+ /* player disappears */
+ if (ExitX >= 0 && ExitY >= 0)
+ DrawLevelField(ExitX, ExitY);
+
+ BackToFront();
+
+#if 0
+ if (tape.playing)
+ printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n");
+ else
+ printf("::: NO TAPE PLAYING -> SAVING SCORE\n");
+#endif
+
+ if (tape.playing)
+ return;
+
+ CloseDoor(DOOR_CLOSE_1);
+
+ if (tape.recording)
+ {
+ TapeStop();
+ SaveTape(tape.level_nr); /* Ask to save tape */
+ }
+
+ if (level_nr == leveldir_current->handicap_level)
+ {
+ leveldir_current->handicap_level++;
+ SaveLevelSetup_SeriesInfo();
+ }
+
+ if (level_editor_test_game)
+ local_player->score = -1; /* no highscore when playing from editor */
+ else if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
+
+ if ((hi_pos = NewHiScore()) >= 0)
+ {
+ game_status = GAME_MODE_SCORES;
+ DrawHallOfFame(hi_pos);
+ if (raise_level)
+ {
+ level_nr++;
+ TapeErase();
+ }
+ }
+ else
+ {
+ game_status = GAME_MODE_MAIN;
+ if (raise_level)
+ {
+ level_nr++;
+ TapeErase();
+ }
+ DrawMainMenu();
+ }
+
+ BackToFront();
+}
+
+int NewHiScore()
+{
+ int k, l;
+ int position = -1;
+
+ LoadScore(level_nr);
+
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
+ local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ return -1;
+
+ for (k = 0; k < MAX_SCORE_ENTRIES; k++)
+ {
+ if (local_player->score > highscore[k].Score)
+ {
+ /* player has made it to the hall of fame */
+
+ if (k < MAX_SCORE_ENTRIES - 1)
+ {
+ int m = MAX_SCORE_ENTRIES - 1;
+
+#ifdef ONE_PER_NAME
+ for (l = k; l < MAX_SCORE_ENTRIES; l++)
+ if (strEqual(setup.player_name, highscore[l].Name))
+ m = l;
+ if (m == k) /* player's new highscore overwrites his old one */
+ goto put_into_list;
+#endif
+
+ for (l = m; l > k; l--)
+ {
+ strcpy(highscore[l].Name, highscore[l - 1].Name);
+ highscore[l].Score = highscore[l - 1].Score;
+ }
+ }
+
+#ifdef ONE_PER_NAME
+ put_into_list:
+#endif
+ strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+ highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
+ highscore[k].Score = local_player->score;
+ position = k;
+ break;
+ }
+
+#ifdef ONE_PER_NAME
+ else if (!strncmp(setup.player_name, highscore[k].Name,
+ MAX_PLAYER_NAME_LEN))
+ break; /* player already there with a higher score */
+#endif
+
+ }
+
+ if (position >= 0)
+ SaveScore(level_nr);
+
+ return position;
+}
+
+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 0
+ if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ else if (CAN_FALL(element) && !CAN_MOVE(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+#else
+ 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;
+#endif
+ }
+
+ return step;
+}
+
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+ if (player->GfxAction != action || player->GfxDir != dir)
+ {
+#if 0
+ printf("Player frame reset! (%d => %d, %d => %d)\n",
+ player->GfxAction, action, player->GfxDir, dir);
+#endif
+
+ player->GfxAction = action;
+ player->GfxDir = dir;
+ player->Frame = 0;
+ player->StepFrame = 0;
+ }
+}
+
+#if USE_GFX_RESET_GFX_ANIMATION
+static void ResetGfxFrame(int x, int y, boolean redraw)
+{
+ int element = Feld[x][y];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int last_gfx_frame = GfxFrame[x][y];
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+ if (redraw && GfxFrame[x][y] != last_gfx_frame)
+ DrawLevelGraphicAnimation(x, y, graphic);
+}
+#endif
+
+static void ResetGfxAnimation(int x, int y)
+{
+#if 0
+ int element, graphic;
+#endif
+
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
+
+#if 0
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#endif
+
+#if USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxFrame(x, y, FALSE);
+#endif
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+void InitMovingField(int x, int y, int direction)
+{
+ int element = Feld[x][y];
+#if 0
+ int graphic;
+#endif
+ 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;
+ int newy = y + dy;
+
+ if (!WasJustMoving[x][y] || direction != MovDir[x][y])
+ ResetGfxAnimation(x, y);
+
+ MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
+ GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
+
+#if 0
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#endif
+
+ /* this is needed for CEs with property "can move" / "not moving" */
+
+ if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
+ {
+ if (Feld[newx][newy] == EL_EMPTY)
+ Feld[newx][newy] = EL_BLOCKED;
+
+ MovDir[newx][newy] = MovDir[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
+ }
+}
+
+void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
+{
+ int direction = MovDir[x][y];
+#if 1
+ int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
+ int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
+#else
+ int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+#endif
+
+ *goes_to_x = newx;
+ *goes_to_y = newy;
+}
+
+void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
+{
+ int oldx = x, oldy = y;
+ int direction = MovDir[x][y];
+
+ if (direction == MV_LEFT)
+ oldx++;
+ else if (direction == MV_RIGHT)
+ oldx--;
+ else if (direction == MV_UP)
+ oldy++;
+ else if (direction == MV_DOWN)
+ oldy--;
+
+ *comes_from_x = oldx;
+ *comes_from_y = oldy;
+}
+
+int MovingOrBlocked2Element(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ return element;
+}
+
+static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
+{
+ /* like MovingOrBlocked2Element(), but if element is moving
+ and (x,y) is the field the moving element is just leaving,
+ return EL_BLOCKED instead of the element value */
+ int element = Feld[x][y];
+
+ if (IS_MOVING(x, y))
+ {
+ if (element == EL_BLOCKED)
+ {
+ int oldx, oldy;
+
+ Blocked2Moving(x, y, &oldx, &oldy);
+ return Feld[oldx][oldy];
+ }
+ else
+ return EL_BLOCKED;
+ }
+ else
+ return element;
+}
+
+static void RemoveField(int x, int y)
+{
+ Feld[x][y] = EL_EMPTY;
+
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
+
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[x][y] = 0;
+#endif
+
+ AmoebaNr[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ Pushed[x][y] = FALSE;
+
+#if 0
+ ExplodeField[x][y] = EX_TYPE_NONE;
+#endif
+
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NONE;
+}
+
+void RemoveMovingField(int x, int y)
+{
+ int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Feld[x][y];
+ int next_element = EL_UNDEFINED;
+
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
+ return;
+
+ if (IS_MOVING(x, y))
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (Feld[newx][newy] != EL_BLOCKED)
+ {
+ /* element is moving, but target field is not free (blocked), but
+ already occupied by something different (example: acid pool);
+ in this case, only remove the moving field, but not the target */
+
+ RemoveField(oldx, oldy);
+
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+ DrawLevelField(oldx, oldy);
+
+ return;
+ }
+ }
+ else if (element == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ return;
+ }
+
+ if (element == EL_BLOCKED &&
+ (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
+ next_element = get_next_element(Feld[oldx][oldy]);
+
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
+
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+ if (next_element != EL_UNDEFINED)
+ Feld[oldx][oldy] = next_element;
+
+ DrawLevelField(oldx, oldy);
+ DrawLevelField(newx, newy);
+}
+
+void DrawDynamite(int x, int y)
+{
+ int sx = SCREENX(x), sy = SCREENY(y);
+ int graphic = el2img(Feld[x][y]);
+ int frame;
+
+ if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+ return;
+
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
+
+ if (Back[x][y])
+ DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ else if (Store[x][y])
+ DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+
+ frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+ if (Back[x][y] || Store[x][y])
+ DrawGraphicThruMask(sx, sy, graphic, frame);
+ else
+ DrawGraphic(sx, sy, graphic, frame);
+}
+
+void CheckDynamite(int x, int y)
+{
+ if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
+ {
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] != 0)
+ {
+ DrawDynamite(x, y);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+
+ return;
+ }
+ }
+
+ StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+
+ Bang(x, y);
+}
+
+#if 1
+
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+ boolean num_checked_players = 0;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ int sx = stored_player[i].jx;
+ int sy = stored_player[i].jy;
+
+ if (num_checked_players == 0)
+ {
+ *sx1 = *sx2 = sx;
+ *sy1 = *sy2 = sy;
+ }
+ else
+ {
+ *sx1 = MIN(*sx1, sx);
+ *sy1 = MIN(*sy1, sy);
+ *sx2 = MAX(*sx2, sx);
+ *sy2 = MAX(*sy2, sy);
+ }
+
+ num_checked_players++;
+ }
+ }
+}
+
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ return (sx2 - sx1 < SCR_FIELDX &&
+ sy2 - sy1 < SCR_FIELDY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
+
+#if 0
+static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
+ int center_x, int center_y)
+{
