+void RemoveMovingField(int x, int y)
+{
+ int oldx = x, oldy = y, newx = x, newy = y;
+
+ if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+ return;
+
+ if (IS_MOVING(x, y))
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] != EL_BLOCKED)
+ return;
+ }
+ else if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ return;
+ }
+
+ if (Feld[x][y] == 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_DRIPPING))
+ Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
+ else
+ Feld[oldx][oldy] = EL_EMPTY;
+
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+ Feld[newx][newy] = EL_EMPTY;
+ MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
+ MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+ GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
+
+ DrawNewLevelField(oldx, oldy);
+ DrawNewLevelField(newx, newy);
+}
+
+void DrawDynamite(int x, int y)
+{
+ int sx = SCREENX(x), sy = SCREENY(y);
+#if 0
+ int graphic = el2gfx(Feld[x][y]);
+#else
+ int graphic = el2img(Feld[x][y]);
+#endif
+ int phase;
+
+ if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+ return;
+
+ if (Store[x][y])
+#if 0
+ DrawGraphic(sx, sy, el2gfx(Store[x][y]));
+#else
+ DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
+#endif
+
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+ {
+ if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
+ phase = 6;
+ }
+ else
+ {
+ if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
+ phase = 7 - phase;
+ }
+
+#if 1
+ phase = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
+#endif
+
+ /*
+ printf("-> %d: %d [%d]\n", graphic, phase, MovDelay[x][y]);
+ */
+
+#if 0
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(sx, sy, GFX_SP_DISK_RED);
+ else if (Store[x][y])
+ DrawGraphicThruMask(sx, sy, graphic + phase);
+ else
+ DrawGraphic(sx, sy, graphic + phase);
+#else
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+ else if (Store[x][y])
+ DrawNewGraphicThruMask(sx, sy, graphic, phase);
+ else
+ DrawNewGraphic(sx, sy, graphic, phase);
+#endif
+}
+
+void CheckDynamite(int x, int y)
+{
+ if (MovDelay[x][y]) /* dynamite is still waiting to explode */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (!(MovDelay[x][y] % 6))
+ PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+
+ if (IS_ACTIVE_BOMB(Feld[x][y]))
+ {
+ int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
+
+ if (!(MovDelay[x][y] % delay))
+ DrawDynamite(x, y);
+ }
+
+ return;
+ }
+ }
+
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+ StopSound(SND_DYNAMITE_ACTIVE);
+ else
+ StopSound(SND_DYNABOMB_ACTIVE);
+
+ Bang(x, y);
+}
+
+void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+ int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = num_phase * delay;
+ int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
+
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
+
+ if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ {
+ int center_element = Feld[ex][ey];
+
+ 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;
+ }
+
+ for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+ {
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+ (x != ex || y != ey)))
+ continue;
+
+ element = Feld[x][y];
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ {
+ element = MovingOrBlocked2Element(x, y);
+ RemoveMovingField(x, y);
+ }
+
+ if (IS_MASSIVE(element) || element == EL_FLAMES)
+ continue;
+
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
+ Store[x][y] = 0;
+ }
+
+ continue;
+ }
+
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
+
+ if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+ {
+ switch(StorePlayer[ex][ey])
+ {
+ case EL_PLAYER2:
+ Store[x][y] = EL_EMERALD_RED;
+ break;
+ case EL_PLAYER3:
+ Store[x][y] = EL_EMERALD;
+ break;
+ case EL_PLAYER4:
+ Store[x][y] = EL_EMERALD_PURPLE;
+ break;
+ case EL_PLAYER1:
+ default:
+ Store[x][y] = EL_EMERALD_YELLOW;
+ break;
+ }
+
+ if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_EMPTY;
+ }
+ else if (center_element == EL_MOLE)
+ Store[x][y] = EL_EMERALD_RED;
+ else if (center_element == EL_PENGUIN)
+ Store[x][y] = EL_EMERALD_PURPLE;
+ else if (center_element == EL_BUG)
+ Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
+ else if (center_element == EL_BD_BUTTERFLY)
+ Store[x][y] = EL_BD_DIAMOND;
+ else if (center_element == EL_SP_ELECTRON)
+ Store[x][y] = EL_SP_INFOTRON;
+ else if (center_element == EL_YAMYAM)
+ Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
+ else if (center_element == EL_AMOEBA_TO_DIAMOND)
+ Store[x][y] = level.amoeba_content;
+ 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_PFORTE(Store[x][y]))
+ Store[x][y] = EL_EMPTY;
+
+ if (x != ex || y != ey ||
+ center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+ Store2[x][y] = element;
+
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_CREATING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ Feld[x][y] = EL_EXPLOSION;
+ MovDir[x][y] = MovPos[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+ Frame[x][y] = 1;
+ Stop[x][y] = TRUE;
+ }
+
+ if (center_element == EL_YAMYAM)
+ game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+
+ return;
+ }
+
+ if (Stop[ex][ey])
+ return;
+
+ x = ex;
+ y = ey;
+
+ Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+ if (phase == first_phase_after_start)
+ {
+ int element = Store2[x][y];
+
+ if (element == EL_BLACK_ORB)
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ }
+ else if (phase == half_phase)
+ {
+ int element = Store2[x][y];
+
+ if (IS_PLAYER(x, y))
+ KillHeroUnlessProtected(x, y);
+ else if (IS_EXPLOSIVE(element))
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ else if (element == EL_AMOEBA_TO_DIAMOND)
+ AmoebeUmwandeln(x, y);
+ }
+
+ if (phase == last_phase)
+ {
+ int element;
+
+ element = Feld[x][y] = Store[x][y];
+ Store[x][y] = Store2[x][y] = 0;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(element) || COULD_MOVE(element))
+ InitMovDir(x, y);
+ DrawLevelField(x, y);
+
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ StorePlayer[x][y] = 0;
+ }
+ else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int graphic = GFX_EXPLOSION;
+
+ if (game.emulation == EMU_SUPAPLEX)
+ graphic = (Store[x][y] == EL_SP_INFOTRON ?
