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
34 // for frame interpolation
36 procedure lerp(t
: Single; out fX
, fY
: Integer);
54 procedure g_Obj_Init(Obj
: PObj
); inline;
55 function g_Obj_Move(Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False; asProjectile
: Boolean=false): Word;
56 function g_Obj_Move_Projectile (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
57 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline; overload
;
58 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline; overload
;
59 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
60 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
61 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
62 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
63 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
64 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
65 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
66 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
67 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
68 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt
); inline;
69 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
70 function g_Obj_GetSpeedDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline; // `false`: zero speed
71 function g_Obj_GetAccelDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline; // `false`: zero speed
72 function z_dec(a
, b
: Integer): Integer; inline;
73 function z_fdec(a
, b
: Double): Double; inline;
76 gMon
: Boolean = False;
84 g_map
, g_basic
, Math
, g_player
, g_console
, SysUtils
,
85 g_gfx
, MAPDEF
, g_monsters
, g_game
, utils
;
89 SmoothSlopeFrames
= 4;
91 procedure TObj
.lerp(t
: Single; out fX
, fY
: Integer);
93 fX
:= nlerp(oldX
, X
, t
);
94 fY
:= nlerp(oldY
, Y
, t
);
97 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
99 Result
:= not g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
-1,
102 and g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
,
107 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
109 // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì ñòåíà => øàãàòü íåëüçÿ
110 // Èëè åñëè øàãíóòü âíèç, à òàì ñòóïåíü => øàãàòü íåëüçÿ
111 Result
:= not(g_Obj_CollideLevel(Obj
, 0, YInc
) or ((YInc
> 0) and g_Obj_StayOnStep(Obj
)));
114 function CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
116 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
117 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3,
118 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
121 function CollideLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
123 if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
124 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
125 PANEL_LIFTUP
, False) then
127 else if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
128 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
129 PANEL_LIFTDOWN
, False) then
135 function CollideHorLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
137 left
, right
: Boolean;
139 left
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
140 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
141 PANEL_LIFTLEFT
, False);
142 right
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
143 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
144 PANEL_LIFTRIGHT
, False);
145 if left
and not right
then
147 else if right
and not left
then
153 function CollidePlayers(_Obj
: PObj
; XInc
, YInc
: Integer): Boolean;
158 if (gPlayers
= nil) then exit
;
159 for plr
in gPlayers
do
161 if (plr
= nil) then continue
;
162 if not plr
.alive
then continue
;
165 if g_Collide(GameX
+PLAYER_RECT
.X
, GameY
+PLAYER_RECT
.Y
,
166 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
167 _Obj
^.X
+_Obj
^.Rect
.X
+XInc
, _Obj
^.Y
+_Obj
^.Rect
.Y
+YInc
,
168 _Obj
^.Rect
.Width
, _Obj
^.Rect
.Height
) then
177 function Blocked(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
,
181 PANEL_BLOCKMON
, False);
184 function g_Obj_CollideLevel(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_CollideStep(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_CollideWater(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
,
205 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): 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
,
209 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
