(* 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. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} {$M+} unit g_panel; interface uses MAPDEF, BinEditor, g_textures, xdynrec; type TAddTextureArray = Array of record Texture: Cardinal; Anim: Boolean; end; 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; 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; // Номер текущей текстуры FCurFrame: Integer; FCurFrameCount: Byte; FX, FY: Integer; FWidth, FHeight: Word; FPanelType: Word; FEnabled: Boolean; FDoor: 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; 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 constructor Create(PanelRec: TDynRecord; AddTextures: TAddTextureArray; CurTex: Integer; var Textures: TLevelTextureArray; aguid: Integer); destructor Destroy(); override; procedure Draw (hasAmbient: Boolean; constref ambColor: TDFColor); procedure DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer); procedure Update(); procedure SetFrame(Frame: Integer; Count: Byte); procedure NextTexture(AnimLoop: Byte = 0); procedure SetTexture(ID: Integer; AnimLoop: Byte = 0); function GetTextureID(): Cardinal; function GetTextureCount(): Integer; procedure SaveState(var Mem: TBinMemoryWriter); procedure LoadState(var Mem: TBinMemoryReader); 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 // 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 y1: Integer read gety1; // inclusive! property x: Integer read FX write FX; property y: Integer read FY write FY; property width: Word read FWidth write FWidth; property height: Word read FHeight write FHeight; property panelType: Word read FPanelType write FPanelType; property enabled: Boolean read FEnabled write FEnabled; // Сохранять при SaveState? property door: Boolean read FDoor write FDoor; // Сохранять при SaveState? property liftType: Byte read FLiftType write FLiftType; // Сохранять при SaveState? property lastAnimLoop: Byte read FLastAnimLoop write FLastAnimLoop; // Сохранять при 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 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; 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; 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, e_texture, 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' { T P a n e l : } constructor TPanel.Create(PanelRec: TDynRecord; AddTextures: TAddTextureArray; CurTex: Integer; var Textures: TLevelTextureArray; aguid: Integer); var i: Integer; begin X := PanelRec.X; Y := PanelRec.Y; Width := PanelRec.Width; Height := PanelRec.Height; FAlpha := 0; FBlending := False; FCurFrame := 0; FCurFrameCount := 0; LastAnimLoop := 0; mapId := PanelRec.id; mGUID := aguid; mMovingSpeed := PanelRec.moveSpeed; mMovingStart := PanelRec.moveStart; mMovingEnd := PanelRec.moveEnd; mMovingActive := PanelRec['move_active'].value; mOldMovingActive := mMovingActive; mMoveOnce := PanelRec.moveOnce; mSizeSpeed := PanelRec.sizeSpeed; mSizeEnd := PanelRec.sizeEnd; mEndPosTrig := PanelRec.endPosTrig; mEndSizeTrig := PanelRec.endSizeTrig; mNeedSend := false; // Тип панели: PanelType := PanelRec.PanelType; Enabled := True; Door := False; LiftType := 0; case PanelType of PANEL_OPENDOOR: begin Enabled := False; Door := True; end; PANEL_CLOSEDOOR: Door := True; PANEL_LIFTUP: LiftType := 0; //??? PANEL_LIFTDOWN: LiftType := 1; PANEL_LIFTLEFT: LiftType := 2; PANEL_LIFTRIGHT: LiftType := 3; end; // Невидимая: if ByteBool(PanelRec.Flags and PANEL_FLAG_HIDE) then begin SetLength(FTextureIDs, 0); FCurTexture := -1; Exit; end; // Панели, не использующие текстуры: if ByteBool(PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT or PANEL_BLOCKMON)) then begin SetLength(FTextureIDs, 0); FCurTexture := -1; Exit; end; // 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); end; FCurTexture := 0; Exit; end; SetLength(FTextureIDs, Length(AddTextures)); if CurTex < 0 then FCurTexture := -1 else if CurTex >= Length(FTextureIDs) then FCurTexture := Length(FTextureIDs) - 1 else FCurTexture := CurTex; for i := 0 to Length(FTextureIDs)-1 do begin FTextureIDs[i].Anim := AddTextures[i].Anim; if FTextureIDs[i].Anim then begin // Анимированная текстура 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; end else begin // Обычная текстура FTextureIDs[i].Tex := Textures[AddTextures[i].Texture].TextureID; end; end; // Текстур несколько - нужно сохранять текущую: //if Length(FTextureIDs) > 1 then SaveIt := True; // Если не спецтекстура, то задаем размеры: if PanelRec.TextureNum > 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; FAlpha := 0; FBlending := ByteBool(0); end else if not g_Map_IsSpecialTexture(Textures[PanelRec.TextureNum].