static void RemoveMovingField_MM(int, int);
static void InitMovingField_MM(int, int, int);
static void ContinueMoving_MM(int, int);
-static void Moving2Blocked_MM(int, int, int *, int *);
static void AddLaserEdge(int, int);
static void ScanLaser(void);
#define MM_MASK_GRID_2 5
#define MM_MASK_GRID_3 6
#define MM_MASK_GRID_4 7
-#define MM_MASK_RECTANGLE 8
-#define MM_MASK_CIRCLE 9
+#define MM_MASK_SLOPE_1 8
+#define MM_MASK_SLOPE_2 9
+#define MM_MASK_SLOPE_3 10
+#define MM_MASK_SLOPE_4 11
+#define MM_MASK_RECTANGLE 12
+#define MM_MASK_CIRCLE 13
-#define NUM_MM_MASKS 10
+#define NUM_MM_MASKS 14
// element masks for scanning pixels of MM elements
static const char mm_masks[NUM_MM_MASKS][16][16 + 1] =
" XXX XXXX ",
" XX XXXXX ",
},
+ {
+ " X",
+ " XX",
+ " XXX",
+ " XXXX",
+ " XXXXX",
+ " XXXXXX",
+ " XXXXXXX",
+ " XXXXXXXX",
+ " XXXXXXXXX",
+ " XXXXXXXXXX",
+ " XXXXXXXXXXX",
+ " XXXXXXXXXXXX",
+ " XXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXXX",
+ "XXXXXXXXXXXXXXXX",
+ },
+ {
+ "X ",
+ "XX ",
+ "XXX ",
+ "XXXX ",
+ "XXXXX ",
+ "XXXXXX ",
+ "XXXXXXX ",
+ "XXXXXXXX ",
+ "XXXXXXXXX ",
+ "XXXXXXXXXX ",
+ "XXXXXXXXXXX ",
+ "XXXXXXXXXXXX ",
+ "XXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXXXX",
+ },
+ {
+ "XXXXXXXXXXXXXXXX",
+ "XXXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXX ",
+ "XXXXXXXXXXXX ",
+ "XXXXXXXXXXX ",
+ "XXXXXXXXXX ",
+ "XXXXXXXXX ",
+ "XXXXXXXX ",
+ "XXXXXXX ",
+ "XXXXXX ",
+ "XXXXX ",
+ "XXXX ",
+ "XXX ",
+ "XX ",
+ "X ",
+ },
+ {
+ "XXXXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXX",
+ " XXXXXXXXXXXX",
+ " XXXXXXXXXXX",
+ " XXXXXXXXXX",
+ " XXXXXXXXX",
+ " XXXXXXXX",
+ " XXXXXXX",
+ " XXXXXX",
+ " XXXXX",
+ " XXXX",
+ " XXX",
+ " XX",
+ " X",
+ },
{
"XXXXXXXXXXXXXXXX",
"XXXXXXXXXXXXXXXX",
IS_LASER(element) ||
IS_RECEIVER(element))
return 4 * element_phase;
+ else if (IS_DF_SLOPE(element))
+ return 4 + (element_phase % 2) * 8;
else
return element_phase;
}
Pixel pixel_drawto = (mode == DL_LASER_ENABLED ? pen_ray : pen_bg);
Pixel pixel_buffer = (mode == DL_LASER_ENABLED ? WHITE_PIXEL : BLACK_PIXEL);
- DrawLines(drawto, points, num_points, pixel_drawto);
+ DrawLines(drawto_mm, points, num_points, pixel_drawto);
BEGIN_NO_HEADLESS
{
game_mm.laser_green = native_mm_level.df_laser_green;
game_mm.laser_blue = native_mm_level.df_laser_blue;
}
+
+ game_mm.has_mcduffin = (IS_MCDUFFIN(element));
}
break;
BEGIN_NO_HEADLESS
{
// initialize laser bitmap to current playfield (screen) size
- ReCreateBitmap(&laser_bitmap, drawto->width, drawto->height);
- ClearRectangle(laser_bitmap, 0, 0, drawto->width, drawto->height);
+ ReCreateBitmap(&laser_bitmap, drawto_mm->width, drawto_mm->height);
+ ClearRectangle(laser_bitmap, 0, 0, drawto_mm->width, drawto_mm->height);
}
END_NO_HEADLESS
game_mm.laser_red = FALSE;
game_mm.laser_green = FALSE;
game_mm.laser_blue = TRUE;
+ game_mm.has_mcduffin = TRUE;
game_mm.level_solved = FALSE;
game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
+ game_mm.game_over_message = NULL;
