continue;
#else
/* indestructible elements can only explode in center (but not flames) */
+#if 1
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+ mode == EX_TYPE_BORDER)) ||
+ element == EL_FLAMES)
+ continue;
+#else
if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
element == EL_FLAMES)
continue;
#endif
+#endif
#else
if ((IS_INDESTRUCTIBLE(element) &&
#if 1
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
(game.engine_version < VERSION_IDENT(3,1,0,0) ||
- (x == ex && y == ey)))
+ (x == ex && y == ey && mode != EX_TYPE_BORDER)))
#else
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
#endif
Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
Store[x][y] = 0;
#endif
+
+#if 0
+ printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
+ element_info[Feld[x][y]].token_name,
+ Store[x][y], Store2[x][y]);
+#endif
}
continue;
Back[x][y] = element;
#else
#if 1
+#if 1
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey || mode == EX_TYPE_BORDER))
+ Back[x][y] = element;
+#else
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
(x != ex || y != ey))
Back[x][y] = element;
+#endif
#else
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
else
Store[x][y] = EL_EMPTY;
- if (x != ex || y != ey ||
- center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
+ if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+ center_element == EL_AMOEBA_TO_DIAMOND)
Store2[x][y] = element;
+#if 0
+ printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
+ element_info[Store2[x][y]].token_name);
+#endif
+
#if 0
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
game.yamyam_content_nr =
(game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+#if 0
+ printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
+ element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
+#endif
+
return;
}
border_element = StorePlayer[x][y];
#endif
+#if 0
+ printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
+ element_info[border_element].token_name, Store2[x][y]);
+#endif
+
#if 0
printf("::: phase == %d\n", phase);
#endif
}
else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
+#if 0
+ printf("::: %d,%d: %d %s\n", x, y, border_element,
+ element_info[border_element].token_name);
+#endif
+
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);