212 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
214 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
215 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
219 procedure g_Obj_Splash(Obj
: PObj
; Color
: Byte);
220 {$IFDEF ENABLE_SOUND}
224 {$IFDEF ENABLE_SOUND}
225 MaxVel
:= nmax(abs(Obj
^.Vel
.X
), abs(Obj
^.Vel
.Y
));
229 g_Sound_PlayExAt('SOUND_GAME_BULK1', Obj
^.X
, Obj
^.Y
)
231 g_Sound_PlayExAt('SOUND_GAME_BULK2', Obj
^.X
, Obj
^.Y
);
235 g_GFX_Water(Obj
^.X
+Obj
^.Rect
.X
+(Obj
^.Rect
.Width
div 2),
236 Obj
^.Y
+Obj
^.Rect
.Y
+(Obj
^.Rect
.Height
div 2),
237 Min(5*(abs(Obj
^.Vel
.X
)+abs(Obj
^.Vel
.Y
)), 50),
238 -Obj
^.Vel
.X
, -Obj
^.Vel
.Y
,
239 Obj
^.Rect
.Width
, 16, Color
);
243 function move (Obj
: PObj
; dx
, dy
: Integer; ClimbSlopes
: Boolean): Word;
249 procedure slope (s
: Integer);
254 while g_Obj_CollideLevel(Obj
, sx
, 0) and (i
< 4) do
262 Obj
.slopeUpLeft
+= i
*(-s
);
263 Obj
.slopeFramesLeft
:= SmoothSlopeFrames
;
267 function movex (): Boolean;
271 // Åñëè ìîíñòðó øàãíóòü â ñòîðîíó, à òàì áëîêìîí
272 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
274 if Blocked(Obj
, sx
, 0) then st
:= st
or MOVE_BLOCK
;
277 // Åñëè øàãíóòü â ñòîðîíó, à òàì ñòåíà => øàãàòü íåëüçÿ
278 if g_Obj_CollideLevel(Obj
, sx
, 0) then
280 if ClimbSlopes
and (abs(dy
) < 2) then
283 if (not g_Obj_CollideLevel(Obj
, sx
, -12)) and // çàáèðàåìñÿ íà 12 ïèêñåëåé âëåâî/âïðàâî
284 (sy
>= 0) and (not g_Obj_CanMoveY(Obj
, sy
)) then // òîëüêî åñëè åñòü çåìëÿ ïîä íîãàìè
291 st
:= st
or MOVE_HITWALL
;
296 st
:= st
or MOVE_HITWALL
;
299 else // Òàì ñòåíû íåò
301 if CollideLiquid(Obj
, sx
, 0) then
302 begin // Åñëè øàãíóòü â ñòîðîíó, à òàì òåïåðü æèäêîñòü
303 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
305 else // Åñëè øàãíóòü â ñòîðîíó, à òàì óæå íåò æèäêîñòè
307 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
316 function movey (): Boolean;
320 // Åñëè ìîíñòðó øàãíóòü ïî âåðòèêàëè, à òàì áëîêìîí
321 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
323 if Blocked(Obj
, 0, sy
) then st
:= st
or MOVE_BLOCK
;
326 // Åñëè øàãàòü íåëüçÿ
327 if not g_Obj_CanMoveY(Obj
, sy
) then
330 st
:= st
or MOVE_HITLAND
332 st
:= st
or MOVE_HITCEIL
;
334 else // Òàì ñòåíû íåò. È ñòóïåíè ñíèçó òîæå íåò
336 if CollideLiquid(Obj
, 0, sy
) then
337 begin // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì òåïåðü æèäêîñòü
338 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
340 else // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì óæå íåò æèäêîñòè
342 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
354 // Îáúåêò â æèäêîñòè?
355 if CollideLiquid(Obj
, 0, 0) then st
:= st
or MOVE_INWATER
;
357 // Ìîíñòð â áëîêìîíå?
360 if Blocked(Obj
, 0, 0) then st
:= st
or MOVE_BLOCK
;
363 // Äâèãàòüñÿ íå íàäî?
364 if (dx
= 0) and (dy
= 0) then begin result
:= st
; exit
; end;
366 sx
:= g_basic
.Sign(dx
);
367 sy
:= g_basic
.Sign(dy
);
371 for i
:= 1 to dx
do if not movex() then break
;
372 for i
:= 1 to dy
do if not movey() then break
;
378 procedure g_Obj_Init (Obj
: PObj
); inline;
380 ZeroMemory(Obj
, SizeOf(TObj
));
384 function g_Obj_Move_Projectile (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
386 result
:= g_Obj_Move(Obj
, Fallable
, Splash
, ClimbSlopes
, true);
389 function g_Obj_Move (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False; asProjectile
: Boolean=false): Word;
391 xv
, yv
, dx
, dy
: Integer;
396 dirx
, diry
, speed
: Double;
400 // Ëèìèòû íà ñêîðîñòü è óñêîðåíèå
401 Obj
^.Vel
.X
:= nclamp(Obj
^.Vel
.X
, -LIMIT_VEL
, LIMIT_VEL
);
402 Obj
^.Vel
.Y
:= nclamp(Obj
^.Vel
.Y
, -LIMIT_VEL
, LIMIT_VEL
);
403 Obj
^.Accel
.X
:= nclamp(Obj
^.Accel
.X
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
404 Obj
^.Accel
.Y
:= nclamp(Obj
^.Accel
.Y
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
406 if Obj^.Vel.X < -LIMIT_VEL then Obj^.Vel.X := -LIMIT_VEL
407 else if Obj^.Vel.X > LIMIT_VEL then Obj^.Vel.X := LIMIT_VEL;
408 if Obj^.Vel.Y < -LIMIT_VEL then Obj^.Vel.Y := -LIMIT_VEL
409 else if Obj^.Vel.Y > LIMIT_VEL then Obj^.Vel.Y := LIMIT_VEL;
410 if Obj^.Accel.X < -LIMIT_ACCEL then Obj^.Accel.X := -LIMIT_ACCEL
411 else if Obj^.Accel.X > LIMIT_ACCEL then Obj^.Accel.X := LIMIT_ACCEL;
412 if Obj^.Accel.Y < -LIMIT_ACCEL then Obj^.Accel.Y := -LIMIT_ACCEL
413 else if Obj^.Accel.Y > LIMIT_ACCEL then Obj^.Accel.Y := LIMIT_ACCEL;
416 // Âûëåòåë çà íèæíþþ ãðàíèöó êàðòû?
