forked from Mirrors/openclonk
Refactor movement code (#87)
Improve readability by adding appropriate parentheses and braces, and fixing misleading/confusing whitespace. Extract SolidMask removal to a function since it's used in several places.master
parent
765d9a24e9
commit
4a2048575f
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@ -28,33 +28,43 @@
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/* Some physical constants */
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const C4Real FRedirect=C4REAL100(50);
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const C4Real FFriction=C4REAL100(30);
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const C4Real FixFullCircle=itofix(360),FixHalfCircle=FixFullCircle/2;
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const C4Real FloatFriction=C4REAL100(2);
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const C4Real RotateAccel=C4REAL100(20);
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const C4Real HitSpeed1=C4REAL100(150); // Hit Event
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const C4Real HitSpeed2=itofix(2); // Cross Check Hit
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const C4Real HitSpeed3=itofix(6); // Scale disable, kneel
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const C4Real HitSpeed4=itofix(8); // Flat
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const C4Real DefaultGravAccel=C4REAL100(20);
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const C4Real FRedirect = C4REAL100(50);
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const C4Real FFriction = C4REAL100(30);
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const C4Real FixFullCircle = itofix(360);
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const C4Real FixHalfCircle = FixFullCircle / 2;
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const C4Real FloatFriction = C4REAL100(2);
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const C4Real RotateAccel = C4REAL100(20);
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const C4Real HitSpeed1 = C4REAL100(150); // Hit Event
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const C4Real HitSpeed2 = itofix(2); // Cross Check Hit
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const C4Real HitSpeed3 = itofix(6); // Scale disable, kneel
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const C4Real HitSpeed4 = itofix(8); // Flat
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const C4Real DefaultGravAccel = C4REAL100(20);
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/* Some helper functions */
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void RedirectForce(C4Real &from, C4Real &to, int32_t tdir)
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{
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C4Real fred;
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fred=std::min(Abs(from), FRedirect);
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from-=fred*Sign(from);
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to+=fred*tdir;
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fred = std::min(Abs(from), FRedirect);
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from -= fred * Sign(from);
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to += fred * tdir;
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}
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void ApplyFriction(C4Real &tval, int32_t percent)
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{
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C4Real ffric=FFriction*percent/100;
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if (tval>+ffric) { tval-=ffric; return; }
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if (tval<-ffric) { tval+=ffric; return; }
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tval=0;
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C4Real ffric = FFriction * percent / 100;
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if (tval > +ffric)
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{
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tval -= ffric;
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}
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else if (tval < -ffric)
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{
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tval += ffric;
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}
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else
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{
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tval = 0;
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}
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}
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// Compares all Shape.VtxContactCNAT[] CNAT flags to search flag.
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@ -62,12 +72,14 @@ void ApplyFriction(C4Real &tval, int32_t percent)
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bool ContactVtxCNAT(C4Object *cobj, BYTE cnat_dir)
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{
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int32_t cnt;
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bool fcontact=false;
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for (cnt=0; cnt<cobj->Shape.VtxNum; cnt++)
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for (int32_t cnt = 0; cnt < cobj->Shape.VtxNum; cnt++)
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{
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if (cobj->Shape.VtxContactCNAT[cnt] & cnat_dir)
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fcontact=true;
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return fcontact;
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{
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return true;
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}
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}
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return false;
