+ }
+ }
+
+ if (tape.playing)
+ {
+ /* when playing a tape, eliminate all players who do not participate */
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active && !tape.player_participates[i])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+ else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ {
+ /* when in single player mode, eliminate all but the first active player */
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ for (j=i+1; j<MAX_PLAYERS; j++)
+ {
+ if (stored_player[j].active)
+ {
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+ }
+ }
+
+ /* when recording the game, store which players take part in the game */
+ if (tape.recording)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ tape.player_participates[i] = TRUE;
+ }
+
+ if (options.debug)
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("Player %d: present == %d, connected == %d, active == %d.\n",
+ i+1,
+ player->present,
+ player->connected,
+ player->active);
+ if (local_player == player)
+ printf("Player %d is local player.\n", i+1);
+ }
+ }
+
+ if (BorderElement == EL_EMPTY)
+ {
+ SBX_Left = 0;
+ SBX_Right = lev_fieldx - SCR_FIELDX;
+ SBY_Upper = 0;
+ SBY_Lower = lev_fieldy - SCR_FIELDY;
+ }
+ else
+ {
+ SBX_Left = -1;
+ SBX_Right = lev_fieldx - SCR_FIELDX + 1;
+ SBY_Upper = -1;
+ SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+ }
+
+ if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+ if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+
+ scroll_x = SBX_Left;
+ scroll_y = SBY_Upper;
+ if (local_player->jx >= SBX_Left + MIDPOSX)
+ scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+ local_player->jx - MIDPOSX :
+ SBX_Right);
+ if (local_player->jy >= SBY_Upper + MIDPOSY)
+ scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+ local_player->jy - MIDPOSY :
+ SBY_Lower);
+
+ CloseDoor(DOOR_CLOSE_1);
+
+ DrawLevel();
+ DrawAllPlayers();
+
+ /* after drawing the level, correct some elements */
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+
+ if (setup.soft_scrolling)
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+ FadeToFront();
+
+ /* copy default game door content to main double buffer */
+ BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+ if (level_nr < 100)
+ DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
+ int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+ else
+ {
+ DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+ BlitBitmap(drawto, drawto,
+ DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
+ FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
+ }
+
+ DrawGameDoorValues();
+
+ UnmapGameButtons();
+ UnmapTapeButtons();
+ game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
+ game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
+ game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
+ MapGameButtons();
+ MapTapeButtons();
+
+ /* copy actual game door content to door double buffer for OpenDoor() */
+ BlitBitmap(drawto, bitmap_db_door,
+ DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+
+ OpenDoor(DOOR_OPEN_ALL);
+
+ PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+ if (setup.sound_music)
+ PlayMusic(level_nr);
+
+ KeyboardAutoRepeatOff();
+
+ if (options.debug)
+ {
+ for (i=0; i<4; i++)
+ printf("Player %d %sactive.\n",
+ i + 1, (stored_player[i].active ? "" : "not "));
+ }
+}
+
+void InitMovDir(int x, int y)
+{
+ int i, element = Feld[x][y];
+ static int xy[4][2] =
+ {
+ { 0, +1 },
+ { +1, 0 },
+ { 0, -1 },
+ { -1, 0 }
+ };
+ static int direction[3][4] =
+ {
+ { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
+ { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
+ { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
+ };
+
+ switch(element)
+ {
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ Feld[x][y] = EL_BUG;
+ MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
+ break;
+
+ case EL_SPACESHIP_RIGHT:
+ case EL_SPACESHIP_UP:
+ case EL_SPACESHIP_LEFT:
+ case EL_SPACESHIP_DOWN:
+ Feld[x][y] = EL_SPACESHIP;
+ MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
+ break;
+
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ Feld[x][y] = EL_BD_BUTTERFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
+ break;
+
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ Feld[x][y] = EL_BD_FIREFLY;
+ MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
+ break;
+
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
+ Feld[x][y] = EL_PACMAN;
+ MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
+ break;
+
+ case EL_SP_SNIKSNAK:
+ MovDir[x][y] = MV_UP;
+ break;
+
+ case EL_SP_ELECTRON:
+ MovDir[x][y] = MV_LEFT;
+ break;
+
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ Feld[x][y] = EL_MOLE;
+ MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
+ break;
+
+ default:
+ MovDir[x][y] = 1 << RND(4);
+ if (element != EL_BUG &&
+ element != EL_SPACESHIP &&
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
+ break;
+
+ for (i=0; i<4; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ {
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ MovDir[x][y] = direction[0][i];
+ break;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ MovDir[x][y] = direction[1][i];
