added skipping certain game actions on game over in MM engine
[rocksndiamonds.git] / src / game_mm / mm_game.c
index 7b8a139b114fe8647bf23c6e37becc1af4c5b9d5..a3c22be01a129c6764956c55dca15d229906cee5 100644 (file)
@@ -714,6 +714,32 @@ void InitGameActions_MM(void)
   SetTileCursorActive(TRUE);
 }
 
+static void FadeOutLaser(boolean overloaded)
+{
+  int i;
+
+  for (i = 15; i >= 0; i--)
+  {
+    if (overloaded)
+      pen_ray = GetPixelFromRGB(window, 0x11 * i, 0x00, 0x00);
+    else
+      pen_ray = GetPixelFromRGB(window,
+                               native_mm_level.laser_red   * 0x11 * i,
+                               native_mm_level.laser_green * 0x11 * i,
+                               native_mm_level.laser_blue  * 0x11 * i);
+
+    DrawLaser(0, DL_LASER_ENABLED);
+
+    BackToFront();
+    Delay_WithScreenUpdates(50);
+  }
+
+  DrawLaser(0, DL_LASER_DISABLED);
+
+  if (!overloaded)
+    StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
+}
+
 void AddLaserEdge(int lx, int ly)
 {
   int clx = dSX + lx;
@@ -2950,7 +2976,9 @@ void RotateMirror(int x, int y, int button)
              LX, LY, laser.beamer_edge, laser.beamer[1].num);
 #endif
 
+#if 0
        laser.num_edges--;
+#endif
       }
 
       ScanLaser();
@@ -3146,6 +3174,10 @@ static void GameActions_MM_Ext(void)
     }
   }
 
+  // skip all following game actions if game is over
+  if (game_mm.game_over)
+    return;
+
   if (FrameReached(&energy_delay))
   {
     if (game_mm.energy_left > 0)
@@ -3156,29 +3188,8 @@ static void GameActions_MM_Ext(void)
     }
     else if (game.time_limit && !game_mm.game_over)
     {
-      int i;
+      FadeOutLaser(FALSE);
 
-      for (i = 15; i >= 0; i--)
-      {
-#if 0
-       SetRGB(pen_ray, 0x0000, 0x0000, i * color_scale);
-#endif
-       pen_ray = GetPixelFromRGB(window,
-                                 native_mm_level.laser_red   * 0x11 * i,
-                                 native_mm_level.laser_green * 0x11 * i,
-                                 native_mm_level.laser_blue  * 0x11 * i);
-
-       DrawLaser(0, DL_LASER_ENABLED);
-       BackToFront();
-       Delay_WithScreenUpdates(50);
-      }
-
-      StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
-#if 0
-      FadeMusic();
-#endif
-
-      DrawLaser(0, DL_LASER_DISABLED);
       game_mm.game_over = TRUE;
       game_mm.game_over_cause = GAME_OVER_NO_ENERGY;
 
@@ -3282,24 +3293,9 @@ static void GameActions_MM_Ext(void)
 
     if (laser.overload_value == MAX_LASER_OVERLOAD)
     {
-      int i;
-
       UpdateAndDisplayGameControlValues();
 
-      for (i = 15; i >= 0; i--)
-      {
-#if 0
-       SetRGB(pen_ray, i * color_scale, 0x0000, 0x0000);
-#endif
-
-       pen_ray = GetPixelFromRGB(window, 0x11 * i, 0x00, 0x00);
-
-       DrawLaser(0, DL_LASER_ENABLED);
-       BackToFront();
-       Delay_WithScreenUpdates(50);
-      }
-
-      DrawLaser(0, DL_LASER_DISABLED);
+      FadeOutLaser(TRUE);
 
       game_mm.game_over = TRUE;
       game_mm.game_over_cause = GAME_OVER_OVERLOADED;