From: Ketmar Dark Date: Sat, 19 Aug 2017 19:16:23 +0000 (+0300) Subject: no more global `gItems[]` array; created DynTree for items (not used yet); also,... X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=commitdiff_plain;h=cac277b4226c3de6401dae59c91dd35b77625304 no more global `gItems[]` array; created DynTree for items (not used yet); also, fixed FATAL bug in dyntree node manager --- diff --git a/src/game/g_basic.pas b/src/game/g_basic.pas index 2c540aa..8430c9f 100644 --- a/src/game/g_basic.pas +++ b/src/game/g_basic.pas @@ -48,7 +48,6 @@ function g_CollideAround(X1, Y1: Integer; Width1, Height1: Word; X2, Y2: Integer; Width2, Height2: Word): Boolean; function g_CollidePlayer(X, Y: Integer; Width, Height: Word): Boolean; function g_CollideMonster(X, Y: Integer; Width, Height: Word): Boolean; -function g_CollideItem(X, Y: Integer; Width, Height: Word): Boolean; function g_PatchLength(X1, Y1, X2, Y2: Integer): Word; function g_TraceVector(X1, Y1, X2, Y2: Integer): Boolean; function g_GetAcidHit(X, Y: Integer; Width, Height: Word): Byte; @@ -161,24 +160,6 @@ begin end; end; -function g_CollideItem(X, Y: Integer; Width, Height: Word): Boolean; -var - a: Integer; -begin - Result := False; - - if gItems = nil then - Exit; - - for a := 0 to High(gItems) do - if gItems[a].Live then - if g_Obj_Collide(X, Y, Width, Height, @gItems[a].Obj) then - begin - Result := True; - Exit; - end; -end; - function g_TraceVector(X1, Y1, X2, Y2: Integer): Boolean; var i: Integer; diff --git a/src/game/g_game.pas b/src/game/g_game.pas index d4af70f..497567b 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -4241,19 +4241,7 @@ begin gPlayer2 := g_Player_Get(gLMSPID2); end; - for i := Low(gItems) to High(gItems) do - begin - if gItems[i].Respawnable then - begin - gItems[i].QuietRespawn := True; - gItems[i].RespawnTime := 0; - end - else - begin - g_Items_Remove(i); - if g_Game_IsNet then MH_SEND_ItemDestroy(True, i); - end; - end; + g_Items_RestartRound(); for i := Low(gMonsters) to High(gMonsters) do begin diff --git a/src/game/g_items.pas b/src/game/g_items.pas index e35fd33..6d7cf5a 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -22,7 +22,13 @@ uses g_textures, g_phys, g_saveload, BinEditor, MAPDEF; Type + PItem = ^TItem; TItem = record + private + treeNode: Integer; + arrIdx: Integer; // in ggItems + + public ItemType: Byte; Respawnable: Boolean; InitX, InitY: Integer; @@ -35,6 +41,8 @@ Type Animation: TAnimation; procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! + + property myid: Integer read arrIdx; end; procedure g_Items_LoadData(); @@ -50,8 +58,23 @@ procedure g_Items_Remove(ID: DWORD); procedure g_Items_SaveState(var Mem: TBinMemoryWriter); procedure g_Items_LoadState(var Mem: TBinMemoryReader); +procedure g_Items_RestartRound (); + +function g_ItemValidId (idx: Integer): Boolean; inline; +function g_ItemByIdx (idx: Integer): PItem; +function g_ItemObjByIdx (idx: Integer): PObj; + +procedure g_Item_EmitPickupSound (idx: Integer); // at item position +procedure g_Item_EmitPickupSoundAt (idx, x, y: Integer); + + +type + TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop + +function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; + + var - gItems: Array of TItem = nil; gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; gMaxDist: Integer = 1; ITEM_RESPAWNTIME: Integer = 60 * 36; @@ -61,8 +84,96 @@ implementation uses g_basic, e_graphics, g_sound, g_main, g_gfx, g_map, Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg, - e_log; + e_log, + g_grid, z_aabbtree, binheap; + + +// ////////////////////////////////////////////////////////////////////////// // +var + itemTree: TDynAABBTree = nil; + ggItems: Array of TItem = nil; + freeIds: TBinaryHeapInt = nil; // free item ids + + +// ////////////////////////////////////////////////////////////////////////// // +function g_ItemValidId (idx: Integer): Boolean; inline; +begin + result := false; + if (idx < 0) or (idx > High(ggItems)) then exit; + if (ggItems[idx].treeNode = -1) then exit; + result := true; +end; + + +function g_ItemByIdx (idx: Integer): PItem; +begin + if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index'); + result := @ggItems[idx]; + if (result.treeNode = -1) then raise Exception.Create('g_ItemObjByIdx: requested inexistent item'); +end; + +function g_ItemObjByIdx (idx: Integer): PObj; +begin + if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index'); + if (ggItems[idx].treeNode = -1) then raise Exception.Create('g_ItemObjByIdx: requested inexistent item'); + result := @ggItems[idx].Obj; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +type + TDynAABBTreeItem = class(TDynAABBTree) + function getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh; tag: Integer): Boolean; override; + end; + +function TDynAABBTreeItem.getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh; tag: Integer): Boolean; +var + it: PItem; +begin + result := false; + if (flesh = nil) then begin aabb := AABB2D.Create(0, 0, 0, 0); exit; end; + //if not g_ItemValidId(tag) then raise Exception.Create('DynTree: trying to get dimensions of inexistant item'); + if (tag < 0) or (tag > High(ggItems)) then raise Exception.Create('DynTree: trying to get dimensions of inexistant item'); + it := @ggItems[tag]; + if (it.Obj.Rect.Width < 1) or (it.Obj.Rect.Height < 1) then exit; + aabb := AABB2D.Create(it.Obj.X, it.Obj.Y, it.Obj.X+it.Obj.Rect.Width, it.Obj.Y+it.Obj.Rect.Height); + if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!'); + result := true; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +procedure TItem.positionChanged (); +var + x, y: Integer; +begin + if (treeNode = -1) then + begin + treeNode := itemTree.insertObject(itemTree{doesn't matter}, arrIdx, true); // static object + itemTree.getNodeXY(treeNode, x, y); + {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('item #%d: inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, treeNode, x, y]), MSG_NOTIFY);{$ENDIF} + end + else + begin + itemTree.getNodeXY(treeNode, x, y); + if (Obj.X = x) and (Obj.Y = y) then exit; // nothing to do + {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('item #%d: updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, treeNode, x, y]), MSG_NOTIFY);{$ENDIF} + + {$IFDEF TRUE} + itemTree.updateObject(treeNode); + {$ELSE} + itemTree.removeObject(treeNode); + treeNode := itemTree.insertObject(itemTree{doesn't matter}, arrIdx, true); // static object + {$ENDIF} + + itemTree.getNodeXY(treeNode, x, y); + {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('item #%d: updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, treeNode, x, y]), MSG_NOTIFY);{$ENDIF} + end; +end; + + +// ////////////////////////////////////////////////////////////////////////// // const ITEM_SIGNATURE = $4D455449; // 'ITEM' @@ -194,8 +305,12 @@ begin g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK'); InitTextures(); + + itemTree := TDynAABBTreeItem.Create(); + freeIds := binHeapNewIntLess(); end; + procedure g_Items_FreeData(); begin e_WriteLog('Releasing items data...', MSG_NOTIFY); @@ -248,443 +363,597 @@ begin g_Texture_Delete('ITEM_WEAPON_KASTET'); g_Texture_Delete('ITEM_MEDKIT_BLACK'); g_Texture_Delete('ITEM_JETPACK'); + + itemTree.Free(); + freeIds.Free(); end; -function FindItem(): DWORD; + +procedure releaseItem (idx: Integer); var - i: Integer; + it: PItem; begin - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].ItemType = ITEM_NONE then - begin - Result := i; - Exit; - end; + if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id'); + it := @ggItems[idx]; + if (it.treeNode = -1) then raise Exception.Create('releaseItem: trying to release unallocated item'); + if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency'); + itemTree.removeObject(it.treeNode); + it.treeNode := -1; + if (it.Animation <> nil) then + begin + it.Animation.Free(); + it.Animation := nil; + end; + it.Live := False; + it.SpawnTrigger := -1; + it.ItemType := ITEM_NONE; + freeIds.insert(it.arrIdx); +end; - if