X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=8cc08bc47527ed8dd825ac912233a32b631f4d93;hb=c2507c62924b560ab4c0ad7330cd78fc562f16ce;hp=4ad6ea61a0f85bc393e5a5647391c61058a38d9d;hpb=3a606b24c2e6459e8522f060d37f8f4b9434c4b8;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 4ad6ea61..8cc08bc4 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -99,6 +99,22 @@ static void InitMovingField_MM(int, int, int); static void ContinueMoving_MM(int, int); static void Moving2Blocked_MM(int, int, int *, int *); +static void AddLaserEdge(int, int); +static void ScanLaser(void); +static void DrawLaser(int, int); +static boolean HitElement(int, int); +static boolean HitOnlyAnEdge(int); +static boolean HitPolarizer(int, int); +static boolean HitBlock(int, int); +static boolean HitLaserSource(int, int); +static boolean HitLaserDestination(int, int); +static boolean HitReflectingWalls(int, int); +static boolean HitAbsorbingWalls(int, int); +static void RotateMirror(int, int, int); +static boolean ObjHit(int, int, int); +static void DeletePacMan(int, int); +static void MovePacMen(void); + // bitmap for laser beam detection static Bitmap *laser_bitmap = NULL; @@ -554,6 +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; @@ -646,6 +664,7 @@ 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; @@ -744,8 +763,6 @@ void InitGameActions_MM(void) BackToFront(); - ColorCycling(); - #ifdef DEBUG if (setup.quick_doors) continue; @@ -795,6 +812,10 @@ static void GameOver_MM(int game_over_cause) game_mm.game_over = TRUE; game_mm.game_over_cause = game_over_cause; + // do not ask to play again if game was never actually played + if (!game.GamePlayed) + return; + if (setup.ask_on_game_over) game.restart_game_message = (game_over_cause == GAME_OVER_BOMB ? "Bomb killed Mc Duffin! Play it again?" : @@ -807,7 +828,7 @@ static void GameOver_MM(int game_over_cause) SetTileCursorActive(FALSE); } -void AddLaserEdge(int lx, int ly) +static void AddLaserEdge(int lx, int ly) { int clx = dSX + lx; int cly = dSY + ly; @@ -826,7 +847,7 @@ void AddLaserEdge(int lx, int ly) laser.redraw = TRUE; } -void AddDamagedField(int ex, int ey) +static void AddDamagedField(int ex, int ey) { // prevent adding the same field position again if (laser.num_damages > 0 && @@ -895,6 +916,26 @@ 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; @@ -951,6 +992,7 @@ static void DeactivateLaserTargetElement(void) { if (laser.dest_element_last == EL_BOMB_ACTIVE || laser.dest_element_last == EL_MINE_ACTIVE || + laser.dest_element_last == EL_GRAY_BALL_ACTIVE || laser.dest_element_last == EL_GRAY_BALL_OPENING) { int x = laser.dest_element_last_x; @@ -959,9 +1001,9 @@ static void DeactivateLaserTargetElement(void) if (Tile[x][y] == element) Tile[x][y] = (element == EL_BOMB_ACTIVE ? EL_BOMB : - element == EL_MINE_ACTIVE ? EL_MINE : EL_BALL_GRAY); + element == EL_MINE_ACTIVE ? EL_MINE : EL_GRAY_BALL); - if (Tile[x][y] == EL_BALL_GRAY) + if (Tile[x][y] == EL_GRAY_BALL) MovDelay[x][y] = 0; laser.dest_element_last = EL_EMPTY; @@ -970,7 +1012,7 @@ static void DeactivateLaserTargetElement(void) } } -void ScanLaser(void) +static void ScanLaser(void) { int element = EL_EMPTY; int last_element = EL_EMPTY; @@ -1034,24 +1076,51 @@ 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 @@ -1185,6 +1254,22 @@ void ScanLaser(void) #endif } +static void ScanLaser_FromLastMirror(void) +{ + int start_pos = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); + int i; + + for (i = start_pos; i >= 0; i--) + if (laser.damage[i].is_mirror) + break; + + int start_edge = (i > 0 ? laser.damage[i].edge - 1 : 0); + + DrawLaser(start_edge, DL_LASER_DISABLED); + + ScanLaser(); +} + static void DrawLaserExt(int start_edge, int num_edges, int mode) { int element; @@ -1470,7 +1555,7 @@ void DrawLaser_MM(void) DrawLaser(0, game_mm.laser_enabled); } -boolean HitElement(int element, int hit_mask) +static boolean HitElement(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -1652,11 +1737,15 @@ boolean HitElement(int element, int hit_mask) return TRUE; } - if (element == EL_BOMB || element == EL_MINE) + if (element == EL_BOMB || element == EL_MINE || element == EL_GRAY_BALL) { PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); - Tile[ELX][ELY] = (element == EL_BOMB ? EL_BOMB_ACTIVE : EL_MINE_ACTIVE); + Tile[ELX][ELY] = (element == EL_BOMB ? EL_BOMB_ACTIVE : + 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; @@ -1816,7 +1905,7 @@ boolean HitElement(int element, int hit_mask) return TRUE; } -boolean HitOnlyAnEdge(int hit_mask) +static boolean HitOnlyAnEdge(int hit_mask) { // check if the laser hit only the edge of an element and, if so, go on @@ -1873,7 +1962,7 @@ boolean HitOnlyAnEdge(int hit_mask) return FALSE; } -boolean HitPolarizer(int element, int hit_mask) +static boolean HitPolarizer(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -1940,17 +2029,23 @@ 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); } return TRUE; } -boolean HitBlock(int element, int hit_mask) +static boolean HitBlock(int element, int hit_mask) { boolean check = FALSE; @@ -1993,11 +2088,9 @@ 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); @@ -2036,11 +2129,9 @@ 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); @@ -2071,7 +2162,7 @@ boolean HitBlock(int element, int hit_mask) return TRUE; } -boolean HitLaserSource(int element, int hit_mask) +static boolean HitLaserSource(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -2083,7 +2174,7 @@ boolean HitLaserSource(int element, int hit_mask) return TRUE; } -boolean HitLaserDestination(int element, int hit_mask) +static boolean HitLaserDestination(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -2129,7 +2220,7 @@ boolean HitLaserDestination(int element, int hit_mask) return TRUE; } -boolean HitReflectingWalls(int element, int hit_mask) +static boolean HitReflectingWalls(int element, int hit_mask) { // 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 || @@ -2331,7 +2422,7 @@ boolean HitReflectingWalls(int element, int hit_mask) return FALSE; } -boolean HitAbsorbingWalls(int element, int hit_mask) +static boolean HitAbsorbingWalls(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -2370,10 +2461,18 @@ 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)) @@ -2425,7 +2524,7 @@ boolean HitAbsorbingWalls(int element, int hit_mask) if (IS_90_ANGLE(laser.current_angle)) mask += mask * (2 + IS_HORIZ_ANGLE(laser.current_angle) * 2); - laser.dest_element = element2 | EL_WALL_AMOEBA; + laser.dest_element = element2 | EL_WALL_AMOEBA_BASE; laser.wall_mask = mask; } @@ -2458,7 +2557,7 @@ static void OpenExit(int x, int y) } } -static void OpenSurpriseBall(int x, int y) +static void OpenGrayBall(int x, int y) { int delay = 2; @@ -2472,7 +2571,7 @@ static void OpenSurpriseBall(int x, int y) BlitBitmap(drawto, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY, TILEX, TILEY, x * TILEX, y * TILEY); - DrawElement_MM(x, y, EL_BALL_GRAY); + DrawElement_MM(x, y, EL_GRAY_BALL); } MovDelay[x][y] = 50 * delay; @@ -2512,8 +2611,6 @@ static void OpenSurpriseBall(int x, int y) if (!MovDelay[x][y]) { - int i; - Tile[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; @@ -2521,16 +2618,7 @@ static void OpenSurpriseBall(int x, int y) InitField(x, y, FALSE); DrawField_MM(x, y); - for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i >= 0; i--) - if (laser.damage[i].is_mirror) - break; - - if (i > 0) - DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED); - else - DrawLaser(0, DL_LASER_DISABLED); - - ScanLaser(); + ScanLaser_FromLastMirror(); } } } @@ -2583,33 +2671,22 @@ static void MeltIce(int x, int y) { int phase; int wall_mask = Store2[x][y]; - int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_ICE; + int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_ICE_BASE; MovDelay[x][y]--; phase = frames - MovDelay[x][y] / delay - 1; if (!MovDelay[x][y]) { - int