&li.gems_needed, 0
},
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_32_BIT(2),
+ &li.random_seed, 0
+ },
+
{
-1, -1,
TYPE_BOOLEAN, CONF_VALUE_8_BIT(2),
&li.dont_collide_with_bits, ~0 /* default: always deadly */
},
+ {
+ -1, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(8),
+ &li.em_explodes_by_fire, FALSE
+ },
+
{
-1, -1,
TYPE_INTEGER, CONF_VALUE_16_BIT(5),
case EL_KEY_OBSOLETE:
element = EL_KEY_1;
+ break;
case EL_EM_KEY_1_FILE_OBSOLETE:
element = EL_EM_KEY_1;
change->target_element = EL_PLAYER_1;
}
+#if 1
+ /* try to detect and fix "Zelda" style levels, which are broken with 3.2.5 */
+ if (level->game_version < VERSION_IDENT(3,2,5,0))
+ {
+ /* This is needed to fix a problem that was caused by a bugfix in function
+ game.c/CheckTriggeredElementChangeExt() introduced with 3.2.5 that
+ corrects the behaviour when a custom element changes to another custom
+ element with a higher element number that has change actions defined.
+ Normally, only one change per frame is allowed for custom elements.
+ Therefore, it is checked if a custom element already changed in the
+ current frame; if it did, subsequent changes are suppressed.
+ Unfortunately, this is only checked for element changes, but not for
+ change actions, which are still executed. As the function above loops
+ through all custom elements from lower to higher, an element change
+ resulting in a lower CE number won't be checked again, while a target
+ element with a higher number will also be checked, and potential change
+ actions will get executed for this CE, too (which is wrong), while
+ further changes are ignored (which is correct). As this bugfix breaks
+ Zelda II (and introduces graphical bugs to Zelda I, and also breaks a
+ few other levels like Alan Bond's "FMV"), allow the previous, incorrect
+ behaviour for existing levels and tapes that make use of this bug */
+
+ level->use_action_after_change_bug = TRUE;
+ }
+#else
+ /* !!! THIS DOES NOT FIX "Zelda I" (GRAPHICALLY) AND "Alan's FMV" LEVELS */
/* try to detect and fix "Zelda II" levels, which are broken with 3.2.5 */
{
int element = EL_CUSTOM_16;
strncmp(ei->description, "scanline - row 1", 16) == 0)
level->use_action_after_change_bug = TRUE;
}
+#endif
/* not centering level after relocating player was default only in 3.2.3 */
if (level->game_version == VERSION_IDENT(3,2,3,0)) /* (no pre-releases) */
level->shifted_relocation = TRUE;
+
+ /* EM style elements always chain-exploded in R'n'D engine before 3.2.6 */
+ if (level->game_version < VERSION_IDENT(3,2,6,0))
+ level->em_explodes_by_fire = TRUE;
}
static void LoadLevel_InitElements(struct LevelInfo *level, char *filename)
Bitmap *bitmap2;
int i;
+ InitElementPropertiesGfxElement();
+
bitmap1 = CreateBitmap(TILEX, TILEY, DEFAULT_DEPTH);
bitmap2 = CreateBitmap(MINI_TILEX, MINI_TILEY, DEFAULT_DEPTH);
{
Bitmap *src_bitmap;
int src_x, src_y;
- int graphic = el2edimg(i);
+ int element = getMappedElement(i);
+ int graphic = el2edimg(element);
char basename1[16];
char basename2[16];
char *filename1;