| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) 1998-2000, Matthes Bender (RedWolf Design) |
| 5 | * Copyright (c) 2017-2022, The LegacyClonk Team and contributors |
| 6 | * |
| 7 | * Distributed under the terms of the ISC license; see accompanying file |
| 8 | * "COPYING" for details. |
| 9 | * |
| 10 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 11 | * See accompanying file "TRADEMARK" for details. |
| 12 | * |
| 13 | * To redistribute this file separately, substitute the full license texts |
| 14 | * for the above references. |
| 15 | */ |
| 16 | |
| 17 | /* Material definitions used by the landscape */ |
| 18 | |
| 19 | #include <C4Include.h> |
| 20 | #include <C4Material.h> |
| 21 | #include <C4Components.h> |
| 22 | |
| 23 | #include <C4Group.h> |
| 24 | #include <C4Game.h> |
| 25 | #include <C4Random.h> |
| 26 | #include <C4ToolsDlg.h> // For C4TLS_MatSky... |
| 27 | #include <C4Wrappers.h> |
| 28 | #include <C4Physics.h> // For GravAccel |
| 29 | |
| 30 | #include <utility> |
| 31 | |
| 32 | // C4MaterialReaction |
| 33 | struct ReactionFuncMapEntry { const char *szRFName; C4MaterialReactionFunc pFunc; }; |
| 34 | |
| 35 | const ReactionFuncMapEntry ReactionFuncMap[] = |
| 36 | { |
| 37 | { .szRFName: "Script" , .pFunc: &C4MaterialMap::mrfScript }, |
| 38 | { .szRFName: "Convert" , .pFunc: &C4MaterialMap::mrfConvert }, |
| 39 | { .szRFName: "Poof" , .pFunc: &C4MaterialMap::mrfPoof }, |
| 40 | { .szRFName: "Corrode" , .pFunc: &C4MaterialMap::mrfCorrode }, |
| 41 | { .szRFName: "Insert" , .pFunc: &C4MaterialMap::mrfInsert }, |
| 42 | { .szRFName: nullptr, .pFunc: &C4MaterialReaction::NoReaction } |
| 43 | }; |
| 44 | |
| 45 | void C4MaterialReaction::CompileFunc(StdCompiler *pComp) |
| 46 | { |
| 47 | if (pComp->isCompiler()) pScriptFunc = nullptr; |
| 48 | // compile reaction func ptr |
| 49 | StdStrBuf sReactionFuncName; |
| 50 | int32_t i = 0; while (ReactionFuncMap[i].szRFName && (ReactionFuncMap[i].pFunc != pFunc)) ++i; |
| 51 | sReactionFuncName.Ref(pnData: ReactionFuncMap[i].szRFName); |
| 52 | pComp->Value(rStruct: mkNamingAdapt(rValue&: sReactionFuncName, szName: "Type" , rDefault: StdStrBuf())); |
| 53 | i = 0; while (ReactionFuncMap[i].szRFName && !SEqual(szStr1: ReactionFuncMap[i].szRFName, szStr2: sReactionFuncName.getData())) ++i; |
| 54 | pFunc = ReactionFuncMap[i].pFunc; |
| 55 | |
| 56 | // compile the rest |
| 57 | pComp->Value(rStruct: mkNamingAdapt(rValue&: TargetSpec, szName: "TargetSpec" , rDefault: StdStrBuf())); |
| 58 | pComp->Value(rStruct: mkNamingAdapt(rValue&: ScriptFunc, szName: "ScriptFunc" , rDefault: StdStrBuf())); |
| 59 | pComp->Value(rStruct: mkNamingAdapt(rValue&: iExecMask, szName: "ExecMask" , rDefault: ~0u)); |
| 60 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fReverse, szName: "Reverse" , rDefault: false)); |
| 61 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fInverseSpec, szName: "InverseSpec" , rDefault: false)); |
| 62 | pComp->Value(rStruct: mkNamingAdapt(rValue&: fInsertionCheck, szName: "CheckSlide" , rDefault: true)); |
| 63 | pComp->Value(rStruct: mkNamingAdapt(rValue&: iDepth, szName: "Depth" , rDefault: 0)); |
| 64 | pComp->Value(rStruct: mkNamingAdapt(rValue&: sConvertMat, szName: "ConvertMat" , rDefault: StdStrBuf())); |
| 65 | pComp->Value(rStruct: mkNamingAdapt(rValue&: iCorrosionRate, szName: "CorrosionRate" , rDefault: 100)); |
| 66 | } |
| 67 | |
| 68 | void C4MaterialReaction::ResolveScriptFuncs(const char *szMatName) |
| 69 | { |
| 70 | // get script func for script-defined behaviour |
| 71 | if (pFunc == &C4MaterialMap::mrfScript) |
| 72 | pScriptFunc = Game.ScriptEngine.GetSFuncWarn(pIdtf: this->ScriptFunc.getData(), AccNeeded: AA_PROTECTED, WarnStr: std::format(fmt: "Material reaction of \"{}\"" , args&: szMatName).c_str()); |
| 73 | else |
| 74 | pScriptFunc = nullptr; |
| 75 | } |
| 76 | |
| 77 | // C4MaterialCore |
| 78 | |
| 79 | C4MaterialCore::C4MaterialCore() |
| 80 | { |
| 81 | Clear(); |
| 82 | } |
| 83 | |
| 84 | void C4MaterialCore::Clear() |
| 85 | { |
| 86 | CustomReactionList.clear(); |
| 87 | sTextureOverlay.Clear(); |
| 88 | sPXSGfx.Clear(); |
| 89 | sBlastShiftTo.Clear(); |
| 90 | sInMatConvert.Clear(); |
| 91 | sInMatConvertTo.Clear(); |
| 92 | sBelowTempConvertTo.Clear(); |
| 93 | sAboveTempConvertTo.Clear(); |
| 94 | *Name = '\0'; |
| 95 | int32_t i; |
| 96 | for (i = 0; i < C4M_ColsPerMat * 3; ++i) Color[i] = 0; |
| 97 | for (i = 0; i < C4M_ColsPerMat * 2; ++i) Alpha[i] = 0; |
| 98 | MapChunkType = 0; |
| 99 | Density = 0; |
| 100 | Friction = 0; |
| 101 | DigFree = 0; |
| 102 | BlastFree = 0; |
| 103 | Dig2Object = 0; |
| 104 | Dig2ObjectRatio = 0; |
| 105 | Dig2ObjectOnRequestOnly = 0; |
| 106 | Blast2Object = 0; |
| 107 | Blast2ObjectRatio = 0; |
| 108 | Blast2PXSRatio = 0; |
| 109 | Instable = 0; |
| 110 | MaxAirSpeed = 0; |
| 111 | MaxSlide = 0; |
| 112 | WindDrift = 0; |