+ break;
+ }
+ }
+ }
+ break;
+ }
+}
+
+void InitAmoebaNr(int x, int y)
+{
+ int i;
+ int group_nr = AmoebeNachbarNr(x, y);
+
+ if (group_nr == 0)
+ {
+ for (i=1; i<MAX_NUM_AMOEBA; i++)
+ {
+ if (AmoebaCnt[i] == 0)
+ {
+ group_nr = i;
+ break;
+ }
+ }
+ }
+
+ AmoebaNr[x][y] = group_nr;
+ AmoebaCnt[group_nr]++;
+ AmoebaCnt2[group_nr]++;
+}
+
+void GameWon()
+{
+ int hi_pos;
+ boolean raise_level = FALSE;
+
+ if (local_player->MovPos)
+ return;
+
+ if (tape.playing && tape.auto_play)
+ tape.auto_play_level_solved = TRUE;
+
+ local_player->LevelSolved = FALSE;
+
+ PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+
+ if (TimeLeft)
+ {
+ if (!tape.playing && setup.sound_loops)
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
+
+ while (TimeLeft > 0)
+ {
+ if (!tape.playing && !setup.sound_loops)
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+ if (TimeLeft > 0 && !(TimeLeft % 10))
+ RaiseScore(level.score[SC_ZEITBONUS]);
+ if (TimeLeft > 100 && !(TimeLeft % 10))
+ TimeLeft -= 10;
+ else
+ TimeLeft--;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+ BackToFront();
+
+ if (!tape.playing)
+ Delay(10);
+ }
+
+ if (!tape.playing && setup.sound_loops)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ }
+ else if (level.time == 0) /* level without time limit */
+ {
+ if (!tape.playing && setup.sound_loops)
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
+
+ while (TimePlayed < 999)
+ {
+ if (!tape.playing && !setup.sound_loops)
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+ if (TimePlayed < 999 && !(TimePlayed % 10))
+ RaiseScore(level.score[SC_ZEITBONUS]);
+ if (TimePlayed < 900 && !(TimePlayed % 10))
+ TimePlayed += 10;
+ else
+ TimePlayed++;
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+ BackToFront();
+
+ if (!tape.playing)
+ Delay(10);
+ }
+
+ if (!tape.playing && setup.sound_loops)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ }
+
+#if 0
+ FadeSounds();
+#endif
+
+ /* Hero disappears */
+ DrawLevelField(ExitX, ExitY);
+ BackToFront();
+
+ 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 = HALLOFFAME;
+ DrawHallOfFame(hi_pos);
+ if (raise_level)
+ {
+ level_nr++;
+ TapeErase();
+ }
+ }
+ else
+ {
+ game_status = MAINMENU;
+ if (raise_level)
+ {
+ level_nr++;
+ TapeErase();
+ }
+ DrawMainMenu();
+ }
+
+ BackToFront();
+}
+
+int NewHiScore()
+{
+ int k, l;
+ int position = -1;
+
+ LoadScore(level_nr);
+
+ if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
+ 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 (!strcmp(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;
+}
+
+void InitMovingField(int x, int y, int direction)
+{
+ int element = Feld[x][y];
+ int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+
+ if (!JustStopped[x][y] || direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+ MovDir[x][y] = direction;
+ MovDir[newx][newy] = direction;
+
+ if (Feld[newx][newy] == EL_EMPTY)
+ Feld[newx][newy] = EL_BLOCKED;
+
+ if (direction == MV_DOWN && CAN_FALL(element))
+ GfxAction[x][y] = GFX_ACTION_FALLING;
+ else
+ GfxAction[x][y] = GFX_ACTION_MOVING;
+}
+
+void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
+{
+ int direction = MovDir[x][y];
+ int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+
+ *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;
+}
+
+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;
+
+ 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 (Store[x][y])
+ DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+
+ frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
+
+ /*
+ printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
+ */
+
+ if (game.emulation == EMU_SUPAPLEX)
+ DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+ else if (Store[x][y])
+ DrawGraphicThruMask(sx, sy, graphic, frame);
+ else
+ DrawGraphic(sx, sy, graphic, frame);
+}
+
+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;
+ int 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;
+ ExplodePhase[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;
+
+ ExplodePhase[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 stored = Store[x][y];
+ int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+ stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+ IMG_SP_EXPLOSION);
+ int frame = getGraphicAnimationFrame(graphic, phase - delay);
+
+ if (phase == delay)
+ DrawCrumbledSand(SCREENX(x), SCREENY(y));
+
+ if (IS_PFORTE(Store[x][y]))
+ {
+ DrawLevelElement(x, y, Store[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+ else
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+}
+
+void DynaExplode(int ex, int ey)
+{
+ int i, j;
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ {
+ player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_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_SPLASH_LEFT &&
+ element != EL_ACID_SPLASH_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_SPLASH_LEFT;
+ }
+ if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
+ (!IN_LEV_FIELD(x+1, y-1) ||
+ !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
+ {
+ Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
+ }
+ }
+ else /* go on */
+ {
+ int graphic = (element == EL_ACID_SPLASH_LEFT ?
