#define MM_MASK_GRID_2 5
#define MM_MASK_GRID_3 6
#define MM_MASK_GRID_4 7
-#define MM_MASK_RECTANGLE 8
-#define MM_MASK_CIRCLE 9
+#define MM_MASK_SLOPE_1 8
+#define MM_MASK_SLOPE_2 9
+#define MM_MASK_SLOPE_3 10
+#define MM_MASK_SLOPE_4 11
+#define MM_MASK_RECTANGLE 12
+#define MM_MASK_CIRCLE 13
-#define NUM_MM_MASKS 10
+#define NUM_MM_MASKS 14
// element masks for scanning pixels of MM elements
static const char mm_masks[NUM_MM_MASKS][16][16 + 1] =
" XXX XXXX ",
" XX XXXXX ",
},
+ {
+ " X",
+ " XX",
+ " XXX",
+ " XXXX",
+ " XXXXX",
+ " XXXXXX",
+ " XXXXXXX",
+ " XXXXXXXX",
+ " XXXXXXXXX",
+ " XXXXXXXXXX",
+ " XXXXXXXXXXX",
+ " XXXXXXXXXXXX",
+ " XXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXXX",
+ "XXXXXXXXXXXXXXXX",
+ },
+ {
+ "X ",
+ "XX ",
+ "XXX ",
+ "XXXX ",
+ "XXXXX ",
+ "XXXXXX ",
+ "XXXXXXX ",
+ "XXXXXXXX ",
+ "XXXXXXXXX ",
+ "XXXXXXXXXX ",
+ "XXXXXXXXXXX ",
+ "XXXXXXXXXXXX ",
+ "XXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXXXX",
+ },
+ {
+ "XXXXXXXXXXXXXXXX",
+ "XXXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXXX ",
+ "XXXXXXXXXXXXX ",
+ "XXXXXXXXXXXX ",
+ "XXXXXXXXXXX ",
+ "XXXXXXXXXX ",
+ "XXXXXXXXX ",
+ "XXXXXXXX ",
+ "XXXXXXX ",
+ "XXXXXX ",
+ "XXXXX ",
+ "XXXX ",
+ "XXX ",
+ "XX ",
+ "X ",
+ },
+ {
+ "XXXXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXXX",
+ " XXXXXXXXXXXXX",
+ " XXXXXXXXXXXX",
+ " XXXXXXXXXXX",
+ " XXXXXXXXXX",
+ " XXXXXXXXX",
+ " XXXXXXXX",
+ " XXXXXXX",
+ " XXXXXX",
+ " XXXXX",
+ " XXXX",
+ " XXX",
+ " XX",
+ " X",
+ },
{
"XXXXXXXXXXXXXXXX",
"XXXXXXXXXXXXXXXX",
IS_LASER(element) ||
IS_RECEIVER(element))
return 4 * element_phase;
+ else if (IS_DF_SLOPE(element))
+ return 4 + (element_phase % 2) * 8;
else
return element_phase;
}
AdvanceFrameCounter();
AdvanceGfxFrame();
- DrawLevel_MM();
-
- BackToFront_MM();
+ if (PendingEscapeKeyEvent())
+ continue;
#ifdef DEBUG
if (setup.quick_doors)
continue;
#endif
+
+ DrawLevel_MM();
+
+ BackToFront_MM();
}
+#ifdef DEBUG
+ if (setup.quick_doors)
+ DrawLevel_MM();
+#endif
+
ScanLaser();
if (game_mm.kettles_still_needed == 0)
return MM_MASK_GRID_1 + get_element_phase(element);
else if (IS_DF_GRID(element))
return MM_MASK_RECTANGLE;
+ else if (IS_DF_SLOPE(element))
+ return MM_MASK_SLOPE_1 + get_element_phase(element);
else if (IS_RECTANGLE(element))
return MM_MASK_RECTANGLE;
else
return MM_MASK_CIRCLE;
}
+static int getPixelFromMask(int pos, int dx, int dy)
+{
+ return (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0);
+}
+
static int getLevelFromLaserX(int x)
{
return x / TILEX - (x < 0 ? 1 : 0); // correct negative values
{
int pos = getMaskFromElement(element);
- pixel = (mm_masks[pos][dy / 2][dx / 2] == 'X' ? 1 : 0);
+ pixel = getPixelFromMask(pos, dx, dy);
}
}
else
LX, LY, XS, YS);
#endif
- // hit something -- check out what it was
- ELX = getLevelFromLaserX(LX + XS);
- ELY = getLevelFromLaserY(LY + YS);
+ // check if laser scan has hit two diagonally adjacent element corners
+ boolean diag_1 = ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1);
+ 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 = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2));
+ boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2));
+
+ if (cross_x || cross_y)
+ {
+ // hit something at next tile -- check out what it was
+ ELX = getLevelFromLaserX(LX + XS);
+ ELY = getLevelFromLaserY(LY + YS);
+ }
+ else
+ {
+ // hit something at same tile -- check out what it was
