+#else
+ if ((IS_INDESTRUCTIBLE(element) &&
+ (game.engine_version < VERSION_IDENT(2,2,0,0) ||
+ (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
+ Store[x][y] = 0;
+ }
+
+ continue;
+ }
+
+ /* save walkable background elements while explosion on same tile */
+#if 0
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
+
+ /* ignite explodable elements reached by other explosion */
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
+
+#if 1
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ RemoveField(x, y);
+#endif
+
+ if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+ {
+ switch(StorePlayer[ex][ey])
+ {
+ case EL_PLAYER_2:
+ Store[x][y] = EL_EMERALD_RED;
+ break;
+ case EL_PLAYER_3:
+ Store[x][y] = EL_EMERALD;
+ break;
+ case EL_PLAYER_4:
+ Store[x][y] = EL_EMERALD_PURPLE;
+ break;
+ case EL_PLAYER_1:
+ default:
+ Store[x][y] = EL_EMERALD_YELLOW;
+ break;
+ }
+
+ if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_EMPTY;
+ }
+ else if (center_element == EL_MOLE)
+ Store[x][y] = EL_EMERALD_RED;
+ else if (center_element == EL_PENGUIN)
+ Store[x][y] = EL_EMERALD_PURPLE;
+ else if (center_element == EL_BUG)
+ Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
+ else if (center_element == EL_BD_BUTTERFLY)
+ Store[x][y] = EL_BD_DIAMOND;
+ else if (center_element == EL_SP_ELECTRON)
+ Store[x][y] = EL_SP_INFOTRON;
+ else if (center_element == EL_AMOEBA_TO_DIAMOND)
+ Store[x][y] = level.amoeba_content;
+ else if (center_element == EL_YAMYAM)
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+ else if (IS_CUSTOM_ELEMENT(center_element) &&
+ element_info[center_element].content[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content[xx][yy];
+ else if (element == EL_WALL_EMERALD)
+ Store[x][y] = EL_EMERALD;
+ else if (element == EL_WALL_DIAMOND)
+ Store[x][y] = EL_DIAMOND;
+ else if (element == EL_WALL_BD_DIAMOND)
+ Store[x][y] = EL_BD_DIAMOND;
+ else if (element == EL_WALL_EMERALD_YELLOW)
+ Store[x][y] = EL_EMERALD_YELLOW;
+ else if (element == EL_WALL_EMERALD_RED)
+ Store[x][y] = EL_EMERALD_RED;
+ else if (element == EL_WALL_EMERALD_PURPLE)
+ Store[x][y] = EL_EMERALD_PURPLE;
+ else if (element == EL_WALL_PEARL)
+ Store[x][y] = EL_PEARL;
+ else if (element == EL_WALL_CRYSTAL)
+ Store[x][y] = EL_CRYSTAL;
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content[1][1];
+ else
+ Store[x][y] = EL_EMPTY;
+
+ if (x != ex || y != ey ||
+ center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+ Store2[x][y] = element;
+
+#if 0
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+#if 1
+ RemoveField(x, y);
+#else
+ MovDir[x][y] = MovPos[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y];
+ AmoebaNr[x][y] = 0;
+#endif
+#endif
+
+ Feld[x][y] = EL_EXPLOSION;
+#if 1
+ GfxElement[x][y] = center_element;
+#else
+ GfxElement[x][y] = EL_UNDEFINED;
+#endif
+
+ ExplodePhase[x][y] = 1;
+ Stop[x][y] = TRUE;
+ }
+
+ if (center_element == EL_YAMYAM)
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+
+ return;
+ }
+
+ if (Stop[ex][ey])
+ return;
+
+ x = ex;
+ y = ey;
+
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+#ifdef DEBUG
+
+ /* activate this even in non-DEBUG version until cause for crash in
+ getGraphicAnimationFrame() (see below) is found and eliminated */
+#endif
+#if 1
+
+ if (GfxElement[x][y] == EL_UNDEFINED)
+ {
+ printf("\n\n");
+ printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
+ printf("Explode(): This should never happen!\n");
+ printf("\n\n");
+
+ GfxElement[x][y] = EL_EMPTY;
+ }
+#endif
+
+ if (phase == first_phase_after_start)
+ {
+ int element = Store2[x][y];
+
+ if (element == EL_BLACK_ORB)
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ }
+ else if (phase == half_phase)
+ {
+ int element = Store2[x][y];
+
+ if (IS_PLAYER(x, y))
+ KillHeroUnlessProtected(x, y);
+ else if (CAN_EXPLODE_BY_FIRE(element))
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ else if (element == EL_AMOEBA_TO_DIAMOND)
+ AmoebeUmwandeln(x, y);
+ }
+
+ if (phase == last_phase)
+ {
+ int element;
+
+ element = Feld[x][y] = Store[x][y];
+ Store[x][y] = Store2[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
+
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NO_MOVING;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(element))
+ InitMovDir(x, y);
+ DrawLevelField(x, y);
+
+ TestIfElementTouchesCustomElement(x, y);
+
+ if (GFX_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ StorePlayer[x][y] = 0;
+
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
+ }
+ else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+#if 1
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
+ int stored = Store[x][y];
+ int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+ stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+ IMG_SP_EXPLOSION);
+#endif
+ int frame = getGraphicAnimationFrame(graphic, phase - delay);
+
+ if (phase == delay)
+ DrawLevelFieldCrumbledSand(x, y);
+
+ if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+ {
+ DrawLevelElement(x, y, Back[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
+ {
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
+ }
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+}
+
+void DynaExplode(int ex, int ey)
+{
+ int i, j;
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
+ }
+
+ Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 1; j <= dynabomb_size; j++)
+ {
+ int x = ex + j * xy[i % 4][0];
+ int y = ey + j * xy[i % 4][1];
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+ break;
+
+ element = Feld[x][y];
+
+ /* do not restart explosions of fields with active bombs */
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
+
+ Explode(x, y, EX_PHASE_START, EX_BORDER);
+
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ if (element != EL_EMPTY &&
+ element != EL_SAND &&
+ element != EL_EXPLOSION &&
+ !dynabomb_xl)
+ break;
+ }
+ }
+}
+
+void Bang(int x, int y)
+{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
+ int element = Feld[x][y];
+#endif
+
+#if 1
+ if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
+#else
+ if (IS_PLAYER(x, y))
+#endif
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+ player->element_nr);
+ }
+
+#if 0
+#if 1
+ PlayLevelSoundAction(x, y, ACTION_EXPLODING);
+#else
+ if (game.emulation == EMU_SUPAPLEX)
+ PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
+ else
+ PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
+
+#if 0
+ if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
+ element = EL_EMPTY;
+#endif
+
+ switch(element)
+ {
+ case EL_BUG:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_MOLE:
+ RaiseScoreElement(element);
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ break;
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ case EL_DYNABOMB_INCREASE_NUMBER:
+ case EL_DYNABOMB_INCREASE_SIZE:
+ case EL_DYNABOMB_INCREASE_POWER:
+ DynaExplode(x, y);
+ break;
+ case EL_PENGUIN:
+ case EL_LAMP:
+ case EL_LAMP_ACTIVE:
+ if (IS_PLAYER(x, y))
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ else
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ break;
+ default:
+ if (CAN_EXPLODE_1X1(element))
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ else
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ break;
+ }
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
+}
+
+void SplashAcid(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element != EL_ACID_SPLASH_LEFT &&
+ element != EL_ACID_SPLASH_RIGHT)
+ {
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
+
+ if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
+ (!IN_LEV_FIELD(x-1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
+ Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
+
+ if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
+ (!IN_LEV_FIELD(x+1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
+ Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
+ }
+}
+
+static void InitBeltMovement()
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+
+ int x, y, i, j;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i = 0; i < 4; i++)
+ {
+ int belt_nr = i;
+
+ for (j = 0; j < 3; j++)
+ {
+ int element = belt_base_active_element[belt_nr] + j;
+ int graphic = el2img(element);
+
+ if (game.belt_dir[i] == MV_LEFT)
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+ }
+
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ for (i = 0; i < 4; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
+ }
+ }
+ }
+}
+
+static void ToggleBeltSwitch(int x, int y)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT,
+ EL_CONVEYOR_BELT_2_LEFT,
+ EL_CONVEYOR_BELT_3_LEFT,
+ EL_CONVEYOR_BELT_4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+ static int belt_base_switch_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT_4_SWITCH_LEFT
+ };
+ static int belt_move_dir[4] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT,
+ MV_NO_MOVING,
+ };
+
+ int element = Feld[x][y];
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
+ int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+ int belt_dir = belt_move_dir[belt_dir_nr];
+ int xx, yy, i;
+
+ if (!IS_BELT_SWITCH(element))
+ return;
+
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ game.belt_dir[belt_nr] = belt_dir;
+
+ if (belt_dir_nr == 3)
+ belt_dir_nr = 1;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i = 0; i < 3; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic = el2img(element);
+
+ if (belt_dir == MV_LEFT)
+ graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+
+ for (yy = 0; yy < lev_fieldy; yy++)
+ {
+ for (xx = 0; xx < lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (IS_BELT_SWITCH(element))
+ {
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+ }
+}
+
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.switchgate_pos = !game.switchgate_pos;
+
+ for (yy = 0; yy < lev_fieldy; yy++)
+ {
+ for (xx = 0; xx < lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+#if 1
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+#else
+ PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
+#endif
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+#if 1
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+#else
+ PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
+#endif
+ }
+ }
+ }
+}
+
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+ element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+ element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
+}
+
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+ int x, y;
+
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_LIGHT_SWITCH &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+ DrawLevelField(x, y);
+ }
+ }
+ }
+}
+
+static void ToggleLightSwitch(int x, int y)
+{
+ int element = Feld[x][y];
+
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH ?