+ IMG_ACID_SPLASH_LEFT :
+ IMG_ACID_SPLASH_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)))
+ {
+ int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+ }
+ }
+ }
+}
+
+static void InitBeltMovement()
+{
+ 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
+ };
+
+ int x, y, i, j;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<4; i++)
+ {
+ int belt_nr = i;
+
+ for (j=0; j<3; j++)
+ {
+ int element = belt_base_active_element[belt_nr] + j;
+ int graphic = el2img(element);
+
+ if (game.belt_dir[i] == MV_LEFT)
+ new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ }
+ }
+
+ for(y=0; y<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ for (i=0; i<4; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
+
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ }
+ }
+ }
+ }
+ }
+}
+
+static void ToggleBeltSwitch(int x, int y)
+{
+ static int belt_base_element[4] =
+ {
+ EL_CONVEYOR_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, i;
+
+ if (!IS_BELT_SWITCH(element))
+ return;
+
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ game.belt_dir[belt_nr] = belt_dir;
+
+ if (belt_dir_nr == 3)
+ belt_dir_nr = 1;
+
+ /* set frame order for belt animation graphic according to belt direction */
+ for (i=0; i<3; i++)
+ {
+ int element = belt_base_active_element[belt_nr] + i;
+ int graphic = el2img(element);
+
+ if (belt_dir == MV_LEFT)
+ new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ else
+ 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)
+{
+ static boolean use_spring_bug = TRUE;
+ boolean started_moving = FALSE; /* some elements can fall _and_ move */
+ 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);
+ started_moving = TRUE;
+
+ 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);
+ started_moving = TRUE;
+
+ 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);
+ 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_CHANGE(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_SMASH(element) && Feld[x][y+1] == EL_ACID)
+ {
+ Blurb(x, y);
+
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ 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) && element == EL_SPRING && use_spring_bug)
+ {
+ if (MovDir[x][y] == MV_NO_MOVING)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_FREE(x, y+1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+ }
+ 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);
+ started_moving = TRUE;
+ }
+ }
+ else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+ {
+ boolean left_is_free = (x>0 && IS_FREE(x-1, y));
+ boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if ((belt_dir == MV_LEFT && left_is_free) ||
+ (belt_dir == MV_RIGHT && right_is_free))
+ {
+ InitMovingField(x, y, belt_dir);
+ started_moving = TRUE;
+
+ GfxAction[x][y] = GFX_ACTION_DEFAULT;
+ }
+ }
+ }
+
+ /* not "else if" because of EL_SPRING */
+ if (CAN_MOVE(element) && !started_moving)
+ {
+ int newx, newy;
+
+ if ((element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ element == EL_SPRING)
+ && JustBeingPushed(x, y))
+ return;
+
+#if 0
+#if 0
+ if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+ Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
+#else
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ {
+ Moving2Blocked(x, y, &newx, &newy);
+ if (Feld[newx][newy] == EL_BLOCKED)
+ Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
+ }
+#endif
+#endif
+
+ if (!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;
+ }
+ }
+
+ /* now make next step */
+
+ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+
+ if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ !PLAYER_PROTECTED(newx, newy))
+ {
+
+#if 1
+ TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ return;
+#else
+ /* enemy got the player */
+ MovDir[x][y] = 0;
+ KillHero(PLAYERINFO(newx, newy));
+ return;
+#endif
+
+ }
+ else if ((element == EL_PENGUIN || element == EL_ROBOT ||
+ element == EL_SATELLITE || element == EL_BALLOON) &&
+ IN_LEV_FIELD(newx, newy) &&
+ MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+ {
+ Blurb(x, y);
+ Store[x][y] = EL_ACID;
+ }
+ else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+ {
+ if (Feld[newx][newy] == EL_EXIT_OPEN)
+ {
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+
+ PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
+ 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_MAMPF3(Feld[newx][newy]))
+ {
+ if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+ DrawLevelField(newx, newy);
+ else
+ MovDir[x][y] = MV_NO_MOVING;
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ 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_GEM(Feld[newx][newy]))
