diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index 3b2830e634d471e3eb0796b37b5d504cf50ea1e8..70d2cc15fd4ff5c1deaa801dae3e2d98aaab9e28 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
interface
uses
- MAPDEF, BinEditor, g_textures, xdynrec;
+ SysUtils, Classes,
+ MAPDEF, g_animations, xdynrec;
type
- TAddTextureArray = Array of
- record
- Texture: Cardinal;
- Anim: Boolean;
- end;
+ TLevelTexture = record
+ TextureName: AnsiString; // as stored in wad
+ FullName: AnsiString; // full path to texture // !!! merge it with TextureName
+ end;
+
+ TLevelTextureArray = array of TLevelTexture;
+
+ TAddTextureArray = array of record
+ Texture: Cardinal; // Textures[Texture]
+ end;
+
+ ATextureID = array of record
+ Texture: Cardinal; // Textures[Texture]
+ end;
+ PPanel = ^TPanel;
TPanel = Class (TObject)
private
- FTextureWidth: Word;
- FTextureHeight: Word;
+ const
+ private
+ mGUID: Integer; // will be assigned in "g_map.pas"
FAlpha: Byte;
FBlending: Boolean;
- FTextureIDs: Array of
- record
- case Anim: Boolean of
- False: (Tex: Cardinal);
- True: (AnTex: TAnimation);
- end;
-
+ FTextureIDs: ATextureID;
+ FAnimTime: LongWord;
+ FAnimLoop: Boolean;
mMovingSpeed: TDFPoint;
mMovingStart: TDFPoint;
mMovingEnd: TDFPoint;
mMovingActive: Boolean;
+ mMoveOnce: Boolean;
+
+ mOldMovingActive: Boolean;
+
+ mSizeSpeed: TDFSize;
+ mSizeEnd: TDFSize;
+
+ mEndPosTrig: Integer;
+ mEndSizeTrig: Integer;
+
+ mNeedSend: Boolean; // for network
private
function getx1 (): Integer; inline;
function gety1 (): Integer; inline;
function getvisvalid (): Boolean; inline;
+ function getMovingSpeedX (): Integer; inline;
+ procedure setMovingSpeedX (v: Integer); inline;
+ function getMovingSpeedY (): Integer; inline;
+ procedure setMovingSpeedY (v: Integer); inline;
+
+ function getMovingStartX (): Integer; inline;
+ procedure setMovingStartX (v: Integer); inline;
+ function getMovingStartY (): Integer; inline;
+ procedure setMovingStartY (v: Integer); inline;
+
+ function getMovingEndX (): Integer; inline;
+ procedure setMovingEndX (v: Integer); inline;
+ function getMovingEndY (): Integer; inline;
+ procedure setMovingEndY (v: Integer); inline;
+
+ function getSizeSpeedX (): Integer; inline;
+ procedure setSizeSpeedX (v: Integer); inline;
+ function getSizeSpeedY (): Integer; inline;
+ procedure setSizeSpeedY (v: Integer); inline;
+
+ function getSizeEndX (): Integer; inline;
+ procedure setSizeEndX (v: Integer); inline;
+ function getSizeEndY (): Integer; inline;
+ procedure setSizeEndY (v: Integer); inline;
+
public
- FCurTexture: Integer; // Íîìåð òåêóùåé òåêñòóðû
- FCurFrame: Integer;
- FCurFrameCount: Byte;
+ FCurTexture: Integer; // Номер текущей текстуры
FX, FY: Integer;
+ FOldX, FOldY: Integer;
FWidth, FHeight: Word;
+ FOldW, FOldH: Word;
FPanelType: Word;
- FSaveIt: Boolean; // Ñîõðàíÿòü ïðè SaveState?
FEnabled: Boolean;
FDoor: Boolean;
- FMoved: Boolean;
FLiftType: Byte;
FLastAnimLoop: Byte;
+ // sorry, there fields are public to allow setting 'em in g_map; this should be fixed later
+ // for now, PLEASE, don't modify 'em, or all hell will break loose
arrIdx: Integer; // index in one of internal arrays; sorry
- tag: Integer; // used in coldets and such; sorry
+ tag: Integer; // used in coldets and such; sorry; see g_map.GridTagXXX
proxyId: Integer; // proxy id in map grid (DO NOT USE!)
+ mapId: AnsiString; // taken directly from map file; dunno why it is here
+ hasTexTrigger: Boolean; // HACK: true when there's a trigger than can change my texture
constructor Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
CurTex: Integer;
- var Textures: TLevelTextureArray);
+ var Textures: TLevelTextureArray; aguid: Integer);
destructor Destroy(); override;
- procedure Draw();
- procedure DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer);
procedure Update();
- procedure SetFrame(Frame: Integer; Count: Byte);
+ procedure SetFrame(StartTime: LongWord);
procedure NextTexture(AnimLoop: Byte = 0);
procedure SetTexture(ID: Integer; AnimLoop: Byte = 0);
function GetTextureID(): Cardinal;
function GetTextureCount(): Integer;
+ function CanChangeTexture(): Boolean;
+
+ procedure SaveState (st: TStream);
+ procedure LoadState (st: TStream);
+
+ procedure positionChanged (); inline;
- procedure SaveState(var Mem: TBinMemoryWriter);
- procedure LoadState(var Mem: TBinMemoryReader);
+ function getIsGBack (): Boolean; inline; // gRenderBackgrounds
+ function getIsGStep (): Boolean; inline; // gSteps
+ function getIsGWall (): Boolean; inline; // gWalls
+ function getIsGAcid1 (): Boolean; inline; // gAcid1
+ function getIsGAcid2 (): Boolean; inline; // gAcid2
+ function getIsGWater (): Boolean; inline; // gWater
+ function getIsGFore (): Boolean; inline; // gRenderForegrounds
+ function getIsGLift (): Boolean; inline; // gLifts
+ function getIsGBlockMon (): Boolean; inline; // gBlockMon
+
+ // get-and-clear
+ function gncNeedSend (): Boolean; inline;
+ procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
public
property visvalid: Boolean read getvisvalid; // panel is "visvalid" when it's width and height are positive
published
+ property guid: Integer read mGUID; // will be assigned in "g_map.pas"
property x0: Integer read FX;
property y0: Integer read FY;
property x1: Integer read getx1; // inclusive!
property y: Integer read FY write FY;
property width: Word read FWidth write FWidth;
property height: Word read FHeight write FHeight;
+ property oldX: Integer read FOldX;
+ property oldY: Integer read FOldY;
+ property oldWidth: Word read FOldW;
+ property oldHeight: Word read FOldH;
property panelType: Word read FPanelType write FPanelType;
- property saveIt: Boolean read FSaveIt write FSaveIt; // Ñîõðàíÿòü ïðè SaveState?
