hedgewars/uCollisions.pas
author mikade
Sun, 13 Nov 2011 17:52:50 +0200
changeset 6349 b10715d6b986
parent 6279 7f724835ea57
child 6453 11c578d30bd3
permissions -rw-r--r--
Correct outdated feedback. Move mudball into utility bundle.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uCollisions;
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interface
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uses uFloat, uTypes;
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const cMaxGearArrayInd = 1023;
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type PGearArray = ^TGearArray;
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    TGearArray = record
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            ar: array[0..cMaxGearArrayInd] of PGear;
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            Count: Longword
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            end;
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procedure initModule;
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procedure freeModule;
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procedure AddGearCI(Gear: PGear);
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procedure DeleteCI(Gear: PGear);
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function  CheckGearsCollision(Gear: PGear): PGearArray;
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function  TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionYwithGear(Gear: PGear; Dir: LongInt): Word;
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function  TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
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function  TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
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function  TestRectancleForObstacle(x1, y1, x2, y2: LongInt; landOnly: boolean): boolean;
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// returns: negative sign if going downhill to left, value is steepness (noslope/error = _0, 45° = _0_5)
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function  CalcSlopeBelowGear(Gear: PGear): hwFloat;
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function  CalcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): Boolean;
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implementation
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uses uConsts, uLandGraphics, uVariables, uDebug, uGears;
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type TCollisionEntry = record
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            X, Y, Radius: LongInt;
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            cGear: PGear;
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            end;
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const MAXRECTSINDEX = 1023;
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var Count: Longword;
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    cinfos: array[0..MAXRECTSINDEX] of TCollisionEntry;
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    ga: TGearArray;
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procedure AddGearCI(Gear: PGear);
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var t: PGear;
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begin
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if Gear^.CollisionIndex >= 0 then exit;
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TryDo(Count <= MAXRECTSINDEX, 'Collision rects array overflow', true);
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with cinfos[Count] do
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    begin
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    X:= hwRound(Gear^.X);
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    Y:= hwRound(Gear^.Y);
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    Radius:= Gear^.Radius;
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    ChangeRoundInLand(X, Y, Radius - 1, true);
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    cGear:= Gear
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    end;
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Gear^.CollisionIndex:= Count;
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inc(Count);
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// mines are the easiest way to overflow collision
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if (Count > (MAXRECTSINDEX-20)) then
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    begin
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    t:= GearsList;
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    while (t <> nil) and (t^.Kind <> gtMine) do 
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        t:= t^.NextGear;
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    if (t <> nil) then DeleteGear(t)
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    end;
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end;
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procedure DeleteCI(Gear: PGear);
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begin
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if Gear^.CollisionIndex >= 0 then
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    begin
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    with cinfos[Gear^.CollisionIndex] do
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        ChangeRoundInLand(X, Y, Radius - 1, false);
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    cinfos[Gear^.CollisionIndex]:= cinfos[Pred(Count)];
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    cinfos[Gear^.CollisionIndex].cGear^.CollisionIndex:= Gear^.CollisionIndex;
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    Gear^.CollisionIndex:= -1;
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    dec(Count)
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    end;
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end;
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function CheckGearsCollision(Gear: PGear): PGearArray;
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var mx, my, tr: LongInt;
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    i: Longword;
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begin
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CheckGearsCollision:= @ga;
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ga.Count:= 0;
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if Count = 0 then exit;
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mx:= hwRound(Gear^.X);
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my:= hwRound(Gear^.Y);
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tr:= Gear^.Radius + 2;
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for i:= 0 to Pred(Count) do
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    with cinfos[i] do
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        if (Gear <> cGear) and
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            (sqr(mx - x) + sqr(my - y) <= sqr(Radius + tr)) then
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                begin
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                ga.ar[ga.Count]:= cinfos[i].cGear;
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                inc(ga.Count)
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                end
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end;
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function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean;
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var x, y, i: LongInt;
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    TestWord: LongWord;
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begin
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if Gear^.IntersectGear <> nil then
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   with Gear^ do
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        if (hwRound(IntersectGear^.X) + IntersectGear^.Radius < hwRound(X) - Radius) or
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           (hwRound(IntersectGear^.X) - IntersectGear^.Radius > hwRound(X) + Radius) then
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           begin
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           IntersectGear:= nil;
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           TestWord:= 0
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           end else
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           TestWord:= 255
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   else TestWord:= 0;
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x:= hwRound(Gear^.X);
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if Dir < 0 then x:= x - Gear^.Radius
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           else x:= x + Gear^.Radius;
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if (x and LAND_WIDTH_MASK) = 0 then
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   begin
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   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
