+ MovDir[x][y] = MV_NO_MOVING;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void MauerAbleger(int ax, int ay)
+{
+ int element = Feld[ax][ay];
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
+
+ if (!MovDelay[ax][ay]) /* start building new wall */
+ MovDelay[ax][ay] = 6;
+
+ if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+ unten_frei = TRUE;
+ if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+ links_frei = TRUE;
+ if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+ rechts_frei = TRUE;
+
+ if (element == EL_MAUER_Y || element == EL_MAUER_XY)
+ {
+ if (oben_frei)
+ {
+ Feld[ax][ay-1] = EL_MAUERND;
+ Store[ax][ay-1] = element;
+ MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+ }
+ if (unten_frei)
+ {
+ Feld[ax][ay+1] = EL_MAUERND;
+ Store[ax][ay+1] = element;
+ MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+ }
+ }
+
+ if (element == EL_MAUER_X || element == EL_MAUER_XY ||
+ element == EL_MAUER_LEBT)
+ {
+ if (links_frei)
+ {
+ Feld[ax-1][ay] = EL_MAUERND;
+ Store[ax-1][ay] = element;
+ MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+ }
+ if (rechts_frei)
+ {
+ Feld[ax+1][ay] = EL_MAUERND;
+ Store[ax+1][ay] = element;
+ MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+ DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+ }
+ }
+
+ if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
+ DrawLevelField(ax, ay);
+
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+ rechts_massiv = TRUE;
+
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_MAUER_Y))
+ Feld[ax][ay] = EL_MAUERWERK;
+}
+
+void CheckForDragon(int x, int y)
+{
+ int i, j;
+ boolean dragon_found = FALSE;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ for (i=0; i<4; i++)
+ {
+ for (j=0; j<4; j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) &&
+ (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
+ {
+ if (Feld[xx][yy] == EL_DRACHE)
+ dragon_found = TRUE;
+ }
+ else
+ break;
+ }
+ }
+
+ if (!dragon_found)
+ {
+ for (i=0; i<4; i++)
+ {
+ for (j=0; j<3; j++)
+ {
+ int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
+ {
+ Feld[xx][yy] = EL_LEERRAUM;
+ DrawLevelField(xx, yy);
+ }
+ else
+ break;
+ }
+ }
+ }
+}
+
+static void CheckBuggyBase(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element == EL_SP_BUG)
+ {
+ if (!MovDelay[x][y]) /* wait some time before activating base */
+ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
+ if (MovDelay[x][y])
+ return;
+
+ Feld[x][y] = EL_SP_BUG_ACTIVE;
+ }
+ }
+ else if (element == EL_SP_BUG_ACTIVE)
+ {
+ if (!MovDelay[x][y]) /* start activating buggy base */
+ MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ int i;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0], yy = y + xy[i][1];
+
+ if (IS_PLAYER(xx, yy))
+ {
+ PlaySoundLevel(x, y, SND_SP_BUG);
+ break;
+ }
+ }
+
+ return;
+ }
+
+ Feld[x][y] = EL_SP_BUG;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+static void CheckTrap(int x, int y)
+{
+ int element = Feld[x][y];
+
+ if (element == EL_TRAP_INACTIVE)
+ {
+ if (!MovDelay[x][y]) /* wait some time before activating trap */
+ MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+
+ Feld[x][y] = EL_TRAP_ACTIVE;
+ }
+ }
+ else if (element == EL_TRAP_ACTIVE)
+ {
+ int delay = 4;
+ int num_frames = 8;
+
+ if (!MovDelay[x][y]) /* start activating trap */
+ MovDelay[x][y] = num_frames * delay;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y])
+ {
+ if (!(MovDelay[x][y] % delay))
+ {
+ int phase = MovDelay[x][y]/delay;
+
+ if (phase >= num_frames/2)
+ phase = num_frames - phase;
+
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+ DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
+ ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+ }
+ }
+
+ return;
+ }
+
+ Feld[x][y] = EL_TRAP_INACTIVE;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+static void DrawBeltAnimation(int x, int y, int element)
+{
+ int belt_nr = getBeltNrFromElement(element);
+ int belt_dir = game.belt_dir[belt_nr];
+
+ if (belt_dir != MV_NO_MOVING)
+ {
+ int delay = 2;
+ int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
+ int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
+
+ DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+ }
+}
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+#if 0
+ static boolean save_tape_entry = FALSE;
+#endif
+ boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
+ if (!player->active || tape.pausing)
+ return;
+
+ if (player_action)
+ {
+#if 0
+ save_tape_entry = TRUE;
+#endif
+ player->frame_reset_delay = 0;
+
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ bombed = PlaceBomb(player);
+ moved = MoveFigure(player, dx, dy);
+ }
+
+#if 0
+ if (tape.recording && (moved || snapped || bombed))
+ {
+ if (bombed && !moved)
+ player_action &= JOY_BUTTON;
+
+ stored_player_action[player->index_nr] = player_action;
+ save_tape_entry = TRUE;
+ }
+ else if (tape.playing && snapped)
+ SnapField(player, 0, 0); /* stop snapping */
+#else
+ stored_player_action[player->index_nr] = player_action;
+#endif
+ }
+ else
+ {
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
+
+#if 1
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+#endif
+#if 0
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->last_move_dir = MV_NO_MOVING;
+
+ /* !!! CHECK THIS AGAIN !!!
+ (Seems to be needed for some EL_ROBOT stuff, but breaks
+ tapes when walking through pipes!)
+ */
+
+ /* it seems that "player->last_move_dir" is misused as some sort of
+ "player->is_just_moving_in_this_moment", which is needed for the
+ robot stuff (robots don't kill players when they are moving)
+ */
+#endif
+
+ if (++player->frame_reset_delay > player->move_delay_value)
+ player->Frame = 0;
+ }
+
+#if 0
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ save_tape_entry = FALSE;
+ }
+#else
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+
+#if 0
+ if (tape.playing && !tape.pausing && !player_action &&
+ tape.counter < tape.length)
+ {
+ int jx = player->jx, jy = player->jy;
+ int next_joy =
+ tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
+
+ if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
+ (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
+ {
+ int dx = (next_joy == JOY_LEFT ? -1 : +1);
+
+ if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
+ {
+ int el = Feld[jx+dx][jy];
+ int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
+ (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
+
+ if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
+ {
+ player->MovDir = next_joy;
+ player->Frame = FrameCounter % 4;
+ player->Pushing = TRUE;
+ }
+ }