SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
}
+ // ---------- initialize if element can trigger global animations -----------
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[i];
+
+ ei->has_anim_event = FALSE;
+ }
+
+ InitGlobalAnimEventsForCustomElements();
+
// ---------- initialize internal run-time variables ------------------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
level.game_engine_type == GAME_ENGINE_TYPE_EM &&
!setup.forced_scroll_delay ? 0 :
setup.scroll_delay ? setup.scroll_delay_value : 0);
- game.scroll_delay_value =
- MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+ if (game.forced_scroll_delay_value == -1)
+ game.scroll_delay_value =
+ MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
// ---------- initialize game engine snapshots ------------------------------
for (i = 0; i < MAX_PLAYERS; i++)
// force restarting global animations displayed during game play
RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
+ // this is required for "transforming" fade modes like cross-fading
+ // (else global animations will be stopped, but not restarted here)
+ SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
+
SetGameStatus(GAME_MODE_PLAYING);
}
scroll_y = SCROLL_POSITION_Y(local_player->jy);
}
+ if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
+ scroll_x = game.forced_scroll_x;
+ if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
+ scroll_y = game.forced_scroll_y;
+
// !!! FIX THIS (START) !!!
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
{
// relocation _without_ centering of screen
- int center_scroll_x = SCROLL_POSITION_X(old_x);
- int center_scroll_y = SCROLL_POSITION_Y(old_y);
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
+ // apply distance between old and new player position to scroll position
+ int shifted_scroll_x = scroll_x + (x - old_x);
+ int shifted_scroll_y = scroll_y + (y - old_y);
- // for new screen position, apply previous offset to center position
- new_scroll_x = SCROLL_POSITION_X(offset_x);
- new_scroll_y = SCROLL_POSITION_Y(offset_y);
+ // make sure that shifted scroll position does not scroll beyond screen
+ new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
+ new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
}
if (quick_relocation)
if (GFX_CRUMBLED(new_element))
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
- }
- // check if element under the player changes from accessible to unaccessible
- // (needed for special case of dropping element which then changes)
- // (must be checked after creating new element for walkable group elements)
- if (IS_PLAYER(x, y) && !player_explosion_protected &&
- IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
- {
- Bang(x, y);
+ if (old_element == EL_EXPLOSION)
+ {
+ Store[x][y] = Store2[x][y] = 0;
- return;
+ // check if new element replaces an exploding player, requiring cleanup
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+ StorePlayer[x][y] = 0;
+ }
+
+ // check if element under the player changes from accessible to unaccessible
+ // (needed for special case of dropping element which then changes)
+ // (must be checked after creating new element for walkable group elements)
+ if (IS_PLAYER(x, y) && !player_explosion_protected &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ KillPlayer(PLAYERINFO(x, y));
+
+ return;
+ }
}
// "ChangeCount" not set yet to allow "entered by player" change one time
ChangeCount[x][y]++; // count number of changes in the same frame
+ if (ei->has_anim_event)
+ HandleGlobalAnimEventByElementChange(element, page, x, y);
+
if (change->explode)
{
Bang(x, y);
incorrectly give EL_PLAYER_1 for "player->element_nr") */
int player_element = PLAYERINFO(x, y)->initial_element;
+ // as element "X" is the player here, check opposite (center) side
CheckElementChangeBySide(xx, yy, border_element, player_element,
- CE_TOUCHING_X, border_side);
+ CE_TOUCHING_X, center_side);
}
}
else if (IS_PLAYER(xx, yy)) // player found at border element
incorrectly give EL_PLAYER_1 for "player->element_nr") */
int player_element = PLAYERINFO(xx, yy)->initial_element;
+ // as element "X" is the player here, check opposite (border) side
CheckElementChangeBySide(x, y, center_element, player_element,
- CE_TOUCHING_X, center_side);
+ CE_TOUCHING_X, border_side);
}
break;
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
- // (center element cannot be player, so we dont have to check this here)
+ // (center element cannot be player, so we don't have to check this here)
}
for (i = 0; i < NUM_DIRECTIONS; i++)
incorrectly give EL_PLAYER_1 for "player->element_nr") */
int player_element = PLAYERINFO(xx, yy)->initial_element;
+ // as element "X" is the player here, check opposite (border) side
CheckElementChangeBySide(x, y, center_element, player_element,
CE_TOUCHING_X, border_side);
}