X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=093e837363e306753ca2f178aa1340680c7c1898;hb=92ae204856b3b41863f4244dd75cc5c7268f034d;hp=4f4af5f87c9aac8c71acb7a51ab4ffd0803cf6e6;hpb=e67a93043d558993882f89c5f2a933882f934a29;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 4f4af5f8..093e8373 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -4,30 +4,32 @@ // (c) 1994-2017 by Artsoft Entertainment // Holger Schemel // info@artsoft.org -// http://www.artsoft.org/ +// https://www.artsoft.org/ // ---------------------------------------------------------------------------- // mm_game.c // ============================================================================ +#include + #include "main_mm.h" #include "mm_main.h" #include "mm_game.h" #include "mm_tools.h" -/* graphic position values for game controls */ +// graphic position values for game controls #define ENERGY_XSIZE 32 #define ENERGY_YSIZE MAX_LASER_ENERGY #define OVERLOAD_XSIZE ENERGY_XSIZE #define OVERLOAD_YSIZE MAX_LASER_OVERLOAD -/* values for Explode_MM() */ +// values for Explode_MM() #define EX_PHASE_START 0 #define EX_NORMAL 0 #define EX_KETTLE 1 #define EX_SHORT 2 -/* special positions in the game control window (relative to control window) */ +// special positions in the game control window (relative to control window) #define XX_LEVEL 36 #define YY_LEVEL 23 #define XX_KETTLES 29 @@ -39,7 +41,7 @@ #define XX_OVERLOAD 60 #define YY_OVERLOAD YY_ENERGY -/* special positions in the game control window (relative to main window) */ +// special positions in the game control window (relative to main window) #define DX_LEVEL (DX + XX_LEVEL) #define DY_LEVEL (DY + YY_LEVEL) #define DX_KETTLES (DX + XX_KETTLES) @@ -54,31 +56,250 @@ #define IS_LOOP_SOUND(s) ((s) == SND_FUEL) #define IS_MUSIC_SOUND(s) ((s) == SND_TYGER || (s) == SND_VOYAGER) -/* game button identifiers */ -#define GAME_CTRL_ID_LEFT 0 -#define GAME_CTRL_ID_MIDDLE 1 -#define GAME_CTRL_ID_RIGHT 2 - -#define NUM_GAME_BUTTONS 3 - -/* values for DrawLaser() */ -#define DL_LASER_DISABLED 0 -#define DL_LASER_ENABLED 1 - -/* values for 'click_delay_value' in ClickElement() */ -#define CLICK_DELAY_SHORT 125 -#define CLICK_DELAY_LONG 250 -#define AUTO_ROTATE_DELAY CLICK_DELAY_SHORT - -/* forward declaration for internal use */ +// game button identifiers +#define GAME_CTRL_ID_LEFT 0 +#define GAME_CTRL_ID_MIDDLE 1 +#define GAME_CTRL_ID_RIGHT 2 + +#define NUM_GAME_BUTTONS 3 + +// values for DrawLaser() +#define DL_LASER_DISABLED 0 +#define DL_LASER_ENABLED 1 + +// values for 'click_delay_value' in ClickElement() +#define CLICK_DELAY_FIRST 12 // delay (frames) after first click +#define CLICK_DELAY 6 // delay (frames) for pressed butten + +#define AUTO_ROTATE_DELAY CLICK_DELAY +#define INIT_GAME_ACTIONS_DELAY (ONE_SECOND_DELAY / GAME_FRAME_DELAY) +#define NUM_INIT_CYCLE_STEPS 16 +#define PACMAN_MOVE_DELAY 12 +#define ENERGY_DELAY (ONE_SECOND_DELAY / GAME_FRAME_DELAY) +#define HEALTH_DEC_DELAY 3 +#define HEALTH_INC_DELAY 9 +#define HEALTH_DELAY(x) ((x) ? HEALTH_DEC_DELAY : HEALTH_INC_DELAY) + +#define BEGIN_NO_HEADLESS \ + { \ + boolean last_headless = program.headless; \ + \ + program.headless = FALSE; \ + +#define END_NO_HEADLESS \ + program.headless = last_headless; \ + } \ + +// forward declaration for internal use static int MovingOrBlocked2Element_MM(int, int); static void Bang_MM(int, int); static void RaiseScore_MM(int); +static void RaiseScoreElement_MM(int); 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 *); +// bitmap for laser beam detection +static Bitmap *laser_bitmap = NULL; + +// variables for laser control +static int last_LX = 0, last_LY = 0, last_hit_mask = 0; +static int hold_x = -1, hold_y = -1; + +// variables for pacman control +static int pacman_nr = -1; + +// various game engine delay counters +static DelayCounter rotate_delay = { AUTO_ROTATE_DELAY }; +static DelayCounter pacman_delay = { PACMAN_MOVE_DELAY }; +static DelayCounter energy_delay = { ENERGY_DELAY }; +static DelayCounter overload_delay = { 0 }; + +// element masks for scanning pixels of MM elements +static const char mm_masks[10][16][16 + 1] = +{ + { + " ", + " XXXXX ", + " XXXXXXX ", + " XXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX", + " XXXXXXXXXXXXXX", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + }, + { + " ", + " XXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + }, + { + " ", + " XXXXXX ", + " XXXXXXXXX ", + " XXXXXXXXXXX ", + "XXXXXXXXXXXXX ", + "XXXXXXXXXXXXX ", + "XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + }, + { + " ", + " XXXXXX ", + " XXXXXXXX ", + " XXXXXXXXXX ", + " XXXXXXXXXXX ", + " XXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXX XXXXX ", + }, + { + " XXXXXX XXXXXX ", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + " ", + " ", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + " XXXXXX XXXXXX ", + }, + { + " XXXXXX XXXXXX ", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + " XXXXXX XXXXXX ", + " XXXXXX XXXXXX ", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + "XXXXXXX XXXXXXX", + " XXXXXX XXXXXX ", + }, + { + " XX XXXXX ", + " XXX XXXX ", + " XXXX XXX X", + " XXXXXXXXX XX", + " XXXXXXXXX XXX", + "XXXXXXXXX XXXX", + "XXXXXXXX XXXXX", + " XXXX XXX ", + " XXX XXXX ", + "XXXXX XXXXXXXX", + "XXXX XXXXXXXXX", + "XXX XXXXXXXXX ", + "XX XXXXXXXXX ", + "X XXX XXXX ", + " XXXX XXX ", + " XXXXX XX ", + }, + { + " XXXXX XX ", + " XXXX XXX ", + "X XXX XXXX ", + "XX XXXXXXXXX ", + "XXX XXXXXXXXX ", + "XXXX XXXXXXXXX", + "XXXXX XXXXXXXX", + " XXX XXXX ", + " XXXX XXX ", + "XXXXXXXX XXXXX", + "XXXXXXXXX XXXX", + " XXXXXXXXX XXX", + " XXXXXXXXX XX", + " XXXX XXX X", + " XXX XXXX ", + " XX XXXXX ", + }, + { + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + }, + { + " ", + " XXXX ", + " XXXXXXXX ", + " XXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXXXX ", + " XXXXXXXXXX ", + " XXXXXXXX ", + " XXXX ", + " ", + }, +}; static int get_element_angle(int element) { @@ -97,7 +318,7 @@ static int get_opposite_angle(int angle) { int opposite_angle = angle + ANG_RAY_180; - /* make sure "opposite_angle" is in valid interval [0, 15] */ + // make sure "opposite_angle" is in valid interval [0, 15] return (opposite_angle + 16) % 16; } @@ -105,27 +326,108 @@ static int get_mirrored_angle(int laser_angle, int mirror_angle) { int reflected_angle = 16 - laser_angle + mirror_angle; - /* make sure "reflected_angle" is in valid interval [0, 15] */ + // make sure "reflected_angle" is in valid interval [0, 15] return (reflected_angle + 16) % 16; } +static void DrawLaserLines(struct XY *points, int num_points, int mode) +{ + 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); + + BEGIN_NO_HEADLESS + { + DrawLines(laser_bitmap, points, num_points, pixel_buffer); + } + END_NO_HEADLESS +} + +static boolean CheckLaserPixel(int x, int y) +{ + Pixel pixel; + + BEGIN_NO_HEADLESS + { + pixel = ReadPixel(laser_bitmap, x, y); + } + END_NO_HEADLESS + + return (pixel == WHITE_PIXEL); +} + +static void CheckExitMM(void) +{ + int exit_element = EL_EMPTY; + int exit_x = 0; + int exit_y = 0; + int x, y; + static int xy[4][2] = + { + { +1, 0 }, + { 0, -1 }, + { -1, 0 }, + { 0, +1 } + }; + + for (y = 0; y < lev_fieldy; y++) + { + for (x = 0; x < lev_fieldx; x++) + { + if (Tile[x][y] == EL_EXIT_CLOSED) + { + // initiate opening animation of exit door + Tile[x][y] = EL_EXIT_OPENING; + + exit_element = EL_EXIT_OPEN; + exit_x = x; + exit_y = y; + } + else if (IS_RECEIVER(Tile[x][y])) + { + // remove field that blocks receiver + int phase = Tile[x][y] - EL_RECEIVER_START; + int blocking_x, blocking_y; + + blocking_x = x + xy[phase][0]; + blocking_y = y + xy[phase][1]; + + if (IN_LEV_FIELD(blocking_x, blocking_y)) + { + Tile[blocking_x][blocking_y] = EL_EMPTY; + + DrawField_MM(blocking_x, blocking_y); + } + + exit_element = EL_RECEIVER; + exit_x = x; + exit_y = y; + } + } + } + + if (exit_element != EL_EMPTY) + PlayLevelSound_MM(exit_x, exit_y, exit_element, MM_ACTION_OPENING); +} + static void InitMovDir_MM(int x, int y) { - int element = Feld[x][y]; + int element = Tile[x][y]; static int direction[3][4] = { - { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, - { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, - { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } + { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN }, + { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }, + { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; - switch(element) + switch (element) { case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: - Feld[x][y] = EL_PACMAN; + Tile[x][y] = EL_PACMAN; MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; @@ -136,12 +438,12 @@ static void InitMovDir_MM(int x, int y) static void InitField(int x, int y, boolean init_game) { - int element = Feld[x][y]; + int element = Tile[x][y]; switch (element) { case EL_DF_EMPTY: - Feld[x][y] = EL_EMPTY; + Tile[x][y] = EL_EMPTY; break; case