diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index 56e3db77948c1582f02ec4462818045feeed63a7..5197654726df8a94a0f2d905f5e9a4cffaa493d3 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
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;
ex, ey, nex, ney: Integer;
- cx0, cy0, cx1, cy1: 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): Boolean;
+ 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;
// standing on the platform?
if (py+ph = oy) then
begin
+ if (ontop <> nil) then ontop^ := true;
// yes, move with it
mapGrid.traceBox(tex, tey, px, py, pw, ph, pdx, pdy, nil, GridTagObstacle);
//e_LogWritefln('entity on the platform; tracing=(%s,%s); endpoint=(%s,%s); mustbe=(%s,%s)', [px, py, tex, tey, px+pdx, py+pdy]);
// still in platform?
- squash := g_Collide(tex, tey, pw, ph, nx, ny, Width, Height);
+ squash := g_Collide(tex, tey, pw, ph, nx, ny, mpw, mph);
dx := tex-px;
dy := tey-py;
end
else
begin
+ 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, Width, Height) then
+ 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+Width-1, oy+Height-1]);
+ 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, Width, Height, pdx, pdy, px, py, pw, ph, @u0, nil, @u1) then
+ if sweepAABB(ox, oy, mpw, mph, pdx, pdy, px, py, pw, ph, @u0, nil, @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, Width, Height, pdx, pdy, px-1, py-1, pw+2, ph+2]);
+ //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);
end;
// free to push along the whole path, or path was corrected
// still in platform?
- squash := g_Collide(tex, tey, pw, ph, nx, ny, Width, Height);
+ squash := g_Collide(tex, tey, pw, ph, nx, ny, mpw, mph);
dx := tex-px;
dy := tey-py;
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, Width, Height, pdx, pdy, px-1, py-1, pw+2, ph+2]);
+ //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;
result := (dx <> 0) or (dy <> 0);
end;
-(*
function monCollect (mon: TMonster): Boolean;
begin
result := false; // don't stop
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
+ if (monCheckListUsed >= Length(monCheckList)) then SetLength(monCheckList, monCheckListUsed+128);
+ monCheckList[monCheckListUsed] := mon;
+ Inc(monCheckListUsed);
end;
- function doPush (px, py, pw, ph: Integer; out dx, dy: Integer): Boolean;
- begin
- result := g_Collide(px, py, pw, ph, nx, ny, Width, Height);
- if result 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;
- end
- else
- begin
- dx := 0;
- dy := 0;
- 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;
- mon.setPosition(mon.GameX+mMovingSpeed.X, mon.GameY+mMovingSpeed.Y, false); // we can't call `positionChanged()` in grid callback
- 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
- begin
- //mon.GameX := mon.GameX+dx;
- //mon.GameY := mon.GameY+dy;
- mon.setPosition(mon.GameX+dx, mon.GameY+dy, false); // we can't call `positionChanged()` in grid callback
- if (monMoveListUsed >= Length(monMoveList)) then SetLength(monMoveList, monMoveListUsed+64);
- monMoveList[monMoveListUsed] := mon;
- Inc(monMoveListUsed);
- end;
- end;
-
- procedure plrMove (plr: TPlayer);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- // dead players leaves separate body entities, so don't move 'em
- if (plr = nil) or not plr.alive then exit;
- plr.getMapBox(px, py, pw, ph);
- if (py+ph <> oy) 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();
- // check if we're squashed
- if plr.alive then
- begin
- plr.getMapBox(px, py, pw, ph);
- if g_Map_CollidePanel(px, py, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR)) then
- begin
- plr.Damage(15000, 0, 0, 0, HIT_TRAP);
- end;
- end;
- end;
- exit;
- end;
- if (px+pw <= ox) then exit;
- if (px >= ox+Width) then exit;
- plr.GameX := plr.GameX+mMovingSpeed.X;
- plr.GameY := plr.GameY+mMovingSpeed.Y;
- plr.positionChanged();
- end;
-
- procedure gibMove (gib: PGib);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- if (gib = nil) or not gib.alive then exit;
- gib.getMapBox(px, py, pw, ph);
- {
- writeln('gib: p=(', px, ',', py, '); obj=(', gib.Obj.X, ',', gib.Obj.Y, ')');
- px := gib.Obj.X;
- py := gib.Obj.Y;
- }
- if (py+ph <> oy) then
- begin
- // push gib
- if doPush(px, py, pw, ph, dx, dy) then
- begin
- gib.Obj.X += dx;
- gib.Obj.Y += dy;
- gib.positionChanged();
- end;
- exit;
- end;
- if (px+pw <= ox) then exit;
