diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index d3101aa0e1b6e0f1c7102b458f7b61db447d2280..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
const
private
mGUID: Integer; // will be assigned in "g_map.pas"
- FTextureWidth: Word;
- FTextureHeight: Word;
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 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
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;
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(var Mem: TBinMemoryWriter);
- procedure LoadState(var Mem: TBinMemoryReader);
+ procedure SaveState (st: TStream);
+ procedure LoadState (st: TStream);
procedure positionChanged (); inline;
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
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 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 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{$ENDIF};
g_dbgpan_mplat_step: Boolean = false; // one step, and stop
implementation
-uses
- SysUtils, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
- g_console, g_language, g_monsters, g_player, g_grid, e_log, GL, utils;
+ uses
+ {$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; 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;
mEndPosTrig := PanelRec.endPosTrig;
mEndSizeTrig := PanelRec.endSizeTrig;
-// Òèï ïàíåëè:
+ 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;
+
+ FAnimTime := gTime;
+ FAnimLoop := true;
+
+// Текстур несколько - нужно сохранять текущую:
+ //if Length(FTextureIDs) > 1 then SaveIt := True;
-// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
- if Length(FTextureIDs) > 1 then
- SaveIt := True;
+ if (PanelRec.TextureRec = nil) then tnum := -1 else tnum := PanelRec.tagInt;
+ if (tnum < 0) then tnum := Length(Textures);
-// Åñëè íå ñïåöòåêñòóðà, òî çàäàåì ðàçìåðû:
- if PanelRec.TextureNum > High(Textures) then
+// 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;
@@ -386,6 +412,16 @@ procedure TPanel.setMovingEndX (v: Integer); inline; begin mMovingEnd.X := v; en
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;
@@ -396,116 +432,8 @@ function TPanel.getIsGFore (): Boolean; inline; begin result := ((tag and GridTa
function TPanel.getIsGLift (): Boolean; inline; begin result := ((tag and GridTagLift) <> 0); end;
function TPanel.getIsGBlockMon (): Boolean; inline; begin result := ((tag and GridTagBlockMon) <> 0); end;
-procedure TPanel.Draw();
-var
- xx, yy: Integer;
- NoTextureID: DWORD;
- NW, NH: Word;
-begin
- if {Enabled and} (FCurTexture >= 0) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) and
- ((g_dbg_scale <> 1.0) or g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)) 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);
- 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
- 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, g_dbg_scale);
- 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;
- 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;
-
+function TPanel.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
+procedure TPanel.setDirty (); inline; begin mNeedSend := true; end;
procedure TPanel.positionChanged (); inline;
var
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]);
}
- g_Mark(px, py, pw, ph, MARK_WALL, false);
+ {$IFDEF ENABLE_GFX}
+ g_Mark(px, py, pw, ph, MARK_WALL, false);
+ {$ENDIF}
if (Width < 1) or (Height < 1) then
begin
mapGrid.proxyEnabled[proxyId] := false;
begin
mapGrid.moveBody(proxyId, X, Y);
end;
- g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$IFDEF ENABLE_GFX}
+ g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$ENDIF}
end;
end;
end;
nx, ny, nw, nh: Integer;
ex, ey, nex, ney: Integer;
mpw, mph: Integer;
+ conveyor: Boolean;
// return `true` if we should move by dx,dy
function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean; ontop: PBoolean=nil): Boolean;
begin
if (ontop <> nil) then ontop^ := true;
// yes, move with it; but skip steps (no need to process size change here, 'cause platform top cannot be changed with it)
- mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, (GridTagWall or GridTagDoor));
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, (GridTagWall or GridTagDoor));
end
else
begin
trtag := (GridTagWall or GridTagDoor);
// if we're moving down, consider steps too
if (szdy > 0) then trtag := trtag or GridTagStep;
- mapGrid.traceBox(tex, tey, px, py, pw, ph, szdx, szdy, nil, trtag);
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, szdx, szdy, trtag);
end;
end;
end;
trtag := (GridTagWall or GridTagDoor);
// if we're moving down, consider steps too
if (pdy > 0) then trtag := trtag or GridTagStep;
- mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, trtag);
+ mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, trtag);
end;
end;
end;
dx := tex-px;
dy := tey-py;
result := (dx <> 0) or (dy <> 0);
- if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ if not conveyor and ((tag and (GridTagWall or GridTagDoor)) <> 0) then
begin
// check for squashing; as entity cannot be pushed into a wall, check only collision with the platform itself
squash := g_Collide(tex, tey, pw, ph, nx, ny, nw, nh); // squash, if still in platform
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
plr: TPlayer;
- gib: PGib;
- cor: TCorpse;
+ {$IFDEF ENABLE_GIBS}
+ gib: PGib;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ cor: TCorpse;
+ {$ENDIF}
+ ontop: Boolean;
mon: TMonster;
+ flg: PFlag;
+ itm: PItem;
mpfrid: LongWord;
- ontop: Boolean;
actMoveTrig: Boolean;
actSizeTrig: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
- if (FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (FAlpha < 255) then
- begin
- FTextureIDs[FCurTexture].AnTex.Update();
- FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
- FCurFrameCount := FTextureIDs[FCurTexture].AnTex.CurrentCounter;
- end;
-
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;
mpw := Width;
mph := Height;
+ // the mplat acts as a stationary conveyor belt when it's locked within a movement rect of zero area
+ conveyor := (mMovingEnd.X = mMovingStart.X) and (mMovingEnd.Y = mMovingStart.Y)
+ and (mMovingEnd.X = X) and (mMovingEnd.Y = Y);
+
nw := mpw+mSizeSpeed.w;
nh := mph+mSizeSpeed.h;
- nx := ox+mMovingSpeed.X;
- ny := oy+mMovingSpeed.Y;
+ nx := ox;
+ ny := oy;
+ if not conveyor then
+ begin
+ nx += mMovingSpeed.X;
+ ny += mMovingSpeed.Y;
+ end;
+
+ // force network updates only if some sudden change happened
+ // set the flag here, so we can sync affected monsters
+ 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
+ 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
if not g_Game_IsClient and 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
+ {$IFDEF ENABLE_GIBS}
+ // process gibs
+ for f := 0 to High(gGibs) do
begin
- // set new position
- gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ 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;
- end;
+ {$ENDIF}
- // move and push corpses
- for f := 0 to High(gCorpses) do
+ {$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
- 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
+ if itm.Fall then
begin
- // set new position
- cor.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ 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
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 player, if necessary
+ // squash monster, if necessary
if not g_Game_IsClient and squash then mon.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
end;
end;
// move panel
+ FOldX := X;
+ FOldY := Y;
X := nx;
Y := ny;
+ FOldW := FWidth;
+ FOldH := FHeight;
FWidth := nw;
FHeight := nh;
positionChanged();
actMoveTrig := false;
actSizeTrig := false;
+ // `mNeedSend` was set above
+
// check "size stop"
if not mSizeSpeed.isZero and (nw = mSizeEnd.w) and (nh = mSizeEnd.h) then
begin
mSizeSpeed.h := 0;
actSizeTrig := true;
if (nw < 1) or (nh < 1) then mMovingActive := false; //HACK!
