forked from Mirrors/openclonk
975 lines
35 KiB
C++
975 lines
35 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Material definitions used by the landscape */
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#include "C4Include.h"
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#include "landscape/C4Material.h"
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#include "c4group/C4Components.h"
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#include "c4group/C4Group.h"
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#include "editor/C4ToolsDlg.h" // For C4TLS_MatSky...
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#include "game/C4Physics.h" // For GravAccel
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#include "landscape/C4PXS.h"
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#include "landscape/C4Texture.h"
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#include "landscape/C4Landscape.h"
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#include "lib/C4Random.h"
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#include "platform/C4SoundSystem.h"
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#include "script/C4Aul.h"
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#include "script/C4Effect.h"
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int32_t MVehic=MNone,MHalfVehic=MNone,MTunnel=MNone,MWater=MNone,MEarth=MNone;
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BYTE MCVehic=0;
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BYTE MCHalfVehic=0;
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// -------------------------------------- C4MaterialReaction
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struct ReactionFuncMapEntry { const char *szRFName; C4MaterialReactionFunc pFunc; };
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const ReactionFuncMapEntry ReactionFuncMap[] =
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{
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{ "Script", &C4MaterialMap::mrfScript },
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{ "Convert", &C4MaterialMap::mrfConvert},
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{ "Poof", &C4MaterialMap::mrfPoof },
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{ "Corrode", &C4MaterialMap::mrfCorrode },
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{ "Insert", &C4MaterialMap::mrfInsert },
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{ nullptr, &C4MaterialReaction::NoReaction }
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};
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void C4MaterialReaction::CompileFunc(StdCompiler *pComp)
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{
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if (pComp->isDeserializer()) pScriptFunc = nullptr;
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// compile reaction func ptr
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StdStrBuf sReactionFuncName;
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int32_t i=0; while (ReactionFuncMap[i].szRFName && (ReactionFuncMap[i].pFunc != pFunc)) ++i;
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sReactionFuncName = ReactionFuncMap[i].szRFName;
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pComp->Value(mkNamingAdapt(mkParAdapt(sReactionFuncName, StdCompiler::RCT_IdtfAllowEmpty), "Type", StdCopyStrBuf() ));
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i=0; while (ReactionFuncMap[i].szRFName && !SEqual(ReactionFuncMap[i].szRFName, sReactionFuncName.getData())) ++i;
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pFunc = ReactionFuncMap[i].pFunc;
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// compile the rest
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pComp->Value(mkNamingAdapt(mkParAdapt(TargetSpec, StdCompiler::RCT_All), "TargetSpec", StdCopyStrBuf() ));
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pComp->Value(mkNamingAdapt(mkParAdapt(ScriptFunc, StdCompiler::RCT_IdtfAllowEmpty), "ScriptFunc", StdCopyStrBuf() ));
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pComp->Value(mkNamingAdapt(iExecMask, "ExecMask", ~0u ));
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pComp->Value(mkNamingAdapt(fReverse, "Reverse", false ));
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pComp->Value(mkNamingAdapt(fInverseSpec, "InverseSpec", false ));
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pComp->Value(mkNamingAdapt(fInsertionCheck, "CheckSlide", true ));
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pComp->Value(mkNamingAdapt(iDepth, "Depth", 0 ));
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pComp->Value(mkNamingAdapt(mkParAdapt(sConvertMat, StdCompiler::RCT_IdtfAllowEmpty), "ConvertMat", StdCopyStrBuf() ));
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pComp->Value(mkNamingAdapt(iCorrosionRate, "CorrosionRate", 100 ));
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}
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void C4MaterialReaction::ResolveScriptFuncs(const char *szMatName)
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{
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// get script func for script-defined behaviour
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if (pFunc == &C4MaterialMap::mrfScript)
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{
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pScriptFunc = ::ScriptEngine.GetPropList()->GetFunc(this->ScriptFunc.getData());
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if (!pScriptFunc)
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DebugLogF(R"(Error getting function "%s" for Material reaction of "%s")", this->ScriptFunc.getData(), szMatName);
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}
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else
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pScriptFunc = nullptr;
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}
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// -------------------------------------- C4MaterialCore
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C4MaterialCore::C4MaterialCore()
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{
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Clear();
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}
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void C4MaterialCore::Clear()
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{
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CustomReactionList.clear();
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sTextureOverlay.Clear();
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sPXSGfx.Clear();
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sBlastShiftTo.Clear();
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sInMatConvert.Clear();
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sInMatConvertTo.Clear();
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sBelowTempConvertTo.Clear();
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sAboveTempConvertTo.Clear();
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*Name='\0';
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MapChunkType = C4M_Flat;
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Density = 0;
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Friction = 0;
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DigFree = 0;
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BlastFree = 0;
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Dig2Object = C4ID::None;
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Dig2ObjectRatio = 0;
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Dig2ObjectCollect = 0;
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Blast2Object = C4ID::None;
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Blast2ObjectRatio = 0;
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Blast2PXSRatio = 0;
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Instable = 0;
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MaxAirSpeed = 0;
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MaxSlide = 0;
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WindDrift = 0;
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Inflammable = 0;
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Incendiary = 0;
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Extinguisher = 0;
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Corrosive = 0;
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Corrode = 0;
