#define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
#define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
+#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
+
/* for DigField() */
#define DF_NO_PUSH 0
player->drop_delay = 0;
player->drop_pressed_delay = 0;
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ player->last_jx = -1;
+ player->last_jy = -1;
+ player->jx = -1;
+ player->jy = -1;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
{ MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
};
- switch(element)
+ switch (element)
{
case EL_BUG_RIGHT:
case EL_BUG_UP:
}
}
- switch(element)
+ switch (element)
{
case EL_BUG:
case EL_SPACESHIP:
/* ---------- execute action -------------------------------------------- */
- switch(action_type)
+ switch (action_type)
{
case CA_NO_ACTION:
{
#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
#endif
+ boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
boolean add_player_onto_element = (new_element_is_player &&
#if USE_CODE_THAT_BREAKS_SNAKE_BITE
/* check if element under the player changes from accessible to unaccessible
(needed for special case of dropping element which then changes) */
/* (must be checked after creating new element for walkable group elements) */
+#if USE_FIX_KILLED_BY_NON_WALKABLE
+ if (IS_PLAYER(x, y) && !player_explosion_protected &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
+ }
+#else
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
return;
}
+#endif
#endif
/* "ChangeCount" not set yet to allow "entered by player" change one time */
void RaiseScoreElement(int element)
{
- switch(element)
+ switch (element)
{
case EL_EMERALD:
case EL_BD_DIAMOND: