/* ---------- 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))
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)
#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);
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++)
/* 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);
}