static int pacman_nr = -1;
// various game engine delay counters
-static unsigned int rotate_delay = 0;
-static unsigned int pacman_delay = 0;
-static unsigned int energy_delay = 0;
-static unsigned int overload_delay = 0;
+static DelayCounter rotate_delay = { AUTO_ROTATE_DELAY };
+static DelayCounter pacman_delay = { PACMAN_MOVE_DELAY };
+static DelayCounter energy_delay = { ENERGY_DELAY };
+static DelayCounter overload_delay = { 0 };
// element masks for scanning pixels of MM elements
static const char mm_masks[10][16][16 + 1] =
CT = Ct = 0;
- rotate_delay = 0;
- pacman_delay = 0;
- energy_delay = 0;
- overload_delay = 0;
+ rotate_delay.count = 0;
+ pacman_delay.count = 0;
+ energy_delay.count = 0;
+ overload_delay.count = 0;
ClickElement(-1, -1, -1);
boolean ClickElement(int x, int y, int button)
{
- static unsigned int click_delay = 0;
- static int click_delay_value = CLICK_DELAY;
+ static DelayCounter click_delay = { CLICK_DELAY };
static boolean new_button = TRUE;
boolean element_clicked = FALSE;
int element;
if (button == -1)
{
// initialize static variables
- click_delay = 0;
- click_delay_value = CLICK_DELAY;
+ click_delay.count = 0;
+ click_delay.value = CLICK_DELAY;
new_button = TRUE;
return FALSE;
if (button == MB_RELEASED)
{
new_button = TRUE;
- click_delay_value = CLICK_DELAY;
+ click_delay.value = CLICK_DELAY;
// release eventually hold auto-rotating mirror
RotateMirror(x, y, MB_RELEASED);
return FALSE;
}
- if (!FrameReached(&click_delay, click_delay_value) && !new_button)
+ if (!FrameReached(&click_delay) && !new_button)
return FALSE;
if (button == MB_MIDDLEBUTTON) // middle button has no function
element_clicked = TRUE;
}
- click_delay_value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY);
+ click_delay.value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY);
new_button = FALSE;
return element_clicked;
{
int x, y;
- if (!FrameReached(&rotate_delay, AUTO_ROTATE_DELAY))
+ if (!FrameReached(&rotate_delay))
return;
for (x = 0; x < lev_fieldx; x++)
CT = FrameCounter;
- if (game_mm.num_pacman && FrameReached(&pacman_delay, PACMAN_MOVE_DELAY))
+ if (game_mm.num_pacman && FrameReached(&pacman_delay))
{
MovePacMen();
}
}
- if (FrameReached(&energy_delay, ENERGY_DELAY))
+ if (FrameReached(&energy_delay))
{
if (game_mm.energy_left > 0)
{
!IS_WALL_AMOEBA(element))
return;
+ overload_delay.value = HEALTH_DELAY(laser.overloaded);
+
if (((laser.overloaded && laser.overload_value < MAX_LASER_OVERLOAD) ||
(!laser.overloaded && laser.overload_value > 0)) &&
- FrameReached(&overload_delay, HEALTH_DELAY(laser.overloaded)))
+ FrameReached(&overload_delay))
{
if (laser.overloaded)
laser.overload_value++;