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improved handling laser on two diagonally adjacent elements in MM engine
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_main.h
diff --git
a/src/game_mm/mm_main.h
b/src/game_mm/mm_main.h
index cf99e635d1e6076fb58420daa52f1880a895661e..7350890b92ed4b4fbd8397b1bf02c786bf9c69b8 100644
(file)
--- a/
src/game_mm/mm_main.h
+++ b/
src/game_mm/mm_main.h
@@
-124,6
+124,13
@@
(e) == EL_BOMB || \
IS_WALL_AMOEBA(e))
(e) == EL_BOMB || \
IS_WALL_AMOEBA(e))
+#define IS_ABSORBING_BLOCK(e) (IS_WALL_WOOD(e) || \
+ IS_DF_WALL_WOOD(e) || \
+ (e) == EL_BLOCK_WOOD || \
+ (e) == EL_GATE_WOOD || \
+ (e) == EL_EXIT_CLOSED || \
+ (e) == EL_EXIT_OPEN)
+
#define IS_ENVELOPE_OPENING(e) ((e) >= EL_ENVELOPE_OPENING_START && \
(e) <= EL_ENVELOPE_OPENING_END)
#define IS_ENVELOPE_OPENING(e) ((e) >= EL_ENVELOPE_OPENING_START && \
(e) <= EL_ENVELOPE_OPENING_END)
@@
-712,6
+719,8
@@
extern int num_element_info;
#define HIT_MASK_RIGHT (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMRIGHT)
#define HIT_MASK_TOP (HIT_MASK_TOPLEFT | HIT_MASK_TOPRIGHT)
#define HIT_MASK_BOTTOM (HIT_MASK_BOTTOMLEFT | HIT_MASK_BOTTOMRIGHT)
#define HIT_MASK_RIGHT (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMRIGHT)
#define HIT_MASK_TOP (HIT_MASK_TOPLEFT | HIT_MASK_TOPRIGHT)
#define HIT_MASK_BOTTOM (HIT_MASK_BOTTOMLEFT | HIT_MASK_BOTTOMRIGHT)
+#define HIT_MASK_DIAGONAL_1 (HIT_MASK_TOPLEFT | HIT_MASK_BOTTOMRIGHT)
+#define HIT_MASK_DIAGONAL_2 (HIT_MASK_TOPRIGHT | HIT_MASK_BOTTOMLEFT)
#define HIT_MASK_ALL (HIT_MASK_LEFT | HIT_MASK_RIGHT)
// step values for rotating elements
#define HIT_MASK_ALL (HIT_MASK_LEFT | HIT_MASK_RIGHT)
// step values for rotating elements