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raw | patch | inline | side by side (parent: d55f786)
raw | patch | inline | side by side (parent: d55f786)
author | fgsfds <pvt.fgsfds@gmail.com> | |
Fri, 21 Jan 2022 20:11:43 +0000 (23:11 +0300) | ||
committer | fgsfds <pvt.fgsfds@gmail.com> | |
Fri, 21 Jan 2022 20:11:43 +0000 (23:11 +0300) |
src/game/g_items.pas | patch | blob | history | |
src/game/g_panel.pas | patch | blob | history |
diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index 0aa9d560ab9b00cd002fbca4ac994b9f80a76ede..a69ceaaf811bd9f84f5b07ec41b0e6e2fcf11537 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
NeedSend: Boolean;
procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
property myid: Integer read arrIdx;
end;
TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
-
+function g_Items_NextAlive (startIdx: Integer): PItem;
var
gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY);
end;
+procedure TItem.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := Obj.X+Obj.Rect.X;
+ y := Obj.Y+Obj.Rect.Y;
+ w := Obj.Rect.Width;
+ h := Obj.Rect.Height;
+end;
+
+procedure TItem.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ Obj.X += dx;
+ Obj.Y += dy;
+ positionChanged();
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
const
end;
end;
+function g_Items_NextAlive (startIdx: Integer): PItem;
+var
+ idx: Integer;
+begin
+ result := nil;
+ if (ggItems = nil) or (startIdx >= High(ggItems)) then exit;
+ for idx := startIdx + 1 to High(ggItems) do
+ if ggItems[idx].alive and ggItems[idx].slotIsUsed then
+ begin
+ result := @ggItems[idx];
+ exit;
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
procedure g_Items_EmitPickupSound (idx: Integer);
diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index d236550df72b3023824d5840d82ae06711d8f9e0..52722d38b5b033d3275382c9f29490215c3d9306 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
uses
{$INCLUDE ../nogl/noGLuses.inc}
- e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
+ e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers, g_items,
g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
const
gib: PGib;
cor: TCorpse;
mon: TMonster;
+ flg: PFlag;
+ itm: PItem;
mpfrid: LongWord;
ontop: Boolean;
actMoveTrig: Boolean;
end;
end;
+ // 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);