diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index aa0c4cb0307de5157bec744f5942cd13eb7ceef5..f063f74081e5cf554b813bf9ea1a950283d4cd74 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
+(* 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.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
+{$INCLUDE ../shared/a_modes.inc}
unit g_map;
interface
uses
e_graphics, g_basic, MAPSTRUCT, g_textures, Classes,
- g_phys, WADEDITOR, BinEditor, g_panel, md5;
+ g_phys, wadreader, BinEditor, g_panel, g_grid, z_aabbtree, md5, binheap, xprofiler;
type
TMapInfo = record
Direction: TDirection;
end;
-
function g_Map_Load(Res: String): Boolean;
function g_Map_GetMapInfo(Res: String): TMapInfo;
function g_Map_GetMapsList(WADName: String): SArray;
function g_Map_Exist(Res: String): Boolean;
procedure g_Map_Free();
procedure g_Map_Update();
-procedure g_Map_DrawPanels(PanelType: Word);
+
+procedure g_Map_DrawPanels (PanelType: Word); // unaccelerated
+procedure g_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
+
procedure g_Map_DrawBack(dx, dy: Integer);
function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word;
PanelType: Word; b1x3: Boolean): Boolean;
procedure g_Map_ResetFlag(Flag: Byte);
procedure g_Map_DrawFlags();
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
+procedure g_Map_ProfilersBegin ();
+procedure g_Map_ProfilersEnd ();
+
const
RESPAWNPOINT_PLAYER1 = 1;
RESPAWNPOINT_PLAYER2 = 2;
SKY_STRETCH: Single = 1.5;
+const
+ GridTagInvalid = 0;
+
+ (* draw order:
+ PANEL_BACK
+ PANEL_STEP
+ PANEL_WALL
+ PANEL_CLOSEDOOR
+ PANEL_ACID1
+ PANEL_ACID2
+ PANEL_WATER
+ PANEL_FORE
+ *)
+ // sorted by draw priority
+ GridTagBack = 1 shl 0;
+ GridTagStep = 1 shl 1;
+ GridTagWall = 1 shl 2;
+ GridTagDoor = 1 shl 3;
+ GridTagAcid1 = 1 shl 4;
+ GridTagAcid2 = 1 shl 5;
+ GridTagWater = 1 shl 6;
+ GridTagFore = 1 shl 7;
+ // the following are invisible
+ GridTagLift = 1 shl 8;
+ GridTagBlockMon = 1 shl 9;
+
+
var
gWalls: TPanelArray;
gRenderBackgrounds: TPanelArray;
BackID: DWORD = DWORD(-1);
gExternalResources: TStringList;
+ gdbg_map_use_accel_render: Boolean = true;
+ gdbg_map_use_accel_coldet: Boolean = true;
+ gdbg_map_use_tree_draw: Boolean = false;
+ gdbg_map_use_tree_coldet: Boolean = false;
+ gdbg_map_dump_coldet_tree_queries: Boolean = false;
+ profMapCollision: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
+ gDrawPanelList: TBinaryHeapObj = nil; // binary heap of all walls we have to render, populated by `g_Map_CollectDrawPanels()`
+
+function panelTypeToTag (panelType: Word): Integer; // returns GridTagXXX
+
implementation
uses
g_main, e_log, SysUtils, g_items, g_gfx, g_console,
GL, GLExt, g_weapons, g_game, g_sound, e_sound, CONFIG,
g_options, MAPREADER, g_triggers, g_player, MAPDEF,
- Math, g_monsters, g_saveload, g_language, g_netmsg;
+ Math, g_monsters, g_saveload, g_language, g_netmsg,
+ utils, sfs,
+ ImagingTypes, Imaging, ImagingUtility,
+ ImagingGif, ImagingNetworkGraphics;
const
FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52);
MUSIC_SIGNATURE = $4953554D; // 'MUSI'
FLAG_SIGNATURE = $47414C46; // 'FLAG'
+
+type
+ TPanelGrid = specialize TBodyGridBase<TPanel>;
+
+ TDynAABBTreePanelBase = specialize TDynAABBTreeBase<TPanel>;
+
+ TDynAABBTreeMap = class(TDynAABBTreePanelBase)
+ function getFleshAABB (out aabb: AABB2D; pan: TPanel; tag: Integer): Boolean; override;
+ end;
+
+function TDynAABBTreeMap.getFleshAABB (out aabb: AABB2D; pan: TPanel; tag: Integer): Boolean;
+begin
+ result := false;
+ if (pan = nil) then begin aabb := AABB2D.Create(0, 0, 0, 0); exit; end;
+ aabb := AABB2D.Create(pan.X, pan.Y, pan.X+pan.Width-1, pan.Y+pan.Height-1);
+ if (pan.Width < 1) or (pan.Height < 1) then exit;
+ if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
+ result := true;
+end;
+
+
+function panelTypeToTag (panelType: Word): Integer;
+begin
+ case panelType of
+ PANEL_WALL: result := GridTagWall; // gWalls
+ PANEL_OPENDOOR, PANEL_CLOSEDOOR: result := GridTagDoor; // gWalls
+ PANEL_BACK: result := GridTagBack; // gRenderBackgrounds
+ PANEL_FORE: result := GridTagFore; // gRenderForegrounds
+ PANEL_WATER: result := GridTagWater; // gWater
+ PANEL_ACID1: result := GridTagAcid1; // gAcid1
+ PANEL_ACID2: result := GridTagAcid2; // gAcid2
+ PANEL_STEP: result := GridTagStep; // gSteps
+ PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT: result := GridTagLift; // gLifts -- this is for all lifts
+ PANEL_BLOCKMON: result := GridTagBlockMon; // gBlockMon -- this is for all blockmons
+ else result := GridTagInvalid;
+ end;
+end;
+
+
+function dplLess (a, b: TObject): Boolean;
+var
+ pa, pb: TPanel;
+begin
+ //result := ((a as TPanel).ArrIdx < (b as TPanel).ArrIdx);
+ pa := TPanel(a);
+ pb := TPanel(b);
+ if (pa.tag < pb.tag) then begin result := true; exit; end;
+ if (pa.tag > pb.tag) then begin result := false; exit; end;
+ result := (pa.ArrIdx < pb.ArrIdx);
+end;
+
+procedure dplClear ();
+begin
+ if (gDrawPanelList = nil) then gDrawPanelList := TBinaryHeapObj.Create(@dplLess) else gDrawPanelList.clear();
+end;
+
+
+type
+ TPanelID = record
+ PWhere: ^TPanelArray;
+ PArrID: Integer;
+ end;
+
var
+ PanelById: array of TPanelID;
Textures: TLevelTextureArray;
RespawnPoints: Array of TRespawnPoint;
FlagPoints: Array [FLAG_RED..FLAG_BLUE] of PFlagPoint;
//DOMFlagPoints: Array of TFlagPoint;
+ gMapGrid: TPanelGrid = nil;
+ mapTree: TDynAABBTreeMap = nil;
+
+
+procedure g_Map_ProfilersBegin ();
+begin
+ if (profMapCollision = nil) then profMapCollision := TProfiler.Create('COLSOLID', g_profile_history_size);
+ profMapCollision.mainBegin(g_profile_collision);
+ // create sections