| 113 | Inflammable = 0; |
| 114 | Incindiary = 0; |
| 115 | Extinguisher = 0; |
| 116 | Corrosive = 0; |
| 117 | Corrode = 0; |
| 118 | Soil = 0; |
| 119 | Placement = 0; |
| 120 | OverlayType = 0; |
| 121 | PXSGfxRt.Default(); |
| 122 | PXSGfxSize = 0; |
| 123 | InMatConvertDepth = 0; |
| 124 | BelowTempConvert = 0; |
| 125 | BelowTempConvertDir = 0; |
| 126 | AboveTempConvert = 0; |
| 127 | AboveTempConvertDir = 0; |
| 128 | TempConvStrength = 0; |
| 129 | MinHeightCount = 0; |
| 130 | SplashRate = 10; |
| 131 | } |
| 132 | |
| 133 | bool C4MaterialCore::Load(C4Group &hGroup, |
| 134 | const char *szEntryName) |
| 135 | { |
| 136 | StdStrBuf Source; |
| 137 | if (!hGroup.LoadEntryString(szEntryName, Buf&: Source)) |
| 138 | return false; |
| 139 | StdStrBuf Name = hGroup.GetFullName() + DirSep + szEntryName; |
| 140 | if (!CompileFromBuf_LogWarn<StdCompilerINIRead>(TargetStruct&: *this, SrcBuf: Source, szName: Name.getData())) |
| 141 | return false; |
| 142 | // adjust placement, if not specified |
| 143 | if (!Placement) |
| 144 | { |
| 145 | if (DensitySolid(dens: Density)) |
| 146 | { |
| 147 | Placement = 30; |
| 148 | if (!DigFree) Placement += 20; |
| 149 | if (!BlastFree) Placement += 10; |
| 150 | if (!Dig2ObjectOnRequestOnly) Placement += 10; |
| 151 | } |
| 152 | else if (DensityLiquid(dens: Density)) |
| 153 | Placement = 10; |
| 154 | else Placement = 5; |
| 155 | } |
| 156 | return true; |
| 157 | } |
| 158 | |
| 159 | uint32_t C4MaterialCore::GetDWordColor(int32_t iIndex) |
| 160 | { |
| 161 | if (iIndex < 0) return 0; |
| 162 | iIndex %= (C4M_ColsPerMat * 2); |
| 163 | int32_t iClrIndex = iIndex % C4M_ColsPerMat; |
| 164 | return RGB(r: Color[iClrIndex * 3 + 2], g: Color[iClrIndex * 3 + 1], b: Color[iClrIndex * 3]) | (Alpha[iIndex] << 24); |
| 165 | } |
| 166 | |
| 167 | void C4MaterialCore::CompileFunc(StdCompiler *pComp) |
| 168 | { |
| 169 | if (pComp->isCompiler()) Clear(); |
| 170 | |
| 171 | { |
| 172 | const auto name = pComp->Name(szName: "Material" ); |
| 173 | pComp->Value(rStruct: mkNamingAdapt(toC4CStr(Name), szName: "Name" , rDefault: "" )); |
| 174 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkArrayAdapt(array&: Color, default_: 0u), szName: "Color" )); |
| 175 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkArrayAdapt(array&: Color, default_: 0u), szName: "ColorX" , rDefault: Color)); |
| 176 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkArrayAdapt(array&: Alpha, default_: 0u), szName: "Alpha" )); |
| 177 | pComp->Value(rStruct: mkNamingAdapt(rValue: StdNullAdapt{}, szName: "ColorAnimation" )); |
| 178 | pComp->Value(rStruct: mkNamingAdapt(rValue&: MapChunkType, szName: "Shape" , rDefault: 0)); |
| 179 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Density, szName: "Density" , rDefault: 0)); |
| 180 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Friction, szName: "Friction" , rDefault: 0)); |
| 181 | pComp->Value(rStruct: mkNamingAdapt(rValue&: DigFree, szName: "DigFree" , rDefault: 0)); |
| 182 | pComp->Value(rStruct: mkNamingAdapt(rValue&: BlastFree, szName: "BlastFree" , rDefault: 0)); |
| 183 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkC4IDAdapt(rValue&: Blast2Object), szName: "Blast2Object" , rDefault: 0)); |
| 184 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkC4IDAdapt(rValue&: Dig2Object), szName: "Dig2Object" , rDefault: 0)); |
| 185 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Dig2ObjectRatio, szName: "Dig2ObjectRatio" , rDefault: 0)); |
| 186 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Dig2ObjectOnRequestOnly, szName: "Dig2ObjectRequest" , rDefault: 0)); |
| 187 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Blast2ObjectRatio, szName: "Blast2ObjectRatio" , rDefault: 0)); |
| 188 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Blast2PXSRatio, szName: "Blast2PXSRatio" , rDefault: 0)); |
| 189 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Instable, szName: "Instable" , rDefault: 0)); |
| 190 | pComp->Value(rStruct: mkNamingAdapt(rValue&: MaxAirSpeed, szName: "MaxAirSpeed" , rDefault: 0)); |
| 191 | pComp->Value(rStruct: mkNamingAdapt(rValue&: MaxSlide, szName: "MaxSlide" , rDefault: 0)); |
| 192 | pComp->Value(rStruct: mkNamingAdapt(rValue&: WindDrift, szName: "WindDrift" , rDefault: 0)); |
| 193 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Inflammable, szName: "Inflammable" , rDefault: 0)); |
| 194 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Incindiary, szName: "Incindiary" , rDefault: 0)); |
| 195 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Corrode, szName: "Corrode" , rDefault: 0)); |
| 196 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Corrosive, szName: "Corrosive" , rDefault: 0)); |
| 197 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Extinguisher, szName: "Extinguisher" , rDefault: 0)); |
