+ new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (IS_BELT_SWITCH(element))
+ {
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ DrawLevelField(xx, yy);
+ }
+ }
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ DrawLevelField(xx, yy);
+ }
+ }
+ }
+ }
+}
+
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.switchgate_pos = !game.switchgate_pos;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+ }
+ }
+ }
+}
+
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+ element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
+ EL_INVISIBLE_SAND_ACTIVE);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+ return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+ element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
+ EL_INVISIBLE_SAND);
+}
+
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+ int x, y;
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_LIGHT_SWITCH &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+ DrawLevelField(x, y);
+ }
+ }
+ }
+}
+
+static void ToggleLightSwitch(int x, int y)
+{
+ int element = Feld[x][y];
+
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH ?
+ level.time_light * FRAMES_PER_SECOND : 0);
+
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlaySoundLevel(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 lastline = (y == lev_fieldy-1);
+ boolean object_hit = FALSE;
+ int element = Feld[x][y];
+ int smashed = 0;
+
+ if (!lastline) /* check if element below was hit */
+ {
+ if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ return;
+
+ object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
+ MovDir[x][y+1]!=MV_DOWN ||
+ MovPos[x][y+1]<=TILEY/2));
+ if (object_hit)
+ smashed = MovingOrBlocked2Element(x, y+1);
+ }
+
+ if (!lastline && smashed == EL_ACID) /* element falls into acid */
+ {
+ Blurb(x, y);
+ return;
+ }
+
+ if ((element == EL_BOMB ||
+ element == EL_SP_DISK_ORANGE ||
+ element == EL_DX_SUPABOMB) &&
+ (lastline || object_hit)) /* element is bomb */
+ {
+ Bang(x, y);
+ return;
+ }
+ else if (element == EL_PEARL)
+ {
+ Feld[x][y] = EL_PEARL_BREAKING;
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+
+ if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+ {
+ if (object_hit && IS_PLAYER(x, y+1))
+ KillHeroUnlessProtected(x, y+1);
+ else if (object_hit && smashed == EL_PENGUIN)
+ Bang(x, y+1);
+ else
+ {
+ Feld[x][y] = EL_AMOEBA_CREATING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ return;
+ }
+
+ if (!lastline && object_hit) /* check which object was hit */
+ {
+ if (CAN_CHANGE(element) &&
+ (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+ {
+ int xx, yy;
+ int activated_magic_wall =
+ (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+ EL_BD_MAGIC_WALL_ACTIVE);
+
+ /* activate magic wall / mill */
+ for (yy=0; yy<lev_fieldy; yy++)
+ for (xx=0; xx<lev_fieldx; xx++)
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
+
+ game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+ game.magic_wall_active = TRUE;
+
+ PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+ SND_MAGIC_WALL_ACTIVATING :
+ SND_BD_MAGIC_WALL_ACTIVATING));
+ }
+
+ if (IS_PLAYER(x, y+1))
+ {
+ KillHeroUnlessProtected(x, y+1);
+ return;
+ }
+ else if (smashed == EL_PENGUIN)
+ {
+ Bang(x, y+1);
+ return;
+ }
+ else if (element == EL_BD_DIAMOND)
+ {
+ if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ {
+ Bang(x, y+1);
+ return;
+ }
+ }
+ else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE))
+ {
+ Bang(x, y+1);
+ return;
+ }
+ else if (element == EL_ROCK ||
+ element == EL_SP_ZONK ||
+ element == EL_BD_ROCK)
+ {
+ if (IS_ENEMY(smashed) ||
+ smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
+ smashed == EL_DX_SUPABOMB ||
+ smashed == EL_SATELLITE || smashed == EL_PIG ||
+ smashed == EL_DRAGON || smashed == EL_MOLE)
+ {
+ Bang(x, y+1);
+ return;
+ }
+ else if (!IS_MOVING(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_CRACKING;
+ PlaySoundLevel(x, y, SND_NUT_CRACKING);
+ RaiseScoreElement(EL_NUT);
+ return;
+ }
+ else if (smashed == EL_PEARL)
+ {
+ Feld[x][y+1] = EL_PEARL_BREAKING;
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ return;
+ }
+ else if (smashed == EL_DIAMOND)
+ {
+ Feld[x][y+1] = EL_EMPTY;
+ PlaySoundLevel(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);
+ }
+ }
+ }
+ }
+
+ /* play sound of magic wall / mill */
+ if (!lastline &&
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+ {
+ if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+ PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
+ else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+
+ return;
+ }
+
+ /* play sound of object that hits the ground */
+ if (lastline || object_hit)
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
+}
+
+void TurnRound(int x, int y)
+{
+ static struct
+ {
+ int x, y;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ {-1, 0 },
+ {+1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
+ static struct
+ {
+ int left, right, back;
+ } turn[] =
+ {
+ { 0, 0, 0 },
+ { MV_DOWN, MV_UP, MV_RIGHT },
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
+ };
+
+ int element = Feld[x][y];
+ int old_move_dir = MovDir[x][y];
+ int left_dir = turn[old_move_dir].left;
+ int right_dir = turn[old_move_dir].right;
+ int back_dir = turn[old_move_dir].back;
+
+ int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
+ int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
