openclonk/engine/src/C4Material.cpp

890 lines
32 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, 2007 Matthes Bender
* Copyright (c) 2002, 2005-2007 Sven Eberhardt
* Copyright (c) 2006-2007 Peter Wortmann
* Copyright (c) 2006-2007 Günther Brammer
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* Material definitions used by the landscape */
#include <C4Include.h>
#include <C4Material.h>
#include <C4Components.h>
#ifndef BIG_C4INCLUDE
#include <C4Group.h>
#include <C4PXS.h>
#include <C4Random.h>
#include <C4ToolsDlg.h> // For C4TLS_MatSky...
#include <C4Texture.h>
#include <C4Aul.h>
#include <C4Landscape.h>
#include <C4SoundSystem.h>
#include <C4Effects.h>
#include <C4Game.h>
#include <C4Log.h>
#include <C4Physics.h> // For GravAccel
#endif
int32_t MVehic=MNone,MTunnel=MNone,MWater=MNone,MSnow=MNone,MEarth=MNone,MGranite=MNone,MFlyAshes=MNone;
BYTE MCVehic=0;
// -------------------------------------- C4MaterialReaction
struct ReactionFuncMapEntry { const char *szRFName; C4MaterialReactionFunc pFunc; };
const ReactionFuncMapEntry ReactionFuncMap[] = {
{ "Script", &C4MaterialMap::mrfScript },
{ "Convert", &C4MaterialMap::mrfConvert},
{ "Poof", &C4MaterialMap::mrfPoof },
{ "Corrode", &C4MaterialMap::mrfCorrode },
{ "Insert", &C4MaterialMap::mrfInsert },
{ NULL, &C4MaterialReaction::NoReaction } };
void C4MaterialReaction::CompileFunc(StdCompiler *pComp)
{
if (pComp->isCompiler()) pScriptFunc = NULL;
// compile reaction func ptr
StdStrBuf sReactionFuncName;
int32_t i=0; while (ReactionFuncMap[i].szRFName && (ReactionFuncMap[i].pFunc != pFunc)) ++i;
sReactionFuncName = ReactionFuncMap[i].szRFName;
pComp->Value(mkNamingAdapt(sReactionFuncName, "Type", StdStrBuf() ));
i=0; while (ReactionFuncMap[i].szRFName && !SEqual(ReactionFuncMap[i].szRFName, sReactionFuncName.getData())) ++i;
pFunc = ReactionFuncMap[i].pFunc;
// compile the rest
pComp->Value(mkNamingAdapt(TargetSpec, "TargetSpec", StdCopyStrBuf() ));
pComp->Value(mkNamingAdapt(ScriptFunc, "ScriptFunc", StdCopyStrBuf() ));
pComp->Value(mkNamingAdapt(iExecMask, "ExecMask", ~0u ));
pComp->Value(mkNamingAdapt(fReverse, "Reverse", false ));
pComp->Value(mkNamingAdapt(fInverseSpec, "InverseSpec", false ));
pComp->Value(mkNamingAdapt(fInsertionCheck, "CheckSlide", true ));
pComp->Value(mkNamingAdapt(iDepth, "Depth", 0 ));
pComp->Value(mkNamingAdapt(sConvertMat, "ConvertMat", StdCopyStrBuf() ));
pComp->Value(mkNamingAdapt(iCorrosionRate, "CorrosionRate", 100 ));
}
void C4MaterialReaction::ResolveScriptFuncs(const char *szMatName)
{
// get script func for script-defined behaviour
if (pFunc == &C4MaterialMap::mrfScript)
pScriptFunc = ::ScriptEngine.GetSFuncWarn(this->ScriptFunc.getData(), AA_PROTECTED, FormatString("Material reaction of \"%s\"", szMatName).getData());
else
pScriptFunc = NULL;
}
// -------------------------------------- C4MaterialCore
C4MaterialCore::C4MaterialCore()
{
Clear();
}
void C4MaterialCore::Clear()
{
CustomReactionList.clear();
sTextureOverlay.Clear();
