}
}
-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);
}
}
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();
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 new_element = native_mm_level.ball_content[element_pos];
- Store[ELX][ELY] = get_rotated_element(new_element, RND(16));
+ // randomly rotate newly created game element, if needed
+ if (native_mm_level.rotate_ball_content)
+ new_element = get_rotated_element(new_element, RND(16));
+
+ Store[ELX][ELY] = new_element;
Store2[ELX][ELY] = TRUE;
}