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}
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// Finds first vertex with contact flag set.
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@ -75,13 +87,20 @@ bool ContactVtxCNAT(C4Object *cobj, BYTE cnat_dir)
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int32_t ContactVtxWeight(C4Object *cobj)
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{
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int32_t cnt;
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for (cnt=0; cnt<cobj->Shape.VtxNum; cnt++)
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for (int32_t cnt = 0; cnt < cobj->Shape.VtxNum; cnt++)
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{
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if (cobj->Shape.VtxContactCNAT[cnt])
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{
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if (cobj->Shape.VtxX[cnt]<0) return -1;
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if (cobj->Shape.VtxX[cnt]>0) return +1;
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if (cobj->Shape.VtxX[cnt] < 0)
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{
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return -1;
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}
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if (cobj->Shape.VtxX[cnt] > 0)
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{
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return +1;
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}
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}
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}
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return 0;
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}
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@ -90,10 +109,13 @@ int32_t ContactVtxWeight(C4Object *cobj)
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int32_t ContactVtxFriction(C4Object *cobj)
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{
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int32_t cnt;
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for (cnt=0; cnt<cobj->Shape.VtxNum; cnt++)
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for (int32_t cnt = 0; cnt < cobj->Shape.VtxNum; cnt++)
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{
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if (cobj->Shape.VtxContactCNAT[cnt])
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{
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return cobj->Shape.VtxFriction[cnt];
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}
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}
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return 0;
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}
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@ -122,8 +144,9 @@ bool C4Object::Contact(int32_t iCNAT)
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void C4Object::DoMotion(int32_t mx, int32_t my)
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{
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if (pSolidMaskData) pSolidMaskData->Remove(true);
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fix_x += mx; fix_y += my;
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RemoveSolidMask(true);
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fix_x += mx;
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fix_y += my;
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}
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void C4Object::StopAndContact(C4Real & ctco, C4Real limit, C4Real & speed, int32_t cnat)
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@ -136,17 +159,25 @@ void C4Object::StopAndContact(C4Real & ctco, C4Real limit, C4Real & speed, int32
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int32_t C4Object::ContactCheck(int32_t iAtX, int32_t iAtY, uint32_t *border_hack_contacts, bool collide_halfvehic)
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{
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// Check shape contact at given position
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Shape.ContactCheck(iAtX,iAtY,border_hack_contacts,collide_halfvehic);
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Shape.ContactCheck(iAtX, iAtY, border_hack_contacts, collide_halfvehic);
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// Store shape contact values in object t_contact
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t_contact=Shape.ContactCNAT;
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t_contact = Shape.ContactCNAT;
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// Contact script call for the first contacted cnat
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if (Shape.ContactCNAT)
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for (int32_t ccnat=0; ccnat<4; ccnat++) // Left, right, top bottom
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if (Shape.ContactCNAT & (1<<ccnat))
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if (Contact(1<<ccnat))
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{
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for (int32_t ccnat = 0; ccnat < 4; ccnat++) // Left, right, top bottom
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{
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if (Shape.ContactCNAT & (1 << ccnat))
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{
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if (Contact(1 << ccnat))
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{
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break; // Will stop on first positive return contact call!
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}
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}
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}
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}
