Disable gfMoreWind for land objects on turn end only after a fixed-time delay
15s sounds much, but it's the average amount for gfMineStrike mines to settle
naturally. And it would be very confusing to see falling mines suddenly not
caring about gfMoreWind for no apparent reason.
Note this whole thing is a giant hack anyway, to prevent a turn being
blocked by infinitely bouncing mines.
The better solution would be to help gfMoreWind-affected land objects settle
naturally more reliably even under extreme wind.
But this commit is "good enough" for now.
If you don't like the delay, you can always tweak the constant.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uMatrix;
interface
uses uTypes {$IFNDEF PAS2C}, gl{$ENDIF};
const
MATRIX_MODELVIEW:Integer = 0;
MATRIX_PROJECTION:Integer = 1;
procedure MatrixLoadIdentity(out Result: TMatrix4x4f);
procedure MatrixMultiply(out Result: TMatrix4x4f; const lhs, rhs: TMatrix4x4f);
procedure hglMatrixMode(t: Integer);
procedure hglLoadIdentity();
procedure hglPushMatrix();
procedure hglPopMatrix();
procedure hglMVP(var res : TMatrix4x4f);
procedure hglScalef(x: GLfloat; y: GLfloat; z: GLfloat);
procedure hglTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
procedure hglRotatef(a:GLfloat; x:GLfloat; y:GLfloat; z:GLfloat);
procedure initModule();
procedure freeModule();
implementation
uses uDebug;
const
MATRIX_STACK_SIZE = 10;
type
TMatrixStack = record
top:Integer;
stack: array[0..9] of TMatrix4x4f;
end;
var
MatrixStacks : array[0..1] of TMatrixStack;
CurMatrix: integer;
procedure MatrixLoadIdentity(out Result: TMatrix4x4f);
begin
Result[0,0]:= 1.0; Result[1,0]:=0.0; Result[2,0]:=0.0; Result[3,0]:=0.0;
Result[0,1]:= 0.0; Result[1,1]:=1.0; Result[2,1]:=0.0; Result[3,1]:=0.0;
Result[0,2]:= 0.0; Result[1,2]:=0.0; Result[2,2]:=1.0; Result[3,2]:=0.0;
Result[0,3]:= 0.0; Result[1,3]:=0.0; Result[2,3]:=0.0; Result[3,3]:=1.0;
end;
procedure hglMatrixMode(t: Integer);
begin
CurMatrix := t;
end;
procedure hglLoadIdentity();
begin
MatrixLoadIdentity(MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top]);
end;
procedure hglScalef(x: GLfloat; y: GLfloat; z: GLfloat);
var
m:TMatrix4x4f;
t:TMatrix4x4f;
begin
m[0,0]:=x;m[1,0]:=0;m[2,0]:=0;m[3,0]:=0;
m[0,1]:=0;m[1,1]:=y;m[2,1]:=0;m[3,1]:=0;
m[0,2]:=0;m[1,2]:=0;m[2,2]:=z;m[3,2]:=0;
m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;
MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;
procedure hglTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
var
m:TMatrix4x4f;
t:TMatrix4x4f;
begin
m[0,0]:=1;m[1,0]:=0;m[2,0]:=0;m[3,0]:=x;
m[0,1]:=0;m[1,1]:=1;m[2,1]:=0;m[3,1]:=y;
m[0,2]:=0;m[1,2]:=0;m[2,2]:=1;m[3,2]:=z;
