#define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+#define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+#define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+
+#define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+
+#define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1)
+
+#define USE_BACK_WALKABLE_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+
/* for DigField() */
#define DF_NO_PUSH 0
player->switch_x = -1;
player->switch_y = -1;
+#if USE_DROP_BUGFIX
+ player->drop_x = -1;
+ player->drop_y = -1;
+#endif
+
player->show_envelope = 0;
player->move_delay = game.initial_move_delay;
player->index_bit, leave_side);
CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_OTHER_GETS_LEFT,
+ CE_PLAYER_LEAVES_X,
player->index_bit, leave_side);
#endif
player->index_bit, enter_side);
CheckTriggeredElementChangeByPlayer(jx, jy, element,
- CE_OTHER_GETS_ENTERED,
+ CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
#endif
}
break;
}
- CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
+ CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}
void SplashAcid(int x, int y)
void Impact(int x, int y)
{
- boolean lastline = (y == lev_fieldy-1);
+ boolean last_line = (y == lev_fieldy - 1);
boolean object_hit = FALSE;
- boolean impact = (lastline || object_hit);
+ boolean impact = (last_line || object_hit);
int element = Feld[x][y];
int smashed = EL_STEELWALL;
- if (!lastline) /* check if element below was hit */
+#if 0
+ printf("IMPACT!\n");
+#endif
+
+ if (!last_line) /* check if element below was hit */
{
if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
if (object_hit)
smashed = MovingOrBlocked2Element(x, y + 1);
- impact = (lastline || object_hit);
+ impact = (last_line || object_hit);
}
- if (!lastline && smashed == EL_ACID) /* element falls into acid */
+ if (!last_line && smashed == EL_ACID) /* element falls into acid */
{
SplashAcid(x, y + 1);
return;
CheckElementChangeBySide(x, y + 1, smashed, element,
CE_SWITCHED, CH_SIDE_TOP);
CheckTriggeredElementChangeBySide(x, y + 1, smashed,
- CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+ CE_SWITCH_OF_X, CH_SIDE_TOP);
#else
CheckTriggeredElementChangeBySide(x, y + 1, smashed,
- CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+ CE_SWITCH_OF_X, CH_SIDE_TOP);
CheckElementChangeBySide(x, y + 1, smashed, element,
CE_SWITCHED, CH_SIDE_TOP);
#endif
}
/* play sound of magic wall / mill */
- if (!lastline &&
+ if (!last_line &&
(Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
}
/* play sound of object that hits the ground */
- if (lastline || object_hit)
+ if (last_line || object_hit)
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
WasJustMoving[x][y],
HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
- HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
- HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
+ HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X),
+ HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X));
#endif
#if 1
#if 1
Store[newx][newy] = EL_EMPTY;
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ {
+#if USE_CHANGE_TO_TRIGGERED
+ int move_leave_element = element_info[element].move_leave_element;
+
+ Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+ new_element : move_leave_element);
+#else
Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+ }
#else
Store[newx][newy] = EL_EMPTY;
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
ContinueMoving(x, y);
}
+void dummy()
+{
+}
+
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
#else
boolean pushed_by_player = Pushed[x][y];
#endif
+ boolean last_line = (newy == lev_fieldy - 1);
MovPos[x][y] += getElementMoveStepsize(x, y);
{
int move_leave_element = ei->move_leave_element;
+#if USE_CHANGE_TO_TRIGGERED
+ if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
+ ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = stored;
+#endif
+
Feld[x][y] = move_leave_element;
#if USE_PREVIOUS_MOVE_DIR
#if USE_NEW_MOVE_STYLE
#if 0
if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
- IS_PLAYER(x, newy + 1))
+ !last_line && IS_PLAYER(x, newy + 1))
printf("::: we would now kill the player [%d]\n", FrameCounter);
#endif
/* give the player one last chance (one more frame) to move away */
if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
- ((newy < lev_fieldy - 1 && !IS_PLAYER(x, newy + 1)) ||
- game.engine_version < VERSION_IDENT(3,1,1,0)))
+ (last_line || (!IS_FREE(x, newy + 1) &&
+ (!IS_PLAYER(x, newy + 1) ||
+ game.engine_version < VERSION_IDENT(3,1,1,0)))))
Impact(x, newy);
#else
if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ (last_line || !IS_FREE(x, newy + 1)))
Impact(x, newy);
#endif
CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
+ CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
player->index_bit, dig_side);
}
#endif
CE_HIT_BY_SOMETHING, opposite_direction);
if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
{
for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
{
&element_info[hitting_element].change_page[i];
if (change->can_change &&
- change->has_event[CE_OTHER_IS_HITTING] &&
+ change->has_event[CE_HITTING_X] &&
change->trigger_side & touched_side &&
change->trigger_element == touched_element)
{
CheckElementChangeByPage(newx, newy, hitting_element,
- touched_element, CE_OTHER_IS_HITTING,i);
+ touched_element, CE_HITTING_X, i);
break;
}
}
}
if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
{
for (i = 0; i < element_info[touched_element].num_change_pages; i++)
{
&element_info[touched_element].change_page[i];
if (change->can_change &&
