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, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
31 // going up the slope will set this, and renderer will adjust the position
32 // this is purely visual change, it won't affect anything else
33 slopeUpLeft
: Integer; // left to go
34 slopeFramesLeft
: Integer; // frames left to go
52 procedure g_Obj_Init(Obj
: PObj
); inline;
53 function g_Obj_Move(Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean = False): Word;
54 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline; overload
;
55 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline; overload
;
56 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
57 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
58 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
59 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
60 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
61 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
62 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
63 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
64 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
65 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt); inline;
66 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
67 function z_dec(a
, b
: Integer): Integer; inline;
68 function z_fdec(a
, b
: Double): Double; inline;
71 gMon
: Boolean = False;
76 g_map
, g_basic
, Math
, g_player
, g_console
, SysUtils
,
77 g_sound
, g_gfx
, MAPDEF
, g_monsters
, g_game
, utils
;
81 SmoothSlopeFrames
= 4;
84 function g_Obj_StayOnStep(Obj
: PObj
): Boolean; inline;
86 Result
:= not g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
-1,
89 and g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
+Obj
^.Rect
.Height
,
94 function g_Obj_CanMoveY(Obj
: PObj
; YInc
: Integer): Boolean; inline;
96 // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì ñòåíà => øàãàòü íåëüçÿ
97 // Èëè åñëè øàãíóòü âíèç, à òàì ñòóïåíü => øàãàòü íåëüçÿ
98 Result
:= not(g_Obj_CollideLevel(Obj
, 0, YInc
) or ((YInc
> 0) and g_Obj_StayOnStep(Obj
)));
101 function CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
103 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
104 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3,
105 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
108 function CollideLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
110 if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
111 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
112 PANEL_LIFTUP
, False) then
114 else if g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
115 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
116 PANEL_LIFTDOWN
, False) then
122 function CollideHorLift(Obj
: PObj
; XInc
, YInc
: Integer): Integer; inline;
124 left
, right
: Boolean;
126 left
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
127 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
128 PANEL_LIFTLEFT
, False);
129 right
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
^.Rect
.Y
+YInc
,
130 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
131 PANEL_LIFTRIGHT
, False);
132 if left
and not right
then
134 else if right
and not left
then
140 function CollidePlayers(_Obj
: PObj
; XInc
, YInc
: Integer): Boolean;
145 if (gPlayers
= nil) then exit
;
146 for plr
in gPlayers
do
148 if (plr
= nil) then continue
;
149 if not plr
.alive
then continue
;
152 if g_Collide(GameX
+PLAYER_RECT
.X
, GameY
+PLAYER_RECT
.Y
,
153 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
154 _Obj
^.X
+_Obj
^.Rect
.X
+XInc
, _Obj
^.Y
+_Obj
^.Rect
.Y
+YInc
,
155 _Obj
^.Rect
.Width
, _Obj
^.Rect
.Height
) then
164 function Blocked(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
166 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