+ int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+ *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
+}
+
+static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
+{
+ int max_dx, max_dy;
+
+ setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
+
+ return (max_dx <= SCR_FIELDX / 2 &&
+ max_dy <= SCR_FIELDY / 2);
+}
+#endif
+
+#endif
+
+#if 1
+
+void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen,
+ boolean quick_relocation)
+{
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+
+ if (quick_relocation)
+ {
+ int offset = (setup.scroll_delay ? 3 : 0);
+
+#if 0
+ if (center_screen)
+ offset = 0;
+#endif
+
+ if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
+ {
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
+
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
+ (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
+ scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
+
+ if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
+ (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
+ scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -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 over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ }
+
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
+ {
+ int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
+
+ int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+
+ DrawAllPlayers();
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
+
+#else
+
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
+{
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int jx = player->jx;
+ int jy = player->jy;
+
+ if (quick_relocation)
+ {
+ int offset = (setup.scroll_delay ? 3 : 0);
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
+
+ scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
+ }
+ else
+ {
+ 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);
+
+ 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_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* 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);
+ }
+
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
+ {
+ int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
+
+ int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+
+ DrawPlayer(player);
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
+
+#endif
+
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+ int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+ int player_nr = GET_PLAYER_NR(el_player);
+ struct PlayerInfo *player = &stored_player[player_nr];
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int old_jx = player->jx;
+ int old_jy = player->jy;
+ int old_element = Feld[old_jx][old_jy];
+ int element = Feld[jx][jy];
+ boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+ int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+ int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
+ int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+ int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
+ int leave_side_horiz = move_dir_horiz;
+ int leave_side_vert = move_dir_vert;
+ int enter_side = enter_side_horiz | enter_side_vert;
+ int leave_side = leave_side_horiz | leave_side_vert;
+
+ if (player->GameOver) /* do not reanimate dead player */
+ return;
+
+ if (!player_relocated) /* no need to relocate the player */
+ return;
+
+ if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ {
+ RemoveField(jx, jy); /* temporarily remove newly placed player */
+ DrawLevelField(jx, jy);
+ }
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+
+ DrawPlayer(player);
+
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawLevelField(player->jx, player->jy); /* remove player graphic */
+
+ player->is_moving = FALSE;
+ }
+
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
+
+ Feld[jx][jy] = el_player;
+ InitPlayerField(jx, jy, el_player, TRUE);
+
+ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
+ {
+ Feld[jx][jy] = element;
+ InitField(jx, jy, FALSE);
+ }
+
+#if 1
+ /* only visually relocate centered player */
+#if 1
+ DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE,
+ level.instant_relocation);
+#else
+ if (player->index_nr == game.centered_player_nr)
+ DrawRelocatePlayer(player, level.instant_relocation);
+#endif
+#else
+ if (player == local_player) /* only visually relocate local player */
+ DrawRelocatePlayer(player, level.instant_relocation);
+#endif
+
+ TestIfPlayerTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+
+ if (IS_CUSTOM_ELEMENT(element))
+ CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
+}
+
+void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+ int last_phase;
+ int border_element;
+
+ /* !!! eliminate this variable !!! */
+ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
+
+ if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ {
+ int center_element = Feld[ex][ey];
+ int artwork_element, explosion_element; /* set these values later */
+
+#if 0
+ /* --- This is only really needed (and now handled) in "Impact()". --- */
+ /* do not explode moving elements that left the explode field in time */
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY &&
+ (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
+ return;
+#endif
+
+#if 0
+ /* !!! at this place, the center element may be EL_BLOCKED !!! */
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
+
+ /* remove things displayed in background while burning dynamite */
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
+
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ {
+ /* put moving element to center field (and let it explode there) */
+ center_element = MovingOrBlocked2Element(ex, ey);
+ RemoveMovingField(ex, ey);
+ Feld[ex][ey] = center_element;
+ }
+
+ /* now "center_element" is finally determined -- set related values now */
+ artwork_element = center_element; /* for custom player artwork */
+ explosion_element = center_element; /* for custom player artwork */
+
+ if (IS_PLAYER(ex, ey))
+ {
+ int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+
+ artwork_element = stored_player[player_nr].artwork_element;
+
+ if (level.use_explosion_element[player_nr])
+ {
+ explosion_element = level.explosion_element[player_nr];
+ artwork_element = explosion_element;
+ }
+ }
+
+#if 1
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
+
+#if 1
+ last_phase = element_info[explosion_element].explosion_delay + 1;
+#else
+ last_phase = element_info[center_element].explosion_delay + 1;
+#endif
+
+ for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+ {
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+ (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
+ continue;
+
+ element = Feld[x][y];
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ {
+ element = MovingOrBlocked2Element(x, y);
+
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
+ }
+
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+ mode == EX_TYPE_BORDER)) ||
+ element == EL_FLAMES)
+ continue;
+
+ /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
+ behaviour, for example when touching a yamyam that explodes to rocks
+ with active deadly shield, a rock is created under the player !!! */
+ /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
+#if 0
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+ (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+ (x == ex && y == ey && mode != EX_TYPE_BORDER)))
+#else
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ Back[x][y] = 0;
+ }
+
+ continue;
+ }
+
+ /* save walkable background elements while explosion on same tile */
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey || mode == EX_TYPE_BORDER))
+ Back[x][y] = element;
+
+ /* ignite explodable elements reached by other explosion */
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
+
+ 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);
+
+ if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+ {
+#if 1
+ int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+#else
+ switch(StorePlayer[ex][ey])
+ {
+ case EL_PLAYER_2:
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
+ break;
+ case EL_PLAYER_3:
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
+ break;
+ case EL_PLAYER_4:
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
+ break;
+ case EL_PLAYER_1:
+ default:
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
+ break;
+ }
+#endif
+
+ if (PLAYERINFO(ex, ey)->use_murphy)
+ Store[x][y] = EL_EMPTY;
+ }
+#if 1
+ /* !!! check this case -- currently needed for rnd_rado_negundo_v,
+ !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+ else if (ELEM_IS_PLAYER(center_element))
+ Store[x][y] = EL_EMPTY;
+ else if (center_element == EL_YAMYAM)
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
+ else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content.e[xx][yy];
+#if 1
+ /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+ (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+ otherwise) -- FIX THIS !!! */