sPXSGfx.Clear();
sBlastShiftTo.Clear();
sInMatConvert.Clear();
sInMatConvertTo.Clear();
sBelowTempConvertTo.Clear();
sAboveTempConvertTo.Clear();
*Name='\0';
MapChunkType = 0;
Density = 0;
Friction = 0;
DigFree = 0;
BlastFree = 0;
Dig2Object = 0;
Dig2ObjectRatio = 0;
Dig2ObjectOnRequestOnly = 0;
Blast2Object = 0;
Blast2ObjectRatio = 0;
Blast2PXSRatio = 0;
Instable = 0;
MaxAirSpeed = 0;
MaxSlide = 0;
WindDrift = 0;
Inflammable = 0;
Incindiary = 0;
Extinguisher = 0;
Corrosive = 0;
Corrode = 0;
Soil = 0;
Placement = 0;
OverlayType = 0;
PXSGfxRt.Default();
PXSGfxSize = 0;
InMatConvertDepth = 0;
BelowTempConvert = 0;
BelowTempConvertDir = 0;
AboveTempConvert = 0;
AboveTempConvertDir = 0;
ColorAnimation = 0;
TempConvStrength = 0;
MinHeightCount = 0;
SplashRate=10;
}
void C4MaterialCore::Default()
{
Clear();
}
BOOL C4MaterialCore::Load(C4Group &hGroup,
const char *szEntryName)
{
StdStrBuf Source;
if (!hGroup.LoadEntryString(szEntryName,Source))
return FALSE;
StdStrBuf Name = hGroup.GetFullName() + DirSep + szEntryName;
if(!CompileFromBuf_LogWarn<StdCompilerINIRead>(*this, Source, Name.getData()))
return FALSE;
// adjust placement, if not specified
if (!Placement)
{
if (DensitySolid(Density))
{
Placement=30;
if (!DigFree) Placement+=20;
if (!BlastFree) Placement+=10;
if (!Dig2ObjectOnRequestOnly) Placement+=10;
}
else if (DensityLiquid(Density))
Placement=10;
else Placement=5;
}
return TRUE;
}
void C4MaterialCore::CompileFunc(StdCompiler *pComp)
{
if (pComp->isCompiler()) Clear();
pComp->Name("Material");
pComp->Value(mkNamingAdapt(toC4CStr(Name), "Name", "" ));
pComp->Value(mkNamingAdapt(ColorAnimation, "ColorAnimation", 0 ));
pComp->Value(mkNamingAdapt(MapChunkType, "Shape", 0 ));
pComp->Value(mkNamingAdapt(Density, "Density", 0 ));
pComp->Value(mkNamingAdapt(Friction, "Friction", 0 ));
pComp->Value(mkNamingAdapt(DigFree, "DigFree", 0 ));
pComp->Value(mkNamingAdapt(BlastFree, "BlastFree", 0 ));
pComp->Value(mkNamingAdapt(mkC4IDAdapt(Blast2Object),"Blast2Object", 0 ));
pComp->Value(mkNamingAdapt(mkC4IDAdapt(Dig2Object), "Dig2Object", 0 ));
pComp->Value(mkNamingAdapt(Dig2ObjectRatio, "Dig2ObjectRatio", 0 ));
pComp->Value(mkNamingAdapt(Dig2ObjectOnRequestOnly, "Dig2ObjectRequest", 0 ));
pComp->Value(mkNamingAdapt(Blast2ObjectRatio, "Blast2ObjectRatio", 0 ));
pComp->Value(mkNamingAdapt(Blast2PXSRatio, "Blast2PXSRatio", 0 ));
pComp->Value(mkNamingAdapt(Instable, "Instable", 0 ));
pComp->Value(mkNamingAdapt(MaxAirSpeed, "MaxAirSpeed", 0 ));
pComp->Value(mkNamingAdapt(MaxSlide, "MaxSlide", 0 ));
pComp->Value(mkNamingAdapt(WindDrift, "WindDrift", 0 ));
pComp->Value(mkNamingAdapt(Inflammable, "Inflammable", 0 ));
pComp->Value(mkNamingAdapt(Incindiary, "Incindiary", 0 ));
pComp->Value(mkNamingAdapt(Corrode, "Corrode", 0 ));
pComp->Value(mkNamingAdapt(Corrosive, "Corrosive", 0 ));
pComp->Value(mkNamingAdapt(Extinguisher, "Extinguisher", 0 ));
pComp->Value(mkNamingAdapt(Soil, "Soil", 0 ));
pComp->Value(mkNamingAdapt(Placement, "Placement", 0 ));
