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fixed bug with handling player birth game elements before hatching
author
Holger Schemel
<holger.schemel@virtion.de>
Thu, 26 Sep 2024 21:47:40 +0000
(23:47 +0200)
committer
Holger Schemel
<holger.schemel@virtion.de>
Thu, 26 Sep 2024 21:47:40 +0000
(23:47 +0200)
If player not hatched from inbox yet, do not handle (continue) player
birth (effect) elements. Instead, wait for hatching. This correction
is needed to be able to solve level 015 of "Super Boulder Dash 1".
src/game_bd/bd_caveengine.c
patch
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diff --git
a/src/game_bd/bd_caveengine.c
b/src/game_bd/bd_caveengine.c
index 311da05131db811494d3ef9a458b588047636231..1d88703028b1d068d3543a7817f7c2c437fc344b 100644
(file)
--- a/
src/game_bd/bd_caveengine.c
+++ b/
src/game_bd/bd_caveengine.c
@@
-3736,16
+3736,22
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
break;
case O_PRE_PL_1:
+ if (!cave->hatched) // no player birth before hatching
+ break;
cave->player_seen_ago = 0;
store(cave, x, y, O_PRE_PL_2);
break;
case O_PRE_PL_2:
+ if (!cave->hatched) // no player birth before hatching
+ break;
cave->player_seen_ago = 0;
store(cave, x, y, O_PRE_PL_3);
break;
case O_PRE_PL_3:
+ if (!cave->hatched) // no player birth before hatching
+ break;
cave->player_seen_ago = 0;
store(cave, x, y, O_PLAYER);
break;