hedgewars/uCollisions.pas
author unc0rr
Wed, 29 Feb 2012 23:44:49 +0400
changeset 6753 e95b1f62d0de
parent 6700 e04da46ee43c
child 6986 409dd3851309
permissions -rw-r--r--
Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others. This should fix problems with ghost teams in frontend. Not tested at all, successfully built on first attempt, which is considered as a bad sign :D Server still thinks game proceeds, so restart isn't possible.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uCollisions;
interface
uses uFloat, uTypes;

const cMaxGearArrayInd = 1023;

type PGearArray = ^TGearArray;
    TGearArray = record
        ar: array[0..cMaxGearArrayInd] of PGear;
        Count: Longword
        end;

procedure initModule;
procedure freeModule;

procedure AddGearCI(Gear: PGear);
procedure DeleteCI(Gear: PGear);

function  CheckGearsCollision(Gear: PGear): PGearArray;

function  TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean;
function  TestCollisionYwithGear(Gear: PGear; Dir: LongInt): Word;

function  TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
function  TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean;

function  TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
function  TestCollisionY(Gear: PGear; Dir: LongInt): boolean;

function  TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
function  TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;

function  TestRectancleForObstacle(x1, y1, x2, y2: LongInt; landOnly: boolean): boolean;

// returns: negative sign if going downhill to left, value is steepness (noslope/error = _0, 45° = _0_5)
function  CalcSlopeBelowGear(Gear: PGear): hwFloat;
function  CalcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): Boolean;

implementation
uses uConsts, uLandGraphics, uVariables, uDebug, uGears, uGearsList;

type TCollisionEntry = record
    X, Y, Radius: LongInt;
    cGear: PGear;
    end;

const MAXRECTSINDEX = 1023;
var Count: Longword;
    cinfos: array[0..MAXRECTSINDEX] of TCollisionEntry;
    ga: TGearArray;

procedure AddGearCI(Gear: PGear);
var t: PGear;
begin
if Gear^.CollisionIndex >= 0 then
    exit;
TryDo(Count <= MAXRECTSINDEX, 'Collision rects array overflow', true);
with cinfos[Count] do
    begin
    X:= hwRound(Gear^.X);
    Y:= hwRound(Gear^.Y);
    Radius:= Gear^.Radius;
    ChangeRoundInLand(X, Y, Radius - 1, true);
    cGear:= Gear
    end;
Gear^.CollisionIndex:= Count;
inc(Count);
// mines are the easiest way to overflow collision
if (Count > (MAXRECTSINDEX-20)) then
    begin
    t:= GearsList;
    while (t <> nil) and (t^.Kind <> gtMine) do 
        t:= t^.NextGear;
    if (t <> nil) then
        DeleteGear(t)
    end;
end;

procedure DeleteCI(Gear: PGear);
begin
if Gear^.CollisionIndex >= 0 then
    begin
    with cinfos[Gear^.CollisionIndex] do
        ChangeRoundInLand(X, Y, Radius - 1, false);
    cinfos[Gear^.CollisionIndex]:= cinfos[Pred(Count)];
    cinfos[Gear^.CollisionIndex].cGear^.CollisionIndex:= Gear^.CollisionIndex;
    Gear^.CollisionIndex:= -1;
    dec(Count)
    end;
end;

function CheckGearsCollision(Gear: PGear): PGearArray;
var mx, my, tr: LongInt;
    i: Longword;
begin
CheckGearsCollision:= @ga;
ga.Count:= 0;
if Count = 0 then
    exit;
mx:= hwRound(Gear^.X);
my:= hwRound(Gear^.Y);

tr:= Gear^.Radius + 2;

for i:= 0 to Pred(Count) do
    with cinfos[i] do
        if (Gear <> cGear) and
            (sqr(mx - x) + sqr(my - y) <= sqr(Radius + tr)) then
                begin
                ga.ar[ga.Count]:= cinfos[i].cGear;
                inc(ga.Count)
                end
end;

function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean;
var x, y, i: LongInt;
    TestWord: LongWord;
begin
if Gear^.IntersectGear <> nil then
    with Gear^ do
        if (hwRound(IntersectGear^.X) + IntersectGear^.Radius < hwRound(X) - Radius)
        or (hwRound(IntersectGear^.X) - IntersectGear^.Radius > hwRound(X) + Radius) then
            begin
            IntersectGear:= nil;
            TestWord:= 0
            end
        else
            TestWord:= 255
    else TestWord:= 0;

