/* ---------- initialize changing elements ------------------------------- */
/* initialize changing elements information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
{
-#if 1
- element_info[i].change.pre_change_function = NULL;
- element_info[i].change.change_function = NULL;
- element_info[i].change.post_change_function = NULL;
+ /* this pointer might have been changed in the level editor */
+ element_info[i].change = &element_info[i].change_page[0];
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].change.target_element = EL_EMPTY_SPACE;
- element_info[i].change.delay_fixed = 0;
- element_info[i].change.delay_random = 0;
- element_info[i].change.delay_frames = 1;
+ element_info[i].change->target_element = EL_EMPTY_SPACE;
+ element_info[i].change->delay_fixed = 0;
+ element_info[i].change->delay_random = 0;
+ element_info[i].change->delay_frames = 1;
}
changing_element[i] = FALSE;
-#else
- changing_element[i].base_element = EL_UNDEFINED;
- changing_element[i].next_element = EL_UNDEFINED;
- changing_element[i].change_delay = -1;
- changing_element[i].pre_change_function = NULL;
- changing_element[i].change_function = NULL;
- changing_element[i].post_change_function = NULL;
-#endif
}
/* add changing elements from pre-defined list */
{
int element = changing_element_list[i].element;
struct ChangingElementInfo *ce = &changing_element_list[i];
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = element_info[element].change;
-#if 1
change->target_element = ce->target_element;
change->delay_fixed = ce->change_delay;
+
change->pre_change_function = ce->pre_change_function;
change->change_function = ce->change_function;
change->post_change_function = ce->post_change_function;
changing_element[element] = TRUE;
-#else
- changing_element[element].base_element = ce->base_element;
- changing_element[element].next_element = ce->next_element;
- changing_element[element].change_delay = ce->change_delay;
- changing_element[element].pre_change_function = ce->pre_change_function;
- changing_element[element].change_function = ce->change_function;
- changing_element[element].post_change_function = ce->post_change_function;
-#endif
}
/* add changing elements from custom element configuration */
for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
-#if 0
- struct ElementChangeInfo *change = &element_info[element].change;
-#endif
/* only add custom elements that change after fixed/random frame delay */
if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
continue;
-#if 1
changing_element[element] = TRUE;
-#else
- changing_element[element].base_element = element;
- changing_element[element].next_element = change->target_element;
- changing_element[element].change_delay = (change->delay_fixed *
- change->delay_frames);
-#endif
}
/* ---------- initialize trigger events ---------------------------------- */
/* add trigger events from element change event properties */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
- trigger_events[element_info[i].change.trigger_element] |=
- element_info[i].change.events;
+ trigger_events[element_info[i].change->trigger_element] |=
+ element_info[i].change->events;
/* ---------- initialize push delay -------------------------------------- */
if (CAN_CHANGE(element))
{
- content = element_info[element].change.target_element;
+ content = element_info[element].change->target_element;
is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 3 || element < found_element))
if (!CAN_CHANGE(element))
continue;
- content = element_info[element].change.content[xx][yy];
+ content = element_info[element].change->content[xx][yy];
is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 1 || element < found_element))
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
- if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
if (JustBeingPushed(x, y))
return;
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
+ if (DONT_COLLIDE_WITH(element) &&
+ IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_PROTECTED(newx, newy))
{
#if 1
static void ChangeElementNowExt(int x, int y, int target_element)
{
-#if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
- if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
+ /* check if element under player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ if (IS_PLAYER(x, y) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
return;
}
-#endif
RemoveField(x, y);
Feld[x][y] = target_element;
static void ChangeElementNow(int x, int y, int element)
{
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = element_info[element].change;
+
+#if 0
+ if (element >= EL_CUSTOM_START + 17 && element <= EL_CUSTOM_START + 39)
+ printf("::: changing... [%d]\n", FrameCounter);
+#endif
+#if 0
/* prevent CheckTriggeredElementChange() from looping */
Changing[x][y] = TRUE;
+#endif
CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+#if 0
Changing[x][y] = FALSE;
+#endif
if (change->explode)
{
#else
int element = Feld[x][y];
#endif
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = element_info[element].change;
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
{
- int max_random_delay = element_info[element].change.delay_random;
- int delay_frames = element_info[element].change.delay_frames;
+ int max_random_delay = element_info[element].change->delay_random;
+ int delay_frames = element_info[element].change->delay_frames;
ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
}
if (next_element != EL_UNDEFINED)
ChangeElementNow(x, y, next_element);
else
- ChangeElementNow(x, y, element_info[element].change.target_element);
+ ChangeElementNow(x, y, element_info[element].change->target_element);
if (changing_element[element].post_change_function)
changing_element[element].post_change_function(x, y);
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
+ /* prevent this function from running into a loop */
+ if (trigger_event == CE_OTHER_IS_CHANGING)
+ Changing[lx][ly] = TRUE;
+
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
- element_info[i].change.trigger_element != trigger_element)
+ element_info[i].change->trigger_element != trigger_element)
continue;
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
ChangeDelay[x][y] = 1;
ChangeElement(x, y);
+
+ Changing[x][y] = TRUE; /* do not change just changed elements */
}
}
}
+ /* reset change prevention array */
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ Changing[x][y] = FALSE;
+
return TRUE;
}
if (can_move != MF_MOVING)
return can_move;
+ /* check if DigField() has caused relocation of the player */
+ if (player->jx != jx || player->jy != jy)
+ return MF_NO_ACTION;
+
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->last_jy = jy;
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
+#if 1
+ player->snapped = FALSE;
+#endif
}
else
{
/* check for change of center element (but change it only once) */
if (IS_CUSTOM_ELEMENT(center_element) &&
- border_element == element_info[center_element].change.trigger_element)
+ border_element == element_info[center_element].change->trigger_element)
change_center_element = TRUE;
/* check for change of border element */
if (IS_CUSTOM_ELEMENT(border_element) &&
- center_element == element_info[border_element].change.trigger_element)
+ center_element == element_info[border_element].change->trigger_element)
CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
}
{
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
}
+#if 0
+ printf("::: trying to snap...\n");
+#endif
+
return FALSE;
}
player->MovDir = snap_direction;
+#if 1
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
+
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
+#if 1
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
DrawLevelField(x, y);
BackToFront();