#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",
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
if (!IN_LEV_FIELD(ELX, ELY))
{
- // check if laser is still inside visible playfield area
- if (cSX + LX >= REAL_SX && cSX + LX < REAL_SX + FULL_SXSIZE &&
- cSY + LY >= REAL_SY && cSY + LY < REAL_SY + FULL_SYSIZE)
+ // 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;