i; - Tile[x][y] = real_element & (wall_mask ^ 0xFF); Store[x][y] = Store2[x][y] = 0; DrawWalls_MM(x, y, Tile[x][y]); - if (Tile[x][y] == EL_WALL_ICE) + if (Tile[x][y] == EL_WALL_ICE_BASE) 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) - break; - - if (i > 0) - DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED); - else - DrawLaser(0, DL_LASER_DISABLED); - - ScanLaser(); + ScanLaser_FromLastMirror(); } else if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(x, y)) { @@ -2632,7 +2709,7 @@ static void GrowAmoeba(int x, int y) { int phase; int wall_mask = Store2[x][y]; - int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_AMOEBA; + int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_AMOEBA_BASE; MovDelay[x][y]--; phase = MovDelay[x][y] / delay; @@ -2697,12 +2774,13 @@ 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)) { @@ -2713,12 +2791,14 @@ 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); @@ -2734,7 +2814,9 @@ 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; @@ -2744,7 +2826,7 @@ 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(); @@ -2755,18 +2837,21 @@ static void Explode_MM(int x, int y, int phase, int mode) laser.overloaded = FALSE; } - else if (IS_MCDUFFIN(Store[x][y])) + else if (IS_MCDUFFIN(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))) { @@ -2783,10 +2868,6 @@ static void Bang_MM(int x, int y) { int element = Tile[x][y]; -#if 0 - DrawLaser(0, DL_LASER_ENABLED); -#endif - if (IS_PACMAN(element)) PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else if (element == EL_BOMB_ACTIVE || IS_MCDUFFIN(element)) @@ -2799,7 +2880,7 @@ static void Bang_MM(int x, int y) Explode_MM(x, y, EX_PHASE_START, EX_TYPE_NORMAL); } -void TurnRound(int x, int y) +static void TurnRound(int x, int y) { static struct { @@ -3082,7 +3163,7 @@ boolean ClickElement(int x, int y, int button) return element_clicked; } -void RotateMirror(int x, int y, int button) +static void RotateMirror(int x, int y, int button) { if (button == MB_RELEASED) { @@ -3204,7 +3285,7 @@ static void AutoRotateMirrors(void) } } -boolean ObjHit(int obx, int oby, int bits) +static boolean ObjHit(int obx, int oby, int bits) { int i; @@ -3237,7 +3318,7 @@ boolean ObjHit(int obx, int oby, int bits) return FALSE; } -void DeletePacMan(int px, int py) +static void DeletePacMan(int px, int py) { int i, j; @@ -3263,50 +3344,6 @@ void DeletePacMan(int px, int py) } } -void ColorCycling(void) -{ - static int CC, Cc = 0; - - static int color, old = 0xF00, new = 0x010, mult = 1; - static unsigned short red, green, blue; - - if (color_status == STATIC_COLORS) - return; - - CC = FrameCounter; - - if (CC < Cc || CC > Cc + 2) - { - Cc = CC; - - color = old + new * mult; - if (mult > 0) - mult++; - else - mult--; - - if (ABS(mult) == 16) - { - mult =- mult / 16; - old = color; - new = new << 4; - - if (new > 0x100) - new = 0x001; - } - - red = 0x0e00 * ((color & 0xF00) >> 8); - green = 0x0e00 * ((color & 0x0F0) >> 4); - blue = 0x0e00 * ((color & 0x00F)); - SetRGB(pen_magicolor[0], red, green, blue); - - red = 0x1111 * ((color & 0xF00) >> 8); - green = 0x1111 * ((color & 0x0F0) >> 4); - blue = 0x1111 * ((color & 0x00F)); - SetRGB(pen_magicolor[1], red, green, blue); - } -} - static void GameActions_MM_Ext(void) { int element; @@ -3330,18 +3367,18 @@ static void GameActions_MM_Ext(void) else if (element == EL_EXIT_OPENING) OpenExit(x, y); else if (element == EL_GRAY_BALL_OPENING) - OpenSurpriseBall(x, y); + OpenGrayBall(x, y); else if (IS_ENVELOPE_OPENING(element)) OpenEnvelope(x, y); - else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE) + else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE_BASE) MeltIce(x, y); - else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA) + else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA_BASE) GrowAmoeba(x, y); else if (IS_MIRROR(element) || IS_MIRROR_FIXED(element) || element == EL_PRISM) DrawFieldTwinkle(x, y); - else