diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index 56e3db77948c1582f02ec4462818045feeed63a7..1ae4b9e89556b650af90931c02c4749f5b74651d 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
mMovingStart: TDFPoint;
mMovingEnd: TDFPoint;
mMovingActive: Boolean;
+ mMoveOnce: Boolean;
+
+ mSizeSpeed: TDFSize;
+ mSizeEnd: TDFSize;
+
+ mEndPosTrig: Integer;
+ mEndSizeTrig: Integer;
private
function getx1 (): Integer; inline;
property movingEndX: Integer read getMovingEndX write setMovingEndX;
property movingEndY: Integer read getMovingEndY write setMovingEndY;
property movingActive: Boolean read mMovingActive write mMovingActive;
+ property moveOnce: Boolean read mMoveOnce write mMoveOnce;
property isGBack: Boolean read getIsGBack;
property isGStep: Boolean read getIsGStep;
property movingSpeed: TDFPoint read mMovingSpeed write mMovingSpeed;
property movingStart: TDFPoint read mMovingStart write mMovingStart;
property movingEnd: TDFPoint read mMovingEnd write mMovingEnd;
+
+ property endPosTrigId: Integer read mEndPosTrig write mEndPosTrig;
+ property endSizeTrigId: Integer read mEndSizeTrig write mEndSizeTrig;
end;
TPanelArray = Array of TPanel;
var
- g_dbgpan_mplat_active: Boolean = {$IF DEFINED(D2F_DEBUG)}false{$ELSE}true{$ENDIF};
+ g_dbgpan_mplat_active: Boolean = {$IF DEFINED(D2F_DEBUG)}true{$ELSE}true{$ENDIF};
g_dbgpan_mplat_step: Boolean = false; // one step, and stop
implementation
uses
- SysUtils, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons,
+ SysUtils, 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, utils;
const
mMovingStart := PanelRec.moveStart;
mMovingEnd := PanelRec.moveEnd;
mMovingActive := PanelRec['move_active'].varvalue;
+ mMoveOnce := PanelRec.moveOnce;
+
+ mSizeSpeed := PanelRec.sizeSpeed;
+ mSizeEnd := PanelRec.sizeEnd;
+
+ mEndPosTrig := PanelRec.endPosTrig;
+ mEndSizeTrig := PanelRec.endSizeTrig;
// Òèï ïàíåëè:
PanelType := PanelRec.PanelType;
end;
else
- e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y,
- Width div FTextureWidth,
- Height div FTextureHeight,
- FAlpha, True, FBlending);
+ if not mMovingActive then
+ e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending)
+ else
+ e_DrawFillX(FTextureIDs[FCurTexture].Tex, X, Y, Width, Height, FAlpha, True, FBlending);
end;
end;
end;
[arrIdx, mGUID, proxyId, px, py, pw, ph, x, y, width, height]);
}
g_Mark(px, py, pw, ph, MARK_WALL, false);
- if (pw <> Width) or (ph <> Height) then mapGrid.moveResizeBody(proxyId, X, Y, Width, Height)
- else mapGrid.moveBody(proxyId, X, Y);
- g_Mark(X, Y, Width, Height, MARK_WALL);
+ if (Width < 1) or (Height < 1) then
+ begin
+ mapGrid.proxyEnabled[proxyId] := false;
+ end
+ else
+ begin
+ mapGrid.proxyEnabled[proxyId] := Enabled;
+ if (pw <> Width) or (ph <> Height) then mapGrid.moveResizeBody(proxyId, X, Y, Width, Height)
+ else mapGrid.moveBody(proxyId, X, Y);
+ g_Mark(X, Y, Width, Height, MARK_WALL);
+ end;
end;
end;
end;
-{
var
- monMoveList: array of TMonster = nil;
- monMoveListUsed: Integer = 0;
-}
+ monCheckList: array of TMonster = nil;
+ monCheckListUsed: Integer = 0;
procedure TPanel.Update();
var
ox, oy: Integer;
nx, ny: Integer;
ex, ey, nex, ney: Integer;
- cx0, cy0, cx1, cy1: Integer;
+ mpw, mph: Integer;
// return `true` if we should move by dx,dy
- function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean): Boolean;
+ function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean; ontop: PBoolean=nil): Boolean;
var
u0, u1: Single;
tex, tey: Integer;
pdx, pdy: Integer;
+ pan: TPanel;
+ trtag: Integer;
+ hedge: Integer;
begin
squash := false;
- dx := 0;
- dy := 0;
+ tex := px;
+ tey := py;
pdx := mMovingSpeed.X;
pdy := mMovingSpeed.Y;
// standing on the platform?
