return;
}
- if (Feld[x][y] == EL_BLOCKED &&
- (Store[oldx][oldy] == EL_MORAST_LEER ||
- Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
+ if (Feld[x][y] == EL_BLOCKED && Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING)
+ {
+ Feld[oldx][oldy] = EL_MORAST_LEER;
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+ }
+ else if (Feld[x][y] == EL_BLOCKED &&
+ (Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
Store[oldx][oldy] == EL_AMOEBE_NASS))
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_FELSBROCKEN;
- Store[x][y] = EL_MORAST_LEER;
+ Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Store[x][y] = EL_FELSBROCKEN;
}
else if (Feld[x][y+1] == EL_MORAST_LEER)
{
Feld[x][y] = EL_MORAST_LEER;
Feld[x][y+1] = EL_MORAST_VOLL;
+ Store[x][y+1] = Store[x][y];
+ Store[x][y] = 0;
}
}
else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
Feld[x][y+1] == EL_MORAST_LEER)
{
InitMovingField(x, y, MV_DOWN);
- Store[x][y] = EL_MORAST_VOLL;
+ Feld[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
}
else if (element == EL_MAGIC_WALL_FULL)
{
/* Store[x][y+1] must be zero, because:
(EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
*/
+#if 0
#if OLD_GAME_BEHAVIOUR
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] &&
element != EL_DX_SUPABOMB)
+#endif
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB)
#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
if (element == EL_TROPFEN)
step /= 2;
- else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
+ else if (element == EL_QUICKSAND_FILLING || element == EL_QUICKSAND_EMPTYING)
step /= 4;
else if (CAN_FALL(element) && horiz_move &&
y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
}
}
- if (Store[x][y] == EL_MORAST_VOLL)
+ if (element == EL_QUICKSAND_FILLING)
{
+ element = Feld[newx][newy] = EL_MORAST_VOLL;
+ Store[newx][newy] = Store[x][y];
Store[x][y] = 0;
- Feld[newx][newy] = EL_MORAST_VOLL;
- element = EL_MORAST_VOLL;
}
- else if (Store[x][y] == EL_MORAST_LEER)
+ else if (element == EL_QUICKSAND_EMPTYING)
{
- Store[x][y] = 0;
Feld[x][y] = EL_MORAST_LEER;
+ element = Feld[newx][newy] = Store[x][y];
+ Store[x][y] = 0;
}
else if (Store[x][y] == EL_MAGIC_WALL_FULL)
{