gd_rand_int_range(cave->random, 0, 1000000) < prob)
{
// if decided that he will be able to push,
- store_dir(cave, x, y, twice[player_move], what);
play_sound_of_element_pushing(cave, what,
x + gd_dx[player_move],
y + gd_dy[player_move]);
+
+ // if pushed a stone, it "bounces". all other elements are simply pushed.
+ if (what == O_STONE)
+ store_dir(cave, x, y, twice[player_move], cave->stone_bouncing_effect);
+ else
+ store_dir(cave, x, y, twice[player_move], what);
+
result = TRUE;
}
}