hedgewars/uCollisions.pas
author Xeli
Sun, 21 Aug 2011 22:17:40 +0200
branchhedgeroid
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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): boolean;
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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): boolean;
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function  TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean;
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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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   139
           end else
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           TestWord:= 255
505
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   141
   else TestWord:= 0;
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   142
351
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x:= hwRound(Gear^.X);
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if Dir < 0 then x:= x - Gear^.Radius
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   145
           else x:= x + Gear^.Radius;
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if (x and LAND_WIDTH_MASK) = 0 then
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   begin
351
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   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
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   i:= y + Gear^.Radius * 2 - 2;
4
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   repeat
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     if (y and LAND_HEIGHT_MASK) = 0 then
505
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        if Land[y, x] > TestWord then exit(true);
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     inc(y)
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   154
   until (y > i);
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   155
   end;
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TestCollisionXwithGear:= false
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   157
end;
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505
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function TestCollisionYwithGear(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^.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
505
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   else TestWord:= 0;
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   173
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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
505
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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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   181
   repeat
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     if (x and LAND_WIDTH_MASK) = 0 then
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        if Land[y, x] > TestWord then exit(true);
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     inc(x)
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   until (x > i);
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   end;
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TestCollisionYwithGear:= false
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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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   197
           else x:= x + Gear^.Radius;
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   198
if (x and LAND_WIDTH_MASK) = 0 then
513
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   199
   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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   203
     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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   208
   end;
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74219eadab5e - Various small fixes
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TestCollisionXKick:= flag;
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   210
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if flag then
513
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   212
   begin
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   213
   if hwAbs(Gear^.dX) < cHHKick then exit;
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   if (Gear^.State and gstHHJumping <> 0)
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   215
   and (hwAbs(Gear^.dX) < _0_4) then exit;
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   216
513
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   mx:= hwRound(Gear^.X);
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   218
   my:= hwRound(Gear^.Y);
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   219
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
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   220
   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
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   221
    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
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   222
      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
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   223
         (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
   224
         ((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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   225
         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.
nemo
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   226
            // only apply X kick if the barrel is knocked over
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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   227
            ((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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   228
             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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   229
             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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diff changeset
   230
                  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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   231
                  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
parents: 3603
diff changeset
   232
                  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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   233
                  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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diff changeset
   234
                  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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diff changeset
   235
                  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
   236
             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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   237
             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
   238
             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
   239
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   240
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   241
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   242
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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diff changeset
   243
var x, y, mx, my, i: LongInt;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   244
    flag: boolean;
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diff changeset
   245
begin
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   246
flag:= false;
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diff changeset
   247
y:= hwRound(Gear^.Y);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   248
if Dir < 0 then y:= y - Gear^.Radius
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   249
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   250
if (y and LAND_HEIGHT_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   251
   begin
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diff changeset
   252
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
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diff changeset
   253
   i:= x + Gear^.Radius * 2 - 2;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   254
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   255
     if (x and LAND_WIDTH_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   256
        if Land[y, x] > 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
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diff changeset
   257
           if Land[y, x] > 255 then exit(true)
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
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diff changeset
   258
           else if Land[y, x] <> 0 then flag:= true;
513
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diff changeset
   259
     inc(x)
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   260
   until (x > i);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   261
   end;
538
74219eadab5e - Various small fixes
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diff changeset
   262
TestCollisionYKick:= flag;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   263
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   264
if flag then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   265
   begin
839
1493f697d1bb Fix broken logic for the new parachute feature
unc0rr
parents: 838
diff changeset
   266
   if hwAbs(Gear^.dY) < cHHKick then exit(true);
967
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   267
   if (Gear^.State and gstHHJumping <> 0)
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diff changeset
   268
   and (not Gear^.dY.isNegative)
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unc0rr
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diff changeset
   269
   and (Gear^.dY < _0_4) then exit;
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diff changeset
   270
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   271
   mx:= hwRound(Gear^.X);
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   272
   my:= hwRound(Gear^.Y);
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diff changeset
   273
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
   274
   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
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   275
    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
   276
      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
   277
         (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
   278
         ((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
   279
         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
   280
             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
   281
             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
   282
                  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
   283
                  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
   284
                  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
   285
                  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
   286
                  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
   287
                  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
   288
             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
   289
             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
   290
             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
   291
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   292
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   293
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
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diff changeset
   294
function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt): boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
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diff changeset
   295
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   296
Gear^.X:= Gear^.X + ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
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diff changeset
   297
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   298
TestCollisionXwithXYShift:= TestCollisionXwithGear(Gear, Dir);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   299
Gear^.X:= Gear^.X - ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
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diff changeset
   300
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   301
end;
4798
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   302
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   303
var x, y, i: LongInt;
84fb1ff0a1c0 fix sticky rope issue
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diff changeset
   304
begin
84fb1ff0a1c0 fix sticky rope issue
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diff changeset
   305