if (py+ph = oy) then
begin
- // yes, move with it
- mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, GridTagObstacle);
- //e_LogWritefln('entity on the platform; tracing=(%s,%s); endpoint=(%s,%s); mustbe=(%s,%s)', [px, py, tex, tey, px+pdx, py+pdy]);
- // still in platform?
- squash := g_Collide(tex, tey, pw, ph, nx, ny, Width, Height);
- dx := tex-px;
- dy := tey-py;
+ if (ontop <> nil) then ontop^ := true;
+ // yes, move with it; but skip steps
+ pan := mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, (GridTagWall or GridTagDoor));
+ if (pan <> nil) then
+ begin
+ //e_LogWritefln('entity on the platform; tracing=(%s,%s); endpoint=(%s,%s); mustbe=(%s,%s)', [px, py, tex, tey, px+pdx, py+pdy]);
+ // if we cannot move, only walls should squash the entity
+ {
+ if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ begin
+ if (tex = px) and (tey = py) then squash := true;
+ end;
+ }
+ end;
end
else
begin
+ if (ontop <> nil) then ontop^ := false;
// not standing on the platform: trace platform to see if it hits the entity
// hitedge (for `it`): 0: top; 1: right; 2: bottom; 3: left
{
- if g_Collide(px, py, pw, ph, ox, oy, Width, Height) then
+ if g_Collide(px, py, pw, ph, ox, oy, mpw, mph) then
begin
- e_LogWritefln('entity is embedded: plr=(%s,%s)-(%s,%s); mpl=(%s,%s)-(%s,%s)', [px, py, px+pw-1, py+ph-1, ox, oy, ox+Width-1, oy+Height-1]);
+ e_LogWritefln('entity is embedded: plr=(%s,%s)-(%s,%s); mpl=(%s,%s)-(%s,%s)', [px, py, px+pw-1, py+ph-1, ox, oy, ox+mpw-1, oy+mph-1]);
end;
}
- if sweepAABB(ox, oy, Width, Height, pdx, pdy, px, py, pw, ph, @u0, nil, @u1) then
+ if sweepAABB(ox, oy, mpw, mph, pdx, pdy, px, py, pw, ph, @u0, @hedge, @u1) then
begin
- //e_LogWritefln('T: platsweep; u0=%s; u1=%s; hedge=%s; sweepAABB(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)', [u0, u1, hedge, ox, oy, Width, Height, pdx, pdy, px-1, py-1, pw+2, ph+2]);
+ //e_LogWritefln('T: platsweep; u0=%s; u1=%s; hedge=%s; sweepAABB(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)', [u0, u1, hedge, ox, oy, mpw, mph, pdx, pdy, px-1, py-1, pw+2, ph+2]);
// yes, platform hits the entity, push the entity in the direction of the platform
u0 := 1.0-u0; // how much path left?
pdx := trunc(pdx*u0);
if (pdx <> 0) or (pdy <> 0) then
begin
// has some path to go, trace the entity
- mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, GridTagObstacle);
+ trtag := (GridTagWall or GridTagDoor);
+ // if we're moving down, consider steps too
+ if (pdy > 0) then trtag := trtag or GridTagStep;
+ pan := mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, trtag);
//e_LogWritefln(' tracebox: te=(%s,%s)', [tex, tey]);
- end
- else
- begin
- // no movement
- tex := px;
- tey := py;
+ // if we cannot move, only walls should squash the entity
+ {
+ if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ begin
+ if (pan <> nil) and (tex = px) and (tey = py) then squash := true;
+ end;
+ }
end;
- // free to push along the whole path, or path was corrected
- // still in platform?