| 198 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Soil, szName: "Soil" , rDefault: 0)); |
| 199 | pComp->Value(rStruct: mkNamingAdapt(rValue&: Placement, szName: "Placement" , rDefault: 0)); |
| 200 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sTextureOverlay, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "TextureOverlay" , rDefault: "" )); |
| 201 | pComp->Value(rStruct: mkNamingAdapt(rValue&: OverlayType, szName: "OverlayType" , rDefault: 0)); |
| 202 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sPXSGfx, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "PXSGfx" , rDefault: "" )); |
| 203 | pComp->Value(rStruct: mkNamingAdapt(rValue&: PXSGfxRt, szName: "PXSGfxRt" , rDefault: TargetRect0)); |
| 204 | pComp->Value(rStruct: mkNamingAdapt(rValue&: PXSGfxSize, szName: "PXSGfxSize" , rDefault: PXSGfxRt.Wdt)); |
| 205 | pComp->Value(rStruct: mkNamingAdapt(rValue&: TempConvStrength, szName: "TempConvStrength" , rDefault: 0)); |
| 206 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sBlastShiftTo, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "BlastShiftTo" , rDefault: "" )); |
| 207 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sInMatConvert, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "InMatConvert" , rDefault: "" )); |
| 208 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sInMatConvertTo, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "InMatConvertTo" , rDefault: "" )); |
| 209 | pComp->Value(rStruct: mkNamingAdapt(rValue&: InMatConvertDepth, szName: "InMatConvertDepth" , rDefault: 0)); |
| 210 | pComp->Value(rStruct: mkNamingAdapt(rValue&: AboveTempConvert, szName: "AboveTempConvert" , rDefault: 0)); |
| 211 | pComp->Value(rStruct: mkNamingAdapt(rValue&: AboveTempConvertDir, szName: "AboveTempConvertDir" , rDefault: 0)); |
| 212 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sAboveTempConvertTo, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "AboveTempConvertTo" , rDefault: "" )); |
| 213 | pComp->Value(rStruct: mkNamingAdapt(rValue&: BelowTempConvert, szName: "BelowTempConvert" , rDefault: 0)); |
| 214 | pComp->Value(rStruct: mkNamingAdapt(rValue&: BelowTempConvertDir, szName: "BelowTempConvertDir" , rDefault: 0)); |
| 215 | pComp->Value(rStruct: mkNamingAdapt(rValue: mkParAdapt(rObj&: sBelowTempConvertTo, rPar: StdCompiler::RCT_IdtfAllowEmpty), szName: "BelowTempConvertTo" , rDefault: "" )); |
| 216 | pComp->Value(rStruct: mkNamingAdapt(rValue&: MinHeightCount, szName: "MinHeightCount" , rDefault: 0)); |
| 217 | pComp->Value(rStruct: mkNamingAdapt(rValue&: SplashRate, szName: "SplashRate" , rDefault: 10)); |
| 218 | } |
| 219 | |
| 220 | // material reactions |
| 221 | pComp->Value(rStruct: mkNamingAdapt( |
| 222 | rValue: mkSTLContainerAdapt(rTarget&: CustomReactionList), |
| 223 | szName: "Reaction" , rDefault: std::vector<C4MaterialReaction>())); |
| 224 | } |
| 225 | |
| 226 | // C4Material |
| 227 | |
| 228 | C4Material::C4Material() |
| 229 | { |
| 230 | BlastShiftTo = 0; |
| 231 | InMatConvertTo = MNone; |
| 232 | BelowTempConvertTo = 0; |
| 233 | AboveTempConvertTo = 0; |
| 234 | } |
| 235 | |
| 236 | void C4Material::UpdateScriptPointers() |
| 237 | { |
| 238 | for (uint32_t i = 0; i < CustomReactionList.size(); ++i) |
| 239 | CustomReactionList[i].ResolveScriptFuncs(szMatName: Name); |
| 240 | } |
| 241 | |
| 242 | // C4MaterialMap |
| 243 | |
| 244 | C4MaterialMap::C4MaterialMap() : DefReactConvert(&mrfConvert), DefReactPoof(&mrfPoof), DefReactCorrode(&mrfCorrode), DefReactIncinerate(&mrfIncinerate), DefReactInsert(&mrfInsert) |
| 245 | { |
| 246 | Default(); |
| 247 | } |
| 248 | |
| 249 | C4MaterialMap::~C4MaterialMap() |
| 250 | { |
| 251 | Clear(); |
| 252 | } |
| 253 | |
| 254 | void C4MaterialMap::Clear() |
| 255 | { |
| 256 | delete[] Map; Map = nullptr; |
| 257 | delete[] ppReactionMap; ppReactionMap = nullptr; |
| 258 | } |
| 259 | |
| 260 | int32_t C4MaterialMap::Load(C4Group &hGroup, C4Group *OverloadFile) |
| 261 | { |
| 262 | char entryname[256 + 1]; |
| 263 | |
| 264 | // Determine number of materials in files |
| 265 | int32_t mat_num = hGroup.EntryCount(C4CFN_MaterialFiles); |
| 266 | |
| 267 | // Allocate new map |
| 268 | C4Material *pNewMap = new C4Material[mat_num + Num]; |
| 269 | if (!pNewMap) return 0; |
| 270 | |
| 271 | // Load material cores to map |
| 272 | hGroup.ResetSearch(); int32_t cnt = 0; |
| 273 | while (hGroup.FindNextEntry(C4CFN_MaterialFiles, sFileName: entryname)) |
| 274 | { |
| 275 | // Load mat |
| 276 | if (!pNewMap[cnt].Load(hGroup, szEntryName: entryname)) |
| 277 | { |
| 278 | delete[] pNewMap; return 0; |
| 279 | } |
| 280 | // A new material? |
| 281 | if (Get(szMaterial: pNewMap[cnt].Name) == MNone) |
| 282 | cnt++; |
| 283 | } |
| 284 | |
| 285 | // Take over old materials. |
| 286 | for (int32_t i = 0; i < Num; i++) |
| 287 | { |
| 288 | pNewMap[cnt + i] = Map[i]; |
| 289 | } |