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlaySoundLevel(x, y, SND_PIG_EATING);
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+ return;
+ }
+ }
+ 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_ENEMY(element1) || IS_ENEMY(element2)) &&
+ element1 != EL_DRAGON && element2 != EL_DRAGON &&
+ element1 != EL_FLAMES && element2 != EL_FLAMES)
+ {
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+
+ MovDelay[x][y] = 50;
+ Feld[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+ Feld[newx1][newy1] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+ Feld[newx2][newy2] = EL_FLAMES;
+ return;
+ }
+ }
+ }
+ else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ Feld[newx][newy] == EL_DIAMOND)
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlaySoundLevel(x, y, SND_YAMYAM_EATING);
+ }
+ else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+ IS_MAMPF2(Feld[newx][newy]))
+ {
+ if (AmoebaNr[newx][newy])
+ {
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+ Feld[newx][newy] == EL_BD_AMOEBA)
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ }
+
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
+ }
+ 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;
+ PlaySoundLevel(x, y, SND_MOLE_EATING);
+ 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);
+ PlaySoundLevel(x, y, SND_PACMAN_EATING);
+ }
+ }
+ 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 (element == EL_BUG || element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK)
+ DrawLevelField(x, y);
+ else if (element == EL_BUG || element == EL_SPACESHIP ||
+ element == EL_SP_SNIKSNAK || element == EL_MOLE)
+ DrawLevelField(x, y);
+ else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
+ else if (element == EL_SATELLITE)
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
+ else if (element == EL_SP_ELECTRON)
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+
+ if (DONT_TOUCH(element))
+ TestIfBadThingTouchesHero(x, y);
+
+ PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+
+ return;
+ }
+
+ InitMovingField(x, y, MovDir[x][y]);
+
+ PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
+ }
+
+ if (MovDir[x][y])
+ ContinueMoving(x, y);
+}
+
+void ContinueMoving(int x, int y)
+{
+ int element = Feld[x][y];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int horiz_move = (dx != 0);
+ int newx = x + dx, newy = y + dy;
+ int step = (horiz_move ? dx : dy) * TILEX / 8;
+
+ if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
+ step /= 2;
+ else if (element == EL_QUICKSAND_FILLING ||
+ element == EL_QUICKSAND_EMPTYING)
+ step /= 4;
+ else if (element == EL_MAGIC_WALL_FILLING ||
+ element == EL_BD_MAGIC_WALL_FILLING ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ step /= 2;
+ else if (CAN_FALL(element) && horiz_move &&
+ y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
+ step /= 2;
+ else if (element == EL_SPRING && horiz_move)
+ step *= 2;
+
+#if OLD_GAME_BEHAVIOUR
+ else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
+ step*=2;
+#endif
+
+ MovPos[x][y] += step;
+
+ if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
+ {
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
+
+ if (element == EL_MOLE)
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ Feld[x][y] = EL_SAND;
+ DrawLevelField(x, y);
+
+ for(i=0; i<4; i++)
+ {
+ int xx, yy;
+
+ xx = x + xy[i][0];
+ yy = y + xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
+ DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
+ }
+ }
+
+ if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_AMOEBA_DRIPPING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+
+ Store[x][y] = 0;
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
+
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxAction[x][y] = GFX_ACTION_DEFAULT;
+
+#if 0
+ if (!CAN_MOVE(element))
+ MovDir[newx][newy] = 0;
+#else
+ /*
+ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+#endif
+
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
+
+ Stop[newx][newy] = TRUE;
+ JustStopped[newx][newy] = 3;
+
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ {
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
+
+ if (CAN_SMASH(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+ Impact(x, newy);
+ }
+ else /* still moving on */
+ {
+#if 0
+ if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
+ {
+ printf("reset GfxAction...\n");
+
+ GfxAction[x][y] = GFX_ACTION_MOVING;
+ }
+#endif
+
+ DrawLevelField(x, y);
+ }
+}
+
+int AmoebeNachbarNr(int ax, int ay)
+{
+ int i;
+ int element = Feld[ax][ay];