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Soil = 0;
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Placement = 0;
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Light = 0;
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OverlayType = 0;
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PXSGfxRt.Default();
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PXSGfxSize = 0;
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InMatConvertDepth = 0;
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BelowTempConvert = 0;
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BelowTempConvertDir = 0;
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AboveTempConvert = 0;
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AboveTempConvertDir = 0;
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TempConvStrength = 0;
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MinHeightCount = 0;
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SplashRate=10;
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KeepSinglePixels=false;
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AnimationSpeed = 20;
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LightAngle = 255;
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for (int i = 0; i < 3; i++) {
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LightEmit[i] = 0;
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LightSpot[i] = 16;
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}
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MinShapeOverlap = 25;
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}
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void C4MaterialCore::Default()
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{
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Clear();
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}
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bool C4MaterialCore::Load(C4Group &hGroup,
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const char *szEntryName)
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{
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StdStrBuf Source;
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if (!hGroup.LoadEntryString(szEntryName,&Source))
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return false;
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StdStrBuf Name = hGroup.GetFullName() + DirSep + szEntryName;
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if (!CompileFromBuf_LogWarn<StdCompilerINIRead>(*this, Source, Name.getData()))
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return false;
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// adjust placement, if not specified
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if (!Placement)
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{
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if (DensitySolid(Density))
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{
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Placement=30;
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if (!DigFree) Placement+=20;
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if (!BlastFree) Placement+=10;
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}
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else if (DensityLiquid(Density))
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Placement=10;
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else Placement=5;
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}
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return true;
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}
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void C4MaterialCore::CompileFunc(StdCompiler *pComp)
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{
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assert(pComp->hasNaming());
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if (pComp->isDeserializer()) Clear();
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pComp->Name("Material");
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pComp->Value(mkNamingAdapt(toC4CStr(Name), "Name", ""));
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const StdEnumEntry<C4MaterialCoreShape> Shapes[] =
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{
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{ "Flat", C4M_Flat },
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{ "TopFlat", C4M_TopFlat },
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{ "Smooth", C4M_Smooth },
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{ "Rough", C4M_Rough },
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{ "Octagon", C4M_Octagon },
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{ "Smoother", C4M_Smoother },
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{ nullptr, C4M_Flat }
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};
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pComp->Value(mkNamingAdapt(mkEnumAdaptT<uint8_t>(MapChunkType, Shapes),
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"Shape", C4M_Flat));
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pComp->Value(mkNamingAdapt(Density, "Density", 0));
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pComp->Value(mkNamingAdapt(Friction, "Friction", 0));
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pComp->Value(mkNamingAdapt(DigFree, "DigFree", 0));
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pComp->Value(mkNamingAdapt(BlastFree, "BlastFree", 0));
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pComp->Value(mkNamingAdapt(Blast2Object, "Blast2Object", C4ID::None));
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pComp->Value(mkNamingAdapt(Dig2Object, "Dig2Object", C4ID::None));
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pComp->Value(mkNamingAdapt(Dig2ObjectRatio, "Dig2ObjectRatio", 0));
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pComp->Value(mkNamingAdapt(Dig2ObjectCollect, "Dig2ObjectCollect", 0));
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pComp->Value(mkNamingAdapt(Blast2ObjectRatio, "Blast2ObjectRatio", 0));
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pComp->Value(mkNamingAdapt(Blast2PXSRatio, "Blast2PXSRatio", 0));
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pComp->Value(mkNamingAdapt(Instable, "Instable", 0));
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pComp->Value(mkNamingAdapt(MaxAirSpeed, "MaxAirSpeed", 0));
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pComp->Value(mkNamingAdapt(MaxSlide, "MaxSlide", 0));
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pComp->Value(mkNamingAdapt(WindDrift, "WindDrift", 0));
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pComp->Value(mkNamingAdapt(Inflammable, "Inflammable", 0));
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if (pComp->isDeserializer())
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{
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// The value used to have a wrong spelling ("Incindiary"). If there's
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// no "Incendiary" value, use the wrong spelling instead
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try
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{
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pComp->Value(mkNamingAdapt(Incendiary, "Incendiary"));
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}
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catch (StdCompiler::NotFoundException *ex)
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{
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delete ex;
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pComp->Value(mkNamingAdapt(Incendiary, "Incindiary", 0));
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}
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}
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else
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{
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// When serializing, write both spellings because some script might be
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// calling GetMaterialVal with the wrong one
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pComp->Value(mkNamingAdapt(Incendiary, "Incendiary"));
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pComp->Value(mkNamingAdapt(Incendiary, "Incindiary"));
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}
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pComp->Value(mkNamingAdapt(Corrode, "Corrode", 0));
