X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame_mm%2Fmm_game.c;h=d57c5a3b0911f66ff6f1f05ee6bfcf734b23fd52;hb=091fb8657b4a793fb753c58fff21dbd2458c419f;hp=de372a864479b3d1c9c072f3db57f32e5e7f06e9;hpb=a3195af55b8970b94334efa3d1383ad5e6ee0c17;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index de372a86..d57c5a3b 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -570,6 +570,8 @@ static void InitField(int x, int y, boolean init_game) 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; @@ -662,10 +664,12 @@ void InitGameEngine_MM(void) 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; @@ -802,21 +806,15 @@ static void FadeOutLaser(void) 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); } @@ -909,6 +907,26 @@ static int ScanPixel(void) } #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; @@ -2002,10 +2020,16 @@ static boolean HitPolarizer(int element, int hit_mask) } 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); } @@ -2055,11 +2079,9 @@ static boolean HitBlock(int element, int 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); @@ -2098,11 +2120,9 @@ static boolean HitBlock(int element, int hit_mask) 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);