+ level.time_light * FRAMES_PER_SECOND : 0);
+
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ for (yy = 0; yy < lev_fieldy; yy++)
+ {
+ for (xx = 0; xx < lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+ DrawLevelField(xx, yy);
+ }
+ */
+
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+}
+
+inline static int getElementMoveStepsize(int x, int y)
+{
+ int element = Feld[x][y];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int horiz_move = (dx != 0);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
+
+ /* special values for move stepsize for spring and things on conveyor belt */
+ if (horiz_move)
+ {
+ if (CAN_FALL(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ }
+
+ return step;
+}
+
+void Impact(int x, int y)
+{
+ boolean lastline = (y == lev_fieldy-1);
+ boolean object_hit = FALSE;
+ boolean impact = (lastline || object_hit);
+ int element = Feld[x][y];
+ int smashed = EL_UNDEFINED;
+
+ if (!lastline) /* check if element below was hit */
+ {
+ if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+ return;
+
+ object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+ MovDir[x][y + 1] != MV_DOWN ||
+ MovPos[x][y + 1] <= TILEY / 2));
+
+ /* do not smash moving elements that left the smashed field in time */
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+ object_hit = FALSE;
+
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x, y + 1);
+
+ impact = (lastline || object_hit);
+ }
+
+ if (!lastline && smashed == EL_ACID) /* element falls into acid */
+ {
+ SplashAcid(x, y);
+ return;
+ }
+
+ /* only reset graphic animation if graphic really changes after impact */
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+
+ if (impact && CAN_EXPLODE_IMPACT(element))
+ {
+ Bang(x, y);
+ return;
+ }
+ else if (impact && element == EL_PEARL)
+ {
+ Feld[x][y] = EL_PEARL_BREAKING;
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+ {
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+
+ return;
+ }
+
+ if (impact && element == EL_AMOEBA_DROP)
+ {
+ if (object_hit && IS_PLAYER(x, y + 1))
+ KillHeroUnlessProtected(x, y + 1);
+ else if (object_hit && smashed == EL_PENGUIN)
+ Bang(x, y + 1);
+ else
+ {
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
+
+ ResetRandomAnimationValue(x, y);
+ }
+ return;
+ }
+
+ if (object_hit) /* check which object was hit */
+ {
+ if (CAN_PASS_MAGIC_WALL(element) &&
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL))
+ {
+ int xx, yy;
+ int activated_magic_wall =
+ (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+ EL_BD_MAGIC_WALL_ACTIVE);
+
+ /* activate magic wall / mill */
+ for (yy = 0; yy < lev_fieldy; yy++)
+ for (xx = 0; xx < lev_fieldx; xx++)
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
+
+ game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+ game.magic_wall_active = TRUE;
+
+ PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
+ SND_MAGIC_WALL_ACTIVATING :
+ SND_BD_MAGIC_WALL_ACTIVATING));
+ }
+
+ if (IS_PLAYER(x, y + 1))
+ {
+ if (CAN_SMASH_PLAYER(element))
+ {
+ KillHeroUnlessProtected(x, y + 1);
+ return;
+ }
+ }
+ else if (smashed == EL_PENGUIN)
+ {
+ if (CAN_SMASH_PLAYER(element))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ }
+ else if (element == EL_BD_DIAMOND)
+ {
+ if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ }
+ else if ((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+#if 0
+ else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+#endif
+ else if (CAN_SMASH_EVERYTHING(element))
+ {
+ if (IS_CLASSIC_ENEMY(smashed) ||
+ CAN_EXPLODE_SMASHED(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+ {
+ if (smashed == EL_LAMP ||
+ smashed == EL_LAMP_ACTIVE)
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ else if (smashed == EL_NUT)
+ {
+ Feld[x][y + 1] = EL_NUT_BREAKING;
+ PlayLevelSound(x, y, SND_NUT_BREAKING);
+ RaiseScoreElement(EL_NUT);
+ return;
+ }
+ else if (smashed == EL_PEARL)
+ {
+ Feld[x][y + 1] = EL_PEARL_BREAKING;
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (smashed == EL_DIAMOND)
+ {
+ Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+ PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
+ return;
+ }
+ else if (IS_BELT_SWITCH(smashed))
+ {
+ ToggleBeltSwitch(x, y + 1);
+ }
+ else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+ smashed == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y + 1);
+ }
+ else if (smashed == EL_LIGHT_SWITCH ||
+ smashed == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y + 1);
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+
+ CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+ CE_OTHER_IS_SWITCHING);
+ CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+ CE_SWITCHED, -1);
+ }
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ }
+ }
+ }
+
+ /* play sound of magic wall / mill */
+ if (!lastline &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+ {
+ if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+
+ return;
+ }
+
+ /* play sound of object that hits the ground */
+ if (lastline || object_hit)
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+}
+
+inline static void TurnRoundExt(int x, int y)
+{
+ static struct
+ {
+ int x, y;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
+ static struct
+ {
+ int left, right, back;
+ } turn[] =
+ {
+ { 0, 0, 0 },
+ { MV_DOWN, MV_UP, MV_RIGHT },
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
+ };
+
+ int element = Feld[x][y];
+ int move_pattern = element_info[element].move_pattern;
+
+ int old_move_dir = MovDir[x][y];
+ int left_dir = turn[old_move_dir].left;
+ int right_dir = turn[old_move_dir].right;
+ int back_dir = turn[old_move_dir].back;
+
+ int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
+ int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
+ int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
+ int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+
+ int left_x = x + left_dx, left_y = y + left_dy;
+ int right_x = x + right_dx, right_y = y + right_dy;
+ int move_x = x + move_dx, move_y = y + move_dy;
+
+ int xx, yy;
+
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
+ MovDir[x][y] = left_dir;
+
+ if (element == EL_BUG && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if ((element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON)
+ && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_YAMYAM)
+ {
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
+
+ MovDelay[x][y] = 16 + 16 * RND(3);
+ }
+ else if (element == EL_DARK_YAMYAM)
+ {
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
+
+ MovDelay[x][y] = 16 + 16 * RND(3);
+ }
+ else if (element == EL_PACMAN)
+ {
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
+
+ MovDelay[x][y] = 6 + RND(40);
+ }
+ else if (element == EL_PIG)
+ {
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
+ boolean should_turn_left, should_turn_right, should_move_on;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ should_turn_left = (can_turn_left &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+ y + back_dy + left_dy)));
+ should_turn_right = (can_turn_right &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+ y + back_dy + right_dy)));
+ should_move_on = (can_move_on &&
+ (!can_turn_left ||
+ !can_turn_right ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+ y + move_dy + left_dy) ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+ y + move_dy + right_dy)));
+
+ if (should_turn_left || should_turn_right || should_move_on)
+ {
+ if (should_turn_left && should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
+ rnd < 2 * rnd_value / 3 ? right_dir :
+ old_move_dir);
+ else if (should_turn_left && should_turn_right)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (should_turn_left && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
+ else if (should_turn_right && should_move_on)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
+ else if (should_turn_left)
+ MovDir[x][y] = left_dir;
+ else if (should_turn_right)
+ MovDir[x][y] = right_dir;
+ else if (should_move_on)
+ MovDir[x][y] = old_move_dir;
+ }
+ else if (can_move_on && rnd > rnd_value / 8)
+ MovDir[x][y] = old_move_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
+ MovDir[x][y] = left_dir;
+ else if (can_turn_right && rnd > rnd_value/8)
+ MovDir[x][y] = right_dir;
+ else
+ MovDir[x][y] = back_dir;
+
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_DRAGON)
+ {
+ boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
+ boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
+ boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
+ if (can_move_on && rnd > rnd_value / 8)
+ MovDir[x][y] = old_move_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
+ MovDir[x][y] = left_dir;
+ else if (can_turn_right && rnd > rnd_value / 8)
+ MovDir[x][y] = right_dir;
+ else
+ MovDir[x][y] = back_dir;
+
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+ xx, yy, Feld[xx][yy],
+ FrameCounter);
+#endif
+
+#if 1
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
+#else
+ if (!IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_MOLE)
+ {
+ boolean can_move_on =
+ (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+ IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
+ if (!can_move_on)
+ {
+ boolean can_turn_left =
+ (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+ IS_AMOEBOID(Feld[left_x][left_y])));
+
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+ IS_AMOEBOID(Feld[right_x][right_y])));
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = left_dir;
+ else
+ MovDir[x][y] = right_dir;
+ }
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_BALLOON)
+ {
+ MovDir[x][y] = game.balloon_dir;
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_SPRING)
+ {
+ if (MovDir[x][y] & MV_HORIZONTAL &&
+ (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
+ IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
+ MovDir[x][y] = MV_NO_MOVING;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN)
+ {
+ int attr_x = -1, attr_y = -1;
+
+ if (AllPlayersGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+ {
+ attr_x = ZX;
+ attr_y = ZY;
+ }
+
+ if (element == EL_PENGUIN)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ int ex = x + xy[i % 4][0];
+ int ey = y + xy[i % 4][1];
+
+ if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x < x)
+ MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+
+ if (element == EL_ROBOT)
+ {
+ int newx, newy;
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+ MovDelay[x][y] = 8 + 8 * !RND(3);
+ else
+ MovDelay[x][y] = 16;
+ }
+ else if (element == EL_PENGUIN)
+ {
+ int newx, newy;
+
+ MovDelay[x][y] = 1;
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else /* (element == EL_SATELLITE) */
+ {
+ int newx, newy;
+
+ MovDelay[x][y] = 1;
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ }
+ else if (move_pattern == MV_ALL_DIRECTIONS ||
+ move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT)
+ {
+ boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+
+ if (move_pattern == MV_TURNING_LEFT)
+ MovDir[x][y] = left_dir;
+ else if (move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = right_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_HORIZONTAL ||
+ move_pattern == MV_VERTICAL)
+ {
+ if (move_pattern & old_move_dir)
+ MovDir[x][y] = back_dir;
+ else if (move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern & MV_ANY_DIRECTION)
+ {
+ MovDir[x][y] = move_pattern;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_ALONG_LEFT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_ALONG_RIGHT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = left_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_TOWARDS_PLAYER ||
+ move_pattern == MV_AWAY_FROM_PLAYER)
+ {
+ int attr_x = -1, attr_y = -1;
+ int newx, newy;
+ boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+
+ if (AllPlayersGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x < x)
+ MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ }
+ }
+ else if (move_pattern == MV_WHEN_PUSHED)
+ {
+ if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+ MovDir[x][y] = MV_NO_MOVING;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE ||
+ element == EL_MAZE_RUNNER)
+ {
+ static int test_xy[7][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 },
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ };
+ static int test_dir[7] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN,
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ };
+ boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+ int move_preference = -1000000; /* start with very low preference */
+ int new_move_dir = MV_NO_MOVING;
+ int start_test = RND(4);
+ int i;
+
+ for (i = 0; i < 4; i++)
+ {
+ int move_dir = test_dir[start_test + i];
+ int move_dir_preference;
+
