static void ContinueMoving_MM(int, int);
static void Moving2Blocked_MM(int, int, int *, int *);
+static void AddLaserEdge(int, int);
+static void ScanLaser(void);
+static void DrawLaser(int, int);
+static boolean HitElement(int, int);
+static boolean HitOnlyAnEdge(int);
+static boolean HitPolarizer(int, int);
+static boolean HitBlock(int, int);
+static boolean HitLaserSource(int, int);
+static boolean HitLaserDestination(int, int);
+static boolean HitReflectingWalls(int, int);
+static boolean HitAbsorbingWalls(int, int);
+static void RotateMirror(int, int, int);
+static boolean ObjHit(int, int, int);
+static void DeletePacMan(int, int);
+static void MovePacMen(void);
+
// bitmap for laser beam detection
static Bitmap *laser_bitmap = NULL;
}
}
-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);
}
}
BackToFront();
- ColorCycling();
-
#ifdef DEBUG
if (setup.quick_doors)
continue;
SetTileCursorActive(FALSE);
}
-void AddLaserEdge(int lx, int ly)
+static void AddLaserEdge(int lx, int ly)
{
int clx = dSX + lx;
int cly = dSY + ly;
laser.redraw = TRUE;
}
-void AddDamagedField(int ex, int ey)
+static void AddDamagedField(int ex, int ey)
{
// prevent adding the same field position again
if (laser.num_damages > 0 &&
{
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;
}
}
-void ScanLaser(void)
+static void ScanLaser(void)
{
int element = EL_EMPTY;
int last_element = 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;
DrawLaser(0, game_mm.laser_enabled);
}
-boolean HitElement(int element, int hit_mask)
+static boolean HitElement(int element, int hit_mask)
{
if (HitOnlyAnEdge(hit_mask))
return FALSE;
// 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;
return TRUE;
}
-boolean HitOnlyAnEdge(int hit_mask)
+static boolean HitOnlyAnEdge(int hit_mask)
{
// check if the laser hit only the edge of an element and, if so, go on
return FALSE;
}
-boolean HitPolarizer(int element, int hit_mask)
+static boolean HitPolarizer(int element, int hit_mask)
{
if (HitOnlyAnEdge(hit_mask))
return FALSE;
return TRUE;
}
-boolean HitBlock(int element, int hit_mask)
+static boolean HitBlock(int element, int hit_mask)
{
boolean check = FALSE;
return TRUE;
}
-boolean HitLaserSource(int element, int hit_mask)
+static boolean HitLaserSource(int element, int hit_mask)
{
if (HitOnlyAnEdge(hit_mask))
return FALSE;
return TRUE;
}
-boolean HitLaserDestination(int element, int hit_mask)
+static boolean HitLaserDestination(int element, int hit_mask)
{
if (HitOnlyAnEdge(hit_mask))
return FALSE;
return TRUE;
}
-boolean HitReflectingWalls(int element, int hit_mask)
+static boolean HitReflectingWalls(int element, int hit_mask)
{
// check if laser hits side of a wall with an angle that is not 90°
if (!IS_90_ANGLE(laser.current_angle) && (hit_mask == HIT_MASK_TOP ||
return FALSE;
}
-boolean HitAbsorbingWalls(int element, int hit_mask)
+static boolean HitAbsorbingWalls(int element, int hit_mask)
{
if (HitOnlyAnEdge(hit_mask))
return FALSE;
if (IS_90_ANGLE(laser.current_angle))
mask += mask * (2 + IS_HORIZ_ANGLE(laser.current_angle) * 2);
- laser.dest_element = element2 | EL_WALL_AMOEBA;
+ laser.dest_element = element2 | EL_WALL_AMOEBA_BASE;
laser.wall_mask = mask;
}
}
}
-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();
+ ScanLaser_FromLastMirror();
}
}
}
{
int phase;
int wall_mask = Store2[x][y];
- int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_ICE;
+ int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_ICE_BASE;
MovDelay[x][y]--;
phase = frames - MovDelay[x][y] / delay - 1;
if (!MovDelay[x][y])
{
- int i;
-
Tile[x][y] = real_element & (wall_mask ^ 0xFF);
Store[x][y] = Store2[x][y] = 0;
DrawWalls_MM(x, y, Tile[x][y]);
- if (Tile[x][y] == EL_WALL_ICE)
+ if (Tile[x][y] == EL_WALL_ICE_BASE)
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))
{
{
int phase;
int wall_mask = Store2[x][y];
- int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_AMOEBA;
+ int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_AMOEBA_BASE;
MovDelay[x][y]--;
phase = MovDelay[x][y] / delay;
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)))
{
int element = Tile[x][y];
