fixed bugs when re-charging laser with fuel element in MM engine
[rocksndiamonds.git] / src / game_mm / mm_game.c
index 01c490a9948e376639cec4d4b602b45518b9d1da..7ab1c98a3b8be997de2b995266bf14a0bf4df134 100644 (file)
@@ -3202,22 +3202,21 @@ static void GameActions_MM_Ext(void)
   if (game_mm.game_over)
     return;
 
+  if (game_mm.energy_left == 0 && !game.no_level_time_limit && game.time_limit)
+  {
+    FadeOutLaser();
+
+    GameOver_MM(GAME_OVER_NO_ENERGY);
+
+    return;
+  }
+
   if (FrameReached(&energy_delay))
   {
     if (game_mm.energy_left > 0)
-    {
       game_mm.energy_left--;
 
-      redraw_mask |= REDRAW_DOOR_1;
-    }
-    else if (game.time_limit && !game_mm.game_over)
-    {
-      FadeOutLaser();
-
-      GameOver_MM(GAME_OVER_NO_ENERGY);
-
-      return;
-    }
+    // when out of energy, wait another frame to play "out of time" sound
   }
 
   element = laser.dest_element;
@@ -3680,24 +3679,27 @@ static void GameActions_MM_Ext(void)
 
   if (element == EL_FUEL_FULL && CT > 10)
   {
-    for (i = game_mm.energy_left; i <= MAX_LASER_ENERGY; i+=2)
+    int num_init_game_frames = INIT_GAME_ACTIONS_DELAY;
+    int start = num_init_game_frames * game_mm.energy_left / native_mm_level.time;
+
+    for (i = start; i <= num_init_game_frames; i++)
     {
-#if 0
-      BlitBitmap(pix[PIX_DOOR], drawto,
-                DOOR_GFX_PAGEX4 + XX_ENERGY,
-                DOOR_GFX_PAGEY1 + YY_ENERGY + ENERGY_YSIZE - i,
-                ENERGY_XSIZE, i, DX_ENERGY,
-                DY_ENERGY + ENERGY_YSIZE - i);
-#endif
+      if (i == num_init_game_frames)
+       StopSound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+      else if (setup.sound_loops)
+       PlaySoundLoop_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+      else
+       PlaySound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
 
-      redraw_mask |= REDRAW_DOOR_1;
-      BackToFront();
+      game_mm.energy_left = native_mm_level.time * i / num_init_game_frames;
 
-      Delay_WithScreenUpdates(20);
+      UpdateAndDisplayGameControlValues();
+
+      BackToFront();
     }
 
-    game_mm.energy_left = MAX_LASER_ENERGY;
-    Tile[ELX][ELY] = EL_FUEL_EMPTY;
+    Tile[ELX][ELY] = laser.dest_element = EL_FUEL_EMPTY;
+
     DrawField_MM(ELX, ELY);
 
     DrawLaser(0, DL_LASER_ENABLED);