020 MovDelay[x][y] = TILEY + 1;
2029 Feld[x][y] = EL_MORAST_LEER;
2030 Feld[x][y+1] = EL_MORAST_VOLL;
2033 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2035 InitMovingField(x, y, MV_DOWN);
2036 Store[x][y] = EL_MORAST_VOLL;
2038 else if (element == EL_SIEB_VOLL)
2040 if (IS_FREE(x, y+1))
2042 InitMovingField(x, y, MV_DOWN);
2043 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2044 Store[x][y] = EL_SIEB_LEER;
2046 else if (Feld[x][y+1] == EL_SIEB_LEER)
2048 if (!MovDelay[x][y])
2049 MovDelay[x][y] = TILEY/4 + 1;
2058 Feld[x][y] = EL_SIEB_LEER;
2059 Feld[x][y+1] = EL_SIEB_VOLL;
2060 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2064 else if (element == EL_SIEB2_VOLL)
2066 if (IS_FREE(x, y+1))
2068 InitMovingField(x, y, MV_DOWN);
2069 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2070 Store[x][y] = EL_SIEB2_LEER;
2072 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2074 if (!MovDelay[x][y])
2075 MovDelay[x][y] = TILEY/4 + 1;
2084 Feld[x][y] = EL_SIEB2_LEER;
2085 Feld[x][y+1] = EL_SIEB2_VOLL;
2086 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2090 else if (CAN_CHANGE(element) &&
2091 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2093 InitMovingField(x, y, MV_DOWN);
2095 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2096 Store2[x][y+1] = element;
2098 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2101 InitMovingField(x, y, MV_DOWN);
2102 Store[x][y] = EL_SALZSAEURE;
2104 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2108 else if (IS_FREE(x, y+1))
2110 InitMovingField(x, y, MV_DOWN);
2112 else if (element == EL_TROPFEN)
2114 Feld[x][y] = EL_AMOEBING;
2115 Store[x][y] = EL_AMOEBE_NASS;
2117 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2119 boolean left = (x>0 && IS_FREE(x-1, y) &&
2120 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2121 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2122 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2126 if (left && right && game_emulation != EMU_BOULDERDASH)
2127 left = !(right = RND(2));
2129 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2133 else if (CAN_MOVE(element))
2137 if (element == EL_SONDE && JustBeingPushed(x, y))
2140 if (!MovDelay[x][y]) /* start new movement phase */
2142 /* all objects that can change their move direction after each step */
2143 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2145 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2148 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2149 element == EL_SP_SNIKSNAK ||
2150 element == EL_SP_ELECTRON))
2151 DrawLevelField(x, y);
2155 if (MovDelay[x][y]) /* wait some time before next movement */
2159 if (element == EL_ROBOT ||
2160 element == EL_MAMPFER || element == EL_MAMPFER2)
2162 int phase = MovDelay[x][y] % 8;
2167 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2168 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2170 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2171 && MovDelay[x][y]%4 == 3)
2172 PlaySoundLevel(x, y, SND_NJAM);
2174 else if (element == EL_SP_ELECTRON)
2175 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2176 else if (element == EL_DRACHE)
2179 int dir = MovDir[x][y];
2180 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2181 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2182 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2183 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2184 dir == MV_UP ? GFX_FLAMMEN_UP :
2185 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2186 int phase = FrameCounter % 2;
2188 for (i=1; i<=3; i++)
2190 int xx = x + i*dx, yy = y + i*dy;
2191 int sx = SCREENX(xx), sy = SCREENY(yy);
2193 if (!IN_LEV_FIELD(xx, yy) ||
2194 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2199 int flamed = MovingOrBlocked2Element(xx, yy);
2201 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2204 RemoveMovingField(xx, yy);
2206 Feld[xx][yy] = EL_BURNING;
2207 if (IN_SCR_FIELD(sx, sy))
2208 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2212 if (Feld[xx][yy] == EL_BURNING)
2213 Feld[xx][yy] = EL_LEERRAUM;
2214 DrawLevelField(xx, yy);
2223 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2225 PlaySoundLevel(x, y, SND_KLAPPER);
2227 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2229 PlaySoundLevel(x, y, SND_ROEHR);
2232 /* now make next step */
2234 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2236 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2238 /* enemy got the player */
2240 KillHero(PLAYERINFO(newx, newy));
2243 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2244 element == EL_ROBOT || element == EL_SONDE) &&
2245 IN_LEV_FIELD(newx, newy) &&
2246 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2249 Store[x][y] = EL_SALZSAEURE;
2251 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2252 IN_LEV_FIELD(newx, newy))
2254 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2256 Feld[x][y] = EL_LEERRAUM;
2257 DrawLevelField(x, y);
2259 PlaySoundLevel(newx, newy, SND_BUING);
2260 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2261 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2263 local_player->friends_still_needed--;
2264 if (!local_player->friends_still_needed &&
2265 !local_player->GameOver && AllPlayersGone)
2266 local_player->LevelSolved = local_player->GameOver = TRUE;
2270 else if (IS_MAMPF3(Feld[newx][newy]))
2272 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2273 DrawLevelField(newx, newy);
2275 MovDir[x][y] = MV_NO_MOVING;
2277 else if (!IS_FREE(newx, newy))
2279 if (IS_PLAYER(x, y))
2280 DrawPlayerField(x, y);
2282 DrawLevelField(x, y);
2286 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2288 if (IS_GEM(Feld[newx][newy]))
2290 if (IS_MOVING(newx, newy))
2291 RemoveMovingField(newx, newy);
2294 Feld[newx][newy] = EL_LEERRAUM;
2295 DrawLevelField(newx, newy);
2298 else if (!IS_FREE(newx, newy))
2300 if (IS_PLAYER(x, y))
2301 DrawPlayerField(x, y);
2303 DrawLevelField(x, y);
2307 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2309 if (!IS_FREE(newx, newy))
2311 if (IS_PLAYER(x, y))
2312 DrawPlayerField(x, y);
2314 DrawLevelField(x, y);
2319 boolean wanna_flame = !RND(10);
2320 int dx = newx - x, dy = newy - y;
2321 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2322 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2323 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2324 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2325 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2326 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2328 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2329 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2330 element1 != EL_BURNING && element2 != EL_BURNING)
2332 if (IS_PLAYER(x, y))
2333 DrawPlayerField(x, y);
2335 DrawLevelField(x, y);
2337 MovDelay[x][y] = 50;
2338 Feld[newx][newy] = EL_BURNING;
2339 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2340 Feld[newx1][newy1] = EL_BURNING;
2341 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2342 Feld[newx2][newy2] = EL_BURNING;
2347 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2348 Feld[newx][newy] == EL_DIAMANT)
2350 if (IS_MOVING(newx, newy))
2351 RemoveMovingField(newx, newy);
2354 Feld[newx][newy] = EL_LEERRAUM;
2355 DrawLevelField(newx, newy);
2358 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2359 IS_MAMPF2(Feld[newx][newy]))
2361 if (AmoebaNr[newx][newy])
2363 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2364 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2365 Feld[newx][newy] == EL_AMOEBE_BD)
2366 AmoebaCnt[AmoebaNr[newx][newy]]--;
2369 if (IS_MOVING(newx, newy))
2370 RemoveMovingField(newx, newy);
2373 Feld[newx][newy] = EL_LEERRAUM;
2374 DrawLevelField(newx, newy);
2377 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2378 IS_AMOEBOID(Feld[newx][newy]))
2380 if (AmoebaNr[newx][newy])
