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;
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;
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;
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;
BlitBitmap(drawto, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY,
TILEX, TILEY, x * TILEX, y * TILEY);
- DrawElement_MM(x, y, EL_BALL_GRAY);
+ DrawElement_MM(x, y, EL_GRAY_BALL);
}
MovDelay[x][y] = 50 * delay;
{
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;
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;
ScanLaser_FromLastMirror();
{
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;
{
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_unmapped = unmap_element(new_element);
+ int new_element_base = map_wall_to_base_element(new_element);
- if (IS_WALL(new_element_unmapped))
+ if (IS_WALL(new_element_base))
{
// always use completely filled wall element
- new_element = new_element_unmapped | 0x000f;
+ new_element = new_element_base | 0x000f;
}
else if (native_mm_level.rotate_ball_content &&
get_num_elements(new_element) > 1)
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;
- }
-
- 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;
-*/
+ 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;
- ScanLaser_FromLastMirror();
+ 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;
+ int x = ELX, y = ELY;
+ int wall_mask = laser.wall_mask;
-#if 1
- {
- 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);
-
- for (i = 4; i >= 0; i--)
- {
- DrawWallsAnimation_MM(dx, dy, de, i, dm);
+ PlayLevelSound_MM(x, y, element, MM_ACTION_GROWING);
- 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;