pComp->Value(mkNamingAdapt(mkParAdapt(sTextureOverlay, StdCompiler::RCT_IdtfAllowEmpty),"TextureOverlay", "" ));
pComp->Value(mkNamingAdapt(OverlayType, "OverlayType", 0 ));
pComp->Value(mkNamingAdapt(mkParAdapt(sPXSGfx, StdCompiler::RCT_IdtfAllowEmpty), "PXSGfx", "" ));
pComp->Value(mkNamingAdapt(PXSGfxRt, "PXSGfxRt", TargetRect0 ));
pComp->Value(mkNamingAdapt(PXSGfxSize, "PXSGfxSize", PXSGfxRt.Wdt ));
pComp->Value(mkNamingAdapt(TempConvStrength, "TempConvStrength", 0 ));
pComp->Value(mkNamingAdapt(mkParAdapt(sBlastShiftTo, StdCompiler::RCT_IdtfAllowEmpty),"BlastShiftTo", "" ));
pComp->Value(mkNamingAdapt(mkParAdapt(sInMatConvert, StdCompiler::RCT_IdtfAllowEmpty),"InMatConvert", "" ));
pComp->Value(mkNamingAdapt(mkParAdapt(sInMatConvertTo, StdCompiler::RCT_IdtfAllowEmpty),"InMatConvertTo", "" ));
pComp->Value(mkNamingAdapt(InMatConvertDepth, "InMatConvertDepth", 0 ));
pComp->Value(mkNamingAdapt(AboveTempConvert, "AboveTempConvert", 0 ));
pComp->Value(mkNamingAdapt(AboveTempConvertDir, "AboveTempConvertDir",0 ));
pComp->Value(mkNamingAdapt(mkParAdapt(sAboveTempConvertTo, StdCompiler::RCT_IdtfAllowEmpty),"AboveTempConvertTo", "" ));
pComp->Value(mkNamingAdapt(BelowTempConvert, "BelowTempConvert", 0 ));
pComp->Value(mkNamingAdapt(BelowTempConvertDir, "BelowTempConvertDir",0 ));
pComp->Value(mkNamingAdapt(mkParAdapt(sBelowTempConvertTo, StdCompiler::RCT_IdtfAllowEmpty),"BelowTempConvertTo", "" ));
pComp->Value(mkNamingAdapt(MinHeightCount, "MinHeightCount", 0 ));
pComp->Value(mkNamingAdapt(SplashRate, "SplashRate", 10 ));
pComp->NameEnd();
// material reactions
pComp->Value(mkNamingAdapt(
mkSTLContainerAdapt(CustomReactionList),
"Reaction", std::vector<C4MaterialReaction>()));
}
// -------------------------------------- C4Material
C4Material::C4Material()
{
BlastShiftTo=0;
InMatConvertTo=MNone;
BelowTempConvertTo=0;
AboveTempConvertTo=0;
}
void C4Material::UpdateScriptPointers()
{
for (uint32_t i = 0; i < CustomReactionList.size(); ++i)
CustomReactionList[i].ResolveScriptFuncs(Name);
}
// -------------------------------------- C4MaterialMap
C4MaterialMap::C4MaterialMap() : DefReactConvert(&mrfConvert), DefReactPoof(&mrfPoof), DefReactCorrode(&mrfCorrode), DefReactIncinerate(&mrfIncinerate), DefReactInsert(&mrfInsert)
{
Default();
}
C4MaterialMap::~C4MaterialMap()
{
Clear();
}
void C4MaterialMap::Clear()
{
if (Map) delete [] Map; Map=NULL;
delete [] ppReactionMap; ppReactionMap = NULL;
}
int32_t C4MaterialMap::Load(C4Group &hGroup, C4Group* OverloadFile)
{
char entryname[256+1];
// Determine number of materials in files
int32_t mat_num=hGroup.EntryCount(C4CFN_MaterialFiles);
// Allocate new map
C4Material *pNewMap = new C4Material [mat_num + Num];
if(!pNewMap) return 0;
// Load material cores to map
hGroup.ResetSearch(); int32_t cnt=0;
while (hGroup.FindNextEntry(C4CFN_MaterialFiles,entryname))
{
// Load mat
if (!pNewMap[cnt].Load(hGroup,entryname))
{ delete [] pNewMap; return 0; }
// A new material?
