diff --git a/src/game/g_phys.pas b/src/game/g_phys.pas
index 41fdfddc5d2517d45849265c1da176e17bd23920..a2a94cea42376c58a14dccfd0eb57cf9e0f10205 100644 (file)
--- a/src/game/g_phys.pas
+++ b/src/game/g_phys.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* 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
*
* 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
MOVE_BLOCK = 128;
procedure g_Obj_Init(Obj: PObj); inline;
MOVE_BLOCK = 128;
procedure g_Obj_Init(Obj: PObj); inline;
-function g_Obj_Move(Obj: PObj; Fallable: Boolean; Splash: Boolean; ClimbSlopes: Boolean = False): Word;
+function g_Obj_Move(Obj: PObj; Fallable: Boolean; Splash: Boolean; ClimbSlopes: Boolean=False; asProjectile: Boolean=false): Word;
+function g_Obj_Move_Projectile (Obj: PObj; Fallable: Boolean; Splash: Boolean; ClimbSlopes: Boolean=False): Word;
function g_Obj_Collide(Obj1, Obj2: PObj): Boolean; inline; overload;
function g_Obj_Collide(X, Y: Integer; Width, Height: Word; Obj: PObj): Boolean; inline; overload;
function g_Obj_CollidePoint(X, Y: Integer; Obj: PObj): Boolean; inline;
function g_Obj_Collide(Obj1, Obj2: PObj): Boolean; inline; overload;
function g_Obj_Collide(X, Y: Integer; Width, Height: Word; Obj: PObj): Boolean; inline; overload;
function g_Obj_CollidePoint(X, Y: Integer; Obj: PObj): Boolean; inline;
function g_Obj_CollideLiquid(Obj: PObj; XInc, YInc: Integer): Boolean; inline;
function g_Obj_CollidePanel(Obj: PObj; XInc, YInc: Integer; PanelType: Word): Boolean; inline;
function g_Obj_StayOnStep(Obj: PObj): Boolean; inline;
function g_Obj_CollideLiquid(Obj: PObj; XInc, YInc: Integer): Boolean; inline;
function g_Obj_CollidePanel(Obj: PObj; XInc, YInc: Integer; PanelType: Word): Boolean; inline;
function g_Obj_StayOnStep(Obj: PObj): Boolean; inline;
+function g_Obj_CanMoveY(Obj: PObj; YInc: Integer): Boolean; inline;
procedure g_Obj_Push(Obj: PObj; VelX, VelY: Integer); inline;
procedure g_Obj_PushA(Obj: PObj; Vel: Integer; Angle: SmallInt); inline;
procedure g_Obj_SetSpeed(Obj: PObj; s: Integer); inline;
procedure g_Obj_Push(Obj: PObj; VelX, VelY: Integer); inline;
procedure g_Obj_PushA(Obj: PObj; Vel: Integer; Angle: SmallInt); inline;
procedure g_Obj_SetSpeed(Obj: PObj; s: Integer); inline;
+function g_Obj_GetSpeedDirF(Obj: PObj; var dirx, diry, speed: Double): Boolean; inline; // `false`: zero speed
+function g_Obj_GetAccelDirF(Obj: PObj; var dirx, diry, speed: Double): Boolean; inline; // `false`: zero speed
function z_dec(a, b: Integer): Integer; inline;
function z_fdec(a, b: Double): Double; inline;
function z_dec(a, b: Integer): Integer; inline;
function z_fdec(a, b: Double): Double; inline;