x:= hwRound(Gear^.X);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   306
if Dir < 0 then x:= x - Gear^.Radius
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   307
           else x:= x + Gear^.Radius;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   308
if (x and LAND_WIDTH_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   309
   begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   310
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   311
   i:= y + Gear^.Radius * 2 - 2;
84fb1ff0a1c0 fix sticky rope issue
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diff changeset
   312
   repeat
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   313
     if (y and LAND_HEIGHT_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   314
        if Land[y, x] > 255 then exit(true);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   315
     inc(y)
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   316
   until (y > i);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   317
   end;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   318
TestCollisionX:= false
84fb1ff0a1c0 fix sticky rope issue
sheepluva
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diff changeset
   319
end;
4
bcbd7adb4e4b - set svn:eol-style to native
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diff changeset
   320
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   321
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   322
var x, y, i: LongInt;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   323
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   324
y:= hwRound(Gear^.Y);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   325
if Dir < 0 then y:= y - Gear^.Radius
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   326
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   327
if (y and LAND_HEIGHT_MASK) = 0 then
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   328
   begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   329
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   330
   i:= x + Gear^.Radius * 2 - 2;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   331
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   332
     if (x and LAND_WIDTH_MASK) = 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   333
        if Land[y, x] > 255 then exit(true);
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   334
     inc(x)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   335
   until (x > i);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   336
   end;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   337
TestCollisionY:= false
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   338
end;
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   339
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   340
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
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diff changeset
   341
begin
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
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diff changeset
   342
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
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diff changeset
   343
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   344
TestCollisionYwithXYShift:= TestCollisionYwithGear(Gear, Dir);
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   345
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   346
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
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diff changeset
   347
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   348
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
   349
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   350
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
   351
var ldx, ldy, rdx, rdy: LongInt;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   352
    i, j, 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
   353
    tmpx, tmpy: LongWord;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   354
    dx, dy, s: hwFloat;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   355
    offset: Array[0..7,0..1] of 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
   356
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
   357
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
   358
    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
   359
    dy:= Gear^.dY;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   360
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   361
    // we start searching from the direction the gear came from
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   362
    if (dx.QWordValue > _0_995.QWordValue )
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   363
    or (dy.QWordValue > _0_995.QWordValue ) then
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   364
        begin // scale
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   365
        s := _1 / Distance(dx,dy);
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   366
        dx := s * dx;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   367
        dy := s * dy;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   368
        end;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   369
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   370
    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   371
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   372
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   373
    li:= -1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   374
    ri:= -1;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   375
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   376
    // go around collision pixel, checking for first/last collisions
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   377
    // this will determinate what angles will be tried to crawl along
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   378
    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
   379
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   380
        offset[i,0]:= mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   381
        offset[i,1]:= my;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   382
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   383
        tmpx:= collisionX + mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   384
        tmpy:= collisionY + 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
   385
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   386
        if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   387
            if (Land[tmpy,tmpx] > TestWord) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   388
                begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   389
                // remember the index belonging to the first and last collision (if in 1st half)
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   390
                if (i <> 0) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   391
                    begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   392
                    if (ri = -1) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   393
                        ri:= i
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   394
                    else
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   395
                        li:= i;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   396
                    end;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   397
                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
   398
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   399
        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
   400
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   401
        // 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
   402
        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
   403
        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
   404
        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
   405
        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
   406
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
   407
        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
   408
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
   409
    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
   410
    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
   411
    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
   412
    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
   413
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   414
    // edge-crawl
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   415
    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
   416
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   417
        // using mx,my as temporary value buffer here
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3609
diff changeset
   418
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   419
        jfr:= 8+li+1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   420
        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
   421
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   422
        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
   423
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   424
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   425
            tmpx:= ldx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   426
            tmpy:= ldy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   427
            if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK)  = 0)
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   428
                and (Land[tmpy,tmpx] > TestWord) then
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
   429
                    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
   430
                    ldx:= tmpx;
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
   431
                    ldy:= tmpy;
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
   432
                    break;
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
   433
                    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
   434
            end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   435
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   436
        jfr:= 8+ri-1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   437
        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
   438
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   439
        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
   440
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   441
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   442
            tmpx:= rdx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   443
            tmpy:= rdy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   444
            if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK)  = 0)
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   445
                and (Land[tmpy,tmpx] > TestWord) then
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
                    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
   447
                    rdx:= tmpx;
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
                    rdy:= tmpy;
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
                    break;
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
                    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
   451
            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
   452
        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
   453
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
    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
   455
    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
   456
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
    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
   458
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   459
outDeltaX:= ldx;
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   460
outDeltaY:= ldy;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   461
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
   462
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
   463
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   464
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   465
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   466
    Count:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   467
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   468
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   469
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   470
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   471
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   472
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   473
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   474
end.