| 290 | delete[] Map; |
| 291 | Map = pNewMap; |
| 292 | |
| 293 | // set material number |
| 294 | Num += cnt; |
| 295 | |
| 296 | return cnt; |
| 297 | } |
| 298 | |
| 299 | int32_t C4MaterialMap::Get(const char *szMaterial) |
| 300 | { |
| 301 | int32_t cnt; |
| 302 | for (cnt = 0; cnt < Num; cnt++) |
| 303 | if (SEqualNoCase(szStr1: szMaterial, szStr2: Map[cnt].Name)) |
| 304 | return cnt; |
| 305 | return MNone; |
| 306 | } |
| 307 | |
| 308 | void C4MaterialMap::CrossMapMaterials() // Called after load |
| 309 | { |
| 310 | // build reaction function map |
| 311 | delete[] ppReactionMap; |
| 312 | typedef C4MaterialReaction *C4MaterialReactionPtr; |
| 313 | ppReactionMap = new C4MaterialReactionPtr[(Num + 1) * (Num + 1)]; |
| 314 | for (int32_t iMatPXS = -1; iMatPXS < Num; iMatPXS++) |
| 315 | { |
| 316 | C4Material *pMatPXS = (iMatPXS + 1) ? Map + iMatPXS : nullptr; |
| 317 | for (int32_t iMatLS = -1; iMatLS < Num; iMatLS++) |
| 318 | { |
| 319 | C4MaterialReaction *pReaction = nullptr; |
| 320 | C4Material *pMatLS = (iMatLS + 1) ? Map + iMatLS : nullptr; |
| 321 | // natural stuff: material conversion here? |
| 322 | if (pMatPXS && pMatPXS->sInMatConvert.getLength() && SEqualNoCase(szStr1: pMatPXS->sInMatConvert.getData(), szStr2: pMatLS ? pMatLS->Name : C4TLS_MatSky)) |
| 323 | pReaction = &DefReactConvert; |
| 324 | // the rest is happening for same/higher densities only |
| 325 | else if ((MatDensity(mat: iMatPXS) <= MatDensity(mat: iMatLS)) && pMatPXS && pMatLS) |
| 326 | { |
| 327 | // incindiary vs extinguisher |
| 328 | if ((pMatPXS->Incindiary && pMatLS->Extinguisher) || (pMatPXS->Extinguisher && pMatLS->Incindiary)) |
| 329 | pReaction = &DefReactPoof; |
| 330 | // incindiary vs inflammable |
| 331 | else if ((pMatPXS->Incindiary && pMatLS->Inflammable) || (pMatPXS->Inflammable && pMatLS->Incindiary)) |
| 332 | pReaction = &DefReactIncinerate; |
| 333 | // corrosive vs corrode |
| 334 | else if (pMatPXS->Corrosive && pMatLS->Corrode) |
| 335 | pReaction = &DefReactCorrode; |
| 336 | // otherwise, when hitting same or higher density: Material insertion |
| 337 | else |
| 338 | pReaction = &DefReactInsert; |
| 339 | } |
| 340 | // assign the function; or nullptr for no reaction |
| 341 | SetMatReaction(iPXSMat: iMatPXS, iLSMat: iMatLS, pReact: pReaction); |
| 342 | } |
| 343 | } |
| 344 | // material-specific initialization |
| 345 | int32_t cnt; |
| 346 | for (cnt = 0; cnt < Num; cnt++) |
| 347 | { |
| 348 | C4Material *pMat = Map + cnt; |
| 349 | const char *szTextureOverlay = nullptr; |
| 350 | // newgfx: init pattern |
| 351 | if (Map[cnt].sTextureOverlay.getLength()) |
| 352 | if (Game.TextureMap.GetTexture(szTexture: Map[cnt].sTextureOverlay.getData())) |
| 353 | { |
| 354 | szTextureOverlay = Map[cnt].sTextureOverlay.getData(); |
| 355 | // backwards compatibility: if a pattern was specified although the no-pattern flag was set, overwrite that flag |
| 356 | if (Map[cnt].OverlayType & C4MatOv_None) |
| 357 | { |
| 358 | DebugLog(level: spdlog::level::err, fmt: "Error in overlay of material {}: Flag C4MatOv_None ignored because a custom overlay ({}) was specified!" , args: +Map[cnt].Name, args&: szTextureOverlay); |
| 359 | Map[cnt].OverlayType &= ~C4MatOv_None; |
| 360 | } |
| 361 | } |
| 362 | // default to smooth |
| 363 | if (!szTextureOverlay) |
| 364 | szTextureOverlay = "Smooth" ; |
| 365 | // search/create entry in texmap |
| 366 | Map[cnt].DefaultMatTex = Game.TextureMap.GetIndex(szMaterial: Map[cnt].Name, szTexture: szTextureOverlay, fAddIfNotExist: true, |
| 367 | szErrorIfFailed: std::format(fmt: "DefaultMatTex of mat {}" , args: +Map[cnt].Name).c_str()); |
| 368 | const C4TexMapEntry *pTex = Game.TextureMap.GetEntry(iIndex: Map[cnt].DefaultMatTex); |
| 369 | if (pTex) |
| 370 | { |
| 371 | // take pattern |
| 372 | Map[cnt].MatPattern = pTex->getPattern(); |
| 373 | // special zooming for overlay |
| 374 | Map[cnt].MatPattern.SetZoom((Map[cnt].OverlayType & C4MatOv_Exact) ? 1 : 2); |
| 375 | } |
| 376 | // init PXS facet |
| 377 | C4Surface *sfcTexture; |
| 378 | C4Texture *Texture; |
| 379 | if (Map[cnt].sPXSGfx.getLength()) |
| 380 | if (Texture = Game.TextureMap.GetTexture(szTexture: Map[cnt].sPXSGfx.getData())) |
| 381 | if (sfcTexture = Texture->Surface32) |
| 382 | Map[cnt].PXSFace.Set(nsfc: sfcTexture, nx: Map[cnt].PXSGfxRt.x, ny: Map[cnt].PXSGfxRt.y, nwdt: Map[cnt].PXSGfxRt.Wdt, nhgt: Map[cnt].PXSGfxRt.Hgt); |
| 383 | // evaluate reactions for that material |
| 384 | for (unsigned int iRCnt = 0; iRCnt < pMat->CustomReactionList.size(); ++iRCnt) |
| 385 | { |
| 386 | C4MaterialReaction *pReact = &(pMat->CustomReactionList[iRCnt]); |
| 387 | if (pReact->sConvertMat.getLength()) pReact->iConvertMat = Get(szMaterial: pReact->sConvertMat.getData()); else pReact->iConvertMat = -1; |
| 388 | // evaluate target spec |
| 389 | int32_t tmat; |
