hedgewars/uCollisions.pas
author sheepluva
Wed, 26 Oct 2011 01:50:08 +0200
changeset 6211 ee9465c0ea82
parent 6124 bee90df26109
child 6279 7f724835ea57
permissions -rw-r--r--
move (prematurely) finishing game by removing all teams into engine since that's where it should happen
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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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function  CalcSlopeTangentBelowGear(Gear: PGear; var outDeltaX, outDeltaY: 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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           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
351
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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
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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   repeat
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     if (x and LAND_WIDTH_MASK) = 0 then
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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.
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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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   211
   end;
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TestCollisionXKick:= flag;
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if flag then
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   begin
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   216
   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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   221
   my:= hwRound(Gear^.Y);
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   222
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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   223
   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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   224
    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.
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   225
      if (Gear <> cGear) and
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nemo
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   226
         (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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   227
         ((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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   228
         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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   229
            // 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.
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   230
            ((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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   231
             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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   232
             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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   233
                  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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   234
                  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
   235
                  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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   236
                  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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   237
                  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
   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.
nemo
parents: 3603
diff changeset
   239
             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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   240
             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
   241
             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
   242
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   243
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   244
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   245
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.
nemo
parents: 3603
diff changeset
   246
var x, y, mx, my, i: LongInt;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   247
    flag: boolean;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   248
begin
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   249
flag:= false;
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diff changeset
   250
y:= hwRound(Gear^.Y);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   251
if Dir < 0 then y:= y - Gear^.Radius
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   252
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   253
if (y and LAND_HEIGHT_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   254
   begin
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
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diff changeset
   255
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   256
   i:= x + Gear^.Radius * 2 - 2;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   257
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   258
     if (x and LAND_WIDTH_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   259
        if Land[y, x] > 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   260
           if Land[y, x] > 255 then exit(true)
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   261
           else if Land[y, x] <> 0 then flag:= true;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   262
     inc(x)
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   263
   until (x > i);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   264
   end;
538
74219eadab5e - Various small fixes
unc0rr
parents: 536
diff changeset
   265
TestCollisionYKick:= flag;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   266
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   267
if flag then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   268
   begin
839
1493f697d1bb Fix broken logic for the new parachute feature
unc0rr
parents: 838
diff changeset
   269
   if hwAbs(Gear^.dY) < cHHKick then exit(true);
967
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   270
   if (Gear^.State and gstHHJumping <> 0)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   271
   and (not Gear^.dY.isNegative)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   272
   and (Gear^.dY < _0_4) then exit;
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   273
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   274
   mx:= hwRound(Gear^.X);
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unc0rr
parents: 511
diff changeset
   275
   my:= hwRound(Gear^.Y);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   276
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
   277
   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
   278
    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
   279
      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
   280
         (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
   281
         ((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
   282
         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
   283
             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
   284
             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
   285
                  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
   286
                  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
   287
                  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
   288
                  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
   289
                  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
   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
             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
   292
             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
   293
             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
   294
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   295
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   296
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
   297
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
   298
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   299
Gear^.X:= Gear^.X + ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   300
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
   301
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
   302
    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
   303
else TestCollisionXwithXYShift:= TestCollisionX(Gear, Dir);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   304
Gear^.X:= Gear^.X - ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   305
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   306
end;
4798
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   307
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   308
var x, y, i: LongInt;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   309
begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   310
x:= hwRound(Gear^.X);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   311
if Dir < 0 then x:= x - Gear^.Radius
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   312
           else x:= x + Gear^.Radius;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   313
if (x and LAND_WIDTH_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   314
   begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   315
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   316
   i:= y + Gear^.Radius * 2 - 2;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   317
   repeat
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   318
     if (y and LAND_HEIGHT_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   319
        if Land[y, x] > 255 then exit(true);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   320
     inc(y)
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   321
   until (y > i);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   322
   end;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   323
TestCollisionX:= false
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   324
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   325
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   326
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   327
var x, y, i: LongInt;
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
y:= hwRound(Gear^.Y);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   330
if Dir < 0 then y:= y - Gear^.Radius
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   331
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   332
if (y and LAND_HEIGHT_MASK) = 0 then
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   333
   begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   334
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   335
   i:= x + Gear^.Radius * 2 - 2;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   336
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   337
     if (x and LAND_WIDTH_MASK) = 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   338
        if Land[y, x] > 255 then exit(true);
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   339
     inc(x)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   340
   until (x > i);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   341
   end;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   342
TestCollisionY:= false
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   343
end;
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   344
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
   345
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
   346
begin
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   347
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   348
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
   349
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
   350
else TestCollisionYwithXYShift:= TestCollisionY(Gear, Dir);
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   351
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   352
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   353
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   354
5896
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   355
function TestRectancleForObstacle(x1, y1, x2, y2: LongInt; landOnly: boolean): boolean;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   356
var x, y: LongInt;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   357
    TestWord: LongWord;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   358
begin
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   359
if landOnly then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   360
    TestWord:= 255
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   361
else
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   362
    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
   363
5896
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   364
if x1 > x2 then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   365
begin
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   366
    x  := x1;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   367
    x1 := x2;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   368
    x2 := x;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   369
end;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   370
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   371
if y1 > y2 then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   372
begin
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   373
    y  := y1;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   374
    y1 := y2;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   375
    y2 := y;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   376
end;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   377
5919
f737843dd331 TestRectForObstacle: areas outside map borders are not passable
sheepluva
parents: 5896
diff changeset
   378
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
   379
    exit(true);
f737843dd331 TestRectForObstacle: areas outside map borders are not passable
sheepluva
parents: 5896
diff changeset
   380
5896
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   381
for y := y1 to y2 do
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   382
    for x := x1 to x2 do
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   383
        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
   384
          and (Land[y, x] > TestWord) then
