hedgewars/uCollisions.pas
author nemo
Thu, 02 Jun 2011 18:08:50 -0400
changeset 5225 d38211100f4d
parent 4976 088d40d8aba2
child 5290 eea7570d345f
permissions -rw-r--r--
Experiment in making the land less jagg-y
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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 = 255;
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type PGearArray = ^TGearArray;
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    TGearArray = record
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            ar: array[0..cMaxGearArrayInd] of PGear;
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            Count: Longword
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            end;
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procedure initModule;
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procedure freeModule;
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procedure AddGearCI(Gear: PGear);
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procedure DeleteCI(Gear: PGear);
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function  CheckGearsCollision(Gear: PGear): PGearArray;
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function  TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionYwithGear(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
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function  TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt): boolean;
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function  TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean;
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function  calcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): Boolean;
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implementation
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uses uConsts, uLandGraphics, uVariables, uDebug;
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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 = 511;
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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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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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end;
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procedure DeleteCI(Gear: PGear);
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begin
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if Gear^.CollisionIndex >= 0 then
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    begin
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    with cinfos[Gear^.CollisionIndex] do
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        ChangeRoundInLand(X, Y, Radius - 1, false);
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    cinfos[Gear^.CollisionIndex]:= cinfos[Pred(Count)];
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    cinfos[Gear^.CollisionIndex].cGear^.CollisionIndex:= Gear^.CollisionIndex;
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    Gear^.CollisionIndex:= -1;
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    dec(Count)
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    end;
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end;
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function CheckGearsCollision(Gear: PGear): PGearArray;
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var mx, my, tr: LongInt;
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    i: Longword;
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begin
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CheckGearsCollision:= @ga;
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ga.Count:= 0;
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if Count = 0 then exit;
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mx:= hwRound(Gear^.X);
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my:= hwRound(Gear^.Y);
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tr:= Gear^.Radius + 2;
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for i:= 0 to Pred(Count) do
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    with cinfos[i] do
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        if (Gear <> cGear) and
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            (sqr(mx - x) + sqr(my - y) <= sqr(Radius + tr)) then
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                begin
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                ga.ar[ga.Count]:= cinfos[i].cGear;
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                inc(ga.Count)
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                end
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end;
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function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean;
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var x, y, i: LongInt;
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    TestWord: LongWord;
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begin
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if Gear^.IntersectGear <> nil then
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   with Gear^ do
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        if (hwRound(IntersectGear^.X) + IntersectGear^.Radius < hwRound(X) - Radius) or
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           (hwRound(IntersectGear^.X) - IntersectGear^.Radius > hwRound(X) + Radius) then
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           begin
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           IntersectGear:= nil;
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           TestWord:= 0
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           end else
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           TestWord:= 255
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   else TestWord:= 0;
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x:= hwRound(Gear^.X);
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if Dir < 0 then x:= x - Gear^.Radius
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           else x:= x + Gear^.Radius;
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if (x and LAND_WIDTH_MASK) = 0 then
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   begin
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   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
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   i:= y + Gear^.Radius * 2 - 2;
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   repeat
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     if (y and LAND_HEIGHT_MASK) = 0 then
505
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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): 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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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
1753
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     if (x and LAND_WIDTH_MASK) = 0 then
505
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        if Land[y, x] > TestWord then exit(true);
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     inc(x)
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   until (x > i);
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   end;
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TestCollisionYwithGear:= false
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end;
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function TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
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var x, y, mx, my, i: LongInt;
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    flag: boolean;
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begin
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flag:= false;
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x:= hwRound(Gear^.X);
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if Dir < 0 then x:= x - Gear^.Radius
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           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;
513
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     inc(y)
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   until (y > i);
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   199
   end;
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TestCollisionXKick:= flag;
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   201
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if flag then
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   203
   begin
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   204
   if hwAbs(Gear^.dX) < cHHKick then exit;
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   if (Gear^.State and gstHHJumping <> 0)
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   and (hwAbs(Gear^.dX) < _0_4) then exit;
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   mx:= hwRound(Gear^.X);
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   my:= hwRound(Gear^.Y);
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   210
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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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   211
   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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   212
    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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   213
      if (Gear <> cGear) and
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         (sqr(mx - x) + sqr(my - y) <= sqr(Radius + Gear^.Radius + 2)) and
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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   215
         ((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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   216
         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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   217
            // 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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   218
            ((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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   219
             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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   220
             with cGear^ do
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
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diff changeset
   221
                  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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   222
                  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
   223
                  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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   224
                  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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   225
                  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
   226
                  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
   227
             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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   228
             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.