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pComp->Value(mkNamingAdapt(Corrosive, "Corrosive", 0));
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pComp->Value(mkNamingAdapt(Extinguisher, "Extinguisher", 0));
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pComp->Value(mkNamingAdapt(Soil, "Soil", 0));
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pComp->Value(mkNamingAdapt(Placement, "Placement", 0));
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pComp->Value(mkNamingAdapt(Light, "Light", 0));
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pComp->Value(mkNamingAdapt(mkParAdapt(sTextureOverlay, StdCompiler::RCT_IdtfAllowEmpty),
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"TextureOverlay", ""));
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pComp->Value(mkNamingAdapt(OverlayType, "OverlayType", 0));
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pComp->Value(mkNamingAdapt(mkParAdapt(sPXSGfx, StdCompiler::RCT_IdtfAllowEmpty),
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"PXSGfx", ""));
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pComp->Value(mkNamingAdapt(PXSGfxRt, "PXSGfxRt", TargetRect0));
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pComp->Value(mkNamingAdapt(PXSGfxSize, "PXSGfxSize", PXSGfxRt.Wdt));
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pComp->Value(mkNamingAdapt(TempConvStrength, "TempConvStrength", 0));
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pComp->Value(mkNamingAdapt(mkParAdapt(sBlastShiftTo, StdCompiler::RCT_IdtfAllowEmpty),
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"BlastShiftTo", ""));
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pComp->Value(mkNamingAdapt(mkParAdapt(sInMatConvert, StdCompiler::RCT_IdtfAllowEmpty),
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"InMatConvert", ""));
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pComp->Value(mkNamingAdapt(mkParAdapt(sInMatConvertTo, StdCompiler::RCT_IdtfAllowEmpty),
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"InMatConvertTo", ""));
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pComp->Value(mkNamingAdapt(InMatConvertDepth, "InMatConvertDepth", 0));
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pComp->Value(mkNamingAdapt(AboveTempConvert, "AboveTempConvert", 0));
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pComp->Value(mkNamingAdapt(AboveTempConvertDir, "AboveTempConvertDir", 0));
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pComp->Value(mkNamingAdapt(mkParAdapt(sAboveTempConvertTo, StdCompiler::RCT_IdtfAllowEmpty),
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"AboveTempConvertTo", ""));
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pComp->Value(mkNamingAdapt(BelowTempConvert, "BelowTempConvert", 0));
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pComp->Value(mkNamingAdapt(BelowTempConvertDir, "BelowTempConvertDir", 0));
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pComp->Value(mkNamingAdapt(mkParAdapt(sBelowTempConvertTo, StdCompiler::RCT_IdtfAllowEmpty),
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"BelowTempConvertTo", ""));
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pComp->Value(mkNamingAdapt(MinHeightCount, "MinHeightCount", 0));
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pComp->Value(mkNamingAdapt(SplashRate, "SplashRate", 10));
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pComp->Value(mkNamingAdapt(KeepSinglePixels, "KeepSinglePixels", false));
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pComp->Value(mkNamingAdapt(AnimationSpeed, "AnimationSpeed", 100));
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pComp->Value(mkNamingAdapt(LightAngle, "LightAngle", 255));
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pComp->Value(mkNamingAdapt(mkArrayAdaptDM(LightEmit, 0), "LightEmit"));
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pComp->Value(mkNamingAdapt(mkArrayAdaptDM(LightSpot, 16),"LightSpot"));
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pComp->Value(mkNamingAdapt(MinShapeOverlap, "MinShapeOverlap", 25));
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pComp->NameEnd();
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// material reactions
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pComp->Value(mkNamingAdapt(mkSTLContainerAdapt(CustomReactionList),
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"Reaction", std::vector<C4MaterialReaction>()));
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}
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// -------------------------------------- C4Material
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C4Material::C4Material()
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{
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BlastShiftTo=0;
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InMatConvertTo=MNone;
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BelowTempConvertTo=0;
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AboveTempConvertTo=0;
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}
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void C4Material::UpdateScriptPointers()
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{
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for (auto & i : CustomReactionList)
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i.ResolveScriptFuncs(Name);
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}
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// -------------------------------------- C4MaterialMap
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C4MaterialMap::C4MaterialMap() : DefReactConvert(&mrfConvert), DefReactPoof(&mrfPoof), DefReactCorrode(&mrfCorrode), DefReactIncinerate(&mrfIncinerate), DefReactInsert(&mrfInsert)
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{
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Default();
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}
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C4MaterialMap::~C4MaterialMap()
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{
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Clear();
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}
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void C4MaterialMap::Clear()
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{
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delete [] Map; Map=nullptr; Num=0;
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delete [] ppReactionMap; ppReactionMap = nullptr;
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}
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int32_t C4MaterialMap::Load(C4Group &hGroup)
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{
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char entryname[256+1];
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// Determine number of materials in files
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int32_t mat_num=hGroup.EntryCount(C4CFN_MaterialFiles);
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// Allocate new map
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C4Material *pNewMap = new C4Material [mat_num + Num];
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if (!pNewMap) return 0;
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// Load material cores to map
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hGroup.ResetSearch(); int32_t cnt=0;
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while (hGroup.FindNextEntry(C4CFN_MaterialFiles,entryname))
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{
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if (cnt >= mat_num) {
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Log("Internal Error: More materials loaded than expected. Make sure your material file names are unique (ignoring case).");
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break;
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}
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// Load mat
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if (!pNewMap[cnt].Load(hGroup,entryname))
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{ delete [] pNewMap; return 0; }
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// A new material?
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if (Get(pNewMap[cnt].Name) == MNone)
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cnt++;
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}
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// Take over old materials.
