{
Feld[x][y] = Ur[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ ChangeDelay[x][y] = 0;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+ ChangeDelay[x][y] = 0;
}
void RemoveMovingField(int x, int y)
Feld[newx][newy] = EL_EMPTY;
MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+ ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
DrawLevelField(oldx, oldy);
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
InitField(x, y, FALSE);
if (CAN_MOVE(element))
InitMovDir(x, y);
Bang(x, y);
return;
}
- else if (element == EL_PEARL)
+ else if (impact && element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
Bang(x, y + 1);
return;
}
+#if 1
+ else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+#else
else if (!IS_MOVING(x, y + 1))
+#endif
{
if (smashed == EL_LAMP ||
smashed == EL_LAMP_ACTIVE)
}
else if (smashed == EL_DIAMOND)
{
+#if 1
+ Feld[x][y+1] = EL_DIAMOND_BREAKING;
+#else
Feld[x][y+1] = EL_EMPTY;
+#endif
PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
return;
}
started_moving = TRUE;
}
}
- else if (IS_FREE(x, y+1))
+ else if (IS_FREE(x, y+1) || Feld[x][y+1] == EL_DIAMOND_BREAKING)
{
if (JustStopped[x][y]) /* prevent animation from being restarted */
MovDir[x][y] = MV_DOWN;
{
Feld[x][y] = EL_EMPTY;
Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
if (element == EL_MOLE)
{
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
static void InitRobotWheel(int x, int y)
{
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
static void RunRobotWheel(int x, int y)
static void InitTimegateWheel(int x, int y)
{
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
static void RunTimegateWheel(int x, int y)
int element = Feld[x][y];
int activating_delay = FRAMES_PER_SECOND / 4;
- MovDelay[x][y] =
+ ChangeDelay[x][y] =
(element == EL_SP_BUGGY_BASE ?
2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
element == EL_SP_BUGGY_BASE_ACTIVATING ?
static void InitTrap(int x, int y)
{
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
}
static void ActivateTrap(int x, int y)
{
int element = Feld[x][y];
- if (IS_MOVING(x, y)) /* never change a running system :-) */
- return;
-
- if (MovDelay[x][y] == 0) /* initialize element change */
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
{
- MovDelay[x][y] = changing_element[element].change_delay + 1;
+ ChangeDelay[x][y] = changing_element[element].change_delay + 1;
if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
{
int max_random_delay = element_info[element].change.delay_random;
int delay_frames = element_info[element].change.delay_frames;
- MovDelay[x][y] += RND(max_random_delay * delay_frames);
+ ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
}
ResetGfxAnimation(x, y);
changing_element[element].pre_change_function(x, y);
}
- MovDelay[x][y]--;
+ ChangeDelay[x][y]--;
- if (MovDelay[x][y] != 0) /* continue element change */
+ if (ChangeDelay[x][y] != 0) /* continue element change */
{
- if (IS_ANIMATED(el2img(element)))
- DrawLevelElementAnimationIfNeeded(x, y, element);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (changing_element[element].change_function)
changing_element[element].change_function(x, y);
}
else /* finish element change */
{
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+
+ return;
+ }
+
+ RemoveField(x, y);
Feld[x][y] = changing_element[element].next_element;
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
-#if 1
InitField(x, y, FALSE);
- if (CAN_MOVE(element))
+ if (CAN_MOVE(Feld[x][y]))
InitMovDir(x, y);
-#endif
+
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(Feld[x][y]))
+ {
+ int sx = SCREENX(x), sy = SCREENY(y);
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ int i;
+
+ for(i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int sxx = sx + xy[i][0];
+ int syy = sy + xy[i][1];
+
+ if (!IN_LEV_FIELD(xx, yy) ||
+ !IN_SCR_FIELD(sxx, syy) ||
+ !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
+ IS_MOVING(xx, yy))
+ continue;
+
+ DrawLevelField(xx, yy);
+ }
+ }
+
if (changing_element[element].post_change_function)
changing_element[element].post_change_function(x, y);
}
continue;
}
+#if 1
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_AUTO_CHANGING(element))
+ {
+ ChangeElement(x, y);
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ }
+#endif
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 1
- /* this may take place after moving, therefore element may have changed */
+#if 0
+ /* this may take place after moving, so 'element' may have changed */
if (IS_AUTO_CHANGING(Feld[x][y]))
ChangeElement(x, y);
#endif