game_em.use_old_android =
(game.engine_version < VERSION_IDENT(4,1,4,2));
+ game_em.use_old_push_elements =
+ (game.engine_version < VERSION_IDENT(4,1,4,2));
+
game_em.use_wrap_around =
(game.engine_version > VERSION_IDENT(4,1,4,1));
next[x][y] = element;
}
+static void Lpush_element_old(int x, int y, int element)
+{
+ if (!game_em.use_old_push_elements)
+ return;
+
+ cave[x][y] = element;
+ next[x][y] = element;
+}
+
static boolean player_killed(struct PLAYER *ply)
{
int x = ply->x;
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xemerald);
return;
#ifdef ACID_ROLL
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xemerald);
return;
#ifdef ACID_ROLL
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xdiamond);
return;
#ifdef ACID_ROLL
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xdiamond);
return;
#ifdef ACID_ROLL
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xstone);
return;
#ifdef ACID_ROLL
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xstone);
return;
#ifdef ACID_ROLL
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xbomb);
return;
#ifdef ACID_ROLL
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xbomb);
return;
#ifdef ACID_ROLL
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xnut);
return;
#ifdef ACID_ROLL
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xnut);
return;
#ifdef ACID_ROLL
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xspring);
return;
#ifdef ACID_ROLL
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xspring);
return;
#ifdef ACID_ROLL