2382 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2383 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2384 Feld[newx][newy] == EL_AMOEBE_BD)
2385 AmoebaCnt[AmoebaNr[newx][newy]]--;
2388 Feld[newx][newy] = EL_LEERRAUM;
2389 DrawLevelField(newx, newy);
2391 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2393 /* object was running against a wall */
2397 if (element == EL_KAEFER || element == EL_FLIEGER ||
2398 element == EL_SP_SNIKSNAK)
2399 DrawLevelField(x, y);
2400 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2401 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2402 else if (element == EL_SONDE)
2403 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2404 else if (element == EL_SP_ELECTRON)
2405 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2410 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2411 PlaySoundLevel(x, y, SND_SCHLURF);
2413 InitMovingField(x, y, MovDir[x][y]);
2417 ContinueMoving(x, y);
2420 void ContinueMoving(int x, int y)
2422 int element = Feld[x][y];
2423 int direction = MovDir[x][y];
2424 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2425 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2426 int horiz_move = (dx!=0);
2427 int newx = x + dx, newy = y + dy;
2428 int step = (horiz_move ? dx : dy) * TILEX/8;
2430 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2432 else if (element == EL_TROPFEN)
2434 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2437 MovPos[x][y] += step;
2439 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2441 Feld[x][y] = EL_LEERRAUM;
2442 Feld[newx][newy] = element;
2444 if (Store[x][y] == EL_MORAST_VOLL)
2447 Feld[newx][newy] = EL_MORAST_VOLL;
2448 element = EL_MORAST_VOLL;
2450 else if (Store[x][y] == EL_MORAST_LEER)
2453 Feld[x][y] = EL_MORAST_LEER;
2455 else if (Store[x][y] == EL_SIEB_VOLL)
2458 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2460 else if (Store[x][y] == EL_SIEB_LEER)
2462 Store[x][y] = Store2[x][y] = 0;
2463 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2465 else if (Store[x][y] == EL_SIEB2_VOLL)
2468 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2470 else if (Store[x][y] == EL_SIEB2_LEER)
2472 Store[x][y] = Store2[x][y] = 0;
2473 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2475 else if (Store[x][y] == EL_SALZSAEURE)
2478 Feld[newx][newy] = EL_SALZSAEURE;
2479 element = EL_SALZSAEURE;
2481 else if (Store[x][y] == EL_AMOEBE_NASS)
2484 Feld[x][y] = EL_AMOEBE_NASS;
2487 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2488 MovDelay[newx][newy] = 0;
2490 if (!CAN_MOVE(element))
2491 MovDir[newx][newy] = 0;
2493 DrawLevelField(x, y);
2494 DrawLevelField(newx, newy);
2496 Stop[newx][newy] = TRUE;
2497 JustHit[x][newy] = 3;
2499 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2501 TestIfBadThingHitsHero(newx, newy);
2502 TestIfBadThingHitsFriend(newx, newy);
2503 TestIfBadThingHitsOtherBadThing(newx, newy);
2505 else if (element == EL_PINGUIN)
2506 TestIfFriendHitsBadThing(newx, newy);
2508 if (CAN_SMASH(element) && direction == MV_DOWN &&
2509 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2512 else /* still moving on */
2513 DrawLevelField(x, y);
2516 int AmoebeNachbarNr(int ax, int ay)
2519 int element = Feld[ax][ay];
2521 static int xy[4][2] =
2531 int x = ax + xy[i][0];
2532 int y = ay + xy[i][1];
2534 if (!IN_LEV_FIELD(x, y))
2537 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2538 group_nr = AmoebaNr[x][y];
2544 void AmoebenVereinigen(int ax, int ay)
2546 int i, x, y, xx, yy;
2547 int new_group_nr = AmoebaNr[ax][ay];
2548 static int xy[4][2] =
2556 if (new_group_nr == 0)
2564 if (!IN_LEV_FIELD(x, y))
2567 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2568 Feld[x][y] == EL_AMOEBE_BD ||
2569 Feld[x][y] == EL_AMOEBE_TOT) &&
2570 AmoebaNr[x][y] != new_group_nr)
2572 int old_group_nr = AmoebaNr[x][y];
2574 if (old_group_nr == 0)
2577 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2578 AmoebaCnt[old_group_nr] = 0;
2579 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2580 AmoebaCnt2[old_group_nr] = 0;
2582 for (yy=0; yy<lev_fieldy; yy++)
2584 for (xx=0; xx<lev_fieldx; xx++)
2586 if (AmoebaNr[xx][yy] == old_group_nr)
2587 AmoebaNr[xx][yy] = new_group_nr;
2594 void AmoebeUmwandeln(int ax, int ay)
2598 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2600 int group_nr = AmoebaNr[ax][ay];
2605 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2606 printf("AmoebeUmwandeln(): This should never happen!\n");
2611 for (y=0; y<lev_fieldy; y++)
2613 for (x=0; x<lev_fieldx; x++)
2615 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2618 Feld[x][y] = EL_AMOEBA2DIAM;
2626 static int xy[4][2] =
2639 if (!IN_LEV_FIELD(x, y))
2642 if (Feld[x][y] == EL_AMOEBA2DIAM)
2648 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2651 int group_nr = AmoebaNr[ax][ay];
2652 boolean done = FALSE;
2657 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2658 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2663 for (y=0; y<lev_fieldy; y++)
2665 for (x=0; x<lev_fieldx; x++)
2667 if (AmoebaNr[x][y] == group_nr &&
2668 (Feld[x][y] == EL_AMOEBE_TOT ||
2669 Feld[x][y] == EL_AMOEBE_BD ||
2670 Feld[x][y] == EL_AMOEBING))
2673 Feld[x][y] = new_element;
2674 InitField(x, y, FALSE);
2675 DrawLevelField(x, y);
2682 PlaySoundLevel(ax, ay,
2683 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2686 void AmoebeWaechst(int x, int y)
2688 static unsigned long sound_delay = 0;
2689 static unsigned long sound_delay_value = 0;
2691 if (!MovDelay[x][y]) /* start new growing cycle */
2695 if (DelayReached(&sound_delay, sound_delay_value))
2697 PlaySoundLevel(x, y, SND_AMOEBE);
2698 sound_delay_value = 30;
2702 if (MovDelay[x][y]) /* wait some time before growing bigger */
2705 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2706 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2708 if (!MovDelay[x][y])
2710 Feld[x][y] = Store[x][y];
2712 DrawLevelField(x, y);
2717 void AmoebeAbleger(int ax, int ay)
2720 int element = Feld[ax][ay];
2721 int newax = ax, neway = ay;
2722 static int xy[4][2] =
2730 if (!level.tempo_amoebe)
2732 Feld[ax][ay] = EL_AMOEBE_TOT;
2733 DrawLevelField(ax, ay);
2737 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2738 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2740 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2743 if (MovDelay[ax][ay])
2747 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2750 int x = ax + xy[start][0];
2751 int y = ay + xy[start][1];
2753 if (!IN_LEV_FIELD(x, y))
2756 if (IS_FREE(x, y) ||
2757 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2763 if (newax == ax && neway == ay)
2766 else /* normal or "filled" (BD style) amoeba */
2769 boolean waiting_for_player = FALSE;
2773 int j = (start + i) % 4;
2774 int x = ax + xy[j][0];
2775 int y = ay + xy[j][1];
2777 if (!IN_LEV_FIELD(x, y))
2780 if (IS_FREE(x, y) ||
2781 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2787 else if (IS_PLAYER(x, y))
2788 waiting_for_player = TRUE;
2791 if (newax == ax && neway == ay) /* amoeba cannot grow */
2793 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2795 Feld[ax][ay] = EL_AMOEBE_TOT;
2796 DrawLevelField(ax, ay);
2797 AmoebaCnt[AmoebaNr[ax][ay]]--;
2799 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2801 if (element == EL_AMOEBE_VOLL)
2802 AmoebeUmwandeln(ax, ay);
2803 else if (element == EL_AMOEBE_BD)
2804 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2809 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2811 /* amoeba gets larger by growing in some direction */
2813 int new_group_nr = AmoebaNr[ax][ay];
2816 if (new_group_nr == 0)
2818 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2819 printf("AmoebeAbleger(): This should never happen!\n");
2824 AmoebaNr[newax][neway] = new_group_nr;
2825 AmoebaCnt[new_group_nr]++;
2826 AmoebaCnt2[new_group_nr]++;
2828 /* if amoeba touches other amoeba(s) after growing, unify them */
2829 AmoebenVereinigen(newax, neway);
