}
}
-static void InitField(int x, int y, boolean init_game)
+static void InitField(int x, int y)
{
int element = Tile[x][y];
Tile[x][y] = next_element;
- DrawField_MM(x, y);
game_mm.cycle[i].steps -= step;
}
}
Frame[x][y] = 0;
Stop[x][y] = FALSE;
- InitField(x, y, TRUE);
+ InitField(x, y);
}
}
cycle_steps_done++;
}
+ AdvanceFrameCounter();
+ AdvanceGfxFrame();
+
+ DrawLevel_MM();
+
BackToFront();
ColorCycling();
if (element == EL_EMPTY)
{
- if (!HitOnlyAnEdge(element, hit_mask))
+ if (!HitOnlyAnEdge(hit_mask))
break;
}
else if (element == EL_FUSE_ON)
boolean HitElement(int element, int hit_mask)
{
- if (HitOnlyAnEdge(element, hit_mask))
+ if (HitOnlyAnEdge(hit_mask))
return FALSE;
if (IS_MOVING(ELX, ELY) || IS_BLOCKED(ELX, ELY))
return TRUE;
}
-boolean HitOnlyAnEdge(int element, int hit_mask)
+boolean HitOnlyAnEdge(int hit_mask)
{
// check if the laser hit only the edge of an element and, if so, go on
boolean HitPolarizer(int element, int hit_mask)
{
- if (HitOnlyAnEdge(element, hit_mask))
+ if (HitOnlyAnEdge(hit_mask))
return FALSE;
if (IS_DF_GRID(element))
boolean HitLaserSource(int element, int hit_mask)
{
- if (HitOnlyAnEdge(element, hit_mask))
+ if (HitOnlyAnEdge(hit_mask))
return FALSE;
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
boolean HitLaserDestination(int element, int hit_mask)
{
- if (HitOnlyAnEdge(element, hit_mask))
+ if (HitOnlyAnEdge(hit_mask))
return FALSE;
if (element != EL_EXIT_OPEN &&
}
}
- if (!HitOnlyAnEdge(element, hit_mask))
+ if (!HitOnlyAnEdge(hit_mask))
{
laser.overloaded = TRUE;
boolean HitAbsorbingWalls(int element, int hit_mask)
{
- if (HitOnlyAnEdge(element, hit_mask))
+ if (HitOnlyAnEdge(hit_mask))
return FALSE;
if (ABS(XS) == 4 &&
}
}
+static void DrawFieldAnimated_MM(int x, int y)
+{
+ if (IS_BLOCKED(x, y))
+ return;
+
+ DrawField_MM(x, y);
+
+ laser.redraw = TRUE;
+}
+
static void Explode_MM(int x, int y, int phase, int mode)
{
int num_phase = 9, delay = 2;
Store[x][y] = Store2[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- InitField(x, y, FALSE);
+ InitField(x, y);
DrawField_MM(x, y);
}
else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
}
}
-static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
+static void GameActions_MM_Ext(void)
{
int element;
int x, y, i;
MeltIce(x, y);
else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA)
GrowAmoeba(x, y);
+ else
+ DrawFieldAnimated_MM(x, y);
}
AutoRotateMirrors();
return;
}
-void GameActions_MM(struct MouseActionInfo action, boolean warp_mode)
+void GameActions_MM(struct MouseActionInfo action)
{
boolean element_clicked = ClickElement(action.lx, action.ly, action.button);
boolean button_released = (action.button == MB_RELEASED);
- GameActions_MM_Ext(action, warp_mode);
+ GameActions_MM_Ext();
CheckSingleStepMode_MM(element_clicked, button_released);
}
// Mirror Magic game engine snapshot handling functions
// ----------------------------------------------------------------------------
-void SaveEngineSnapshotValues_MM(ListNode **buffers)
+void SaveEngineSnapshotValues_MM(void)
{
int x, y;