- property enabled: Boolean read FEnabled write FEnabled; // Ñîõðàíÿòü ïðè SaveState?
- property door: Boolean read FDoor write FDoor; // Ñîõðàíÿòü ïðè SaveState?
- property moved: Boolean read FMoved write FMoved; // Ñîõðàíÿòü ïðè SaveState?
- property liftType: Byte read FLiftType write FLiftType; // Ñîõðàíÿòü ïðè SaveState?
- property lastAnimLoop: Byte read FLastAnimLoop write FLastAnimLoop; // Ñîõðàíÿòü ïðè SaveState?
-
+ property enabled: Boolean read FEnabled write FEnabled;
+ property door: Boolean read FDoor write FDoor;
+ property liftType: Byte read FLiftType write FLiftType;
+ property lastAnimLoop: Byte read FLastAnimLoop write FLastAnimLoop;
+
+ property movingSpeedX: Integer read getMovingSpeedX write setMovingSpeedX;
+ property movingSpeedY: Integer read getMovingSpeedY write setMovingSpeedY;
+ property movingStartX: Integer read getMovingStartX write setMovingStartX;
+ property movingStartY: Integer read getMovingStartY write setMovingStartY;
+ 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 sizeSpeedX: Integer read getSizeSpeedX write setSizeSpeedX;
+ property sizeSpeedY: Integer read getSizeSpeedY write setSizeSpeedY;
+ property sizeEndX: Integer read getSizeEndX write setSizeEndX;
+ property sizeEndY: Integer read getSizeEndY write setSizeEndY;
+
+ property isGBack: Boolean read getIsGBack;
+ property isGStep: Boolean read getIsGStep;
+ property isGWall: Boolean read getIsGWall;
+ property isGAcid1: Boolean read getIsGAcid1;
+ property isGAcid2: Boolean read getIsGAcid2;
+ property isGWater: Boolean read getIsGWater;
+ property isGFore: Boolean read getIsGFore;
+ property isGLift: Boolean read getIsGLift;
+ property isGBlockMon: Boolean read getIsGBlockMon;
+
+ property Alpha: Byte read FAlpha;
+ property Blending: Boolean read FBlending;
+ property TextureIDs: ATextureID read FTextureIDs;
+ property AnimTime: LongWord read FAnimTime;
+ property AnimLoop: Boolean read FAnimLoop;
public
property movingSpeed: TDFPoint read mMovingSpeed write mMovingSpeed;
property movingStart: TDFPoint read mMovingStart write mMovingStart;
property movingEnd: TDFPoint read mMovingEnd write mMovingEnd;
+
+ property sizeSpeed: TDFSize read mSizeSpeed write mSizeSpeed;
+ property sizeEnd: TDFSize read mSizeEnd write mSizeEnd;
+
+ property endPosTrigId: Integer read mEndPosTrig write mEndPosTrig;
+ property endSizeTrigId: Integer read mEndSizeTrig write mEndSizeTrig;
end;
TPanelArray = Array of TPanel;
+const
+ LIFTTYPE_UP = 0;
+ LIFTTYPE_DOWN = 1;
+ LIFTTYPE_LEFT = 2;
+ LIFTTYPE_RIGHT = 3;
+
+var
+ g_dbgpan_mplat_active: Boolean = {$IF DEFINED(D2F_DEBUG)}true{$ELSE}true{$ENDIF};
+ g_dbgpan_mplat_step: Boolean = false; // one step, and stop
+
+
implementation
-uses
- SysUtils, g_basic, g_map, g_game, e_graphics,
- g_console, g_language, g_monsters, g_player, e_log, GL;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ g_basic, g_map, g_game, g_weapons, g_triggers, g_items,
+ g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams
+ ;
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
{ T P a n e l : }
+ function FindTextureByName (const name: String): Integer;
+ var i: Integer;
+ begin
+ Result := -1;
+ if Textures <> nil then
+ begin
+ for i := 0 to High(Textures) do
+ begin
+ if Textures[i].TextureName = name then
+ begin
+ Result := i;
+ break;
+ end
+ end
+ end
+ end;
+
constructor TPanel.Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
CurTex: Integer;
- var Textures: TLevelTextureArray);
+ var Textures: TLevelTextureArray; aguid: Integer);
var
i: Integer;
+ tnum: Integer;
begin
X := PanelRec.X;
Y := PanelRec.Y;
+ FOldX := X;
+ FOldY := Y;
Width := PanelRec.Width;
Height := PanelRec.Height;
+ FOldW := Width;
+ FOldH := Height;
FAlpha := 0;
FBlending := False;
- FCurFrame := 0;
- FCurFrameCount := 0;
LastAnimLoop := 0;
- Moved := False;
+
+ mapId := PanelRec.id;
+ mGUID := aguid;
mMovingSpeed := PanelRec.moveSpeed;
mMovingStart := PanelRec.moveStart;
mMovingEnd := PanelRec.moveEnd;
- mMovingActive := PanelRec['move_active'].varvalue;
+ mMovingActive := PanelRec['move_active'].value;
+ mOldMovingActive := mMovingActive;
+ mMoveOnce := PanelRec.moveOnce;
+
+ mSizeSpeed := PanelRec.sizeSpeed;
+ mSizeEnd := PanelRec.sizeEnd;
-// Òèï ïàíåëè:
+ mEndPosTrig := PanelRec.endPosTrig;
+ mEndSizeTrig := PanelRec.endSizeTrig;
+
+ mNeedSend := false;
+
+// Тип панели:
PanelType := PanelRec.PanelType;
Enabled := True;
Door := False;
- LiftType := 0;
- SaveIt := False;
+ LiftType := LIFTTYPE_UP;
+ hasTexTrigger := False;
case PanelType of
- PANEL_OPENDOOR:
- begin
- Enabled := False;
- Door := True;
- SaveIt := True;
- end;
- PANEL_CLOSEDOOR:
- begin
- Door := True;
- SaveIt := True;
- end;
- PANEL_LIFTUP:
- SaveIt := True;
- PANEL_LIFTDOWN:
- begin
- LiftType := 1;
- SaveIt := True;
- end;
- PANEL_LIFTLEFT:
- begin
- LiftType := 2;
- SaveIt := True;
- end;
- PANEL_LIFTRIGHT:
- begin
- LiftType := 3;
- SaveIt := True;
- end;
+ PANEL_OPENDOOR: begin Enabled := False; Door := True; end;
+ PANEL_CLOSEDOOR: Door := True;
+ PANEL_LIFTUP: LiftType := LIFTTYPE_UP; //???
