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added tile selection cursor for playing MM levels with keyboard or joystick
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_game.c
diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index aff897b1fb2e0cae9ce1b6c235b1ff9f88db3e9e..ec206faf8f0452278fffed98d8d9e6c14126992e 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-744,6
+744,9
@@
void InitGameActions_MM()
if (game_mm.kettles_still_needed == 0)
CheckExitMM();
if (game_mm.kettles_still_needed == 0)
CheckExitMM();
+
+ SetTileCursorXY(laser.start_edge.x, laser.start_edge.y);
+ SetTileCursorActive(TRUE);
}
void AddLaserEdge(int lx, int ly)
}
void AddLaserEdge(int lx, int ly)
@@
-1965,8
+1968,12
@@
boolean HitLaserDestination(int element, int hit_mask)
AddDamagedField(ELX, ELY);
if (game_mm.lights_still_needed == 0)
AddDamagedField(ELX, ELY);
if (game_mm.lights_still_needed == 0)
+ {
game_mm.level_solved = TRUE;
game_mm.level_solved = TRUE;
+ SetTileCursorActive(FALSE);
+ }
+
return TRUE;
}
return TRUE;
}
@@
-2474,6
+2481,8
@@
static void Explode_MM(int x, int y, int phase, int mode)
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_BOMB;
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_BOMB;
+ SetTileCursorActive(FALSE);
+
laser.overloaded = FALSE;
}
else if (IS_MCDUFFIN(Store[x][y]))
laser.overloaded = FALSE;
}
else if (IS_MCDUFFIN(Store[x][y]))
@@
-3155,6
+3164,8
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_NO_ENERGY;
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_NO_ENERGY;
+ SetTileCursorActive(FALSE);
+
#if 0
if (Request("Out of magic energy ! Play it again ?",
REQ_ASK | REQ_STAY_CLOSED))
#if 0
if (Request("Out of magic energy ! Play it again ?",
REQ_ASK | REQ_STAY_CLOSED))
@@
-3285,6
+3296,8
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_OVERLOADED;
game_mm.game_over = TRUE;
game_mm.game_over_cause = GAME_OVER_OVERLOADED;
+ SetTileCursorActive(FALSE);
+
#if 0
if (Request("Magic spell hit Mc Duffin ! Play it again ?",
REQ_ASK | REQ_STAY_CLOSED))
#if 0
if (Request("Magic spell hit Mc Duffin ! Play it again ?",
REQ_ASK | REQ_STAY_CLOSED))