+ int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
+ int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+
+ int left_x = x + left_dx, left_y = y + left_dy;
+ int right_x = x + right_dx, right_y = y + right_dy;
+ int move_x = x + move_dx, move_y = y + move_dy;
+
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ IS_FREE(right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!IN_LEV_FIELD(move_x, move_y) ||
+ !IS_FREE(move_x, move_y))
+ MovDir[x][y] = left_dir;
+
+ if (element == EL_BUG && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ IS_FREE(left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!IN_LEV_FIELD(move_x, move_y) ||
+ !IS_FREE(move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if ((element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_YAMYAM)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
+ Feld[left_x][left_y] == EL_DIAMOND))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
+ Feld[right_x][right_y] == EL_DIAMOND))
+ can_turn_right = TRUE;
+
+ 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 = FALSE, can_turn_right = FALSE;
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
+ IS_MAMPF2(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
+ IS_MAMPF2(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ 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 = FALSE, can_turn_right = FALSE;
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE_OR_PLAYER(left_x, left_y) ||
+ IS_AMOEBOID(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE_OR_PLAYER(right_x, right_y) ||
+ IS_AMOEBOID(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ 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 = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean should_turn_left = FALSE, should_turn_right = FALSE;
+ boolean should_move_on = FALSE;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
+ can_move_on = TRUE;
+
+ if (can_turn_left &&
+ (!can_move_on ||
+ (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
+ !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
+ should_turn_left = TRUE;
+ if (can_turn_right &&
+ (!can_move_on ||
+ (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
+ !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
+ should_turn_right = TRUE;
+ if (can_move_on &&
+ (!can_turn_left || !can_turn_right ||
+ (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
+ !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
+ (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
+ !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
+ should_move_on = TRUE;
+
+ 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;
+
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
+ !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_DRAGON)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ int rnd_value = 24;
+ int rnd = RND(rnd_value);
+
+ if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
+ can_turn_right = TRUE;
+ if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
+ can_move_on = TRUE;
+
+ 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;
+
+ if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+ MovDir[x][y] = old_move_dir;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_MOLE)
+ {
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+
+ if (IN_LEV_FIELD(move_x, move_y) &&
+ (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
+ can_move_on = TRUE;
+
+ if (!can_move_on)
+ {
+ if (IN_LEV_FIELD(left_x, left_y) &&
+ (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
+ can_turn_left = TRUE;
+ if (IN_LEV_FIELD(right_x, right_y) &&
+ (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
+ can_turn_right = TRUE;
+
+ if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = left_dir;
+ else
+ MovDir[x][y] = right_dir;
+ }
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+ else if (element == EL_BALLOON)
+ {
+ MovDir[x][y] = game.balloon_dir;
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_SPRING)
+ {
+ if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
+ (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
+ (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
+ MovDir[x][y] = MV_NO_MOVING;
+
+ MovDelay[x][y] = 0;
+ }
+ else if (element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_PENGUIN)
+ {
+ int attr_x = -1, attr_y = -1;
+
+ if (AllPlayersGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ if (element == EL_ROBOT && ZX>=0 && ZY>=0)
+ {
+ attr_x = ZX;
+ attr_y = ZY;
+ }
+
+ if (element == EL_PENGUIN)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i=0; i<4; i++)
+ {
+ int ex = x + xy[i%4][0];
+ int ey = y + xy[i%4][1];
+
+ if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ {
+ attr_x = ex;
+ attr_y = ey;
+ break;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x<x)
+ MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+ else if (attr_x>x)
+ MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+ if (attr_y<y)
+ MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+ else if (attr_y>y)
+ MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+
+ if (element == EL_ROBOT)
+ {
+ int newx, newy;
+
+ if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ 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
+ {
+ int newx, newy;
+
+ MovDelay[x][y] = 1;
+
+ if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IN_LEV_FIELD(newx, newy) &&
+ (IS_FREE(newx, newy) ||
+ Feld[newx][newy] == EL_ACID ||
+ (element == EL_PENGUIN &&