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   385
            exit(true);
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   386
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   387
TestRectancleForObstacle:= false
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   388
end;
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   389
9ce1cf4e5a32 lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
sheepluva
parents: 5834
diff changeset
   390
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
   391
var ldx, ldy, rdx, rdy: LongInt;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   392
    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
   393
    tmpx, tmpy: LongWord;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   394
    dx, dy, s: hwFloat;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   395
    offset: Array[0..7,0..1] of ShortInt;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   396
    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
   397
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
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
   399
    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
   400
    dy:= Gear^.dY;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   401
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   402
    // we start searching from the direction the gear came from
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   403
    if (dx.QWordValue > _0_995.QWordValue )
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   404
    or (dy.QWordValue > _0_995.QWordValue ) then
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   405
        begin // scale
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   406
        s := _1 / Distance(dx,dy);
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   407
        dx := s * dx;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   408
        dy := s * dy;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   409
        end;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   410
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   411
    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   412
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   413
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   414
    li:= -1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   415
    ri:= -1;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   416
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   417
    // go around collision pixel, checking for first/last collisions
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   418
    // this will determinate what angles will be tried to crawl along
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   419
    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
   420
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   421
        offset[i,0]:= mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   422
        offset[i,1]:= my;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   423
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   424
        // multiplicator k tries to skip small pixels/gaps when possible
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   425
        for k:= 4 downto 1 do
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   426
            begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   427
            tmpx:= collisionX + k * mx;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   428
            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
   429
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   430
            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
   431
                if (Land[tmpy,tmpx] > TestWord) then
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   432
                    begin
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   433
                    // 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
   434
                    if (i <> 0) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   435
                        begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   436
                        if (ri = -1) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   437
                            ri:= i
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   438
                        else
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   439
                            li:= i;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   440
                        end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   441
                    end;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   442
            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
   443
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   444
        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
   445
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   446
        // 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
   447
        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
   448
        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
   449
        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
   450
        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
   451
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:= 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
   455
    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
   456
    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
   457
    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
   458
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   459
    // edge-crawl
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   460
    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
   461
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   462
        // using mx,my as temporary value buffer here
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3609
diff changeset
   463
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   464
        jfr:= 8+li+1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   465
        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
   466
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   467
        isColl:= false;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   468
        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
   469
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   470
            tmpo:= j mod 8;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   471
            // multiplicator k tries to skip small pixels/gaps when possible
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   472
            for k:= 3 downto 1 do
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   473
                begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   474
                tmpx:= ldx + k * offset[tmpo,0];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   475
                tmpy:= ldy + k * offset[tmpo,1];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   476
                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
   477
                    and (Land[tmpy,tmpx] > TestWord) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   478
                        begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   479
                        ldx:= tmpx;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   480
                        ldy:= tmpy;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   481
                        isColl:= true;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   482
                        break;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   483
                        end;
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
            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
   486
            end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   487
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   488
        jfr:= 8+ri-1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   489
        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
   490
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   491
        isColl:= false;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   492
        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
   493
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   494
            tmpo:= j mod 8;
6123
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   495
            for k:= 3 downto 1 do
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   496
                begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   497
                tmpx:= rdx + k * offset[tmpo,0];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   498
                tmpy:= rdy + k * offset[tmpo,1];
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   499
                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
   500
                    and (Land[tmpy,tmpx] > TestWord) then
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   501
                        begin
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   502
                        rdx:= tmpx;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   503
                        rdy:= tmpy;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   504
                        isColl:= true;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   505
                        break;
0cb751caf0ac make slope calcs skip small gaps
sheepluva
parents: 6081
diff changeset
   506
                        end;
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
            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
   509
            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
   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
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
    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
   513
    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
   514
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
    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
   516
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   517
outDeltaX:= ldx;
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   518
outDeltaY:= ldy;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   519
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
   520
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
   521
6124
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   522
function CalcSlopeTangentBelowGear(Gear: PGear; var outDeltaX, outDeltaY: LongInt): boolean;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   523
var dx, dy: hwFloat;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   524
    collX, i, y, x, gx: LongInt;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   525
    isColl, succ: Boolean;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   526
begin
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   527
// save original dx/dy
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   528
dx:= Gear^.dX;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   529
dy:= Gear^.dY;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   530
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   531
Gear^.dX.QWordValue:= 0;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   532
Gear^.dY:= _1;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   533
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   534
y:= hwRound(Gear^.Y) + Gear^.Radius;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   535
gx:= hwRound(Gear^.X);
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   536
collX := gx;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   537
isColl:= false;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   538
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   539
if (y and LAND_HEIGHT_MASK) = 0 then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   540
   begin
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   541
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   542
   i:= x + Gear^.Radius * 2 - 2;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   543
   repeat
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   544
     if (x and LAND_WIDTH_MASK) = 0 then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   545
        if Land[y, x] > 255 then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   546
            if not isColl or (abs(x-gx) < abs(collX-gx)) then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   547
                begin
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   548
                isColl:= true;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   549
                collX := x;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   550
                end;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   551
     inc(x)
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   552
   until (x > i);
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   553
   end;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   554
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   555
if isColl then
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   556
    succ := CalcSlopeTangent(Gear, collX, y, outDeltaX, outDeltaY, 255)
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   557
else
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   558
    succ := false;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   559
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   560
// restore original dx/dy
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   561
Gear^.dX:= dx;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   562
Gear^.dY:= dy;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   563
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   564
CalcSlopeTangentBelowGear := succ;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   565
end;
bee90df26109 something for nemo to play around with
sheepluva
parents: 6123
diff changeset
   566
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   567
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   568
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   569
    Count:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   570
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   571
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   572
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   573
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   574
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   575
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   576
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   577
end.