game_mm.laser_overload_value = 0;
game_mm.laser_enabled = FALSE;
AdvanceFrameCounter();
AdvanceGfxFrame();
- DrawLevel_MM();
-
- BackToFront();
+ if (PendingEscapeKeyEvent())
+ continue;
#ifdef DEBUG
if (setup.quick_doors)
continue;
#endif
+
+ DrawLevel_MM();
+
+ BackToFront_MM();
}
+#ifdef DEBUG
+ if (setup.quick_doors)
+ DrawLevel_MM();
+#endif
+
ScanLaser();
if (game_mm.kettles_still_needed == 0)
DrawLaser(0, DL_LASER_ENABLED);
- BackToFront();
+ BackToFront_MM();
Delay_WithScreenUpdates(50);
}
static void GameOver_MM(int game_over_cause)
{
- // do not handle game over if request dialog is already active
- if (game.request_active)
- return;
-
game_mm.game_over = TRUE;
game_mm.game_over_cause = game_over_cause;
-
- if (setup.ask_on_game_over)
- game.restart_game_message = (game_over_cause == GAME_OVER_BOMB ?
- "Bomb killed Mc Duffin! Play it again?" :
- game_over_cause == GAME_OVER_NO_ENERGY ?
- "Out of magic energy! Play it again?" :
- game_over_cause == GAME_OVER_OVERLOADED ?
- "Magic spell hit Mc Duffin! Play it again?" :
- NULL);
+ game_mm.game_over_message = (game_mm.has_mcduffin ?
+ (game_over_cause == GAME_OVER_BOMB ?
+ "Bomb killed Mc Duffin!" :
+ game_over_cause == GAME_OVER_NO_ENERGY ?
+ "Out of magic energy!" :
+ game_over_cause == GAME_OVER_OVERLOADED ?
+ "Magic spell hit Mc Duffin!" :
+ NULL) :
+ (game_over_cause == GAME_OVER_BOMB ?
+ "Bomb destroyed laser cannon!" :
+ game_over_cause == GAME_OVER_NO_ENERGY ?
+ "Out of laser energy!" :
+ game_over_cause == GAME_OVER_OVERLOADED ?
+ "Laser beam hit laser cannon!" :
+ NULL));
SetTileCursorActive(FALSE);
}
static void AddLaserEdge(int lx, int ly)
{
- int clx = dSX + lx;
- int cly = dSY + ly;
+ int full_sxsize = MAX(FULL_SXSIZE, lev_fieldx * TILEX);
+ int full_sysize = MAX(FULL_SYSIZE, lev_fieldy * TILEY);
- if (clx < -2 || cly < -2 || clx >= SXSIZE + 2 || cly >= SYSIZE + 2)
+ // check if laser is still inside visible playfield area (or inside level)
+ if (cSX + lx < REAL_SX || cSX + lx >= REAL_SX + full_sxsize ||
+ cSY + ly < REAL_SY || cSY + ly >= REAL_SY + full_sysize)
{
Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly);
static int getMaskFromElement(int element)
{
- if (IS_GRID(element))
- return MM_MASK_GRID_1 + get_element_phase(element);
- else if (IS_MCDUFFIN(element))
+ if (IS_MCDUFFIN(element))
return MM_MASK_MCDUFFIN_RIGHT + get_element_phase(element);
- else if (IS_RECTANGLE(element) || IS_DF_GRID(element))
+ else if (IS_GRID(element))
+ return MM_MASK_GRID_1 + get_element_phase(element);
+ else if (IS_DF_GRID(element))
+ return MM_MASK_RECTANGLE;
+ else if (IS_DF_SLOPE(element))
+ return MM_MASK_SLOPE_1 + get_element_phase(element);
+ else if (IS_RECTANGLE(element))
return MM_MASK_RECTANGLE;
else
return MM_MASK_CIRCLE;
}
+static int getPixelFromMask(int pos, int dx, int dy)
+{
+ return (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0);
+}
+
+static int getLevelFromLaserX(int x)
+{
+ return x / TILEX - (x < 0 ? 1 : 0); // correct negative values
