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authororwell96 <mono96.mml@gmail.com>2017-01-18 20:51:47 +0100
committerorwell96 <mono96.mml@gmail.com>2017-01-18 20:51:47 +0100
commit7ab41542166989a80920138b85add399927631e2 (patch)
tree54d31b5e069498eb5e8f586c3e1b3a1ba5f29164 /assets/advtrains_newlocomotive.xcf
parent341de7845a2ba1efce341eaa0f011093ac0e5f10 (diff)
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Add 'collision mercy' to get stuck trains out of walls.
Also change the collision logic so that the collision mercy can't be activated accidentally.
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0 files changed, 0 insertions, 0 deletions
class="hl com">You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef LIGHT_HEADER #define LIGHT_HEADER #include "irrlichttypes.h" /* Lower level lighting stuff */ // This directly sets the range of light. // Actually this is not the real maximum, and this is not the // brightest. The brightest is LIGHT_SUN. #define LIGHT_MAX 14 // Light is stored as 4 bits, thus 15 is the maximum. // This brightness is reserved for sunlight #define LIGHT_SUN 15 inline u8 diminish_light(u8 light) { if(light == 0) return 0; if(light >= LIGHT_MAX) return LIGHT_MAX - 1; return light - 1; } inline u8 diminish_light(u8 light, u8 distance) { if(distance >= light) return 0; return light - distance; } inline u8 undiminish_light(u8 light) { // We don't know if light should undiminish from this particular 0. // Thus, keep it at 0. if(light == 0) return 0; if(light == LIGHT_MAX) return light; return light + 1; } extern u8 light_decode_table[LIGHT_MAX+1]; // 0 <= light <= LIGHT_SUN // 0 <= return value <= 255 inline u8 decode_light(u8 light) { if(light > LIGHT_MAX) light = LIGHT_MAX; return light_decode_table[light]; } // 0.0 <= light <= 1.0 // 0.0 <= return value <= 1.0 inline float decode_light_f(float light_f) { s32 i = (u32)(light_f * LIGHT_MAX + 0.5); if(i <= 0) return (float)light_decode_table[0] / 255.0; if(i >= LIGHT_MAX) return (float)light_decode_table[LIGHT_MAX] / 255.0; float v1 = (float)light_decode_table[i-1] / 255.0; float v2 = (float)light_decode_table[i] / 255.0; float f0 = (float)i - 0.5; float f = light_f * LIGHT_MAX - f0; return f * v2 + (1.0 - f) * v1; } // 0 <= daylight_factor <= 1000 // 0 <= lightday, lightnight <= LIGHT_SUN // 0 <= return value <= LIGHT_SUN inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight) { u32 c = 1000; u32 l = ((daylight_factor * lightday + (c-daylight_factor) * lightnight))/c; if(l > LIGHT_SUN) l = LIGHT_SUN; return l; } // 0.0 <= daylight_factor <= 1.0 // 0 <= lightday, lightnight <= LIGHT_SUN // 0 <= return value <= 255 inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight) { u8 l = ((daylight_factor * decode_light(lightday) + (1.0-daylight_factor) * decode_light(lightnight))); return l; } #endif