diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index d6244b7561687a9bcea64545a8adde9873ef0ccc..44a9db46fc7adcc63d9c3b734a55f55bbab9d275 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
interface
uses
- g_textures;
+ e_log, g_textures;
const
BLOOD_NORMAL = 0;
CurrentParticle: Integer;
-function isBlockedAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isBlockedAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
+ result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
end;
// ???
-function isWallAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isWallAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, (PANEL_WALL or PANEL_STEP));
+ result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_STEP));
end;
-function isLiftUpAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isLiftUpAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, PANEL_LIFTUP);
+ result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTUP);
end;
-function isLiftDownAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isLiftDownAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, PANEL_LIFTDOWN);
+ result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTDOWN);
end;
-function isLiftLeftAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isLiftLeftAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, PANEL_LIFTLEFT);
+ result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTLEFT);
end;
-function isLiftRightAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isLiftRightAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, PANEL_LIFTRIGHT);
+ result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTRIGHT);
end;
-function isLiquidAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isLiquidAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, (PANEL_WATER or PANEL_ACID1 or PANEL_ACID2));
+ result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WATER or PANEL_ACID1 or PANEL_ACID2));
end;
-function isAnythingAt (x, y: Integer; w: Integer=1; h: Integer=1): Boolean; inline;
+function isAnythingAt (x, y: Integer): Boolean; inline;
begin
- result := g_Map_CollidePanel(x, y, w, h, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR or PANEL_WATER or PANEL_ACID1 or PANEL_ACID2 or PANEL_STEP or PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT));
+ result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR or PANEL_WATER or PANEL_ACID1 or PANEL_ACID2 or PANEL_STEP or PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT));
end;
len := High(Particles);
for a := 0 to len do
- if Particles[a].State <> 0 then
+ begin
+ if Particles[a].State <> STATE_FREE then
+ begin
with Particles[a] do
begin
- if Time = LiveTime then
- State := STATE_FREE;
- if (X+1 >= w) or (Y+1 >= h) or (X <= 0) or (Y <= 0) then
- State := STATE_FREE;
- if State = STATE_FREE then
- Continue;
+ if Time = LiveTime then State := STATE_FREE;
+ if (X+1 >= w) or (Y+1 >= h) or (X <= 0) or (Y <= 0) then State := STATE_FREE;
+ if State = STATE_FREE then Continue;
+ //e_WriteLog(Format('particle #%d: %d', [State, ParticleType]), MSG_NOTIFY);
case ParticleType of
PARTICLE_BLOOD:
end; // case
CorrectOffsets(a);
- end;
+ end; // with
+ end; // if
+ end; // for
end; // Particles <> nil
if OnceAnims <> nil then