+}
+
+static int getLevelFromLaserY(int y)
+{
+ return y / TILEY - (y < 0 ? 1 : 0); // correct negative values
+}
+
static int ScanPixel(void)
{
int hit_mask = 0;
}
#endif
+ // check if laser scan has crossed element boundaries (not just mini tiles)
+ boolean cross_x = (LX / TILEX != (LX + 2) / TILEX);
+ boolean cross_y = (LY / TILEY != (LY + 2) / TILEY);
+
+ if (cross_x && cross_y)
+ {
+ int elx1 = (LX - XS) / TILEX;
+ int ely1 = (LY + YS) / TILEY;
+ int elx2 = (LX + XS) / TILEX;
+ int ely2 = (LY - YS) / TILEY;
+
+ // add element corners left and right from the laser beam to damage list
+
+ if (IN_LEV_FIELD(elx1, ely1) && Tile[elx1][ely1] != EL_EMPTY)
+ AddDamagedField(elx1, ely1);
+
+ if (IN_LEV_FIELD(elx2, ely2) && Tile[elx2][ely2] != EL_EMPTY)
+ AddDamagedField(elx2, ely2);
+ }
+
for (i = 0; i < 4; i++)
{
int px = LX + (i % 2) * 2;
int py = LY + (i / 2) * 2;
int dx = px % TILEX;
int dy = py % TILEY;
- int lx = (px + TILEX) / TILEX - 1; // ...+TILEX...-1 to get correct
- int ly = (py + TILEY) / TILEY - 1; // negative values!
+ int lx = getLevelFromLaserX(px);
+ int ly = getLevelFromLaserY(py);
Pixel pixel;
if (IN_LEV_FIELD(lx, ly))
{
int pos = getMaskFromElement(element);
- pixel = (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0);
+ pixel = getPixelFromMask(pos, dx, dy);
}
}
else
{
+ // check if laser is still inside visible playfield area
pixel = (cSX + px < REAL_SX || cSX + px >= REAL_SX + FULL_SXSIZE ||
cSY + py < REAL_SY || cSY + py >= REAL_SY + FULL_SYSIZE);
}
LX, LY, XS, YS);
#endif
- // hit something -- check out what it was
- ELX = (LX + XS) / TILEX;
- ELY = (LY + YS) / TILEY;
+ // check if laser scan has hit two diagonally adjacent element corners
+ boolean diag_1 = ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1);
+ boolean diag_2 = ((hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2);
+
+ // check if laser scan has crossed element boundaries (not just mini tiles)
+ boolean cross_x = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2));
+ boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2));
+
+ if (cross_x || cross_y)
+ {
+ // hit something at next tile -- check out what it was
+ ELX = getLevelFromLaserX(LX + XS);
+ ELY = getLevelFromLaserY(LY + YS);
+ }
+ else
+ {
+ // hit something at same tile -- check out what it was
+ ELX = getLevelFromLaserX(LX);
+ ELY = getLevelFromLaserY(LY);
+ }
#if 0
Debug("game:mm:ScanLaser", "hit_mask (1) == '%x' (%d, %d) (%d, %d)",
hit_mask, LX, LY, ELX, ELY);
#endif
- if (!IN_LEV_FIELD(ELX, ELY) || !IN_PIX_FIELD(LX, LY))
+ if (!IN_LEV_FIELD(ELX, ELY))
{
+ // laser next step position
+ int x = cSX + LX + XS;
+ int y = cSY + LY + YS;
+
+ // check if next step of laser is still inside visible playfield area
+ if (x >= REAL_SX && x < REAL_SX + FULL_SXSIZE &&
+ y >= REAL_SY && y < REAL_SY + FULL_SYSIZE)
+ {
+ // go on with another step
+ LX += XS;
+ LY += YS;
+
+ continue;
+ }
+
element = EL_EMPTY;
laser.dest_element = element;
break;
}
