diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index 3c95a56ffe7f3b07724ad060b99a995f7fad3c26..7651b48a17326b5ea5efd06b208f55de3e2229f5 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
mMovingStart: TDFPoint;
mMovingEnd: TDFPoint;
mMovingActive: Boolean;
+ mMoveOnce: Boolean;
+
+ mSizeSpeed: TDFSize;
+ mSizeEnd: TDFSize;
+
+ mEndPosTrig: Integer;
+ mEndSizeTrig: Integer;
private
function getx1 (): Integer; inline;
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;
+
public
FCurTexture: Integer; // Íîìåð òåêóùåé òåêñòóðû
FCurFrame: Integer;
procedure SaveState(var Mem: TBinMemoryWriter);
procedure LoadState(var Mem: TBinMemoryReader);
- procedure positionChanged ();
-
- function isGBack (): Boolean; inline; // gRenderBackgrounds
- function isGStep (): Boolean; inline; // gSteps
- function isGWall (): Boolean; inline; // gWalls
- function isGAcid1 (): Boolean; inline; // gAcid1
- function isGAcid2 (): Boolean; inline; // gAcid2
- function isGWater (): Boolean; inline; // gWater
- function isGFore (): Boolean; inline; // gRenderForegrounds
- function isGLift (): Boolean; inline; // gLifts
- function isGBlockMon (): Boolean; inline; // gBlockMon
+ procedure positionChanged (); inline;
+ 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
public
property visvalid: Boolean read getvisvalid; // panel is "visvalid" when it's width and height are positive
property liftType: Byte read FLiftType write FLiftType; // Ñîõðàíÿòü ïðè SaveState?
property lastAnimLoop: Byte read FLastAnimLoop write FLastAnimLoop; // Ñîõðàíÿòü ïðè SaveState?
+ 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 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;
public
property movingSpeed: TDFPoint read mMovingSpeed write mMovingSpeed;
property movingStart: TDFPoint read mMovingStart write mMovingStart;
property movingEnd: TDFPoint read mMovingEnd write mMovingEnd;
+
+ property endPosTrigId: Integer read mEndPosTrig write mEndPosTrig;
+ property endSizeTrigId: Integer read mEndSizeTrig write mEndSizeTrig;
end;
TPanelArray = Array of TPanel;
+var
+ g_dbgpan_mplat_active: Boolean = {$IF DEFINED(D2F_DEBUG)}true{$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_console, g_language, g_monsters, g_player, e_log, GL;
+ SysUtils, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
+ g_console, g_language, g_monsters, g_player, g_grid, e_log, GL, utils;
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
mMovingStart := PanelRec.moveStart;
mMovingEnd := PanelRec.moveEnd;
mMovingActive := PanelRec['move_active'].varvalue;
+ mMoveOnce := PanelRec.moveOnce;
+
+ mSizeSpeed := PanelRec.sizeSpeed;
+ mSizeEnd := PanelRec.sizeEnd;
+
+ mEndPosTrig := PanelRec.endPosTrig;
+ mEndSizeTrig := PanelRec.endSizeTrig;
// Òèï ïàíåëè:
PanelType := PanelRec.PanelType;
function TPanel.gety1 (): Integer; inline; begin result := Y+Height-1; end;
function TPanel.getvisvalid (): Boolean; inline; begin result := (Width > 0) and (Height > 0); end;
-function TPanel.isGBack (): Boolean; inline; begin result := ((tag and GridTagBack) <> 0); end;
-function TPanel.isGStep (): Boolean; inline; begin result := ((tag and GridTagStep) <> 0); end;
-function TPanel.isGWall (): Boolean; inline; begin result := ((tag and (GridTagWall or GridTagDoor)) <> 0); end;
-function TPanel.isGAcid1 (): Boolean; inline; begin result := ((tag and GridTagAcid1) <> 0); end;
-function TPanel.isGAcid2 (): Boolean; inline; begin result := ((tag and GridTagAcid2) <> 0); end;
-function TPanel.isGWater (): Boolean; inline; begin result := ((tag and GridTagWater) <> 0); end;
-function TPanel.isGFore (): Boolean; inline; begin result := ((tag and GridTagFore) <> 0); end;
-function TPanel.isGLift (): Boolean; inline; begin result := ((tag and GridTagLift) <> 0); end;
-function TPanel.isGBlockMon (): Boolean; inline; begin result := ((tag and GridTagBlockMon) <> 0); end;
+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.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;
procedure TPanel.Draw();
var
end;
else
