author | Xeli |
Thu, 11 Aug 2011 14:59:14 +0200 | |
branch | hedgeroid |
changeset 5542 | 141c12a23787 |
parent 5290 | eea7570d345f |
child 5568 | badaac85f9d4 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
4976 | 3 |
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
4 | 21 |
unit uCollisions; |
22 |
interface |
|
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23 |
uses uFloat, uTypes; |
2630 | 24 |
|
5290
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This can afford to be a bit larger. Does not impact performance.
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25 |
const cMaxGearArrayInd = 1023; |
4 | 26 |
|
70 | 27 |
type PGearArray = ^TGearArray; |
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28 |
TGearArray = record |
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29 |
ar: array[0..cMaxGearArrayInd] of PGear; |
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Count: Longword |
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31 |
end; |
4 | 32 |
|
3038 | 33 |
procedure initModule; |
34 |
procedure freeModule; |
|
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35 |
|
53 | 36 |
procedure AddGearCI(Gear: PGear); |
37 |
procedure DeleteCI(Gear: PGear); |
|
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Moving hedgehog could get another hedgehog moving forward
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38 |
|
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39 |
function CheckGearsCollision(Gear: PGear): PGearArray; |
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40 |
|
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41 |
function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean; |
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42 |
function TestCollisionYwithGear(Gear: PGear; Dir: LongInt): boolean; |
513
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43 |
|
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44 |
function TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean; |
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45 |
function TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean; |
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46 |
|
4798 | 47 |
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean; |
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48 |
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean; |
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49 |
|
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50 |
function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt): boolean; |
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51 |
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean; |
4 | 52 |
|
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some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
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53 |
function calcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): Boolean; |
3401
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add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
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54 |
|
4 | 55 |
implementation |
4403 | 56 |
uses uConsts, uLandGraphics, uVariables, uDebug; |
4 | 57 |
|
53 | 58 |
type TCollisionEntry = record |
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59 |
X, Y, Radius: LongInt; |
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60 |
cGear: PGear; |
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61 |
end; |
351 | 62 |
|
906 | 63 |
const MAXRECTSINDEX = 511; |
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64 |
var Count: Longword; |
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65 |
cinfos: array[0..MAXRECTSINDEX] of TCollisionEntry; |
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66 |
ga: TGearArray; |
4 | 67 |
|
53 | 68 |
procedure AddGearCI(Gear: PGear); |
69 |
begin |
|
511 | 70 |
if Gear^.CollisionIndex >= 0 then exit; |
4 | 71 |
TryDo(Count <= MAXRECTSINDEX, 'Collision rects array overflow', true); |
53 | 72 |
with cinfos[Count] do |
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73 |
begin |
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74 |
X:= hwRound(Gear^.X); |
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75 |
Y:= hwRound(Gear^.Y); |
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76 |
Radius:= Gear^.Radius; |
3608
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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77 |
ChangeRoundInLand(X, Y, Radius - 1, 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.
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parents:
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78 |
cGear:= Gear |
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|
79 |
end; |
511 | 80 |
Gear^.CollisionIndex:= Count; |
4 | 81 |
inc(Count) |
82 |
end; |
|
83 |
||
53 | 84 |
procedure DeleteCI(Gear: PGear); |
4 | 85 |
begin |
511 | 86 |
if Gear^.CollisionIndex >= 0 then |
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87 |
begin |
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88 |
with cinfos[Gear^.CollisionIndex] do |
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:
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|
89 |
ChangeRoundInLand(X, Y, Radius - 1, false); |
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90 |
cinfos[Gear^.CollisionIndex]:= cinfos[Pred(Count)]; |
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91 |
cinfos[Gear^.CollisionIndex].cGear^.CollisionIndex:= Gear^.CollisionIndex; |
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92 |
Gear^.CollisionIndex:= -1; |
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93 |
dec(Count) |
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94 |
end; |
4 | 95 |
end; |
96 |
||
53 | 97 |
function CheckGearsCollision(Gear: PGear): PGearArray; |
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Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
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98 |
var mx, my, tr: LongInt; |
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99 |
i: Longword; |
4 | 100 |
begin |
1506 | 101 |
CheckGearsCollision:= @ga; |
53 | 102 |
ga.Count:= 0; |
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366adfa1a727
Fix reading out of bounds of the collisions array. This fixes flying hedgehogs and not moving after explosion
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|
103 |
if Count = 0 then exit; |
351 | 104 |
mx:= hwRound(Gear^.X); |
105 |
my:= hwRound(Gear^.Y); |
|
4 | 106 |
|
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ok. restore old [r + 1 + r] for gear width for a moment, and reset snowballs.