+ xx = x + test_xy[start_test + i][0];
+ yy = y + test_xy[start_test + i][1];
+
+ if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+ (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+ {
+ new_move_dir = move_dir;
+
+ break;
+ }
+
+ if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy))
+ continue;
+
+ move_dir_preference = -1 * RunnerVisit[xx][yy];
+ if (hunter_mode && PlayerVisit[xx][yy] > 0)
+ move_dir_preference = PlayerVisit[xx][yy];
+
+ if (move_dir_preference > move_preference)
+ {
+ /* prefer field that has not been visited for the longest time */
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
+ else if (move_dir_preference == move_preference &&
+ move_dir == old_move_dir)
+ {
+ /* prefer last direction when all directions are preferred equally */
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
+ }
+
+ MovDir[x][y] = new_move_dir;
+ if (old_move_dir != new_move_dir)
+ MovDelay[x][y] = 9;
+ }
+}
+
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+
+#if 0
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ TurnRoundExt(x, y);
+
+#if 1
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+#if 1
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_WAITING;
+#endif
+}
+
+static boolean JustBeingPushed(int x, int y)
+{
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && player->is_pushing && player->MovPos)
+ {
+ int next_jx = player->jx + (player->jx - player->last_jx);
+ int next_jy = player->jy + (player->jy - player->last_jy);
+
+ if (x == next_jx && y == next_jy)
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+void StartMoving(int x, int y)
+{
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+ boolean started_moving = FALSE; /* some elements can fall _and_ move */
+ int element = Feld[x][y];
+
+ if (Stop[x][y])
+ return;
+
+#if 1
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+#else
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ GfxAction[x][y] = ACTION_DEFAULT;
+#endif
+
+ if (CAN_FALL(element) && y < lev_fieldy - 1)
+ {
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
+ if (JustBeingPushed(x, y))
+ return;
+
+ if (element == EL_QUICKSAND_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Store[x][y] = EL_ROCK;
+#if 1
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+#else
+ PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
+#endif
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+#if 1
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+ PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
+ }
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
+#if 1
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+ PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
+ }
+ else if (element == EL_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED(Store[x][y]);
+ }
+ else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY/4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (element == EL_BD_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED2(Store[x][y]);
+ }
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY/4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (CAN_PASS_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] =
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ EL_BD_MAGIC_WALL_FILLING);
+ Store[x][y] = element;
+ }
+#if 0
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
+#else
+ else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+#endif
+ {
+ SplashAcid(x, y);
+
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Store[x][y] = EL_ACID;
+#if 0
+ /* !!! TEST !!! better use "_FALLING" etc. !!! */
+ GfxAction[x][y + 1] = ACTION_ACTIVE;
+#endif
+ }
+#if 1
+ else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[x][y + 1] == EL_BLOCKED)) ||
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+ CAN_SMASH(element) && WasJustFalling[x][y] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
+
+#else
+#if 1
+ else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+ WasJustMoving[x][y] && !Pushed[x][y + 1])
+#else
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+ WasJustMoving[x][y])
+#endif
+#endif
+
+ {
+ /* this is needed for a special case not covered by calling "Impact()"
+ from "ContinueMoving()": if an element moves to a tile directly below
+ another element which was just falling on that tile (which was empty
+ in the previous frame), the falling element above would just stop
+ instead of smashing the element below (in previous version, the above
+ element was just checked for "moving" instead of "falling", resulting
+ in incorrect smashes caused by horizontal movement of the above
+ element; also, the case of the player being the element to smash was
+ simply not covered here... :-/ ) */
+
+ Impact(x, y);
+ }
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NO_MOVING)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
+ {
+ if (WasJustFalling[x][y]) /* prevent animation from being restarted */
+ MovDir[x][y] = MV_DOWN;
+
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ else if (element == EL_AMOEBA_DROP)
+ {
+ Feld[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ /* Store[x][y + 1] must be zero, because:
+ (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
+ */
+#if 0
+#if OLD_GAME_BEHAVIOUR
+ else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
+#else
+ else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
+ element != EL_DX_SUPABOMB)
+#endif
+#else
+ else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+ (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
+ element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+#endif
+ {
+ boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
+ (IS_FREE(x - 1, y + 1) ||
+ Feld[x - 1][y + 1] == EL_ACID));
+ boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+ (IS_FREE(x + 1, y + 1) ||
+ Feld[x + 1][y + 1] == EL_ACID));
+ boolean can_fall_any = (can_fall_left || can_fall_right);
+ boolean can_fall_both = (can_fall_left && can_fall_right);
+
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+ if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = (can_fall_left && can_fall_right);
+ }
+
+ if (can_fall_any)
+ {
+ if (can_fall_both &&
+ (game.emulation != EMU_BOULDERDASH &&
+ element != EL_BD_ROCK && element != EL_BD_DIAMOND))
+ can_fall_left = !(can_fall_right = RND(2));
+
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+ {
+ boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
+ boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if ((belt_dir == MV_LEFT && left_is_free) ||
+ (belt_dir == MV_RIGHT && right_is_free))
+ {
+ InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
+
+ GfxAction[x][y] = ACTION_DEFAULT;
+ }
+ }
+ }
+
+ /* not "else if" because of elements that can fall and move (EL_SPRING) */
+ if (CAN_MOVE(element) && !started_moving)
+ {
+ int move_pattern = element_info[element].move_pattern;
+ int newx, newy;
+
+#if 1
+ if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+ return;
+#else
+ if ((element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ element == EL_SPRING)
+ && JustBeingPushed(x, y))
+ return;
+#endif
+
+#if 0
+#if 0
+ if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+ Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+#else
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] == EL_BLOCKED)
+ Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
+ }
+#endif
+#endif
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
+ if (!MovDelay[x][y]) /* start new movement phase */
+ {
+ /* all objects that can change their move direction after each step
+ (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+
+ if (element != EL_YAMYAM &&
+ element != EL_DARK_YAMYAM &&
+ element != EL_PACMAN &&
+ !(move_pattern & MV_ANY_DIRECTION) &&
+ move_pattern != MV_TURNING_LEFT &&
+ move_pattern != MV_TURNING_RIGHT)
+ {
+ TurnRound(x, y);
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
+ if (MovDelay[x][y] && (element == EL_BUG ||
+ element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON ||
+ element == EL_MOLE))
+ DrawLevelField(x, y);
+ }
+ }
+
+ if (MovDelay[x][y]) /* wait some time before next movement */
+ {
+ MovDelay[x][y]--;
+
+#if 0
+ if (element == EL_YAMYAM)
+ {
+ printf("::: %d\n",
+ el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+ DrawLevelElementAnimation(x, y, element);
+ }
+#endif
+
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+#if 0
+ /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+ ResetGfxAnimation(x, y);
+#endif
+
+#if 0
+ if (GfxAction[x][y] != ACTION_WAITING)
+ printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
+ GfxAction[x][y] = ACTION_WAITING;
+#endif
+ }
+
+ if (element == EL_ROBOT ||
+#if 0
+ element == EL_PACMAN ||
+#endif
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
+ {
+#if 0
+ DrawLevelElementAnimation(x, y, element);
+#else
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
+ }
+ else if (element == EL_SP_ELECTRON)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_DRAGON)
+ {
+ int i;
+ int dir = MovDir[x][y];
+ int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+ int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
+ int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
+ dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
+ dir == MV_UP ? IMG_FLAMES_1_UP :
+ dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+ printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+ GfxAction[x][y] = ACTION_ATTACKING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+
+ for (i = 1; i <= 3; i++)
+ {
+ int xx = x + i * dx;
+ int yy = y + i * dy;
+ int sx = SCREENX(xx);
+ int sy = SCREENY(yy);
+ int flame_graphic = graphic + (i - 1);
+
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+ break;
+
+ if (MovDelay[x][y])
+ {
+ int flamed = MovingOrBlocked2Element(xx, yy);
+
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
+ Bang(xx, yy);
+ else
+ RemoveMovingField(xx, yy);
+
+ Feld[xx][yy] = EL_FLAMES;
+ if (IN_SCR_FIELD(sx, sy))
+ {
+ DrawLevelFieldCrumbledSand(xx, yy);
+ DrawGraphic(sx, sy, flame_graphic, frame);
+ }
+ }
+ else
+ {
+ if (Feld[xx][yy] == EL_FLAMES)
+ Feld[xx][yy] = EL_EMPTY;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
+
+ return;
+ }
+
+#if 0
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
+#endif
+ }
+
+ /* now make next step */
+
+ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+
+ if (DONT_COLLIDE_WITH(element) &&
+ IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+ !PLAYER_PROTECTED(newx, newy))
+ {
+#if 1
+ TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ return;
+#else
+ /* player killed by element which is deadly when colliding with */
+ MovDir[x][y] = 0;
+ KillHero(PLAYERINFO(newx, newy));
+ return;
+#endif
+
+ }
+ else if ((element == EL_PENGUIN ||
+ element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ IS_CUSTOM_ELEMENT(element)) &&
+ IN_LEV_FIELD(newx, newy) &&
+ MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+ {
+ SplashAcid(x, y);
+ Store[x][y] = EL_ACID;
+ }
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+ {
+ if (Feld[newx][newy] == EL_EXIT_OPEN)
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+
+ PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
+ if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+
+ local_player->friends_still_needed--;
+ if (!local_player->friends_still_needed &&
+ !local_player->GameOver && AllPlayersGone)
+ local_player->LevelSolved = local_player->GameOver = TRUE;
+
+ return;
+ }
+ else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
+ {
+ if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+ DrawLevelField(newx, newy);
+ else
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ GfxAction[x][y] = ACTION_WAITING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+ return;
+ }
+ }
+ else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+ {
+ if (IS_FOOD_PIG(Feld[newx][newy]))
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlayLevelSound(x, y, SND_PIG_DIGGING);
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+ return;
+ }
+ }
+ else if ((move_pattern & MV_MAZE_RUNNER_STYLE ||
+ element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy))
+ {
+ if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+#if 0
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+#endif
+ return;
+ }
+
+ RunnerVisit[x][y] = FrameCounter;
+ PlayerVisit[x][y] /= 8; /* expire player visit path */
+ }
+ else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
+ {
+ if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ return;
+ }
+ else
+ {
+ boolean wanna_flame = !RND(10);
+ int dx = newx - x, dy = newy - y;
+ int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+ int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
+ int element1 = (IN_LEV_FIELD(newx1, newy1) ?
+ MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
+ int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+ MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+
+ if ((wanna_flame ||
+ IS_CLASSIC_ENEMY(element1) ||
+ IS_CLASSIC_ENEMY(element2)) &&
+ element1 != EL_DRAGON && element2 != EL_DRAGON &&
+ element1 != EL_FLAMES && element2 != EL_FLAMES)
+ {
+#if 1
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_ATTACKING;
+#endif
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+
+ MovDelay[x][y] = 50;
+
+ Feld[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+ Feld[newx1][newy1] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+ Feld[newx2][newy2] = EL_FLAMES;
+
+ return;
+ }
+ }
+ }
+ else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ Feld[newx][newy] == EL_DIAMOND)
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
+ }
+ else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+ {
+ if (AmoebaNr[newx][newy])
+ {
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ }
+
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+ }
+ else if ((element == EL_PACMAN || element == EL_MOLE)
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
+ {
+ if (AmoebaNr[newx][newy])
+ {
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ }
+
+ if (element == EL_MOLE)
+ {
+ Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+ PlayLevelSound(x, y, SND_MOLE_DIGGING);
+
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ DrawLevelField(x, y);
+
+ MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ return; /* wait for shrinking amoeba */
+ }
+ else /* element == EL_PACMAN */
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ PlayLevelSound(x, y, SND_PACMAN_DIGGING);
+ }
+ }
+ else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+ (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+ (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+ {
+ /* wait for shrinking amoeba to completely disappear */
+ return;
+ }
+ else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+ {
+ /* object was running against a wall */
+
+ TurnRound(x, y);
+
+#if 1
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
+#else
+ if (element == EL_BUG ||
+ element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK)
+ DrawLevelField(x, y);
+ else if (element == EL_MOLE)
+ DrawLevelField(x, y);
+ else if (element == EL_BD_BUTTERFLY ||
+ element == EL_BD_FIREFLY)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_SATELLITE)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ else if (element == EL_SP_ELECTRON)
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
+
+ if (DONT_TOUCH(element))
+ TestIfBadThingTouchesHero(x, y);
+
+#if 0
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
+#endif
+
+ return;
+ }
+
+ InitMovingField(x, y, MovDir[x][y]);
+
+ PlayLevelSoundAction(x, y, ACTION_MOVING);
+ }
+
+ if (MovDir[x][y])
+ ContinueMoving(x, y);
+}
+
+void ContinueMoving(int x, int y)
+{
+ int element = Feld[x][y];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int newx = x + dx, newy = y + dy;
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean pushed = Pushed[x][y];
+
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+
+ if (pushed) /* special case: moving object pushed by player */
+ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+
+ if (ABS(MovPos[x][y]) < TILEX)
+ {
+ DrawLevelField(x, y);
+
+ return; /* element is still moving */
+ }
+
+ /* element reached destination field */
+
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+
+ if (element == EL_MOLE)
+ {
+ Feld[x][y] = EL_SAND;
+
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ else if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_AMOEBA_DROPPING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_SOKOBAN_OBJECT)
+ {
+ if (Back[x][y])
+ Feld[x][y] = Back[x][y];
+
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+ Back[x][y] = Back[newx][newy] = 0;
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+
+ Store[x][y] = 0;
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
+
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ ChangePage[newx][newy] = ChangePage[x][y];
+ Changed[newx][newy] = Changed[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
+
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+
+#if 0
+ /* 2.1.1 (does not work correctly for spring) */
+ if (!CAN_MOVE(element))
+ MovDir[newx][newy] = 0;
+#else
+
+#if 0
+ /* (does not work for falling objects that slide horizontally) */
+ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+ MovDir[newx][newy] = 0;
+#else
+ /*
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
+
+#endif
+#endif
+
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
+
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
+ /* prevent pushed element from moving on in pushed direction */
+ if (pushed && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
+
+ if (!pushed) /* special case: moving object pushed by player */
+ {
+ WasJustMoving[newx][newy] = 3;
+
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = 3;
+ }
+
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ {
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
+
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ Impact(x, newy);
+
+#if 1
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ {
+ /* !!! fix side (direction) orientation here and elsewhere !!! */
+ CheckElementSideChange(newx, newy, Feld[newx][newy],
+ direction, CE_COLLISION_ACTIVE, -1);
+
+#if 0
+ if (IN_LEV_FIELD(nextx, nexty))
+ {
+ static int opposite_directions[] =
+ {
+ MV_RIGHT,
+ MV_LEFT,
+ MV_DOWN,
+ MV_UP
+ };
+ int move_dir_bit = MV_DIR_BIT(direction);
+ int opposite_direction = opposite_directions[move_dir_bit];
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ int hitting_element = Feld[newx][newy];
+ int touched_element = MovingOrBlocked2Element(nextx, nexty);
+ boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+ MovDir[nextx][nexty] != direction ||
+ ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+ if (object_hit)
+ {
+ int i;
+
+ CheckElementSideChange(nextx, nexty, Feld[nextx][nexty],
+ opposite_direction, CE_COLLISION_PASSIVE, -1);
+
+ if (IS_CUSTOM_ELEMENT(hitting_element) &&
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE))
+ {
+ for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[hitting_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) &&
+ change->sides & touched_side &&
+ change->trigger_element == touched_element)
+ {
+ CheckElementSideChange(newx, newy, hitting_element,
+ CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i);
+ break;
+ }
+ }
+ }
+
+ if (IS_CUSTOM_ELEMENT(touched_element) &&
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE))
+ {
+ for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[touched_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) &&
+ change->sides & hitting_side &&
+ change->trigger_element == hitting_element)
+ {
+ CheckElementSideChange(nextx, nexty, touched_element,
+ CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i);
+ break;
+ }
+ }
+ }
+ }
+ }
+#endif
+ }
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
+}
+
+int AmoebeNachbarNr(int ax, int ay)
+{
+ int i;
+ int element = Feld[ax][ay];
+ int group_nr = 0;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ int x = ax + xy[i][0];
+ int y = ay + xy[i][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+ group_nr = AmoebaNr[x][y];
+ }
+
+ return group_nr;
+}
+
+void AmoebenVereinigen(int ax, int ay)
+{
+ int i, x, y, xx, yy;
+ int new_group_nr = AmoebaNr[ax][ay];
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (new_group_nr == 0)
+ return;
+
+ for (i = 0; i < 4; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if ((Feld[x][y] == EL_AMOEBA_FULL ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_DEAD) &&
+ AmoebaNr[x][y] != new_group_nr)
+ {
+ int old_group_nr = AmoebaNr[x][y];
+
+ if (old_group_nr == 0)
+ return;
+
+ AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+ AmoebaCnt[old_group_nr] = 0;
+ AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+ AmoebaCnt2[old_group_nr] = 0;
+
+ for (yy = 0; yy < lev_fieldy; yy++)
+ {
+ for (xx = 0; xx < lev_fieldx; xx++)
+ {
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
+ }
+ }
+ }
+ }
+}
+
+void AmoebeUmwandeln(int ax, int ay)
+{
+ int i, x, y;
+
+ if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+ {
+ int group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandeln(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+ }
+ }
+ }
+ PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(ax, ay);
+ }
+ else
+ {
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+ {
+ PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(x, y);
+ }
+ }
+ }
+}
+
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+{
+ int x, y;
+ int group_nr = AmoebaNr[ax][ay];
+ boolean done = FALSE;
+
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ if (AmoebaNr[x][y] == group_nr &&
+ (Feld[x][y] == EL_AMOEBA_DEAD ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_GROWING))
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = new_element;
+ InitField(x, y, FALSE);
+ DrawLevelField(x, y);
+ done = TRUE;
+ }
+ }
+ }
+
+ if (done)
+ PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
+
+ if (!MovDelay[x][y]) /* start new growing cycle */
+ {
+ MovDelay[x][y] = 7;
+
+ if (DelayReached(&sound_delay, sound_delay_value))
+ {
+#if 1
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+#else
+ if (Store[x][y] == EL_BD_AMOEBA)
+ PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
+ else
+ PlayLevelSound(x, y, SND_AMOEBA_GROWING);
+#endif
+ sound_delay_value = 30;
+ }
+ }
+
+ if (MovDelay[x][y]) /* wait some time before growing bigger */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+ }
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void AmoebaDisappearing(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
+
+ if (!MovDelay[x][y]) /* start new shrinking cycle */
+ {
+ MovDelay[x][y] = 7;
+
+ if (DelayReached(&sound_delay, sound_delay_value))
+ sound_delay_value = 30;
+ }
+
+ if (MovDelay[x][y]) /* wait some time before shrinking */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ }
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+
+ /* don't let mole enter this field in this cycle;
+ (give priority to objects falling to this field from above) */
+ Stop[x][y] = TRUE;
+ }
+ }
+}
+
+void AmoebeAbleger(int ax, int ay)
+{
+ int i;
+ int element = Feld[ax][ay];
+ int graphic = el2img(element);
+ int newax = ax, neway = ay;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (!level.amoeba_speed)
+ {
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ DrawLevelField(ax, ay);
+ return;
+ }
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+ if (!MovDelay[ax][ay]) /* start making new amoeba field */
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+
+ if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
+ {
+ int start = RND(4);
+ int x = ax + xy[start][0];
+ int y = ay + xy[start][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ return;
+
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ }
+
+ if (newax == ax && neway == ay)
+ return;
+ }
+ else /* normal or "filled" (BD style) amoeba */
+ {
+ int start = RND(4);
+ boolean waiting_for_player = FALSE;
+
+ for (i = 0; i < 4; i++)
+ {
+ int j = (start + i) % 4;
+ int x = ax + xy[j][0];
+ int y = ay + xy[j][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ break;
+ }
+ else if (IS_PLAYER(x, y))
+ waiting_for_player = TRUE;
+ }
+
+ if (newax == ax && neway == ay) /* amoeba cannot grow */
+ {
+ if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+ {
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ DrawLevelField(ax, ay);
+ AmoebaCnt[AmoebaNr[ax][ay]]--;
+
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
+ {
+ if (element == EL_AMOEBA_FULL)
+ AmoebeUmwandeln(ax, ay);
+ else if (element == EL_BD_AMOEBA)
+ AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+ }
+ }
+ return;
+ }
+ else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+ {
+ /* amoeba gets larger by growing in some direction */
+
+ int new_group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+ if (new_group_nr == 0)
+ {
+ printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+ printf("AmoebeAbleger(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ AmoebaNr[newax][neway] = new_group_nr;
+ AmoebaCnt[new_group_nr]++;
+ AmoebaCnt2[new_group_nr]++;
+
+ /* if amoeba touches other amoeba(s) after growing, unify them */
+ AmoebenVereinigen(newax, neway);
+
+ if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+ {
+ AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+ return;
+ }
+ }
+ }
+
+ if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+ (neway == lev_fieldy - 1 && newax != ax))
+ {
+ Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
+ Store[newax][neway] = element;
+ }
+ else if (neway == ay)
+ {
+ Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+#if 1
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+#else
+ PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
+#endif
+ }
+ else
+ {
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
+ Feld[ax][ay] = EL_AMOEBA_DROPPING;
+ Store[ax][ay] = EL_AMOEBA_DROP;
+ ContinueMoving(ax, ay);
+ return;
+ }
+
+ DrawLevelField(newax, neway);
+}
+
+void Life(int ax, int ay)
+{
+ int x1, y1, x2, y2;
+ static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
+ int life_time = 40;
+ int element = Feld[ax][ay];
+ int graphic = el2img(element);
+ boolean changed = FALSE;
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+ if (Stop[ax][ay])
+ return;
+
+ if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
+ MovDelay[ax][ay] = life_time;
+
+ if (MovDelay[ax][ay]) /* wait some time before next cycle */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
+ {
+ int xx = ax+x1, yy = ay+y1;
+ int nachbarn = 0;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+ {
+ int x = xx+x2, y = yy+y2;
+
+ if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+ continue;
+
+ if (((Feld[x][y] == element ||
+ (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
+ !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]))
+ nachbarn++;
+ }
+
+ if (xx == ax && yy == ay) /* field in the middle */
+ {
+ if (nachbarn < life[0] || nachbarn > life[1])
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
+ { /* free border field */
+ if (nachbarn >= life[2] && nachbarn <= life[3])
+ {
+ Feld[xx][yy] = element;
+ MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ }
+
+ if (changed)
+ PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ SND_GAME_OF_LIFE_GROWING);
+}
+
+static void InitRobotWheel(int x, int y)
+{
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+
+static void RunRobotWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
+
+static void StopRobotWheel(int x, int y)
+{
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
+static void InitTimegateWheel(int x, int y)
+{
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+
+static void RunTimegateWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
+
+void CheckExit(int x, int y)
+{
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+}
+
+void CheckExitSP(int x, int y)
+{
+ if (local_player->gems_still_needed > 0)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_SP_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+}
+
+static void CloseAllOpenTimegates()
+{
+ int x, y;
+
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+#if 1
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
+#else
+ PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
+#endif
+ }
+ }
+ }
+}
+
+void EdelsteinFunkeln(int x, int y)
+{
+ if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+ return;
+
+ if (Feld[x][y] == EL_BD_DIAMOND)
+ return;
+
+ if (MovDelay[x][y] == 0) /* next animation frame */
+ MovDelay[x][y] = 11 * !SimpleRND(500);
+
+ if (MovDelay[x][y] != 0) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+
+ if (setup.direct_draw && MovDelay[x][y])
+ SetDrawtoField(DRAW_BUFFERED);
+
+ DrawLevelElementAnimation(x, y, Feld[x][y]);
+
+ if (MovDelay[x][y] != 0)
+ {
+ int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+ 10 - MovDelay[x][y]);
+
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+
+ if (setup.direct_draw)
+ {
+ int dest_x, dest_y;
+
+ dest_x = FX + SCREENX(x) * TILEX;
+ dest_y = FY + SCREENY(y) * TILEY;
+
+ BlitBitmap(drawto_field, window,
+ dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+ SetDrawtoField(DRAW_DIRECT);
+ }
+ }
+ }
+}
+
+void MauerWaechst(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 3 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+ int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+
+ if (!MovDelay[x][y])
+ {
+ if (MovDir[x][y] == MV_LEFT)
+ {
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+ DrawLevelField(x - 1, y);
+ }
+ else if (MovDir[x][y] == MV_RIGHT)
+ {
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+ DrawLevelField(x + 1, y);
+ }
+ else if (MovDir[x][y] == MV_UP)
+ {
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+ DrawLevelField(x, y - 1);
+ }
+ else
+ {
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+ DrawLevelField(x, y + 1);
+ }
+
+ Feld[x][y] = Store[x][y];
+ Store[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void MauerAbleger(int ax, int ay)
+{
+ int element = Feld[ax][ay];
+ int graphic = el2img(element);
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean new_wall = FALSE;
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+ if (!MovDelay[ax][ay]) /* start building new wall */
+ MovDelay[ax][ay] = 6;
+
+ if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+ unten_frei = TRUE;
+ if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+ links_frei = TRUE;
+ if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+ rechts_frei = TRUE;
+
+ if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY)
+ {
+ if (oben_frei)
+ {
+ Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax][ay-1] = element;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+ new_wall = TRUE;
+ }
+ if (unten_frei)
+ {
+ Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax][ay+1] = element;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
+ new_wall = TRUE;
+ }
+ }
+
+ if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_EXPANDABLE_WALL)
+ {
+ if (links_frei)
+ {
+ Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax-1][ay] = element;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
+ new_wall = TRUE;
+ }
+
+ if (rechts_frei)
+ {
+ Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+ Store[ax+1][ay] = element;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
+ new_wall = TRUE;
+ }
+ }
+
+ if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+ DrawLevelField(ax, ay);
+
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+ rechts_massiv = TRUE;
+
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_EXPANDABLE_WALL_VERTICAL))
+ Feld[ax][ay] = EL_WALL;
+
+ if (new_wall)
+#if 1
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+#else
+ PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#endif
+}
+
+void CheckForDragon(int x, int y)
+{
+ int i, j;
+ boolean dragon_found = FALSE;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < 4; j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) &&
+ (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
+ {
+ if (Feld[xx][yy] == EL_DRAGON)
+ dragon_found = TRUE;
+ }
+ else
+ break;
+ }
+ }
+
+ if (!dragon_found)
+ {
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < 3; j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ DrawLevelField(xx, yy);
+ }
+ else
+ break;
+ }
+ }
+ }
+}
+
+static void InitBuggyBase(int x, int y)
+{
+ int element = Feld[x][y];
+ int activating_delay = FRAMES_PER_SECOND / 4;
+
+ ChangeDelay[x][y] =
+ (element == EL_SP_BUGGY_BASE ?
