openclonk/src/object/C4GameObjects.cpp

539 lines
15 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// game object lists
#include "C4Include.h"
#include "object/C4GameObjects.h"
#include "script/C4Effect.h"
#include "object/C4Def.h"
#include "object/C4Object.h"
#include "object/C4ObjectCom.h"
#include "game/C4Physics.h"
#include "lib/C4Random.h"
#include "network/C4Network2Stats.h"
#include "game/C4Game.h"
#include "lib/C4Log.h"
#include "player/C4PlayerList.h"
#include "control/C4Record.h"
C4GameObjects::C4GameObjects()
{
Default();
}
C4GameObjects::~C4GameObjects()
{
Sectors.Clear();
}
void C4GameObjects::Default()
{
Sectors.Clear();
LastUsedMarker = 0;
ForeObjects.Default();
}
void C4GameObjects::Init(int32_t iWidth, int32_t iHeight)
{
// init sectors
Sectors.Init(iWidth, iHeight);
}
bool C4GameObjects::Add(C4Object *nObj)
{
// add inactive objects to the inactive list only
if (nObj->Status == C4OS_INACTIVE)
return InactiveObjects.Add(nObj, C4ObjectList::stMain);
// if this is a foreground object, add it to the list
if (nObj->Category & C4D_Foreground)
ForeObjects.Add(nObj, C4ObjectList::stMain);
// manipulate main list
if (!C4ObjectList::Add(nObj, C4ObjectList::stMain))
return false;
// add to sectors
Sectors.Add(nObj, this);
return true;
}
bool C4GameObjects::Remove(C4Object *pObj)
{
// if it's an inactive object, simply remove from the inactiv elist
if (pObj->Status == C4OS_INACTIVE) return InactiveObjects.Remove(pObj);
// remove from sectors
Sectors.Remove(pObj);
// remove from forelist
ForeObjects.Remove(pObj);
// manipulate main list
return C4ObjectList::Remove(pObj);
}
C4ObjectList &C4GameObjects::ObjectsAt(int ix, int iy)
{
return Sectors.SectorAt(ix, iy)->ObjectShapes;
}
void C4GameObjects::CrossCheck() // Every Tick1 by ExecObjects
{
DWORD focf,tocf;
// Reverse area check: Checks for all obj2 at obj1
focf = tocf = OCF_None;
// High level: Collection, Hit
if (!::Game.iTick3)
tocf |= OCF_Carryable;
focf |= OCF_Collection; focf |= OCF_Alive; tocf |= OCF_HitSpeed2;
for (C4Object* obj1 : *this)
if (obj1->Status && !obj1->Contained && (obj1->OCF & focf))
{
uint32_t Marker = GetNextMarker();
C4LSector *pSct;
for (C4ObjectList *pLst = obj1->Area.FirstObjects(&pSct); pLst; pLst = obj1->Area.NextObjects(pLst, &pSct))
for (C4Object* obj2 : *pLst)
if ((obj2 != obj1) && obj2->Status && !obj2->Contained && (obj2->OCF & tocf) &&
Inside<int32_t>(obj2->GetX() - (obj1->GetX() + obj1->Shape.x), 0, obj1->Shape.Wdt - 1) &&
Inside<int32_t>(obj2->GetY() - (obj1->GetY() + obj1->Shape.y), 0, obj1->Shape.Hgt - 1) &&
obj1->Layer == obj2->Layer)
{
// handle collision only once
if (obj2->Marker == Marker) continue;
obj2->Marker = Marker;
// Only hit if target is alive and projectile is an object
if ((obj1->OCF & OCF_Alive) && (obj2->Category & C4D_Object))
{
C4Real dXDir = obj2->xdir - obj1->xdir, dYDir = obj2->ydir - obj1->ydir;
C4Real speed = dXDir * dXDir + dYDir * dYDir;
// Only hit if obj2's speed and relative speeds are larger than HitSpeed2
if ((obj2->OCF & OCF_HitSpeed2) && speed > HitSpeed2 &&
!obj1->Call(PSF_QueryCatchBlow, &C4AulParSet(obj2)))
{
int32_t iHitEnergy = fixtoi(speed * obj2->Mass / 5);
// Hit energy reduced to 1/3rd, but do not drop to zero because of this division
iHitEnergy = std::max<int32_t>(iHitEnergy/3, !!iHitEnergy);
obj1->DoEnergy(-iHitEnergy / 5, false, C4FxCall_EngObjHit, obj2->Controller);
int tmass = std::max<int32_t>(obj1->Mass, 50);
C4PropList* pActionDef = obj1->GetAction();
if (!::Game.iTick3 || (pActionDef && pActionDef->GetPropertyP(P_Procedure) != DFA_FLIGHT))
obj1->Fling(obj2->xdir * 50 / tmass, -Abs(obj2->ydir / 2) * 50 / tmass, false);
obj1->Call(PSF_CatchBlow, &C4AulParSet(-iHitEnergy / 5, obj2));
