CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
}
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
+inline static void InitField_WithBug1(int x, int y, boolean init_game)
{
InitField(x, y, init_game);
InitMovDir(x, y);
}
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+inline static void InitField_WithBug2(int x, int y, boolean init_game)
{
int old_element = Feld[x][y];
int initial_move_dir = MV_DOWN;
int i, j, x, y;
- game_status = GAME_MODE_PLAYING;
+ // required here to update video display before fading (FIX THIS)
+ DrawMaskedBorder(REDRAW_DOOR_2);
- StopAnimation();
+ game_status = GAME_MODE_PLAYING;
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
FadeOut(fade_mask);
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
ClearField();
DrawCompleteVideoDisplay();
BlitScreenToBitmap(backbuffer);
/* !!! FIX THIS (END) !!! */
+ DrawMaskedBorder(fade_mask);
+
FadeIn(fade_mask);
#if 1
{
UnmapGameButtons();
UnmapTapeButtons();
+
+ FreeGameButtons();
+ CreateGameButtons();
+
game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
+
MapGameButtons();
MapTapeButtons();
}
}
- RedrawPlayfield(TRUE, 0,0,0,0);
+ RedrawPlayfield();
}
else
{
byte tape_action[MAX_PLAYERS];
int i;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- // allow engine snapshot if movement attempt was stopped
- if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
- (player->action & KEY_MOTION) == 0)
- game.snapshot.changed_action = TRUE;
-
- // allow engine snapshot in case of snapping/dropping attempt
- if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
- (player->action & KEY_BUTTON) != 0)
- game.snapshot.changed_action = TRUE;
-
- game.snapshot.last_action[i] = player->action;
- }
-
/* detect endless loops, caused by custom element programming */
if (recursion_loop_detected && recursion_loop_depth == 0)
{
#endif
#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ // allow engine snapshot in case of changed movement attempt
+ if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+ (stored_player[i].effective_action & KEY_MOTION))
+ game.snapshot.changed_action = TRUE;
+
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (stored_player[i].effective_action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
+
+ game.snapshot.last_action[i] = stored_player[i].effective_action;
+ }
+
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
GameActions_EM_Main();