+ 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVATING ?
+ activating_delay :
+ element == EL_SP_BUGGY_BASE_ACTIVE ?
+ 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
+
+static void WarnBuggyBase(int x, int y)
+{
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ int xx = x + xy[i][0], yy = y + xy[i][1];
+
+ if (IS_PLAYER(xx, yy))
+ {
+ PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+
+ break;
+ }
+ }
+}
+
+static void InitTrap(int x, int y)
+{
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
+
+static void ActivateTrap(int x, int y)
+{
+ PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
+
+static void ChangeActiveTrap(int x, int y)
+{
+ int graphic = IMG_TRAP_ACTIVE;
+
+ /* if new animation frame was drawn, correct crumbled sand border */
+ if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+ DrawLevelFieldCrumbledSand(x, y);
+}
+
+static void ChangeElementNowExt(int x, int y, int target_element)
+{
+ /* check if element under player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+ {
+ Bang(x, y);
+ return;
+ }
+
+ RemoveField(x, y);
+ Feld[x][y] = target_element;
+
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
+
+ DrawLevelField(x, y);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+
+ if (ELEM_IS_PLAYER(target_element))
+ RelocatePlayer(x, y, target_element);
+}
+
+static boolean ChangeElementNow(int x, int y, int element, int page)
+{
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
+
+ /* always use default change event to prevent running into a loop */
+ if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
+ ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+
+ /* do not change already changed elements with same change event */
+#if 0
+ if (Changed[x][y] & ChangeEvent[x][y])
+ return FALSE;
+#else
+ if (Changed[x][y])
+ return FALSE;
+#endif
+
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+
+ if (change->explode)
+ {
+ Bang(x, y);
+
+ return TRUE;
+ }
+
+ if (change->use_content)
+ {
+ boolean complete_change = TRUE;
+ boolean can_change[3][3];
+ int xx, yy;
+
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ {
+ boolean half_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int e;
+
+ can_change[xx][yy] = TRUE;
+
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
+
+ if (change->content[xx][yy] == EL_EMPTY_SPACE)
+ {
+ can_change[xx][yy] = FALSE; /* do not change empty borders */
+
+ continue;
+ }
+
+ if (!IN_LEV_FIELD(ex, ey))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+
+ continue;
+ }
+
+ e = Feld[ex][ey];
+
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
+
+ half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+
+ if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
+ (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
+ (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+ }
+ }
+
+ if (!change->only_complete || complete_change)
+ {
+ boolean something_has_changed = FALSE;
+
+ if (change->only_complete && change->use_random_change &&
+ RND(100) < change->random)
+ return FALSE;
+
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ {
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+
+ if (can_change[xx][yy] && (!change->use_random_change ||
+ RND(100) < change->random))
+ {
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ RemoveMovingField(ex, ey);
+
+ ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
+ ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+
+ something_has_changed = TRUE;
+
+ /* for symmetry reasons, freeze newly created border elements */
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ }
+ }
+
+ if (something_has_changed)
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ }
+ }
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
+
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ }
+
+ return TRUE;
+}
+
+static void ChangeElement(int x, int y, int page)
+{
+ int element = MovingOrBlocked2Element(x, y);
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+
+#if 0
+#ifdef DEBUG
+ if (!CAN_CHANGE(element))
+ {
+ printf("\n\n");
+ printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+ x, y, element, element_info[element].token_name);
+ printf("ChangeElement(): This should never happen!\n");
+ printf("\n\n");
+ }
+#endif
+#endif
+
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
+ {
+ ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
+ RND(change->delay_random * change->delay_frames)) + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+ }
+
+ ChangeDelay[x][y]--;
+
+ if (ChangeDelay[x][y] != 0) /* continue element change */
+ {
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (change->change_function)
+ change->change_function(x, y);
+ }
+ else /* finish element change */
+ {
+ if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ {
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
+ }
+
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+ ChangePage[x][y] = page; /* remember page to use for change */
+
+ return;
+ }
+
+ if (ChangeElementNow(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
+ }
+}
+
+static boolean CheckTriggeredElementSideChange(int lx, int ly,
+ int trigger_element,
+ int trigger_side,
+ int trigger_event)
+{
+ int i, j, x, y;
+
+ if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+ return FALSE;
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ boolean change_element = FALSE;
+ int page = 0;
+
+ if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ continue;
+
+ for (j = 0; j < element_info[element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[j];
+
+ if (change->can_change &&
+#if 1
+ change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
+ change->sides & trigger_side &&
+ change->trigger_element == trigger_element)
+ {
+#if 0
+ if (!(change->events & CH_EVENT_BIT(trigger_event)))
+ printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+ trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
+ change_element = TRUE;
+ page = j;
+
+ break;
+ }
+ }
+
+ if (!change_element)
+ continue;
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+#if 0
+ if (x == lx && y == ly) /* do not change trigger element itself */
+ continue;
+#endif
+
+ if (Feld[x][y] == element)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+ ChangeElement(x, y, page);
+ }
+ }
+ }
+
+ return TRUE;
+}
+
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
+ int trigger_event)
+{
+ return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
+ trigger_event);
+}
+
+static boolean CheckElementSideChange(int x, int y, int element, int side,
+ int trigger_event, int page)
+{
+ if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
+
+ if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &x, &y);
+ element = Feld[x][y];
+ }
+
+ if (page < 0)
+ page = element_info[element].event_page_nr[trigger_event];
+
+ if (!(element_info[element].change_page[page].sides & side))
+ return FALSE;
+
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+ ChangeElement(x, y, page);
+
+ return TRUE;
+}
+
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+ return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
+}
+
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int element = player->element_nr;
+ int last_action = player->last_action_waiting;
+ int action = player->action_waiting;
+
+ if (player->is_waiting)
+ {
+ if (action != last_action)
+ PlayLevelSoundElementAction(jx, jy, element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ }
+ else
+ {
+ if (action != last_action)
+ StopSound(element_info[element].sound[last_action]);
+
+ if (last_action == ACTION_SLEEPING)
+ PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+ }
+}
+
+static void PlayAllPlayersSound()
+{
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+ boolean last_waiting = player->is_waiting;
+ int move_dir = player->MovDir;
+
+ player->last_action_waiting = player->action_waiting;
+
+ if (is_waiting)
+ {
+ if (!last_waiting) /* not waiting -> waiting */
+ {
+ player->is_waiting = TRUE;
+
+ player->frame_counter_bored =
+ FrameCounter +
+ game.player_boring_delay_fixed +
+ SimpleRND(game.player_boring_delay_random);
+ player->frame_counter_sleeping =
+ FrameCounter +
+ game.player_sleeping_delay_fixed +
+ SimpleRND(game.player_sleeping_delay_random);
+
+ InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+ }
+
+ if (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
+ player->anim_delay_counter == 0 &&
+ player->post_delay_counter == 0 &&
+ FrameCounter >= player->frame_counter_sleeping)
+ player->is_sleeping = TRUE;
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
+ FrameCounter >= player->frame_counter_bored)
+ player->is_bored = TRUE;
+
+ player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ ACTION_WAITING);
+
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_sleeping = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_bored = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ }
+ else if (last_waiting) /* waiting -> not waiting */
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->action_waiting = ACTION_DEFAULT;
+
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+ }
+}
+
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+#endif
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+#if 0
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+#endif
+
+#if 0
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ if (!player->active || tape.pausing)
+ return 0;
+
+ if (player_action)
+ {
+#if 0
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (dropped && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
+ SetPlayerWaiting(player, FALSE);
+
+#if 1
+ return player_action;
+#else
+ stored_player_action[player->index_nr] = player_action;
+#endif
+ }
+ else
+ {
+#if 0
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
+
+ if (player->MovPos == 0)
+ SetPlayerWaiting(player, TRUE);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+
+ return 0;
+ }
+
+#if 0
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+}
+
+#else
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
+ if (!player->active || tape.pausing)
+ return;
+
+ if (player_action)
+ {
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (dropped && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
+ stored_player_action[player->index_nr] = player_action;
+ }
+ else
+ {
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
+
+ if (player->MovPos == 0)
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+ }
+
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+}
+#endif
+
+void GameActions()
+{
+ static unsigned long action_delay = 0;
+ unsigned long action_delay_value;
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
+#if 1
+ byte tape_action[MAX_PLAYERS];
+#endif
+
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ action_delay_value =
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+
+ if (tape.playing && tape.index_search && !tape.pausing)
+ action_delay_value = 0;
+
+ /* ---------- main game synchronization point ---------- */
+
+ WaitUntilDelayReached(&action_delay, action_delay_value);
+
+ if (network_playing && !network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: try to get network player actions in time\n");
+#endif
+ */
+
+#if defined(PLATFORM_UNIX)
+ /* last chance to get network player actions without main loop delay */
+ HandleNetworking();
+#endif
+
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ if (!network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: failed to get network player actions in time\n");
+#endif
+ */
+ return;
+ }
+ }
+
+ if (tape.pausing)
+ return;
+
+#if 0
+ printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ summarized_player_action |= stored_player[i].action;
+
+ if (!network_playing)
+ stored_player[i].effective_action = stored_player[i].action;
+ }
+
+#if defined(PLATFORM_UNIX)
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
+#endif
+
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int actual_player_action = stored_player[i].effective_action;
+
+ if (stored_player[i].programmed_action)
+ actual_player_action = stored_player[i].programmed_action;
+
+ if (recorded_player_action)
+ actual_player_action = recorded_player_action[i];
+
+ tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+ if (tape.recording && tape_action[i] && !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+
+ ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
+ }
+
+#if 1
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+#endif
+
+ network_player_action_received = FALSE;
+
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if 0
+ FrameCounter++;
+ TimeFrames++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].Frame++;