- if (hit_mask == (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT))
+ // handle special case of laser hitting two diagonally adjacent elements
+ // (with or without a third corner element behind these two elements)
+ if ((diag_1 || diag_2) && cross_x && cross_y)
{
- /* we have hit the top-right and bottom-left element --
- choose the bottom-left one */
- /* !!! THIS CAN BE DONE MORE INTELLIGENTLY, FOR EXAMPLE, IF ONE
- ELEMENT WAS STEEL AND THE OTHER ONE WAS ICE => ALWAYS CHOOSE
- THE ICE AND MELT IT AWAY INSTEAD OF OVERLOADING LASER !!! */
- ELX = (LX - 2) / TILEX;
- ELY = (LY + 2) / TILEY;
- }
+ // compare the two diagonally adjacent elements
+ int xoffset = 2;
+ int yoffset = 2 * (diag_1 ? -1 : +1);
+ int elx1 = (LX - xoffset) / TILEX;
+ int ely1 = (LY + yoffset) / TILEY;
+ int elx2 = (LX + xoffset) / TILEX;
+ int ely2 = (LY - yoffset) / TILEY;
+ int e1 = Tile[elx1][ely1];
+ int e2 = Tile[elx2][ely2];
+ boolean use_element_1 = FALSE;
+
+ if (IS_WALL_ICE(e1) || IS_WALL_ICE(e2))
+ {
+ if (IS_WALL_ICE(e1) && IS_WALL_ICE(e2))
+ use_element_1 = (RND(2) ? TRUE : FALSE);
+ else if (IS_WALL_ICE(e1))
+ use_element_1 = TRUE;
+ }
+ else if (IS_WALL_AMOEBA(e1) || IS_WALL_AMOEBA(e2))
+ {
+ // if both tiles match, we can just select the first one
+ if (IS_WALL_AMOEBA(e1))
+ use_element_1 = TRUE;
+ }
+ else if (IS_ABSORBING_BLOCK(e1) || IS_ABSORBING_BLOCK(e2))
+ {
+ // if both tiles match, we can just select the first one
+ if (IS_ABSORBING_BLOCK(e1))
+ use_element_1 = TRUE;
+ }
- if (hit_mask == (HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT))
- {
- /* we have hit the top-left and bottom-right element --
- choose the top-left one */
- // !!! SEE ABOVE !!!
- ELX = (LX - 2) / TILEX;
- ELY = (LY - 2) / TILEY;
+ ELX = (use_element_1 ? elx1 : elx2);
+ ELY = (use_element_1 ? ely1 : ely2);
}
#if 0
static boolean HitElement(int element, int hit_mask)
{
- if (HitOnlyAnEdge(hit_mask))
- return FALSE;
+ if (IS_DF_SLOPE(element))
+ {
+ // check if laser scan has crossed element boundaries (not just mini tiles)
+ boolean cross_x = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2));
+ boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2));
+ int element_angle = get_element_angle(element);
+ int mirrored_angle = get_mirrored_angle(laser.current_angle, element_angle);
+ int opposite_angle = get_opposite_angle(laser.current_angle);
+
+ // check if wall (horizontal or vertical) side of slope was hit
+ if (hit_mask == HIT_MASK_LEFT ||
+ hit_mask == HIT_MASK_RIGHT ||
+ hit_mask == HIT_MASK_TOP ||
+ hit_mask == HIT_MASK_BOTTOM)
+ {
+ boolean hit_slope_corner_in_laser_direction =
+ ((hit_mask == HIT_MASK_LEFT && (element == EL_DF_SLOPE_01 ||
+ element == EL_DF_SLOPE_02)) ||
+ (hit_mask == HIT_MASK_RIGHT && (element == EL_DF_SLOPE_00 ||
+ element == EL_DF_SLOPE_03)) ||
+ (hit_mask == HIT_MASK_TOP && (element == EL_DF_SLOPE_02 ||
+ element == EL_DF_SLOPE_03)) ||
+ (hit_mask == HIT_MASK_BOTTOM && (element == EL_DF_SLOPE_00 ||