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107 |
tr:= Gear^.Radius + 2; |
3609
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108 |
|
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:
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109 |
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
|
110 |
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
|
111 |
if (Gear <> cGear) and |
3609
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Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
nemo
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112 |
(sqr(mx - x) + sqr(my - y) <= sqr(Radius + tr)) then |
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
|
113 |
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
|
114 |
ga.ar[ga.Count]:= cinfos[i].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
|
115 |
inc(ga.Count) |
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
|
116 |
end |
4 | 117 |
end; |
118 |
||
371 | 119 |
function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): boolean; |
120 |
var x, y, i: LongInt; |
|
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121 |
TestWord: LongWord; |
4 | 122 |
begin |
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|
123 |
if Gear^.IntersectGear <> nil then |
fcba7d7aea0d
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|
124 |
with Gear^ do |
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125 |
if (hwRound(IntersectGear^.X) + IntersectGear^.Radius < hwRound(X) - Radius) or |
fcba7d7aea0d
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|
126 |
(hwRound(IntersectGear^.X) - IntersectGear^.Radius > hwRound(X) + Radius) then |
fcba7d7aea0d
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|
127 |
begin |
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128 |
IntersectGear:= nil; |
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|
129 |
TestWord:= 0 |
838 | 130 |
end else |
1966 | 131 |
TestWord:= 255 |
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132 |
else TestWord:= 0; |
838 | 133 |
|
351 | 134 |
x:= hwRound(Gear^.X); |
135 |
if Dir < 0 then x:= x - Gear^.Radius |
|
136 |
else x:= x + Gear^.Radius; |
|
1753 | 137 |
if (x and LAND_WIDTH_MASK) = 0 then |
4 | 138 |
begin |
351 | 139 |
y:= hwRound(Gear^.Y) - Gear^.Radius + 1; |
140 |
i:= y + Gear^.Radius * 2 - 2; |
|
4 | 141 |
repeat |
1753 | 142 |
if (y and LAND_HEIGHT_MASK) = 0 then |
505
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Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
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|
143 |
if Land[y, x] > TestWord then exit(true); |
4 | 144 |
inc(y) |
351 | 145 |
until (y > i); |
146 |
end; |
|
147 |
TestCollisionXwithGear:= false |
|
4 | 148 |
end; |
149 |
||
505
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|
150 |
function TestCollisionYwithGear(Gear: PGear; Dir: LongInt): boolean; |
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151 |
var x, y, i: LongInt; |
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|
152 |
TestWord: LongWord; |
fcba7d7aea0d
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|
153 |
begin |
fcba7d7aea0d
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|
154 |
if Gear^.IntersectGear <> nil then |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
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|
155 |
with Gear^ do |
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|
156 |
if (hwRound(IntersectGear^.Y) + IntersectGear^.Radius < hwRound(Y) - Radius) or |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
157 |
(hwRound(IntersectGear^.Y) - IntersectGear^.Radius > hwRound(Y) + Radius) then |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
158 |
begin |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
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diff
changeset
|
159 |
IntersectGear:= nil; |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
160 |
TestWord:= 0 |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
161 |
end else |
1966 | 162 |
TestWord:= 255 |
505
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
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diff
changeset
|
163 |
else TestWord:= 0; |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
164 |
|
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
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|
165 |
y:= hwRound(Gear^.Y); |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
166 |
if Dir < 0 then y:= y - Gear^.Radius |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
167 |
else y:= y + Gear^.Radius; |
1753 | 168 |
if (y and LAND_HEIGHT_MASK) = 0 then |
505
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
169 |
begin |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
