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moving.cpp
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moving.cpp
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// 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;
}