if(Get(pNewMap[cnt].Name) == MNone)
cnt++;
}
// Take over old materials.
for(int32_t i = 0; i < Num; i++)
{
pNewMap[cnt+i] = Map[i];
}
delete [] Map;
Map = pNewMap;
// set material number
Num+=cnt;
return cnt;
}
bool C4MaterialMap::HasMaterials(C4Group &hGroup) const
{
return !!hGroup.EntryCount(C4CFN_MaterialFiles);
}
int32_t C4MaterialMap::Get(const char *szMaterial)
{
int32_t cnt;
for (cnt=0; cnt<Num; cnt++)
if (SEqualNoCase(szMaterial,Map[cnt].Name))
return cnt;
return MNone;
}
bool C4MaterialMap::CrossMapMaterials() // Called after load
{
// Check material number
if (::MaterialMap.Num>C4MaxMaterial)
{ LogFatal(LoadResStr("IDS_PRC_TOOMANYMATS")); return false; }
// build reaction function map
delete [] ppReactionMap;
typedef C4MaterialReaction * C4MaterialReactionPtr;
ppReactionMap = new C4MaterialReactionPtr[(Num+1)*(Num+1)];
for (int32_t iMatPXS=-1; iMatPXS<Num; iMatPXS++)
{
C4Material *pMatPXS = (iMatPXS+1) ? Map+iMatPXS : NULL;
for (int32_t iMatLS=-1; iMatLS<Num; iMatLS++)
{
C4MaterialReaction *pReaction = NULL;
C4Material *pMatLS = ( iMatLS+1) ? Map+ iMatLS : NULL;
// natural stuff: material conversion here?
if (pMatPXS && pMatPXS->sInMatConvert.getLength() && SEqualNoCase(pMatPXS->sInMatConvert.getData(), pMatLS ? pMatLS->Name : C4TLS_MatSky))
pReaction = &DefReactConvert;
// the rest is happening for same/higher densities only
else if ((MatDensity(iMatPXS) <= MatDensity(iMatLS)) && pMatPXS && pMatLS)
{
// incindiary vs extinguisher
if ((pMatPXS->Incindiary && pMatLS->Extinguisher) || (pMatPXS->Extinguisher && pMatLS->Incindiary))
pReaction = &DefReactPoof;
// incindiary vs inflammable
else if ((pMatPXS->Incindiary && pMatLS->Inflammable) || (pMatPXS->Inflammable && pMatLS->Incindiary))
pReaction = &DefReactIncinerate;
// corrosive vs corrode
else if (pMatPXS->Corrosive && pMatLS->Corrode)
pReaction = &DefReactCorrode;
// otherwise, when hitting same or higher density: Material insertion
else
pReaction = &DefReactInsert;
}
// assign the function; or NULL for no reaction
SetMatReaction(iMatPXS, iMatLS, pReaction);
}
}
// material-specific initialization
int32_t cnt;
for (cnt=0; cnt<Num; cnt++)
{
C4Material *pMat = Map+cnt;
const char *szTextureOverlay = NULL;
// newgfx: init pattern
if (Map[cnt].sTextureOverlay.getLength())
if (::TextureMap.GetTexture(Map[cnt].sTextureOverlay.getLength()))
{
szTextureOverlay = Map[cnt].sTextureOverlay.getData();
// backwards compatibility: if a pattern was specified although the no-pattern flag was set, overwrite that flag
if (Map[cnt].OverlayType & C4MatOv_None)
{
DebugLogF("Error in overlay of material %s: Flag C4MatOv_None ignored because a custom overlay (%s) was specified!", Map[cnt].Name, szTextureOverlay);
Map[cnt].OverlayType &= ~C4MatOv_None;
}
}
// default to smooth
if (!szTextureOverlay)
szTextureOverlay = "Smooth";
// search/create entry in texmap
Map[cnt].DefaultMatTex = ::TextureMap.GetIndex(Map[cnt].Name, szTextureOverlay, TRUE,
FormatString("DefaultMatTex of mat %s", Map[cnt].Name).getData());
// init PXS facet
SURFACE sfcTexture;
C4Texture * Texture;
if (Map[cnt].sPXSGfx.getLength())
if (Texture=::TextureMap.GetTexture(Map[cnt].sPXSGfx.getData()))
if (sfcTexture=Texture->Surface32)
Map[cnt].PXSFace.Set(sfcTexture, Map[cnt].PXSGfxRt.x, Map[cnt].PXSGfxRt.y, Map[cnt].PXSGfxRt.Wdt, Map[cnt].PXSGfxRt.Hgt);
// evaluate reactions for that material
for (unsigned int iRCnt = 0; iRCnt < pMat->CustomReactionList.size(); ++iRCnt)
{
