}
}
-static void InitField(int x, int y)
+static void InitField(int x, int y, boolean init_game)
{
int element = Tile[x][y];
case EL_KETTLE:
case EL_CELL:
- if (native_mm_level.auto_count_kettles)
+ if (init_game && native_mm_level.auto_count_kettles)
game_mm.kettles_still_needed++;
break;
}
else if (IS_MCDUFFIN(element) || IS_LASER(element))
{
- laser.start_edge.x = x;
- laser.start_edge.y = y;
- laser.start_angle = get_element_angle(element);
+ if (init_game)
+ {
+ laser.start_edge.x = x;
+ laser.start_edge.y = y;
+ laser.start_angle = get_element_angle(element);
+ }
if (IS_MCDUFFIN(element))
{
Store[x][y] = Store2[x][y] = 0;
Stop[x][y] = FALSE;
- InitField(x, y);
+ InitField(x, y, TRUE);
}
}
void AddDamagedField(int ex, int ey)
{
+ // prevent adding the same field position again
+ if (laser.num_damages > 0 &&
+ laser.damage[laser.num_damages - 1].x == ex &&
+ laser.damage[laser.num_damages - 1].y == ey &&
+ laser.damage[laser.num_damages - 1].edge == laser.num_edges)
+ return;
+
laser.damage[laser.num_damages].is_mirror = FALSE;
laser.damage[laser.num_damages].angle = laser.current_angle;
laser.damage[laser.num_damages].edge = laser.num_edges;
{
if (laser.dest_element_last == EL_BOMB_ACTIVE ||
laser.dest_element_last == EL_MINE_ACTIVE ||
+ laser.dest_element_last == EL_GRAY_BALL_ACTIVE ||
laser.dest_element_last == EL_GRAY_BALL_OPENING)
{
int x = laser.dest_element_last_x;
if (Tile[x][y] == element)
Tile[x][y] = (element == EL_BOMB_ACTIVE ? EL_BOMB :
- element == EL_MINE_ACTIVE ? EL_MINE : EL_BALL_GRAY);
+ element == EL_MINE_ACTIVE ? EL_MINE : EL_GRAY_BALL);
- if (Tile[x][y] == EL_BALL_GRAY)
+ if (Tile[x][y] == EL_GRAY_BALL)
MovDelay[x][y] = 0;
laser.dest_element_last = EL_EMPTY;
#endif
}
+static void ScanLaser_FromLastMirror(void)
+{
+ int start_pos = (laser.num_damages > 0 ? laser.num_damages - 1 : 0);
+ int i;
+
+ for (i = start_pos; i >= 0; i--)
+ if (laser.damage[i].is_mirror)
+ break;
+
+ int start_edge = (i > 0 ? laser.damage[i].edge - 1 : 0);
+
+ DrawLaser(start_edge, DL_LASER_DISABLED);
+
+ ScanLaser();
+}
+
static void DrawLaserExt(int start_edge, int num_edges, int mode)
{
int element;
// this is more precise: check if laser would go through the center
if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS)
{
+ int skip_count = 0;
+
// prevent cutting through laser emitter with laser beam
if (IS_LASER(element))
return TRUE;
{
LX += XS;
LY += YS;
+
+ skip_count++;
}
while (ELX == LX/TILEX && ELY == LY/TILEY && LX > 0 && LY > 0);
- if (LX/TILEX > ELX || LY/TILEY > ELY)
+ if ((LX/TILEX > ELX || LY/TILEY > ELY) && skip_count > 1)
{
/* skipping scan positions to the right and down skips one scan
position too much, because this is only the top left scan position
of totally four scan positions (plus one to the right, one to the
bottom and one to the bottom right) */
+ /* ... but only roll back scan position if more than one step done */
LX -= XS;
LY -= YS;
return TRUE;
}
- if (element == EL_BOMB || element == EL_MINE)
+ if (element == EL_BOMB || element == EL_MINE || element == EL_GRAY_BALL)
{
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
- Tile[ELX][ELY] = (element == EL_BOMB ? EL_BOMB_ACTIVE : EL_MINE_ACTIVE);
+ Tile[ELX][ELY] = (element == EL_BOMB ? EL_BOMB_ACTIVE :
+ element == EL_MINE ? EL_MINE_ACTIVE :