-#if 0
- DrawLaser(0, DL_LASER_ENABLED);
-#endif
-
if (IS_PACMAN(element))
PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING);
else if (element == EL_BOMB_ACTIVE || IS_MCDUFFIN(element))
Explode_MM(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
}
-void TurnRound(int x, int y)
+static void TurnRound(int x, int y)
{
static struct
{
return element_clicked;
}
-void RotateMirror(int x, int y, int button)
+static void RotateMirror(int x, int y, int button)
{
if (button == MB_RELEASED)
{
}
}
-boolean ObjHit(int obx, int oby, int bits)
+static boolean ObjHit(int obx, int oby, int bits)
{
int i;
return FALSE;
}
-void DeletePacMan(int px, int py)
+static void DeletePacMan(int px, int py)
{
int i, j;
}
}
-void ColorCycling(void)
-{
- static int CC, Cc = 0;
-
- static int color, old = 0xF00, new = 0x010, mult = 1;
- static unsigned short red, green, blue;
-
- if (color_status == STATIC_COLORS)
- return;
-
- CC = FrameCounter;
-
- if (CC < Cc || CC > Cc + 2)
- {
- Cc = CC;
-
- color = old + new * mult;
- if (mult > 0)
- mult++;
- else
- mult--;
-
- if (ABS(mult) == 16)
- {
- mult =- mult / 16;
- old = color;
- new = new << 4;
-
- if (new > 0x100)
- new = 0x001;
- }
-
- red = 0x0e00 * ((color & 0xF00) >> 8);
- green = 0x0e00 * ((color & 0x0F0) >> 4);
- blue = 0x0e00 * ((color & 0x00F));
- SetRGB(pen_magicolor[0], red, green, blue);
-
- red = 0x1111 * ((color & 0xF00) >> 8);
- green = 0x1111 * ((color & 0x0F0) >> 4);
- blue = 0x1111 * ((color & 0x00F));
- SetRGB(pen_magicolor[1], red, green, blue);
- }
-}
-
static void GameActions_MM_Ext(void)
{
int element;
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)
+ else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE_BASE)
MeltIce(x, y);
- else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA)
+ else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA_BASE)
GrowAmoeba(x, y);
else if (IS_MIRROR(element) ||
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 &&
else
PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING);
- if (laser.overloaded)
- {
-#if 0
- BlitBitmap(pix[PIX_DOOR], drawto,
- DOOR_GFX_PAGEX4 + XX_OVERLOAD,
- DOOR_GFX_PAGEY1 + YY_OVERLOAD + OVERLOAD_YSIZE
- - laser.overload_value,
- OVERLOAD_XSIZE, laser.overload_value,
- DX_OVERLOAD, DY_OVERLOAD + OVERLOAD_YSIZE
- - laser.overload_value);
-#endif
- redraw_mask |= REDRAW_DOOR_1;
- }
- else
- {
-#if 0
- BlitBitmap(pix[PIX_DOOR], drawto,
- DOOR_GFX_PAGEX5 + XX_OVERLOAD, DOOR_GFX_PAGEY1 + YY_OVERLOAD,
- OVERLOAD_XSIZE, OVERLOAD_YSIZE - laser.overload_value,
- DX_OVERLOAD, DY_OVERLOAD);
-#endif
- redraw_mask |= REDRAW_DOOR_1;
- }
-
if (laser.overload_value == MAX_LASER_OVERLOAD)
{
UpdateAndDisplayGameControlValues();
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_base = map_wall_to_base_element(new_element);
+
+ if (IS_WALL(new_element_base))
+ {
+ // always use completely filled wall element
+ new_element = new_element_base | 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;
-
-#if 0
- int graphic;
-
- switch (RND(5))
- {
- case 0:
- element = EL_MIRROR_START + RND(16);
- break;
- case 1:
- {
- int rnd = RND(3);
-
- element = (rnd == 0 ? EL_KETTLE : rnd == 1 ? EL_BOMB : EL_PRISM);
- }
- break;
- default:
- {
- int rnd = RND(3);
-
- element = (rnd == 0 ? EL_FUSE_ON :
- rnd >= 1 && rnd <= 4 ? EL_PACMAN_RIGHT + rnd - 1 :
- rnd >= 5 && rnd <= 20 ? EL_POLAR_START + rnd - 5 :
- rnd >= 21 && rnd <= 24 ? EL_POLAR_CROSS_START + rnd - 21 :
- EL_MIRROR_FIXED_START + rnd - 25);
- }
- break;
- }
-
- graphic = el2gfx(element);
-
- for (i = 0; i < 50; i++)
- {
- int x = RND(26);
- int y = RND(26);
-
-#if 0
- BlitBitmap(pix[PIX_BACK], drawto,
- SX + (graphic % GFX_PER_LINE) * TILEX + x,
- SY + (graphic / GFX_PER_LINE) * TILEY + y, 6, 6,
- SX + ELX * TILEX + x,
- SY + ELY * TILEY + y);
-#endif
- MarkTileDirty(ELX, ELY);
- BackToFront();
-
- DrawLaser(0, DL_LASER_ENABLED);
-
- Delay_WithScreenUpdates(50);
- }
-
- Tile[ELX][ELY] = element;
- DrawField_MM(ELX, ELY);
-
-#if 0
- Debug("game:mm:GameActions_MM_Ext", "NEW ELEMENT: (%d, %d)", ELX, ELY);
-#endif
-
- // above stuff: GRAY BALL -> PRISM !!!