| 390 | if (MatValid(mat: tmat = Get(szMaterial: pReact->TargetSpec.getData()))) |
| 391 | { |
| 392 | // single material target |
| 393 | if (pReact->fInverseSpec) |
| 394 | { |
| 395 | for (int32_t cnt2 = -1; cnt2 < Num; cnt2++) |
| 396 | { |
| 397 | if (cnt2 != tmat) |
| 398 | { |
| 399 | SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 400 | } |
| 401 | } |
| 402 | } |
| 403 | else |
| 404 | { |
| 405 | SetMatReaction(iPXSMat: cnt, iLSMat: tmat, pReact); |
| 406 | } |
| 407 | } |
| 408 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "All" )) |
| 409 | { |
| 410 | // add to all materials, including sky |
| 411 | if (!pReact->fInverseSpec) for (int32_t cnt2 = -1; cnt2 < Num; cnt2++) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 412 | } |
| 413 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Solid" )) |
| 414 | { |
| 415 | // add to all solid materials |
| 416 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 417 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (DensitySolid(dens: Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 418 | } |
| 419 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "SemiSolid" )) |
| 420 | { |
| 421 | // add to all semisolid materials |
| 422 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 423 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (DensitySemiSolid(dens: Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 424 | } |
| 425 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Background" )) |
| 426 | { |
| 427 | // add to all BG materials, including sky |
| 428 | if (!pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 429 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (!Map[cnt2].Density != pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 430 | } |
| 431 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Sky" )) |
| 432 | { |
| 433 | // add to sky |
| 434 | if (!pReact->fInverseSpec) |
| 435 | SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 436 | else |
| 437 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 438 | } |
| 439 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Incindiary" )) |
| 440 | { |
| 441 | // add to all incendiary materials |
| 442 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 443 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (!Map[cnt2].Incindiary == pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 444 | } |
| 445 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Extinguisher" )) |
| 446 | { |
| 447 | // add to all incendiary materials |
| 448 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 449 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (!Map[cnt2].Extinguisher == pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 450 | } |
| 451 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Inflammable" )) |
| 452 | { |
| 453 | // add to all incendiary materials |
| 454 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 455 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (!Map[cnt2].Inflammable == pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 456 | } |
| 457 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Corrosive" )) |
| 458 | { |
| 459 | // add to all incendiary materials |
| 460 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 461 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (!Map[cnt2].Corrosive == pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 462 | } |
| 463 | else if (SEqualNoCase(szStr1: pReact->TargetSpec.getData(), szStr2: "Corrode" )) |
| 464 | { |
| 465 | // add to all incendiary materials |
| 466 | if (pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: -1, pReact); |
| 467 | for (int32_t cnt2 = 0; cnt2 < Num; cnt2++) if (!Map[cnt2].Corrode == pReact->fInverseSpec) SetMatReaction(iPXSMat: cnt, iLSMat: cnt2, pReact); |
| 468 | } |
| 469 | } |
| 470 | } |
| 471 | // second loop (DefaultMatTex is needed by GetIndexMatTex) |
| 472 | for (cnt = 0; cnt < Num; cnt++) |
| 473 | { |
| 474 | if (Map[cnt].sBlastShiftTo.getLength()) |
| 475 | Map[cnt].BlastShiftTo = Game.TextureMap.GetIndexMatTex(szMaterialTexture: Map[cnt].sBlastShiftTo.getData(), szDefaultTexture: nullptr, fAddIfNotExist: true, szErrorIfFailed: std::format(fmt: "BlastShiftTo of mat {}" , args: +Map[cnt].Name).c_str()); |
| 476 | if (Map[cnt].sInMatConvertTo.getLength()) |
| 477 | Map[cnt].InMatConvertTo = Get(szMaterial: Map[cnt].sInMatConvertTo.getData()); |
| 478 | if (Map[cnt].sBelowTempConvertTo.getLength()) |
| 479 | Map[cnt].BelowTempConvertTo = Game.TextureMap.GetIndexMatTex(szMaterialTexture: Map[cnt].sBelowTempConvertTo.getData(), szDefaultTexture: nullptr, fAddIfNotExist: true, szErrorIfFailed: std::format(fmt: "BelowTempConvertTo of mat {}" , args: +Map[cnt].Name).c_str()); |
| 480 | if (Map[cnt].sAboveTempConvertTo.getLength()) |