EL_KETTLE: @@ -168,15 +470,15 @@ static void InitField(int x, int y, boolean init_game) { if (IS_BEAMER_OLD(element)) { - Feld[x][y] = EL_BEAMER_BLUE_START + (element - EL_BEAMER_START); - element = Feld[x][y]; + Tile[x][y] = EL_BEAMER_BLUE_START + (element - EL_BEAMER_START); + element = Tile[x][y]; } if (!IS_FIBRE_OPTIC(element)) { static int steps_grid_auto = 0; - if (game_mm.num_cycle == 0) /* initialize cycle steps for grids */ + if (game_mm.num_cycle == 0) // initialize cycle steps for grids steps_grid_auto = RND(16) * (RND(2) ? -1 : +1); if (IS_GRID_STEEL_AUTO(element) || @@ -215,47 +517,34 @@ static void InitField(int x, int y, boolean init_game) } } -static void InitCycleElements() +static void InitCycleElements_RotateSingleStep(void) { - int i, j; + int i; - if (game_mm.num_cycle == 0) /* no elements to cycle */ + if (game_mm.num_cycle == 0) // no elements to cycle return; - for(i=0; i<16; i++) + for (i = 0; i < game_mm.num_cycle; i++) { - for(j=0; jwidth, drawto->height); + ClearRectangle(laser_bitmap, 0, 0, drawto->width, drawto->height); + } + END_NO_HEADLESS - /* set global game control values */ + // set global game control values game_mm.num_cycle = 0; game_mm.num_pacman = 0; game_mm.score = 0; - game_mm.energy_left = native_mm_level.time; + game_mm.energy_left = 0; // later set to "native_mm_level.time" game_mm.kettles_still_needed = (native_mm_level.auto_count_kettles ? 0 : native_mm_level.kettles_needed); game_mm.lights_still_needed = 0; @@ -310,12 +607,15 @@ void InitGameEngine_MM() game_mm.game_over = FALSE; game_mm.game_over_cause = 0; - /* set global laser control values (must be set before "InitLaser()") */ + game_mm.laser_overload_value = 0; + game_mm.laser_enabled = FALSE; + + // set global laser control values (must be set before "InitLaser()") laser.start_edge.x = 0; laser.start_edge.y = 0; laser.start_angle = 0; - for (i=0; i= SXSIZE + 2 || ly >= SYSIZE + 2) + int clx = dSX + lx; + int cly = dSY + ly; + + if (clx < -2 || cly < -2 || clx >= SXSIZE + 2 || cly >= SYSIZE + 2) { - Error(ERR_WARN, "AddLaserEdge: out of bounds: %d, %d", lx, ly); + Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly); + return; } - laser.edge[laser.num_edges].x = SX + 2 + lx; - laser.edge[laser.num_edges].y = SY + 2 + ly; + laser.edge[laser.num_edges].x = cSX2 + lx; + laser.edge[laser.num_edges].y = cSY2 + ly; laser.num_edges++; laser.redraw = TRUE; @@ -453,19 +739,19 @@ void AddDamagedField(int ex, int ey) laser.num_damages++; } -boolean StepBehind() +static boolean StepBehind(void) { if (laser.num_edges) { int x = LX - XS; int y = LY - YS; - int last_x = laser.edge[laser.num_edges - 1].x - SX - 2; - int last_y = laser.edge[laser.num_edges - 1].y - SY - 2; + int last_x = laser.edge[laser.num_edges - 1].x - cSX2; + int last_y = laser.edge[laser.num_edges - 1].y - cSY2; return ((x - last_x) * XS < 0 || (y - last_y) * YS < 0); } - else - return FALSE; + + return FALSE; } static int getMaskFromElement(int element) @@ -480,44 +766,44 @@ static int getMaskFromElement(int element) return IMG_MM_MASK_CIRCLE; } -int ScanPixel() +static int ScanPixel(void) { int hit_mask = 0; #if 0 - printf("ScanPixel: start scanning at (%d, %d) [%d, %d] [%d, %d]\n", - LX, LY, LX / TILEX, LY / TILEY, LX % TILEX, LY % TILEY); + Debug("game:mm:ScanPixel", "start scanning at (%d, %d) [%d, %d] [%d, %d]", + LX, LY, LX / TILEX, LY / TILEY, LX % TILEX, LY % TILEY); #endif - /* follow laser beam until it hits something (at least the screen border) */ + // follow laser beam until it hits something (at least the screen border) while (hit_mask == HIT_MASK_NO_HIT) { int i; #if 0 - /* for safety */ + // for safety if (SX + LX < REAL_SX || SX + LX >= REAL_SX + FULL_SXSIZE || SY + LY < REAL_SY || SY + LY >= REAL_SY + FULL_SYSIZE) { - printf("ScanPixel: touched screen border!\n"); + Debug("game:mm:ScanPixel", "touched screen border!"); return HIT_MASK_ALL; } #endif - for (i=0; i<4; i++) + 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 = (px + TILEX) / TILEX - 1; // ...+TILEX...-1 to get correct + int ly = (py + TILEY) / TILEY - 1; // negative values! Pixel pixel; if (IN_LEV_FIELD(lx, ly)) { - int element = Feld[lx][ly]; + int element = Tile[lx][ly]; if (element == EL_EMPTY || element == EL_EXPLODING_TRANSP) { @@ -531,23 +817,15 @@ int ScanPixel() } else { - int graphic_mask = getMaskFromElement(element); - Bitmap *bitmap; - int src_x, src_y; - int mask_x, mask_y; - - getGraphicSource(graphic_mask, 0, &bitmap, &src_x, &src_y); + int pos = getMaskFromElement(element) - IMG_MM_MASK_MCDUFFIN_RIGHT; - mask_x = src_x + dx; - mask_y = src_y + dy; - - pixel = (ReadPixel(bitmap, mask_x, mask_y) ? 1 : 0); + pixel = (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0); } } else { - pixel = (SX + px < REAL_SX || SX + px >= REAL_SX + FULL_SXSIZE || - SY + py < REAL_SY || SY + py >= REAL_SY + FULL_SYSIZE); + pixel = (cSX + px < REAL_SX || cSX + px >= REAL_SX + FULL_SXSIZE || + cSY + py < REAL_SY || cSY + py >= REAL_SY + FULL_SYSIZE); } if ((Sign[laser.current_angle] & (1 << i)) && pixel) @@ -556,7 +834,7 @@ int ScanPixel() if (hit_mask == HIT_MASK_NO_HIT) { - /* hit nothing -- go on with another step */ + // hit nothing -- go on with another step LX += XS; LY += YS; } @@ -565,19 +843,24 @@ int ScanPixel() return hit_mask; } -void ScanLaser() +void ScanLaser(void) { int element; int end = 0, rf = laser.num_edges; + // do not scan laser again after the game was lost for whatever reason + if (game_mm.game_over) + return; + laser.overloaded = FALSE; laser.stops_inside_element = FALSE; DrawLaser(0, DL_LASER_ENABLED); #if 0 - printf("Start scanning with LX == %d, LY == %d, XS == %d, YS == %d\n", - LX, LY, XS, YS); + Debug("game:mm:ScanLaser", + "Start scanning with LX == %d, LY == %d, XS == %d, YS == %d", + LX, LY, XS, YS); #endif while (1) @@ -588,23 +871,25 @@ void ScanLaser() { end = 1; laser.overloaded = TRUE; + break; } hit_mask = ScanPixel(); #if 0 - printf("Hit something at LX == %d, LY == %d, XS == %d, YS == %d\n", - LX, LY, XS, YS); + Debug("game:mm:ScanLaser", + "Hit something at LX == %d, LY == %d, XS == %d, YS == %d", + LX, LY, XS, YS); #endif - /* hit something -- check out what it was */ + // hit something -- check out what it was ELX = (LX + XS) / TILEX; ELY = (LY + YS) / TILEY; #if 0 - printf("hit_mask (1) == '%x' (%d, %d) (%d, %d)\n", - hit_mask, LX, LY, ELX, ELY); + 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)) @@ -630,30 +915,32 @@ void ScanLaser() { /* we have hit the top-left and bottom-right element -- choose the top-left one */ - /* !!! SEE ABOVE !!! */ + // !!! SEE ABOVE !!! ELX = (LX - 2) / TILEX; ELY = (LY - 2) / TILEY; } #if 0 - printf("hit_mask (2) == '%x' (%d, %d) (%d, %d)\n", - hit_mask, LX, LY, ELX, ELY); + Debug("game:mm:ScanLaser", "hit_mask (2) == '%x' (%d, %d) (%d, %d)", + hit_mask, LX, LY, ELX, ELY); #endif - element = Feld[ELX][ELY]; + element = Tile[ELX][ELY]; laser.dest_element = element; #if 0 - printf("Hit element %d at (%d, %d) [%d, %d] [%d, %d] [%d]\n", - element, ELX, ELY, - LX, LY, - LX % TILEX, LY % TILEY, - hit_mask); + Debug("game:mm:ScanLaser", + "Hit element %d at (%d, %d) [%d, %d] [%d, %d] [%d]", + element, ELX, ELY, + LX, LY, + LX % TILEX, LY % TILEY, + hit_mask); #endif #if 0 if (!IN_LEV_FIELD(ELX, ELY)) - printf("WARNING! (1) %d, %d (%d)\n", ELX, ELY, element); + Debug("game:mm:ScanLaser", "WARNING! (1) %d, %d (%d)", + ELX, ELY, element); #endif if (element == EL_EMPTY) @@ -677,6 +964,7 @@ void ScanLaser() if (HitBlock(element, hit_mask)) { rf = 1; + break; } } @@ -716,98 +1004,102 @@ void ScanLaser() } #if 0 - if (laser.dest_element != Feld[ELX][ELY]) + if (laser.dest_element != Tile[ELX][ELY]) { - printf("ALARM: laser.dest_element == %d, Feld[ELX][ELY] == %d\n", - laser.dest_element, Feld[ELX][ELY]); + Debug("game:mm:ScanLaser", + "ALARM: laser.dest_element == %d, Tile[ELX][ELY] == %d", + laser.dest_element, Tile[ELX][ELY]); } #endif if (!end && !laser.stops_inside_element && !StepBehind()) { #if 0 - printf("ScanLaser: Go one step back\n"); + Debug("game:mm:ScanLaser", "Go one step back"); #endif LX -= XS; LY -= YS; + AddLaserEdge(LX, LY); } if (rf) DrawLaser(rf - 1, DL_LASER_ENABLED); - Ct = CT = Counter(); + Ct = CT = FrameCounter; #if 0 if (!IN_LEV_FIELD(ELX, ELY)) - printf("WARNING! (2) %d, %d\n", ELX, ELY); + Debug("game:mm:ScanLaser", "WARNING! (2) %d, %d", ELX, ELY); #endif } -void DrawLaserExt(int start_edge, int num_edges, int mode) +static void DrawLaserExt(int start_edge, int num_edges, int mode) { int element; int elx, ely; #if 0 - printf("DrawLaserExt: start_edge, num_edges, mode == %d, %d, %d\n", - start_edge, num_edges, mode); + Debug("game:mm:DrawLaserExt", "start_edge, num_edges, mode == %d, %d, %d", + start_edge, num_edges, mode); #endif if (start_edge < 0) { - Error(ERR_WARN, "DrawLaserExt: start_edge < 0"); + Warn("DrawLaserExt: start_edge < 0"); + return; } if (num_edges < 0) { - Error(ERR_WARN, "DrawLaserExt: num_edges < 0"); + Warn("DrawLaserExt: num_edges < 0"); + return; } #if 0 if (mode == DL_LASER_DISABLED) { - printf("DrawLaser: Delete laser from edge %d\n", start_edge); + Debug("game:mm:DrawLaserExt", "Delete laser from edge %d", start_edge); } #endif - /* now draw the laser to the backbuffer and (if enabled) to the screen */ - DrawLines(drawto, &laser.edge[start_edge], num_edges, - (mode == DL_LASER_ENABLED ? pen_ray : pen_bg)); + // now draw the laser to the backbuffer and (if enabled) to the screen + DrawLaserLines(&laser.edge[start_edge], num_edges, mode); redraw_mask |= REDRAW_FIELD; if (mode == DL_LASER_ENABLED) return; - /* after the laser was deleted, the "damaged" graphics must be restored */ + // after the laser was deleted, the "damaged" graphics must be restored if (laser.num_damages) { int damage_start = 0; int i; - /* determine the starting edge, from which graphics need to be restored */ + // determine the starting edge, from which graphics need to be restored if (start_edge > 0) { - for(i=0; i %d\n", laser.beamer_edge[i]); - printf("DrawLaserExt: IS_BEAMER: [%d]: Hit[%d][%d] == %d [%d]\n", - mode, elx, ely, Hit[elx][ely], start_edge); - printf("DrawLaserExt: IS_BEAMER: %d / %d\n", - get_element_angle(element), laser.damage[damage_start].angle); + for (i = 0; i < laser.num_beamers; i++) + Debug("game:mm:DrawLaserExt", "-> %d", laser.beamer_edge[i]); + + Debug("game:mm:DrawLaserExt", "IS_BEAMER: [%d]: Hit[%d][%d] == %d [%d]", + mode, elx, ely, Hit[elx][ely], start_edge); + Debug("game:mm:DrawLaserExt", "IS_BEAMER: %d / %d", + get_element_angle(element), laser.damage[damage_start].angle); } #endif @@ -842,38 +1135,40 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) laser.num_beamers > 0 && start_edge == laser.beamer_edge[laser.num_beamers - 1]) { - /* element is outgoing beamer */ + // element is outgoing beamer laser.num_damages = damage_start + 1; + if (IS_BEAMER(element)) laser.current_angle = get_element_angle(element); } else { - /* element is incoming beamer or other element */ + // element is incoming beamer or other element laser.num_damages = damage_start; laser.current_angle = laser.damage[laser.num_damages].angle; } } else { - /* no damages but McDuffin himself (who needs to be redrawn anyway) */ + // no damages but McDuffin himself (who needs to be redrawn anyway) elx = laser.start_edge.x; ely = laser.start_edge.y; - element = Feld[elx][ely]; + element = Tile[elx][ely]; } laser.num_edges = start_edge + 1; if (start_edge == 0) laser.current_angle = laser.start_angle; - LX = laser.edge[start_edge].x - (SX + 2); - LY = laser.edge[start_edge].y - (SY + 2); + + LX = laser.edge[start_edge].x - cSX2; + LY = laser.edge[start_edge].y - cSY2; XS = 2 * Step[laser.current_angle].x; YS = 2 * Step[laser.current_angle].y; #if 0 - printf("DrawLaser: Set (LX, LY) to (%d, %d) [%d]\n", - LX, LY, element); + Debug("game:mm:DrawLaserExt", "Set (LX, LY) to (%d, %d) [%d]", + LX, LY, element); #endif if (start_edge > 0) @@ -888,10 +1183,10 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) int step_size; #if 0 - printf("element == %d\n", element); + Debug("game:mm:DrawLaserExt", "element == %d", element); #endif - if (IS_22_5_ANGLE(laser.current_angle)) /* neither 90° nor 45° angle */ + if (IS_22_5_ANGLE(laser.current_angle)) // neither 90° nor 45° angle step_size = ((IS_BEAMER(element) || IS_FIBRE_OPTIC(element)) ? 4 : 3); else step_size = 8; @@ -901,17 +1196,16 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) (laser.num_beamers == 0 || start_edge != laser.beamer_edge[laser.num_beamers - 1]))) { - /* element is incoming beamer or other element */ + // element is incoming beamer or other element step_size = -step_size; laser.num_edges--; } #if 0 if (IS_BEAMER(element)) - { - printf("start_edge == %d, laser.beamer_edge == %d\n", - start_edge, laser.beamer_edge); - } + Debug("game:mm:DrawLaserExt", + "start_edge == %d, laser.beamer_edge == %d", + start_edge, laser.beamer_edge); #endif LX += step_size * XS; @@ -926,8 +1220,8 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) } #if 0 - printf("DrawLaser: Finally: (LX, LY) to (%d, %d) [%d]\n", - LX, LY, element); + Debug("game:mm:DrawLaserExt", "Finally: (LX, LY) to (%d, %d) [%d]", + LX, LY, element); #endif } @@ -935,11 +1229,12 @@ void DrawLaser(int start_edge, int mode) { if (laser.num_edges - start_edge < 0) { - Error(ERR_WARN, "DrawLaser: laser.num_edges - start_edge < 0"); + Warn("DrawLaser: laser.num_edges - start_edge < 0"); + return; } - /* check if laser is interrupted by beamer element */ + // check if laser is interrupted by beamer element if (laser.num_beamers > 0 && start_edge < laser.beamer_edge[laser.num_beamers - 1]) { @@ -948,8 +1243,8 @@ void DrawLaser(int start_edge, int mode) int i; int tmp_start_edge = start_edge; - /* draw laser segments forward from the start to the last beamer */ - for (i=0; i=0; i--) + // delete laser segments backward from the end to the first beamer + for (i = num_beamers - 1; i >= 0; i--) { int tmp_num_edges = last_num_edges - laser.beamer_edge[i]; @@ -984,22 +1280,37 @@ void DrawLaser(int start_edge, int mode) break; DrawLaserExt(laser.beamer_edge[i], tmp_num_edges, DL_LASER_DISABLED); + last_num_edges = laser.beamer_edge[i]; laser.num_beamers--; } #if 0 if (last_num_edges - start_edge <= 0) - printf("DrawLaser: DL_LASER_DISABLED: %d, %d\n", - last_num_edges, start_edge); + Debug("game:mm:DrawLaser", "DL_LASER_DISABLED: %d, %d", + last_num_edges, start_edge); #endif - /* delete first segment from start to the first beamer */ + // special case when rotating first beamer: delete laser edge on beamer + // (but do not start scanning on previous edge to prevent mirror sound) + if (last_num_edges - start_edge == 1 && start_edge > 0) + DrawLaserLines(&laser.edge[start_edge - 1], 2, DL_LASER_DISABLED); + + // delete first segment from start to the first beamer DrawLaserExt(start_edge, last_num_edges - start_edge, DL_LASER_DISABLED); } } else + { DrawLaserExt(start_edge, laser.num_edges - start_edge, mode); + } + + game_mm.laser_enabled = mode; +} + +void DrawLaser_MM(void) +{ + DrawLaser(0, game_mm.laser_enabled); } boolean HitElement(int element, int hit_mask) @@ -1011,22 +1322,24 @@ boolean HitElement(int element, int hit_mask) element = MovingOrBlocked2Element_MM(ELX, ELY); #if 0 - printf("HitElement (1): element == %d\n", element); + Debug("game:mm:HitElement", "(1): element == %d", element); #endif #if 0 if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS) - printf("HitElement (%d): EXACT MATCH @ (%d, %d)\n", element, ELX, ELY); + Debug("game:mm:HitElement", "(%d): EXACT MATCH @ (%d, %d)", + element, ELX, ELY); else - printf("HitElement (%d): FUZZY MATCH @ (%d, %d)\n", element, ELX, ELY); + Debug("game:mm:HitElement", "(%d): FUZZY MATCH @ (%d, %d)", + element, ELX, ELY); #endif AddDamagedField(ELX, ELY); - /* this is more precise: check if laser would go through the center */ + // this is more precise: check if laser would go through the center if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS) { - /* skip the whole element before continuing the scan */ + // skip the whole element before continuing the scan do { LX += XS; @@ -1049,7 +1362,7 @@ boolean HitElement(int element, int hit_mask) } #if 0 - printf("HitElement (2): element == %d\n", element); + Debug("game:mm:HitElement", "(2): element == %d", element); #endif if (LX + 5 * XS < 0 || @@ -1062,14 +1375,15 @@ boolean HitElement(int element, int hit_mask) } #if 0 - printf("HitElement (3): element == %d\n", element); + Debug("game:mm:HitElement", "(3): element == %d", element); #endif if (IS_POLAR(element) && ((element - EL_POLAR_START) % 2 || (element - EL_POLAR_START) / 2 != laser.current_angle % 8)) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); + laser.num_damages--; return TRUE; @@ -1078,7 +1392,8 @@ boolean HitElement(int element, int hit_mask) if (IS_POLAR_CROSS(element) && (element - EL_POLAR_CROSS_START) != laser.current_angle % 4) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); + laser.num_damages--; return TRUE; @@ -1091,13 +1406,14 @@ boolean HitElement(int element, int hit_mask) { #if 0 if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS) - printf("EXACT MATCH @ (%d, %d)\n", ELX, ELY); + Debug("game:mm:HitElement", "EXACT MATCH @ (%d, %d)", ELX, ELY); else - printf("FUZZY MATCH @ (%d, %d)\n", ELX, ELY); + Debug("game:mm:HitElement", "FUZZY MATCH @ (%d, %d)", ELX, ELY); #endif LX = ELX * TILEX + 14; LY = ELY * TILEY + 14; + AddLaserEdge(LX, LY); } @@ -1114,7 +1430,9 @@ boolean HitElement(int element, int hit_mask) int step_size; laser.num_damages--; + AddDamagedField(ELX, ELY); + laser.damage[laser.num_damages - 1].is_mirror = TRUE; if (!Hit[ELX][ELY]) @@ -1133,7 +1451,7 @@ boolean HitElement(int element, int hit_mask) 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 */ + if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle step_size = 8; else step_size = 4; @@ -1142,7 +1460,7 @@ boolean HitElement(int element, int hit_mask) LY += step_size * YS; #if 0 - /* draw sparkles on mirror */ + // draw sparkles on mirror if ((IS_MIRROR(element) || IS_MIRROR_FIXED(element)) && current_angle != laser.current_angle) { @@ -1152,7 +1470,7 @@ boolean HitElement(int element, int hit_mask) if ((!IS_POLAR(element) && !IS_POLAR_CROSS(element)) && current_angle != laser.current_angle) - PlaySoundStereo(SND_LASER, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); laser.overloaded = (get_opposite_angle(laser.current_angle) == @@ -1170,7 +1488,7 @@ boolean HitElement(int element, int hit_mask) if (element == EL_BOMB || element == EL_MINE) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); if (element == EL_MINE) laser.overloaded = TRUE; @@ -1191,77 +1509,46 @@ boolean HitElement(int element, int hit_mask) if (element == EL_KETTLE || element == EL_CELL) { - RaiseScore_MM(10); + if (game_mm.kettles_still_needed > 0) + game_mm.kettles_still_needed--; + + game.snapshot.collected_item = TRUE; if (game_mm.kettles_still_needed == 0) { - int x, y; - static int xy[4][2] = - { - { +1, 0 }, - { 0, -1 }, - { -1, 0 }, - { 0, +1 } - }; - - PlaySoundStereo(SND_KLING, ST(ELX)); - - for(y=0; y 0) * 2; /* || (vertical) */ + mask = (LX + XS) / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal) + mask <<= (((LY + YS) / MINI_TILEY - ELY * 2) > 0) * 2; // || (vertical) - /* check if laser hits wall with an angle of 90° */ + // check if laser hits wall with an angle of 90° if (IS_90_ANGLE(laser.current_angle)) mask += mask * (2 + IS_HORIZ_ANGLE(laser.current_angle) * 2); @@ -1884,7 +2205,7 @@ boolean HitAbsorbingWalls(int element, int hit_mask) { int i; - for(i=0; i<4; i++) + for (i = 0; i < 4; i++) { if (mask == (1 << i) && (XS > 0) == (i % 2) && (YS > 0) == (i / 2)) mask = 15 - (8 >> i); @@ -1907,12 +2228,13 @@ boolean HitAbsorbingWalls(int element, int hit_mask) { int elx = (LX - 2 * XS) / TILEX; int ely = (LY - 2 * YS) / TILEY; - int element2 = Feld[elx][ely]; + int element2 = Tile[elx][ely]; int mask; if (element2 != EL_EMPTY && !IS_WALL_AMOEBA(element2)) { laser.dest_element = EL_EMPTY; + return TRUE; } @@ -1933,40 +2255,42 @@ boolean HitAbsorbingWalls(int element, int hit_mask) return TRUE; } -void OpenExit(int x, int y) +static void OpenExit(int x, int y) { int delay = 6; - if (!MovDelay[x][y]) /* next animation frame */ + if (!MovDelay[x][y]) // next animation frame MovDelay[x][y] = 4 * delay; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDelay[x][y]) // wait some time before next frame { int phase; MovDelay[x][y]--; phase = MovDelay[x][y] / delay; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(x, y)) - DrawGraphic_MM(x, y, EL_EXIT_OPEN - phase); + DrawGraphicAnimation_MM(x, y, IMG_MM_EXIT_OPENING, 3 - phase); if (!MovDelay[x][y]) { - Feld[x][y] = EL_EXIT_OPEN; + Tile[x][y] = EL_EXIT_OPEN; DrawField_MM(x, y); } } } -void OpenSurpriseBall(int x, int y) +static void OpenSurpriseBall(int x, int y) { int delay = 2; - if (!MovDelay[x][y]) /* next animation frame */ + if (!MovDelay[x][y]) // next animation frame MovDelay[x][y] = 50 * delay; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDelay[x][y]) // wait some time before next frame { MovDelay[x][y]--; + if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(x, y)) { Bitmap *bitmap; @@ -1975,14 +2299,16 @@ void OpenSurpriseBall(int x, int y) int dx = RND(26), dy = RND(26); getGraphicSource(graphic, 0, &bitmap, &gx, &gy); + BlitBitmap(bitmap, drawto, gx + dx, gy + dy, 6, 6, - SX + x * TILEX + dx, SY + y * TILEY + dy); + cSX + x * TILEX + dx, cSY + y * TILEY + dy); + MarkTileDirty(x, y); } if (!MovDelay[x][y]) { - Feld[x][y] = Store[x][y]; + Tile[x][y] = Store[x][y]; Store[x][y] = 0; DrawField_MM(x, y); @@ -1991,19 +2317,19 @@ void OpenSurpriseBall(int x, int y) } } -void MeltIce(int x, int y) +static void MeltIce(int x, int y) { int frames = 5; int delay = 5; - if (!MovDelay[x][y]) /* next animation frame */ + if (!MovDelay[x][y]) // next animation frame MovDelay[x][y] = frames * delay; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDelay[x][y]) // wait some time before next frame { int phase; int wall_mask = Store2[x][y]; - int real_element = Feld[x][y] - EL_WALL_CHANGING + EL_WALL_ICE; + int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_ICE; MovDelay[x][y]--; phase = frames - MovDelay[x][y] / delay - 1; @@ -2012,15 +2338,15 @@ void MeltIce(int x, int y) { int i; - Feld[x][y] = real_element & (wall_mask ^ 0xFF); + Tile[x][y] = real_element & (wall_mask ^ 0xFF); Store[x][y] = Store2[x][y] = 0; - DrawWalls_MM(x, y, Feld[x][y]); + DrawWalls_MM(x, y, Tile[x][y]); - if (Feld[x][y] == EL_WALL_ICE) - Feld[x][y] = EL_EMPTY; + if (Tile[x][y] == EL_WALL_ICE) + Tile[x][y] = EL_EMPTY; - for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i>=0; i--) + for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i >= 0; i--) if (laser.damage[i].is_mirror) break; @@ -2040,33 +2366,35 @@ void MeltIce(int x, int y) } } -void GrowAmoeba(int x, int y) +static void GrowAmoeba(int x, int y) { int frames = 5; int delay = 1; - if (!MovDelay[x][y]) /* next animation frame */ + if (!MovDelay[x][y]) // next animation frame MovDelay[x][y] = frames * delay; - if (MovDelay[x][y]) /* wait some time before next frame */ + if (MovDelay[x][y]) // wait some time before next frame { int phase; int wall_mask = Store2[x][y]; - int real_element = Feld[x][y] - EL_WALL_CHANGING + EL_WALL_AMOEBA; + int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_AMOEBA; MovDelay[x][y]--; phase = MovDelay[x][y] / delay; if (!MovDelay[x][y]) { - Feld[x][y] = real_element; + Tile[x][y] = real_element; Store[x][y] = Store2[x][y] = 0; - DrawWalls_MM(x, y, Feld[x][y]); + DrawWalls_MM(x, y, Tile[x][y]); DrawLaser(0, DL_LASER_ENABLED); } else if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(x, y)) + { DrawWallsAnimation_MM(x, y, real_element, phase, wall_mask); + } } } @@ -2078,24 +2406,26 @@ static void Explode_MM(int x, int y, int phase, int mode) laser.redraw = TRUE; - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + if (phase == EX_PHASE_START) // initialize 'Store[][]' field { - int center_element = Feld[x][y]; + int center_element = Tile[x][y]; if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { - /* put moving element to center field (and let it explode there) */ + // put moving element to center field (and let it explode there) center_element = MovingOrBlocked2Element_MM(x, y); RemoveMovingField_MM(x, y); - Feld[x][y] = center_element; + + Tile[x][y] = center_element; } if (center_element == EL_BOMB || IS_MCDUFFIN(center_element)) Store[x][y] = center_element; else Store[x][y] = EL_EMPTY; + Store2[x][y] = mode; - Feld[x][y] = EL_EXPLODING_OPAQUE; + Tile[x][y] = EL_EXPLODING_OPAQUE; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; Frame[x][y] = 1; @@ -2106,7 +2436,7 @@ static void Explode_MM(int x, int y, int phase, int mode) if (phase == half_phase) { - Feld[x][y] = EL_EXPLODING_TRANSP; + Tile[x][y] = EL_EXPLODING_TRANSP; if (x == ELX && y == ELY) ScanLaser(); @@ -2116,23 +2446,30 @@ static void Explode_MM(int x, int y, int phase, int mode) { if (Store[x][y] == EL_BOMB) { - laser.num_damages--; DrawLaser(0, DL_LASER_DISABLED); - laser.num_edges = 0; + InitLaser(); Bang_MM(laser.start_edge.x, laser.start_edge.y); Store[x][y] = EL_EMPTY; + + game_mm.game_over = TRUE; + game_mm.game_over_cause = GAME_OVER_BOMB; + + SetTileCursorActive(FALSE); + + laser.overloaded = FALSE; } else if (IS_MCDUFFIN(Store[x][y])) { - game_mm.game_over = TRUE; - game_mm.game_over_cause = GAME_OVER_BOMB; Store[x][y] = EL_EMPTY; + + game.restart_game_message = "Bomb killed Mc Duffin! Play it again?"; } - Feld[x][y] = Store[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); } @@ -2146,7 +2483,9 @@ static void Explode_MM(int x, int y, int phase, int mode) if (Store2[x][y] == EX_KETTLE) { if (graphic_phase < 3) + { graphic = IMG_MM_KETTLE_EXPLODING; + } else if (graphic_phase < 5) { graphic_phase += 3; @@ -2160,10 +2499,12 @@ static void Explode_MM(int x, int y, int phase, int mode) else if (Store2[x][y] == EX_SHORT) { if (graphic_phase < 4) + { graphic_phase += 4; + } else { - graphic = GFX_EMPTY; + graphic = IMG_EMPTY; graphic_phase = 0; } } @@ -2171,21 +2512,22 @@ static void Explode_MM(int x, int y, int phase, int mode) getGraphicSource(graphic, graphic_phase, &bitmap, &src_x, &src_y); BlitBitmap(bitmap, drawto_field, src_x, src_y, TILEX, TILEY, - FX + x * TILEX, FY + y * TILEY); + cFX + x * TILEX, cFY + y * TILEY); + MarkTileDirty(x, y); } } static void Bang_MM(int x, int y) { - int element = Feld[x][y]; + int element = Tile[x][y]; int mode = EX_NORMAL; #if 0 DrawLaser(0, DL_LASER_ENABLED); #endif - switch(element) + switch (element) { case EL_KETTLE: mode = EX_KETTLE; @@ -2202,13 +2544,13 @@ static void