+ else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
+ Store[x][y] = element_info[element].content.e[1][1];
+#else
+ else if (!CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content.e[1][1];
+#endif
+ else
+ Store[x][y] = EL_EMPTY;
+#else
+ 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].e[xx][yy];
+ else if (IS_CUSTOM_ELEMENT(center_element) &&
+ element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content.e[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.e[1][1];
+ else
+ Store[x][y] = EL_EMPTY;
+#endif
+
+ if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+ center_element == EL_AMOEBA_TO_DIAMOND)
+ Store2[x][y] = element;
+
+ Feld[x][y] = EL_EXPLOSION;
+ GfxElement[x][y] = artwork_element;
+
+#if 0
+ printf(":: setting gfx(%d,%d) to %d ['%s']\n",
+ x, y, artwork_element, EL_NAME(artwork_element));
+#endif
+
+ ExplodePhase[x][y] = 1;
+ ExplodeDelay[x][y] = last_phase;
+
+ 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;
+
+ if (phase == 1)
+ GfxFrame[x][y] = 0; /* restart explosion animation */
+
+ last_phase = ExplodeDelay[x][y];
+
+ 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 1
+ /* this can happen if the player leaves an explosion just in time */
+ if (GfxElement[x][y] == EL_UNDEFINED)
+ GfxElement[x][y] = EL_EMPTY;
+#else
+ 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
+
+#endif
+
+ border_element = Store2[x][y];
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ border_element = StorePlayer[x][y];
+
+ if (phase == element_info[border_element].ignition_delay ||
+ phase == last_phase)
+ {
+ boolean border_explosion = FALSE;
+
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+ !PLAYER_EXPLOSION_PROTECTED(x, y))
+ {
+ KillPlayerUnlessExplosionProtected(x, y);
+ border_explosion = TRUE;
+ }
+ else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ border_explosion = TRUE;
+ }
+ else if (border_element == EL_AMOEBA_TO_DIAMOND)
+ {
+ AmoebeUmwandeln(x, y);
+ Store2[x][y] = 0;
+ border_explosion = TRUE;
+ }
+
+ /* if an element just explodes due to another explosion (chain-reaction),
+ do not immediately end the new explosion when it was the last frame of
+ the explosion (as it would be done in the following "if"-statement!) */
+ if (border_explosion && phase == last_phase)
+ return;
+ }
+
+ 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;
+
+ /* player can escape from explosions and might therefore be still alive */
+ if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+ element <= EL_PLAYER_IS_EXPLODING_4)
+ {
+ int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+ int explosion_element = EL_PLAYER_1 + player_nr;
+ int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+ int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
+
+ if (level.use_explosion_element[player_nr])
+ explosion_element = level.explosion_element[player_nr];
+
+ Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+ element_info[explosion_element].content.e[xx][yy]);
+ }
+
+ /* restore probably existing indestructible background element */
+ 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_NONE;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[x][y] = 0;
+#endif
+
+ InitField_WithBug2(x, y, FALSE);
+
+ 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 (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+ 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_element = Feld[ex][ey];
+ 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(dynabomb_element))
+ {
+ player = &stored_player[dynabomb_element - 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_TYPE_CENTER);
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ for (j = 1; j <= dynabomb_size; j++)
+ {
+ int x = ex + j * xy[i][0];
+ int y = ey + j * xy[i][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_TYPE_BORDER);
+
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !IS_DIGGABLE(element) && !dynabomb_xl)
+ break;
+ }
+ }
+}
+
+void Bang(int x, int y)
+{
+ int element = MovingOrBlocked2Element(x, y);
+ int explosion_type = EX_TYPE_NORMAL;
+
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
+ player->element_nr);
+
+ if (level.use_explosion_element[player->index_nr])
+ {
+ int explosion_element = level.explosion_element[player->index_nr];
+
+ if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+ explosion_type = EX_TYPE_CROSS;
+ else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+ explosion_type = EX_TYPE_CENTER;
+ }
+ }
+
+ 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);
+ 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:
+ explosion_type = EX_TYPE_DYNA;
+ break;
+
+ case EL_PENGUIN:
+ case EL_LAMP:
+ case EL_LAMP_ACTIVE:
+ case EL_AMOEBA_TO_DIAMOND:
+ if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
+ explosion_type = EX_TYPE_CENTER;
+ break;
+
+ default:
+ if (element_info[element].explosion_type == EXPLODES_CROSS)
+ explosion_type = EX_TYPE_CROSS;
+ else if (element_info[element].explosion_type == EXPLODES_1X1)
+ explosion_type = EX_TYPE_CENTER;
+ break;
+ }
+
+ if (explosion_type == EX_TYPE_DYNA)
+ DynaExplode(x, y);
+ else
+ Explode(x, y, EX_PHASE_START, explosion_type);
+
+ CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
+}
+
+void SplashAcid(int x, int y)
+{
+ if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+ (!IN_LEV_FIELD(x - 1, y - 2) ||
+ !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+ Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+
+ if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+ (!IN_LEV_FIELD(x + 1, y - 2) ||
+ !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+ Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
+
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
+}
+
+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 < NUM_BELTS; i++)
+ {
+ int belt_nr = i;
+
+ for (j = 0; j < NUM_BELT_PARTS; 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;
+ }
+ }
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ int element = Feld[x][y];
+
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
+ {
+ 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_NONE,
+ MV_RIGHT,
+ MV_NONE,
+ };
+
+ 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 < NUM_BELT_PARTS; 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;
+ }
+
+#if 1
+ SCAN_PLAYFIELD(xx, yy)
+#else
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+ {
+ 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_NONE)
+ {
+ 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_NONE)
+ {
+ 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;
+
+#if 1
+ SCAN_PLAYFIELD(xx, yy)
+#else
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+ {
+ int element = Feld[xx][yy];
+
+#if !USE_BOTH_SWITCHGATE_SWITCHES
+ 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_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ DrawLevelField(xx, yy);
+ }
+#endif
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+ }
+ }
+}
+
+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;
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ 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_EMC_DRIPPER &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER;
+ 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);
+
+ /* uncrumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(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);
+
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ }
+}
+
+static void RedrawAllInvisibleElementsForLenses()
+{
+ int x, y;
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_DRIPPER &&
+ game.lenses_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.lenses_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.lenses_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+ DrawLevelField(x, y);
+
+ /* uncrumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.lenses_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+ DrawLevelField(x, y);
+
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+ int x, y;
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_FAKE_GRASS &&
+ game.magnify_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+ game.magnify_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS;
+ DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY(element) &&
+ game.magnify_time_left > 0)
+ {
+ Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
+ element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
+ IS_EM_GATE_GRAY(element) ?
+ element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
+ IS_EMC_GATE_GRAY(element) ?
+ element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ element);
+ DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY_ACTIVE(element) &&
+ game.magnify_time_left == 0)
+ {
+ Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+ element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
+ IS_EM_GATE_GRAY_ACTIVE(element) ?
+ element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
+ IS_EMC_GATE_GRAY_ACTIVE(element) ?
