reflect view in mirror walls during animation and just scrolling; better translate animation in memory saving mode

This commit is contained in:
Zeno Rogue 2018-09-23 23:55:03 +02:00
parent e8361c440d
commit c8e604f408
4 changed files with 62 additions and 23 deletions

View File

@ -894,6 +894,7 @@ namespace shmup {
void virtualRebase(shmup::monster *m, bool tohex);
extern monster *pc[MAXPLAYER];
int reflect(cell*& c2, cell*& mbase, transmatrix& nat);
}
transmatrix& ggmatrix(cell *c);

View File

@ -798,6 +798,10 @@ void centerpc(ld aspd) {
void optimizeview() {
if(centerover.at && inmirror(centerover.at)) {
anims::reflect_view();
}
DEBB(DF_GRAPH, (debugfile,"optimize view\n"));
int turn = 0;
ld best = INF;

View File

@ -373,8 +373,19 @@ ld circle_radius = acosh(2.), circle_spins = 1;
void moved() {
optimizeview();
if(cheater || autocheat)
if(cheater || autocheat) {
if(hyperbolic && memory_saving_mode && cwt.at != centerover.at && !quotient) {
if(isNeighbor(cwt.at, centerover.at)) {
cwt.spin = neighborId(centerover.at, cwt.at);
flipplayer = true;
}
animateMovement(cwt.at, centerover.at, LAYER_SMALL, NODIR);
cwt.at = centerover.at;
save_memory();
return;
}
setdist(masterless ? centerover.at : viewctr.at->c7, 7 - getDistLimit() - genrange_bonus, NULL);
}
playermoved = false;
}
@ -417,20 +428,38 @@ int paramstate = 0;
bool needs_highqual;
void reflect_view() {
if(centerover.at) {
transmatrix T = Id;
cell *mbase = centerover.at;
cell *c = centerover.at;
if(shmup::reflect(c, mbase, T))
View = inverse(T) * View;
}
}
void apply() {
int t = ticks - lastticks;
lastticks = ticks;
switch(ma) {
case maTranslation:
if(conformal::on) {
conformal::phase = (isize(conformal::v) - 1) * ticks * 1. / period;
conformal::movetophase();
}
else {
if(inmirror(centerover.at) || (hyperbolic && !quotient &&
centerover.at->land != cwt.at->land && among(centerover.at->land, laHaunted, laIvoryTower, laDungeon, laEndorian) && centerover.at->landparam >= 10
else if(centerover.at) {
reflect_view();
if((hyperbolic && !quotient &&
(centerover.at->land != cwt.at->land || memory_saving_mode) && among(centerover.at->land, laHaunted, laIvoryTower, laDungeon, laEndorian) && centerover.at->landparam >= 10
) ) {
fullcenter(); View = spin(rand() % 1000) * View;
if(memory_saving_mode) {
activateSafety(laIce);
return;
}
else {
fullcenter(); View = spin(rand() % 1000) * View;
}
}
View = spin(movement_angle * M_PI / 180) * ypush(shift_angle * M_PI / 180) * xpush(cycle_length * t / period) * ypush(-shift_angle * M_PI / 180) *
spin(-movement_angle * M_PI / 180) * View;
@ -441,6 +470,7 @@ void apply() {
View = spin(2 * M_PI * t / period) * View;
break;
case maParabolic:
reflect_view();
View = spin(movement_angle * M_PI / 180) * ypush(shift_angle * M_PI / 180) * binary::parabolic(parabolic_length * t / period) * ypush(-shift_angle * M_PI / 180) *
spin(-movement_angle * M_PI / 180) * View;
moved();

