/* dynamically adjust element properties according to game engine version */
{
- static int ep_slippery[] =
+ static int ep_em_slippery_wall[] =
{
EL_BETON,
EL_MAUERWERK,
EL_MAUER_Y,
EL_MAUER_XY
};
- static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
+#if 1
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+#else
+ static int ep_em_slippery_wall_num =
+ sizeof(ep_em_slippery_wall) / sizeof(int);
+#endif
- for (i=0; i<ep_slippery_num; i++)
+ /*
+ printf("level %d: game.version == %06d\n", level_nr, level.game_version);
+ printf(" file_version == %06d\n", level.file_version);
+ */
+
+ for (i=0; i<ep_em_slippery_wall_num; i++)
{
+#if 1
+ if (level.em_slippery_gems) /* special EM style gems behaviour */
+#else
if (game.version >= GAME_VERSION_2_0)
- Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
+#endif
+ Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
else
- Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
+ Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
}
}
#endif
#else
else if ((IS_SLIPPERY(Feld[x][y+1]) ||
- (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
+ (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
!IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif