From: Holger Schemel Date: Thu, 23 Feb 2023 15:18:10 +0000 (+0100) Subject: renamed preprocessor constants for wall elements in MM engine X-Git-Tag: 4.3.5.2~36 X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=commitdiff_plain;h=2dbe35f19dc4c98e2f67a1b5d71cc848393576dc renamed preprocessor constants for wall elements in MM engine --- diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index bd957ee3..4b221d0a 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -2458,7 +2458,7 @@ static boolean HitAbsorbingWalls(int element, int hit_mask) if (IS_90_ANGLE(laser.current_angle)) mask += mask * (2 + IS_HORIZ_ANGLE(laser.current_angle) * 2); - laser.dest_element = element2 | EL_WALL_AMOEBA; + laser.dest_element = element2 | EL_WALL_AMOEBA_BASE; laser.wall_mask = mask; } @@ -2605,7 +2605,7 @@ static void MeltIce(int x, int y) { int phase; int wall_mask = Store2[x][y]; - int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_ICE; + int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_ICE_BASE; MovDelay[x][y]--; phase = frames - MovDelay[x][y] / delay - 1; @@ -2617,7 +2617,7 @@ static void MeltIce(int x, int y) DrawWalls_MM(x, y, Tile[x][y]); - if (Tile[x][y] == EL_WALL_ICE) + if (Tile[x][y] == EL_WALL_ICE_BASE) Tile[x][y] = EL_EMPTY; ScanLaser_FromLastMirror(); @@ -2643,7 +2643,7 @@ static void GrowAmoeba(int x, int y) { int phase; int wall_mask = Store2[x][y]; - int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_AMOEBA; + int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_AMOEBA_BASE; MovDelay[x][y]--; phase = MovDelay[x][y] / delay; @@ -3296,9 +3296,9 @@ static void GameActions_MM_Ext(void) OpenGrayBall(x, y); else if (IS_ENVELOPE_OPENING(element)) OpenEnvelope(x, y); - else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE) + else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE_BASE) MeltIce(x, y); - else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA) + else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA_BASE) GrowAmoeba(x, y); else if (IS_MIRROR(element) || IS_MIRROR_FIXED(element) || @@ -3503,8 +3503,8 @@ static void GameActions_MM_Ext(void) { PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING); - Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING; - Store[ELX][ELY] = EL_WALL_ICE; + Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE_BASE + EL_WALL_CHANGING_BASE; + Store[ELX][ELY] = EL_WALL_ICE_BASE; Store2[ELX][ELY] = laser.wall_mask; laser.dest_element = Tile[ELX][ELY]; @@ -3593,8 +3593,8 @@ static void GameActions_MM_Ext(void) PlayLevelSound_MM(x, y, element, MM_ACTION_GROWING); - Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING; - Store[x][y] = EL_WALL_AMOEBA; + Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA_BASE + EL_WALL_CHANGING_BASE; + Store[x][y] = EL_WALL_AMOEBA_BASE; Store2[x][y] = wall_mask; return; diff --git a/src/game_mm/mm_main.h b/src/game_mm/mm_main.h index fb0b029f..cf99e635 100644 --- a/src/game_mm/mm_main.h +++ b/src/game_mm/mm_main.h @@ -296,29 +296,20 @@ extern int num_element_info; #define EL_KETTLE 29 #define EL_BOMB 30 #define EL_PRISM 31 -#define EL_WALL_START 32 -#define EL_WALL_EMPTY EL_WALL_START -#define EL_WALL_00 EL_WALL_START -#define EL_WALL_STEEL EL_WALL_00 -#define EL_WALL_STEEL_START EL_WALL_00 -#define EL_WALL_15 47 -#define EL_WALL_STEEL_END EL_WALL_15 -#define EL_WALL_16 48 -#define EL_WALL_WOOD EL_WALL_16 -#define EL_WALL_WOOD_START EL_WALL_16 -#define EL_WALL_31 63 -#define EL_WALL_WOOD_END EL_WALL_31 -#define EL_WALL_32 64 -#define EL_WALL_ICE EL_WALL_32 -#define EL_WALL_ICE_START EL_WALL_32 -#define EL_WALL_47 79 -#define EL_WALL_ICE_END EL_WALL_47 -#define EL_WALL_48 80 -#define EL_WALL_AMOEBA EL_WALL_48 -#define EL_WALL_AMOEBA_START EL_WALL_48 -#define EL_WALL_63 95 -#define EL_WALL_AMOEBA_END EL_WALL_63 -#define EL_WALL_END EL_WALL_63 +#define EL_WALL_START EL_WALL_STEEL_START +#define EL_WALL_STEEL_BASE 32 +#define EL_WALL_STEEL_START (EL_WALL_STEEL_BASE + 0) +#define EL_WALL_STEEL_END (EL_WALL_STEEL_BASE + 15) +#define EL_WALL_WOOD_BASE 48 +#define EL_WALL_WOOD_START (EL_WALL_WOOD_BASE + 0) +#define EL_WALL_WOOD_END (EL_WALL_WOOD_BASE + 15) +#define EL_WALL_ICE_BASE 64 +#define EL_WALL_ICE_START (EL_WALL_ICE_BASE + 0) +#define EL_WALL_ICE_END (EL_WALL_ICE_BASE + 15) +#define EL_WALL_AMOEBA_BASE 80 +#define EL_WALL_AMOEBA_START (EL_WALL_AMOEBA_BASE + 0) +#define EL_WALL_AMOEBA_END (EL_WALL_AMOEBA_BASE + 15) +#define EL_WALL_END EL_WALL_AMOEBA_END #define EL_BLOCK_WOOD 96 #define EL_GRAY_BALL 97 #define EL_BEAMER_START 98 @@ -483,14 +474,15 @@ extern int num_element_info; #define EL_GRID_STEEL_FIXED_07 (EL_GRID_STEEL_FIXED_START + 7) // 157.5° #define EL_GRID_STEEL_FIXED_END EL_GRID_STEEL_FIXED_07 -#define EL_DF_WALL_WOOD 272 -#define EL_DF_WALL_START EL_DF_WALL_WOOD_START -#define EL_DF_WALL_WOOD_START (EL_DF_WALL_WOOD + 0) -#define EL_DF_WALL_WOOD_END (EL_DF_WALL_WOOD + 15) +#define EL_DF_WALL_WOOD_BASE 272 +#define EL_DF_WALL_WOOD_START (EL_DF_WALL_WOOD_BASE + 0) +#define EL_DF_WALL_WOOD_END (EL_DF_WALL_WOOD_BASE + 15) + +#define EL_DF_WALL_STEEL_BASE 288 +#define EL_DF_WALL_STEEL_START (EL_DF_WALL_STEEL_BASE + 0) +#define EL_DF_WALL_STEEL_END (EL_DF_WALL_STEEL_BASE + 15) -#define EL_DF_WALL_STEEL 288 -#define EL_DF_WALL_STEEL_START (EL_DF_WALL_STEEL + 0) -#define EL_DF_WALL_STEEL_END (EL_DF_WALL_STEEL + 15) +#define EL_DF_WALL_START EL_DF_WALL_WOOD_START #define EL_DF_WALL_END EL_DF_WALL_STEEL_END #define EL_DF_EMPTY 304 @@ -579,14 +571,14 @@ extern int num_element_info; #define EL_MCDUFFIN 420 #define EL_PACMAN 421 #define EL_FUSE_OFF 422 -#define EL_STEEL_WALL 