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for (int32_t i = 0; i < Num; i++)
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{
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pNewMap[cnt+i] = Map[i];
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}
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delete [] Map;
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Map = pNewMap;
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// set material number
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Num+=cnt;
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return cnt;
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}
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bool C4MaterialMap::HasMaterials(C4Group &hGroup) const
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{
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return !!hGroup.EntryCount(C4CFN_MaterialFiles);
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}
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int32_t C4MaterialMap::Get(const char *szMaterial)
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{
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int32_t cnt;
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for (cnt=0; cnt<Num; cnt++)
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if (SEqualNoCase(szMaterial,Map[cnt].Name))
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return cnt;
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return MNone;
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}
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bool C4MaterialMap::CrossMapMaterials(const char* szEarthMaterial) // Called after load
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{
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// Check material number
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if (::MaterialMap.Num>C4MaxMaterial)
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{ LogFatal(LoadResStr("IDS_PRC_TOOMANYMATS")); return false; }
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// build reaction function map
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delete [] ppReactionMap;
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typedef C4MaterialReaction * C4MaterialReactionPtr;
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ppReactionMap = new C4MaterialReactionPtr[(Num+1)*(Num+1)];
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for (int32_t iMatPXS=-1; iMatPXS<Num; iMatPXS++)
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{
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C4Material *pMatPXS = (iMatPXS+1) ? Map+iMatPXS : nullptr;
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for (int32_t iMatLS=-1; iMatLS<Num; iMatLS++)
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{
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C4MaterialReaction *pReaction = nullptr;
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C4Material *pMatLS = ( iMatLS+1) ? Map+ iMatLS : nullptr;
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// natural stuff: material conversion here?
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if (pMatPXS && pMatPXS->sInMatConvert.getLength() && SEqualNoCase(pMatPXS->sInMatConvert.getData(), pMatLS ? pMatLS->Name : C4TLS_MatSky))
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pReaction = &DefReactConvert;
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// non-sky reactions
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else if (pMatPXS && pMatLS)
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{
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// incindiary vs extinguisher
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if ((pMatPXS->Incendiary && pMatLS->Extinguisher) || (pMatPXS->Extinguisher && pMatLS->Incendiary))
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pReaction = &DefReactPoof;
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// incindiary vs inflammable
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else if ((pMatPXS->Incendiary && pMatLS->Inflammable) || (pMatPXS->Inflammable && pMatLS->Incendiary))
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pReaction = &DefReactIncinerate;
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// corrosive vs corrode
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else if (pMatPXS->Corrosive && pMatLS->Corrode)
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pReaction = &DefReactCorrode;
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// liquid hitting liquid or solid: Material insertion
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else if (DensityLiquid(MatDensity(iMatPXS)) && DensitySemiSolid(MatDensity(iMatLS)))
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pReaction = &DefReactInsert;
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// solid hitting solid: Material insertion
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else if (DensitySolid(MatDensity(iMatPXS)) && DensitySolid(MatDensity(iMatLS)))
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pReaction = &DefReactInsert;
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}
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// assign the function; or nullptr for no reaction
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SetMatReaction(iMatPXS, iMatLS, pReaction);
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}
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}
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// reset max shape size
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max_shape_width=max_shape_height=0;
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// material-specific initialization
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int32_t cnt;
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for (cnt=0; cnt<Num; cnt++)
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{
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C4Material *pMat = Map+cnt;
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const char *szTextureOverlay = nullptr;
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// newgfx: init pattern
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if (Map[cnt].sTextureOverlay.getLength())
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if (::TextureMap.GetTexture(Map[cnt].sTextureOverlay.getLength()))
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{
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szTextureOverlay = Map[cnt].sTextureOverlay.getData();
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// backwards compatibility: if a pattern was specified although the no-pattern flag was set, overwrite that flag