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// Return shape contact count
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return Shape.ContactCount;
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@ -156,80 +187,114 @@ int32_t C4Object::ContactCheck(int32_t iAtX, int32_t iAtY, uint32_t *border_hack
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void C4Object::SideBounds(C4Real &ctcox)
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{
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// layer bounds
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if (Layer && Layer->GetPropertyInt(P_BorderBound) & C4D_Border_Layer)
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if (Layer && (Layer->GetPropertyInt(P_BorderBound) & C4D_Border_Layer))
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{
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C4PropList* pActionDef = GetAction();
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if (!pActionDef || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH)
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{
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C4Real lbound = itofix(Layer->GetX() + Layer->Shape.GetX() - Shape.GetX()),
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rbound = itofix(Layer->GetX() + Layer->Shape.GetX() + Layer->Shape.Wdt - (Shape.GetX() + Shape.Wdt));
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if (ctcox < lbound) StopAndContact(ctcox, lbound, xdir, CNAT_Left);
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if (ctcox > rbound) StopAndContact(ctcox, rbound, xdir, CNAT_Right);
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C4Real lbound = itofix(Layer->GetX() + Layer->Shape.GetX() - Shape.GetX());
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C4Real rbound = itofix(Layer->GetX() + Layer->Shape.GetX() + Layer->Shape.Wdt - (Shape.GetX() + Shape.Wdt));
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if (ctcox < lbound)
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{
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StopAndContact(ctcox, lbound, xdir, CNAT_Left);
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}
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if (ctcox > rbound)
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{
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StopAndContact(ctcox, rbound, xdir, CNAT_Right);
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}
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}
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}
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// landscape bounds
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C4Real lbound = itofix(0 - Shape.GetX()),
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rbound = itofix(::Landscape.GetWidth() - (Shape.GetX() + Shape.Wdt));
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if (ctcox < lbound && GetPropertyInt(P_BorderBound) & C4D_Border_Sides)
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C4Real lbound = itofix(0 - Shape.GetX());
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C4Real rbound = itofix(::Landscape.GetWidth() - (Shape.GetX() + Shape.Wdt));
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if (ctcox < lbound && (GetPropertyInt(P_BorderBound) & C4D_Border_Sides))
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{
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StopAndContact(ctcox, lbound, xdir, CNAT_Left);
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if (ctcox > rbound && GetPropertyInt(P_BorderBound) & C4D_Border_Sides)
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}
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if (ctcox > rbound && (GetPropertyInt(P_BorderBound) & C4D_Border_Sides))
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{
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StopAndContact(ctcox, rbound, xdir, CNAT_Right);
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}
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}
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void C4Object::VerticalBounds(C4Real &ctcoy)
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{
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// layer bounds
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if (Layer && Layer->GetPropertyInt(P_BorderBound) & C4D_Border_Layer)
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if (Layer && (Layer->GetPropertyInt(P_BorderBound) & C4D_Border_Layer))
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{
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C4PropList* pActionDef = GetAction();
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if (!pActionDef || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH)
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{
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C4Real tbound = itofix(Layer->GetY() + Layer->Shape.GetY() - Shape.GetY()),
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bbound = itofix(Layer->GetY() + Layer->Shape.GetY() + Layer->Shape.Hgt - (Shape.GetY() + Shape.Hgt));
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if (ctcoy < tbound) StopAndContact(ctcoy, tbound, ydir, CNAT_Top);
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if (ctcoy > bbound) StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom);
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C4Real tbound = itofix(Layer->GetY() + Layer->Shape.GetY() - Shape.GetY());
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C4Real bbound = itofix(Layer->GetY() + Layer->Shape.GetY() + Layer->Shape.Hgt - (Shape.GetY() + Shape.Hgt));
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if (ctcoy < tbound)
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{
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StopAndContact(ctcoy, tbound, ydir, CNAT_Top);
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}
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if (ctcoy > bbound)