- if (px >= ox+Width) then exit;
- gib.Obj.X += mMovingSpeed.X;
- gib.Obj.Y += mMovingSpeed.Y;
- gib.positionChanged();
- end;
-
- procedure corpseMove (cor: TCorpse);
- var
- px, py, pw, ph, dx, dy: Integer;
- begin
- if (cor = nil) then exit;
- cor.getMapBox(px, py, pw, ph);
- if (py+ph <> oy) then
- begin
- // push gib
- if doPush(px, py, pw, ph, dx, dy) then
- begin
- cor.moveBy(dx, dy); // will call `positionChanged()` for us
- end;
- exit;
- end;
- if (px+pw <= ox) then exit;
- if (px >= ox+Width) then exit;
- cor.moveBy(mMovingSpeed.X, mMovingSpeed.Y); // will call `positionChanged()` for us
- end;
-*)
-
var
+ cx0, cy0, cx1, cy1, cw, ch: Integer;
f: Integer;
- plr: TPlayer;
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
-{
+ plr: TPlayer;
+ gib: PGib;
+ cor: TCorpse;
mon: TMonster;
- sdx, sdy, he: Integer;
- u0, u1: Single;
-}
+ mpfrid: LongWord;
+ ontop: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
* 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+Width-1;
- ey := ox+Height-1;
+ ex := ox+mpw-1;
+ ey := ox+mph-1;
// new rect
nx := ox+mMovingSpeed.X;
ny := oy+mMovingSpeed.Y;
- nex := nx+Width-1;
- ney := ny+Height-1;
+ 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;
// 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
end;
end;
- // restore panel state
- mapGrid.proxyEnabled[proxyId] := true;
- // and really move it
- X := nx;
- Y := ny;
- positionChanged();
-
- // 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;
-
- (*
- // collect monsters
- monMoveListUsed := 0;
- g_Mons_ForEachAt(cx0, cy0, cx1-cx0+1, cy1-cy0+1, monCollect);
- // process collected monsters
-
-
- // move monsters on lifts
- g_Mons_ForEachAt(ox, oy-1, Width, 1, monMove);
- X := nx;
- Y := ny;
- // fix grid
- positionChanged();
- // push monsters
- g_Mons_ForEachAt(nx, ny, Width, Height, monPush);
- // move and push players
- for f := 0 to High(gPlayers) do
+ // process gibs
+ for f := 0 to High(gGibs) do
begin
- gPlayers[f].getMapBox(px, py, pw, ph);
- //if sweepAABB(ox, oy, Width, Height, mMovingSpeed.X, mMovingSpeed.Y, px, py, pw, ph, @u0, @u1) then
- //if sweepAABB(ox, oy, Width, Height, mMovingSpeed.X, mMovingSpeed.Y, px, py, pw, ph, @u0, @u1) then
- sdx := -mMovingSpeed.X;
- sdy := -mMovingSpeed.Y;
- if sweepAABB(ox, oy, Width, Height, mMovingSpeed.X, mMovingSpeed.Y, px, py, pw, ph, @u0, @he, @u1) then
+ 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
- e_LogWritefln('player #%s sweep with platform %s: u0=%s; u1=%s; phe=%s', [f, mGUID, u0, u1, he]);
- if (u1 > 0.0) then
+ // set new position
+ gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ {
+ if ontop then
begin
- e_LogWritefln(' collide: %s', [g_Collide(px, py, pw, ph, nx, ny, Width, Height)]);
- //gPlayers[f].GameX := gPlayers[f].GameX+trunc(sdx*(1.0-u0));
- //gPlayers[f].GameY := gPlayers[f].GameY+trunc(mMovingSpeed.Y*(1.0-u0));
- //gPlayers[f].positionChanged();
+ gib.Obj.Vel.X += pdx;
+ gib.Obj.Vel.Y += pdy;
end;
+ }
end;
- //plrMove(gPlayers[f]);
end;
- // move and push gibs
- for f := 0 to High(gGibs) do gibMove(@gGibs[f]);
+
// move and push corpses
- for f := 0 to High(gCorpses) do corpseMove(gCorpses[f]);
- // notify moved monsters about their movement
- for f := 0 to monMoveListUsed-1 do
+ for f := 0 to High(gCorpses) do
begin
- monMoveList[f].positionChanged();
+ 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;
- for f := 0 to monMoveListUsed-1 do
+
+ // collect monsters
+ monCheckListUsed := 0;
+ g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
+
+ // process collected monsters
+ if (monCheckListUsed > 0) then
begin
- mon := monMoveList[f];
- // check if it is squashed
- if mon.alive then
+ 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 g_Map_CollidePanel(px, py, pw, ph, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR)) then
+ //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
- mon.Damage(15000, 0, 0, 0, HIT_TRAP);
+ // set new position
+ mon.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ // squash player, if necessary
+ if squash then mon.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
end;
end;
- *)
+
+ // restore panel state
+ mapGrid.proxyEnabled[proxyId] := true;
+ // and really move it
+ X := nx;
+ Y := ny;
+ positionChanged();
+
+ // 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;
end;
end;