170 |
x:= hwRound(Gear^.X) - Gear^.Radius + 1; |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
171 |
i:= x + Gear^.Radius * 2 - 2; |
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
172 |
repeat |
1753 | 173 |
if (x and LAND_WIDTH_MASK) = 0 then |
505
fcba7d7aea0d
Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
unc0rr
parents:
504
diff
changeset
|
174 |
if Land[y, x] > TestWord then exit(true); |
fcba7d7aea0d
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|
175 |
inc(x) |
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|
176 |
until (x > i); |
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|
177 |
end; |
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|
178 |
TestCollisionYwithGear:= false |
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|
179 |
end; |
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|
180 |
|
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|
181 |
function TestCollisionXKick(Gear: PGear; Dir: LongInt): boolean; |
3608
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Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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|
182 |
var x, y, mx, my, i: LongInt; |
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183 |
flag: boolean; |
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|
184 |
begin |
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|
185 |
flag:= false; |
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|
186 |
x:= hwRound(Gear^.X); |
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|
187 |
if Dir < 0 then x:= x - Gear^.Radius |
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|
188 |
else x:= x + Gear^.Radius; |
1753 | 189 |
if (x and LAND_WIDTH_MASK) = 0 then |
513
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|
190 |
begin |
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|
191 |
y:= hwRound(Gear^.Y) - Gear^.Radius + 1; |
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|
192 |
i:= y + Gear^.Radius * 2 - 2; |
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|
193 |
repeat |
1753 | 194 |
if (y and LAND_HEIGHT_MASK) = 0 then |
1966 | 195 |
if Land[y, x] > 255 then exit(true) |
536 | 196 |
else if Land[y, x] <> 0 then flag:= true; |
513
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|
197 |
inc(y) |
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|
198 |
until (y > i); |
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|
199 |
end; |
538 | 200 |
TestCollisionXKick:= flag; |
513
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diff
changeset
|
201 |
|
536 | 202 |
if flag then |
513
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|
203 |
begin |
538 | 204 |
if hwAbs(Gear^.dX) < cHHKick then exit; |
967 | 205 |
if (Gear^.State and gstHHJumping <> 0) |
206 |
and (hwAbs(Gear^.dX) < _0_4) then exit; |
|
207 |
||
513
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|
208 |
mx:= hwRound(Gear^.X); |
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|
209 |
my:= hwRound(Gear^.Y); |
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diff
changeset
|
210 |
|
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:
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diff
changeset
|
211 |
for i:= 0 to Pred(Count) do |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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changeset
|
212 |
with cinfos[i] do |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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changeset
|
213 |
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:
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changeset
|
214 |
(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:
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diff
changeset
|
215 |
((mx > x) xor (Dir > 0)) then |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
216 |
if ((cGear^.Kind in [gtHedgehog, gtMine]) and ((Gear^.State and gstNotKickable) = 0)) or |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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changeset
|
217 |
// only apply X kick if the barrel is knocked over |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
218 |
((cGear^.Kind = gtExplosives) and ((cGear^.State and gsttmpflag) <> 0)) then |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
219 |
begin |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
220 |
with cGear^ do |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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changeset
|
221 |
begin |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
222 |
dX:= Gear^.dX; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
223 |
dY:= Gear^.dY * _0_5; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
