checksum += mult++ * Store[x][y];
checksum += mult++ * Store2[x][y];
checksum += mult++ * StorePlayer[x][y];
- checksum += mult++ * Frame[x][y];
+ checksum += mult++ * ExplodePhase[x][y];
checksum += mult++ * AmoebaNr[x][y];
checksum += mult++ * JustStopped[x][y];
checksum += mult++ * Stop[x][y];
Feld[x][y] = Ur[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
- Frame[x][y] = 0;
- GfxAction[x][y] = GFX_ACTION_DEFAULT;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
+ ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+ GfxFrame[x][y] = 0;
+ GfxAction[x][y] = GFX_ACTION_DEFAULT;
}
}
int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ if (!JustStopped[x][y] || direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
MovDir[x][y] = direction;
MovDir[newx][newy] = direction;
Feld[x][y] = EL_EXPLOSION;
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
- Frame[x][y] = 1;
+ ExplodePhase[x][y] = 1;
Stop[x][y] = TRUE;
}
x = ex;
y = ey;
- Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
if (phase == first_phase_after_start)
{
if (JustStopped[x][y] > 0)
JustStopped[x][y]--;
+ GfxFrame[x][y]++;
+
#if DEBUG
if (IS_BLOCKED(x, y))
{
CheckDynamite(x, y);
#if 0
else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, Frame[x][y], EX_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
#endif
else if (element == EL_AMOEBA_CREATING)
AmoebeWaechst(x, y);
if (ExplodeField[x][y])
Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
else if (element == EL_EXPLOSION)
- Explode(x, y, Frame[x][y], EX_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
ExplodeField[x][y] = EX_NO_EXPLOSION;
}