--- a/hedgewars/GSHandlers.inc Sun Oct 31 18:28:12 2010 +0100
+++ b/hedgewars/GSHandlers.inc Sun Oct 31 19:16:54 2010 +0100
@@ -3342,8 +3342,8 @@
procedure doStepPortal(Gear: PGear);
var
iterator, conPortal: PGear;
- s, acptRadius, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed: hwFloat;
- hasdxy: Boolean;
+ s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed: hwFloat;
+ hasdxy, isbullet: Boolean;
begin
doPortalColorSwitch();
@@ -3388,9 +3388,9 @@
break;
// don't port portals or other gear that wouldn't make sense
- if (iterator^.Kind = gtPortal) or (iterator^.Kind = gtRope)
- or (iterator^.Kind = gtRCPlane) or (iterator^.PortalCounter > 20) then
- continue;
+ if (iterator^.Kind in [gtPortal, gtRope, gtRCPlane])
+ or (iterator^.PortalCounter > 20) then
+ continue;
// don't port hogs on rope
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
@@ -3403,13 +3403,13 @@
continue;
// this is the max range we accept incoming gears in
- acptRadius := Int2hwFloat(iterator^.Radius+Gear^.Radius);
+ r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
// too far away?
- if (iterator^.X < Gear^.X - acptRadius)
- or (iterator^.X > Gear^.X + acptRadius)
- or (iterator^.Y < Gear^.Y - acptRadius)
- or (iterator^.Y > Gear^.Y + acptRadius) then
+ if (iterator^.X < Gear^.X - r)
+ or (iterator^.X > Gear^.X + r)
+ or (iterator^.Y < Gear^.Y - r)
+ or (iterator^.Y > Gear^.Y + r) then
continue;
hasdxy := ((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0));
@@ -3426,23 +3426,27 @@
oy:= iterator^.dY;
end;
- // won't port stuff that moves away from me!
+ // won't port stuff that does not move towards the front/portal entrance
if not (Gear^.dX*ox + Gear^.dY*oy).isNegative then
continue;
- if (iterator^.Kind <> gtCake) then
+ isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
+
+ r:= int2hwFloat(iterator^.Radius);
+
+ if not isbullet and (iterator^.Kind <> gtCake) then
begin
// wow! good candidate there, let's see if the distance and direction is okay!
if hasdxy then
begin
- s := int2hwFloat(iterator^.Radius) / Distance(iterator^.dX, iterator^.dY);
+ s := r / Distance(iterator^.dX, iterator^.dY);
ox:= iterator^.X + s * iterator^.dX;
oy:= iterator^.Y + s * iterator^.dY;
end
else
begin
ox:= iterator^.X;
- oy:= iterator^.Y + Int2hwFloat(iterator^.Radius);
+ oy:= iterator^.Y + r;
end;
if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
@@ -3459,19 +3463,21 @@
if noTrap and (iterator^.dY.QWordValue < _0_08.QWordValue) then
continue; *)
- iterator^.Active := true;
- iterator^.State := iterator^.State or gstMoving;
- DeleteCI(iterator);
-
- // Until loops are reliably broken
- inc(iterator^.PortalCounter);
-
- // find out how much speed parallel to the portal vector
- // the gear has, also get the vector offset
- pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
+ // calc gear offset in portal vector direction
ox := (iterator^.X - Gear^.X);
oy := (iterator^.Y - Gear^.Y);
poffs:= (Gear^.dX * ox + Gear^.dY * oy);
+
+ if poffs < _0 then
+ continue;
+
+ // don't port stuff that isn't really close;
+ if not isbullet and (poffs > (r + _3)) then
+ continue;
+
+ if isbullet then
+ poffs:= _1_5;
+
// create a normal of the portal vector, but ...
nx := Gear^.dY;
ny := Gear^.dX;
@@ -3481,12 +3487,37 @@
else
ny.isNegative := not ny.isNegative;
- // now let's find out how much speed the gear has in the
- // direction of that normal
+ // calc gear offset in portal normal vector direction
+ noffs:= (nx * ox + ny * oy);
+
+ // don't port stuff that misses the portal entrance
+ if noffs > (r + _1_5) then
+ continue;
+
+ // move stuff with high normal offset close to the portal's center
+ if not isbullet then
+ begin
+ s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
+ if s > _0 then
+ noffs:= noffs - SignAs(s,noffs)
+ end;
+
+ //
+ // gears that make it till here will definately be ported
+ //
+
+ iterator^.Active := true;
+ iterator^.State := iterator^.State or gstMoving;
+ DeleteCI(iterator);
+
+ // Until loops are reliably broken
+ inc(iterator^.PortalCounter);
+
+ // calc gear speed along to the vector and the normal vector of the portal
+ pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
- noffs:= (nx * ox + ny * oy);
-
- // now let's project those back to the connected portal's vectors
+
+ // creating normal vector of connected (exit) portal
nx := conPortal^.dY;
ny := conPortal^.dX;
if conPortal^.Elasticity.isNegative then
@@ -3498,11 +3529,15 @@
iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
if iterator^.Kind = gtCake then
- poffs := poffs * _0_5;
+ poffs := poffs * _0_5
+ else
+ if poffs < r + _1_5 then
+ poffs := r + _1_5;
iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
- FollowGear := iterator;
+ if not isbullet then
+ FollowGear := iterator;
//AddFileLog('portal''d');
{
@@ -3510,6 +3545,20 @@
iterator^.dX := s * iterator^.dX;
iterator^.dY := s * iterator^.dY;
}
+ // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
+ iterator:= GearsList;
+ while iterator <> nil do
+ begin
+ if iterator^.Kind <> gtPortal then
+ begin
+ iterator^.Active:= true;
+ if iterator^.dY.QWordValue = _0.QWordValue then iterator^.dY.isNegative:= false;
+ iterator^.State:= iterator^.State or gstMoving;
+ DeleteCI(iterator);
+ inc(iterator^.dY.QWordValue,10);
+ end;
+ iterator:= iterator^.NextGear
+ end;
if Gear^.Health > 1 then dec(Gear^.Health);