added new change action "move player new" to CE change actions
[rocksndiamonds.git] / src / game.c
index a82ca0798b9e1dacd6c368dd896d86220d182413..d73efcfba0f89ab7495599b0eba0636e1777d1e9 100644 (file)
@@ -9880,11 +9880,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     // ---------- player actions  ---------------------------------------------
 
     case CA_MOVE_PLAYER:
+    case CA_MOVE_PLAYER_NEW:
     {
       // automatically move to the next field in specified direction
       for (i = 0; i < MAX_PLAYERS; i++)
        if (trigger_player_bits & (1 << i))
-         stored_player[i].programmed_action = action_arg_direction;
+         if (action_type == CA_MOVE_PLAYER ||
+             stored_player[i].MovPos == 0)
+           stored_player[i].programmed_action = action_arg_direction;
 
       break;
     }
@@ -11687,6 +11690,8 @@ void GameActions_RND_Main(void)
 
 void GameActions_RND(void)
 {
+  static struct MouseActionInfo mouse_action_last = { 0 };
+  struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
   int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic, last_gfx_frame;
 
@@ -11873,6 +11878,24 @@ void GameActions_RND(void)
 #endif
   }
 
+  if (mouse_action.button)
+  {
+    int new_button = (mouse_action.button && mouse_action_last.button == 0);
+
+    x = local_player->mouse_action.lx;
+    y = local_player->mouse_action.ly;
+    element = Feld[x][y];
+
+    if (new_button)
+    {
+      CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
+      CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+    }
+
+    CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
+    CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+  }
+
   SCAN_PLAYFIELD(x, y)
   {
     element = Feld[x][y];
@@ -12214,6 +12237,8 @@ void GameActions_RND(void)
   // use random number generator in every frame to make it less predictable
   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
     RND(1);
+
+  mouse_action_last = mouse_action;
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)