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GroundMoveMath.cpp
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53 lines (41 loc) · 1.5 KB
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MoveMath.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
/*
Calculate speed-multiplier for given height and slope data.
*/
float CMoveMath::GroundSpeedMod(const MoveDef& moveDef, float height, float slope)
{
float speedMod = 0.0f;
// slope too steep or square too deep?
if (slope > moveDef.maxSlope)
return speedMod;
if (-height > moveDef.depth)
return speedMod;
// slope-mod
speedMod = 1.0f / (1.0f + slope * moveDef.slopeMod);
speedMod *= ((height < 0.0f)? waterDamageCost: 1.0f);
speedMod *= moveDef.GetDepthMod(height);
return speedMod;
}
float CMoveMath::GroundSpeedMod(const MoveDef& moveDef, float height, float slope, float dirSlopeMod)
{
if (!modInfo.allowDirectionalPathing) {
return GroundSpeedMod(moveDef, height, slope);
}
// Directional speed is now equal to regular except when:
// 1) Climbing out of places which are below max depth.
// 2) Climbing hills is slower.
float speedMod = 0.0f;
if (slope > moveDef.maxSlope)
return speedMod;
// is this square below our maxWaterDepth and are we going further downhill?
if ((dirSlopeMod <= 0.0f) && (-height > moveDef.depth))
return speedMod;
// slope-mod (speedMod is not increased or decreased by downhill slopes)
speedMod = 1.0f / (1.0f + std::max(0.0f, slope * dirSlopeMod) * moveDef.slopeMod);
speedMod *= ((height < 0.0f)? waterDamageCost: 1.0f);
speedMod *= moveDef.GetDepthMod(height);
return speedMod;
}