x:= hwRound(Gear^.X);
if Dir < 0 then
    x:= x - Gear^.Radius
else
    x:= x + Gear^.Radius;
if (x and LAND_WIDTH_MASK) = 0 then
    begin
    y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
    i:= y + Gear^.Radius * 2 - 2;
    repeat
        if (y and LAND_HEIGHT_MASK) = 0 then
            if Land[y, x] > TestWord then
                exit(true);
        inc(y)
    until (y > i);
    end;
TestCollisionXwithGear:= false
end;

function TestCollisionYwithGear(Gear: PGear; Dir: LongInt): Word;
var x, y, i: LongInt;
    TestWord: LongWord;
begin
if Gear^.IntersectGear <> nil then
    with Gear^ do
        if (hwRound(IntersectGear^.Y) + IntersectGear^.Radius < hwRound(Y) - Radius) or
            (hwRound(IntersectGear^.Y) - IntersectGear^.Radius > hwRound(Y) + Radius) then
                begin
                IntersectGear:= nil;
                TestWord:= 0
                end
        else
            TestWord:= 255
else
    TestWord:= 0;

y:= hwRound(Gear^.Y);
if Dir < 0 then
    y:= y - Gear^.Radius
else
    y:= y + Gear^.Radius;
if (y and LAND_HEIGHT_MASK) = 0 then
    begin
    x:= hwRound(Gear^.X) - Gear^.Radius + 1;
    i:= x + Gear^.Radius * 2 - 2;
    repeat
        if (x and LAND_WIDTH_MASK) = 0 then
            if Land[y, x] > TestWord then
                exit(Land[y, x]);
     inc(x)
    until (x > i);
    end;
TestCollisionYwithGear:= 0
end;

function TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean;
var x, y, mx, my, i: LongInt;
    flag: boolean;
begin
flag:= false;
x:= hwRound(Gear^.X);
if Dir < 0 then
    x:= x - Gear^.Radius
else
    x:= x + Gear^.Radius;
if (x and LAND_WIDTH_MASK) = 0 then
    begin
    y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
    i:= y + Gear^.Radius * 2 - 2;
    repeat
        if (y and LAND_HEIGHT_MASK) = 0 then
            if Land[y, x] > 255 then
                exit(true)
            else if Land[y, x] <> 0 then
                flag:= true;
    inc(y)
    until (y > i);
    end;
TestCollisionXKick:= flag;

if flag then
    begin
    if hwAbs(Gear^.dX) < cHHKick then
        exit;
    if (Gear^.State and gstHHJumping <> 0)
    and (hwAbs(Gear^.dX) < _0_4) then
        exit;

    mx:= hwRound(Gear^.X);
    my:= hwRound(Gear^.Y);

    for i:= 0 to Pred(Count) do
        with cinfos[i] do
            if (Gear <> cGear) and (sqr(mx - x) + sqr(my - y) <= sqr(Radius + Gear^.Radius + 2))
            and ((mx > x) xor (Dir > 0)) then
                if ((cGear^.Kind in [gtHedgehog, gtMine]) and ((Gear^.State and gstNotKickable) = 0)) or
                // only apply X kick if the barrel is knocked over
                ((cGear^.Kind = gtExplosives) and ((cGear^.State and gsttmpflag) <> 0)) then
                    begin
                    with cGear^ do
                        begin
                        dX:= Gear^.dX;
                        dY:= Gear^.dY * _0_5;
                        State:= State or gstMoving;
                        Active:= true
                        end;
                    DeleteCI(cGear);
                    exit(false)
                    end
    end
end;

function TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean;
var x, y, mx, my, i: LongInt;
    flag: boolean;
begin
flag:= false;
y:= hwRound(Gear^.Y);
if Dir < 0 then
    y:= y - Gear^.Radius
else
    y:= y + Gear^.Radius;
if (y and LAND_HEIGHT_MASK) = 0 then
    begin
    x:= hwRound(Gear^.X) - Gear^.Radius + 1;
    i:= x + Gear^.Radius * 2 - 2;
    repeat
    if (x and LAND_WIDTH_MASK) = 0 then
        if Land[y, x] > 0 then
            if Land[y, x] > 255 then
                exit(true)
            else if Land[y, x] <> 0 then
                flag:= true;
    inc(x)
    until (x > i);
    end;
TestCollisionYKick:= flag;

if flag then
    begin
    if hwAbs(Gear^.dY) < cHHKick then
        exit(true);
    if (Gear^.State and gstHHJumping <> 0)
    and (not Gear^.dY.isNegative)
    and (Gear^.dY < _0_4) then
        exit;

