player->is_moving = FALSE;
player->is_waiting = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
static void RemoveField(int x, int y)
{
Feld[x][y] = EL_EMPTY;
+ GfxElement[x][y] = EL_EMPTY;
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
}
Feld[x][y] = EL_EXPLOSION;
+ GfxElement[x][y] = EL_EMPTY;
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
ExplodePhase[x][y] = 1;
int element;
if (player->MovPos == 0)
+ {
player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
if (player->MovPos == 0)
player->Pushing = FALSE;
case EL_SP_BASE:
case EL_SP_BUGGY_BASE:
case EL_SP_BUGGY_BASE_ACTIVATING:
+ RemoveField(x, y);
#if 1
if (mode != DF_SNAP && element == EL_SAND)
- GfxElement[x][y] = Feld[x][y];
+ GfxElement[x][y] = EL_SAND;
#endif
- RemoveField(x, y);
PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
break;
player->push_delay = 0;
- if (Feld[x][y] != element) /* really digged something */
- player->is_digging = TRUE;
+ if (Feld[x][y] != element) /* really digged/collected something */
+ {
+ if (GfxElement[x][y] == EL_SAND)
+ player->is_digging = TRUE;
+ else
+ player->is_collecting = TRUE;
+ }
return MF_MOVING;
}
player->snapped = FALSE;
if (player->MovPos == 0)
+ {
player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
return FALSE;
}
player->snapped = TRUE;
player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+
DrawLevelField(x, y);
BackToFront();