forked from Mirrors/openclonk
670 lines
18 KiB
C++
670 lines
18 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),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) { tval-=ffric; return; }
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if (tval<-ffric) { tval+=ffric; return; }
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tval=0;
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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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int32_t cnt;
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bool fcontact=false;
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for (cnt=0; cnt<cobj->Shape.VtxNum; cnt++)
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if (cobj->Shape.VtxContactCNAT[cnt] & cnat_dir)
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fcontact=true;
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return fcontact;
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}
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// 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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int32_t cnt;
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for (cnt=0; cnt<cobj->Shape.VtxNum; cnt++)
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if (cobj->Shape.VtxContactCNAT[cnt])
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{
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if (cobj->Shape.VtxX[cnt]<0) return -1;
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if (cobj->Shape.VtxX[cnt]>0) return +1;
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}
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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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int32_t cnt;
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for (cnt=0; cnt<cobj->Shape.VtxNum; cnt++)
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if (cobj->Shape.VtxContactCNAT[cnt])
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return cobj->Shape.VtxFriction[cnt];
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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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if (pSolidMaskData) pSolidMaskData->Remove(true);
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fix_x += mx; 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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for (int32_t ccnat=0; ccnat<4; ccnat++) // Left, right, top bottom
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if (Shape.ContactCNAT & (1<<ccnat))
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if (Contact(1<<ccnat))
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break; // Will stop on first positive return contact call!
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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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rbound = itofix(Layer->GetX() + Layer->Shape.GetX() + Layer->Shape.Wdt - (Shape.GetX() + Shape.Wdt));
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if (ctcox < lbound) StopAndContact(ctcox, lbound, xdir, CNAT_Left);
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if (ctcox > rbound) StopAndContact(ctcox, rbound, xdir, CNAT_Right);
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}
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}
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// landscape bounds
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C4Real lbound = itofix(0 - Shape.GetX()),
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rbound = itofix(::Landscape.GetWidth() - (Shape.GetX() + Shape.Wdt));
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if (ctcox < lbound && GetPropertyInt(P_BorderBound) & C4D_Border_Sides)
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StopAndContact(ctcox, lbound, xdir, CNAT_Left);
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if (ctcox > rbound && GetPropertyInt(P_BorderBound) & C4D_Border_Sides)
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StopAndContact(ctcox, rbound, xdir, CNAT_Right);
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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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bbound = itofix(Layer->GetY() + Layer->Shape.GetY() + Layer->Shape.Hgt - (Shape.GetY() + Shape.Hgt));
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if (ctcoy < tbound) StopAndContact(ctcoy, tbound, ydir, CNAT_Top);
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if (ctcoy > bbound) StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom);
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}
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}
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// landscape bounds
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C4Real tbound = itofix(0 - Shape.GetY()),
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bbound = itofix(::Landscape.GetHeight() - (Shape.GetY() + Shape.Hgt));
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if (ctcoy < tbound && GetPropertyInt(P_BorderBound) & C4D_Border_Top)
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StopAndContact(ctcoy, tbound, ydir, CNAT_Top);
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if (ctcoy > bbound && GetPropertyInt(P_BorderBound) & C4D_Border_Bottom)
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StopAndContact(ctcoy, bbound, ydir, CNAT_Bottom);
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}
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void C4Object::DoMovement()
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{
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int32_t iContact=0;
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bool fAnyContact=false; int iContacts = 0;
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BYTE fTurned=0,fRedirectYR=0,fNoAttach=0;
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// Restrictions
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if (Def->NoHorizontalMove) xdir=0;
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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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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); ctcoy=fixtoi(fix_y+ydir);
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::Landscape.DigFreeRect(ctcox+Shape.GetX(),ctcoy+Shape.GetY(),Shape.Wdt,Shape.Hgt,this);
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}
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// Free size round (variable size)
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else
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{
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ctcox=fixtoi(fix_x+xdir); ctcoy=fixtoi(fix_y+ydir);
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int32_t rad = pActionDef->GetPropertyInt(P_DigFree);
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if (Con<FullCon) rad = rad*6*Con/5/FullCon;
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::Landscape.DigFree(ctcox,ctcoy-1,rad,this);
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}
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}
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// store previous movement and ocf
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C4Real oldxdir(xdir), oldydir(ydir);
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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; 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; 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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RedirectForce(ydir,xdir,-1);
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else if (!ContactVtxCNAT(this,CNAT_Right))
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RedirectForce(ydir,xdir,+1);
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else
