X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_phys.pas;h=69199797b06237a4ac9023f44ced5fc1868a4ad2;hb=c5684c0c980bb96fd4fd0efae4d48cdeb469c8ff;hp=dd4c07a7b08fa6a2cea87f837430fae77e010b81;hpb=81c234975e457cd374fa9b4d20fecdd983ade60c;p=d2df-sdl.git diff --git a/src/game/g_phys.pas b/src/game/g_phys.pas index dd4c07a..6919979 100644 --- a/src/game/g_phys.pas +++ b/src/game/g_phys.pas @@ -1,9 +1,8 @@ -(* 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 - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -18,8 +17,7 @@ unit g_phys; interface -uses - e_graphics; + uses g_base; type PObj = ^TObj; @@ -32,6 +30,9 @@ type // this is purely visual change, it won't affect anything else slopeUpLeft: Integer; // left to go slopeFramesLeft: Integer; // frames left to go + // for frame interpolation + oldX, oldY: Integer; + procedure lerp(t: Single; out fX, fY: Integer); end; const @@ -50,7 +51,8 @@ const 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; @@ -64,6 +66,8 @@ 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; +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; @@ -80,6 +84,11 @@ uses const SmoothSlopeFrames = 4; +procedure TObj.lerp(t: Single; out fX, fY: Integer); +begin + fX := nlerp(oldX, X, t); + fY := nlerp(oldY, Y, t); +end; function g_Obj_StayOnStep(Obj: PObj): Boolean; inline; begin @@ -365,13 +374,19 @@ begin 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; + dirx, diry, speed: Double; label _move; begin @@ -392,7 +407,7 @@ begin } // 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); @@ -458,17 +473,45 @@ 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 @@ -575,6 +618,52 @@ begin 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;