m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;
MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;
procedure hglRotatef(a:GLfloat; x:GLfloat; y:GLfloat; z:GLfloat);
var
m:TMatrix4x4f;
t:TMatrix4x4f;
c:GLfloat;
s:GLfloat;
xn, yn, zn:GLfloat;
l:GLfloat;
begin
a:=a * 3.14159265368 / 180;
c:=cos(a);
s:=sin(a);
l := 1.0 / sqrt(x * x + y * y + z * z);
xn := x * l;
yn := y * l;
zn := z * l;
m[0,0]:=c + xn * xn * (1 - c);
m[1,0]:=xn * yn * (1 - c) - zn * s;
m[2,0]:=xn * zn * (1 - c) + yn * s;
m[3,0]:=0;
m[0,1]:=yn * xn * (1 - c) + zn * s;
m[1,1]:=c + yn * yn * (1 - c);
m[2,1]:=yn * zn * (1 - c) - xn * s;
m[3,1]:=0;
m[0,2]:=zn * xn * (1 - c) - yn * s;
m[1,2]:=zn * yn * (1 - c) + xn * s;
m[2,2]:=c + zn * zn * (1 - c);
m[3,2]:=0;
m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;
MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;
procedure hglMVP(var res: TMatrix4x4f);
begin
MatrixMultiply(res,
MatrixStacks[MATRIX_PROJECTION].stack[MatrixStacks[MATRIX_PROJECTION].top],
MatrixStacks[MATRIX_MODELVIEW].stack[MatrixStacks[MATRIX_MODELVIEW].top]);
end;
procedure hglPushMatrix();
var
t: Integer;
begin
t := MatrixStacks[CurMatrix].top;
MatrixStacks[CurMatrix].stack[t + 1] := MatrixStacks[CurMatrix].stack[t];
inc(t);
MatrixStacks[CurMatrix].top := t;
end;
procedure hglPopMatrix();
var
t: Integer;
begin
t := MatrixStacks[CurMatrix].top;
dec(t);
MatrixStacks[CurMatrix].top := t;
end;
procedure initModule();
begin
MatrixStacks[MATRIX_MODELVIEW].top := 0;
MatrixStacks[MATRIX_Projection].top := 0;
MatrixLoadIdentity(MatrixStacks[MATRIX_MODELVIEW].stack[0]);
MatrixLoadIdentity(MatrixStacks[MATRIX_PROJECTION].stack[0]);
end;
procedure freeModule();
begin
end;
procedure MatrixMultiply(out Result: TMatrix4x4f; const lhs, rhs: TMatrix4x4f);
var
test: TMatrix4x4f;
i, j: Integer;
error: boolean;
begin
Result[0,0]:=lhs[0,0]*rhs[0,0] + lhs[1,0]*rhs[0,1] + lhs[2,0]*rhs[0,2] + lhs[3,0]*rhs[0,3];
Result[0,1]:=lhs[0,1]*rhs[0,0] + lhs[1,1]*rhs[0,1] + lhs[2,1]*rhs[0,2] + lhs[3,1]*rhs[0,3];
Result[0,2]:=lhs[0,2]*rhs[0,0] + lhs[1,2]*rhs[0,1] + lhs[2,2]*rhs[0,2] + lhs[3,2]*rhs[0,3];
Result[0,3]:=lhs[0,3]*rhs[0,0] + lhs[1,3]*rhs[0,1] + lhs[2,3]*rhs[0,2] + lhs[3,3]*rhs[0,3];
Result[1,0]:=lhs[0,0]*rhs[1,0] + lhs[1,0]*rhs[1,1] + lhs[2,0]*rhs[1,2] + lhs[3,0]*rhs[1,3];
Result[1,1]:=lhs[0,1]*rhs[1,0] + lhs[1,1]*rhs[1,1] + lhs[2,1]*rhs[1,2] + lhs[3,1]*rhs[1,3];
Result[1,2]:=lhs[0,2]*rhs[1,0] + lhs[1,2]*rhs[1,1] + lhs[2,2]*rhs[1,2] + lhs[3,2]*rhs[1,3];
Result[1,3]:=lhs[0,3]*rhs[1,0] + lhs[1,3]*rhs[1,1] + lhs[2,3]*rhs[1,2] + lhs[3,3]*rhs[1,3];
Result[2,0]:=lhs[0,0]*rhs[2,0] + lhs[1,0]*rhs[2,1] + lhs[2,0]*rhs[2,2] + lhs[3,0]*rhs[2,3];
