#define MM_MASK_GRID_2 5
#define MM_MASK_GRID_3 6
#define MM_MASK_GRID_4 7
-#define MM_MASK_GRID_CLOSED 8
-#define MM_MASK_RECTANGLE 9
-#define MM_MASK_CIRCLE 10
+#define MM_MASK_RECTANGLE 8
+#define MM_MASK_CIRCLE 9
-#define NUM_MM_MASKS 11
+#define NUM_MM_MASKS 10
// element masks for scanning pixels of MM elements
static const char mm_masks[NUM_MM_MASKS][16][16 + 1] =
" XXX XXXX ",
" XX XXXXX ",
},
- {
- " XXXXXX XXXXXX ",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- " XXXXXXXXXXXXXX ",
- " XXXXXXXXXXXXXX ",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- "XXXXXXXXXXXXXXXX",
- " XXXXXX XXXXXX ",
- },
{
"XXXXXXXXXXXXXXXX",
"XXXXXXXXXXXXXXXX",
static void AddLaserEdge(int lx, int ly)
{
- int clx = dSX + lx;
- int cly = dSY + ly;
- int sxsize = MAX(SXSIZE, lev_fieldx * TILEX);
- int sysize = MAX(SYSIZE, lev_fieldy * TILEY);
+ 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);
else if (IS_GRID(element))
return MM_MASK_GRID_1 + get_element_phase(element);
else if (IS_DF_GRID(element))
- return MM_MASK_GRID_CLOSED;
+ return MM_MASK_RECTANGLE;
else if (IS_RECTANGLE(element))
return MM_MASK_RECTANGLE;
else
return MM_MASK_CIRCLE;
}
+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;
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))
}
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);
}
#endif
// hit something -- check out what it was
- ELX = (LX + XS + TILEX) / TILEX - 1; // ...+TILEX...-1 to get correct
- ELY = (LY + YS + TILEY) / TILEY - 1; // negative values!
+ ELX = getLevelFromLaserX(LX + XS);
+ ELY = getLevelFromLaserY(LY + YS);
#if 0
Debug("game:mm:ScanLaser", "hit_mask (1) == '%x' (%d, %d) (%d, %d)",
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;
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 = (LX / TILEX != (LX + 2) / TILEX);
- boolean cross_y = (LY / TILEY != (LY + 2) / TILEY);
+ boolean cross_x = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2));
+ boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2));
// handle special case of laser hitting two diagonally adjacent elements
// (with or without a third corner element behind these two elements)
IS_POLAR_CROSS(element) ||
IS_DF_MIRROR(element) ||
IS_DF_MIRROR_AUTO(element) ||
+ IS_DF_MIRROR_FIXED(element) ||
element == EL_PRISM ||
element == EL_REFRACTOR)
{
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));