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;
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);
}
}
#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;
break;
}
- if (hit_mask == HIT_MASK_DIAGONAL_1 || hit_mask == HIT_MASK_DIAGONAL_2)
+ // 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);
+
+ // 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 two diagonally adjacent elements -- compare them
- boolean dia_1 = (hit_mask == HIT_MASK_DIAGONAL_1);
+ // compare the two diagonally adjacent elements
int xoffset = 2;
- int yoffset = 2 * (dia_1 ? -1 : +1);
+ int yoffset = 2 * (diag_1 ? -1 : +1);
int elx1 = (LX - xoffset) / TILEX;
int ely1 = (LY + yoffset) / TILEY;
int elx2 = (LX + xoffset) / TILEX;
}
else if (IS_WALL_AMOEBA(e1) || IS_WALL_AMOEBA(e2))
{
- if (IS_WALL_AMOEBA(e1) && IS_WALL_AMOEBA(e2))
- use_element_1 = (RND(2) ? TRUE : FALSE);
- else if (IS_WALL_AMOEBA(e1))
+ // 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 (IS_ABSORBING_BLOCK(e1) && IS_ABSORBING_BLOCK(e2))
- use_element_1 = (RND(2) ? TRUE : FALSE);
- else if (IS_ABSORBING_BLOCK(e1))
+ // if both tiles match, we can just select the first one
+ if (IS_ABSORBING_BLOCK(e1))
use_element_1 = TRUE;
}
}
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);