#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
+ RND(element_info[e].drop_delay_random))
#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
RND(element_info[e].move_delay_random))
#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
break;
}
+
+#if 1
+ if (MovDir[x][y] == MV_NO_MOVING) /* no start direction found */
+ MovDir[x][y] = 1 << RND(4); /* => use random direction */
+#endif
}
}
}
}
#if 1
+#if 1
+ Store[newx][newy] = EL_EMPTY;
+ if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ Store[newx][newy] = element_info[element].move_leave_element;
+#else
Store[newx][newy] = EL_EMPTY;
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
Store[newx][newy] = element_info[element].move_leave_element;
+#endif
#else
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
element_info[element].can_leave_element = TRUE;
}
#if 1
else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
- ei->move_leave_element != EL_EMPTY && Store[x][y] != EL_EMPTY)
+ ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+ Store[x][y] != EL_EMPTY))
{
/* some elements can leave other elements behind after moving */
- Feld[x][y] = Store[x][y];
+ Feld[x][y] = ei->move_leave_element;
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
player->step_counter++;
+#if 0
player->drop_delay = 0;
+#endif
PlayerVisit[jx][jy] = FrameCounter;
int drop_direction = player->MovDir;
int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
int old_element = Feld[jx][jy];
- int new_element = (player->inventory_size > 0 ?
- player->inventory_element[player->inventory_size - 1] :
- player->inventory_infinite_element != EL_UNDEFINED ?
- player->inventory_infinite_element :
- player->dynabombs_left > 0 ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
- EL_UNDEFINED);
+ int drop_element = (player->inventory_size > 0 ?
+ player->inventory_element[player->inventory_size - 1] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left > 0 ?
+ EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_UNDEFINED);
+ int new_element = drop_element; /* default: element does not change */
/* check if player is active, not moving and ready to drop */
if (!player->active || player->MovPos || player->drop_delay > 0)
#endif
}
- new_element = Feld[jx][jy];
+ new_element = Feld[jx][jy]; /* element might have changed */
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
+#if 0
int move_stepsize = element_info[new_element].move_stepsize;
+#endif
int direction, dx, dy, nextx, nexty;
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
#endif
}
+#if 0
player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
}
#if 0
player->drop_delay = 8 + 8 + 8;
#endif
+#if 1
+ player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+#endif
+
#endif
player->is_dropping = TRUE;