1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207
|
/* logic.c - GFingerPoken Game Logic
* Copyright 1999-2000 Martin Hock
*
* This file is part of Gfingerpoken.
*
* Gfingerpoken is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* Gfingerpoken is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gfp.h"
#include "common.h"
void grideval(pos x, pos y, vect dir, obj *gr) { /* Note: This routine is evil, in an efficient sort of way. */
obj saver = gr[gridx*y+x]; /* Not to claim it couldn't be made better. */
pos xsave = 0, ysave = 0;
if (histkeeper && saver != ObNone)
if (histcheck(x, y, dir, gr, histkeeper)) {
evalret = RetEaten;
return;
}
evalret = RetNormal;
switch (saver) { /* Oh, man, a jump table would be SO perfect here. */
case ObNone:
break;
/* Simple S */
case ObSULDRMirror:
dir ^= 3; /* XOR with 3: Flip first two bits. */
break;
case ObSURDLMirror:
dir ^= 1; /* XOR with 1: Flip first bit. */
break;
/* Flipper F */
case ObFULDR_URDLMirror:
dir ^= 3;
saver++;
break;
case ObFURDL_ULDRMirror:
dir ^= 1;
saver--;
break;
case ObFULDR_BlkMirror:
dir ^= 3;
saver++;
break;
case ObFBlk_URDLMirror:
dir ^= 2; /* Flip both bits. */
saver++;
break;
case ObFURDL_BlkMirror:
dir ^= 1;
saver++;
break;
case ObFBlk_ULDRMirror:
dir ^= 2;
saver -= 3;
break;
/* Box and Sink B */
case ObBBox:
dir ^= 2;
break;
case ObBSink:
dir = DDeath;
break;
/* Axis A */
case ObAVertMirror:
if (dir & 1) /* if bit 1 set */
dir ^= 2;
break;
case ObAHorizMirror:
if (!(dir & 1)) /* if bit 1 not set*/
dir ^= 2;
break;
case ObAFVertMirror:
if (dir & 1) /* if bit 0 xor bit 1 */
dir ^= 2;
saver++;
break;
case ObAFHorizMirror:
if (!(dir & 1)) /* if not bit 0 xor bit 1 */
dir ^= 2;
saver--;
break;
/* Rotator R*/
case ObRClock:
dir++; dir &= 3; /* dir &= 3 same as dir %= 4 but cooler, faster? */
break;
case ObRCClock:
dir += 3; dir &= 3; /* prevents underflow on unsigned */
break;
case ObRFClock:
dir++; dir &= 3;
saver++;
break;
case ObRFCClock:
dir += 3; dir &= 3;
saver--;
break;
/* One-way O*/
case ObOTULDRMirror:
if (!(dir & 2)) /* i.e. if not coming FROM top (down) or FROM right (left) */
dir ^= 3;
break;
case ObOBULDRMirror:
if (dir & 2)
dir ^= 3;
break;
case ObOTURDLMirror:
if (!((dir & 1) ^ (dir >> 1)))
dir ^= 1;
break;
case ObOBURDLMirror:
if ((dir & 1) ^ (dir >> 1))
dir ^= 1;
break;
/* Evil E */
case ObEOFCTULDRMirror: /* Since the increments are all relative, the SAME CODE works for each! JOY! */
case ObEOFCCTULDRMirror:
if (!(dir & 2))
dir ^= 3;
saver++;
break;
case ObEOFCBURDLMirror:
case ObEOFCCBURDLMirror:
if ((dir & 1) ^ (dir >> 1))
dir ^= 1;
saver++;
break;
case ObEOFCBULDRMirror:
case ObEOFCCBULDRMirror:
if (dir & 2)
dir ^= 3;
saver++;
break;
case ObEOFCTURDLMirror: /* Heh heh, hmm. He said TURD. */
case ObEOFCCTURDLMirror: /* Shut up, assfucker. This code rules. */
if (!((dir & 1) ^ (dir >> 1)))
dir ^= 1;
saver -= 3;
break;
case ObEMULDRMirror: /* Too much identical code. Copying would be wasteful. */
case ObEMURDLMirror:
switch (dir) {
case DUp:
ysave = y-1;
xsave = x;
break;
case DDown:
ysave = y+1;
xsave = x;
break;
case DLeft:
xsave = x-1;
ysave = y;
break;
case DRight:
xsave = x+1;
ysave = y;
break;
}
if (saver == ObEMULDRMirror) dir ^= 2;
dir ^= 1;
if ((gr[ysave*gridx+xsave] == ObNone) && (xsave >= 0) && (ysave >= 0) && (xsave < gridx) && (ysave < gridy)) {
evalret = RetMovement;
gr[ysave*gridx+xsave] = saver;
updx = xsave; updy = ysave;
saver = ObNone;
}
break;
}
gr[x+y*gridx] = saver;
switch (dir) {
case DUp:
y--;
break;
case DDown:
y++;
break;
case DLeft:
x--;
break;
case DRight:
x++;
break;
case DDeath:
evalret = RetEaten;
return;
}
outy = y; outx = x; outdir = dir;
return;
}
|