+ element == EL_DF_SLOPE_01)));
+
+ boolean hit_slope_corner_in_laser_direction_double_checked =
+ (cross_x && cross_y &&
+ laser.current_angle == mirrored_angle &&
+ hit_slope_corner_in_laser_direction);
+
+ // check special case of laser hitting the corner of a slope and another
+ // element (either wall or another slope), following the diagonal side
+ // of the slope which has the same angle as the direction of the laser
+ if (!hit_slope_corner_in_laser_direction_double_checked)
+ return HitReflectingWalls(element, hit_mask);
+ }
+
+ // check if an edge was hit while crossing element borders
+ if (cross_x && cross_y && get_number_of_bits(hit_mask) == 1)
+ {
+ // check both sides of potentially diagonal side of slope
+ int dx1 = (LX + XS) % TILEX;
+ int dy1 = (LY + YS) % TILEY;
+ int dx2 = (LX + XS + 2) % TILEX;
+ int dy2 = (LY + YS + 2) % TILEY;
+ int pos = getMaskFromElement(element);
+
+ // check if we are entering empty space area after hitting edge
+ if (!getPixelFromMask(pos, dx1, dy1) &&
+ !getPixelFromMask(pos, dx2, dy2))
+ {
+ // we already know that we hit an edge, but use this function to go on
+ if (HitOnlyAnEdge(hit_mask))
+ return FALSE;
+ }
+ }
+
+ // check if laser is reflected by slope by 180°
+ if (mirrored_angle == opposite_angle)
+ {
+ AddDamagedField(LX / TILEX, LY / TILEY);
+
+ laser.overloaded = TRUE;
+
+ return TRUE;
+ }
+ }
+ else
+ {
+ if (HitOnlyAnEdge(hit_mask))
+ return FALSE;
+ }
if (IS_MOVING(ELX, ELY) || IS_BLOCKED(ELX, ELY))
element = MovingOrBlocked2Element_MM(ELX, ELY);
AddDamagedField(ELX, ELY);
+ boolean through_center = ((ELX * TILEX + 14 - LX) * YS ==
+ (ELY * TILEY + 14 - LY) * XS);
+
// this is more precise: check if laser would go through the center
- if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS)
+ if (!IS_DF_SLOPE(element) && !through_center)
{
int skip_count = 0;
return TRUE;
}
- if (!IS_BEAMER(element) &&
- !IS_FIBRE_OPTIC(element) &&
- !IS_GRID_WOOD(element) &&
- element != EL_FUEL_EMPTY)
+ if (IS_DF_SLOPE(element) && !through_center)
+ {
+ int correction = 2;
+
+ if (hit_mask == HIT_MASK_ALL)
+ {
+ // laser already inside slope -- go back half step
+ LX -= XS / 2;
+ LY -= YS / 2;
+
+ correction = 1;
+ }
+
+ AddLaserEdge(LX, LY);
+
+ LX -= (ABS(XS) < ABS(YS) ? correction * SIGN(XS) : 0);
+ LY -= (ABS(YS) < ABS(XS) ? correction * SIGN(YS) : 0);
+ }
+ else if (!IS_BEAMER(element) &&
+ !IS_FIBRE_OPTIC(element) &&
+ !IS_GRID_WOOD(element) &&
+ element != EL_FUEL_EMPTY)
{
#if 0
if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS)
IS_POLAR_CROSS(element) ||
IS_DF_MIRROR(element) ||
IS_DF_MIRROR_AUTO(element) ||
+ IS_DF_MIRROR_FIXED(element) ||
+ IS_DF_SLOPE(element) ||
element == EL_PRISM ||
element == EL_REFRACTOR)
{
if (IS_MIRROR(element) ||
IS_MIRROR_FIXED(element) ||
IS_DF_MIRROR(element) ||
- IS_DF_MIRROR_AUTO(element))
+ IS_DF_MIRROR_AUTO(element) ||
+ IS_DF_MIRROR_FIXED(element) ||
+ IS_DF_SLOPE(element))
laser.current_angle = get_mirrored_angle(laser.current_angle,
