X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=b258e374b7f0bbeb868be9b873e831e331394af0;hp=49aa2d29dc391cb966b1d410b1567a263ee116ab;hb=HEAD;hpb=01bb2aca521afb02370ca056f7674bfebb0d5733 diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 49aa2d29..b258e374 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -97,7 +97,22 @@ static void RaiseScoreElement_MM(int); static void RemoveMovingField_MM(int, int); static void InitMovingField_MM(int, int, int); static void ContinueMoving_MM(int, int); -static void Moving2Blocked_MM(int, int, int *, int *); + +static void AddLaserEdge(int, int); +static void ScanLaser(void); +static void DrawLaser(int, int); +static boolean HitElement(int, int); +static boolean HitOnlyAnEdge(int); +static boolean HitPolarizer(int, int); +static boolean HitBlock(int, int); +static boolean HitLaserSource(int, int); +static boolean HitLaserDestination(int, int); +static boolean HitReflectingWalls(int, int); +static boolean HitAbsorbingWalls(int, int); +static void RotateMirror(int, int, int); +static boolean ObjHit(int, int, int); +static void DeletePacMan(int, int); +static void MovePacMen(void); // bitmap for laser beam detection static Bitmap *laser_bitmap = NULL; @@ -124,10 +139,14 @@ static DelayCounter overload_delay = { 0 }; #define MM_MASK_GRID_2 5 #define MM_MASK_GRID_3 6 #define MM_MASK_GRID_4 7 -#define MM_MASK_RECTANGLE 8 -#define MM_MASK_CIRCLE 9 +#define MM_MASK_SLOPE_1 8 +#define MM_MASK_SLOPE_2 9 +#define MM_MASK_SLOPE_3 10 +#define MM_MASK_SLOPE_4 11 +#define MM_MASK_RECTANGLE 12 +#define MM_MASK_CIRCLE 13 -#define NUM_MM_MASKS 10 +#define NUM_MM_MASKS 14 // element masks for scanning pixels of MM elements static const char mm_masks[NUM_MM_MASKS][16][16 + 1] = @@ -276,6 +295,78 @@ static const char mm_masks[NUM_MM_MASKS][16][16 + 1] = " XXX XXXX ", " XX XXXXX ", }, + { + " X", + " XX", + " XXX", + " XXXX", + " XXXXX", + " XXXXXX", + " XXXXXXX", + " XXXXXXXX", + " XXXXXXXXX", + " XXXXXXXXXX", + " XXXXXXXXXXX", + " XXXXXXXXXXXX", + " XXXXXXXXXXXXX", + " XXXXXXXXXXXXXX", + " XXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXXX", + }, + { + "X ", + "XX ", + "XXX ", + "XXXX ", + "XXXXX ", + "XXXXXX ", + "XXXXXXX ", + "XXXXXXXX ", + "XXXXXXXXX ", + "XXXXXXXXXX ", + "XXXXXXXXXXX ", + "XXXXXXXXXXXX ", + "XXXXXXXXXXXXX ", + "XXXXXXXXXXXXXX ", + "XXXXXXXXXXXXXXX ", + "XXXXXXXXXXXXXXXX", + }, + { + "XXXXXXXXXXXXXXXX", + "XXXXXXXXXXXXXXX ", + "XXXXXXXXXXXXXX ", + "XXXXXXXXXXXXX ", + "XXXXXXXXXXXX ", + "XXXXXXXXXXX ", + "XXXXXXXXXX ", + "XXXXXXXXX ", + "XXXXXXXX ", + "XXXXXXX ", + "XXXXXX ", + "XXXXX ", + "XXXX ", + "XXX ", + "XX ", + "X ", + }, + { + "XXXXXXXXXXXXXXXX", + " XXXXXXXXXXXXXXX", + " XXXXXXXXXXXXXX", + " XXXXXXXXXXXXX", + " XXXXXXXXXXXX", + " XXXXXXXXXXX", + " XXXXXXXXXX", + " XXXXXXXXX", + " XXXXXXXX", + " XXXXXXX", + " XXXXXX", + " XXXXX", + " XXXX", + " XXX", + " XX", + " X", + }, { "XXXXXXXXXXXXXXXX", "XXXXXXXXXXXXXXXX", @@ -323,6 +414,8 @@ static int get_element_angle(int element) IS_LASER(element) || IS_RECEIVER(element)) return 4 * element_phase; + else if (IS_DF_SLOPE(element)) + return 4 + (element_phase % 2) * 8; else return element_phase; } @@ -348,7 +441,7 @@ static void DrawLaserLines(struct XY *points, int num_points, int mode) Pixel pixel_drawto = (mode == DL_LASER_ENABLED ? pen_ray : pen_bg); Pixel pixel_buffer = (mode == DL_LASER_ENABLED ? WHITE_PIXEL : BLACK_PIXEL); - DrawLines(drawto, points, num_points, pixel_drawto); + DrawLines(drawto_mm, points, num_points, pixel_drawto); BEGIN_NO_HEADLESS { @@ -554,6 +647,8 @@ static void InitField(int x, int y, boolean init_game) game_mm.laser_green = native_mm_level.df_laser_green; game_mm.laser_blue = native_mm_level.df_laser_blue; } + + game_mm.has_mcduffin = (IS_MCDUFFIN(element)); } break; @@ -626,8 +721,8 @@ void InitGameEngine_MM(void) BEGIN_NO_HEADLESS { // initialize laser bitmap to current playfield (screen) size - ReCreateBitmap(&laser_bitmap, drawto->width, drawto->height); - ClearRectangle(laser_bitmap, 0, 0, drawto->width, drawto->height); + ReCreateBitmap(&laser_bitmap, drawto_mm->width, drawto_mm->height); + ClearRectangle(laser_bitmap, 0, 0, drawto_mm->width, drawto_mm->height); } END_NO_HEADLESS @@ -646,10 +741,12 @@ void InitGameEngine_MM(void) game_mm.laser_red = FALSE; game_mm.laser_green = FALSE; game_mm.laser_blue = TRUE; + game_mm.has_mcduffin = TRUE; game_mm.level_solved = FALSE; game_mm.game_over = FALSE; game_mm.game_over_cause = 0; + game_mm.game_over_message = NULL; game_mm.laser_overload_value = 0; game_mm.laser_enabled = FALSE; @@ -740,18 +837,24 @@ void InitGameActions_MM(void) AdvanceFrameCounter(); AdvanceGfxFrame(); - DrawLevel_MM(); - - BackToFront(); - - ColorCycling(); + if (PendingEscapeKeyEvent()) + continue; #ifdef DEBUG if (setup.quick_doors) continue; #endif + + DrawLevel_MM(); + + BackToFront_MM(); } +#ifdef DEBUG + if (setup.quick_doors) + DrawLevel_MM(); +#endif + ScanLaser(); if (game_mm.kettles_still_needed == 0) @@ -777,7 +880,7 @@ static void FadeOutLaser(void) DrawLaser(0, DL_LASER_ENABLED); - BackToFront(); + BackToFront_MM(); Delay_WithScreenUpdates(50); } @@ -788,31 +891,35 @@ static void FadeOutLaser(void) static void GameOver_MM(int game_over_cause) { - // do not handle game over if request dialog is already active - if (game.request_active) - return; - game_mm.game_over = TRUE; game_mm.game_over_cause = game_over_cause; - - if (setup.ask_on_game_over) - game.restart_game_message = (game_over_cause == GAME_OVER_BOMB ? - "Bomb killed Mc Duffin! Play it again?" : - game_over_cause == GAME_OVER_NO_ENERGY ? - "Out of magic energy! Play it again?" : - game_over_cause == GAME_OVER_OVERLOADED ? - "Magic spell hit Mc Duffin! Play it again?" : - NULL); + game_mm.game_over_message = (game_mm.has_mcduffin ? + (game_over_cause == GAME_OVER_BOMB ? + "Bomb killed Mc Duffin!" : + game_over_cause == GAME_OVER_NO_ENERGY ? + "Out of magic energy!" : + game_over_cause == GAME_OVER_OVERLOADED ? + "Magic spell hit Mc Duffin!" : + NULL) : + (game_over_cause == GAME_OVER_BOMB ? + "Bomb destroyed laser cannon!" : + game_over_cause == GAME_OVER_NO_ENERGY ? + "Out of laser energy!" : + game_over_cause == GAME_OVER_OVERLOADED ? + "Laser beam hit laser cannon!" : + NULL)); SetTileCursorActive(FALSE); } -void AddLaserEdge(int lx, int ly) +static void AddLaserEdge(int lx, int ly) { - int clx = dSX + lx; - int cly = dSY + ly; + int full_sxsize = MAX(FULL_SXSIZE, lev_fieldx * TILEX); + int full_sysize = MAX(FULL_SYSIZE, lev_fieldy * TILEY); - if (clx < -2 || cly < -2 || clx >= SXSIZE + 2 || cly >= SYSIZE + 2) + // check if laser is still inside visible playfield area (or inside level) + if (cSX + lx < REAL_SX || cSX + lx >= REAL_SX + full_sxsize || + cSY + ly < REAL_SY || cSY + ly >= REAL_SY + full_sysize) { Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly); @@ -826,7 +933,7 @@ void AddLaserEdge(int lx, int ly) laser.redraw = TRUE; } -void AddDamagedField(int ex, int ey) +static void AddDamagedField(int ex, int ey) { // prevent adding the same field position again if (laser.num_damages > 0 && @@ -860,16 +967,35 @@ static boolean StepBehind(void) static int getMaskFromElement(int element) { - if (IS_GRID(element)) - return MM_MASK_GRID_1 + get_element_phase(element); - else if (IS_MCDUFFIN(element)) + if (IS_MCDUFFIN(element)) return MM_MASK_MCDUFFIN_RIGHT + get_element_phase(element); - else if (IS_RECTANGLE(element) || IS_DF_GRID(element)) + else if (IS_GRID(element)) + return MM_MASK_GRID_1 + get_element_phase(element); + else if (IS_DF_GRID(element)) + return MM_MASK_RECTANGLE; + else if (IS_DF_SLOPE(element)) + return MM_MASK_SLOPE_1 + get_element_phase(element); + else if (IS_RECTANGLE(element)) return MM_MASK_RECTANGLE; else return MM_MASK_CIRCLE; } +static int getPixelFromMask(int pos, int dx, int dy) +{ + return (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0); +} + +static int getLevelFromLaserX(int x) +{ + return x / TILEX - (x < 0 ? 1 : 0); // correct negative values +} + +static int getLevelFromLaserY(int y) +{ + return y / TILEY - (y < 0 ? 1 : 0); // correct negative values +} + static int ScanPixel(void) { int hit_mask = 0; @@ -895,14 +1021,34 @@ static int ScanPixel(void) } #endif + // check if laser scan has crossed element boundaries (not just mini tiles) + boolean cross_x = (LX / TILEX != (LX + 2) / TILEX); + boolean cross_y = (LY / TILEY != (LY + 2) / TILEY); + + if (cross_x && cross_y) + { + int elx1 = (LX - XS) / TILEX; + int ely1 = (LY + YS) / TILEY; + int elx2 = (LX + XS) / TILEX; + int ely2 = (LY - YS) / TILEY; + + // add element corners left and right from the laser beam to damage list + + if (IN_LEV_FIELD(elx1, ely1) && Tile[elx1][ely1] != EL_EMPTY) + AddDamagedField(elx1, ely1); + + if (IN_LEV_FIELD(elx2, ely2) && Tile[elx2][ely2] != EL_EMPTY) + AddDamagedField(elx2, ely2); + } + 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! + int lx = getLevelFromLaserX(px); + int ly = getLevelFromLaserY(py); Pixel pixel; if (IN_LEV_FIELD(lx, ly)) @@ -923,11 +1069,12 @@ static int ScanPixel(void) { int pos = getMaskFromElement(element); - pixel = (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0); + pixel = getPixelFromMask(pos, dx, dy); } } else { + // check if laser is still inside visible playfield area pixel = (cSX + px < REAL_SX || cSX + px >= REAL_SX + FULL_SXSIZE || cSY + py < REAL_SY || cSY + py >= REAL_SY + FULL_SYSIZE); } @@ -951,6 +1098,7 @@ static void DeactivateLaserTargetElement(void) { if (laser.dest_element_last == EL_BOMB_ACTIVE || laser.dest_element_last == EL_MINE_ACTIVE || + laser.dest_element_last == EL_GRAY_BALL_ACTIVE || laser.dest_element_last == EL_GRAY_BALL_OPENING) { int x = laser.dest_element_last_x; @@ -959,9 +1107,9 @@ static void DeactivateLaserTargetElement(void) if (Tile[x][y] == element) Tile[x][y] = (element == EL_BOMB_ACTIVE ? EL_BOMB : - element == EL_MINE_ACTIVE ? EL_MINE : EL_BALL_GRAY); + element == EL_MINE_ACTIVE ? EL_MINE : EL_GRAY_BALL); - if (Tile[x][y] == EL_BALL_GRAY) + if (Tile[x][y] == EL_GRAY_BALL) MovDelay[x][y] = 0; laser.dest_element_last = EL_EMPTY; @@ -970,7 +1118,7 @@ static void DeactivateLaserTargetElement(void) } } -void ScanLaser(void) +static void ScanLaser(void) { int