+ element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ 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;
+
+#if 1
+ SCAN_PLAYFIELD(xx, yy)
+#else
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+ {
+ 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;
+}
+
+void Impact(int x, int y)
+{
+ boolean last_line = (y == lev_fieldy - 1);
+ boolean object_hit = FALSE;
+ boolean impact = (last_line || object_hit);
+ int element = Feld[x][y];
+ int smashed = EL_STEELWALL;
+
+ if (!last_line) /* 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 USE_QUICKSAND_IMPACT_BUGFIX
+ if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 2] = EL_ROCK;
+ DrawLevelField(x, y + 2);
+
+ object_hit = TRUE;
+ }
+#endif
+
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x, y + 1);
+
+ impact = (last_line || object_hit);
+ }
+
+ if (!last_line && smashed == EL_ACID) /* element falls into acid */
+ {
+ SplashAcid(x, y + 1);
+ return;
+ }
+
+ /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
+ /* 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)
+ {
+ ResetGfxAnimation(x, y);
+
+ Feld[x][y] = EL_PEARL_BREAKING;
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
+ {
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+
+ return;
+ }
+
+ if (impact && element == EL_AMOEBA_DROP)
+ {
+ if (object_hit && IS_PLAYER(x, y + 1))
+ KillPlayerUnlessEnemyProtected(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 */
+#if 1
+ SCAN_PLAYFIELD(xx, yy)
+#else
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+ 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))
+ {
+ KillPlayerUnlessEnemyProtected(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)) ||
+ (element == EL_SP_INFOTRON &&
+ smashed == EL_SP_DISK_YELLOW))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+ 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)
+ {
+ ResetGfxAnimation(x, y);
+
+ 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
+ {
+#if 0
+ TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
+
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+
+ CheckElementChangeBySide(x, y + 1, smashed, element,
+ CE_SWITCHED, CH_SIDE_TOP);
+ CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+ CH_SIDE_TOP);
+ }
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+ }
+ }
+ }
+
+ /* play sound of magic wall / mill */
+ if (!last_line &&
+ (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 (last_line || object_hit)
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+}
+
+inline static void TurnRoundExt(int x, int y)
+{
+ static struct
+ {
+ int dx, dy;
+ } 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].dx, left_dy = move_xy[left_dir].dy;
+ int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
+ int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
+ int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
+
+ 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(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(element, 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)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if (element == EL_SPACESHIP && 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_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+ MovDir[x][y] = right_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_YAMYAM)
+ {
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, 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(element,
+ left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ 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(element, left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, 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(element, left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(element, 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]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
+
+ if (!IN_LEV_FIELD(xx, yy) ||
+ (!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 = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ 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]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
+
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_MOLE)
+ {
+ boolean can_move_on =
+ (MOLE_CAN_ENTER_FIELD(element, 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(element, left_x, left_y,
+ IS_AMOEBOID(Feld[left_x][left_y])));
+
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(element, 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.wind_direction;
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_SPRING)
+ {
+#if USE_NEW_SPRING_BUMPER
+ if (MovDir[x][y] & MV_HORIZONTAL)
+ {
+ if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+ !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ {
+ Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+ ResetGfxAnimation(move_x, move_y);
+ DrawLevelField(move_x, move_y);
+
+ MovDir[x][y] = back_dir;
+ }
+ else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ MovDir[x][y] = MV_NONE;
+ }
+#else
+ if (MovDir[x][y] & MV_HORIZONTAL &&
+ (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
+ MovDir[x][y] = MV_NONE;
+#endif
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN ||
+ element == EL_EMC_ANDROID)
+ {
+ 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 &&
+ (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+ game.engine_version < VERSION_IDENT(3,1,0,0)))
+ {
+ 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 < NUM_DIRECTIONS; i++)
+ {
+ int ex = x + xy[i][0];
+ int ey = y + xy[i][1];
+
+ if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NONE;
+ 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(element, 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(element, newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else if (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 (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else if (element == EL_EMC_ANDROID)
+ {
+ static int check_pos[16] =
+ {
+ -1, /* 0 => (invalid) */
+ 7, /* 1 => MV_LEFT */
+ 3, /* 2 => MV_RIGHT */
+ -1, /* 3 => (invalid) */
+ 1, /* 4 => MV_UP */
+ 0, /* 5 => MV_LEFT | MV_UP */
+ 2, /* 6 => MV_RIGHT | MV_UP */
+ -1, /* 7 => (invalid) */
+ 5, /* 8 => MV_DOWN */
+ 6, /* 9 => MV_LEFT | MV_DOWN */
+ 4, /* 10 => MV_RIGHT | MV_DOWN */
+ -1, /* 11 => (invalid) */
+ -1, /* 12 => (invalid) */
+ -1, /* 13 => (invalid) */
+ -1, /* 14 => (invalid) */
+ -1, /* 15 => (invalid) */
+ };
+ static struct
+ {
+ int dx, dy;
+ int dir;
+ } check_xy[8] =
+ {
+ { -1, -1, MV_LEFT | MV_UP },
+ { 0, -1, MV_UP },
+ { +1, -1, MV_RIGHT | MV_UP },
+ { +1, 0, MV_RIGHT },
+ { +1, +1, MV_RIGHT | MV_DOWN },
+ { 0, +1, MV_DOWN },
+ { -1, +1, MV_LEFT | MV_DOWN },
+ { -1, 0, MV_LEFT },
+ };
+ int start_pos, check_order;
+ boolean can_clone = FALSE;
+ int i;
+
+ /* check if there is any free field around current position */
+ for (i = 0; i < 8; i++)
+ {
+ int newx = x + check_xy[i].dx;
+ int newy = y + check_xy[i].dy;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+
+ if (can_clone) /* randomly find an element to clone */
+ {
+ can_clone = FALSE;
+
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+
+ if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+ {
+ element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+ element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
+
+ Store[x][y] = Feld[newx][newy];
+
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ if (can_clone) /* randomly find a direction to move */
+ {
+ can_clone = FALSE;
+
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_clone_time * 8 + 1;
+
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ if (can_clone) /* cloning and moving successful */
+ return;
+
+ /* cannot clone -- try to move towards player */
+
+ start_pos = check_pos[MovDir[x][y] & 0x0f];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 3; i++)
+ {
+ /* first check start_pos, then previous/next or (next/previous) pos */
+ int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IS_PLAYER(newx, newy))
+ break;
+
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+ break;
+ }
+ }
+ }
+ }
+ else if (move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT ||
+ move_pattern == MV_TURNING_LEFT_RIGHT ||
+ move_pattern == MV_TURNING_RIGHT_LEFT ||
+ move_pattern == MV_TURNING_RANDOM ||
+ move_pattern == MV_ALL_DIRECTIONS)
+ {
+ boolean can_turn_left =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+
+ if (element_info[element].move_stepsize == 0) /* "not moving" */
+ return;
+
+ 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 (move_pattern == MV_TURNING_LEFT_RIGHT)
+ MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
+ else if (move_pattern == MV_TURNING_RIGHT_LEFT)
+ MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
+ else if (move_pattern == MV_TURNING_RANDOM)
+ MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
+ can_turn_right && !can_turn_left ? right_dir :
+ RND(2) ? left_dir : 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_WIND_DIRECTION)
+ {
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (move_pattern == MV_ALONG_LEFT_SIDE)
+ {
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!CUSTOM_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 (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!CUSTOM_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_NONE;
+ 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];
+
+ if (element_info[element].move_stepsize == 0) /* "not moving" */
+ {
+ first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+ MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+
+ return;
+ }
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ }
+ }
+ else if (move_pattern == MV_WHEN_PUSHED ||
+ move_pattern == MV_WHEN_DROPPED)
+ {
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = MV_NONE;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ 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_NONE;
+ int start_test = RND(4);
+ int i;
+
+ for (i = 0; i < NUM_DIRECTIONS; 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 (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, 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] = GET_NEW_MOVE_DELAY(element);
+ }
+}
+
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+#if 0
+ int element, graphic;
+#endif
+
+ TurnRoundExt(x, y);
+
+ GfxDir[x][y] = MovDir[x][y];
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
+
+#if 1
+ ResetGfxFrame(x, y, FALSE);
+#else
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#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 started_moving = FALSE; /* some elements can fall _and_ move */
+ int element = Feld[x][y];
+
+ if (Stop[x][y])
+ return;
+
