take into account container velocity in shockwaves

This ensures reliable flint jumping when using dynamite, ironbomb, powderkeg, etc.
liquid_container
Maikel de Vries 2016-04-24 20:33:44 +02:00
parent 19a3d43558
commit 92334f5f4c
1 changed files with 22 additions and 10 deletions

View File

@ -197,7 +197,7 @@ global func ExplosionEffect(...)
/*-- Blast objects & shockwaves --*/
// Damage and hurl objects away.
global func BlastObjects(int x, int y, int level, object container, int cause_plr, int damage_level, object layer, object no_blast)
global func BlastObjects(int x, int y, int level, object container, int cause_plr, int damage_level, object layer, object prev_container)
{
var obj;
@ -221,7 +221,7 @@ global func BlastObjects(int x, int y, int level, object container, int cause_pl
container->BlastObject(damage_level, cause_plr);
if (!container)
return true; // Container could be removed in the meanwhile.
for (obj in FindObjects(Find_Container(container), Find_Layer(layer), Find_Exclude(no_blast)))
for (obj in FindObjects(Find_Container(container), Find_Layer(layer), Find_Exclude(prev_container)))
if (obj)
obj->BlastObject(damage_level, cause_plr);
}
@ -231,14 +231,24 @@ global func BlastObjects(int x, int y, int level, object container, int cause_pl
// Object is outside.
var at_rect = Find_AtRect(l_x - 5, l_y - 5, 10, 10);
// Damage objects at point of explosion.
for (var obj in FindObjects(at_rect, Find_NoContainer(), Find_Layer(layer), Find_Exclude(no_blast)))
for (var obj in FindObjects(at_rect, Find_NoContainer(), Find_Layer(layer), Find_Exclude(prev_container)))
if (obj) obj->BlastObject(damage_level, cause_plr);
// Damage objects in radius.
for (var obj in FindObjects(Find_Distance(level, l_x, l_y), Find_Not(at_rect), Find_NoContainer(), Find_Layer(layer), Find_Exclude(no_blast)))
for (var obj in FindObjects(Find_Distance(level, l_x, l_y), Find_Not(at_rect), Find_NoContainer(), Find_Layer(layer), Find_Exclude(prev_container)))
if (obj) obj->BlastObject(damage_level / 2, cause_plr);
DoShockwave(x, y, level, cause_plr, layer);
// Perform the shockwave at the location where the top level container previously was.
// This ensures reliable flint jumps for explosives that explode inside a crew member.
var off_x = 0, off_y = 0;
if (prev_container)
{
var max_offset = 300;
off_x = BoundBy(-prev_container->GetXDir(100), -max_offset, max_offset);
off_y = BoundBy(-prev_container->GetYDir(100), -max_offset, max_offset);
}
DoShockwave(x, y, level, cause_plr, layer, off_x, off_y);
}
// Done.
return true;
@ -262,7 +272,7 @@ global func BlastObject(int level, int caused_by)
return;
}
global func DoShockwave(int x, int y, int level, int cause_plr, object layer)
global func DoShockwave(int x, int y, int level, int cause_plr, object layer, int off_x, int off_y)
{
// Zero-size shockwave
if (level <= 0) return;
@ -282,9 +292,9 @@ global func DoShockwave(int x, int y, int level, int cause_plr, object layer)
if (cnt)
{
// The hurl energy is distributed over the objects.
//Log("Shockwave objs %v (%d)", shockwave_objs, cnt);
var shock_speed = Sqrt(2 * level * level / BoundBy(cnt, 2, 12));
for (var obj in shockwave_objs)
{
if (obj) // Test obj, cause OnShockwaveHit could have removed objects.
{
var cat = obj->GetCategory();
@ -302,8 +312,9 @@ global func DoShockwave(int x, int y, int level, int cause_plr, object layer)
mass_mul = 80;
}
mass_fact = BoundBy(obj->GetMass() * mass_mul / 1000, 4, mass_fact);
var dx = 100 * (obj->GetX() - x) + Random(51) - 25;
var dy = 100 * (obj->GetY() - y) + Random(51) - 25;
// Determine difference between object and explosion center, take into account the offset.
var dx = 100 * (obj->GetX() - x) - off_x + Random(51) - 25;
var dy = 100 * (obj->GetY() - y) - off_y + Random(51) - 25;
var vx, vy;
if (dx)
vx = Abs(dx) / dx * (100 * level - Abs(dx)) * shock_speed / level / mass_fact;
@ -317,10 +328,11 @@ global func DoShockwave(int x, int y, int level, int cause_plr, object layer)
if (ovy * vy > 0)
vy = (Sqrt(vy * vy + ovy * ovy) - Abs(vy)) * Abs(vy) / vy;
}
//Log("%v v(%v %v) d(%v %v) m=%v l=%v s=%v", obj, vx,vy, dx,dy, mass_fact, level, shock_speed);
obj->Fling(vx, vy, 100, true);
}
}
}
return;
}
global func DoShockwaveCheck(int x, int y, int cause_plr)