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}
29 // going up the slope will set this, and renderer will adjust the position
30 // this is purely visual change, it won't affect anything else
31 slopeUpLeft
: Integer; // left to go
32 slopeFramesLeft
: Integer; // frames left to go
33 // for frame interpolation
52 procedure g_Obj_Init(Obj
: PObj
); inline;
53 function g_Obj_Move(Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False; asProjectile
: Boolean=false): Word;
54 function g_Obj_Move_Projectile (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
55 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline; overload
;
56 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline; overload
;
57 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
58 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
59 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
60 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
61 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
62 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
63 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
64 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
65 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
66 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt); inline;
67 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
68 function g_Obj_GetSpeedDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline; // `false`: zero speed
69 function g_Obj_GetAccelDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline; // `false`: zero speed
70 function z_dec(a
, b
: Integer): Integer; inline;
71 function z_fdec(a
, b
: Double): Double; inline;
74 gMon
: Boolean = False;
82 g_map
, g_basic
, Math
, g_player
, g_console
, SysUtils
,
83 g_sound
, MAPDEF
, g_monsters
, g_game
, utils
88 SmoothSlopeFrames
= 4;
90 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
92 Result
:= not g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
-1,
95 and g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
,
100 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
102 // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì ñòåíà => øàãàòü íåëüçÿ
103 // Èëè åñëè øàãíóòü âíèç, à òàì ñòóïåíü => øàãàòü íåëüçÿ
104 Result
:= not(g_Obj_CollideLevel(Obj
, 0, YInc
) or ((YInc
> 0) and g_Obj_StayOnStep(Obj
)));
107 function CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
109 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
110 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3,
111 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
114 function CollideLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
116 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_LIFTUP
, False) then
120 else if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
121 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
122 PANEL_LIFTDOWN
, False) then
128 function CollideHorLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
130 left
, right
: Boolean;
132 left
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
133 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
134 PANEL_LIFTLEFT
, False);
135 right
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
136 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
137 PANEL_LIFTRIGHT
, False);
138 if left
and not right
then
140 else if right
and not left
then
146 function CollidePlayers(_Obj
: PObj
; XInc
, YInc
: Integer): Boolean;
151 if (gPlayers
= nil) then exit
;
152 for plr
in gPlayers
do
154 if (plr
= nil) then continue
;
155 if not plr
.alive
then continue
;
158 if g_Collide(GameX
+PLAYER_RECT
.X
, GameY
+PLAYER_RECT
.Y
,
159 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
160 _Obj
^.X
+_Obj
^.Rect
.X
+XInc
, _Obj
^.Y
+_Obj
^.Rect
.Y
+YInc
,
161 _Obj
^.Rect
.Width
, _Obj
^.Rect
.Height
) then
170 function Blocked(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
172 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
173 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
174 PANEL_BLOCKMON
, False);
177 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
179 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
180 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
184 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
186 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
187 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
191 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
193 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
194 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
