{
int clx = dSX + lx;
int cly = dSY + ly;
+ int sxsize = MAX(SXSIZE, lev_fieldx * TILEX);
+ int sysize = MAX(SYSIZE, lev_fieldy * TILEY);
- if (clx < -2 || cly < -2 || clx >= SXSIZE + 2 || cly >= SYSIZE + 2)
+ if (clx < -2 || cly < -2 || clx >= sxsize + 2 || cly >= sysize + 2)
{
Warn("AddLaserEdge: out of bounds: %d, %d", lx, ly);
#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 (!IN_LEV_FIELD(ELX, ELY) || !IN_PIX_FIELD(LX, LY))
+ if (!IN_LEV_FIELD(ELX, ELY))
{
element = EL_EMPTY;
laser.dest_element = element;
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];