{
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_fixed =
+ (game.engine_version < VERSION_IDENT(3,0,7) ? 2 : 8);
element_info[i].push_delay_random = 8;
}
}
player->MovDir = MV_NO_MOVING;
player->MovPos = 0;
- player->Pushing = FALSE;
- player->Switching = FALSE;
player->GfxPos = 0;
player->GfxDir = MV_NO_MOVING;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
- player->switch_x = -1;
- player->switch_y = -1;
-
player->use_murphy_graphic = FALSE;
- player->use_disk_red_graphic = FALSE;
player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
- player->is_moving = FALSE;
player->is_waiting = FALSE;
+ player->is_moving = FALSE;
player->is_digging = FALSE;
+ player->is_snapping = FALSE;
player->is_collecting = FALSE;
+ player->is_pushing = FALSE;
+ player->is_switching = FALSE;
+
+ player->switch_x = -1;
+ player->switch_y = -1;
player->show_envelope = 0;
player->push_delay = 0;
player->push_delay_value = 5;
- player->snapped = FALSE;
-
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
ChangePage[x][y] = -1;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
- JustStopped[x][y] = 0;
+ WasJustMoving[x][y] = 0;
+ WasJustFalling[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
int newx = x + dx;
int newy = y + dy;
- if (!JustStopped[x][y] || direction != MovDir[x][y])
+ if (!WasJustMoving[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
MovDir[newx][newy] = MovDir[x][y] = direction;
{
struct PlayerInfo *player = &stored_player[i];
- if (player->active && player->Pushing && player->MovPos)
+ if (player->active && player->is_pushing && player->MovPos)
{
int next_jx = player->jx + (player->jx - player->last_jx);
int next_jy = player->jy + (player->jy - player->last_jy);
#endif
}
#if 1
-
-#if 0
- /* TEST: bug where player gets not killed by falling rock ... */
- else if (CAN_SMASH(element) &&
- (Feld[x][y + 1] == EL_BLOCKED ||
- IS_PLAYER(x, y + 1)) &&
- JustStopped[x][y] && !Pushed[x][y + 1])
+ else if ((game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[x][y + 1] == EL_BLOCKED)) ||
+ (game.engine_version >= VERSION_IDENT(3,0,7) &&
+ CAN_SMASH(element) && WasJustFalling[x][y] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
#else
#if 1
else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- JustStopped[x][y] && !Pushed[x][y + 1])
+ WasJustMoving[x][y] && !Pushed[x][y + 1])
#else
else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- JustStopped[x][y])
+ WasJustMoving[x][y])
#endif
#endif
{
- /* calling "Impact()" here is not only completely unneccessary
- (because it already gets called from "ContinueMoving()" in
- all relevant situations), but also completely bullshit, because
- "JustStopped" also indicates a finished *horizontal* movement;
- we must keep this trash for backwards compatibility with older
- tapes */
+ /* this is needed for a special case not covered by calling "Impact()"
+ from "ContinueMoving()": if an element moves to a tile directly below
+ another element which was just falling on that tile (which was empty
+ in the previous frame), the falling element above would just stop
+ instead of smashing the element below (in previous version, the above
+ element was just checked for "moving" instead of "falling", resulting
+ in incorrect smashes caused by horizontal movement of the above
+ element; also, the case of the player being the element to smash was
+ simply not covered here... :-/ ) */
Impact(x, y);
}
-#endif
else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
}
else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
- if (JustStopped[x][y]) /* prevent animation from being restarted */
+ if (WasJustFalling[x][y]) /* prevent animation from being restarted */
MovDir[x][y] = MV_DOWN;
InitMovingField(x, y, MV_DOWN);
else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
#else
else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
- !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB)
#endif
#else
else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
(IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
- !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
dir == MV_UP ? IMG_FLAMES_1_UP :
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, -1);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- for (i=1; i<=3; i++)
+#if 0
+ printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+ GfxAction[x][y] = ACTION_ATTACKING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+
+ PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING);
+
+ for (i=1; i <= 3; i++)
{
- int xx = x + i*dx, yy = y + i*dy;
- int sx = SCREENX(xx), sy = SCREENY(yy);
+ int xx = x + i * dx;
+ int yy = y + i * dy;
+ int sx = SCREENX(xx);
+ int sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
+ {
+ DrawLevelFieldCrumbledSand(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
+ }
}
else
{
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
else
{
boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
- int newx1 = newx+1*dx, newy1 = newy+1*dy;
- int newx2 = newx+2*dx, newy2 = newy+2*dy;
+ int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+ int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
int element1 = (IN_LEV_FIELD(newx1, newy1) ?
MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
+
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
Feld[newx1][newy1] = EL_FLAMES;
*/
if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
+ (CAN_FALL(element) && direction == MV_DOWN))
MovDir[newx][newy] = 0;
+
#endif
#endif
/* prevent pushed element from moving on in pushed direction */
if (pushed && CAN_MOVE(element) &&
element_info[element].move_pattern & MV_ANY_DIRECTION &&
- !(element_info[element].move_pattern & MovDir[newx][newy]))
+ !(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
if (!pushed) /* special case: moving object pushed by player */
- JustStopped[newx][newy] = 3;
+ {
+ WasJustMoving[newx][newy] = 3;
+
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = 3;
+ }
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
int x = player->jx;
int y = player->jy;
- if (player->active && player->Pushing && player->is_moving &&
+ if (player->active && player->is_pushing && player->is_moving &&
IS_MOVING(x, y))
{
ContinueMoving(x, y);
#endif
Stop[x][y] = FALSE;
- if (JustStopped[x][y] > 0)
- JustStopped[x][y]--;
+ if (WasJustMoving[x][y] > 0)
+ WasJustMoving[x][y]--;
+ if (WasJustFalling[x][y] > 0)
+ WasJustFalling[x][y]--;
GfxFrame[x][y]++;
#if 1
InitPlayerGfxAnimation(player, ACTION_DEFAULT);
#else
- if (!(moved & MF_MOVING) && !player->Pushing)
+ if (!(moved & MF_MOVING) && !player->is_pushing)
player->Frame = 0;
#endif
#endif
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
#if 1
- player->snapped = FALSE;
+ player->is_snapping = FALSE;
#endif
#if 1
- player->Switching = FALSE;
+ player->is_switching = FALSE;
#endif
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#endif
if (!player->active)
RemoveHero(player);
}
if (player->MovPos == 0) /* last pushing move finished */
- player->Pushing = FALSE;
+ player->is_pushing = FALSE;
if (mode == DF_NO_PUSH) /* player just stopped pushing */
{
- player->Switching = FALSE;
+ player->is_switching = FALSE;
player->push_delay = 0;
return MF_NO_ACTION;
switch (element)
{
-#if 0
- case EL_ROBOT_WHEEL:
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
- DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
- return MF_ACTION;
- break;
-#endif
-
-#if 0
- case EL_SP_TERMINAL:
- {
- int xx, yy;
-
- PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-
- for (yy=0; yy<lev_fieldy; yy++)
- {
- for (xx=0; xx<lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
- }
-
- return MF_ACTION;
- }
- break;
-#endif
-
-#if 0
- case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
-#if 1
- if (!PLAYER_SWITCHING(player, x, y))
-#else
- if (!player->Switching)
-#endif
- {
- player->Switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
-
- ToggleBeltSwitch(x, y);
- PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-#endif
-
-#if 0
- case EL_SWITCHGATE_SWITCH_UP:
- case EL_SWITCHGATE_SWITCH_DOWN:
-#if 1
- if (!PLAYER_SWITCHING(player, x, y))
-#else
- if (!player->Switching)
-#endif
- {
- player->Switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
-
- ToggleSwitchgateSwitch(x, y);
- PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-#endif
-
-#if 0
- case EL_LIGHT_SWITCH:
- case EL_LIGHT_SWITCH_ACTIVE:
-#if 1
- if (!PLAYER_SWITCHING(player, x, y))
-#else
- if (!player->Switching)
-#endif
- {
- player->Switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
-
- ToggleLightSwitch(x, y);
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
- }
- return MF_ACTION;
- break;
-#endif
-
-#if 0
- case EL_TIMEGATE_SWITCH:
- ActivateTimegateSwitch(x, y);
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-
- return MF_ACTION;
- break;
-#endif
-
-#if 0
- case EL_BALLOON_SWITCH_LEFT:
- case EL_BALLOON_SWITCH_RIGHT:
- case EL_BALLOON_SWITCH_UP:
- case EL_BALLOON_SWITCH_DOWN:
- case EL_BALLOON_SWITCH_ANY:
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
- PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-
- return MF_ACTION;
- break;
-#endif
-
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
case EL_SP_PORT_UP:
}
break;
-#if 0
- case EL_LAMP:
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
- DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
- return MF_ACTION;
- break;
-#endif
-
-#if 0
- case EL_TIME_ORB_FULL:
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- DrawLevelField(x, y);
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
- return MF_ACTION;
- break;
-#endif
-
default:
if (IS_WALKABLE(element))
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
break;
}
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
- player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
-
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
break;
}
if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
return MF_NO_ACTION;
#endif
- if (!player->Pushing &&
+ if (!player->is_pushing &&
game.engine_version >= RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- player->Pushing = TRUE;
+ player->is_pushing = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING && element != EL_BALLOON)
+ {
+ /* make sure that there is no move delay before next try to push */
+ if (game.engine_version >= VERSION_IDENT(3,0,7))
+ player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
return MF_NO_ACTION;
+ }
if (IS_SB_ELEMENT(element))
{
if (game.engine_version < RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#if 1
CheckTriggeredElementSideChange(x, y, element, dig_side,
CE_OTHER_GETS_PUSHED);
CheckElementSideChange(x, y, element, dig_side,
CE_PUSHED_BY_PLAYER, -1);
-#else
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
- CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
-#endif
break;
}
if (PLAYER_SWITCHING(player, x, y))
return MF_ACTION;
-#if 1
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
-#endif
if (element == EL_ROBOT_WHEEL)
{
ZY = y;
DrawLevelField(x, y);
-
-#if 0
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
-#endif
}
else if (element == EL_SP_TERMINAL)
{
int xx, yy;
-#if 0
- PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-#endif
-
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
{
- for (xx=0; xx<lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
}
}
else if (IS_BELT_SWITCH(element))
{
-#if 0
- if (!PLAYER_SWITCHING(player, x, y))
-#endif
- {
- player->Switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
-
- ToggleBeltSwitch(x, y);
-
-#if 0
- PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
-#endif
- }
+ ToggleBeltSwitch(x, y);
}
else if (element == EL_SWITCHGATE_SWITCH_UP ||
element == EL_SWITCHGATE_SWITCH_DOWN)
{
-#if 0
- if (!PLAYER_SWITCHING(player, x, y))
-#endif
- {
- player->Switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
-
- ToggleSwitchgateSwitch(x, y);
-
-#if 0
- PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
-#endif
- }
+ ToggleSwitchgateSwitch(x, y);
}
else if (element == EL_LIGHT_SWITCH ||
element == EL_LIGHT_SWITCH_ACTIVE)
{
-#if 0
- if (!PLAYER_SWITCHING(player, x, y))
-#endif
- {
- player->Switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
-
- ToggleLightSwitch(x, y);
+ ToggleLightSwitch(x, y);
#if 0
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
+ PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+ SND_LIGHT_SWITCH_ACTIVATING :
+ SND_LIGHT_SWITCH_DEACTIVATING);
#endif
- }
}
else if (element == EL_TIMEGATE_SWITCH)
{
ActivateTimegateSwitch(x, y);
-
-#if 0
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-#endif
}
else if (element == EL_BALLOON_SWITCH_LEFT ||
element == EL_BALLOON_SWITCH_RIGHT ||
element == EL_BALLOON_SWITCH_UP ? MV_UP :
element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
MV_NO_MOVING);
-
-#if 0
- PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-#endif
}
else if (element == EL_LAMP)
{
local_player->lights_still_needed--;
DrawLevelField(x, y);
-
-#if 0
- PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
-#endif
}
else if (element == EL_TIME_ORB_FULL)
{
}
else
{
-#if 1
if (!PLAYER_SWITCHING(player, x, y))
-#else
- if (!player->Switching)
-#endif
{
- player->Switching = TRUE;
+ player->is_switching = TRUE;
player->switch_x = x;
player->switch_y = y;
if (!dx && !dy)
{
if (player->MovPos == 0)
- player->Pushing = FALSE;
+ player->is_pushing = FALSE;
- player->snapped = FALSE;
+ player->is_snapping = FALSE;
if (player->MovPos == 0)
{
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
-#if 1
- player->is_moving = FALSE;
-#endif
}
-#if 0
- printf("::: trying to snap...\n");
-#endif
-
return FALSE;
}
- if (player->snapped)
+ if (player->is_snapping)
return FALSE;
player->MovDir = snap_direction;
-#if 1
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
-#if 1
- player->is_moving = FALSE;
-#endif
-#endif
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
- player->snapped = TRUE;
-#if 1
+ player->is_snapping = TRUE;
+
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
-#if 1
- player->is_moving = FALSE;
-#endif
-#endif
DrawLevelField(x, y);
BackToFront();
{
int new_element = player->inventory_element[--player->inventory_size];
-#if 1
Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
new_element);
-#else
- Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
- EL_DYNAMITE_ACTIVE);
-#endif
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->inventory_size, 3), FONT_TEXT_2);