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   i:= y + Gear^.Radius * 2 - 2;
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   repeat
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     if (y and LAND_HEIGHT_MASK) = 0 then
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        if Land[y, x] > TestWord then exit(true);
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     inc(y)
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   until (y > i);
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   end;
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TestCollisionXwithGear:= false
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end;
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function TestCollisionYwithGear(Gear: PGear; Dir: LongInt): Word;
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var x, y, i: LongInt;
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    TestWord: LongWord;
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begin
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if Gear^.IntersectGear <> nil then
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   with Gear^ do
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        if (hwRound(IntersectGear^.Y) + IntersectGear^.Radius < hwRound(Y) - Radius) or
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           (hwRound(IntersectGear^.Y) - IntersectGear^.Radius > hwRound(Y) + Radius) then
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           begin
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           IntersectGear:= nil;
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           TestWord:= 0
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           end else
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           TestWord:= 255
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   else TestWord:= 0;
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y:= hwRound(Gear^.Y);
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if Dir < 0 then y:= y - Gear^.Radius
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           else y:= y + Gear^.Radius;
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if (y and LAND_HEIGHT_MASK) = 0 then
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   begin
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   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
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   i:= x + Gear^.Radius * 2 - 2;
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   repeat
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     if (x and LAND_WIDTH_MASK) = 0 then
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        if Land[y, x] > TestWord then exit(Land[y, x]);
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     inc(x)
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   until (x > i);
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   end;
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TestCollisionYwithGear:= 0
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end;
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function TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
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var x, y, mx, my, i: LongInt;
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    flag: boolean;
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begin
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flag:= false;
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x:= hwRound(Gear^.X);
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if Dir < 0 then x:= x - Gear^.Radius
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           else x:= x + Gear^.Radius;
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if (x and LAND_WIDTH_MASK) = 0 then
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   begin
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   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
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   i:= y + Gear^.Radius * 2 - 2;
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   repeat
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     if (y and LAND_HEIGHT_MASK) = 0 then
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           if Land[y, x] > 255 then exit(true)
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           else if Land[y, x] <> 0 then flag:= true;
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     inc(y)
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   until (y > i);
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   end;
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TestCollisionXKick:= flag;
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if flag then
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   begin
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   if hwAbs(Gear^.dX) < cHHKick then exit;
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   if (Gear^.State and gstHHJumping <> 0)
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   and (hwAbs(Gear^.dX) < _0_4) then exit;
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   mx:= hwRound(Gear^.X);
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   my:= hwRound(Gear^.Y);
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   223
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   for i:= 0 to Pred(Count) do
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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    with cinfos[i] do
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      if (Gear <> cGear) and
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         (sqr(mx - x) + sqr(my - y) <= sqr(Radius + Gear^.Radius + 2)) and
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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         ((mx > x) xor (Dir > 0)) then
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   229
         if ((cGear^.Kind in [gtHedgehog, gtMine]) and ((Gear^.State and gstNotKickable) = 0)) or
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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            // only apply X kick if the barrel is knocked over
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            ((cGear^.Kind = gtExplosives) and ((cGear^.State and gsttmpflag) <> 0)) then
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   232
             begin
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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   233
             with cGear^ do
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   234
                  begin
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   235
                  dX:= Gear^.dX;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   236
                  dY:= Gear^.dY * _0_5;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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                  State:= State or gstMoving;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   238
                  Active:= true
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   239
                  end;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   240
             DeleteCI(cGear);
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   241
             exit(false)
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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diff changeset
   242
             end
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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diff changeset
   243
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   244
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   245
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   246
function TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean;
3608
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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   247
var x, y, mx, my, i: LongInt;
513
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   248
    flag: boolean;
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   249
begin
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   250
flag:= false;
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diff changeset
   251
y:= hwRound(Gear^.Y);
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   252
if Dir < 0 then y:= y - Gear^.Radius
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diff changeset
   253
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   254
if (y and LAND_HEIGHT_MASK) = 0 then
513
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diff changeset
   255
   begin
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   256
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   257
   i:= x + Gear^.Radius * 2 - 2;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   258
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   259
     if (x and LAND_WIDTH_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   260
        if Land[y, x] > 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   261
           if Land[y, x] > 255 then exit(true)
