X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=d4838873c978d51a4958a657ed11b76656315572;hb=96f2e9a0b1306fa108f3f7e81ad8b8d323ca5517;hp=093e837363e306753ca2f178aa1340680c7c1898;hpb=92ae204856b3b41863f4244dd75cc5c7268f034d;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 093e8373..d4838873 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -436,7 +436,7 @@ 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 = Tile[x][y]; @@ -656,7 +656,7 @@ void InitGameEngine_MM(void) Frame[x][y] = 0; Stop[x][y] = FALSE; - InitField(x, y, TRUE); + InitField(x, y); } } @@ -945,7 +945,7 @@ void ScanLaser(void) if (element == EL_EMPTY) { - if (!HitOnlyAnEdge(element, hit_mask)) + if (!HitOnlyAnEdge(hit_mask)) break; } else if (element == EL_FUSE_ON) @@ -1315,7 +1315,7 @@ void DrawLaser_MM(void) 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)) @@ -1638,7 +1638,7 @@ 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 @@ -1697,7 +1697,7 @@ 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)) @@ -1895,7 +1895,7 @@ boolean HitBlock(int element, int hit_mask) boolean HitLaserSource(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) + if (HitOnlyAnEdge(hit_mask)) return FALSE; PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); @@ -1907,7 +1907,7 @@ boolean HitLaserSource(int element, int hit_mask) boolean HitLaserDestination(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) + if (HitOnlyAnEdge(hit_mask)) return FALSE; if (element != EL_EXIT_OPEN && @@ -2143,7 +2143,7 @@ boolean HitReflectingWalls(int element, int hit_mask) } } - if (!HitOnlyAnEdge(element, hit_mask)) + if (!HitOnlyAnEdge(hit_mask)) { laser.overloaded = TRUE; @@ -2155,7 +2155,7 @@ 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 && @@ -2470,7 +2470,7 @@ static void Explode_MM(int x, int y, int phase, int mode) 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))) @@ -3056,7 +3056,7 @@ void ColorCycling(void) } } -static void GameActions_MM_Ext(struct MouseActionInfo action) +static void GameActions_MM_Ext(void) { int element; int x, y, i; @@ -3678,7 +3678,7 @@ void GameActions_MM(struct MouseActionInfo action) boolean element_clicked = ClickElement(action.lx, action.ly, action.button); boolean button_released = (action.button == MB_RELEASED); - GameActions_MM_Ext(action); + GameActions_MM_Ext(); CheckSingleStepMode_MM(element_clicked, button_released); } @@ -3962,7 +3962,7 @@ void RaiseScoreElement_MM(int element) // Mirror Magic game engine snapshot handling functions // ---------------------------------------------------------------------------- -void SaveEngineSnapshotValues_MM(ListNode **buffers) +void SaveEngineSnapshotValues_MM(void) { int x, y;