X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=5cdc8ed3114712b6e97fd8f11d1ce9c22a8f8b21;hb=258d9d4ffe4374628f4bf49f2f0a30c4c1701933;hp=4b221d0adc0b1b78b5b14076f94094a0851df511;hpb=2dbe35f19dc4c98e2f67a1b5d71cc848393576dc;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 4b221d0a..5cdc8ed3 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -570,6 +570,8 @@ static void InitField(int x, int y, boolean init_game) game_mm.laser_green = native_mm_level.df_laser_green; game_mm.laser_blue = native_mm_level.df_laser_blue; } + + game_mm.has_mcduffin = (IS_MCDUFFIN(element)); } break; @@ -662,10 +664,12 @@ void InitGameEngine_MM(void) game_mm.laser_red = FALSE; game_mm.laser_green = FALSE; game_mm.laser_blue = TRUE; + game_mm.has_mcduffin = TRUE; game_mm.level_solved = FALSE; game_mm.game_over = FALSE; game_mm.game_over_cause = 0; + game_mm.game_over_message = NULL; game_mm.laser_overload_value = 0; game_mm.laser_enabled = FALSE; @@ -802,21 +806,23 @@ static void FadeOutLaser(void) static void GameOver_MM(int game_over_cause) { - // do not handle game over if request dialog is already active - if (game.request_active) - return; - game_mm.game_over = TRUE; game_mm.game_over_cause = game_over_cause; - - if (setup.ask_on_game_over) - game.restart_game_message = (game_over_cause == GAME_OVER_BOMB ? - "Bomb killed Mc Duffin! Play it again?" : - game_over_cause == GAME_OVER_NO_ENERGY ? - "Out of magic energy! Play it again?" : - game_over_cause == GAME_OVER_OVERLOADED ? - "Magic spell hit Mc Duffin! Play it again?" : - NULL); + game_mm.game_over_message = (game_mm.has_mcduffin ? + (game_over_cause == GAME_OVER_BOMB ? + "Bomb killed Mc Duffin!" : + game_over_cause == GAME_OVER_NO_ENERGY ? + "Out of magic energy!" : + game_over_cause == GAME_OVER_OVERLOADED ? + "Magic spell hit Mc Duffin!" : + NULL) : + (game_over_cause == GAME_OVER_BOMB ? + "Bomb destroyed laser cannon!" : + game_over_cause == GAME_OVER_NO_ENERGY ? + "Out of laser energy!" : + game_over_cause == GAME_OVER_OVERLOADED ? + "Laser beam hit laser cannon!" : + NULL)); SetTileCursorActive(FALSE); } @@ -909,6 +915,26 @@ static int ScanPixel(void) } #endif + // check if laser scan has crossed element boundaries (not just mini tiles) + boolean cross_x = (LX / TILEX != (LX + 2) / TILEX); + boolean cross_y = (LY / TILEY != (LY + 2) / TILEY); + + if (cross_x && cross_y) + { + int elx1 = (LX - XS) / TILEX; + int ely1 = (LY + YS) / TILEY; + int elx2 = (LX + XS) / TILEX; + int ely2 = (LY - YS) / TILEY; + + // add element corners left and right from the laser beam to damage list + + if (IN_LEV_FIELD(elx1, ely1) && Tile[elx1][ely1] != EL_EMPTY) + AddDamagedField(elx1, ely1); + + if (IN_LEV_FIELD(elx2, ely2) && Tile[elx2][ely2] != EL_EMPTY) + AddDamagedField(elx2, ely2); + } + for (i = 0; i < 4; i++) { int px = LX + (i % 2) * 2; @@ -1049,24 +1075,51 @@ static void ScanLaser(void) break; } - if (hit_mask == (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT)) - { - /* we have hit the top-right and bottom-left element -- - choose the bottom-left one */ - /* !!! THIS CAN BE DONE MORE INTELLIGENTLY, FOR EXAMPLE, IF ONE - ELEMENT WAS STEEL AND THE OTHER ONE WAS ICE => ALWAYS CHOOSE - THE ICE AND MELT IT AWAY INSTEAD OF OVERLOADING LASER !!! */ - ELX = (LX - 2) / TILEX; - ELY = (LY + 2) / TILEY; - } + // check if laser scan has hit two diagonally adjacent element corners + boolean diag_1 = ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1); + boolean diag_2 = ((hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2); + + // check