gItems = nil then - begin - SetLength(gItems, 32); - Result := 0; - end - else + +function allocItem (): DWORD; +var + i, olen: Integer; + it: PItem; +begin + if (freeIds.count = 0) then + begin + // no free slots + olen := Length(ggItems); + SetLength(ggItems, olen+64); + for i := olen to High(ggItems) do begin - Result := High(gItems) + 1; - SetLength(gItems, Length(gItems) + 32); + it := @ggItems[i]; + it.treeNode := -1; + it.arrIdx := i; + it.ItemType := ITEM_NONE; + it.Animation := nil; + it.Live := false; + it.SpawnTrigger := -1; + it.Respawnable := false; + freeIds.insert(i); end; + end; + + result := freeIds.front; + freeIds.popFront(); + + if (result > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted'); + if (ggItems[result].arrIdx <> result) then raise Exception.Create('allocItem: arrIdx inconsistency'); end; -procedure g_Items_Init(); + +// it will be slow if the slot is free (we have to rebuild the heap) +function wantItemSlot (slot: Integer): Integer; var - a, b: Integer; + i, olen: Integer; + it: PItem; + rebuildFreeList: Boolean = true; begin - if gMapInfo.Height > gPlayerScreenSize.Y then - a := gMapInfo.Height - gPlayerScreenSize.Y - else - a := gMapInfo.Height; + if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request'); + // do we need to grow item storate? + olen := Length(ggItems); + if (slot >= olen) then + begin + // need more spice! + SetLength(ggItems, slot+64); + // add free slots to free list + for i := olen to High(ggItems) do + begin + it := @ggItems[i]; + it.treeNode := -1; + it.arrIdx := i; + it.ItemType := ITEM_NONE; + it.Animation := nil; + it.Live := false; + it.SpawnTrigger := -1; + it.Respawnable := false; + if (i <> slot) then freeIds.insert(i); + end; + rebuildFreeList := false; + end; - if gMapInfo.Width > gPlayerScreenSize.X then - b := gMapInfo.Width - gPlayerScreenSize.X + it := @ggItems[slot]; + if (it.treeNode = -1) then + begin + // this is unused slot; get it, and rebuild id list + if rebuildFreeList then + begin + freeIds.clear(); + for i := 0 to High(ggItems) do + begin + if (i <> slot) and (ggItems[i].treeNode = -1) then freeIds.insert(i); + end; + end; + end else - b := gMapInfo.Width; + begin + // it will be readded + itemTree.removeObject(it.treeNode); + it.treeNode := -1; + end; + + result := slot; +end; + +// ////////////////////////////////////////////////////////////////////////// // +procedure g_Items_Init (); +var + a, b: Integer; +begin + if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height-gPlayerScreenSize.Y else a := gMapInfo.Height; + if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width-gPlayerScreenSize.X else b := gMapInfo.Width; gMaxDist := Trunc(Hypot(a, b)); end; -procedure g_Items_Free(); + +procedure g_Items_Free (); var i: Integer; begin - if gItems <> nil then + if (ggItems <> nil) then begin - for i := 0 to High(gItems) do - gItems[i].Animation.Free(); - gItems := nil; + for i := 0 to High(ggItems) do ggItems[i].Animation.Free(); + ggItems := nil; end; + if (itemTree <> nil) then itemTree.reset(); + freeIds.clear(); end; -function g_Items_Create(X, Y: Integer; ItemType: Byte; + +function g_Items_Create (X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; var find_id: DWORD; ID: DWORD; + it: PItem; begin - if ForcedID < 0 then - find_id := FindItem() - else - begin - find_id := ForcedID; - if Integer(find_id) > High(gItems) then - SetLength(gItems, find_id + 32); - end; + if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID); + + {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF} + + it := @ggItems[find_id]; + + it.ItemType := ItemType; + it.Respawnable := Respawnable; + if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then it.Respawnable := False; + it.InitX := X; + it.InitY := Y; + it.RespawnTime := 0; + it.Fall := Fall; + it.Live := True; + it.QuietRespawn := False; - gItems[find_id].ItemType := ItemType; - gItems[find_id].Respawnable := Respawnable; - if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then - gItems[find_id].Respawnable := False; - gItems[find_id].InitX := X; - gItems[find_id].InitY := Y; - gItems[find_id].RespawnTime := 0; - gItems[find_id].Fall := Fall; - gItems[find_id].Live := True; - gItems[find_id].QuietRespawn := False; - - g_Obj_Init(@gItems[find_id].Obj); - gItems[find_id].Obj.X := X; - gItems[find_id].Obj.Y := Y; - gItems[find_id].Obj.Rect.Width := ITEMSIZE[ItemType][0]; - gItems[find_id].Obj.Rect.Height := ITEMSIZE[ItemType][1]; - - gItems[find_id].Animation := nil; - gItems[find_id].SpawnTrigger := -1; - -// Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà: + if (it.treeNode <> -1) then raise Exception.Create('g_Items_Create: trying to reuse already allocated item'); + if (it.arrIdx <> find_id) then raise Exception.Create('g_Items_Create: arrIdx inconsistency'); + //it.treeNode := -1; + //it.arrIdx := find_id; + + g_Obj_Init(@it.Obj); + it.Obj.X := X; + it.Obj.Y := Y; + it.Obj.Rect.Width := ITEMSIZE[ItemType][0]; + it.Obj.Rect.Height := ITEMSIZE[ItemType][1]; + + it.Animation := nil; + it.SpawnTrigger := -1; + + // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà if AdjCoord then - with gItems[find_id] do + begin + with it^ do begin Obj.X := X - (Obj.Rect.Width div 2); Obj.Y := Y - Obj.Rect.Height; InitX := Obj.X; InitY := Obj.Y; end; + end; -// Óñòàíîâêà àíèìàöèè: - with gItems[find_id] do - begin - case ItemType of - ITEM_ARMOR_GREEN: - if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_ARMOR_BLUE: - if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_SPHERE_BLUE: - if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then - Animation := TAnimation.Create(ID, True, 15); - ITEM_SPHERE_WHITE: - if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_INVUL: - if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_INVIS: - if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_BOTTLE: - if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_HELMET: - if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then - Animation := TAnimation.Create(ID, True, 20); - end; + // Óñòàíîâêà àíèìàöèè + case it.ItemType of + ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15); + ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then it.Animation := TAnimation.Create(ID, True, 20); end; - Result := find_id; + it.positionChanged(); + + result := find_id; end; -procedure g_Items_Update(); + +procedure g_Items_Update (); var i, j, k: Integer; - ID: DWORD; + ID: DWord; Anim: TAnimation; m: Word; r, nxt: Boolean; begin - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].ItemType <> ITEM_NONE then - with gItems[i] do + if (ggItems = nil) then exit; + + for i := 0 to High(ggItems) do + begin + if (ggItems[i].ItemType = ITEM_NONE) then continue; + + with ggItems[i] do + begin + nxt := False; + + if Live then + begin + if Fall then begin - nxt := False; + m := g_Obj_Move(@Obj, True, True); + positionChanged(); // this updates spatial accelerators + + // Ñîïðîòèâëåíèå âîçäóõà + if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1); - if Live then + // Åñëè âûïàë çà êàðòó + if WordBool(m and MOVE_FALLOUT) then begin - if Fall then + if SpawnTrigger = -1 then begin - m := g_Obj_Move(@Obj, True, True); - positionChanged(); // this updates spatial accelerators - - // Ñîïðîòèâëåíèå âîçäóõà: - if gTime mod (GAME_TICK*2) = 0 then - Obj.Vel.X := z_dec(Obj.Vel.X, 1); - // Åñëè âûïàë çà êàðòó: - if WordBool(m and MOVE_FALLOUT) then - begin - if SpawnTrigger = -1 then - g_Items_Pick(i) - else begin - g_Items_Remove(i); - if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i); - end; - Continue; - end; - end; - - // Åñëè èãðîêè ïîáëèçîñòè: - if gPlayers <> nil then + g_Items_Pick(i); + end + else begin - j := Random(Length(gPlayers)) - 1; - - for k := 0 to High(gPlayers) do - begin - Inc(j); - if j > High(gPlayers) then - j := 0; - - if (gPlayers[j] <> nil) and gPlayers[j].Live and - g_Obj_Collide(@gPlayers[j].Obj, @Obj) then - begin - if g_Game_IsClient then Continue; - - if