- Treballant en el push, els reactius i la gravetat :P

This commit is contained in:
2024-05-08 22:43:11 +02:00
parent c3ab76b594
commit ef4711dd12
3 changed files with 82 additions and 32 deletions

View File

@@ -40,6 +40,7 @@ namespace actor
act->prev = act->next = nullptr; act->prev = act->next = nullptr;
act->anim_wait = act->anim_wait_count = 0; act->anim_wait = act->anim_wait_count = 0;
act->anim_frame=0; act->anim_frame=0;
act->react_mask = act->react_push = 0;
return act; return act;
} }
@@ -299,7 +300,7 @@ namespace actor
act->mov_push = act->mov_push==PUSH_YP ? PUSH_YN : PUSH_YP; act->mov_push = act->mov_push==PUSH_YP ? PUSH_YN : PUSH_YP;
break; break;
case MOV_Z: case MOV_Z:
act->mov_push = act->mov_push==PUSH_ZP ? PUSH_ZN : PUSH_ZP; act->mov_push = act->mov_push==PUSH_ZN ? PUSH_ZP : PUSH_ZN;
break; break;
case MOV_CW: case MOV_CW:
switch (act->mov_push) switch (act->mov_push)
@@ -335,8 +336,28 @@ namespace actor
act->orient = act->mov_push; act->orient = act->mov_push;
} }
void updateReactive(actor_t *act)
{
if (act->push & act->react_mask)
{
actor_t *other = nullptr;
if (act->push == PUSH_XP) { act->pos.x-=2; other = get_collision(act); act->pos.x+=2; }
else if (act->push == PUSH_XN) { act->pos.x++; other = get_collision(act); act->pos.x--; }
else if (act->push == PUSH_YP) { act->pos.y--; other = get_collision(act); act->pos.y++; }
else if (act->push == PUSH_YN) { act->pos.y++; other = get_collision(act); act->pos.y--; }
else if (act->push == PUSH_ZN) { act->pos.z++; other = get_collision(act); act->pos.z--; }
if (other) {
other->push |= act->react_push;
}
}
}
void updatePushable(actor_t *act) void updatePushable(actor_t *act)
{ {
if (act->flags & FLAG_REACTIVE) { updateReactive(act); return; }
vec3_t min = room::getMin(); vec3_t min = room::getMin();
vec3_t max = room::getMax(); vec3_t max = room::getMax();
@@ -353,9 +374,12 @@ namespace actor
actor_t *now = act; actor_t *now = act;
do { do {
actor::actor_t *other = actor::any_above_me(now); actor::actor_t *other = actor::any_above_me(now);
now->pos.z++; if (!other || (other->flags & FLAG_PUSHABLE)) now->pos.z++;
//if (other) other->pos.z++;
now = other; now = other;
if (now && !(now->flags & FLAG_PUSHABLE)) {
if (act->flags & FLAG_MOVING) changeMoving(act);
now = nullptr;
}
} while (now); } while (now);
actor::setDirty(act); actor::setDirty(act);
@@ -367,7 +391,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || ( act->pos.x<min.x && ( !(room::getDoors()&DOOR_XN) || (act->pos.y!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) )) if (other || ( act->pos.x<min.x && ( !(room::getDoors()&DOOR_XN) || (act->pos.y!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) ))
{ {
if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_XN; if (other && other->flags & FLAG_SENSIBLE) other->push |= PUSH_XN;
act->pos.x++; act->pos.x++;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
@@ -397,7 +421,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || (act->pos.x>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) )) if (other || (act->pos.x>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) ))