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.getx1 (): Integer; inline; begin result := X+Width-1; 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; 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.Draw (hasAmbient: Boolean; constref ambColor: TDFColor); 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_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then begin if FTextureIDs[FCurTexture].Anim then begin // Анимированная текстура 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 // Обычная текстура 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 begin if not mMovingActive then e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending, hasAmbient) else e_DrawFillX(FTextureIDs[FCurTexture].Tex, X, Y, Width, Height, FAlpha, True, FBlending, g_dbg_scale, hasAmbient); if hasAmbient then e_AmbientQuad(X, Y, Width, Height, ambColor.r, ambColor.g, ambColor.b, ambColor.a); end; 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; procedure TPanel.positionChanged (); inline; var px, py, pw, ph: Integer; begin 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 monCheckList: array of TMonster = nil; monCheckListUsed: Integer = 0; procedure TPanel.Update(); var ox, oy: Integer; nx, ny, nw, nh: Integer; ex, ey, nex, ney: Integer; mpw, mph: Integer; // 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 squash := false; tex := px; tey := py; pdx := mMovingSpeed.X; pdy := mMovingSpeed.Y; // standing on the platform? if (py+ph = oy) then 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)); end else begin 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, nil, 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, nil, 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 ((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 monCollect (mon: TMonster): Boolean; begin 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 (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; //TODO: write wall size change processing // moving platform? begin (* * 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; nw := mpw+mSizeSpeed.w; nh := mph+mSizeSpeed.h; nx := ox+mMovingSpeed.X; ny := oy+mMovingSpeed.Y; // 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 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 // 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; // 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; // 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; // 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; end; // move panel X := nx; Y := ny; 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.w := 0; mSizeSpeed.h := 0; actSizeTrig := true; if (nw < 1) or (nh < 1) then mMovingActive := false; //HACK! 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; if (mOldMovingActive <> mMovingActive) then mNeedSend := true; mOldMovingActive := mMovingActive; 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; procedure TPanel.SetFrame(Frame: Integer; Count: Byte); function ClampInt(X, A, B: Integer): Integer; begin Result := X; if X < A then Result := A else if X > B then Result := B; 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'); // Нет текстур: if Length(FTextureIDs) = 0 then FCurTexture := -1 else // Только одна текстура: if Length(FTextureIDs) = 1 then begin if FCurTexture = 0 then FCurTexture := -1 else FCurTexture := 0; end else // Больше одной текстуры: begin // Следующая: Inc(FCurTexture); // Следующей нет - возврат к началу: if FCurTexture >= Length(FTextureIDs) then FCurTexture := 0; end; // Переключились