+ if g_profile_collision then
+ begin
+ profMapCollision.sectionBegin('*solids');
+ profMapCollision.sectionEnd();
+ profMapCollision.sectionBegin('liquids');
+ profMapCollision.sectionEnd();
+ end;
+end;
+
+procedure g_Map_ProfilersEnd ();
+begin
+ if (profMapCollision <> nil) then profMapCollision.mainEnd();
+end;
function g_Map_IsSpecialTexture(Texture: String): Boolean;
len := Length(panels^);
SetLength(panels^, len + 1);
- panels^[len] := TPanel.Create(PanelRec, AddTextures,
- CurTex, Textures);
+ panels^[len] := TPanel.Create(PanelRec, AddTextures, CurTex, Textures);
+ panels^[len].ArrIdx := len;
+ panels^[len].tag := panelTypeToTag(PanelRec.PanelType);
if sav then
panels^[len].SaveIt := True;
Result := len;
+
+ len := Length(PanelByID);
+ SetLength(PanelByID, len + 1);
+ PanelByID[len].PWhere := panels;
+ PanelByID[len].PArrID := Result;
end;
-procedure CreateNullTexture(RecName: String);
+function CreateNullTexture(RecName: String): Integer;
begin
SetLength(Textures, Length(Textures)+1);
+ result := High(Textures);
with Textures[High(Textures)] do
begin
end;
end;
-function CreateTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
TextureData: Pointer;
- WADName: String;
- SectionName: String;
- TextureName: String;
+ WADName, txname: String;
a, ResLength: Integer;
begin
- Result := False;
+ Result := -1;
if Textures <> nil then
for a := 0 to High(Textures) do
if Textures[a].TextureName = RecName then
begin // Òåêñòóðà ñ òàêèì èìåíåì óæå åñòü
- Result := True;
+ Result := a;
Exit;
end;
Anim := False;
end;
- Result := True;
+ result := High(Textures);
Exit;
end;
// Çàãðóæàåì ðåñóðñ òåêñòóðû â ïàìÿòü èç WAD'à:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ WADName := g_ExtractWadName(RecName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
WAD.ReadFile(WADName);
- if WAD.GetResource(SectionName, TextureName, TextureData, ResLength) then
+ txname := RecName;
+ {
+ if (WADName = Map) and WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
+ begin
+ FreeMem(TextureData);
+ RecName := 'COMMON\ALIEN';
+ end;
+ }
+
+ if WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
begin
SetLength(Textures, Length(Textures)+1);
- if not e_CreateTextureMem(TextureData, Textures[High(Textures)].TextureID) then
+ if not e_CreateTextureMem(TextureData, ResLength, Textures[High(Textures)].TextureID) then
Exit;
e_GetTextureSize(Textures[High(Textures)].TextureID,
@Textures[High(Textures)].Width,
@Textures[High(Textures)].Height);
FreeMem(TextureData);
- Textures[High(Textures)].TextureName := RecName;
+ Textures[High(Textures)].TextureName := {RecName}txname;
Textures[High(Textures)].Anim := False;
- Result := True;
+ result := High(Textures);
end
else // Íåò òàêîãî ðåóñðñà â WAD'å
+ begin
+ //e_WriteLog(Format('SHIT! Error loading texture %s : %s : %s', [RecName, txname, g_ExtractFilePathName(RecName)]), MSG_WARNING);
if log then
begin
e_WriteLog(Format('Error loading texture %s', [RecName]), MSG_WARNING);
- e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
+ //e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
end;
+ end;
WAD.Free();
end;
-function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
- TextureWAD: Pointer;
- TextData: Pointer;
- TextureData: Pointer;
- cfg: TConfig;
+ WAD: TWADFile;
+ TextureWAD: PChar = nil;
+ TextData: Pointer = nil;
+ TextureData: Pointer = nil;
+ cfg: TConfig = nil;
WADName: String;
- SectionName: String;
- TextureName: String;
ResLength: Integer;
TextureResource: String;
_width, _height, _framecount, _speed: Integer;
_backanimation: Boolean;
+ //imgfmt: string;
+ ia: TDynImageDataArray = nil;
+ f, c, frdelay, frloop: Integer;
begin
- Result := False;
+ result := -1;
-// ×èòàåì WAD-ðåñóðñ àíèì.òåêñòóðû èç WAD'à â ïàìÿòü:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ //e_WriteLog(Format('*** Loading animated texture "%s"', [RecName]), MSG_NOTIFY);
- WAD := TWADEditor_1.Create();
+ // ×èòàåì WAD-ðåñóðñ àíèì.òåêñòóðû èç WAD'à â ïàìÿòü:
+ WADName := g_ExtractWadName(RecName);
- if WADName <> '' then
- WADName := GameDir+'/wads/'+WADName
- else
- WADName := Map;
+ WAD := TWADFile.Create();
+ try
+ if WADName <> '' then
+ WADName := GameDir+'/wads/'+WADName
+ else
+ WADName := Map;
- WAD.ReadFile(WADName);
+ WAD.ReadFile(WADName);
- if not WAD.GetResource(SectionName, TextureName, TextureWAD, ResLength) then
- begin
- if log then
+ if not WAD.GetResource(g_ExtractFilePathName(RecName), TextureWAD, ResLength) then
begin
- e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
- e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
+ if log then
+ begin
+ e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
+ //e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
+ end;
+ exit;
end;
- WAD.Free();
- Exit;
- end;
- WAD.FreeWAD();
+ {TEST
+ if WADName = Map then
+ begin
+ //FreeMem(TextureWAD);
+ if not WAD.GetResource('COMMON/animation', TextureWAD, ResLength) then Halt(1);
+ end;
+ }
- if not WAD.ReadMemory(TextureWAD, ResLength) then
- begin
- FreeMem(TextureWAD);
- WAD.Free();
- Exit;
- end;
+ WAD.FreeWAD();
-// ×èòàåì INI-ðåñóðñ àíèì. òåêñòóðû è çàïîìèíàåì åãî óñòàíîâêè:
- if not WAD.GetResource('TEXT', 'ANIM', TextData, ResLength) then
- begin
- FreeMem(TextureWAD);
- WAD.Free();
- Exit;
- end;
+ if ResLength < 6 then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" too short', [RecName]), MSG_WARNING);
+ exit;
+ end;
- cfg := TConfig.CreateMem(TextData, ResLength);
+ // ýòî ïòèöà? ýòî ñàìîë¸ò?
+ if (TextureWAD[0] = 'D') and (TextureWAD[1] = 'F') and
+ (TextureWAD[2] = 'W') and (TextureWAD[3] = 'A') and (TextureWAD[4] = 'D') then
+ begin
+ // íåò, ýòî ñóïåðìåí!
