X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=1ef6339e826957c521ef5d79efc81935cbd8ebba;hb=ba3aeb20c00b33e4d513cb8f8bdc466bad553820;hp=8729d1652d9a4fac65a4e00b27652a7bc5090062;hpb=113a9a0fdeb78daec8c23413359763ef362a58d2;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 8729d165..1ef6339e 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 */ +// 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() */ +// 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 */ +// 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; } @@ -105,13 +326,94 @@ 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 }, @@ -119,13 +421,13 @@ static void InitMovDir_MM(int x, int y) { 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; @@ -134,14 +436,14 @@ static void InitMovDir_MM(int x, int y) } } -static void InitField(int x, int y, boolean init_game) +static void InitField(int x, int y) { - 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 +517,33 @@ 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; j < game_mm.num_cycle; j++) - { - int x = game_mm.cycle[j].x; - int y = game_mm.cycle[j].y; - int step = SIGN(game_mm.cycle[j].steps); - int last_element = Feld[x][y]; - int next_element = get_rotated_element(last_element, step); - - if (!game_mm.cycle[j].steps) - continue; + int x = game_mm.cycle[i].x; + int y = game_mm.cycle[i].y; + int step = SIGN(game_mm.cycle[i].steps); + int last_element = Tile[x][y]; + int next_element = get_rotated_element(last_element, step); - Feld[x][y] = next_element; - - DrawField_MM(x, y); - game_mm.cycle[j].steps -= step; - } - - BackToFront(); - ColorCycling(); - -#ifdef DEBUG - if (setup.quick_doors) + if (!game_mm.cycle[i].steps) continue; -#endif - Delay(AUTO_ROTATE_DELAY); + Tile[x][y] = next_element; + + game_mm.cycle[i].steps -= step; } } -static void InitLaser() +static void InitLaser(void) { - int start_element = Feld[laser.start_edge.x][laser.start_edge.y]; + int start_element = Tile[laser.start_edge.x][laser.start_edge.y]; int step = (IS_LASER(start_element) ? 4 : 0); LX = laser.start_edge.x * TILEX; @@ -280,7 +568,10 @@ static void InitLaser() laser.num_beamers = 0; laser.beamer_edge[0] = 0; - AddLaserEdge(LX, LY); /* set laser starting edge */ + laser.dest_element = EL_EMPTY; + laser.wall_mask = 0; + + AddLaserEdge(LX, LY); // set laser starting edge pen_ray = GetPixelFromRGB(window, native_mm_level.laser_red * 0xFF, @@ -288,16 +579,24 @@ static void InitLaser() native_mm_level.laser_blue * 0xFF); } -void InitGameEngine_MM() +void InitGameEngine_MM(void) { int i, x, y; - /* set global game control values */ + BEGIN_NO_HEADLESS + { + // initialize laser bitmap to current playfield (screen) size + ReCreateBitmap(&laser_bitmap, drawto->width, drawto->height); + ClearRectangle(laser_bitmap, 0, 0, drawto->width, drawto->height); + } + END_NO_HEADLESS + + // 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; @@ -308,8 +607,9 @@ void InitGameEngine_MM() game_mm.game_over_cause = 0; game_mm.laser_overload_value = 0; + game_mm.laser_enabled = FALSE; - /* set global laser control values (must be set before "InitLaser()") */ + // set global laser control values (must be set before "InitLaser()") laser.start_edge.x = 0; laser.start_edge.y = 0; laser.start_angle = 0; @@ -325,13 +625,29 @@ void InitGameEngine_MM() laser.dest_element = EL_EMPTY; laser.wall_mask = 0; + last_LX = 0; + last_LY = 0; + last_hit_mask = 0; + + hold_x = -1; + hold_y = -1; + + pacman_nr = -1; + CT = Ct = 0; + rotate_delay.count = 0; + pacman_delay.count = 0; + energy_delay.count = 0; + overload_delay.count = 0; + + ClickElement(-1, -1, -1); + for (x = 0; x < lev_fieldx; x++) { for (y = 0; y < lev_fieldy; y++) { - Feld[x][y] = Ur[x][y]; + Tile[x][y] = Ur[x][y]; Hit[x][y] = Box[x][y] = 0; Angle[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; @@ -339,70 +655,46 @@ void InitGameEngine_MM() Frame[x][y] = 0; Stop[x][y] = FALSE; - InitField(x, y, TRUE); + InitField(x, y); } } -#if 0 - CloseDoor(DOOR_CLOSE_1); -#endif - DrawLevel_MM(); } -void InitGameActions_MM() +void InitGameActions_MM(void) { - InitCycleElements(); - InitLaser(); + int num_init_game_frames = INIT_GAME_ACTIONS_DELAY; + int cycle_steps_done = 0; + int