167 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
168 PANEL_BLOCKMON
, False);
171 function g_Obj_CollideLevel(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
173 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
174 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
178 function g_Obj_CollideStep(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
180 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
181 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
185 function g_Obj_CollideWater(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
187 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
188 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
192 function g_Obj_CollideLiquid(Obj
: PObj
; XInc
, YInc
: Integer): Boolean; inline;
194 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
195 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
196 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
199 function g_Obj_CollidePanel(Obj
: PObj
; XInc
, YInc
: Integer; PanelType
: Word): Boolean; inline;
201 Result
:= g_Map_CollidePanel(Obj
^.X
+Obj
^.Rect
.X
+XInc
, Obj
^.Y
+Obj
.Rect
.Y
+YInc
,
202 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
,
206 procedure g_Obj_Splash(Obj
: PObj
; Color
: Byte);
210 MaxVel
:= nmax(abs(Obj
^.Vel
.X
), abs(Obj
^.Vel
.Y
));
214 g_Sound_PlayExAt('SOUND_GAME_BULK1', Obj
^.X
, Obj
^.Y
)
216 g_Sound_PlayExAt('SOUND_GAME_BULK2', Obj
^.X
, Obj
^.Y
);
219 g_GFX_Water(Obj
^.X
+Obj
^.Rect
.X
+(Obj
^.Rect
.Width
div 2),
220 Obj
^.Y
+Obj
^.Rect
.Y
+(Obj
^.Rect
.Height
div 2),
221 Min(5*(abs(Obj
^.Vel
.X
)+abs(Obj
^.Vel
.Y
)), 50),
222 -Obj
^.Vel
.X
, -Obj
^.Vel
.Y
,
223 Obj
^.Rect
.Width
, 16, Color
);
227 function move (Obj
: PObj
; dx
, dy
: Integer; ClimbSlopes
: Boolean): Word;
233 procedure slope (s
: Integer);
238 while g_Obj_CollideLevel(Obj
, sx
, 0) and (i
< 4) do
246 Obj
.slopeUpLeft
+= i
*(-s
);
247 Obj
.slopeFramesLeft
:= SmoothSlopeFrames
;
251 function movex (): Boolean;
255 // Åñëè ìîíñòðó øàãíóòü â ñòîðîíó, à òàì áëîêìîí
256 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
258 if Blocked(Obj
, sx
, 0) then st
:= st
or MOVE_BLOCK
;
261 // Åñëè øàãíóòü â ñòîðîíó, à òàì ñòåíà => øàãàòü íåëüçÿ
262 if g_Obj_CollideLevel(Obj
, sx
, 0) then
264 if ClimbSlopes
and (abs(dy
) < 2) then
267 if (not g_Obj_CollideLevel(Obj
, sx
, -12)) and // çàáèðàåìñÿ íà 12 ïèêñåëåé âëåâî/âïðàâî
268 (sy
>= 0) and (not g_Obj_CanMoveY(Obj
, sy
)) then // òîëüêî åñëè åñòü çåìëÿ ïîä íîãàìè
275 st
:= st
or MOVE_HITWALL
;
280 st
:= st
or MOVE_HITWALL
;
283 else // Òàì ñòåíû íåò
285 if CollideLiquid(Obj
, sx
, 0) then
286 begin // Åñëè øàãíóòü â ñòîðîíó, à òàì òåïåðü æèäêîñòü
287 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
289 else // Åñëè øàãíóòü â ñòîðîíó, à òàì óæå íåò æèäêîñòè
291 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
300 function movey (): Boolean;
304 // Åñëè ìîíñòðó øàãíóòü ïî âåðòèêàëè, à òàì áëîêìîí
305 if gMon
and ((st
and MOVE_BLOCK
) = 0) then
307 if Blocked(Obj
, 0, sy
) then st
:= st
or MOVE_BLOCK
;
310 // Åñëè øàãàòü íåëüçÿ
311 if not g_Obj_CanMoveY(Obj
, sy
) then
314 st
:= st
or MOVE_HITLAND
316 st
:= st
or MOVE_HITCEIL
;
318 else // Òàì ñòåíû íåò. È ñòóïåíè ñíèçó òîæå íåò
320 if CollideLiquid(Obj
, 0, sy
) then
321 begin // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì òåïåðü æèäêîñòü
322 if ((st
and MOVE_INWATER
) = 0) then st
:= st
or MOVE_HITWATER
;
324 else // Åñëè øàãíóòü â ïî âåðòèêàëè, à òàì óæå íåò æèäêîñòè
326 if ((st
and MOVE_INWATER
) <> 0) then st
:= st
or MOVE_HITAIR
;
338 // Îáúåêò â æèäêîñòè?
339 if CollideLiquid(Obj
, 0, 0) then st
:= st
or MOVE_INWATER
;
341 // Ìîíñòð â áëîêìîíå?
344 if Blocked(Obj
, 0, 0) then st
:= st
or MOVE_BLOCK
;
347 // Äâèãàòüñÿ íå íàäî?