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{
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// living things are always capable of keeping their rotation
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if (OCF & OCF_Rotate) if (iContact==1) if (!Alive)
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{
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RedirectForce(ydir,rdir,-ContactVtxWeight(this));
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fRedirectYR=1;
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}
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ydir=0;
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}
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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, step_y = 0;
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if (fixtoi(new_x) != GetX())
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step_x = Sign(fixtoi(new_x) - GetX());
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else if (fixtoi(new_y) != GetY())
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step_y = Sign(fixtoi(new_y) - GetY());
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int32_t ctx = GetX() + step_x;
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int32_t cty = GetY() + step_y;
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// Attachment check
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if (!Shape.Attach(ctx,cty,Action.t_attach))
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fNoAttach=1;
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else
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{
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// Attachment change to ctx/cty overrides target
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if (ctx != GetX() + step_x)
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{
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xdir = Fix0; new_x = itofix(ctx);
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}
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if (cty != GetY() + step_y)
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{
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ydir = Fix0; 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; 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(); 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(); 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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if (pSolidMaskData) pSolidMaskData->Remove(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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{ target_r = itofix(Def->Rotateable); rdir=0; }
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if (target_r < itofix(-Def->Rotateable))
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{ target_r = itofix(-Def->Rotateable); rdir=0; }
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}
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int32_t ctx=GetX(); 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; 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(); 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; 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) if (!fRedirectYR)
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RedirectForce(rdir,ydir,-1);
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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;
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if (ctx != GetX() || cty != GetY())
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{
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fix_x = itofix(ctx); fix_y = itofix(cty);
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}
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}
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}
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// Circle bounds
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if (target_r < -FixHalfCircle) { target_r += FixFullCircle; }
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if (target_r > +FixHalfCircle) { target_r -= FixFullCircle; }
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fix_r = target_r;
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}
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// Reput solid mask if moved by motion
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if (fMoved || fTurned) UpdateSolidMask(true);
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// Misc checks ===========================================================================================
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// InLiquid check
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// this equals C4Object::UpdateLiquid, but the "fNoAttach=false;"-line
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if (IsInLiquidCheck()) // In Liquid
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{
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if (!InLiquid) // Enter liquid
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{
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if (OCF & OCF_HitSpeed2)
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if (Mass>3) Splash();
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fNoAttach=false;
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InLiquid=true;
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}
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}
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else // Out of liquid
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{
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if (InLiquid) // Leave liquid
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InLiquid=false;
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}
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// Contact Action
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if (fAnyContact)
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{
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t_contact = iContacts;
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ContactAction();
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}
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// Attachment Loss Action
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if (fNoAttach)
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NoAttachAction();
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// Movement Script Execution
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if (fAnyContact)
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{
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C4AulParSet pars(fixtoi(oldxdir, 100), fixtoi(oldydir, 100));
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if (old_ocf & OCF_HitSpeed1) Call(PSF_Hit, &pars);
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if (old_ocf & OCF_HitSpeed2) Call(PSF_Hit2, &pars);
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if (old_ocf & OCF_HitSpeed3) Call(PSF_Hit3, &pars);
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}
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// Rotation gfx
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if (fTurned)
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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
|
|
if (pSolidMaskData) pSolidMaskData->Remove(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,cx,cy,i;
|
|
cx = fixtoi(x); cy = fixtoi(y);
|
|
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?
|
|
int temp;
|
|
if (DensityLiquid(GBackDensity(fixtoi(fcx), fixtoi(fcy))))
|
|
if (!SimFlight(fcx, fcy, xdir, ydir, 0, C4M_Liquid - 1, temp=10))
|
|
return false;
|
|
// Hits liquid?
|
|
if (!SimFlight(fcx, fcy, xdir, ydir, C4M_Liquid, 100, temp=-1))
|
|
return false;
|
|
// liquid & deep enough?
|
|
return GBackLiquid(fixtoi(fcx), fixtoi(fcy)) && GBackLiquid(fixtoi(fcx), fixtoi(fcy) + 9);
|
|
}
|
|
|