i; -#if 0 - /* copy default game door content to main double buffer */ - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); -#endif + InitLaser(); -#if 0 - DrawText(DX_LEVEL, DY_LEVEL, - int2str(level_nr, 2), FONT_TEXT_2); - DrawText(DX_KETTLES, DY_KETTLES, - int2str(game_mm.kettles_still_needed, 3), FONT_TEXT_2); - DrawText(DX_SCORE, DY_SCORE, - int2str(game_mm.score, 4), FONT_TEXT_2); -#endif + for (i = 0; i <= num_init_game_frames; i++) + { + if (i == num_init_game_frames) + StopSound_MM(SND_MM_GAME_LEVELTIME_CHARGING); + else if (setup.sound_loops) + PlaySoundLoop_MM(SND_MM_GAME_LEVELTIME_CHARGING); + else + PlaySound_MM(SND_MM_GAME_LEVELTIME_CHARGING); -#if 0 - UnmapGameButtons(); - MapGameButtons(); -#endif + game_mm.energy_left = native_mm_level.time * i / num_init_game_frames; -#if 0 - /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, pix[PIX_DB_DOOR], - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); -#endif + UpdateAndDisplayGameControlValues(); -#if 0 - OpenDoor(DOOR_OPEN_ALL); -#endif + while (cycle_steps_done < NUM_INIT_CYCLE_STEPS * i / num_init_game_frames) + { + InitCycleElements_RotateSingleStep(); - if (setup.sound_loops) - PlaySoundExt(SND_FUEL, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); + cycle_steps_done++; + } -#if 0 // !!! TEMPORARILY DISABLED !!! - for (i = 0; i <= game_mm.energy_left; i += 2) - { - if (!setup.sound_loops) - PlaySoundStereo(SND_FUEL, SOUND_MAX_RIGHT); + AdvanceFrameCounter(); + AdvanceGfxFrame(); -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX4 + XX_ENERGY, - DOOR_GFX_PAGEY1 + YY_ENERGY + ENERGY_YSIZE - i, - ENERGY_XSIZE, i, - DX_ENERGY, DY_ENERGY + ENERGY_YSIZE - i); -#endif + DrawLevel_MM(); - redraw_mask |= REDRAW_DOOR_1; BackToFront(); ColorCycling(); @@ -411,33 +703,31 @@ void InitGameActions_MM() if (setup.quick_doors) continue; #endif - - Delay(20); } - if (setup.sound_loops) - StopSound(SND_FUEL); -#endif + ScanLaser(); -#if 0 - if (setup.sound_music && num_bg_loops) - PlayMusic(level_nr % num_bg_loops); -#endif + if (game_mm.kettles_still_needed == 0) + CheckExitMM(); - ScanLaser(); + SetTileCursorXY(laser.start_edge.x, laser.start_edge.y); + SetTileCursorActive(TRUE); } void AddLaserEdge(int lx, int ly) { - if (lx < -2 || ly < -2 || lx >= 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; @@ -453,14 +743,14 @@ 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); } @@ -480,26 +770,26 @@ 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; } @@ -511,13 +801,13 @@ int ScanPixel() 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 +821,15 @@ 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 +838,7 @@ 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; } @@ -565,12 +847,12 @@ 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 */ + // do not scan laser again after the game was lost for whatever reason if (game_mm.game_over) return; @@ -580,8 +862,9 @@ void ScanLaser() 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) @@ -599,17 +882,18 @@ void ScanLaser() 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)) @@ -635,35 +919,37 @@ 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) { - if (!HitOnlyAnEdge(element, hit_mask)) + if (!HitOnlyAnEdge(hit_mask)) break; } else if (element == EL_FUSE_ON) @@ -722,17 +1008,18 @@ 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; @@ -744,34 +1031,34 @@ void ScanLaser() 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; } @@ -779,26 +1066,25 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) #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 < laser.num_damages; i++) @@ -812,12 +1098,12 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) } } - /* restore graphics from this starting edge to the end of damage list */ + // restore graphics from this starting edge to the end of damage list for (i = damage_start; i < laser.num_damages; i++) { int lx = laser.damage[i].x; int ly = laser.damage[i].y; - int element = Feld[lx][ly]; + int element = Tile[lx][ly]; if (Hit[lx][ly] == laser.damage[i].edge) if (!