1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
30 // going up the slope will set this, and renderer will adjust the position
31 // this is purely visual change, it won't affect anything else
32 slopeUpLeft
: Integer; // left to go
33 slopeFramesLeft
: Integer; // frames left to go
51 procedure g_Obj_Init(Obj
: PObj
); inline;
52 function g_Obj_Move(Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False; asProjectile
: Boolean=false): Word;
53 function g_Obj_Move_Projectile (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
54 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline; overload
;
55 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline; overload
;
56 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
57 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
58 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
59 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
60 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
61 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
62 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
63 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
64 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
65 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt); inline;
66 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
67 function g_Obj_GetSpeedDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline; // `false`: zero speed
68 function g_Obj_GetAccelDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline; // `false`: zero speed
69 function z_dec(a
, b
: Integer): Integer; inline;
70 function z_fdec(a
, b
: Double): Double; inline;
73 gMon
: Boolean = False;
78 g_map
, g_basic
, Math
, g_player
, g_console
, SysUtils
,
79 g_sound
, g_gfx
, MAPDEF
, g_monsters
, g_game
, utils
;
83 SmoothSlopeFrames
= 4;
86 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
88 Result
:= not g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
-1,
91 and g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
,
96 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
98 // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì ñòåíà => øàãàòü íåëüçÿ
99 // Èëè åñëè øàãíóòü âíèç, à òàì ñòóïåíü => øàãàòü íåëüçÿ
100 Result
:= not(g_Obj_CollideLevel(Obj
, 0, YInc
) or ((YInc
> 0) and g_Obj_StayOnStep(Obj
)));
103 function CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
105 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
106 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3,
107 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
110 function CollideLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
112 if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
113 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
114 PANEL_LIFTUP
, False) then
116 else if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
117 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
118 PANEL_LIFTDOWN
, False) then
124 function CollideHorLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
126 left
, right
: Boolean;
128 left
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
129 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
130 PANEL_LIFTLEFT
, False);
131 right
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
132 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
133 PANEL_LIFTRIGHT
, False);
134 if left
and not right
then
136 else if right
and not left
then
142 function CollidePlayers(_Obj
: PObj
; XInc
, YInc
: Integer): Boolean;
147 if (gPlayers
= nil) then exit
;
148 for plr
in gPlayers
do
150 if (plr
= nil) then continue
;
151 if not plr
.alive
then continue
;
154 if g_Collide(GameX
+PLAYER_RECT
.X
, GameY
+PLAYER_RECT
.Y
,
155 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
156 _Obj
^.X
+_Obj
^.Rect
.X
+XInc
, _Obj
^.Y
+_Obj
^.Rect
.Y
+YInc
,
157 _Obj
^.Rect
.Width
, _Obj
^.Rect
.Height
) then
166 function Blocked(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
168 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
169 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
170 PANEL_BLOCKMON
, False);
173 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
175 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
176 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
180 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
182 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
183 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
187 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
189 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
190 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