// obj1 might have been tampered with
if (!obj1->Status || obj1->Contained || !(obj1->OCF & focf))
goto out1;
continue;
}
}
// Collection
if ((obj1->OCF & OCF_Collection) && (obj2->OCF & OCF_Carryable) &&
Inside<int32_t>(obj2->GetX() - (obj1->GetX() + obj1->Def->Collection.x), 0, obj1->Def->Collection.Wdt - 1) &&
Inside<int32_t>(obj2->GetY() - (obj1->GetY() + obj1->Def->Collection.y), 0, obj1->Def->Collection.Hgt - 1))
{
obj1->Collect(obj2);
// obj1 might have been tampered with
if (!obj1->Status || obj1->Contained || !(obj1->OCF & focf))
goto out1;
}
}
out1: ;
}
}
C4Object* C4GameObjects::AtObject(int ctx, int cty, DWORD &ocf, C4Object *exclude)
{
DWORD cocf;
for (C4Object *cObj : ObjectsAt(ctx,cty))
if (!exclude || (cObj!=exclude && exclude->Layer == cObj->Layer)) if (cObj->Status)
{
cocf=ocf | OCF_Exclusive;
if (cObj->At(ctx,cty,cocf))
{
// Search match
if (cocf & ocf) { ocf=cocf; return cObj; }
// EXCLUSIVE block
else return NULL;
}
}
return NULL;
}
void C4GameObjects::Synchronize()
{
// synchronize unsorted objects
ResortUnsorted();
// synchronize solidmasks
UpdateSolidMasks();
}
C4Object *C4GameObjects::ObjectPointer(int32_t iNumber)
{
// search own list
C4PropList *pObj = C4PropListNumbered::GetByNumber(iNumber);
if (pObj) return pObj->GetObject();
return 0;
}
C4Object *C4GameObjects::SafeObjectPointer(int32_t iNumber)
{
C4Object *pObj = ObjectPointer(iNumber);
if (pObj) if (!pObj->Status) return NULL;
return pObj;
}
void C4GameObjects::UpdateSolidMasks()
{
for (C4Object *obj : *this)
if (obj->Status)
obj->UpdateSolidMask(false);
}
void C4GameObjects::DeleteObjects(bool fDeleteInactive)
{
C4ObjectList::DeleteObjects();
Sectors.ClearObjects();
ForeObjects.Clear();
if (fDeleteInactive) InactiveObjects.DeleteObjects();
}
void C4GameObjects::Clear(bool fClearInactive)
{
DeleteObjects(fClearInactive);
if (fClearInactive)
InactiveObjects.Clear();
LastUsedMarker = 0;
}
int C4GameObjects::PostLoad(bool fKeepInactive, C4ValueNumbers * numbers)
{
// Process objects
int32_t iMaxObjectNumber = 0;
for (C4Object *pObj : reverse())
{
// keep track of numbers
iMaxObjectNumber = std::max(iMaxObjectNumber, pObj->Number);
// add to list of foreobjects
if (pObj->Category & C4D_Foreground)
ForeObjects.Add(pObj, C4ObjectList::stMain, this);
// Unterminate end
}
// Denumerate pointers
// on section load, inactive object numbers will be adjusted afterwards
// so fake inactive object list empty meanwhile
// note this has to be done to prevent even if object numbers did not collide
// to prevent an assertion fail when denumerating non-enumerated inactive objects
C4ObjectList inactiveObjectsCopy;
if (fKeepInactive)
{
inactiveObjectsCopy.Copy(InactiveObjects);
InactiveObjects.Clear();
}
// denumerate pointers
Denumerate(numbers);
// update object enumeration index now, because calls like OnSynchronized might create objects
C4PropListNumbered::SetEnumerationIndex(iMaxObjectNumber);
// end faking and adjust object numbers
if (fKeepInactive)
{
InactiveObjects.Copy(inactiveObjectsCopy);
inactiveObjectsCopy.Clear();
C4PropListNumbered::UnshelveNumberedPropLists();
}
// special checks:
// -contained/contents-consistency
// -StaticBack-objects zero speed
for (C4Object *pObj : *this)
if (pObj->Status)
{
// staticback must not have speed
if (pObj->Category & C4D_StaticBack)
{
pObj->xdir = pObj->ydir = 0;
}
// contained must be in contents list
if (pObj->Contained)
if (!pObj->Contained->Contents.GetLink(pObj))
{
DebugLogF("Error in Objects.txt: Container of #%d is #%d, but not found in contents list!", pObj->Number, pObj->Contained->Number);
pObj->Contained->Contents.Add(pObj, C4ObjectList::stContents);
}
// all contents must have contained set; otherwise, remove them!