- //e_LogWritefln('FUUUUUUUUUUUUUU', []);
end;
- // reverse moving direction, if necessary
- if ((mMovingSpeed.X < 0) and (nx <= mMovingStart.X)) or ((mMovingSpeed.X > 0) and (nx >= mMovingEnd.X)) then
+ if not conveyor then
begin
- if mMoveOnce then mMovingActive := false else mMovingSpeed.X := -mMovingSpeed.X;
- actMoveTrig := true;
+ // 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 ((mMovingSpeed.Y < 0) and (ny <= mMovingStart.Y)) or ((mMovingSpeed.Y > 0) and (ny >= mMovingEnd.Y)) then
+ if not g_Game_IsClient then
begin
- if mMoveOnce then mMovingActive := false else mMovingSpeed.Y := -mMovingSpeed.Y;
- actMoveTrig := true;
+ if actMoveTrig then g_Triggers_Press(mEndPosTrig, ACTIVATE_CUSTOM);
+ if actSizeTrig then g_Triggers_Press(mEndSizeTrig, ACTIVATE_CUSTOM);
end;
-
- if actMoveTrig then g_Triggers_Press(mEndPosTrig, ACTIVATE_CUSTOM);
- if actSizeTrig then g_Triggers_Press(mEndSizeTrig, ACTIVATE_CUSTOM);
+ // 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;
-
-procedure TPanel.SetFrame(Frame: Integer; Count: Byte);
-
- function ClampInt(X, A, B: Integer): Integer;
+ procedure TPanel.SetFrame (StartTime: LongWord);
begin
- Result := X;
- if X < A then Result := A else if X > B then Result := B;
+ if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ FAnimTime := StartTime;
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
- FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames);
- FCurFrameCount := Count;
- FTextureIDs[FCurTexture].AnTex.CurrentFrame := FCurFrame;
- FTextureIDs[FCurTexture].AnTex.CurrentCounter := FCurFrameCount;
- 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 (Mem = nil) then exit;
- //if not SaveIt then exit;
-
-// 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:
- if anim then
- FTextureIDs[FCurTexture].AnTex.SaveState(Mem);
- // 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);
+ Result := (GetTextureCount() > 1) or hasTexTrigger;
end;
-procedure TPanel.LoadState(var Mem: TBinMemoryReader);
-var
- sig: DWORD;
- anim: Boolean;
- //ox, oy: Integer;
-begin
- if (Mem = nil) then exit;
- //if not SaveIt then exit;
+const
+ PAN_SAVE_VERSION = 1;
-// Ñèãíàòóðà ïàíåëè:
- Mem.ReadDWORD(sig);
- if sig <> PANEL_SIGNATURE then // 'PANL'
+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
begin
- raise EBinSizeError.Create('TPanel.LoadState: Wrong Panel Signature');
+ stub := TAnimState.Create(FAnimLoop, 1, 1);
+ stub.SaveState(st, FAlpha, FBlending);
+ stub.Invalidate;
end;
-// Îòêðûòà/çàêðûòà, åñëè äâåðü:
- Mem.ReadBoolean(FEnabled);
-// Íàïðàâëåíèå ëèôòà, åñëè ëèôò:
- Mem.ReadByte(FLiftType);
-// Íîìåð òåêóùåé òåêñòóðû:
- Mem.ReadInt(FCurTexture);
-// Êîîðäû
- //ox := FX;
- //oy := FY;
- Mem.ReadInt(FX);
- Mem.ReadInt(FY);
- //e_LogWritefln('panel %s(%s): old=(%s,%s); new=(%s,%s); delta=(%s,%s)', [arrIdx, proxyId, ox, oy, FX, FY, FX-ox, FY-oy]);
-// Àíèìèðîâàííàÿ ëè òåêóùàÿ òåêñòóðà:
- Mem.ReadBoolean(anim);
-// Åñëè äà - çàãðóæàåì àíèìàöèþ:
- if anim then
+
+ // moving platform state
+ 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 (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.