+ ELX = getLevelFromLaserX(LX);
+ ELY = getLevelFromLaserY(LY);
+ }
#if 0
Debug("game:mm:ScanLaser", "hit_mask (1) == '%x' (%d, %d) (%d, %d)",
break;
}
- // check if laser scan has hit two diagonally adjacent element corners
- boolean diag_1 = ((hit_mask & HIT_MASK_DIAGONAL_1) == HIT_MASK_DIAGONAL_1);
- 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 = (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)
if ((diag_1 || diag_2) && cross_x && cross_y)
static boolean HitElement(int element, int hit_mask)
{
- if (HitOnlyAnEdge(hit_mask))
- return FALSE;
+ if (IS_DF_SLOPE(element))
+ {
+ // check if laser scan has crossed element boundaries (not just mini tiles)
+ boolean cross_x = (getLevelFromLaserX(LX) != getLevelFromLaserX(LX + 2));
+ boolean cross_y = (getLevelFromLaserY(LY) != getLevelFromLaserY(LY + 2));
+ int element_angle = get_element_angle(element);
+ int mirrored_angle = get_mirrored_angle(laser.current_angle, element_angle);
+ int opposite_angle = get_opposite_angle(laser.current_angle);
+
+ // check if wall (horizontal or vertical) side of slope was hit
+ if (hit_mask == HIT_MASK_LEFT ||
+ hit_mask == HIT_MASK_RIGHT ||
+ hit_mask == HIT_MASK_TOP ||
+ hit_mask == HIT_MASK_BOTTOM)
+ {
+ boolean hit_slope_corner_in_laser_direction =
+ ((hit_mask == HIT_MASK_LEFT && (element == EL_DF_SLOPE_01 ||
+ element == EL_DF_SLOPE_02)) ||
+ (hit_mask == HIT_MASK_RIGHT && (element == EL_DF_SLOPE_00 ||
+ element == EL_DF_SLOPE_03)) ||
+ (hit_mask == HIT_MASK_TOP && (element == EL_DF_SLOPE_02 ||
+ element == EL_DF_SLOPE_03)) ||
+ (hit_mask == HIT_MASK_BOTTOM && (element == EL_DF_SLOPE_00 ||
+ element == EL_DF_SLOPE_01)));
+
+ boolean hit_slope_corner_in_laser_direction_double_checked =
+ (cross_x && cross_y &&
+ laser.current_angle == mirrored_angle &&
+ hit_slope_corner_in_laser_direction);
+
+ // check special case of laser hitting the corner of a slope and another
+ // element (either wall or another slope), following the diagonal side
+ // of the slope which has the same angle as the direction of the laser
+ if (!hit_slope_corner_in_laser_direction_double_checked)
+ return HitReflectingWalls(element, hit_mask);
+ }
+
+ // check if an edge was hit while crossing element borders
+ if (cross_x && cross_y && get_number_of_bits(hit_mask) == 1)
+ {
+ // check both sides of potentially diagonal side of slope
+ int dx1 = (LX + XS) % TILEX;
+ int dy1 = (LY + YS) % TILEY;
+ int dx2 = (LX + XS + 2) % TILEX;
+ int dy2 = (LY + YS + 2) % TILEY;
+ int pos = getMaskFromElement(element);
+
+ // check if we are entering empty space area after hitting edge
+ if (!getPixelFromMask(pos, dx1, dy1) &&
+ !getPixelFromMask(pos, dx2, dy2))
+ {
+ // we already know that we hit an edge, but use this function to go on
+ if (HitOnlyAnEdge(hit_mask))
+ return FALSE;
+ }
+ }
+
+ // check if laser is reflected by slope by 180°
+ if (mirrored_angle == opposite_angle)
+ {
+ AddDamagedField(LX / TILEX, LY / TILEY);
+
+ laser.overloaded = TRUE;
+
+ return TRUE;
+ }
+ }
+ else
+ {
+ if (HitOnlyAnEdge(hit_mask))
+ return FALSE;
+ }
if (IS_MOVING(ELX, ELY) || IS_BLOCKED(ELX, ELY))
element = MovingOrBlocked2Element_MM(ELX, ELY);
AddDamagedField(ELX, ELY);
+ boolean through_center = ((ELX * TILEX + 14 - LX) * YS ==
+ (ELY * TILEY + 14 - LY) * XS);
+
// this is more precise: check if laser would go through the center
- if ((ELX * TILEX + 14 - LX) * YS != (ELY * TILEY + 14 - LY) * XS)
+ if (!IS_DF_SLOPE(element) && !through_center)
{
