{
Feld[x][y] = Ur[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
static void RemoveField(int x, int y)
{
Feld[x][y] = EL_EMPTY;
- GfxElement[x][y] = EL_EMPTY;
+ GfxElement[x][y] = EL_UNDEFINED;
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
return;
- if (Store[x][y])
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
+
+ if (Back[x][y])
+ DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ else if (Store[x][y])
DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
#if 1
- if (Store[x][y])
+ if (Back[x][y] || Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
{
int center_element = Feld[ex][ey];
+ /* remove things displayed in background while burning dynamite */
+ if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
+
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
/* put moving element to center field (and let it explode there) */
RemoveMovingField(x, y);
}
- if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
+#if 1
+ if ((IS_INDESTRUCTIBLE(element) &&
+ (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+ element == EL_FLAMES)
continue;
+#else
+ if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
+ continue;
+#endif
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
{
continue;
}
+#if 1
+ /* save walkable background elements while explosion on same tile */
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
+
+ /* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
element = Store2[x][y];
+#if 0
+ else if (IS_INDESTRUCTIBLE(Store2[x][y])) /* hard element under bomb */
+ element = Store2[x][y];
+#endif
+
+#if 0
+ else if (IS_INDESTRUCTIBLE(Store[x][y])) /* hard element under bomb */
+ element = Store[x][y];
+#endif
+
if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
if (game.emulation == EMU_SUPAPLEX)
Store[x][y] = EL_EMPTY;
}
+#if 0
+ else if (IS_INDESTRUCTIBLE(Store[x][y]))
+ ;
+#endif
+#if 0
+ else if (IS_INDESTRUCTIBLE(element))
+ Store[x][y] = element;
+#endif
+#if 0
+ else if (IS_INDESTRUCTIBLE(element) && IS_ACCESSIBLE(element))
+ Store[x][y] = element;
+#endif
else if (center_element == EL_MOLE)
Store[x][y] = EL_EMERALD_RED;
else if (center_element == EL_PENGUIN)
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
+#if 1
+#if 0
+#if 0
+ else if (IS_INDESTRUCTIBLE(element) && IS_ACCESSIBLE(element))
+ Store[x][y] = element;
+#else
+ else if (IS_INDESTRUCTIBLE(element))
+ Store[x][y] = element;
+#endif
+#endif
+ else
+ Store[x][y] = EL_EMPTY;
+#else
+
+#if 0
+ else if (IS_PFORTE(element))
+ Store[x][y] = element;
+ else
+ Store[x][y] = EL_EMPTY;
+#else
else if (!IS_PFORTE(Store[x][y]))
Store[x][y] = EL_EMPTY;
+#endif
+
+#endif
if (x != ex || y != ey ||
center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
}
Feld[x][y] = EL_EXPLOSION;
- GfxElement[x][y] = EL_EMPTY;
+ GfxElement[x][y] = EL_UNDEFINED;
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
ExplodePhase[x][y] = 1;
element = Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
+
+#if 1
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+#endif
+
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
InitField(x, y, FALSE);
if (CAN_MOVE(element) || COULD_MOVE(element))
if (phase == delay)
DrawLevelFieldCrumbledSand(x, y);
+#if 1
+ if (IS_WALKABLE_OVER(Back[x][y]))
+ {
+ DrawLevelElement(x, y, Back[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
+ {
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
+ }
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+#else
if (IS_PFORTE(Store[x][y]))
{
DrawLevelElement(x, y, Store[x][y]);
}
else
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+#endif
}
}
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
- !IS_WALKABLE_THROUGH(Feld[jx][jy]))
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]))
player->programmed_action = MV_DOWN;
}
}
if (!player->active)
return;
+#if 1
+ /* remove accessible field at the player's position */
+ Feld[jx][jy] = EL_EMPTY;
+#else
if (IS_PFORTE(Feld[jx][jy]))
Feld[jx][jy] = EL_EMPTY;
+#endif
/* deactivate shield (else Bang()/Explode() would not work right) */
player->shield_normal_time_left = 0;
return FALSE;
if (element != EL_EMPTY)
+ {
+#if 0
Store[jx][jy] = element;
+#else
+ Back[jx][jy] = element;
+#endif
+ }
MovDelay[jx][jy] = 96;