if (CAN_CHANGE(element))
{
content = element_info[element].change.target_element;
- is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
+ is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 3 || element < found_element))
{
for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
{
content = element_info[element].content[xx][yy];
- is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
+ is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 2 || element < found_element))
{
continue;
content = element_info[element].change.content[xx][yy];
- is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
+ is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 1 || element < found_element))
{
static void ChangeElementNowExt(int x, int y, int target_element)
{
-#if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
- if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
+ /* check if element under player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ if (IS_PLAYER(x, y) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
return;
}
-#endif
RemoveField(x, y);
Feld[x][y] = target_element;
if (can_move != MF_MOVING)
return can_move;
+ /* check if DigField() has caused relocation of the player */
+ if (player->jx != jx || player->jy != jy)
+ return MF_NO_ACTION;
+
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->last_jy = jy;
if (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPEN)
{
+ DrawPlayer(player); /* needed here only to cleanup last field */
RemoveHero(player);
if (local_player->friends_still_needed == 0 ||