uses
g_map, g_basic, Math, g_player, g_console, SysUtils,
uses
g_map, g_basic, Math, g_player, g_console, SysUtils,
- g_sound, g_gfx, MAPDEF, g_monsters, g_game, BinEditor, utils;
+ g_sound, g_gfx, MAPDEF, g_monsters, g_game, utils;
const
const
PANEL_STEP, False);
end;
PANEL_STEP, False);
end;
+function g_Obj_CanMoveY(Obj: PObj; YInc: Integer): Boolean; inline;
+begin
+ // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì ñòåíà => øàãàòü íåëüçÿ
+ // Èëè åñëè øàãíóòü âíèç, à òàì ñòóïåíü => øàãàòü íåëüçÿ
+ Result := not(g_Obj_CollideLevel(Obj, 0, YInc) or ((YInc > 0) and g_Obj_StayOnStep(Obj)));
+end;
+
function CollideLiquid(Obj: PObj; XInc, YInc: Integer): Boolean; inline;
begin
Result := g_Map_CollidePanel(Obj^.X+Obj^.Rect.X+XInc, Obj^.Y+Obj^.Rect.Y+YInc,
function CollideLiquid(Obj: PObj; XInc, YInc: Integer): Boolean; inline;
begin
Result := g_Map_CollidePanel(Obj^.X+Obj^.Rect.X+XInc, Obj^.Y+Obj^.Rect.Y+YInc,
begin
result := true;
if (not g_Obj_CollideLevel(Obj, sx, -12)) and // çàáèðàåìñÿ íà 12 ïèêñåëåé âëåâî/âïðàâî
begin
result := true;
if (not g_Obj_CollideLevel(Obj, sx, -12)) and // çàáèðàåìñÿ íà 12 ïèêñåëåé âëåâî/âïðàâî
- g_Obj_CollidePanel(Obj, 0, 1, PANEL_WALL or PANEL_STEP) then // òîëüêî åñëè åñòü çåìëÿ ïîä íîãàìè
+ (sy >= 0) and (not g_Obj_CanMoveY(Obj, sy)) then // òîëüêî åñëè åñòü çåìëÿ ïîä íîãàìè
begin
slope(-1);
end
begin
slope(-1);
end
if Blocked(Obj, 0, sy) then st := st or MOVE_BLOCK;
end;
if Blocked(Obj, 0, sy) then st := st or MOVE_BLOCK;
end;
- // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì ñòåíà => øàãàòü íåëüçÿ
- // Èëè åñëè øàãíóòü âíèç, à òàì ñòóïåíü => øàãàòü íåëüçÿ
- if g_Obj_CollideLevel(Obj, 0, sy) or ((sy > 0) and g_Obj_StayOnStep(Obj)) then
+ // Åñëè øàãàòü íåëüçÿ
+ if not g_Obj_CanMoveY(Obj, sy) then
begin
if sy > 0 then
st := st or MOVE_HITLAND
begin
if sy > 0 then
st := st or MOVE_HITLAND
end;
end;
-function g_Obj_Move (Obj: PObj; Fallable: Boolean; Splash: Boolean; ClimbSlopes: Boolean=False): Word;
+function g_Obj_Move_Projectile (Obj: PObj; Fallable: Boolean; Splash: Boolean; ClimbSlopes: Boolean=False): Word;
+begin
+ result := g_Obj_Move(Obj, Fallable, Splash, ClimbSlopes, true);
+end;
+
+function g_Obj_Move (Obj: PObj; Fallable: Boolean; Splash: Boolean; ClimbSlopes: Boolean=False; asProjectile: Boolean=false): Word;
var
xv, yv, dx, dy: Integer;
inwater: Boolean;
c: Boolean;
wtx: DWORD;
slopeStep: Integer;
var
xv, yv, dx, dy: Integer;
inwater: Boolean;
c: Boolean;
wtx: DWORD;
slopeStep: Integer;
+ dirx, diry, speed: Double;
label
_move;
begin
label
_move;
begin
}
// Âûëåòåë çà íèæíþþ ãðàíèöó êàðòû?
}
// Âûëåòåë çà íèæíþþ ãðàíèöó êàðòû?