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diff changeset
   229
             end
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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diff changeset
   230
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   231
end;
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diff changeset
   232
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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   233
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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   234
var x, y, mx, my, i: LongInt;
513
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   235
    flag: boolean;
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diff changeset
   236
begin
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   237
flag:= false;
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   238
y:= hwRound(Gear^.Y);
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diff changeset
   239
if Dir < 0 then y:= y - Gear^.Radius
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diff changeset
   240
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   241
if (y and LAND_HEIGHT_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   242
   begin
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diff changeset
   243
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
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diff changeset
   244
   i:= x + Gear^.Radius * 2 - 2;
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diff changeset
   245
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   246
     if (x and LAND_WIDTH_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   247
        if Land[y, x] > 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
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diff changeset
   248
           if Land[y, x] > 255 then exit(true)
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
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diff changeset
   249
           else if Land[y, x] <> 0 then flag:= true;
513
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diff changeset
   250
     inc(x)
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diff changeset
   251
   until (x > i);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   252
   end;
538
74219eadab5e - Various small fixes
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   253
TestCollisionYKick:= flag;
513
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diff changeset
   254
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
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diff changeset
   255
if flag then
513
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diff changeset
   256
   begin
839
1493f697d1bb Fix broken logic for the new parachute feature
unc0rr
parents: 838
diff changeset
   257
   if hwAbs(Gear^.dY) < cHHKick then exit(true);
967
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   258
   if (Gear^.State and gstHHJumping <> 0)
8be3938d73c2 Don't let jumping hedgehog to move others
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diff changeset
   259
   and (not Gear^.dY.isNegative)
8be3938d73c2 Don't let jumping hedgehog to move others
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   260
   and (Gear^.dY < _0_4) then exit;
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   261
513
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   262
   mx:= hwRound(Gear^.X);
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diff changeset
   263
   my:= hwRound(Gear^.Y);
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diff changeset
   264
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
   265
   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
   266
    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
   267
      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
   268
         (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
   269
         ((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
   270
         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
   271
             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
   272
             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
   273
                  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
   274
                  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
   275
                  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
   276
                  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
   277
                  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
   278
                  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
   279
             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
   280
             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
   281
             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
   282
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
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diff changeset
   283
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
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diff changeset
   284
498
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   285
function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt): boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
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   286
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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   287
Gear^.X:= Gear^.X + ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
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   288
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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   289
TestCollisionXwithXYShift:= TestCollisionXwithGear(Gear, Dir);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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   290
Gear^.X:= Gear^.X - ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
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   291
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
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   292
end;
4798
84fb1ff0a1c0 fix sticky rope issue
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   293
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
84fb1ff0a1c0 fix sticky rope issue
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   294
var x, y, i: LongInt;
84fb1ff0a1c0 fix sticky rope issue
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   295
begin
84fb1ff0a1c0 fix sticky rope issue
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   296
x:= hwRound(Gear^.X);
84fb1ff0a1c0 fix sticky rope issue
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   297
if Dir < 0 then x:= x - Gear^.Radius
84fb1ff0a1c0 fix sticky rope issue
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diff changeset
   298
           else x:= x + Gear^.Radius;
84fb1ff0a1c0 fix sticky rope issue
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   299
if (x and LAND_WIDTH_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
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   300
   begin
84fb1ff0a1c0 fix sticky rope issue
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   301
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
84fb1ff0a1c0 fix sticky rope issue
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   302
   i:= y + Gear^.Radius * 2 - 2;
84fb1ff0a1c0 fix sticky rope issue
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   303
   repeat
84fb1ff0a1c0 fix sticky rope issue
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   304
     if (y and LAND_HEIGHT_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
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diff changeset
   305
        if Land[y, x] > 255 then exit(true);
84fb1ff0a1c0 fix sticky rope issue
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   306
     inc(y)
84fb1ff0a1c0 fix sticky rope issue
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   307
   until (y > i);
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   308
   end;
84fb1ff0a1c0 fix sticky rope issue
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   309
TestCollisionX:= false
84fb1ff0a1c0 fix sticky rope issue
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   310
end;
4
bcbd7adb4e4b - set svn:eol-style to native
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   311
371
731ad6d27bd1 integer -> LongInt
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diff changeset
   312
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
731ad6d27bd1 integer -> LongInt
unc0rr
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diff changeset
   313
var x, y, i: LongInt;
68
cbb93eb90304 Collision-related stuff
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diff changeset
   314
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   315
y:= hwRound(Gear^.Y);
29bc9c36ad5f Fixed-point arithmetics in engine.
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diff changeset
   316
if Dir < 0 then y:= y - Gear^.Radius
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diff changeset
   317
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
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diff changeset
   318
if (y and LAND_HEIGHT_MASK) = 0 then
68
cbb93eb90304 Collision-related stuff
unc0rr
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diff changeset
   319
   begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   320
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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   321
   i:= x + Gear^.Radius * 2 - 2;
68
cbb93eb90304 Collision-related stuff
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   322
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
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diff changeset
   323
     if (x and LAND_WIDTH_MASK) = 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
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diff changeset
   324
        if Land[y, x] > 255 then exit(true);
68
cbb93eb90304 Collision-related stuff
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diff changeset
   325
     inc(x)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   326
   until (x > i);
29bc9c36ad5f Fixed-point arithmetics in engine.
