if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_EXPANDABLE_WALL)
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_BD_EXPANDABLE_WALL)
{
if (links_frei)
{
if (ei->collect_score == 0)
{
+ int xx, yy;
+
#if 0
printf("::: CE_SCORE_GETS_ZERO\n");
#endif
#if 0
printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
#endif
+
+#if 1
+ /*
+ This is a very special case that seems to be a mixture between
+ CheckElementChange() and CheckTriggeredElementChange(): while
+ the first one only affects single elements that are triggered
+ directly, the second one affects multiple elements in the playfield
+ that are triggered indirectly by another element. This is a third
+ case: Changing the CE score always affects multiple identical CEs,
+ so every affected CE must be checked, not only the single CE for
+ which the CE score was changed in the first place (as every instance
+ of that CE shares the same CE score, and therefore also can change)!
+ */
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ CheckElementChange(xx, yy, element, EL_UNDEFINED,
+ CE_SCORE_GETS_ZERO);
+ }
+#endif
}
}
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
+#if 0
+ printf("::: %04d: %08x\n", FrameCounter, effective_action[0]);
+#endif
+
GameActions_EM(effective_action, warp_mode);
CheckLevelTime();
else if (element == EL_EXPANDABLE_WALL ||
element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_VERTICAL ||
- element == EL_EXPANDABLE_WALL_ANY)
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_BD_EXPANDABLE_WALL)
MauerAbleger(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);