X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=d6ba5374db4d5e50448ab0e7ead370bda84bb6c8;hb=869bcbe4049f6135c202740019f6c2f60bde0425;hp=e817b1187613c8cb76445be6ba5b48137bd8267f;hpb=c2575609f053eab9617b11f2150e308904cab339;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index e817b118..d6ba5374 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -433,9 +433,9 @@ static void SetLaserColor(int brightness) pen_ray = GetPixelFromRGB(window, - (native_mm_level.laser_red ? color_max : color_up), - (native_mm_level.laser_green ? color_down : color_min), - (native_mm_level.laser_blue ? color_down : color_min)); + (game_mm.laser_red ? color_max : color_up), + (game_mm.laser_green ? color_down : color_min), + (game_mm.laser_blue ? color_down : color_min)); } static void InitMovDir_MM(int x, int y) @@ -538,6 +538,19 @@ static void InitField(int x, int y) laser.start_edge.x = x; laser.start_edge.y = y; laser.start_angle = get_element_angle(element); + + if (IS_MCDUFFIN(element)) + { + game_mm.laser_red = native_mm_level.mm_laser_red; + game_mm.laser_green = native_mm_level.mm_laser_green; + game_mm.laser_blue = native_mm_level.mm_laser_blue; + } + else + { + game_mm.laser_red = native_mm_level.df_laser_red; + game_mm.laser_green = native_mm_level.df_laser_green; + game_mm.laser_blue = native_mm_level.df_laser_blue; + } } break; @@ -625,6 +638,11 @@ void InitGameEngine_MM(void) (native_mm_level.auto_count_kettles ? 0 : native_mm_level.kettles_needed); game_mm.lights_still_needed = 0; game_mm.num_keys = 0; + game_mm.ball_choice_pos = 0; + + game_mm.laser_red = FALSE; + game_mm.laser_green = FALSE; + game_mm.laser_blue = TRUE; game_mm.level_solved = FALSE; game_mm.game_over = FALSE; @@ -739,7 +757,11 @@ void InitGameActions_MM(void) SetTileCursorXY(laser.start_edge.x, laser.start_edge.y); SetTileCursorActive(TRUE); + // restart all delay counters after initially cycling game elements + ResetFrameCounter(&rotate_delay); + ResetFrameCounter(&pacman_delay); ResetFrameCounter(&energy_delay); + ResetFrameCounter(&overload_delay); } static void FadeOutLaser(void) @@ -803,6 +825,13 @@ void AddLaserEdge(int lx, int ly) void AddDamagedField(int ex, int ey) { + // prevent adding the same field position again + if (laser.num_damages > 0 && + laser.damage[laser.num_damages - 1].x == ex && + laser.damage[laser.num_damages - 1].y == ey && + laser.damage[laser.num_damages - 1].edge == laser.num_edges) + return; + laser.damage[laser.num_damages].is_mirror = FALSE; laser.damage[laser.num_damages].angle = laser.current_angle; laser.damage[laser.num_damages].edge = laser.num_edges; @@ -915,29 +944,44 @@ static int ScanPixel(void) return hit_mask; } -void ScanLaser(void) +static void DeactivateLaserTargetElement(void) { - int element; - int end = 0, rf = laser.num_edges; - - // do not scan laser again after the game was lost for whatever reason - if (game_mm.game_over) - return; - if (laser.dest_element_last == EL_BOMB_ACTIVE || - laser.dest_element_last == EL_MINE_ACTIVE) + laser.dest_element_last == EL_MINE_ACTIVE || + laser.dest_element_last == EL_GRAY_BALL_OPENING) { int x = laser.dest_element_last_x; int y = laser.dest_element_last_y; int element = laser.dest_element_last; if (Tile[x][y] == element) - Tile[x][y] = (element == EL_BOMB_ACTIVE ? EL_BOMB : EL_MINE); + Tile[x][y] = (element == EL_BOMB_ACTIVE ? EL_BOMB : + element == EL_MINE_ACTIVE ? EL_MINE : EL_BALL_GRAY); + + if (Tile[x][y] == EL_BALL_GRAY) + MovDelay[x][y] = 0; laser.dest_element_last = EL_EMPTY; laser.dest_element_last_x = -1; laser.dest_element_last_y = -1; } +} + +void ScanLaser(void) +{ + int element = EL_EMPTY; + int last_element = EL_EMPTY; + int end = 0, rf = laser.num_edges; + + // do not scan laser again after the game was lost for whatever reason + if (game_mm.game_over) + return; + + // do not scan laser if fuse is off + if (laser.fuse_off) + return; + + DeactivateLaserTargetElement(); laser.overloaded = FALSE; laser.stops_inside_element = FALSE; @@ -1012,6 +1056,8 @@ void ScanLaser(void) hit_mask, LX, LY, ELX, ELY); #endif + last_element = element; + element = Tile[ELX][ELY]; laser.dest_element = element; @@ -1030,6 +1076,12 @@ void ScanLaser(void) ELX, ELY, element); #endif + // special case: leaving fixed MM steel grid (upwards) with non-90° angle + if (element == EL_EMPTY && + IS_GRID_STEEL(last_element) && + laser.current_angle % 4) // angle is not 90° + element = last_element; + if (element == EL_EMPTY) { if (!HitOnlyAnEdge(hit_mask)) @@ -1088,6 +1140,14 @@ void ScanLaser(void) if (rf) DrawLaser(rf - 1, DL_LASER_ENABLED); rf = laser.num_edges; + + if (!IS_DF_WALL_STEEL(element)) + { + // only used for scanning DF steel walls; reset for all other elements + last_LX = 0; + last_LY = 0; + last_hit_mask = 0; + } } #if 0 @@ -1314,6 +1374,13 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) void DrawLaser(int start_edge, int mode) { + // do not draw laser if fuse is off + if (laser.fuse_off && mode == DL_LASER_ENABLED) + return; + + if (mode == DL_LASER_DISABLED) + DeactivateLaserTargetElement(); + if (laser.num_edges - start_edge < 0) { Warn("DrawLaser: laser.num_edges - start_edge < 0"); @@ -1426,6 +1493,10 @@ boolean HitElement(int element, int hit_mask) // this is more precise: check if laser would go through the center if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS) { + // prevent cutting through laser emitter with laser beam + if (IS_LASER(element)) + return TRUE; + // skip the whole element before continuing the scan do { @@ -1592,9 +1663,11 @@ boolean HitElement(int element, int hit_mask) element == EL_KEY || element == EL_LIGHTBALL || element == EL_PACMAN || - IS_PACMAN(element)) + IS_PACMAN(element) || + IS_ENVELOPE(element)) { - if (!IS_PACMAN(element)) + if (!IS_PACMAN(element) && + !IS_ENVELOPE(element)) Bang_MM(ELX, ELY); if (element == EL_PACMAN) @@ -1622,6 +1695,10 @@ boolean HitElement(int element, int hit_mask) { DeletePacMan(ELX, ELY); } + else if (IS_ENVELOPE(element)) + { + Tile[ELX][ELY] = EL_ENVELOPE_1_OPENING + ENVELOPE_NR(Tile[ELX][ELY]); + } RaiseScoreElement_MM(element); @@ -2396,13 +2473,16 @@ static void OpenSurpriseBall(int x, int y) BlitBitmap(bitmap, drawto, gx + dx, gy + dy, 6, 6, cSX + x * TILEX + dx, cSY + y * TILEY + dy); + laser.redraw = TRUE; + MarkTileDirty(x, y); } if (!MovDelay[x][y]) { Tile[x][y] = Store[x][y]; - Store[x][y] = 0; + Store[x][y] = Store2[x][y] = 0; + DrawField_MM(x, y); ScanLaser(); @@ -2410,6 +2490,42 @@ static void OpenSurpriseBall(int x, int y) } } +static void OpenEnvelope(int x, int y) +{ + int num_frames = 8; // seven frames plus final empty space + + if (!MovDelay[x][y]) // next animation frame + MovDelay[x][y] = num_frames; + + if (MovDelay[x][y]) // wait some time before next frame + { + int nr = ENVELOPE_OPENING_NR(Tile[x][y]); + + MovDelay[x][y]--; + + if (MovDelay[x][y] > 0 && IN_SCR_FIELD(x, y)) + { + int graphic = el_act2gfx(EL_ENVELOPE_1 + nr, MM_ACTION_COLLECTING); + int frame = num_frames - MovDelay[x][y] - 1; + + DrawGraphicAnimation_MM(x, y, graphic, frame); + + laser.redraw = TRUE; + } + + if (MovDelay[x][y] == 0) + { + Tile[x][y] = EL_EMPTY; + + DrawField_MM(x, y); + + ScanLaser(); + + ShowEnvelope_MM(nr); + } + } +} + static void MeltIce(int x, int y) { int frames = 5; @@ -2492,33 +2608,43 @@ static void GrowAmoeba(int x, int y) } static void DrawFieldAnimated_MM(int x, int y) +{ + DrawField_MM(x, y); + + laser.redraw = TRUE; +} + +static void DrawFieldAnimatedIfNeeded_MM(int x, int y) { int element = Tile[x][y]; + int graphic = el2gfx(element); - if (IS_BLOCKED(x, y)) + if (!getGraphicInfo_NewFrame(x, y, graphic)) return; DrawField_MM(x, y); - if (IS_MIRROR(element) || - IS_MIRROR_FIXED(element) || - element == EL_PRISM) + laser.redraw = TRUE; +} + +static void DrawFieldTwinkle(int x, int y) +{ + if (MovDelay[x][y] != 0) // wait some time before next frame { - if (MovDelay[x][y] != 0) // wait some time before next frame - { - MovDelay[x][y]--; + MovDelay[x][y]--; - if (MovDelay[x][y] != 0) - { - int graphic = IMG_TWINKLE_WHITE; - int frame = getGraphicAnimationFrame(graphic, 10 - MovDelay[x][y]); + DrawField_MM(x, y); - DrawGraphicThruMask_MM(SCREENX(x), SCREENY(y), graphic, frame); - } + if (MovDelay[x][y] != 0) + { + int graphic = IMG_TWINKLE_WHITE; + int frame = getGraphicAnimationFrame(graphic, 10 - MovDelay[x][y]); + + DrawGraphicThruMask_MM(SCREENX(x), SCREENY(y), graphic, frame); } - } - laser.redraw = TRUE; + laser.redraw = TRUE; + } } static void Explode_MM(int x, int y, int phase, int mode) @@ -2542,15 +2668,14 @@ static void Explode_MM(int x, int y, int phase, int mode) Tile[x][y] = center_element; } - if (center_element == EL_BOMB_ACTIVE || IS_MCDUFFIN(center_element)) - Store[x][y] = center_element; - else - Store[x][y] = EL_EMPTY; - + Store[x][y] = center_element; Store2[x][y] = mode; Tile[x][y] = EL_EXPLODING_OPAQUE; - GfxElement[x][y] = center_element; + + GfxElement[x][y] = (center_element == EL_BOMB_ACTIVE ? EL_BOMB : + IS_MCDUFFIN(center_element) ? EL_MCDUFFIN : + center_element); MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; @@ -2580,7 +2705,6 @@ static void Explode_MM(int x, int y, int phase, int mode) InitLaser(); Bang_MM(laser.start_edge.x, laser.start_edge.y); - Store[x][y] = EL_EMPTY; GameOver_MM(GAME_OVER_DELAYED); @@ -2588,12 +2712,11 @@ static void Explode_MM(int x, int y, int phase, int mode) } else if (IS_MCDUFFIN(Store[x][y])) { - Store[x][y] = EL_EMPTY; - GameOver_MM(GAME_OVER_BOMB); } - Tile[x][y] = Store[x][y]; + Tile[x][y] = EL_EMPTY; + Store[x][y] = Store2[x][y] = 0; MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; @@ -2901,6 +3024,12 @@ boolean ClickElement(int x, int y, int button) element_clicked = TRUE; } + else if (IS_ENVELOPE(element)) + { + Tile[x][y] = EL_ENVELOPE_1_OPENING + ENVELOPE_NR(element); + + element_clicked = TRUE; + } click_delay.value = (new_button ? CLICK_DELAY_FIRST : CLICK_DELAY); new_button = FALSE; @@ -2983,8 +3112,6 @@ void RotateMirror(int x, int y, int button) IS_POLAR(Tile[x][y]) || IS_POLAR_CROSS(Tile[x][y])) && x == ELX && y == ELY) { - check = 0; - if (IS_BEAMER(Tile[x][y])) { #if 0 @@ -2992,12 +3119,13 @@ void RotateMirror(int x, int y, int button) LX, LY, laser.beamer_edge, laser.beamer[1].num); #endif -#if 0 - laser.num_edges--; -#endif + if (check == 1) + laser.num_edges--; } ScanLaser(); + + check = 0; } if (check == 2) @@ -3158,12 +3286,22 @@ static void GameActions_MM_Ext(void) OpenExit(x, y); else if (element == EL_GRAY_BALL_OPENING) OpenSurpriseBall(x, y); + else if (IS_ENVELOPE_OPENING(element)) + OpenEnvelope(x, y); else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE) MeltIce(x, y); else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA) GrowAmoeba(x, y); - else + else if (IS_MIRROR(element) || + IS_MIRROR_FIXED(element) || + element == EL_PRISM) + DrawFieldTwinkle(x, y); + else if (element == EL_GRAY_BALL_OPENING || + element == EL_BOMB_ACTIVE || + element == EL_MINE_ACTIVE) DrawFieldAnimated_MM(x, y); + else if (!IS_BLOCKED(x, y)) + DrawFieldAnimatedIfNeeded_MM(x, y); } AutoRotateMirrors(); @@ -3333,26 +3471,42 @@ static void GameActions_MM_Ext(void) if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball) { - static int new_elements[] = + if (!Store2[ELX][ELY]) // check if content element not yet determined { - EL_MIRROR_START, - EL_MIRROR_FIXED_START, - EL_POLAR_START, - EL_POLAR_CROSS_START, - EL_PACMAN_START, - EL_KETTLE, - EL_BOMB, - EL_PRISM - }; - int num_new_elements = sizeof(new_elements) / sizeof(int); - int new_element = new_elements[RND(num_new_elements)]; - - Store[ELX][ELY] = new_element + RND(get_num_elements(new_element)); + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + if (native_mm_level.ball_choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(native_mm_level.num_ball_contents); + + element_pos = getAnimationFrame(native_mm_level.num_ball_contents, 1, + native_mm_level.ball_choice_mode, 0, + game_mm.ball_choice_pos); + + if (native_mm_level.ball_choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + + game_mm.ball_choice_pos++; + + int new_element = native_mm_level.ball_content[element_pos]; + + // randomly rotate newly created game element, if needed + if (native_mm_level.rotate_ball_content) + new_element = get_rotated_element(new_element, RND(16)); + + Store[ELX][ELY] = new_element; + 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