Free Hero Mesh

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Comment:Implement diagonal shoving.
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SHA1: 57d6d9a4f724ce42d8e8aabaa7184691d9d34a48
User & Date: user on 2021-04-02 19:32:39
Other Links: manifest | tags
Context
2021-04-02
23:39
Some improvements to documentation check-in: 536bbdfe8a user: user tags: trunk
19:32
Implement diagonal shoving. check-in: 57d6d9a4f7 user: user tags: trunk
07:08
Begin to implement sounds; it is currently unused and is not fully implemented, nor tested yet. check-in: c144d8069c user: user tags: trunk
Changes

Modified class.c from [8c2ce69ad5] to [42fb9875e1].

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    n=tokenv;
    nxttok();
    if(tokent!=TF_CLOSE) ParseError("Close parentheses expected\n");
    return n;
  }
  for(;;) {
    if(tokent==TF_CLOSE) return n;
    if(!Tokenf(TF_DIR) || tokenv>7 || (tokenv&1)) ParseError("Expected even absolute direction\n");
    if(!Tokenf(TF_DIR) || tokenv>7) ParseError("Expected absolute direction\n");
    n|=1<<tokenv;
    nxttok();
  }
}

static inline Uint8 class_def_shape(void) {
  Uint8 n=0;

Modified class.doc from [e05ea8d8f3] to [3525425cc1].

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Shovable
  Set the Shovable variable for this class to 0x55 (meaning it is shovable
  in all four directions).

(Shovable <dir...>)
  Set this object to be shovable in the specified directions, which can be
  E, N, W, or S (diagonals are not allowed).
  any absolute direction.

(Shovable <number>)
  Set the Shovable variable to the specified 8-bit number. (You cannot set
  the initial value of any other bits; they are always clear.)

Stealthy
  Set the Stealthy flag for this class.
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=== Hit values ===

This section describes the bits of the return value of the HIT and HITBY
messages; these values are also used as the Arg3 of those messages.

Some descriptions below are marked with an asterisk. If the Compatible
flag is set for the object that returned this value, then all bits with
the asterisk in the below descriptions are masked out.
the asterisk in the below descriptions are masked out (bit15 is only
masked out for Compatible objects for diagonal movement).

bit0
  Do not send the HITBY message to the target object.

bit1
  Do not destroy either object due to hardness/sharpness.

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bit13 *
  Abort before actually moving the object and before trying sliding.

bit14 *
  Do not set the Moved flag even if successful.

bit15
bit15 (*)
  Try again after trying shoving (whether or not the shoving is
  successful). If it tries to shove an object and it is successful, then
  it will automatically set this bit and automatically try again.

bit16
  Set by the game engine if it is attempting sliding.

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* Many variables are limited to 16-bits.

* Moving objects is not allowed during LASTIMAGE processing.

* The way that the trigger phase works is different.

* In the ARRIVED and DEPARTED messages, Arg1 is always zero.

* Diagonal shoving is not possible.

Modified exec.c from [371fab5994] to [6b2118fd7b].

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      while(objE!=VOIDLINK) {
        if(o->oflags&(OF_DESTROYED|OF_VISUALONLY)) break;
        oE=objects[objE];
        if(oE->height>0) {
          hit&=0xFC287000;
          v=send_message(objE,obj,MSG_HIT,NVALUE(oE->x),NVALUE(oE->y),NVALUE(hit));
          if(v.t) Throw("Type mismatch in HIT/HITBY");
          hit|=v.u&(classes[o->class]->cflags&CF_COMPATIBLE?0xC0098F7F:-1L);
          hit|=v.u&(classes[o->class]->cflags&CF_COMPATIBLE?0xC0090F7F:-1L);
          if(hit&8) goto fail;
          if(!(hit&0x11)) {
            v=send_message(obj,objE,MSG_HITBY,NVALUE(oW->x),NVALUE(oW->y),NVALUE(hit));
            if(v.t>TY_MAXTYPE) goto warp;
            if(v.t) Throw("Type mismatch in HIT/HITBY");
            hit|=v.u&(classes[oE->class]->cflags&CF_COMPATIBLE?0xC0098F7F:-1L);
            hit|=v.u&(classes[oE->class]->cflags&CF_COMPATIBLE?0xC0090F7F:-1L);
            if(hit&8) goto fail;
          }
        }
        // Shoving
        if(!(classes[o->class]->cflags&CF_COMPATIBLE)) {
          if(!(hit&0x44) && (oE->shovable&(1<<dir)) && o->inertia>=oE->weight && !(oE->oflags&OF_VISUALONLY)) {
            oE->inertia=o->inertia;
            if(move_dir(obj,objE,dir)) {
              if(!(oE->oflags&OF_DESTROYED)) o->inertia=oE->inertia;
              hit|=0x8000;
              if(hit&0x800000) goto restart;
            }
          }
        }
        objE=obj_below(objE);
      }
      if((hit&0x48000)==0x8000) goto restart;
      if((hit&0x200000) && !(hit&0x402008)) {
        if(hit&0x20000) goto success;
        if(!oF) goto fail;
        if(move_to(from,obj,oF->x,oF->y)) goto success; else goto fail;
      }
    } else {
      // Volume is too much; hit the objects it won't go between