417 if (Obj
^.Y
> Integer(gMapInfo
.Height
)+128) then begin result
:= MOVE_FALLOUT
; Obj
.slopeUpLeft
:= 0; Obj
.slopeFramesLeft
:= 0; exit
; end;
419 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
420 c
:= (gTime
mod (GAME_TICK
*2) <> 0);
423 if {not c and} (Obj
.slopeUpLeft
> 0) then
425 if (Obj
.slopeFramesLeft
< 1) then
427 //conwritefln('SLOPE DONE: slopeUpLeft=%s', [Obj.slopeUpLeft]);
428 Obj
.slopeUpLeft
:= 0; // oops
432 slopeStep
:= Obj
.slopeUpLeft
div Obj
.slopeFramesLeft
;
433 if (slopeStep
< 1) then slopeStep
:= 1;
434 //conwritefln('SLOPE STEP: slopeUpLeft=%s; slopeFramesLeft=%s; slopeStep=%d', [Obj.slopeUpLeft, Obj.slopeFramesLeft, slopeStep]);
435 Dec(Obj
.slopeFramesLeft
);
436 Obj
.slopeUpLeft
-= slopeStep
;
437 if (Obj
.slopeUpLeft
< 1) then
439 Obj
.slopeUpLeft
:= 0;
440 Obj
.slopeFramesLeft
:= 0;
445 if c
then goto _move
;
447 case CollideLift(Obj
, 0, 0) of
450 Obj
^.Vel
.Y
-= 1; // Ëèôò ââåðõ
451 if (Obj
^.Vel
.Y
< -5) then Obj
^.Vel
.Y
+= 1;
455 if (Obj
^.Vel
.Y
> 5) then Obj
^.Vel
.Y
-= 1;
456 Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ èëè ëèôò âíèç
460 if Fallable
then Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ
461 if (Obj
^.Vel
.Y
> MAX_YV
) then Obj
^.Vel
.Y
-= 1;
465 case CollideHorLift(Obj
, 0, 0) of
469 if (Obj
^.Vel
.X
< -9) then Obj
^.Vel
.X
+= 3;
474 if (Obj
^.Vel
.X
> 9) then Obj
^.Vel
.X
-= 3;
476 // 0 is not needed here
480 inwater
:= CollideLiquid(Obj
, 0, 0);
485 //writeln('velocity=(', Obj^.Vel.X, ',', Obj^.Vel.Y, '); acceleration=(', Obj^.Accel.X, ',', Obj^.Accel.Y, ')');
486 if (g_Obj_GetSpeedDirF(Obj
, dirx
, diry
, speed
)) then
488 //writeln('SPEED: ', speed);
492 Obj
^.Vel
.X
:= round(dirx
*speed
);
493 Obj
^.Vel
.Y
:= round(diry
*speed
);
498 if (g_Obj_GetAccelDirF(Obj
, dirx
, diry
, speed
)) then
503 Obj
^.Accel
.X
:= round(dirx
*speed
);
504 Obj
^.Accel
.Y
:= round(diry
*speed
);
511 xv
:= abs(Obj
^.Vel
.X
)+1;
512 if (xv
> 5) then Obj
^.Vel
.X
:= z_dec(Obj
^.Vel
.X
, (xv
div 2)-2);
513 yv
:= abs(Obj
^.Vel
.Y
)+1;
514 if (yv
> 5) then Obj
^.Vel
.Y
:= z_dec(Obj
^.Vel
.Y
, (yv
div 2)-2);
517 xv
:= abs(Obj
^.Accel
.X
)+1;
518 if (xv
> 5) then Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, (xv
div 2)-2);
519 yv
:= abs(Obj
^.Accel
.Y
)+1;
520 if (yv
> 5) then Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, (yv
div 2)-2);
524 // Óìåíüøàåì ïðèáàâêó ê ñêîðîñòè
525 Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, 1);
526 Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, 1);
530 xv
:= Obj
^.Vel
.X
+Obj
^.Accel
.X
;
531 yv
:= Obj
^.Vel
.Y
+Obj
^.Accel
.Y
;
536 result
:= move(Obj
, dx
, dy
, ClimbSlopes
);
538 // Áðûçãè (åñëè íóæíû)
541 if WordBool(Result
and MOVE_HITWATER
) then
543 wtx
:= g_Map_CollideLiquid_Texture(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