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+ 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;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+ if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+ Store[x][y] = EL_ROCK;
+#else
+ Store[x][y] = EL_ROCK;
+#endif
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+ }
+ 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;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ }
+ 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;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ 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;
+ }
+ else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+ {
+ SplashAcid(x, y + 1);
+
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Store[x][y] = EL_ACID;
+ }
+ else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
+
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+ CAN_FALL(element) && WasJustFalling[x][y] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+
+ (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[x][y + 1] == EL_BLOCKED)))
+ {
+ /* 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... :-/ ) */
+
+ CheckCollision[x][y] = 0;
+
+ Impact(x, y);
+ }
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NONE)
+ {
+ 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;
+ }
+ 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)
+ {
+ 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);
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
+ {
+ 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;
+ else if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = FALSE;
+ }
+#else
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
+ 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);
+ }
+#endif
+
+#if USE_NEW_ALL_SLIPPERY
+#else
+#if USE_NEW_SP_SLIPPERY
+ /* !!! better use the same properties as for custom elements here !!! */
+ else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
+ can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
+ {
+ can_fall_right = FALSE; /* slip down on left side */
+ can_fall_both = FALSE;
+ }
+#endif
+#endif
+
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_both)
+ {
+ if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
+ can_fall_left = !(can_fall_right = RND(2));
+
+ can_fall_both = FALSE;
+ }
+#else
+ if (can_fall_both)
+ {
+ if (game.emulation == EMU_BOULDERDASH ||
+ element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
+ can_fall_left = !(can_fall_right = RND(2));
+
+ can_fall_both = FALSE;
+ }
+#endif
+
+ if (can_fall_any)
+ {
+ /* if not determined otherwise, prefer left side for slipping down */
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+ started_moving = TRUE;
+ }
+ }
+#if 0
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
+#else
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+#endif
+ {
+ 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))
+ {
+ int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+
+ InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
+
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][y] = TRUE;
+
+ GfxAction[x][y] = ACTION_DEFAULT;
+ }
+ else
+ {
+ MovDir[x][y] = 0; /* if element was moving, stop it */
+ }
+ }
+ }
+
+ /* not "else if" because of elements that can fall and move (EL_SPRING) */
+#if 0
+ if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
+#else
+ if (CAN_MOVE(element) && !started_moving)
+#endif
+ {
+ int move_pattern = element_info[element].move_pattern;
+ int newx, newy;
+
+#if 0
+#if DEBUG
+ if (MovDir[x][y] == MV_NONE)
+ {
+ printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
+ x, y, element, element_info[element].token_name);
+ printf("StartMoving(): This should never happen!\n");
+ }
+#endif
+#endif
+
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+ return;
+
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ WasJustMoving[x][y] = 0;
+ CheckCollision[x][y] = 0;
+
+ TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+
+ if (Feld[x][y] != element) /* element has changed */
+ return;
+ }
+
+ 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 &&
+ move_pattern != MV_TURNING_LEFT_RIGHT &&
+ move_pattern != MV_TURNING_RIGHT_LEFT &&
+ move_pattern != MV_TURNING_RANDOM)
+ {
+ TurnRound(x, y);
+
+ 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 (element == EL_ROBOT ||
+ element == EL_YAMYAM ||
+ element == EL_DARK_YAMYAM)
+ {
+ DrawLevelElementAnimationIfNeeded(x, y, element);
+ 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]);
+
+ 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 0
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+ Bang(xx, yy);
+ else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+ RemoveMovingField(xx, yy);
+ else
+ RemoveField(xx, yy);
+#else
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+ Bang(xx, yy);
+ else
+ RemoveMovingField(xx, yy);
+#endif
+
+ ChangeDelay[xx][yy] = 0;
+
+ 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;
+ }
+ }
+
+ /* 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_ENEMY_PROTECTED(newx, newy))
+ {
+ TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
+
+ return;
+ }
+
+ else if (CAN_MOVE_INTO_ACID(element) &&
+ IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+ !IS_MV_DIAGONAL(MovDir[x][y]) &&
+ (MovDir[x][y] == MV_DOWN ||
+ game.engine_version >= VERSION_IDENT(3,1,0,0)))
+ {
+ SplashAcid(newx, newy);
+ Store[x][y] = EL_ACID;
+ }
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+ {
+ if (Feld[newx][newy] == EL_EXIT_OPEN)
+ {
+ RemoveField(x, y);
+ 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, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+ DrawLevelField(newx, newy);
+ else
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+ }
+ 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 (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+ {
+ if (Store[x][y] != EL_EMPTY)
+ {
+ boolean can_clone = FALSE;
+ int xx, yy;
+
+ /* check if element to clone is still there */
+ for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
+ {
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
+ {
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+
+ /* cannot clone or target field not free anymore -- do not clone */
+ if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ Store[x][y] = EL_EMPTY;
+ }
+
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ if (IS_MV_DIAGONAL(MovDir[x][y]))
+ {
+ int diagonal_move_dir = MovDir[x][y];
+ int stored = Store[x][y];
+ int change_delay = 8;
+ int graphic;
+
+ /* android is moving diagonally */
+
+ CreateField(x, y, EL_DIAGONAL_SHRINKING);
+
+ Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
+ GfxElement[x][y] = EL_EMC_ANDROID;
+ GfxAction[x][y] = ACTION_SHRINKING;
+ GfxDir[x][y] = diagonal_move_dir;
+ ChangeDelay[x][y] = change_delay;
+
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+ GfxDir[x][y]);
+
+ DrawLevelGraphicAnimation(x, y, graphic);
+ PlayLevelSoundAction(x, y, ACTION_SHRINKING);
+
+ if (Feld[newx][newy] == EL_ACID)
+ {
+ SplashAcid(newx, newy);
+
+ return;
+ }
+
+ CreateField(newx, newy, EL_DIAGONAL_GROWING);
+
+ Store[newx][newy] = EL_EMC_ANDROID;
+ GfxElement[newx][newy] = EL_EMC_ANDROID;
+ GfxAction[newx][newy] = ACTION_GROWING;
+ GfxDir[newx][newy] = diagonal_move_dir;
+ ChangeDelay[newx][newy] = change_delay;
+
+ graphic = el_act_dir2img(GfxElement[newx][newy],
+ GfxAction[newx][newy], GfxDir[newx][newy]);
+
+ DrawLevelGraphicAnimation(newx, newy, graphic);
+ PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+
+ return;
+ }
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+
+ PlayLevelSoundAction(x, y, ACTION_DIGGING);
+ }
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+#if 0
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+#endif
+
+ return;
+ }
+ }
+ else if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ int new_element = Feld[newx][newy];
+
+ if (!IS_FREE(newx, newy))
+ {
+ int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
+
+ /* no element can dig solid indestructible elements */
+ if (IS_INDESTRUCTIBLE(new_element) &&
+ !IS_DIGGABLE(new_element) &&
+ !IS_COLLECTIBLE(new_element))
+ return;
+
+ if (AmoebaNr[newx][newy] &&
+ (new_element == EL_AMOEBA_FULL ||
+ new_element == EL_BD_AMOEBA ||
+ new_element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ }
+
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ RemoveField(newx, newy);
+ DrawLevelField(newx, newy);
+ }
+
+ /* if digged element was about to explode, prevent the explosion */
+ ExplodeField[newx][newy] = EX_TYPE_NONE;
+
+ PlayLevelSoundAction(x, y, action);
+ }
+
+ Store[newx][newy] = EL_EMPTY;
+#if 1
+ /* this makes it possible to leave the removed element again */
+ if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ Store[newx][newy] = new_element;
+#else
+ if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ {
+ int move_leave_element = element_info[element].move_leave_element;
+
+ /* this makes it possible to leave the removed element again */
+ Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+ new_element : move_leave_element);
+ }
+#endif
+
+ if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ 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)
+ {
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_ATTACKING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+
+ MovDelay[x][y] = 50;
+
+ /* !!! */
+#if 0
+ RemoveField(newx, newy);
+#endif
+ Feld[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+ {
+#if 0
+ RemoveField(newx1, newy1);
+#endif
+ Feld[newx1][newy1] = EL_FLAMES;
+ }
+ if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+ {
+#if 0
+ RemoveField(newx2, newy2);
+#endif
+ 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 0
+ /* !!! test !!! */
+ if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+ {
+ RemoveMovingField(newx, newy);
+ }
+#else
+ if (IS_MOVING(newx, newy))
+ {
+ RemoveMovingField(newx, newy);
+ }
+#endif
+ 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 0
+ /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
+ if (move_pattern & MV_ANY_DIRECTION &&
+ move_pattern == MovDir[x][y])
+ {
+ int blocking_element =
+ (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
+
+ CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
+ MovDir[x][y]);
+
+ element = Feld[x][y]; /* element might have changed */
+ }
+#endif
+
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
+
+ if (DONT_TOUCH(element))
+ TestIfBadThingTouchesPlayer(x, y);
+
+ 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];
+ struct ElementInfo *ei = &element_info[element];
+ 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 stored = Store[x][y];