194 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
196 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
197 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
198 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
201 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
203 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
204 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
208 procedure g_Obj_Splash(Obj
: PObj
; Color
: Byte);
212 MaxVel
:= nmax(abs(Obj
^.Vel
.X
), abs(Obj
^.Vel
.Y
));
216 g_Sound_PlayExAt('SOUND_GAME_BULK1', Obj
^.X
, Obj
^.Y
)
218 g_Sound_PlayExAt('SOUND_GAME_BULK2', Obj
^.X
, Obj
^.Y
);
221 g_GFX_Water(Obj
^.X
+Obj
^.Rect
.X
+(Obj
^.Rect
.Width
div 2),
222 Obj
^.Y
+Obj
^.Rect
.Y
+(Obj
^.Rect
.Height
div 2),
223 Min(5*(abs(Obj
^.Vel
.X
)+abs(Obj
^.Vel
.Y
)), 50),
224 -Obj
^.Vel
.X
, -Obj
^.Vel
.Y
,
225 Obj
^.Rect
.Width
, 16, Color
);
229 function move (Obj
: PObj
; dx
, dy
: Integer; ClimbSlopes
: Boolean): Word;
235 procedure slope (s
: Integer);
240 while g_Obj_CollideLevel(Obj
, sx
, 0) and (i
< 4) do
248 Obj
.slopeUpLeft
+= i
*(-s
);
249 Obj
.slopeFramesLeft
:= SmoothSlopeFrames
;
253 function movex (): Boolean;
257 // Åñëè ìîíñòðó øàãíóòü â ñòîðîíó, à òàì áëîêìîí
258 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
260 if Blocked(Obj
, sx
, 0) then st
:= st
or MOVE_BLOCK
;
263 // Åñëè øàãíóòü â ñòîðîíó, à òàì ñòåíà => øàãàòü íåëüçÿ
264 if g_Obj_CollideLevel(Obj
, sx
, 0) then
266 if ClimbSlopes
and (abs(dy
) < 2) then
269 if (not g_Obj_CollideLevel(Obj
, sx
, -12)) and // çàáèðàåìñÿ íà 12 ïèêñåëåé âëåâî/âïðàâî
270 (sy
>= 0) and (not g_Obj_CanMoveY(Obj
, sy
)) then // òîëüêî åñëè åñòü çåìëÿ ïîä íîãàìè
277 st
:= st
or MOVE_HITWALL
;
282 st
:= st
or MOVE_HITWALL
;
285 else // Òàì ñòåíû íåò
287 if CollideLiquid(Obj
, sx
, 0) then
288 begin // Åñëè øàãíóòü â ñòîðîíó, à òàì òåïåðü æèäêîñòü
289 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
291 else // Åñëè øàãíóòü â ñòîðîíó, à òàì óæå íåò æèäêîñòè
293 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
302 function movey (): Boolean;
306 // Åñëè ìîíñòðó øàãíóòü ïî âåðòèêàëè, à òàì áëîêìîí
307 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
309 if Blocked(Obj
, 0, sy
) then st
:= st
or MOVE_BLOCK
;
312 // Åñëè øàãàòü íåëüçÿ
313 if not g_Obj_CanMoveY(Obj
, sy
) then
316 st
:= st
or MOVE_HITLAND
318 st
:= st
or MOVE_HITCEIL
;
320 else // Òàì ñòåíû íåò. È ñòóïåíè ñíèçó òîæå íåò
322 if CollideLiquid(Obj
, 0, sy
) then
323 begin // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì òåïåðü æèäêîñòü
324 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
326 else // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì óæå íåò æèäêîñòè
328 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
340 // Îáúåêò â æèäêîñòè?
341 if CollideLiquid(Obj
, 0, 0) then st
:= st
or MOVE_INWATER
;
343 // Ìîíñòð â áëîêìîíå?
346 if Blocked(Obj
, 0, 0) then st
:= st
or MOVE_BLOCK
;
349 // Äâèãàòüñÿ íå íàäî?
350 if (dx
= 0) and (dy
= 0) then begin result
:= st
; exit
; end;
352 sx
:= g_basic
.Sign(dx
);
353 sy
:= g_basic
.Sign(dy
);
357 for i
:= 1 to dx
do if not movex() then break
;
358 for i
:= 1 to dy
do if not movey() then break
;
364 procedure g_Obj_Init (Obj
: PObj
); inline;
366 ZeroMemory(Obj
, SizeOf(TObj
));
370 function g_Obj_Move_Projectile (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
372 result
:= g_Obj_Move(Obj
, Fallable
, Splash
, ClimbSlopes
, true);
375 function g_Obj_Move (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False; asProjectile
: Boolean=false): Word;
377 xv
, yv
, dx
, dy
: Integer;
382 dirx
, diry
, speed
: Double;
386 // Ëèìèòû íà ñêîðîñòü è óñêîðåíèå
387 Obj
^.Vel
.X
:= nclamp(Obj
^.Vel
.X
, -LIMIT_VEL
, LIMIT_VEL
);
388 Obj
^.Vel
.Y
:= nclamp(Obj
^.Vel
.Y
, -LIMIT_VEL
, LIMIT_VEL
);
389 Obj
^.Accel
.X
:= nclamp(Obj
^.Accel
.X
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
390 Obj
^.Accel
.Y
:= nclamp(Obj
^.Accel
.Y
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
392 if Obj^.Vel.X < -LIMIT_VEL then Obj^.Vel.X := -LIMIT_VEL
393 else if Obj^.Vel.X > LIMIT_VEL then Obj^.Vel.X := LIMIT_VEL;
394 if Obj^.Vel.Y < -LIMIT_VEL then Obj^.Vel.Y := -LIMIT_VEL
395 else if Obj^.Vel.Y > LIMIT_VEL then Obj^.Vel.Y := LIMIT_VEL;
396 if Obj^.Accel.X < -LIMIT_ACCEL then Obj^.Accel.X := -LIMIT_ACCEL
397 else if Obj^.Accel.X > LIMIT_ACCEL then Obj^.Accel.X := LIMIT_ACCEL;
398 if Obj^.Accel.Y < -LIMIT_ACCEL then Obj^.Accel.Y := -LIMIT_ACCEL
399 else if Obj^.Accel.Y > LIMIT_ACCEL then Obj^.Accel.Y := LIMIT_ACCEL;
402 // Âûëåòåë çà íèæíþþ ãðàíèöó êàðòû?
