X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=5e5fe3ea5af646bd18f97feac68c7080dbb91366;hp=ac8eced7871f3c3f5c04b49ea4a199d2a8b063f0;hb=8f9768f67f24a3279d812ee1760e8dc8e723145d;hpb=e9618e7bfc295508745c1d418ac4fff86b50bf36 diff --git a/src/game.c b/src/game.c index ac8eced7..5e5fe3ea 100644 --- a/src/game.c +++ b/src/game.c @@ -43,10 +43,12 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -1613,7 +1615,7 @@ void InitGame() ExplodePhase[x][y] = 0; ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; RunnerVisit[x][y] = 0; PlayerVisit[x][y] = 0; @@ -2846,11 +2848,12 @@ void Explode(int ex, int ey, int phase, int mode) /* --- This is only really needed (and now handled) in "Impact()". --- */ /* do not explode moving elements that left the explode field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ @@ -2885,11 +2888,20 @@ void Explode(int ex, int ey, int phase, int mode) int element; #if 1 - if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey))) +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) continue; #else if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) + continue; +#endif +#else + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; #endif @@ -3028,7 +3040,7 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER) Store2[x][y] = element; #if 0 @@ -3355,7 +3367,7 @@ void DynaExplode(int ex, int ey) player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); for (i = 0; i < NUM_DIRECTIONS; i++) { @@ -3374,7 +3386,7 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && @@ -3434,7 +3446,7 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: @@ -3452,17 +3464,21 @@ void Bang(int x, int y) case EL_AMOEBA_TO_DIAMOND: #endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - if (CAN_EXPLODE_DYNA(element)) + if (CAN_EXPLODE_CROSS(element)) +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else DynaExplode(x, y); +#endif else if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } @@ -8101,7 +8117,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); #endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); @@ -8217,9 +8233,9 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -8919,24 +8935,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; #if 1 + CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - } + + CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - } #endif } @@ -9072,24 +9086,22 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int old_jy = last_jy; #if 1 + CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - } + + CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - } #endif } @@ -10233,7 +10245,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10333,7 +10345,7 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_COLLECTED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10698,7 +10710,16 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) boolean DropElement(struct PlayerInfo *player) { + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; int jx = player->jx, jy = player->jy; + int drop_direction = player->MovDir; + int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; int old_element = Feld[jx][jy]; int new_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : @@ -10777,9 +10798,9 @@ boolean DropElement(struct PlayerInfo *player) CheckTriggeredElementChangePlayer(jx, jy, new_element, CE_OTHER_GETS_DROPPED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, drop_side); CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, CH_SIDE_ANY); + player->index_bit, drop_side); TestIfElementTouchesCustomElement(jx, jy); }