198 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
200 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
201 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
202 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
205 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
207 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
208 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
212 procedure g_Obj_Splash(Obj
: PObj
; Color
: Byte);
216 MaxVel
:= nmax(abs(Obj
^.Vel
.X
), abs(Obj
^.Vel
.Y
));
220 g_Sound_PlayExAt('SOUND_GAME_BULK1', Obj
^.X
, Obj
^.Y
)
222 g_Sound_PlayExAt('SOUND_GAME_BULK2', Obj
^.X
, Obj
^.Y
);
226 g_GFX_Water(Obj
^.X
+Obj
^.Rect
.X
+(Obj
^.Rect
.Width
div 2),
227 Obj
^.Y
+Obj
^.Rect
.Y
+(Obj
^.Rect
.Height
div 2),
228 Min(5*(abs(Obj
^.Vel
.X
)+abs(Obj
^.Vel
.Y
)), 50),
229 -Obj
^.Vel
.X
, -Obj
^.Vel
.Y
,
230 Obj
^.Rect
.Width
, 16, Color
);
235 function move (Obj
: PObj
; dx
, dy
: Integer; ClimbSlopes
: Boolean): Word;
241 procedure slope (s
: Integer);
246 while g_Obj_CollideLevel(Obj
, sx
, 0) and (i
< 4) do
254 Obj
.slopeUpLeft
+= i
*(-s
);
255 Obj
.slopeFramesLeft
:= SmoothSlopeFrames
;
259 function movex (): Boolean;
263 // Åñëè ìîíñòðó øàãíóòü â ñòîðîíó, à òàì áëîêìîí
264 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
266 if Blocked(Obj
, sx
, 0) then st
:= st
or MOVE_BLOCK
;
269 // Åñëè øàãíóòü â ñòîðîíó, à òàì ñòåíà => øàãàòü íåëüçÿ
270 if g_Obj_CollideLevel(Obj
, sx
, 0) then
272 if ClimbSlopes
and (abs(dy
) < 2) then
275 if (not g_Obj_CollideLevel(Obj
, sx
, -12)) and // çàáèðàåìñÿ íà 12 ïèêñåëåé âëåâî/âïðàâî
276 (sy
>= 0) and (not g_Obj_CanMoveY(Obj
, sy
)) then // òîëüêî åñëè åñòü çåìëÿ ïîä íîãàìè
283 st
:= st
or MOVE_HITWALL
;
288 st
:= st
or MOVE_HITWALL
;
291 else // Òàì ñòåíû íåò
293 if CollideLiquid(Obj
, sx
, 0) then
294 begin // Åñëè øàãíóòü â ñòîðîíó, à òàì òåïåðü æèäêîñòü
295 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
297 else // Åñëè øàãíóòü â ñòîðîíó, à òàì óæå íåò æèäêîñòè
299 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
308 function movey (): Boolean;
312 // Åñëè ìîíñòðó øàãíóòü ïî âåðòèêàëè, à òàì áëîêìîí
313 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
315 if Blocked(Obj
, 0, sy
) then st
:= st
or MOVE_BLOCK
;
318 // Åñëè øàãàòü íåëüçÿ
319 if not g_Obj_CanMoveY(Obj
, sy
) then
322 st
:= st
or MOVE_HITLAND
324 st
:= st
or MOVE_HITCEIL
;
326 else // Òàì ñòåíû íåò. È ñòóïåíè ñíèçó òîæå íåò
328 if CollideLiquid(Obj
, 0, sy
) then
329 begin // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì òåïåðü æèäêîñòü
330 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
332 else // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì óæå íåò æèäêîñòè
334 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
346 // Îáúåêò â æèäêîñòè?
347 if CollideLiquid(Obj
, 0, 0) then st
:= st
or MOVE_INWATER
;
349 // Ìîíñòð â áëîêìîíå?
352 if Blocked(Obj
, 0, 0) then st
:= st
or MOVE_BLOCK
;
355 // Äâèãàòüñÿ íå íàäî?
356 if (dx
= 0) and (dy
= 0) then begin result
:= st
; exit
; end;
358 sx
:= g_basic
.Sign(dx
);
359 sy
:= g_basic
.Sign(dy
);
363 for i
:= 1 to dx
do if not movex() then break
;
364 for i
:= 1 to dy
do if not movey() then break
;
370 procedure g_Obj_Init (Obj
: PObj
); inline;
372 ZeroMemory(Obj
, SizeOf(TObj
));
376 function g_Obj_Move_Projectile (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
378 result
:= g_Obj_Move(Obj
, Fallable
, Splash
, ClimbSlopes
, true);
381 function g_Obj_Move (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False; asProjectile
: Boolean=false): Word;
383 xv
, yv
, dx
, dy
: Integer;
388 dirx
, diry
, speed
: Double;
392 // Ëèìèòû íà ñêîðîñòü è óñêîðåíèå
393 Obj
^.Vel
.X
:= nclamp(Obj
^.Vel
.X
, -LIMIT_VEL
, LIMIT_VEL
);
394 Obj
^.Vel
.Y
:= nclamp(Obj
^.Vel
.Y
, -LIMIT_VEL
, LIMIT_VEL
);
395 Obj
^.Accel
.X
:= nclamp(Obj
^.Accel
.X
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
396 Obj
^.Accel
.Y
:= nclamp(Obj
^.Accel
.Y
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
398 if Obj^.Vel.X < -LIMIT_VEL then Obj^.Vel.X := -LIMIT_VEL
399 else if Obj^.Vel.X > LIMIT_VEL then Obj^.Vel.X := LIMIT_VEL;
400 if Obj^.Vel.Y < -LIMIT_VEL then Obj^.Vel.Y := -LIMIT_VEL
401 else if Obj^.Vel.Y > LIMIT_VEL then Obj^.Vel.Y := LIMIT_VEL;
402 if Obj^.Accel.X < -LIMIT_ACCEL then Obj^.Accel.X := -LIMIT_ACCEL
403 else if Obj^.Accel.X > LIMIT_ACCEL then Obj^.Accel.X := LIMIT_ACCEL;
404 if Obj^.Accel.Y < -LIMIT_ACCEL then Obj^.Accel.Y := -LIMIT_ACCEL
405 else if Obj^.Accel.Y > LIMIT_ACCEL then Obj^.Accel.Y := LIMIT_ACCEL;
408 // Âûëåòåë çà íèæíþþ ãðàíèöó êàðòû?