2831 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2833 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2839 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2840 (neway == lev_fieldy - 1 && newax != ax))
2842 Feld[newax][neway] = EL_AMOEBING;
2843 Store[newax][neway] = element;
2845 else if (neway == ay)
2846 Feld[newax][neway] = EL_TROPFEN;
2849 InitMovingField(ax, ay, MV_DOWN);
2850 Feld[ax][ay] = EL_TROPFEN;
2851 Store[ax][ay] = EL_AMOEBE_NASS;
2852 ContinueMoving(ax, ay);
2856 DrawLevelField(newax, neway);
2859 void Life(int ax, int ay)
2862 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2864 int element = Feld[ax][ay];
2869 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2870 MovDelay[ax][ay] = life_time;
2872 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2875 if (MovDelay[ax][ay])
2879 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2881 int xx = ax+x1, yy = ay+y1;
2884 if (!IN_LEV_FIELD(xx, yy))
2887 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2889 int x = xx+x2, y = yy+y2;
2891 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2894 if (((Feld[x][y] == element ||
2895 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2897 (IS_FREE(x, y) && Stop[x][y]))
2901 if (xx == ax && yy == ay) /* field in the middle */
2903 if (nachbarn<life[0] || nachbarn>life[1])
2905 Feld[xx][yy] = EL_LEERRAUM;
2907 DrawLevelField(xx, yy);
2908 Stop[xx][yy] = TRUE;
2911 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2912 { /* free border field */
2913 if (nachbarn>=life[2] && nachbarn<=life[3])
2915 Feld[xx][yy] = element;
2916 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2918 DrawLevelField(xx, yy);
2919 Stop[xx][yy] = TRUE;
2925 void Ablenk(int x, int y)
2927 if (!MovDelay[x][y]) /* next animation frame */
2928 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2930 if (MovDelay[x][y]) /* wait some time before next frame */
2935 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2936 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2937 if (!(MovDelay[x][y]%4))
2938 PlaySoundLevel(x, y, SND_MIEP);
2943 Feld[x][y] = EL_ABLENK_AUS;
2944 DrawLevelField(x, y);
2945 if (ZX == x && ZY == y)
2949 void Birne(int x, int y)
2951 if (!MovDelay[x][y]) /* next animation frame */
2952 MovDelay[x][y] = 800;
2954 if (MovDelay[x][y]) /* wait some time before next frame */
2959 if (!(MovDelay[x][y]%5))
2961 if (!(MovDelay[x][y]%10))
2962 Feld[x][y]=EL_ABLENK_EIN;
2964 Feld[x][y]=EL_ABLENK_AUS;
2965 DrawLevelField(x, y);
2966 Feld[x][y]=EL_ABLENK_EIN;
2972 Feld[x][y]=EL_ABLENK_AUS;
2973 DrawLevelField(x, y);
2974 if (ZX == x && ZY == y)
2978 void Blubber(int x, int y)
2980 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2981 DrawLevelField(x, y-1);
2983 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2986 void NussKnacken(int x, int y)
2988 if (!MovDelay[x][y]) /* next animation frame */
2991 if (MovDelay[x][y]) /* wait some time before next frame */
2994 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2995 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2997 if (!MovDelay[x][y])
2999 Feld[x][y] = EL_EDELSTEIN;
3000 DrawLevelField(x, y);
3005 void SiebAktivieren(int x, int y, int typ)
3007 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3009 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3012 void AusgangstuerPruefen(int x, int y)
3014 if (!local_player->gems_still_needed &&
3015 !local_player->sokobanfields_still_needed &&
3016 !local_player->lights_still_needed)
3018 Feld[x][y] = EL_AUSGANG_ACT;
3020 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3021 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3022 y < LEVELY(BY1) ? LEVELY(BY1) :
3023 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3028 void AusgangstuerOeffnen(int x, int y)
3032 if (!MovDelay[x][y]) /* next animation frame */
3033 MovDelay[x][y] = 5*delay;
3035 if (MovDelay[x][y]) /* wait some time before next frame */
3040 tuer = MovDelay[x][y]/delay;
3041 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3042 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3044 if (!MovDelay[x][y])
3046 Feld[x][y] = EL_AUSGANG_AUF;
3047 DrawLevelField(x, y);
3052 void AusgangstuerBlinken(int x, int y)
3054 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3057 void EdelsteinFunkeln(int x, int y)
3059 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3062 if (Feld[x][y] == EL_EDELSTEIN_BD)
3063 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3066 if (!MovDelay[x][y]) /* next animation frame */
3067 MovDelay[x][y] = 11 * !SimpleRND(500);
3069 if (MovDelay[x][y]) /* wait some time before next frame */
3073 if (setup.direct_draw && MovDelay[x][y])
3074 SetDrawtoField(DRAW_BUFFERED);
3076 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3080 int phase = (MovDelay[x][y]-1)/2;
3085 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3087 if (setup.direct_draw)
3091 dest_x = FX + SCREENX(x)*TILEX;
3092 dest_y = FY + SCREENY(y)*TILEY;
3094 XCopyArea(display, drawto_field, window, gc,
3095 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3096 SetDrawtoField(DRAW_DIRECT);
3103 void MauerWaechst(int x, int y)
3107 if (!MovDelay[x][y]) /* next animation frame */
3108 MovDelay[x][y] = 3*delay;
3110 if (MovDelay[x][y]) /* wait some time before next frame */
3115 phase = 2-MovDelay[x][y]/delay;
3116 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3117 DrawGraphic(SCREENX(x), SCREENY(y),
3118 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3119 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3120 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3121 GFX_MAUER_DOWN ) + phase);
3123 if (!MovDelay[x][y])
3125 if (MovDir[x][y] == MV_LEFT)
3127 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3128 DrawLevelField(x-1, y);
3130 else if (MovDir[x][y] == MV_RIGHT)
3132 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3133 DrawLevelField(x+1, y);
3135 else if (MovDir[x][y] == MV_UP)
3137 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3138 DrawLevelField(x, y-1);
3142 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3143 DrawLevelField(x, y+1);
3146 Feld[x][y] = Store[x][y];
3148 MovDir[x][y] = MV_NO_MOVING;
3149 DrawLevelField(x, y);
3154 void MauerAbleger(int ax, int ay)
3156 int element = Feld[ax][ay];
3157 boolean oben_frei = FALSE, unten_frei = FALSE;
3158 boolean links_frei = FALSE, rechts_frei = FALSE;
3159 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3160 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3162 if (!MovDelay[ax][ay]) /* start building new wall */
3163 MovDelay[ax][ay] = 6;
3165 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3168 if (MovDelay[ax][ay])
3172 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3174 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3176 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3178 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3181 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3185 Feld[ax][ay-1] = EL_MAUERND;
3186 Store[ax][ay-1] = element;
3187 MovDir[ax][ay-1] = MV_UP;
3188 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3189 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3193 Feld[ax][ay+1] = EL_MAUERND;
3194 Store[ax][ay+1] = element;
3195 MovDir[ax][ay+1] = MV_DOWN;
3196 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3197 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3201 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3202 element == EL_MAUER_LEBT)
3206 Feld[ax-1][ay] = EL_MAUERND;
3207 Store[ax-1][ay] = element;
3208 MovDir[ax-1][ay] = MV_LEFT;
3209 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3210 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3214 Feld[ax+1][ay] = EL_MAUERND;
3215 Store[ax+1][ay] = element;
3216 MovDir[ax+1][ay] = MV_RIGHT;
3217 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3218 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3222 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3223 DrawLevelField(ax, ay);