| 481 | Map[cnt].AboveTempConvertTo = Game.TextureMap.GetIndexMatTex(szMaterialTexture: Map[cnt].sAboveTempConvertTo.getData(), szDefaultTexture: nullptr, fAddIfNotExist: true, szErrorIfFailed: std::format(fmt: "AboveTempConvertTo of mat {}" , args: +Map[cnt].Name).c_str()); |
| 482 | } |
| 483 | } |
| 484 | |
| 485 | void C4MaterialMap::SetMatReaction(int32_t iPXSMat, int32_t iLSMat, C4MaterialReaction *pReact) |
| 486 | { |
| 487 | // evaluate reaction swap |
| 488 | if (pReact && pReact->fReverse) std::swap(a&: iPXSMat, b&: iLSMat); |
| 489 | // set it |
| 490 | ppReactionMap[(iLSMat + 1) * (Num + 1) + iPXSMat + 1] = pReact; |
| 491 | } |
| 492 | |
| 493 | bool C4MaterialMap::SaveEnumeration(C4Group &hGroup) |
| 494 | { |
| 495 | char *mapbuf = new char[1000]; |
| 496 | mapbuf[0] = 0; |
| 497 | SAppend(szSource: "[Enumeration]" , szTarget: mapbuf); SAppend(LineFeed, szTarget: mapbuf); |
| 498 | for (int32_t cnt = 0; cnt < Num; cnt++) |
| 499 | { |
| 500 | SAppend(szSource: Map[cnt].Name, szTarget: mapbuf); |
| 501 | SAppend(LineFeed, szTarget: mapbuf); |
| 502 | } |
| 503 | SAppend(EndOfFile, szTarget: mapbuf); |
| 504 | return hGroup.Add(C4CFN_MatMap, pBuffer: mapbuf, iSize: SLen(sptr: mapbuf), fChild: false, fHoldBuffer: true); |
| 505 | } |
| 506 | |
| 507 | bool C4MaterialMap::LoadEnumeration(C4Group &hGroup) |
| 508 | { |
| 509 | // Load enumeration map (from savegame), succeed if not present |
| 510 | StdStrBuf mapbuf; |
| 511 | if (!hGroup.LoadEntryString(C4CFN_MatMap, Buf&: mapbuf)) return true; |
| 512 | |
| 513 | // Sort material array by enumeration map, fail if some missing |
| 514 | const char *csearch; |
| 515 | char cmatname[C4M_MaxName + 1]; |
| 516 | int32_t cmat = 0; |
| 517 | if (!(csearch = SSearch(szString: mapbuf.getData(), szIndex: "[Enumeration]" ))) { return false; } |
| 518 | csearch = SAdvanceSpace(szSPos: csearch); |
| 519 | while (IsIdentifier(cChar: *csearch)) |
| 520 | { |
| 521 | SCopyIdentifier(szSource: csearch, sTarget: cmatname, iMaxL: C4M_MaxName); |
| 522 | if (!SortEnumeration(iMat: cmat, szMatName: cmatname)) |
| 523 | { |
| 524 | // Output error message! |
| 525 | return false; |
| 526 | } |
| 527 | cmat++; |
| 528 | csearch += SLen(sptr: cmatname); |
| 529 | csearch = SAdvanceSpace(szSPos: csearch); |
| 530 | } |
| 531 | |
| 532 | return true; |
| 533 | } |
| 534 | |
| 535 | bool C4MaterialMap::SortEnumeration(int32_t iMat, const char *szMatName) |
| 536 | { |
| 537 | // Not enough materials loaded |
| 538 | if (iMat >= Num) return false; |
| 539 | |
| 540 | // Find requested mat |
| 541 | int32_t cmat; |
| 542 | for (cmat = iMat; cmat < Num; cmat++) |
| 543 | if (SEqual(szStr1: szMatName, szStr2: Map[cmat].Name)) |
| 544 | break; |
| 545 | // Not found |
| 546 | if (cmat >= Num) return false; |
| 547 | |
| 548 | // already the same? |
| 549 | if (cmat == iMat) return true; |
| 550 | |
| 551 | // Move requested mat to indexed position |
| 552 | std::swap(a&: Map[iMat], b&: Map[cmat]); |
| 553 | |
| 554 | return true; |
| 555 | } |
| 556 | |
| 557 | void C4MaterialMap::Default() |
| 558 | { |
| 559 | Num = 0; |
| 560 | Map = nullptr; |
| 561 | ppReactionMap = nullptr; |
| 562 | } |
| 563 | |
| 564 | bool mrfInsertCheck(int32_t &iX, int32_t &iY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, bool *pfPosChanged) |
| 565 | { |
| 566 | // always manipulating pos/speed here |
| 567 | if (pfPosChanged) *pfPosChanged = true; |
| 568 | |
| 569 | // Rough contact? May splash |
| 570 | if (fYDir > itofix(x: 1)) |
| 571 | if (Game.Material.Map[iPxsMat].SplashRate && !Random(iRange: Game.Material.Map[iPxsMat].SplashRate)) |
| 572 | { |
| 573 | fYDir = -fYDir / 8; |
| 574 | fXDir = fXDir / 8 + FIXED100(x: Random(iRange: 200) - 100); |
| 575 | if (fYDir) return false; |
| 576 | } |
| 577 | |
| 578 | // Contact: Stop |
| 579 | fYDir = 0; |
| 580 | |
| 581 | // Incindiary mats smoke on contact even before doing their slide |
| 582 | if (Game.Material.Map[iPxsMat].Incindiary) |
| 583 | if (!Random(iRange: 25)) Smoke(tx: iX, ty: iY, level: 4 + Rnd3()); |
| 584 | |
| 585 | // Move by mat path/slide |
| 586 | int32_t iSlideX = iX, iSlideY = iY; |
| 587 | if (Game.Landscape.FindMatSlide(fx&: iSlideX, fy&: iSlideY, ydir: Sign(GravAccel), mdens: Game.Material.Map[iPxsMat].Density, mslide: Game.Material.Map[iPxsMat].MaxSlide)) |
| 588 | { |
| 589 | if (iPxsMat == iLsMat) |
| 590 | { |
| 591 | iX = iSlideX; iY = iSlideY; fXDir = 0; return false; |
| 592 | } |
| 593 | // Accelerate into the direction |
| 594 | fXDir = (fXDir * 10 + Sign(val: iSlideX - iX)) / 11 + FIXED10(x: Random(iRange: 5) - 2); |
| 595 | // Slide target in range? Move there directly. |
| 596 | if (Abs(val: iX - iSlideX) <= Abs(val: fixtoi(x: fXDir))) |
| 597 | { |
| 598 | iX = iSlideX; |
| 599 | iY = iSlideY; |
| 600 | if (fYDir <= 0) fXDir = 0; |
| 601 | } |
| 602 | // Continue existance |
| 603 | return false; |
| 604 | } |
| 605 | // insertion OK |
| 606 | return true; |
| 607 | } |