if (element == EL_GRAY_BALL_OPENING || + else if (element == EL_GRAY_BALL_ACTIVE || element == EL_BOMB_ACTIVE || element == EL_MINE_ACTIVE) DrawFieldAnimated_MM(x, y); @@ -3409,7 +3446,8 @@ static void GameActions_MM_Ext(void) element != EL_BOMB_ACTIVE && element != EL_MINE && element != EL_MINE_ACTIVE && - element != EL_BALL_GRAY && + element != EL_GRAY_BALL && + element != EL_GRAY_BALL_ACTIVE && element != EL_BLOCK_STONE && element != EL_BLOCK_WOOD && element != EL_FUSE_ON && @@ -3451,30 +3489,6 @@ static void GameActions_MM_Ext(void) else PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING); - if (laser.overloaded) - { -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX4 + XX_OVERLOAD, - DOOR_GFX_PAGEY1 + YY_OVERLOAD + OVERLOAD_YSIZE - - laser.overload_value, - OVERLOAD_XSIZE, laser.overload_value, - DX_OVERLOAD, DY_OVERLOAD + OVERLOAD_YSIZE - - laser.overload_value); -#endif - redraw_mask |= REDRAW_DOOR_1; - } - else - { -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5 + XX_OVERLOAD, DOOR_GFX_PAGEY1 + YY_OVERLOAD, - OVERLOAD_XSIZE, OVERLOAD_YSIZE - laser.overload_value, - DX_OVERLOAD, DY_OVERLOAD); -#endif - redraw_mask |= REDRAW_DOOR_1; - } - if (laser.overload_value == MAX_LASER_OVERLOAD) { UpdateAndDisplayGameControlValues(); @@ -3514,7 +3528,7 @@ static void GameActions_MM_Ext(void) DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE); } - if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball) + if (element == EL_GRAY_BALL && CT > native_mm_level.time_ball) { if (!Store2[ELX][ELY]) // check if content element not yet determined { @@ -3534,12 +3548,12 @@ 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) @@ -3552,104 +3566,12 @@ static void GameActions_MM_Ext(void) Store2[ELX][ELY] = TRUE; } - Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; - - // !!! CHECK AGAIN: Laser on Polarizer !!! - ScanLaser(); - - laser.dest_element_last = Tile[ELX][ELY]; - laser.dest_element_last_x = ELX; - laser.dest_element_last_y = ELY; - - return; - -#if 0 - int graphic; - - switch (RND(5)) - { - case 0: - element = EL_MIRROR_START + RND(16); - break; - case 1: - { - int rnd = RND(3); - - element = (rnd == 0 ? EL_KETTLE : rnd == 1 ? EL_BOMB : EL_PRISM); - } - break; - default: - { - int rnd = RND(3); - - element = (rnd == 0 ? EL_FUSE_ON : - rnd >= 1 && rnd <= 4 ? EL_PACMAN_RIGHT + rnd - 1 : - rnd >= 5 && rnd <= 20 ? EL_POLAR_START + rnd - 5 : - rnd >= 21 && rnd <= 24 ? EL_POLAR_CROSS_START + rnd - 21 : - EL_MIRROR_FIXED_START + rnd - 25); - } - break; - } - - graphic = el2gfx(element); - - for (i = 0; i < 50; i++) - { - int x = RND(26); - int y = RND(26); - -#if 0 - BlitBitmap(pix[PIX_BACK], drawto, - SX + (graphic % GFX_PER_LINE) * TILEX + x, - SY + (graphic / GFX_PER_LINE) * TILEY + y, 6, 6, - SX + ELX * TILEX + x, - SY + ELY * TILEY + y); -#endif - MarkTileDirty(ELX, ELY); - BackToFront(); - - DrawLaser(0, DL_LASER_ENABLED); - - Delay_WithScreenUpdates(50); - } - - Tile[ELX][ELY] = element; - DrawField_MM(ELX, ELY); - -#if 0 - Debug("game:mm:GameActions_MM_Ext", "NEW ELEMENT: (%d, %d)", ELX, ELY); -#endif - - // above stuff: GRAY BALL -> PRISM !!! -/* - LX = ELX * TILEX + 14; - LY = ELY * TILEY + 14; - if (laser.current_angle == (laser.current_angle >> 1) << 1) - OK = 8; + if (native_mm_level.explode_ball) + Bang_MM(ELX, ELY); else - OK = 4; - LX -= OK * XS; - LY -= OK * YS; - - laser.num_edges -= 2; - laser.num_damages--; -*/ + Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; -#if 0 - for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i>=0; i--) - if (laser.damage[i].is_mirror) - break; - - if (i > 0) - DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED); - else - DrawLaser(0, DL_LASER_DISABLED); -#else - DrawLaser(0, DL_LASER_DISABLED); -#endif - - ScanLaser(); -#endif + laser.dest_element = laser.dest_element_last = Tile[ELX][ELY]; return; } @@ -3658,57 +3580,18 @@ static void