на видимую аним. текстуру: if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then begin if (FTextureIDs[FCurTexture].AnTex = nil) then begin g_FatalError(_lc[I_GAME_ERROR_SWITCH_TEXTURE]); Exit; end; if AnimLoop = 1 then FTextureIDs[FCurTexture].AnTex.Loop := True else if AnimLoop = 2 then FTextureIDs[FCurTexture].AnTex.Loop := False; FTextureIDs[FCurTexture].AnTex.Reset(); end; LastAnimLoop := AnimLoop; end; procedure TPanel.SetTexture(ID: Integer; AnimLoop: Byte = 0); begin // Нет текстур: if Length(FTextureIDs) = 0 then FCurTexture := -1 else // Только одна текстура: if Length(FTextureIDs) = 1 then begin if (ID = 0) or (ID = -1) then FCurTexture := ID; end else // Больше одной текстуры: begin if (ID >= -1) and (ID <= High(FTextureIDs)) then FCurTexture := ID; end; // Переключились на видимую аним. текстуру: if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then begin if (FTextureIDs[FCurTexture].AnTex = nil) then begin g_FatalError(_lc[I_GAME_ERROR_SWITCH_TEXTURE]); Exit; end; if AnimLoop = 1 then FTextureIDs[FCurTexture].AnTex.Loop := True else if AnimLoop = 2 then FTextureIDs[FCurTexture].AnTex.Loop := False; FTextureIDs[FCurTexture].AnTex.Reset(); end; LastAnimLoop := AnimLoop; end; function TPanel.GetTextureID(): DWORD; begin Result := LongWord(TEXTURE_NONE); if (FCurTexture >= 0) then begin if FTextureIDs[FCurTexture].Anim then Result := FTextureIDs[FCurTexture].AnTex.FramesID else Result := FTextureIDs[FCurTexture].Tex; 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; end; const PAN_SAVE_VERSION = 1; procedure TPanel.SaveState (var Mem: TBinMemoryWriter); var sig: DWORD; anim: Boolean; ver: Byte; begin if (Mem = nil) then exit; // Сигнатура панели sig := PANEL_SIGNATURE; // 'PANL' Mem.WriteDWORD(sig); ver := PAN_SAVE_VERSION; Mem.WriteByte(ver); // Открыта/закрыта, если дверь Mem.WriteBoolean(FEnabled); // Направление лифта, если лифт Mem.WriteByte(FLiftType); // Номер текущей текстуры Mem.WriteInt(FCurTexture); // Коорды Mem.WriteInt(FX); Mem.WriteInt(FY); Mem.WriteWord(FWidth); Mem.WriteWord(FHeight); // Анимированная ли текущая текстура if (FCurTexture >= 0) and (FTextureIDs[FCurTexture].Anim) then begin assert(FTextureIDs[FCurTexture].AnTex <> nil, 'TPanel.SaveState: No animation object'); anim := True; end else begin anim := False; end; Mem.WriteBoolean(anim); // Если да - сохраняем анимацию 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.WriteInt(mSizeSpeed.w); Mem.WriteInt(mSizeSpeed.h); Mem.WriteInt(mSizeEnd.w); Mem.WriteInt(mSizeEnd.h); Mem.WriteBoolean(mMovingActive); Mem.WriteBoolean(mMoveOnce); Mem.WriteInt(mEndPosTrig); Mem.WriteInt(mEndSizeTrig); end; procedure TPanel.LoadState (var Mem: TBinMemoryReader); var sig: DWORD; anim: Boolean; ver: Byte; begin if (Mem = nil) then exit; // Сигнатура панели Mem.ReadDWORD(sig); if (sig <> PANEL_SIGNATURE) then raise EBinSizeError.Create('TPanel.LoadState: wrong panel signature'); // 'PANL' Mem.ReadByte(ver); if (ver <> PAN_SAVE_VERSION) then raise EBinSizeError.Create('TPanel.LoadState: invalid panel version'); // Открыта/закрыта, если дверь Mem.ReadBoolean(FEnabled); // Направление лифта, если лифт Mem.ReadByte(FLiftType); // Номер текущей текстуры Mem.ReadInt(FCurTexture); // Коорды Mem.ReadInt(FX); Mem.ReadInt(FY); Mem.ReadWord(FWidth); Mem.ReadWord(FHeight); //e_LogWritefln('panel %s(%s): old=(%s,%s); new=(%s,%s); delta=(%s,%s)', [arrIdx, proxyId, ox, oy, FX, FY, FX-ox, FY-oy]); // Анимированная ли текущая текстура Mem.ReadBoolean(anim); // Если да - загружаем анимацию if anim then begin Assert((FCurTexture >= 0) and (FTextureIDs[FCurTexture].Anim) and (FTextureIDs[FCurTexture].AnTex <> nil), 'TPanel.LoadState: No animation object'); FTextureIDs[FCurTexture].AnTex.LoadState(Mem); 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.ReadInt(mSizeSpeed.w); Mem.ReadInt(mSizeSpeed.h); Mem.ReadInt(mSizeEnd.w); Mem.ReadInt(mSizeEnd.h); Mem.ReadBoolean(mMovingActive); Mem.ReadBoolean(mMoveOnce); Mem.ReadInt(mEndPosTrig); Mem.ReadInt(mEndSizeTrig); positionChanged(); //mapGrid.proxyEnabled[proxyId] := FEnabled; // done in g_map.pas end; end.