auto contentsIt = pObj->Contents.begin();
while (!contentsIt.atEnd())
{
C4Object* pObj2 = *contentsIt;
// check double links
auto it2 = pObj->Contents.begin();
if (it2.find(pObj2) && it2 != contentsIt)
{
DebugLogF("Error in Objects.txt: Double containment of #%d by #%d!", pObj2->Number, pObj->Number);
// this remove-call will only remove the previous (dobuled) link, so cLnkCont should be save
pObj->Contents.Remove(pObj2);
// contents checked already
continue;
}
// check contents/contained-relation
if (pObj2->Status && pObj2->Contained != pObj)
{
DebugLogF("Error in Objects.txt: Object #%d not in container #%d as referenced!", pObj2->Number, pObj->Number);
pObj2->Contained = pObj;
}
contentsIt++;
}
}
// sort out inactive objects
for (C4Object *obj : *this)
{
if (obj->Status == C4OS_INACTIVE)
{
Remove(obj);
InactiveObjects.Add(obj, C4ObjectList::stNone);
}
}
{
C4DebugRecOff DBGRECOFF; // - script callbacks that would kill DebugRec-sync for runtime start
// update graphics
UpdateGraphics(false);
// Update faces
UpdateFaces(false);
// Update ocf
SetOCF();
}
// make sure list is sorted by category - after sorting out inactives, because inactives aren't sorted into the main list
FixObjectOrder();
// misc updates
for (C4Object *pObj : *this)
if (pObj->Status)
{
// add to plrview
pObj->UpdateLight();
// update flipdir (for old objects.txt with no flipdir defined)
// assigns Action.DrawDir as well
pObj->UpdateFlipDir();
// initial OCF update
pObj->SetOCF();
}
// Done
return ObjectCount();
}
void C4GameObjects::Denumerate(C4ValueNumbers * numbers)
{
C4ObjectList::Denumerate(numbers);
InactiveObjects.Denumerate(numbers);
}
void C4GameObjects::UpdateScriptPointers()
{
// call in sublists
C4ObjectList::UpdateScriptPointers();
InactiveObjects.UpdateScriptPointers();
}
C4Value C4GameObjects::GRBroadcast(const char *szFunction, C4AulParSet *pPars, bool fPassError, bool fRejectTest)
{
// call objects first - scenario script might overwrite hostility, etc...