- change->has_event[CE_OTHER_GETS_HIT] &&
+ change->has_event[CE_HIT_BY_X] &&
change->trigger_side & hitting_side &&
change->trigger_element == hitting_element)
{
CheckElementChangeByPage(nextx, nexty, touched_element,
- hitting_element, CE_OTHER_GETS_HIT, i);
+ hitting_element, CE_HIT_BY_X,i);
break;
}
}
DrawLevelFieldCrumbledSand(x, y);
}
-static void ChangeElementNowExt(int x, int y, int target_element)
+static void HandleChangeAction(int change_action)
+{
+ if (change_action == CA_EXIT_PLAYER)
+ {
+ printf("::: CA_EXIT_GAME\n");
+
+ /* !!! local_player <-> 4 players !!! (EXTEND THIS) !!! */
+ local_player->LevelSolved = local_player->GameOver = TRUE;
+ }
+ else if (change_action == CA_KILL_PLAYER)
+ {
+ printf("::: CA_KILL_PLAYER\n");
+
+ /* !!! local_player <-> 4 players !!! (EXTEND THIS) !!! */
+ KillHero(local_player);
+ }
+}
+
+static void ChangeElementNowExt(struct ElementChangeInfo *change,
+ int x, int y, int target_element)
{
int previous_move_direction = MovDir[x][y];
#if 1
TestIfPlayerTouchesCustomElement(x, y);
TestIfElementTouchesCustomElement(x, y);
#endif
+
+ if (change->use_change_action)
+ HandleChangeAction(change->change_action);
}
static boolean ChangeElementNow(int x, int y, int element, int page)
#if 0
/* !!! indirect change before direct change !!! */
- CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
+ CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page);
#endif
if (change->explode)
content_element = change->target_content[xx][yy];
target_element = GET_TARGET_ELEMENT(content_element, change);
- ChangeElementNowExt(ex, ey, target_element);
+ ChangeElementNowExt(change, ex, ey, target_element);
something_has_changed = TRUE;
{
target_element = GET_TARGET_ELEMENT(change->target_element, change);
- ChangeElementNowExt(x, y, target_element);
+ ChangeElementNowExt(change, x, y, target_element);
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
#if 1
/* this uses direct change before indirect change */
- CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
+ CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
#endif
return TRUE;
#if 0
if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
{
- CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
+ CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X,
leave_side);
CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
}
if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
{
CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_OTHER_GETS_ENTERED, enter_side);
+ CE_PLAYER_ENTERS_X, enter_side);
CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
CE_ENTERED_BY_PLAYER, enter_side);
}
player->index_bit, leave_side);
CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_OTHER_GETS_LEFT,
+ CE_PLAYER_LEAVES_X,
player->index_bit, leave_side);
if (IS_CUSTOM_ELEMENT(new_element))
player->index_bit, enter_side);
CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
- CE_OTHER_GETS_ENTERED,
+ CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
#endif
player->index_bit, leave_side);
CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_OTHER_GETS_LEFT,
+ CE_PLAYER_LEAVES_X,
player->index_bit, leave_side);
if (IS_CUSTOM_ELEMENT(new_element))
player->index_bit, enter_side);
CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
- CE_OTHER_GETS_ENTERED,
+ CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
#endif
CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
player->index_bit, border_side);
CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
- CE_OTHER_GETS_TOUCHED,
+ CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
#else
CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
- CE_OTHER_GETS_TOUCHED,
+ CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
player->index_bit, border_side);
CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
player->index_bit, center_side);
CheckTriggeredElementChangeByPlayer(x, y, center_element,
- CE_OTHER_GETS_TOUCHED,
+ CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
#else
CheckTriggeredElementChangeByPlayer(x, y, center_element,
- CE_OTHER_GETS_TOUCHED,
+ CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
player->index_bit, center_side);
/* check for change of center element (but change it only once) */
if (IS_CUSTOM_ELEMENT(center_element) &&
- HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
!change_center_element)
{
for (j = 0; j < element_info[center_element].num_change_pages; j++)
&element_info[center_element].change_page[j];
if (change->can_change &&
- change->has_event[CE_OTHER_IS_TOUCHING] &&
+ change->has_event[CE_TOUCHING_X] &&
change->trigger_side & border_side &&
#if 1
IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
/* check for change of border element */
if (IS_CUSTOM_ELEMENT(border_element) &&
- HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+ HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
{
for (j = 0; j < element_info[border_element].num_change_pages; j++)
{
&element_info[border_element].change_page[j];
if (change->can_change &&
- change->has_event[CE_OTHER_IS_TOUCHING] &&
+ change->has_event[CE_TOUCHING_X] &&
change->trigger_side & center_side &&
#if 1
IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
#endif
CheckElementChangeByPage(xx, yy, border_element, center_element,
- CE_OTHER_IS_TOUCHING, j);
+ CE_TOUCHING_X, j);
break;
}
}
#endif
CheckElementChangeByPage(x, y, center_element, border_trigger_element,
- CE_OTHER_IS_TOUCHING, center_element_change_page);
+ CE_TOUCHING_X, center_element_change_page);
}
}
touched_element = (IN_LEV_FIELD(hitx, hity) ?
MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+#if !USE_HITTING_SOMETHING_BUGFIX
+ /* "hitting something" is also true when hitting the playfield border */
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_SOMETHING, direction);
+#endif
if (IN_LEV_FIELD(hitx, hity))
{
{
int i;
+#if !USE_HIT_BY_SOMETHING_BUGFIX
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_HIT_BY_SOMETHING, opposite_direction);
+#endif
if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
{
for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
{
&element_info[hitting_element].change_page[i];
if (change->can_change &&
- change->has_event[CE_OTHER_IS_HITTING] &&
+ change->has_event[CE_HITTING_X] &&
change->trigger_side & touched_side &&
#if 1
)
{
CheckElementChangeByPage(x, y, hitting_element, touched_element,
- CE_OTHER_IS_HITTING, i);
+ CE_HITTING_X, i);
break;
}
}
}
if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
{
for (i = 0; i < element_info[touched_element].num_change_pages; i++)
{
&element_info[touched_element].change_page[i];
if (change->can_change &&
- change->has_event[CE_OTHER_GETS_HIT] &&
+ change->has_event[CE_HIT_BY_X] &&
change->trigger_side & hitting_side &&
#if 1
IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
)
{
CheckElementChangeByPage(hitx, hity, touched_element,
- hitting_element, CE_OTHER_GETS_HIT, i);
+ hitting_element, CE_HIT_BY_X, i);
break;
}
}
}
+
+#if USE_HIT_BY_SOMETHING_BUGFIX
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
+#endif
}
}
+
+#if USE_HITTING_SOMETHING_BUGFIX
+ /* "hitting something" is also true when hitting the playfield border */
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
+#endif
}
#if 0
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
+#if USE_BACK_WALKABLE_BUGFIX
+
+ /* in case of element dropped at player position, check background */
+ else if (Back[jx][jy] != EL_EMPTY &&
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
+#endif
#endif
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
player->index_bit, dig_side);
#if 1
if (is_player)
CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_OTHER_GETS_COLLECTED,
+ CE_PLAYER_COLLECTS_X,
player->index_bit, dig_side);
#if 1
{
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x,y,element,CE_OTHER_GETS_PUSHED,
+ CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
player->index_bit, dig_side);
}
/* !!! TEST ONLY !!! */
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
player->index_bit, dig_side);
#else
- CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
player->index_bit, dig_side);
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
player->index_bit, dig_side);
if (PLAYER_SWITCHING(player, x, y))
{
CheckTriggeredElementChangeByPlayer(x,y, element,
- CE_OTHER_GETS_PRESSED,
+ CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
return MF_ACTION;
}
CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_OTHER_IS_SWITCHING,
+ CE_SWITCH_OF_X,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
return MF_ACTION;
CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
player->index_bit, dig_side);
CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_OTHER_IS_SWITCHING,
+ CE_SWITCH_OF_X,
player->index_bit, dig_side);
#else
CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_OTHER_IS_SWITCHING,
+ CE_SWITCH_OF_X,
player->index_bit, dig_side);
CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
player->index_bit, dig_side);
/* !!! TEST ONLY !!! (this breaks "machine", level 000) */
CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
#else
- CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
player->index_bit, dig_side);
EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
EL_UNDEFINED);
+#if USE_DROP_BUGFIX
+ /* do not drop an element on top of another element; when holding drop key
+ pressed without moving, dropped element must move away before the next
+ element can be dropped (this is especially important if the next element
+ is dynamite, which can be placed on background for historical reasons) */
+ if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
+ return MF_ACTION;
+#endif
+
if (IS_THROWABLE(drop_element))
{
dropx += GET_DX_FROM_DIR(drop_direction);
CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
player->index_bit, drop_side);
CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
- CE_OTHER_GETS_DROPPED,
+ CE_PLAYER_DROPS_X,
player->index_bit, drop_side);
#else
CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
- CE_OTHER_GETS_DROPPED,
+ CE_PLAYER_DROPS_X,
player->index_bit, drop_side);
CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
player->index_bit, drop_side);
player->is_dropping = TRUE;
+#if USE_DROP_BUGFIX
+ player->drop_x = dropx;
+ player->drop_y = dropy;
+#endif
return TRUE;
}