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diff
changeset
|
224 |
State:= State or gstMoving; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
225 |
Active:= true |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
226 |
end; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
227 |
DeleteCI(cGear); |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
228 |
exit(false) |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
229 |
end |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
230 |
end |
513
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parents:
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diff
changeset
|
231 |
end; |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
232 |
|
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
233 |
function TestCollisionYKick(Gear: PGear; Dir: LongInt): boolean; |
3608
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
234 |
var x, y, mx, my, i: LongInt; |
513
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diff
changeset
|
235 |
flag: boolean; |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
236 |
begin |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
237 |
flag:= false; |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
238 |
y:= hwRound(Gear^.Y); |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
511
diff
changeset
|
239 |
if Dir < 0 then y:= y - Gear^.Radius |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
240 |
else y:= y + Gear^.Radius; |
1753 | 241 |
if (y and LAND_HEIGHT_MASK) = 0 then |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
242 |
begin |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
243 |
x:= hwRound(Gear^.X) - Gear^.Radius + 1; |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
244 |
i:= x + Gear^.Radius * 2 - 2; |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
511
diff
changeset
|
245 |
repeat |
1753 | 246 |
if (x and LAND_WIDTH_MASK) = 0 then |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
247 |
if Land[y, x] > 0 then |
1966 | 248 |
if Land[y, x] > 255 then exit(true) |
536 | 249 |
else if Land[y, x] <> 0 then flag:= true; |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
250 |
inc(x) |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
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diff
changeset
|
251 |
until (x > i); |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
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diff
changeset
|
252 |
end; |
538 | 253 |
TestCollisionYKick:= flag; |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
511
diff
changeset
|
254 |
|
536 | 255 |
if flag then |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
256 |
begin |
839 | 257 |
if hwAbs(Gear^.dY) < cHHKick then exit(true); |
967 | 258 |
if (Gear^.State and gstHHJumping <> 0) |
259 |
and (not Gear^.dY.isNegative) |
|
260 |
and (Gear^.dY < _0_4) then exit; |
|
261 |
||
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
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parents:
511
diff
changeset
|
262 |
mx:= hwRound(Gear^.X); |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
263 |
my:= hwRound(Gear^.Y); |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
264 |
|
3608
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
265 |
for i:= 0 to Pred(Count) do |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
266 |
with cinfos[i] do |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
267 |
if (Gear <> cGear) and |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
268 |
(sqr(mx - x) + sqr(my - y) <= sqr(Radius + Gear^.Radius + 2)) and |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
269 |
((my > y) xor (Dir > 0)) then |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
270 |
if (cGear^.Kind in [gtHedgehog, gtMine, gtExplosives]) and ((Gear^.State and gstNotKickable) = 0) then |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
271 |
begin |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
272 |
with cGear^ do |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
273 |
begin |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
274 |
if (Kind <> gtExplosives) or ((State and gsttmpflag) <> 0) then dX:= Gear^.dX * _0_5; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
275 |
dY:= Gear^.dY; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
276 |
State:= State or gstMoving; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
277 |
Active:= true |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
278 |
end; |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
279 |
DeleteCI(cGear); |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
280 |
exit(false) |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
281 |
end |
c509bbc779e7