+ int group_nr = 0;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i=0; i<4; i++)
+ {
+ int x = ax + xy[i][0];
+ int y = ay + xy[i][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+ group_nr = AmoebaNr[x][y];
+ }
+
+ return group_nr;
+}
+
+void AmoebenVereinigen(int ax, int ay)
+{
+ int i, x, y, xx, yy;
+ int new_group_nr = AmoebaNr[ax][ay];
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (new_group_nr == 0)
+ return;
+
+ for (i=0; i<4; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if ((Feld[x][y] == EL_AMOEBA_FULL ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_DEAD) &&
+ AmoebaNr[x][y] != new_group_nr)
+ {
+ int old_group_nr = AmoebaNr[x][y];
+
+ if (old_group_nr == 0)
+ return;
+
+ AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+ AmoebaCnt[old_group_nr] = 0;
+ AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+ AmoebaCnt2[old_group_nr] = 0;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
+ }
+ }
+ }
+ }
+}
+
+void AmoebeUmwandeln(int ax, int ay)
+{
+ int i, x, y;
+
+ if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+ {
+ int group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandeln(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+ }
+ }
+ }
+ PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(ax, ay);
+ }
+ else
+ {
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i=0; i<4; i++)
+ {
+ x = ax + xy[i][0];
+ y = ay + xy[i][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+ {
+ PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
+ Bang(x, y);
+ }
+ }
+ }
+}
+
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+{
+ int x, y;
+ int group_nr = AmoebaNr[ax][ay];
+ boolean done = FALSE;
+
+#ifdef DEBUG
+ if (group_nr == 0)
+ {
+ printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ if (AmoebaNr[x][y] == group_nr &&
+ (Feld[x][y] == EL_AMOEBA_DEAD ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_CREATING))
+ {
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = new_element;
+ InitField(x, y, FALSE);
+ DrawLevelField(x, y);
+ done = TRUE;
+ }
+ }
+ }
+
+ if (done)
+ PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+ static unsigned long sound_delay = 0;
+ static unsigned long sound_delay_value = 0;
+
+ if (!MovDelay[x][y]) /* start new growing cycle */
+ {
+ MovDelay[x][y] = 7;
+
+ if (DelayReached(&sound_delay, sound_delay_value))
+ {
+ if (Store[x][y] == EL_BD_AMOEBA)
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
+ else
+ PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
+ 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_CREATING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, 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 newax = ax, neway = ay;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (!level.amoeba_speed)
+ {
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ DrawLevelField(ax, ay);
+ return;
+ }
+
+ if (!MovDelay[ax][ay]) /* start making new amoeba field */
+ MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+
+ if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
+ {
+ int start = RND(4);
+ int x = ax + xy[start][0];
+ int y = ay + xy[start][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ return;
+
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ }
+
+ if (newax == ax && neway == ay)
+ return;
+ }
+ else /* normal or "filled" (BD style) amoeba */
+ {
+ int start = RND(4);
+ boolean waiting_for_player = FALSE;
+
+ for (i=0; i<4; i++)
+ {
+ int j = (start + i) % 4;
+ int x = ax + xy[j][0];
+ int y = ay + xy[j][1];
+
+ if (!IN_LEV_FIELD(x, y))
+ continue;
+
+ if (IS_FREE(x, y) ||
+ Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ break;
+ }
+ else if (IS_PLAYER(x, y))
+ waiting_for_player = TRUE;
+ }
+
+ if (newax == ax && neway == ay) /* amoeba cannot grow */
+ {
+ if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+ {
+ Feld[ax][ay] = EL_AMOEBA_DEAD;
+ DrawLevelField(ax, ay);
+ AmoebaCnt[AmoebaNr[ax][ay]]--;
+
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
+ {
+ if (element == EL_AMOEBA_FULL)
+ AmoebeUmwandeln(ax, ay);
+ else if (element == EL_BD_AMOEBA)
+ AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+ }
+ }
+ return;
+ }
+ else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+ {
+ /* amoeba gets larger by growing in some direction */
+
+ int new_group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+ if (new_group_nr == 0)
+ {
+ printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+ printf("AmoebeAbleger(): This should never happen!\n");
+ return;
+ }
+#endif
+
+ AmoebaNr[newax][neway] = new_group_nr;