3225 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3227 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3228 unten_massiv = TRUE;
3229 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3230 links_massiv = TRUE;
3231 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3232 rechts_massiv = TRUE;
3234 if (((oben_massiv && unten_massiv) ||
3235 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3236 ((links_massiv && rechts_massiv) ||
3237 element == EL_MAUER_Y))
3238 Feld[ax][ay] = EL_MAUERWERK;
3241 void CheckForDragon(int x, int y)
3244 boolean dragon_found = FALSE;
3245 static int xy[4][2] =
3257 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3259 if (IN_LEV_FIELD(xx, yy) &&
3260 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3262 if (Feld[xx][yy] == EL_DRACHE)
3263 dragon_found = TRUE;
3276 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3278 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3280 Feld[xx][yy] = EL_LEERRAUM;
3281 DrawLevelField(xx, yy);
3290 static void CheckBuggyBase(int x, int y)
3292 int element = Feld[x][y];
3294 if (element == EL_SP_BUG)
3296 if (!MovDelay[x][y]) /* start activating buggy base */
3297 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3299 if (MovDelay[x][y]) /* wait some time before activating base */
3302 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3303 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3307 Feld[x][y] = EL_SP_BUG_ACTIVE;
3310 else if (element == EL_SP_BUG_ACTIVE)
3312 if (!MovDelay[x][y]) /* start activating buggy base */
3313 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3315 if (MovDelay[x][y]) /* wait some time before activating base */
3321 static int xy[4][2] =
3329 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3330 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3334 int xx = x + xy[i][0], yy = y + xy[i][1];
3336 if (IS_PLAYER(xx, yy))
3338 PlaySoundLevel(x, y, SND_SP_BUG);
3346 Feld[x][y] = EL_SP_BUG;
3347 DrawLevelField(x, y);
3352 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3354 static byte stored_player_action[MAX_PLAYERS];
3355 static int num_stored_actions = 0;
3356 static boolean save_tape_entry = FALSE;
3357 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3358 int jx = player->jx, jy = player->jy;
3359 int left = player_action & JOY_LEFT;
3360 int right = player_action & JOY_RIGHT;
3361 int up = player_action & JOY_UP;
3362 int down = player_action & JOY_DOWN;
3363 int button1 = player_action & JOY_BUTTON_1;
3364 int button2 = player_action & JOY_BUTTON_2;
3365 int dx = (left ? -1 : right ? 1 : 0);
3366 int dy = (up ? -1 : down ? 1 : 0);
3368 stored_player_action[player->index_nr] = 0;
3369 num_stored_actions++;
3371 if (!player->active || player->gone || tape.pausing)
3376 save_tape_entry = TRUE;
3377 player->frame_reset_delay = 0;
3380 snapped = SnapField(player, dx, dy);
3384 bombed = PlaceBomb(player);
3385 moved = MoveFigure(player, dx, dy);
3388 if (tape.recording && (moved || snapped || bombed))
3390 if (bombed && !moved)
3391 player_action &= JOY_BUTTON;
3393 stored_player_action[player->index_nr] = player_action;
3396 /* this allows cycled sequences of PlayerActions() */
3397 if (num_stored_actions >= MAX_PLAYERS)
3399 TapeRecordAction(stored_player_action);
3400 num_stored_actions = 0;
3405 else if (tape.playing && snapped)
3406 SnapField(player, 0, 0); /* stop snapping */
3410 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3411 SnapField(player, 0, 0);
3412 CheckGravityMovement(player);
3415 if (++player->frame_reset_delay > MoveSpeed)
3419 if (++player->frame_reset_delay > player->move_speed)
3423 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3425 TapeRecordAction(stored_player_action);
3426 num_stored_actions = 0;
3427 save_tape_entry = FALSE;
3430 if (tape.playing && !tape.pausing && !player_action &&
3431 tape.counter < tape.length)
3434 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3436 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3437 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3439 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3441 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3443 int el = Feld[jx+dx][jy];
3444 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3446 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3448 player->MovDir = next_joy;
3449 player->Frame = FrameCounter % 4;
3450 player->Pushing = TRUE;
3459 static unsigned long action_delay = 0;
3460 unsigned long action_delay_value;
3461 int sieb_x = 0, sieb_y = 0;
3462 int i, x, y, element;
3463 byte *recorded_player_action;
3464 byte summarized_player_action = 0;
3466 if (game_status != PLAYING)
3469 action_delay_value =
3470 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3473 if (tape.playing && tape.fast_forward)
3477 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3483 /* main game synchronization point */
3489 WaitUntilDelayReached(&action_delay, action_delay_value);
3492 while (!DelayReached(&action_delay, action_delay_value))
3496 sprintf(buf, "%ld %ld %ld",
3497 Counter(), action_delay, action_delay_value);
3500 print_debug("done");
3507 if (network_playing && !network_player_action_received)
3511 printf("DEBUG: try to get network player actions in time\n");
3516 /* last chance to get network player actions without main loop delay */
3520 if (game_status != PLAYING)
3523 if (!network_player_action_received)
3527 printf("DEBUG: failed to get network player actions in time\n");
3536 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3538 else if (tape.recording)
3547 else if (tape.recording)
3550 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3552 for (i=0; i<MAX_PLAYERS; i++)
3554 summarized_player_action |= stored_player[i].action;
3556 if (!network_playing)
3557 stored_player[i].effective_action = stored_player[i].action;
3561 if (network_playing)
3562 SendToServer_MovePlayer(summarized_player_action);
3565 if (!options.network && !setup.team_mode)
3566 local_player->effective_action = summarized_player_action;
3568 for (i=0; i<MAX_PLAYERS; i++)
3570 int actual_player_action = stored_player[i].effective_action;
3572 if (stored_player[i].programmed_action)
3575 /* this is very bad and need to be fixed!!! */
3576 unsigned long move_delay = stored_player[i].move_delay;
3579 if (FrameReached(&move_delay, MoveSpeed))
3582 if (FrameReached(&move_delay, stored_player[i].move_speed))
3584 actual_player_action = stored_player[i].programmed_action;
3585 stored_player[i].programmed_action = 0;
3588 actual_player_action = stored_player[i].programmed_action;
3592 if (recorded_player_action)
3593 actual_player_action = recorded_player_action[i];
3595 PlayerActions(&stored_player[i], actual_player_action);
3596 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3599 network_player_action_received = FALSE;
3601 ScrollScreen(NULL, SCROLL_GO_ON);
3605 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3607 else if (tape.recording)
3617 if (TimeFrames == 0 && !local_player->gone)
3619 extern unsigned int last_RND();
3621 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3624 getStateCheckSum(TimePlayed));
3633 if (GameFrameDelay >= 500)
3634 printf("FrameCounter == %d\n", FrameCounter);
3645 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3648 if (JustHit[x][y]>0)
3652 if (IS_BLOCKED(x, y))
3656 Blocked2Moving(x, y, &oldx, &oldy);
3657 if (!IS_MOVING(oldx, oldy))
3659 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3660 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3661 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3662 printf("GameActions(): This should never happen!\n");
3668 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3670 element = Feld[x][y];
3672 if (IS_INACTIVE(element))
3675 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3679 if (IS_GEM(element))