409 if (Obj
^.Y
> Integer(gMapInfo
.Height
)+128) then begin result
:= MOVE_FALLOUT
; Obj
.slopeUpLeft
:= 0; Obj
.slopeFramesLeft
:= 0; exit
; end;
411 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
412 c
:= (gTime
mod (GAME_TICK
*2) <> 0);
415 if {not c and} (Obj
.slopeUpLeft
> 0) then
417 if (Obj
.slopeFramesLeft
< 1) then
419 //conwritefln('SLOPE DONE: slopeUpLeft=%s', [Obj.slopeUpLeft]);
420 Obj
.slopeUpLeft
:= 0; // oops
424 slopeStep
:= Obj
.slopeUpLeft
div Obj
.slopeFramesLeft
;
425 if (slopeStep
< 1) then slopeStep
:= 1;
426 //conwritefln('SLOPE STEP: slopeUpLeft=%s; slopeFramesLeft=%s; slopeStep=%d', [Obj.slopeUpLeft, Obj.slopeFramesLeft, slopeStep]);
427 Dec(Obj
.slopeFramesLeft
);
428 Obj
.slopeUpLeft
-= slopeStep
;
429 if (Obj
.slopeUpLeft
< 1) then
431 Obj
.slopeUpLeft
:= 0;
432 Obj
.slopeFramesLeft
:= 0;
437 if c
then goto _move
;
439 case CollideLift(Obj
, 0, 0) of
442 Obj
^.Vel
.Y
-= 1; // Ëèôò ââåðõ
443 if (Obj
^.Vel
.Y
< -5) then Obj
^.Vel
.Y
+= 1;
447 if (Obj
^.Vel
.Y
> 5) then Obj
^.Vel
.Y
-= 1;
448 Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ èëè ëèôò âíèç
452 if Fallable
then Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ
453 if (Obj
^.Vel
.Y
> MAX_YV
) then Obj
^.Vel
.Y
-= 1;
457 case CollideHorLift(Obj
, 0, 0) of
461 if (Obj
^.Vel
.X
< -9) then Obj
^.Vel
.X
+= 3;
466 if (Obj
^.Vel
.X
> 9) then Obj
^.Vel
.X
-= 3;
468 // 0 is not needed here
472 inwater
:= CollideLiquid(Obj
, 0, 0);
477 //writeln('velocity=(', Obj^.Vel.X, ',', Obj^.Vel.Y, '); acceleration=(', Obj^.Accel.X, ',', Obj^.Accel.Y, ')');
478 if (g_Obj_GetSpeedDirF(Obj
, dirx
, diry
, speed
)) then
480 //writeln('SPEED: ', speed);
484 Obj
^.Vel
.X
:= round(dirx
*speed
);
485 Obj
^.Vel
.Y
:= round(diry
*speed
);
490 if (g_Obj_GetAccelDirF(Obj
, dirx
, diry
, speed
)) then
495 Obj
^.Accel
.X
:= round(dirx
*speed
);
496 Obj
^.Accel
.Y
:= round(diry
*speed
);
503 xv
:= abs(Obj
^.Vel
.X
)+1;
504 if (xv
> 5) then Obj
^.Vel
.X
:= z_dec(Obj
^.Vel
.X
, (xv
div 2)-2);
505 yv
:= abs(Obj
^.Vel
.Y
)+1;
506 if (yv
> 5) then Obj
^.Vel
.Y
:= z_dec(Obj
^.Vel
.Y
, (yv
div 2)-2);
509 xv
:= abs(Obj
^.Accel
.X
)+1;
510 if (xv
> 5) then Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, (xv
div 2)-2);
511 yv
:= abs(Obj
^.Accel
.Y
)+1;
512 if (yv
> 5) then Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, (yv
div 2)-2);
516 // Óìåíüøàåì ïðèáàâêó ê ñêîðîñòè
517 Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, 1);
518 Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, 1);
522 xv
:= Obj
^.Vel
.X
+Obj
^.Accel
.X
;
523 yv
:= Obj
^.Vel
.Y
+Obj
^.Accel
.Y
;
528 result
:= move(Obj
, dx
, dy
, ClimbSlopes
);
530 // Áðûçãè (åñëè íóæíû)
533 if WordBool(Result
and MOVE_HITWATER
) then
535 wtx
:= g_Map_CollideLiquid_Texture(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
