forked from Mirrors/openclonk
860 lines
19 KiB
C++
860 lines
19 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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/* Object motion, collision, friction */
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#include "C4Include.h"
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#include "game/C4Physics.h"
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#include "landscape/C4Landscape.h"
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#include "landscape/C4SolidMask.h"
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#include "object/C4Def.h"
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#include "object/C4Object.h"
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#include "script/C4Effect.h"
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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);
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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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}
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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)
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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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// Returns true if CNAT match has been found.
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bool ContactVtxCNAT(C4Object *cobj, BYTE cnat_dir)
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{
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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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{
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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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// Returns -1/0/+1 for relation on vertex to object center.
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int32_t ContactVtxWeight(C4Object *cobj)
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{
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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)
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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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// ContactVtxFriction: Returns 0-100 friction value of first
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// contacted vertex;
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int32_t ContactVtxFriction(C4Object *cobj)
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{
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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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const char *CNATName(int32_t cnat)
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{
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switch (cnat)
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{
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case CNAT_None: return "None";
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case CNAT_Left: return "Left";
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case CNAT_Right: return "Right";
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case CNAT_Top: return "Top";
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case CNAT_Bottom: return "Bottom";
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case CNAT_Center: return "Center";
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}
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return "Undefined";
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}
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bool C4Object::Contact(int32_t iCNAT)
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{
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if (GetPropertyInt(P_ContactCalls))
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{
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return !! Call(FormatString(PSF_Contact, CNATName(iCNAT)).getData());
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}
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return false;
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}
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void C4Object::DoMotion(int32_t mx, int32_t my)
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{
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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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{
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ctco = limit;
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speed = 0;
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Contact(cnat);
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}
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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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// Store shape contact values in object t_contact
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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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{
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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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}
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// Stop the object and do contact calls if it collides with the border
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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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{
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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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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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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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}
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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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{
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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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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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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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}
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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;
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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)
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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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{
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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);
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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)
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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);
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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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C4Real new_x = fix_x + xdir;
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C4Real new_y = fix_y + ydir;
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SideBounds(new_x);
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if (!Action.t_attach) // Unattached movement = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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{
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// Horizontal movement - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// Move to target
