ref: d5c86a4701199fa8d1c3f0d8b15d1bd766cbcf6b
dir: /src/moving.cpp/
// moving.c #include "main.h" #include "moving.h" #include "players.h" #include "graphics.h" #include "soundfx.h" #include "tweak.h" #include "gameticks.h" #include "level.h" void CalcSecondBlobOffset( int player, int *x, int *y ) { *x = *y = 0; switch( blobR[player] ) { case rightRotate: *x = 1; break; case downRotate: *y = 1; break; case leftRotate: *x = -1; break; case upRotate: *y = -1; break; } } MBoolean CanGoLeft( int player ) { return CanMoveDirection( player, -1, halfway[player]? 1: 0 ); } void GoLeft( int player ) { EraseSpriteBlobs( player ); blobX[player]--; StartTweak( player, -1, 0, 0 ); DrawSpriteBlobs( player, kNoSuction ); PlayStereo( player, kShift ); } MBoolean CanGoRight( int player ) { return CanMoveDirection( player, 1, halfway[player]? 1: 0 ); } void GoRight( int player ) { EraseSpriteBlobs( player ); blobX[player]++; StartTweak( player, 1, 0, 0 ); DrawSpriteBlobs( player, kNoSuction ); PlayStereo( player, kShift ); } MBoolean CanFall( int player ) { return CanMoveDirection( player, 0, 1 ); } MBoolean CanMoveDirection( int player, int dirX, int dirY ) { int currentX = blobX[player], currentY = blobY[player], x, y; currentX += dirX; currentY += dirY; if( currentX < 0 || currentX >= kGridAcross || currentY >= kGridDown ) return false; if( currentY >= 0 ) if( grid[player][currentX][currentY] != kEmpty ) return false; CalcSecondBlobOffset( player, &x, &y ); currentX += x; currentY += y; if( currentX < 0 || currentX >= kGridAcross || currentY >= kGridDown ) return false; if( currentY >= 0 ) if( grid[player][currentX][currentY] != kEmpty ) return false; return true; } void DoFall( int player ) { EraseSpriteBlobs( player ); if( halfway[player] ) blobY[player]++; halfway[player] = !halfway[player]; StartTweak( player, 0, 0, 1 ); DrawSpriteBlobs( player, kNoSuction ); } MBoolean CanRotate( int player ) { if( role[player] == kChooseDifficulty ) return false; if( grenade[player] ) return false; return true; } void DoRotate( int player ) { MBoolean possible; EraseSpriteBlobs( player ); blobR[player] = ( blobR[player] + 1 ) % 4; possible = CanMoveDirection( player, 0, halfway[player]? 1: 0 ); StartTweak( player, 0, 1, 0 ); // only rotates clockwise if( !possible ) { if( blobR[player] == downRotate ) { if( halfway[player] ) halfway[player] = false; else blobY[player]--; if( ++blobSpin[player] >= 4 ) { blobTime[player] = animTime[player] = GameTickCount( ); role[player] = kLockdownBlobs; anim[player] = 0; PlayStereoFrequency( player, kPlace, player ); } } if( blobR[player] == leftRotate ) { if( CanGoRight(player) ) GoRight( player ); else { blobR[player]++; StartTweak( player, 0, 2, 0 ); } } if( blobR[player] == rightRotate ) { if( CanGoLeft(player) ) GoLeft( player ); else { blobR[player]++; StartTweak( player, 0, 2, 0 ); if( !CanMoveDirection( player, 0, halfway[player]? 1: 0 ) ) { if( halfway[player] ) halfway[player] = false; else blobY[player]--; if( ++blobSpin[player] >= 4 ) { blobTime[player] = animTime[player] = GameTickCount( ); role[player] = kLockdownBlobs; anim[player] = 0; PlayStereoFrequency( player, kPlace, player ); } } } } } DrawSpriteBlobs( player, kNoSuction ); PlayStereo( player, kRotate ); } void DoDrop( int player ) { dropping[player] = true; if( role[player] != kJiggleBlobs && role[player] != kFastJiggleBlobs && role[player] != kLockdownBlobs ) blobTime[player] = GameTickCount( ); } void StopDrop( int player ) { dropping[player] = false; }