if (Store[last_jx][last_jy] && IS_DRAWABLE(last_element))
{
DrawLevelElement(last_jx, last_jy, Store[last_jx][last_jy]);
- DrawLevelFieldThruMask(last_jx, last_jy);
+ if (last_element == EL_DYNAMITE_ACTIVE)
+ DrawDynamite(last_jx, last_jy);
+ else
+ DrawLevelFieldThruMask(last_jx, last_jy);
}
else if (last_element == EL_DYNAMITE_ACTIVE)
DrawDynamite(last_jx, last_jy);
DrawLevelElement(jx, jy, Store[jx][jy]);
else if (!IS_ACTIVE_BOMB(element))
DrawLevelField(jx, jy);
+ else
+ DrawLevelElement(jx, jy, EL_LEERRAUM);
/* draw player himself */
else if ((element == EL_FELSBROCKEN ||
element == EL_SP_ZONK ||
element == EL_BD_ROCK ||
- IS_GEM(element)) && !cut_mode)
+ element == EL_SP_INFOTRON ||
+ IS_GEM(element))
+ && !cut_mode)
{
if (uy >= lev_fieldy-1 || !IS_BELT(Feld[ux][uy+1]))
{
request_gadget_id = gi->custom_id;
}
+int get_next_element(int element)
+{
+ switch(element)
+ {
+ case EL_QUICKSAND_FILLING: return EL_MORAST_VOLL;
+ case EL_QUICKSAND_EMPTYING: return EL_MORAST_LEER;
+ case EL_MAGIC_WALL_FILLING: return EL_MAGIC_WALL_FULL;
+ case EL_MAGIC_WALL_EMPTYING: return EL_MAGIC_WALL_EMPTY;
+ case EL_MAGIC_WALL_BD_FILLING: return EL_MAGIC_WALL_BD_FULL;
+ case EL_MAGIC_WALL_BD_EMPTYING: return EL_MAGIC_WALL_BD_EMPTY;
+ case EL_AMOEBA_DRIPPING: return EL_AMOEBE_NASS;
+
+ default: return element;
+ }
+}
+
int el2gfx(int element)
{
switch(element)