get_element_angle(element));
XS = 2 * Step[laser.current_angle].x;
YS = 2 * Step[laser.current_angle].y;
- if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle
- step_size = 8;
- else
- step_size = 4;
+ if (through_center)
+ {
+ // start from center position for all game elements but slope
+ if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle
+ step_size = 8;
+ else
+ step_size = 4;
- LX += step_size * XS;
- LY += step_size * YS;
+ LX += step_size * XS;
+ LY += step_size * YS;
+ }
+ else
+ {
+ // advance laser position until reaching the next tile (slopes)
+ while (LX / TILEX == ELX && (LX + 2) / TILEX == ELX &&
+ LY / TILEY == ELY && (LY + 2) / TILEY == ELY)
+ {
+ LX += XS;
+ LY += YS;
+ }
+ }
// draw sparkles on mirror
if ((IS_MIRROR(element) ||
(get_opposite_angle(laser.current_angle) ==
laser.damage[laser.num_damages - 1].angle ? TRUE : FALSE);
+ if (IS_DF_SLOPE(element))
+ {
+ // handle special cases for slope element
+
+ if (IS_45_ANGLE(laser.current_angle))
+ {
+ int elx, ely;
+
+ elx = getLevelFromLaserX(LX + XS);
+ ely = getLevelFromLaserY(LY + YS);
+
+ if (IN_LEV_FIELD(elx, ely))
+ {
+ int element_next = Tile[elx][ely];
+
+ // check if slope is followed by slope with opposite orientation
+ if (IS_DF_SLOPE(element_next) && ABS(element - element_next) == 2)
+ laser.overloaded = TRUE;
+ }
+
+ int nr = element - EL_DF_SLOPE_START;
+ int dx = (nr == 0 ? (XS > 0 ? TILEX - 1 : -1) :
+ nr == 1 ? (XS > 0 ? TILEX : 0) :
+ nr == 2 ? (XS > 0 ? TILEX : 0) :
+ nr == 3 ? (XS > 0 ? TILEX - 1 : -1) : 0);
+ int dy = (nr == 0 ? (YS > 0 ? TILEY - 1 : -1) :
+ nr == 1 ? (YS > 0 ? TILEY - 1 : -1) :
+ nr == 2 ? (YS > 0 ? TILEY : 0) :
+ nr == 3 ? (YS > 0 ? TILEY : 0) : 0);
+
+ int px = ELX * TILEX + dx;
+ int py = ELY * TILEY + dy;
+
+ dx = px % TILEX;
+ dy = py % TILEY;
+
+ elx = getLevelFromLaserX(px);
+ ely = getLevelFromLaserY(py);
+
+ if (IN_LEV_FIELD(elx, ely))
+ {
+ int element_side = Tile[elx][ely];
+
+ // check if end of slope is blocked by other element
+ if (IS_WALL(element_side) || IS_WALL_CHANGING(element_side))
+ {
+ int pos = dy / MINI_TILEY * 2 + dx / MINI_TILEX;
+
+ if (element & (1 << pos))
+ laser.overloaded = TRUE;
+ }
+ else
+ {
+ int pos = getMaskFromElement(element_side);
+
+ if (getPixelFromMask(pos, dx, dy))
+ laser.overloaded = TRUE;
+ }
+ }
+ }
+ }
+
return (laser.overloaded ? TRUE : FALSE);
}
}
else if (IS_GRID_STEEL(element))
{
+ // may be required if graphics for steel grid redefined
+ AddDamagedField(ELX, ELY);
+
return HitReflectingWalls(element, hit_mask);
}
else // IS_GRID_WOOD
{
+ // may be required if graphics for wooden grid redefined
+ AddDamagedField(ELX, ELY);
+
return HitAbsorbingWalls(element, hit_mask);
}
if (element == EL_GATE_STONE || element == EL_GATE_WOOD)
{
int xs = XS / 2, ys = YS / 2;
- int hit_mask_diagonal1 = HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT;
- int hit_mask_diagonal2 = HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT;
- if ((hit_mask & hit_mask_diagonal1) == hit_mask_diagonal1 ||
