X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a67f9def973370667b5e45266cbfd76c70ecb4fd;hb=ad15815ec04f42779d0717a6d291f93b8e847d39;hp=e38715806ecbef9c6ff0d5ff7efbc689e41d6af2;hpb=962fb7deafb2eb60e46a1a79df80f5c47485aae0;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index e3871580..a67f9def 100644 --- a/src/game.c +++ b/src/game.c @@ -251,6 +251,22 @@ static struct ChangingElementInfo change_delay_list[] = NULL, NULL }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -1016,6 +1032,9 @@ void InitGame() player->Frame = 0; player->StepFrame = 0; + player->switch_x = -1; + player->switch_y = -1; + player->use_murphy_graphic = FALSE; player->use_disk_red_graphic = FALSE; @@ -1083,8 +1102,11 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; + game.envelope_active = FALSE; + for (i=0; i<4; i++) { game.belt_dir[i] = MV_NO_MOVING; @@ -1666,11 +1688,15 @@ void GameWon() } /* close exit door after last player */ - if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone) + if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) { - Feld[ExitX][ExitY] = EL_EXIT_CLOSING; + int element = Feld[ExitX][ExitY]; - PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING); + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING); } /* Hero disappears */ @@ -2377,7 +2403,7 @@ void Explode(int ex, int ey, int phase, int mode) TestIfElementTouchesCustomElement(x, y); - if (CAN_BE_CRUMBLED(element)) + if (GFX_CRUMBLED(element)) DrawLevelFieldCrumbledSandNeighbours(x, y); if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) @@ -2477,7 +2503,11 @@ void Bang(int x, int y) int element = Feld[x][y]; #endif +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y)) +#endif { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -3089,6 +3119,11 @@ void Impact(int x, int y) else { CheckElementChange(x, y + 1, smashed, CE_SMASHED); + + CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_SWITCHED, -1); } } else @@ -3647,6 +3682,13 @@ void TurnRound(int x, int y) MovDir[x][y] = old_move_dir; } } + else if (element_info[element].move_pattern == MV_WHEN_PUSHED) + { + if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } } static boolean JustBeingPushed(int x, int y) @@ -3830,6 +3872,7 @@ void StartMoving(int x, int y) #if 1 #if 0 + /* TEST: bug where player gets not killed by falling rock ... */ else if (CAN_SMASH(element) && (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)) && @@ -3956,11 +3999,16 @@ void StartMoving(int x, int y) { int newx, newy; +#if 1 + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; +#else if ((element == EL_SATELLITE || element == EL_BALLOON || element == EL_SPRING) && JustBeingPushed(x, y)) return; +#endif #if 0 #if 0 @@ -4209,6 +4257,11 @@ void StartMoving(int x, int y) element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -4222,6 +4275,7 @@ void StartMoving(int x, int y) Feld[newx1][newy1] = EL_FLAMES; if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) Feld[newx2][newy2] = EL_FLAMES; + return; } } @@ -4476,6 +4530,12 @@ void ContinueMoving(int x, int y) Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + /* prevent pushed element from moving on in pushed direction */ + if (pushed && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & MovDir[newx][newy])) + TurnRound(newx, newy); + if (!pushed) /* special case: moving object pushed by player */ JustStopped[newx][newy] = 3; @@ -4493,7 +4553,7 @@ void ContinueMoving(int x, int y) Impact(x, newy); if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - CheckElementChange(newx, newy, element, CE_COLLISION); + CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1); #if 1 TestIfElementTouchesCustomElement(x, y); /* for empty space */ @@ -5061,7 +5121,10 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } @@ -5423,7 +5486,7 @@ static void ChangeElementNowExt(int x, int y, int target_element) DrawLevelField(x, y); - if (CAN_BE_CRUMBLED(Feld[x][y])) + if (GFX_CRUMBLED(Feld[x][y])) DrawLevelFieldCrumbledSandNeighbours(x, y); TestIfBadThingTouchesHero(x, y); @@ -5530,6 +5593,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + ChangeElementNowExt(ex, ey, change->content[xx][yy]); something_has_changed = TRUE; @@ -5628,10 +5693,9 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, int element = EL_CUSTOM_START + i; boolean change_element = FALSE; - int page; + int page = 0; - if (!CAN_CHANGE(element) || - !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) continue; for (j=0; j < element_info[element].num_change_pages; j++) @@ -6224,7 +6288,7 @@ void GameActions() } } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; TimePlayed++; @@ -6391,7 +6455,7 @@ void ScrollLevel(int dx, int dy) static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.gravity && !player->programmed_action) { int move_dir_vertical = player->action & (MV_UP | MV_DOWN); int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); @@ -6682,6 +6746,10 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) #if 1 player->snapped = FALSE; #endif + +#if 1 + player->Switching = FALSE; +#endif } else { @@ -6756,13 +6824,14 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { DrawPlayer(player); /* needed here only to cleanup last field */ RemoveHero(player); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } @@ -6812,6 +6881,14 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; int i; #if 0 @@ -6825,10 +6902,30 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; if (!IN_LEV_FIELD(xx, yy)) continue; +#if 1 + if (IS_PLAYER(x, y)) + { + CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(xx, yy, Feld[xx][yy], border_side, + CE_TOUCHED_BY_PLAYER, -1); + } + else if (IS_PLAYER(xx, yy)) + { + CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(x, y, Feld[x][y], center_side, + CE_TOUCHED_BY_PLAYER, -1); + + break; + } +#else if (IS_PLAYER(x, y)) { CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); @@ -6841,6 +6938,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) break; } +#endif } #if 0 @@ -7274,16 +7372,13 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { -#if 0 - static int change_sides[4][2] = + static int change_sides[4] = { - /* enter side leave side */ - { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ - { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ - { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ - { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ }; -#endif boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; @@ -7292,10 +7387,7 @@ int DigField(struct PlayerInfo *player, dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); -#if 0 - int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; -#endif + int dig_side = change_sides[MV_DIR_BIT(move_direction)]; int element; if (player->MovPos == 0) @@ -7362,6 +7454,7 @@ int DigField(struct PlayerInfo *player, switch (element) { +#if 0 case EL_ROBOT_WHEEL: Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; ZX = x; @@ -7370,7 +7463,9 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); return MF_ACTION; break; +#endif +#if 0 case EL_SP_TERMINAL: { int xx, yy; @@ -7391,7 +7486,9 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; } break; +#endif +#if 0 case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: @@ -7404,31 +7501,56 @@ int DigField(struct PlayerInfo *player, case EL_CONVEYOR_BELT_4_SWITCH_LEFT: case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else if (!player->Switching) +#endif { player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + ToggleBeltSwitch(x, y); PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); } return MF_ACTION; break; +#endif +#if 0 case EL_SWITCHGATE_SWITCH_UP: case EL_SWITCHGATE_SWITCH_DOWN: +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else if (!player->Switching) +#endif { player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + ToggleSwitchgateSwitch(x, y); PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); } return MF_ACTION; break; +#endif +#if 0 case EL_LIGHT_SWITCH: case EL_LIGHT_SWITCH_ACTIVE: +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else if (!player->Switching) +#endif { player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + ToggleLightSwitch(x, y); PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? SND_LIGHT_SWITCH_ACTIVATING : @@ -7436,14 +7558,18 @@ int DigField(struct PlayerInfo *player, } return MF_ACTION; break; +#endif +#if 0 case EL_TIMEGATE_SWITCH: ActivateTimegateSwitch(x, y); PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); return MF_ACTION; break; +#endif +#if 0 case EL_BALLOON_SWITCH_LEFT: case EL_BALLOON_SWITCH_RIGHT: case EL_BALLOON_SWITCH_UP: @@ -7461,6 +7587,7 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; +#endif case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: @@ -7501,7 +7628,7 @@ int DigField(struct PlayerInfo *player, element == EL_SP_GRAVITY_PORT_RIGHT || element == EL_SP_GRAVITY_PORT_UP || element == EL_SP_GRAVITY_PORT_DOWN) - level.gravity = !level.gravity; + game.gravity = !game.gravity; /* automatically move to the next field with double speed */ player->programmed_action = move_direction; @@ -7553,6 +7680,7 @@ int DigField(struct PlayerInfo *player, } break; +#if 0 case EL_LAMP: Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; @@ -7560,7 +7688,9 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; +#endif +#if 0 case EL_TIME_ORB_FULL: Feld[x][y] = EL_TIME_ORB_EMPTY; TimeLeft += 10; @@ -7569,6 +7699,7 @@ int DigField(struct PlayerInfo *player, PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); return MF_ACTION; break; +#endif default: @@ -7586,7 +7717,9 @@ int DigField(struct PlayerInfo *player, if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; } - else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) { sound_action = ACTION_PASSING; /* player is passing exit */ } @@ -7608,6 +7741,11 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) { if (!player->key[element - EL_EM_GATE_1]) @@ -7637,7 +7775,7 @@ int DigField(struct PlayerInfo *player, GfxElement[x][y] = GFX_ELEMENT(element); #else GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); #endif player->is_digging = TRUE; } @@ -7759,9 +7897,15 @@ int DigField(struct PlayerInfo *player, !(element == EL_SPRING && use_spring_bug)) return MF_NO_ACTION; +#if 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) return MF_NO_ACTION; - +#endif if (!player->Pushing && game.engine_version >= RELEASE_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); @@ -7834,15 +7978,187 @@ int DigField(struct PlayerInfo *player, if (game.engine_version < RELEASE_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); +#if 1 + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PUSHED); + CheckElementSideChange(x, y, element, dig_side, + CE_PUSHED_BY_PLAYER, -1); +#else CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); +#endif break; } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + return MF_ACTION; + +#if 1 + PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING); +#endif + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); +#endif + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + +#if 0 + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); +#endif + + for (yy=0; yySwitching = TRUE; + player->switch_x = x; + player->switch_y = y; + + ToggleBeltSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); +#endif + } + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { +#if 0 + if (!PLAYER_SWITCHING(player, x, y)) +#endif + { + player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + ToggleSwitchgateSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); +#endif + } + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { +#if 0 + if (!PLAYER_SWITCHING(player, x, y)) +#endif + { + player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + ToggleLightSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); +#endif + } + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); +#endif + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_ANY) + { + if (element == EL_BALLOON_SWITCH_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + MV_NO_MOVING); + +#if 0 + PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); +#endif + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; + + DrawLevelField(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); +#endif + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + + DrawLevelField(x, y); + +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } + + return MF_ACTION; + } else { - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); - CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else + if (!player->Switching) +#endif + { + player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); + } + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PRESSED); + CheckElementSideChange(x, y, element, dig_side, + CE_PRESSED_BY_PLAYER, -1); } return MF_NO_ACTION; @@ -7853,24 +8169,6 @@ int DigField(struct PlayerInfo *player, if (Feld[x][y] != element) /* really digged/collected something */ player->is_collecting = !player->is_digging; -#if 0 - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, - CE_OTHER_GETS_LEFT); - CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, - CE_LEFT_BY_PLAYER, -1); - } - - if (IS_CUSTOM_ELEMENT(Feld[x][y])) - { - CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side, - CE_OTHER_GETS_ENTERED); - CheckElementSideChange(x, y, Feld[x][y], enter_side, - CE_ENTERED_BY_PLAYER, -1); - } -#endif - return MF_MOVING; }