+ EL_GRAY_BALL_ACTIVE);
laser.dest_element_last = Tile[ELX][ELY];
laser.dest_element_last_x = ELX;
element == EL_KEY ||
element == EL_LIGHTBALL ||
element == EL_PACMAN ||
- IS_PACMAN(element))
+ IS_PACMAN(element) ||
+ IS_ENVELOPE(element))
{
- if (!IS_PACMAN(element))
+ if (!IS_PACMAN(element) &&
+ !IS_ENVELOPE(element))
Bang_MM(ELX, ELY);
if (element == EL_PACMAN)
{
DeletePacMan(ELX, ELY);
}
+ else if (IS_ENVELOPE(element))
+ {
+ Tile[ELX][ELY] = EL_ENVELOPE_1_OPENING + ENVELOPE_NR(Tile[ELX][ELY]);
+ }
RaiseScoreElement_MM(element);
}
}
-static void OpenSurpriseBall(int x, int y)
+static void OpenGrayBall(int x, int y)
{
int delay = 2;
if (!MovDelay[x][y]) // next animation frame
+ {
+ if (IS_WALL(Store[x][y]))
+ {
+ DrawWalls_MM(x, y, Store[x][y]);
+
+ // copy wall tile to spare bitmap for "melting" animation
+ BlitBitmap(drawto, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY,
+ TILEX, TILEY, x * TILEX, y * TILEY);
+
+ DrawElement_MM(x, y, EL_GRAY_BALL);
+ }
+
MovDelay[x][y] = 50 * delay;
+ }
if (MovDelay[x][y]) // wait some time before next frame
{
if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(x, y))
{
Bitmap *bitmap;
- int graphic = el2gfx(Store[x][y]);
int gx, gy;
int dx = RND(26), dy = RND(26);
- getGraphicSource(graphic, 0, &bitmap, &gx, &gy);
+ if (IS_WALL(Store[x][y]))
+ {
+ // copy wall tile from spare bitmap for "melting" animation
+ bitmap = bitmap_db_field;
+ gx = x * TILEX;
+ gy = y * TILEY;
+ }
+ else
+ {
+ int graphic = el2gfx(Store[x][y]);
+
+ getGraphicSource(graphic, 0, &bitmap, &gx, &gy);
+ }
BlitBitmap(bitmap, drawto, gx + dx, gy + dy, 6, 6,
cSX + x * TILEX + dx, cSY + y * TILEY + dy);
+ laser.redraw = TRUE;
+
MarkTileDirty(x, y);
}
{
Tile[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+
+ InitField(x, y, FALSE);
+ DrawField_MM(x, y);
+
+ ScanLaser_FromLastMirror();
+ }
+ }
+}
+
+static void OpenEnvelope(int x, int y)
+{
+ int num_frames = 8; // seven frames plus final empty space
+
+ if (!MovDelay[x][y]) // next animation frame
+ MovDelay[x][y] = num_frames;
+
+ if (MovDelay[x][y]) // wait some time before next frame
+ {
+ int nr = ENVELOPE_OPENING_NR(Tile[x][y]);
+
+ MovDelay[x][y]--;
+
+ if (MovDelay[x][y] > 0 && IN_SCR_FIELD(x, y))
+ {
+ int graphic = el_act2gfx(EL_ENVELOPE_1 + nr, MM_ACTION_COLLECTING);
+ int frame = num_frames - MovDelay[x][y] - 1;
+
+ DrawGraphicAnimation_MM(x, y, graphic, frame);
+
+ laser.redraw = TRUE;
+ }
+
+ if (MovDelay[x][y] == 0)
+ {
+ Tile[x][y] = EL_EMPTY;
DrawField_MM(x, y);
ScanLaser();
+
+ ShowEnvelope_MM(nr);
}
}
}
if (!MovDelay[x][y])
{
- int i;
-
Tile[x][y] = real_element & (wall_mask ^ 0xFF);
Store[x][y] = Store2[x][y] = 0;
if (Tile[x][y] == EL_WALL_ICE)
Tile[x][y] = EL_EMPTY;
- for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i >= 0; i--)
- if (laser.damage[i].is_mirror)
- break;
-
- if (i > 0)
- DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED);
- else
- DrawLaser(0, DL_LASER_DISABLED);
-
- ScanLaser();
+ ScanLaser_FromLastMirror();
}
else if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(x, y))
{
Tile[x][y] = center_element;
}
- if (center_element == EL_BOMB_ACTIVE || IS_MCDUFFIN(center_element))
- Store[x][y] = center_element;
- else
- Store[x][y] = EL_EMPTY;
-
+ Store[x][y] = center_element;