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if (Map[cnt].OverlayType & C4MatOv_None)
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{
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DebugLogF("Error in overlay of material %s: Flag C4MatOv_None ignored because a custom overlay (%s) was specified!", Map[cnt].Name, szTextureOverlay);
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Map[cnt].OverlayType &= ~C4MatOv_None;
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}
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}
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// default to first texture in texture map
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int iTexMapIx;
|
|
if (!szTextureOverlay && (iTexMapIx = ::TextureMap.GetIndex(Map[cnt].Name, nullptr, false)))
|
|
szTextureOverlay = TextureMap.GetEntry(iTexMapIx)->GetTextureName();
|
|
// default to smooth
|
|
if (!szTextureOverlay)
|
|
szTextureOverlay = "none";
|
|
// search/create entry in texmap
|
|
Map[cnt].DefaultMatTex = ::TextureMap.GetIndex(Map[cnt].Name, szTextureOverlay, true,
|
|
FormatString("DefaultMatTex of mat %s", Map[cnt].Name).getData());
|
|
// init PXS facet
|
|
C4Surface * sfcTexture;
|
|
C4Texture * Texture;
|
|
if (Map[cnt].sPXSGfx.getLength())
|
|
if ((Texture=::TextureMap.GetTexture(Map[cnt].sPXSGfx.getData())))
|
|
if ((sfcTexture=Texture->Surface32))
|
|
Map[cnt].PXSFace.Set(sfcTexture, Map[cnt].PXSGfxRt.x, Map[cnt].PXSGfxRt.y, Map[cnt].PXSGfxRt.Wdt, Map[cnt].PXSGfxRt.Hgt);
|
|
// evaluate reactions for that material
|
|
for (auto & iRCnt : pMat->CustomReactionList)
|
|
{
|
|
C4MaterialReaction *pReact = &iRCnt;
|
|
if (pReact->sConvertMat.getLength()) pReact->iConvertMat = Get(pReact->sConvertMat.getData()); else pReact->iConvertMat = -1;
|
|
// evaluate target spec
|
|
int32_t tmat;
|
|
if (MatValid(tmat=Get(pReact->TargetSpec.getData())))
|
|
{
|
|
// single material target
|
|
if (pReact->fInverseSpec)
|
|
for (int32_t cnt2=-1; cnt2<Num; cnt2++) {
|
|
if (cnt2!=tmat)
|
|
SetMatReaction(cnt, cnt2, pReact);
|
|
else
|
|
SetMatReaction(cnt, tmat, pReact);
|
|
}
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "All"))
|
|
{
|
|
// add to all materials, including sky
|
|
if (!pReact->fInverseSpec) for (int32_t cnt2=-1; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Solid"))
|
|
{
|
|
// add to all solid materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "SemiSolid"))
|
|
{
|
|
// add to all semisolid materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySemiSolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Background"))
|
|
{
|
|
// add to all BG materials, including sky
|
|
if (!pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Density != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Sky"))
|
|
{
|
|
// add to sky
|
|
if (!pReact->fInverseSpec)
|
|
SetMatReaction(cnt, -1, pReact);
|
|
else
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Incendiary") || SEqualNoCase(pReact->TargetSpec.getData(), "Incindiary"))
|
|
{
|
|
// add to all incendiary materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Incendiary == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Extinguisher"))
|
|
{
|
|
// add to all incendiary materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Extinguisher == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Inflammable"))
|
|
{
|
|
// add to all incendiary materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Inflammable == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrosive"))
|
|
{
|
|
// add to all incendiary materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrosive == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrode"))
|
|
{
|
|
// add to all incendiary materials
|
|
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
|
|
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrode == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
|
|
}
|
|
}
|
|
}
|
|
// second loop (DefaultMatTex is needed by GetIndexMatTex)
|
|
for (cnt=0; cnt<Num; cnt++)
|
|
{
|
|
if (Map[cnt].sBlastShiftTo.getLength())
|
|
Map[cnt].BlastShiftTo=::TextureMap.GetIndexMatTex(Map[cnt].sBlastShiftTo.getData(), nullptr, true, FormatString("BlastShiftTo of mat %s", Map[cnt].Name).getData());
|
|
if (Map[cnt].sInMatConvertTo.getLength())
|
|
Map[cnt].InMatConvertTo=Get(Map[cnt].sInMatConvertTo.getData());
|
|
if (Map[cnt].sBelowTempConvertTo.getLength())
|
|
Map[cnt].BelowTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sBelowTempConvertTo.getData(), nullptr, true, FormatString("BelowTempConvertTo of mat %s", Map[cnt].Name).getData());
|
|
if (Map[cnt].sAboveTempConvertTo.getLength())
|
|
Map[cnt].AboveTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sAboveTempConvertTo.getData(), nullptr, true, FormatString("AboveTempConvertTo of mat %s", Map[cnt].Name).getData());
|
|
}
|
|
|
|
// Get hardcoded system material indices
|
|
const C4TexMapEntry* earth_entry = ::TextureMap.GetEntry(::TextureMap.GetIndexMatTex(szEarthMaterial));
|
|
if(!earth_entry)
|
|
{ LogFatal(FormatString(R"(Earth material "%s" not found!)", szEarthMaterial).getData()); return false; }
|
|
|
|
MVehic = Get("Vehicle"); MCVehic = Mat2PixColDefault(MVehic);
|
|
MHalfVehic = Get("HalfVehicle"); MCHalfVehic = Mat2PixColDefault(MHalfVehic);
|
|
MTunnel = Get("Tunnel");
|
|
MWater = Get("Water");
|
|
MEarth = Get(earth_entry->GetMaterialName());
|
|
|
|
if ((MVehic==MNone) || (MTunnel==MNone))
|
|
{ LogFatal(LoadResStr("IDS_PRC_NOSYSMATS")); return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void C4MaterialMap::SetMatReaction(int32_t iPXSMat, int32_t iLSMat, C4MaterialReaction *pReact)
|
|
{
|
|
// evaluate reaction swap
|
|
if (pReact && pReact->fReverse) std::swap(iPXSMat, iLSMat);
|
|
// set it
|
|
ppReactionMap[(iLSMat+1)*(Num+1) + iPXSMat+1] = pReact;
|
|
}
|
|
|
|
bool C4MaterialMap::SaveEnumeration(C4Group &hGroup)
|
|
{
|
|
char *mapbuf = new char [1000];
|
|
mapbuf[0]=0;
|
|
SAppend("[Enumeration]",mapbuf); SAppend(LineFeed,mapbuf);
|
|
for (int32_t cnt=0; cnt<Num; cnt++)
|
|
{
|
|
SAppend(Map[cnt].Name,mapbuf);
|
|
SAppend(LineFeed,mapbuf);
|
|
}
|
|
return hGroup.Add(C4CFN_MatMap,mapbuf,SLen(mapbuf),false,true);
|
|
}
|
|
|
|
bool C4MaterialMap::LoadEnumeration(C4Group &hGroup)
|
|
{
|
|
// Load enumeration map (from savegame), succeed if not present
|
|
StdStrBuf mapbuf;
|
|
if (!hGroup.LoadEntryString(C4CFN_MatMap, &mapbuf)) return true;
|
|
|
|
// Sort material array by enumeration map, fail if some missing
|
|
const char *csearch;
|
|
char cmatname[C4M_MaxName+1];
|
|
int32_t cmat=0;
|
|
if (!(csearch = SSearch(mapbuf.getData(),"[Enumeration]"))) { return false; }
|
|
csearch=SAdvanceSpace(csearch);
|
|
while (IsIdentifier(*csearch))
|
|
{
|
|
SCopyIdentifier(csearch,cmatname,C4M_MaxName);
|
|
if (!SortEnumeration(cmat,cmatname))
|
|
{
|
|
// Output error message!