544 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3);
546 LongWord(TEXTURE_SPECIAL_WATER
): g_Obj_Splash(Obj
, 3);
547 LongWord(TEXTURE_SPECIAL_ACID1
): g_Obj_Splash(Obj
, 2);
548 LongWord(TEXTURE_SPECIAL_ACID2
): g_Obj_Splash(Obj
, 1);
549 LongWord(TEXTURE_NONE
): begin end;
550 else g_Obj_Splash(Obj
, 0);
555 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
558 // Âðåçàëèñü â ñòåíó - ñòîï
559 if ((Result
and MOVE_HITWALL
) <> 0) then
565 // Âðåçàëèñü â ïîë èëè ïîòîëîê - ñòîï
566 if ((Result
and (MOVE_HITCEIL
or MOVE_HITLAND
)) <> 0) then
574 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline;
576 Result
:= g_Collide(Obj1
^.X
+Obj1
^.Rect
.X
, Obj1
^.Y
+Obj1
^.Rect
.Y
,
577 Obj1
^.Rect
.Width
, Obj1
^.Rect
.Height
,
578 Obj2
^.X
+Obj2
^.Rect
.X
, Obj2
^.Y
+Obj2
^.Rect
.Y
,
579 Obj2
^.Rect
.Width
, Obj2
^.Rect
.Height
);
582 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline;
584 Result
:= g_Collide(X
, Y
,
586 Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
587 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
590 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
592 Result
:= g_CollidePoint(X
, Y
, Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
593 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
596 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
598 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ VelX
;
599 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ VelY
;
602 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt
); inline;
607 SinCos(DegToRad(-Angle
), s
, c
);
609 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ Round(Vel
*c
);
610 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ Round(Vel
*s
);
613 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
620 m
:= Max(abs(vx
), abs(vy
));
624 Obj
^.Vel
.X
:= (vx
*s
) div m
;
625 Obj
^.Vel
.Y
:= (vy
*s
) div m
;
628 // `false`: zero speed
629 function g_Obj_GetSpeedDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline;
633 if (Obj
^.Vel
.X
= 0) and (Obj
^.Vel
.Y
= 0) then
644 len
:= sqrt(vx
*vx
+vy
*vy
);
651 // `false`: zero acceleratin
652 function g_Obj_GetAccelDirF(Obj
: PObj
; var dirx
, diry
, speed
: Double): Boolean; inline;
656 if (Obj
^.Accel
.X
= 0) and (Obj
^.Accel
.Y
= 0) then
667 len
:= sqrt(vx
*vx
+vy
*vy
);
675 // Ïðèáëèæàåì a ê 0 íà b åäèíèö:
676 function z_dec (a
, b
: Integer): Integer; inline;
678 if (abs(a
) < b
) then result
:= 0
679 else if (a
> 0) then result
:= a
-b
680 else if (a
< 0) then result
:= a
+b
681 else result
:= 0; // a = 0
685 // Ïðèáëèæàåì a ê 0.0 íà b åäèíèö:
686 function z_fdec (a
, b
: Double): Double; inline;
688 if (abs(a
) < b
) then result
:= 0.0
689 else if (a
> 0.0) then result
:= a
-b
690 else if (a
< 0.0) then result
:= a
+b
691 else result
:= 0.0; // a = 0.0