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   262
           else if Land[y, x] <> 0 then flag:= true;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   263
     inc(x)
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   264
   until (x > i);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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parents: 511
diff changeset
   265
   end;
538
74219eadab5e - Various small fixes
unc0rr
parents: 536
diff changeset
   266
TestCollisionYKick:= flag;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   267
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   268
if flag then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   269
   begin
839
1493f697d1bb Fix broken logic for the new parachute feature
unc0rr
parents: 838
diff changeset
   270
   if hwAbs(Gear^.dY) < cHHKick then exit(true);
967
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   271
   if (Gear^.State and gstHHJumping <> 0)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   272
   and (not Gear^.dY.isNegative)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   273
   and (Gear^.dY < _0_4) then exit;
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   274
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   275
   mx:= hwRound(Gear^.X);
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unc0rr
parents: 511
diff changeset
   276
   my:= hwRound(Gear^.Y);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   277
3608
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   278
   for i:= 0 to Pred(Count) do
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   279
    with cinfos[i] do
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   280
      if (Gear <> cGear) and
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   281
         (sqr(mx - x) + sqr(my - y) <= sqr(Radius + Gear^.Radius + 2)) and
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   282
         ((my > y) xor (Dir > 0)) then
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   283
         if (cGear^.Kind in [gtHedgehog, gtMine, gtExplosives]) and ((Gear^.State and gstNotKickable) = 0) then
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   284
             begin
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   285
             with cGear^ do
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   286
                  begin
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   287
                  if (Kind <> gtExplosives) or ((State and gsttmpflag) <> 0) then dX:= Gear^.dX * _0_5;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   288
                  dY:= Gear^.dY;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   289
                  State:= State or gstMoving;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   290
                  Active:= true
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   291
                  end;
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   292
             DeleteCI(cGear);
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   293
             exit(false)
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   294
             end
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   295
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   296
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   297
5750
6bbf7aee2cdf Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
nemo
parents: 5572
diff changeset
   298
function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   299
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   300
Gear^.X:= Gear^.X + ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   301
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
5750
6bbf7aee2cdf Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
nemo
parents: 5572
diff changeset
   302
if withGear then 
6bbf7aee2cdf Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
nemo
parents: 5572
diff changeset
   303
    TestCollisionXwithXYShift:= TestCollisionXwithGear(Gear, Dir)
6bbf7aee2cdf Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
nemo
parents: 5572
diff changeset
   304
else TestCollisionXwithXYShift:= TestCollisionX(Gear, Dir);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   305
Gear^.X:= Gear^.X - ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   306
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   307
end;
4798
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   308
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   309
var x, y, i: LongInt;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   310
begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   311
x:= hwRound(Gear^.X);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   312
if Dir < 0 then x:= x - Gear^.Radius
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   313
           else x:= x + Gear^.Radius;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   314
if (x and LAND_WIDTH_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   315
   begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   316
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   317
   i:= y + Gear^.Radius * 2 - 2;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   318
   repeat
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   319
     if (y and LAND_HEIGHT_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   320
        if Land[y, x] > 255 then exit(true);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   321
     inc(y)
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   322
   until (y > i);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   323
   end;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   324
TestCollisionX:= false
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   325
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   326
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   327
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   328
var x, y, i: LongInt;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   329
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   330
y:= hwRound(Gear^.Y);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   331
if Dir < 0 then y:= y - Gear^.Radius
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   332
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   333
if (y and LAND_HEIGHT_MASK) = 0 then
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   334
   begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   335
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   336
   i:= x + Gear^.Radius * 2 - 2;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   337
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   338
     if (x and LAND_WIDTH_MASK) = 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   339
        if Land[y, x] > 255 then exit(true);
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   340
     inc(x)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   341
   until (x > i);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   342
   end;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   343
TestCollisionY:= false
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   344
end;
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   345
5750
6bbf7aee2cdf Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
nemo
parents: 5572
diff changeset
   346
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   347
begin
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   348
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   349
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
6081
537bbd5c1a62 Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents: 5919
diff changeset
   350
if withGear then TestCollisionYwithXYShift:= TestCollisionYwithGear(Gear, Dir) <> 0
5750
6bbf7aee2cdf Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
nemo
parents: 5572
diff changeset
   351
else TestCollisionYwithXYShift:= TestCollisionY(Gear, Dir);
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   352
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   353
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   354
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   355
5896
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   356
function TestRectancleForObstacle(x1, y1, x2, y2: LongInt; landOnly: boolean): boolean;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   357
var x, y: LongInt;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   358
    TestWord: LongWord;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   359
begin
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   360
if landOnly then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   361
    TestWord:= 255
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   362
else
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   363
    TestWord:= 0;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   364
5896
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   365
if x1 > x2 then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   366
begin
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   367
    x  := x1;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   368