403 if (Obj
^.Y
> Integer(gMapInfo
.Height
)+128) then begin result
:= MOVE_FALLOUT
; Obj
.slopeUpLeft
:= 0; Obj
.slopeFramesLeft
:= 0; exit
; end;
405 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
406 c
:= (gTime
mod (GAME_TICK
*2) <> 0);
409 if {not c and} (Obj
.slopeUpLeft
> 0) then
411 if (Obj
.slopeFramesLeft
< 1) then
413 //conwritefln('SLOPE DONE: slopeUpLeft=%s', [Obj.slopeUpLeft]);
414 Obj
.slopeUpLeft
:= 0; // oops
418 slopeStep
:= Obj
.slopeUpLeft
div Obj
.slopeFramesLeft
;
419 if (slopeStep
< 1) then slopeStep
:= 1;
420 //conwritefln('SLOPE STEP: slopeUpLeft=%s; slopeFramesLeft=%s; slopeStep=%d', [Obj.slopeUpLeft, Obj.slopeFramesLeft, slopeStep]);
421 Dec(Obj
.slopeFramesLeft
);
422 Obj
.slopeUpLeft
-= slopeStep
;
423 if (Obj
.slopeUpLeft
< 1) then
425 Obj
.slopeUpLeft
:= 0;
426 Obj
.slopeFramesLeft
:= 0;
431 if c
then goto _move
;
433 case CollideLift(Obj
, 0, 0) of
436 Obj
^.Vel
.Y
-= 1; // Ëèôò ââåðõ
437 if (Obj
^.Vel
.Y
< -5) then Obj
^.Vel
.Y
+= 1;
441 if (Obj
^.Vel
.Y
> 5) then Obj
^.Vel
.Y
-= 1;
442 Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ èëè ëèôò âíèç
446 if Fallable
then Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ
447 if (Obj
^.Vel
.Y
> MAX_YV
) then Obj
^.Vel
.Y
-= 1;
451 case CollideHorLift(Obj
, 0, 0) of
455 if (Obj
^.Vel
.X
< -9) then Obj
^.Vel
.X
+= 3;
460 if (Obj
^.Vel
.X
> 9) then Obj
^.Vel
.X
-= 3;
462 // 0 is not needed here
466 inwater
:= CollideLiquid(Obj
, 0, 0);
471 //writeln('velocity=(', Obj^.Vel.X, ',', Obj^.Vel.Y, '); acceleration=(', Obj^.Accel.X, ',', Obj^.Accel.Y, ')');
472 if (g_Obj_GetSpeedDirF(Obj
, dirx
, diry
, speed
)) then
474 //writeln('SPEED: ', speed);
478 Obj
^.Vel
.X
:= round(dirx
*speed
);
479 Obj
^.Vel
.Y
:= round(diry
*speed
);
484 if (g_Obj_GetAccelDirF(Obj
, dirx
, diry
, speed
)) then
489 Obj
^.Accel
.X
:= round(dirx
*speed
);
490 Obj
^.Accel
.Y
:= round(diry
*speed
);
497 xv
:= abs(Obj
^.Vel
.X
)+1;
498 if (xv
> 5) then Obj
^.Vel
.X
:= z_dec(Obj
^.Vel
.X
, (xv
div 2)-2);
499 yv
:= abs(Obj
^.Vel
.Y
)+1;
500 if (yv
> 5) then Obj
^.Vel
.Y
:= z_dec(Obj
^.Vel
.Y
, (yv
div 2)-2);
503 xv
:= abs(Obj
^.Accel
.X
)+1;
504 if (xv
> 5) then Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, (xv
div 2)-2);
505 yv
:= abs(Obj
^.Accel
.Y
)+1;
506 if (yv
> 5) then Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, (yv
div 2)-2);
510 // Óìåíüøàåì ïðèáàâêó ê ñêîðîñòè
511 Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, 1);
512 Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, 1);
516 xv
:= Obj
^.Vel
.X
+Obj
^.Accel
.X
;
517 yv
:= Obj
^.Vel
.Y
+Obj
^.Accel
.Y
;
522 result
:= move(Obj
, dx
, dy
, ClimbSlopes
);
524 // Áðûçãè (åñëè íóæíû)
527 if WordBool(Result
and MOVE_HITWATER
) then
529 wtx
:= g_Map_CollideLiquid_Texture(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
