}
Feld[x][y] = EL_EXPLOSION;
+#if 1
+ GfxElement[x][y] = center_element;
+#else
GfxElement[x][y] = EL_UNDEFINED;
+#endif
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
ExplodePhase[x][y] = 1;
element = Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
element = Feld[x][y] = Back[x][y];
}
else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
+#if 1
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
int stored = Store[x][y];
int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
IMG_SP_EXPLOSION);
+#endif
int frame = getGraphicAnimationFrame(graphic, phase - delay);
if (phase == delay)
{
int element = Feld[x][y];
+ if (IS_PLAYER(x, y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+ player->element_nr);
+ }
+
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+#else
if (game.emulation == EMU_SUPAPLEX)
PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
else
PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+#endif
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
if (!player->active)
return;
+#if 1
+ PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
PlaySoundLevel(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;