- (hit_mask & hit_mask_diagonal2) == hit_mask_diagonal2)
+ if ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1 ||
+ (hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2)
{
laser.overloaded = (element == EL_GATE_STONE);
if (element == EL_BLOCK_STONE || element == EL_BLOCK_WOOD)
{
int xs = XS / 2, ys = YS / 2;
- int hit_mask_diagonal1 = HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT;
- int hit_mask_diagonal2 = HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT;
- if ((hit_mask & hit_mask_diagonal1) == hit_mask_diagonal1 ||
- (hit_mask & hit_mask_diagonal2) == hit_mask_diagonal2)
+ if ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1 ||
+ (hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2)
{
laser.overloaded = (element == EL_BLOCK_STONE);
if (IS_WALL_ICE(element))
{
+ int lx = LX + XS;
+ int ly = LY + YS;
int mask;
- mask = (LX + XS) / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal)
- mask <<= (((LY + YS) / MINI_TILEY - ELY * 2) > 0) * 2; // || (vertical)
+ // check if laser hit adjacent edges of two diagonal tiles
+ if (ELX != lx / TILEX)
+ lx = LX - XS;
+ if (ELY != ly / TILEY)
+ ly = LY - YS;
+
+ mask = lx / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal)
+ mask <<= ((ly / MINI_TILEY - ELY * 2) > 0 ? 2 : 0); // || (vertical)
// check if laser hits wall with an angle of 90°
if (IS_90_ANGLE(laser.current_angle))
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,
+ BlitBitmap(drawto_mm, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY,
TILEX, TILEY, x * TILEX, y * TILEY);
DrawElement_MM(x, y, EL_GRAY_BALL);
getGraphicSource(graphic, 0, &bitmap, &gx, &gy);
}
- BlitBitmap(bitmap, drawto, gx + dx, gy + dy, 6, 6,
+ BlitBitmap(bitmap, drawto_mm, gx + dx, gy + dy, 6, 6,
cSX + x * TILEX + dx, cSY + y * TILEY + dy);
laser.redraw = TRUE;
ScanLaser();
- ShowEnvelope_MM(nr);
+ ShowEnvelope(nr);
}
}
}
Tile[x][y] = center_element;
}
- Store[x][y] = EL_EMPTY;
+ if (center_element != EL_GRAY_BALL_ACTIVE)
+ Store[x][y] = EL_EMPTY;
Store2[x][y] = center_element;
Tile[x][y] = EL_EXPLODING_OPAQUE;
GfxElement[x][y] = (center_element == EL_BOMB_ACTIVE ? EL_BOMB :
+ center_element == EL_GRAY_BALL_ACTIVE ? EL_GRAY_BALL :
IS_MCDUFFIN(center_element) ? EL_MCDUFFIN :
center_element);
Bang_MM(laser.start_edge.x, laser.start_edge.y);
- GameOver_MM(GAME_OVER_DELAYED);
-
laser.overloaded = FALSE;
}
- else if (IS_MCDUFFIN(center_element))
+ else if (IS_MCDUFFIN(center_element) || IS_LASER(center_element))
{
GameOver_MM(GAME_OVER_BOMB);
}
InitField(x, y, FALSE);
DrawField_MM(x, y);
+
+ if (center_element == EL_GRAY_BALL_ACTIVE)
+ ScanLaser_FromLastMirror();
}
else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
int x, y;
} move_xy[] =
{
- { 0, 0 },
- {-1, 0 },
- {+1, 0 },
- { 0, 0 },
- { 0, -1 },
- { 0, 0 }, { 0, 0 }, { 0, 0 },
- { 0, +1 }
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
};
static struct
{
int left, right, back;
} turn[] =
{
- { 0, 0, 0 },
+ { 0, 0, 0 },