    mx:= hwRound(Gear^.X);
    my:= hwRound(Gear^.Y);

    for i:= 0 to Pred(Count) do
        with cinfos[i] do
            if (Gear <> cGear) and (sqr(mx - x) + sqr(my - y) <= sqr(Radius + Gear^.Radius + 2))
            and ((my > y) xor (Dir > 0)) then
                if (cGear^.Kind in [gtHedgehog, gtMine, gtExplosives]) and ((Gear^.State and gstNotKickable) = 0) then
                    begin
                    with cGear^ do
                        begin
                        if (Kind <> gtExplosives) or ((State and gsttmpflag) <> 0) then
                            dX:= Gear^.dX * _0_5;
                        dY:= Gear^.dY;
                        State:= State or gstMoving;
                        Active:= true
                        end;
                    DeleteCI(cGear);
                    exit(false)
                    end
    end
end;

function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
begin
Gear^.X:= Gear^.X + ShiftX;
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);
if withGear then 
    TestCollisionXwithXYShift:= TestCollisionXwithGear(Gear, Dir)
else TestCollisionXwithXYShift:= TestCollisionX(Gear, Dir);
Gear^.X:= Gear^.X - ShiftX;
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
end;
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean;
var x, y, i: LongInt;
begin
x:= hwRound(Gear^.X);
if Dir < 0 then
    x:= x - Gear^.Radius
else
    x:= x + Gear^.Radius;
if (x and LAND_WIDTH_MASK) = 0 then
    begin
    y:= hwRound(Gear^.Y) - Gear^.Radius + 1;
    i:= y + Gear^.Radius * 2 - 2;
    repeat
        if (y and LAND_HEIGHT_MASK) = 0 then
            if Land[y, x] > 255 then
                exit(true);
    inc(y)
    until (y > i);
    end;
TestCollisionX:= false
end;

function TestCollisionY(Gear: PGear; Dir: LongInt): boolean;
var x, y, i: LongInt;
begin
y:= hwRound(Gear^.Y);
if Dir < 0 then
    y:= y - Gear^.Radius
else
    y:= y + Gear^.Radius;
if (y and LAND_HEIGHT_MASK) = 0 then
    begin
    x:= hwRound(Gear^.X) - Gear^.Radius + 1;
    i:= x + Gear^.Radius * 2 - 2;
    repeat
        if (x and LAND_WIDTH_MASK) = 0 then
            if Land[y, x] > 255 then
                exit(true);
    inc(x)
    until (x > i);
    end;
TestCollisionY:= false
end;

function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt; withGear: boolean = true): boolean;
begin
Gear^.X:= Gear^.X + int2hwFloat(ShiftX);
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY);

if withGear then
  TestCollisionYwithXYShift:= TestCollisionYwithGear(Gear, Dir) <> 0
else
  TestCollisionYwithXYShift:= TestCollisionY(Gear, Dir);
  
Gear^.X:= Gear^.X - int2hwFloat(ShiftX);
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
end;

function TestRectancleForObstacle(x1, y1, x2, y2: LongInt; landOnly: boolean): boolean;
var x, y: LongInt;
    TestWord: LongWord;
begin
if landOnly then
    TestWord:= 255
else
    TestWord:= 0;

if x1 > x2 then
    begin
    x  := x1;
    x1 := x2;
    x2 := x;
  end;

if y1 > y2 then
    begin
    y  := y1;
    y1 := y2;
    y2 := y;
  end;

if (hasBorder and ((y1 < 0) or (x1 < 0) or (x2 > LAND_WIDTH))) then
    exit(true);

for y := y1 to y2 do
    for x := x1 to x2 do
        if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
        and (Land[y, x] > TestWord) then
            exit(true);

TestRectancleForObstacle:= false
end;

function CalcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): boolean;
var ldx, ldy, rdx, rdy: LongInt;
    i, j, k, mx, my, li, ri, jfr, jto, tmpo : ShortInt;
    tmpx, tmpy: LongWord;
    dx, dy, s: hwFloat;
    offset: array[0..7,0..1] of ShortInt;
    isColl: Boolean;

begin
    dx:= Gear^.dX;
    dy:= Gear^.dY;

    // we start searching from the direction the gear came from
    if (dx.QWordValue > _0_995.QWordValue )
    or (dy.QWordValue > _0_995.QWordValue ) then
        begin // scale
        s := _0_995 / Distance(dx,dy);
        dx := s * dx;
        dy := s * dy;
        end;

    mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X);
    my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y);

    li:= -1;
    ri:= -1;