+ PANEL_LIFTDOWN: LiftType := LIFTTYPE_DOWN;
+ PANEL_LIFTLEFT: LiftType := LIFTTYPE_LEFT;
+ PANEL_LIFTRIGHT: LiftType := LIFTTYPE_RIGHT;
end;
-// Íåâèäèìàÿ:
+// Невидимая:
if ByteBool(PanelRec.Flags and PANEL_FLAG_HIDE) then
begin
SetLength(FTextureIDs, 0);
FCurTexture := -1;
Exit;
end;
-// Ïàíåëè, íå èñïîëüçóþùèå òåêñòóðû:
+// Панели, не использующие текстуры:
if ByteBool(PanelType and
(PANEL_LIFTUP or
PANEL_LIFTDOWN or
Exit;
end;
-// Åñëè ýòî æèäêîñòü áåç òåêñòóðû - ñïåöòåêñòóðó:
+// Если это жидкость без текстуры - спецтекстуру:
if WordBool(PanelType and (PANEL_WATER or PANEL_ACID1 or PANEL_ACID2)) and
(not ByteBool(PanelRec.Flags and PANEL_FLAG_WATERTEXTURES)) then
begin
SetLength(FTextureIDs, 1);
- FTextureIDs[0].Anim := False;
-
case PanelRec.PanelType of
- PANEL_WATER:
- FTextureIDs[0].Tex := LongWord(TEXTURE_SPECIAL_WATER);
- PANEL_ACID1:
- FTextureIDs[0].Tex := LongWord(TEXTURE_SPECIAL_ACID1);
- PANEL_ACID2:
- FTextureIDs[0].Tex := LongWord(TEXTURE_SPECIAL_ACID2);
+ PANEL_WATER: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_WATER);
+ PANEL_ACID1: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID1);
+ PANEL_ACID2: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID2);
end;
-
FCurTexture := 0;
Exit;
end;
else
FCurTexture := CurTex;
- for i := 0 to Length(FTextureIDs)-1 do
- begin
- FTextureIDs[i].Anim := AddTextures[i].Anim;
- if FTextureIDs[i].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- FTextureIDs[i].AnTex :=
- TAnimation.Create(Textures[AddTextures[i].Texture].FramesID,
- True, Textures[AddTextures[i].Texture].Speed);
- FTextureIDs[i].AnTex.Blending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
- FTextureIDs[i].AnTex.Alpha := PanelRec.Alpha;
- SaveIt := True;
- end
- else
- begin // Îáû÷íàÿ òåêñòóðà
- FTextureIDs[i].Tex := Textures[AddTextures[i].Texture].TextureID;
- end;
- end;
+ for i := 0 to Length(FTextureIDs) - 1 do
+ FTextureIDs[i].Texture := AddTextures[i].Texture;
-// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
- if Length(FTextureIDs) > 1 then
- SaveIt := True;
+ FAnimTime := gTime;
+ FAnimLoop := true;
-// Åñëè íå ñïåöòåêñòóðà, òî çàäàåì ðàçìåðû:
- if PanelRec.TextureNum > High(Textures) then
+// Текстур несколько - нужно сохранять текущую:
+ //if Length(FTextureIDs) > 1 then SaveIt := True;
+
+ if (PanelRec.TextureRec = nil) then tnum := -1 else tnum := PanelRec.tagInt;
+ if (tnum < 0) then tnum := Length(Textures);
+
+// Если не спецтекстура, то задаем размеры:
+ if ({PanelRec.TextureNum}tnum > High(Textures)) then
begin
- e_WriteLog(Format('WTF?! PanelRec.TextureNum is out of limits! (%d : %d)', [PanelRec.TextureNum, High(Textures)]), MSG_FATALERROR);
- FTextureWidth := 2;
- FTextureHeight := 2;
+ e_WriteLog(Format('WTF?! tnum is out of limits! (%d : %d)', [tnum, High(Textures)]), TMsgType.Warning);
FAlpha := 0;
FBlending := ByteBool(0);
end
- else if not g_Map_IsSpecialTexture(Textures[PanelRec.TextureNum].TextureName) then
+ else if not g_Map_IsSpecialTexture(Textures[{PanelRec.TextureNum}tnum].TextureName) then
begin
- FTextureWidth := Textures[PanelRec.TextureNum].Width;
- FTextureHeight := Textures[PanelRec.TextureNum].Height;
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
end;
destructor TPanel.Destroy();
-var
- i: Integer;
begin
- for i := 0 to High(FTextureIDs) do
- if FTextureIDs[i].Anim then
- FTextureIDs[i].AnTex.Free();
SetLength(FTextureIDs, 0);
-
Inherited;
end;
function TPanel.gety1 (): Integer; inline; begin result := Y+Height-1; end;
function TPanel.getvisvalid (): Boolean; inline; begin result := (Width > 0) and (Height > 0); end;
-procedure TPanel.Draw();
+function TPanel.getMovingSpeedX (): Integer; inline; begin result := mMovingSpeed.X; end;
+procedure TPanel.setMovingSpeedX (v: Integer); inline; begin mMovingSpeed.X := v; end;
+function TPanel.getMovingSpeedY (): Integer; inline; begin result := mMovingSpeed.Y; end;
+procedure TPanel.setMovingSpeedY (v: Integer); inline; begin mMovingSpeed.Y := v; end;
+
+function TPanel.getMovingStartX (): Integer; inline; begin result := mMovingStart.X; end;
+procedure TPanel.setMovingStartX (v: Integer); inline; begin mMovingStart.X := v; end;
+function TPanel.getMovingStartY (): Integer; inline; begin result := mMovingStart.Y; end;
+procedure TPanel.setMovingStartY (v: Integer); inline; begin mMovingStart.Y := v; end;
+
+function TPanel.getMovingEndX (): Integer; inline; begin result := mMovingEnd.X; end;
+procedure TPanel.setMovingEndX (v: Integer); inline; begin mMovingEnd.X := v; end;
+function TPanel.getMovingEndY (): Integer; inline; begin result := mMovingEnd.Y; end;
+procedure TPanel.setMovingEndY (v: Integer); inline; begin mMovingEnd.Y := v; end;
+
