From 6560a7fbc09aaefc7dea42de78d4336bbb42b532 Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Fri, 21 Dec 2018 19:15:40 +0200 Subject: [PATCH] water should deccelerate projectiles according to their direction and speed --- src/game/g_phys.pas | 106 ++++++++++++++++++++++++++++++++++++----- src/game/g_weapons.pas | 2 +- 2 files changed, 95 insertions(+), 13 deletions(-) diff --git a/src/game/g_phys.pas b/src/game/g_phys.pas index 1e543d4..ce56afe 100644 --- a/src/game/g_phys.pas +++ b/src/game/g_phys.pas @@ -50,7 +50,8 @@ 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 +65,8 @@ 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; @@ -365,13 +368,19 @@ 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 @@ -458,17 +467,44 @@ 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 + if (speed > 4) then + begin + speed := speed/2.0; + 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 > 4) then + begin + speed := speed/2.0; + 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 +611,52 @@ 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; diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 3b13301..78965ef 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -2151,7 +2151,7 @@ begin if Stopped = 0 then begin - st := g_Obj_Move(@Obj, False, spl); + st := g_Obj_Move_Projectile(@Obj, False, spl); end else begin -- 2.29.2