- e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y,
- Width div FTextureWidth,
- Height div FTextureHeight,
- FAlpha, True, FBlending);
+ if not mMovingActive then
+ e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending)
+ else
+ e_DrawFillX(FTextureIDs[FCurTexture].Tex, X, Y, Width, Height, FAlpha, True, FBlending, g_dbg_scale);
end;
end;
end;
end;
-procedure TPanel.positionChanged ();
+procedure TPanel.positionChanged (); inline;
+var
+ px, py, pw, ph: Integer;
begin
- if (proxyId >= 0) then mapGrid.moveBody(proxyId, X, Y);
+ if (proxyId >= 0) then
+ begin
+ 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]);
+ }
+ g_Mark(px, py, pw, ph, MARK_WALL, false);
+ if (Width < 1) or (Height < 1) then
+ begin
+ mapGrid.proxyEnabled[proxyId] := false;
+ end
+ else
+ begin
+ mapGrid.proxyEnabled[proxyId] := Enabled;
+ if (pw <> Width) or (ph <> Height) then
+ begin
+ //writeln('panel resize!');
+ mapGrid.moveResizeBody(proxyId, X, Y, Width, Height)
+ end
+ else
+ begin
+ mapGrid.moveBody(proxyId, X, Y);
+ end;
+ g_Mark(X, Y, Width, Height, MARK_WALL);
+ end;
+ end;
+ end;
end;
var
- monMoveList: array of TMonster = nil;
- monMoveListUsed: Integer = 0;
+ monCheckList: array of TMonster = nil;
+ monCheckListUsed: Integer = 0;
procedure TPanel.Update();
var
+ ox, oy: Integer;
nx, ny: Integer;
- f: 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;
+ trtag: Integer;
+ hedge: 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
+ pan := mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, (GridTagWall or GridTagDoor));
+ if (pan <> nil) then
+ begin
+ //e_LogWritefln('entity on the platform; tracing=(%s,%s); endpoint=(%s,%s); mustbe=(%s,%s)', [px, py, tex, tey, px+pdx, py+pdy]);
+ // if we cannot move, only walls should squash the entity
+ {
+ if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ begin
+ if (tex = px) and (tey = py) then squash := true;
+ end;
+ }
+ end;
end
else
begin
- dx := 0;
- dy := 0;
+ 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
+ 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, @hedge, @u1) then
+ begin
+ //e_LogWritefln('T: platsweep; u0=%s; u1=%s; hedge=%s; sweepAABB(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)', [u0, u1, hedge, ox, oy, 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;
+ pan := mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, trtag);
+ //e_LogWritefln(' tracebox: te=(%s,%s)', [tex, tey]);
+ // if we cannot move, only walls should squash the entity
+ {
+ if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ begin
+ if (pan <> nil) and (tex = px) and (tey = py) then squash := true;
+ end;
+ }
+ end;
+ 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;
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;
- 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
+ dx := tex-px;
+ dy := tey-py;
+ result := (dx <> 0) or (dy <> 0);
+ if (not squash) and ((tag and (GridTagWall or GridTagDoor)) <> 0) 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);
+ squash := g_Collide(tex, tey, pw, ph, nx, ny, mpw, mph); // still in platform?
+ //if not squash then squash := g_Map_CollidePanel(tex, tey, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR));
end;
end;
- procedure plrMove (plr: TPlayer);
- var
- px, py, pw, ph, dx, dy: Integer;
+ function monCollect (mon: TMonster): Boolean;
begin
- if (plr = nil) 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
- begin
- plr.GameX := plr.GameX+dx;
- plr.GameY := plr.GameY+dy;
- plr.positionChanged();
- 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();
+ 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;
+ mpfrid: LongWord;
+ ontop: Boolean;
+ actMoveTrig: Boolean;
+ actSizeTrig: 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;
- if mMovingActive and (not mMovingSpeed.isZero) then
+ if not g_dbgpan_mplat_active then exit;
+
+ if not mMovingActive then exit;
+ if mMovingSpeed.isZero and mSizeSpeed.isZero then exit;
+
+ //TODO: write wall size change processing
+
+ // moving platform?