+function TPanel.getSizeSpeedX (): Integer; inline; begin result := mSizeSpeed.w; end;
+procedure TPanel.setSizeSpeedX (v: Integer); inline; begin mSizeSpeed.w := v; end;
+function TPanel.getSizeSpeedY (): Integer; inline; begin result := mSizeSpeed.h; end;
+procedure TPanel.setSizeSpeedY (v: Integer); inline; begin mSizeSpeed.h := v; end;
+
+function TPanel.getSizeEndX (): Integer; inline; begin result := mSizeEnd.w; end;
+procedure TPanel.setSizeEndX (v: Integer); inline; begin mSizeEnd.w := v; end;
+function TPanel.getSizeEndY (): Integer; inline; begin result := mSizeEnd.h; end;
+procedure TPanel.setSizeEndY (v: Integer); inline; begin mSizeEnd.h := v; end;
+
+function TPanel.getIsGBack (): Boolean; inline; begin result := ((tag and GridTagBack) <> 0); end;
+function TPanel.getIsGStep (): Boolean; inline; begin result := ((tag and GridTagStep) <> 0); end;
+function TPanel.getIsGWall (): Boolean; inline; begin result := ((tag and (GridTagWall or GridTagDoor)) <> 0); end;
+function TPanel.getIsGAcid1 (): Boolean; inline; begin result := ((tag and GridTagAcid1) <> 0); end;
+function TPanel.getIsGAcid2 (): Boolean; inline; begin result := ((tag and GridTagAcid2) <> 0); end;
+function TPanel.getIsGWater (): Boolean; inline; begin result := ((tag and GridTagWater) <> 0); end;
+function TPanel.getIsGFore (): Boolean; inline; begin result := ((tag and GridTagFore) <> 0); end;
+function TPanel.getIsGLift (): Boolean; inline; begin result := ((tag and GridTagLift) <> 0); end;
+function TPanel.getIsGBlockMon (): Boolean; inline; begin result := ((tag and GridTagBlockMon) <> 0); end;
+
+function TPanel.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
+procedure TPanel.setDirty (); inline; begin mNeedSend := true; end;
+
+procedure TPanel.positionChanged (); inline;
var
- xx, yy: Integer;
- NoTextureID: DWORD;
- NW, NH: Word;
+ px, py, pw, ph: Integer;
begin
- if {Enabled and} (FCurTexture >= 0) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) and
- (g_dbg_scale_05 or g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)) then
+ if (proxyId >= 0) then
begin
- if FTextureIDs[FCurTexture].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- if FTextureIDs[FCurTexture].AnTex = nil then
- Exit;
-
- for xx := 0 to (Width div FTextureWidth)-1 do
- for yy := 0 to (Height div FTextureHeight)-1 do
- FTextureIDs[FCurTexture].AnTex.Draw(
- X + xx*FTextureWidth,
- Y + yy*FTextureHeight, M_NONE);
+ mapGrid.getBodyDims(proxyId, px, py, pw, ph);
+ if (px <> x) or (py <> y) or (pw <> Width) or (ph <> Height) then
+ begin
+ {
+ e_LogWritefln('panel moved: arridx=%s; guid=%s; proxyid=%s; old:(%s,%s)-(%sx%s); new:(%s,%s)-(%sx%s)',
+ [arrIdx, mGUID, proxyId, px, py, pw, ph, x, y, width, height]);
+ }
+ {$IFDEF ENABLE_GFX}
+ g_Mark(px, py, pw, ph, MARK_WALL, false);
+ {$ENDIF}
+ if (Width < 1) or (Height < 1) then
+ begin
+ mapGrid.proxyEnabled[proxyId] := false;
end
- else
- begin // Îáû÷íàÿ òåêñòóðà
- case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER):
- e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1,
- 0, 0, 255, 0, B_FILTER);
- LongWord(TEXTURE_SPECIAL_ACID1):
- e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1,
- 0, 128, 0, 0, B_FILTER);
- LongWord(TEXTURE_SPECIAL_ACID2):
- e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1,
- 128, 0, 0, 0, B_FILTER);
- LongWord(TEXTURE_NONE):
- if g_Texture_Get('NOTEXTURE', NoTextureID) then
- begin
- e_GetTextureSize(NoTextureID, @NW, @NH);
- e_DrawFill(NoTextureID, X, Y, Width div NW, Height div NH,
- 0, False, False);
- end else
- begin
- xx := X + (Width div 2);
- yy := Y + (Height div 2);
- e_DrawFillQuad(X, Y, xx, yy,
- 255, 0, 255, 0);
- e_DrawFillQuad(xx, Y, X+Width-1, yy,
- 255, 255, 0, 0);
- e_DrawFillQuad(X, yy, xx, Y+Height-1,
- 255, 255, 0, 0);
- e_DrawFillQuad(xx, yy, X+Width-1, Y+Height-1,
- 255, 0, 255, 0);
- end;
-
- else
- e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y,
- Width div FTextureWidth,
- Height div FTextureHeight,
- FAlpha, True, FBlending);
+ else
+ begin
+ mapGrid.proxyEnabled[proxyId] := Enabled;
+ if (pw <> Width) or (ph <> Height) then
+ begin
+ //writeln('panel resize!');
+ mapGrid.moveResizeBody(proxyId, X, Y, Width, Height)
+ end
+ else
+ begin
+ mapGrid.moveBody(proxyId, X, Y);
end;
- end;
- end;
-end;
-
-procedure TPanel.DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer);
- procedure extrude (x: Integer; y: Integer);
- begin
- glVertex2i(x+(x-lightX)*500, y+(y-lightY)*500);
- //e_WriteLog(Format(' : (%d,%d)', [x+(x-lightX)*300, y+(y-lightY)*300]), MSG_WARNING);
- end;
-
- procedure drawLine (x0: Integer; y0: Integer; x1: Integer; y1: Integer);
- begin
- // does this side facing the light?