+#endif
+
+#if 1
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int x = player->jx;
+ int y = player->jy;
+
+ if (player->active && player->is_pushing && player->is_moving &&
+ IS_MOVING(x, y))
+ {
+ ContinueMoving(x, y);
+
+ /* continue moving after pushing (this is actually a bug) */
+ if (!IS_MOVING(x, y))
+ {
+ Stop[x][y] = FALSE;
+ }
+ }
+ }
+ }
+#endif
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+#if DEBUG
+ if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+ {
+ printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+ printf("GameActions(): This should never happen!\n");
+
+ ChangePage[x][y] = -1;
+ }
+#endif
+
+ Stop[x][y] = FALSE;
+ if (WasJustMoving[x][y] > 0)
+ WasJustMoving[x][y]--;
+ if (WasJustFalling[x][y] > 0)
+ WasJustFalling[x][y]--;
+
+ GfxFrame[x][y]++;
+
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements with zero push delay) */
+ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
+#if DEBUG
+ if (IS_BLOCKED(x, y))
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ {
+ printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
+ printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
+ printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
+ printf("GameActions(): This should never happen!\n");
+ }
+ }
+#endif
+ }
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#else
+ graphic = el2img(element);
+#endif
+
+#if 0
+ if (element == -1)
+ {
+ printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+ element = graphic = 0;
+ }
+#endif
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
+
+ SetRandomAnimationValue(x, y);
+
+#if 1
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+
+ if (IS_INACTIVE(element))
+ {
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ continue;
+ }
+
+#if 1
+ /* this may take place after moving, so 'element' may have changed */
+#if 0
+ if (IS_CHANGING(x, y))
+#else
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
+ {
+#if 0
+ ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
+ element_info[element].event_page_nr[CE_DELAY]);
+#else
+ ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+#endif
+
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ }
+#endif
+
+ if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ {
+ StartMoving(x, y);
+
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d, %d [%d]\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+ GfxAction[x][y]);
+#endif
+#if 0
+ if (element == EL_YAMYAM)
+ printf("::: %d, %d, %d\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#endif
+
+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ {
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+ if (element == EL_BUG)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+ }
+
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
+ EdelsteinFunkeln(x, y);
+ }
+ else if ((element == EL_ACID ||
+ element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_TERMINAL ||
+ element == EL_SP_TERMINAL_ACTIVE ||
+ element == EL_EXTRA_TIME ||
+ element == EL_SHIELD_NORMAL ||
+ element == EL_SHIELD_DEADLY) &&
+ IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else if (IS_ACTIVE_BOMB(element))
+ CheckDynamite(x, y);
+#if 0
+ else if (element == EL_EXPLOSION && !game.explosions_delayed)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+#endif
+ else if (element == EL_AMOEBA_GROWING)
+ AmoebeWaechst(x, y);
+ else if (element == EL_AMOEBA_SHRINKING)
+ AmoebaDisappearing(x, y);
+
+#if !USE_NEW_AMOEBA_CODE
+ else if (IS_AMOEBALIVE(element))
+ AmoebeAbleger(x, y);
+#endif
+
+ else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
+ Life(x, y);
+ else if (element == EL_EXIT_CLOSED)
+ CheckExit(x, y);
+ else if (element == EL_SP_EXIT_CLOSED)
+ CheckExitSP(x, y);
+ else if (element == EL_EXPANDABLE_WALL_GROWING)
+ MauerWaechst(x, y);
+ else if (element == EL_EXPANDABLE_WALL ||
+ element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY)
+ MauerAbleger(x, y);
+ else if (element == EL_FLAMES)
+ CheckForDragon(x, y);
+#if 0
+ else if (IS_AUTO_CHANGING(element))
+ ChangeElement(x, y);
+#endif
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
+ else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_AUTO_CHANGING(Feld[x][y]))
+ ChangeElement(x, y);
+#endif
+
+ if (IS_BELT_ACTIVE(element))
+ PlayLevelSoundAction(x, y, ACTION_ACTIVE);
+
+ if (game.magic_wall_active)
+ {
+ int jx = local_player->jx, jy = local_player->jy;
+
+ /* play the element sound at the position nearest to the player */
+ if ((element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING) &&
+ ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ {
+ magic_wall_x = x;
+ magic_wall_y = y;
+ }
+ }
+ }
+
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
+#if 1
+ if (!(FrameCounter % 8))
+#endif
+ {
+ static unsigned long random = 1684108901;
+
+ for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
+ {
+#if 0
+ x = (random >> 10) % lev_fieldx;
+ y = (random >> 20) % lev_fieldy;
+#else
+ x = RND(lev_fieldx);
+ y = RND(lev_fieldy);
+#endif
+ element = Feld[x][y];
+
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_EMPTY ||
+ element == EL_SAND ||
+ element == EL_QUICKSAND_EMPTY ||
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+ Feld[x][y] = EL_AMOEBA_DROP;
+ }
+
+ random = random * 129 + 1;
+ }
+ }
+#endif
+
+#if 0
+ if (game.explosions_delayed)
+#endif
+ {
+ game.explosions_delayed = FALSE;
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
+ }
+
+ game.explosions_delayed = TRUE;
+ }
+
+ if (game.magic_wall_active)
+ {
+ if (!(game.magic_wall_time_left % 4))
+ {
+ int element = Feld[magic_wall_x][magic_wall_y];
+
+ if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ else
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ }
+
+ if (game.magic_wall_time_left > 0)
+ {
+ game.magic_wall_time_left--;
+ if (!game.magic_wall_time_left)
+ {
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ DrawLevelField(x, y);
+ }
+ }
+
+ game.magic_wall_active = FALSE;
+ }
+ }
+ }
+
+ if (game.light_time_left > 0)
+ {
+ game.light_time_left--;
+
+ if (game.light_time_left == 0)
+ RedrawAllLightSwitchesAndInvisibleElements();
+ }
+
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_deadly_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ }
+ }
+
+ if (TimeFrames >= FRAMES_PER_SECOND)
+ {
+ TimeFrames = 0;
+ TimePlayed++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
+
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
+ }
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
+
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+ else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+ }
+
+ DrawAllPlayers();
+ PlayAllPlayersSound();
+
+ if (options.debug) /* calculate frames per second */
+ {
+ static unsigned long fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned long fps_delay_ms = Counter() - fps_counter;
+
+ fps_frames++;
+
+ if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ {
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+
+ fps_frames = 0;
+ fps_counter = Counter();
+ }
+
+ redraw_mask |= REDRAW_FPS;
+ }
+
+#if 0
+ if (stored_player[0].jx != stored_player[0].last_jx ||
+ stored_player[0].jy != stored_player[0].last_jy)
+ printf("::: %d, %d, %d, %d, %d\n",
+ stored_player[0].MovDir,
+ stored_player[0].MovPos,
+ stored_player[0].GfxPos,
+ stored_player[0].Frame,
+ stored_player[0].StepFrame);
+#endif
+
+#if 1
+ FrameCounter++;
+ TimeFrames++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int move_frames =
+ MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
+
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+ }
+#endif
+
+#if 1
+ if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+ {
+ ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+
+ local_player->show_envelope = 0;
+ }
+#endif
+}
+
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+{
+ int min_x = x, min_y = y, max_x = x, max_y = y;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active || &stored_player[i] == player)
+ continue;
+
+ min_x = MIN(min_x, jx);
+ min_y = MIN(min_y, jy);
+ max_x = MAX(max_x, jx);
+ max_y = MAX(max_y, jy);
+ }
+
+ return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+}
+
+static boolean AllPlayersInVisibleScreen()
+{
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active)
+ continue;
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+void ScrollLevel(int dx, int dy)
+{
+ int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+ int x, y;
+
+ BlitBitmap(drawto_field, drawto_field,
+ FX + TILEX * (dx == -1) - softscroll_offset,
+ FY + TILEY * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset);
+
+ if (dx)
+ {
+ x = (dx == 1 ? BX1 : BX2);
+ for (y = BY1; y <= BY2; y++)
+ DrawScreenField(x, y);
+ }
+
+ if (dy)
+ {
+ y = (dy == 1 ? BY1 : BY2);
+ for (x = BX1; x <= BX2; x++)
+ DrawScreenField(x, y);
+ }
+
+ redraw_mask |= REDRAW_FIELD;
+}
+
+static void CheckGravityMovement(struct PlayerInfo *player)
+{
+ if (game.gravity && !player->programmed_action)
+ {
+ int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
+ int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
+ int move_dir =
+ (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
+ (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
+ (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
+ int jx = player->jx, jy = player->jy;
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int new_jx = jx + dx, new_jy = jy + dy;
+ boolean field_under_player_is_free =
+ (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+ boolean player_is_moving_to_valid_field =
+ (IN_LEV_FIELD(new_jx, new_jy) &&
+ (Feld[new_jx][new_jy] == EL_SP_BASE ||
+ Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
+
+ if (field_under_player_is_free &&
+ !player_is_moving_to_valid_field &&
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]))
+ player->programmed_action = MV_DOWN;
+ }
+}
+
+/*
+ MovePlayerOneStep()
+ -----------------------------------------------------------------------------
+ dx, dy: direction (non-diagonal) to try to move the player to
+ real_dx, real_dy: direction as read from input device (can be diagonal)
+*/
+
+boolean MovePlayerOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
+{
+#if 0
+ static int change_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int move_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+#endif
+ int jx = player->jx, jy = player->jy;
+ int new_jx = jx + dx, new_jy = jy + dy;
+ int element;
+ int can_move;
+
+ if (!player->active || (!dx && !dy))
+ return MF_NO_ACTION;
+
+ player->MovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
+
+ if (!IN_LEV_FIELD(new_jx, new_jy))
+ return MF_NO_ACTION;
+
+ if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+ return MF_NO_ACTION;
+
+#if 0
+ element = MovingOrBlocked2Element(new_jx, new_jy);
+#else
+ element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+#endif
+
+ if (DONT_RUN_INTO(element))
+ {
+ if (element == EL_ACID && dx == 0 && dy == 1)
+ {
+ SplashAcid(jx, jy);
+ Feld[jx][jy] = EL_PLAYER_1;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryHero(player);
+ }
+ else
+ TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
+
+ return MF_MOVING;
+ }
+
+ can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
+ if (can_move != MF_MOVING)
+ return can_move;
+
+ /* check if DigField() has caused relocation of the player */
+ if (player->jx != jx || player->jy != jy)
+ return MF_NO_ACTION;
+
+ StorePlayer[jx][jy] = 0;
+ player->last_jx = jx;
+ player->last_jy = jy;
+ player->jx = new_jx;
+ player->jy = new_jy;
+ StorePlayer[new_jx][new_jy] = player->element_nr;
+
+ player->MovPos =
+ (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
+
+ player->step_counter++;
+
+ PlayerVisit[jx][jy] = FrameCounter;
+
+ ScrollPlayer(player, SCROLL_INIT);
+
+#if 0
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+ CE_OTHER_GETS_LEFT);
+ CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+ CE_LEFT_BY_PLAYER, -1);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
+ {
+ CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
+ enter_side, CE_OTHER_GETS_ENTERED);
+ CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
+ CE_ENTERED_BY_PLAYER, -1);
+ }
+#endif
+
+ return MF_MOVING;
+}
+
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
+{
+ int jx = player->jx, jy = player->jy;
+ int old_jx = jx, old_jy = jy;
+ int moved = MF_NO_ACTION;
+
+ if (!player->active || (!dx && !dy))
+ return FALSE;
+
+#if 0
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !tape.playing)
+ return FALSE;
+#else
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ return FALSE;
+#endif
+
+ /* remove the last programmed player action */
+ player->programmed_action = 0;
+
+ if (player->MovPos)