348 if (dx
= 0) and (dy
= 0) then begin result
:= st
; exit
; end;
350 sx
:= g_basic
.Sign(dx
);
351 sy
:= g_basic
.Sign(dy
);
355 for i
:= 1 to dx
do if not movex() then break
;
356 for i
:= 1 to dy
do if not movey() then break
;
362 procedure g_Obj_Init (Obj
: PObj
); inline;
364 ZeroMemory(Obj
, SizeOf(TObj
));
368 function g_Obj_Move (Obj
: PObj
; Fallable
: Boolean; Splash
: Boolean; ClimbSlopes
: Boolean=False): Word;
370 xv
, yv
, dx
, dy
: Integer;
378 // Ëèìèòû íà ñêîðîñòü è óñêîðåíèå
379 Obj
^.Vel
.X
:= nclamp(Obj
^.Vel
.X
, -LIMIT_VEL
, LIMIT_VEL
);
380 Obj
^.Vel
.Y
:= nclamp(Obj
^.Vel
.Y
, -LIMIT_VEL
, LIMIT_VEL
);
381 Obj
^.Accel
.X
:= nclamp(Obj
^.Accel
.X
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
382 Obj
^.Accel
.Y
:= nclamp(Obj
^.Accel
.Y
, -LIMIT_ACCEL
, LIMIT_ACCEL
);
384 if Obj^.Vel.X < -LIMIT_VEL then Obj^.Vel.X := -LIMIT_VEL
385 else if Obj^.Vel.X > LIMIT_VEL then Obj^.Vel.X := LIMIT_VEL;
386 if Obj^.Vel.Y < -LIMIT_VEL then Obj^.Vel.Y := -LIMIT_VEL
387 else if Obj^.Vel.Y > LIMIT_VEL then Obj^.Vel.Y := LIMIT_VEL;
388 if Obj^.Accel.X < -LIMIT_ACCEL then Obj^.Accel.X := -LIMIT_ACCEL
389 else if Obj^.Accel.X > LIMIT_ACCEL then Obj^.Accel.X := LIMIT_ACCEL;
390 if Obj^.Accel.Y < -LIMIT_ACCEL then Obj^.Accel.Y := -LIMIT_ACCEL
391 else if Obj^.Accel.Y > LIMIT_ACCEL then Obj^.Accel.Y := LIMIT_ACCEL;
394 // Âûëåòåë çà íèæíþþ ãðàíèöó êàðòû?
395 if (Obj
^.Y
> gMapInfo
.Height
+128) then begin result
:= MOVE_FALLOUT
; Obj
.slopeUpLeft
:= 0; Obj
.slopeFramesLeft
:= 0; exit
; end;
397 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
398 c
:= (gTime
mod (GAME_TICK
*2) <> 0);
401 if {not c and} (Obj
.slopeUpLeft
> 0) then
403 if (Obj
.slopeFramesLeft
< 1) then
405 //conwritefln('SLOPE DONE: slopeUpLeft=%s', [Obj.slopeUpLeft]);
406 Obj
.slopeUpLeft
:= 0; // oops
410 slopeStep
:= Obj
.slopeUpLeft
div Obj
.slopeFramesLeft
;
411 if (slopeStep
< 1) then slopeStep
:= 1;
412 //conwritefln('SLOPE STEP: slopeUpLeft=%s; slopeFramesLeft=%s; slopeStep=%d', [Obj.slopeUpLeft, Obj.slopeFramesLeft, slopeStep]);
413 Dec(Obj
.slopeFramesLeft
);
414 Obj
.slopeUpLeft
-= slopeStep
;
415 if (Obj
.slopeUpLeft
< 1) then
417 Obj
.slopeUpLeft
:= 0;
418 Obj
.slopeFramesLeft
:= 0;
423 if c
then goto _move
;
425 case CollideLift(Obj
, 0, 0) of
428 Obj
^.Vel
.Y
-= 1; // Ëèôò ââåðõ
429 if (Obj
^.Vel
.Y
< -5) then Obj
^.Vel
.Y
+= 1;
433 if (Obj
^.Vel
.Y
> 5) then Obj
^.Vel
.Y
-= 1;
434 Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ èëè ëèôò âíèç
438 if Fallable
then Obj
^.Vel
.Y
+= 1; // Ãðàâèòàöèÿ
439 if (Obj
^.Vel
.Y
> MAX_YV
) then Obj
^.Vel
.Y
-= 1;
443 case CollideHorLift(Obj
, 0, 0) of
447 if (Obj
^.Vel
.X
< -9) then Obj
^.Vel
.X
+= 3;
452 if (Obj
^.Vel
.X
> 9) then Obj
^.Vel
.X
-= 3;
454 // 0 is not needed here
458 inwater
:= CollideLiquid(Obj
, 0, 0);
461 xv
:= abs(Obj
^.Vel
.X
)+1;
462 if (xv
> 5) then Obj
^.Vel
.X
:= z_dec(Obj
^.Vel
.X
, (xv
div 2)-2);
464 yv
:= abs(Obj
^.Vel
.Y
)+1;
465 if (yv
> 5) then Obj
^.Vel
.Y
:= z_dec(Obj
^.Vel
.Y
, (yv
div 2)-2);
467 xv
:= abs(Obj
^.Accel
.X
)+1;