+ if not WAD.ReadMemory(TextureWAD, ResLength) then
+ begin
+ e_WriteLog(Format('Animated texture WAD file "%s" is invalid', [RecName]), MSG_WARNING);
+ exit;
+ end;
- TextureResource := cfg.ReadStr('', 'resource', '');
+ // ×èòàåì INI-ðåñóðñ àíèì. òåêñòóðû è çàïîìèíàåì åãî óñòàíîâêè:
+ if not WAD.GetResource('TEXT/ANIM', TextData, ResLength) then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" has invalid INI', [RecName]), MSG_WARNING);
+ exit;
+ end;
- if TextureResource = '' then
- begin
- FreeMem(TextureWAD);
- FreeMem(TextData);
- WAD.Free();
- cfg.Free();
- Exit;
- end;
+ cfg := TConfig.CreateMem(TextData, ResLength);
- _width := cfg.ReadInt('', 'framewidth', 0);
- _height := cfg.ReadInt('', 'frameheight', 0);
- _framecount := cfg.ReadInt('', 'framecount', 0);
- _speed := cfg.ReadInt('', 'waitcount', 0);
- _backanimation := cfg.ReadBool('', 'backanimation', False);
+ TextureResource := cfg.ReadStr('', 'resource', '');
+ if TextureResource = '' then
+ begin
+ e_WriteLog(Format('Animated texture WAD file "%s" has no "resource"', [RecName]), MSG_WARNING);
+ exit;
+ end;
- cfg.Free();
+ _width := cfg.ReadInt('', 'framewidth', 0);
+ _height := cfg.ReadInt('', 'frameheight', 0);
+ _framecount := cfg.ReadInt('', 'framecount', 0);
+ _speed := cfg.ReadInt('', 'waitcount', 0);
+ _backanimation := cfg.ReadBool('', 'backanimation', False);
-// ×èòàåì ðåñóðñ òåêñòóð (êàäðîâ) àíèì. òåêñòóðû â ïàìÿòü:
- if not WAD.GetResource('TEXTURES', TextureResource, TextureData, ResLength) then
- begin
- FreeMem(TextureWAD);
- FreeMem(TextData);
- WAD.Free();
- Exit;
- end;
+ cfg.Free();
+ cfg := nil;
- WAD.Free();
+ // ×èòàåì ðåñóðñ òåêñòóð (êàäðîâ) àíèì. òåêñòóðû â ïàìÿòü:
+ if not WAD.GetResource('TEXTURES/'+TextureResource, TextureData, ResLength) then
+ begin
+ e_WriteLog(Format('Animated texture WAD file "%s" has no texture "%s"', [RecName, 'TEXTURES/'+TextureResource]), MSG_WARNING);
+ exit;
+ end;
- SetLength(Textures, Length(Textures)+1);
- with Textures[High(Textures)] do
- begin
- // Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
- if g_Frames_CreateMemory(@FramesID, '', TextureData,
- _width, _height, _framecount, _backanimation) then
+ WAD.Free();
+ WAD := nil;
+
+ SetLength(Textures, Length(Textures)+1);
+ with Textures[High(Textures)] do
begin
- TextureName := RecName;
- Width := _width;
- Height := _height;
- Anim := True;
- FramesCount := _framecount;
- Speed := _speed;
+ // Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
+ if g_Frames_CreateMemory(@FramesID, '', TextureData, ResLength, _width, _height, _framecount, _backanimation) then
+ begin
+ TextureName := RecName;
+ Width := _width;
+ Height := _height;
+ Anim := True;
+ FramesCount := _framecount;
+ Speed := _speed;
+ result := High(Textures);
+ end
+ else
+ begin
+ if log then e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
+ end;
+ end;
+ end
+ else
+ begin
+ // try animated image
+ {
+ imgfmt := DetermineMemoryFormat(TextureWAD, ResLength);
+ if length(imgfmt) = 0 then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" has unknown format', [RecName]), MSG_WARNING);
+ exit;
+ end;
+ }
+ GlobalMetadata.ClearMetaItems();
+ GlobalMetadata.ClearMetaItemsForSaving();
+ if not LoadMultiImageFromMemory(TextureWAD, ResLength, ia) then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" cannot be loaded', [RecName]), MSG_WARNING);
+ exit;
+ end;
+ if length(ia) = 0 then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" has no frames', [RecName]), MSG_WARNING);
+ exit;
+ end;
- Result := True;
+ WAD.Free();
+ WAD := nil;
+
+ _width := ia[0].width;
+ _height := ia[0].height;
+ _framecount := length(ia);
+ _speed := 1;
+ _backanimation := false;
+ frdelay := -1;
+ frloop := -666;
+ if GlobalMetadata.HasMetaItem(SMetaFrameDelay) then
+ begin
+ //writeln(' frame delay: ', GlobalMetadata.MetaItems[SMetaFrameDelay]);
+ try
+ f := GlobalMetadata.MetaItems[SMetaFrameDelay];
+ frdelay := f;
+ if f < 0 then f := 0;
+ // rounding ;-)
+ c := f mod 28;
+ if c < 13 then c := 0 else c := 1;
+ f := (f div 28)+c;
+ if f < 1 then f := 1 else if f > 255 then f := 255;
+ _speed := f;
+ except
+ end;
+ end;
+ if GlobalMetadata.HasMetaItem(SMetaAnimationLoops) then
+ begin
+ //writeln(' frame loop : ', GlobalMetadata.MetaItems[SMetaAnimationLoops]);
+ try
+ f := GlobalMetadata.MetaItems[SMetaAnimationLoops];
+ frloop := f;
+ if f <> 0 then _backanimation := true; // non-infinite looping == forth-and-back
+ except
+ end;
+ end;
+ //writeln(' creating animated texture with ', length(ia), ' frames (delay:', _speed, '; backloop:', _backanimation, ') from "', RecName, '"...');
+ //for f := 0 to high(ia) do writeln(' frame #', f, ': ', ia[f].width, 'x', ia[f].height);
+ f := ord(_backanimation);
+ e_WriteLog(Format('Animated texture file "%s": %d frames (delay:%d; back:%d; frdelay:%d; frloop:%d), %dx%d', [RecName, length(ia), _speed, f, frdelay, frloop, _width, _height]), MSG_NOTIFY);
+
+ SetLength(Textures, Length(Textures)+1);
+ // cîçäàåì êàäðû àíèì. òåêñòóðû èç êàðòèíîê
+ if g_CreateFramesImg(ia, @Textures[High(Textures)].FramesID, '', _backanimation) then
+ begin
+ Textures[High(Textures)].TextureName := RecName;
+ Textures[High(Textures)].Width := _width;
+ Textures[High(Textures)].Height := _height;
+ Textures[High(Textures)].Anim := True;
+ Textures[High(Textures)].FramesCount := length(ia);
+ Textures[High(Textures)].Speed := _speed;
+ result := High(Textures);
+ //writeln(' CREATED!');
end
- else
- if log then
- e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
+ else
+ begin
+ if log then e_WriteLog(Format('Error loading animation texture "%s" images', [RecName]), MSG_WARNING);
+ end;
+ end;
+ finally
+ for f := 0 to High(ia) do FreeImage(ia[f]);
+ WAD.Free();
+ cfg.Free();
+ if TextureWAD <> nil then FreeMem(TextureWAD);
+ if TextData <> nil then FreeMem(TextData);
+ if TextureData <> nil then FreeMem(TextureData);
end;
-
- FreeMem(TextureWAD);
- FreeMem(TextData);
end;
procedure CreateItem(Item: TItemRec_1);
procedure CreateMonster(monster: TMonsterRec_1);
var
- a, i: Integer;
+ a: Integer;
+ mon: TMonster;
