element == EL_MINE ? EL_MINE_ACTIVE :
EL_GRAY_BALL_ACTIVE);
+ GfxFrame[ELX][ELY] = 0; // restart animation
+
laser.dest_element_last = Tile[ELX][ELY];
laser.dest_element_last_x = ELX;
laser.dest_element_last_y = ELY;
if (IS_90_ANGLE(laser.current_angle))
mask += mask * (2 + IS_HORIZ_ANGLE(laser.current_angle) * 2);
- laser.dest_element = element2 | EL_WALL_AMOEBA;
+ laser.dest_element = element2 | EL_WALL_AMOEBA_BASE;
laser.wall_mask = mask;
}
{
int phase;
int wall_mask = Store2[x][y];
- int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_ICE;
+ int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_ICE_BASE;
MovDelay[x][y]--;
phase = frames - MovDelay[x][y] / delay - 1;
DrawWalls_MM(x, y, Tile[x][y]);
- if (Tile[x][y] == EL_WALL_ICE)
+ if (Tile[x][y] == EL_WALL_ICE_BASE)
Tile[x][y] = EL_EMPTY;
ScanLaser_FromLastMirror();
{
int phase;
int wall_mask = Store2[x][y];
- int real_element = Tile[x][y] - EL_WALL_CHANGING + EL_WALL_AMOEBA;
+ int real_element = Tile[x][y] - EL_WALL_CHANGING_BASE + EL_WALL_AMOEBA_BASE;
MovDelay[x][y]--;
phase = MovDelay[x][y] / delay;
int num_phase = 9, delay = 2;
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
+ int center_element;
laser.redraw = TRUE;
if (phase == EX_PHASE_START) // initialize 'Store[][]' field
{
- int center_element = Tile[x][y];
+ center_element = Tile[x][y];
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
Tile[x][y] = center_element;
}
- Store[x][y] = center_element;
- Store2[x][y] = mode;
+ Store[x][y] = EL_EMPTY;
+ Store2[x][y] = center_element;
Tile[x][y] = EL_EXPLODING_OPAQUE;
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
- if (phase == half_phase)
+ center_element = Store2[x][y];
+
+ if (phase == half_phase && Store[x][y] == EL_EMPTY)
{
Tile[x][y] = EL_EXPLODING_TRANSP;
if (phase == last_phase)
{
- if (Store[x][y] == EL_BOMB_ACTIVE)
+ if (center_element == EL_BOMB_ACTIVE)
{
DrawLaser(0, DL_LASER_DISABLED);
InitLaser();
laser.overloaded = FALSE;
}
- else if (IS_MCDUFFIN(Store[x][y]))
+ else if (IS_MCDUFFIN(center_element))
{
GameOver_MM(GAME_OVER_BOMB);
}
- Tile[x][y] = EL_EMPTY;
+ Tile[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
OpenGrayBall(x, y);
else if (IS_ENVELOPE_OPENING(element))
OpenEnvelope(x, y);
- else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE)
+ else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_ICE_BASE)
MeltIce(x, y);
- else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA)
+ else if (IS_WALL_CHANGING(element) && Store[x][y] == EL_WALL_AMOEBA_BASE)
GrowAmoeba(x, y);
else if (IS_MIRROR(element) ||
IS_MIRROR_FIXED(element) ||
game_mm.ball_choice_pos++;
int new_element = native_mm_level.ball_content[element_pos];
- int new_element_unmapped = unmap_element(new_element);
+ int new_element_base = map_wall_to_base_element(new_element);
- if (IS_WALL(new_element_unmapped))
+ if (IS_WALL(new_element_base))
{
// always use completely filled wall element
- new_element = new_element_unmapped | 0x000f;
+ new_element = new_element_base | 0x000f;
}
else if (native_mm_level.rotate_ball_content &&
get_num_elements(new_element) > 1)
{
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING);
- Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING;
- Store[ELX][ELY] = EL_WALL_ICE;
+ Tile[ELX][ELY] = Tile[ELX][ELY] - EL_WALL_ICE_BASE + EL_WALL_CHANGING_BASE;
+ Store[ELX][ELY] = EL_WALL_ICE_BASE;
Store2[ELX][ELY] = laser.wall_mask;
laser.dest_element = Tile[ELX][ELY];
PlayLevelSound_MM(x, y, element, MM_ACTION_GROWING);
- Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING;
- Store[x][y] = EL_WALL_AMOEBA;
+ Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA_BASE + EL_WALL_CHANGING_BASE;
+ Store[x][y] = EL_WALL_AMOEBA_BASE;
Store2[x][y] = wall_mask;
return;