    // go around collision pixel, checking for first/last collisions
    // this will determinate what angles will be tried to crawl along
    for i:= 0 to 7 do
        begin
        offset[i,0]:= mx;
        offset[i,1]:= my;

        // multiplicator k tries to skip small pixels/gaps when possible
        for k:= 4 downto 1 do
            begin
            tmpx:= collisionX + k * mx;
            tmpy:= collisionY + k * my;

            if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
                if (Land[tmpy,tmpx] > TestWord) then
                    begin
                    // remember the index belonging to the first and last collision (if in 1st half)
                    if (i <> 0) then
                        begin
                        if (ri = -1) then
                            ri:= i
                        else
                            li:= i;
                        end;
                    end;
            end;

        if i = 7 then
            break;

        // prepare offset for next check (clockwise)
        if (mx = -1) and (my <> -1) then
            my:= my - 1
        else if (my = -1) and (mx <> 1) then
            mx:= mx + 1
        else if (mx = 1) and (my <> 1) then
            my:= my + 1
        else
            mx:= mx - 1;

        end;

    ldx:= collisionX;
    ldy:= collisionY;
    rdx:= collisionX;
    rdy:= collisionY;

    // edge-crawl
    for i:= 0 to 8 do
        begin
        // using mx,my as temporary value buffer here

        jfr:= 8+li+1;
        jto:= 8+li-1;

        isColl:= false;
        for j:= jfr downto jto do
            begin
            tmpo:= j mod 8;
            // multiplicator k tries to skip small pixels/gaps when possible
            for k:= 3 downto 1 do
                begin
                tmpx:= ldx + k * offset[tmpo,0];
                tmpy:= ldy + k * offset[tmpo,1];
                if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK)  = 0)
                and (Land[tmpy,tmpx] > TestWord) then
                    begin
                    ldx:= tmpx;
                    ldy:= tmpy;
                    isColl:= true;
                    break;
                    end;
                end;
            if isColl then
                break;
            end;

        jfr:= 8+ri-1;
        jto:= 8+ri+1;

        isColl:= false;
        for j:= jfr to jto do
            begin
            tmpo:= j mod 8;
            for k:= 3 downto 1 do
                begin
                tmpx:= rdx + k * offset[tmpo,0];
                tmpy:= rdy + k * offset[tmpo,1];
                if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK)  = 0)
                and (Land[tmpy,tmpx] > TestWord) then
                    begin
                    rdx:= tmpx;
                    rdy:= tmpy;
                    isColl:= true;
                    break;
                    end;
                end;
            if isColl then
                break;
            end;
        end;

    ldx:= rdx - ldx;
    ldy:= rdy - ldy;

    if ((ldx = 0) and (ldy = 0)) then
        EXIT(false);

outDeltaX:= ldx;
outDeltaY:= ldy;
exit(true);
end;

function CalcSlopeBelowGear(Gear: PGear): hwFloat;
var dx, dy: hwFloat;
    collX, i, y, x, gx, sdx, sdy: LongInt;
    isColl, bSucc: Boolean;
begin


y:= hwRound(Gear^.Y) + Gear^.Radius;
gx:= hwRound(Gear^.X);
collX := gx;
isColl:= false;

if (y and LAND_HEIGHT_MASK) = 0 then
    begin
    x:= hwRound(Gear^.X) - Gear^.Radius + 1;
    i:= x + Gear^.Radius * 2 - 2;
    repeat
    if (x and LAND_WIDTH_MASK) = 0 then
        if Land[y, x] > 255 then
            if not isColl or (abs(x-gx) < abs(collX-gx)) then
                begin
                isColl:= true;
                collX := x;
                end;
    inc(x)
    until (x > i);
    end;

if isColl then
    begin
    // save original dx/dy
    dx := Gear^.dX;
    dy := Gear^.dY;

    Gear^.dX.QWordValue:= 0;
    Gear^.dX.isNegative:= (collX >= gx);
    Gear^.dY:= _1;

    sdx:= 0;
    sdy:= 0;
    bSucc := CalcSlopeTangent(Gear, collX, y, sdx, sdy, 255);

    // restore original dx/dy
    Gear^.dX := dx;
    Gear^.dY := dy;

    if bSucc and (sdx <> 0) and (sdy <> 0) then
    begin
        dx := int2hwFloat(sdy) / (abs(sdx) + abs(sdy));
        dx.isNegative := (sdx * sdy) < 0;
        exit (dx);
    end;
    end;

CalcSlopeBelowGear := _0;
end;

procedure initModule;
begin
    Count:= 0;
end;

procedure freeModule;
begin

end;

end.