- if ((x1-x0)*(lightY-y0)-(lightX-x0)*(y1-y0) >= 0) then exit;
- //e_WriteLog(Format('lightpan: (%d,%d)-(%d,%d)', [x0, y0, x1, y1]), MSG_WARNING);
- // this edge is facing the light, extrude and draw it
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
- extrude(x1, y1);
- extrude(x0, y0);
- end;
-
-begin
- if radius < 4 then exit;
- if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight) then
- begin
- if not FTextureIDs[FCurTexture].Anim then
- begin
- case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER): exit;
- LongWord(TEXTURE_SPECIAL_ACID1): exit;
- LongWord(TEXTURE_SPECIAL_ACID2): exit;
- LongWord(TEXTURE_NONE): exit;
+ {$IFDEF ENABLE_GFX}
+ g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$ENDIF}
end;
end;
- if (X+Width < lightX-radius) then exit;
- if (Y+Height < lightY-radius) then exit;
- if (X > lightX+radius) then exit;
- if (Y > lightY+radius) then exit;
- //e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending);
-
- glBegin(GL_QUADS);
- drawLine(x, y, x+width, y); // top
- drawLine(x+width, y, x+width, y+height); // right
- drawLine(x+width, y+height, x, y+height); // bottom
- drawLine(x, y+height, x, y); // left
- glEnd();
end;
end;
var
- monMoveList: array of TMonster = nil;
- monMoveListUsed: Integer = 0;
+ monCheckList: array of TMonster = nil;
+ monCheckListUsed: Integer = 0;
procedure TPanel.Update();
var
- nx, ny: Integer;
- f: Integer;
-
- function doPush (px, py, pw, ph: Integer; out dx, dy: Integer): Boolean;
+ ox, oy: Integer;
+ nx, ny, nw, nh: Integer;
+ ex, ey, nex, ney: Integer;
+ mpw, mph: Integer;
+ conveyor: Boolean;
+
+ // return `true` if we should move by dx,dy
+ function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean; ontop: PBoolean=nil): Boolean;
+ var
+ u0: Single;
+ tex, tey: Integer;
+ pdx, pdy: Integer;
+ trtag: Integer;
+ szdx, szdy: Integer;
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; but skip steps (no need to process size change here, 'cause platform top cannot be changed with it)
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, (GridTagWall or GridTagDoor));
end
else
begin
- dx := 0;
- dy := 0;
+ if (ontop <> nil) then ontop^ := false;
+ // not standing on the platform: trace platform to see if it hits the entity
+ // first, process size change (as we cannot sweeptest both move and size change)
+ // but we don't have to check for pushing if the panel is shrinking
+ szdx := nw-mpw;
+ szdy := nh-mph;
+ if (szdx > 0) or (szdy > 0) then
+ begin
+ // ignore shrinking dimension
+ if (szdx < 0) then szdx := 0;
+ if (szdy < 0) then szdy := 0;
+ // move platform by szd* back, and check for szd* movement
+ if sweepAABB(ox-szdx, oy-szdy, nw, nh, szdx, szdy, px, py, pw, ph, @u0) then
+ begin
+ // yes, platform hits the entity, push the entity in the resizing direction
+ u0 := 1.0-u0; // how much path left?
+ szdx := trunc(szdx*u0);
+ szdy := trunc(szdy*u0);
+ if (szdx <> 0) or (szdy <> 0) then
+ begin
+ // has some path to go, trace the entity
+ trtag := (GridTagWall or GridTagDoor);
+ // if we're moving down, consider steps too
+ if (szdy > 0) then trtag := trtag or GridTagStep;
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, szdx, szdy, trtag);
+ end;
+ end;
+ end;
+ // second, process platform movement, using te* as entity starting point
+ if sweepAABB(ox, oy, nw, nh, pdx, pdy, tex, tey, pw, ph, @u0) 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
+ // has some path to go, trace the entity
+ trtag := (GridTagWall or GridTagDoor);
+ // if we're moving down, consider steps too
+ if (pdy > 0) then trtag := trtag or GridTagStep;
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, trtag);
+ end;
+ end;
+ end;
+ // done with entity movement, new coords are in te*
+ dx := tex-px;
+ dy := tey-py;
+ result := (dx <> 0) or (dy <> 0);
+ if not conveyor and ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ begin
+ // check for squashing; as entity cannot be pushed into a wall, check only collision with the platform itself
+ squash := g_Collide(tex, tey, pw, ph, nx, ny, nw, nh); // squash, if still in platform
end;
end;
- function monMove (mon: TMonster): Boolean;
+ function monCollect (mon: TMonster): Boolean;
begin
result := false; // don't stop
- mon.GameX := mon.GameX+mMovingSpeed.X;
- mon.GameY := mon.GameY+mMovingSpeed.Y;
- if (monMoveListUsed >= Length(monMoveList)) then SetLength(monMoveList, monMoveListUsed+64);
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
+ if (monCheckListUsed >= Length(monCheckList)) then SetLength(monCheckList, monCheckListUsed+128);
+ monCheckList[monCheckListUsed] := mon;
+ Inc(monCheckListUsed);
end;
- function monPush (mon: TMonster): Boolean;
- var
- px, py, pw, ph, dx, dy: Integer;
+var
+ cx0, cy0, cx1, cy1, cw, ch: Integer;
+ f: Integer;
+ px, py, pw, ph, pdx, pdy: Integer;
+ squash: Boolean;
+ plr: TPlayer;
+ {$IFDEF ENABLE_GIBS}
+ gib: PGib;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ cor: TCorpse;
+ {$ENDIF}
+ ontop: Boolean;
+ mon: TMonster;
+ flg: PFlag;
+ itm: PItem;
+ mpfrid: LongWord;
+ actMoveTrig: Boolean;
+ actSizeTrig: Boolean;
+begin
+ if (not Enabled) or (Width < 1) or (Height < 1) then exit;
+
+ if not g_dbgpan_mplat_active then exit;
+
+ if (mOldMovingActive <> mMovingActive) then mNeedSend := true;
+ mOldMovingActive := mMovingActive;
+
+ if not mMovingActive then exit;
+ if mMovingSpeed.isZero and mSizeSpeed.isZero then exit;
+
+ //TODO: write wall size change processing
+
+ // moving platform?