begin
if g_Game_IsClient then Exit;
if (gGameSettings.GameType = GT_SINGLE)
or LongBool(gGameSettings.Options and GAME_OPTION_MONSTERS) then
begin
- i := g_Monsters_Create(monster.MonsterType, monster.X, monster.Y,
- TDirection(monster.Direction));
+ mon := g_Monsters_Create(monster.MonsterType, monster.X, monster.Y, TDirection(monster.Direction));
if gTriggers <> nil then
+ begin
for a := 0 to High(gTriggers) do
- if gTriggers[a].TriggerType in [TRIGGER_PRESS,
- TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF] then
- if (gTriggers[a].Data.MonsterID-1) = gMonsters[i].StartID then
- gMonsters[i].AddTrigger(a);
+ begin
+ if gTriggers[a].TriggerType in [TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF] then
+ begin
+ if (gTriggers[a].Data.MonsterID-1) = mon.StartID then mon.AddTrigger(a);
+ end;
+ end;
+ end;
- if monster.MonsterType <> MONSTER_BARREL then
- Inc(gTotalMonsters);
+ if monster.MonsterType <> MONSTER_BARREL then Inc(gTotalMonsters);
end;
end;
procedure g_Map_ReAdd_DieTriggers();
-var
- i, a: Integer;
-begin
- if g_Game_IsClient then Exit;
- for i := 0 to High(gMonsters) do
- if gMonsters[i] <> nil then
+ function monsDieTrig (monidx: Integer; mon: TMonster): Boolean;
+ var
+ a: Integer;
+ begin
+ result := false; // don't stop
+ mon.ClearTriggers();
+ for a := 0 to High(gTriggers) do
+ begin
+ if gTriggers[a].TriggerType in [TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF] then
begin
- gMonsters[i].ClearTriggers();
-
- for a := 0 to High(gTriggers) do
- if gTriggers[a].TriggerType in [TRIGGER_PRESS,
- TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF] then
- if (gTriggers[a].Data.MonsterID-1) = gMonsters[i].StartID then
- gMonsters[i].AddTrigger(a);
+ if (gTriggers[a].Data.MonsterID-1) = mon.StartID then mon.AddTrigger(a);
end;
+ end;
+ end;
+
+begin
+ if g_Game_IsClient then Exit;
+
+ g_Mons_ForEach(monsDieTrig);
end;
function extractWadName(resourceName: string): string;
addResToExternalResList(mapHeader.SkyName);
end;
+procedure mapCreateGrid ();
+var
+ mapX0: Integer = $3fffffff;
+ mapY0: Integer = $3fffffff;
+ mapX1: Integer = -$3fffffff;
+ mapY1: Integer = -$3fffffff;
+
+ procedure calcBoundingBox (constref panels: TPanelArray);
+ var
+ idx: Integer;
+ pan: TPanel;
+ begin
+ for idx := 0 to High(panels) do
+ begin
+ pan := panels[idx];
+ if not pan.visvalid then continue;
+ if (pan.Width < 1) or (pan.Height < 1) then continue;
+ if (mapX0 > pan.x0) then mapX0 := pan.x0;
+ if (mapY0 > pan.y0) then mapY0 := pan.y0;
+ if (mapX1 < pan.x1) then mapX1 := pan.x1;
+ if (mapY1 < pan.y1) then mapY1 := pan.y1;
+ end;
+ end;
+
+ procedure addPanelsToGrid (constref panels: TPanelArray; tag: Integer);
+ var
+ idx: Integer;
+ pan: TPanel;
+ begin
+ tag := panelTypeToTag(tag);
+ for idx := High(panels) downto 0 do
+ begin
+ pan := panels[idx];
+ pan.tag := tag;
+ if not pan.visvalid then continue;
+ gMapGrid.insertBody(pan, pan.X, pan.Y, pan.Width, pan.Height, tag);
+ mapTree.insertObject(pan, tag, true); // as static object
+ end;
+ end;
+
+begin
+ gMapGrid.Free();
+ gMapGrid := nil;
+ mapTree.Free();
+ mapTree := nil;
+
+ calcBoundingBox(gWalls);
+ calcBoundingBox(gRenderBackgrounds);
+ calcBoundingBox(gRenderForegrounds);
+ calcBoundingBox(gWater);
+ calcBoundingBox(gAcid1);
+ calcBoundingBox(gAcid2);
+ calcBoundingBox(gSteps);
+ calcBoundingBox(gLifts);
+ calcBoundingBox(gBlockMon);
+
+ e_WriteLog(Format('map dimensions: (%d,%d)-(%d,%d)', [mapX0, mapY0, mapX1, mapY1]), MSG_WARNING);
+
+ gMapGrid := TPanelGrid.Create(mapX0, mapY0, mapX1-mapX0+1, mapY1-mapY0+1);
+ mapTree := TDynAABBTreeMap.Create();
+
+ addPanelsToGrid(gWalls, PANEL_WALL);
+ addPanelsToGrid(gWalls, PANEL_CLOSEDOOR);
+ addPanelsToGrid(gWalls, PANEL_OPENDOOR);
+ addPanelsToGrid(gRenderBackgrounds, PANEL_BACK);
+ addPanelsToGrid(gRenderForegrounds, PANEL_FORE);
+ addPanelsToGrid(gWater, PANEL_WATER);
+ addPanelsToGrid(gAcid1, PANEL_ACID1);
+ addPanelsToGrid(gAcid2, PANEL_ACID2);
+ addPanelsToGrid(gSteps, PANEL_STEP);
+ addPanelsToGrid(gLifts, PANEL_LIFTUP); // it doesn't matter which LIFT type is used here
+ addPanelsToGrid(gBlockMon, PANEL_BLOCKMON);
+
+ gMapGrid.dumpStats();
+ e_WriteLog(Format('tree depth: %d; %d nodes used, %d nodes allocated', [mapTree.computeTreeHeight, mapTree.nodeCount, mapTree.nodeAlloced]), MSG_NOTIFY);
+ mapTree.forEachLeaf(nil);
+end;
+
function g_Map_Load(Res: String): Boolean;
const
DefaultMusRes = 'Standart.wad:STDMUS\MUS1';
DefaultSkyRes = 'Standart.wad:STDSKY\SKY0';
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
_textures: TTexturesRec1Array;
+ _texnummap: array of Integer; // `_textures` -> `Textures`
panels: TPanelsRec1Array;
items: TItemsRec1Array;
monsters: TMonsterRec1Array;
DoorPanel: Integer;
ShotPanel: Integer;
end;
- FileName, SectionName, ResName,
- FileName2, s, TexName: String;
+ FileName, mapResName, s, TexName: String;
Data: Pointer;
Len: Integer;
ok, isAnim, trigRef: Boolean;
- CurTex: Integer;
+ CurTex, ntn: Integer;
+
begin
+ gMapGrid.Free();
+ gMapGrid := nil;
+ mapTree.Free();
+ mapTree := nil;
+
Result := False;
gMapInfo.Map := Res;
TriggersTable := nil;
FillChar(texture, SizeOf(texture), 0);
-// Çàãðóçêà WAD:
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
- e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
-
- WAD := TWADEditor_1.Create();
- if not WAD.ReadFile(FileName) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
- WAD.Free();
- Exit;
- end;
- if not WAD.GetResource('', ResName, Data, Len) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName]));
- WAD.Free();
- Exit;
- end;
- WAD.Free();
+ sfsGCDisable(); // temporary disable removing of temporary volumes
+ try
+ // Çàãðóçêà WAD:
+ FileName := g_ExtractWadName(Res);
+ e_WriteLog('Loading map WAD: '+FileName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
-// Çàãðóçêà êàðòû:
- e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
- MapReader := TMapReader_1.Create();
+ WAD := TWADFile.Create();
+ if not WAD.ReadFile(FileName) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
+ WAD.Free();
+ Exit;
+ end;
+ //k8: why loader ignores path here?
