X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=ce08a48479e2cc22eebd169d580ab7871e839ebc;hb=fd07189b54e849959b3415ce3d5d42e272ba8542;hp=a37659ec7a704f5159c1a771b4edc04ee823e9eb;hpb=7344cb1d0c4fb6c05604d93fc7e99bc678c1937e;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index a37659ec..ce08a484 100644 --- a/src/game.c +++ b/src/game.c @@ -43,10 +43,12 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -1201,6 +1203,10 @@ static void InitGameEngine() ei->change->post_change_function = ch_delay->post_change_function; ei->change_events |= CH_EVENT_BIT(CE_DELAY); + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif } #if 1 @@ -1609,7 +1615,7 @@ void InitGame() ExplodePhase[x][y] = 0; ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; RunnerVisit[x][y] = 0; PlayerVisit[x][y] = 0; @@ -1649,7 +1655,7 @@ void InitGame() if (!IS_CUSTOM_ELEMENT(i)) { int num_phase = 8; - int delay = ((IS_SP_ELEMENT(i) && + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && game.engine_version >= VERSION_IDENT(3,1,0,0)) || game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = (num_phase + 1) * delay; @@ -2613,17 +2619,13 @@ void RelocatePlayer(int x, int y, int element_raw) boolean no_delay = (tape.index_search); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); -#if 1 int old_jx, old_jy; -#endif if (player->GameOver) /* do not reanimate dead player */ return; -#if 1 RemoveField(x, y); /* temporarily remove newly placed player */ DrawLevelField(x, y); -#endif if (player->present) { @@ -2645,19 +2647,51 @@ void RelocatePlayer(int x, int y, int element_raw) player->is_moving = FALSE; } -#if 1 old_jx = player->jx; old_jy = player->jy; -#endif Feld[x][y] = element; InitPlayerField(x, y, element, TRUE); -#if 0 - if (player == local_player) + if (player != local_player) /* do not visually relocate other players */ + return; + + if (level.instant_relocation) { #if 1 + int offset = (setup.scroll_delay ? 3 : 0); + int jx = local_player->jx; + int jy = local_player->jy; + + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } + else + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); + + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } +#else scroll_x += (local_player->jx - old_jx); scroll_y += (local_player->jy - old_jy); @@ -2668,30 +2702,69 @@ void RelocatePlayer(int x, int y, int element_raw) /* don't scroll over playfield boundaries */ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); - -#else - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); - - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); #endif RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { +#if 1 #if 0 - DrawAllPlayers(); - BackToFront(); + int offset = (setup.scroll_delay ? 3 : 0); + int jx = local_player->jx; + int jy = local_player->jy; #endif - } + int scroll_xx = -999, scroll_yy = -999; + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; #else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif - if (player == local_player) - { + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } +#else int scroll_xx = -999, scroll_yy = -999; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + while (scroll_xx != scroll_x || scroll_yy != scroll_y) { int dx = 0, dy = 0; @@ -2708,6 +2781,14 @@ void RelocatePlayer(int x, int y, int element_raw) dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif + scroll_x -= dx; scroll_y -= dy; @@ -2726,8 +2807,8 @@ void RelocatePlayer(int x, int y, int element_raw) BackToFront(); Delay(wait_delay_value); } - } #endif + } } void Explode(int ex, int ey, int phase, int mode) @@ -2767,11 +2848,12 @@ void Explode(int ex, int ey, int phase, int mode) /* --- This is only really needed (and now handled) in "Impact()". --- */ /* do not explode moving elements that left the explode field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ @@ -2806,11 +2888,20 @@ void Explode(int ex, int ey, int phase, int mode) int element; #if 1 - if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey))) +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) continue; #else if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) + continue; +#endif +#else + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; #endif @@ -2949,7 +3040,7 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER) Store2[x][y] = element; #if 0 @@ -3139,6 +3230,10 @@ void Explode(int ex, int ey, int phase, int mode) { int element; +#if 0 + printf("::: done: phase == %d\n", phase); +#endif + #if 0 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); #endif @@ -3272,7 +3367,7 @@ void DynaExplode(int ex, int ey) player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); for (i = 0; i < NUM_DIRECTIONS; i++) { @@ -3291,7 +3386,7 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && @@ -3351,7 +3446,7 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: @@ -3369,17 +3464,21 @@ void Bang(int x, int y) case EL_AMOEBA_TO_DIAMOND: #endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - if (CAN_EXPLODE_DYNA(element)) + if (CAN_EXPLODE_CROSS(element)) +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else DynaExplode(x, y); +#endif else if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } @@ -5234,11 +5333,30 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif +#if 0 + if (ChangeDelay[xx][yy]) + printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || + Feld[xx][yy] == EL_BLOCKED)); +#endif + +#if 1 + ChangeDelay[xx][yy] = 0; +#endif Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) { @@ -5492,11 +5610,25 @@ void StartMoving(int x, int y) MovDelay[x][y] = 50; + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif Feld[newx1][newy1] = EL_FLAMES; + } if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif Feld[newx2][newy2] = EL_FLAMES; + } return; } @@ -5737,11 +5869,14 @@ void ContinueMoving(int x, int y) 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]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; + if (CAN_CHANGE(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; @@ -7035,9 +7170,8 @@ static void ChangeElement(int x, int y, int page) struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; -#if 0 #ifdef DEBUG - if (!CAN_CHANGE(element)) + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); printf("ChangeElement(): %d,%d: element = %d ('%s')\n", @@ -7046,8 +7180,18 @@ static void ChangeElement(int x, int y, int page) printf("\n\n"); } #endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif + return; + } + if (ChangeDelay[x][y] == 0) /* initialize element change */ { ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + @@ -7191,6 +7335,20 @@ static boolean CheckElementChangeExt(int x, int y, element = Feld[x][y]; } +#if 1 + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif + + return FALSE; + } +#endif + #if 1 if (trigger_page < 0) { @@ -7992,7 +8150,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); #endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); @@ -8108,9 +8266,9 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -8445,11 +8603,13 @@ static void CheckGravityMovement(struct PlayerInfo *player) !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); #if 0 - printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n", + printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", player_can_fall_down, player_is_standing_on_valid_field, player_is_moving_to_valid_field, - (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1)); + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); #endif if (player_can_fall_down && @@ -8708,7 +8868,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); @@ -8720,13 +8880,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) scroll_x = old_scroll_x; } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); @@ -8738,7 +8898,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -8792,7 +8952,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->is_dropping = FALSE; -#if 1 +#if 0 + /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ { static int trigger_sides[4][2] = { @@ -8807,24 +8968,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; #if 1 + CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - } + + CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - } #endif } @@ -8941,8 +9100,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->LevelSolved = player->GameOver = TRUE; } -#if 0 +#if 1 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ + /* this breaks one level: "machine", level 000 */ { static int trigger_sides[4][2] = { @@ -8959,24 +9119,22 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int old_jy = last_jy; #if 1 + CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - } + + CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - } #endif } @@ -10120,7 +10278,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10220,7 +10378,7 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_COLLECTED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10585,7 +10743,16 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) boolean DropElement(struct PlayerInfo *player) { + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; int jx = player->jx, jy = player->jy; + 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] : @@ -10664,9 +10831,9 @@ boolean DropElement(struct PlayerInfo *player) CheckTriggeredElementChangePlayer(jx, jy, new_element, CE_OTHER_GETS_DROPPED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, drop_side); CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, CH_SIDE_ANY); + player->index_bit, drop_side); TestIfElementTouchesCustomElement(jx, jy); }