    x1 := x2;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   369
    x2 := x;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   370
end;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   371
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   372
if y1 > y2 then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   373
begin
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   374
    y  := y1;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   375
    y1 := y2;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   376
    y2 := y;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   377
end;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   378
5919
f737843dd331 TestRectForObstacle: areas outside map borders are not passable
sheepluva
parents: 5896
diff changeset
   379
if (hasBorder and ((y1 < 0) or (x1 < 0) or (x2 > LAND_WIDTH))) then
f737843dd331 TestRectForObstacle: areas outside map borders are not passable
sheepluva
parents: 5896
diff changeset
   380
    exit(true);
f737843dd331 TestRectForObstacle: areas outside map borders are not passable
sheepluva
parents: 5896
diff changeset
   381
5896
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   382
for y := y1 to y2 do
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   383
    for x := x1 to x2 do
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   384
        if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   385
          and (Land[y, x] > TestWord) then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   386
            exit(true);
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   387
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   388
TestRectancleForObstacle:= false
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   389
end;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   390
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   391
function CalcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): boolean;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   392
var ldx, ldy, rdx, rdy: LongInt;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   393
    i, j, k, mx, my, li, ri, jfr, jto, tmpo : ShortInt;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   394
    tmpx, tmpy: LongWord;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   395
    dx, dy, s: hwFloat;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   396
    offset: Array[0..7,0..1] of ShortInt;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   397
    isColl: Boolean;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   398
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   399
begin
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   400
    dx:= Gear^.dX;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   401
    dy:= Gear^.dY;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   402
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   403
    // we start searching from the direction the gear came from
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   404
    if (dx.QWordValue > _0_995.QWordValue )
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   405
    or (dy.QWordValue > _0_995.QWordValue ) then
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   406
        begin // scale
6279
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   407
        s := _0_995 / Distance(dx,dy);
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   408
        dx := s * dx;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   409
        dy := s * dy;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   410
        end;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   411
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   412
    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   413
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   414
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   415
    li:= -1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   416
    ri:= -1;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   417
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   418
    // go around collision pixel, checking for first/last collisions
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   419
    // this will determinate what angles will be tried to crawl along
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   420
    for i:= 0 to 7 do
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   421
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   422
        offset[i,0]:= mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   423
        offset[i,1]:= my;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   424
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   425
        // multiplicator k tries to skip small pixels/gaps when possible
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   426
        for k:= 4 downto 1 do
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   427
            begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   428
            tmpx:= collisionX + k * mx;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   429
            tmpy:= collisionY + k * my;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   430
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   431
            if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   432
                if (Land[tmpy,tmpx] > TestWord) then
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   433
                    begin
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   434
                    // remember the index belonging to the first and last collision (if in 1st half)
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   435
                    if (i <> 0) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   436
                        begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   437
                        if (ri = -1) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   438
                            ri:= i
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   439
                        else
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   440
                            li:= i;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   441
                        end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   442
                    end;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   443
            end;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   444
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   445
        if i = 7 then break;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   446
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   447
        // prepare offset for next check (clockwise)
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   448
        if (mx = -1) and (my <> -1) then my:= my - 1
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   449
        else if (my = -1) and (mx <> 1) then mx:= mx + 1
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   450
        else if (mx = 1) and (my <> 1) then my:= my + 1
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   451
        else mx:= mx - 1;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   452
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   453
        end;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   454
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   455
    ldx:= collisionX;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   456
    ldy:= collisionY;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   457
    rdx:= collisionX;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   458
    rdy:= collisionY;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   459
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   460
    // edge-crawl
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   461
    for i:= 0 to 8 do
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   462
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   463
        // using mx,my as temporary value buffer here
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3609
diff changeset
   464
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   465
        jfr:= 8+li+1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   466
        jto:= 8+li-1;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   467
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   468
        isColl:= false;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   469
        for j:= jfr downto jto do
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   470
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   471
            tmpo:= j mod 8;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   472
            // multiplicator k tries to skip small pixels/gaps when possible
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   473
            for k:= 3 downto 1 do
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   474
                begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   475
                tmpx:= ldx + k * offset[tmpo,0];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   476
