add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
--- a/hedgewars/GSHandlers.inc Sun May 02 16:16:00 2010 +0000
+++ b/hedgewars/GSHandlers.inc Sun May 02 16:24:31 2010 +0000
@@ -3039,6 +3039,7 @@
end;
end;
+////////////////////////////////////////////////////////////////////////////////
procedure doStepPortal(Gear: PGear);
var tmpGear, iterator: PGear;
begin
@@ -3071,7 +3072,7 @@
end;
procedure doStepMovingPortal(Gear: PGear);
-var x, y: LongInt;//, tx, ty, bx, by, tangle: LongInt;
+var x, y, tx, ty: LongInt;//, bx, by, tangle: LongInt;
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
@@ -3080,6 +3081,14 @@
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and ((Land[y, x] and $FF00) <> 0) then
begin
+ if not calcSlopeNormal(Gear, x, y, tx, ty, 255) then
+ begin
+ DeleteGear(Gear);
+ EXIT;
+ end;
+ //AddFileLog(IntToStr(tx)+' '+IntToStr(ty));
+ if Gear^.dX.isNegative then ty:= -ty;
+ Gear^.DirAngle:= DxDy2Angle(Int2hwFloat(ty),Int2hwFloat(tx));
(*
This is not quite doing what I want, but basically hoping to avoid portals just sitting out in midair
Works ok for right angles, aaaand that's about it.
@@ -3091,6 +3100,9 @@
bx:= hwRound(Gear^.X-SignAs(AngleSin(tangle), Gear^.dX)*_6);
by:= hwRound(Gear^.Y+AngleCos(tangle)*_6);
*)
+
+
+
if ((Gear^.IntersectGear <> nil) and (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.Y)) < Gear^.Radius*2))
(*or
(((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and ((Land[ty, tx] and $FF00) = 0)) or
--- a/hedgewars/uCollisions.pas Sun May 02 16:16:00 2010 +0000
+++ b/hedgewars/uCollisions.pas Sun May 02 16:24:31 2010 +0000
@@ -49,6 +49,8 @@
function TestCollisionXwithXYShift(Gear: PGear; ShiftX: hwFloat; ShiftY: LongInt; Dir: LongInt): boolean;
function TestCollisionYwithXYShift(Gear: PGear; ShiftX, ShiftY: LongInt; Dir: LongInt): boolean;
+function calcSlopeNormal(Gear: PGear; collisionX, collisionY: LongInt; var deltaX, deltaY: LongInt; TestWord: LongWord): Boolean;
+
implementation
uses uMisc, uConsts, uLand, uLandGraphics, uConsole;
@@ -312,6 +314,187 @@
Gear^.Y:= Gear^.Y - int2hwFloat(ShiftY)
end;
+
+function calcSlopeNormal(Gear: PGear; collisionX, collisionY: LongInt; var deltaX, deltaY: LongInt; TestWord: LongWord): boolean;
+var sx, sy, ldx, ldy, rdx, rdy: LongInt;
+ i, j, mx, my : ShortInt;
+ tmpx, tmpy: LongWord;
+ dx, dy, rx, ry: hwFloat;
+ leftsteps: Array[0..4,0..1] of ShortInt;
+ rightsteps: Array[0..4,0..1] of ShortInt;
+
+begin
+ dx:= Gear^.dX;
+ dy:= Gear^.dY;
+
+ if Gear^.AdvBounce > 0 then
+ begin
+ rx:= _0_5 + Int2hwFloat(collisionX) - Gear^.X;
+ ry:= _0_5 + Int2hwFloat(collisionY) - Gear^.Y;
+ end
+ else
+ begin
+ rx:= dx;
+ ry:= dy;
+ end;
+
+ sx:= hwSign(rx);
+ sy:= hwSign(ry);
+
+ if rx.QWordValue > ry.QWordValue then
+ begin
+ if (ry/rx).QWordValue < _0_5.QWordValue then sy:= 0;
+ end
+ else