3680 EdelsteinFunkeln(x, y);
3682 else if (IS_MOVING(x, y))
3683 ContinueMoving(x, y);
3684 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3685 CheckDynamite(x, y);
3686 else if (element == EL_EXPLODING)
3687 Explode(x, y, Frame[x][y], EX_NORMAL);
3688 else if (element == EL_AMOEBING)
3689 AmoebeWaechst(x, y);
3690 else if (IS_AMOEBALIVE(element))
3691 AmoebeAbleger(x, y);
3692 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3694 else if (element == EL_ABLENK_EIN)
3696 else if (element == EL_SALZSAEURE)
3698 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3700 else if (element == EL_CRACKINGNUT)
3702 else if (element == EL_AUSGANG_ZU)
3703 AusgangstuerPruefen(x, y);
3704 else if (element == EL_AUSGANG_ACT)
3705 AusgangstuerOeffnen(x, y);
3706 else if (element == EL_AUSGANG_AUF)
3707 AusgangstuerBlinken(x, y);
3708 else if (element == EL_MAUERND)
3710 else if (element == EL_MAUER_LEBT ||
3711 element == EL_MAUER_X ||
3712 element == EL_MAUER_Y ||
3713 element == EL_MAUER_XY)
3715 else if (element == EL_BURNING)
3716 CheckForDragon(x, y);
3717 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3718 CheckBuggyBase(x, y);
3719 else if (element == EL_SP_TERMINAL)
3720 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3721 else if (element == EL_SP_TERMINAL_ACTIVE)
3722 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3726 boolean sieb = FALSE;
3727 int jx = local_player->jx, jy = local_player->jy;
3729 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3730 Store[x][y] == EL_SIEB_LEER)
3732 SiebAktivieren(x, y, 1);
3735 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3736 Store[x][y] == EL_SIEB2_LEER)
3738 SiebAktivieren(x, y, 2);
3742 /* play the element sound at the position nearest to the player */
3743 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3753 if (!(SiebCount % 4))
3754 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3761 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3763 element = Feld[x][y];
3764 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3766 Feld[x][y] = EL_SIEB_TOT;
3767 DrawLevelField(x, y);
3769 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3771 Feld[x][y] = EL_SIEB2_TOT;
3772 DrawLevelField(x, y);
3781 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3786 if (tape.recording || tape.playing)
3787 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3794 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3796 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3799 for (i=0; i<MAX_PLAYERS; i++)
3800 KillHero(&stored_player[i]);
3802 else if (level.time == 0) /* level without time limit */
3803 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3809 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3811 int min_x = x, min_y = y, max_x = x, max_y = y;
3814 for (i=0; i<MAX_PLAYERS; i++)
3816 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3818 if (!stored_player[i].active || stored_player[i].gone ||
3819 &stored_player[i] == player)
3822 min_x = MIN(min_x, jx);
3823 min_y = MIN(min_y, jy);
3824 max_x = MAX(max_x, jx);
3825 max_y = MAX(max_y, jy);
3828 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3831 static boolean AllPlayersInVisibleScreen()
3835 for (i=0; i<MAX_PLAYERS; i++)
3837 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3839 if (!stored_player[i].active || stored_player[i].gone)
3842 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3849 void ScrollLevel(int dx, int dy)
3851 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3854 XCopyArea(display, drawto_field, drawto_field, gc,
3855 FX + TILEX*(dx == -1) - softscroll_offset,
3856 FY + TILEY*(dy == -1) - softscroll_offset,
3857 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3858 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3859 FX + TILEX*(dx == 1) - softscroll_offset,
3860 FY + TILEY*(dy == 1) - softscroll_offset);
3864 x = (dx == 1 ? BX1 : BX2);
3865 for (y=BY1; y<=BY2; y++)
3866 DrawScreenField(x, y);
3870 y = (dy == 1 ? BY1 : BY2);
3871 for (x=BX1; x<=BX2; x++)
3872 DrawScreenField(x, y);
3875 redraw_mask |= REDRAW_FIELD;
3878 static void CheckGravityMovement(struct PlayerInfo *player)
3880 if (level.gravity && !player->programmed_action)
3882 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3883 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3885 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3886 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3887 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3888 int jx = player->jx, jy = player->jy;
3889 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3890 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3891 int new_jx = jx + dx, new_jy = jy + dy;
3892 boolean field_under_player_is_free =
3893 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3894 boolean player_is_moving_to_valid_field =
3895 (IN_LEV_FIELD(new_jx, new_jy) &&
3896 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3897 Feld[new_jx][new_jy] == EL_ERDREICH));
3899 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3900 player->programmed_action = MV_DOWN;
3904 boolean MoveFigureOneStep(struct PlayerInfo *player,
3905 int dx, int dy, int real_dx, int real_dy)
3907 int jx = player->jx, jy = player->jy;
3908 int new_jx = jx+dx, new_jy = jy+dy;
3912 if (player->gone || (!dx && !dy))
3913 return MF_NO_ACTION;
3915 player->MovDir = (dx < 0 ? MV_LEFT :
3918 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3920 if (!IN_LEV_FIELD(new_jx, new_jy))
3921 return MF_NO_ACTION;
3923 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3924 return MF_NO_ACTION;
3927 element = MovingOrBlocked2Element(new_jx, new_jy);
3929 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3932 if (DONT_GO_TO(element))
3934 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3937 Feld[jx][jy] = EL_SPIELFIGUR;
3938 InitMovingField(jx, jy, MV_DOWN);
3939 Store[jx][jy] = EL_SALZSAEURE;
3940 ContinueMoving(jx, jy);
3949 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3950 if (can_move != MF_MOVING)
3953 StorePlayer[jx][jy] = 0;
3954 player->last_jx = jx;
3955 player->last_jy = jy;
3956 jx = player->jx = new_jx;
3957 jy = player->jy = new_jy;
3958 StorePlayer[jx][jy] = player->element_nr;
3961 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3965 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_speed);
3967 ScrollFigure(player, SCROLL_INIT);
3972 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3974 int jx = player->jx, jy = player->jy;
3975 int old_jx = jx, old_jy = jy;
3976 int moved = MF_NO_ACTION;
3978 if (player->gone || (!dx && !dy))
3982 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3986 if (!FrameReached(&player->move_delay, player->move_speed) && !tape.playing)
3989 /* remove the last programmed player action */
3990 player->programmed_action = 0;
3994 /* should only happen if pre-1.2 tape recordings are played */
3995 /* this is only for backward compatibility */
3998 int old_move_speed = MoveSpeed;
4001 int old_move_speed = player->move_speed;
4004 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4007 /* scroll remaining steps with finest movement resolution */
4013 player->move_speed = 8;
4015 while (player->MovPos)
4017 ScrollFigure(player, SCROLL_GO_ON);
4018 ScrollScreen(NULL, SCROLL_GO_ON);
4025 MoveSpeed = old_move_speed;
4028 player->move_speed = old_move_speed;
4032 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4034 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4035 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4039 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4040 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4046 if (moved & MF_MOVING && !ScreenMovPos &&
4047 (player == local_player || !options.network))
4049 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4050 int offset = (setup.scroll_delay ? 3 : 0);