C4MaterialReaction *pReact = &(pMat->CustomReactionList[iRCnt]);
if (pReact->sConvertMat.getLength()) pReact->iConvertMat = Get(pReact->sConvertMat.getData()); else pReact->iConvertMat = -1;
// evaluate target spec
int32_t tmat;
if (MatValid(tmat=Get(pReact->TargetSpec.getData())))
{
// single material target
if (pReact->fInverseSpec)
for (int32_t cnt2=-1; cnt2<Num; cnt2++) if (cnt2!=tmat) SetMatReaction(cnt, cnt2, pReact);
else
SetMatReaction(cnt, tmat, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "All"))
{
// add to all materials, including sky
if (!pReact->fInverseSpec) for (int32_t cnt2=-1; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Solid"))
{
// add to all solid materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "SemiSolid"))
{
// add to all semisolid materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySemiSolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Background"))
{
// add to all BG materials, including sky
if (!pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Density != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Sky"))
{
// add to sky
if (!pReact->fInverseSpec)
SetMatReaction(cnt, -1, pReact);
else
for (int32_t cnt2=0; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Incindiary"))
{
// add to all incendiary materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Incindiary == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Extinguisher"))
{
// add to all incendiary materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Extinguisher == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Inflammable"))
{
// add to all incendiary materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Inflammable == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrosive"))
{
// add to all incendiary materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrosive == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrode"))
{
// add to all incendiary materials
if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrode == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
}
}
}
// second loop (DefaultMatTex is needed by GetIndexMatTex)
for (cnt=0; cnt<Num; cnt++)
{
if (Map[cnt].sBlastShiftTo.getLength())
Map[cnt].BlastShiftTo=::TextureMap.GetIndexMatTex(Map[cnt].sBlastShiftTo.getData(), NULL, TRUE, FormatString("BlastShiftTo of mat %s", Map[cnt].Name).getData());
if (Map[cnt].sInMatConvertTo.getLength())
Map[cnt].InMatConvertTo=Get(Map[cnt].sInMatConvertTo.getData());
if (Map[cnt].sBelowTempConvertTo.getLength())
Map[cnt].BelowTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sBelowTempConvertTo.getData(), NULL, TRUE, FormatString("BelowTempConvertTo of mat %s", Map[cnt].Name).getData());
if (Map[cnt].sAboveTempConvertTo.getLength())
Map[cnt].AboveTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sAboveTempConvertTo.getData(), NULL, TRUE, FormatString("AboveTempConvertTo of mat %s", Map[cnt].Name).getData());
}
#if 0
int32_t i=0;
while (ReactionFuncMap[i].szRFName) {printf("%s: %p\n", ReactionFuncMap[i].szRFName, ReactionFuncMap[i].pFunc);++i;}
for (int32_t cnt=-1; cnt<Num; cnt++)
for (int32_t cnt2=-1; cnt2<Num; cnt2++)
if (ppReactionMap[(cnt2+1)*(Num+1) + cnt+1])
printf("%s -> %s: %p\n", Map[cnt].Name, Map[cnt2].Name, ppReactionMap[(cnt2+1)*(Num+1) + cnt+1]->pFunc);
#endif
// Get hardcoded system material indices
MVehic = Get("Vehicle"); MCVehic = Mat2PixColDefault(MVehic);
MTunnel = Get("Tunnel");
MWater = Get("Water");