int skip_count = 0;
return TRUE;
}
- if (!IS_BEAMER(element) &&
- !IS_FIBRE_OPTIC(element) &&
- !IS_GRID_WOOD(element) &&
- element != EL_FUEL_EMPTY)
+ if (IS_DF_SLOPE(element) && !through_center)
+ {
+ int correction = 2;
+
+ if (hit_mask == HIT_MASK_ALL)
+ {
+ // laser already inside slope -- go back half step
+ LX -= XS / 2;
+ LY -= YS / 2;
+
+ correction = 1;
+ }
+
+ AddLaserEdge(LX, LY);
+
+ LX -= (ABS(XS) < ABS(YS) ? correction * SIGN(XS) : 0);
+ LY -= (ABS(YS) < ABS(XS) ? correction * SIGN(YS) : 0);
+ }
+ else if (!IS_BEAMER(element) &&
+ !IS_FIBRE_OPTIC(element) &&
+ !IS_GRID_WOOD(element) &&
+ element != EL_FUEL_EMPTY)
{
#if 0
if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS)
IS_DF_MIRROR(element) ||
IS_DF_MIRROR_AUTO(element) ||
IS_DF_MIRROR_FIXED(element) ||
+ IS_DF_SLOPE(element) ||
element == EL_PRISM ||
element == EL_REFRACTOR)
{
IS_MIRROR_FIXED(element) ||
IS_DF_MIRROR(element) ||
IS_DF_MIRROR_AUTO(element) ||
- IS_DF_MIRROR_FIXED(element))
+ IS_DF_MIRROR_FIXED(element) ||
+ IS_DF_SLOPE(element))
laser.current_angle = get_mirrored_angle(laser.current_angle,
get_element_angle(element));
XS = 2 * Step[laser.current_angle].x;
YS = 2 * Step[laser.current_angle].y;
- if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle
- step_size = 8;
- else
- step_size = 4;
+ if (through_center)
+ {
+ // start from center position for all game elements but slope
+ if (!IS_22_5_ANGLE(laser.current_angle)) // 90° or 45° angle
+ step_size = 8;
+ else
+ step_size = 4;
- LX += step_size * XS;
- LY += step_size * YS;
+ LX += step_size * XS;
+ LY += step_size * YS;
+ }
+ else
+ {
+ // advance laser position until reaching the next tile (slopes)
+ while (LX / TILEX == ELX && (LX + 2) / TILEX == ELX &&
+ LY / TILEY == ELY && (LY + 2) / TILEY == ELY)
+ {
+ LX += XS;
+ LY += YS;
+ }
+ }
// draw sparkles on mirror
if ((IS_MIRROR(element) ||
(get_opposite_angle(laser.current_angle) ==
laser.damage[laser.num_damages - 1].angle ? TRUE : FALSE);
+ if (IS_DF_SLOPE(element))
+ {
+ // handle special cases for slope element
+
+ if (IS_45_ANGLE(laser.current_angle))
+ {
+ int elx, ely;
+
+ elx = getLevelFromLaserX(LX + XS);
+ ely = getLevelFromLaserY(LY + YS);
+
+ if (IN_LEV_FIELD(elx, ely))
+ {
+ int element_next = Tile[elx][ely];
+
+ // check if slope is followed by slope with opposite orientation
+ if (IS_DF_SLOPE(element_next) && ABS(element - element_next) == 2)
+ laser.overloaded = TRUE;
+ }
+
+ int nr = element - EL_DF_SLOPE_START;
+ int dx = (nr == 0 ? (XS > 0 ? TILEX - 1 : -1) :
+ nr == 1 ? (XS > 0 ? TILEX : 0) :
+ nr == 2 ? (XS > 0 ? TILEX : 0) :
+ nr == 3 ? (XS > 0 ? TILEX - 1 : -1) : 0);
+ int dy = (nr == 0 ? (YS > 0 ? TILEY - 1 : -1) :
+ nr == 1 ? (YS > 0 ? TILEY - 1 : -1) :
+ nr == 2 ? (YS > 0 ? TILEY : 0) :
+ nr == 3 ? (YS > 0 ? TILEY : 0) : 0);
+
+ int px = ELX * TILEX + dx;
+ int py = ELY * TILEY + dy;
+
+ dx = px % TILEX;
+ dy = py % TILEY;
+
+ elx = getLevelFromLaserX(px);
+ ely = getLevelFromLaserY(py);
+
+ if (IN_LEV_FIELD(elx, ely))
+ {
+ int element_side = Tile[elx][ely];
+
+ // check if end of slope is blocked by other element
+ if (IS_WALL(element_side) || IS_WALL_CHANGING(element_side))
+ {
+ int pos = dy / MINI_TILEY * 2 + dx / MINI_TILEX;
+
+ if (element & (1 << pos))
+ laser.overloaded = TRUE;
+ }
+ else
+ {
+ int pos = getMaskFromElement(element_side);
+
+ if (getPixelFromMask(pos, dx, dy))
+ laser.overloaded = TRUE;
+ }
+ }
+ }
+ }
+
return (laser.overloaded ? TRUE : FALSE);
}