if laser scan has crossed element boundaries (not just mini tiles) + boolean cross_x = (LX / TILEX != (LX + 2) / TILEX); + boolean cross_y = (LY / TILEY != (LY + 2) / TILEY); - if (hit_mask == (HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT)) + // handle special case of laser hitting two diagonally adjacent elements + // (with or without a third corner element behind these two elements) + if ((diag_1 || diag_2) && cross_x && cross_y) { - /* we have hit the top-left and bottom-right element -- - choose the top-left one */ - // !!! SEE ABOVE !!! - ELX = (LX - 2) / TILEX; - ELY = (LY - 2) / TILEY; + // compare the two diagonally adjacent elements + int xoffset = 2; + int yoffset = 2 * (diag_1 ? -1 : +1); + int elx1 = (LX - xoffset) / TILEX; + int ely1 = (LY + yoffset) / TILEY; + int elx2 = (LX + xoffset) / TILEX; + int ely2 = (LY - yoffset) / TILEY; + int e1 = Tile[elx1][ely1]; + int e2 = Tile[elx2][ely2]; + boolean use_element_1 = FALSE; + + if (IS_WALL_ICE(e1) || IS_WALL_ICE(e2)) + { + if (IS_WALL_ICE(e1) && IS_WALL_ICE(e2)) + use_element_1 = (RND(2) ? TRUE : FALSE); + else if (IS_WALL_ICE(e1)) + use_element_1 = TRUE; + } + else if (IS_WALL_AMOEBA(e1) || IS_WALL_AMOEBA(e2)) + { + // if both tiles match, we can just select the first one + if (IS_WALL_AMOEBA(e1)) + use_element_1 = TRUE; + } + else if (IS_ABSORBING_BLOCK(e1) || IS_ABSORBING_BLOCK(e2)) + { + // if both tiles match, we can just select the first one + if (IS_ABSORBING_BLOCK(e1)) + use_element_1 = TRUE; + } + + ELX = (use_element_1 ? elx1 : elx2); + ELY = (use_element_1 ? ely1 : ely2); } #if 0 @@ -1691,6 +1744,8 @@ static boolean HitElement(int element, int hit_mask) element == EL_MINE ? EL_MINE_ACTIVE : EL_GRAY_BALL_ACTIVE); + GfxFrame[ELX][ELY] = 0; // restart animation + laser.dest_element_last = Tile[ELX][ELY]; laser.dest_element_last_x = ELX; laser.dest_element_last_y = ELY; @@ -1973,10 +2028,16 @@ static boolean HitPolarizer(int element, int hit_mask) } else if (IS_GRID_STEEL(element)) { + // may be required if graphics for steel grid redefined + AddDamagedField(ELX, ELY); + return HitReflectingWalls(element, hit_mask); } else // IS_GRID_WOOD { + // may be required if graphics for wooden grid redefined + AddDamagedField(ELX, ELY); + return HitAbsorbingWalls(element, hit_mask); } @@ -2026,11 +2087,9 @@ static boolean HitBlock(int element, int hit_mask) if (element == EL_GATE_STONE || element == EL_GATE_WOOD) { int xs = XS / 2, ys = YS / 2; - int hit_mask_diagonal1 = HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT; - int hit_mask_diagonal2 = HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT; - if ((hit_mask & hit_mask_diagonal1) == hit_mask_diagonal1 || - (hit_mask & hit_mask_diagonal2) == hit_mask_diagonal2) + if ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1 || + (hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2) { laser.overloaded = (element == EL_GATE_STONE); @@ -2069,11 +2128,9 @@ static boolean HitBlock(int element, int hit_mask) if (element == EL_BLOCK_STONE || element == EL_BLOCK_WOOD) { int xs = XS / 2, ys = YS / 2; - int hit_mask_diagonal1 = HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT; - int hit_mask_diagonal2 = HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT; - if ((hit_mask & hit_mask_diagonal1) == hit_mask_diagonal1 || - (hit_mask & hit_mask_diagonal2) == hit_mask_diagonal2) + if ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1 || + (hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2) { laser.overloaded = (element == EL_BLOCK_STONE); @@ -2403,10 +2460,18 @@ static boolean HitAbsorbingWalls(int element, int hit_mask) if (IS_WALL_ICE(element)) { + int lx = LX + XS; + int ly = LY + YS; int mask; - mask = (LX + XS) / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal) - mask <<= (((LY + YS) / MINI_TILEY - ELY * 2) > 0) * 2; // || (vertical) + // check if laser hit adjacent edges of two diagonal tiles + if (ELX != lx / TILEX) + lx = LX - XS; + if (ELY != ly / TILEY) + ly = LY - YS; + + mask = lx / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal) + mask <<= ((ly / MINI_TILEY - ELY * 2) > 0 ? 2 : 0); // || (vertical) // check if laser hits wall with an angle of 90° if (IS_90_ANGLE(laser.current_angle)) @@ -2708,12 +2773,13 @@ static void Explode_MM(int x, int y, int phase, int mode) int num_phase = 9, delay = 2; int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; + int center_element; laser.redraw = TRUE; if (phase == EX_PHASE_START) // initialize 'Store[][]' field { - int center_element = Tile[x][y]; + center_element = Tile[x][y]; if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { @@ -2724,12 +2790,14 @@ static void Explode_MM(int x, int y, int phase, int mode) Tile[x][y] = center_element; } - Store[x][y] = center_element; - Store2[x][y] = mode; + if (center_element != EL_GRAY_BALL_ACTIVE) + Store[x][y] = EL_EMPTY; + Store2[x][y] = center_element; Tile[x][y] = EL_EXPLODING_OPAQUE; GfxElement[x][y] = (center_element == EL_BOMB_ACTIVE ? EL_BOMB : + center_element == EL_GRAY_BALL_ACTIVE ? EL_GRAY_BALL : IS_MCDUFFIN(center_element) ? EL_MCDUFFIN : center_element); @@ -2745,7 +2813,9 @@ static void Explode_MM(int x, int y, int phase, int mode) ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); - if (phase == half_phase) + center_element = Store2[x][y]; + + if (phase == half_phase && Store[x][y] == EL_EMPTY) { Tile[x][y] = EL_EXPLODING_TRANSP; @@ -2755,29 +2825,30 @@ static void Explode_MM(int x, int y, int phase, int mode) if (phase == last_phase) { - if (Store[x][y] == EL_BOMB_ACTIVE) + if (center_element == EL_BOMB_ACTIVE) { DrawLaser(0, DL_LASER_DISABLED); InitLaser(); Bang_MM(laser.start_edge.x, laser.start_edge.y); - GameOver_MM(GAME_OVER_DELAYED); - laser.overloaded = FALSE; } - else if (IS_MCDUFFIN(Store[x][y])) + else if (IS_MCDUFFIN(center_element) || IS_LASER(center_element)) { GameOver_MM(GAME_OVER_BOMB); } - Tile[x][y] = EL_EMPTY; + Tile[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; InitField(x, y, FALSE); DrawField_MM(x, y); + + if (center_element == EL_GRAY_BALL_ACTIVE) + ScanLaser_FromLastMirror(); } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -3474,12 +3545,12 @@ static void GameActions_MM_Ext(void) game_mm.ball_choice_pos++; int new_element = native_mm_level.ball_content[element_pos]; - int new_element_unmapped = unmap_element(new_element); + int new_element_base = map_wall_to_base_element(new_element); - if (IS_WALL(new_element_unmapped)) + if (IS_WALL(new_element_base)) { // always use completely filled wall element - new_element = new_element_unmapped | 0x000f; + new_element = new_element_base | 0x000f; } else if (native_mm_level.rotate_ball_content && get_num_elements(new_element) > 1) @@ -3492,9 +3563,12 @@ static void GameActions_MM_Ext(void) Store2[ELX][ELY] = TRUE; } - Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; + if (native_mm_level.explode_ball) + Bang_MM(ELX, ELY); + else + Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; - laser.dest_element_last = Tile[ELX][ELY]; + laser.dest_element = laser.dest_element_last = Tile[ELX][ELY]; return; }