for (C4Object *pObj : *this)
if (pObj && (pObj->Category & (C4D_Goal | C4D_Rule | C4D_Environment)) && pObj->Status)
{
C4Value vResult = pObj->Call(szFunction, pPars, fPassError);
// rejection tests abort on first nonzero result
if (fRejectTest && !!vResult) return vResult;
}
return C4Value();
}
void C4GameObjects::UpdatePos(C4Object *pObj)
{
// Position might have changed. Update sector lists
Sectors.Update(pObj, this);
}
void C4GameObjects::UpdatePosResort(C4Object *pObj)
{
// Object order for this object was changed. Readd object to sectors
Sectors.Remove(pObj);
Sectors.Add(pObj, this);
}
void C4GameObjects::FixObjectOrder()
{
// fixes the object order so it matches the global object order sorting constraints
C4ObjectLink *pLnk0=First, *pLnkL=Last;
while (pLnk0 != pLnkL)
{
C4ObjectLink *pLnk1stUnsorted=NULL, *pLnkLastUnsorted=NULL, *pLnkPrev=NULL, *pLnk;
C4Object *pLastWarnObj = NULL;
// forward fix
int lastPlane = 2147483647; //INT32_MAX;
for (pLnk = pLnk0; pLnk!=pLnkL->Next; pLnk=pLnk->Next)
{
C4Object *pObj = pLnk->Obj;
if (pObj->Unsorted || !pObj->Status) continue;
int currentPlane = pObj->GetPlane();
// must have nonzero Plane
if (!currentPlane)
{
DebugLogF("Objects.txt: Object #%d has zero Plane!", (int) pObj->Number);
pObj->SetPlane(lastPlane); currentPlane = lastPlane;
}
// fix order
if (currentPlane > lastPlane)
{
// SORT ERROR! (note that pLnkPrev can't be 0)
if (pLnkPrev->Obj != pLastWarnObj)
{
DebugLogF("Objects.txt: Wrong object order of #%d-#%d! (down)", (int) pObj->Number, (int) pLnkPrev->Obj->Number);
pLastWarnObj = pLnkPrev->Obj;
}
pLnk->Obj = pLnkPrev->Obj;
pLnkPrev->Obj = pObj;
pLnkLastUnsorted = pLnkPrev;
}
else
lastPlane = currentPlane;
pLnkPrev = pLnk;
}
if (!pLnkLastUnsorted) break; // done
pLnkL = pLnkLastUnsorted;
// backwards fix
lastPlane = -2147483647-1; //INT32_MIN;
for (pLnk = pLnkL; pLnk!=pLnk0->Prev; pLnk=pLnk->Prev)
{
C4Object *pObj = pLnk->Obj;
if (pObj->Unsorted || !pObj->Status) continue;
int currentPlane = pObj->GetPlane();
if (currentPlane < lastPlane)
{
// SORT ERROR! (note that pLnkPrev can't be 0)
if (pLnkPrev->Obj != pLastWarnObj)
{
DebugLogF("Objects.txt: Wrong object order of #%d-#%d! (up)", (int) pObj->Number, (int) pLnkPrev->Obj->Number);
pLastWarnObj = pLnkPrev->Obj;
}
pLnk->Obj = pLnkPrev->Obj;
pLnkPrev->Obj = pObj;
pLnk1stUnsorted = pLnkPrev;
}
else
lastPlane = currentPlane;
pLnkPrev = pLnk;
}
if (!pLnk1stUnsorted) break; // done
pLnk0 = pLnk1stUnsorted;
}
// objects fixed!
}
void C4GameObjects::ResortUnsorted()
{
for (C4Object *cObj : *this)
{
if (cObj->Unsorted)
{
// readd to main object list
Remove(cObj);
// reset flag so that Add correctly sorts this object
cObj->Unsorted=false;
if (!Add(cObj))
{
// readd failed: Better kill object to prevent leaking...
Game.ClearPointers(cObj);
delete cObj;
}
}
}
}
bool C4GameObjects::ValidateOwners()
{
// validate in sublists
bool fSucc = true;
if (!C4ObjectList::ValidateOwners()) fSucc = false;
if (!InactiveObjects.ValidateOwners()) fSucc = false;
return fSucc;
}
bool C4GameObjects::AssignInfo()
{
// assign in sublists
bool fSucc = true;
if (!C4ObjectList::AssignInfo()) fSucc = false;
if (!InactiveObjects.AssignInfo()) fSucc = false;
return fSucc;
}
void C4GameObjects::AssignLightRange()
{
for (C4Object *obj : reverse())
if (obj->Status)
obj->AssignLightRange();
}
void C4GameObjects::SyncClearance()
{
for (C4Object *obj : *this)
if (obj)
obj->SyncClearance();
}
void C4GameObjects::OnSynchronized()
{
for (C4Object *obj : *this)
if (obj)
obj->Call(PSF_OnSynchronized);
}
void C4GameObjects::ResetAudibility()
{
for (C4Object *obj : *this)
if (obj)
{
obj->Audible = obj->AudiblePan = 0;
obj->AudiblePlayer = NO_OWNER;
}
}
void C4GameObjects::SetOCF()
{
for (C4Object *obj : *this)
if (obj->Status)
obj->SetOCF();
}
uint32_t C4GameObjects::GetNextMarker()
{
// Get a new marker.
uint32_t marker = ++LastUsedMarker;
// If all markers are exceeded, restart marker at 1 and reset all object markers to zero.
if (!marker)
{
for (C4Object *cobj : *this)
{
if (cobj)
cobj->Marker = 0;
}
marker = ++LastUsedMarker;
}
return marker;
}