{ {
if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_XP; if (other && other->flags & FLAG_SENSIBLE) other->push |= PUSH_XP;
act->pos.x--; act->pos.x--;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
@@ -427,7 +451,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || ( act->pos.y<min.y && ( !(room::getDoors()&DOOR_YN) || (act->pos.x!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) )) if (other || ( act->pos.y<min.y && ( !(room::getDoors()&DOOR_YN) || (act->pos.x!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) ))
{ {
if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_YN; if (other && other->flags & FLAG_SENSIBLE) other->push |= PUSH_YN;
act->pos.y++; act->pos.y++;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
@@ -457,7 +481,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || ( act->pos.y>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) )) if (other || ( act->pos.y>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) ))
{ {
if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_YP; if (other && other->flags & FLAG_SENSIBLE) other->push |= PUSH_YP;
act->pos.y--; act->pos.y--;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
@@ -487,7 +511,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || act->pos.z<0 || act->pos.x>max.x || act->pos.x<min.x || act->pos.y>max.y || act->pos.y<min.y) if (other || act->pos.z<0 || act->pos.x>max.x || act->pos.x<min.x || act->pos.y>max.y || act->pos.y<min.y)
{ {
//if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_ZN; if (other && other->flags & FLAG_REACTIVE) other->push |= PUSH_ZN;
act->pos.z++; act->pos.z++;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
@@ -499,21 +523,6 @@ namespace actor
} }
void updateReactive(actor_t *act)
{
if (act->push & act->react_mask)
{
actor_t *other = nullptr;
if (act->push == PUSH_XP) { act->pos.x--; other = get_collision(act); act->pos.x++; }
else if (act->push == PUSH_XN) { act->pos.x++; other = get_collision(act); act->pos.x--; }
else if (act->push == PUSH_YP) { act->pos.y--; other = get_collision(act); act->pos.y++; }
else if (act->push == PUSH_YN) { act->pos.y++; other = get_collision(act); act->pos.y--; }
if (other) other->push |= act->react_push;
}
}
void updateGravity(actor_t *act) void updateGravity(actor_t *act)
{ {
if (act->pos.z == 0) return; if (act->pos.z == 0) return;
@@ -526,6 +535,11 @@ namespace actor
actor_t *below = any_below_me(act); actor_t *below = any_below_me(act);
if (below) if (below)
{ {
if (below->flags & FLAG_REACTIVE) {
below->push |= PUSH_ZN;
updateReactive(below);
if (act->push) updatePushable(act);
}
act->below = below; act->below = below;
below->above = act; below->above = act;
return; return;
@@ -553,7 +567,7 @@ namespace actor
//if (act->flags & FLAG_PUSHABLE) //if (act->flags & FLAG_PUSHABLE)
updatePushable(act); updatePushable(act);
if (act->flags & FLAG_GRAVITY) updateGravity(act); if (act->flags & FLAG_GRAVITY) updateGravity(act);
if (act->flags & FLAG_REACTIVE) updateReactive(act); //if (act->flags & FLAG_REACTIVE) updateReactive(act);
act->push = PUSH_NONE; act->push = PUSH_NONE;