Bang_MM(int x, int y) } if (IS_PACMAN(element)) - PlaySoundStereo(SND_QUIEK, ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else if (element == EL_BOMB || IS_MCDUFFIN(element)) - PlaySoundStereo(SND_ROAAAR, ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else if (element == EL_KEY) - PlaySoundStereo(SND_KLING, ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else - PlaySoundStereo((mode == EX_SHORT ? SND_WHOOSH : SND_KABUMM), ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); Explode_MM(x, y, EX_PHASE_START, mode); } @@ -2242,19 +2584,19 @@ void TurnRound(int x, int y) { MV_RIGHT, MV_LEFT, MV_UP } }; - int element = Feld[x][y]; + int element = Tile[x][y]; int old_move_dir = MovDir[x][y]; int right_dir = turn[old_move_dir].right; int back_dir = turn[old_move_dir].back; int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y; - int right_x = x+right_dx, right_y = y+right_dy; + int right_x = x + right_dx, right_y = y + right_dy; if (element == EL_PACMAN) { boolean can_turn_right = FALSE; if (IN_LEV_FIELD(right_x, right_y) && - IS_EATABLE4PACMAN(Feld[right_x][right_y])) + IS_EATABLE4PACMAN(Tile[right_x][right_y])) can_turn_right = TRUE; if (can_turn_right) @@ -2268,7 +2610,7 @@ void TurnRound(int x, int y) static void StartMoving_MM(int x, int y) { - int element = Feld[x][y]; + int element = Tile[x][y]; if (Stop[x][y]) return; @@ -2277,7 +2619,7 @@ static void StartMoving_MM(int x, int y) { int newx, newy; - if (MovDelay[x][y]) /* wait some time before next movement */ + if (MovDelay[x][y]) // wait some time before next movement { MovDelay[x][y]--; @@ -2285,22 +2627,23 @@ static void StartMoving_MM(int x, int y) return; } - /* now make next step */ + // now make next step - Moving2Blocked_MM(x, y, &newx, &newy); /* get next screen position */ + Moving2Blocked_MM(x, y, &newx, &newy); // get next screen position if (element == EL_PACMAN && - IN_LEV_FIELD(newx, newy) && IS_EATABLE4PACMAN(Feld[newx][newy]) && + IN_LEV_FIELD(newx, newy) && IS_EATABLE4PACMAN(Tile[newx][newy]) && !ObjHit(newx, newy, HIT_POS_CENTER)) { - Store[newx][newy] = Feld[newx][newy]; - Feld[newx][newy] = EL_EMPTY; + Store[newx][newy] = Tile[newx][newy]; + Tile[newx][newy] = EL_EMPTY; + DrawField_MM(newx, newy); } else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy) || ObjHit(newx, newy, HIT_POS_CENTER)) { - /* object was running against a wall */ + // object was running against a wall TurnRound(x, y); @@ -2316,7 +2659,7 @@ static void StartMoving_MM(int x, int y) static void ContinueMoving_MM(int x, int y) { - int element = Feld[x][y]; + int element = Tile[x][y]; int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); @@ -2326,10 +2669,10 @@ static void ContinueMoving_MM(int x, int y) MovPos[x][y] += step; - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) >= TILEX) // object reached its destination { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; + Tile[x][y] = EL_EMPTY; + Tile[newx][newy] = element; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; @@ -2356,44 +2699,59 @@ static void ContinueMoving_MM(int x, int y) } } } - else /* still moving on */ + else // still moving on + { DrawField_MM(x, y); + } laser.redraw = TRUE; } -void ClickElement(int mx, int my, int button) +boolean ClickElement(int x, int y, int button) { - static unsigned int click_delay = 0; - static int click_delay_value = CLICK_DELAY_SHORT; + static DelayCounter click_delay = { CLICK_DELAY }; static boolean new_button = TRUE; + boolean element_clicked = FALSE; int element; - int x = (mx - SX) / TILEX, y = (my - SY) / TILEY; + + if (button == -1) + { + // initialize static variables + click_delay.count = 0; + click_delay.value = CLICK_DELAY; + new_button = TRUE; + + return FALSE; + } + + // do not rotate objects hit by the laser after the game was solved + if (game_mm.level_solved && Hit[x][y]) + return FALSE; if (button == MB_RELEASED) { new_button = TRUE; - click_delay_value = CLICK_DELAY_SHORT; + click_delay.value = CLICK_DELAY; - /* release eventually hold auto-rotating mirror */ + // release eventually hold auto-rotating mirror RotateMirror(x, y, MB_RELEASED); - return; + return FALSE; } - if (!DelayReached(&click_delay, click_delay_value) && !new_button) - return; + if (!FrameReached(&click_delay) && !new_button) + return FALSE; - if (button == MB_MIDDLEBUTTON) /* middle button has no function */ - return; + if (button == MB_MIDDLEBUTTON) // middle button has no function + return FALSE; - if (!IN_PIX_FIELD(mx - SX, my - SY)) - return; + if (!IN_LEV_FIELD(x, y)) + return FALSE; - if (Feld[x][y] == EL_EMPTY) - return; + if (Tile[x][y] == EL_EMPTY) + return FALSE; - element = Feld[x][y]; + element = Tile[x][y]; if (IS_MIRROR(element) || IS_BEAMER(element) || @@ -2403,12 +2761,15 @@ void ClickElement(int mx, int my, int button) IS_DF_MIRROR_AUTO(element)) { RotateMirror(x, y, button); + + element_clicked = TRUE; } else if (IS_MCDUFFIN(element)) { if (!laser.fuse_off) { DrawLaser(0, DL_LASER_DISABLED); + /* BackToFront(); */ @@ -2419,24 +2780,30 @@ void ClickElement(int mx, int my, int button) InitLaser(); - Feld[x][y] = element; + Tile[x][y] = element; DrawField_MM(x, y); + /* BackToFront(); */ + if (!laser.fuse_off) ScanLaser(); + + element_clicked = TRUE; } else if (element == EL_FUSE_ON && laser.fuse_off) { if (x != laser.fuse_x || y != laser.fuse_y) - return; + return FALSE; laser.fuse_off = FALSE; laser.fuse_x = laser.fuse_y = -1; DrawGraphic_MM(x, y, IMG_MM_FUSE_ACTIVE); ScanLaser(); + + element_clicked = TRUE; } else if (element == EL_FUSE_ON && !laser.fuse_off && new_button) { @@ -2447,55 +2814,61 @@ void ClickElement(int mx, int my, int button) DrawLaser(0, DL_LASER_DISABLED); DrawGraphic_MM(x, y, IMG_MM_FUSE); + + element_clicked = TRUE; } else if (element == EL_LIGHTBALL) { Bang_MM(x, y); - RaiseScore_MM(10); + RaiseScoreElement_MM(element); DrawLaser(0, DL_LASER_ENABLED); + + element_clicked = TRUE; } - click_delay_value = (new_button ? CLICK_DELAY_LONG : CLICK_DELAY_SHORT); + click_delay.value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY); new_button = FALSE; + + return element_clicked; } void RotateMirror(int x, int y, int button) { - static int hold_x = -1, hold_y = -1; - if (button == MB_RELEASED) { - /* release eventually hold auto-rotating mirror */ + // release eventually hold auto-rotating mirror hold_x = -1; hold_y = -1; return; } - if (IS_MIRROR(Feld[x][y]) || - IS_POLAR_CROSS(Feld[x][y]) || - IS_POLAR(Feld[x][y]) || - IS_BEAMER(Feld[x][y]) || - IS_DF_MIRROR(Feld[x][y]) || - IS_GRID_STEEL_AUTO(Feld[x][y]) || - IS_GRID_WOOD_AUTO(Feld[x][y])) + if (IS_MIRROR(Tile[x][y]) || + IS_POLAR_CROSS(Tile[x][y]) || + IS_POLAR(Tile[x][y]) || + IS_BEAMER(Tile[x][y]) || + IS_DF_MIRROR(Tile[x][y]) || + IS_GRID_STEEL_AUTO(Tile[x][y]) || + IS_GRID_WOOD_AUTO(Tile[x][y])) { - Feld[x][y] = get_rotated_element(Feld[x][y], BUTTON_ROTATION(button)); + Tile[x][y] = get_rotated_element(Tile[x][y], BUTTON_ROTATION(button)); } - else if (IS_DF_MIRROR_AUTO(Feld[x][y])) + else if (IS_DF_MIRROR_AUTO(Tile[x][y])) { if (button == MB_LEFTBUTTON) { - /* left mouse button only for manual adjustment, no auto-rotating; - freeze mirror for until mouse button released */ + // left mouse button only for manual adjustment, no auto-rotating; + // freeze mirror for until mouse button released hold_x = x; hold_y = y; } else if (button == MB_RIGHTBUTTON && (hold_x != x || hold_y != y)) - Feld[x][y] = get_rotated_element(Feld[x][y], ROTATE_RIGHT); + { + Tile[x][y] = get_rotated_element(Tile[x][y], ROTATE_RIGHT); + } } - if (IS_GRID_STEEL_AUTO(Feld[x][y]) || IS_GRID_WOOD_AUTO(Feld[x][y])) + if (IS_GRID_STEEL_AUTO(Tile[x][y]) || IS_GRID_WOOD_AUTO(Tile[x][y])) { int edge = Hit[x][y]; @@ -2513,7 +2886,8 @@ void RotateMirror(int x, int y, int button) if (edge == 0) { - Error(ERR_WARN, "RotateMirror: inconsistent field Hit[][]!\n"); + Warn("RotateMirror: inconsistent field Hit[][]!