+ mapResName := g_ExtractFileName(Res);
+ if not WAD.GetMapResource(mapResName, Data, Len) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [mapResName]));
+ WAD.Free();
+ Exit;
+ end;
- if not MapReader.LoadMap(Data) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
- FreeMem(Data);
- MapReader.Free();
- Exit;
- end;
+ WAD.Free();
- FreeMem(Data);
- generateExternalResourcesList(MapReader);
-// Çàãðóçêà òåêñòóð:
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
- _textures := MapReader.GetTextures();
+ // Çàãðóçêà êàðòû:
+ e_WriteLog('Loading map: '+mapResName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
+ MapReader := TMapReader_1.Create();
-// Äîáàâëåíèå òåêñòóð â Textures[]:
- if _textures <> nil then
- begin
- e_WriteLog(' Loading textures:', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ if not MapReader.LoadMap(Data) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
+ FreeMem(Data);
+ MapReader.Free();
+ Exit;
+ end;
- for a := 0 to High(_textures) do
+ FreeMem(Data);
+ generateExternalResourcesList(MapReader);
+ // Çàãðóçêà òåêñòóð:
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
+ _textures := MapReader.GetTextures();
+ _texnummap := nil;
+
+ // Äîáàâëåíèå òåêñòóð â Textures[]:
+ if _textures <> nil then
begin
- SetLength(s, 64);
- CopyMemory(@s[1], @_textures[a].Resource[0], 64);
- for b := 1 to Length(s) do
- if s[b] = #0 then
- begin
- SetLength(s, b-1);
- Break;
- end;
- e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY);
- // Àíèìèðîâàííàÿ òåêñòóðà:
- if ByteBool(_textures[a].Anim) then
- begin
- if not CreateAnimTexture(_textures[a].Resource, FileName, True) then
+ e_WriteLog(' Loading textures:', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ SetLength(_texnummap, length(_textures));
+
+ for a := 0 to High(_textures) do
+ begin
+ SetLength(s, 64);
+ CopyMemory(@s[1], @_textures[a].Resource[0], 64);
+ for b := 1 to Length(s) do
+ if s[b] = #0 then
begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
- CreateNullTexture(_textures[a].Resource);
+ SetLength(s, b-1);
+ Break;
+ end;
+ e_WriteLog(Format(' Loading texture #%d: %s', [a, s]), MSG_NOTIFY);
+ //if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
+ // Àíèìèðîâàííàÿ òåêñòóðà:
+ if ByteBool(_textures[a].Anim) then
+ begin
+ ntn := CreateAnimTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
+ ntn := CreateNullTexture(_textures[a].Resource);
+ end;
+ end
+ else // Îáû÷íàÿ òåêñòóðà:
+ ntn := CreateTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
+ ntn := CreateNullTexture(_textures[a].Resource);
end;
- end
- else // Îáû÷íàÿ òåêñòóðà:
- if not CreateTexture(_textures[a].Resource, FileName, True) then
- begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
- CreateNullTexture(_textures[a].Resource);
- end;
- g_Game_StepLoading();
+ _texnummap[a] := ntn; // fix texture number
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Çàãðóçêà òðèããåðîâ:
- gTriggerClientID := 0;
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
- triggers := MapReader.GetTriggers();
+ // Çàãðóçêà òðèããåðîâ:
+ gTriggerClientID := 0;
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
+ triggers := MapReader.GetTriggers();
-// Çàãðóçêà ïàíåëåé:
- e_WriteLog(' Loading panels...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
- panels := MapReader.GetPanels();
-
-// Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
- if triggers <> nil then
- begin
- e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
- SetLength(TriggersTable, Length(triggers));
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
+ // Çàãðóçêà ïàíåëåé:
+ e_WriteLog(' Loading panels...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
+ panels := MapReader.GetPanels();
- for a := 0 to High(TriggersTable) do
+ // check texture numbers for panels
+ for a := 0 to High(panels) do
begin
- // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
- TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
- // Ëèôòû:
- if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
- TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].LiftPanel := -1;
- // Äâåðè:
- if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
- TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
- TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
- TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].DoorPanel := -1;
- // Òóðåëü:
- if triggers[a].TriggerType = TRIGGER_SHOT then
- TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
- else
- TriggersTable[a].ShotPanel := -1;
-
- g_Game_StepLoading();
+ if panels[a].TextureNum > High(_textures) then
+ begin
+ e_WriteLog('error loading map: invalid texture index for panel', MSG_FATALERROR);
+ result := false;
+ exit;
+ end;
+ panels[a].TextureNum := _texnummap[panels[a].TextureNum];
end;
- end;
-
-// Ñîçäàåì ïàíåëè:
- if panels <> nil then
- begin
- e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- for a := 0 to High(panels) do
+ // Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
+ if triggers <> nil then
begin
- SetLength(AddTextures, 0);
- trigRef := False;
- CurTex := -1;
- if _textures <> nil then
- begin
- texture := _textures[panels[a].TextureNum];
- ok := True;
- end
- else
- ok := False;
+ e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
+ SetLength(TriggersTable, Length(triggers));
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
- if ok then
+ for a := 0 to High(TriggersTable) do
begin
- // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
- // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
- ok := False;
- if (TriggersTable <> nil) and (_textures <> nil) then
- for b := 0 to High(TriggersTable) do
- if (TriggersTable[b].TexturePanel = a)
- or (TriggersTable[b].ShotPanel = a) then
- begin
- trigRef := True;
- ok := True;
- Break;
- end;
+ // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
+ TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
+ // Ëèôòû:
+ if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
+ TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].LiftPanel := -1;
+ // Äâåðè:
+ if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
+ TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
+ TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
+ TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].DoorPanel := -1;
+ // Òóðåëü:
+ if triggers[a].TriggerType = TRIGGER_SHOT then
+ TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
+ else
+ TriggersTable[a].ShotPanel := -1;
+
+ g_Game_StepLoading();
end;
+ end;
- if ok then
- begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
- SetLength(s, 64);
- CopyMemory(@s[1], @texture.Resource[0], 64);
- // Èçìåðÿåì äëèíó:
- Len := Length(s);
- for c := Len downto 1 do
- if s[c] <> #0 then
- begin
- Len := c;
- Break;
- end;
- SetLength(s, Len);
+ // Ñîçäàåì ïàíåëè:
+ if panels <> nil then
+ begin
+ e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- // Ñïåö-òåêñòóðû çàïðåùåíû:
- if g_Map_IsSpecialTexture(s) then
- ok := False
+ for a := 0 to High(panels) do
+ begin
+ SetLength(AddTextures, 0);
+ trigRef := False;
+ CurTex := -1;
+ if _textures <> nil then
+ begin
+ texture := _textures[panels[a].TextureNum];
+ ok := True;
+ end
else
- // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
- ok := g_Texture_NumNameFindStart(s);
+ ok := False;
- // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
- // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
if ok then
begin
- k := NNF_NAME_BEFORE;
- // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
- while ok or (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_EQUALS) do
+ // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
+ // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
+ ok := False;
+ if (TriggersTable <> nil) and (_textures <> nil) then
+ for b := 0 to High(TriggersTable) do
+ if (TriggersTable[b].TexturePanel = a)
+ or (TriggersTable[b].ShotPanel = a) then
+ begin
+ trigRef := True;
+ ok := True;
+ Break;
+ end;
+ end;
+
+ if ok then
+ begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
+ SetLength(s, 64);
+ CopyMemory(@s[1], @texture.Resource[0], 64);
+ // Èçìåðÿåì äëèíó:
+ Len := Length(s);
+ for c := Len downto 1 do
+ if s[c] <> #0 then
+ begin
+ Len := c;
+ Break;
+ end;
+ SetLength(s, Len);
+
+ // Ñïåö-òåêñòóðû çàïðåùåíû:
+ if g_Map_IsSpecialTexture(s) then
+ ok := False
+ else
+ // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
+ ok := g_Texture_NumNameFindStart(s);
+
+ // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
+ // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
+ if ok then
begin
- k := g_Texture_NumNameFindNext(TexName);
+ k := NNF_NAME_BEFORE;
+ // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
+ while ok or (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_EQUALS) do
+ begin
+ k := g_Texture_NumNameFindNext(TexName);
- if (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_AFTER) then
- begin
- // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
- if ByteBool(texture.Anim) then
- begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
- isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- end;
- end
- else
- begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ if (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_AFTER) then
+ begin
+ // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
+ if ByteBool(texture.Anim) then
+ begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
+ if not ok then
+ begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False) >= 0;
+ end;
+ end
+ else
+ begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False) >= 0;
+ if not ok then
+ begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ isAnim := True;
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
+ end;
end;
- end;
- // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
- if ok then
- begin
- for c := 0 to High(Textures) do
- if Textures[c].TextureName = TexName then
- begin
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := c;
- AddTextures[High(AddTextures)].Anim := isAnim;
- Break;
- end;
- end;
- end
- else
- if k = NNF_NAME_EQUALS then
- begin
- // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
- AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
- CurTex := High(AddTextures);
- ok := True;
+ // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
+ if ok then
+ begin
+ for c := 0 to High(Textures) do
+ if Textures[c].TextureName = TexName then
+ begin
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := c;
+ AddTextures[High(AddTextures)].Anim := isAnim;
+ Break;
+ end;
+ end;
end
- else // NNF_NO_NAME
- ok := False;
- end; // while ok...
