player->present = FALSE;
player->active = FALSE;
+ player->killed = FALSE;
player->action = 0;
player->effective_action = 0;
DrawGameValue_Score(score);
}
- if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
- /* close exit door after last player */
- if (AllPlayersGone &&
- (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
+ if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
{
- int element = Feld[ExitX][ExitY];
-
- Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- EL_SP_EXIT_CLOSING);
+ /* close exit door after last player */
+ if (AllPlayersGone &&
+ (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
+ {
+ int element = Feld[ExitX][ExitY];
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
- }
+ Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+ EL_SP_EXIT_CLOSING);
- /* player disappears */
- DrawLevelField(ExitX, ExitY);
- }
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ }
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+ /* player disappears */
+ DrawLevelField(ExitX, ExitY);
+ }
- if (player->present)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- RemovePlayer(player);
+ struct PlayerInfo *player = &stored_player[i];
- /* player disappears */
- DrawLevelField(player->jx, player->jy);
+ if (player->present)
+ {
+ RemovePlayer(player);
+
+ /* player disappears */
+ DrawLevelField(player->jx, player->jy);
+ }
}
}
*sy = (sy1 + sy2) / 2;
}
-void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen,
- boolean quick_relocation)
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
{
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
{
- scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
+ if (center_screen)
+ {
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
+
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ /* quick relocation (without scrolling), but do not center screen */
+
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
+
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
+
+ scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
+
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
}
else
{
}
/* only visually relocate centered player */
- DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE,
- level.instant_relocation);
+ DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+ FALSE, level.instant_relocation);
TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
game.centered_player_nr = game.centered_player_nr_next;
game.set_centered_player = FALSE;
- DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
DrawGameDoorValues();
}
if (!player->active)
return;
+ /* the following code was introduced to prevent an infinite loop when calling
+ -> Bang()
+ -> CheckTriggeredElementChangeExt()
+ -> ExecuteCustomElementAction()
+ -> KillPlayer()
+ -> (infinitely repeating the above sequence of function calls)
+ which occurs when killing the player while having a CE with the setting
+ "kill player X when explosion of <player X>"; the solution using a new
+ field "player->killed" was chosen for backwards compatibility, although
+ clever use of the fields "player->active" etc. would probably also work */
+ if (player->killed)
+ return;
+
+ player->killed = TRUE;
+
/* remove accessible field at the player's position */
Feld[jx][jy] = EL_EMPTY;