X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=a5b34f290936e49ac503786a01760362e785a201;hb=3d59a9398925c218223ce77701c0cda3fe6c1d88;hp=be1bfad64051591d5fc725f781c1064269ef04b6;hpb=7b34743564e27c65b4d9c1ef55c3b12f6cf8a94a;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index be1bfad6..a5b34f29 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -893,6 +893,16 @@ static int getMaskFromElement(int element) 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; @@ -944,8 +954,8 @@ static int ScanPixel(void) 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)) @@ -1062,9 +1072,26 @@ static void ScanLaser(void) LX, LY, XS, YS); #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! + // 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)", @@ -1094,14 +1121,6 @@ static void ScanLaser(void) 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 = (LX / TILEX != (LX + 2) / TILEX); - boolean cross_y = (LY / TILEY != (LY + 2) / TILEY); - // 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)