diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index f5a6bddcc70c0b38640f1e1153679eb815ca3519..52722d38b5b033d3275382c9f29490215c3d9306 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
-(* 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
Anim: Boolean;
end;
+ PPanel = ^TPanel;
TPanel = Class (TObject)
private
const
FCurFrame: Integer;
FCurFrameCount: Byte;
FX, FY: Integer;
+ FOldX, FOldY: Integer;
FWidth, FHeight: Word;
+ FOldW, FOldH: Word;
FPanelType: Word;
FEnabled: Boolean;
FDoor: Boolean;
tag: Integer; // used in coldets and such; sorry; see g_map.GridTagXXX
proxyId: Integer; // proxy id in map grid (DO NOT USE!)
mapId: AnsiString; // taken directly from map file; dunno why it is here
+ hasTexTrigger: Boolean; // HACK: true when there's a trigger than can change my texture
constructor Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
procedure SetTexture(ID: Integer; AnimLoop: Byte = 0);
function GetTextureID(): Cardinal;
function GetTextureCount(): Integer;
+ function CanChangeTexture(): Boolean;
procedure SaveState (st: TStream);
procedure LoadState (st: TStream);
function gncNeedSend (): Boolean; inline;
procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
+ procedure lerp (t: Single; out tX, tY, tW, tH: Integer);
+
public
property visvalid: Boolean read getvisvalid; // panel is "visvalid" when it's width and height are positive
TPanelArray = Array of TPanel;
+const
+ LIFTTYPE_UP = 0;
+ LIFTTYPE_DOWN = 1;
+ LIFTTYPE_LEFT = 2;
+ LIFTTYPE_RIGHT = 3;
+
var
g_dbgpan_mplat_active: Boolean = {$IF DEFINED(D2F_DEBUG)}true{$ELSE}true{$ENDIF};
g_dbgpan_mplat_step: Boolean = false; // one step, and stop
implementation
uses
- e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
- g_console, g_language, g_monsters, g_player, g_grid, e_log, GL, geom, utils, xstreams;
+ {$INCLUDE ../nogl/noGLuses.inc}
+ e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers, g_items,
+ g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
var Textures: TLevelTextureArray; aguid: Integer);
var
i: Integer;
+ tnum: Integer;
begin
X := PanelRec.X;
Y := PanelRec.Y;
+ FOldX := X;
+ FOldY := Y;
Width := PanelRec.Width;
Height := PanelRec.Height;
+ FOldW := Width;
+ FOldH := Height;
FAlpha := 0;
FBlending := False;
FCurFrame := 0;
PanelType := PanelRec.PanelType;
Enabled := True;
Door := False;
- LiftType := 0;
+ LiftType := LIFTTYPE_UP;
+ hasTexTrigger := False;
case PanelType of
PANEL_OPENDOOR: begin Enabled := False; Door := True; end;
PANEL_CLOSEDOOR: Door := True;
- PANEL_LIFTUP: LiftType := 0; //???
- PANEL_LIFTDOWN: LiftType := 1;
- PANEL_LIFTLEFT: LiftType := 2;
- PANEL_LIFTRIGHT: LiftType := 3;
+ PANEL_LIFTUP: LiftType := LIFTTYPE_UP; //???
+ PANEL_LIFTDOWN: LiftType := LIFTTYPE_DOWN;
+ PANEL_LIFTLEFT: LiftType := LIFTTYPE_LEFT;
+ PANEL_LIFTRIGHT: LiftType := LIFTTYPE_RIGHT;
end;
// Íåâèäèìàÿ:
// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
//if Length(FTextureIDs) > 1 then SaveIt := True;
+ if (PanelRec.TextureRec = nil) then tnum := -1 else tnum := PanelRec.tagInt;
+ if (tnum < 0) then tnum := Length(Textures);
+
// Åñëè íå ñïåöòåêñòóðà, òî çàäàåì ðàçìåðû:
- if PanelRec.TextureNum > High(Textures) then
+ if ({PanelRec.TextureNum}tnum > High(Textures)) then
begin
- e_WriteLog(Format('WTF?! PanelRec.TextureNum is out of limits! (%d : %d)', [PanelRec.TextureNum, High(Textures)]), TMsgType.Fatal);
+ e_WriteLog(Format('WTF?! tnum is out of limits! (%d : %d)', [tnum, High(Textures)]), TMsgType.Warning);
FTextureWidth := 2;
FTextureHeight := 2;
FAlpha := 0;
FBlending := ByteBool(0);
end
- else if not g_Map_IsSpecialTexture(Textures[PanelRec.TextureNum].TextureName) then
+ else if not g_Map_IsSpecialTexture(Textures[{PanelRec.TextureNum}tnum].TextureName) then
begin
- FTextureWidth := Textures[PanelRec.TextureNum].Width;
- FTextureHeight := Textures[PanelRec.TextureNum].Height;
+ FTextureWidth := Textures[{PanelRec.TextureNum}tnum].Width;
+ FTextureHeight := Textures[{PanelRec.TextureNum}tnum].Height;
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
Inherited;
end;
+procedure TPanel.lerp (t: Single; out tX, tY, tW, tH: Integer);
+begin
+ if mMovingActive then
+ begin
+ tX := nlerp(FOldX, FX, t);
