hedgewars/uCollisions.pas
author sheepluva
Fri, 09 Sep 2011 20:17:50 +0200
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child 5834 f9944a75b350
permissions -rw-r--r--
move hedgehogs out of walls
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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  CountCollisionsX(Gear: PGear; Dir: LongInt): LongInt;
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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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diff changeset
   138
           begin
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           IntersectGear:= nil;
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           TestWord:= 0
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   141
           end else
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           TestWord:= 255
505
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   else TestWord:= 0;
838
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   144
351
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x:= hwRound(Gear^.X);
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if Dir < 0 then x:= x - Gear^.Radius
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   147
           else x:= x + Gear^.Radius;
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if (x and LAND_WIDTH_MASK) = 0 then
4
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   149
   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
1753
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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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   155
     inc(y)
351
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   156
   until (y > i);
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   157
   end;
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   158
TestCollisionXwithGear:= false
4
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   159
end;
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   160
505
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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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   165
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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   169
           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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   175
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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   183
   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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   188
   end;
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TestCollisionYwithGear:= false
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   190
end;
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function TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
3608
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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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   199
           else x:= x + Gear^.Radius;
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   200
if (x and LAND_WIDTH_MASK) = 0 then
513
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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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   205
     if (y and LAND_HEIGHT_MASK) = 0 then
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           if Land[y, x] > 255 then exit(true)
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33538aadb4e7 - Fix some stupid bugs in collisions detecting code
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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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   210
   end;
538
74219eadab5e - Various small fixes
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   211
TestCollisionXKick:= flag;
513
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   212
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
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   213
if flag then
513
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   214
   begin
538
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   215
   if hwAbs(Gear^.dX) < cHHKick then exit;
967
8be3938d73c2 Don't let jumping hedgehog to move others
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   216
   if (Gear^.State and gstHHJumping <> 0)
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   217
   and (hwAbs(Gear^.dX) < _0_4) then exit;
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   218
513
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   mx:= hwRound(Gear^.X);
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   220
   my:= hwRound(Gear^.Y);
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diff changeset
   221
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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   222
   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
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   223
    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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diff changeset
   224
      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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   225
         (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
   226
         ((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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diff changeset
   227
         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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   228
            // 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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   229
            ((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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   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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diff changeset
   231
             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
   232
                  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
   233
                  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
   234
                  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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diff changeset
   235
                  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
   236
                  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
   237
                  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
   238
             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
   239
             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
   240
             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
   241
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   242
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
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diff changeset
   243
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   244
function TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean;
3608
c509bbc779e7 Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents: 3603
diff changeset
   245
var x, y, mx, my, i: LongInt;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   246
    flag: boolean;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   247
begin
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   248
flag:= false;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   249
y:= hwRound(Gear^.Y);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   250
if Dir < 0 then y:= y - Gear^.Radius
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   251
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   252
if (y and LAND_HEIGHT_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
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diff changeset
   253
   begin
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
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diff changeset
   254
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   255
   i:= x + Gear^.Radius * 2 - 2;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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parents: 511
diff changeset
   256
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   257
     if (x and LAND_WIDTH_MASK) = 0 then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
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diff changeset
   258
        if Land[y, x] > 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   259
           if Land[y, x] > 255 then exit(true)
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   260
           else if Land[y, x] <> 0 then flag:= true;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   261
     inc(x)
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   262
   until (x > i);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   263
   end;
538
74219eadab5e - Various small fixes
unc0rr
parents: 536
diff changeset
   264
TestCollisionYKick:= flag;
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   265
536
33538aadb4e7 - Fix some stupid bugs in collisions detecting code
unc0rr
parents: 521
diff changeset
   266
if flag then
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   267
   begin
839
1493f697d1bb Fix broken logic for the new parachute feature
unc0rr
parents: 838
diff changeset
   268
   if hwAbs(Gear^.dY) < cHHKick then exit(true);
967
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   269
   if (Gear^.State and gstHHJumping <> 0)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   270
   and (not Gear^.dY.isNegative)
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   271
   and (Gear^.dY < _0_4) then exit;
8be3938d73c2 Don't let jumping hedgehog to move others
unc0rr
parents: 906
diff changeset
   272
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   273
   mx:= hwRound(Gear^.X);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   274
   my:= hwRound(Gear^.Y);
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   275
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
   276
   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
   277
    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
   278
      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
   279
         (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
   280
         ((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
   281
         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
   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
             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
   284
                  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
   285
                  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
   286
                  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
   287
                  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
   288
                  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
   289
                  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
   290
             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
   291
             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
   292
             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
   293
   end
513
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   294
end;
69e06d710d46 Moving hedgehog could get another hedgehog moving forward
unc0rr
parents: 511
diff changeset
   295
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
   296
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
   297
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   298
Gear^.X:= Gear^.X + ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   299
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
   300
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
   301
    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
   302
else TestCollisionXwithXYShift:= TestCollisionX(Gear, Dir);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   303
Gear^.X:= Gear^.X - ShiftX;
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   304
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   305
end;
5830
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   306
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   307
function CountCollisionsX(Gear: PGear; Dir: LongInt): LongInt;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   308
var x, y, i, cnt: LongInt;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   309
begin
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   310
cnt:= 0;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   311
x:= hwRound(Gear^.X);
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   312
if Dir < 0 then x:= x - Gear^.Radius
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   313
           else x:= x + Gear^.Radius;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   314
if (x and LAND_WIDTH_MASK) = 0 then
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   315
   begin
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   316
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   317
   i:= y + Gear^.Radius * 2 - 2;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   318
   repeat
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   319
     if (y and LAND_HEIGHT_MASK) = 0 then
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   320
        if Land[y, x] > 255 then inc(cnt);
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   321
