added variables to prevent repeating expression
[rocksndiamonds.git] / src / game.c
index a6287f2e0b202b60cc889c4120c326b597bb61fb..42b5d79998f076c190d9670a6fe70a34e4cfe6e7 100644 (file)
@@ -3260,12 +3260,14 @@ static void InitGameEngine(void)
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      ei->change_page[j].actual_trigger_element = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
-      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
-      ei->change_page[j].actual_trigger_ce_value = 0;
-      ei->change_page[j].actual_trigger_ce_score = 0;
+      struct ElementChangeInfo *change = &ei->change_page[j];
+
+      change->actual_trigger_element = EL_EMPTY;
+      change->actual_trigger_player = EL_EMPTY;
+      change->actual_trigger_player_bits = CH_PLAYER_NONE;
+      change->actual_trigger_side = CH_SIDE_NONE;
+      change->actual_trigger_ce_value = 0;
+      change->actual_trigger_ce_score = 0;
     }
   }
 
@@ -3283,16 +3285,18 @@ static void InitGameEngine(void)
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change_or_has_action)
+      struct ElementChangeInfo *change = &ei->change_page[j];
+
+      if (!change->can_change_or_has_action)
        continue;
 
-      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
+      if (change->has_event[CE_BY_OTHER_ACTION])
       {
-       int trigger_element = ei->change_page[j].trigger_element;
+       int trigger_element = change->trigger_element;
 
        for (k = 0; k < NUM_CHANGE_EVENTS; k++)
        {
-         if (ei->change_page[j].has_event[k])
+         if (change->has_event[k])
          {
            if (IS_GROUP_ELEMENT(trigger_element))
            {
@@ -10934,13 +10938,14 @@ static void HandleElementChange(int x, int y, int page)
 
   if (ChangeDelay[x][y] != 0)          // continue element change
   {
-    if (change->can_change)
-    {
-      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    // also needed if CE can not change, but has CE delay with CE action
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+    if (change->can_change)
+    {
       if (change->change_function)
        change->change_function(x, y);
     }
@@ -13227,13 +13232,18 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
                                          CE_PLAYER_LEAVES_X,
                                          player->index_bit, leave_side);
 
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
+      // needed because pushed element has not yet reached its destination,
+      // so it would trigger a change event at its previous field location
+      if (!player->is_pushing)
+      {
+       if (IS_CUSTOM_ELEMENT(new_element))
+         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                    player->index_bit, enter_side);
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_PLAYER_ENTERS_X,
-                                         player->index_bit, enter_side);
+       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                           CE_PLAYER_ENTERS_X,
+                                           player->index_bit, enter_side);
+      }
 
       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
                                        CE_MOVE_OF_X, move_direction);
@@ -13244,8 +13254,8 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       TestIfPlayerTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
 
-      /* needed because pushed element has not yet reached its destination,
-        so it would trigger a change event at its previous field location */
+      // needed because pushed element has not yet reached its destination,
+      // so it would trigger a change event at its previous field location
       if (!player->is_pushing)
        TestIfElementTouchesCustomElement(jx, jy);      // for empty space