- 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_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;
+ 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 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
- (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
- {
- Feld[x][y] = 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))))
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 (!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 (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
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 direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX / 8;
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX / 8;
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxAction[x][y] = GFX_ACTION_DEFAULT;
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxAction[x][y] = GFX_ACTION_DEFAULT;