|
|
return false;
|
|
}
|
|
cmat++;
|
|
csearch+=SLen(cmatname);
|
|
csearch=SAdvanceSpace(csearch);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool C4MaterialMap::SortEnumeration(int32_t iMat, const char *szMatName)
|
|
{
|
|
|
|
// Not enough materials loaded
|
|
if (iMat>=Num) return false;
|
|
|
|
// Find requested mat
|
|
int32_t cmat;
|
|
for (cmat=iMat; cmat<Num; cmat++)
|
|
if (SEqual(szMatName,Map[cmat].Name))
|
|
break;
|
|
// Not found
|
|
if (cmat>=Num) return false;
|
|
|
|
// already the same?
|
|
if (cmat == iMat) return true;
|
|
|
|
// Move requested mat to indexed position
|
|
C4Material mswap;
|
|
mswap = Map[iMat];
|
|
Map[iMat] = Map[cmat];
|
|
Map[cmat] = mswap;
|
|
|
|
return true;
|
|
}
|
|
|
|
void C4MaterialMap::Default()
|
|
{
|
|
Num=0;
|
|
Map=nullptr;
|
|
ppReactionMap=nullptr;
|
|
max_shape_width=max_shape_height=0;
|
|
}
|
|
|
|
C4MaterialReaction *C4MaterialMap::GetReaction(int32_t iPXSMat, int32_t iLandscapeMat)
|
|
{
|
|
// safety
|
|
if (!ppReactionMap) return nullptr;
|
|
if (!Inside<int32_t>(iPXSMat, -1, Num-1)) return nullptr;
|
|
if (!Inside<int32_t>(iLandscapeMat, -1, Num-1)) return nullptr;
|
|
// values OK; get func!
|
|
return GetReactionUnsafe(iPXSMat, iLandscapeMat);
|
|
}
|
|
|
|
static void Smoke(int32_t tx, int32_t ty, int32_t level)
|
|
{
|
|
// Use scripted function (global func Smoke) to create smoke
|
|
// Caution: This makes engine internal smoking a synced call.
|
|
C4AulParSet pars(tx, ty, level);
|
|
::ScriptEngine.GetPropList()->Call(P_Smoke, &pars);
|
|
}
|
|
|
|
bool mrfInsertCheck(int32_t &iX, int32_t &iY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, bool *pfPosChanged, bool no_slide = false)
|
|
{
|
|
// always manipulating pos/speed here
|
|
if (pfPosChanged) *pfPosChanged = true;
|
|
|
|
// Move up by up to 3px to account for moving SolidMasks, other material insertions, etc.
|
|
int32_t mdens = std::min(::MaterialMap.Map[iPxsMat].Density, C4M_Solid);
|
|
int32_t max_upwards = 3;
|
|
bool was_pushed_upwards = false;
|
|
while (max_upwards-- && (::Landscape.GetDensity(iX, iY) >= mdens))
|
|
{
|
|
--iY;
|
|
was_pushed_upwards = true;
|
|
}
|
|
|
|
// Rough contact? May splash
|
|
if (fYDir > itofix(1))
|
|
if (::MaterialMap.Map[iPxsMat].SplashRate && !Random(::MaterialMap.Map[iPxsMat].SplashRate))
|
|
{
|
|
fYDir = -fYDir/8;
|
|
fXDir = fXDir/8 + C4REAL100(Random(200) - 100);
|
|
if (fYDir) return false;
|
|
}
|
|
|
|
// Contact: Stop
|
|
fYDir = -GravAccel;
|
|
|
|
// Incendiary mats smoke on contact even before doing their slide
|
|
if (::MaterialMap.Map[iPxsMat].Incendiary)
|
|
if (!Random(25))
|
|
{
|
|
Smoke(iX, iY, 4 + Random(3));
|
|
}
|
|
|
|
// Move by mat path/slide
|
|
int32_t iSlideX = iX, iSlideY = iY;
|
|
|
|
if (!no_slide && ::Landscape.FindMatSlide(iSlideX,iSlideY,Sign(GravAccel),mdens,::MaterialMap.Map[iPxsMat].MaxSlide))
|
|
{
|
|
// Sliding on equal material: Move directly to optimize insertion of rain onto lakes
|
|
// Also move directly when shifted upwards to ensure movement on permamently moving SolidMask
|
|
if (iPxsMat == iLsMat || was_pushed_upwards)
|
|
{
|
|
iX = iSlideX;
|
|
iY = iSlideY;
|
|
fXDir = 0;
|
|
if (was_pushed_upwards)
|
|
{
|
|
// When pushed upwards and slide was found into a target position, insert directly to allow additional PXS at same location to solidify in next position in same frame
|
|
if (::Landscape.GetDensity(iX, iY + Sign(GravAccel)) >= mdens)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
// Continue existing (and fall down next frame)
|
|
return false;
|
|
}
|
|
// Otherwise, just move using xdir/ydir for nice visuals when rain is moving over landscape
|
|
// Accelerate into the direction
|
|
fXDir = (fXDir * 10 + Sign(iSlideX - iX)) / 11 + C4REAL10(Random(5)-2);
|
|
// Slide target in range? Move there directly.