4052 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4054 /* actual player has left the screen -- scroll in that direction */
4055 if (jx != old_jx) /* player has moved horizontally */
4056 scroll_x += (jx - old_jx);
4057 else /* player has moved vertically */
4058 scroll_y += (jy - old_jy);
4062 if (jx != old_jx) /* player has moved horizontally */
4064 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4065 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4066 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4068 /* don't scroll over playfield boundaries */
4069 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4070 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4072 /* don't scroll more than one field at a time */
4073 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4075 /* don't scroll against the player's moving direction */
4076 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4077 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4078 scroll_x = old_scroll_x;
4080 else /* player has moved vertically */
4082 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4083 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4084 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4086 /* don't scroll over playfield boundaries */
4087 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4088 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4090 /* don't scroll more than one field at a time */
4091 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4093 /* don't scroll against the player's moving direction */
4094 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4095 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4096 scroll_y = old_scroll_y;
4100 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4102 if (!options.network && !AllPlayersInVisibleScreen())
4104 scroll_x = old_scroll_x;
4105 scroll_y = old_scroll_y;
4109 ScrollScreen(player, SCROLL_INIT);
4110 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4115 if (!(moved & MF_MOVING) && !player->Pushing)
4118 player->Frame = (player->Frame + 1) % 4;
4120 if (moved & MF_MOVING)
4122 if (old_jx != jx && old_jy == jy)
4123 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4124 else if (old_jx == jx && old_jy != jy)
4125 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4127 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4129 player->last_move_dir = player->MovDir;
4133 CheckGravityMovement(player);
4135 player->last_move_dir = MV_NO_MOVING;
4138 TestIfHeroHitsBadThing(jx, jy);
4146 void ScrollFigure(struct PlayerInfo *player, int mode)
4148 int jx = player->jx, jy = player->jy;
4149 int last_jx = player->last_jx, last_jy = player->last_jy;
4150 int move_stepsize = TILEX / player->move_speed;
4152 if (!player->active || player->gone || !player->MovPos)
4155 if (mode == SCROLL_INIT)
4157 player->actual_frame_counter = FrameCounter;
4158 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4160 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4161 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4166 else if (!FrameReached(&player->actual_frame_counter, 1))
4169 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4170 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4172 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4173 Feld[last_jx][last_jy] = EL_LEERRAUM;
4177 if (!player->MovPos && level.gravity)
4179 if (player->action == MV_NO_MOVING)
4180 player->programmed_action = MV_DOWN;
4181 else if (player->action == MV_UP)
4184 else if (player->action & (MV_LEFT | MV_RIGHT))
4189 if (!player->MovPos)
4190 CheckGravityMovement(player);
4196 if (!player->MovPos)
4198 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4200 /* continue with normal speed after moving through port */
4201 /* FIX THIS: what about player already having eaten a speed pill? */
4205 ScrollStepSize = TILEX / MoveSpeed;
4208 player->move_speed = 8;
4210 /* don't wait for the next move -- the whole move delay stuff
4211 is worse at the moment; FIX THIS! ;-) */
4212 player->move_delay = 0;
4215 player->last_jx = jx;
4216 player->last_jy = jy;
4218 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4222 if (!local_player->friends_still_needed)
4223 player->LevelSolved = player->GameOver = TRUE;
4228 void ScrollScreen(struct PlayerInfo *player, int mode)
4230 static unsigned long screen_frame_counter = 0;
4232 if (mode == SCROLL_INIT)
4234 /* set scrolling step size according to actual player's moving speed */
4235 ScrollStepSize = TILEX / player->move_speed;
4237 screen_frame_counter = FrameCounter;
4238 ScreenMovDir = player->MovDir;
4239 ScreenMovPos = player->MovPos;
4240 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4243 else if (!FrameReached(&screen_frame_counter, 1))
4248 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4249 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4250 redraw_mask |= REDRAW_FIELD;
4253 ScreenMovDir = MV_NO_MOVING;
4256 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4258 int i, killx = goodx, killy = goody;
4259 static int xy[4][2] =
4266 static int harmless[4] =
4278 x = goodx + xy[i][0];
4279 y = goody + xy[i][1];
4280 if (!IN_LEV_FIELD(x, y))
4284 element = Feld[x][y];
4286 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4289 if (DONT_TOUCH(element))
4291 if (MovDir[x][y] == harmless[i])
4300 if (killx != goodx || killy != goody)
4302 if (IS_PLAYER(goodx, goody))
4303 KillHero(PLAYERINFO(goodx, goody));
4309 void TestIfBadThingHitsGoodThing(int badx, int bady)
4311 int i, killx = badx, killy = bady;
4312 static int xy[4][2] =
4319 static int harmless[4] =
4331 x = badx + xy[i][0];
4332 y = bady + xy[i][1];
4333 if (!IN_LEV_FIELD(x, y))
4336 element = Feld[x][y];
4338 if (IS_PLAYER(x, y))
4344 else if (element == EL_PINGUIN)
4346 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4355 if (killx != badx || killy != bady)
4357 if (IS_PLAYER(killx, killy))
4358 KillHero(PLAYERINFO(killx, killy));
4364 void TestIfHeroHitsBadThing(int x, int y)
4366 TestIfGoodThingHitsBadThing(x, y);
4369 void TestIfBadThingHitsHero(int x, int y)
4371 TestIfBadThingHitsGoodThing(x, y);
4374 void TestIfFriendHitsBadThing(int x, int y)
4376 TestIfGoodThingHitsBadThing(x, y);
4379 void TestIfBadThingHitsFriend(int x, int y)
4381 TestIfBadThingHitsGoodThing(x, y);
4384 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4386 int i, killx = badx, killy = bady;
4387 static int xy[4][2] =
4401 if (!IN_LEV_FIELD(x, y))
4404 element = Feld[x][y];
4405 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4406 element == EL_AMOEBING || element == EL_TROPFEN)
4414 if (killx != badx || killy != bady)
4418 void KillHero(struct PlayerInfo *player)
4420 int jx = player->jx, jy = player->jy;
4425 if (IS_PFORTE(Feld[jx][jy]))
4426 Feld[jx][jy] = EL_LEERRAUM;
4432 void BuryHero(struct PlayerInfo *player)
4434 int jx = player->jx, jy = player->jy;
4439 PlaySoundLevel(jx, jy, SND_AUTSCH);
4440 PlaySoundLevel(jx, jy, SND_LACHEN);
4442 player->GameOver = TRUE;
4446 void RemoveHero(struct PlayerInfo *player)
4448 int jx = player->jx, jy = player->jy;
4449 int i, found = FALSE;
4451 player->gone = TRUE;
4452 StorePlayer[jx][jy] = 0;
4454 for (i=0; i<MAX_PLAYERS; i++)
4455 if (stored_player[i].active && !stored_player[i].gone)
4459 AllPlayersGone = TRUE;
4465 int DigField(struct PlayerInfo *player,
4466 int x, int y, int real_dx, int real_dy, int mode)
4468 int jx = player->jx, jy = player->jy;
4469 int dx = x - jx, dy = y - jy;
4470 int move_direction = (dx == -1 ? MV_LEFT :
4471 dx == +1 ? MV_RIGHT :
4473 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4476 if (!player->MovPos)
4477 player->Pushing = FALSE;
4479 if (mode == DF_NO_PUSH)
4481 player->push_delay = 0;
4482 return MF_NO_ACTION;
4485 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4486 return MF_NO_ACTION;
4488 element = Feld[x][y];
4493 PlaySoundLevel(x, y, SND_EMPTY);
4497 Feld[x][y] = EL_LEERRAUM;
4498 PlaySoundLevel(x, y, SND_SCHLURF);
