ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
+ Feld[x][y] == EL_STEEL_EXIT_OPEN || \
IS_FOOD_PENGUIN(Feld[x][y])))
#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+/* for detection of endless loops, caused by custom element programming */
+/* (using "MAX_PLAYFIELD_WIDTH" here is just a rough approximation...) */
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc) \
+{ \
+ if (recursion_loop_detected) \
+ return (rc); \
+ \
+ if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
+ { \
+ recursion_loop_detected = TRUE; \
+ recursion_loop_element = (e); \
+ } \
+ \
+ recursion_loop_depth++; \
+}
+
+#define RECURSION_LOOP_DETECTION_END() \
+{ \
+ recursion_loop_depth--; \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
NULL,
NULL
},
+ {
+ EL_STEEL_EXIT_OPENING,
+ EL_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_CLOSING,
+ EL_STEEL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
{
EL_SP_EXIT_OPENING,
EL_SP_EXIT_OPEN,
EL_EMPTY);
}
}
+
+ /* ---------- initialize recursion detection ------------------------------ */
+ recursion_loop_depth = 0;
+ recursion_loop_detected = FALSE;
+ recursion_loop_element = EL_UNDEFINED;
}
int get_num_special_action(int element, int action_first, int action_last)
/* close exit door after last player */
if (AllPlayersGone &&
(Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
+ Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN))
{
int element = Feld[ExitX][ExitY];
Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- EL_SP_EXIT_CLOSING);
+ element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+ EL_STEEL_EXIT_CLOSING);
PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
int ex = x + xy[i][0];
int ey = y + xy[i][1];
- if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
+ Feld[ex][ey] == EL_STEEL_EXIT_OPEN))
{
attr_x = ex;
attr_y = ey;
}
else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
- if (Feld[newx][newy] == EL_EXIT_OPEN)
+ if (Feld[newx][newy] == EL_EXIT_OPEN ||
+ Feld[newx][newy] == EL_STEEL_EXIT_OPEN)
{
RemoveField(x, y);
DrawLevelField(x, y);
PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
+void CheckExitSteel(int x, int y)
+{
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
void CheckExitSP(int x, int y)
{
if (local_player->gems_still_needed > 0)
if (!(trigger_events[trigger_element][trigger_event]))
return FALSE;
+#if 0
+ printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+ trigger_event, recursion_loop_depth, recursion_loop_detected,
+ recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
+
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
}
}
+ RECURSION_LOOP_DETECTION_END();
+
return change_done_any;
}
return FALSE;
#endif
+#if 0
+ printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+ trigger_event, recursion_loop_depth, recursion_loop_detected,
+ recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
+
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
for (p = 0; p < element_info[element].num_change_pages; p++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
}
}
+ RECURSION_LOOP_DETECTION_END();
+
return change_done;
}
byte tape_action[MAX_PLAYERS];
int i;
+ /* detect endless loops, caused by custom element programming */
+ if (recursion_loop_detected && recursion_loop_depth == 0)
+ {
+ char *message = getStringCat3("Internal Error ! Element ",
+ EL_NAME(recursion_loop_element),
+ " caused endless loop ! Quit the game ?");
+
+ Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+ EL_NAME(recursion_loop_element));
+
+ RequestQuitGameExt(FALSE, level_editor_test_game, message);
+
+ recursion_loop_detected = FALSE; /* if game should be continued */
+
+ free(message);
+
+ return;
+ }
+
if (game.restart_level)
StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
else if ((element == EL_ACID ||
element == EL_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN ||
element == EL_SP_TERMINAL ||
element == EL_SP_TERMINAL_ACTIVE ||
element == EL_EXTRA_TIME ||
Life(x, y);
else if (element == EL_EXIT_CLOSED)
CheckExit(x, y);
+ else if (element == EL_STEEL_EXIT_CLOSED)
+ CheckExitSteel(x, y);
else if (element == EL_SP_EXIT_CLOSED)
CheckExitSP(x, y);
else if (element == EL_EXPANDABLE_WALL_GROWING)
player->last_jy = jy;
if (Feld[jx][jy] == EL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
"kill player X when explosion of <player X>"; the solution using a new
field "player->killed" was chosen for backwards compatibility, although
clever use of the fields "player->active" etc. would probably also work */
+#if 1
if (player->killed)
return;
+#endif
player->killed = TRUE;
return MP_NO_ACTION;
}
else if (element == EL_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
}
}
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
{
- if (AllPlayersGone ||
- !ask_if_really_quit ||
- level_editor_test_game ||
- Request("Do you really want to quit the game ?",
- REQ_ASK | REQ_STAY_CLOSED))
+ if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
else
#endif
{
- if (!ask_if_really_quit || level_editor_test_game)
+ if (quick_quit)
{
game_status = GAME_MODE_MAIN;
}
}
}
- else
+ else /* continue playing the game */
{
if (tape.playing && tape.deactivate_display)
TapeDeactivateDisplayOff(TRUE);
}
}
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+ boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
+ boolean skip_request = AllPlayersGone || quick_quit;
+
+ RequestQuitGameExt(skip_request, quick_quit,
+ "Do you really want to quit the game ?");
+}
+
/* ------------------------------------------------------------------------- */
/* random generator functions */