- squash := g_Collide(tex, tey, pw, ph, nx, ny, Width, Height);
- dx := tex-px;
- dy := tey-py;
end
else
begin
// no collistion, but may be embedded
- //e_LogWritefln('F: platsweep; u0=%s; u1=%s; sweepAABB(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)', [u0, u1, ox, oy, Width, Height, pdx, pdy, px-1, py-1, pw+2, ph+2]);
- squash := (u1 >= 0.0);
+ //e_LogWritefln('F: platsweep; u0=%s; u1=%s; sweepAABB(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)', [u0, u1, ox, oy, mpw, mph, pdx, pdy, px-1, py-1, pw+2, ph+2]);
+ //squash := (u1 >= 0.0);
end;
end;
+ dx := tex-px;
+ dy := tey-py;
result := (dx <> 0) or (dy <> 0);
- end;
-
-(*
- function monCollect (mon: TMonster): Boolean;
- begin
- result := false; // don't stop
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
- end;
-
- function doPush (px, py, pw, ph: Integer; out dx, dy: Integer): Boolean;
- begin
- result := g_Collide(px, py, pw, ph, nx, ny, Width, Height);
- if result then
- begin
- // need to push
- if (mMovingSpeed.X < 0) then dx := nx-(px+pw)
- else if (mMovingSpeed.X > 0) then dx := (nx+Width)-px
- else dx := 0;
- if (mMovingSpeed.Y < 0) then dy := ny-(py+ph)
- else if (mMovingSpeed.Y > 0) then dy := (ny+Height)-py
- else dy := 0;
- end
- else
+ if (not squash) and ((tag and (GridTagWall or GridTagDoor)) <> 0) then
begin
- dx := 0;
- dy := 0;
+ squash := g_Collide(tex, tey, pw, ph, nx, ny, mpw, mph); // still in platform?
+ //if not squash then squash := g_Map_CollidePanel(tex, tey, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR));
end;
end;
- function monMove (mon: TMonster): Boolean;
- begin
- result := false; // don't stop
- //mon.GameX := mon.GameX+mMovingSpeed.X;
- //mon.GameY := mon.GameY+mMovingSpeed.Y;
- mon.setPosition(mon.GameX+mMovingSpeed.X, mon.GameY+mMovingSpeed.Y, false); // we can't call `positionChanged()` in grid callback
- if (monMoveListUsed >= Length(monMoveList)) then SetLength(monMoveList, monMoveListUsed+64);
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
- end;
-
- function monPush (mon: TMonster): Boolean;
- var
- px, py, pw, ph, dx, dy: Integer;
+ function monCollect (mon: TMonster): Boolean;
begin
result := false; // don't stop
- mon.getMapBox(px, py, pw, ph);
- if doPush(px, py, pw, ph, dx, dy) then
- begin
- //mon.GameX := mon.GameX+dx;
- //mon.GameY := mon.GameY+dy;
- mon.setPosition(mon.GameX+dx, mon.GameY+dy, false); // we can't call `positionChanged()` in grid callback
- if (monMoveListUsed >= Length(monMoveList)) then SetLength(monMoveList, monMoveListUsed+64);
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
- end;
- end;
-
- procedure plrMove (plr: TPlayer);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- // dead players leaves separate body entities, so don't move 'em