MSnow = Get("Snow");
MGranite = Get("Granite");
MFlyAshes= Get("FlyAshes");
MEarth = Get(Game.C4S.Landscape.Material);
if ((MVehic==MNone) || (MTunnel==MNone))
{ LogFatal(LoadResStr("IDS_PRC_NOSYSMATS")); return false; }
return true;
}
void C4MaterialMap::SetMatReaction(int32_t iPXSMat, int32_t iLSMat, C4MaterialReaction *pReact)
{
// evaluate reaction swap
if (pReact && pReact->fReverse) Swap(iPXSMat, iLSMat);
// set it
ppReactionMap[(iLSMat+1)*(Num+1) + iPXSMat+1] = pReact;
}
BOOL C4MaterialMap::SaveEnumeration(C4Group &hGroup)
{
char *mapbuf = new char [1000];
mapbuf[0]=0;
SAppend("[Enumeration]",mapbuf); SAppend(LineFeed,mapbuf);
for (int32_t cnt=0; cnt<Num; cnt++)
{
SAppend(Map[cnt].Name,mapbuf);
SAppend(LineFeed,mapbuf);
}
SAppend(EndOfFile,mapbuf);
return hGroup.Add(C4CFN_MatMap,mapbuf,SLen(mapbuf),FALSE,TRUE);
}
BOOL C4MaterialMap::LoadEnumeration(C4Group &hGroup)
{
// Load enumeration map (from savegame), succeed if not present
StdStrBuf mapbuf;
if (!hGroup.LoadEntryString(C4CFN_MatMap, mapbuf)) return TRUE;
// Sort material array by enumeration map, fail if some missing
const char *csearch;
char cmatname[C4M_MaxName+1];
int32_t cmat=0;
if (!(csearch = SSearch(mapbuf.getData(),"[Enumeration]"))) { return FALSE; }
csearch=SAdvanceSpace(csearch);
while (IsIdentifier(*csearch))
{
SCopyIdentifier(csearch,cmatname,C4M_MaxName);
if (!SortEnumeration(cmat,cmatname))
{
// Output error message!
return FALSE;
}
cmat++;
csearch+=SLen(cmatname);
csearch=SAdvanceSpace(csearch);
}
return TRUE;
}
BOOL C4MaterialMap::SortEnumeration(int32_t iMat, const char *szMatName)
{
// Not enough materials loaded
if (iMat>=Num) return FALSE;
// Find requested mat
int32_t cmat;
for (cmat=iMat; cmat<Num; cmat++)
if (SEqual(szMatName,Map[cmat].Name))
break;
// Not found
if (cmat>=Num) return FALSE;
// already the same?
if (cmat == iMat) return TRUE;
// Move requested mat to indexed position
C4Material mswap;
mswap = Map[iMat];
Map[iMat] = Map[cmat];
Map[cmat] = mswap;
return TRUE;
}
void C4MaterialMap::Default()
{
Num=0;
Map=NULL;
ppReactionMap=NULL;
}
C4MaterialReaction *C4MaterialMap::GetReaction(int32_t iPXSMat, int32_t iLandscapeMat)
{
// safety
if (!ppReactionMap) return NULL;
if (!Inside<int32_t>(iPXSMat, -1, Num-1)) return NULL;
if (!Inside<int32_t>(iLandscapeMat, -1, Num-1)) return NULL;
// values OK; get func!
return GetReactionUnsafe(iPXSMat, iLandscapeMat);
}
bool mrfInsertCheck(int32_t &iX, int32_t &iY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, bool *pfPosChanged)
{
// always manipulating pos/speed here
if (pfPosChanged) *pfPosChanged = true;
// Rough contact? May splash
if (fYDir > itofix(1))
if (::MaterialMap.Map[iPxsMat].SplashRate && !Random(::MaterialMap.Map[iPxsMat].SplashRate))
{
fYDir = -fYDir/8;
fXDir = fXDir/8 + FIXED100(Random(200) - 100);
if (fYDir) return false;
}
// Contact: Stop
fYDir = 0;
// Incindiary mats smoke on contact even before doing their slide
if (::MaterialMap.Map[iPxsMat].Incindiary)
if (!Random(25)) Smoke(iX, iY, 4+Rnd3() );
// Move by mat path/slide
int32_t iSlideX = iX, iSlideY = iY;
if (::Landscape.FindMatSlide(iSlideX,iSlideY,Sign(GravAccel),::MaterialMap.Map[iPxsMat].Density,::MaterialMap.Map[iPxsMat].MaxSlide))
{
if(iPxsMat == iLsMat)
{ iX = iSlideX; iY = iSlideY; fXDir = 0; return false; }
// Accelerate into the direction
fXDir = (fXDir * 10 + Sign(iSlideX - iX)) / 11 + FIXED10(Random(5)-2);
// Slide target in range? Move there directly.