+ AmoebaCnt[new_group_nr]++;
+ AmoebaCnt2[new_group_nr]++;
+
+ /* if amoeba touches other amoeba(s) after growing, unify them */
+ AmoebenVereinigen(newax, neway);
+
+ if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+ {
+ AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+ return;
+ }
+ }
+ }
+
+ if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+ (neway == lev_fieldy - 1 && newax != ax))
+ {
+ Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
+ Store[newax][neway] = element;
+ }
+ else if (neway == ay)
+ {
+ Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+ PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
+ }
+ else
+ {
+ InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
+ Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+ Store[ax][ay] = EL_AMOEBA_DROP;
+ ContinueMoving(ax, ay);
+ return;
+ }
+
+ DrawLevelField(newax, neway);
+}
+
+void Life(int ax, int ay)
+{
+ int x1, y1, x2, y2;
+ static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
+ int life_time = 40;
+ int element = Feld[ax][ay];
+ boolean changed = FALSE;
+
+ 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_GAMEOFLIFE && IS_PLAYER(x, y))) &&
+ !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]))
+ nachbarn++;
+ }
+
+ if (xx == ax && yy == ay) /* field in the middle */
+ {
+ if (nachbarn < life[0] || nachbarn > life[1])
+ {
+ Feld[xx][yy] = EL_EMPTY;
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
+ { /* free border field */
+ if (nachbarn >= life[2] && nachbarn <= life[3])
+ {
+ Feld[xx][yy] = element;
+ MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+ }
+
+ if (changed)
+ PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
+ SND_BIOMAZE_CREATING);
+}
+
+void RobotWheel(int x, int y)
+{
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
+ }
+
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_ROBOT_WHEEL;
+ DrawLevelField(x, y);
+
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
+void TimegateWheel(int x, int y)
+{
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
+ }
+
+ PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH;
+ DrawLevelField(x, y);
+
+ /* !!! THIS LOOKS WRONG !!! */
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
+void NussKnacken(int x, int y)
+{
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 7;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
+ 6 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
+ }
+
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_EMERALD;
+ DrawLevelField(x, y);
+}
+
+void BreakingPearl(int x, int y)
+{
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 9;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
+ 8 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
+ }
+
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_EMPTY;
+ DrawLevelField(x, y);
+}
+
+void SiebAktivieren(int x, int y, int type)
+{
+ int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
+
+ DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+}
+
+void AusgangstuerPruefen(int x, int y)
+{
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
+ return;
+
+ Feld[x][y] = EL_EXIT_OPENING;
+
+ PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ (x > LEVELX(BX2) ? LEVELX(BX2) : x),
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ (y > LEVELY(BY2) ? LEVELY(BY2) : y),
+ SND_EXIT_OPENING);
+}
+
+void AusgangstuerPruefen_SP(int x, int y)
+{
+ if (local_player->gems_still_needed > 0)
+ return;
+
+ Feld[x][y] = EL_SP_EXIT_OPEN;
+
+ PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ (x > LEVELX(BX2) ? LEVELX(BX2) : x),
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ (y > LEVELY(BY2) ? LEVELY(BY2) : y),
+ SND_SP_EXIT_OPENING);
+}
+
+void AusgangstuerOeffnen(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int tuer;
+
+ MovDelay[x][y]--;
+ tuer = MovDelay[x][y] / delay;
+
+ if (!(MovDelay[x][y] % delay))
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
+ }
+ }
+
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_EXIT_OPEN;
+ DrawLevelField(x, y);
+}
+
+void OpenSwitchgate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+
+ if (!(MovDelay[x][y] % delay))
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
+ }
+ }
+
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_SWITCHGATE_OPEN;
+ DrawLevelField(x, y);
+}
+
+void CloseSwitchgate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+
+ if (!(MovDelay[x][y] % delay))
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
+ 29 - MovDelay[x][y]);
+
+ DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
+ }
+ }
+
+ if (MovDelay[x][y])
+ return;