begin
- monMoveListUsed := 0;
- nx := X+mMovingSpeed.X;
- ny := Y+mMovingSpeed.Y;
- // move monsters on lifts
- g_Mons_ForEachAt(X, Y-1, Width, 1, monMove);
- // push monsters
- g_Mons_ForEachAt(nx, ny, Width, Height, monPush);
- // move and push players
- for f := 0 to High(gPlayers) do plrMove(gPlayers[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;
- // awake particles
- g_Mark(X, Y, Width, Height, MARK_WALL, false);
+ (*
+ * 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;
+
+ // process "obstacle" panels
+ if ((tag and GridTagObstacle) <> 0) then
+ begin
+ // 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 squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
+ end;
+
+ // process gibs
+ for f := 0 to High(gGibs) do
+ begin
+ gib := @gGibs[f];
+ if not gib.alive then continue;
+ gib.getMapBox(px, py, pw, ph);
+ if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ begin
+ // set new position
+ gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ {
+ if ontop then
+ begin
+ gib.Obj.Vel.X += pdx;
+ gib.Obj.Vel.Y += pdy;
+ end;
+ }
+ end;
+ end;
+
+ // move and push corpses
+ for f := 0 to High(gCorpses) do
+ begin
+ cor := gCorpses[f];
+ if (cor = nil) then continue;
+ cor.getMapBox(px, py, pw, ph);
+ if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ begin
+ // set new position
+ cor.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ {
+ if ontop then
+ begin
+ cor.ObjPtr.Vel.X += pdx;
+ cor.ObjPtr.Vel.Y += pdy;
+ end;
+ }
+ end;
+ end;
+
+ // collect monsters
+ monCheckListUsed := 0;
+ g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
+
+ // process collected monsters
+ if (monCheckListUsed > 0) then
+ begin
+ mpfrid := g_Mons_getNewMPlatFrameId();
+ for f := 0 to monCheckListUsed do
+ begin
+ mon := monCheckList[f];
+ if (mon = nil) or (not mon.alive) or (mon.mplatCheckFrameId = mpfrid) then continue;
+ mon.mplatCheckFrameId := mpfrid;
+ mon.getMapBox(px, py, pw, ph);
+ //if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash) then
+ begin
+ // set new position
+ mon.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
+ // squash player, if necessary
+ if squash then mon.Damage(15000, 0, 0, 0, HIT_TRAP);
+ end;
+ end;
+
+ // restore panel state
+ mapGrid.proxyEnabled[proxyId] := true;
+ end;
+
+ // move panel
X := nx;
Y := ny;
- g_Mark(nx, ny, Width, Height, MARK_WALL);
- // fix grid
+ FWidth += mSizeSpeed.w;
+ FHeight += mSizeSpeed.h;
positionChanged();
- // notify moved monsters about their movement
- for f := 0 to monMoveListUsed-1 do monMoveList[f].positionChanged();
+
+ actMoveTrig := false;
+ actSizeTrig := false;
+
+ {
+ if not mSizeSpeed.isZero then
+ begin
+ e_LogWritefln('ss: size_speed=(%s,%s); size=(%s,%s); move_speed=(%s,%s); oy=%s; ny=%s; etp:%s; ets:%s', [mSizeSpeed.w, mSizeSpeed.h, FWidth, FHeight, mMovingSpeed.X, mMovingSpeed.Y, oy, ny, mEndPosTrig, mEndSizeTrig]);
+ end;
+ }
+
+ // reverse moving direction, if necessary
+ if ((mMovingSpeed.X < 0) and (nx <= mMovingStart.X)) or ((mMovingSpeed.X > 0) and (nx >= mMovingEnd.X)) then
+ begin
+ if mMoveOnce then mMovingActive := false else mMovingSpeed.X := -mMovingSpeed.X;
+ actMoveTrig := true;
+ end;
+
+ 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;
+
+ // check "size stop"
+ if not mSizeSpeed.isZero and (Width = mSizeEnd.w) and (Height = mSizeEnd.h) then
+ begin
+ mSizeSpeed.w := 0;
+ mSizeSpeed.h := 0;
+ actSizeTrig := true;
+ if (Width < 1) or (Height < 1) then mMovingActive := false; //HACK!
+ //e_LogWritefln('FUUUUUUUUUUUUUU', []);
+ end;
+
+
+ if actMoveTrig then
+ begin
+ g_Triggers_Press(mEndPosTrig, ACTIVATE_CUSTOM);
+ end;
+
+ if actSizeTrig then
+ begin
+ g_Triggers_Press(mEndSizeTrig, ACTIVATE_CUSTOM);
+ end;
end;
end;
Mem.ReadInt(mMovingEnd.Y);
Mem.ReadBoolean(mMovingActive);
- if (proxyId >= 0) then mapGrid.moveBody(proxyId, X, Y);
+ positionChanged();
+ //mapGrid.proxyEnabled[proxyId] := FEnabled; // done in g_map.pas
end;
end.