+ GFX_SP_EXPLODE_INFOTRON :
+ GFX_SP_EXPLODE_EMPTY);
+
+ if (phase == delay)
+ ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+
+ graphic += (phase / delay - 1);
+
+ if (IS_PFORTE(Store[x][y]))
+ {
+ DrawLevelElement(x, y, Store[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+ }
+ else
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic);
+ }
+}
+
+void DynaExplode(int ex, int ey)
+{
+ int i, j;
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
+ dynabomb_size = player->dynabomb_size;
+ dynabomb_xl = player->dynabomb_xl;
+ player->dynabombs_left++;
+ }
+
+ Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+
+ for (i=0; i<4; i++)
+ {
+ for (j=1; j<=dynabomb_size; j++)
+ {
+ int x = ex + j * xy[i % 4][0];
+ int y = ey + j * xy[i % 4][1];
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
+ break;
+
+ element = Feld[x][y];
+
+ /* do not restart explosions of fields with active bombs */
+ if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+ continue;
+
+ Explode(x, y, EX_PHASE_START, EX_BORDER);
+
+ if (element != EL_EMPTY &&
+ element != EL_SAND &&
+ element != EL_EXPLOSION &&
+ !dynabomb_xl)
+ break;
+ }
+ }
+}
+
+void Bang(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (game.emulation == EMU_SUPAPLEX)
+ PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+ else
+ PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+
+#if 0
+ if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
+ element = EL_EMPTY;
+#endif
+
+ switch(element)
+ {
+ case EL_BUG:
+ case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_MOLE:
+ RaiseScoreElement(element);
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ break;
+ case EL_DYNABOMB_PLAYER1_ACTIVE:
+ case EL_DYNABOMB_PLAYER2_ACTIVE:
+ case EL_DYNABOMB_PLAYER3_ACTIVE:
+ case EL_DYNABOMB_PLAYER4_ACTIVE:
+ case EL_DYNABOMB_NR:
+ case EL_DYNABOMB_SZ:
+ case EL_DYNABOMB_XL:
+ DynaExplode(x, y);
+ break;
+ case EL_PENGUIN:
+ case EL_LAMP:
+ case EL_LAMP_ACTIVE:
+ if (IS_PLAYER(x, y))
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ else
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ break;
+ default:
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ break;
+ }
+}
+
+void Blurb(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element != EL_ACID_SPLASHING_LEFT &&
+ element != EL_ACID_SPLASHING_RIGHT) /* start */
+ {
+ PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+ if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
+ (!IN_LEV_FIELD(x-1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
+ {
+ Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
+ }
+ if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
+ (!IN_LEV_FIELD(x+1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
+ {
+ Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
+ }
+ }
+ else /* go on */
+ {
+ int graphic =
+ (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+
+ if (!MovDelay[x][y]) /* initialize animation counter */
+ MovDelay[x][y] = 9;
+
+ if (MovDelay[x][y]) /* continue animation */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+ }
+ }
+ }
+}
+
+static void ToggleBeltSwitch(int x, int y)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT,
+ EL_CONVEYOR_BELT2_LEFT,
+ EL_CONVEYOR_BELT3_LEFT,
+ EL_CONVEYOR_BELT4_LEFT
+ };
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT4_LEFT_ACTIVE
+ };
+ static int belt_base_switch_element[4] =
+ {
+ EL_CONVEYOR_BELT1_SWITCH_LEFT,
+ EL_CONVEYOR_BELT2_SWITCH_LEFT,
+ EL_CONVEYOR_BELT3_SWITCH_LEFT,
+ EL_CONVEYOR_BELT4_SWITCH_LEFT
+ };
+ static int belt_move_dir[4] =
+ {
+ MV_LEFT,
+ MV_NO_MOVING,
+ MV_RIGHT,
+ MV_NO_MOVING,
+ };
+
+ int element = Feld[x][y];
+ int belt_nr = getBeltNrFromBeltSwitchElement(element);
+ int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+ int belt_dir = belt_move_dir[belt_dir_nr];
+ int xx, yy;
+
+ 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;
+
+ 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_CRACKINGNUT;
+ 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;