-
- ok := True;
- end; // if ok - åñòü ñìåæíûå òåêñòóðû
- end; // if ok - ññûëàþòñÿ òðèããåðû
-
- if not ok then
- begin
- // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
- SetLength(AddTextures, 1);
- AddTextures[0].Texture := panels[a].TextureNum;
- AddTextures[0].Anim := ByteBool(texture.Anim);
- CurTex := 0;
- end;
+ else
+ if k = NNF_NAME_EQUALS then
+ begin
+ // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
+ AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
+ CurTex := High(AddTextures);
+ ok := True;
+ end
+ else // NNF_NO_NAME
+ ok := False;
+ end; // while ok...
- // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
- PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+ ok := True;
+ end; // if ok - åñòü ñìåæíûå òåêñòóðû
+ end; // if ok - ññûëàþòñÿ òðèããåðû
- // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
- if TriggersTable <> nil then
- for b := 0 to High(TriggersTable) do
+ if not ok then
begin
- // Òðèããåð äâåðè/ëèôòà:
- if (TriggersTable[b].LiftPanel = a) or
- (TriggersTable[b].DoorPanel = a) then
- TTriggerData(triggers[b].DATA).PanelID := PanelID;
- // Òðèããåð ñìåíû òåêñòóðû:
- if TriggersTable[b].TexturePanel = a then
- triggers[b].TexturePanel := PanelID;
- // Òðèããåð "Òóðåëü":
- if TriggersTable[b].ShotPanel = a then
- TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
+ SetLength(AddTextures, 1);
+ AddTextures[0].Texture := panels[a].TextureNum;
+ AddTextures[0].Anim := ByteBool(texture.Anim);
+ CurTex := 0;
end;
- g_Game_StepLoading();
+ //e_WriteLog(Format('panel #%d: TextureNum=%d; ht=%d; ht1=%d; atl=%d', [a, panels[a].TextureNum, High(_textures), High(Textures), High(AddTextures)]), MSG_NOTIFY);
+
+ // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
+ PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+
+ // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
+ if TriggersTable <> nil then
+ for b := 0 to High(TriggersTable) do
+ begin
+ // Òðèããåð äâåðè/ëèôòà:
+ if (TriggersTable[b].LiftPanel = a) or
+ (TriggersTable[b].DoorPanel = a) then
+ TTriggerData(triggers[b].DATA).PanelID := PanelID;
+ // Òðèããåð ñìåíû òåêñòóðû:
+ if TriggersTable[b].TexturePanel = a then
+ triggers[b].TexturePanel := PanelID;
+ // Òðèããåð "Òóðåëü":
+ if TriggersTable[b].ShotPanel = a then
+ TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ end;
+
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
- if (triggers <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Creating triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
- // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
- for a := 0 to High(triggers) do
+ // Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
+ if (triggers <> nil) and not gLoadGameMode then
begin
- if triggers[a].TexturePanel <> -1 then
- b := panels[TriggersTable[a].TexturePanel].PanelType
- else
- b := 0;
- if (triggers[a].TriggerType = TRIGGER_SHOT) and
- (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
- c := panels[TriggersTable[a].ShotPanel].PanelType
- else
- c := 0;
- CreateTrigger(triggers[a], b, c);
+ e_WriteLog(' Creating triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
+ // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
+ for a := 0 to High(triggers) do
+ begin
+ if triggers[a].TexturePanel <> -1 then
+ b := panels[TriggersTable[a].TexturePanel].PanelType
+ else
+ b := 0;
+ if (triggers[a].TriggerType = TRIGGER_SHOT) and
+ (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
+ c := panels[TriggersTable[a].ShotPanel].PanelType
+ else
+ c := 0;
+ CreateTrigger(triggers[a], b, c);
+ end;
end;
- end;
-
-// Çàãðóçêà ïðåäìåòîâ:
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
- items := MapReader.GetItems();
-// Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
- if (items <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning items...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
- for a := 0 to High(items) do
- CreateItem(Items[a]);
- end;
+ // Çàãðóçêà ïðåäìåòîâ:
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
+ items := MapReader.GetItems();
-// Çàãðóçêà îáëàñòåé:
- e_WriteLog(' Loading areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
- areas := MapReader.GetAreas();
+ // Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
+ if (items <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning items...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
+ for a := 0 to High(items) do
+ CreateItem(Items[a]);
+ end;
-// Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
- if areas <> nil then
- begin
- e_WriteLog(' Creating areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
- for a := 0 to High(areas) do
- CreateArea(areas[a]);
- end;
+ // Çàãðóçêà îáëàñòåé:
+ e_WriteLog(' Loading areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
+ areas := MapReader.GetAreas();
-// Çàãðóçêà ìîíñòðîâ:
- e_WriteLog(' Loading monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
- monsters := MapReader.GetMonsters();
+ // Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
+ if areas <> nil then
+ begin
+ e_WriteLog(' Creating areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
+ for a := 0 to High(areas) do
+ CreateArea(areas[a]);
+ end;
- gTotalMonsters := 0;
+ // Çàãðóçêà ìîíñòðîâ:
+ e_WriteLog(' Loading monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
+ monsters := MapReader.GetMonsters();
-// Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
- if (monsters <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
- for a := 0 to High(monsters) do
- CreateMonster(monsters[a]);
- end;
+ gTotalMonsters := 0;
-// Çàãðóçêà îïèñàíèÿ êàðòû:
- e_WriteLog(' Reading map info...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
- Header := MapReader.GetMapHeader();
+ // Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
+ if (monsters <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
+ for a := 0 to High(monsters) do
+ CreateMonster(monsters[a]);
+ end;
- MapReader.Free();
+ // Çàãðóçêà îïèñàíèÿ êàðòû:
+ e_WriteLog(' Reading map info...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
+ Header := MapReader.GetMapHeader();
- with gMapInfo do
- begin
- Name := Header.MapName;
- Description := Header.MapDescription;
- Author := Header.MapAuthor;
- MusicName := Header.MusicName;
- SkyName := Header.SkyName;
- Height := Header.Height;
- Width := Header.Width;
- end;
-
-// Çàãðóçêà íåáà:
- if gMapInfo.SkyName <> '' then
- begin
- e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
- g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName);
-
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ MapReader.Free();
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Texture_CreateWAD(BackID, s) then
- begin
- g_Game_SetupScreenSize();
- end
- else
- g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
- end;
+ with gMapInfo do
+ begin
+ Name := Header.MapName;
+ Description := Header.MapDescription;
+ Author := Header.MapAuthor;
+ MusicName := Header.MusicName;
+ SkyName := Header.SkyName;
+ Height := Header.Height;
+ Width := Header.Width;
+ end;
-// Çàãðóçêà ìóçûêè:
- ok := False;
- if gMapInfo.MusicName <> '' then
- begin