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while (fixtoi(new_x) != fixtoi(fix_x))
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{
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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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if (iContact || border_hack_contacts)
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{
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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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}
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else // Free horizontal movement
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{
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DoMotion(step, 0);
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fMoved = true;
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}
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}
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// Vertical movement - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// Movement target
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new_y = fix_y + ydir;
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// Movement bounds (vertical)
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VerticalBounds(new_y);
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// Move to target
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while (fixtoi(new_y) != fixtoi(fix_y))
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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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{
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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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// Redirection slide or rotate
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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) && 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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fMoved = true;
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}
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}
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}
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if (Action.t_attach) // Attached movement = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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{
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VerticalBounds(new_y);
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// Move to target
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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;
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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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{
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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;
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new_x = itofix(ctx);
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}
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if (cty != GetY() + step_y)
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{
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ydir = Fix0;
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new_y = itofix(cty);
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}
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}
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// Contact check & evaluation
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uint32_t border_hack_contacts = 0;
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iContact = ContactCheck(ctx, cty, &border_hack_contacts);
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if (iContact || border_hack_contacts)
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{
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fAnyContact = true;
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iContacts |= border_hack_contacts | t_contact;
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}
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if (iContact)
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{
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// Abort movement
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if (ctx != GetX())
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{
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ctx = GetX();
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new_x = fix_x;
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}
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if (cty != GetY())
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{
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cty = GetY();
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new_y = fix_y;
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}
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}
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DoMotion(ctx - GetX(), cty - GetY());
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fMoved = true;
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}
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while (fixtoi(new_x) != GetX() || fixtoi(new_y) != GetY());
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}
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if (fix_x != new_x || fix_y != new_y)
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{
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fMoved = true;
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RemoveSolidMask(true);
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fix_x = new_x;
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fix_y = new_y;
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}
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// Rotation - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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if ((OCF & OCF_Rotate) && !!rdir)
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{
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C4Real target_r = fix_r + rdir * 5;
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// Rotation limit
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if (Def->Rotateable>1)
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{
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if (target_r > itofix(Def->Rotateable))
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{
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target_r = itofix(Def->Rotateable);
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rdir = 0;
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}
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if (target_r < itofix(-Def->Rotateable))
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{
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target_r = itofix(-Def->Rotateable);
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rdir = 0;
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}
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}
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int32_t ctx = GetX();
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int32_t cty = GetY();
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// Move to target
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while (fixtoi(fix_r) != fixtoi(target_r))
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{
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// Save step undos
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C4Real lcobjr = fix_r;
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C4Shape lshape = Shape;
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// Try next step
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fix_r += Sign(target_r - fix_r);
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UpdateShape();
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// attached rotation: rotate around attachment pos
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if (Action.t_attach && !fNoAttach)
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{
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// more accurately, attachment should be evaluated by a rotation around the attachment vertex
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// however, as long as this code is only used for some surfaces adjustment for large vehicles,
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// it's enough to assume rotation around the center
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ctx = GetX();
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cty = GetY();
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// evaluate attachment, but do not bother about attachment loss
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// that will then be done in next execution cycle
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Shape.Attach(ctx, cty, Action.t_attach);
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}
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// check for contact
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if ((iContact = ContactCheck(ctx, cty))) // Contact
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{
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fAnyContact = true;
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iContacts |= t_contact;
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// Undo step and abort movement
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Shape = lshape;
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target_r = fix_r = lcobjr;
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// last UpdateShape-call might have changed sector lists!
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UpdatePos();
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// Redirect to GetY()
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if (iContact == 1 && !fRedirectYR)
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{
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RedirectForce(rdir, ydir, -1);
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}
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// Stop rotation
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rdir = 0;
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}
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else
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{
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fTurned = 1;
|
|
if (ctx != GetX() || cty != GetY())
|
|
{
|
|
fix_x = itofix(ctx);
|
|
fix_y = itofix(cty);
|
|
}
|
|
}
|
|
}
|
|
// Circle bounds
|
|
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);
|
|
}
|
|
// Misc checks ===========================================================================================
|
|
// InLiquid check
|
|
// 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;
|
|
}
|
|
}
|
|
else // Out of liquid
|
|
{
|
|
if (InLiquid) // Leave liquid
|
|
{
|
|
InLiquid = false;
|
|
}
|
|
}
|
|
// Contact Action
|
|
if (fAnyContact)
|
|
{
|
|
t_contact = iContacts;
|
|
ContactAction();
|
|
}
|
|
// 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);
|
|
}
|
|
}
|
|
// Rotation gfx
|
|
if (fTurned)
|
|
{
|
|
UpdateFace(true);
|
|
}
|
|
else
|
|
{
|
|
// pos changed?
|
|
if (fMoved)
|
|
{
|
|
UpdatePos();
|
|
}
|
|
}
|
|
}
|
|
|
|
void C4Object::Stabilize()
|
|
{
|
|
// def allows stabilization?
|
|
if (Def->NoStabilize)
|
|
{
|
|
return;
|
|
}
|
|
// normalize angle
|
|
C4Real nr = fix_r;
|
|
while (nr < itofix(-180))
|
|
{
|
|
nr += 360;
|
|
}
|
|
while (nr > itofix(180))
|
|
{
|
|
nr -= 360;
|
|
}
|
|
if (nr != Fix0)
|
|
{
|
|
if (Inside<C4Real>(nr, itofix(-StableRange), itofix(+StableRange)))
|
|
{
|
|
// Save step undos
|
|
C4Real lcobjr = fix_r;
|
|
C4Shape lshape = Shape;
|
|
// Try rotation
|
|
fix_r = Fix0;
|
|
UpdateShape();
|
|
if (ContactCheck(GetX(), GetY()))
|
|
{ // Undo rotation
|
|
Shape = lshape;
|
|
fix_r = lcobjr;
|
|
}
|
|
else
|
|
{ // Stabilization okay
|
|
UpdateFace(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
// Resort into sectors
|
|
UpdatePos();
|
|
}
|
|
xdir = from->xdir;
|
|
ydir = from->ydir;
|
|
}
|
|
|
|
void C4Object::ForcePosition(C4Real tx, C4Real ty)
|
|
{
|
|
fix_x = tx;
|
|
fix_y = ty;
|
|
UpdatePos();
|
|
UpdateSolidMask(false);
|
|
}
|
|
|
|
void C4Object::MovePosition(int32_t dx, int32_t dy)
|
|
{
|
|
MovePosition(itofix(dx), itofix(dy));
|
|
}
|
|
|
|
void C4Object::MovePosition(C4Real dx, C4Real dy)
|
|
{
|
|
// move object position; repositions SolidMask
|
|
RemoveSolidMask(true);
|
|
fix_x += dx;
|
|
fix_y += dy;
|
|
UpdatePos();
|
|
UpdateSolidMask(true);
|
|
}
|
|
|
|
|
|
bool C4Object::ExecMovement() // Every Tick1 by Execute
|
|
{
|
|
// update in which material this object is
|
|
UpdateInMat();
|
|
|
|
// Containment check
|
|
if (Contained)
|
|
{
|
|
CopyMotion(Contained);
|
|
|
|
return true;
|
|
}
|
|
|
|
// General mobility check
|
|
if (Category & C4D_StaticBack)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Movement execution
|
|
if (Mobile) // Object is moving
|
|
{
|
|
// Move object
|
|
DoMovement();
|
|
// Demobilization check
|
|
if ((xdir == 0) && (ydir == 0) && (rdir == 0))
|
|
{
|
|
Mobile = false;
|
|
}
|
|
// Check for stabilization
|
|
if (rdir == 0)
|
|
{
|
|
Stabilize();
|
|
}
|
|
}
|
|
else // Object is static
|
|
{
|
|
// Check for stabilization
|
|
Stabilize();
|
|
// Check for mobilization
|
|
if (!::Game.iTick10)
|
|
{
|
|
// Gravity mobilization
|
|
xdir = ydir = rdir = 0;
|
|
Mobile = true;
|
|
}
|
|
}
|
|
|
|
// Enforce zero rotation
|
|
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))
|
|
|| ((GetY() + Shape.GetY() > ::Landscape.GetHeight()) && !(GetPropertyInt(P_BorderBound) & C4D_Border_Bottom)))
|
|
{
|
|
C4PropList* pActionDef = GetAction();
|
|
// Never remove attached objects: If they are truly outside landscape, their target will be removed,
|
|
// and the attached objects follow one frame later
|
|
if (!pActionDef || !Action.Target || pActionDef->GetPropertyP(P_Procedure) != DFA_ATTACH)
|
|
{
|
|
bool fRemove = true;
|
|
// never remove HUD objects
|
|
if (Category & C4D_Parallax)
|
|
{
|
|
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 (fRemove)
|
|
{
|
|
AssignDeath(true);
|
|
AssignRemoval();
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool SimFlight(C4Real &x, C4Real &y, C4Real &xdir, C4Real &ydir, int32_t iDensityMin, int32_t iDensityMax, int32_t &iIter)
|
|
{
|
|
bool hitOnTime = true;
|
|
bool fBreak = false;
|
|
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 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;
|
|
// Movement to target
|
|
ctcox = fixtoi(x);
|
|
ctcoy = fixtoi(y);
|
|
// Bounds
|
|
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);
|
|
// Contact check
|
|
if (Inside(GBackDensity(cx, cy), iDensityMin, iDensityMax))
|
|
{
|
|
fBreak = true;
|
|
break;
|
|
}
|
|
}
|
|
while ((cx != ctcox) || (cy != ctcoy));
|
|
// Adjust GravAccel once per frame
|
|
ydir += GravAccel;
|
|
}
|
|
while (!fBreak);
|
|
// write position back
|
|
x = itofix(cx);
|
|
y = itofix(cy);
|
|
|
|
// how many steps did it take to get here?
|
|
iIter -= i;
|
|
|
|
return hitOnTime;
|
|
}
|
|
|
|
bool SimFlightHitsLiquid(C4Real fcx, C4Real fcy, C4Real xdir, C4Real ydir)
|
|
{
|
|
// Start in water?
|
|
if (DensityLiquid(GBackDensity(fixtoi(fcx), fixtoi(fcy))))
|
|
{
|
|
int temp = 10;
|
|
if (!SimFlight(fcx, fcy, xdir, ydir, 0, C4M_Liquid - 1, temp))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
// Hits liquid?
|
|
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);
|
|
}
|
|
|