| 608 | |
| 609 | bool mrfUserCheck(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 610 | { |
| 611 | // check execution mask |
| 612 | if ((1 << evEvent) & ~pReaction->iExecMask) return false; |
| 613 | // do splash/slide check, if desired |
| 614 | if (pReaction->fInsertionCheck && evEvent == meePXSMove) |
| 615 | if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged)) |
| 616 | return false; |
| 617 | // checks OK; reaction may be applied |
| 618 | return true; |
| 619 | } |
| 620 | |
| 621 | bool C4MaterialMap::mrfConvert(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 622 | { |
| 623 | if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false; |
| 624 | switch (evEvent) |
| 625 | { |
| 626 | case meePXSMove: // PXS movement |
| 627 | // for hardcoded stuff: only InMatConvert is Snow in Water, which does not have any collision proc |
| 628 | if (!pReaction->fUserDefined) break; |
| 629 | // user-defined conversions may also convert upon hitting materials |
| 630 | |
| 631 | case meePXSPos: // PXS check before movement |
| 632 | { |
| 633 | // Check depth |
| 634 | int32_t iDepth = pReaction->fUserDefined ? pReaction->iDepth : Game.Material.Map[iPxsMat].InMatConvertDepth; |
| 635 | if (!iDepth || GBackMat(x: iX, y: iY - iDepth) == iLsMat) |
| 636 | { |
| 637 | // Convert |
| 638 | iPxsMat = pReaction->fUserDefined ? pReaction->iConvertMat : Game.Material.Map[iPxsMat].InMatConvertTo; |
| 639 | if (!MatValid(mat: iPxsMat)) |
| 640 | // Convert failure (target mat not be loaded, or target may be C4TLS_MatSky): Kill Pix |
| 641 | return true; |
| 642 | // stop movement after conversion |
| 643 | fXDir = fYDir = 0; |
| 644 | if (pfPosChanged) *pfPosChanged = true; |
| 645 | } |
| 646 | } |
| 647 | break; |
| 648 | |
| 649 | case meeMassMove: // MassMover-movement |
| 650 | // Conversion-transfer to PXS |
| 651 | Game.PXS.Create(mat: iPxsMat, ix: itofix(x: iX), iy: itofix(x: iY)); |
| 652 | return true; |
| 653 | } |
| 654 | // not handled |
| 655 | return false; |
| 656 | } |
| 657 | |
| 658 | bool C4MaterialMap::mrfPoof(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 659 | { |
| 660 | if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false; |
| 661 | switch (evEvent) |
| 662 | { |
| 663 | case meeMassMove: // MassMover-movement |
| 664 | case meePXSPos: // PXS check before movement: Kill both landscape and PXS mat |
| 665 | Game.Landscape.ExtractMaterial(fx: iLSPosX, fy: iLSPosY); |
| 666 | if (!Rnd3()) Smoke(tx: iX, ty: iY, level: 3); |
| 667 | if (!Rnd3()) StartSoundEffectAt(name: "Pshshsh" , x: iX, y: iY); |
| 668 | return true; |
| 669 | |
| 670 | case meePXSMove: // PXS movement |
| 671 | // incindiary/extinguisher/corrosives are always same density proc; so do insertion check first |
| 672 | if (!pReaction->fUserDefined) |
| 673 | if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged)) |
| 674 | // either splash or slide prevented interaction |
| 675 | return false; |
| 676 | // Always kill both landscape and PXS mat |
| 677 | Game.Landscape.ExtractMaterial(fx: iLSPosX, fy: iLSPosY); |
| 678 | if (!Rnd3()) Smoke(tx: iX, ty: iY, level: 3); |
| 679 | if (!Rnd3()) StartSoundEffectAt(name: "Pshshsh" , x: iX, y: iY); |
| 680 | return true; |
| 681 | } |
| 682 | // not handled |
| 683 | return false; |
| 684 | } |
| 685 | |
| 686 | bool C4MaterialMap::mrfCorrode(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 687 | { |
| 688 | if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false; |
| 689 | switch (evEvent) |
| 690 | { |
| 691 | case meePXSPos: // PXS check before movement |
| 692 | // No corrosion - it would make acid incredibly effective |
| 693 | break; |
| 694 | case meeMassMove: // MassMover-movement |
| 695 | { |
| 696 | // evaluate corrosion percentage |
| 697 | bool fDoCorrode; |
| 698 | if (pReaction->fUserDefined) |
| 699 | fDoCorrode = (Random(iRange: 100) < pReaction->iCorrosionRate); |
| 700 | else |
| 701 | fDoCorrode = (Random(iRange: 100) < Game.Material.Map[iPxsMat].Corrosive) && (Random(iRange: 100) < Game.Material.Map[iLsMat].Corrode); |
| 702 | if (fDoCorrode) |
| 703 | { |
| 704 | ClearBackPix(tx: iLSPosX, ty: iLSPosY); |
| 705 | if (!Random(iRange: 5)) Smoke(tx: iX, ty: iY, level: 3 + Random(iRange: 3)); |
| 706 | if (!Random(iRange: 20)) StartSoundEffectAt(name: "Corrode" , x: iX, y: iY); |
| 707 | return true; |
| 708 | } |
| 709 | } |
| 710 | break; |
| 711 | |
| 712 | case meePXSMove: // PXS movement |
| 713 | { |
| 714 | // corrodes to corrosives are always same density proc; so do insertion check first |
| 715 | if (!pReaction->fUserDefined) |
| 716 | if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged)) |
| 717 | // either splash or slide prevented interaction |
| 718 | return false; |
| 719 | // evaluate corrosion percentage |
| 720 | bool fDoCorrode; |
| 721 | if (pReaction->fUserDefined) |