((IS_BEAMER(element) || IS_FIBRE_OPTIC(element)) && @@ -832,7 +1118,7 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) elx = laser.damage[damage_start].x; ely = laser.damage[damage_start].y; - element = Feld[elx][ely]; + element = Tile[elx][ely]; #if 0 if (IS_BEAMER(element)) @@ -840,11 +1126,12 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) int i; for (i = 0; i < laser.num_beamers; i++) - printf("-> %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); + 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 @@ -852,7 +1139,7 @@ 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)) @@ -860,32 +1147,32 @@ void DrawLaserExt(int start_edge, int num_edges, int mode) } 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) @@ -900,10 +1187,10 @@ 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; @@ -913,17 +1200,16 @@ 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; @@ -938,8 +1224,8 @@ 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 } @@ -947,12 +1233,12 @@ 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]) { @@ -961,7 +1247,7 @@ 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 */ + // draw laser segments forward from the start to the last beamer for (i = 0; i < laser.num_beamers; i++) { int tmp_num_edges = laser.beamer_edge[i] - tmp_start_edge; @@ -970,8 +1256,8 @@ void DrawLaser(int start_edge, int mode) continue; #if 0 - printf("DrawLaser: DL_LASER_ENABLED: i==%d: %d, %d\n", - i, laser.beamer_edge[i], tmp_start_edge); + Debug("game:mm:DrawLaser", "DL_LASER_ENABLED: i==%d: %d, %d", + i, laser.beamer_edge[i], tmp_start_edge); #endif DrawLaserExt(tmp_start_edge, tmp_num_edges, DL_LASER_ENABLED); @@ -979,7 +1265,7 @@ void DrawLaser(int start_edge, int mode) tmp_start_edge = laser.beamer_edge[i]; } - /* draw last segment from last beamer to the end */ + // draw last segment from last beamer to the end DrawLaserExt(tmp_start_edge, laser.num_edges - tmp_start_edge, DL_LASER_ENABLED); } @@ -989,8 +1275,8 @@ void DrawLaser(int start_edge, int mode) int last_num_edges = laser.num_edges; int num_beamers = laser.num_beamers; - /* delete laser segments backward from the end to the first beamer */ - for (i = num_beamers-1; 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]; @@ -1005,11 +1291,16 @@ void DrawLaser(int start_edge, int mode) #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); } } @@ -1017,33 +1308,42 @@ void DrawLaser(int start_edge, int mode) { 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) { - if (HitOnlyAnEdge(element, hit_mask)) + if (HitOnlyAnEdge(hit_mask)) return FALSE; if (IS_MOVING(ELX, ELY) || IS_BLOCKED(ELX, ELY)) 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; @@ -1066,7 +1366,7 @@ 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 || @@ -1079,14 +1379,14 @@ 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--; @@ -1096,7 +1396,7 @@ 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--; @@ -1110,9 +1410,9 @@ 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; @@ -1155,7 +1455,7 @@ 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; @@ -1164,7 +1464,7 @@ 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) { @@ -1174,7 +1474,7 @@ 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) == @@ -1192,7 +1492,7 @@ 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; @@ -1216,47 +1516,11 @@ boolean HitElement(int element, int hit_mask) if (game_mm.kettles_still_needed > 0) game_mm.kettles_still_needed--; - RaiseScore_MM(10); + 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 < lev_fieldy; y++) - { - for (x = 0; x < lev_fieldx; x++) - { - /* initiate opening animation of exit door */ - if (Feld[x][y] == EL_EXIT_CLOSED) - Feld[x][y] = EL_EXIT_OPENING; - - /* remove field that blocks receiver */ - if (IS_RECEIVER(Feld[x][y])) - { - int phase = Feld[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)) - { - Feld[blocking_x][blocking_y] = EL_EMPTY; - - DrawField_MM(blocking_x, blocking_y); - } - } - } - } + CheckExitMM(); DrawLaser(0, DL_LASER_ENABLED); } @@ -1265,33 +1529,30 @@ boolean HitElement(int element, int hit_mask) { game_mm.num_keys++; } - else if (element == EL_LIGHTBALL) - { - RaiseScore_MM(10); - } else if (IS_PACMAN(element)) { DeletePacMan(ELX, ELY); - RaiseScore_MM(50); } + RaiseScoreElement_MM(element); + return FALSE; } if (element == EL_LIGHTBULB_OFF || element == EL_LIGHTBULB_ON) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); DrawLaser(0, DL_LASER_ENABLED); - if (Feld[ELX][ELY] == EL_LIGHTBULB_OFF) + if (Tile[ELX][ELY] == EL_LIGHTBULB_OFF) { - Feld[ELX][ELY] = EL_LIGHTBULB_ON; + Tile[ELX][ELY] = EL_LIGHTBULB_ON; game_mm.lights_still_needed--; } else { - Feld[ELX][ELY] = EL_LIGHTBULB_OFF; + Tile[ELX][ELY] = EL_LIGHTBULB_OFF; game_mm.lights_still_needed++; } @@ -1307,7 +1568,7 @@ boolean HitElement(int element, int hit_mask) } #if 0 - printf("HitElement (4): element == %d\n", element); + Debug("game:mm:HitElement", "(4): element == %d", element); #endif if ((IS_BEAMER(element) || IS_FIBRE_OPTIC(element)) && @@ -1319,7 +1580,7 @@ boolean HitElement(int element, int hit_mask) int step_size; #if 0 - printf("HitElement (BEAMER): element == %d\n", element); + Debug("game:mm:HitElement", "(BEAMER): element == %d", element); #endif laser.num_damages--; @@ -1349,7 +1610,7 @@ boolean HitElement(int element, int hit_mask) if (IS_BEAMER(element)) { - laser.current_angle = get_element_angle(Feld[ELX][ELY]); + laser.current_angle = get_element_angle(Tile[ELX][ELY]); XS = 2 * Step[laser.current_angle].x; YS = 2 * Step[laser.current_angle].y; } @@ -1381,19 +1642,20 @@ boolean HitElement(int element, int hit_mask) return TRUE; } -boolean HitOnlyAnEdge(int element, int hit_mask) +boolean HitOnlyAnEdge(int hit_mask) { - /* check if the laser hit only the edge of an element and, if so, go on */ + // check if the laser hit only the edge of an element and, if so, go on #if 0 - printf("LX, LY, hit_mask == %d, %d, %d\n", LX, LY, hit_mask); + Debug("game:mm:HitOnlyAnEdge", "LX, LY, hit_mask == %d, %d, %d", + LX, LY, hit_mask); #endif if ((hit_mask == HIT_MASK_TOPLEFT || hit_mask == HIT_MASK_TOPRIGHT || hit_mask == HIT_MASK_BOTTOMLEFT || hit_mask == HIT_MASK_BOTTOMRIGHT) && - laser.current_angle % 4) /* angle is not 90° */ + laser.current_angle % 4) // angle is not 90° { int dx, dy; @@ -1412,7 +1674,7 @@ boolean HitOnlyAnEdge(int element, int hit_mask) dx = -1; dy = +1; } - else /* (hit_mask == HIT_MASK_BOTTOMRIGHT) */ + else // (hit_mask == HIT_MASK_BOTTOMRIGHT) { dx = +1; dy = +1; @@ -1424,14 +1686,14 @@ boolean HitOnlyAnEdge(int element, int hit_mask) LY += YS; #if 0 - printf("[HitOnlyAnEdge() == TRUE]\n"); + Debug("game:mm:HitOnlyAnEdge", "[HitOnlyAnEdge() == TRUE]"); #endif return TRUE; } #if 0 - printf("[HitOnlyAnEdge() == FALSE]\n"); + Debug("game:mm:HitOnlyAnEdge", "[HitOnlyAnEdge() == FALSE]"); #endif return FALSE; @@ -1439,7 +1701,7 @@ boolean HitOnlyAnEdge(int element, int hit_mask) boolean HitPolarizer(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) + if (HitOnlyAnEdge(hit_mask)) return FALSE; if (IS_DF_GRID(element)) @@ -1447,8 +1709,8 @@ boolean HitPolarizer(int element, int hit_mask) int grid_angle = get_element_angle(element); #if 0 - printf("HitPolarizer: angle: grid == %d, laser == %d\n", - grid_angle, laser.current_angle); + Debug("game:mm:HitPolarizer", "angle: grid == %d, laser == %d", + grid_angle, laser.current_angle); #endif AddLaserEdge(LX, LY); @@ -1460,7 +1722,7 @@ boolean HitPolarizer(int element, int hit_mask) if (laser.current_angle == grid_angle || laser.current_angle == get_opposite_angle(grid_angle)) { - /* skip the whole element before continuing the scan */ + // skip the whole element before continuing the scan do { LX += XS; @@ -1485,10 +1747,10 @@ boolean HitPolarizer(int element, int hit_mask) LY += YS; #if 0 - printf("HitPolarizer: LX, LY == %d, %d [%d, %d] [%d, %d]\n", - LX, LY, - LX / TILEX, LY / TILEY, - LX % TILEX, LY % TILEY); + Debug("game:mm:HitPolarizer", "LX, LY == %d, %d [%d, %d] [%d, %d]", + LX, LY, + LX / TILEX, LY / TILEY, + LX % TILEX, LY % TILEY); #endif return FALSE; @@ -1506,7 +1768,7 @@ boolean HitPolarizer(int element, int hit_mask) { return HitReflectingWalls(element, hit_mask); } - else /* IS_GRID_WOOD */ + else // IS_GRID_WOOD { return HitAbsorbingWalls(element, hit_mask); } @@ -1637,18 +1899,19 @@ boolean HitBlock(int element, int hit_mask) boolean HitLaserSource(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) - return FALSE; + if (HitOnlyAnEdge(hit_mask)) + return FALSE; + + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); - PlaySoundStereo(SND_AUTSCH, ST(ELX)); - laser.overloaded = TRUE; + laser.overloaded = TRUE; - return TRUE; + return TRUE; } boolean HitLaserDestination(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) + if (HitOnlyAnEdge(hit_mask)) return FALSE; if (element != EL_EXIT_OPEN && @@ -1656,7 +1919,8 @@ boolean HitLaserDestination(int element, int hit_mask) game_mm.kettles_still_needed == 0 && laser.current_angle == get_opposite_angle(get_element_angle(element)))) { - PlaySoundStereo(SND_HOLZ, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); + return TRUE; } @@ -1682,20 +1946,24 @@ boolean HitLaserDestination(int element, int hit_mask) AddDamagedField(ELX, ELY); if (game_mm.lights_still_needed == 0) + { game_mm.level_solved = TRUE; + SetTileCursorActive(FALSE); + } + return TRUE; } boolean HitReflectingWalls(int element, int hit_mask) { - /* check if laser hits side of a wall with an angle that is not 90° */ + // 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 || hit_mask == HIT_MASK_LEFT || hit_mask == HIT_MASK_RIGHT || hit_mask == HIT_MASK_BOTTOM)) { - PlaySoundStereo(SND_HUI, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); LX -= XS; LY -= YS; @@ -1703,7 +1971,7 @@ boolean HitReflectingWalls(int element, int hit_mask) if (!IS_DF_GRID(element)) AddLaserEdge(LX, LY); - /* check if laser hits wall with an angle of 45° */ + // check if laser hits wall with an angle of 45° if (!IS_22_5_ANGLE(laser.current_angle)) { if (hit_mask == HIT_MASK_TOP || hit_mask == HIT_MASK_BOTTOM) @@ -1712,7 +1980,7 @@ boolean HitReflectingWalls(int element, int hit_mask) laser.current_angle = get_mirrored_angle(laser.current_angle, ANG_MIRROR_0); } - else /* hit_mask == HIT_MASK_LEFT || hit_mask == HIT_MASK_RIGHT */ + else // hit_mask == HIT_MASK_LEFT || hit_mask == HIT_MASK_RIGHT { LY += 2 * YS; laser.current_angle = get_mirrored_angle(laser.current_angle, @@ -1751,7 +2019,7 @@ boolean HitReflectingWalls(int element, int hit_mask) return FALSE; } - else /* hit_mask == HIT_MASK_LEFT || hit_mask == HIT_MASK_RIGHT */ + else // hit_mask == HIT_MASK_LEFT || hit_mask == HIT_MASK_RIGHT { laser.current_angle = get_mirrored_angle(laser.current_angle, ANG_MIRROR_90); @@ -1778,7 +2046,7 @@ boolean HitReflectingWalls(int element, int hit_mask) } } - /* reflection at the edge of reflecting DF style wall */ + // reflection at the edge of reflecting DF style wall if (IS_DF_WALL_STEEL(element) && IS_22_5_ANGLE(laser.current_angle)) { if (((laser.current_angle == 1 || laser.current_angle == 3) && @@ -1794,7 +2062,7 @@ boolean HitReflectingWalls(int element, int hit_mask) (hit_mask == HIT_MASK_TOPRIGHT || hit_mask == HIT_MASK_BOTTOMLEFT ? ANG_MIRROR_135 : ANG_MIRROR_45); - PlaySoundStereo(SND_HUI, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); AddDamagedField(ELX, ELY); AddLaserEdge(LX, LY); @@ -1813,7 +2081,7 @@ boolean HitReflectingWalls(int element, int hit_mask) } } - /* reflection inside an edge of reflecting DF style wall */ + // reflection inside an edge of reflecting DF style wall if (IS_DF_WALL_STEEL(element) && IS_22_5_ANGLE(laser.current_angle)) { if (((laser.current_angle == 1 || laser.current_angle == 3) && @@ -1830,7 +2098,7 @@ boolean HitReflectingWalls(int element, int hit_mask) hit_mask == (HIT_MASK_ALL ^ HIT_MASK_TOPRIGHT) ? ANG_MIRROR_135 : ANG_MIRROR_45); - PlaySoundStereo(SND_HUI, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); /* AddDamagedField(ELX, ELY); @@ -1854,7 +2122,7 @@ boolean HitReflectingWalls(int element, int hit_mask) } } - /* check if laser hits DF style wall with an angle of 90° */ + // check if laser hits DF style wall with an angle of 90° if (IS_DF_WALL(element) && IS_90_ANGLE(laser.current_angle)) { if ((IS_HORIZ_ANGLE(laser.current_angle) && @@ -1862,9 +2130,7 @@ boolean HitReflectingWalls(int element, int hit_mask) (IS_VERT_ANGLE(laser.current_angle) && (!(hit_mask & HIT_MASK_LEFT) || !