View File

@@ -17,6 +17,8 @@
#define FLAG_GRAVITY 128 // Li afecta la gravetat #define FLAG_GRAVITY 128 // Li afecta la gravetat
#define FLAG_NOEDITOR 256 // No es seleccionable a l'editor (son les portes) #define FLAG_NOEDITOR 256 // No es seleccionable a l'editor (son les portes)
#define FLAG_SENSIBLE 6 // PUSHABLE or REACTIVE
// Direcció de espenta // Direcció de espenta
#define PUSH_NONE 0 #define PUSH_NONE 0
#define PUSH_XP 1 #define PUSH_XP 1

View File

@@ -68,11 +68,11 @@ void game::init()
buffer[len-1]=0; buffer[len-1]=0;
gifs.push_back(std::string(buffer)); gifs.push_back(std::string(buffer));
} }
//actor::actor_t *hero = actor::create("HERO", {16,32,8}, {8,8,12}, "test.gif", {0,32,20,32}, {-6,38}); actor::actor_t *hero = actor::create("HERO", {16,32,8}, {8,8,12}, "test.gif", {0,32,20,32}, {-6,38});
//actor::actor_t *hero = actor::create("HEROHEROHEROHER", {16,32,8}, {8,8,12}, "abad.gif", {0,0,20,35}, {-6,32}); //actor::actor_t *hero = actor::create("HEROHEROHEROHER", {16,32,8}, {8,8,12}, "abad.gif", {0,0,20,35}, {-6,32});
//hero->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED; hero->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED;
//actor::setDirty(hero, true); actor::setDirty(hero, true);
actor::clear(); actor::clear();
@@ -139,6 +139,24 @@ void btn_small(const int x, const int y, int &var, int min, int max, bool restrt
} }
} }
void btn_check(const int x, const int y, const char* label, uint8_t &flags, const uint8_t value)
{
int result=0;
if (flags & value) {
result=ui::check(label, x, y, 12, 11, true);
} else {
result=ui::check(label, x, y, 12, 11, false);
}
if (result)
{
if (flags & value) {
flags = flags & ~value;
} else {
flags = flags | value;
}
}
}
void btn_check(const int x, const int y, const char* label, uint16_t &flags, const uint16_t value) void btn_check(const int x, const int y, const char* label, uint16_t &flags, const uint16_t value)
{ {
int result=0; int result=0;
@@ -251,10 +269,10 @@ bool game::loop()
if (input::keyDown(SDL_SCANCODE_ESCAPE)) return false; if (input::keyDown(SDL_SCANCODE_ESCAPE)) return false;
// WHILE EDITING... // WHILE EDITING...
editor_move_selected(); //editor_move_selected();
actor::updateEditor(actor::getFirst()); //actor::updateEditor(actor::getFirst());
//actor::update(actor::getFirst()); actor::update(actor::getFirst());
actor::reorder(); actor::reorder();
@@ -351,7 +369,7 @@ bool game::loop()
act = actor::getSelected(); act = actor::getSelected();
if (act) if (act)
{ {
draw::setViewport(420, 110, 100, 240); draw::setViewport(420, 90, 100, 240);
btn_txt("NAME:", 2, 0, act->name); btn_txt("NAME:", 2, 0, act->name);
if (btn_opt2("BMP:", 2, 10, act->bmp, gifs)) { if (btn_opt2("BMP:", 2, 10, act->bmp, gifs)) {
@@ -388,7 +406,7 @@ bool game::loop()
btn_check(50, 74, "DEAD", act->flags, FLAG_DEADLY); btn_check(50, 74, "DEAD", act->flags, FLAG_DEADLY);
btn_check(74, 74, "GRAV", act->flags, FLAG_GRAVITY); btn_check(74, 74, "GRAV", act->flags, FLAG_GRAVITY);
btn_opt("ORIENT", 2, 86, act->orient, {PUSH_NONE, PUSH_XP, PUSH_XN, PUSH_YP, PUSH_YN}, {"NONE", "XP", "XN", "YP", "YN"}); btn_opt("ORIENT", 2, 86, act->orient, {PUSH_NONE, PUSH_XP, PUSH_XN, PUSH_YP, PUSH_YN, PUSH_ZP, PUSH_ZN}, {"NONE", "XP", "XN", "YP", "YN", "ZP", "ZN"});
btn_opt("MOVEMNT", 2, 96, act->movement, {MOV_NONE, MOV_X, MOV_Y, MOV_Z, MOV_CW, MOV_CCW, MOV_RAND, MOV_HUNT}, {"NONE", "X", "Y", "Z", "CW", "CCW", "RAND", "HUNT"}); btn_opt("MOVEMNT", 2, 96, act->movement, {MOV_NONE, MOV_X, MOV_Y, MOV_Z, MOV_CW, MOV_CCW, MOV_RAND, MOV_HUNT}, {"NONE", "X", "Y", "Z", "CW", "CCW", "RAND", "HUNT"});
btn_opt("ANIMCYC", 2, 106, act->anim_cycle, {0, 1}, {"0 1 0 2", "0 1 2 3"}); btn_opt("ANIMCYC", 2, 106, act->anim_cycle, {0, 1}, {"0 1 0 2", "0 1 2 3"});
@@ -396,6 +414,22 @@ bool game::loop()
ui::label("ANMSPED", 2, 116, 32, 11); ui::label("ANMSPED", 2, 116, 32, 11);
btn_small(81, 116, act->anim_wait, 0, 10); btn_small(81, 116, act->anim_wait, 0, 10);
ui::label("RMASK", 2, 128, 24, 11);
btn_check(24+2, 128, "XP", act->react_mask, PUSH_XP);
btn_check(24+14, 128, "XN", act->react_mask, PUSH_XN);
btn_check(24+26, 128, "YP", act->react_mask, PUSH_YP);
btn_check(24+38, 128, "YN", act->react_mask, PUSH_YN);
btn_check(24+50, 128, "ZP", act->react_mask, PUSH_ZP);
btn_check(24+62, 128, "ZN", act->react_mask, PUSH_ZN);
ui::label("RPUSH", 2, 140, 24, 11);
btn_check(24+2, 140, "XP", act->react_push, PUSH_XP);
btn_check(24+14, 140, "XN", act->react_push, PUSH_XN);
btn_check(24+26, 140, "YP", act->react_push, PUSH_YP);
btn_check(24+38, 140, "YN", act->react_push, PUSH_YN);
btn_check(24+50, 140, "ZP", act->react_push, PUSH_ZP);
btn_check(24+62, 140, "ZN", act->react_push, PUSH_ZN);
/* /*
break; break;
} }