begin
- result := false; // don't stop
- mon.getMapBox(px, py, pw, ph);
- if doPush(px, py, pw, ph, dx, dy) then
+ (*
+ * 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
+ *)
+ ox := X;
+ oy := Y;
+ mpw := Width;
+ mph := Height;
+
+ // the mplat acts as a stationary conveyor belt when it's locked within a movement rect of zero area
+ conveyor := (mMovingEnd.X = mMovingStart.X) and (mMovingEnd.Y = mMovingStart.Y)
+ and (mMovingEnd.X = X) and (mMovingEnd.Y = Y);
+
+ nw := mpw+mSizeSpeed.w;
+ nh := mph+mSizeSpeed.h;
+ nx := ox;
+ ny := oy;
+ if not conveyor then
begin
- mon.GameX := mon.GameX+dx;
- mon.GameY := mon.GameY+dy;
- if (monMoveListUsed >= Length(monMoveList)) then SetLength(monMoveList, monMoveListUsed+64);
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
+ nx += mMovingSpeed.X;
+ ny += mMovingSpeed.Y;
end;
- end;
- procedure plrMove (plr: TPlayer);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- if (plr = nil) then exit;
- plr.getMapBox(px, py, pw, ph);
- if (py+ph <> Y) then
+ // force network updates only if some sudden change happened
+ // set the flag here, so we can sync affected monsters
+ if not mSizeSpeed.isZero and (nw = mSizeEnd.w) and (nh = mSizeEnd.h) then
+ begin
+ mNeedSend := true;
+ end
+ else if ((mMovingSpeed.X < 0) and (nx <= mMovingStart.X)) or ((mMovingSpeed.X > 0) and (nx >= mMovingEnd.X)) then
begin
- // push player
- if doPush(px, py, pw, ph, dx, dy) then
+ mNeedSend := true;
+ end
+ else if ((mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y)) or ((mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y)) then
+ begin
+ mNeedSend := true;
+ end;
+
+ // if pannel disappeared, we don't have to do anything
+ if (nw > 0) and (nh > 0) then
+ begin
+ // old rect
+ ex := ox+mpw-1;
+ ey := ox+mph-1;
+ // new rect
+ nex := nx+nw-1;
+ ney := ny+nh-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;
+
+ // process "obstacle" panels
+ if ((tag and GridTagObstacle) <> 0) then
begin
- plr.GameX := plr.GameX+dx;
- plr.GameY := plr.GameY+dy;
- plr.positionChanged();
+ // 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
+ end;
+ // squash player, if necessary
+ if not g_Game_IsClient and squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
+ end;
+
+ {$IFDEF ENABLE_GIBS}
+ // 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
+ end;
+ end;
+ {$ENDIF}
+
+ {$IFDEF ENABLE_CORPSES}
+ // 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
+ end;
+ end;
+ {$ENDIF}
+
+ // move and push flags
+ if gGameSettings.GameMode = GM_CTF then
+ for f := FLAG_RED to FLAG_BLUE do
+ begin
+ flg := @gFlags[f];
+ if (flg.State in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then continue;
+ px := flg.Obj.X+flg.Obj.Rect.X;
+ py := flg.Obj.Y+flg.Obj.Rect.Y;
+ pw := flg.Obj.Rect.Width;
+ ph := flg.Obj.Rect.Height;
+ if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ if (pdx <> 0) or (pdy <> 0) then
+ begin
+ flg.Obj.X := flg.Obj.X + pdx;
+ flg.Obj.Y := flg.Obj.Y + pdy;
+ flg.NeedSend := true;
+ end;
+ end;
+
+ // move and push items
+ itm := g_Items_NextAlive(-1);
+ while itm <> nil do
+ begin
+ if itm.Fall then
+ begin
+ itm.getMapBox(px, py, pw, ph);
+ if g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ itm.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
+ itm := g_Items_NextAlive(itm.myId);
+ end;
+
+ // collect monsters
+ monCheckListUsed := 0;
+ g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
+
+ // 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
+ //???FIXME: do we really need to send monsters over the net?
+ // i don't think so, as dead reckoning should take care of 'em
+ // ok, send new monster position only if platform is going to change it's direction
+ if mNeedSend then mon.setDirty();
+ end;
+ // squash monster, if necessary
+ if not g_Game_IsClient and squash then mon.Damage(15000, 0, 0, 0, HIT_TRAP);
+ end;
+ end;
+
+ // restore panel state
+ mapGrid.proxyEnabled[proxyId] := true;
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;
-
-begin
- if Enabled and (FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) then
- begin
- FTextureIDs[FCurTexture].AnTex.Update();
- FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
- FCurFrameCount := FTextureIDs[FCurTexture].AnTex.CurrentCounter;
- end;
- if mMovingActive and (not mMovingSpeed.isZero) then
- begin
- monMoveListUsed := 0;
- nx := X+mMovingSpeed.X;
- ny := Y+mMovingSpeed.Y;
- g_Mons_ForEachAt(X, Y-1, Width, 1, monMove);
- g_Mons_ForEachAt(nx, ny, Width, Height, monPush);
- for f := 0 to High(gPlayers) do plrMove(gPlayers[f]);
- 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;
- //!!!g_Mark(X, Y, Width, Height, MARK_FREE);
+ // move panel
+ FOldX := X;
+ FOldY := Y;
X := nx;
Y := ny;
- //!!!g_Mark(X, Y, Width, Height, MARK_WALL);
- if (proxyId >= 0) then mapGrid.moveBody(proxyId, nx, ny);
- for f := 0 to monMoveListUsed-1 do monMoveList[f].positionChanged();
- end;
-end;
+ FOldW := FWidth;
+ FOldH := FHeight;
+ FWidth := nw;
+ FHeight := nh;
+ positionChanged();
-procedure TPanel.SetFrame(Frame: Integer; Count: Byte);
+ actMoveTrig := false;
+ actSizeTrig := false;
- function ClampInt(X, A, B: Integer): Integer;
- begin
- Result := X;
- if X < A then Result := A else if X > B then Result := B;
+ // `mNeedSend` was set above
+
+ // check "size stop"
+ if not mSizeSpeed.isZero and (nw = mSizeEnd.w) and (nh = mSizeEnd.h) then
+ begin
+ mSizeSpeed.w := 0;
+ mSizeSpeed.h := 0;
+ actSizeTrig := true;
+ if (nw < 1) or (nh < 1) then mMovingActive := false; //HACK!
