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;
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;
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;
BackToFront();
- ColorCycling();
-
#ifdef DEBUG
if (setup.quick_doors)
continue;
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_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);
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 &&
}
#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;
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;
break;
}
- if (hit_mask == (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT))
- {
- /* 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;
- }
+ // 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 = (LX / TILEX != (LX + 2) / TILEX);
+ boolean cross_y = (LY / TILEY != (LY + 2) / TILEY);
- if (hit_mask == (HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT))
+ // 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-left and bottom-right element --
- choose the top-left one */
- // !!! SEE ABOVE !!!
- 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;
+ }
+
+ ELX = (use_element_1 ? elx1 : elx2);
+ ELY = (use_element_1 ? ely1 : ely2);
}
#if 0
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 || element == EL_BALL_GRAY)
+ if (element == EL_BOMB || element == EL_MINE || element == EL_GRAY_BALL)
{
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
element == EL_MINE ? EL_MINE_ACTIVE :
EL_GRAY_BALL_ACTIVE);
+ GfxFrame[ELX][ELY] = 0; // restart animation
+
laser.dest_element_last = Tile[ELX][ELY];
laser.dest_element_last_x = ELX;
laser.dest_element_last_y = ELY;
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;
}
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);
}
return TRUE;
}
-boolean HitBlock(int element, int hit_mask)
+static boolean HitBlock(int element, int hit_mask)
{
boolean check = FALSE;
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);
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_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))
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 num_phase = 9, delay = 2;
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
+ int center_element;
laser.redraw = TRUE;
if (phase == EX_PHASE_START) // initialize 'Store[][]' field
{
- int center_element = Tile[x][y];
+ center_element = Tile[x][y];
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
Tile[x][y] = center_element;
}
- Store[x][y] = center_element;
- Store2[x][y] = mode;
+ 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);
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
- if (phase == half_phase)
+ center_element = Store2[x][y];
+
+ if (phase == half_phase && Store[x][y] == EL_EMPTY)
{
Tile[x][y] = EL_EXPLODING_TRANSP;
if (phase == last_phase)
{
- if (Store[x][y] == EL_BOMB_ACTIVE)
+ if (center_element == EL_BOMB_ACTIVE)
{
DrawLaser(0, DL_LASER_DISABLED);
InitLaser();
laser.overloaded = FALSE;
}
- else if (IS_MCDUFFIN(Store[x][y]))
+ else if (IS_MCDUFFIN(center_element))
{
GameOver_MM(GAME_OVER_BOMB);
}
- Tile[x][y] = EL_EMPTY;
+ 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);
+
+ if (center_element == EL_GRAY_BALL_ACTIVE)
+ ScanLaser_FromLastMirror();
}
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_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 &&
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)
Store2[ELX][ELY] = TRUE;
}
- Tile[ELX][ELY] = EL_GRAY_BALL_OPENING;
-
- laser.dest_element_last = Tile[ELX][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);
+ if (native_mm_level.explode_ball)
+ Bang_MM(ELX, ELY);
else
- DrawLaser(0, DL_LASER_DISABLED);
-#else
- DrawLaser(0, DL_LASER_DISABLED);
-#endif
+ Tile[ELX][ELY] = EL_GRAY_BALL_OPENING;
- ScanLaser();
-#endif
+ laser.dest_element = laser.dest_element_last = Tile[ELX][ELY];
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];
+ 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;
- 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;
-*/
-
- 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;
-
-#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;
+ int x = ELX, y = ELY;
+ int wall_mask = laser.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;