Store2[x][y] = mode;
Tile[x][y] = EL_EXPLODING_OPAQUE;
- GfxElement[x][y] = center_element;
+
+ GfxElement[x][y] = (center_element == EL_BOMB_ACTIVE ? EL_BOMB :
+ IS_MCDUFFIN(center_element) ? EL_MCDUFFIN :
+ center_element);
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
InitLaser();
Bang_MM(laser.start_edge.x, laser.start_edge.y);
- Store[x][y] = EL_EMPTY;
GameOver_MM(GAME_OVER_DELAYED);
}
else if (IS_MCDUFFIN(Store[x][y]))
{
- Store[x][y] = EL_EMPTY;
-
GameOver_MM(GAME_OVER_BOMB);
}
- Tile[x][y] = Store[x][y];
+ Tile[x][y] = EL_EMPTY;
+
Store[x][y] = Store2[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- InitField(x, y);
+ InitField(x, y, FALSE);
DrawField_MM(x, y);
}
else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
element_clicked = TRUE;
}
+ else if (IS_ENVELOPE(element))
+ {
+ Tile[x][y] = EL_ENVELOPE_1_OPENING + ENVELOPE_NR(element);
+
+ element_clicked = TRUE;
+ }
click_delay.value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY);
new_button = FALSE;
else if (element == EL_EXIT_OPENING)
OpenExit(x, y);
else if (element == EL_GRAY_BALL_OPENING)
- OpenSurpriseBall(x, y);
+ OpenGrayBall(x, y);
+ else if (IS_ENVELOPE_OPENING(element))
+ OpenEnvelope(x, y);
else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE)
MeltIce(x, y);
else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA)
IS_MIRROR_FIXED(element) ||
element == EL_PRISM)
DrawFieldTwinkle(x, y);
- else if (element == EL_GRAY_BALL_OPENING ||
+ else if (element == EL_GRAY_BALL_ACTIVE ||
element == EL_BOMB_ACTIVE ||
element == EL_MINE_ACTIVE)
DrawFieldAnimated_MM(x, y);
element != EL_BOMB_ACTIVE &&
element != EL_MINE &&
element != EL_MINE_ACTIVE &&
- element != EL_BALL_GRAY &&
+ element != EL_GRAY_BALL &&
+ element != EL_GRAY_BALL_ACTIVE &&
element != EL_BLOCK_STONE &&
element != EL_BLOCK_WOOD &&
element != EL_FUSE_ON &&
DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE);
}
- if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball)
+ if (element == EL_GRAY_BALL && CT > native_mm_level.time_ball)
{
if (!Store2[ELX][ELY]) // check if content element not yet determined
{
game_mm.ball_choice_pos++;
int new_element = native_mm_level.ball_content[element_pos];
+ int new_element_unmapped = unmap_element(new_element);
+
+ if (IS_WALL(new_element_unmapped))
+ {
+ // always use completely filled wall element
+ new_element = new_element_unmapped | 0x000f;
+ }
+ else if (native_mm_level.rotate_ball_content &&
+ get_num_elements(new_element) > 1)
+ {
+ // randomly rotate newly created game element
+ new_element = get_rotated_element(new_element, RND(16));
+ }
- Store[ELX][ELY] = new_element + RND(get_num_elements(new_element));
+ Store[ELX][ELY] = new_element;
Store2[ELX][ELY] = TRUE;
}
Tile[ELX][ELY] = EL_GRAY_BALL_OPENING;
- // !!! CHECK AGAIN: Laser on Polarizer !!!
- ScanLaser();
-
laser.dest_element_last = Tile[ELX][ELY];
- laser.dest_element_last_x = ELX;
- laser.dest_element_last_y = ELY;
return;
LY = laser.edge[laser.num_edges].y - cSY2;
*/
- for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i >= 0; i--)
- if (laser.damage[i].is_mirror)
- break;
-
- if (i > 0)
- DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED);
- else
- DrawLaser(0, DL_LASER_DISABLED);
-
- ScanLaser();
+ ScanLaser_FromLastMirror();
return;
}