+ (Feld[newx][newy] == EL_EXIT_OPEN ||
+ IS_MAMPF3(Feld[newx][newy])))))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IN_LEV_FIELD(newx, newy) &&
+ (IS_FREE(newx, newy) ||
+ Feld[newx][newy] == EL_ACID ||
+ (element == EL_PENGUIN &&
+ (Feld[newx][newy] == EL_EXIT_OPEN ||
+ IS_MAMPF3(Feld[newx][newy])))))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ }
+}
+
+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->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)
+{
+ int element = Feld[x][y];
+
+ if (Stop[x][y])
+ return;
+
+ GfxAction[x][y] = GFX_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);
+ Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Store[x][y] = EL_ROCK;
+ PlaySoundLevel(x, y, SND_QUICKSAND_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;
+ PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
+ }
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ Feld[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
+ PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+ }
+ else if (element == EL_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y+1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ 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);
+ 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_CHANGE(element) &&
+ (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ 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_SMASH(element) && Feld[x][y+1] == EL_ACID)
+ {
+ Blurb(x, y);
+ InitMovingField(x, y, MV_DOWN);
+ Store[x][y] = EL_ACID;
+ }
+ else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+ JustStopped[x][y])
+ {
+ Impact(x, y);
+ }
+ else if (IS_FREE(x, y+1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ }
+ else if (element == EL_AMOEBA_DROP)
+ {
+ Feld[x][y] = EL_AMOEBA_CREATING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ /* Store[x][y+1] must be zero, because:
+ (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+ */
+#if 0
+#if OLD_GAME_BEHAVIOUR
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB)
+#endif
+#else
+ else if ((IS_SLIPPERY(Feld[x][y+1]) ||
+ (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+#endif
+ {
+ boolean left = (x>0 && IS_FREE(x-1, y) &&
+ (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
+ boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
+ (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+
+ if (left || right)
+ {
+ if (left && right &&
+ (game.emulation != EMU_BOULDERDASH &&
+ element != EL_BD_ROCK && element != EL_BD_DIAMOND))
+ left = !(right = RND(2));
+
+ InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ }
+ }
+ else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+ {
+ boolean left_is_free = (x>0 && IS_FREE(x-1, y));
+ boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if ((belt_dir == MV_LEFT && left_is_free) ||
+ (belt_dir == MV_RIGHT && right_is_free))
+ {
+ InitMovingField(x, y, belt_dir);
+ GfxAction[x][y] = GFX_ACTION_DEFAULT;
+ }
+ }
+ }
+
+ if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
+ {
+ int newx, newy;
+
+ if ((element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ element == EL_SPRING)
+ && JustBeingPushed(x, y))
+ return;
+
+ if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+ Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+
+ if (!MovDelay[x][y]) /* start new movement phase */
+ {
+ /* all objects that can change their move direction after each step */
+ /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
+
+ if (element != EL_YAMYAM &&
+ element != EL_DARK_YAMYAM &&
+ element != EL_PACMAN)
+ {
+#if 0
+ if (element == EL_SPRING)
+ printf("1--> %d\n", MovDir[x][y]);
+#endif
+ TurnRound(x, y);
+#if 0
+ if (element == EL_SPRING)
+ printf("2--> %d\n", MovDir[x][y]);
+#endif
+ if (MovDelay[x][y] && (element == EL_BUG ||
+ element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON ||
+ element == EL_MOLE))
+ DrawLevelField(x, y);
+ }
+ }
+
+ if (MovDelay[x][y]) /* wait some time before next movement */
+ {
+ MovDelay[x][y]--;
+
+ if (element == EL_ROBOT ||
+ element == EL_YAMYAM || element == EL_DARK_YAMYAM)
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = el2img(element);
+ int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+
+ if (MovDelay[x][y] % 4 == 3)
+ {
+ if (element == EL_YAMYAM)
+ PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
+ else if (element == EL_DARK_YAMYAM)
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
+ }
+ }
+ else if (element == EL_SP_ELECTRON)
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+ 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_LEFT1 :
+ dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
+ dir == MV_UP ? IMG_FLAMES_UP1 :
+ dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+ int frame = getGraphicAnimationFrame(graphic, -1);
+
+ for (i=1; i<=3; i++)
+ {
+ int xx = x + i*dx, yy = y + i*dy;
+ int sx = SCREENX(xx), sy = SCREENY(yy);
+ int flame_graphic = graphic + (i - 1);
+
+ if (!IN_LEV_FIELD(xx, yy) ||
+ IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+ break;
+
+ if (MovDelay[x][y])
+ {
+ int flamed = MovingOrBlocked2Element(xx, yy);
+
+ if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+ Bang(xx, yy);
+ else
+ RemoveMovingField(xx, yy);
+
+ Feld[xx][yy] = EL_FLAMES;
+ if (IN_SCR_FIELD(sx, sy))
+ 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 */
+ {
+ PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+
+ return;
+ }
+ }