Fix fast photons reflecting through obstacles

This commit is contained in:
jacksonmj 2011-06-18 01:38:11 +01:00 committed by Simon Robertshaw
parent 9d325dbb7c
commit e67ec08052

View File

@ -1244,7 +1244,7 @@ void update_particles_i(pixel *vid, int start, int inc)
{
int i, j, x, y, t, nx, ny, r, surround_space, s, lt, rt, nt, nnx, nny, q, golnum, goldelete, z, neighbors, createdsomething;
float mv, dx, dy, ix, iy, lx, ly, nrx, nry, dp, ctemph, ctempl, gravtot;
int fin_x, fin_y, clear_x, clear_y;
int fin_x, fin_y, clear_x, clear_y, stagnant;
float fin_xf, fin_yf, clear_xf, clear_yf;
float nn, ct1, ct2, swappage;
float pt = R_TEMP;
@ -1937,7 +1937,7 @@ killed:
}
}
rt = parts[i].flags & FLAG_STAGNANT;
stagnant = parts[i].flags & FLAG_STAGNANT;
parts[i].flags &= ~FLAG_STAGNANT;
if ((t==PT_PHOT||t==PT_NEUT)) {
@ -1982,7 +1982,15 @@ killed:
}
}
}
if (!do_move(i, x, y, fin_xf, fin_yf))
if (stagnant)//FLAG_STAGNANT set, was reflected on previous frame
{
// cast coords as int then back to float for compatibility with existing saves
if (!do_move(i, x, y, (float)fin_x, (float)fin_y)) {
kill_part(i);
continue;
}
}
else if (!do_move(i, x, y, fin_xf, fin_yf))
{
// reflection
parts[i].flags |= FLAG_STAGNANT;
@ -2015,20 +2023,7 @@ killed:
dp = nrx*parts[i].vx + nry*parts[i].vy;
parts[i].vx -= 2.0f*dp*nrx;
parts[i].vy -= 2.0f*dp*nry;
fin_x = (int)(parts[i].x + parts[i].vx + 0.5f);
fin_y = (int)(parts[i].y + parts[i].vy + 0.5f);
if (t==PT_PHOT) {
s = eval_move(PT_PHOT, fin_x, fin_y, &r);
if ((((r&0xFF)==PT_GLAS && lt!=PT_GLAS) || ((r&0xFF)!=PT_GLAS && lt==PT_GLAS)) && s) {
// if movement will involve refraction, leave it until next frame so that refraction happens correctly
goto movedone;
}
}
// cast coords as int then back to float for compatibility with existing saves
if (!do_move(i, x, y, (float)fin_x, (float)fin_y)) {
kill_part(i);
continue;
}
// leave the actual movement until next frame so that reflection of fast particles and refraction happen correctly
} else {
if (t!=PT_NEUT)
kill_part(i);
@ -2118,8 +2113,8 @@ killed:
{
// TODO: rewrite to operate better with radial gravity
s = 0;
// rt is true if FLAG_STAGNANT was set for this particle in previous frame
if (!rt || nt) //nt is if there is an something else besides the current particle type, around the particle
// stagnant is true if FLAG_STAGNANT was set for this particle in previous frame
if (!stagnant || nt) //nt is if there is an something else besides the current particle type, around the particle
rt = 30;//slight less water lag, although it changes how it moves a lot
else
rt = 10;