X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=c89a900830fa5f97adcf6228d5bd3982645a6e9c;hb=ad6c6f3b18cab93a4e4ce5a9dc7e462cef9ce405;hp=78f0f954b802fa246733bee85a6ec434f6eeb3ca;hpb=a090db4b7fe71e37e0873111498a7b379b847995;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 78f0f954..c89a9008 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -97,7 +97,6 @@ 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 *); static void AddLaserEdge(int, int); static void ScanLaser(void); @@ -140,10 +139,11 @@ static DelayCounter overload_delay = { 0 }; #define MM_MASK_GRID_2 5 #define MM_MASK_GRID_3 6 #define MM_MASK_GRID_4 7 -#define MM_MASK_RECTANGLE 8 -#define MM_MASK_CIRCLE 9 +#define MM_MASK_GRID_CLOSED 8 +#define MM_MASK_RECTANGLE 9 +#define MM_MASK_CIRCLE 10 -#define NUM_MM_MASKS 10 +#define NUM_MM_MASKS 11 // element masks for scanning pixels of MM elements static const char mm_masks[NUM_MM_MASKS][16][16 + 1] = @@ -292,6 +292,24 @@ static const char mm_masks[NUM_MM_MASKS][16][16 + 1] = " XXX XXXX ", " XX XXXXX ", }, + { + " XXXXXX XXXXXX ", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + " XXXXXXXXXXXXXX ", + " XXXXXXXXXXXXXX ", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + " XXXXXX XXXXXX ", + }, { "XXXXXXXXXXXXXXXX", "XXXXXXXXXXXXXXXX", @@ -364,7 +382,7 @@ 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); + DrawLines(drawto_mm, points, num_points, pixel_drawto); BEGIN_NO_HEADLESS { @@ -570,6 +588,8 @@ 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; @@ -642,8 +662,8 @@ void InitGameEngine_MM(void) 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); + ReCreateBitmap(&laser_bitmap, drawto_mm->width, drawto_mm->height); + ClearRectangle(laser_bitmap, 0, 0, drawto_mm->width, drawto_mm->height); } END_NO_HEADLESS @@ -662,10 +682,12 @@ 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; @@ -758,7 +780,7 @@ void InitGameActions_MM(void) DrawLevel_MM(); - BackToFront(); + BackToFront_MM(); #ifdef DEBUG if (setup.quick_doors) @@ -791,7 +813,7 @@ static void FadeOutLaser(void) DrawLaser(0, DL_LASER_ENABLED); - BackToFront(); + BackToFront_MM(); Delay_WithScreenUpdates(50); } @@ -802,31 +824,34 @@ 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); } static void AddLaserEdge(int lx, int ly) { - int clx = dSX + lx; - int cly = dSY + ly; + int full_sxsize = MAX(FULL_SXSIZE, lev_fieldx * TILEX); + int full_sysize = MAX(FULL_SYSIZE, lev_fieldy * TILEY); - if (clx < -2 || cly < -2 || clx >= SXSIZE + 2 || cly >= SYSIZE + 2) + if (cSX + lx < REAL_SX || cSX + lx >= REAL_SX + full_sxsize || + cSY + ly < REAL_SY || cSY + ly >= REAL_SY + full_sysize) { Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly); @@ -874,11 +899,13 @@ static boolean StepBehind(void) static int getMaskFromElement(int element) { - if (IS_GRID(element)) - return MM_MASK_GRID_1 + get_element_phase(element); - else if (IS_MCDUFFIN(element)) + if (IS_MCDUFFIN(element)) return MM_MASK_MCDUFFIN_RIGHT + get_element_phase(element); - else if (IS_RECTANGLE(element) || IS_DF_GRID(element)) + else if (IS_GRID(element)) + return MM_MASK_GRID_1 + get_element_phase(element); + else if (IS_DF_GRID(element)) + return MM_MASK_GRID_CLOSED; + else if (IS_RECTANGLE(element)) return MM_MASK_RECTANGLE; else return MM_MASK_CIRCLE; @@ -909,6 +936,26 @@ 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; @@ -1033,15 +1080,15 @@ static void ScanLaser(void) #endif // hit something -- check out what it was - ELX = (LX + XS) / TILEX; - ELY = (LY + YS) / TILEY; + ELX = (LX + XS + TILEX) / TILEX - 1; // ...+TILEX...-1 to get correct + ELY = (LY + YS + TILEY) / TILEY - 1; // negative values! #if 0 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)) + if (!IN_LEV_FIELD(ELX, ELY)) { element = EL_EMPTY; laser.dest_element = element; @@ -1049,24 +1096,51 @@ 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); - if (hit_mask == (HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT)) + // 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); + + // 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 @@ -1975,10 +2049,16 @@ 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); } @@ -2028,11 +2108,9 @@ 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); @@ -2071,11 +2149,9 @@ 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); @@ -2405,10 +2481,18 @@ 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)) @@ -2504,7 +2588,7 @@ static void OpenGrayBall(int x, int y) DrawWalls_MM(x, y, Store[x][y]); // copy wall tile to spare bitmap for "melting" animation - BlitBitmap(drawto, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY, + BlitBitmap(drawto_mm, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY, TILEX, TILEY, x * TILEX, y * TILEY); DrawElement_MM(x, y, EL_GRAY_BALL); @@ -2537,7 +2621,7 @@ static void OpenGrayBall(int x, int y) getGraphicSource(graphic, 0, &bitmap, &gx, &gy); } - BlitBitmap(bitmap, drawto, gx + dx, gy + dy, 6, 6, + BlitBitmap(bitmap, drawto_mm, gx + dx, gy + dy, 6, 6, cSX + x * TILEX + dx, cSY + y * TILEY + dy); laser.redraw = TRUE; @@ -2590,7 +2674,7 @@ static void OpenEnvelope(int x, int y) ScanLaser(); - ShowEnvelope_MM(nr); + ShowEnvelope(nr); } } } @@ -2769,11 +2853,9 @@ static void Explode_MM(int x, int y, int phase, int mode) Bang_MM(laser.start_edge.x, laser.start_edge.y); - GameOver_MM(GAME_OVER_DELAYED); - laser.overloaded = FALSE; } - else if (IS_MCDUFFIN(center_element)) + else if (IS_MCDUFFIN(center_element) || IS_LASER(center_element)) { GameOver_MM(GAME_OVER_BOMB); } @@ -2823,26 +2905,28 @@ static void TurnRound(int x, int y) int x, y; } move_xy[] = { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { int left, right, back; } turn[] = { - { 0, 0, 0 }, + { 0, 0, 0 }, { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } }; int element = Tile[x][y]; @@ -2890,7 +2974,7 @@ static void StartMoving_MM(int x, int y) // now make next step - Moving2Blocked_MM(x, y, &newx, &newy); // get next screen position + Moving2Blocked(x, y, &newx, &newy); // get next screen position if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && IS_EATABLE4PACMAN(Tile[newx][newy]) && @@ -3027,29 +3111,25 @@ boolean ClickElement(int x, int y, int button) } else if (IS_MCDUFFIN(element)) { - if (!laser.fuse_off) - { - DrawLaser(0, DL_LASER_DISABLED); + boolean has_laser = (x == laser.start_edge.x && y == laser.start_edge.y); - /* - BackToFront(); - */ - } + if (has_laser && !laser.fuse_off) + DrawLaser(0, DL_LASER_DISABLED); element = get_rotated_element(element, BUTTON_ROTATION(button)); - laser.start_angle = get_element_angle(element); - - InitLaser(); Tile[x][y] = element; DrawField_MM(x, y); - /* - BackToFront(); - */ + if (has_laser) + { + laser.start_angle = get_element_angle(element); - if (!laser.fuse_off) - ScanLaser(); + InitLaser(); + + if (!laser.fuse_off) + ScanLaser(); + } element_clicked = TRUE; } @@ -3216,7 +3296,11 @@ static void AutoRotateMirrors(void) IS_GRID_WOOD_AUTO(element) || IS_GRID_STEEL_AUTO(element) || element == EL_REFRACTOR) + { RotateMirror(x, y, MB_RIGHTBUTTON); + + laser.redraw = TRUE; + } } } } @@ -3689,7 +3773,7 @@ static void GameActions_MM_Ext(void) UpdateAndDisplayGameControlValues(); - BackToFront(); + BackToFront_MM(); } Tile[ELX][ELY] = laser.dest_element = EL_FUEL_EMPTY; @@ -3788,7 +3872,7 @@ static void MovePacMen(void) } DrawField_MM(nx, ny); - BackToFront(); + BackToFront_MM(); if (!laser.fuse_off) { @@ -3829,35 +3913,6 @@ static void InitMovingField_MM(int x, int y, int direction) Tile[newx][newy] = EL_BLOCKED; } -static void Moving2Blocked_MM(int x, int y, int *goes_to_x, int *goes_to_y) -{ - int direction = MovDir[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - - *goes_to_x = newx; - *goes_to_y = newy; -} - -static void Blocked2Moving_MM(int x, int y, - int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; - - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; - - *comes_from_x = oldx; - *comes_from_y = oldy; -} - static int MovingOrBlocked2Element_MM(int x, int y) { int element = Tile[x][y]; @@ -3866,7 +3921,7 @@ static int MovingOrBlocked2Element_MM(int x, int y) { int oldx, oldy; - Blocked2Moving_MM(x, y, &oldx, &oldy); + Blocked2Moving(x, y, &oldx, &oldy); return Tile[oldx][oldy]; } @@ -3883,13 +3938,13 @@ static void RemoveMovingField_MM(int x, int y) if (IS_MOVING(x, y)) { - Moving2Blocked_MM(x, y, &newx, &newy); + Moving2Blocked(x, y, &newx, &newy); if (Tile[newx][newy] != EL_BLOCKED) return; } else if (Tile[x][y] == EL_BLOCKED) { - Blocked2Moving_MM(x, y, &oldx, &oldy); + Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; }