InitElementPropertiesEngine(game.engine_version);
#if 0
- printf("level %d: level version == %06d\n", level_nr, level.game_version);
- printf(" tape version == %06d [%s] [file: %06d]\n",
- tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
- tape.file_version);
- printf(" => game.engine_version == %06d\n", game.engine_version);
+ printf("level %d: level version == %06d\n", level_nr, level.game_version);
+ printf(" tape version == %06d [%s] [file: %06d]\n",
+ tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+ tape.file_version);
+ printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
/* ---------- initialize player's initial move delay --------------------- */
if (!ei->change_page->can_change)
continue;
- if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER))
+ if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
{
int trigger_element = ei->change_page[j].trigger_element;
#else
/* add trigger events from element change event properties */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
- if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
+ if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
trigger_events[element_info[i].change->trigger_element] |=
element_info[i].change->events;
#endif
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
- Changing[x][y] = FALSE;
+ Changed[x][y] = FALSE;
ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
if (local_player->MovPos)
return;
+#if 1
+ if (tape.auto_play) /* tape might already be stopped here */
+ tape.auto_play_level_solved = TRUE;
+#else
if (tape.playing && tape.auto_play)
tape.auto_play_level_solved = TRUE;
+#endif
local_player->LevelSolved = FALSE;
RemoveField(x, y);
Feld[x][y] = target_element;
+ Changed[x][y] = TRUE; /* no more changes in this frame */
+
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
{
struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ Changed[x][y] = TRUE; /* no more changes in this frame */
+
CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
if (change->explode)
something_has_changed = TRUE;
- /* for symmetry reasons, stop newly created border elements */
+ /* for symmetry reasons, freeze newly created border elements */
if (ex != x || ey != y)
- Stop[ex][ey] = TRUE;
+ Stop[ex][ey] = TRUE; /* no more moving in this frame */
}
}
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
+#if 0
/* prevent this function from running into a loop */
if (trigger_event == CE_OTHER_IS_CHANGING)
- Changing[lx][ly] = TRUE;
+ Changed[lx][ly] = TRUE;
+#endif
for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
if (x == lx && y == ly) /* do not change trigger element itself */
continue;
- if (Changing[x][y]) /* do not change just changing elements */
+ if (Changed[x][y]) /* do not change already changed elements */
continue;
if (Feld[x][y] == element)
ChangeDelay[x][y] = 1;
ChangeElement(x, y, page);
- Changing[x][y] = TRUE; /* do not change just changed elements */
+#if 0
+ Changed[x][y] = TRUE; /* prevent element from being changed again */
+#endif
}
}
}
+#if 0
/* reset change prevention array */
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
- Changing[x][y] = FALSE;
+ Changed[x][y] = FALSE;
+#endif
return TRUE;
}
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
+ Changed[x][y] = FALSE;
+
Stop[x][y] = FALSE;
if (JustStopped[x][y] > 0)
JustStopped[x][y]--;
#if 1
/* reset finished pushing action (not done in ContinueMoving() to allow
- continous pushing animation for elements without push delay) */
+ continous pushing animation for elements with zero push delay) */
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
void TestIfPlayerTouchesCustomElement(int x, int y)
{
+#if 0
static boolean check_changing = FALSE;
+#endif
static int xy[4][2] =
{
{ 0, -1 },
};
int i;
+#if 0
if (check_changing) /* prevent this function from running into a loop */
return;
check_changing = TRUE;
+#endif
for (i=0; i<4; i++)
{
}
}
+#if 0
check_changing = FALSE;
+#endif
}
void TestIfElementTouchesCustomElement(int x, int y)
{
+#if 0
static boolean check_changing = FALSE;
+#endif
static int xy[4][2] =
{
{ 0, -1 },
int center_element = Feld[x][y];
int i, j;
+#if 0
if (check_changing) /* prevent this function from running into a loop */
return;
check_changing = TRUE;
+#endif
for (i=0; i<4; i++)
{
/* check for change of center element (but change it only once) */
if (IS_CUSTOM_ELEMENT(center_element) &&
- element_info[center_element].change_events & CE_OTHER_IS_TOUCHING &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
!change_center_element)
{
for (j=0; j < element_info[center_element].num_change_pages; j++)
struct ElementChangeInfo *change =
&element_info[center_element].change_page[j];
- if (change->events & CE_OTHER_IS_TOUCHING &&
+ if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->trigger_element == border_element)
{
change_center_element = TRUE;
/* check for change of border element */
if (IS_CUSTOM_ELEMENT(border_element) &&
- element_info[border_element].change_events & CE_OTHER_IS_TOUCHING)
+ HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
{
for (j=0; j < element_info[border_element].num_change_pages; j++)
{
struct ElementChangeInfo *change =
&element_info[border_element].change_page[j];
- if (change->events & CE_OTHER_IS_TOUCHING &&
+ if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->trigger_element == center_element)
{
CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
center_element_change_page);
+#if 0
check_changing = FALSE;
+#endif
}
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
+
+ TestIfElementTouchesCustomElement(x, y);
+
break;
}
else if (IS_COLLECTIBLE(element))
el2edimg(EL_KEY_1 + key_nr));
redraw_mask |= REDRAW_DOOR_1;
}
+ else if (element == EL_ENVELOPE)
+ {
+ ShowEnvelope();
+ }
else if (IS_DROPPABLE(element)) /* can be collected and dropped */
{
int i;
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+ TestIfElementTouchesCustomElement(x, y);
+
break;
}
else if (IS_PUSHABLE(element))
CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
+
+ TestIfElementTouchesCustomElement(jx, jy);
}
else /* player is dropping a dyna bomb */
{