536 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3);
538 LongWord(TEXTURE_SPECIAL_WATER
): g_Obj_Splash(Obj
, 3);
539 LongWord(TEXTURE_SPECIAL_ACID1
): g_Obj_Splash(Obj
, 2);
540 LongWord(TEXTURE_SPECIAL_ACID2
): g_Obj_Splash(Obj
, 1);
541 LongWord(TEXTURE_NONE
): begin end;
542 else g_Obj_Splash(Obj
, 0);
547 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
550 // Âðåçàëèñü â ñòåíó - ñòîï
551 if ((Result
and MOVE_HITWALL
) <> 0) then
557 // Âðåçàëèñü â ïîë èëè ïîòîëîê - ñòîï
558 if ((Result
and (MOVE_HITCEIL
or MOVE_HITLAND
)) <> 0) then
566 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline;
568 Result
:= g_Collide(Obj1
^.X
+Obj1
^.Rect
.X
, Obj1
^.Y
+Obj1
^.Rect
.Y
,
569 Obj1
^.Rect
.Width
, Obj1
^.Rect
.Height
,
570 Obj2
^.X
+Obj2
^.Rect
.X
, Obj2
^.Y
+Obj2
^.Rect
.Y
,
571 Obj2
^.Rect
.Width
, Obj2
^.Rect
.Height
);
574 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline;
576 Result
:= g_Collide(X
, Y
,
578 Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
579 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
582 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
584 Result
:= g_CollidePoint(X
, Y
, Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
585 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
588 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
590 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ VelX
;
591 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ VelY
;
594 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt); inline;
599 SinCos(DegToRad(-Angle
), s
, c
);
601 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ Round(Vel
*c
);
602 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ Round(Vel
*s
);
605 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
612 m
:= Max(abs(vx
), abs(vy
));
616 Obj
^.Vel
.X
:= (vx
*s
) div m
;
617 Obj
^.Vel
.Y
:= (vy
*s
) div m
;
620 // `false`: zero speed
621 function g_Obj_GetSpeedDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline;
625 if (Obj
^.Vel
.X
= 0) and (Obj
^.Vel
.Y
= 0) then
636 len
:= sqrt(vx
*vx
+vy
*vy
);
643 // `false`: zero acceleratin
644 function g_Obj_GetAccelDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline;
648 if (Obj
^.Accel
.X
= 0) and (Obj
^.Accel
.Y
= 0) then
659 len
:= sqrt(vx
*vx
+vy
*vy
);
667 // Ïðèáëèæàåì a ê 0 íà b åäèíèö:
668 function z_dec (a
, b
: Integer): Integer; inline;
670 if (abs(a
) < b
) then result
:= 0
671 else if (a
> 0) then result
:= a
-b
672 else if (a
< 0) then result
:= a
+b
673 else result
:= 0; // a = 0
677 // Ïðèáëèæàåì a ê 0.0 íà b åäèíèö:
678 function z_fdec (a
, b
: Double): Double; inline;
680 if (abs(a
) < b
) then result
:= 0.0
681 else if (a
> 0.0) then result
:= a
-b
682 else if (a
< 0.0) then result
:= a
+b
683 else result
:= 0.0; // a = 0.0