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diff changeset
   327
   end;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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   328
TestCollisionY:= false
68
cbb93eb90304 Collision-related stuff
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   329
end;
cbb93eb90304 Collision-related stuff
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diff changeset
   330
371
731ad6d27bd1 integer -> LongInt
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diff changeset
   331
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
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   332
begin
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
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   333
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
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diff changeset
   334
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
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diff changeset
   335
TestCollisionYwithXYShift:= TestCollisionYwithGear(Gear, Dir);
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
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diff changeset
   336
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
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diff changeset
   337
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
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diff changeset
   338
end;
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diff changeset
   339
3401
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sheepluva
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diff changeset
   340
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
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diff changeset
   341
function calcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): boolean;
3408
56e636b83cb4 tweak land angle detection/portal a bit
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   342
var ldx, ldy, rdx, rdy: LongInt;
56e636b83cb4 tweak land angle detection/portal a bit
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   343
    i, j, mx, my, li, ri, jfr, jto, tmpo : ShortInt;
3401
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   344
    tmpx, tmpy: LongWord;
3569
27b0ec683572 portal / slope detection:
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   345
    dx, dy, s: hwFloat;
3408
56e636b83cb4 tweak land angle detection/portal a bit
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   346
    offset: Array[0..7,0..1] of ShortInt;
3401
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   347
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
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   348
begin
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   349
    dx:= Gear^.dX;
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sheepluva
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diff changeset
   350
    dy:= Gear^.dY;
3408
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   351
3569
27b0ec683572 portal / slope detection:
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   352
    // we start searching from the direction the gear came from
27b0ec683572 portal / slope detection:
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diff changeset
   353
    if (dx.QWordValue > _0_995.QWordValue )
27b0ec683572 portal / slope detection:
sheepluva
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diff changeset
   354
    or (dy.QWordValue > _0_995.QWordValue ) then
27b0ec683572 portal / slope detection:
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   355
        begin // scale
27b0ec683572 portal / slope detection:
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diff changeset
   356
        s := _1 / Distance(dx,dy);
27b0ec683572 portal / slope detection:
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diff changeset
   357
        dx := s * dx;
27b0ec683572 portal / slope detection:
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diff changeset
   358
        dy := s * dy;
27b0ec683572 portal / slope detection:
sheepluva
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diff changeset
   359
        end;
27b0ec683572 portal / slope detection:
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diff changeset
   360
3408
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   361
    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   362
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   363
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   364
    li:= -1;
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   365
    ri:= -1;
3569
27b0ec683572 portal / slope detection:
sheepluva
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diff changeset
   366
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   367
    // go around collision pixel, checking for first/last collisions
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   368
    // this will determinate what angles will be tried to crawl along
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   369
    for i:= 0 to 7 do
3401
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diff changeset
   370
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   371
        offset[i,0]:= mx;
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   372
        offset[i,1]:= my;
3569
27b0ec683572 portal / slope detection:
sheepluva
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diff changeset
   373
3408
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   374
        tmpx:= collisionX + mx;
56e636b83cb4 tweak land angle detection/portal a bit
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diff changeset
   375
        tmpy:= collisionY + my;
3401
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sheepluva
parents: 3236
diff changeset
   376
3569
27b0ec683572 portal / slope detection:
sheepluva
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diff changeset
   377
        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
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diff changeset
   378
            if (Land[tmpy,tmpx] > TestWord) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   379
                begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   380
                // 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
   381
                if (i <> 0) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   382
                    begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   383
                    if (ri = -1) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   384
                        ri:= i
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   385
                    else
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   386
                        li:= i;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   387
                    end;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   388
                end;
3401
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
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diff changeset
   389
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
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diff changeset
   390
        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
   391
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   392
        // 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
   393
        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
   394
        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
   395
        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
   396
        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
   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
        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
   399
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
    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
   401
    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
   402
    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
   403
    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
   404
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   405
    // edge-crawl
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   406
    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
   407
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   408
        // using mx,my as temporary value buffer here
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3609
diff changeset
   409
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   410
        jfr:= 8+li+1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   411
        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
   412
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   413
        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
   414
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   415
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   416
            tmpx:= ldx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   417
            tmpy:= ldy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   418
            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
   419
                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
   420
                    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
   421
                    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
   422
                    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
   423
                    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
   424
                    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
   425
            end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   426
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   427
        jfr:= 8+ri-1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   428
        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
   429
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   430
        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
   431
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   432
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   433
            tmpx:= rdx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   434
            tmpy:= rdy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   435
            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
   436
                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
   437
                    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
   438
                    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
   439
                    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
   440
                    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
   441
                    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
   442
            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
   443
        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
   444
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
    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
   446
    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
   447
d5d31d16eccc add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents: 3236
diff changeset
   448
    if ((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
   449
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   450
outDeltaX:= ldx;
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   451
outDeltaY:= ldy;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   452
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
   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
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   455
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   456
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   457
    Count:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   458
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   459
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   460
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   461
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   462
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   463
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   464
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   465
end.