#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
+#define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
player->last_move_dir = MV_NONE;
+ player->is_active = FALSE;
+
player->is_waiting = FALSE;
player->is_moving = FALSE;
player->is_auto_moving = FALSE;
started_moving = TRUE;
Feld[x][y] = EL_QUICKSAND_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+ if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+ Store[x][y] = EL_ROCK;
+#else
Store[x][y] = EL_ROCK;
+#endif
PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
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)
{
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);
player->move_delay_value = original_move_delay_value;
}
+ player->is_active = FALSE;
+
if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
+#if USE_FIXED_BORDER_RUNNING_GFX
+ if (!moved && !player->is_active)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+#endif
+
jx = player->jx;
jy = player->jy;
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
SplashAcid(x, y);
+#if 1
+ Feld[jx][jy] = player->artwork_element;
+#else
Feld[jx][jy] = EL_PLAYER_1;
+#endif
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
}
player->is_pushing = TRUE;
+ player->is_active = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
if (is_player) /* function can also be called by EL_PENGUIN */
{
if (Feld[x][y] != element) /* really digged/collected something */
+ {
player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
+ }
}
return MP_MOVING;
return FALSE;
player->is_snapping = TRUE;
+ player->is_active = TRUE;
if (player->MovPos == 0)
{