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{
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StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom);
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}
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}
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}
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// landscape bounds
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C4Real tbound = itofix(0 - Shape.GetY()),
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bbound = itofix(::Landscape.GetHeight() - (Shape.GetY() + Shape.Hgt));
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if (ctcoy < tbound && GetPropertyInt(P_BorderBound) & C4D_Border_Top)
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C4Real tbound = itofix(0 - Shape.GetY());
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C4Real bbound = itofix(::Landscape.GetHeight() - (Shape.GetY() + Shape.Hgt));
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if (ctcoy < tbound && (GetPropertyInt(P_BorderBound) & C4D_Border_Top))
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{
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StopAndContact(ctcoy, tbound, ydir, CNAT_Top);
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if (ctcoy > bbound && GetPropertyInt(P_BorderBound) & C4D_Border_Bottom)
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}
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if (ctcoy > bbound && (GetPropertyInt(P_BorderBound) & C4D_Border_Bottom))
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{
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StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom);
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}
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}
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void C4Object::DoMovement()
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{
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int32_t iContact=0;
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bool fAnyContact=false; int iContacts = 0;
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BYTE fTurned=0,fRedirectYR=0,fNoAttach=0;
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int32_t iContact = 0;
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bool fAnyContact = false;
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int iContacts = 0;
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BYTE fTurned = 0;
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BYTE fRedirectYR = 0;
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BYTE fNoAttach = 0;
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// Restrictions
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if (Def->NoHorizontalMove) xdir=0;
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if (Def->NoHorizontalMove)
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{
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xdir = 0;
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}
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// Dig free target area
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C4PropList* pActionDef = GetAction();
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if (pActionDef)
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{
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if (pActionDef->GetPropertyInt(P_DigFree))
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{
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int ctcox, ctcoy;
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// Shape size square
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if (pActionDef->GetPropertyInt(P_DigFree)==1)
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if (pActionDef->GetPropertyInt(P_DigFree) == 1)
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{
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ctcox=fixtoi(fix_x+xdir); ctcoy=fixtoi(fix_y+ydir);
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::Landscape.DigFreeRect(ctcox+Shape.GetX(),ctcoy+Shape.GetY(),Shape.Wdt,Shape.Hgt,this);
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ctcox = fixtoi(fix_x + xdir);
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ctcoy = fixtoi(fix_y + ydir);
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::Landscape.DigFreeRect(ctcox + Shape.GetX(), ctcoy + Shape.GetY(), Shape.Wdt, Shape.Hgt, this);
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}
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// Free size round (variable size)
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else
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{
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ctcox=fixtoi(fix_x+xdir); ctcoy=fixtoi(fix_y+ydir);
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ctcox = fixtoi(fix_x + xdir);
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ctcoy = fixtoi(fix_y + ydir);
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int32_t rad = pActionDef->GetPropertyInt(P_DigFree);
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if (Con<FullCon) rad = rad*6*Con/5/FullCon;
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::Landscape.DigFree(ctcox,ctcoy-1,rad,this);
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if (Con < FullCon)
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{
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rad = rad * 6 * Con / 5 / FullCon;
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}
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::Landscape.DigFree(ctcox, ctcoy - 1, rad, this);
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}
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}
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}
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// store previous movement and ocf
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C4Real oldxdir(xdir), oldydir(ydir);
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C4Real oldxdir(xdir);