if(Abs(iX - iSlideX) <= Abs(fixtoi(fXDir)))
{
iX = iSlideX;
iY = iSlideY;
if(fYDir <= 0) fXDir = 0;
}
// Continue existance
return false;
}
// insertion OK
return true;
}
bool mrfUserCheck(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
// check execution mask
if ((1<<evEvent) & ~pReaction->iExecMask) return false;
// do splash/slide check, if desired
if (pReaction->fInsertionCheck && evEvent == meePXSMove)
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
return false;
// checks OK; reaction may be applied
return true;
}
bool C4MaterialMap::mrfConvert(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
switch (evEvent)
{
case meePXSMove: // PXS movement
// for hardcoded stuff: only InMatConvert is Snow in Water, which does not have any collision proc
if (!pReaction->fUserDefined) break;
// user-defined conversions may also convert upon hitting materials
case meePXSPos: // PXS check before movement
{
// Check depth
int32_t iDepth = pReaction->fUserDefined ? pReaction->iDepth : ::MaterialMap.Map[iPxsMat].InMatConvertDepth;
if (!iDepth || GBackMat(iX, iY - iDepth) == iLsMat)
{
// Convert
iPxsMat = pReaction->fUserDefined ? pReaction->iConvertMat : ::MaterialMap.Map[iPxsMat].InMatConvertTo;
if (!MatValid(iPxsMat))
// Convert failure (target mat not be loaded, or target may be C4TLS_MatSky): Kill Pix
return true;
// stop movement after conversion
fXDir = fYDir = 0;
if (pfPosChanged) *pfPosChanged = true;
}
}
break;
case meeMassMove: // MassMover-movement
// Conversion-transfer to PXS
::PXS.Create(iPxsMat,itofix(iX),itofix(iY));
return true;
}
// not handled
return false;
}
bool C4MaterialMap::mrfPoof(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
switch (evEvent)
{
case meeMassMove: // MassMover-movement
case meePXSPos: // PXS check before movement: Kill both landscape and PXS mat
::Landscape.ExtractMaterial(iLSPosX,iLSPosY);
if (!Rnd3()) Smoke(iX,iY,3);
if (!Rnd3()) StartSoundEffectAt("Pshshsh", iX, iY);
return true;
case meePXSMove: // PXS movement
// incindiary/extinguisher/corrosives are always same density proc; so do insertion check first
if (!pReaction->fUserDefined)
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
// either splash or slide prevented interaction
return false;
// Always kill both landscape and PXS mat
::Landscape.ExtractMaterial(iLSPosX,iLSPosY);
if (!Rnd3()) Smoke(iX,iY,3);
if (!Rnd3()) StartSoundEffectAt("Pshshsh", iX, iY);
return true;
}
// not handled
return false;
}
bool C4MaterialMap::mrfCorrode(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
switch (evEvent)
{
case meePXSPos: // PXS check before movement
// No corrosion - it would make acid incredibly effective
break;
case meeMassMove: // MassMover-movement
{
// evaluate corrosion percentage
bool fDoCorrode;
if (pReaction->fUserDefined)
fDoCorrode = (Random(100) < pReaction->iCorrosionRate);
else
fDoCorrode = (Random(100) < ::MaterialMap.Map[iPxsMat].Corrosive) && (Random(100) < ::MaterialMap.Map[iLsMat].Corrode);
if (fDoCorrode)
{
ClearBackPix(iLSPosX,iLSPosY);
//::Landscape.CheckInstabilityRange(iLSPosX,iLSPosY); - more correct, but makes acid too effective as well
if (!Random(5)) Smoke(iX,iY,3+Random(3));
if (!Random(20)) StartSoundEffectAt("Corrode", iX, iY);
return true;
}
}
break;
case meePXSMove: // PXS movement
{
// corrodes to corrosives are always same density proc; so do insertion check first
if (!pReaction->fUserDefined)
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
// either splash or slide prevented interaction
return false;
// evaluate corrosion percentage
bool fDoCorrode;
if (pReaction->fUserDefined)
fDoCorrode = (Random(100) < pReaction->iCorrosionRate);
