diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index bcd1c4c1d4040d2dc820e8c2747a663dd237b82b..6160929b5f214697fc8170fba949589246f319a9 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
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
uses
SysUtils, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons,
- g_console, g_language, g_monsters, g_player, e_log, GL;
+ g_console, g_language, g_monsters, g_player, g_grid, e_log, GL, utils;
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
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;
+ mpw, mph: Integer;
- function doPush (px, py, pw, ph: Integer; out dx, dy: Integer): 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;
+ var
+ u0, u1: Single;
+ tex, tey: Integer;
+ pdx, pdy: Integer;
+ pan: TPanel;
begin
- result := g_Collide(px, py, pw, ph, nx, ny, Width, Height);
- if result then
+ squash := false;
+ tex := px;
+ tey := py;
+ pdx := mMovingSpeed.X;
+ pdy := mMovingSpeed.Y;
+ // standing on the platform?
+ if (py+ph = oy) 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;
+ if (ontop <> nil) then ontop^ := true;
+ // yes, move with it
+ pan := mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, GridTagObstacle);
+ 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 (tex = px) and (tey = py) then squash := true;
+ end;
end
else
begin
- dx := 0;
- dy := 0;
- 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;
- 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 <> Y) then
- begin
- // push player
- if doPush(px, py, pw, ph, dx, dy) then
+ 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, mpw, mph) then
begin
- plr.GameX := plr.GameX+dx;
- plr.GameY := plr.GameY+dy;
- plr.positionChanged();
- // check if we're squashed
- if plr.alive then
+ 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, mpw, mph, pdx, pdy, px, py, pw, ph, @u0, nil, @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, 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);
+ pdy := trunc(pdy*u0);
+ //e_LogWritefln(' platsweep; uleft=%s; pd=(%s,%s)', [u0, pdx, pdy]);
+ if (pdx <> 0) or (pdy <> 0) 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;
+ // has some path to go, trace the entity
+ pan := mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, GridTagObstacle);
+ //e_LogWritefln(' tracebox: te=(%s,%s)', [tex, tey]);
+ if (pan <> nil) and (tex = px) and (tey = py) then squash := true;
end;
+ 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, mpw, mph, pdx, pdy, px-1, py-1, pw+2, ph+2]);
+ squash := (u1 >= 0.0);
end;
- exit;
end;
- if (px+pw <= X) then exit;
- if (px >= X+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 <> Y) then
+ dx := tex-px;
+ dy := tey-py;
+ result := (dx <> 0) or (dy <> 0);
+ if result and (not squash) 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;
+ 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;
- if (px+pw <= X) then exit;
- if (px >= X+Width) then exit;
- gib.Obj.X += mMovingSpeed.X;
- gib.Obj.Y += mMovingSpeed.Y;
- gib.positionChanged();
end;
- procedure corpseMove (cor: TCorpse);
- var
- px, py, pw, ph, dx, dy: Integer;
+ function monCollect (mon: TMonster): Boolean;
begin
- if (cor = nil) then exit;
- cor.getMapBox(px, py, pw, ph);
- if (py+ph <> Y) 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 <= X) then exit;
- if (px >= X+Width) then exit;
- cor.moveBy(mMovingSpeed.X, mMovingSpeed.Y); // will call `positionChanged()` for us
+ result := false; // don't stop
+ if (monCheckListUsed >= Length(monCheckList)) then SetLength(monCheckList, monCheckListUsed+128);
+ monCheckList[monCheckListUsed] := mon;
+ Inc(monCheckListUsed);
end;
var
+ cx0, cy0, cx1, cy1, cw, ch: Integer;
f: Integer;
+ px, py, pw, ph, pdx, pdy: Integer;
+ squash: Boolean;
+ plr: TPlayer;
+ gib: PGib;
+ cor: TCorpse;
mon: TMonster;
- px, py, pw, ph: Integer;
+ mpfrid: LongWord;
+ ontop: Boolean;
begin
- if Enabled and (FCurTexture >= 0) and
+ if (not Enabled) or (Width < 1) or (Height < 1) then exit;
+
+ if (FCurTexture >= 0) and
(FTextureIDs[FCurTexture].Anim) and
(FTextureIDs[FCurTexture].AnTex <> nil) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ (FAlpha < 255) then
begin
FTextureIDs[FCurTexture].AnTex.Update();
FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
FCurFrameCount := FTextureIDs[FCurTexture].AnTex.CurrentCounter;
end;
+ // moving platform?
if mMovingActive and (not mMovingSpeed.isZero) and g_dbgpan_mplat_active then
begin
- monMoveListUsed := 0;
- nx := X+mMovingSpeed.X;
- ny := Y+mMovingSpeed.Y;
- // move monsters on lifts
- g_Mons_ForEachAt(X, Y-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 plrMove(gPlayers[f]);
- // move and push gibs
- for f := 0 to High(gGibs) do gibMove(@gGibs[f]);
+ (*
+ * collect all monsters and players (aka entities) along the possible platform path
+ * if entity is standing on a platform:
+ * try to move it along the platform path, checking wall collisions
+ * if entity is NOT standing on a platform, but hit with sweeped platform aabb:
+ * 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+mpw-1;
+ ey := ox+mph-1;
+ // new rect
+ nx := ox+mMovingSpeed.X;
+ ny := oy+mMovingSpeed.Y;
+ 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);
+ // extrude
+ cx0 -= 1;
+ cy0 -= 1;
+ cx1 += 1;
+ cy1 += 1;
+ cw := cx1-cx0+1;
+ ch := cy1-cy0+1;
+
+ // 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
+ 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
+ // squash player, if necessary
+ if squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
+ end;
+ 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 corpseMove(gCorpses[f]);
- // 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;
- // notify moved monsters about their movement
- for f := 0 to monMoveListUsed-1 do
+ for f := 0 to High(gCorpses) do
begin
- monMoveList[f].positionChanged();
+ 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;
- for f := 0 to monMoveListUsed-1 do
+
+ // collect monsters
+ monCheckListUsed := 0;
+ g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
+
+ // process collected monsters
+ if (monCheckListUsed > 0) then
begin
- mon := monMoveList[f];
- // check if it is squashed
- if mon.alive then
+ 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 g_Map_CollidePanel(px, py, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR)) then
+ //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
- mon.Damage(15000, 0, 0, 0, HIT_TRAP);
+ // set new position
+ mon.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ // squash player, if necessary
+ if squash then mon.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
end;
end;
+
+ // restore panel state
+ mapGrid.proxyEnabled[proxyId] := true;
+ // and really move it
+ X := nx;
+ Y := ny;
+ 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;
end;
end;