element = EL_EMPTY; int last_element = EL_EMPTY; @@ -1017,41 +1165,92 @@ void ScanLaser(void) LX, LY, XS, YS); #endif - // hit something -- check out what it was - ELX = (LX + XS) / TILEX; - ELY = (LY + YS) / TILEY; + // check if laser scan has hit two diagonally adjacent element corners + boolean diag_1 = ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1); + boolean diag_2 = ((hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2); + + // check if laser scan has crossed element boundaries (not just mini tiles) + boolean cross_x = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2)); + boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2)); + + if (cross_x || cross_y) + { + // hit something at next tile -- check out what it was + ELX = getLevelFromLaserX(LX + XS); + ELY = getLevelFromLaserY(LY + YS); + } + else + { + // hit something at same tile -- check out what it was + ELX = getLevelFromLaserX(LX); + ELY = getLevelFromLaserY(LY); + } #if 0 Debug("game:mm:ScanLaser", "hit_mask (1) == '%x' (%d, %d) (%d, %d)", hit_mask, LX, LY, ELX, ELY); #endif - if (!IN_LEV_FIELD(ELX, ELY) || !IN_PIX_FIELD(LX, LY)) + if (!IN_LEV_FIELD(ELX, ELY)) { + // laser next step position + int x = cSX + LX + XS; + int y = cSY + LY + YS; + + // check if next step of laser is still inside visible playfield area + if (x >= REAL_SX && x < REAL_SX + FULL_SXSIZE && + y >= REAL_SY && y < REAL_SY + FULL_SYSIZE) + { + // go on with another step + LX += XS; + LY += YS; + + continue; + } + element = EL_EMPTY; laser.dest_element = element; break; } - if (hit_mask == (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT)) + // handle special case of laser hitting two diagonally adjacent elements + // (with or without a third corner element behind these two elements) + if ((diag_1 || diag_2) && cross_x && cross_y) { - /* we have hit the top-right and bottom-left element -- - choose the bottom-left one */ - /* !!! THIS CAN BE DONE MORE INTELLIGENTLY, FOR EXAMPLE, IF ONE - ELEMENT WAS STEEL AND THE OTHER ONE WAS ICE => ALWAYS CHOOSE - THE ICE AND MELT IT AWAY INSTEAD OF OVERLOADING LASER !!! */ - ELX = (LX - 2) / TILEX; - ELY = (LY + 2) / TILEY; - } + // compare the two diagonally adjacent elements + int xoffset = 2; + int yoffset = 2 * (diag_1 ? -1 : +1); + int elx1 = (LX - xoffset) / TILEX; + int ely1 = (LY + yoffset) / TILEY; + int elx2 = (LX + xoffset) / TILEX; + int ely2 = (LY - yoffset) / TILEY; + int e1 = Tile[elx1][ely1]; + int e2 = Tile[elx2][ely2]; + boolean use_element_1 = FALSE; + + if (IS_WALL_ICE(e1) || IS_WALL_ICE(e2)) + { + if (IS_WALL_ICE(e1) && IS_WALL_ICE(e2)) + use_element_1 = (RND(2) ? TRUE : FALSE); + else if (IS_WALL_ICE(e1)) + use_element_1 = TRUE; + } + else if (IS_WALL_AMOEBA(e1) || IS_WALL_AMOEBA(e2)) + { + // if both tiles match, we can just select the first one + if (IS_WALL_AMOEBA(e1)) + use_element_1 = TRUE; + } + else if (IS_ABSORBING_BLOCK(e1) || IS_ABSORBING_BLOCK(e2)) + { + // if both tiles match, we can just select the first one + if (IS_ABSORBING_BLOCK(e1)) + use_element_1 = TRUE; + } - if (hit_mask == (HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT)) - { - /* we have hit the top-left and bottom-right element -- - choose the top-left one */ - // !!! SEE ABOVE !!! - ELX = (LX - 2) / TILEX; - ELY = (LY - 2) / TILEY; + ELX = (use_element_1 ? elx1 : elx2); + ELY = (use_element_1 ? ely1 : ely2); } #if 0 @@ -1486,10 +1685,80 @@ void DrawLaser_MM(void) DrawLaser(0, game_mm.laser_enabled); } -boolean HitElement(int element, int hit_mask) +static boolean HitElement(int element, int hit_mask) { - if (HitOnlyAnEdge(hit_mask)) - return FALSE; + if (IS_DF_SLOPE(element)) + { + // check if laser scan has crossed element boundaries (not just mini tiles) + boolean cross_x = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2)); + boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2)); + int element_angle = get_element_angle(element); + int mirrored_angle = get_mirrored_angle(laser.current_angle, element_angle); + int opposite_angle = get_opposite_angle(laser.current_angle); + + // check if wall (horizontal or vertical) side of slope was hit + if (hit_mask == HIT_MASK_LEFT || + hit_mask == HIT_MASK_RIGHT || + hit_mask == HIT_MASK_TOP || + hit_mask == HIT_MASK_BOTTOM) + { + boolean hit_slope_corner_in_laser_direction = + ((hit_mask == HIT_MASK_LEFT && (element == EL_DF_SLOPE_01 || + element == EL_DF_SLOPE_02)) || + (hit_mask == HIT_MASK_RIGHT && (element == EL_DF_SLOPE_00 || + element == EL_DF_SLOPE_03)) || + (hit_mask == HIT_MASK_TOP && (element == EL_DF_SLOPE_02 || + element == EL_DF_SLOPE_03)) || + (hit_mask == HIT_MASK_BOTTOM && (element == EL_DF_SLOPE_00 || + element == EL_DF_SLOPE_01))); + + boolean hit_slope_corner_in_laser_direction_double_checked = + (cross_x && cross_y && + laser.current_angle == mirrored_angle && + hit_slope_corner_in_laser_direction); + + // check special case of laser hitting the corner of a slope and another + // element (either wall or another slope), following the diagonal side + // of the slope which has the same angle as the direction of the laser + if (!hit_slope_corner_in_laser_direction_double_checked) + return HitReflectingWalls(element, hit_mask); + } + + // check if an edge was hit while crossing element borders + if (cross_x && cross_y && get_number_of_bits(hit_mask) == 1) + { + // check both sides of potentially diagonal side of slope + int dx1 = (LX + XS) % TILEX; + int dy1 = (LY + YS) % TILEY; + int dx2 = (LX + XS + 2) % TILEX; + int dy2 = (LY + YS + 2) % TILEY; + int pos = getMaskFromElement(element); + + // check if we are entering empty space area after hitting edge + if (!getPixelFromMask(pos, dx1, dy1) && + !getPixelFromMask(pos, dx2, dy2)) + { + // we already know that we hit an edge, but use this function to go on + if (HitOnlyAnEdge(hit_mask)) + return FALSE; + } + } + + // check if laser is reflected by slope by 180° + if (mirrored_angle == opposite_angle) + { + AddDamagedField(LX / TILEX, LY / TILEY); + + laser.overloaded = TRUE; + + return TRUE; + } + } + else + { + if (HitOnlyAnEdge(hit_mask)) + return FALSE; + } if (IS_MOVING(ELX, ELY) || IS_BLOCKED(ELX, ELY)) element = MovingOrBlocked2Element_MM(ELX, ELY); @@ -1509,8 +1778,11 @@ boolean HitElement(int element, int hit_mask) AddDamagedField(ELX, ELY); + boolean through_center = ((ELX * TILEX + 14 - LX) * YS == + (ELY * TILEY + 14 - LY) * XS); + // this is more precise: check if laser would go through the center - if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS) + if (!IS_DF_SLOPE(element) && !through_center) { int skip_count = 0; @@ -1581,10 +1853,28 @@ boolean HitElement(int element, int hit_mask) return TRUE; } - if (!IS_BEAMER(element) && - !IS_FIBRE_OPTIC(element) && - !IS_GRID_WOOD(element) && - element != EL_FUEL_EMPTY) + if (IS_DF_SLOPE(element) && !through_center) + { + int correction = 2; + + if (hit_mask == HIT_MASK_ALL) + { + // laser already inside slope -- go back half step + LX -= XS / 2; + LY -= YS / 2; + + correction = 1; + } + + AddLaserEdge(LX, LY); + + LX -= (ABS(XS) < ABS(YS) ? correction * SIGN(XS) : 0); + LY -= (ABS(YS) < ABS(XS) ? correction * SIGN(YS) : 0); + } + else if (!IS_BEAMER(element) && + !IS_FIBRE_OPTIC(element) && + !IS_GRID_WOOD(element) && + element != EL_FUEL_EMPTY) { #if 0 if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS) @@ -1605,6 +1895,8 @@ boolean HitElement(int element, int hit_mask) IS_POLAR_CROSS(element) || IS_DF_MIRROR(element) || IS_DF_MIRROR_AUTO(element) || + IS_DF_MIRROR_FIXED(element) || + IS_DF_SLOPE(element) || element == EL_PRISM || element == EL_REFRACTOR) { @@ -1623,7 +1915,9 @@ boolean HitElement(int element, int hit_mask) if (IS_MIRROR(element) || IS_MIRROR_FIXED(element) || IS_DF_MIRROR(element) || - IS_DF_MIRROR_AUTO(element)) + IS_DF_MIRROR_AUTO(element) || + IS_DF_MIRROR_FIXED(element) || + IS_DF_SLOPE(element)) laser.current_angle = get_mirrored_angle(laser.current_angle, get_element_angle(element)); @@ -1633,13 +1927,27 @@ boolean HitElement(int element, int hit_mask) XS = 2 * Step[laser.current_angle].x; YS = 2 * Step[laser.current_angle].y; - if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle - step_size = 8; - else - step_size = 4; + if (through_center) + { + // start from center position for all game elements but slope + if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle + step_size = 8; + else + step_size = 4; - LX += step_size * XS; - LY += step_size * YS; + LX += step_size * XS; + LY += step_size * YS; + } + else + { + // advance laser position until reaching the next tile (slopes) + while (LX / TILEX == ELX && (LX + 2) / TILEX == ELX && + LY / TILEY == ELY && (LY + 2) / TILEY == ELY) + { + LX += XS; + LY += YS; + } + } // draw sparkles on mirror if ((IS_MIRROR(element) || @@ -1658,6 +1966,68 @@ boolean HitElement(int element, int hit_mask) (get_opposite_angle(laser.current_angle) == laser.damage[laser.num_damages - 1].angle ? TRUE : FALSE); + if (IS_DF_SLOPE(element)) + { + // handle special cases for slope element + + if (IS_45_ANGLE(laser.current_angle)) + { + int elx, ely; + + elx = getLevelFromLaserX(LX + XS); + ely = getLevelFromLaserY(LY + YS); + + if (IN_LEV_FIELD(elx, ely)) + { + int element_next = Tile[elx][ely]; + + // check if slope is followed by slope with opposite orientation + if (IS_DF_SLOPE(element_next) && ABS(element - element_next) == 2) + laser.overloaded = TRUE; + } + + int nr = element - EL_DF_SLOPE_START; + int dx = (nr == 0 ? (XS > 0 ? TILEX - 1 : -1) : + nr == 1 ? (XS > 0 ? TILEX : 0) : + nr == 2 ? (XS > 0 ? TILEX : 0) : + nr == 3 ? (XS > 0 ? TILEX - 1 : -1) : 0); + int dy = (nr == 0 ? (YS > 0 ? TILEY - 1 : -1) : + nr == 1 ? (YS > 0 ? TILEY - 1 : -1) : + nr == 2 ? (YS > 0 ? TILEY : 0) : + nr == 3 ? (YS > 0 ? TILEY : 0) : 0); + + int px = ELX * TILEX + dx; + int py = ELY * TILEY + dy; + + dx = px % TILEX; + dy = py % TILEY; + + elx = getLevelFromLaserX(px); + ely = getLevelFromLaserY(py); + + if (IN_LEV_FIELD(elx, ely)) + { + int element_side = Tile[elx][ely]; + + // check if end of slope is blocked by other element + if (IS_WALL(element_side) || IS_WALL_CHANGING(element_side)) + { + int pos = dy / MINI_TILEY * 2 + dx / MINI_TILEX; + + if (element & (1 << pos)) + laser.overloaded = TRUE; + } + else + { + int pos = getMaskFromElement(element_side); + + if (getPixelFromMask(pos, dx, dy)) + laser.overloaded = TRUE; + } + } + } + } + return (laser.overloaded ? TRUE : FALSE); } @@ -1668,11 +2038,15 @@ boolean HitElement(int element, int hit_mask) return TRUE; } - if (element == EL_BOMB || element == EL_MINE) + if (element == EL_BOMB || element == EL_MINE || element == EL_GRAY_BALL) { PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); - Tile[ELX][ELY] = (element == EL_BOMB ? EL_BOMB_ACTIVE : EL_MINE_ACTIVE); + Tile[ELX][ELY] = (element == EL_BOMB ? EL_BOMB_ACTIVE : + 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; @@ -1832,7 +2206,7 @@ boolean HitElement(int element, int hit_mask) return TRUE; } -boolean HitOnlyAnEdge(int hit_mask) +static boolean HitOnlyAnEdge(int hit_mask) { // check if the laser hit only the edge of an element and, if so, go on @@ -1889,7 +2263,7 @@ boolean HitOnlyAnEdge(int hit_mask) return FALSE; } -boolean HitPolarizer(int element, int hit_mask) +static boolean HitPolarizer(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -1956,17 +2330,23 @@ boolean HitPolarizer(int element, int hit_mask) } else if (IS_GRID_STEEL(element)) { + // may be required if graphics for steel grid redefined + AddDamagedField(ELX, ELY); + return HitReflectingWalls(element, hit_mask); } else // IS_GRID_WOOD { + // may be required if graphics for wooden grid redefined + AddDamagedField(ELX, ELY); + return HitAbsorbingWalls(element, hit_mask); } return TRUE; } -boolean HitBlock(int element, int hit_mask) +static boolean HitBlock(int element, int hit_mask) { boolean check = FALSE; @@ -2009,11 +2389,9 @@ boolean HitBlock(int element, int hit_mask) if (element == EL_GATE_STONE || element == EL_GATE_WOOD) { int xs = XS / 2, ys = YS / 2; - int hit_mask_diagonal1 = HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT; - int hit_mask_diagonal2 = HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT; - if ((hit_mask & hit_mask_diagonal1) == hit_mask_diagonal1 || - (hit_mask & hit_mask_diagonal2) == hit_mask_diagonal2) + if ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1 || + (hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2) { laser.overloaded = (element == EL_GATE_STONE); @@ -2052,11 +2430,9 @@ boolean HitBlock(int element, int hit_mask) if (element == EL_BLOCK_STONE || element == EL_BLOCK_WOOD) { int xs = XS / 2, ys = YS / 2; - int hit_mask_diagonal1 = HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT; - int hit_mask_diagonal2 = HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT; - if ((hit_mask & hit_mask_diagonal1) == hit_mask_diagonal1 || - (hit_mask & hit_mask_diagonal2) == hit_mask_diagonal2) + if ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1 || + (hit_mask & HIT_MASK_DIAGONAL_2) == HIT_MASK_DIAGONAL_2) { laser.overloaded = (element == EL_BLOCK_STONE); @@ -2087,7 +2463,7 @@ boolean HitBlock(int element, int hit_mask) return TRUE; } -boolean HitLaserSource(int element, int hit_mask) +static boolean HitLaserSource(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -2099,7 +2475,7 @@ boolean HitLaserSource(int element, int hit_mask) return TRUE; } -boolean HitLaserDestination(int element, int hit_mask) +static boolean HitLaserDestination(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -2145,7 +2521,7 @@ boolean HitLaserDestination(int element, int hit_mask) return TRUE; } -boolean HitReflectingWalls(int element, int hit_mask) +static boolean HitReflectingWalls(int element, int hit_mask) { // check if laser hits side of a wall with an angle that is not 90° if (!IS_90_ANGLE(laser.current_angle) && (hit_mask == HIT_MASK_TOP || @@ -2347,7 +2723,7 @@ boolean HitReflectingWalls(int element, int hit_mask) return FALSE; } -boolean HitAbsorbingWalls(int element, int hit_mask) +static boolean HitAbsorbingWalls(int element, int hit_mask) { if (HitOnlyAnEdge(hit_mask)) return FALSE; @@ -2386,10 +2762,18 @@ boolean HitAbsorbingWalls(int element, int hit_mask) if (IS_WALL_ICE(element)) { + int lx = LX + XS; + int ly = LY + YS; int mask; - mask = (LX + XS) / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal) - mask <<= (((LY + YS) / MINI_TILEY - ELY * 2) > 0) * 2; // || (vertical) + // check if laser hit adjacent edges of two diagonal tiles + if (ELX != lx / TILEX) + lx = LX - XS; + if (ELY != ly / TILEY) + ly = LY - YS; + + mask = lx / MINI_TILEX - ELX * 2 + 1; // Quadrant (horizontal) + mask <<= ((ly / MINI_TILEY - ELY * 2) > 0 ? 