rnd-20060805-4-src
[rocksndiamonds.git] / src / game.c
index f06c86d855c06673b6c050100ba3bb9aafc7947c..3ea77684d612d9913c01cf3afeff7201c1809c37 100644 (file)
@@ -49,6 +49,9 @@
 
 #define USE_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
 
+#define USE_CODE_THAT_BREAKS_SNAKE_BITE        (USE_NEW_STUFF          * 1)
+
+
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define DF_DIG                 1
@@ -8420,6 +8423,8 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 
        if (ei->collect_score == 0)
        {
+         int xx, yy;
+
 #if 0
          printf("::: CE_SCORE_GETS_ZERO\n");
 #endif
@@ -8430,6 +8435,26 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 #if 0
          printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
 #endif
+
+#if 1
+         /*
+           This is a very special case that seems to be a mixture between
+           CheckElementChange() and CheckTriggeredElementChange(): while
+           the first one only affects single elements that are triggered
+           directly, the second one affects multiple elements in the playfield
+           that are triggered indirectly by another element. This is a third
+           case: Changing the CE score always affects multiple identical CEs,
+           so every affected CE must be checked, not only the single CE for
+           which the CE score was changed in the first place (as every instance
+           of that CE shares the same CE score, and therefore also can change)!
+         */
+         SCAN_PLAYFIELD(xx, yy)
+         {
+           if (Feld[xx][yy] == element)
+             CheckElementChange(xx, yy, element, EL_UNDEFINED,
+                                CE_SCORE_GETS_ZERO);
+         }
+#endif
        }
       }
 
@@ -8462,7 +8487,12 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
 #endif
   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
   boolean add_player_onto_element = (new_element_is_player &&
+#if USE_CODE_THAT_BREAKS_SNAKE_BITE
+                                    /* this breaks SnakeBite when a snake is
+                                       halfway through a door that closes */
+                                    /* NOW FIXED AT LEVEL INIT IN files.c */
                                     new_element != EL_SOKOBAN_FIELD_PLAYER &&
+#endif
                                     IS_WALKABLE(old_element));
 
 #if 0
@@ -9651,6 +9681,10 @@ void GameActions_EM_Main()
   for (i = 0; i < MAX_PLAYERS; i++)
     effective_action[i] = stored_player[i].effective_action;
 
+#if 0
+  printf("::: %04d: %08x\n", FrameCounter, effective_action[0]);
+#endif
+
   GameActions_EM(effective_action, warp_mode);
 
   CheckLevelTime();
@@ -10375,7 +10409,7 @@ static void CheckGravityMovement(struct PlayerInfo *player)
   {
     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
-    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+    boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
     int jx = player->jx, jy = player->jy;
     boolean player_is_moving_to_valid_field =
       (!player_is_snapping &&