X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Flogic.c;h=a1afd71355f05055cbc43c4401ffa2a6603ff18c;hb=60e76fc5451a6caed053db7c94dce85daf845cb6;hp=bcaf88c82f72b3bfcc7ea52ca4e3110dfddd459a;hpb=8d8ab8ed86cab6b938ce26f97b02ffe2cf948e4c;p=rocksndiamonds.git diff --git a/src/game_em/logic.c b/src/game_em/logic.c index bcaf88c8..a1afd713 100644 --- a/src/game_em/logic.c +++ b/src/game_em/logic.c @@ -1228,7 +1228,7 @@ static void check_player(struct PLAYER *ply) static void set_nearest_player_xy(int x, int y, int *dx, int *dy) { - int distance, distance_shortest = EM_MAX_CAVE_WIDTH + EM_MAX_CAVE_HEIGHT; + int distance, distance_shortest = CAVE_WIDTH + CAVE_HEIGHT; int i; /* default values if no players are alive anymore */ @@ -6228,6 +6228,16 @@ void logic_1(void) for (i = 0; i < MAX_PLAYERS; i++) { + /* check for wrap-around movement */ + if (ply[i].x < lev.left || + ply[i].x > lev.right - 1) + { + ply[i].x = (ply[i].x < lev.left ? lev.right - 1 : lev.left); + + game.centered_player_nr_next = i; + game.set_centered_player = TRUE; + } + ply[i].oldx = ply[i].x; ply[i].oldy = ply[i].y; ply[i].anim = PLY_still; @@ -6273,8 +6283,8 @@ void logic_2(void) seed = RandomEM; score = 0; - for (y = 1; y < HEIGHT - 1; y++) - for (x = 0; x < WIDTH; x++) + for (y = lev.top; y < lev.bottom; y++) + for (x = lev.left; x < lev.right; x++) handle_tile(x, y); if (ply[0].alive || ply[1].alive || ply[2].alive || ply[3].alive) @@ -6334,10 +6344,12 @@ void logic_3(void) for (count = lev.amoeba_time; count--;) { - x = (random >> 10) % (WIDTH - 2); - y = (random >> 20) % (HEIGHT - 2); + x = lev.left - 1 + (random >> 10) % (CAVE_WIDTH + 2); + y = lev.top - 1 + (random >> 20) % (CAVE_HEIGHT + 2); - Lamoeba(x, y); + if (x >= lev.left && x < lev.right && + y >= lev.top && y < lev.bottom) + Lamoeba(x, y); random = random * 129 + 1; } @@ -6346,13 +6358,13 @@ void logic_3(void) /* handle explosions */ - for (y = 1; y < HEIGHT - 1; y++) - for (x = 1; x < WIDTH - 1; x++) + for (y = lev.top; y < lev.bottom; y++) + for (x = lev.left; x < lev.right; x++) Lexplode(x, y); /* triple buffering */ - for (y = 0; y < HEIGHT; y++) - for (x = 0; x < WIDTH; x++) + for (y = lev.top; y < lev.bottom; y++) + for (x = lev.left; x < lev.right; x++) next[x][y] = cave[x][y]; }