X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=093e837363e306753ca2f178aa1340680c7c1898;hb=92ae204856b3b41863f4244dd75cc5c7268f034d;hp=52f0b01e7d0c373a8d8ce012fbc71b2ca25a7824;hpb=5a1fa75e7dbace4979bc074ca0fb0f0d66931945;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 52f0b01e..093e8373 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -111,10 +111,10 @@ static int hold_x = -1, hold_y = -1; static int pacman_nr = -1; // various game engine delay counters -static unsigned int rotate_delay = 0; -static unsigned int pacman_delay = 0; -static unsigned int energy_delay = 0; -static unsigned int overload_delay = 0; +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] = @@ -637,10 +637,10 @@ void InitGameEngine_MM(void) CT = Ct = 0; - rotate_delay = 0; - pacman_delay = 0; - energy_delay = 0; - overload_delay = 0; + rotate_delay.count = 0; + pacman_delay.count = 0; + energy_delay.count = 0; + overload_delay.count = 0; ClickElement(-1, -1, -1); @@ -2709,8 +2709,7 @@ static void ContinueMoving_MM(int x, int y) boolean ClickElement(int x, int y, int button) { - static unsigned int click_delay = 0; - static int click_delay_value = CLICK_DELAY; + static DelayCounter click_delay = { CLICK_DELAY }; static boolean new_button = TRUE; boolean element_clicked = FALSE; int element; @@ -2718,8 +2717,8 @@ boolean ClickElement(int x, int y, int button) if (button == -1) { // initialize static variables - click_delay = 0; - click_delay_value = CLICK_DELAY; + click_delay.count = 0; + click_delay.value = CLICK_DELAY; new_button = TRUE; return FALSE; @@ -2732,7 +2731,7 @@ boolean ClickElement(int x, int y, int button) if (button == MB_RELEASED) { new_button = TRUE; - click_delay_value = CLICK_DELAY; + click_delay.value = CLICK_DELAY; // release eventually hold auto-rotating mirror RotateMirror(x, y, MB_RELEASED); @@ -2740,7 +2739,7 @@ boolean ClickElement(int x, int y, int button) return FALSE; } - if (!FrameReached(&click_delay, click_delay_value) && !new_button) + if (!FrameReached(&click_delay) && !new_button) return FALSE; if (button == MB_MIDDLEBUTTON) // middle button has no function @@ -2827,7 +2826,7 @@ boolean ClickElement(int x, int y, int button) element_clicked = TRUE; } - click_delay_value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY); + click_delay.value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY); new_button = FALSE; return element_clicked; @@ -2932,7 +2931,7 @@ static void AutoRotateMirrors(void) { int x, y; - if (!FrameReached(&rotate_delay, AUTO_ROTATE_DELAY)) + if (!FrameReached(&rotate_delay)) return; for (x = 0; x < lev_fieldx; x++) @@ -3057,7 +3056,7 @@ void ColorCycling(void) } } -static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) +static void GameActions_MM_Ext(struct MouseActionInfo action) { int element; int x, y, i; @@ -3100,7 +3099,7 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) CT = FrameCounter; - if (game_mm.num_pacman && FrameReached(&pacman_delay, PACMAN_MOVE_DELAY)) + if (game_mm.num_pacman && FrameReached(&pacman_delay)) { MovePacMen(); @@ -3111,7 +3110,7 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) } } - if (FrameReached(&energy_delay, ENERGY_DELAY)) + if (FrameReached(&energy_delay)) { if (game_mm.energy_left > 0) { @@ -3119,7 +3118,7 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) redraw_mask |= REDRAW_DOOR_1; } - else if (setup.time_limit && !game_mm.game_over) + else if (game.time_limit && !game_mm.game_over) { int i; @@ -3177,9 +3176,11 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, 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)) && - FrameReached(&overload_delay, HEALTH_DELAY(laser.overloaded))) + FrameReached(&overload_delay)) { if (laser.overloaded) laser.overload_value++; @@ -3672,12 +3673,12 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) return; } -void GameActions_MM(struct MouseActionInfo action, boolean warp_mode) +void GameActions_MM(struct MouseActionInfo action) { 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); }