+ begin
+ if (rx/ry).QWordValue < _0_5.QWordValue then sx:= 0;
+ end;
+
+ mx:= -sx;
+ my:= -sy;
+
+ for i:= 0 to 4 do
+ begin
+ 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;
+
+ leftsteps[i,0]:= mx;
+ leftsteps[i,1]:= my;
+ end;
+
+ mx:= -sx;
+ my:= -sy;
+
+ for i:= 0 to 4 do
+ begin
+ 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;
+
+ rightsteps[i,0]:= mx;
+ rightsteps[i,1]:= my;
+ end;
+
+ ldx:= collisionX;
+ ldy:= collisionY;
+ rdx:= collisionX;
+ rdy:= collisionY;
+
+ for i:= 0 to 4 do
+ begin
+ tmpx:= collisionX + leftsteps[i,0];
+ tmpy:= collisionY + leftsteps[i,1];
+ if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
+ if (Land[tmpy,tmpx] > TestWord) then
+ begin
+ if i <> 0 then
+ for j:= 0 to 2 do
+ begin
+ leftsteps[j,0]:= leftsteps[i+j,0];
+ leftsteps[j,1]:= leftsteps[i+j,1];
+ end;
+ ldx:= tmpx;
+ ldy:= tmpy;
+ break;
+ end;
+ end;
+
+ for i:= 0 to 4 do
+ begin
+ tmpx:= collisionX + rightsteps[i,0];
+ tmpy:= collisionY + rightsteps[i,1];
+ if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
+ if (Land[tmpy,tmpx] > TestWord) then
+ begin
+ if i <> 0 then
+ for j:= 0 to 2 do
+ begin
+ rightsteps[j,0]:= rightsteps[i+j-1,0];
+ rightsteps[j,1]:= rightsteps[i+j-1,1];
+ end;
+ rdx:= tmpx;
+ rdy:= tmpy;
+ break;
+ end;
+ end;
+
+ // TODO: avoid redundant checks
+ for i:= 0 to 4 do
+ begin
+ for j:= 0 to 2 do
+ begin
+ tmpx:= ldx + leftsteps[j,0];
+ tmpy:= ldy + leftsteps[j,1];
+ if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
+ if (Land[tmpy,tmpx] > TestWord) then
+ begin
+ ldx:= tmpx;
+ ldy:= tmpy;
+ break;
+ end;
+ end;
+ end;
+
+ for i:= 0 to 4 do
+ begin
+ for j:= 0 to 2 do
+ begin
+ tmpx:= rdx + rightsteps[j,0];
+ tmpy:= rdy + rightsteps[j,1];
+ if (((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0) then
+ if (Land[tmpy,tmpx] > TestWord) then
+ begin
+ rdx:= tmpx;
+ rdy:= tmpy;
+ break;
+ end;
+ end;
+ end;
+
+ ldx:= rdx - ldx;
+ ldy:= rdy - ldy;
+
+ // rotate vector by 90°
+ rdx:= -ldy;
+ ldy:= ldx;
+ ldx:= rdx;
+
+ if (ldy <> 0) then tmpy := collisionY + ldy div abs(ldy) else tmpy:= collisionY;
+ if (ldx <> 0) then tmpx := collisionX + ldx div abs(ldx) else tmpx:= collisionX;
+ if ((ldx = 0) and (ldy = 0)) then EXIT(false);
+
+ if ((((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0)
+ and (Land[tmpy,tmpx] > TestWord)) then
+ begin
+ if (ldy <> 0) then
+ begin
+ ldy:= -ldy;
+ tmpy := collisionY + ldy div abs(ldy);
+ end;
+ if (ldx <> 0) then
+ begin
+ ldx:= -ldx;
+ tmpx := collisionX + ldx div abs(ldx);
+ end;
+
+ if ((((tmpy) and LAND_HEIGHT_MASK) = 0) and (((tmpx) and LAND_WIDTH_MASK) = 0)
+ and (Land[tmpy,tmpx] > TestWord)) then
+ EXIT(false);
+ end;
+
+
+ if (dx*ldx + dy*ldy).isNegative then
+ begin
+ deltaX:= ldx;
+ deltaY:= ldy;
+ EXIT(true);
+ end;
+exit(false);
+end;
+
procedure initModule;
begin
Count:= 0;