423 -#define EL_WOODEN_WALL 424 -#define EL_ICE_WALL 425 -#define EL_AMOEBA_WALL 426 +#define EL_WALL_STEEL 423 +#define EL_WALL_WOOD 424 +#define EL_WALL_ICE 425 +#define EL_WALL_AMOEBA 426 #define EL_LASER 427 #define EL_RECEIVER 428 -#define EL_DF_STEEL_WALL 429 -#define EL_DF_WOODEN_WALL 430 +#define EL_DF_WALL_STEEL 429 +#define EL_DF_WALL_WOOD 430 #define EL_MM_END_2 430 #define EL_MM_END EL_MM_END_2 @@ -596,8 +588,8 @@ extern int num_element_info; #define EL_EXIT_CLOSING 501 #define EL_GRAY_BALL_ACTIVE 502 #define EL_GRAY_BALL_OPENING 503 -#define EL_ICE_WALL_SHRINKING 504 -#define EL_AMOEBA_WALL_GROWING 505 +#define EL_WALL_ICE_SHRINKING 504 +#define EL_WALL_AMOEBA_GROWING 505 #define EL_BOMB_ACTIVE 506 #define EL_MINE_ACTIVE 507 #define EL_ENVELOPE_1_OPENING 508 @@ -608,9 +600,9 @@ extern int num_element_info; #define EL_ENVELOPE_OPENING_START EL_ENVELOPE_1_OPENING #define EL_ENVELOPE_OPENING_END EL_ENVELOPE_4_OPENING -#define EL_WALL_CHANGING 512 -#define EL_WALL_CHANGING_START (EL_WALL_CHANGING + 0) -#define EL_WALL_CHANGING_END (EL_WALL_CHANGING + 15) +#define EL_WALL_CHANGING_BASE 512 +#define EL_WALL_CHANGING_START (EL_WALL_CHANGING_BASE + 0) +#define EL_WALL_CHANGING_END (EL_WALL_CHANGING_BASE + 15) #define EL_FIRST_RUNTIME_EL EL_EXIT_OPENING diff --git a/src/game_mm/mm_tools.c b/src/game_mm/mm_tools.c index 02eb5dfb..95e8e21a 100644 --- a/src/game_mm/mm_tools.c +++ b/src/game_mm/mm_tools.c @@ -1199,12 +1199,12 @@ static int map_element(int element) { switch (element) { - case EL_WALL_STEEL: return EL_STEEL_WALL; - case EL_WALL_WOOD: return EL_WOODEN_WALL; - case EL_WALL_ICE: return EL_ICE_WALL; - case EL_WALL_AMOEBA: return EL_AMOEBA_WALL; - case EL_DF_WALL_STEEL: return EL_DF_STEEL_WALL; - case EL_DF_WALL_WOOD: return EL_DF_WOODEN_WALL; + case EL_WALL_STEEL_BASE: return EL_WALL_STEEL; + case EL_WALL_WOOD_BASE: return EL_WALL_WOOD; + case EL_WALL_ICE_BASE: return EL_WALL_ICE; + case EL_WALL_AMOEBA_BASE: return EL_WALL_AMOEBA; + case EL_DF_WALL_STEEL_BASE: return EL_DF_WALL_STEEL; + case EL_DF_WALL_WOOD_BASE: return EL_DF_WALL_WOOD; default: return element; } @@ -1214,12 +1214,12 @@ int unmap_element(int element) { switch (element) { - case EL_STEEL_WALL: return EL_WALL_STEEL; - case EL_WOODEN_WALL: return EL_WALL_WOOD; - case EL_ICE_WALL: return EL_WALL_ICE; - case EL_AMOEBA_WALL: return EL_WALL_AMOEBA; - case EL_DF_STEEL_WALL: return EL_DF_WALL_STEEL; - case EL_DF_WOODEN_WALL: return EL_DF_WALL_WOOD; + case EL_WALL_STEEL: return EL_WALL_STEEL_BASE; + case EL_WALL_WOOD: return EL_WALL_WOOD_BASE; + case EL_WALL_ICE: return EL_WALL_ICE_BASE; + case EL_WALL_AMOEBA: return EL_WALL_AMOEBA_BASE; + case EL_DF_WALL_STEEL: return EL_DF_WALL_STEEL_BASE; + case EL_DF_WALL_WOOD: return EL_DF_WALL_WOOD_BASE; default: return element; }