+ tY := nlerp(FOldY, FY, t);
+ tW := nlerp(FOldW, FWidth, t);
+ tH := nlerp(FOldH, FHeight, t);
+ end
+ else
+ begin
+ tX := FX;
+ tY := FY;
+ tW := FWidth;
+ tH := FHeight;
+ end;
+end;
+
function TPanel.getx1 (): Integer; inline; begin result := X+Width-1; end;
function TPanel.gety1 (): Integer; inline; begin result := Y+Height-1; end;
function TPanel.getvisvalid (): Boolean; inline; begin result := (Width > 0) and (Height > 0); end;
procedure TPanel.Draw (hasAmbient: Boolean; constref ambColor: TDFColor);
var
+ tx, ty, tw, th: Integer;
xx, yy: Integer;
NoTextureID: DWORD;
NW, NH: Word;
(Width > 0) and (Height > 0) and (FAlpha < 255) {and
g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then
begin
+ lerp(gLerpFactor, tx, ty, tw, th);
if FTextureIDs[FCurTexture].Anim then
begin // Àíèìèðîâàííàÿ òåêñòóðà
if FTextureIDs[FCurTexture].AnTex = nil then
Exit;
- for xx := 0 to (Width div FTextureWidth)-1 do
- for yy := 0 to (Height div FTextureHeight)-1 do
+ for xx := 0 to (tw div FTextureWidth)-1 do
+ for yy := 0 to (th div FTextureHeight)-1 do
FTextureIDs[FCurTexture].AnTex.Draw(
- X + xx*FTextureWidth,
- Y + yy*FTextureHeight, TMirrorType.None);
+ tx + xx*FTextureWidth,
+ ty + yy*FTextureHeight, TMirrorType.None);
end
else
begin // Îáû÷íàÿ òåêñòóðà
case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1, 0, 0, 255, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1, 0, 128, 0, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1, 128, 0, 0, 0, TBlending.Filter);
+ LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 0, 0, 255, 0, TBlending.Filter);
+ LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 0, 230, 0, 0, TBlending.Filter);
+ LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 230, 0, 0, 0, TBlending.Filter);
LongWord(TEXTURE_NONE):
if g_Texture_Get('NOTEXTURE', NoTextureID) then
begin
e_GetTextureSize(NoTextureID, @NW, @NH);
- e_DrawFill(NoTextureID, X, Y, Width div NW, Height div NH, 0, False, False);
+ e_DrawFill(NoTextureID, tx, ty, tw div NW, th div NH, 0, False, False);
end
else
begin
- xx := X + (Width div 2);
- yy := Y + (Height div 2);
- e_DrawFillQuad(X, Y, xx, yy, 255, 0, 255, 0);
- e_DrawFillQuad(xx, Y, X+Width-1, yy, 255, 255, 0, 0);
- e_DrawFillQuad(X, yy, xx, Y+Height-1, 255, 255, 0, 0);
- e_DrawFillQuad(xx, yy, X+Width-1, Y+Height-1, 255, 0, 255, 0);
+ xx := tx + (tw div 2);
+ yy := ty + (th div 2);
+ e_DrawFillQuad(tx, ty, xx, yy, 255, 0, 255, 0);
+ e_DrawFillQuad(xx, ty, tx+tw-1, yy, 255, 255, 0, 0);
+ e_DrawFillQuad(tx, yy, xx, ty+th-1, 255, 255, 0, 0);
+ e_DrawFillQuad(xx, yy, tx+tw-1, ty+th-1, 255, 0, 255, 0);
end;
else
begin
if not mMovingActive then
- e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending, hasAmbient)
+ e_DrawFill(FTextureIDs[FCurTexture].Tex, tx, ty, tw div FTextureWidth, th div FTextureHeight, FAlpha, True, FBlending, hasAmbient)
else
- e_DrawFillX(FTextureIDs[FCurTexture].Tex, X, Y, Width, Height, FAlpha, True, FBlending, g_dbg_scale, hasAmbient);
- if hasAmbient then e_AmbientQuad(X, Y, Width, Height, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
+ e_DrawFillX(FTextureIDs[FCurTexture].Tex, tx, ty, tw, th, FAlpha, True, FBlending, g_dbg_scale, hasAmbient);
+ if hasAmbient then e_AmbientQuad(tx, ty, tw, th, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
end;
end;
end;
end;
procedure TPanel.DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer);
+var
+ tx, ty, tw, th: Integer;
+
procedure extrude (x: Integer; y: Integer);
begin
glVertex2i(x+(x-lightX)*500, y+(y-lightY)*500);
@@ -487,8 +532,9 @@ procedure TPanel.DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Inte
begin
if radius < 4 then exit;
if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) {and
- g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then
+ g_Collide(X, Y, tw, th, sX, sY, sWidth, sHeight)} then
begin
+ lerp(gLerpFactor, tx, ty, tw, th);
if not FTextureIDs[FCurTexture].Anim then
begin
case FTextureIDs[FCurTexture].Tex of
LongWord(TEXTURE_NONE): exit;
end;
end;
- if (X+Width < lightX-radius) then exit;
- if (Y+Height < lightY-radius) then exit;
- if (X > lightX+radius) then exit;
- if (Y > lightY+radius) then exit;