468 if (xv
> 5) then Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, (xv
div 2)-2);
470 yv
:= abs(Obj
^.Accel
.Y
)+1;
471 if (yv
> 5) then Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, (yv
div 2)-2);
474 // Óìåíüøàåì ïðèáàâêó ê ñêîðîñòè
475 Obj
^.Accel
.X
:= z_dec(Obj
^.Accel
.X
, 1);
476 Obj
^.Accel
.Y
:= z_dec(Obj
^.Accel
.Y
, 1);
480 xv
:= Obj
^.Vel
.X
+Obj
^.Accel
.X
;
481 yv
:= Obj
^.Vel
.Y
+Obj
^.Accel
.Y
;
486 result
:= move(Obj
, dx
, dy
, ClimbSlopes
);
488 // Áðûçãè (åñëè íóæíû)
491 if WordBool(Result
and MOVE_HITWATER
) then
493 wtx
:= g_Map_CollideLiquid_Texture(Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
494 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
*2 div 3);
496 LongWord(TEXTURE_SPECIAL_WATER
): g_Obj_Splash(Obj
, 3);
497 LongWord(TEXTURE_SPECIAL_ACID1
): g_Obj_Splash(Obj
, 2);
498 LongWord(TEXTURE_SPECIAL_ACID2
): g_Obj_Splash(Obj
, 1);
499 LongWord(TEXTURE_NONE
): begin end;
500 else g_Obj_Splash(Obj
, 0);
505 // Ìåíÿåì ñêîðîñòü è óñêîðåíèå òîëüêî ïî ÷åòíûì êàäðàì
508 // Âðåçàëèñü â ñòåíó - ñòîï
509 if ((Result
and MOVE_HITWALL
) <> 0) then
515 // Âðåçàëèñü â ïîë èëè ïîòîëîê - ñòîï
516 if ((Result
and (MOVE_HITCEIL
or MOVE_HITLAND
)) <> 0) then
524 function g_Obj_Collide(Obj1
, Obj2
: PObj
): Boolean; inline;
526 Result
:= g_Collide(Obj1
^.X
+Obj1
^.Rect
.X
, Obj1
^.Y
+Obj1
^.Rect
.Y
,
527 Obj1
^.Rect
.Width
, Obj1
^.Rect
.Height
,
528 Obj2
^.X
+Obj2
^.Rect
.X
, Obj2
^.Y
+Obj2
^.Rect
.Y
,
529 Obj2
^.Rect
.Width
, Obj2
^.Rect
.Height
);
532 function g_Obj_Collide(X
, Y
: Integer; Width
, Height
: Word; Obj
: PObj
): Boolean; inline;
534 Result
:= g_Collide(X
, Y
,
536 Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
537 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
540 function g_Obj_CollidePoint(X
, Y
: Integer; Obj
: PObj
): Boolean; inline;
542 Result
:= g_CollidePoint(X
, Y
, Obj
^.X
+Obj
^.Rect
.X
, Obj
^.Y
+Obj
^.Rect
.Y
,
543 Obj
^.Rect
.Width
, Obj
^.Rect
.Height
);
546 procedure g_Obj_Push(Obj
: PObj
; VelX
, VelY
: Integer); inline;
548 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ VelX
;
549 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ VelY
;
552 procedure g_Obj_PushA(Obj
: PObj
; Vel
: Integer; Angle
: SmallInt); inline;
557 SinCos(DegToRad(-Angle
), s
, c
);
559 Obj
^.Vel
.X
:= Obj
^.Vel
.X
+ Round(Vel
*c
);
560 Obj
^.Vel
.Y
:= Obj
^.Vel
.Y
+ Round(Vel
*s
);
563 procedure g_Obj_SetSpeed(Obj
: PObj
; s
: Integer); inline;
570 m
:= Max(abs(vx
), abs(vy
));
574 Obj
^.Vel
.X
:= (vx
*s
) div m
;
575 Obj
^.Vel
.Y
:= (vy
*s
) div m
;
579 // Ïðèáëèæàåì a ê 0 íà b åäèíèö:
580 function z_dec (a
, b
: Integer): Integer; inline;
582 if (abs(a
) < b
) then result
:= 0
583 else if (a
> 0) then result
:= a
-b
584 else if (a
< 0) then result
:= a
+b
585 else result
:= 0; // a = 0
589 // Ïðèáëèæàåì a ê 0.0 íà b åäèíèö:
590 function z_fdec (a
, b
: Double): Double; inline;
592 if (abs(a
) < b
) then result
:= 0.0
593 else if (a
> 0.0) then result
:= a
-b
594 else if (a
< 0.0) then result
:= a
+b
595 else result
:= 0.0; // a = 0.0