X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;fp=src%2Fgame.c;h=efc81e4e56214c58ac33a36004e828df3303d4e9;hp=d4cc5ea8e0c5572bb737e62cb9202bdad128b344;hb=0c8ca57132eb4cfa4a941409e55aabe5c49ebe15;hpb=b13d6c6c6d13c6f117316d5448912faf577e2190 diff --git a/src/game.c b/src/game.c index d4cc5ea8..efc81e4e 100644 --- a/src/game.c +++ b/src/game.c @@ -1058,7 +1058,10 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); static void KillPlayerUnlessEnemyProtected(int, int); static void KillPlayerUnlessExplosionProtected(int, int); +static void CheckNextToConditions(int, int); +static void TestIfPlayerNextToCustomElement(int, int); static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementNextToCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); static void TestIfElementHitsCustomElement(int, int, int); @@ -11150,7 +11153,8 @@ static boolean CheckElementChangeExt(int x, int y, different to element changes that affect other elements to change on the whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */ boolean check_trigger_element = - (trigger_event == CE_TOUCHING_X || + (trigger_event == CE_NEXT_TO_X || + trigger_event == CE_TOUCHING_X || trigger_event == CE_HITTING_X || trigger_event == CE_HIT_BY_X || trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3 @@ -12316,6 +12320,8 @@ void GameActions_RND(void) graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } + CheckNextToConditions(x, y); + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); @@ -13293,6 +13299,76 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NONE; } +void CheckNextToConditions(int x, int y) +{ + int element = Tile[x][y]; + + if (IS_PLAYER(x, y)) + TestIfPlayerNextToCustomElement(x, y); + + if (CAN_CHANGE_OR_HAS_ACTION(element) && + HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X)) + TestIfElementNextToCustomElement(x, y); +} + +void TestIfPlayerNextToCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + // center side border side + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right + { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom + }; + int i; + + if (!IS_PLAYER(x, y)) + return; + + struct PlayerInfo *player = PLAYERINFO(x, y); + + if (player->is_moving) + return; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + continue; // center and border element not connected + + border_element = Tile[xx][yy]; + + CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_NEXT_TO_X, + player->index_bit, border_side); + + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + + CheckElementChangeBySide(xx, yy, border_element, player->initial_element, + CE_NEXT_TO_X, border_side); + } +} + void TestIfPlayerTouchesCustomElement(int x, int y) { static int xy[4][2] = @@ -13393,6 +13469,51 @@ void TestIfPlayerTouchesCustomElement(int x, int y) } } +void TestIfElementNextToCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int trigger_sides[4][2] = + { + // center side border side + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right + { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom + }; + int center_element = Tile[x][y]; // should always be non-moving! + int i; + + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + return; + + for (i = 0; i < NUM_DIRECTIONS; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_side = trigger_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + continue; // center and border element not connected + + border_element = Tile[xx][yy]; + + // check for change of center element (but change it only once) + if (CheckElementChangeBySide(x, y, center_element, border_element, + CE_NEXT_TO_X, border_side)) + break; + } +} + void TestIfElementTouchesCustomElement(int x, int y) { static int xy[4][2] =