+ int stored_new = Store[newx][newy];
+ boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
+ boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+ boolean last_line = (newy == lev_fieldy - 1);
+
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+
+ if (pushed_by_player) /* 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 (Store[x][y] == EL_ACID) /* element is moving into acid pool */
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+ else 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];
+
+#if USE_NEW_CUSTOM_VALUE
+ InitField(newx, newy, FALSE);
+#endif
+ }
+ 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];
+
+#if USE_NEW_CUSTOM_VALUE
+ InitField(newx, newy, FALSE);
+#endif
+ }
+ 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;
+ }
+
+ Store[x][y] = EL_EMPTY;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
+
+ MovDelay[newx][newy] = 0;
+
+#if 1
+ if (CAN_CHANGE_OR_HAS_ACTION(element))
+#else
+ if (CAN_CHANGE(element))
+#endif
+ {
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ ChangePage[newx][newy] = ChangePage[x][y];
+ ChangeCount[newx][newy] = ChangeCount[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+#if 0
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+#endif
+ }
+
+#if 1
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+#endif
+
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
+
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[x][y] = 0;
+#endif
+
+ /* 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;
+
+ /* some elements can leave other elements behind after moving */
+#if 1
+ if (ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+ (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#else
+ if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+ (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#endif
+ {
+ int move_leave_element = ei->move_leave_element;
+
+#if 1
+#if 1
+ /* this makes it possible to leave the removed element again */
+ if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
+#else
+ /* this makes it possible to leave the removed element again */
+ if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = stored;
+#endif
+#else
+ /* this makes it possible to leave the removed element again */
+ if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
+ ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = stored;
+#endif
+
+ Feld[x][y] = move_leave_element;
+
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = direction;
+
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (ELEM_IS_PLAYER(move_leave_element))
+ RelocatePlayer(x, y, move_leave_element);
+ }
+
+ /* do this after checking for left-behind element */
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN &&
+ (element == EL_SPRING ||
+ element_info[element].move_pattern == MV_WHEN_PUSHED ||
+ element_info[element].move_pattern == MV_WHEN_DROPPED)))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
+
+ 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_by_player && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
+
+ /* prevent elements on conveyor belt from moving on in last direction */
+ if (pushed_by_conveyor && CAN_FALL(element) &&
+ direction & MV_HORIZONTAL)
+ MovDir[newx][newy] = 0;
+
+ if (!pushed_by_player)
+ {
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+
+ WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
+
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
+
+ if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+ CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
+ }
+
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ {
+ TestIfBadThingTouchesPlayer(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
+
+ /* give the player one last chance (one more frame) to move away */
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (last_line || (!IS_FREE(x, newy + 1) &&
+ (!IS_PLAYER(x, newy + 1) ||
+ game.engine_version < VERSION_IDENT(3,1,1,0)))))
+ Impact(x, newy);
+
+ if (pushed_by_player && !game.use_change_when_pushing_bug)
+ {
+ int push_side = MV_DIR_OPPOSITE(direction);
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, push_side);
+ CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+ player->index_bit, push_side);
+ }
+
+ if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
+ MovDelay[newx][newy] = 1;
+
+ CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+
+ TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ {
+ int page = ChangePage[newx][newy];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+
+ ChangePage[newx][newy] = -1;
+
+ if (change->can_change)
+ {
+ if (ChangeElement(newx, newy, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(newx, newy);
+ }
+ }
+
+ if (change->has_action)
+ ExecuteCustomElementAction(newx, newy, element, page);
+ }
+#endif
+
+ TestIfElementHitsCustomElement(newx, newy, direction);
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
+ IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
+ CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
+ MV_DIR_OPPOSITE(direction));
+#endif
+}
+
+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 < NUM_DIRECTIONS; 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 < NUM_DIRECTIONS; 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;
+
+#if 1
+ SCAN_PLAYFIELD(xx, yy)
+#else
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+ {
+ 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
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ 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 < NUM_DIRECTIONS; 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
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ 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))
+ {
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+ 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;
+ boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
+ {
+ 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 (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
+ {
+ int start = RND(4);
+ int x = ax + xy[start][0];
+ int y = ay + xy[start][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ return;
+
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Feld[x][y]) ||
+ 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 < NUM_DIRECTIONS; 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;
+
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Feld[x][y]) ||
+ 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 || element == EL_BD_AMOEBA))
+ {
+ 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 (!can_drop || 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 || element == EL_EMC_DRIPPER)
+ {
+ Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+ }
+ 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;
+#if 0
+ static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
+#endif
+ int life_time = 40;
+ int element = Feld[ax][ay];
+ int graphic = el2img(element);
+ int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+ level.biomaze);
+ 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_parameter[0] ||
+ nachbarn > life_parameter[1])
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+ { /* free border field */
+ if (nachbarn >= life_parameter[2] &&
+ nachbarn <= life_parameter[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_timegate * FRAMES_PER_SECOND;
+}
+
+static void RunTimegateWheel(int x, int y)
+{
+ PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
+
+static void InitMagicBallDelay(int x, int y)
+{
+#if 1
+ ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+#else
+ ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
+#endif
+}
+
+static void ActivateMagicBall(int bx, int by)
+{
+ int x, y;
+
+ if (level.ball_random)
+ {
+ int pos_border = RND(8); /* select one of the eight border elements */
+ int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+ int xx = pos_content % 3;
+ int yy = pos_content / 3;
+
+ x = bx - 1 + xx;
+ y = by - 1 + yy;
+
+ if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ }
+ else
+ {
+ for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+ {
+ int xx = x - bx + 1;
+ int yy = y - by + 1;
+
+ if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ }
+ }
+
+ game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+}
+
+static void InitDiagonalMovingElement(int x, int y)
+{
+#if 0
+ MovDelay[x][y] = level.android_move_time;
+#endif
+}
+
+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;
+
+#if 1
+ SCAN_PLAYFIELD(x, y)
+#else
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
+ }
+ }
+}
+
+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_NONE;
+ 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 ||
+ element == EL_BD_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)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
+
+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 < NUM_DIRECTIONS; 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 < NUM_DIRECTIONS; 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 < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && 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 int getSpecialActionElement(int element, int number, int base_element)
+{
+ return (element != EL_EMPTY ? element :
+ number != -1 ? base_element + number - 1 :
+ EL_EMPTY);
+}
+
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+ int value_min, int value_max)
+{
+ int value_new = (operator == CA_MODE_SET ? operand :
+ operator == CA_MODE_ADD ? value_old + operand :
+ operator == CA_MODE_SUBTRACT ? value_old - operand :
+ operator == CA_MODE_MULTIPLY ? value_old * operand :
+ operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
+ operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
+ value_old);
+
+ return (value_new < value_min ? value_min :
+ value_new > value_max ? value_max :
+ value_new);
+}
+
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
+{
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int target_element = change->target_element;
+ int action_type = change->action_type;
+ int action_mode = change->action_mode;
+ int action_arg = change->action_arg;
+ int i;
+
+ if (!change->has_action)
+ return;
+
+ /* ---------- determine action paramater values -------------------------- */
+
+ int level_time_value =
+ (level.time > 0 ? TimeLeft :
+ TimePlayed);
+
+ int action_arg_element =
+ (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
+ action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ EL_EMPTY);
+
+ int action_arg_direction =
+ (action_arg >= CA_ARG_DIRECTION_LEFT &&
+ action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+ action_arg == CA_ARG_DIRECTION_TRIGGER ?
