projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
minor code formatting changes
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_caveengine.c
diff --git
a/src/game_bd/bd_caveengine.c
b/src/game_bd/bd_caveengine.c
index e95236ce6b73c8a5994635adf1d08ee76fc82ebf..e221ca7784551455c8e7e5d376129f8c31dac05b 100644
(file)
--- a/
src/game_bd/bd_caveengine.c
+++ b/
src/game_bd/bd_caveengine.c
@@
-1371,6
+1371,9
@@
static boolean do_fall_try_magic(GdCave *cave, int x, int y,
// active or non-active or anything, element falling in will always disappear
store(cave, x, y, O_SPACE);
// active or non-active or anything, element falling in will always disappear
store(cave, x, y, O_SPACE);
+ if (cave->magic_wall_breakscan && cave->amoeba_state == GD_AM_AWAKE)
+ cave->convert_amoeba_this_frame = TRUE;
+
return TRUE;
}
else
return TRUE;
}
else
@@
-1604,6
+1607,9
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
// score collected this frame
cave->score = 0;
// score collected this frame
cave->score = 0;
+ // to implement buggy bd1 amoeba+magic wall behaviour
+ cave->convert_amoeba_this_frame = FALSE;
+
// suicide only kills the active player
// player_x, player_y was set by the previous iterate routine, or the cave setup.
// we must check if there is a player or not - he may have exploded or something like that
// suicide only kills the active player
// player_x, player_y was set by the previous iterate routine, or the cave setup.
// we must check if there is a player or not - he may have exploded or something like that
@@
-2847,6
+2853,13
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
// ============================================================================
case O_AMOEBA:
// ============================================================================
case O_AMOEBA:
+ // emulating BD1 amoeba+magic wall bug
+ if (cave->convert_amoeba_this_frame && amoeba_found_enclosed)
+ {
+ store(cave, x, y, cave->amoeba_enclosed_effect);
+ break;
+ }
+
amoeba_count++;
switch (cave->amoeba_state)
{
amoeba_count++;
switch (cave->amoeba_state)
{
@@
-3713,7
+3726,8
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
// magic wall; if active&wait or not wait for hatching
if (cave->magic_wall_state == GD_MW_ACTIVE &&
// magic wall; if active&wait or not wait for hatching
if (cave->magic_wall_state == GD_MW_ACTIVE &&
- (cave->hatched || !cave->magic_timer_wait_for_hatching))
+ (cave->hatched || !cave->magic_timer_wait_for_hatching) &&
+ !(cave->magic_wall_time == 0 && cave->magic_timer_zero_is_infinite))
{
cave->magic_wall_time -= cave->speed;
if (cave->magic_wall_time < 0)
{
cave->magic_wall_time -= cave->speed;
if (cave->magic_wall_time < 0)