View File

@ -1430,8 +1430,6 @@ bool noncrashable(monster *m, monster *by) {
int bulltime[MAXPLAYER];
void reflect(cell*& c2, monster *m, transmatrix& nat);
// set to P_MIRRORWALL to allow the PCs to go through mirrors
static const int reflectflag = P_MIRRORWALL;
@ -1583,7 +1581,7 @@ void movePlayer(monster *m, int delta) {
// spin(span[igo]) * xpush(playergo[cpid]) * spin(-span[igo]);
c2 = m->findbase(nat);
if(reflectflag & P_MIRRORWALL) reflect(c2, m, nat);
if(reflectflag & P_MIRRORWALL) reflect(c2, m->base, nat);
// don't have several players in one spot
// also don't let them run too far from each other!
@ -1866,23 +1864,27 @@ bool reflectmatrix(transmatrix& M, cell *c1, cell *c2, bool onlypos) {
return true;
}
void reflect(cell*& c2, monster *m, transmatrix& nat) {
if(c2 != m->base && c2->wall == waMirrorWall && inmirror(c2)) {
if(reflectmatrix(nat, m->base, c2, false))
c2 = m->base;
int reflect(cell*& c2, cell*& mbase, transmatrix& nat) {
int reflections = 0;
if(c2 != mbase && c2->wall == waMirrorWall && inmirror(c2)) {
if(reflectmatrix(nat, mbase, c2, false)) {
c2 = mbase;
reflections++;
}
}
if(c2 == m->base && inmirror(c2)) {
if(c2 == mbase && inmirror(c2)) {
forCellEx(c3, c2) if(c3->land == laMirrorWall) {
cell *c1 = m->base;
m->base = c3;
reflect(c3, m, nat);
m->base = c1;
cell *c1 = mbase;
mbase = c3;
reflect(c3, mbase, nat);
mbase = c1;
c2 = c3;
reflections++;
}
}
if(c2 == m->base && c2->wall == waMirrorWall && c2->land == laMirrorWall) {
if(c2 == mbase && c2->wall == waMirrorWall && c2->land == laMirrorWall) {
int d = mirror::mirrordir(c2);
if(d != -1) {
for(int k=0; k<7; k++) {
@ -1890,6 +1892,7 @@ void reflect(cell*& c2, monster *m, transmatrix& nat) {
cell *cb = createMovR(c2, d+k);
if(ca->land == laMirror && inmirror(cb)) {
reflectmatrix(nat, ca, cb, true);
reflections++;
break;
}
}
@ -1901,11 +1904,12 @@ void reflect(cell*& c2, monster *m, transmatrix& nat) {
if(cb->land != laMirrorWall || cc->land != laMirrorWall) continue;
cell *ca = createMovR(c2, k);
cell *cd = createMovR(c2, k+3);
reflectmatrix(nat, cc, ca, true);
for(int limit=0; limit<10 && reflectmatrix(nat, cb, cd, true) && reflectmatrix(nat, cc, ca, true); limit++);
if(reflectmatrix(nat, cc, ca, true)) reflections++;
for(int limit=0; limit<10 && reflectmatrix(nat, cb, cd, true) && (reflections++, reflectmatrix(nat, cc, ca, true)); limit++) reflections+=2;
}
}
}
return reflections;
}
void moveMimic(monster *m) {
@ -1918,7 +1922,7 @@ void moveMimic(monster *m) {
nat = nat * spin(playerturn[cpid]) * xpush(playergo[cpid]);
cell *c2 = m->findbase(nat);
reflect(c2, m, nat);
reflect(c2, m->base, nat);
if(c2 != m->base && !passable(c2, m->base, P_ISPLAYER | P_MIRROR | P_MIRRORWALL))
killMonster(m, moNone);
else {
@ -2105,7 +2109,7 @@ void moveBullet(monster *m, int delta) {
awakenMimics(m, c2);
}
reflect(c2, m, nat);
reflect(c2, m->base, nat);
bool godragon = m->type == moFireball && isDragon(c2->monst);
@ -2585,7 +2589,7 @@ void moveMonster(monster *m, int delta) {
if(crashintomon) { igo++; goto igo_retry; }
cell *c2 = m->findbase(nat);
if(reflectflag & P_MIRRORWALL) reflect(c2, m, nat);
if(reflectflag & P_MIRRORWALL) reflect(c2, m->base, nat);
if(m->type == moButterfly && !passable_for(m->type, c2, m->base, P_CHAIN | reflectflag)) {
igo++; goto igo_retry;