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
nemo
parents:
3603
diff
changeset
|
282 |
end |
513
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
283 |
end; |
69e06d710d46
Moving hedgehog could get another hedgehog moving forward
unc0rr
parents:
511
diff
changeset
|
284 |
|
498 | 285 |
function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt): boolean; |
4 | 286 |
begin |
351 | 287 |
Gear^.X:= Gear^.X + ShiftX; |
498 | 288 |
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY); |
351 | 289 |
TestCollisionXwithXYShift:= TestCollisionXwithGear(Gear, Dir); |
290 |
Gear^.X:= Gear^.X - ShiftX; |
|
498 | 291 |
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY) |
4 | 292 |
end; |
4798 | 293 |
function TestCollisionX(Gear: PGear; Dir: LongInt): boolean; |
294 |
var x, y, i: LongInt; |
|
295 |
begin |
|
296 |
x:= hwRound(Gear^.X); |
|
297 |
if Dir < 0 then x:= x - Gear^.Radius |
|
298 |
else x:= x + Gear^.Radius; |
|
299 |
if (x and LAND_WIDTH_MASK) = 0 then |
|
300 |
begin |
|
301 |
y:= hwRound(Gear^.Y) - Gear^.Radius + 1; |
|
302 |
i:= y + Gear^.Radius * 2 - 2; |
|
303 |
repeat |
|
304 |
if (y and LAND_HEIGHT_MASK) = 0 then |
|
305 |
if Land[y, x] > 255 then exit(true); |
|
306 |
inc(y) |
|
307 |
until (y > i); |
|
308 |
end; |
|
309 |
TestCollisionX:= false |
|
310 |
end; |
|
4 | 311 |
|
371 | 312 |
function TestCollisionY(Gear: PGear; Dir: LongInt): boolean; |
313 |
var x, y, i: LongInt; |
|
68 | 314 |
begin |
351 | 315 |
y:= hwRound(Gear^.Y); |
316 |
if Dir < 0 then y:= y - Gear^.Radius |
|
317 |
else y:= y + Gear^.Radius; |
|
1753 | 318 |
if (y and LAND_HEIGHT_MASK) = 0 then |
68 | 319 |
begin |
351 | 320 |
x:= hwRound(Gear^.X) - Gear^.Radius + 1; |
321 |
i:= x + Gear^.Radius * 2 - 2; |
|
68 | 322 |
repeat |
1753 | 323 |
if (x and LAND_WIDTH_MASK) = 0 then |
1966 | 324 |
if Land[y, x] > 255 then exit(true); |
68 | 325 |
inc(x) |
351 | 326 |
until (x > i); |
327 |
end; |
|
328 |
TestCollisionY:= false |
|
68 | 329 |
end; |
330 |
||
371 | 331 |
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean; |
4 | 332 |
begin |
498 | 333 |
Gear^.X:= Gear^.X + int2hwFloat(ShiftX); |
334 |
Gear^.Y:= Gear^.Y + int2hwFloat(ShiftY); |
|
351 | 335 |
TestCollisionYwithXYShift:= TestCollisionYwithGear(Gear, Dir); |
498 | 336 |
Gear^.X:= Gear^.X - int2hwFloat(ShiftX); |
337 |
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY) |
|
4 | 338 |
end; |
339 |
||
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
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diff
changeset
|
340 |
|
3414
b2f3bb44777e
some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents:
3411
diff
changeset
|
341 |
function calcSlopeTangent(Gear: PGear; collisionX, collisionY: LongInt; var outDeltaX, outDeltaY: LongInt; TestWord: LongWord): boolean; |
3408 | 342 |
var ldx, ldy, rdx, rdy: LongInt; |
343 |
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
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parents:
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diff
changeset
|
344 |
tmpx, tmpy: LongWord; |
3569 | 345 |
dx, dy, s: hwFloat; |
3408 | 346 |
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:
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changeset
|
347 |
|
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
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diff
changeset
|
348 |
begin |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
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diff
changeset
|
349 |
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
|
350 |
dy:= Gear^.dY; |
3408 | 351 |
|
3569 | 352 |
// we start searching from the direction the gear came from |
353 |
if (dx.QWordValue > _0_995.QWordValue ) |
|
354 |
or (dy.QWordValue > _0_995.QWordValue ) then |
|
355 |
begin // scale |
|
356 |
s := _1 / Distance(dx,dy); |
|
357 |
dx := s * dx; |
|
358 |
dy := s * dy; |
|
359 |
end; |
|
360 |
||
3408 | 361 |
mx:= hwRound(Gear^.X-dx) - hwRound(Gear^.X); |
362 |
my:= hwRound(Gear^.Y-dy) - hwRound(Gear^.Y); |
|
363 |
||
364 |
li:= -1; |
|
365 |
ri:= -1; |
|
3569 | 366 |
|
3408 | 367 |
// go around collision pixel, checking for first/last collisions |
368 |
// this will determinate what angles will be tried to crawl along |
|
369 |
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
|
370 |
begin |
3408 | 371 |
offset[i,0]:= mx; |
372 |
offset[i,1]:= my; |
|
3569 | 373 |
|
3408 | 374 |
tmpx:= collisionX + mx; |
375 |
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
|
376 |
|
3569 | 377 |
if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then |
3408 | 378 |
if (Land[tmpy,tmpx] > TestWord) then |
379 |
begin |
|
380 |
// remember the index belonging to the first and last collision (if in 1st half) |
|
381 |
if (i <> 0) then |
|
382 |
