(level.time > 0 ? TimeLeft :
TimePlayed);
- int action_arg_element =
+ int action_arg_element_raw =
(action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+#if 0
+ if (action_arg_element_raw == EL_GROUP_START)
+ printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
+#endif
int action_arg_direction =
(action_arg >= CA_ARG_DIRECTION_LEFT &&
break;
}
+ case CA_SET_CE_ARTWORK:
+ {
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
+
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
+
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
+
+ ei->gfx_element = artwork_element;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
+
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+
+ break;
+ }
+
/* ---------- engine actions ------------------------------------------ */
case CA_SET_ENGINE_SCAN_MODE:
{
if (change->can_change && !change_done)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
#if 0
printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",