2 : 0); // || (vertical) // check if laser hits wall with an angle of 90° if (IS_90_ANGLE(laser.current_angle)) @@ -2441,7 +2825,7 @@ boolean HitAbsorbingWalls(int element, int hit_mask) 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; } @@ -2474,7 +2858,7 @@ static void OpenExit(int x, int y) } } -static void OpenSurpriseBall(int x, int y) +static void OpenGrayBall(int x, int y) { int delay = 2; @@ -2485,10 +2869,10 @@ static void OpenSurpriseBall(int x, int y) DrawWalls_MM(x, y, Store[x][y]); // copy wall tile to spare bitmap for "melting" animation - BlitBitmap(drawto, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY, + BlitBitmap(drawto_mm, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY, TILEX, TILEY, x * TILEX, y * TILEY); - DrawElement_MM(x, y, EL_BALL_GRAY); + DrawElement_MM(x, y, EL_GRAY_BALL); } MovDelay[x][y] = 50 * delay; @@ -2518,7 +2902,7 @@ static void OpenSurpriseBall(int x, int y) getGraphicSource(graphic, 0, &bitmap, &gx, &gy); } - BlitBitmap(bitmap, drawto, gx + dx, gy + dy, 6, 6, + BlitBitmap(bitmap, drawto_mm, gx + dx, gy + dy, 6, 6, cSX + x * TILEX + dx, cSY + y * TILEY + dy); laser.redraw = TRUE; @@ -2571,7 +2955,7 @@ static void OpenEnvelope(int x, int y) ScanLaser(); - ShowEnvelope_MM(nr); + ShowEnvelope(nr); } } } @@ -2588,7 +2972,7 @@ static void MeltIce(int x, int y) { 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; @@ -2600,7 +2984,7 @@ static void MeltIce(int x, int y) 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(); @@ -2626,7 +3010,7 @@ static void GrowAmoeba(int x, int y) { 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; @@ -2691,12 +3075,13 @@ static void Explode_MM(int x, int y, int phase, int mode) 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)) { @@ -2707,12 +3092,14 @@ static void Explode_MM(int x, int y, int phase, int mode) Tile[x][y] = center_element; } - Store[x][y] = center_element; - Store2[x][y] = mode; + if (center_element != EL_GRAY_BALL_ACTIVE) + Store[x][y] = EL_EMPTY; + Store2[x][y] = center_element; Tile[x][y] = EL_EXPLODING_OPAQUE; GfxElement[x][y] = (center_element == EL_BOMB_ACTIVE ? EL_BOMB : + center_element == EL_GRAY_BALL_ACTIVE ? EL_GRAY_BALL : IS_MCDUFFIN(center_element) ? EL_MCDUFFIN : center_element); @@ -2728,7 +3115,9 @@ static void Explode_MM(int x, int y, int phase, int mode) 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; @@ -2738,29 +3127,30 @@ static void Explode_MM(int x, int y, int phase, int mode) if (phase == last_phase) { - if (Store[x][y] == EL_BOMB_ACTIVE) + if (center_element == EL_BOMB_ACTIVE) { DrawLaser(0, DL_LASER_DISABLED); InitLaser(); Bang_MM(laser.start_edge.x, laser.start_edge.y); - GameOver_MM(GAME_OVER_DELAYED); - laser.overloaded = FALSE; } - else if (IS_MCDUFFIN(Store[x][y])) + else if (IS_MCDUFFIN(center_element) || IS_LASER(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; InitField(x, y, FALSE); DrawField_MM(x, y); + + if (center_element == EL_GRAY_BALL_ACTIVE) + ScanLaser_FromLastMirror(); } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -2777,10 +3167,6 @@ static void Bang_MM(int x, int y) { int element = Tile[x][y]; -#if 0 - DrawLaser(0, DL_LASER_ENABLED); -#endif - if (IS_PACMAN(element)) PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else if (element == EL_BOMB_ACTIVE || IS_MCDUFFIN(element)) @@ -2793,33 +3179,35 @@ static void Bang_MM(int x, int y) Explode_MM(x, y, EX_PHASE_START, EX_TYPE_NORMAL); } -void TurnRound(int x, int y) +static void TurnRound(int x, int y) { static struct { int x, y; } move_xy[] = { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { int left, right, back; } turn[] = { - { 0, 0, 0 }, + { 0, 0, 0 }, { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } }; int element = Tile[x][y]; @@ -2867,7 +3255,7 @@ static void StartMoving_MM(int x, int y) // now make next step - Moving2Blocked_MM(x, y, &newx, &newy); // get next screen position + Moving2Blocked(x, y, &newx, &newy); // get next screen position if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) && IS_EATABLE4PACMAN(Tile[newx][newy]) && @@ -3004,29 +3392,25 @@ boolean ClickElement(int x, int y, int button) } else if (IS_MCDUFFIN(element)) { - if (!laser.fuse_off) - { - DrawLaser(0, DL_LASER_DISABLED); + boolean has_laser = (x == laser.start_edge.x && y == laser.start_edge.y); - /* - BackToFront(); - */ - } + if (has_laser && !laser.fuse_off) + DrawLaser(0, DL_LASER_DISABLED); element = get_rotated_element(element, BUTTON_ROTATION(button)); - laser.start_angle = get_element_angle(element); - - InitLaser(); Tile[x][y] = element; DrawField_MM(x, y); - /* - BackToFront(); - */ + if (has_laser) + { + laser.start_angle = get_element_angle(element); - if (!laser.fuse_off) - ScanLaser(); + InitLaser(); + + if (!laser.fuse_off) + ScanLaser(); + } element_clicked = TRUE; } @@ -3076,7 +3460,7 @@ boolean ClickElement(int x, int y, int button) return element_clicked; } -void RotateMirror(int x, int y, int button) +static void RotateMirror(int x, int y, int button) { if (button == MB_RELEASED) { @@ -3193,12 +3577,16 @@ static void AutoRotateMirrors(void) IS_GRID_WOOD_AUTO(element) || IS_GRID_STEEL_AUTO(element) || element == EL_REFRACTOR) + { RotateMirror(x, y, MB_RIGHTBUTTON); + + laser.redraw = TRUE; + } } } } -boolean ObjHit(int obx, int oby, int bits) +static boolean ObjHit(int obx, int oby, int bits) { int i; @@ -3231,7 +3619,7 @@ boolean ObjHit(int obx, int oby, int bits) return FALSE; } -void DeletePacMan(int px, int py) +static void DeletePacMan(int px, int py) { int i, j; @@ -3257,50 +3645,6 @@ void DeletePacMan(int px, int py) } } -void ColorCycling(void) -{ - static int CC, Cc = 0; - - static int color, old = 0xF00, new = 0x010, mult = 1; - static