+ {
+ /* should only happen if pre-1.2 tape recordings are played */
+ /* this is only for backward compatibility */
+
+ int original_move_delay_value = player->move_delay_value;
+
+#if DEBUG
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+ tape.counter);
+#endif
+
+ /* scroll remaining steps with finest movement resolution */
+ player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+
+ player->move_delay_value = original_move_delay_value;
+ }
+
+ if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
+ {
+ if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+ moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
+ }
+ else
+ {
+ if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+ moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
+ }
+
+ jx = player->jx;
+ jy = player->jy;
+
+ if (moved & MF_MOVING && !ScreenMovPos &&
+ (player == local_player || !options.network))
+ {
+ int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
+ int offset = (setup.scroll_delay ? 3 : 0);
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ /* actual player has left the screen -- scroll in that direction */
+ if (jx != old_jx) /* player has moved horizontally */
+ scroll_x += (jx - old_jx);
+ else /* player has moved vertically */
+ scroll_y += (jy - old_jy);
+ }
+ else
+ {
+ if (jx != old_jx) /* player has moved horizontally */
+ {
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
+ scroll_x = old_scroll_x;
+ }
+ else /* player has moved vertically */
+ {
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+
+ /* don't scroll more than one field at a time */
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+ scroll_y = old_scroll_y;
+ }
+ }
+
+ if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+ {
+ if (!options.network && !AllPlayersInVisibleScreen())
+ {
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ else
+ {
+ ScrollScreen(player, SCROLL_INIT);
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ }
+ }
+ }
+
+#if 0
+#if 1
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+#else
+ if (!(moved & MF_MOVING) && !player->is_pushing)
+ player->Frame = 0;
+#endif
+#endif
+
+ player->StepFrame = 0;
+
+ if (moved & MF_MOVING)
+ {
+ if (old_jx != jx && old_jy == jy)
+ player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
+ else if (old_jx == jx && old_jy != jy)
+ player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
+
+ DrawLevelField(jx, jy); /* for "crumbled sand" */
+
+ player->last_move_dir = player->MovDir;
+ player->is_moving = TRUE;
+#if 1
+ player->is_snapping = FALSE;
+#endif
+
+#if 1
+ player->is_switching = FALSE;
+#endif
+
+
+#if 1
+ {
+ static int change_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int move_direction = player->MovDir;
+ int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+ {
+ CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+ leave_side, CE_OTHER_GETS_LEFT);
+ CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+ leave_side, CE_LEFT_BY_PLAYER, -1);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
+ enter_side, CE_OTHER_GETS_ENTERED);
+ CheckElementSideChange(jx, jy, Feld[jx][jy],
+ enter_side, CE_ENTERED_BY_PLAYER, -1);
+ }
+#endif
+
+ }
+#endif
+
+
+ }
+ else
+ {
+ CheckGravityMovement(player);
+
+ /*
+ player->last_move_dir = MV_NO_MOVING;
+ */
+ player->is_moving = FALSE;
+ }
+
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+ }
+
+ if (!player->active)
+ RemoveHero(player);
+
+ return moved;
+}
+
+void ScrollPlayer(struct PlayerInfo *player, int mode)
+{
+ int jx = player->jx, jy = player->jy;
+ int last_jx = player->last_jx, last_jy = player->last_jy;
+ int move_stepsize = TILEX / player->move_delay_value;
+
+ if (!player->active || !player->MovPos)
+ return;
+
+ if (mode == SCROLL_INIT)
+ {
+ player->actual_frame_counter = FrameCounter;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+ if (Feld[last_jx][last_jy] == EL_EMPTY)
+ Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+
+#if 0
+ DrawPlayer(player);
+#endif
+ return;
+ }
+ else if (!FrameReached(&player->actual_frame_counter, 1))
+ return;
+
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+ if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+ Feld[last_jx][last_jy] = EL_EMPTY;
+
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+
+#if 0
+ DrawPlayer(player); /* needed here only to cleanup last field */
+#endif
+
+ if (player->MovPos == 0) /* player reached destination field */
+ {
+ if (IS_PASSABLE(Feld[last_jx][last_jy]))
+ {
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
+
+ /* be able to make the next move without delay */
+ player->move_delay = 0;
+ }
+
+ player->last_jx = jx;
+ player->last_jy = jy;
+
+ if (Feld[jx][jy] == EL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+ Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
+ {
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ RemoveHero(player);
+
+ if (local_player->friends_still_needed == 0 ||
+ IS_SP_ELEMENT(Feld[jx][jy]))
+ player->LevelSolved = player->GameOver = TRUE;
+ }
+
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#endif
+
+ if (!player->active)
+ RemoveHero(player);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing &&
+ !player->programmed_action)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+}
+
+void ScrollScreen(struct PlayerInfo *player, int mode)
+{
+ static unsigned long screen_frame_counter = 0;
+
+ if (mode == SCROLL_INIT)
+ {
+ /* set scrolling step size according to actual player's moving speed */
+ ScrollStepSize = TILEX / player->move_delay_value;
+
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
+ }
+ else if (!FrameReached(&screen_frame_counter, 1))
+ return;
+
+ if (ScreenMovPos)
+ {
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ redraw_mask |= REDRAW_FIELD;
+ }
+ else
+ ScreenMovDir = MV_NO_MOVING;
+}
+
+void TestIfPlayerTouchesCustomElement(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int change_sides[4][2] =
+ {
+ /* center side border side */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int i;
+
+ for (i = 0; i < 4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = change_sides[i][0];
+ int border_side = change_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_PLAYER(x, y))
+ {
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(xx, yy, border_element, border_side,
+ CE_TOUCHED_BY_PLAYER, -1);
+ }
+ else if (IS_PLAYER(xx, yy))
+ {
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
+ CheckTriggeredElementSideChange(x, y, center_element, center_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(x, y, center_element, center_side,
+ CE_TOUCHED_BY_PLAYER, -1);
+
+ break;
+ }
+ }
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int change_sides[4][2] =
+ {
+ /* center side border side */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ boolean change_center_element = FALSE;
+ int center_element_change_page = 0;
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int i, j;
+
+ for (i = 0; i < 4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = change_sides[i][0];
+ int border_side = change_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+ !change_center_element)
+ {
+ for (j = 0; j < element_info[center_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[center_element].change_page[j];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ change->sides & border_side &&
+ change->trigger_element == border_element)
+ {
+ change_center_element = TRUE;
+ center_element_change_page = j;
+
+ break;
+ }
+ }
+ }
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+ {
+ for (j = 0; j < element_info[border_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[border_element].change_page[j];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ change->sides & center_side &&
+ change->trigger_element == center_element)
+ {
+ CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
+ CE_OTHER_IS_TOUCHING, j);
+ break;
+ }
+ }
+ }
+ }
+
+ if (change_center_element)
+ CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
+ CE_OTHER_IS_TOUCHING, center_element_change_page);
+}
+
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+{
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int test_dir[4] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ int test_x, test_y, test_move_dir, test_element;
+
+ test_x = good_x + test_xy[i][0];
+ test_y = good_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
+ continue;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
+#if 0
+ test_element = Feld[test_x][test_y];
+#else
+ test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
+#endif
+
+ /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(good_x, good_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
+
+ if (player->shield_deadly_time_left > 0)
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_PROTECTED(good_x, good_y))
+ KillHero(player);
+ }
+ else
+ Bang(good_x, good_y);
+ }
+}
+
+void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int i, kill_x = -1, kill_y = -1;
+ int bad_element = Feld[bad_x][bad_y];
+ static int test_xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ static int test_dir[4] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN
+ };
+
+ if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
+ return;
+
+ for (i = 0; i < 4; i++)
+ {
+ int test_x, test_y, test_move_dir, test_element;
+
+ test_x = bad_x + test_xy[i][0];
+ test_y = bad_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
+ continue;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
+ test_element = Feld[test_x][test_y];
+
+ /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+ {
+ /* good thing is player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+ if (bad_element == EL_ROBOT && player->is_moving)
+ continue; /* robot does not kill player if he is moving */
+
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ break;
+ }
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+ if (player->shield_deadly_time_left > 0)
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_PROTECTED(kill_x, kill_y))
+ KillHero(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
+void TestIfHeroTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+}
+
+void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+{
+ TestIfGoodThingHitsBadThing(x, y, move_dir);
+}
+
+void TestIfBadThingTouchesHero(int x, int y)
+{
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+}
+
+void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
+{
+ TestIfBadThingHitsGoodThing(x, y, move_dir);
+}
+
+void TestIfFriendTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+}
+
+void TestIfBadThingTouchesFriend(int x, int y)
+{
+ TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+}
+
+void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
+{
+ int i, kill_x = bad_x, kill_y = bad_y;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i = 0; i < 4; i++)
+ {
+ int x, y, element;
+
+ x = bad_x + xy[i][0];
+ y = bad_y + xy[i][1];
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ element = Feld[x][y];
+ if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
+ element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
+ {
+ kill_x = x;
+ kill_y = y;
+ break;
+ }
+ }
+
+ if (kill_x != bad_x || kill_y != bad_y)
+ Bang(bad_x, bad_y);
+}
+
+void KillHero(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ return;
+
+ /* remove accessible field at the player's position */
+ Feld[jx][jy] = EL_EMPTY;
+
+ /* deactivate shield (else Bang()/Explode() would not work right) */
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
+
+ Bang(jx, jy);
+ BuryHero(player);
+}
+
+static void KillHeroUnlessProtected(int x, int y)
+{
+ if (!PLAYER_PROTECTED(x, y))
+ KillHero(PLAYERINFO(x, y));
+}
+
+void BuryHero(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ return;
+
+#if 1
+ PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+ PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
+ PlayLevelSound(jx, jy, SND_GAME_LOSING);
+
+ player->GameOver = TRUE;
+ RemoveHero(player);
+}
+
+void RemoveHero(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int i, found = FALSE;
+
+ player->present = FALSE;
+ player->active = FALSE;
+
+ if (!ExplodeField[jx][jy])
+ StorePlayer[jx][jy] = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ found = TRUE;
+
+ if (!found)
+ AllPlayersGone = TRUE;
+
+ ExitX = ZX = jx;
+ ExitY = ZY = jy;
+}
+
+/*
+ =============================================================================
+ checkDiagonalPushing()
+ -----------------------------------------------------------------------------
+ check if diagonal input device direction results in pushing of object
+ (by checking if the alternative direction is walkable, diggable, ...)