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C4Real oldydir(ydir);
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uint32_t old_ocf = OCF;
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bool fMoved = false;
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@ -246,18 +311,19 @@ void C4Object::DoMovement()
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// Next step
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int step = Sign(new_x - fix_x);
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uint32_t border_hack_contacts = 0;
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iContact=ContactCheck(GetX() + step, GetY(), &border_hack_contacts);
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iContact = ContactCheck(GetX() + step, GetY(), &border_hack_contacts);
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if (iContact || border_hack_contacts)
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{
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fAnyContact=true; iContacts |= t_contact | border_hack_contacts;
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fAnyContact = true;
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iContacts |= t_contact | border_hack_contacts;
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}
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if (iContact)
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{
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// Abort horizontal movement
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new_x = fix_x;
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// Vertical redirection (always)
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RedirectForce(xdir,ydir,-1);
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ApplyFriction(ydir,ContactVtxFriction(this));
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RedirectForce(xdir, ydir, -1);
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ApplyFriction(ydir, ContactVtxFriction(this));
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}
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else // Free horizontal movement
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{
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@ -275,31 +341,36 @@ void C4Object::DoMovement()
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{
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// Next step
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int step = Sign(new_y - fix_y);
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if ((iContact=ContactCheck(GetX(), GetY() + step, nullptr, ydir > 0)))
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if ((iContact = ContactCheck(GetX(), GetY() + step, nullptr, ydir > 0)))
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{
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fAnyContact=true; iContacts |= t_contact;
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fAnyContact = true;
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iContacts |= t_contact;
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new_y = fix_y;
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// Vertical contact horizontal friction
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ApplyFriction(xdir,ContactVtxFriction(this));
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ApplyFriction(xdir, ContactVtxFriction(this));
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// Redirection slide or rotate
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if (!ContactVtxCNAT(this,CNAT_Left))
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RedirectForce(ydir,xdir,-1);
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else if (!ContactVtxCNAT(this,CNAT_Right))
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RedirectForce(ydir,xdir,+1);
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if (!ContactVtxCNAT(this, CNAT_Left))
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{
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RedirectForce(ydir, xdir, -1);
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}
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else if (!ContactVtxCNAT(this, CNAT_Right))
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{
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RedirectForce(ydir, xdir, +1);
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}
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else
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{
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// living things are always capable of keeping their rotation
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if (OCF & OCF_Rotate) if (iContact==1) if (!Alive)
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{
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RedirectForce(ydir,rdir,-ContactVtxWeight(this));
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fRedirectYR=1;
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}
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ydir=0;
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if ((OCF & OCF_Rotate) && iContact == 1 && !Alive)
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{
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RedirectForce(ydir, rdir, -ContactVtxWeight(this));
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fRedirectYR = 1;
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}
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ydir = 0;
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}
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}
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else // Free vertical movement
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{
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DoMotion(0,step);
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DoMotion(0, step);
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fMoved = true;
