{
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 ((IS_INDESTRUCTIBLE(element) &&
+ (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+ element == EL_FLAMES)
continue;
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
continue;
}
+ /* save walkable background elements while explosion on same tile */
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+
+ /* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
element = Store2[x][y];
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
- else if (!IS_PFORTE(Store[x][y]))
+ else
Store[x][y] = EL_EMPTY;
if (x != ex || y != ey ||
}
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 (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+
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 (IS_PFORTE(Store[x][y]))
+ if (IS_WALKABLE_OVER(Back[x][y]))
{
- DrawLevelElement(x, y, Store[x][y]);
+ DrawLevelElement(x, y, Back[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
}
- else
+ 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);
}
}
}
}
+static int ChangeElementOnPlayfield(int element_old, int element_new)
+{
+ int x, y;
+ int num_changes = 0;
+
+ for(y=0; y<lev_fieldy; y++)
+ {
+ for(x=0; x<lev_fieldx; x++)
+ {
+ if (Feld[x][y] == element_old)
+ {
+ Feld[x][y] = element_new;
+ num_changes++;
+ }
+ }
+ }
+
+ return num_changes;
+}
+
static void InitBeltMovement()
{
static int belt_base_element[4] =
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
+#if 1
+ PlaySoundLevelElementAction(xx, yy, Feld[xx][yy], ACTION_OPENING);
+#else
PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+#endif
}
/*
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
- !IS_WALKABLE_UNDER(Feld[jx][jy]))
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]))
player->programmed_action = MV_DOWN;
}
}
if (player->MovPos == 0)
{
- if (IS_WALKABLE_THROUGH(Feld[last_jx][last_jy]))
+ if (IS_PASSABLE(Feld[last_jx][last_jy]))
{
/* continue with normal speed after quickly moving through gate */
HALVE_PLAYER_SPEED(player);
if (!player->active)
return;
- if (IS_PFORTE(Feld[jx][jy]))
- Feld[jx][jy] = EL_EMPTY;
+ /* remove accessible field at the player's position */
+ Feld[jx][jy] = EL_EMPTY;
/* deactivate shield (else Bang()/Explode() would not work right) */
player->shield_normal_time_left = 0;
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
- if (IS_WALKABLE_UNDER(Feld[jx][jy]))
+ if (IS_TUBE(Feld[jx][jy]))
{
int i = 0;
int tube_leave_directions[][2] =
{
int key_nr = element - EL_KEY_1;
int graphic = el2edimg(element);
+ int element_old, element_new;
+ int num_changes;
RemoveField(x, y);
player->key[key_nr] = TRUE;
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
graphic);
PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
+
+ element_old = EL_GATE_1_CLOSED + key_nr;
+ element_new = EL_GATE_1_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+
+ element_old = EL_GATE_1_GRAY_CLOSED + key_nr;
+ element_new = EL_GATE_1_GRAY_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+
+ if (game.engine_version < VERSION_IDENT(2,2,0))
+ {
+ element_old = EL_EM_GATE_1_CLOSED + key_nr;
+ element_new = EL_EM_GATE_1_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+
+ element_old = EL_EM_GATE_1_GRAY_CLOSED + key_nr;
+ element_new = EL_EM_GATE_1_GRAY_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+ }
+
break;
}
{
int key_nr = element - EL_EM_KEY_1;
int graphic = el2edimg(EL_KEY_1 + key_nr);
+ int element_old, element_new;
+ int num_changes;
RemoveField(x, y);
player->key[key_nr] = TRUE;
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
graphic);
PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
+
+ element_old = EL_EM_GATE_1_CLOSED + key_nr;
+ element_new = EL_EM_GATE_1_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+
+ element_old = EL_EM_GATE_1_GRAY_CLOSED + key_nr;
+ element_new = EL_EM_GATE_1_GRAY_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+
+ if (game.engine_version < VERSION_IDENT(2,2,0))
+ {
+ element_old = EL_GATE_1_CLOSED + key_nr;
+ element_new = EL_GATE_1_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+
+ element_old = EL_GATE_1_GRAY_CLOSED + key_nr;
+ element_new = EL_GATE_1_GRAY_OPEN + key_nr;
+ num_changes = ChangeElementOnPlayfield(element_old, element_new);
+ if (num_changes > 0)
+ PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
+ }
+
break;
}
PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
break;
- case EL_GATE_1:
- case EL_GATE_2:
- case EL_GATE_3:
- case EL_GATE_4:
+ case EL_GATE_1_OPEN:
+ case EL_GATE_2_OPEN:
+ case EL_GATE_3_OPEN:
+ case EL_GATE_4_OPEN:
+#if 0
if (!player->key[element - EL_GATE_1])
return MF_NO_ACTION;
+#endif
break;
- case EL_GATE_1_GRAY:
- case EL_GATE_2_GRAY:
- case EL_GATE_3_GRAY:
- case EL_GATE_4_GRAY:
+ case EL_GATE_1_GRAY_OPEN:
+ case EL_GATE_2_GRAY_OPEN:
+ case EL_GATE_3_GRAY_OPEN:
+ case EL_GATE_4_GRAY_OPEN:
+#if 0
if (!player->key[element - EL_GATE_1_GRAY])
return MF_NO_ACTION;
+#endif
break;
- case EL_EM_GATE_1:
- case EL_EM_GATE_2:
- case EL_EM_GATE_3:
- case EL_EM_GATE_4:
+ case EL_EM_GATE_1_OPEN:
+ case EL_EM_GATE_2_OPEN:
+ case EL_EM_GATE_3_OPEN:
+ case EL_EM_GATE_4_OPEN:
+#if 0
if (!player->key[element - EL_EM_GATE_1])
return MF_NO_ACTION;
+#endif
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
return MF_NO_ACTION;
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_PASSING);
+#else
PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
+#endif
break;
- case EL_EM_GATE_1_GRAY:
- case EL_EM_GATE_2_GRAY:
- case EL_EM_GATE_3_GRAY:
- case EL_EM_GATE_4_GRAY:
+ case EL_EM_GATE_1_GRAY_OPEN:
+ case EL_EM_GATE_2_GRAY_OPEN:
+ case EL_EM_GATE_3_GRAY_OPEN:
+ case EL_EM_GATE_4_GRAY_OPEN:
+#if 0
if (!player->key[element - EL_EM_GATE_1_GRAY])
return MF_NO_ACTION;
+#endif
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
return MF_NO_ACTION;
return FALSE;
if (element != EL_EMPTY)
+ {
+#if 0
Store[jx][jy] = element;
+#else
+ Back[jx][jy] = element;
+#endif
+ }
MovDelay[jx][jy] = 96;