- //e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending);
+ if (tx+tw < lightX-radius) then exit;
+ if (ty+th < lightY-radius) then exit;
+ if (tx > lightX+radius) then exit;
+ if (ty > lightY+radius) then exit;
+ //e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, tw div FTextureWidth, th div FTextureHeight, FAlpha, True, FBlending);
glBegin(GL_QUADS);
- drawLine(x, y, x+width, y); // top
- drawLine(x+width, y, x+width, y+height); // right
- drawLine(x+width, y+height, x, y+height); // bottom
- drawLine(x, y+height, x, y); // left
+ drawLine(tx, ty, tx+tw, ty); // top
+ drawLine(tx+tw, ty, tx+tw, ty+th); // right
+ drawLine(tx+tw, ty+th, tx, ty+th); // bottom
+ drawLine(tx, ty+th, tx, ty); // left
glEnd();
end;
end;
nx, ny, nw, nh: Integer;
ex, ey, nex, ney: Integer;
mpw, mph: Integer;
+ conveyor: Boolean;
// return `true` if we should move by dx,dy
function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean; ontop: PBoolean=nil): Boolean;
begin
if (ontop <> nil) then ontop^ := true;
// yes, move with it; but skip steps (no need to process size change here, 'cause platform top cannot be changed with it)
- mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, (GridTagWall or GridTagDoor));
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, (GridTagWall or GridTagDoor));
end
else
begin
trtag := (GridTagWall or GridTagDoor);
// if we're moving down, consider steps too
if (szdy > 0) then trtag := trtag or GridTagStep;
- mapGrid.traceBox(tex, tey, px, py, pw, ph, szdx, szdy, nil, trtag);
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, szdx, szdy, trtag);
end;
end;
end;
trtag := (GridTagWall or GridTagDoor);
// if we're moving down, consider steps too
if (pdy > 0) then trtag := trtag or GridTagStep;
- mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, trtag);
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, trtag);
end;
end;
end;
dx := tex-px;
dy := tey-py;
result := (dx <> 0) or (dy <> 0);
- if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ if not conveyor and ((tag and (GridTagWall or GridTagDoor)) <> 0) then
begin
// check for squashing; as entity cannot be pushed into a wall, check only collision with the platform itself
squash := g_Collide(tex, tey, pw, ph, nx, ny, nw, nh); // squash, if still in platform
gib: PGib;
cor: TCorpse;
mon: TMonster;
+ flg: PFlag;
+ itm: PItem;
mpfrid: LongWord;
ontop: Boolean;
actMoveTrig: Boolean;
mpw := Width;
mph := Height;
+ // the mplat acts as a stationary conveyor belt when it's locked within a movement rect of zero area
+ conveyor := (mMovingEnd.X = mMovingStart.X) and (mMovingEnd.Y = mMovingStart.Y)
+ and (mMovingEnd.X = X) and (mMovingEnd.Y = Y);
+
nw := mpw+mSizeSpeed.w;
nh := mph+mSizeSpeed.h;
- nx := ox+mMovingSpeed.X;
- ny := oy+mMovingSpeed.Y;
+ nx := ox;
+ ny := oy;
+ if not conveyor then
+ begin
+ nx += mMovingSpeed.X;
+ ny += mMovingSpeed.Y;
+ end;
// force network updates only if some sudden change happened
// set the flag here, so we can sync affected monsters
end;
end;
+ // move and push flags
+ if gGameSettings.GameMode = GM_CTF then
+ for f := FLAG_RED to FLAG_BLUE do
+ begin
+ flg := @gFlags[f];
+ if (flg.State in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then continue;
+ px := flg.Obj.X+flg.Obj.Rect.X;
+ py := flg.Obj.Y+flg.Obj.Rect.Y;
+ pw := flg.Obj.Rect.Width;
+ ph := flg.Obj.Rect.Height;
+ if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ if (pdx <> 0) or (pdy <> 0) then
+ begin
+ flg.Obj.X := flg.Obj.X + pdx;
+ flg.Obj.Y := flg.Obj.Y + pdy;
+ flg.NeedSend := true;
+ end;
+ end;
+
+ // move and push items
+ itm := g_Items_NextAlive(-1);
+ while itm <> nil do
+ begin
+ if itm.Fall then
+ begin
+ itm.getMapBox(px, py, pw, ph);
+ if g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ itm.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
+ itm := g_Items_NextAlive(itm.myId);
+ end;
+
// collect monsters
monCheckListUsed := 0;
g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
end;
// move panel
+ FOldX := X;
+ FOldY := Y;
X := nx;
Y := ny;
+ FOldW := FWidth;
+ FOldH := FHeight;
FWidth := nw;
FHeight := nh;
positionChanged();
if (nw < 1) or (nh < 1) then mMovingActive := false; //HACK!