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}
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}
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@ -311,45 +382,57 @@ void C4Object::DoMovement()
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do
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{
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// Set next step target
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int step_x = 0, step_y = 0;
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int step_x = 0;
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int step_y = 0;
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if (fixtoi(new_x) != GetX())
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{
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step_x = Sign(fixtoi(new_x) - GetX());
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}
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else if (fixtoi(new_y) != GetY())
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{
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step_y = Sign(fixtoi(new_y) - GetY());
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}
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int32_t ctx = GetX() + step_x;
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int32_t cty = GetY() + step_y;
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// Attachment check
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if (!Shape.Attach(ctx,cty,Action.t_attach))
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fNoAttach=1;
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if (!Shape.Attach(ctx, cty, Action.t_attach))
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{
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fNoAttach = 1;
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}
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else
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{
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// Attachment change to ctx/cty overrides target
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if (ctx != GetX() + step_x)
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{
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xdir = Fix0; new_x = itofix(ctx);
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xdir = Fix0;
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new_x = itofix(ctx);
|
||||
}
|
||||
if (cty != GetY() + step_y)
|
||||
{
|
||||
ydir = Fix0; new_y = itofix(cty);
|
||||
ydir = Fix0;
|
||||
new_y = itofix(cty);
|
||||
}
|
||||
}
|
||||
// Contact check & evaluation
|
||||
uint32_t border_hack_contacts = 0;
|
||||
iContact=ContactCheck(ctx,cty,&border_hack_contacts);
|
||||
iContact = ContactCheck(ctx, cty, &border_hack_contacts);
|
||||
if (iContact || border_hack_contacts)
|
||||
{
|
||||
fAnyContact=true; iContacts |= border_hack_contacts | t_contact;
|
||||
fAnyContact = true;
|
||||
iContacts |= border_hack_contacts | t_contact;
|
||||
}
|
||||
if (iContact)
|
||||
{
|
||||
// Abort movement
|
||||
if (ctx != GetX())
|
||||
{
|
||||
ctx = GetX(); new_x = fix_x;
|
||||
ctx = GetX();
|
||||
new_x = fix_x;
|
||||
}
|
||||
if (cty != GetY())
|
||||
{
|
||||
cty = GetY(); new_y = fix_y;
|
||||
cty = GetY();
|
||||
new_y = fix_y;
|
||||
}
|
||||
}
|
||||
DoMotion(ctx - GetX(), cty - GetY());
|
||||
|
@ -358,31 +441,39 @@ void C4Object::DoMovement()
|
|||
while (fixtoi(new_x) != GetX() || fixtoi(new_y) != GetY());
|
||||
}
|
||||
|
||||
if(fix_x != new_x || fix_y != new_y)
|
||||
if (fix_x != new_x || fix_y != new_y)
|
||||
{
|
||||
fMoved = true;
|
||||
if (pSolidMaskData) pSolidMaskData->Remove(true);
|
||||
RemoveSolidMask(true);
|
||||
fix_x = new_x;
|
||||
fix_y = new_y;
|
||||
}
|
||||
// Rotation - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
if (OCF & OCF_Rotate && !!rdir)
|
||||
if ((OCF & OCF_Rotate) && !!rdir)
|
||||
{
|
||||
C4Real target_r = fix_r + rdir * 5;
|
||||
// Rotation limit
|
||||
if (Def->Rotateable>1)
|
||||
{
|
||||
if (target_r > itofix(Def->Rotateable))
|
||||
{ target_r = itofix(Def->Rotateable); rdir=0; }
|
||||
{
|
||||
target_r = itofix(Def->Rotateable);
|
||||
rdir = 0;
|
||||
}
|
||||
if (target_r < itofix(-Def->Rotateable))
|
||||
{ target_r = itofix(-Def->Rotateable); rdir=0; }
|
||||
{
|
||||
target_r = itofix(-Def->Rotateable);
|
||||
rdir = 0;
|
||||
}
|
||||
}
|
||||
int32_t ctx=GetX(); int32_t cty=GetY();
|
||||
int32_t ctx = GetX();
|
||||
int32_t cty = GetY();
|
||||
// Move to target
|
||||
while (fixtoi(fix_r) != fixtoi(target_r))
|
||||
{
|
||||
// Save step undos
|
||||
C4Real lcobjr = fix_r; C4Shape lshape=Shape;
|
||||
C4Real lcobjr = fix_r;
|
||||
C4Shape lshape = Shape;
|
||||
// Try next step
|
||||
fix_r += Sign(target_r - fix_r);
|
||||
UpdateShape();
|
||||
|
@ -392,59 +483,80 @@ void C4Object::DoMovement()
|
|||
// more accurately, attachment should be evaluated by a rotation around the attachment vertex
|
||||
// however, as long as this code is only used for some surfaces adjustment for large vehicles,
|
||||
// it's enough to assume rotation around the center
|
||||
ctx=GetX(); cty=GetY();
|
||||
ctx = GetX();
|
||||
cty = GetY();
|
||||
// evaluate attachment, but do not bother about attachment loss
|
||||
// that will then be done in next execution cycle
|
||||
Shape.Attach(ctx,cty,Action.t_attach);
|
||||
Shape.Attach(ctx, cty, Action.t_attach);
|
||||
}
|
||||
// check for contact
|
||||
if ((iContact=ContactCheck(ctx,cty))) // Contact
|
||||
if ((iContact = ContactCheck(ctx, cty))) // Contact
|
||||
{
|
||||
fAnyContact=true; iContacts |= t_contact;
|
||||
fAnyContact = true;
|
||||
iContacts |= t_contact;
|
||||
// Undo step and abort movement
|
||||
Shape=lshape;
|
||||
Shape = lshape;
|
||||
target_r = fix_r = lcobjr;
|
||||
// last UpdateShape-call might have changed sector lists!
|
||||
UpdatePos();
|
||||
// Redirect to GetY()
|
||||
if (iContact==1) if (!fRedirectYR)
|
||||
RedirectForce(rdir,ydir,-1);
|
||||
if (iContact == 1 && !fRedirectYR)
|
||||
{
|
||||
