break;
}
+ case CA_SET_LEVEL_RANDOM_SEED:
+ {
+#if 1
+ /* ensure that setting a new random seed while playing is predictable */
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
+#else
+ InitRND(action_arg_number_new);
+#endif
+
+#if 0
+ printf("::: %d -> %d\n", action_arg_number_new, RND(10));
+#endif
+
+#if 0
+ {
+ int i;
+
+ printf("::: ");
+ for (i = 0; i < 9; i++)
+ printf("%d, ", RND(2));
+ printf("\n");
+ }
+#endif
+
+ break;
+ }
+
/* ---------- player actions ------------------------------------------ */
case CA_MOVE_PLAYER:
int element = MovingOrBlocked2Element(x, y);
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ boolean handle_action_before_change = FALSE;
#ifdef DEBUG
if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
return;
}
+#if 1
+ /* special case: set new level random seed before changing element */
+ if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+ handle_action_before_change = TRUE;
+
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+#endif
+
if (change->can_change)
{
if (ChangeElement(x, y, element, page))
}
}
- if (change->has_action)
+ if (change->has_action && !handle_action_before_change)
ExecuteCustomElementAction(x, y, element, page);
}
}
}
if (game.restart_level)
- StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{