- if (Obj^.Y > gMapInfo.Height+128) then begin result := MOVE_FALLOUT; Obj.slopeUpLeft := 0; Obj.slopeFramesLeft := 0; exit; end;
+ if (Obj^.Y > Integer(gMapInfo.Height)+128) then begin result := MOVE_FALLOUT; Obj.slopeUpLeft := 0; Obj.slopeFramesLeft := 0; exit; end;
// Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
c := (gTime mod (GAME_TICK*2) <> 0);
// Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
c := (gTime mod (GAME_TICK*2) <> 0);
inwater := CollideLiquid(Obj, 0, 0);
if inwater then
begin
inwater := CollideLiquid(Obj, 0, 0);
if inwater then
begin
- xv := abs(Obj^.Vel.X)+1;
- if (xv > 5) then Obj^.Vel.X := z_dec(Obj^.Vel.X, (xv div 2)-2);
-
- yv := abs(Obj^.Vel.Y)+1;
- if (yv > 5) then Obj^.Vel.Y := z_dec(Obj^.Vel.Y, (yv div 2)-2);
-
- xv := abs(Obj^.Accel.X)+1;
- if (xv > 5) then Obj^.Accel.X := z_dec(Obj^.Accel.X, (xv div 2)-2);
+ if asProjectile then
+ begin
+ //writeln('velocity=(', Obj^.Vel.X, ',', Obj^.Vel.Y, '); acceleration=(', Obj^.Accel.X, ',', Obj^.Accel.Y, ')');
+ if (g_Obj_GetSpeedDirF(Obj, dirx, diry, speed)) then
+ begin
+ //writeln('SPEED: ', speed);
+ if (speed > 5) then
+ begin
+ speed := speed/1.4;
+ Obj^.Vel.X := round(dirx*speed);
+ Obj^.Vel.Y := round(diry*speed);
+ end;
+ end;
- yv := abs(Obj^.Accel.Y)+1;
- if (yv > 5) then Obj^.Accel.Y := z_dec(Obj^.Accel.Y, (yv div 2)-2);
+ // acceleration
+ if (g_Obj_GetAccelDirF(Obj, dirx, diry, speed)) then
+ begin
+ if (speed > 5) then
+ begin
+ speed := speed/1.4;
+ Obj^.Accel.X := round(dirx*speed);
+ Obj^.Accel.Y := round(diry*speed);
+ end;
+ end;
+ end
+ else
+ begin
+ // velocity
+ xv := abs(Obj^.Vel.X)+1;
+ if (xv > 5) then Obj^.Vel.X := z_dec(Obj^.Vel.X, (xv div 2)-2);
+ yv := abs(Obj^.Vel.Y)+1;
+ if (yv > 5) then Obj^.Vel.Y := z_dec(Obj^.Vel.Y, (yv div 2)-2);
+
+ // acceleration
+ xv := abs(Obj^.Accel.X)+1;
+ if (xv > 5) then Obj^.Accel.X := z_dec(Obj^.Accel.X, (xv div 2)-2);
+ yv := abs(Obj^.Accel.Y)+1;
+ if (yv > 5) then Obj^.Accel.Y := z_dec(Obj^.Accel.Y, (yv div 2)-2);
+ end;
end;
// Óìåíüøàåì ïðèáàâêó ê ñêîðîñòè
end;
// Óìåíüøàåì ïðèáàâêó ê ñêîðîñòè
Obj^.Vel.Y := (vy*s) div m;
end;
Obj^.Vel.Y := (vy*s) div m;
end;
+// `false`: zero speed
+function g_Obj_GetSpeedDirF(Obj: PObj; var dirx, diry, speed: Double): Boolean; inline;
+var
+ len, vx, vy: Double;
+begin
+ if (Obj^.Vel.X = 0) and (Obj^.Vel.Y = 0) then
+ begin
+ dirx := 0;
+ diry := 0;
+ speed := 0;
+ result := false;
+ exit;
+ end;
+
+ vx := Obj^.Vel.X;
+ vy := Obj^.Vel.Y;
+ len := sqrt(vx*vx+vy*vy);
+ dirx := vx/len;
+ diry := vy/len;
+ speed := len;
+ result := true;
+end;
+
+// `false`: zero acceleratin
+function g_Obj_GetAccelDirF(Obj: PObj; var dirx, diry, speed: Double): Boolean; inline;
+var
+ len, vx, vy: Double;
+begin
+ if (Obj^.Accel.X = 0) and (Obj^.Accel.Y = 0) then
+ begin
+ dirx := 0;
+ diry := 0;
+ speed := 0;
+ result := false;
+ exit;
+ end;
+
+ vx := Obj^.Accel.X;
+ vy := Obj^.Accel.Y;
+ len := sqrt(vx*vx+vy*vy);
+ dirx := vx/len;
+ diry := vy/len;
+ speed := len;
+ result := true;
+end;
+
// Ïðèáëèæàåì a ê 0 íà b åäèíèö:
function z_dec (a, b: Integer): Integer; inline;
// Ïðèáëèæàåì a ê 0 íà b åäèíèö:
function z_dec (a, b: Integer): Integer; inline;