begin |
|
383 |
if (ri = -1) then |
|
384 |
ri:= i |
|
385 |
else |
|
386 |
li:= i; |
|
387 |
end; |
|
388 |
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
|
389 |
|
3408 | 390 |
if i = 7 then break; |
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
391 |
|
3408 | 392 |
// prepare offset for next check (clockwise) |
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
393 |
if (mx = -1) and (my <> -1) then my:= my - 1 |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
394 |
else if (my = -1) and (mx <> 1) then mx:= mx + 1 |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
395 |
else if (mx = 1) and (my <> 1) then my:= my + 1 |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
396 |
else mx:= mx - 1; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
397 |
|
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
398 |
end; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
399 |
|
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
400 |
ldx:= collisionX; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
401 |
ldy:= collisionY; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
402 |
rdx:= collisionX; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
403 |
rdy:= collisionY; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
404 |
|
3408 | 405 |
// edge-crawl |
406 |
for i:= 0 to 8 do |
|
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
407 |
begin |
3408 | 408 |
// using mx,my as temporary value buffer here |
3697 | 409 |
|
3408 | 410 |
jfr:= 8+li+1; |
411 |
jto:= 8+li-1; |
|
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
412 |
|
3408 | 413 |
for j:= jfr downto jto do |
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
414 |
begin |
3408 | 415 |
tmpo:= j mod 8; |
416 |
tmpx:= ldx + offset[tmpo,0]; |
|
417 |
tmpy:= ldy + offset[tmpo,1]; |
|
418 |
if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) |
|
419 |
and (Land[tmpy,tmpx] > TestWord) then |
|
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
420 |
begin |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
421 |
ldx:= tmpx; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
422 |
ldy:= tmpy; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
423 |
break; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
424 |
end; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
425 |
end; |
3408 | 426 |
|
427 |
jfr:= 8+ri-1; |
|
428 |
jto:= 8+ri+1; |
|
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
429 |
|
3408 | 430 |
for j:= jfr to jto do |
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
431 |
begin |
3408 | 432 |
tmpo:= j mod 8; |
433 |
tmpx:= rdx + offset[tmpo,0]; |
|
434 |
tmpy:= rdy + offset[tmpo,1]; |
|
435 |
if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) |
|
436 |
and (Land[tmpy,tmpx] > TestWord) then |
|
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
437 |
begin |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
438 |
rdx:= tmpx; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
439 |
rdy:= tmpy; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
440 |
break; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
441 |
end; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
442 |
end; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
443 |
end; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
444 |
|
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
445 |
ldx:= rdx - ldx; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
446 |
ldy:= rdy - ldy; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
447 |
|
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
448 |
if ((ldx = 0) and (ldy = 0)) then EXIT(false); |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
449 |
|
3414
b2f3bb44777e
some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents:
3411
diff
changeset
|
450 |
outDeltaX:= ldx; |
b2f3bb44777e
some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
sheepluva
parents:
3411
diff
changeset
|
451 |
outDeltaY:= ldy; |
3408 | 452 |
exit(true); |
3401
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
453 |
end; |
d5d31d16eccc
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
sheepluva
parents:
3236
diff
changeset
|
454 |
|
3038 | 455 |
procedure initModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
456 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
457 |
Count:= 0; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
458 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
459 |
|
3038 | 460 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
461 |
begin |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
462 |
|
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
463 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2630
diff
changeset
|
464 |
|
4 | 465 |
end. |