\n"); + edge = 1; } @@ -2529,18 +2903,17 @@ void RotateMirror(int x, int y, int button) DrawField_MM(x, y); - if ((IS_BEAMER(Feld[x][y]) || - IS_POLAR(Feld[x][y]) || - IS_POLAR_CROSS(Feld[x][y])) && x == ELX && y == ELY) + if ((IS_BEAMER(Tile[x][y]) || + IS_POLAR(Tile[x][y]) || + IS_POLAR_CROSS(Tile[x][y])) && x == ELX && y == ELY) { check = 0; - if (IS_BEAMER(Feld[x][y])) + if (IS_BEAMER(Tile[x][y])) { #if 0 - printf("TEST (%d, %d) [%d] [%d]\n", - LX, LY, - laser.beamer_edge, laser.beamer[1].num); + Debug("game:mm:RotateMirror", "TEST (%d, %d) [%d] [%d]", + LX, LY, laser.beamer_edge, laser.beamer[1].num); #endif laser.num_edges--; @@ -2554,19 +2927,22 @@ void RotateMirror(int x, int y, int button) } } -void AutoRotateMirrors() +static void AutoRotateMirrors(void) { - static unsigned int rotate_delay = 0; int x, y; - if (!DelayReached(&rotate_delay, AUTO_ROTATE_DELAY)) + if (!FrameReached(&rotate_delay)) return; - for (x=0; x Cc + 50) + if (CC < Cc || CC > Cc + 2) { Cc = CC; @@ -2664,6 +3039,7 @@ void ColorCycling(void) mult =- mult / 16; old = color; new = new << 4; + if (new > 0x100) new = 0x001; } @@ -2680,25 +3056,19 @@ void ColorCycling(void) } } -static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) +static void GameActions_MM_Ext(struct MouseActionInfo action) { - static unsigned int action_delay = 0; - static unsigned int pacman_delay = 0; - static unsigned int energy_delay = 0; - static unsigned int overload_delay = 0; int element; int x, y, i; int r, d; - WaitUntilDelayReached(&action_delay, GameFrameDelay); - - for (y=0; y= 0) + if (game_mm.energy_left > 0) { -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5 + XX_ENERGY, DOOR_GFX_PAGEY1 + YY_ENERGY, - ENERGY_XSIZE, ENERGY_YSIZE - game_mm.energy_left, - DX_ENERGY, DY_ENERGY); -#endif + game_mm.energy_left--; + redraw_mask |= REDRAW_DOOR_1; } - else if (setup.time_limit) + else if (game.time_limit && !game_mm.game_over) { int i; - for(i=15; i>=0; i--) + for (i = 15; i >= 0; i--) { #if 0 SetRGB(pen_ray, 0x0000, 0x0000, i * color_scale); @@ -2766,30 +3131,24 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) native_mm_level.laser_red * 0x11 * i, native_mm_level.laser_green * 0x11 * i, native_mm_level.laser_blue * 0x11 * i); + DrawLaser(0, DL_LASER_ENABLED); BackToFront(); - Delay(50); + Delay_WithScreenUpdates(50); } - StopSound(SND_WARNTON); + StopSound_MM(SND_MM_GAME_HEALTH_CHARGING); +#if 0 FadeMusic(); +#endif DrawLaser(0, DL_LASER_DISABLED); game_mm.game_over = TRUE; game_mm.game_over_cause = GAME_OVER_NO_ENERGY; -#if 0 - if (Request("Out of magic energy ! Play it again ?", - REQ_ASK | REQ_STAY_CLOSED)) - { - InitGame(); - } - else - { - game_status = MAINMENU; - DrawMainMenu(); - } -#endif + SetTileCursorActive(FALSE); + + game.restart_game_message = "Out of magic energy! Play it again?"; return; } @@ -2798,10 +3157,10 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) element = laser.dest_element; #if 0 - if (element != Feld[ELX][ELY]) + if (element != Tile[ELX][ELY]) { - printf("element == %d, Feld[ELX][ELY] == %d\n", - element, Feld[ELX][ELY]); + Debug("game:mm:GameActions_MM_Ext", "element == %d, Tile[ELX][ELY] == %d", + element, Tile[ELX][ELY]); } #endif @@ -2817,9 +3176,11 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) !IS_WALL_AMOEBA(element)) return; + overload_delay.value = HEALTH_DELAY(laser.overloaded); + if (((laser.overloaded && laser.overload_value < MAX_LASER_OVERLOAD) || (!laser.overloaded && laser.overload_value > 0)) && - DelayReached(&overload_delay, 60 + !laser.overloaded * 120)) + FrameReached(&overload_delay)) { if (laser.overloaded) laser.overload_value++; @@ -2832,6 +3193,8 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) laser.overload_value = 0; } + game_mm.laser_overload_value = laser.overload_value; + if (laser.overload_value < MAX_LASER_OVERLOAD - 8) { int color_up = 0xFF * laser.overload_value / MAX_LASER_OVERLOAD; @@ -2841,24 +3204,21 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) SetRGB(pen_ray, (laser.overload_value / 6) * color_scale, 0x0000, (15 - (laser.overload_value / 6)) * color_scale); #endif - pen_ray = GetPixelFromRGB(window, - (native_mm_level.laser_red ? 0xFF : color_up), - (native_mm_level.laser_green ? color_down : 0x00), - (native_mm_level.laser_blue ? color_down : 0x00)); - DrawLaser(0, DL_LASER_ENABLED); - BackToFront(); - } + pen_ray = + GetPixelFromRGB(window, + (native_mm_level.laser_red ? 0xFF : color_up), + (native_mm_level.laser_green ? color_down : 0x00), + (native_mm_level.laser_blue ? color_down : 0x00)); - if (laser.overloaded) - { - if (setup.sound_loops) - PlaySoundExt(SND_WARNTON, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); - else - PlaySoundStereo(SND_WARNTON, SOUND_MAX_RIGHT); + DrawLaser(0, DL_LASER_ENABLED); } if (!laser.overloaded) - StopSound(SND_WARNTON); + StopSound_MM(SND_MM_GAME_HEALTH_CHARGING); + else if (setup.sound_loops) + PlaySoundLoop_MM(SND_MM_GAME_HEALTH_CHARGING); + else + PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING); if (laser.overloaded) { @@ -2888,34 +3248,29 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) { int i; - for(i=15; i>=0; i--) + UpdateAndDisplayGameControlValues(); + + for (i = 15; i >= 0; i--) { #if 0 SetRGB(pen_ray, i * color_scale, 0x0000, 0x0000); #endif pen_ray = GetPixelFromRGB(window, 0x11 * i, 0x00, 0x00); + DrawLaser(0, DL_LASER_ENABLED); BackToFront(); - Delay(50); + Delay_WithScreenUpdates(50); } DrawLaser(0, DL_LASER_DISABLED); + game_mm.game_over = TRUE; game_mm.game_over_cause = GAME_OVER_OVERLOADED; -#if 0 - if (Request("Magic spell hit Mc Duffin ! Play it again ?", - REQ_ASK | REQ_STAY_CLOSED)) - { - InitGame(); - } - else - { - game_status = MAINMENU; - DrawMainMenu(); - } -#endif + SetTileCursorActive(FALSE); + + game.restart_game_message = "Magic spell hit Mc Duffin! Play it again?"; return; } @@ -2926,54 +3281,29 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) CT -= Ct; - if (element == EL_BOMB && CT > 1500) + if (element == EL_BOMB && CT > native_mm_level.time_bomb) { if (game_mm.cheat_no_explosion) return; -#if 0 - laser.num_damages--; - DrawLaser(0, DL_LASER_DISABLED); - laser.num_edges = 0; -#endif - Bang_MM(ELX, ELY); laser.dest_element = EL_EXPLODING_OPAQUE; -#if 0 - Bang_MM(ELX, ELY); - laser.num_damages--; - DrawLaser(0, DL_LASER_DISABLED); - - laser.num_edges = 0; - Bang_MM(laser.start_edge.x, laser.start_edge.y); - - if (Request("Bomb killed Mc Duffin ! Play it again ?", - REQ_ASK | REQ_STAY_CLOSED)) - { - InitGame(); - } - else - { - game_status = MAINMENU; - DrawMainMenu(); - } -#endif - return; } - if (element == EL_FUSE_ON && CT > 500) + if (element == EL_FUSE_ON && CT > native_mm_level.time_fuse) { laser.fuse_off = TRUE; laser.fuse_x = ELX; laser.fuse_y = ELY; + DrawLaser(0, DL_LASER_DISABLED); DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE); } - if (element == EL_BALL_GRAY && CT > 1500) + if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball) { static int new_elements[] = { @@ -2990,9 +3320,9 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) int new_element = new_elements[RND(num_new_elements)]; Store[ELX][ELY] = new_element + RND(get_num_elements(new_element)); - Feld[ELX][ELY] = EL_GRAY_BALL_OPENING; + Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; - /* !!! CHECK AGAIN: Laser on Polarizer !!! */ + // !!! CHECK AGAIN: Laser on Polarizer !!! ScanLaser(); return; @@ -3027,7 +3357,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) graphic = el2gfx(element); - for(i=0; i<50; i++) + for (i = 0; i < 50; i++) { int x = RND(26); int y = RND(26); @@ -3044,17 +3374,17 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) DrawLaser(0, DL_LASER_ENABLED); - Delay(50); + Delay_WithScreenUpdates(50); } - Feld[ELX][ELY] = element; + Tile[ELX][ELY] = element; DrawField_MM(ELX, ELY); #if 0 - printf("NEW ELEMENT: (%d, %d)\n", ELX, ELY); + Debug("game:mm:GameActions_MM_Ext", "NEW ELEMENT: (%d, %d)", ELX, ELY); #endif - /* above stuff: GRAY BALL -> PRISM !!! */ + // above stuff: GRAY BALL -> PRISM !!! /* LX = ELX * TILEX + 14; LY = ELY * TILEY + 14; @@ -3083,59 +3413,50 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) #endif ScanLaser(); - - /* - printf("TEST ELEMENT: %d\n", Feld[0][0]); - */ #endif return; } - if (IS_WALL_ICE(element) && CT > 1000) + if (IS_WALL_ICE(element) && CT > 50) { - PlaySoundStereo(SND_SLURP, ST(ELX)); - - + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING); { - Feld[ELX][ELY] = Feld[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING; + 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 = Feld[ELX][ELY]; + laser.dest_element = Tile[ELX][ELY]; return; } - - - - for(i=0; i<5; i++) + for (i = 0; i < 5; i++) { int phase = i + 1; if (i == 4) { - Feld[ELX][ELY] &= (laser.wall_mask ^ 0xFF); + Tile[ELX][ELY] &= (laser.wall_mask ^ 0xFF); phase = 0; } - DrawWallsAnimation_MM(ELX, ELY, Feld[ELX][ELY], phase, laser.wall_mask); + DrawWallsAnimation_MM(ELX, ELY, Tile[ELX][ELY], phase, laser.wall_mask); BackToFront(); - Delay(100); + Delay_WithScreenUpdates(100); } - if (Feld[ELX][ELY] == EL_WALL_ICE) - Feld[ELX][ELY] = EL_EMPTY; + if (Tile[ELX][ELY] == EL_WALL_ICE) + Tile[ELX][ELY] = EL_EMPTY; /* laser.num_edges--; - LX = laser.edge[laser.num_edges].x - (SX + 2); - LY = laser.edge[laser.num_edges].y - (SY + 2); + LX = laser.edge[laser.num_edges].x - cSX2; + LY = laser.edge[laser.num_edges].y - cSY2; */ - for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i>=0; i--) + for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i >= 0; i--) if (laser.damage[i].is_mirror) break; @@ -3149,15 +3470,15 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) return; } - if (IS_WALL_AMOEBA(element) && CT > 1200) + if (IS_WALL_AMOEBA(element) && CT > 60) { int k1, k2, k3, dx, dy, de, dm; - int element2 = Feld[ELX][ELY]; + int element2 = Tile[ELX][ELY]; if (element2 != EL_EMPTY && !IS_WALL_AMOEBA(element)) return; - for (i = laser.num_damages - 1; i>=0; i--) + for (i = laser.num_damages - 1; i >= 0; i--) if (laser.damage[i].is_mirror) break; @@ -3177,33 +3498,32 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) x = laser.damage[k1].x; y = laser.damage[k1].y; + DrawField_MM(x, y); } - for(i=0; i<4; i++) + for (i = 0; i < 4; i++) { if (laser.wall_mask & (1 << i)) { - if (ReadPixel(drawto, - SX + ELX * TILEX + 14 + (i % 2) * 2, - SY + ELY * TILEY + 31 * (i / 2)) == pen_ray) + if (CheckLaserPixel(cSX + ELX * TILEX + 14 + (i % 2) * 2, + cSY + ELY * TILEY + 31 * (i / 2))) break; - if (ReadPixel(drawto, - SX + ELX * TILEX + 31 * (i % 2), - SY + ELY * TILEY + 14 + (i / 2) * 2) == pen_ray) + + if (CheckLaserPixel(cSX + ELX * TILEX + 31 * (i % 2), + cSY + ELY * TILEY + 14 + (i / 2) * 2)) break; } } k2 = i; - for(i=0; i<4; i++) + for (i = 0; i < 4; i++) { if (laser.wall_mask & (1 << i)) { - if (ReadPixel(drawto, - SX + ELX * TILEX + 31 * (i % 2), - SY + ELY * TILEY + 31 * (i / 2)) == pen_ray) + if (CheckLaserPixel(cSX + ELX * TILEX + 31 * (i % 2), + cSY + ELY * TILEY + 31 * (i / 2))) break; } } @@ -3212,36 +3532,33 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) if (laser.num_beamers > 0 || k1 < 1 || k2 < 4 || k3 < 4 || - ReadPixel(drawto, SX + ELX * TILEX + 14, SY + ELY * TILEY + 14) - == pen_ray) + CheckLaserPixel(cSX + ELX * TILEX + 14, + cSY + ELY * TILEY + 14)) { laser.num_edges = r; laser.num_damages = d; + DrawLaser(0, DL_LASER_DISABLED); } - Feld[ELX][ELY] = element | laser.wall_mask; + Tile[ELX][ELY] = element | laser.wall_mask; + dx = ELX; dy = ELY; - de = Feld[ELX][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); - PlaySoundStereo(SND_AMOEBE, ST(dx)); - - + PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); - Feld[x][y] = Feld[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING; + Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING; Store[x][y] = EL_WALL_AMOEBA; Store2[x][y] = wall_mask; @@ -3249,19 +3566,18 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) } #endif - - DrawWallsAnimation_MM(dx, dy, de, 4, dm); ScanLaser(); DrawLaser(0, DL_LASER_ENABLED); - PlaySoundStereo(SND_AMOEBE, ST(dx)); + PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); - for(i=4; i>=0; i--) + for (i = 4; i >= 0; i--) { DrawWallsAnimation_MM(dx, dy, de, i, dm); + BackToFront(); - Delay(20); + Delay_WithScreenUpdates(20); } DrawLaser(0, DL_LASER_ENABLED); @@ -3270,7 +3586,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) } if ((element == EL_BLOCK_WOOD || element == EL_BLOCK_STONE) && - laser.stops_inside_element && CT > 1500) + laser.stops_inside_element && CT > native_mm_level.time_block) { int x, y; int k; @@ -3282,17 +3598,17 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) if (XS < YS) k += 2; - for(i=0; i<4; i++) + for (i = 0; i < 4; i++) { if (i) k++; if (k > 3) - k=0; + k = 0; x = ELX + Step[k * 4].x; y = ELY + Step[k * 4].y; - if (!IN_LEV_FIELD(x, y) || Feld[x][y] != EL_EMPTY) + if (!IN_LEV_FIELD(x, y) || Tile[x][y] != EL_EMPTY) continue; if (ObjHit(x, y, HIT_POS_CENTER | HIT_POS_EDGE | HIT_POS_BETWEEN)) @@ -3304,15 +3620,16 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) if (i > 3) { laser.overloaded = (element == EL_BLOCK_STONE); + return; } - PlaySoundStereo(SND_BONG, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_PUSHING); - Feld[ELX][ELY] = 0; - Feld[x][y] = element; + Tile[ELX][ELY] = 0; + Tile[x][y] = element; - DrawGraphic_MM(ELX, ELY, -1); + DrawGraphic_MM(ELX, ELY, IMG_EMPTY); DrawField_MM(x, y); if (element == EL_BLOCK_STONE && Box[ELX][ELY]) @@ -3326,9 +3643,9 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) return; } - if (element == EL_FUEL_FULL && CT > 200) + if (element == EL_FUEL_FULL && CT > 10) { - for(i=game_mm.energy_left; i<=MAX_LASER_ENERGY; i+=2) + for (i = game_mm.energy_left; i <= MAX_LASER_ENERGY; i+=2) { #if 0 BlitBitmap(pix[PIX_DOOR], drawto, @@ -3341,11 +3658,11 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) redraw_mask |= REDRAW_DOOR_1; BackToFront(); - Delay(20); + Delay_WithScreenUpdates(20); } game_mm.energy_left = MAX_LASER_ENERGY; - Feld[ELX][ELY] = EL_FUEL_EMPTY; + Tile[ELX][ELY] = EL_FUEL_EMPTY; DrawField_MM(ELX, ELY); DrawLaser(0, DL_LASER_ENABLED); @@ -3356,48 +3673,51 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) return; } -void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode) +void GameActions_MM(struct MouseActionInfo action) { - if (!button_status) - ClickElement(0, 0, MB_NOT_PRESSED); + boolean element_clicked = ClickElement(action.lx, action.ly, action.button); + boolean button_released = (action.button == MB_RELEASED); - GameActions_MM_Ext(action, warp_mode); + GameActions_MM_Ext(action); + + CheckSingleStepMode_MM(element_clicked, button_released); } -void MovePacMen() +void MovePacMen(void) { - static int p = -1; int mx, my, ox, oy, nx, ny; - int g, element; + int element; int l; - if (++p >= game_mm.num_pacman) - p = 0; - game_mm.pacman[p].dir--; + if (++pacman_nr >= game_mm.num_pacman) + pacman_nr = 0; - for(l=1; l<5; l++) + game_mm.pacman[pacman_nr].dir--; + + for (l = 1; l < 5; l++) { - game_mm.pacman[p].dir++; + game_mm.pacman[pacman_nr].dir++; - if (game_mm.pacman[p].dir > 4) - game_mm.pacman[p].dir = 1; + if (game_mm.pacman[pacman_nr].dir > 4) + game_mm.pacman[pacman_nr].dir = 1; - if (game_mm.pacman[p].dir % 2) + if (game_mm.pacman[pacman_nr].dir % 2) { mx = 0; - my = game_mm.pacman[p].dir - 2; + my = game_mm.pacman[pacman_nr].dir - 2; } else { my = 0; - mx = 3 - game_mm.pacman[p].dir; + mx = 3 - game_mm.pacman[pacman_nr].dir; } - ox = game_mm.pacman[p].x; - oy = game_mm.pacman[p].y; + ox = game_mm.pacman[pacman_nr].x; + oy = game_mm.pacman[pacman_nr].y; nx = ox + mx; ny = oy + my; - element = Feld[nx][ny]; + element = Tile[nx][ny]; + if (nx < 0 || nx > 15 || ny < 0 || ny > 11) continue; @@ -3407,40 +3727,37 @@ void MovePacMen() if (ObjHit(nx, ny, HIT_POS_CENTER)) continue; - Feld[ox][oy] = EL_EMPTY; - Feld[nx][ny] = + Tile[ox][oy] = EL_EMPTY; + Tile[nx][ny] = EL_PACMAN_RIGHT - 1 + - (game_mm.pacman[p].dir - 1 + - (game_mm.pacman[p].dir % 2) * 2); + (game_mm.pacman[pacman_nr].dir - 1 + + (game_mm.pacman[pacman_nr].dir % 2) * 2); + + game_mm.pacman[pacman_nr].x = nx; + game_mm.pacman[pacman_nr].y = ny; - game_mm.pacman[p].x = nx; - game_mm.pacman[p].y = ny; - g = Feld[nx][ny] - EL_PACMAN_RIGHT; DrawGraphic_MM(ox, oy, IMG_EMPTY); if (element != EL_EMPTY) { + int graphic = el2gfx(Tile[nx][ny]); + Bitmap *bitmap; + int src_x, src_y; int i; - CT = Counter(); - ox = SX + ox * TILEX; - oy = SY + oy * TILEY; + getGraphicSource(graphic, 0, &bitmap, &src_x, &src_y); - for(i=1; i<33; i+=2) - { -#if 1 - // !!! temporary fix to compile -- change to game graphics !!! - BlitBitmap(drawto, window, - SX + g * TILEX, SY + 4 * TILEY, TILEX, TILEY, - ox + i * mx, oy + i * my); -#else - BlitBitmap(pix[PIX_BACK], window, - SX + g * TILEX, SY + 4 * TILEY, TILEX, TILEY, + CT = FrameCounter; + ox = cSX + ox * TILEX; + oy = cSY + oy * TILEY; + + for (i = 1; i < 33; i += 2) + BlitBitmap(bitmap, window, + src_x, src_y, TILEX, TILEY, ox + i * mx, oy + i * my); -#endif - } - Ct = Ct + Counter() - CT; + Ct = Ct + FrameCounter - CT; } + DrawField_MM(nx, ny); BackToFront(); @@ -3451,14 +3768,13 @@ void MovePacMen() if (ObjHit(nx, ny, HIT_POS_BETWEEN)) { AddDamagedField(nx, ny); + laser.damage[laser.num_damages - 1].edge = 0; } } if (element == EL_BOMB) - { DeletePacMan(nx, ny); - } if (IS_WALL_AMOEBA(element) && (LX + 2 * XS) / TILEX == nx && @@ -3467,181 +3783,9 @@ void MovePacMen() laser.num_edges--; ScanLaser(); } - break; - } -} - -void GameWon_MM() -{ - int hi_pos; - boolean raise_level = FALSE; - -#if 0 - if (local_player->MovPos) - return; - - local_player->LevelSolved = FALSE; -#endif - - if (game_mm.energy_left) - { - if (setup.sound_loops) - PlaySoundExt(SND_SIRR, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); - - while(game_mm.energy_left > 0) - { - if (!setup.sound_loops) - PlaySoundStereo(SND_SIRR, SOUND_MAX_RIGHT); - - /* - if (game_mm.energy_left > 0 && !(game_mm.energy_left % 10)) - RaiseScore_MM(native_mm_level.score[SC_ZEITBONUS]); - */ - - RaiseScore_MM(5); - - game_mm.energy_left--; - if (game_mm.energy_left >= 0) - { -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5 + XX_ENERGY, DOOR_GFX_PAGEY1 + YY_ENERGY, - ENERGY_XSIZE, ENERGY_YSIZE - game_mm.energy_left, - DX_ENERGY, DY_ENERGY); -#endif - redraw_mask |= REDRAW_DOOR_1; - } - - BackToFront(); - Delay(10); - } - - if (setup.sound_loops) - StopSound(SND_SIRR); - } - else if (native_mm_level.time == 0) /* level without time limit */ - { - if (setup.sound_loops) - PlaySoundExt(SND_SIRR, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); - - while(TimePlayed < 999) - { - if (!setup.sound_loops) - PlaySoundStereo(SND_SIRR, SOUND_MAX_RIGHT); - if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore_MM(native_mm_level.score[SC_ZEITBONUS]); - if (TimePlayed < 900 && !