/* values for 'click_delay_value' in ClickElement() */
#define CLICK_DELAY_SHORT 125
#define CLICK_DELAY_LONG 250
+
#define AUTO_ROTATE_DELAY CLICK_DELAY_SHORT
+#define INIT_GAME_ACTIONS_DELAY ONE_SECOND_DELAY
+#define NUM_INIT_CYCLE_STEPS 16
/* forward declaration for internal use */
static int MovingOrBlocked2Element_MM(int, int);
}
}
-static void InitCycleElements()
+static void InitCycleElements_RotateSingleStep()
{
- int i, j;
+ int i;
if (game_mm.num_cycle == 0) /* no elements to cycle */
return;
- for (i = 0; i < 16; i++)
+ for (i = 0; i < game_mm.num_cycle; i++)
{
- for (j = 0; j < game_mm.num_cycle; j++)
- {
- int x = game_mm.cycle[j].x;
- int y = game_mm.cycle[j].y;
- int step = SIGN(game_mm.cycle[j].steps);
- int last_element = Feld[x][y];
- int next_element = get_rotated_element(last_element, step);
-
- if (!game_mm.cycle[j].steps)
- continue;
-
- Feld[x][y] = next_element;
-
- DrawField_MM(x, y);
- game_mm.cycle[j].steps -= step;
- }
-
- BackToFront();
- ColorCycling();
+ int x = game_mm.cycle[i].x;
+ int y = game_mm.cycle[i].y;
+ int step = SIGN(game_mm.cycle[i].steps);
+ int last_element = Feld[x][y];
+ int next_element = get_rotated_element(last_element, step);
-#ifdef DEBUG
- if (setup.quick_doors)
+ if (!game_mm.cycle[i].steps)
continue;
-#endif
- Delay(AUTO_ROTATE_DELAY);
+ Feld[x][y] = next_element;
+
+ DrawField_MM(x, y);
+ game_mm.cycle[i].steps -= step;
}
}
void InitGameActions_MM()
{
+ int num_init_game_frames = INIT_GAME_ACTIONS_DELAY / GAME_FRAME_DELAY;
+ int cycle_steps_done = 0;
int i;
- InitCycleElements();
InitLaser();
#if 0
OpenDoor(DOOR_OPEN_ALL);
#endif
- if (setup.sound_loops)
- PlaySoundExt(SND_FUEL, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP);
-
- for (i = 0; i <= native_mm_level.time; i += 2)
+ for (i = 0; i <= num_init_game_frames; i++)
{
- if (!setup.sound_loops)
- PlaySoundStereo(SND_FUEL, SOUND_MAX_RIGHT);
+ if (i == num_init_game_frames)
+ StopSound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+ else if (setup.sound_loops)
+ PlaySoundLoop_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+ else
+ PlaySound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
- game_mm.energy_left = i;
+ game_mm.energy_left = native_mm_level.time * i / num_init_game_frames;
UpdateAndDisplayGameControlValues();
+ while (cycle_steps_done < NUM_INIT_CYCLE_STEPS * i / num_init_game_frames)
+ {
+ InitCycleElements_RotateSingleStep();
+
+ cycle_steps_done++;
+ }
+
BackToFront();
ColorCycling();
#endif
}
- game_mm.energy_left = native_mm_level.time;
-
- if (setup.sound_loops)
- StopSound(SND_FUEL);
-
#if 0
if (setup.sound_music && num_bg_loops)
PlayMusic(level_nr % num_bg_loops);
laser.redraw = TRUE;
}
-void ClickElement(int mx, int my, int button)
+void ClickElement(int x, int y, int button)
{
static unsigned int click_delay = 0;
static int click_delay_value = CLICK_DELAY_SHORT;
static boolean new_button = TRUE;
int element;
- int x = (mx - SX) / TILEX, y = (my - SY) / TILEY;
/* do not rotate objects hit by the laser after the game was solved */
if (game_mm.level_solved && Hit[x][y])
if (button == MB_MIDDLEBUTTON) /* middle button has no function */
return;
- if (!IN_PIX_FIELD(mx - SX, my - SY))
+ if (!IN_LEV_FIELD(x, y))
return;
if (Feld[x][y] == EL_EMPTY)
}
}
-static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
+static void GameActions_MM_Ext(struct MouseActionInfo action, 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)
+void GameActions_MM(struct MouseActionInfo action, boolean warp_mode)
{
- if (!button_status)
- ClickElement(0, 0, MB_NOT_PRESSED);
+ ClickElement(action.lx, action.ly, action.button);
GameActions_MM_Ext(action, warp_mode);
}