+ end;
+
+ if not conveyor then
+ begin
+ // reverse moving direction, if necessary
+ if ((mMovingSpeed.X < 0) and (nx <= mMovingStart.X)) or ((mMovingSpeed.X > 0) and (nx >= mMovingEnd.X)) then
+ begin
+ if mMoveOnce then mMovingActive := false else mMovingSpeed.X := -mMovingSpeed.X;
+ actMoveTrig := true;
+ end;
+
+ if ((mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y)) or ((mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y)) then
+ begin
+ if mMoveOnce then mMovingActive := false else mMovingSpeed.Y := -mMovingSpeed.Y;
+ actMoveTrig := true;
+ end;
+
+ if (mOldMovingActive <> mMovingActive) then mNeedSend := true;
+ mOldMovingActive := mMovingActive;
+ end;
+
+ if not g_Game_IsClient then
+ begin
+ if actMoveTrig then g_Triggers_Press(mEndPosTrig, ACTIVATE_CUSTOM);
+ if actSizeTrig then g_Triggers_Press(mEndSizeTrig, ACTIVATE_CUSTOM);
+ end;
+
+ // some triggers may activate this, don't delay sending
+ //TODO: when triggers will be able to control speed and size, check that here too
+ if (mOldMovingActive <> mMovingActive) then mNeedSend := true;
+ mOldMovingActive := mMovingActive;
end;
+end;
-begin
- if Enabled and (FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ procedure TPanel.SetFrame (StartTime: LongWord);
begin
- FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames);
- FCurFrameCount := Count;
- FTextureIDs[FCurTexture].AnTex.CurrentFrame := FCurFrame;
- FTextureIDs[FCurTexture].AnTex.CurrentCounter := FCurFrameCount;
+ if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ FAnimTime := StartTime;
end;
-end;
procedure TPanel.NextTexture(AnimLoop: Byte = 0);
begin
Assert(FCurTexture >= -1, 'FCurTexture < -1');
-// Íåò òåêñòóð:
+// Нет текстур:
if Length(FTextureIDs) = 0 then
FCurTexture := -1
else
- // Òîëüêî îäíà òåêñòóðà:
+ // Только одна текстура:
if Length(FTextureIDs) = 1 then
begin
if FCurTexture = 0 then
FCurTexture := 0;
end
else
- // Áîëüøå îäíîé òåêñòóðû:
+ // Больше одной текстуры:
begin
- // Ñëåäóþùàÿ:
+ // Следующая:
Inc(FCurTexture);
- // Ñëåäóþùåé íåò - âîçâðàò ê íà÷àëó:
+ // Следующей нет - возврат к началу:
if FCurTexture >= Length(FTextureIDs) then
FCurTexture := 0;
end;
-// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
- if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
+ if FCurTexture >= 0 then
begin
- if (FTextureIDs[FCurTexture].AnTex = nil) then
- begin
- g_FatalError(_lc[I_GAME_ERROR_SWITCH_TEXTURE]);
- Exit;
+ case AnimLoop of
+ 1: FAnimLoop := true;
+ 2: FAnimLoop := false;
end;
-
- if AnimLoop = 1 then
- FTextureIDs[FCurTexture].AnTex.Loop := True
- else
- if AnimLoop = 2 then
- FTextureIDs[FCurTexture].AnTex.Loop := False;
-
- FTextureIDs[FCurTexture].AnTex.Reset();
+ FAnimTime := gTime;
end;
LastAnimLoop := AnimLoop;
procedure TPanel.SetTexture(ID: Integer; AnimLoop: Byte = 0);
begin
-// Íåò òåêñòóð:
- if Length(FTextureIDs) = 0 then
- FCurTexture := -1
- else
- // Òîëüêî îäíà òåêñòóðà:
- if Length(FTextureIDs) = 1 then
- begin
- if (ID = 0) or (ID = -1) then
- FCurTexture := ID;
- end
- else
- // Áîëüøå îäíîé òåêñòóðû:
- begin
- if (ID >= -1) and (ID <= High(FTextureIDs)) then
- FCurTexture := ID;
- end;
+ if (ID >= -1) and (ID < Length(FTextureIDs)) then
+ FCurTexture := ID;
-// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
- if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
+ if FCurTexture >= 0 then
begin
- if (FTextureIDs[FCurTexture].AnTex = nil) then
- begin
- g_FatalError(_lc[I_GAME_ERROR_SWITCH_TEXTURE]);
- Exit;
+ case AnimLoop of
+ 1: FAnimLoop := true;
+ 2: FAnimLoop := false;
end;
-
- if AnimLoop = 1 then
- FTextureIDs[FCurTexture].AnTex.Loop := True
- else
- if AnimLoop = 2 then
- FTextureIDs[FCurTexture].AnTex.Loop := False;
-
- FTextureIDs[FCurTexture].AnTex.Reset();
+ FAnimTime := gTime;
end;
LastAnimLoop := AnimLoop;
end;
-function TPanel.GetTextureID(): DWORD;
-begin
- Result := LongWord(TEXTURE_NONE);
-
- if (FCurTexture >= 0) then
+ function TPanel.GetTextureID(): DWORD;
+ var Texture: Integer;
begin
- if FTextureIDs[FCurTexture].Anim then
- Result := FTextureIDs[FCurTexture].AnTex.FramesID
- else
- Result := FTextureIDs[FCurTexture].Tex;
+ Result := LongWord(TEXTURE_NONE);
+ if (FCurTexture >= 0) then
+ begin
+ Texture := FTextureIDs[FCurTexture].Texture;
+ case Textures[Texture].TextureName of
+ TEXTURE_NAME_WATER: Result := DWORD(TEXTURE_SPECIAL_WATER);
+ TEXTURE_NAME_ACID1: Result := DWORD(TEXTURE_SPECIAL_ACID1);
+ TEXTURE_NAME_ACID2: Result := DWORD(TEXTURE_SPECIAL_ACID2);
+ end
+ end
end;
-end;
function TPanel.GetTextureCount(): Integer;
begin
Result := Length(FTextureIDs);
- if Enabled and (FCurTexture >= 0) then
- if (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) then
- Result := Result + 100;
+ if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ Result := Result + 100; // ???