Result[2,1]:=lhs[0,1]*rhs[2,0] + lhs[1,1]*rhs[2,1] + lhs[2,1]*rhs[2,2] + lhs[3,1]*rhs[2,3];
Result[2,2]:=lhs[0,2]*rhs[2,0] + lhs[1,2]*rhs[2,1] + lhs[2,2]*rhs[2,2] + lhs[3,2]*rhs[2,3];
Result[2,3]:=lhs[0,3]*rhs[2,0] + lhs[1,3]*rhs[2,1] + lhs[2,3]*rhs[2,2] + lhs[3,3]*rhs[2,3];
Result[3,0]:=lhs[0,0]*rhs[3,0] + lhs[1,0]*rhs[3,1] + lhs[2,0]*rhs[3,2] + lhs[3,0]*rhs[3,3];
Result[3,1]:=lhs[0,1]*rhs[3,0] + lhs[1,1]*rhs[3,1] + lhs[2,1]*rhs[3,2] + lhs[3,1]*rhs[3,3];
Result[3,2]:=lhs[0,2]*rhs[3,0] + lhs[1,2]*rhs[3,1] + lhs[2,2]*rhs[3,2] + lhs[3,2]*rhs[3,3];
Result[3,3]:=lhs[0,3]*rhs[3,0] + lhs[1,3]*rhs[3,1] + lhs[2,3]*rhs[3,2] + lhs[3,3]*rhs[3,3];
{
Result[0,0]:=lhs[0,0]*rhs[0,0] + lhs[1,0]*rhs[0,1] + lhs[2,0]*rhs[0,2] + lhs[3,0]*rhs[0,3];
Result[0,1]:=lhs[0,0]*rhs[1,0] + lhs[1,0]*rhs[1,1] + lhs[2,0]*rhs[1,2] + lhs[3,0]*rhs[1,3];
Result[0,2]:=lhs[0,0]*rhs[2,0] + lhs[1,0]*rhs[2,1] + lhs[2,0]*rhs[2,2] + lhs[3,0]*rhs[2,3];
Result[0,3]:=lhs[0,0]*rhs[3,0] + lhs[1,0]*rhs[3,1] + lhs[2,0]*rhs[3,2] + lhs[3,0]*rhs[3,3];
Result[1,0]:=lhs[0,1]*rhs[0,0] + lhs[1,1]*rhs[0,1] + lhs[2,1]*rhs[0,2] + lhs[3,1]*rhs[0,3];
Result[1,1]:=lhs[0,1]*rhs[1,0] + lhs[1,1]*rhs[1,1] + lhs[2,1]*rhs[1,2] + lhs[3,1]*rhs[1,3];
Result[1,2]:=lhs[0,1]*rhs[2,0] + lhs[1,1]*rhs[2,1] + lhs[2,1]*rhs[2,2] + lhs[3,1]*rhs[2,3];
Result[1,3]:=lhs[0,1]*rhs[3,0] + lhs[1,1]*rhs[3,1] + lhs[2,1]*rhs[3,2] + lhs[3,1]*rhs[3,3];
Result[2,0]:=lhs[0,2]*rhs[0,0] + lhs[1,2]*rhs[0,1] + lhs[2,2]*rhs[0,2] + lhs[3,2]*rhs[0,3];
Result[2,1]:=lhs[0,2]*rhs[1,0] + lhs[1,2]*rhs[1,1] + lhs[2,2]*rhs[1,2] + lhs[3,2]*rhs[1,3];
Result[2,2]:=lhs[0,2]*rhs[2,0] + lhs[1,2]*rhs[2,1] + lhs[2,2]*rhs[2,2] + lhs[3,2]*rhs[2,3];
Result[2,3]:=lhs[0,2]*rhs[3,0] + lhs[1,2]*rhs[3,1] + lhs[2,2]*rhs[3,2] + lhs[3,2]*rhs[3,3];
Result[3,0]:=lhs[0,3]*rhs[0,0] + lhs[1,3]*rhs[0,1] + lhs[2,3]*rhs[0,2] + lhs[3,3]*rhs[0,3];
Result[3,1]:=lhs[0,3]*rhs[1,0] + lhs[1,3]*rhs[1,1] + lhs[2,3]*rhs[1,2] + lhs[3,3]*rhs[1,3];
Result[3,2]:=lhs[0,3]*rhs[2,0] + lhs[1,3]*rhs[2,1] + lhs[2,3]*rhs[2,2] + lhs[3,3]*rhs[2,3];
Result[3,3]:=lhs[0,3]*rhs[3,0] + lhs[1,3]*rhs[3,1] + lhs[2,3]*rhs[3,2] + lhs[3,3]*rhs[3,3];
}
glPushMatrix;
glLoadMatrixf(@lhs[0, 0]);
glMultMatrixf(@rhs[0, 0]);
glGetFloatv(GL_MODELVIEW_MATRIX, @test[0, 0]);
glPopMatrix;
error:=false;
for i:=0 to 3 do
for j:=0 to 3 do
if Abs(test[i, j] - Result[i, j]) > 0.000001 then
error:=true;
{$IFNDEF PAS2C}
if error then
begin
writeln('shall:');
for i:=0 to 3 do
begin
for j:=0 to 3 do
write(test[i, j]);
writeln;
end;
writeln('is:');
for i:=0 to 3 do
begin
for j:=0 to 3 do
write(Result[i, j]);
writeln;
end;
checkFails(false, 'Error in matrix multiplication?!', true);
end;
{$ENDIF}
end;
end.