+
+2004-01-19
+ * fixed bug which allowed creating emeralds by escaping explosions
+
2004-01-18
* custom elements can change (limited) or leave (unlimited) elements
* finally added multiple matches using group elements
SRC_DIR = src
MAKE_CMD = $(MAKE) -C $(SRC_DIR)
-# DEFAULT_TARGET = x11
-DEFAULT_TARGET = sdl
+DEFAULT_TARGET = x11
+# DEFAULT_TARGET = sdl
# -----------------------------------------------------------------------------
ifeq ($(TARGET),x11)
SYS_CFLAGS = -DTARGET_X11 $(X11_INCL)
-SYS_LDFLAGS = $(X11_LIBS) -lX11
+# SYS_LDFLAGS = $(X11_LIBS) -lX11
+SYS_LDFLAGS = $(XLIB_PATH)/libX11.a
endif
ifeq ($(TARGET),sdl)
-#define COMPILE_DATE_STRING "[2004-01-18 18:14]"
+#define COMPILE_DATE_STRING "[2004-01-19 19:09]"
switch(StorePlayer[ex][ey])
{
case EL_PLAYER_2:
- Store[x][y] = EL_EMERALD_RED;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
break;
case EL_PLAYER_3:
- Store[x][y] = EL_EMERALD;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
break;
case EL_PLAYER_4:
- Store[x][y] = EL_EMERALD_PURPLE;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
break;
case EL_PLAYER_1:
default:
- Store[x][y] = EL_EMERALD_YELLOW;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
break;
}
Store[x][y] = Store2[x][y] = 0;
GfxElement[x][y] = EL_UNDEFINED;
+ /* player can escape from explosions and might therefore be still alive */
+ if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+ element <= EL_PLAYER_IS_EXPLODING_4)
+ Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
+ EL_EMPTY :
+ element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
+ element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
+ element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
+ EL_EMERALD_PURPLE);
+
+ /* restore probably existing indestructible background element */
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
ChangePage[x][y] = -1;
InitField(x, y, FALSE);
+#if 1
+ /* !!! not needed !!! */
if (CAN_MOVE(element))
InitMovDir(x, y);
+#endif
DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
"-",
"-"
},
+ {
+ "player_is_exploding_1",
+ "-",
+ "-"
+ },
+ {
+ "player_is_exploding_2",
+ "-",
+ "-"
+ },
+ {
+ "player_is_exploding_3",
+ "-",
+ "-"
+ },
+ {
+ "player_is_exploding_4",
+ "-",
+ "-"
+ },
{
"quicksand.filling",
"quicksand",
#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
-#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
/* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)