{ MV_DOWN, MV_UP, MV_RIGHT },
- { MV_UP, MV_DOWN, MV_LEFT },
- { 0, 0, 0 },
- { MV_LEFT, MV_RIGHT, MV_DOWN },
- { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
- { MV_RIGHT, MV_LEFT, MV_UP }
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
};
int element = Tile[x][y];
// now make next step
- Moving2Blocked_MM(x, y, &newx, &newy); // get next screen position
+ Moving2Blocked(x, y, &newx, &newy); // get next screen position
if (element == EL_PACMAN &&
IN_LEV_FIELD(newx, newy) && IS_EATABLE4PACMAN(Tile[newx][newy]) &&
}
else if (IS_MCDUFFIN(element))
{
- if (!laser.fuse_off)
- {
- DrawLaser(0, DL_LASER_DISABLED);
+ boolean has_laser = (x == laser.start_edge.x && y == laser.start_edge.y);
- /*
- BackToFront();
- */
- }
+ if (has_laser && !laser.fuse_off)
+ DrawLaser(0, DL_LASER_DISABLED);
element = get_rotated_element(element, BUTTON_ROTATION(button));
- laser.start_angle = get_element_angle(element);
-
- InitLaser();
Tile[x][y] = element;
DrawField_MM(x, y);
- /*
- BackToFront();
- */
+ if (has_laser)
+ {
+ laser.start_angle = get_element_angle(element);
- if (!laser.fuse_off)
- ScanLaser();
+ InitLaser();
+
+ if (!laser.fuse_off)
+ ScanLaser();
+ }
element_clicked = TRUE;
}
IS_GRID_WOOD_AUTO(element) ||
IS_GRID_STEEL_AUTO(element) ||
element == EL_REFRACTOR)
+ {
RotateMirror(x, y, MB_RIGHTBUTTON);
+
+ laser.redraw = TRUE;
+ }
}
}
}
Store2[ELX][ELY] = TRUE;
}
- Tile[ELX][ELY] = EL_GRAY_BALL_OPENING;
+ if (native_mm_level.explode_ball)
+ Bang_MM(ELX, ELY);
+ else
+ Tile[ELX][ELY] = EL_GRAY_BALL_OPENING;
- laser.dest_element_last = Tile[ELX][ELY];
+ laser.dest_element = laser.dest_element_last = Tile[ELX][ELY];
return;
}
UpdateAndDisplayGameControlValues();
- BackToFront();
+ BackToFront_MM();
}
Tile[ELX][ELY] = laser.dest_element = EL_FUEL_EMPTY;
}
DrawField_MM(nx, ny);
- BackToFront();
+ BackToFront_MM();
if (!laser.fuse_off)
{
Tile[newx][newy] = EL_BLOCKED;
}
-static void Moving2Blocked_MM(int x, int y, int *goes_to_x, int *goes_to_y)
-{
- int direction = MovDir[x][y];
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
-
- *goes_to_x = newx;
- *goes_to_y = newy;
-}
-
-static void Blocked2Moving_MM(int x, int y,
- int *comes_from_x, int *comes_from_y)
-{
- int oldx = x, oldy = y;
- int direction = MovDir[x][y];
-
- if (direction == MV_LEFT)
- oldx++;
- else if (direction == MV_RIGHT)
- oldx--;
- else if (direction == MV_UP)
- oldy++;
- else if (direction == MV_DOWN)
- oldy--;
-
- *comes_from_x = oldx;
- *comes_from_y = oldy;
-}
-
static int MovingOrBlocked2Element_MM(int x, int y)
{
int element = Tile[x][y];
{
int oldx, oldy;
- Blocked2Moving_MM(x, y, &oldx, &oldy);
+ Blocked2Moving(x, y, &oldx, &oldy);
return Tile[oldx][oldy];
}
if (IS_MOVING(x, y))
{
- Moving2Blocked_MM(x, y, &newx, &newy);
+ Moving2Blocked(x, y, &newx, &newy);
if (Tile[newx][newy] != EL_BLOCKED)
return;
}
else if (Tile[x][y] == EL_BLOCKED)
{
- Blocked2Moving_MM(x, y, &oldx, &oldy);
+ Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
return;
}