RedirectForce(rdir, ydir, -1);
|
||||
}
|
||||
// Stop rotation
|
||||
rdir=0;
|
||||
rdir = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
fTurned=1;
|
||||
fTurned = 1;
|
||||
if (ctx != GetX() || cty != GetY())
|
||||
{
|
||||
fix_x = itofix(ctx); fix_y = itofix(cty);
|
||||
fix_x = itofix(ctx);
|
||||
fix_y = itofix(cty);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Circle bounds
|
||||
if (target_r < -FixHalfCircle) { target_r += FixFullCircle; }
|
||||
if (target_r > +FixHalfCircle) { target_r -= FixFullCircle; }
|
||||
if (target_r < -FixHalfCircle)
|
||||
{
|
||||
target_r += FixFullCircle;
|
||||
}
|
||||
if (target_r > +FixHalfCircle)
|
||||
{
|
||||
target_r -= FixFullCircle;
|
||||
}
|
||||
fix_r = target_r;
|
||||
}
|
||||
// Reput solid mask if moved by motion
|
||||
if (fMoved || fTurned) UpdateSolidMask(true);
|
||||
if (fMoved || fTurned)
|
||||
{
|
||||
UpdateSolidMask(true);
|
||||
}
|
||||
// Misc checks ===========================================================================================
|
||||
// InLiquid check
|
||||
// this equals C4Object::UpdateLiquid, but the "fNoAttach=false;"-line
|
||||
// this equals C4Object::UpdateLiquid, but the "fNoAttach = false;"-line
|
||||
if (IsInLiquidCheck()) // In Liquid
|
||||
{
|
||||
if (!InLiquid) // Enter liquid
|
||||
{
|
||||
if (OCF & OCF_HitSpeed2)
|
||||
if (Mass>3) Splash();
|
||||
fNoAttach=false;
|
||||
InLiquid=true;
|
||||
{
|
||||
if (Mass > 3)
|
||||
{
|
||||
Splash();
|
||||
}
|
||||
}
|
||||
fNoAttach = false;
|
||||
InLiquid = true;
|
||||
}
|
||||
}
|
||||
else // Out of liquid
|
||||
{
|
||||
if (InLiquid) // Leave liquid
|
||||
InLiquid=false;
|
||||
{
|
||||
InLiquid = false;
|
||||
}
|
||||
}
|
||||
// Contact Action
|
||||
if (fAnyContact)
|
||||
|
@ -454,50 +566,79 @@ void C4Object::DoMovement()
|
|||
}
|
||||
// Attachment Loss Action
|
||||
if (fNoAttach)
|
||||
{
|
||||
NoAttachAction();
|
||||
}
|
||||
// Movement Script Execution
|
||||
if (fAnyContact)
|
||||
{
|
||||
C4AulParSet pars(fixtoi(oldxdir, 100), fixtoi(oldydir, 100));
|
||||
if (old_ocf & OCF_HitSpeed1) Call(PSF_Hit, &pars);
|
||||
if (old_ocf & OCF_HitSpeed2) Call(PSF_Hit2, &pars);
|
||||
if (old_ocf & OCF_HitSpeed3) Call(PSF_Hit3, &pars);
|
||||
if (old_ocf & OCF_HitSpeed1)
|
||||
{
|
||||
Call(PSF_Hit, &pars);
|
||||
}
|
||||
if (old_ocf & OCF_HitSpeed2)
|
||||
{
|
||||
Call(PSF_Hit2, &pars);
|
||||
}
|
||||
if (old_ocf & OCF_HitSpeed3)
|
||||
{
|
||||
Call(PSF_Hit3, &pars);
|
||||
}
|
||||
}
|
||||
// Rotation gfx
|
||||
if (fTurned)
|
||||
{
|
||||
UpdateFace(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// pos changed?
|
||||
if (fMoved) UpdatePos();
|
||||
if (fMoved)
|
||||
{
|
||||
UpdatePos();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void C4Object::Stabilize()
|
||||
{
|
||||
// def allows stabilization?
|
||||
if (Def->NoStabilize) return;
|
||||
if (Def->NoStabilize)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// normalize angle
|
||||
C4Real nr = fix_r;
|
||||
while (nr < itofix(-180)) nr += 360;
|
||||
while (nr > itofix(180)) nr -= 360;
|
||||
while (nr < itofix(-180))
|
||||
{
|
||||
nr += 360;
|
||||
}
|
||||
while (nr > itofix(180))
|
||||
{
|
||||
nr -= 360;
|
||||
}
|
||||
if (nr != Fix0)
|
||||
if (Inside<C4Real>(nr,itofix(-StableRange),itofix(+StableRange)))
|
||||
{
|
||||
if (Inside<C4Real>(nr, itofix(-StableRange), itofix(+StableRange)))
|
||||
{
|
||||
// Save step undos
|
||||
C4Real lcobjr=fix_r;
|
||||
C4Shape lshape=Shape;
|
||||
C4Real lcobjr = fix_r;
|
||||
C4Shape lshape = Shape;
|
||||
// Try rotation
|
||||
fix_r=Fix0;
|
||||
fix_r = Fix0;
|
||||
UpdateShape();
|
||||
if (ContactCheck(GetX(),GetY()))
|
||||
if (ContactCheck(GetX(), GetY()))
|
||||
{ // Undo rotation
|
||||
Shape=lshape;
|
||||
fix_r=lcobjr;
|
||||
Shape = lshape;
|
||||
fix_r = lcobjr;
|
||||
}
|
||||
else
|
||||
{ // Stabilization okay
|
||||
UpdateFace(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void C4Object::CopyMotion(C4Object *from)
|
||||
|
@ -505,16 +646,19 @@ void C4Object::CopyMotion(C4Object *from)
|
|||
// Designed for contained objects, no static
|
||||
if (fix_x != from->fix_x || fix_y != from->fix_y)
|
||||
{
|
||||
fix_x=from->fix_x; fix_y=from->fix_y;
|
||||
fix_x = from->fix_x;
|
||||
fix_y = from->fix_y;
|
||||
// Resort into sectors
|
||||
UpdatePos();
|
||||
}
|
||||
xdir=from->xdir; ydir=from->ydir;
|
||||
xdir = from->xdir;
|
||||
ydir = from->ydir;
|
||||
}
|
||||
|
||||
void C4Object::ForcePosition(C4Real tx, C4Real ty)
|
||||
{
|
||||
fix_x=tx; fix_y=ty;
|
||||
fix_x = tx;
|
||||
fix_y = ty;
|
||||
UpdatePos();
|
||||
UpdateSolidMask(false);
|
||||
}
|
||||
|
@ -527,9 +671,9 @@ void C4Object::MovePosition(int32_t dx, int32_t dy)
|
|||
void C4Object::MovePosition(C4Real dx, C4Real dy)
|
||||
{
|
||||
// move object position; repositions SolidMask
|
||||
if (pSolidMaskData) pSolidMaskData->Remove(true);
|
||||
fix_x+=dx;
|
||||
fix_y+=dy;
|
||||
RemoveSolidMask(true);
|
||||
fix_x += dx;
|
||||
fix_y += dy;
|
||||
UpdatePos();
|
||||
UpdateSolidMask(true);
|
||||
}
|
||||
|
@ -549,7 +693,10 @@ bool C4Object::ExecMovement() // Every Tick1 by Execute
|
|||
}
|
||||
|
||||
// General mobility check
|
||||
if (Category & C4D_StaticBack) return false;
|
||||
if (Category & C4D_StaticBack)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Movement execution
|
||||
if (Mobile) // Object is moving
|
||||
|
@ -557,9 +704,15 @@ bool C4Object::ExecMovement() // Every Tick1 by Execute
|
|||
// Move object
|
||||
DoMovement();
|
||||
// Demobilization check
|
||||
if ((xdir==0) && (ydir==0) && (rdir==0)) Mobile=false;
|
||||
if ((xdir == 0) && (ydir == 0) && (rdir == 0))
|
||||
{
|
||||
Mobile = false;
|
||||
}
|
||||
// Check for stabilization
|
||||
if (rdir==0) Stabilize();
|
||||
if (rdir == 0)
|
||||
{
|
||||
Stabilize();
|
||||
}
|
||||
}
|
||||
else // Object is static
|
||||
{
|
||||
|
@ -569,13 +722,16 @@ bool C4Object::ExecMovement() // Every Tick1 by Execute
|
|||
if (!::Game.iTick10)
|
||||
{
|
||||
// Gravity mobilization
|
||||
xdir=ydir=rdir=0;