530 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3);
532 LongWord(TEXTURE_SPECIAL_WATER
): g_Obj_Splash(Obj
, 3);
533 LongWord(TEXTURE_SPECIAL_ACID1
): g_Obj_Splash(Obj
, 2);
534 LongWord(TEXTURE_SPECIAL_ACID2
): g_Obj_Splash(Obj
, 1);
535 LongWord(TEXTURE_NONE
): begin end;
536 else g_Obj_Splash(Obj
, 0);
541 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
544 // Âðåçàëèñü â ñòåíó - ñòîï
545 if ((Result
and MOVE_HITWALL
) <> 0) then
551 // Âðåçàëèñü â ïîë èëè ïîòîëîê - ñòîï
552 if ((Result
and (MOVE_HITCEIL
or MOVE_HITLAND
)) <> 0) then
560 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline;
562 Result
:= g_Collide(Obj1
^.X
+Obj1
^.Rect
.X
, Obj1
^.Y
+Obj1
^.Rect
.Y
,
563 Obj1
^.Rect
.Width
, Obj1
^.Rect
.Height
,
564 Obj2
^.X
+Obj2
^.Rect
.X
, Obj2
^.Y
+Obj2
^.Rect
.Y
,
565 Obj2
^.Rect
.Width
, Obj2
^.Rect
.Height
);
568 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline;
570 Result
:= g_Collide(X
, Y
,
572 Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
573 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
576 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
578 Result
:= g_CollidePoint(X
, Y
, Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
579 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
582 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
584 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ VelX
;
585 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ VelY
;
588 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt); inline;
593 SinCos(DegToRad(-Angle
), s
, c
);
595 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ Round(Vel
*c
);
596 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ Round(Vel
*s
);
599 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
606 m
:= Max(abs(vx
), abs(vy
));
610 Obj
^.Vel
.X
:= (vx
*s
) div m
;
611 Obj
^.Vel
.Y
:= (vy
*s
) div m
;
614 // `false`: zero speed
615 function g_Obj_GetSpeedDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline;
619 if (Obj
^.Vel
.X
= 0) and (Obj
^.Vel
.Y
= 0) then
630 len
:= sqrt(vx
*vx
+vy
*vy
);
637 // `false`: zero acceleratin
638 function g_Obj_GetAccelDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline;
642 if (Obj
^.Accel
.X
= 0) and (Obj
^.Accel
.Y
= 0) then
653 len
:= sqrt(vx
*vx
+vy
*vy
);
661 // Ïðèáëèæàåì a ê 0 íà b åäèíèö:
662 function z_dec (a
, b
: Integer): Integer; inline;
664 if (abs(a
) < b
) then result
:= 0
665 else if (a
> 0) then result
:= a
-b
666 else if (a
< 0) then result
:= a
+b
667 else result
:= 0; // a = 0
671 // Ïðèáëèæàåì a ê 0.0 íà b åäèíèö:
672 function z_fdec (a
, b
: Double): Double; inline;
674 if (abs(a
) < b
) then result
:= 0.0
675 else if (a
> 0.0) then result
:= a
-b
676 else if (a
< 0.0) then result
:= a
+b
677 else result
:= 0.0; // a = 0.0