-/*
- LX = ELX * TILEX + 14;
- LY = ELY * TILEY + 14;
- if (laser.current_angle == (laser.current_angle >> 1) << 1)
- OK = 8;
- else
- OK = 4;
- LX -= OK * XS;
- LY -= OK * YS;
-
- laser.num_edges -= 2;
- laser.num_damages--;
-*/
-
-#if 0
- 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);
-#else
- DrawLaser(0, DL_LASER_DISABLED);
-#endif
-
- ScanLaser();
-#endif
return;
}
{
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING);
- {
- Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING;
- Store[ELX][ELY] = EL_WALL_ICE;
- Store2[ELX][ELY] = laser.wall_mask;
-
- laser.dest_element = Tile[ELX][ELY];
-
- return;
- }
-
- for (i = 0; i < 5; i++)
- {
- int phase = i + 1;
-
- if (i == 4)
- {
- Tile[ELX][ELY] &= (laser.wall_mask ^ 0xFF);
- phase = 0;
- }
+ Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE_BASE + EL_WALL_CHANGING_BASE;
+ Store[ELX][ELY] = EL_WALL_ICE_BASE;
+ Store2[ELX][ELY] = laser.wall_mask;
- DrawWallsAnimation_MM(ELX, ELY, Tile[ELX][ELY], phase, laser.wall_mask);
- BackToFront();
- Delay_WithScreenUpdates(100);
- }
-
- if (Tile[ELX][ELY] == EL_WALL_ICE)
- Tile[ELX][ELY] = EL_EMPTY;
-
-/*
- laser.num_edges--;
- LX = laser.edge[laser.num_edges].x - cSX2;
- 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();
+ laser.dest_element = Tile[ELX][ELY];
return;
}
if (IS_WALL_AMOEBA(element) && CT > 60)
{
- int k1, k2, k3, dx, dy, de, dm;
+ int k1, k2, k3;
int element2 = Tile[ELX][ELY];
if (element2 != EL_EMPTY && !IS_WALL_AMOEBA(element))
Tile[ELX][ELY] = element | laser.wall_mask;
- dx = ELX;
- dy = ELY;
- de = Tile[ELX][ELY];
- dm = laser.wall_mask;
-
-#if 1
- {
- int x = ELX, y = ELY;
- int wall_mask = laser.wall_mask;
+ int x = ELX, y = ELY;
+ int wall_mask = laser.wall_mask;
- ScanLaser();
- DrawLaser(0, DL_LASER_ENABLED);
-
- PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING);
-
- Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING;
- Store[x][y] = EL_WALL_AMOEBA;
- Store2[x][y] = wall_mask;
-
- return;
- }
-#endif
-
- DrawWallsAnimation_MM(dx, dy, de, 4, dm);
ScanLaser();
DrawLaser(0, DL_LASER_ENABLED);
- PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING);
+ PlayLevelSound_MM(x, y, element, MM_ACTION_GROWING);
- for (i = 4; i >= 0; i--)
- {
- DrawWallsAnimation_MM(dx, dy, de, i, dm);
-
- BackToFront();
- Delay_WithScreenUpdates(20);
- }
-
- DrawLaser(0, DL_LASER_ENABLED);
+ Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA_BASE + EL_WALL_CHANGING_BASE;
+ Store[x][y] = EL_WALL_AMOEBA_BASE;
+ Store2[x][y] = wall_mask;
return;
}
return;
}
-
- return;
}
void GameActions_MM(struct MouseActionInfo action)
CheckSingleStepMode_MM(element_clicked, button_released);
}
-void MovePacMen(void)
+static void MovePacMen(void)
{
int mx, my, ox, oy, nx, ny;
int element;
return element;
}
-#if 0
-static void RemoveField(int x, int y)
-{
- Tile[x][y] = EL_EMPTY;
- MovPos[x][y] = 0;
- MovDir[x][y] = 0;
- MovDelay[x][y] = 0;
-}
-#endif
-
static void RemoveMovingField_MM(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
DrawLevelField_MM(newx, newy);
}
-void PlaySoundLevel(int x, int y, int sound_nr)
-{
- int sx = SCREENX(x), sy = SCREENY(y);
- int volume, stereo;
- int silence_distance = 8;
-
- if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
- (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
- return;
-
- if (!IN_LEV_FIELD(x, y) ||
- sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
- sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
- return;
-
- volume = SOUND_MAX_VOLUME;
-
-#ifndef MSDOS
- stereo = (sx - SCR_FIELDX/2) * 12;
-#else
- stereo = SOUND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
- if (stereo > SOUND_MAX_RIGHT)
- stereo = SOUND_MAX_RIGHT;
- if (stereo < SOUND_MAX_LEFT)
- stereo = SOUND_MAX_LEFT;
-#endif
-
- if (!IN_SCR_FIELD(sx, sy))
- {
- int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
- int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
-
- volume -= volume * (dx > dy ? dx : dy) / silence_distance;
- }
-
- PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND);
-}
-
static void RaiseScore_MM(int value)
{
game_mm.score += value;