|
|
if (Abs(iX - iSlideX) <= Abs(fixtoi(fXDir)))
|
|
{
|
|
iX = iSlideX;
|
|
iY = iSlideY;
|
|
if (fYDir <= 0) fXDir = 0;
|
|
}
|
|
// Continue existance
|
|
return false;
|
|
}
|
|
// insertion OK
|
|
return true;
|
|
}
|
|
|
|
bool mrfUserCheck(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
// check execution mask
|
|
if ((1<<evEvent) & ~pReaction->iExecMask) return false;
|
|
// do splash/slide check, if desired
|
|
if (pReaction->fInsertionCheck && evEvent == meePXSMove)
|
|
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
|
|
return false;
|
|
// checks OK; reaction may be applied
|
|
return true;
|
|
}
|
|
|
|
bool C4MaterialMap::mrfConvert(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
|
|
switch (evEvent)
|
|
{
|
|
case meePXSMove: // PXS movement
|
|
// for hardcoded stuff: only InMatConvert is Snow in Water, which does not have any collision proc
|
|
if (!pReaction->fUserDefined) break;
|
|
// user-defined conversions may also convert upon hitting materials
|
|
|
|
case meePXSPos: // PXS check before movement
|
|
{
|
|
// Check depth
|
|
int32_t iDepth = pReaction->fUserDefined ? pReaction->iDepth : ::MaterialMap.Map[iPxsMat].InMatConvertDepth;
|
|
if (!iDepth || GBackMat(iX, iY - iDepth) == iLsMat)
|
|
{
|
|
// Convert
|
|
iPxsMat = pReaction->fUserDefined ? pReaction->iConvertMat : ::MaterialMap.Map[iPxsMat].InMatConvertTo;
|
|
if (!MatValid(iPxsMat))
|
|
// Convert failure (target mat not be loaded, or target may be C4TLS_MatSky): Kill Pix
|
|
return true;
|
|
// stop movement after conversion
|
|
fXDir = fYDir = 0;
|
|
if (pfPosChanged) *pfPosChanged = true;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case meeMassMove: // MassMover-movement
|
|
// Conversion-transfer to PXS
|
|
::PXS.Create(iPxsMat,itofix(iX),itofix(iY));
|
|
return true;
|
|
}
|
|
// not handled
|
|
return false;
|
|
}
|
|
|
|
bool C4MaterialMap::mrfPoof(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
|
|
switch (evEvent)
|
|
{
|
|
case meeMassMove: // MassMover-movement
|
|
case meePXSPos: // PXS check before movement: Kill both landscape and PXS mat
|
|
::Landscape.ExtractMaterial(iLSPosX,iLSPosY,false);
|
|
if (!Random(3)) Smoke(iX,iY,3);
|
|
if (!Random(3)) StartSoundEffectAt("Liquids::Pshshsh", iX, iY);
|
|
return true;
|
|
|
|
case meePXSMove: // PXS movement
|
|
// incindiary/extinguisher/corrosives are always same density proc; so do insertion check first
|
|
// Do not allow sliding though (e.g. water on lava).