else
fDoCorrode = (Random(100) < ::MaterialMap.Map[iPxsMat].Corrosive) && (Random(100) < ::MaterialMap.Map[iLsMat].Corrode);
if (fDoCorrode)
{
ClearBackPix(iLSPosX,iLSPosY);
::Landscape.CheckInstabilityRange(iLSPosX,iLSPosY);
if (!Random(5)) Smoke(iX,iY,3+Random(3));
if (!Random(20)) StartSoundEffectAt("Corrode", iX, iY);
return true;
}
// Else: dead. Insert material here
::Landscape.InsertMaterial(iPxsMat,iX,iY);
return true;
}
}
// not handled
return false;
}
bool C4MaterialMap::mrfIncinerate(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
// not available as user reaction
assert(!pReaction->fUserDefined);
switch (evEvent)
{
case meeMassMove: // MassMover-movement
case meePXSPos: // PXS check before movement
if (::Landscape.Incinerate(iX, iY)) return true;
break;
case meePXSMove: // PXS movement
// incinerate to inflammables are always same density proc; so do insertion check first
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
// either splash or slide prevented interaction
return false;
// evaluate inflammation (should always succeed)
if (::Landscape.Incinerate(iX, iY)) return true;
// Else: dead. Insert material here
::Landscape.InsertMaterial(iPxsMat,iX,iY);
return true;
}
// not handled
return false;
}
bool C4MaterialMap::mrfInsert(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false;
switch (evEvent)
{
case meePXSPos: // PXS check before movement
break;
case meePXSMove: // PXS movement
{
// check for bounce/slide
if (!pReaction->fUserDefined)
if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged))
// continue existing
return false;
// Else: dead. Insert material here
::Landscape.InsertMaterial(iPxsMat,iX,iY);
return true;
}
case meeMassMove: // MassMover-movement
break;
}
// not handled
return false;
}
bool C4MaterialMap::mrfScript(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, FIXED &fXDir, FIXED &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged)
{
// do generic checks for user-defined reactions
if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged))
return false;
// check script func
if (!pReaction->pScriptFunc) return false;
// OK - let's call it!
// 0 1 2 3 4 5 6 7 8
int32_t iXDir1, iYDir1, iXDir2, iYDir2;
C4AulParSet pars(C4VInt(iX), C4VInt(iY), C4VInt(iLSPosX), C4VInt(iLSPosY), C4VInt(iXDir1=fixtoi(fXDir, 100)), C4VInt(iYDir1=fixtoi(fYDir, 100)), C4VInt(iPxsMat), C4VInt(iLsMat), C4VInt(evEvent));
if (!!pReaction->pScriptFunc->Exec(NULL, &pars, false))
{
// PXS shall be killed!
return true;
}
// PXS shall exist further: write back parameters
iPxsMat = pars[6].getInt();
int32_t iX2 = pars[0].getInt(), iY2 = pars[1].getInt();
iXDir2 = pars[4].getInt(); iYDir2 = pars[5].getInt();
if (iX!=iX2 || iY!=iY2 || iXDir1!=iXDir2 || iYDir1!=iYDir2)
{
// changes to pos/speed detected
if (pfPosChanged) *pfPosChanged = true;
iX=iX2; iY=iY2;
fXDir = FIXED100(iXDir2);
fYDir = FIXED100(iYDir2);
}
// OK; done
return false;
}
void C4MaterialMap::UpdateScriptPointers()
{
// update in all materials
for (int32_t i=0; i<Num; ++i) Map[i].UpdateScriptPointers();
}
int32_t PixCol2MatOld(BYTE pixc)
{
if (pixc < GBM) return MNone;
pixc &= 63; // Substract GBM, ignore IFT
if (pixc > ::MaterialMap.Num*C4M_ColsPerMat-1) return MNone;
return pixc / C4M_ColsPerMat;
}
int32_t PixCol2MatOld2(BYTE pixc)
{
int32_t iMat = ((int32_t) (pixc&0x7f)) -1;
// if above MVehic, don't forget additional vehicle-colors
if (iMat<=MVehic) return iMat;
// equals middle vehicle-color
if (iMat==MVehic+1) return MVehic;
// above: range check
iMat-=2; if (iMat >= ::MaterialMap.Num) return MNone;
return iMat;
}
C4MaterialMap MaterialMap;