Fix fast photons reflecting through obstacles
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parent
9d325dbb7c
commit
e67ec08052
33
src/powder.c
33
src/powder.c
@ -1244,7 +1244,7 @@ void update_particles_i(pixel *vid, int start, int inc)
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{
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int i, j, x, y, t, nx, ny, r, surround_space, s, lt, rt, nt, nnx, nny, q, golnum, goldelete, z, neighbors, createdsomething;
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float mv, dx, dy, ix, iy, lx, ly, nrx, nry, dp, ctemph, ctempl, gravtot;
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int fin_x, fin_y, clear_x, clear_y;
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int fin_x, fin_y, clear_x, clear_y, stagnant;
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float fin_xf, fin_yf, clear_xf, clear_yf;
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float nn, ct1, ct2, swappage;
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float pt = R_TEMP;
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@ -1937,7 +1937,7 @@ killed:
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}
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}
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rt = parts[i].flags & FLAG_STAGNANT;
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stagnant = parts[i].flags & FLAG_STAGNANT;
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parts[i].flags &= ~FLAG_STAGNANT;
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if ((t==PT_PHOT||t==PT_NEUT)) {
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@ -1982,7 +1982,15 @@ killed:
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}
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}
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}
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if (!do_move(i, x, y, fin_xf, fin_yf))
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if (stagnant)//FLAG_STAGNANT set, was reflected on previous frame
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{
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// cast coords as int then back to float for compatibility with existing saves
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if (!do_move(i, x, y, (float)fin_x, (float)fin_y)) {
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kill_part(i);
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continue;
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}
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}
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else if (!do_move(i, x, y, fin_xf, fin_yf))
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{
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// reflection
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parts[i].flags |= FLAG_STAGNANT;
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@ -2015,20 +2023,7 @@ killed:
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dp = nrx*parts[i].vx + nry*parts[i].vy;
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parts[i].vx -= 2.0f*dp*nrx;
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parts[i].vy -= 2.0f*dp*nry;
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fin_x = (int)(parts[i].x + parts[i].vx + 0.5f);
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fin_y = (int)(parts[i].y + parts[i].vy + 0.5f);
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if (t==PT_PHOT) {
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s = eval_move(PT_PHOT, fin_x, fin_y, &r);
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if ((((r&0xFF)==PT_GLAS && lt!=PT_GLAS) || ((r&0xFF)!=PT_GLAS && lt==PT_GLAS)) && s) {
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// if movement will involve refraction, leave it until next frame so that refraction happens correctly
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goto movedone;
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}
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}
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// cast coords as int then back to float for compatibility with existing saves
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if (!do_move(i, x, y, (float)fin_x, (float)fin_y)) {
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kill_part(i);
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continue;
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}
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// leave the actual movement until next frame so that reflection of fast particles and refraction happen correctly
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} else {
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if (t!=PT_NEUT)
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kill_part(i);
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@ -2118,8 +2113,8 @@ killed:
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{
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// TODO: rewrite to operate better with radial gravity
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s = 0;
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// rt is true if FLAG_STAGNANT was set for this particle in previous frame
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if (!rt || nt) //nt is if there is an something else besides the current particle type, around the particle
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// stagnant is true if FLAG_STAGNANT was set for this particle in previous frame
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if (!stagnant || nt) //nt is if there is an something else besides the current particle type, around the particle
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rt = 30;//slight less water lag, although it changes how it moves a lot
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else
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rt = 10;
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