+ change->actual_trigger_side :
+ action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+ MV_DIR_OPPOSITE(change->actual_trigger_side) :
+ MV_NONE);
+
+ int action_arg_number_min =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
+ CA_ARG_MIN);
+
+ int action_arg_number_max =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
+ action_type == CA_SET_LEVEL_GEMS ? 999 :
+ action_type == CA_SET_LEVEL_TIME ? 9999 :
+ action_type == CA_SET_LEVEL_SCORE ? 99999 :
+ action_type == CA_SET_CE_VALUE ? 9999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
+ CA_ARG_MAX);
+
+ int action_arg_number_reset =
+ (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
+ action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
+ action_type == CA_SET_LEVEL_TIME ? level.time :
+ action_type == CA_SET_LEVEL_SCORE ? 0 :
+#if 1
+ action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
+#else
+ action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
+#endif
+ action_type == CA_SET_CE_SCORE ? 0 :
+ 0);
+
+ int action_arg_number =
+ (action_arg <= CA_ARG_MAX ? action_arg :
+ action_arg >= CA_ARG_SPEED_NOT_MOVING &&
+ action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+ action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+ action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
+ action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
+ action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
+#if USE_NEW_CUSTOM_VALUE
+ action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+#else
+ action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
+#endif
+ action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
+ action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
+ action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+ action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+ action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+ action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+ action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+ action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ -1);
+
+ int action_arg_number_old =
+ (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+ action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+ action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+ action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
+ 0);
+
+ int action_arg_number_new =
+ getModifiedActionNumber(action_arg_number_old,
+ action_mode, action_arg_number,
+ action_arg_number_min, action_arg_number_max);
+
+ int trigger_player_bits =
+ (change->actual_trigger_player >= EL_PLAYER_1 &&
+ change->actual_trigger_player <= EL_PLAYER_4 ?
+ (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
+ PLAYER_BITS_ANY);
+
+ int action_arg_player_bits =
+ (action_arg >= CA_ARG_PLAYER_1 &&
+ action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+ action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ PLAYER_BITS_ANY);
+
+ /* ---------- execute action -------------------------------------------- */
+
+ switch(action_type)
+ {
+ case CA_NO_ACTION:
+ {
+ return;
+ }
+
+ /* ---------- level actions ------------------------------------------- */
+
+ case CA_RESTART_LEVEL:
+ {
+ game.restart_level = TRUE;
+
+ break;
+ }
+
+ case CA_SHOW_ENVELOPE:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_ENVELOPE_1);
+
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
+
+ break;
+ }
+
+ case CA_SET_LEVEL_TIME:
+ {
+ if (level.time > 0) /* only modify limited time value */
+ {
+ TimeLeft = action_arg_number_new;
+
+ DrawGameValue_Time(TimeLeft);
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+
+ break;
+ }
+
+ case CA_SET_LEVEL_SCORE:
+ {
+ local_player->score = action_arg_number_new;
+
+ DrawGameValue_Score(local_player->score);
+
+ break;
+ }
+
+ case CA_SET_LEVEL_GEMS:
+ {
+ local_player->gems_still_needed = action_arg_number_new;
+
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+ break;
+ }
+
+#if !USE_PLAYER_GRAVITY
+ case CA_SET_LEVEL_GRAVITY:
+ {
+ game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
+ game.gravity);
+ break;
+ }
+#endif
+
+ case CA_SET_LEVEL_WIND:
+ {
+ game.wind_direction = action_arg_direction;
+
+ break;
+ }
+
+ /* ---------- player actions ------------------------------------------ */
+
+ case CA_MOVE_PLAYER:
+ {
+ /* automatically move to the next field in specified direction */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (trigger_player_bits & (1 << i))
+ stored_player[i].programmed_action = action_arg_direction;
+
+ break;
+ }
+
+ case CA_EXIT_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+
+ break;
+ }
+
+ case CA_KILL_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ KillPlayer(&stored_player[i]);
+
+ break;
+ }
+
+ case CA_SET_PLAYER_KEYS:
+ {
+ int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_KEY_1);
+
+ if (IS_KEY(element))
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].key[KEY_NR(element)] = key_state;
+
+#if 1
+ DrawGameDoorValues();
+#else
+ DrawGameValue_Keys(stored_player[i].key);
+#endif
+
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ }
+ }
+
+ break;
+ }
+
+ case CA_SET_PLAYER_SPEED:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int move_stepsize = TILEX / stored_player[i].move_delay_value;
+
+ if (action_arg == CA_ARG_SPEED_FASTER &&
+ stored_player[i].cannot_move)
+ {
+ action_arg_number = STEPSIZE_VERY_SLOW;
+ }
+ else if (action_arg == CA_ARG_SPEED_SLOWER ||
+ action_arg == CA_ARG_SPEED_FASTER)
+ {
+ action_arg_number = 2;
+ action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+ CA_MODE_MULTIPLY);
+ }
+ else if (action_arg == CA_ARG_NUMBER_RESET)
+ {
+ action_arg_number = level.initial_player_stepsize[i];
+ }
+
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
+
+#if 1
+ SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+#else
+ /* make sure that value is power of 2 */
+ move_stepsize = (1 << log_2(move_stepsize));
+
+ /* do no immediately change -- the player might just be moving */
+ stored_player[i].move_delay_value_next = TILEX / move_stepsize;
+
+ stored_player[i].cannot_move =
+ (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
+#endif
+ }
+ }
+
+ break;
+ }
+
+ case CA_SET_PLAYER_SHIELD:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ if (action_arg == CA_ARG_SHIELD_OFF)
+ {
+ stored_player[i].shield_normal_time_left = 0;
+ stored_player[i].shield_deadly_time_left = 0;
+ }
+ else if (action_arg == CA_ARG_SHIELD_NORMAL)
+ {
+ stored_player[i].shield_normal_time_left = 999999;
+ }
+ else if (action_arg == CA_ARG_SHIELD_DEADLY)
+ {
+ stored_player[i].shield_normal_time_left = 999999;
+ stored_player[i].shield_deadly_time_left = 999999;
+ }
+ }
+ }
+
+ break;
+ }
+
+#if USE_PLAYER_GRAVITY
+ case CA_SET_PLAYER_GRAVITY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].gravity =
+ (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+ stored_player[i].gravity);
+ }
+ }
+
+ break;
+ }
+#endif
+