unsigned short red, green, blue; - - if (color_status == STATIC_COLORS) - return; - - CC = FrameCounter; - - if (CC < Cc || CC > Cc + 2) - { - Cc = CC; - - color = old + new * mult; - if (mult > 0) - mult++; - else - mult--; - - if (ABS(mult) == 16) - { - mult =- mult / 16; - old = color; - new = new << 4; - - if (new > 0x100) - new = 0x001; - } - - red = 0x0e00 * ((color & 0xF00) >> 8); - green = 0x0e00 * ((color & 0x0F0) >> 4); - blue = 0x0e00 * ((color & 0x00F)); - SetRGB(pen_magicolor[0], red, green, blue); - - red = 0x1111 * ((color & 0xF00) >> 8); - green = 0x1111 * ((color & 0x0F0) >> 4); - blue = 0x1111 * ((color & 0x00F)); - SetRGB(pen_magicolor[1], red, green, blue); - } -} - static void GameActions_MM_Ext(void) { int element; @@ -3324,18 +3668,18 @@ static void GameActions_MM_Ext(void) else if (element == EL_EXIT_OPENING) OpenExit(x, y); else if (element == EL_GRAY_BALL_OPENING) - OpenSurpriseBall(x, y); + 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) || element == EL_PRISM) DrawFieldTwinkle(x, y); - else if (element == EL_GRAY_BALL_OPENING || + else if (element == EL_GRAY_BALL_ACTIVE || element == EL_BOMB_ACTIVE || element == EL_MINE_ACTIVE) DrawFieldAnimated_MM(x, y); @@ -3403,7 +3747,8 @@ static void GameActions_MM_Ext(void) element != EL_BOMB_ACTIVE && element != EL_MINE && element != EL_MINE_ACTIVE && - element != EL_BALL_GRAY && + element != EL_GRAY_BALL && + element != EL_GRAY_BALL_ACTIVE && element != EL_BLOCK_STONE && element != EL_BLOCK_WOOD && element != EL_FUSE_ON && @@ -3445,30 +3790,6 @@ static void GameActions_MM_Ext(void) else PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING); - if (laser.overloaded) - { -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX4 + XX_OVERLOAD, - DOOR_GFX_PAGEY1 + YY_OVERLOAD + OVERLOAD_YSIZE - - laser.overload_value, - OVERLOAD_XSIZE, laser.overload_value, - DX_OVERLOAD, DY_OVERLOAD + OVERLOAD_YSIZE - - laser.overload_value); -#endif - redraw_mask |= REDRAW_DOOR_1; - } - else - { -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX5 + XX_OVERLOAD, DOOR_GFX_PAGEY1 + YY_OVERLOAD, - OVERLOAD_XSIZE, OVERLOAD_YSIZE - laser.overload_value, - DX_OVERLOAD, DY_OVERLOAD); -#endif - redraw_mask |= REDRAW_DOOR_1; - } - if (laser.overload_value == MAX_LASER_OVERLOAD) { UpdateAndDisplayGameControlValues(); @@ -3508,7 +3829,7 @@ static void GameActions_MM_Ext(void) DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE); } - if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball) + if (element == EL_GRAY_BALL && CT > native_mm_level.time_ball) { if (!Store2[ELX][ELY]) // check if content element not yet determined { @@ -3528,12 +3849,12 @@ static void GameActions_MM_Ext(void) 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) @@ -3546,104 +3867,12 @@ static void GameActions_MM_Ext(void) Store2[ELX][ELY] = TRUE; } - Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; - - // !!! CHECK AGAIN: Laser on Polarizer !!! - ScanLaser(); - - laser.dest_element_last = Tile[ELX][ELY]; - laser.dest_element_last_x = ELX; - laser.dest_element_last_y = ELY; - - return; - -#if 0 - int graphic; - - switch (RND(5)) - { - case 0: - element = EL_MIRROR_START + RND(16); - break; - case 1: - { - int rnd = RND(3); - - element = (rnd == 0 ? EL_KETTLE : rnd == 1 ? EL_BOMB : EL_PRISM); - } - break; - default: - { - int rnd = RND(3); - - element = (rnd == 0 ? EL_FUSE_ON : - rnd >= 1 && rnd <= 4 ? EL_PACMAN_RIGHT + rnd - 1 : - rnd >= 5 && rnd <= 20 ? EL_POLAR_START + rnd - 5 : - rnd >= 21 && rnd <= 24 ? EL_POLAR_CROSS_START + rnd - 21 : - EL_MIRROR_FIXED_START + rnd - 25); - } - break; - } - - graphic = el2gfx(element); - - for (i = 0; i < 50; i++) - { - int x = RND(26); - int y = RND(26); - -#if 0 - BlitBitmap(pix[PIX_BACK], drawto, - SX + (graphic % GFX_PER_LINE) * TILEX + x, - SY + (graphic / GFX_PER_LINE) * TILEY + y, 6, 6, - SX + ELX * TILEX + x, - SY + ELY * TILEY + y); -#endif - MarkTileDirty(ELX, ELY); - BackToFront(); - - DrawLaser(0, DL_LASER_ENABLED); - - Delay_WithScreenUpdates(50); - } - - Tile[ELX][ELY] = element; - DrawField_MM(ELX, ELY); - -#if 0 - Debug("game:mm:GameActions_MM_Ext", "NEW ELEMENT: (%d, %d)", ELX, ELY); -#endif - - // above stuff: GRAY BALL -> PRISM !!! -/* - LX = ELX * TILEX + 14; - LY = ELY * TILEY + 14; - if (laser.current_angle == (laser.current_angle >> 1) << 1) - OK = 8; - else - OK = 4; - LX -= OK * XS; - LY -= OK * YS; - - laser.num_edges -= 2; - laser.num_damages--; -*/ - -#if 0 - for (i = (laser.num_damages > 0 ? laser.num_damages - 1 : 0); i>=0; i--) - if (laser.damage[i].is_mirror) - break; - - if (i > 0) - DrawLaser(laser.damage[i].edge - 1, DL_LASER_DISABLED); + if (native_mm_level.explode_ball) + Bang_MM(ELX, ELY); else - DrawLaser(0, DL_LASER_DISABLED); -#else - DrawLaser(0, DL_LASER_DISABLED); -#endif + Tile[ELX][ELY] = EL_GRAY_BALL_OPENING; - ScanLaser(); -#endif + laser.dest_element = laser.dest_element_last = Tile[ELX][ELY]; return; } @@ -3652,48 +3881,18 @@ static void GameActions_MM_Ext(void) { 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; - Store2[ELX][ELY] = laser.wall_mask; + 