- e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
- g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName);
+ // Çàãðóçêà íåáà:
+ if gMapInfo.SkyName <> '' then
+ begin
+ e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
+ FileName := g_ExtractWadName(gMapInfo.SkyName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ FileName := g_ExtractWadName(Res);
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
- ok := True
- else
- g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
- end;
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.SkyName);
+ if g_Texture_CreateWAD(BackID, s) then
+ begin
+ g_Game_SetupScreenSize();
+ end
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
+ end;
-// Îñòàëüíûå óñòàíâêè:
- CreateDoorMap();
- CreateLiftMap();
+ // Çàãðóçêà ìóçûêè:
+ ok := False;
+ if gMapInfo.MusicName <> '' then
+ begin
+ e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
+ FileName := g_ExtractWadName(gMapInfo.MusicName);
- g_Items_Init();
- g_Weapon_Init();
- g_Monsters_Init();
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ FileName := g_ExtractWadName(Res);
+ end;
-// Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
- if not gLoadGameMode then
- g_GFX_Init();
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.MusicName);
+ if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
+ ok := True
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ end;
-// Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
- _textures := nil;
- panels := nil;
- items := nil;
- areas := nil;
- triggers := nil;
- TriggersTable := nil;
- AddTextures := nil;
+ // Îñòàëüíûå óñòàíâêè:
+ CreateDoorMap();
+ CreateLiftMap();
+
+ g_Items_Init();
+ g_Weapon_Init();
+ g_Monsters_Init();
+
+ // Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
+ if not gLoadGameMode then
+ g_GFX_Init();
+
+ // Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
+ _textures := nil;
+ panels := nil;
+ items := nil;
+ areas := nil;
+ triggers := nil;
+ TriggersTable := nil;
+ AddTextures := nil;
+
+ // Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
+ if ok and (not gLoadGameMode) then
+ begin
+ gMusic.SetByName(gMapInfo.MusicName);
+ gMusic.Play();
+ end
+ else
+ gMusic.SetByName('');
+ finally
+ sfsGCEnable(); // enable releasing unused volumes
+ end;
-// Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
- if ok and (not gLoadGameMode) then
- begin
- gMusic.SetByName(gMapInfo.MusicName);
- gMusic.Play();
- end
- else
- gMusic.SetByName('');
+ e_WriteLog('Creating map grid', MSG_NOTIFY);
+ mapCreateGrid();
e_WriteLog('Done loading map.', MSG_NOTIFY);
Result := True;
function g_Map_GetMapInfo(Res: String): TMapInfo;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
- FileName, SectionName, ResName: String;
+ FileName: String;
Data: Pointer;
Len: Integer;
begin
FillChar(Result, SizeOf(Result), 0);
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(Res);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- if not WAD.GetResource('', ResName, Data, Len) then
+ //k8: it ignores path again
+ if not WAD.GetMapResource(g_ExtractFileName(Res), Data, Len) then
begin
WAD.Free();
Exit;
function g_Map_GetMapsList(WADName: string): SArray;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
a: Integer;
ResList: SArray;
- Data: Pointer;
- Len: Integer;
- Sign: Array [0..2] of Char;
begin
Result := nil;
-
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(WADName) then
begin
WAD.Free();
Exit;
end;
-
- ResList := WAD.GetResourcesList('');
-
+ ResList := WAD.GetMapResources();
if ResList <> nil then
+ begin
for a := 0 to High(ResList) do
begin
- if not WAD.GetResource('', ResList[a], Data, Len) then Continue;
- CopyMemory(@Sign[0], Data, 3);
- FreeMem(Data);
-
- if Sign = MAP_SIGNATURE then
- begin
- SetLength(Result, Length(Result)+1);
- Result[High(Result)] := ResList[a];
- end;
-
- Sign := '';
+ SetLength(Result, Length(Result)+1);
+ Result[High(Result)] := ResList[a];
end;
-
+ end;
WAD.Free();
end;
function g_Map_Exist(Res: string): Boolean;
var
- WAD: TWADEditor_1;
- FileName, SectionName, ResName: string;
+ WAD: TWADFile;
+ FileName, mnn: string;
ResList: SArray;
a: Integer;
begin
Result := False;
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
-
- if Pos('.wad', LowerCase(FileName)) = 0 then FileName := FileName+'.wad';
+ FileName := addWadExtension(g_ExtractWadName(Res));
- WAD := TWADEditor_1.Create;
+ WAD := TWADFile.Create;
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- ResList := WAD.GetResourcesList('');
+ ResList := WAD.GetMapResources();
WAD.Free();
-
+
+ mnn := g_ExtractFileName(Res);
if ResList <> nil then
- for a := 0 to High(ResList) do if ResList[a] = ResName then
+ for a := 0 to High(ResList) do if StrEquCI1251(ResList[a], mnn) then
begin
Result := True;
Exit;
gDoorMap := nil;
gLiftMap := nil;
+
+ PanelByID := nil;
end;
procedure g_Map_Update();
end;
end;
-procedure g_Map_DrawPanels(PanelType: Word);
- procedure DrawPanels(var panels: TPanelArray;
- drawDoors: Boolean = False);
- var
- a: Integer;
+// old algo
+procedure g_Map_DrawPanels (PanelType: Word);
+ procedure DrawPanels (constref panels: TPanelArray; drawDoors: Boolean=False);
+ var
+ idx: Integer;
begin
- if panels <> nil then
- for a := 0 to High(panels) do
- if not (drawDoors xor panels[a].Door) then
- panels[a].Draw();
+ if (panels <> nil) then
+ begin
+ // alas, no visible set
+ for idx := 0 to High(panels) do
+ begin
+ if not (drawDoors xor panels[idx].Door) then panels[idx].Draw();
+ end;
+ end;
end;
-
+
begin
case PanelType of
PANEL_WALL: DrawPanels(gWalls);
end;
end;
+
+// new algo
+procedure g_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
+ function checker (pan: TPanel; tag: Integer): Boolean;
+ begin
+ result := false; // don't stop, ever
+ if ((tag and GridTagDoor) <> 0) <> pan.Door then exit;
+ gDrawPanelList.insert(pan);
+ end;
+
+begin
+ dplClear();
+ //tagmask := panelTypeToTag(PanelType);
+
+ if gdbg_map_use_tree_draw then
+ begin
+ mapTree.aabbQuery(x0, y0, wdt, hgt, checker, (GridTagBack or GridTagStep or GridTagWall or GridTagDoor or GridTagAcid1 or GridTagAcid2 or GridTagWater or GridTagFore));
+ end
+ else
+ begin
+ gMapGrid.forEachInAABB(x0, y0, wdt, hgt, checker, (GridTagBack or GridTagStep or GridTagWall or GridTagDoor or GridTagAcid1 or GridTagAcid2 or GridTagWater or GridTagFore));
+ end;
+ // list will be rendered in `g_game.DrawPlayer()`
+end;
+
+
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+ function checker (pan: TPanel; tag: Integer): Boolean;
+ begin
+ result := false; // don't stop, ever
+ pan.DrawShadowVolume(lightX, lightY, radius);
+ end;
+
+begin
+ if gdbg_map_use_tree_draw then
+ begin
+ mapTree.aabbQuery(lightX-radius, lightY-radius, radius*2, radius*2, checker, (GridTagWall or GridTagDoor));
+ end
+ else
+ begin
+ gMapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, checker, (GridTagWall or GridTagDoor));
+ end;
+end;
+
+
procedure g_Map_DrawBack(dx, dy: Integer);
begin
if gDrawBackGround and (BackID <> DWORD(-1)) then
e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
end;
-function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word;
+function g_Map_CollidePanelOld(X, Y: Integer; Width, Height: Word;