(hit_mask & HIT_MASK_RIGHT)))) { - static int last_LX = 0, last_LY = 0, last_hit_mask = 0; - - /* laser at last step touched nothing or the same side of the wall */ + // laser at last step touched nothing or the same side of the wall if (LX != last_LX || LY != last_LY || hit_mask == last_hit_mask) { AddDamagedField(ELX, ELY); @@ -1881,7 +2147,7 @@ boolean HitReflectingWalls(int element, int hit_mask) } } - if (!HitOnlyAnEdge(element, hit_mask)) + if (!HitOnlyAnEdge(hit_mask)) { laser.overloaded = TRUE; @@ -1893,7 +2159,7 @@ boolean HitReflectingWalls(int element, int hit_mask) boolean HitAbsorbingWalls(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) + if (HitOnlyAnEdge(hit_mask)) return FALSE; if (ABS(XS) == 4 && @@ -1923,7 +2189,7 @@ boolean HitAbsorbingWalls(int element, int hit_mask) element == EL_BLOCK_WOOD || element == EL_GATE_WOOD) { - PlaySoundStereo(SND_HOLZ, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); return TRUE; } @@ -1932,10 +2198,10 @@ boolean HitAbsorbingWalls(int element, int hit_mask) { int mask; - mask = (LX + XS) / MINI_TILEX - ELX * 2 + 1; /* Quadrant (horizontal) */ - mask <<= (((LY + YS) / MINI_TILEY - ELY * 2) > 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); @@ -1966,7 +2232,7 @@ 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)) @@ -1993,14 +2259,14 @@ 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; @@ -2012,20 +2278,20 @@ void OpenExit(int x, int y) 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]--; @@ -2039,14 +2305,14 @@ void OpenSurpriseBall(int x, int y) 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); @@ -2055,19 +2321,19 @@ 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; @@ -2076,13 +2342,13 @@ 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--) if (laser.damage[i].is_mirror) @@ -2104,29 +2370,29 @@ 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)) @@ -2136,6 +2402,16 @@ void GrowAmoeba(int x, int y) } } +static void DrawFieldAnimated_MM(int x, int y) +{ + if (IS_BLOCKED(x, y)) + return; + + DrawField_MM(x, y); + + laser.redraw = TRUE; +} + static void Explode_MM(int x, int y, int phase, int mode) { int num_phase = 9, delay = 2; @@ -2144,17 +2420,17 @@ 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)) @@ -2163,7 +2439,7 @@ static void Explode_MM(int x, int y, int phase, int mode) 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; @@ -2174,7 +2450,7 @@ 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(); @@ -2184,25 +2460,31 @@ 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); + InitField(x, y); DrawField_MM(x, y); } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) @@ -2244,7 +2526,7 @@ 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); } @@ -2252,14 +2534,14 @@ static void Explode_MM(int x, int y, int phase, int mode) 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; @@ -2276,13 +2558,13 @@ 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); } @@ -2316,7 +2598,7 @@ 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; @@ -2328,7 +2610,7 @@ void TurnRound(int x, int y) 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) @@ -2342,7 +2624,7 @@ 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; @@ -2351,7 +2633,7 @@ 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]--; @@ -2359,23 +2641,23 @@ 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); @@ -2391,7 +2673,7 @@ 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); @@ -2401,10 +2683,10 @@ 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; @@ -2431,7 +2713,7 @@ static void ContinueMoving_MM(int x, int y) } } } - else /* still moving on */ + else // still moving on { DrawField_MM(x, y); } @@ -2439,42 +2721,51 @@ static void ContinueMoving_MM(int x, int 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; - /* do not rotate objects hit by the laser after the game was solved */ + 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; + 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) || @@ -2484,6 +2775,8 @@ 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)) { @@ -2501,7 +2794,7 @@ void ClickElement(int mx, int my, int button) InitLaser(); - Feld[x][y] = element; + Tile[x][y] = element; DrawField_MM(x, y); /* @@ -2510,17 +2803,21 @@ void ClickElement(int mx, int my, int button) 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) { @@ -2531,57 +2828,61 @@ 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]; @@ -2599,7 +2900,8 @@ 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; } @@ -2615,18 +2917,17 @@ 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--; @@ -2640,21 +2941,20 @@ 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 < lev_fieldx; x++) { for (y = 0; y < lev_fieldy; y++) { - int element = Feld[x][y]; + int element = Tile[x][y]; - /* do not rotate objects hit by the laser after the game was solved */ + // do not rotate objects hit by the laser after the game was solved if (game_mm.level_solved && Hit[x][y]) continue; @@ -2676,25 +2976,24 @@ boolean ObjHit(int obx, int oby, int bits) if (bits & HIT_POS_CENTER) { - if (ReadPixel(drawto, SX + obx + 15, SY + oby + 15) == pen_ray) + if (CheckLaserPixel(cSX + obx + 15, + cSY + oby + 15)) return TRUE; } if (bits & HIT_POS_EDGE) { for (i = 0; i < 4; i++) - if (ReadPixel(drawto, - SX + obx + 31 * (i % 2), - SY + oby + 31 * (i / 2)) == pen_ray) + if (CheckLaserPixel(cSX + obx + 31 * (i % 2), + cSY + oby + 31 * (i / 2))) return TRUE; } if (bits & HIT_POS_BETWEEN) { for (i = 0; i < 4; i++) - if (ReadPixel(drawto, - SX + 4 + obx + 22 * (i % 2), - SY + 4 + oby + 22 * (i / 2)) == pen_ray) + if (CheckLaserPixel(cSX + 4 + obx + 22 * (i % 2), + cSY + 4 + oby + 22 * (i / 2))) return TRUE; } @@ -2737,9 +3036,9 @@ void ColorCycling(void) if (color_status == STATIC_COLORS) return; - CC = Counter(); + CC = FrameCounter; - if (CC < Cc || CC > Cc + 50) + if (CC < Cc || CC > Cc + 2) { Cc = CC; @@ -2771,25 +3070,19 @@ void ColorCycling(void) } } -static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) +static void GameActions_MM_Ext(void) { - 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 < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) Stop[x][y] = FALSE; for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) { - element = Feld[x][y]; + element = Tile[x][y]; if (!IS_MOVING(x, y) && CAN_MOVE(element)) StartMoving_MM(x, y); @@ -2805,22 +3098,24 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) MeltIce(x, y); else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA) GrowAmoeba(x, y); + else + DrawFieldAnimated_MM(x, y); } AutoRotateMirrors(); #if 1 - /* !!! CHANGE THIS: REDRAW ONLY WHEN NEEDED !!! */ + // !!! CHANGE THIS: REDRAW ONLY WHEN NEEDED !!! - /* redraw after Explode_MM() ... */ + // redraw after Explode_MM() ... if (laser.redraw) DrawLaser(0, DL_LASER_ENABLED); laser.redraw = FALSE; #endif - CT = Counter(); + CT = FrameCounter; - if (game_mm.num_pacman && DelayReached(&pacman_delay, 250)) + if (game_mm.num_pacman && FrameReached(&pacman_delay)) { MovePacMen(); @@ -2831,20 +3126,15 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) } } - if (DelayReached(&energy_delay, 4000)) + if (FrameReached(&energy_delay)) { - game_mm.energy_left--; - if (game_mm.energy_left >= 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; @@ -2860,28 +3150,21 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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; } @@ -2890,10 +3173,10 @@ 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 @@ -2909,9 +3192,11 @@ 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++; @@ -2942,20 +3227,14 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) (native_mm_level.laser_blue ? color_down : 0x00)); DrawLaser(0, DL_LASER_ENABLED); - BackToFront(); - } - - 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); } 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) { @@ -2985,6 +3264,8 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) { int i; + UpdateAndDisplayGameControlValues(); + for (i = 15; i >= 0; i--) { #if 0 @@ -2995,7 +3276,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) DrawLaser(0, DL_LASER_ENABLED); BackToFront(); - Delay(50); + Delay_WithScreenUpdates(50); } DrawLaser(0, DL_LASER_DISABLED); @@ -3003,18 +3284,9 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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; } @@ -3025,45 +3297,19 @@ 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; @@ -3073,7 +3319,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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[] = { @@ -3090,9 +3336,9 @@ 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; @@ -3144,17 +3390,17 @@ 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; @@ -3183,25 +3429,21 @@ 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; } @@ -3212,22 +3454,22 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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--) @@ -3244,10 +3486,10 @@ 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; @@ -3280,13 +3522,12 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) { 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; } } @@ -3297,9 +3538,8 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) { 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; } } @@ -3308,8 +3548,8 @@ 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; @@ -3317,11 +3557,11 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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 @@ -3332,9 +3572,9 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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; @@ -3346,14 +3586,14 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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--) { DrawWallsAnimation_MM(dx, dy, de, i, dm); BackToFront(); - Delay(20); + Delay_WithScreenUpdates(20); } DrawLaser(0, DL_LASER_ENABLED); @@ -3362,7 +3602,7 @@ 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; @@ -3384,7 +3624,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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)) @@ -3400,10 +3640,10 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) 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, IMG_EMPTY); DrawField_MM(x, y); @@ -3419,7 +3659,7 @@ 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) { @@ -3434,11 +3674,11 @@ 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); @@ -3449,49 +3689,50 @@ 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(); - GameActions_MM_Ext(action, warp_mode); + CheckSingleStepMode_MM(element_clicked, button_released); } -void MovePacMen() +void MovePacMen(void) { - static int p = -1; int mx, my, ox, oy, nx, ny; int element; int l; - if (++p >= game_mm.num_pacman) - p = 0; + if (++pacman_nr >= game_mm.num_pacman) + pacman_nr = 0; - game_mm.pacman[p].dir--; + 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; @@ -3502,35 +3743,35 @@ 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[p].x = nx; - game_mm.pacman[p].y = ny; + game_mm.pacman[pacman_nr].x = nx; + game_mm.pacman[pacman_nr].y = ny; DrawGraphic_MM(ox, oy, IMG_EMPTY); if (element != EL_EMPTY) { - int graphic = el2gfx(Feld[nx][ny]); + int graphic = el2gfx(Tile[nx][ny]); Bitmap *bitmap; int src_x, src_y; int i; getGraphicSource(graphic, 0, &bitmap, &src_x, &src_y); - CT = Counter(); - ox = SX + ox * TILEX; - oy = SY + oy * 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); - Ct = Ct + Counter() - CT; + Ct = Ct + FrameCounter - CT; } DrawField_MM(nx, ny); @@ -3563,186 +3804,6 @@ void MovePacMen() } } -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 < MAX_SCORE_ENTRIES; k++) - { - if (game_mm.score > 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; l < MAX_SCORE_ENTRIES; l++) - if (!strcmp(setup.player_name, highscore[l].Name)) - m = l; - if (m == k) /* player's new highscore overwrites his old one */ - goto put_into_list; -#endif - - for (l = m; l>k; 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 - - } - - // if (position >= 0) - // SaveScore(level_nr); - - return position; -} - static void InitMovingField_MM(int x, int y, int direction) { int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); @@ -3751,8 +3812,8 @@ 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) @@ -3786,7 +3847,7 @@ 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) { @@ -3794,7 +3855,7 @@ static int MovingOrBlocked2Element_MM(int x, int y) Blocked2Moving_MM(x, y, &oldx, &oldy); - return Feld[oldx][oldy]; + return Tile[oldx][oldy]; } return element; @@ -3803,7 +3864,7 @@ static int MovingOrBlocked2Element_MM(int x, int y) #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; @@ -3814,24 +3875,24 @@ 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; @@ -3880,18 +3941,17 @@ 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; @@ -3899,7 +3959,192 @@ void RaiseScoreElement_MM(int element) 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(void) +{ + 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; +}