                tmpy:= ldy + k * offset[tmpo,1];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   477
                if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK)  = 0)
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   478
                    and (Land[tmpy,tmpx] > TestWord) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   479
                        begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   480
                        ldx:= tmpx;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   481
                        ldy:= tmpy;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   482
                        isColl:= true;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   483
                        break;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   484
                        end;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   485
                end;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   486
            if isColl then break;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   487
            end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   488
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   489
        jfr:= 8+ri-1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   490
        jto:= 8+ri+1;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   491
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   492
        isColl:= false;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   493
        for j:= jfr to jto do
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   494
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   495
            tmpo:= j mod 8;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   496
            for k:= 3 downto 1 do
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   497
                begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   498
                tmpx:= rdx + k * offset[tmpo,0];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   499
                tmpy:= rdy + k * offset[tmpo,1];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   500
                if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK)  = 0)
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   501
                    and (Land[tmpy,tmpx] > TestWord) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   502
                        begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   503
                        rdx:= tmpx;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   504
                        rdy:= tmpy;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   505
                        isColl:= true;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   506
                        break;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   507
                        end;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   508
                end;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   509
            if isColl then break;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   510
            end;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   511
        end;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   512
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   513
    ldx:= rdx - ldx;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   514
    ldy:= rdy - ldy;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   515
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   516
    if ((ldx = 0) and (ldy = 0)) then EXIT(false);
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   517
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   518
outDeltaX:= ldx;
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   519
outDeltaY:= ldy;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   520
exit(true);
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   521
end;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   522
6279
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   523
function CalcSlopeBelowGear(Gear: PGear): hwFloat;
6124
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   524
var dx, dy: hwFloat;
6279
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   525
    collX, i, y, x, gx, sdx, sdy: LongInt;
6124
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   526
    isColl, succ: Boolean;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   527
begin
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   528
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   529
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   530
y:= hwRound(Gear^.Y) + Gear^.Radius;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   531
gx:= hwRound(Gear^.X);
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   532
collX := gx;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   533
isColl:= false;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   534
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   535
if (y and LAND_HEIGHT_MASK) = 0 then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   536
   begin
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   537
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   538
   i:= x + Gear^.Radius * 2 - 2;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   539
   repeat
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   540
     if (x and LAND_WIDTH_MASK) = 0 then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   541
        if Land[y, x] > 255 then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   542
            if not isColl or (abs(x-gx) < abs(collX-gx)) then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   543
                begin
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   544
                isColl:= true;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   545
                collX := x;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   546
                end;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   547
     inc(x)
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   548
   until (x > i);
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   549
   end;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   550
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   551
if isColl then
6279
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   552
    begin
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   553
    // save original dx/dy
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   554
    dx := Gear^.dX;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   555
    dy := Gear^.dY;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   556
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   557
    Gear^.dX.QWordValue:= 0;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   558
    Gear^.dX.isNegative:= (collX >= gx);
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   559
    Gear^.dY:= _1;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   560
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   561
    sdx:= 0;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   562
    sdy:= 0;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   563
    succ := CalcSlopeTangent(Gear, collX, y, sdx, sdy, 255);
6124
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   564
6279
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   565
    // restore original dx/dy
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   566
    Gear^.dX := dx;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   567
    Gear^.dY := dy;
6124
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   568
6279
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   569
    if succ and (sdx <> 0) and (sdy <> 0) then
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   570
    begin
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   571
        dx := int2hwFloat(sdy) / (abs(sdx) + abs(sdy));
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   572
        dx.isNegative := (sdx * sdy) < 0;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   573
        exit (dx);
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   574
    end;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   575
    end;
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   576
7f724835ea57 I hope this helps...
sheepluva
parents: 6124
diff changeset
   577
CalcSlopeBelowGear := _0;
6124
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   578
end;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   579
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   580
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   581
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   582
    Count:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   583
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   584
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   585
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   586
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   587
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   588
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   589
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   590
end.