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]; - - return; - } - - for (i = 0; i < 5; i++) - { - int phase = i + 1; - - if (i == 4) - { - Tile[ELX][ELY] &= (laser.wall_mask ^ 0xFF); - phase = 0; - } - - DrawWallsAnimation_MM(ELX, ELY, Tile[ELX][ELY], phase, laser.wall_mask); - BackToFront(); - Delay_WithScreenUpdates(100); - } - - if (Tile[ELX][ELY] == EL_WALL_ICE) - Tile[ELX][ELY] = EL_EMPTY; - -/* - laser.num_edges--; - LX = laser.edge[laser.num_edges].x - cSX2; - LY = laser.edge[laser.num_edges].y - cSY2; -*/ - - ScanLaser_FromLastMirror(); + laser.dest_element = Tile[ELX][ELY]; return; } if (IS_WALL_AMOEBA(element) && CT > 60) { - int k1, k2, k3, dx, dy, de, dm; + int k1, k2, k3; int element2 = Tile[ELX][ELY]; if (element2 != EL_EMPTY && !IS_WALL_AMOEBA(element)) @@ -3764,44 +3963,17 @@ static void GameActions_MM_Ext(void) Tile[ELX][ELY] = element | laser.wall_mask; - dx = ELX; - dy = ELY; - de = Tile[ELX][ELY]; - dm = laser.wall_mask; + int x = ELX, y = ELY; + int wall_mask = laser.wall_mask; -#if 1 - { - int x = ELX, y = ELY; - int wall_mask = laser.wall_mask; - - ScanLaser(); - DrawLaser(0, DL_LASER_ENABLED); - - PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); - - Tile[x][y] = Tile[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING; - Store[x][y] = EL_WALL_AMOEBA; - Store2[x][y] = wall_mask; - - return; - } -#endif - - DrawWallsAnimation_MM(dx, dy, de, 4, dm); ScanLaser(); DrawLaser(0, DL_LASER_ENABLED); - PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); - - for (i = 4; i >= 0; i--) - { - DrawWallsAnimation_MM(dx, dy, de, i, dm); + PlayLevelSound_MM(x, y, element, MM_ACTION_GROWING); - BackToFront(); - Delay_WithScreenUpdates(20); - } - - DrawLaser(0, DL_LASER_ENABLED); + 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; } @@ -3882,7 +4054,7 @@ static void GameActions_MM_Ext(void) UpdateAndDisplayGameControlValues(); - BackToFront(); + BackToFront_MM(); } Tile[ELX][ELY] = laser.dest_element = EL_FUEL_EMPTY; @@ -3893,8 +4065,6 @@ static void GameActions_MM_Ext(void) return; } - - return; } void GameActions_MM(struct MouseActionInfo action) @@ -3907,7 +4077,7 @@ void GameActions_MM(struct MouseActionInfo action) CheckSingleStepMode_MM(element_clicked, button_released); } -void MovePacMen(void) +static void MovePacMen(void) { int mx, my, ox, oy, nx, ny; int element; @@ -3983,7 +4153,7 @@ void MovePacMen(void) } DrawField_MM(nx, ny); - BackToFront(); + BackToFront_MM(); if (!laser.fuse_off) { @@ -4024,35 +4194,6 @@ static void InitMovingField_MM(int x, int y, int direction) Tile[newx][newy] = EL_BLOCKED; } -static void Moving2Blocked_MM(int x, int y, int *goes_to_x, int *goes_to_y) -{ - int direction = MovDir[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - - *goes_to_x = newx; - *goes_to_y = newy; -} - -static void Blocked2Moving_MM(int x, int y, - int *comes_from_x, int *comes_from_y) -{ - int oldx = x, oldy = y; - int direction = MovDir[x][y]; - - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; - - *comes_from_x = oldx; - *comes_from_y = oldy; -} - static int MovingOrBlocked2Element_MM(int x, int y) { int element = Tile[x][y]; @@ -4061,7 +4202,7 @@ static int MovingOrBlocked2Element_MM(int x, int y) { int oldx, oldy; - Blocked2Moving_MM(x, y, &oldx, &oldy); + Blocked2Moving(x, y, &oldx, &oldy); return Tile[oldx][oldy]; } @@ -4069,16 +4210,6 @@ static int MovingOrBlocked2Element_MM(int x, int y) return element; } -#if 0 -static void RemoveField(int x, int y) -{ - Tile[x][y] = EL_EMPTY; - MovPos[x][y] = 0; - MovDir[x][y] = 0; - MovDelay[x][y] = 0; -} -#endif - static void RemoveMovingField_MM(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; @@ -4088,13 +4219,13 @@ static void RemoveMovingField_MM(int x, int y) if (IS_MOVING(x, y)) { - Moving2Blocked_MM(x, y, &newx, &newy); + Moving2Blocked(x, y, &newx, &newy); if (Tile[newx][newy] != EL_BLOCKED) return; } else if (Tile[x][y] == EL_BLOCKED) { - Blocked2Moving_MM(x, y, &oldx, &oldy); + Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } @@ -4108,44 +4239,6 @@ static void RemoveMovingField_MM(int x, int y) DrawLevelField_MM(newx, newy); } -void PlaySoundLevel(int x, int y, int sound_nr) -{ - int sx = SCREENX(x), sy = SCREENY(y); - int volume, stereo; - int silence_distance = 8; - - if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) - return; - - if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX+silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY+silence_distance) - return; - - volume = SOUND_MAX_VOLUME; - -#ifndef MSDOS - stereo = (sx - SCR_FIELDX/2) * 12; -#else - stereo = SOUND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo > SOUND_MAX_RIGHT) - stereo = SOUND_MAX_RIGHT; - if (stereo < SOUND_MAX_LEFT) - stereo = SOUND_MAX_LEFT; -#endif - - if (!IN_SCR_FIELD(sx, sy)) - { - int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; - int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; - - volume -= volume * (dx > dy ? dx : dy) / silence_distance; - } - - PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND); -} - static void RaiseScore_MM(int value) { game_mm.score += value;