hedgewars/uCollisions.pas
author nemo
Thu, 08 Sep 2011 00:29:01 -0400
changeset 5806 6778f0a7d896
parent 5750 6bbf7aee2cdf
child 5830 ea4d1fe665d7
permissions -rw-r--r--
remove debug message, clear a couple of global gear references if appropriate, fix control script
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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; 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  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;
838
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   142
351
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x:= hwRound(Gear^.X);
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   144
if Dir < 0 then x:= x - Gear^.Radius
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   145
           else x:= x + Gear^.Radius;
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   146
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);
4
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     inc(y)
351
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   154
   until (y > i);
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   155
   end;
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   156
TestCollisionXwithGear:= false
4
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   157
end;
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505
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   159
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
fcba7d7aea0d Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
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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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   186
   end;
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TestCollisionYwithGear:= false
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   188
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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   202
   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;
538
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TestCollisionXKick:= flag;
513
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   210
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if flag then
513
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   212
   begin
538
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   213
   if hwAbs(Gear^.dX) < cHHKick then exit;
967
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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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diff changeset
   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
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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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   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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diff changeset
   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.
nemo
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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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diff changeset
   244
    flag: boolean;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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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;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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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
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   252
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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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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parents: 521
diff changeset
   258
           else if Land[y, x] <> 0 then flag:= true;
513
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diff changeset
   259
     inc(x)
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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
unc0rr
parents: 536
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)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   268
   and (not Gear^.dY.isNegative)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   269
   and (Gear^.dY < _0_4) then exit;
8be3938d73c2 Don't let jumping hedgehog to move others
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parents: 906
diff changeset
   270
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   271
   mx:= hwRound(Gear^.X);
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unc0rr
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diff changeset
   272
   my:= hwRound(Gear^.Y);
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parents: 511
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
diff changeset
   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
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
   294
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
   295
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   296
Gear^.X:= Gear^.X + ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   297
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
   298
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
   299
    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
   300
else TestCollisionXwithXYShift:= TestCollisionX(Gear, Dir);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   301
Gear^.X:= Gear^.X - ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   302
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
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parents: 1
diff changeset
   303
end;
4798
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   304
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
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   305
var x, y, i: LongInt;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   306
begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   307
x:= hwRound(Gear^.X);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   308
if Dir < 0 then x:= x - Gear^.Radius
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   309
           else x:= x + Gear^.Radius;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   310
if (x and LAND_WIDTH_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   311
   begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   312
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   313
   i:= y + Gear^.Radius * 2 - 2;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   314
   repeat
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   315
     if (y and LAND_HEIGHT_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   316
        if Land[y, x] > 255 then exit(true);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   317
     inc(y)
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   318
   until (y > i);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   319
   end;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   320
TestCollisionX:= false
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   321
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   322
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   323
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   324
var x, y, i: LongInt;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   325
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   326
y:= hwRound(Gear^.Y);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   327
if Dir < 0 then y:= y - Gear^.Radius
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   328
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   329
if (y and LAND_HEIGHT_MASK) = 0 then
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   330
   begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   331
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   332
   i:= x + Gear^.Radius * 2 - 2;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   333
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   334
     if (x and LAND_WIDTH_MASK) = 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   335
        if Land[y, x] > 255 then exit(true);
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   336
     inc(x)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   337
   until (x > i);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   338
   end;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   339
TestCollisionY:= false
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   340
end;
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   341
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
   342
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
   343
begin
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   344
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   345
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
   346
if withGear then TestCollisionYwithXYShift:= TestCollisionYwithGear(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
   347
else TestCollisionYwithXYShift:= TestCollisionY(Gear, Dir);
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   348
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   349
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   350
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   351
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
   352
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   353
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
   354
var ldx, ldy, rdx, rdy: LongInt;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   355
    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
   356
    tmpx, tmpy: LongWord;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   357
    dx, dy, s: hwFloat;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   358
    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
   359
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
   360
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
   361
    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
   362
    dy:= Gear^.dY;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   363
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   364
    // we start searching from the direction the gear came from
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   365
    if (dx.QWordValue > _0_995.QWordValue )
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   366
    or (dy.QWordValue > _0_995.QWordValue ) then
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   367
        begin // scale
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   368
        s := _1 / Distance(dx,dy);
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   369
        dx := s * dx;
27b0ec683572 portal / slope detection:
sheepluva
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diff changeset
   370
        dy := s * dy;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   371
        end;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   372
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   373
    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   374
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   375
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   376
    li:= -1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   377
    ri:= -1;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   378
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   379
    // go around collision pixel, checking for first/last collisions
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   380
    // this will determinate what angles will be tried to crawl along
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   381
    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
   382
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   383
        offset[i,0]:= mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   384
        offset[i,1]:= my;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   385
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   386
        tmpx:= collisionX + mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   387
        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
   388
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   389
        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
   390
            if (Land[tmpy,tmpx] > TestWord) 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
                // 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
   393
                if (i <> 0) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   394
                    begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   395
                    if (ri = -1) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   396
                        ri:= i
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   397
                    else
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   398
                        li:= i;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   399
                    end;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   400
                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
   401
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   402
        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
   403
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   404
        // 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
   405
        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
   406
        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
   407
        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
   408
        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
   409
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
        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
   411
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
    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
   413
    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
   414
    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
   415
    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
   416
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   417
    // edge-crawl
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   418
    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
   419
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   420
        // using mx,my as temporary value buffer here
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3609
diff changeset
   421
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   422
        jfr:= 8+li+1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   423
        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
   424
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   425
        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
   426
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   427
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   428
            tmpx:= ldx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   429
            tmpy:= ldy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   430
            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
   431
                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
   432
                    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
   433
                    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
   434
                    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
   435
                    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
   436
                    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
   437
            end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   438
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   439
        jfr:= 8+ri-1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   440
        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
   441
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   442
        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
   443
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   444
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   445
            tmpx:= rdx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   446
            tmpy:= rdy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   447
            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
   448
                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
   449
                    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
   450
                    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
   451
                    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
   452
                    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
   453
                    end;
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   454
            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
   455
        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
   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
    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
   458
    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
   459
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
   460
    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
   461
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   462
outDeltaX:= ldx;
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   463
outDeltaY:= ldy;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   464
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
   465
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
   466
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   467
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   468
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   469
    Count:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   470
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   471
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   472
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   473
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   474
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   475
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   476
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   477
end.