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fixed editor element descriptions for fixed mirror elements of MM engine
[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 496cc916756f878650ba455a8ce53623447b926b..be1bfad64051591d5fc725f781c1064269ef04b6 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-828,10
+828,12
@@
static void GameOver_MM(int game_over_cause)
static 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);
{
Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly);
@@
-879,11
+881,13
@@
static boolean StepBehind(void)
static int getMaskFromElement(int element)
{
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);
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_RECTANGLE(element))
return MM_MASK_RECTANGLE;
else
return MM_MASK_CIRCLE;
return MM_MASK_RECTANGLE;
else
return MM_MASK_CIRCLE;
@@
-967,6
+971,7
@@
static int ScanPixel(void)
}
else
{
}
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);
}
pixel = (cSX + px < REAL_SX || cSX + px >= REAL_SX + FULL_SXSIZE ||
cSY + py < REAL_SY || cSY + py >= REAL_SY + FULL_SYSIZE);
}
@@
-1058,16
+1063,31
@@
static void ScanLaser(void)
#endif
// hit something -- check out what it was
#endif
// hit something -- check out what it was
- ELX = (LX + XS
) / TILEX;
- ELY = (LY + YS
) / TILEY;
+ ELX = (LX + XS
+ TILEX) / TILEX - 1; // ...+TILEX...-1 to get correct
+ ELY = (LY + YS
+ TILEY) / TILEY - 1; // negative values!
#if 0
Debug("game:mm:ScanLaser", "hit_mask (1) == '%x' (%d, %d) (%d, %d)",
hit_mask, LX, LY, ELX, ELY);
#endif
#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;
element = EL_EMPTY;
laser.dest_element = element;
@@
-1672,6
+1692,7
@@
static boolean HitElement(int element, int hit_mask)
IS_POLAR_CROSS(element) ||
IS_DF_MIRROR(element) ||
IS_DF_MIRROR_AUTO(element) ||
IS_POLAR_CROSS(element) ||
IS_DF_MIRROR(element) ||
IS_DF_MIRROR_AUTO(element) ||
+ IS_DF_MIRROR_FIXED(element) ||
element == EL_PRISM ||
element == EL_REFRACTOR)
{
element == EL_PRISM ||
element == EL_REFRACTOR)
{
@@
-1690,7
+1711,8
@@
static boolean HitElement(int element, int hit_mask)
if (IS_MIRROR(element) ||
IS_MIRROR_FIXED(element) ||
IS_DF_MIRROR(element) ||
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))
laser.current_angle = get_mirrored_angle(laser.current_angle,
get_element_angle(element));
laser.current_angle = get_mirrored_angle(laser.current_angle,
get_element_angle(element));
@@
-3274,7
+3296,11
@@
static void AutoRotateMirrors(void)
IS_GRID_WOOD_AUTO(element) ||
IS_GRID_STEEL_AUTO(element) ||
element == EL_REFRACTOR)
IS_GRID_WOOD_AUTO(element) ||
IS_GRID_STEEL_AUTO(element) ||
element == EL_REFRACTOR)
+ {
RotateMirror(x, y, MB_RIGHTBUTTON);
RotateMirror(x, y, MB_RIGHTBUTTON);
+
+ laser.redraw = TRUE;
+ }
}
}
}
}
}
}