#endif
DrawLevel_MM();
+}
+
+void InitGameEngine_MM_AfterFadingIn()
+{
InitCycleElements();
InitLaser();
for (i=0; i<4; i++)
{
+ int px = LX + (i % 2) * 2;
+ int py = LY + (i / 2) * 2;
+ int dx = px % TILEX;
+ int dy = py % TILEY;
+ int lx = (px + TILEX) / TILEX - 1; /* ...+TILEX...-1 to get correct */
+ int ly = (py + TILEY) / TILEY - 1; /* negative values! */
Pixel pixel;
- int px, py, lx, ly;
-
- px = SX + LX + (i % 2) * 2;
- py = SY + LY + (i / 2) * 2;
- lx = (px - SX + TILEX) / TILEX - 1; /* ...+TILEX...-1 to get correct */
- ly = (py - SY + TILEY) / TILEY - 1; /* negative values! */
if (IN_LEV_FIELD(lx, ly))
{
int element = Feld[lx][ly];
if (element == EL_EMPTY || element == EL_EXPLODING_TRANSP)
+ {
pixel = 0;
+ }
else if (IS_WALL(element) || IS_WALL_CHANGING(element))
{
- int pos =
- ((py - SY - ly * TILEY) / MINI_TILEX) * 2 +
- (px - SX - lx * TILEX) / MINI_TILEY;
+ int pos = dy / MINI_TILEY * 2 + dx / MINI_TILEX;
pixel = ((element & (1 << pos)) ? 1 : 0);
}
else
{
int graphic_mask = getMaskFromElement(element);
- int mask_x, mask_y;
- int dx = px - lx * TILEX;
- int dy = py - ly * TILEY;
Bitmap *bitmap;
int src_x, src_y;
+ int mask_x, mask_y;
getGraphicSource(graphic_mask, 0, &bitmap, &src_x, &src_y);
}
else
{
- if (px < REAL_SX || px >= REAL_SX + FULL_SXSIZE ||
- py < REAL_SY || py >= REAL_SY + FULL_SYSIZE)
- pixel = 1;
- else
- pixel = 0;
+ pixel = (SX + px < REAL_SX || SX + px >= REAL_SX + FULL_SXSIZE ||
+ SY + py < REAL_SY || SY + py >= REAL_SY + FULL_SYSIZE);
}
if ((Sign[laser.current_angle] & (1 << i)) && pixel)
Store[x][y] = EL_EMPTY;
}
+ Feld[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);
}
}
-void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode)
+static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
{
static unsigned int action_delay = 0;
static unsigned int pacman_delay = 0;
return;
}
+void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode)
+{
+ if (!button_status)
+ ClickElement(0, 0, MB_NOT_PRESSED);
+
+ GameActions_MM_Ext(action, warp_mode);
+}
+
void MovePacMen()
{
static int p = -1;