|
||||
Mobile=true;
|
||||
xdir = ydir = rdir = 0;
|
||||
Mobile = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Enforce zero rotation
|
||||
if (!Def->Rotateable) fix_r=Fix0;
|
||||
if (!Def->Rotateable)
|
||||
{
|
||||
fix_r = Fix0;
|
||||
}
|
||||
|
||||
// Out of bounds check
|
||||
if ((!Inside<int32_t>(GetX() + Shape.GetX(), -Shape.Wdt, ::Landscape.GetWidth()) && !(GetPropertyInt(P_BorderBound) & C4D_Border_Sides))
|
||||
|
@ -593,9 +749,18 @@ bool C4Object::ExecMovement() // Every Tick1 by Execute
|
|||
int parX, parY;
|
||||
GetParallaxity(&parX, &parY);
|
||||
fRemove = false;
|
||||
if (GetX()>::Landscape.GetWidth() || GetY()>::Landscape.GetHeight()) fRemove = true; // except if they are really out of the viewport to the right...
|
||||
else if (GetX()<0 && !!parX) fRemove = true; // ...or it's not HUD horizontally and it's out to the left
|
||||
else if (!parX && GetX()<-::Landscape.GetWidth()) fRemove = true; // ...or it's HUD horizontally and it's out to the left
|
||||
if (GetX() > ::Landscape.GetWidth() || GetY() > ::Landscape.GetHeight())
|
||||
{
|
||||
fRemove = true; // except if they are really out of the viewport to the right...
|
||||
}
|
||||
else if (GetX() < 0 && !!parX)
|
||||
{
|
||||
fRemove = true; // ...or it's not HUD horizontally and it's out to the left
|
||||
}
|
||||
else if (!parX && GetX() < -::Landscape.GetWidth())
|
||||
{
|
||||
fRemove = true; // ...or it's HUD horizontally and it's out to the left
|
||||
}
|
||||
}
|
||||
if (fRemove)
|
||||
{
|
||||
|
@ -611,41 +776,59 @@ bool SimFlight(C4Real &x, C4Real &y, C4Real &xdir, C4Real &ydir, int32_t iDensit
|
|||
{
|
||||
bool hitOnTime = true;
|
||||
bool fBreak = false;
|
||||
int32_t ctcox,ctcoy,cx,cy,i;
|
||||
cx = fixtoi(x); cy = fixtoi(y);
|
||||
i = iIter;
|
||||
int32_t ctcox, ctcoy;
|
||||
int32_t cx = fixtoi(x);
|
||||
int32_t cy = fixtoi(y);
|
||||
int32_t i = iIter;
|
||||
do
|
||||
{
|
||||
if (!--i) {hitOnTime = false; break;}
|
||||
if (!--i)
|
||||
{
|
||||
hitOnTime = false;
|
||||
break;
|
||||
}
|
||||
// If the object isn't moving and there is no gravity either, abort
|
||||
if (xdir == 0 && ydir == 0 && GravAccel == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// If the object is above the landscape flying upwards in no/negative gravity, abort
|
||||
if (ydir <= 0 && GravAccel <= 0 && cy < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Set target position by momentum
|
||||
x+=xdir; y+=ydir;
|
||||
x += xdir;
|
||||
y += ydir;
|
||||
// Movement to target
|
||||
ctcox=fixtoi(x); ctcoy=fixtoi(y);
|
||||
ctcox = fixtoi(x);
|
||||
ctcoy = fixtoi(y);
|
||||
// Bounds
|
||||
if (!Inside<int32_t>(ctcox,0,::Landscape.GetWidth()) || (ctcoy>=::Landscape.GetHeight()))
|
||||
if (!Inside<int32_t>(ctcox, 0, ::Landscape.GetWidth()) || (ctcoy >= ::Landscape.GetHeight()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Move to target
|
||||
do
|
||||
{
|
||||
// Set next step target
|
||||
cx+=Sign(ctcox-cx); cy+=Sign(ctcoy-cy);
|
||||
cx += Sign(ctcox - cx);
|
||||
cy += Sign(ctcoy - cy);
|
||||
// Contact check
|
||||
if (Inside(GBackDensity(cx,cy), iDensityMin, iDensityMax))
|
||||
{ fBreak = true; break; }
|
||||
if (Inside(GBackDensity(cx, cy), iDensityMin, iDensityMax))
|
||||
{
|
||||
fBreak = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
while ((cx!=ctcox) || (cy!=ctcoy));
|
||||
while ((cx != ctcox) || (cy != ctcoy));
|
||||
// Adjust GravAccel once per frame
|
||||
ydir+=GravAccel;
|
||||
ydir += GravAccel;
|
||||
}
|
||||
while (!fBreak);
|
||||
// write position back
|
||||
x = itofix(cx); y = itofix(cy);
|
||||
x = itofix(cx);
|
||||
y = itofix(cy);
|
||||
|
||||
// how many steps did it take to get here?
|
||||
iIter -= i;
|
||||
|
@ -656,13 +839,20 @@ bool SimFlight(C4Real &x, C4Real &y, C4Real &xdir, C4Real &ydir, int32_t iDensit
|
|||
bool SimFlightHitsLiquid(C4Real fcx, C4Real fcy, C4Real xdir, C4Real ydir)
|
||||
{
|
||||
// Start in water?
|
||||
int temp;
|
||||
if (DensityLiquid(GBackDensity(fixtoi(fcx), fixtoi(fcy))))
|
||||
if (!SimFlight(fcx, fcy, xdir, ydir, 0, C4M_Liquid - 1, temp=10))
|
||||
{
|
||||
int temp = 10;
|
||||
if (!SimFlight(fcx, fcy, xdir, ydir, 0, C4M_Liquid - 1, temp))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// Hits liquid?
|
||||
if (!SimFlight(fcx, fcy, xdir, ydir, C4M_Liquid, 100, temp=-1))
|
||||
int temp = -1;
|
||||
if (!SimFlight(fcx, fcy, xdir, ydir, C4M_Liquid, 100, temp))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// liquid & deep enough?
|
||||
return GBackLiquid(fixtoi(fcx), fixtoi(fcy)) && GBackLiquid(fixtoi(fcx), fixtoi(fcy) + 9);
|
||||
}
|
||||
|
|
|
@ -4125,7 +4125,7 @@ void C4Object::SetRotation(int32_t nr)
|
|||
while (nr<0) nr+=360;
|
||||
nr%=360;
|
||||
// remove solid mask
|
||||
if (pSolidMaskData) pSolidMaskData->Remove(false);
|
||||
RemoveSolidMask(false);
|
||||
// set rotation
|
||||
fix_r=itofix(nr);
|
||||
// Update face
|
||||
|
@ -4156,6 +4156,14 @@ void C4Object::DrawSolidMask(C4TargetFacet &cgo) const
|
|||
pSolidMaskData->Draw(cgo);
|
||||
}
|
||||
|
||||
void C4Object::RemoveSolidMask(bool fBackupAttachment)
|
||||
{
|
||||
if (pSolidMaskData)
|
||||
{
|
||||
pSolidMaskData->Remove(fBackupAttachment);
|
||||
}
|
||||
}
|
||||
|
||||
void C4Object::UpdateSolidMask(bool fRestoreAttachedObjects)
|
||||
{
|
||||
// solidmask doesn't make sense with non-existant objects
|
||||
|
@ -4172,7 +4180,9 @@ void C4Object::UpdateSolidMask(bool fRestoreAttachedObjects)
|
|||
pSolidMaskData = new C4SolidMask(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
pSolidMaskData->Remove(false);
|
||||
}
|
||||
pSolidMaskData->Put(true, nullptr, fRestoreAttachedObjects);
|
||||
SetHalfVehicleSolidMask(HalfVehicleSolidMask);
|
||||
}
|
||||
|
|
|
@ -102,6 +102,7 @@ class C4Object: public C4PropListNumbered
|
|||
private:
|
||||
void UpdateInMat();
|
||||
void Splash();
|
||||
void RemoveSolidMask(bool fBackupAttachment); // Remove solid mask data, if existing
|
||||
public:
|
||||
C4Object();
|
||||
~C4Object() override;
|
||||
|
|
Loading…
Reference in New Issue