4503 Feld[x][y] = EL_LEERRAUM;
4504 PlaySoundLevel(x, y, SND_SP_BASE);
4508 case EL_EDELSTEIN_BD:
4509 case EL_EDELSTEIN_GELB:
4510 case EL_EDELSTEIN_ROT:
4511 case EL_EDELSTEIN_LILA:
4513 case EL_SP_INFOTRON:
4515 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4516 if (local_player->gems_still_needed < 0)
4517 local_player->gems_still_needed = 0;
4518 RaiseScoreElement(element);
4519 DrawText(DX_EMERALDS, DY_EMERALDS,
4520 int2str(local_player->gems_still_needed, 3),
4521 FS_SMALL, FC_YELLOW);
4522 if (element == EL_SP_INFOTRON)
4523 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4525 PlaySoundLevel(x, y, SND_PONG);
4531 player->move_speed = 4;
4535 ScrollStepSize = TILEX / MoveSpeed;
4538 PlaySoundLevel(x, y, SND_PONG);
4541 case EL_DYNAMIT_AUS:
4542 case EL_SP_DISK_RED:
4545 RaiseScoreElement(EL_DYNAMIT);
4546 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4547 int2str(local_player->dynamite, 3),
4548 FS_SMALL, FC_YELLOW);
4549 if (element == EL_SP_DISK_RED)
4550 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4552 PlaySoundLevel(x, y, SND_PONG);
4555 case EL_DYNABOMB_NR:
4557 player->dynabomb_count++;
4558 player->dynabombs_left++;
4559 RaiseScoreElement(EL_DYNAMIT);
4560 PlaySoundLevel(x, y, SND_PONG);
4563 case EL_DYNABOMB_SZ:
4565 player->dynabomb_size++;
4566 RaiseScoreElement(EL_DYNAMIT);
4567 PlaySoundLevel(x, y, SND_PONG);
4570 case EL_DYNABOMB_XL:
4572 player->dynabomb_xl = TRUE;
4573 RaiseScoreElement(EL_DYNAMIT);
4574 PlaySoundLevel(x, y, SND_PONG);
4577 case EL_SCHLUESSEL1:
4578 case EL_SCHLUESSEL2:
4579 case EL_SCHLUESSEL3:
4580 case EL_SCHLUESSEL4:
4582 int key_nr = element - EL_SCHLUESSEL1;
4585 player->key[key_nr] = TRUE;
4586 RaiseScoreElement(EL_SCHLUESSEL);
4587 DrawMiniGraphicExt(drawto, gc,
4588 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4589 GFX_SCHLUESSEL1+key_nr);
4590 DrawMiniGraphicExt(window, gc,
4591 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4592 GFX_SCHLUESSEL1+key_nr);
4593 PlaySoundLevel(x, y, SND_PONG);
4602 int key_nr = element - EL_EM_KEY_1;
4605 player->key[key_nr] = TRUE;
4606 RaiseScoreElement(EL_SCHLUESSEL);
4607 DrawMiniGraphicExt(drawto, gc,
4608 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4609 GFX_SCHLUESSEL1+key_nr);
4610 DrawMiniGraphicExt(window, gc,
4611 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4612 GFX_SCHLUESSEL1+key_nr);
4613 PlaySoundLevel(x, y, SND_PONG);
4618 Feld[x][y] = EL_ABLENK_EIN;
4621 DrawLevelField(x, y);
4625 case EL_SP_TERMINAL:
4629 for (yy=0; yy<lev_fieldy; yy++)
4631 for (xx=0; xx<lev_fieldx; xx++)
4633 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4635 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4636 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4645 if (local_player->gems_still_needed > 0)
4646 return MF_NO_ACTION;
4648 player->LevelSolved = player->GameOver = TRUE;
4649 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4652 case EL_FELSBROCKEN:
4657 case EL_SP_DISK_ORANGE:
4658 if (dy || mode == DF_SNAP)
4659 return MF_NO_ACTION;
4661 player->Pushing = TRUE;
4663 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4664 return MF_NO_ACTION;
4668 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4669 return MF_NO_ACTION;
4672 if (player->push_delay == 0)
4673 player->push_delay = FrameCounter;
4674 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4676 return MF_NO_ACTION;
4679 Feld[x+dx][y+dy] = element;
4681 player->push_delay_value = 2+RND(8);
4683 DrawLevelField(x+dx, y+dy);
4684 if (element == EL_FELSBROCKEN)
4685 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4686 else if (element == EL_KOKOSNUSS)
4687 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4688 else if (IS_SP_ELEMENT(element))
4689 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4691 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4698 if (!player->key[element - EL_PFORTE1])
4699 return MF_NO_ACTION;
4706 if (!player->key[element - EL_PFORTE1X])
4707 return MF_NO_ACTION;
4714 if (!player->key[element - EL_EM_GATE_1])
4715 return MF_NO_ACTION;
4717 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4718 return MF_NO_ACTION;
4720 /* automatically move to the next field with double speed */
4721 player->programmed_action = move_direction;
4722 player->move_speed = 4;
4730 if (!player->key[element - EL_EM_GATE_1X])
4731 return MF_NO_ACTION;
4733 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4734 return MF_NO_ACTION;
4736 /* automatically move to the next field with double speed */
4737 player->programmed_action = move_direction;
4738 player->move_speed = 4;
4742 case EL_SP_PORT1_LEFT:
4743 case EL_SP_PORT2_LEFT:
4744 case EL_SP_PORT1_RIGHT:
4745 case EL_SP_PORT2_RIGHT:
4746 case EL_SP_PORT1_UP:
4747 case EL_SP_PORT2_UP:
4748 case EL_SP_PORT1_DOWN:
4749 case EL_SP_PORT2_DOWN:
4754 element != EL_SP_PORT1_LEFT &&
4755 element != EL_SP_PORT2_LEFT &&
4756 element != EL_SP_PORT_X &&
4757 element != EL_SP_PORT_XY) ||
4759 element != EL_SP_PORT1_RIGHT &&
4760 element != EL_SP_PORT2_RIGHT &&
4761 element != EL_SP_PORT_X &&
4762 element != EL_SP_PORT_XY) ||
4764 element != EL_SP_PORT1_UP &&
4765 element != EL_SP_PORT2_UP &&
4766 element != EL_SP_PORT_Y &&
4767 element != EL_SP_PORT_XY) ||
4769 element != EL_SP_PORT1_DOWN &&
4770 element != EL_SP_PORT2_DOWN &&
4771 element != EL_SP_PORT_Y &&
4772 element != EL_SP_PORT_XY) ||
4773 !IN_LEV_FIELD(x + dx, y + dy) ||
4774 !IS_FREE(x + dx, y + dy))
4775 return MF_NO_ACTION;
4777 /* automatically move to the next field with double speed */
4778 player->programmed_action = move_direction;
4779 player->move_speed = 4;
4783 ScrollStepSize = TILEX / MoveSpeed;
4789 case EL_AUSGANG_ACT:
4790 /* door is not (yet) open */
4791 return MF_NO_ACTION;
4794 case EL_AUSGANG_AUF:
4795 if (mode == DF_SNAP)
4796 return MF_NO_ACTION;
4798 PlaySoundLevel(x, y, SND_BUING);
4801 player->gone = TRUE;
4802 PlaySoundLevel(x, y, SND_BUING);
4804 if (!local_player->friends_still_needed)
4805 player->LevelSolved = player->GameOver = TRUE;
4811 Feld[x][y] = EL_BIRNE_EIN;
4812 local_player->lights_still_needed--;
4813 DrawLevelField(x, y);
4814 PlaySoundLevel(x, y, SND_DENG);
4819 Feld[x][y] = EL_ZEIT_LEER;
4821 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4822 DrawLevelField(x, y);
4823 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4827 case EL_SOKOBAN_FELD_LEER:
4830 case EL_SOKOBAN_FELD_VOLL:
4831 case EL_SOKOBAN_OBJEKT:
4833 case EL_SP_DISK_YELLOW:
4834 if (mode == DF_SNAP)
4835 return MF_NO_ACTION;
4837 player->Pushing = TRUE;
4839 if (!IN_LEV_FIELD(x+dx, y+dy)
4840 || (!IS_FREE(x+dx, y+dy)
4841 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4842 || !IS_SB_ELEMENT(element))))
4843 return MF_NO_ACTION;
4847 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4848 return MF_NO_ACTION;
4850 else if (dy && real_dx)
4852 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4853 return MF_NO_ACTION;
4856 if (player->push_delay == 0)
4857 player->push_delay = FrameCounter;
4858 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4860 return MF_NO_ACTION;
4862 if (IS_SB_ELEMENT(element))
4864 if (element == EL_SOKOBAN_FELD_VOLL)
4866 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4867 local_player->sokobanfields_still_needed++;
4872 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4874 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4875 local_player->sokobanfields_still_needed--;
4876 if (element == EL_SOKOBAN_OBJEKT)
4877 PlaySoundLevel(x, y, SND_DENG);
4880 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4885 Feld[x+dx][y+dy] = element;
4888 player->push_delay_value = 2;
4890 DrawLevelField(x, y);
4891 DrawLevelField(x+dx, y+dy);
4892 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4894 if (IS_SB_ELEMENT(element) &&
4895 local_player->sokobanfields_still_needed == 0 &&
4896 game_emulation == EMU_SOKOBAN)
4898 player->LevelSolved = player->GameOver = TRUE;
