- Properly get seed in net game
- Changed graphics to not get different collisions array in different bit depth
- Make log files of different clients look more similar in net game
- Start to implement new ammo
- Properly handle intersections with current hedgehog
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
*
* Distributed under the terms of the BSD-modified licence:
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* with the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*)
unit uCollisions;
interface
uses uGears;
{$INCLUDE options.inc}
type TCollisionEntry = record
X, Y, HWidth, HHeight: integer;
cGear: PGear;
end;
procedure AddGearCR(Gear: PGear);
procedure UpdateCR(NewX, NewY: integer; Index: Longword);
procedure DeleteCR(Gear: PGear);
function CheckGearsCollision(Gear: PGear; Dir: integer; forX: boolean): boolean;
function HHTestCollisionYwithGear(Gear: PGear; Dir: integer): boolean;
function TestCollisionXwithGear(Gear: PGear; Dir: integer): boolean;
function TestCollisionYwithGear(Gear: PGear; Dir: integer): boolean;
function TestCollisionXwithXYShift(Gear: PGear; ShiftX, ShiftY: integer; Dir: integer): boolean;
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: integer; Dir: integer): boolean;
function TestCollisionY(Gear: PGear; Dir: integer): boolean;
implementation
uses uMisc, uConsts, uLand;
const MAXRECTSINDEX = 255;
var Count: Longword = 0;
crects: array[0..MAXRECTSINDEX] of TCollisionEntry;
procedure AddGearCR(Gear: PGear);
begin
TryDo(Count <= MAXRECTSINDEX, 'Collision rects array overflow', true);
with crects[Count] do
begin
X:= round(Gear.X);
Y:= round(Gear.Y);
HWidth:= Gear.HalfWidth;
HHeight:= Gear.HalfHeight;
cGear:= Gear
end;
Gear.CollIndex:= Count;
inc(Count)
end;
procedure UpdateCR(NewX, NewY: integer; Index: Longword);
begin
with crects[Index] do
begin
X:= NewX;
Y:= NewY
end
end;
procedure DeleteCR(Gear: PGear);
begin
if Gear.CollIndex < Pred(Count) then
begin
crects[Gear.CollIndex]:= crects[Pred(Count)];
crects[Gear.CollIndex].cGear.CollIndex:= Gear.CollIndex
end;
Gear.CollIndex:= High(Longword);
dec(Count)
end;
function CheckGearsCollision(Gear: PGear; Dir: integer; forX: boolean): boolean;
var x1, x2, y1, y2: integer;
i: Longword;
begin
Result:= false;
if Count = 0 then exit;
x1:= round(Gear.X);
y1:= round(Gear.Y);
if forX then
begin
x1:= x1 + Dir*Gear.HalfWidth;
x2:= x1;
y2:= y1 + Gear.HalfHeight - 1;
y1:= y1 - Gear.HalfHeight + 1
end else
begin
y1:= y1 + Dir*Gear.HalfHeight;
y2:= y1;
x2:= x1 + Gear.HalfWidth - 1;
x1:= x1 - Gear.HalfWidth + 1
end;
for i:= 0 to Pred(Count) do
with crects[i] do
if (Gear.CollIndex <> i)
and (x1 <= X + HWidth)
and (x2 >= X - HWidth)
and (y1 <= Y + HHeight)
and (y2 >= Y - HHeight) then
begin
Result:= true;
exit
end;
end;
function HHTestCollisionYwithGear(Gear: PGear; Dir: integer): boolean;
var x, y, i: integer;
begin
Result:= false;
y:= round(Gear.Y);
if Dir < 0 then y:= y - Gear.HalfHeight
else y:= y + Gear.HalfHeight;
if ((y - Dir) and $FFFFFC00) = 0 then
begin
x:= round(Gear.X);
if (((x - Gear.HalfWidth) and $FFFFF800) = 0)and(Land[y - Dir, x - Gear.HalfWidth] <> 0)
or(((x + Gear.HalfWidth) and $FFFFF800) = 0)and(Land[y - Dir, x + Gear.HalfWidth] <> 0) then
begin
Result:= true;
exit
end
end;
if (y and $FFFFFC00) = 0 then
begin
x:= round(Gear.X) - Gear.HalfWidth + 1;
i:= x + Gear.HalfWidth * 2 - 2;
repeat
if (x and $FFFFF800) = 0 then Result:= Land[y, x]<>0;
inc(x)
until (x > i) or Result;
if Result then exit;
Result:= CheckGearsCollision(Gear, Dir, false)
end
end;
function TestCollisionXwithGear(Gear: PGear; Dir: integer): boolean;
var x, y, i: integer;
begin
Result:= false;
x:= round(Gear.X);
if Dir < 0 then x:= x - Gear.HalfWidth
else x:= x + Gear.HalfWidth;
if (x and $FFFFF800) = 0 then
begin
y:= round(Gear.Y) - Gear.HalfHeight + 1; {*}
i:= y + Gear.HalfHeight * 2 - 2; {*}
repeat
if (y and $FFFFFC00) = 0 then Result:= Land[y, x]<>0;
inc(y)
until (y > i) or Result;
if Result then exit;
Result:= CheckGearsCollision(Gear, Dir, true)
end
end;
function TestCollisionXwithXYShift(Gear: PGear; ShiftX, ShiftY: integer; Dir: integer): boolean;
begin
Gear.X:= Gear.X + ShiftX;
Gear.Y:= Gear.Y + ShiftY;
Result:= TestCollisionXwithGear(Gear, Dir);
Gear.X:= Gear.X - ShiftX;
Gear.Y:= Gear.Y - ShiftY
end;
function TestCollisionYwithGear(Gear: PGear; Dir: integer): boolean;
var x, y, i: integer;
begin
Result:= false;
y:= round(Gear.Y);
if Dir < 0 then y:= y - Gear.HalfHeight
else y:= y + Gear.HalfHeight;
if (y and $FFFFFC00) = 0 then
begin
x:= round(Gear.X) - Gear.HalfWidth + 1; {*}
i:= x + Gear.HalfWidth * 2 - 2; {*}
repeat
if (x and $FFFFF800) = 0 then Result:= Land[y, x]<>0;
inc(x)
until (x > i) or Result;
if Result then exit;
Result:= CheckGearsCollision(Gear, Dir, false);
end
end;
function TestCollisionY(Gear: PGear; Dir: integer): boolean;
var x, y, i: integer;
begin
Result:= false;
y:= round(Gear.Y);
if Dir < 0 then y:= y - Gear.HalfHeight
else y:= y + Gear.HalfHeight;
if (y and $FFFFFC00) = 0 then
begin
x:= round(Gear.X) - Gear.HalfWidth + 1; {*}
i:= x + Gear.HalfWidth * 2 - 2; {*}
repeat
if (x and $FFFFF800) = 0 then Result:= Land[y, x]<>0;
inc(x)
until (x > i) or Result;
end
end;
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: integer; Dir: integer): boolean;
begin
Gear.X:= Gear.X + ShiftX;
Gear.Y:= Gear.Y + ShiftY;
Result:= TestCollisionYwithGear(Gear, Dir);
Gear.X:= Gear.X - ShiftX;
Gear.Y:= Gear.Y - ShiftY
end;
end.