end;
- // reverse moving direction, if necessary
- if ((mMovingSpeed.X < 0) and (nx <= mMovingStart.X)) or ((mMovingSpeed.X > 0) and (nx >= mMovingEnd.X)) then
+ if not conveyor then
begin
- if mMoveOnce then mMovingActive := false else mMovingSpeed.X := -mMovingSpeed.X;
- actMoveTrig := true;
- end;
+ // reverse moving direction, if necessary
+ if ((mMovingSpeed.X < 0) and (nx <= mMovingStart.X)) or ((mMovingSpeed.X > 0) and (nx >= mMovingEnd.X)) then
+ begin
+ if mMoveOnce then mMovingActive := false else mMovingSpeed.X := -mMovingSpeed.X;
+ actMoveTrig := true;
+ end;
- if ((mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y)) or ((mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y)) then
- begin
- if mMoveOnce then mMovingActive := false else mMovingSpeed.Y := -mMovingSpeed.Y;
- actMoveTrig := true;
- end;
+ if ((mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y)) or ((mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y)) then
+ begin
+ if mMoveOnce then mMovingActive := false else mMovingSpeed.Y := -mMovingSpeed.Y;
+ actMoveTrig := true;
+ end;
- if (mOldMovingActive <> mMovingActive) then mNeedSend := true;
- mOldMovingActive := mMovingActive;
+ if (mOldMovingActive <> mMovingActive) then mNeedSend := true;
+ mOldMovingActive := mMovingActive;
+ end;
if not g_Game_IsClient then
begin
(FTextureIDs[FCurTexture].AnTex <> nil) and
(Width > 0) and (Height > 0) and (FAlpha < 255) then
begin
- FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames);
+ FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames - 1);
FCurFrameCount := Count;
FTextureIDs[FCurTexture].AnTex.CurrentFrame := FCurFrame;
FTextureIDs[FCurTexture].AnTex.CurrentCounter := FCurFrameCount;
procedure TPanel.SetTexture(ID: Integer; AnimLoop: Byte = 0);
begin
-// Íåò òåêñòóð:
- if Length(FTextureIDs) = 0 then
- FCurTexture := -1
- else
- // Òîëüêî îäíà òåêñòóðà:
- if Length(FTextureIDs) = 1 then
- begin
- if (ID = 0) or (ID = -1) then
- FCurTexture := ID;
- end
- else
- // Áîëüøå îäíîé òåêñòóðû:
- begin
- if (ID >= -1) and (ID <= High(FTextureIDs)) then
- FCurTexture := ID;
- end;
+ if (ID >= -1) and (ID < Length(FTextureIDs)) then
+ FCurTexture := ID;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
Result := Result + 100;
end;
+function TPanel.CanChangeTexture(): Boolean;
+begin
+ Result := (GetTextureCount() > 1) or hasTexTrigger;
+end;
const
PAN_SAVE_VERSION = 1;
// Êîîðäèíàòû è ðàçìåð
FX := utils.readLongInt(st);
FY := utils.readLongInt(st);
+ FOldX := FX;
+ FOldY := FY;
FWidth := utils.readWord(st);
FHeight := utils.readWord(st);
+ FOldW := FWidth;
+ FOldH := FHeight;
// Àíèìèðîâàííàÿ ëè òåêóùàÿ òåêñòóðà
if utils.readBool(st) then
begin