+ case CA_SET_PLAYER_ARTWORK:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int artwork_element = action_arg_element;
+
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ stored_player[i].element_nr);
+
+ stored_player[i].artwork_element = artwork_element;
+
+ SetPlayerWaiting(&stored_player[i], FALSE);
+
+ /* set number of special actions for bored and sleeping animation */
+ stored_player[i].num_special_action_bored =
+ get_num_special_action(artwork_element,
+ ACTION_BORING_1, ACTION_BORING_LAST);
+ stored_player[i].num_special_action_sleeping =
+ get_num_special_action(artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+ }
+ }
+
+ break;
+ }
+
+ /* ---------- CE actions ---------------------------------------------- */
+
+ case CA_SET_CE_VALUE:
+ {
+#if USE_NEW_CUSTOM_VALUE
+ int last_ce_value = CustomValue[x][y];
+
+ CustomValue[x][y] = action_arg_number_new;
+
+#if 0
+ printf("::: CE value == %d\n", CustomValue[x][y]);
+#endif
+
+ if (CustomValue[x][y] != last_ce_value)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+ if (CustomValue[x][y] == 0)
+ {
+#if 0
+ printf("::: CE_VALUE_GETS_ZERO\n");
+#endif
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+
+#if 0
+ printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+#endif
+ }
+ }
+
+#endif
+
+ break;
+ }
+
+ case CA_SET_CE_SCORE:
+ {
+#if USE_NEW_CUSTOM_VALUE
+ int last_ce_score = ei->collect_score;
+
+ ei->collect_score = action_arg_number_new;
+
+#if 0
+ printf("::: CE score == %d\n", ei->collect_score);
+#endif
+
+ if (ei->collect_score != last_ce_score)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
+
+ if (ei->collect_score == 0)
+ {
+ int xx, yy;
+
+#if 0
+ printf("::: CE_SCORE_GETS_ZERO\n");
+#endif
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+#if 0
+ printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+#endif
+
+#if 1
+ /*
+ This is a very special case that seems to be a mixture between
+ CheckElementChange() and CheckTriggeredElementChange(): while
+ the first one only affects single elements that are triggered
+ directly, the second one affects multiple elements in the playfield
+ that are triggered indirectly by another element. This is a third
+ case: Changing the CE score always affects multiple identical CEs,
+ so every affected CE must be checked, not only the single CE for
+ which the CE score was changed in the first place (as every instance
+ of that CE shares the same CE score, and therefore also can change)!
+ */
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ CheckElementChange(xx, yy, element, EL_UNDEFINED,
+ CE_SCORE_GETS_ZERO);
+ }
+#endif
+ }
+ }
+
+#endif
+
+ break;
+ }
+
+ /* ---------- engine actions ------------------------------------------ */
+
+ case CA_SET_ENGINE_SCAN_MODE:
+ {
+ InitPlayfieldScanMode(action_arg);
+
+ break;
+ }
+
+ default:
+ break;
+ }
+}
+
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
+{
+ int old_element = Feld[x][y];
+ int new_element = get_element_from_group_element(element);
+ int previous_move_direction = MovDir[x][y];
+#if USE_NEW_CUSTOM_VALUE
+ int last_ce_value = CustomValue[x][y];
+#endif
+ boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+#if USE_CODE_THAT_BREAKS_SNAKE_BITE
+ /* this breaks SnakeBite when a snake is
+ halfway through a door that closes */
+ /* NOW FIXED AT LEVEL INIT IN files.c */
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+#endif
+ IS_WALKABLE(old_element));
+
+#if 0
+ /* check if element under the player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
+ }
+#endif
+
+ if (!add_player_onto_element)
+ {
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ RemoveMovingField(x, y);
+ else
+ RemoveField(x, y);
+
+ Feld[x][y] = new_element;
+
+#if !USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+#endif
+
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
+
+#if USE_NEW_CUSTOM_VALUE
+ if (element_info[new_element].use_last_ce_value)
+ CustomValue[x][y] = last_ce_value;
+#endif
+
+ InitField_WithBug1(x, y, FALSE);
+
+ new_element = Feld[x][y]; /* element may have changed */
+
+#if USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+#endif
+
+ DrawLevelField(x, y);
+
+ if (GFX_CRUMBLED(new_element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+
+#if 1
+ /* check if element under the player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ /* (must be checked after creating new element for walkable group elements) */
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
+ }
+#endif
+
+ /* "ChangeCount" not set yet to allow "entered by player" change one time */
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
+
+ if (is_change)
+ ChangeCount[x][y]++; /* count number of changes in the same frame */
+
+ TestIfBadThingTouchesPlayer(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+}
+
+static void CreateField(int x, int y, int element)
+{
+ CreateFieldExt(x, y, element, FALSE);
+}
+
+static void CreateElementFromChange(int x, int y, int element)
+{
+ element = GET_VALID_RUNTIME_ELEMENT(element);
+
+#if USE_STOP_CHANGED_ELEMENTS
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ {
+ int old_element = Feld[x][y];
+
+ /* prevent changed element from moving in same engine frame
+ unless both old and new element can either fall or move */
+ if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+ (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+ Stop[x][y] = TRUE;
+ }
+#endif
+
+ CreateFieldExt(x, y, element, TRUE);
+}
+
+static boolean ChangeElement(int x, int y, int element, int page)
+{
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int ce_value = CustomValue[x][y];
+ int ce_score = ei->collect_score;
+ int target_element;
+ int old_element = Feld[x][y];
+
+ /* always use default change event to prevent running into a loop */
+ if (ChangeEvent[x][y] == -1)
+ ChangeEvent[x][y] = CE_DELAY;
+
+ if (ChangeEvent[x][y] == CE_DELAY)
+ {
+ /* reset actual trigger element, trigger player and action element */
+ change->actual_trigger_element = EL_EMPTY;
+ change->actual_trigger_player = EL_PLAYER_1;
+ change->actual_trigger_side = CH_SIDE_NONE;
+ change->actual_trigger_ce_value = 0;
+ change->actual_trigger_ce_score = 0;
+ }
+
+ /* do not change elements more than a specified maximum number of changes */
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+ return FALSE;
+
+ ChangeCount[x][y]++; /* count number of changes in the same frame */
+
+ if (change->explode)
+ {
+ Bang(x, y);
+
+ return TRUE;
+ }
+
+ if (change->use_target_content)
+ {
+ boolean complete_replace = TRUE;
+ boolean can_replace[3][3];
+ int xx, yy;
+
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ {
+ boolean is_empty;
+ boolean is_walkable;
+ boolean is_diggable;
+ boolean is_collectible;
+ boolean is_removable;
+ boolean is_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int content_element = change->target_content.e[xx][yy];
+ int e;
+
+ can_replace[xx][yy] = TRUE;
+
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
+
+ if (content_element == EL_EMPTY_SPACE)