+ =============================================================================
+*/
+
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy)
+{
+ int jx, jy, dx, dy, xx, yy;
+
+ if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ return TRUE;
+
+ /* diagonal direction: check alternative direction */
+ jx = player->jx;
+ jy = player->jy;
+ dx = x - jx;
+ dy = y - jy;
+ xx = jx + (dx == 0 ? real_dx : 0);
+ yy = jy + (dy == 0 ? real_dy : 0);
+
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
+
+/*
+ =============================================================================
+ DigField()
+ -----------------------------------------------------------------------------
+ x, y: field next to player (non-diagonal) to try to dig to
+ real_dx, real_dy: direction as read from input device (can be diagonal)
+ =============================================================================
+*/
+
+int DigField(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy, int mode)
+{
+ static int change_sides[4] =
+ {
+ CH_SIDE_RIGHT, /* moving left */
+ CH_SIDE_LEFT, /* moving right */
+ CH_SIDE_BOTTOM, /* moving up */
+ CH_SIDE_TOP, /* moving down */
+ };
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+ int jx = player->jx, jy = player->jy;
+ int dx = x - jx, dy = y - jy;
+ int nextx = x + dx, nexty = y + dy;
+ int move_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ int dig_side = change_sides[MV_DIR_BIT(move_direction)];
+ int element;
+
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ if (player->MovPos == 0) /* last pushing move finished */
+ player->is_pushing = FALSE;
+
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ {
+ player->is_switching = FALSE;
+ player->push_delay = 0;
+
+ return MF_NO_ACTION;
+ }
+
+ if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+ return MF_NO_ACTION;
+
+#if 0
+ if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+ if (IS_TUBE(Feld[jx][jy]) ||
+ (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
+#endif
+ {
+ int i = 0;
+ int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
+ int tube_leave_directions[][2] =
+ {
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+ { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+ };
+
+ while (tube_leave_directions[i][0] != tube_element)
+ {
+ i++;
+ if (tube_leave_directions[i][0] == -1) /* should not happen */
+ break;
+ }
+
+ if (!(tube_leave_directions[i][1] & move_direction))
+ return MF_NO_ACTION; /* tube has no opening in this direction */
+ }
+
+ element = Feld[x][y];
+
+ if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
+ return MF_NO_ACTION;
+
+ switch (element)
+ {
+ case EL_SP_PORT_LEFT:
+ case EL_SP_PORT_RIGHT:
+ case EL_SP_PORT_UP:
+ case EL_SP_PORT_DOWN:
+ case EL_SP_PORT_HORIZONTAL:
+ case EL_SP_PORT_VERTICAL:
+ case EL_SP_PORT_ANY:
+ case EL_SP_GRAVITY_PORT_LEFT:
+ case EL_SP_GRAVITY_PORT_RIGHT:
+ case EL_SP_GRAVITY_PORT_UP:
+ case EL_SP_GRAVITY_PORT_DOWN:
+ if ((dx == -1 &&
+ element != EL_SP_PORT_LEFT &&
+ element != EL_SP_GRAVITY_PORT_LEFT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dx == +1 &&
+ element != EL_SP_PORT_RIGHT &&
+ element != EL_SP_GRAVITY_PORT_RIGHT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dy == -1 &&
+ element != EL_SP_PORT_UP &&
+ element != EL_SP_GRAVITY_PORT_UP &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dy == +1 &&
+ element != EL_SP_PORT_DOWN &&
+ element != EL_SP_GRAVITY_PORT_DOWN &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
+ return MF_NO_ACTION;
+
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ game.gravity = !game.gravity;
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
+ break;
+
+ case EL_TUBE_ANY:
+ case EL_TUBE_VERTICAL:
+ case EL_TUBE_HORIZONTAL:
+ case EL_TUBE_VERTICAL_LEFT:
+ case EL_TUBE_VERTICAL_RIGHT:
+ case EL_TUBE_HORIZONTAL_UP:
+ case EL_TUBE_HORIZONTAL_DOWN:
+ case EL_TUBE_LEFT_UP:
+ case EL_TUBE_LEFT_DOWN:
+ case EL_TUBE_RIGHT_UP:
+ case EL_TUBE_RIGHT_DOWN:
+ {
+ int i = 0;
+ int tube_enter_directions[][2] =
+ {
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
+ { -1, MV_NO_MOVING }
+ };
+
+ while (tube_enter_directions[i][0] != element)
+ {
+ i++;
+ if (tube_enter_directions[i][0] == -1) /* should not happen */
+ break;
+ }
+
+ if (!(tube_enter_directions[i][1] & move_direction))
+ return MF_NO_ACTION; /* tube has no opening in this direction */
+
+ PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
+ }
+ break;
+
+ default:
+
+ if (IS_WALKABLE(element))
+ {
+ int sound_action = ACTION_WALKING;
+
+ if (element >= EL_GATE_1 && element <= EL_GATE_4)
+ {
+ if (!player->key[element - EL_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
+ {
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
+ }
+
+ /* play sound from background or player, whatever is available */
+ if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+ PlayLevelSoundElementAction(x, y, element, sound_action);
+ else
+ PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+
+ break;
+ }
+ else if (IS_PASSABLE(element))
+ {
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ return MF_NO_ACTION;
+
+#if 1
+ if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ return MF_NO_ACTION;
+#endif
+
+ if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+ {
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_EM_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
+
+ break;
+ }
+ else if (IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
+
+ if (mode != DF_SNAP)
+ {
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
+#else
+ GfxElement[x][y] =
+ (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
+ player->is_digging = TRUE;
+ }
+
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
+
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
+ break;
+ }
+ else if (IS_COLLECTIBLE(element))
+ {
+ RemoveField(x, y);
+
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
+
+ if (element == EL_SPEED_PILL)
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+ {
+ player->shield_normal_time_left += 10;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += 10;
+ }
+ else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+ (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+ {
+ int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+ element - EL_KEY_1 : element - EL_EM_KEY_1);
+
+ player->key[key_nr] = TRUE;
+
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + key_nr));
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (IS_ENVELOPE(element))
+ {
+#if 1
+ player->show_envelope = element;
+#else
+ ShowEnvelope(element - EL_ENVELOPE_1);
+#endif
+ }
+ else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ {
+ int i;
+
+ for (i = 0; i < element_info[element].collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element_info[element].collect_count > 0)
+ {
+ local_player->gems_still_needed -=
+ element_info[element].collect_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
+
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ }
+
+ RaiseScoreElement(element);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
+ break;
+ }
+ else if (IS_PUSHABLE(element))
+ {
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
+ return MF_NO_ACTION;
+
+ if (CAN_FALL(element) && dy)
+ return MF_NO_ACTION;
+
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && use_spring_bug))
+ return MF_NO_ACTION;
+
+#if 1
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MF_NO_ACTION;
+#endif
+
+#if 1
+ /* do not push elements already moving away faster than player */
+ if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+ ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+ return MF_NO_ACTION;
+#else
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ return MF_NO_ACTION;
+#endif
+
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+
+ /*
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+ !player_is_pushing))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ */
+#else
+ if (!player->is_pushing &&
+ game.engine_version >= VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+ printf("::: push delay: %ld [%d, %d] [%d]\n",
+ player->push_delay_value, FrameCounter, game.engine_version,
+ player->is_pushing);
+#endif
+
+ player->is_pushing = TRUE;
+
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+ IS_SB_ELEMENT(element)))))
+ return MF_NO_ACTION;
+
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
+
+ if (player->push_delay == 0) /* new pushing; restart delay */
+ player->push_delay = FrameCounter;
+
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+ {
+ /* make sure that there is no move delay before next try to push */
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
+ return MF_NO_ACTION;
+ }
+
+#if 0
+ printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
+
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
+
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
+
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
+
+ if (local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
+ {
+ player->LevelSolved = player->GameOver = TRUE;
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
+
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
+
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
+
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_GETS_PUSHED);
+ CheckElementSideChange(x, y, element, dig_side,
+ CE_PUSHED_BY_PLAYER, -1);
+
+ break;
+ }
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ return MF_ACTION;
+
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ ZX = x;
+ ZY = y;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
+
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+ }
+ }
+ else if (IS_BELT_SWITCH(element))
+ {
+ ToggleBeltSwitch(x, y);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH ||
+ element == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y);
+
+#if 0
+ PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
+ SND_LIGHT_SWITCH_ACTIVATING :
+ SND_LIGHT_SWITCH_DEACTIVATING);
+#endif
+ }
+ else if (element == EL_TIMEGATE_SWITCH)
+ {
+ ActivateTimegateSwitch(x, y);
+ }
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
+ element == EL_BALLOON_SWITCH_RIGHT ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_ANY)
+ {
+ if (element == EL_BALLOON_SWITCH_ANY)
+ game.balloon_dir = move_direction;
+ else
+ game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+ }
+ else if (element == EL_LAMP)
+ {
+ Feld[x][y] = EL_LAMP_ACTIVE;
+ local_player->lights_still_needed--;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+ DrawLevelField(x, y);
+
+#if 0
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+ }
+
+ return MF_ACTION;
+ }
+ else
+ {
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_IS_SWITCHING);
+ CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+ }
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_GETS_PRESSED);
+ CheckElementSideChange(x, y, element, dig_side,
+ CE_PRESSED_BY_PLAYER, -1);
+ }
+
+ return MF_NO_ACTION;
+ }
+
+ player->push_delay = 0;
+
+ if (Feld[x][y] != element) /* really digged/collected something */
+ player->is_collecting = !player->is_digging;