|
|
if (!pReaction->fUserDefined)
|
|
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged, true))
|
|
// either splash or slide prevented interaction
|
|
return false;
|
|
// Always kill both landscape and PXS mat
|
|
::Landscape.ExtractMaterial(iLSPosX,iLSPosY,false);
|
|
if (!Random(3)) Smoke(iX,iY,3);
|
|
if (!Random(3)) StartSoundEffectAt("Liquids::Pshshsh", iX, iY);
|
|
return true;
|
|
}
|
|
// not handled
|
|
return false;
|
|
}
|
|
|
|
bool C4MaterialMap::mrfCorrode(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
|
|
switch (evEvent)
|
|
{
|
|
case meePXSPos: // PXS check before movement
|
|
// No corrosion - it would make acid incredibly effective
|
|
break;
|
|
case meeMassMove: // MassMover-movement
|
|
{
|
|
// evaluate corrosion percentage
|
|
bool fDoCorrode; int d100 = Random(100);
|
|
if (pReaction->fUserDefined)
|
|
fDoCorrode = (d100 < pReaction->iCorrosionRate);
|
|
else
|
|
fDoCorrode = (d100 < ::MaterialMap.Map[iPxsMat].Corrosive) && (d100 < ::MaterialMap.Map[iLsMat].Corrode);
|
|
if (fDoCorrode)
|
|
{
|
|
::Landscape.ClearPix(iLSPosX,iLSPosY);
|
|
//::Landscape.CheckInstabilityRange(iLSPosX,iLSPosY); - more correct, but makes acid too effective as well
|
|
if (!Random(5))
|
|
{
|
|
Smoke(iX, iY, 3 + Random(3));
|
|
}
|
|
if (!Random(20)) StartSoundEffectAt("Liquids::Corrode", iX, iY);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case meePXSMove: // PXS movement
|
|
{
|
|
// corrodes to corrosives are always same density proc; so do insertion check first
|
|
if (!pReaction->fUserDefined)
|
|
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
|
|
// either splash or slide prevented interaction
|
|
return false;
|
|
// evaluate corrosion percentage
|
|
bool fDoCorrode; int d100 = Random(100);
|
|
if (pReaction->fUserDefined)
|
|
fDoCorrode = (d100 < pReaction->iCorrosionRate);
|
|
else
|
|
fDoCorrode = (d100 < ::MaterialMap.Map[iPxsMat].Corrosive) && (d100 < ::MaterialMap.Map[iLsMat].Corrode);
|
|
if (fDoCorrode)
|
|
{
|
|
::Landscape.ClearPix(iLSPosX,iLSPosY);
|
|
::Landscape.CheckInstabilityRange(iLSPosX,iLSPosY);
|
|
if (!Random(5))
|
|
{
|
|
Smoke(iX,iY,3+Random(3));
|
|
}
|
|
if (!Random(20)) StartSoundEffectAt("Liquids::Corrode", iX, iY);
|
|
return true;
|
|
}
|
|
// Else: dead. Insert material here
|
|
::Landscape.InsertMaterial(iPxsMat,&iX,&iY);
|
|
return true;
|
|
}
|
|
}
|
|
// not handled
|
|
return false;
|
|
}
|
|
|
|
bool C4MaterialMap::mrfIncinerate(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
// not available as user reaction
|
|
assert(!pReaction->fUserDefined);
|
|
switch (evEvent)
|
|
{
|
|
case meeMassMove: // MassMover-movement
|
|
case meePXSPos: // PXS check before movement
|
|
if (::Landscape.Incinerate(iX, iY, NO_OWNER)) return true;
|
|
break;
|
|
|
|
case meePXSMove: // PXS movement
|
|
// incinerate to inflammables are always same density proc; so do insertion check first
|
|
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
|
|
// either splash or slide prevented interaction
|
|
return false;
|
|
// evaluate inflammation (should always succeed)
|
|
if (::Landscape.Incinerate(iX, iY, NO_OWNER)) return true;
|
|
// Else: dead. Insert material here
|
|
::Landscape.InsertMaterial(iPxsMat,&iX,&iY);
|
|
return true;
|
|
}
|
|
// not handled
|
|
return false;
|
|
}
|
|
|
|
bool C4MaterialMap::mrfInsert(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
|
|
switch (evEvent)
|
|
{
|
|
case meePXSPos: // PXS check before movement
|
|
break;
|
|
|
|
case meePXSMove: // PXS movement
|
|
{
|
|
// check for bounce/slide
|
|
if (!pReaction->fUserDefined)
|
|
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
|
|
// continue existing
|
|
return false;
|
|
// Else: dead. Insert material here
|
|
::Landscape.InsertMaterial(iPxsMat,&iX,&iY);
|
|
return true;
|
|
}
|
|
|
|
case meeMassMove: // MassMover-movement
|
|
break;
|
|
}
|
|
// not handled
|
|
return false;
|
|
}
|
|
|
|
bool C4MaterialMap::mrfScript(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Real &fXDir, C4Real &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
|
|
{
|
|
// do generic checks for user-defined reactions
|
|
if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged))
|
|
return false;
|
|
|
|
// check script func
|
|
if (!pReaction->pScriptFunc) return false;
|
|
// OK - let's call it!
|
|
// 0 1 2 3 4 5 6 7 8
|
|
int32_t iXDir1, iYDir1, iXDir2, iYDir2;
|
|
C4AulParSet pars(iX, iY, iLSPosX, iLSPosY, iXDir1 = fixtoi(fXDir, 100), iYDir1 = fixtoi(fYDir, 100), iPxsMat, iLsMat, int(evEvent));
|
|
if (!!pReaction->pScriptFunc->Exec(nullptr, &pars, false))
|
|
{
|
|
// PXS shall be killed!
|
|
return true;
|
|
}
|
|
// PXS shall exist further: write back parameters
|
|
iPxsMat = pars[6].getInt();
|
|
int32_t iX2 = pars[0].getInt(), iY2 = pars[1].getInt();
|
|
iXDir2 = pars[4].getInt(); iYDir2 = pars[5].getInt();
|
|
if (iX!=iX2 || iY!=iY2 || iXDir1!=iXDir2 || iYDir1!=iYDir2)
|
|
{
|
|
// changes to pos/speed detected
|
|
if (pfPosChanged) *pfPosChanged = true;
|
|
iX=iX2; iY=iY2;
|
|
fXDir = C4REAL100(iXDir2);
|
|
fYDir = C4REAL100(iYDir2);
|
|
}
|
|
// OK; done
|
|
return false;
|
|
}
|
|
|
|
void C4MaterialMap::UpdateScriptPointers()
|
|
{
|
|
// update in all materials
|
|
for (int32_t i=0; i<Num; ++i) Map[i].UpdateScriptPointers();
|
|
}
|
|
|
|
C4MaterialMap MaterialMap;
|