(TimePlayed % 10)) - TimePlayed += 10; - else - TimePlayed++; - - /* - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); - */ - - BackToFront(); - Delay(10); - } - - if (setup.sound_loops) - StopSound(SND_SIRR); - } - -#if 0 - FadeSounds(); -#endif - - CloseDoor(DOOR_CLOSE_1); - - Request("Level solved !", REQ_CONFIRM); - - if (level_nr == leveldir_current->handicap_level) - { - leveldir_current->handicap_level++; - SaveLevelSetup_SeriesInfo(); - } - - if (level_editor_test_game) - game_mm.score = -1; /* no highscore when playing from editor */ - else if (level_nr < leveldir_current->last_level) - raise_level = TRUE; /* advance to next level */ - - if ((hi_pos = NewHiScore_MM()) >= 0) - { - game_status = HALLOFFAME; - // DrawHallOfFame(hi_pos); - if (raise_level) - level_nr++; - } - else - { - game_status = MAINMENU; - if (raise_level) - level_nr++; - // DrawMainMenu(); - } - - BackToFront(); -} - -int NewHiScore_MM() -{ - int k, l; - int position = -1; - - // LoadScore(level_nr); - - if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 || - game_mm.score < highscore[MAX_SCORE_ENTRIES - 1].Score) - return -1; - - for (k=0; k highscore[k].Score) - { - /* player has made it to the hall of fame */ - - if (k < MAX_SCORE_ENTRIES - 1) - { - int m = MAX_SCORE_ENTRIES - 1; - -#ifdef ONE_PER_NAME - for (l=k; lk; l--) - { - strcpy(highscore[l].Name, highscore[l - 1].Name); - highscore[l].Score = highscore[l - 1].Score; - } - } - -#ifdef ONE_PER_NAME - put_into_list: -#endif - strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); - highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; - highscore[k].Score = game_mm.score; - position = k; - break; - } - -#ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, - MAX_PLAYER_NAME_LEN)) - break; /* player already there with a higher score */ -#endif + break; } - - // if (position >= 0) - // SaveScore(level_nr); - - return position; } static void InitMovingField_MM(int x, int y, int direction) @@ -3651,8 +3795,9 @@ static void InitMovingField_MM(int x, int y, int direction) MovDir[x][y] = direction; MovDir[newx][newy] = direction; - if (Feld[newx][newy] == EL_EMPTY) - Feld[newx][newy] = EL_BLOCKED; + + if (Tile[newx][newy] == EL_EMPTY) + Tile[newx][newy] = EL_BLOCKED; } static void Moving2Blocked_MM(int x, int y, int *goes_to_x, int *goes_to_y) @@ -3686,23 +3831,24 @@ static void Blocked2Moving_MM(int x, int y, static int MovingOrBlocked2Element_MM(int x, int y) { - int element = Feld[x][y]; + int element = Tile[x][y]; if (element == EL_BLOCKED) { int oldx, oldy; Blocked2Moving_MM(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + + return Tile[oldx][oldy]; } - else - return element; + + return element; } #if 0 static void RemoveField(int x, int y) { - Feld[x][y] = EL_EMPTY; + Tile[x][y] = EL_EMPTY; MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; @@ -3713,24 +3859,24 @@ static void RemoveMovingField_MM(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (Tile[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) { Moving2Blocked_MM(x, y, &newx, &newy); - if (Feld[newx][newy] != EL_BLOCKED) + if (Tile[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y] == EL_BLOCKED) + else if (Tile[x][y] == EL_BLOCKED) { Blocked2Moving_MM(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - Feld[oldx][oldy] = EL_EMPTY; - Feld[newx][newy] = EL_EMPTY; + Tile[oldx][oldy] = EL_EMPTY; + Tile[newx][newy] = EL_EMPTY; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; @@ -3779,23 +3925,210 @@ void PlaySoundLevel(int x, int y, int sound_nr) static void RaiseScore_MM(int value) { game_mm.score += value; -#if 0 - DrawText(DX_SCORE, DY_SCORE, int2str(game_mm.score, 4), - FONT_TEXT_2); -#endif } void RaiseScoreElement_MM(int element) { - switch(element) + switch (element) { case EL_PACMAN: + case EL_PACMAN_RIGHT: + case EL_PACMAN_UP: + case EL_PACMAN_LEFT: + case EL_PACMAN_DOWN: RaiseScore_MM(native_mm_level.score[SC_PACMAN]); break; + case EL_KEY: RaiseScore_MM(native_mm_level.score[SC_KEY]); break; + + case EL_KETTLE: + case EL_CELL: + RaiseScore_MM(native_mm_level.score[SC_COLLECTIBLE]); + break; + + case EL_LIGHTBALL: + RaiseScore_MM(native_mm_level.score[SC_LIGHTBALL]); + break; + default: break; } } + + +// ---------------------------------------------------------------------------- +// Mirror Magic game engine snapshot handling functions +// ---------------------------------------------------------------------------- + +void SaveEngineSnapshotValues_MM(ListNode **buffers) +{ + int x, y; + + engine_snapshot_mm.game_mm = game_mm; + engine_snapshot_mm.laser = laser; + + for (x = 0; x < MAX_PLAYFIELD_WIDTH; x++) + { + for (y = 0; y < MAX_PLAYFIELD_HEIGHT; y++) + { + engine_snapshot_mm.Ur[x][y] = Ur[x][y]; + engine_snapshot_mm.Hit[x][y] = Hit[x][y]; + engine_snapshot_mm.Box[x][y] = Box[x][y]; + engine_snapshot_mm.Angle[x][y] = Angle[x][y]; + engine_snapshot_mm.Frame[x][y] = Frame[x][y]; + } + } + + engine_snapshot_mm.LX = LX; + engine_snapshot_mm.LY = LY; + engine_snapshot_mm.XS = XS; + engine_snapshot_mm.YS = YS; + engine_snapshot_mm.ELX = ELX; + engine_snapshot_mm.ELY = ELY; + engine_snapshot_mm.CT = CT; + engine_snapshot_mm.Ct = Ct; + + engine_snapshot_mm.last_LX = last_LX; + engine_snapshot_mm.last_LY = last_LY; + engine_snapshot_mm.last_hit_mask = last_hit_mask; + engine_snapshot_mm.hold_x = hold_x; + engine_snapshot_mm.hold_y = hold_y; + engine_snapshot_mm.pacman_nr = pacman_nr; + + engine_snapshot_mm.rotate_delay = rotate_delay; + engine_snapshot_mm.pacman_delay = pacman_delay; + engine_snapshot_mm.energy_delay = energy_delay; + engine_snapshot_mm.overload_delay = overload_delay; +} + +void LoadEngineSnapshotValues_MM(void) +{ + int x, y; + + // stored engine snapshot buffers already restored at this point + + game_mm = engine_snapshot_mm.game_mm; + laser = engine_snapshot_mm.laser; + + for (x = 0; x < MAX_PLAYFIELD_WIDTH; x++) + { + for (y = 0; y < MAX_PLAYFIELD_HEIGHT; y++) + { + Ur[x][y] = engine_snapshot_mm.Ur[x][y]; + Hit[x][y] = engine_snapshot_mm.Hit[x][y]; + Box[x][y] = engine_snapshot_mm.Box[x][y]; + Angle[x][y] = engine_snapshot_mm.Angle[x][y]; + Frame[x][y] = engine_snapshot_mm.Frame[x][y]; + } + } + + LX = engine_snapshot_mm.LX; + LY = engine_snapshot_mm.LY; + XS = engine_snapshot_mm.XS; + YS = engine_snapshot_mm.YS; + ELX = engine_snapshot_mm.ELX; + ELY = engine_snapshot_mm.ELY; + CT = engine_snapshot_mm.CT; + Ct = engine_snapshot_mm.Ct; + + last_LX = engine_snapshot_mm.last_LX; + last_LY = engine_snapshot_mm.last_LY; + last_hit_mask = engine_snapshot_mm.last_hit_mask; + hold_x = engine_snapshot_mm.hold_x; + hold_y = engine_snapshot_mm.hold_y; + pacman_nr = engine_snapshot_mm.pacman_nr; + + rotate_delay = engine_snapshot_mm.rotate_delay; + pacman_delay = engine_snapshot_mm.pacman_delay; + energy_delay = engine_snapshot_mm.energy_delay; + overload_delay = engine_snapshot_mm.overload_delay; + + RedrawPlayfield_MM(); +} + +static int getAngleFromTouchDelta(int dx, int dy, int base) +{ + double pi = 3.141592653; + double rad = atan2((double)-dy, (double)dx); + double rad2 = (rad < 0 ? rad + 2 * pi : rad); + double deg = rad2 * 180.0 / pi; + + return (int)(deg * base / 360.0 + 0.5) % base; +} + +int getButtonFromTouchPosition(int x, int y, int dst_mx, int dst_my) +{ + // calculate start (source) position to be at the middle of the tile + int src_mx = cSX + x * TILESIZE_VAR + TILESIZE_VAR / 2; + int src_my = cSY + y * TILESIZE_VAR + TILESIZE_VAR / 2; + int dx = dst_mx - src_mx; + int dy = dst_my - src_my; + int element; + int base = 16; + int phases = 16; + int angle_old = -1; + int angle_new = -1; + int button = 0; + int i; + + if (!IN_LEV_FIELD(x, y)) + return 0; + + element = Tile[x][y]; + + if (!IS_MCDUFFIN(element) && + !IS_MIRROR(element) && + !IS_BEAMER(element) && + !IS_POLAR(element) && + !IS_POLAR_CROSS(element) && + !IS_DF_MIRROR(element)) + return 0; + + angle_old = get_element_angle(element); + + if (IS_MCDUFFIN(element)) + { + angle_new = (dx > 0 && ABS(dy) < ABS(dx) ? ANG_RAY_RIGHT : + dy < 0 && ABS(dx) < ABS(dy) ? ANG_RAY_UP : + dx < 0 && ABS(dy) < ABS(dx) ? ANG_RAY_LEFT : + dy > 0 && ABS(dx) < ABS(dy) ? ANG_RAY_DOWN : + -1); + } + else if (IS_MIRROR(element) || + IS_DF_MIRROR(element)) + { + for (i = 0; i < laser.num_damages; i++) + { + if (laser.damage[i].x == x && + laser.damage[i].y == y && + ObjHit(x, y, HIT_POS_CENTER)) + { + angle_old = get_mirrored_angle(laser.damage[i].angle, angle_old); + angle_new = getAngleFromTouchDelta(dx, dy, base) % phases; + + break; + } + } + } + + if (angle_new == -1) + { + if (IS_MIRROR(element) || + IS_DF_MIRROR(element) || + IS_POLAR(element)) + base = 32; + + if (IS_POLAR_CROSS(element)) + phases = 4; + + angle_new = getAngleFromTouchDelta(dx, dy, base) % phases; + } + + button = (angle_new == angle_old ? 0 : + (angle_new - angle_old + phases) % phases < (phases / 2) ? + MB_LEFTBUTTON : MB_RIGHTBUTTON); + + return button; +}