     inc(y)
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   322
   until (y > i);
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   323
   end;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   324
CountCollisionsX:= cnt
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   325
end;
ea4d1fe665d7 move hedgehogs out of walls
sheepluva
parents: 5750
diff changeset
   326
4798
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   327
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   328
var x, y, i: LongInt;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   329
begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   330
x:= hwRound(Gear^.X);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   331
if Dir < 0 then x:= x - Gear^.Radius
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   332
           else x:= x + Gear^.Radius;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   333
if (x and LAND_WIDTH_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   334
   begin
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   335
   y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   336
   i:= y + Gear^.Radius * 2 - 2;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   337
   repeat
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   338
     if (y and LAND_HEIGHT_MASK) = 0 then
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   339
        if Land[y, x] > 255 then exit(true);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   340
     inc(y)
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   341
   until (y > i);
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   342
   end;
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   343
TestCollisionX:= false
84fb1ff0a1c0 fix sticky rope issue
sheepluva
parents: 4705
diff changeset
   344
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   345
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   346
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 351
diff changeset
   347
var x, y, i: LongInt;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   348
begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   349
y:= hwRound(Gear^.Y);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   350
if Dir < 0 then y:= y - Gear^.Radius
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   351
           else y:= y + Gear^.Radius;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   352
if (y and LAND_HEIGHT_MASK) = 0 then
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   353
   begin
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   354
   x:= hwRound(Gear^.X) - Gear^.Radius + 1;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   355
   i:= x + Gear^.Radius * 2 - 2;
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   356
   repeat
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1528
diff changeset
   357
     if (x and LAND_WIDTH_MASK) = 0 then
1966
31e449e1d9dd nemo's patch + ropes ammo scheme hack
unc0rr
parents: 1753
diff changeset
   358
        if Land[y, x] > 255 then exit(true);
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   359
     inc(x)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   360
   until (x > i);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   361
   end;
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 183
diff changeset
   362
TestCollisionY:= false
68
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   363
end;
cbb93eb90304 Collision-related stuff
unc0rr
parents: 64
diff changeset
   364
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
   365
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
   366
begin
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   367
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   368
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
   369
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
   370
else TestCollisionYwithXYShift:= TestCollisionY(Gear, Dir);
498
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   371
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
9c8b385dc9a1 - Get rid of operator := to have GPC support
unc0rr
parents: 393
diff changeset
   372
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   373
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   374
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
   375
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   376
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
   377
var ldx, ldy, rdx, rdy: LongInt;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   378
    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
   379
    tmpx, tmpy: LongWord;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   380
    dx, dy, s: hwFloat;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   381
    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
   382
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
   383
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
   384
    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
   385
    dy:= Gear^.dY;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   386
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   387
    // we start searching from the direction the gear came from
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   388
    if (dx.QWordValue > _0_995.QWordValue )
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   389
    or (dy.QWordValue > _0_995.QWordValue ) then
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   390
        begin // scale
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   391
        s := _1 / Distance(dx,dy);
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   392
        dx := s * dx;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   393
        dy := s * dy;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   394
        end;
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   395
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   396
    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   397
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   398
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   399
    li:= -1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   400
    ri:= -1;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   401
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   402
    // go around collision pixel, checking for first/last collisions
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   403
    // this will determinate what angles will be tried to crawl along
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   404
    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
   405
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   406
        offset[i,0]:= mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   407
        offset[i,1]:= my;
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   408
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   409
        tmpx:= collisionX + mx;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   410
        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
   411
3569
27b0ec683572 portal / slope detection:
sheepluva
parents: 3474
diff changeset
   412
        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
   413
            if (Land[tmpy,tmpx] > TestWord) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   414
                begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   415
                // 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
   416
                if (i <> 0) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   417
                    begin
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   418
                    if (ri = -1) then
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   419
                        ri:= i
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   420
                    else
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   421
                        li:= i;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   422
                    end;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   423
                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
   424
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   425
        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
   426
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   427
        // 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
   428
        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
   429
        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
   430
        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
   431
        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
   432
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
        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
   434
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
    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
   436
    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
   437
    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
   438
    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
   439
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   440
    // edge-crawl
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   441
    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
   442
        begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   443
        // using mx,my as temporary value buffer here
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3609
diff changeset
   444
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   445
        jfr:= 8+li+1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   446
        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
   447
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   448
        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
   449
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   450
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   451
            tmpx:= ldx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   452
            tmpy:= ldy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   453
            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
   454
                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
   455
                    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
   456
                    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
   457
                    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
   458
                    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
   459
                    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
   460
            end;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   461
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   462
        jfr:= 8+ri-1;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   463
        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
   464
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   465
        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
   466
            begin
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   467
            tmpo:= j mod 8;
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   468
            tmpx:= rdx + offset[tmpo,0];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   469
            tmpy:= rdy + offset[tmpo,1];
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   470
            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
   471
                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
   472
                    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
   473
                    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
   474
                    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
   475
                    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
   476
                    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
   477
            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
   478
        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
   479
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
   480
    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
   481
    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
   482
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
   483
    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
   484
3414
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   485
outDeltaX:= ldx;
b2f3bb44777e some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents: 3411
diff changeset
   486
outDeltaY:= ldy;
3408
56e636b83cb4 tweak land angle detection/portal a bit
sheepluva
parents: 3407
diff changeset
   487
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
   488
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
   489
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   490
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   491
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   492
    Count:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   493
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   494
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   495
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   496
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   497
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   498
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2630
diff changeset
   499
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   500
end.