GameActions_MM_Ext(void) { PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING); - { - 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 = Tile[ELX][ELY]; - - return; - } - - for (i = 0; i < 5; i++) - { - int phase = i + 1; - - if (i == 4) - { - Tile[ELX][ELY] &= (laser.wall_mask ^ 0xFF); - phase = 0; - } - - DrawWallsAnimation_MM(ELX, ELY, Tile[ELX][ELY], phase, laser.wall_mask); - BackToFront(); - Delay_WithScreenUpdates(100); - } - - if (Tile[ELX][ELY] == EL_WALL_ICE) - Tile[ELX][ELY] = EL_EMPTY; + Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE_BASE + EL_WALL_CHANGING_BASE; + Store[ELX][ELY] = EL_WALL_ICE_BASE; + Store2[ELX][ELY] = laser.wall_mask; -/* - laser.num_edges--; - 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--) - if (laser.damage[i].is_mirror) - break; - - if (i > 0) - DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED); - else - DrawLaser(0, DL_LASER_DISABLED); - - ScanLaser(); + laser.dest_element = Tile[ELX][ELY]; return; } if (IS_WALL_AMOEBA(element) && CT > 60) { - int k1, k2, k3, dx, dy, de, dm; + int k1, k2, k3; int element2 = Tile[ELX][ELY]; if (element2 != EL_EMPTY && !IS_WALL_AMOEBA(element)) @@ -3779,44 +3662,17 @@ static void GameActions_MM_Ext(void) Tile[ELX][ELY] = element | laser.wall_mask; - dx = ELX; - dy = ELY; - de = Tile[ELX][ELY]; - dm = laser.wall_mask; - -#if 1 - { - int x = ELX, y = ELY; - int wall_mask = laser.wall_mask; - - ScanLaser(); - DrawLaser(0, DL_LASER_ENABLED); - - PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); - - Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING; - Store[x][y] = EL_WALL_AMOEBA; - Store2[x][y] = wall_mask; + int x = ELX, y = ELY; + int wall_mask = laser.wall_mask; - return; - } -#endif - - DrawWallsAnimation_MM(dx, dy, de, 4, dm); ScanLaser(); DrawLaser(0, DL_LASER_ENABLED); - PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); + PlayLevelSound_MM(x, y, element, MM_ACTION_GROWING); - for (i = 4; i >= 0; i--) - { - DrawWallsAnimation_MM(dx, dy, de, i, dm); - - BackToFront(); - Delay_WithScreenUpdates(20); - } - - DrawLaser(0, DL_LASER_ENABLED); + Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA_BASE + EL_WALL_CHANGING_BASE; + Store[x][y] = EL_WALL_AMOEBA_BASE; + Store2[x][y] = wall_mask; return; } @@ -3908,8 +3764,6 @@ static void GameActions_MM_Ext(void) return; } - - return; } void GameActions_MM(struct MouseActionInfo action) @@ -3922,7 +3776,7 @@ void GameActions_MM(struct MouseActionInfo action) CheckSingleStepMode_MM(element_clicked, button_released); } -void MovePacMen(void) +static void MovePacMen(void) { int mx, my, ox, oy, nx, ny; int element; @@ -4084,16 +3938,6 @@ static int MovingOrBlocked2Element_MM(int x, int y) return element; } -#if 0 -static void RemoveField(int x, int y) -{ - Tile[x][y] = EL_EMPTY; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; -} -#endif - static void RemoveMovingField_MM(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; @@ -4123,44 +3967,6 @@ static void RemoveMovingField_MM(int x, int y) DrawLevelField_MM(newx, newy); } -void PlaySoundLevel(int x, int y, int sound_nr) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int volume, stereo; - int silence_distance = 8; - - if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) - return; - - if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) - return; - - volume = SOUND_MAX_VOLUME; - -#ifndef MSDOS - stereo = (sx - SCR_FIELDX/2) * 12; -#else - stereo = SOUND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo > SOUND_MAX_RIGHT) - stereo = SOUND_MAX_RIGHT; - if (stereo < SOUND_MAX_LEFT) - stereo = SOUND_MAX_LEFT; -#endif - - if (!IN_SCR_FIELD(sx, sy)) - { - int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; - int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; - - volume -= volume * (dx > dy ? dx : dy) / silence_distance; - } - - PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND); -} - static void RaiseScore_MM(int value) { game_mm.score += value;