4899 PlaySoundLevel(x, y, SND_BUING);
4911 return MF_NO_ACTION;
4914 player->push_delay = 0;
4919 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4921 int jx = player->jx, jy = player->jy;
4922 int x = jx + dx, y = jy + dy;
4924 if (player->gone || !IN_LEV_FIELD(x, y))
4932 player->snapped = FALSE;
4936 if (player->snapped)
4939 player->MovDir = (dx < 0 ? MV_LEFT :
4942 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4944 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4947 player->snapped = TRUE;
4948 DrawLevelField(x, y);
4954 boolean PlaceBomb(struct PlayerInfo *player)
4956 int jx = player->jx, jy = player->jy;
4959 if (player->gone || player->MovPos)
4962 element = Feld[jx][jy];
4964 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4965 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4966 element == EL_EXPLODING)
4969 if (element != EL_LEERRAUM)
4970 Store[jx][jy] = element;
4972 if (player->dynamite)
4974 Feld[jx][jy] = EL_DYNAMIT;
4975 MovDelay[jx][jy] = 96;
4977 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4978 FS_SMALL, FC_YELLOW);
4979 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4981 if (game_emulation == EMU_SUPAPLEX)
4982 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4984 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4989 Feld[jx][jy] = EL_DYNABOMB;
4990 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4991 MovDelay[jx][jy] = 96;
4992 player->dynabombs_left--;
4993 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4994 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5000 void PlaySoundLevel(int x, int y, int sound_nr)
5002 int sx = SCREENX(x), sy = SCREENY(y);
5004 int silence_distance = 8;
5006 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5007 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5010 if (!IN_LEV_FIELD(x, y) ||
5011 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5012 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5015 volume = PSND_MAX_VOLUME;
5018 stereo = (sx-SCR_FIELDX/2)*12;
5020 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
5021 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
5022 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
5025 if (!IN_SCR_FIELD(sx, sy))
5027 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
5028 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
5030 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
5033 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5036 void RaiseScore(int value)
5038 local_player->score += value;
5039 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5040 FS_SMALL, FC_YELLOW);
5043 void RaiseScoreElement(int element)
5048 case EL_EDELSTEIN_BD:
5049 case EL_EDELSTEIN_GELB:
5050 case EL_EDELSTEIN_ROT:
5051 case EL_EDELSTEIN_LILA:
5052 RaiseScore(level.score[SC_EDELSTEIN]);
5055 RaiseScore(level.score[SC_DIAMANT]);
5059 RaiseScore(level.score[SC_KAEFER]);
5063 RaiseScore(level.score[SC_FLIEGER]);
5067 RaiseScore(level.score[SC_MAMPFER]);
5070 RaiseScore(level.score[SC_ROBOT]);
5073 RaiseScore(level.score[SC_PACMAN]);
5076 RaiseScore(level.score[SC_KOKOSNUSS]);
5079 RaiseScore(level.score[SC_DYNAMIT]);
5082 RaiseScore(level.score[SC_SCHLUESSEL]);
5089 /* ---------- new game button stuff ---------------------------------------- */
5091 /* graphic position values for game buttons */
5092 #define GAME_BUTTON_XSIZE 30
5093 #define GAME_BUTTON_YSIZE 30
5094 #define GAME_BUTTON_XPOS 5
5095 #define GAME_BUTTON_YPOS 215
5096 #define SOUND_BUTTON_XPOS 5
5097 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5099 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5100 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5101 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5102 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5103 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5104 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5111 } gamebutton_info[NUM_GAME_BUTTONS] =
5114 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5119 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5124 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5129 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5130 SOUND_CTRL_ID_MUSIC,
5131 "background music on/off"
5134 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5135 SOUND_CTRL_ID_LOOPS,
5136 "sound loops on/off"
5139 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5140 SOUND_CTRL_ID_SIMPLE,
5141 "normal sounds on/off"
5145 void CreateGameButtons()
5149 for (i=0; i<NUM_GAME_BUTTONS; i++)
5151 Pixmap gd_pixmap = pix[PIX_DOOR];
5152 struct GadgetInfo *gi;
5155 unsigned long event_mask;
5156 int gd_xoffset, gd_yoffset;
5157 int gd_x1, gd_x2, gd_y1, gd_y2;
5160 gd_xoffset = gamebutton_info[i].x;
5161 gd_yoffset = gamebutton_info[i].y;
5162 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5163 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5165 if (id == GAME_CTRL_ID_STOP ||
5166 id == GAME_CTRL_ID_PAUSE ||
5167 id == GAME_CTRL_ID_PLAY)
5169 button_type = GD_TYPE_NORMAL_BUTTON;
5171 event_mask = GD_EVENT_RELEASED;
5172 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5173 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5177 button_type = GD_TYPE_CHECK_BUTTON;
5179 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5180 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5181 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5182 event_mask = GD_EVENT_PRESSED;
5183 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5184 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5187 gi = CreateGadget(GDI_CUSTOM_ID, id,
5188 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5189 GDI_X, DX + gd_xoffset,
5190 GDI_Y, DY + gd_yoffset,
5191 GDI_WIDTH, GAME_BUTTON_XSIZE,
5192 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5193 GDI_TYPE, button_type,
5194 GDI_STATE, GD_BUTTON_UNPRESSED,
5195 GDI_CHECKED, checked,
5196 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5197 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5198 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5199 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5200 GDI_EVENT_MASK, event_mask,
5201 GDI_CALLBACK_ACTION, HandleGameButtons,
5205 Error(ERR_EXIT, "cannot create gadget");
5207 game_gadget[id] = gi;
5211 static void MapGameButtons()
5215 for (i=0; i<NUM_GAME_BUTTONS; i++)
5216 MapGadget(game_gadget[i]);
5219 void UnmapGameButtons()
5223 for (i=0; i<NUM_GAME_BUTTONS; i++)
5224 UnmapGadget(game_gadget[i]);
5227 static void HandleGameButtons(struct GadgetInfo *gi)
5229 int id = gi->custom_id;
5231 if (game_status != PLAYING)
5236 case GAME_CTRL_ID_STOP:
5239 CloseDoor(DOOR_CLOSE_1);
5240 game_status = MAINMENU;
5245 if (level_editor_test_game ||
5246 Request("Do you really want to quit the game ?",
5247 REQ_ASK | REQ_STAY_CLOSED))
5250 if (options.network)
5251 SendToServer_StopPlaying();
5255 game_status = MAINMENU;
5260 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5263 case GAME_CTRL_ID_PAUSE:
5264 if (options.network)
5268 SendToServer_ContinuePlaying();
5270 SendToServer_PausePlaying();
5277 case GAME_CTRL_ID_PLAY:
5281 if (options.network)
5282 SendToServer_ContinuePlaying();
5286 tape.pausing = FALSE;
5287 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5292 case SOUND_CTRL_ID_MUSIC:
5293 if (setup.sound_music)
5295 setup.sound_music = FALSE;
5296 FadeSound(background_loop[level_nr % num_bg_loops]);
5298 else if (sound_loops_allowed)
5300 setup.sound = setup.sound_music = TRUE;
5301 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5305 case SOUND_CTRL_ID_LOOPS:
5306 if (setup.sound_loops)
5307 setup.sound_loops = FALSE;
5308 else if (sound_loops_allowed)
5309 setup.sound = setup.sound_loops = TRUE;
5312 case SOUND_CTRL_ID_SIMPLE:
5313 if (setup.sound_simple)
5314 setup.sound_simple = FALSE;
5315 else if (sound_status==SOUND_AVAILABLE)
5316 setup.sound = setup.sound_simple = TRUE;