- if (plr = nil) or not plr.alive then exit;
- plr.getMapBox(px, py, pw, ph);
- if (py+ph <> oy) then
- begin
- // push player
- if doPush(px, py, pw, ph, dx, dy) then
- begin
- plr.GameX := plr.GameX+dx;
- plr.GameY := plr.GameY+dy;
- plr.positionChanged();
- // check if we're squashed
- if plr.alive then
- begin
- plr.getMapBox(px, py, pw, ph);
- if g_Map_CollidePanel(px, py, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR)) then
- begin
- plr.Damage(15000, 0, 0, 0, HIT_TRAP);
- end;
- end;
- end;
- exit;
- end;
- if (px+pw <= ox) then exit;
- if (px >= ox+Width) then exit;
- plr.GameX := plr.GameX+mMovingSpeed.X;
- plr.GameY := plr.GameY+mMovingSpeed.Y;
- plr.positionChanged();
- end;
-
- procedure gibMove (gib: PGib);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- if (gib = nil) or not gib.alive then exit;
- gib.getMapBox(px, py, pw, ph);
- {
- writeln('gib: p=(', px, ',', py, '); obj=(', gib.Obj.X, ',', gib.Obj.Y, ')');
- px := gib.Obj.X;
- py := gib.Obj.Y;
- }
- if (py+ph <> oy) then
- begin
- // push gib
- if doPush(px, py, pw, ph, dx, dy) then
- begin
- gib.Obj.X += dx;
- gib.Obj.Y += dy;
- gib.positionChanged();
- end;
- exit;
- end;
- if (px+pw <= ox) then exit;
- if (px >= ox+Width) then exit;
- gib.Obj.X += mMovingSpeed.X;
- gib.Obj.Y += mMovingSpeed.Y;
- gib.positionChanged();
+ if (monCheckListUsed >= Length(monCheckList)) then SetLength(monCheckList, monCheckListUsed+128);
+ monCheckList[monCheckListUsed] := mon;
+ Inc(monCheckListUsed);
end;
- procedure corpseMove (cor: TCorpse);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- if (cor = nil) then exit;
- cor.getMapBox(px, py, pw, ph);
- if (py+ph <> oy) then
- begin
- // push gib
- if doPush(px, py, pw, ph, dx, dy) then
- begin
- cor.moveBy(dx, dy); // will call `positionChanged()` for us
- end;
- exit;
- end;
- if (px+pw <= ox) then exit;
- if (px >= ox+Width) then exit;
- cor.moveBy(mMovingSpeed.X, mMovingSpeed.Y); // will call `positionChanged()` for us
- end;
-*)
-
var
+ cx0, cy0, cx1, cy1, cw, ch: Integer;
f: Integer;
- plr: TPlayer;
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
-{
+ plr: TPlayer;
+ gib: PGib;
+ cor: TCorpse;
mon: TMonster;
- sdx, sdy, he: Integer;
- u0, u1: Single;
-}
+ mpfrid: LongWord;
+ ontop: Boolean;
+ actMoveTrig: Boolean;
+ actSizeTrig: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
FCurFrameCount := FTextureIDs[FCurTexture].AnTex.CurrentCounter;
end;
+ if not g_dbgpan_mplat_active then exit;
+
+ if not mMovingActive then exit;
+ if mMovingSpeed.isZero and mSizeSpeed.isZero then exit;
+
+ //TODO: write wall size change processing
+
// moving platform?
