Free Hero Mesh

Check-in [c53823977e]
Login
This is a mirror of the main repository for Free Hero Mesh. New tickets and changes will not be accepted at this mirror.
Overview
Comment:Change the logic for movement; this way seems to be closer to how it works in Hero Mesh, due to my experiments
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: c53823977e47198c5d37d7d1d90367e342ed1f2f
User & Date: user on 2021-01-01 04:13:16
Other Links: manifest | tags
Context
2021-01-03
09:43
Implement sliding check-in: 1490be64d5 user: user tags: trunk
2021-01-01
04:13
Change the logic for movement; this way seems to be closer to how it works in Hero Mesh, due to my experiments check-in: c53823977e user: user tags: trunk
2020-12-31
04:32
Make visual non-continuous animations to stop at the beginning of each turn (maybe this should be changed so that it only applies if the object's OF_BUSY flag was set at the time the animation started?) check-in: cb74a8d881 user: user tags: trunk
Changes

Modified class.doc from [04d4b7d173] to [4eb22afd16].

1440
1441
1442
1443
1444
1445
1446
1447


1448
1449
1450
1451
1452
1453
1454
1440
1441
1442
1443
1444
1445
1446

1447
1448
1449
1450
1451
1452
1453
1454
1455







-
+
+







  Set by the game engine if the requested movement is diagonal.

bit20 *
  If set, then when the movement attempt is restarted (due to bit15 set),
  the direction will be reread from the object's Dir variable.

bit21 *
  Allows the object to move regardless of Height.
  Allows the object to move regardless of Height. The game engine sets
  this bit if currently the Climb/Height is OK for moving.

bit22 *
  Prevents movement regardless of Height, but may still allow sliding.

bit23 *
  Reserved for future.

Modified exec.c from [d2b7e53c78] to [009b283128].

732
733
734
735
736
737
738
739

740
741
742
743
744
745
746
747
748
749
750

751
752

753
754

755
756
757
758
759
760
761
762
763
764
765

766

767
768

769
770
771

772
773

774
775
776
777
778
779

780
781
782
783



784
785
786
787
788
789
790
791
732
733
734
735
736
737
738

739
740
741
742
743
744
745
746
747
748
749
750
751
752

753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768

769
770

771
772
773

774
775

776
777
778
779
780
781

782




783
784
785

786
787
788
789
790
791
792







-
+











+

-
+


+











+
-
+

-
+


-
+

-
+





-
+
-
-
-
-
+
+
+
-







static int move_dir(Uint32 from,Uint32 obj,Uint32 dir) {
  // This function is complicated, and there may be mistakes.
  Object*o;
  Object*oE;
  Object*oF;
  Uint32 objE,objF,objLF,objRF;
  Uint32 hit=0;
  Uint32 hF,vol;
  Uint32 vol;
  Value v;
  if(StackProtection()) Throw("Call stack overflow during movement");
  if(obj==VOIDLINK) return 0;
  o=objects[obj];
  o->dir=dir=resolve_dir(obj,dir);
  if(o->weight>o->inertia) goto fail;
  o->inertia-=o->weight;
  restart:
  if(hit&0x100000) dir=o->dir;
  objF=obj_dir(obj,dir);
  if(objF==VOIDLINK) goto fail;
  if(hit) hit=(hit&0x0C000000)|0x800;
  oF=objects[objF];
  hF=oF?height_at(oF->x,oF->y):0;
  if(height_at(oF->x,oF->y)<=o->climb) hit|=0x200000;
  if(dir&1) {
    // Diagonal movement
    hit|=0x80000;
    objLF=obj_dir(obj,(dir+1)&7);
    objRF=obj_dir(obj,(dir-1)&7);
    vol=o->volume;
    if(objLF!=VOIDLINK) vol+=volume_at(objects[objLF]->x,objects[objLF]->y);
    if(objRF!=VOIDLINK) vol+=volume_at(objects[objRF]->x,objects[objRF]->y);
    if(vol<=max_volume) {
      objE=objF;
      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|0x80000));
          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?0xFC098F7F:-1);
          hit|=v.u&(classes[o->class]->cflags&CF_COMPATIBLE?0xFC098F7F:-1);
          if(hit&8) goto fail;
          if(!(hit&0x11)) {
            v=send_message(obj,objE,MSG_HITBY,NVALUE(o->x),NVALUE(o->y),NVALUE(hit|0x80000));
            v=send_message(obj,objE,MSG_HITBY,NVALUE(o->x),NVALUE(o->y),NVALUE(hit));
            if(v.t) Throw("Type mismatch in HIT/HITBY");
            hit=v.u&(classes[oE->class]->cflags&CF_COMPATIBLE?0xFC098F7F:-1);
            hit|=v.u&(classes[oE->class]->cflags&CF_COMPATIBLE?0xFC098F7F:-1);
            if(hit&8) goto fail;
          }
        }
        objE=obj_below(objE);
      }
      if(!(hit&0x402008)) {
      if((hit&0x200000) && !(hit&0x402008)) {
        if(hF<=o->climb || (hit&0x200000)) {
          if(hit&0x20000) goto success;
          if(!oF) goto fail;
          if(move_to(from,obj,oF->x,oF->y)) goto success; else goto fail;
        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
      if(o->oflags&(OF_DESTROYED|OF_VISUALONLY)) goto fail;
      objE=objLF;
      while(objE!=VOIDLINK) {
        oE=objects[objE];
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
807
808
809
810
811
812
813

814
815
816
817
818
819
820







-







          if(!(v.u&1)) v=send_message(obj,objE,MSG_HITBY,NVALUE(o->x),NVALUE(o->y),NVALUE(v.u|0x80008));
        }
        objE=obj_below(objE);
      }
    }
  } else {
    // Orthogonal movement
    if(hit) hit=(hit&0x0C000000)|0x800;
    if(!oF) goto fail;
    objE=objF;
    while(objE!=VOIDLINK) {
      if(o->oflags&(OF_DESTROYED|OF_VISUALONLY)) break;
      oE=objects[objE];
      if(oE->height>0) {
        hit&=~7;
845
846
847
848
849
850
851
852

853
854
855


856
857
858
859
860
861
862
863
845
846
847
848
849
850
851

852



853
854

855
856
857
858
859
860
861







-
+
-
-
-
+
+
-







        }
      }
      if(hit&0x400) goto fail;
      objE=obj_below(objE);
    }
    if(hit&0x2008) goto fail;
    if((hit&0x48000)==0x8000) goto restart;
    if(!(hit&0x400000)) {
    if((hit&0x200000) && !(hit&0x400000)) {
      if(hF<=o->climb || (hit&0x200000)) {
        if(hit&0x20000) goto success;
        if(move_to(from,obj,oF->x,oF->y)) goto success; else goto fail;
      if(hit&0x20000) goto success;
      if(move_to(from,obj,oF->x,oF->y)) goto success; else goto fail;
      }
    }
    // Sliding
    if(hit&0x80) goto fail;
    hit|=0x10000;
    
  }
  fail: if(hit&0x1000) goto success; o->inertia=0; return 0;