| 722 | fDoCorrode = (Random(iRange: 100) < pReaction->iCorrosionRate); |
| 723 | else |
| 724 | fDoCorrode = (Random(iRange: 100) < Game.Material.Map[iPxsMat].Corrosive) && (Random(iRange: 100) < Game.Material.Map[iLsMat].Corrode); |
| 725 | if (fDoCorrode) |
| 726 | { |
| 727 | ClearBackPix(tx: iLSPosX, ty: iLSPosY); |
| 728 | Game.Landscape.CheckInstabilityRange(tx: iLSPosX, ty: iLSPosY); |
| 729 | if (!Random(iRange: 5)) Smoke(tx: iX, ty: iY, level: 3 + Random(iRange: 3)); |
| 730 | if (!Random(iRange: 20)) StartSoundEffectAt(name: "Corrode" , x: iX, y: iY); |
| 731 | return true; |
| 732 | } |
| 733 | // Else: dead. Insert material here |
| 734 | Game.Landscape.InsertMaterial(mat: iPxsMat, tx: iX, ty: iY); |
| 735 | return true; |
| 736 | } |
| 737 | } |
| 738 | // not handled |
| 739 | return false; |
| 740 | } |
| 741 | |
| 742 | bool C4MaterialMap::mrfIncinerate(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 743 | { |
| 744 | // not available as user reaction |
| 745 | assert(!pReaction->fUserDefined); |
| 746 | switch (evEvent) |
| 747 | { |
| 748 | case meeMassMove: // MassMover-movement |
| 749 | case meePXSPos: // PXS check before movement |
| 750 | if (Game.Landscape.Incinerate(x: iX, y: iY)) return true; |
| 751 | break; |
| 752 | |
| 753 | case meePXSMove: // PXS movement |
| 754 | // incinerate to inflammables are always same density proc; so do insertion check first |
| 755 | if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged)) |
| 756 | // either splash or slide prevented interaction |
| 757 | return false; |
| 758 | // evaluate inflammation (should always succeed) |
| 759 | if (Game.Landscape.Incinerate(x: iX, y: iY)) return true; |
| 760 | // Else: dead. Insert material here |
| 761 | Game.Landscape.InsertMaterial(mat: iPxsMat, tx: iX, ty: iY); |
| 762 | return true; |
| 763 | } |
| 764 | // not handled |
| 765 | return false; |
| 766 | } |
| 767 | |
| 768 | bool C4MaterialMap::mrfInsert(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 769 | { |
| 770 | if (pReaction->fUserDefined) if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) return false; |
| 771 | switch (evEvent) |
| 772 | { |
| 773 | case meePXSPos: // PXS check before movement |
| 774 | break; |
| 775 | |
| 776 | case meePXSMove: // PXS movement |
| 777 | { |
| 778 | // check for bounce/slide |
| 779 | if (!pReaction->fUserDefined) |
| 780 | if (!mrfInsertCheck(iX, iY, fXDir, fYDir, iPxsMat, iLsMat, pfPosChanged)) |
| 781 | // continue existing |
| 782 | return false; |
| 783 | // Else: dead. Insert material here |
| 784 | Game.Landscape.InsertMaterial(mat: iPxsMat, tx: iX, ty: iY); |
| 785 | return true; |
| 786 | } |
| 787 | |
| 788 | case meeMassMove: // MassMover-movement |
| 789 | break; |
| 790 | } |
| 791 | // not handled |
| 792 | return false; |
| 793 | } |
| 794 | |
| 795 | bool C4MaterialMap::mrfScript(C4MaterialReaction *pReaction, int32_t &iX, int32_t &iY, int32_t iLSPosX, int32_t iLSPosY, C4Fixed &fXDir, C4Fixed &fYDir, int32_t &iPxsMat, int32_t iLsMat, MaterialInteractionEvent evEvent, bool *pfPosChanged) |
| 796 | { |
| 797 | // do generic checks for user-defined reactions |
| 798 | if (!mrfUserCheck(pReaction, iX, iY, iLSPosX, iLSPosY, fXDir, fYDir, iPxsMat, iLsMat, evEvent, pfPosChanged)) |
| 799 | return false; |
| 800 | |
| 801 | // check script func |
| 802 | if (!pReaction->pScriptFunc) return false; |
| 803 | // OK - let's call it! |
| 804 | // 0 1 2 3 4 5 6 7 8 |
| 805 | int32_t iXDir1, iYDir1, iXDir2, iYDir2; |
| 806 | auto parX = C4VInt(iVal: iX), parY = C4VInt(iVal: iY), parXDir = C4VInt(iVal: iXDir1 = fixtoi(x: fXDir, prec: 100)), parYDir = C4VInt(iVal: iYDir1 = fixtoi(x: fYDir, prec: 100)), parPxsMat = C4VInt(iVal: iPxsMat); |
| 807 | const C4AulParSet pars{parX.GetRef(), parY.GetRef(), C4VInt(iVal: iLSPosX), C4VInt(iVal: iLSPosY), parXDir.GetRef(), parYDir.GetRef(), parPxsMat.GetRef(), C4VInt(iVal: iLsMat), C4VInt(iVal: evEvent)}; |
| 808 | if (pReaction->pScriptFunc->Exec(pObj: nullptr, pPars: pars, fPassErrors: false)) |
| 809 | { |
| 810 | // PXS shall be killed! |
| 811 | return true; |
| 812 | } |
| 813 | // PXS shall exist further: write back parameters |
| 814 | iPxsMat = parPxsMat.getInt(); |
| 815 | int32_t iX2 = parX.getInt(), iY2 = parY.getInt(); |
| 816 | iXDir2 = parXDir.getInt(); iYDir2 = parYDir.getInt(); |
| 817 | if (iX != iX2 || iY != iY2 || iXDir1 != iXDir2 || iYDir1 != iYDir2) |
| 818 | { |
| 819 | // changes to pos/speed detected |
| 820 | if (pfPosChanged) *pfPosChanged = true; |
| 821 | iX = iX2; iY = iY2; |
| 822 | fXDir = FIXED100(x: iXDir2); |
| 823 | fYDir = FIXED100(x: iYDir2); |
| 824 | } |
| 825 | // OK; done |
| 826 | return false; |
| 827 | } |
| 828 | |
| 829 | void C4MaterialMap::UpdateScriptPointers() |
| 830 | { |
| 831 | // update in all materials |
| 832 | for (int32_t i = 0; i < Num; ++i) Map[i].UpdateScriptPointers(); |
| 833 | } |
| 834 | |