PanelType: Word; b1x3: Boolean): Boolean;
var
a, h: Integer;
for a := 0 to h do
if ( (not b1x3) or
- ((gBlockMon[a].Width + gBlockMon[a].Height) >= 64) ) and
+ ((gBlockMon[a].Width + gBlockMon[a].Height) >= 64) ) and
g_Collide(X, Y, Width, Height,
gBlockMon[a].X, gBlockMon[a].Y,
gBlockMon[a].Width, gBlockMon[a].Height) then
end;
end;
-function g_Map_CollideLiquid_Texture(X, Y: Integer; Width, Height: Word): DWORD;
+function g_Map_CollideLiquid_TextureOld(X, Y: Integer; Width, Height: Word): DWORD;
var
- a, h: Integer;
-begin
- Result := TEXTURE_NONE;
+ texid: DWORD;
- if gWater <> nil then
+ function checkPanels (constref panels: TPanelArray): Boolean;
+ var
+ a: Integer;
begin
- h := High(gWater);
-
- for a := 0 to h do
- if g_Collide(X, Y, Width, Height,
- gWater[a].X, gWater[a].Y,
- gWater[a].Width, gWater[a].Height) then
+ result := false;
+ if panels = nil then exit;
+ for a := 0 to High(panels) do
+ begin
+ if g_Collide(X, Y, Width, Height, panels[a].X, panels[a].Y, panels[a].Width, panels[a].Height) then
begin
- Result := gWater[a].GetTextureID();
- Exit;
+ result := true;
+ texid := panels[a].GetTextureID();
+ exit;
end;
+ end;
end;
- if gAcid1 <> nil then
+begin
+ texid := TEXTURE_NONE;
+ result := texid;
+ if not checkPanels(gWater) then
+ if not checkPanels(gAcid1) then
+ if not checkPanels(gAcid2) then exit;
+ result := texid;
+end;
+
+
+function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word; PanelType: Word; b1x3: Boolean): Boolean;
+ function checker (pan: TPanel; tag: Integer): Boolean;
begin
- h := High(gAcid1);
+ result := false; // don't stop, ever
- for a := 0 to h do
- if g_Collide(X, Y, Width, Height,
- gAcid1[a].X, gAcid1[a].Y,
- gAcid1[a].Width, gAcid1[a].Height) then
+ if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ begin
+ if not pan.Enabled then exit;
+ end;
+
+ if ((tag and GridTagLift) <> 0) then
+ begin
+ result :=
+ ((WordBool(PanelType and PANEL_LIFTUP) and (pan.LiftType = 0)) or
+ (WordBool(PanelType and PANEL_LIFTDOWN) and (pan.LiftType = 1)) or
+ (WordBool(PanelType and PANEL_LIFTLEFT) and (pan.LiftType = 2)) or
+ (WordBool(PanelType and PANEL_LIFTRIGHT) and (pan.LiftType = 3))) and
+ g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height);
+ exit;
+ end;
+
+ if ((tag and GridTagBlockMon) <> 0) then
+ begin
+ result := ((not b1x3) or (pan.Width+pan.Height >= 64)) and g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height);
+ exit;
+ end;
+
+ // other shit
+ result := g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height);
+ end;
+
+var
+ tagmask: Integer = 0;
+begin
+ if WordBool(PanelType and (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR)) then tagmask := tagmask or (GridTagWall or GridTagDoor);
+ if WordBool(PanelType and PANEL_WATER) then tagmask := tagmask or GridTagWater;
+ if WordBool(PanelType and PANEL_ACID1) then tagmask := tagmask or GridTagAcid1;
+ if WordBool(PanelType and PANEL_ACID2) then tagmask := tagmask or GridTagAcid2;
+ if WordBool(PanelType and PANEL_STEP) then tagmask := tagmask or GridTagStep;
+ if WordBool(PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT)) then tagmask := tagmask or GridTagLift;
+ if WordBool(PanelType and PANEL_BLOCKMON) then tagmask := tagmask or GridTagBlockMon;
+
+ if (tagmask = 0) then begin result := false; exit; end; // just in case
+
+ if (profMapCollision <> nil) then profMapCollision.sectionBeginAccum('*solids');
+ if gdbg_map_use_accel_coldet then
+ begin
+ if gdbg_map_use_tree_coldet then
+ begin
+ //e_WriteLog(Format('coldet query: x=%d; y=%d; w=%d; h=%d', [X, Y, Width, Height]), MSG_NOTIFY);
+ result := (mapTree.aabbQuery(X, Y, Width, Height, checker, tagmask) <> nil);
+ if (gdbg_map_dump_coldet_tree_queries) and (mapTree.nodesVisited <> 0) then
begin
- Result := gAcid1[a].GetTextureID();
- Exit;
+ //e_WriteLog(Format('map collision: %d nodes visited (%d deep)', [mapTree.nodesVisited, mapTree.nodesDeepVisited]), MSG_NOTIFY);
+ g_Console_Add(Format('map collision: %d nodes visited (%d deep)', [mapTree.nodesVisited, mapTree.nodesDeepVisited]));
end;
+ end
+ else
+ begin
+ result := gMapGrid.forEachInAABB(X, Y, Width, Height, checker, tagmask);
+ end;
+ end
+ else
+ begin
+ result := g_Map_CollidePanelOld(X, Y, Width, Height, PanelType, b1x3);
end;
+ if (profMapCollision <> nil) then profMapCollision.sectionEnd();
+end;
+
- if gAcid2 <> nil then
+function g_Map_CollideLiquid_Texture(X, Y: Integer; Width, Height: Word): DWORD;
+var
+ cctype: Integer = 3; // priority: 0: water was hit, 1: acid1 was hit, 2: acid2 was hit; 3: nothing was hit
+ texid: DWORD;
+
+ // slightly different from the old code, but meh...
+ function checker (pan: TPanel; tag: Integer): Boolean;
begin
- h := High(gAcid2);
+ result := false; // don't stop, ever
+ //if ((tag and (GridTagWater or GridTagAcid1 or GridTagAcid2)) = 0) then exit;
+ // check priorities
+ case cctype of
+ 0: if ((tag and GridTagWater) = 0) then exit; // allowed: water
+ 1: if ((tag and (GridTagWater or GridTagAcid1)) = 0) then exit; // allowed: water, acid1
+ //2: if ((tag and (GridTagWater or GridTagAcid1 or GridTagAcid2) = 0) then exit; // allowed: water, acid1, acid2
+ end;
+ // collision?
+ if not g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height) then exit;
+ // yeah
+ texid := pan.GetTextureID();
+ // water? water has the highest priority, so stop right here
+ if ((tag and GridTagWater) <> 0) then begin cctype := 0; result := true; exit; end;
+ // acid2?
+ if ((tag and GridTagAcid2) <> 0) then cctype := 2;
+ // acid1?
+ if ((tag and GridTagAcid1) <> 0) then cctype := 1;
+ end;
- for a := 0 to h do
- if g_Collide(X, Y, Width, Height,
- gAcid2[a].X, gAcid2[a].Y,
- gAcid2[a].Width, gAcid2[a].Height) then
- begin
- Result := gAcid2[a].GetTextureID();
- Exit;
- end;
+begin
+ if (profMapCollision <> nil) then profMapCollision.sectionBeginAccum('liquids');
+ if gdbg_map_use_accel_coldet then
+ begin
+ texid := TEXTURE_NONE;
+ if gdbg_map_use_tree_coldet then
+ begin
+ mapTree.aabbQuery(X, Y, Width, Height, checker, (GridTagWater or GridTagAcid1 or GridTagAcid2));
+ end
+ else
+ begin
+ gMapGrid.forEachInAABB(X, Y, Width, Height, checker, (GridTagWater or GridTagAcid1 or GridTagAcid2));
+ end;
+ result := texid;
+ end
+ else
+ begin
+ result := g_Map_CollideLiquid_TextureOld(X, Y, Width, Height);
end;
+ if (profMapCollision <> nil) then profMapCollision.sectionEnd();
end;
procedure g_Map_EnableWall(ID: DWORD);
procedure g_Map_SwitchTexture(PanelType: Word; ID: DWORD; AnimLoop: Byte = 0);
var
tp: TPanel;
-begin
+begin
case PanelType of
PANEL_WALL, PANEL_OPENDOOR, PANEL_CLOSEDOOR:
tp := gWalls[ID];
LoadPanelArray(gLifts);
///// /////
-// Îáíîâëÿåì êàðòó ñòîëêíîâåíèé:
+// Îáíîâëÿåì êàðòó ñòîëêíîâåíèé è ñåòêó:
g_GFX_Init();
+ mapCreateGrid();
///// Çàãðóæàåì ìóçûêó: /////
// Ñèãíàòóðà ìóçûêè:
///// /////
end;
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+var
+ Arr: TPanelArray;
+begin
+ Result := nil;
+ if (PanelID < 0) or (PanelID > High(PanelByID)) then Exit;
+ Arr := PanelByID[PanelID].PWhere^;
+ PanelArrayID := PanelByID[PanelID].PArrID;
+ Result := Addr(Arr[PanelByID[PanelID].PArrID]);
+end;
+
end.