- if mMovingActive and (not mMovingSpeed.isZero) and g_dbgpan_mplat_active then
begin
(*
* collect all monsters and players (aka entities) along the possible platform path
* try to push entity
* if we can't push entity all the way, squash it
*)
+ mpw := Width;
+ mph := Height;
+
// old rect
ox := X;
oy := Y;
- ex := ox+Width-1;
- ey := ox+Height-1;
+ ex := ox+mpw-1;
+ ey := ox+mph-1;
// new rect
nx := ox+mMovingSpeed.X;
ny := oy+mMovingSpeed.Y;
- nex := nx+Width-1;
- ney := ny+Height-1;
+ nex := nx+mpw-1;
+ ney := ny+mph-1;
// full rect
cx0 := nmin(ox, nx);
cy0 := nmin(oy, ny);
cx1 := nmax(ex, nex);
cy1 := nmax(ey, ney);
-
- // temporarily turn off this panel, so it won't interfere with collision checks
- mapGrid.proxyEnabled[proxyId] := false;
-
- for f := 0 to High(gPlayers) do
+ // extrude
+ cx0 -= 1;
+ cy0 -= 1;
+ cx1 += 1;
+ cy1 += 1;
+ cw := cx1-cx0+1;
+ ch := cy1-cy0+1;
+
+ // process "obstacle" panels
+ if ((tag and GridTagObstacle) <> 0) then
begin
- plr := gPlayers[f];
- if (plr = nil) or (not plr.alive) then continue;
- plr.getMapBox(px, py, pw, ph);
- if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash) then
+ // temporarily turn off this panel, so it won't interfere with collision checks
+ mapGrid.proxyEnabled[proxyId] := false;
+
+ // process players
+ for f := 0 to High(gPlayers) do
begin
- // set new position
- plr.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ plr := gPlayers[f];
+ if (plr = nil) or (not plr.alive) then continue;
+ plr.getMapBox(px, py, pw, ph);
+ if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash) then
+ begin
+ // set new position
+ plr.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
// squash player, if necessary
if squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
+
+ // process gibs
+ for f := 0 to High(gGibs) do
+ begin
+ gib := @gGibs[f];
+ if not gib.alive then continue;
+ gib.getMapBox(px, py, pw, ph);
+ 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
+ begin
+ // set new position
+ gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ {
+ if ontop then
+ begin
+ gib.Obj.Vel.X += pdx;
+ gib.Obj.Vel.Y += pdy;
+ end;
+ }
+ end;
+ end;
+
+ // move and push corpses
+ for f := 0 to High(gCorpses) do
+ begin
+ cor := gCorpses[f];
+ if (cor = nil) then continue;
+ cor.getMapBox(px, py, pw, ph);
+ 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
+ begin
+ // set new position
+ cor.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ {
+ if ontop then
+ begin
+ cor.ObjPtr.Vel.X += pdx;
+ cor.ObjPtr.Vel.Y += pdy;
+ end;
+ }
+ end;
+ end;
+
+ // collect monsters
+ monCheckListUsed := 0;
+ g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
+
+ // process collected monsters
+ if (monCheckListUsed > 0) then
+ begin
+ mpfrid := g_Mons_getNewMPlatFrameId();
+ for f := 0 to monCheckListUsed do
+ begin
+ mon := monCheckList[f];
+ if (mon = nil) or (not mon.alive) or (mon.mplatCheckFrameId = mpfrid) then continue;
+ mon.mplatCheckFrameId := mpfrid;
+ mon.getMapBox(px, py, pw, ph);
+ //if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash) then
+ begin
+ // set new position
+ mon.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
+ // squash player, if necessary
+ if squash then mon.Damage(15000, 0, 0, 0, HIT_TRAP);
+ end;
+ end;
+
+ // restore panel state
+ mapGrid.proxyEnabled[proxyId] := true;
end;
- // restore panel state
- mapGrid.proxyEnabled[proxyId] := true;
- // and really move it
+ // move panel
X := nx;
Y := ny;