end;
-procedure TPanel.SaveState(Var Mem: TBinMemoryWriter);
-var
- sig: DWORD;
- anim: Boolean;
+function TPanel.CanChangeTexture(): Boolean;
begin
- if (not SaveIt) or (Mem = nil) then
- Exit;
+ Result := (GetTextureCount() > 1) or hasTexTrigger;
+end;
-// Ñèãíàòóðà ïàíåëè:
- sig := PANEL_SIGNATURE; // 'PANL'
- Mem.WriteDWORD(sig);
-// Îòêðûòà/çàêðûòà, åñëè äâåðü:
- Mem.WriteBoolean(FEnabled);
-// Íàïðàâëåíèå ëèôòà, åñëè ëèôò:
- Mem.WriteByte(FLiftType);
-// Íîìåð òåêóùåé òåêñòóðû:
- Mem.WriteInt(FCurTexture);
-// Êîîðäû
- Mem.WriteInt(FX);
- Mem.WriteInt(FY);
-// Àíèìèðîâàííàÿ ëè òåêóùàÿ òåêñòóðà:
- if (FCurTexture >= 0) and (FTextureIDs[FCurTexture].Anim) then
- begin
- Assert(FTextureIDs[FCurTexture].AnTex <> nil,
- 'TPanel.SaveState: No animation object');
- anim := True;
- end
- else
- anim := False;
- Mem.WriteBoolean(anim);
-// Åñëè äà - ñîõðàíÿåì àíèìàöèþ:
+const
+ PAN_SAVE_VERSION = 1;
+
+procedure TPanel.SaveState (st: TStream);
+ var anim: Boolean; stub: TAnimState;
+begin
+ if (st = nil) then exit;
+
+ // Сигнатура панели
+ utils.writeSign(st, 'PANL');
+ utils.writeInt(st, Byte(PAN_SAVE_VERSION));
+ // Открыта/закрыта, если дверь
+ utils.writeBool(st, FEnabled);
+ // Направление лифта, если лифт
+ utils.writeInt(st, Byte(FLiftType));
+ // Номер текущей текстуры
+ utils.writeInt(st, Integer(FCurTexture));
+ // Координаты и размер
+ utils.writeInt(st, Integer(FX));
+ utils.writeInt(st, Integer(FY));
+ utils.writeInt(st, Word(FWidth));
+ utils.writeInt(st, Word(FHeight));
+ // Анимирована ли текущая текстура
+ anim := FCurTexture >= 0;
+ utils.writeBool(st, anim);
+ // Если да - сохраняем анимацию
if anim then
- FTextureIDs[FCurTexture].AnTex.SaveState(Mem);
+ begin
+ stub := TAnimState.Create(FAnimLoop, 1, 1);
+ stub.SaveState(st, FAlpha, FBlending);
+ stub.Invalidate;
+ end;
+
// moving platform state
- Mem.WriteInt(mMovingSpeed.X);
- Mem.WriteInt(mMovingSpeed.Y);
- Mem.WriteInt(mMovingStart.X);
- Mem.WriteInt(mMovingStart.Y);
- Mem.WriteInt(mMovingEnd.X);
- Mem.WriteInt(mMovingEnd.Y);
- Mem.WriteBoolean(mMovingActive);
+ utils.writeInt(st, Integer(mMovingSpeed.X));
+ utils.writeInt(st, Integer(mMovingSpeed.Y));
+ utils.writeInt(st, Integer(mMovingStart.X));
+ utils.writeInt(st, Integer(mMovingStart.Y));
+ utils.writeInt(st, Integer(mMovingEnd.X));
+ utils.writeInt(st, Integer(mMovingEnd.Y));
+
+ utils.writeInt(st, Integer(mSizeSpeed.w));
+ utils.writeInt(st, Integer(mSizeSpeed.h));
+ utils.writeInt(st, Integer(mSizeEnd.w));
+ utils.writeInt(st, Integer(mSizeEnd.h));
+
+ utils.writeBool(st, mMovingActive);
+ utils.writeBool(st, mMoveOnce);
+
+ utils.writeInt(st, Integer(mEndPosTrig));
+ utils.writeInt(st, Integer(mEndSizeTrig));
end;
-procedure TPanel.LoadState(var Mem: TBinMemoryReader);
-var
- sig: DWORD;
- anim: Boolean;
-begin
- if (not SaveIt) or (Mem = nil) then
- Exit;
-// Ñèãíàòóðà ïàíåëè:
- Mem.ReadDWORD(sig);
- if sig <> PANEL_SIGNATURE then // 'PANL'
- begin
- raise EBinSizeError.Create('TPanel.LoadState: Wrong Panel Signature');
- end;
-// Îòêðûòà/çàêðûòà, åñëè äâåðü:
- Mem.ReadBoolean(FEnabled);
-// Íàïðàâëåíèå ëèôòà, åñëè ëèôò:
- Mem.ReadByte(FLiftType);
-// Íîìåð òåêóùåé òåêñòóðû:
- Mem.ReadInt(FCurTexture);
-// Êîîðäû
- Mem.ReadInt(FX);
- Mem.ReadInt(FY);
-// Àíèìèðîâàííàÿ ëè òåêóùàÿ òåêñòóðà:
- Mem.ReadBoolean(anim);
-// Åñëè äà - çàãðóæàåì àíèìàöèþ:
- if anim then
+procedure TPanel.LoadState (st: TStream);
+ var stub: TAnimState;
+begin
+ if (st = nil) then exit;
+
+ // Сигнатура панели
+ if not utils.checkSign(st, 'PANL') then raise XStreamError.create('wrong panel signature');
+ if (utils.readByte(st) <> PAN_SAVE_VERSION) then raise XStreamError.create('wrong panel version');
+ // Открыта/закрыта, если дверь
+ FEnabled := utils.readBool(st);
+ // Направление лифта, если лифт
+ FLiftType := utils.readByte(st);
+ // Номер текущей текстуры
+ FCurTexture := utils.readLongInt(st);
+ // Координаты и размер
+ FX := utils.readLongInt(st);
+ FY := utils.readLongInt(st);
+ FOldX := FX;
+ FOldY := FY;
+ FWidth := utils.readWord(st);
+ FHeight := utils.readWord(st);
+ FOldW := FWidth;
+ FOldH := FHeight;
+ // Анимированная ли текущая текстура
+ if utils.readBool(st) then
begin
- Assert((FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil),
- 'TPanel.LoadState: No animation object');
- FTextureIDs[FCurTexture].AnTex.LoadState(Mem);
+ // Если да - загружаем анимацию
+ Assert(FCurTexture >= 0, 'TPanel.LoadState: No animation object');
+ stub := TAnimState.Create(FAnimLoop, 1, 1);
+ stub.LoadState(st, FAlpha, FBlending);
+ stub.Invalidate;
end;
+
// moving platform state
- Mem.ReadInt(mMovingSpeed.X);
- Mem.ReadInt(mMovingSpeed.Y);
- Mem.ReadInt(mMovingStart.X);
- Mem.ReadInt(mMovingStart.Y);
- Mem.ReadInt(mMovingEnd.X);
- Mem.ReadInt(mMovingEnd.Y);
- Mem.ReadBoolean(mMovingActive);
+ mMovingSpeed.X := utils.readLongInt(st);
+ mMovingSpeed.Y := utils.readLongInt(st);
+ mMovingStart.X := utils.readLongInt(st);
+ mMovingStart.Y := utils.readLongInt(st);
+ mMovingEnd.X := utils.readLongInt(st);
+ mMovingEnd.Y := utils.readLongInt(st);
+
+ mSizeSpeed.w := utils.readLongInt(st);
+ mSizeSpeed.h := utils.readLongInt(st);
+ mSizeEnd.w := utils.readLongInt(st);
+ mSizeEnd.h := utils.readLongInt(st);
+
+ mMovingActive := utils.readBool(st);
+ mMoveOnce := utils.readBool(st);
+
+ mEndPosTrig := utils.readLongInt(st);
+ mEndSizeTrig := utils.readLongInt(st);
+
+ positionChanged();
+ //mapGrid.proxyEnabled[proxyId] := FEnabled; // done in g_map.pas
end;
+
end.