if (use_old_game_engine)
element = non_scanned_pair(element);
- return (gd_element_properties[element & O_MASK].properties & property) != 0;
+ return (gd_element_properties[element].properties & property) != 0;
}
// returns true if the element can fall
static inline boolean is_space_dir(const GdCave *cave, const int x, const int y,
const GdDirection dir)
{
- GdElement e = get_dir(cave, x, y, dir) & O_MASK;
+ GdElement e = get_dir(cave, x, y, dir);
return (e == O_SPACE || e == O_LAVA);
}
*/
static void explode(GdCave *cave, int x, int y)
{
- GdElement e = get(cave, x, y) & O_MASK;
+ GdElement e = get(cave, x, y);
switch (e)
{
}
// add the ckdelay correction value for every element seen.
- cave->ckdelay += gd_element_properties[get(cave, x, y) & O_MASK].ckdelay;
+ cave->ckdelay += gd_element_properties[get(cave, x, y)].ckdelay;
switch (get(cave, x, y))
{
for (x = 0; x < cave->w; x++)
{
// add the ckdelay correction value for every element seen.
- cave->ckdelay += gd_element_properties[get(cave, x, y) & O_MASK].ckdelay;
+ cave->ckdelay += gd_element_properties[get(cave, x, y)].ckdelay;
}
}
// returns true if the element has a certain property
static inline boolean has_property(const int element, const int property)
{
- return (gd_element_properties[element & O_MASK].properties & property) != 0;
+ return (gd_element_properties[element].properties & property) != 0;
}
// returns true if the element is a player
mapping_initialized = TRUE;
}
- // always map (scanned) run-time elements to normal elements
- element_bd &= O_MASK;
-
if (element_bd < 0 || element_bd >= O_MAX_ALL)
{
Warn("invalid BD element %d", element_bd);
mapping_initialized = TRUE;
}
- // always map (scanned) run-time elements to normal elements
- element_bd &= O_MASK;
-
if (element_bd < 0 || element_bd >= O_MAX_ALL)
{
Warn("invalid BD element %d", element_bd);