+ FWidth += mSizeSpeed.w;
+ FHeight += mSizeSpeed.h;
positionChanged();
- // reverse moving direction, if necessary
- if (mMovingSpeed.X < 0) and (nx <= mMovingStart.X) then mMovingSpeed.X := -mMovingSpeed.X
- else if (mMovingSpeed.X > 0) and (nx >= mMovingEnd.X) then mMovingSpeed.X := -mMovingSpeed.X;
- if (mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y) then mMovingSpeed.Y := -mMovingSpeed.Y
- else if (mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y) then mMovingSpeed.Y := -mMovingSpeed.Y;
+ actMoveTrig := false;
+ actSizeTrig := false;
- (*
- // collect monsters
- monMoveListUsed := 0;
- g_Mons_ForEachAt(cx0, cy0, cx1-cx0+1, cy1-cy0+1, monCollect);
- // process collected monsters
+ {
+ if not mSizeSpeed.isZero then
+ begin
+ e_LogWritefln('ss: size_speed=(%s,%s); size=(%s,%s); move_speed=(%s,%s); oy=%s; ny=%s; etp:%s; ets:%s', [mSizeSpeed.w, mSizeSpeed.h, FWidth, FHeight, mMovingSpeed.X, mMovingSpeed.Y, oy, ny, mEndPosTrig, mEndSizeTrig]);
+ 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;
- // move monsters on lifts
- g_Mons_ForEachAt(ox, oy-1, Width, 1, monMove);
- X := nx;
- Y := ny;
- // fix grid
- positionChanged();
- // push monsters
- g_Mons_ForEachAt(nx, ny, Width, Height, monPush);
- // move and push players
- for f := 0 to High(gPlayers) do
+ if ((mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y)) or ((mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y)) then
begin
- gPlayers[f].getMapBox(px, py, pw, ph);
- //if sweepAABB(ox, oy, Width, Height, mMovingSpeed.X, mMovingSpeed.Y, px, py, pw, ph, @u0, @u1) then
- //if sweepAABB(ox, oy, Width, Height, mMovingSpeed.X, mMovingSpeed.Y, px, py, pw, ph, @u0, @u1) then
- sdx := -mMovingSpeed.X;
- sdy := -mMovingSpeed.Y;
- if sweepAABB(ox, oy, Width, Height, mMovingSpeed.X, mMovingSpeed.Y, px, py, pw, ph, @u0, @he, @u1) then
- begin
- e_LogWritefln('player #%s sweep with platform %s: u0=%s; u1=%s; phe=%s', [f, mGUID, u0, u1, he]);
- if (u1 > 0.0) then
- begin
- e_LogWritefln(' collide: %s', [g_Collide(px, py, pw, ph, nx, ny, Width, Height)]);
- //gPlayers[f].GameX := gPlayers[f].GameX+trunc(sdx*(1.0-u0));
- //gPlayers[f].GameY := gPlayers[f].GameY+trunc(mMovingSpeed.Y*(1.0-u0));
- //gPlayers[f].positionChanged();
- end;
- end;
- //plrMove(gPlayers[f]);
+ if mMoveOnce then mMovingActive := false else mMovingSpeed.Y := -mMovingSpeed.Y;
+ actMoveTrig := true;
end;
- // move and push gibs
- for f := 0 to High(gGibs) do gibMove(@gGibs[f]);
- // move and push corpses
- for f := 0 to High(gCorpses) do corpseMove(gCorpses[f]);
- // notify moved monsters about their movement
- for f := 0 to monMoveListUsed-1 do
+
+ // check "size stop"
+ if not mSizeSpeed.isZero and (Width = mSizeEnd.w) and (Height = mSizeEnd.h) then
begin
- monMoveList[f].positionChanged();
+ mSizeSpeed.w := 0;
+ mSizeSpeed.h := 0;
+ actSizeTrig := true;
+ if (Width < 1) or (Height < 1) then mMovingActive := false; //HACK!
+ //e_LogWritefln('FUUUUUUUUUUUUUU', []);
end;
- for f := 0 to monMoveListUsed-1 do
+
+
+ if actMoveTrig then
begin
- mon := monMoveList[f];
- // check if it is squashed
- if mon.alive then
- begin
- mon.getMapBox(px, py, pw, ph);
- if g_Map_CollidePanel(px, py, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR)) then
- begin
- mon.Damage(15000, 0, 0, 0, HIT_TRAP);
- end;
- end;
+ g_Triggers_Press(mEndPosTrig, ACTIVATE_CUSTOM);
+ end;
+
+ if actSizeTrig then
+ begin
+ g_Triggers_Press(mEndSizeTrig, ACTIVATE_CUSTOM);
end;
- *)
end;
end;