not gPlayers[j].PickItem(ItemType, Respawnable, r) then - Continue; - - if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID); - -{ - Doom 2D: Original: - 1. I_NONE,I_CLIP,I_SHEL,I_ROCKET,I_CELL,I_AMMO,I_SBOX,I_RBOX,I_CELP,I_BPACK,I_CSAW,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2 - +2. I_MEGA,I_INVL,I_SUPER - 3. I_STIM,I_MEDI,I_ARM1,I_ARM2,I_AQUA,I_KEYR,I_KEYG,I_KEYB,I_SUIT,I_RTORCH,I_GTORCH,I_BTORCH,I_GOR1,I_FCAN -} - - if gSoundEffectsDF then - begin - if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, - ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, - ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, - ITEM_AMMO_BACKPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - g_Sound_PlayExAt('SOUND_ITEM_GETITEM', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y); - end - else - begin - if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, - ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, - ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then - g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - g_Sound_PlayExAt('SOUND_ITEM_GETITEM', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y); - end; - - // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì: - if r then - begin - if not Respawnable then - g_Items_Remove(i) - else - g_Items_Pick(i); - - if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); - nxt := True; - Break; - end; - end; - end; + g_Items_Remove(i); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i); end; - - if nxt then - Continue; + continue; end; + end; + + // Åñëè èãðîêè ïîáëèçîñòè + if (gPlayers <> nil) then + begin + j := Random(Length(gPlayers))-1; - if Respawnable and g_Game_IsServer then + for k := 0 to High(gPlayers) do begin - DecMin(RespawnTime, 0); - if (RespawnTime = 0) and (not Live) then + Inc(j); + if j > High(gPlayers) then j := 0; + + if (gPlayers[j] <> nil) and gPlayers[j].Live and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then begin - if not QuietRespawn then - g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY); + if g_Game_IsClient then continue; + + if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue; + + if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID); - if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then + { + Doom 2D: Original: + 1. I_NONE,I_CLIP,I_SHEL,I_ROCKET,I_CELL,I_AMMO,I_SBOX,I_RBOX,I_CELP,I_BPACK,I_CSAW,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2 + +2. I_MEGA,I_INVL,I_SUPER + 3. I_STIM,I_MEDI,I_ARM1,I_ARM2,I_AQUA,I_KEYR,I_KEYG,I_KEYB,I_SUIT,I_RTORCH,I_GTORCH,I_BTORCH,I_GOR1,I_FCAN + } + g_Item_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y); + + // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì + if r then begin - Anim := TAnimation.Create(ID, False, 4); - g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim); - Anim.Free(); + if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i); + if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); + nxt := True; + break; end; + end; + end; + end; - Obj.X := InitX; - Obj.Y := InitY; - Obj.Vel.X := 0; - Obj.Vel.Y := 0; - Obj.Accel.X := 0; - Obj.Accel.Y := 0; - positionChanged(); // this updates spatial accelerators + if nxt then continue; + end; - Live := True; + if Respawnable and g_Game_IsServer then + begin + DecMin(RespawnTime, 0); + if (RespawnTime = 0) and (not Live) then + begin + if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY); - if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i); - QuietRespawn := False; - end; + if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then + begin + Anim := TAnimation.Create(ID, False, 4); + g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim); + Anim.Free(); end; - if Animation <> nil then - Animation.Update(); + Obj.X := InitX; + Obj.Y := InitY; + Obj.Vel.X := 0; + Obj.Vel.Y := 0; + Obj.Accel.X := 0; + Obj.Accel.Y := 0; + positionChanged(); // this updates spatial accelerators + + Live := true; + + if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i); + QuietRespawn := false; end; + end; + + if (Animation <> nil) then Animation.Update(); + end; + end; end; -procedure g_Items_Draw(); + +procedure g_Items_Draw (); var i: Integer; begin - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].Live then - with gItems[i] do - if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, - sX, sY, sWidth, sHeight) then - begin - if Animation = nil then - e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, True, False) - else - Animation.Draw(Obj.X, Obj.Y, M_NONE); + if (ggItems = nil) then exit; - if g_debug_Frames then - begin - e_DrawQuad(Obj.X+Obj.Rect.X, - Obj.Y+Obj.Rect.Y, - Obj.X+Obj.Rect.X+Obj.Rect.Width-1, - Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, - 0, 255, 0); - end; - end; + for i := 0 to High(ggItems) do + begin + if not ggItems[i].Live then continue; + + with ggItems[i] do + begin + if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then + begin + if (Animation = nil) then + begin + e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, true, false); + end + else + begin + Animation.Draw(Obj.X, Obj.Y, M_NONE); + end; + + if g_debug_Frames then + begin + e_DrawQuad(Obj.X+Obj.Rect.X, + Obj.Y+Obj.Rect.Y, + Obj.X+Obj.Rect.X+Obj.Rect.Width-1, + Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, + 0, 255, 0); + end; + end; + end; + end; end; -procedure g_Items_Pick(ID: DWORD); + +procedure g_Items_Pick (ID: DWORD); begin - gItems[ID].Live := False; - gItems[ID].RespawnTime := ITEM_RESPAWNTIME; + ggItems[ID].Live := false; + ggItems[ID].RespawnTime := ITEM_RESPAWNTIME; end; -procedure g_Items_Remove(ID: DWORD); + +procedure g_Items_Remove (ID: DWORD); +var + it: PItem; + trig: Integer; + x, y: Integer; begin - gItems[ID].ItemType := ITEM_NONE; + if not g_ItemValidId(ID) then raise Exception.Create('g_Items_Remove: invalid item id'); - if gItems[ID].Animation <> nil then - begin - gItems[ID].Animation.Free(); - gItems[ID].Animation := nil; - end; + it := @ggItems[ID]; + if (it.arrIdx <> ID) then raise Exception.Create('g_Items_Remove: arrIdx desync'); - gItems[ID].Live := False; + itemTree.getNodeXY(it.treeNode, x, y); + {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('removing item #%d: updating tree; nodeid=%d; x=%d; y=%d (%d,%d)', [it.arrIdx, it.treeNode, x, y, it.Obj.X, it.Obj.Y]), MSG_NOTIFY);{$ENDIF} - if gItems[ID].SpawnTrigger > -1 then - begin - g_Triggers_DecreaseSpawner(gItems[ID].SpawnTrigger); - gItems[ID].SpawnTrigger := -1; - end; + trig := it.SpawnTrigger; + + releaseItem(ID); + + if (trig > -1) then g_Triggers_DecreaseSpawner(trig); end; -procedure g_Items_SaveState(var Mem: TBinMemoryWriter); + +procedure g_Items_SaveState (var Mem: TBinMemoryWriter); var count, i: Integer; sig: DWORD; begin -// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ: + // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ count := 0; - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].ItemType <> ITEM_NONE then - count := count + 1; + if (ggItems <> nil) then + begin + for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) then Inc(count); + end; Mem := TBinMemoryWriter.Create((count+1) * 60); -// Êîëè÷åñòâî ïðåäìåòîâ: + // Êîëè÷åñòâî ïðåäìåòîâ Mem.WriteInt(count); - if count = 0 then - Exit; + if (count = 0) then exit; - for i := 0 to High(gItems) do - if gItems[i].ItemType <> ITEM_NONE then + for i := 0 to High(ggItems) do + begin + if (ggItems[i].ItemType <> ITEM_NONE) then begin - // Ñèãíàòóðà ïðåäìåòà: + // Ñèãíàòóðà ïðåäìåòà sig := ITEM_SIGNATURE; // 'ITEM' Mem.WriteDWORD(sig); - // Òèï ïðåäìåòà: - Mem.WriteByte(gItems[i].ItemType); - // Åñòü ëè ðåñïàóí: - Mem.WriteBoolean(gItems[i].Respawnable); - // Êîîðäèíàòû ðåñïóíà: - Mem.WriteInt(gItems[i].InitX); - Mem.WriteInt(gItems[i].InitY); - // Âðåìÿ äî ðåñïàóíà: - Mem.WriteWord(gItems[i].RespawnTime); - // Ñóùåñòâóåò ëè ýòîò ïðåäìåò: - Mem.WriteBoolean(gItems[i].Live); - // Ìîæåò ëè îí ïàäàòü: - Mem.WriteBoolean(gItems[i].Fall); - // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò: - Mem.WriteInt(gItems[i].SpawnTrigger); - // Îáúåêò ïðåäìåòà: - Obj_SaveState(@gItems[i].Obj, Mem); + // Òèï ïðåäìåòà + Mem.WriteByte(ggItems[i].ItemType); + // Åñòü ëè ðåñïàóí + Mem.WriteBoolean(ggItems[i].Respawnable); + // Êîîðäèíàòû ðåñïóíà + Mem.WriteInt(ggItems[i].InitX); + Mem.WriteInt(ggItems[i].InitY); + // Âðåìÿ äî ðåñïàóíà + Mem.WriteWord(ggItems[i].RespawnTime); + // Ñóùåñòâóåò ëè ýòîò ïðåäìåò + Mem.WriteBoolean(ggItems[i].Live); + // Ìîæåò ëè îí ïàäàòü + Mem.WriteBoolean(ggItems[i].Fall); + // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò + Mem.WriteInt(ggItems[i].SpawnTrigger); + // Îáúåêò ïðåäìåòà + Obj_SaveState(@ggItems[i].Obj, Mem); end; + end; end; -procedure g_Items_LoadState(var Mem: TBinMemoryReader); + +procedure g_Items_LoadState (var Mem: TBinMemoryReader); var count, i, a: Integer; sig: DWORD; b: Byte; begin - if Mem = nil then - Exit; + if (Mem = nil) then exit; g_Items_Free(); -// Êîëè÷åñòâî ïðåäìåòîâ: + // Êîëè÷åñòâî ïðåäìåòîâ Mem.ReadInt(count); - if count = 0 then - Exit; + if (count = 0) then Exit; for a := 0 to count-1 do begin - // Ñèãíàòóðà ïðåäìåòà: + // Ñèãíàòóðà ïðåäìåòà Mem.ReadDWORD(sig); - if sig <> ITEM_SIGNATURE then // 'ITEM' - begin - raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); - end; - // Òèï ïðåäìåòà: + if (sig <> ITEM_SIGNATURE) then raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); // 'ITEM' + // Òèï ïðåäìåòà Mem.ReadByte(b); - // Ñîçäàåì ïðåäìåò: + // Ñîçäàåì ïðåäìåò i := g_Items_Create(0, 0, b, False, False); - // Åñòü ëè ðåñïàóí: - Mem.ReadBoolean(gItems[i].Respawnable); - // Êîîðäèíàòû ðåñïóíà: - Mem.ReadInt(gItems[i].InitX); - Mem.ReadInt(gItems[i].InitY); - // Âðåìÿ äî ðåñïàóíà: - Mem.ReadWord(gItems[i].RespawnTime); - // Ñóùåñòâóåò ëè ýòîò ïðåäìåò: - Mem.ReadBoolean(gItems[i].Live); - // Ìîæåò ëè îí ïàäàòü: - Mem.ReadBoolean(gItems[i].Fall); - // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò: - Mem.ReadInt(gItems[i].SpawnTrigger); - // Îáúåêò ïðåäìåòà: - Obj_LoadState(@gItems[i].Obj, Mem); + // Åñòü ëè ðåñïàóí + Mem.ReadBoolean(ggItems[i].Respawnable); + // Êîîðäèíàòû ðåñïóíà + Mem.ReadInt(ggItems[i].InitX); + Mem.ReadInt(ggItems[i].InitY); + // Âðåìÿ äî ðåñïàóíà + Mem.ReadWord(ggItems[i].RespawnTime); + // Ñóùåñòâóåò ëè ýòîò ïðåäìåò + Mem.ReadBoolean(ggItems[i].Live); + // Ìîæåò ëè îí ïàäàòü + Mem.ReadBoolean(ggItems[i].Fall); + // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò + Mem.ReadInt(ggItems[i].SpawnTrigger); + // Îáúåêò ïðåäìåòà + Obj_LoadState(@ggItems[i].Obj, Mem); end; end; -procedure TItem.positionChanged (); +procedure g_Items_RestartRound (); +var + i: Integer; + it: PItem; +begin + for i := 0 to High(ggItems) do + begin + it := @ggItems[i]; + if it.Respawnable then + begin + it.QuietRespawn := True; + it.RespawnTime := 0; + end + else + begin + g_Items_Remove(i); + if g_Game_IsNet then MH_SEND_ItemDestroy(True, i); + end; + end; +end; + + +function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; +var + idx: Integer; +begin + result := false; + if (ggItems = nil) or not assigned(cb) then exit; + + if backwards then + begin + for idx := High(ggItems) downto 0 do + begin + if ggItems[idx].Live then + begin + result := cb(@ggItems[idx]); + if result then exit; + end; + end; + end + else + begin + for idx := 0 to High(ggItems) do + begin + if ggItems[idx].Live then + begin + result := cb(@ggItems[idx]); + if result then exit; + end; + end; + end; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +procedure g_Item_EmitPickupSound (idx: Integer); +var + it: PItem; begin + if not g_ItemValidId(idx) then exit; + it := @ggItems[idx]; + g_Item_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y); +end; + +procedure g_Item_EmitPickupSoundAt (idx, x, y: Integer); +var + it: PItem; +begin + if not g_ItemValidId(idx) then exit; + + it := @ggItems[idx]; + if gSoundEffectsDF then + begin + if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, + ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then + begin + g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y); + end + else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, + ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, + ITEM_AMMO_BACKPACK] then + begin + g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); + end + else + begin + g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y); + end; + end + else + begin + if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, + ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then + begin + g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y); + end + else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, + ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then + begin + g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); + end + else + begin + g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y); + end; + end; end; end. diff --git a/src/game/g_map.pas b/src/game/g_map.pas index f3e15a2..cd2aff9 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -189,7 +189,6 @@ const FLAG_SIGNATURE = $47414C46; // 'FLAG' - function panelTypeToTag (panelType: Word): Integer; begin case panelType of @@ -234,10 +233,10 @@ type type TDynAABBTreeMap = class(TDynAABBTree) - function getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh): Boolean; override; + function getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh; tag: Integer): Boolean; override; end; -function TDynAABBTreeMap.getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh): Boolean; +function TDynAABBTreeMap.getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh; tag: Integer): Boolean; var pan: TPanel; begin diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index 0d8f384..6906260 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -1688,8 +1688,8 @@ begin it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2), FObj.Y + (FObj.Rect.Height div 2), c, True, False); - g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7), - (FObj.Vel.Y div 2)-Random(4)); + g_Obj_Push(g_ItemObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7), + (FObj.Vel.Y div 2)-Random(4)); positionChanged(); // this updates spatial accelerators if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemSpawn(True, it); diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 237c9de..33273f8 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -627,11 +627,20 @@ end; // GAME (SEND) procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_EVERYONE); + + function sendItemRespawn (it: PItem): Boolean; + begin + result := false; // don't stop + MH_SEND_ItemSpawn(True, it.myid, ID); + end; + var I: Integer; begin if gPlayers <> nil then + begin for I := Low(gPlayers) to High(gPlayers) do + begin if gPlayers[I] <> nil then begin if CreatePlayers then MH_SEND_PlayerCreate(gPlayers[I].UID, ID); @@ -641,14 +650,11 @@ begin if (gPlayers[I].Flag <> FLAG_NONE) and (gGameSettings.GameMode = GM_CTF) then MH_SEND_FlagEvent(FLAG_STATE_CAPTURED, gPlayers[I].Flag, gPlayers[I].UID, True, ID); end; - - if gItems <> nil then - begin - for I := High(gItems) downto Low(gItems) do - if gItems[I].Live then - MH_SEND_ItemSpawn(True, I, ID); + end; end; + g_Items_ForEachAlive(sendItemRespawn, true); // backwards + if gMonsters <> nil then for I := 0 to High(gMonsters) do if gMonsters[I] <> nil then @@ -1179,17 +1185,21 @@ end; // ITEM (SEND) procedure MH_SEND_ItemSpawn(Quiet: Boolean; IID: Word; ID: Integer = NET_EVERYONE); +var + it: PItem; begin + it := g_ItemByIdx(IID); + e_Buffer_Write(@NetOut, Byte(NET_MSG_ISPAWN)); e_Buffer_Write(@NetOut, IID); e_Buffer_Write(@NetOut, Byte(Quiet)); - e_Buffer_Write(@NetOut, gItems[IID].ItemType); - e_Buffer_Write(@NetOut, Byte(gItems[IID].Fall)); - e_Buffer_Write(@NetOut, Byte(gItems[IID].Respawnable)); - e_Buffer_Write(@NetOut, gItems[IID].Obj.X); - e_Buffer_Write(@NetOut, gItems[IID].Obj.Y); - e_Buffer_Write(@NetOut, gItems[IID].Obj.Vel.X); - e_Buffer_Write(@NetOut, gItems[IID].Obj.Vel.Y); + e_Buffer_Write(@NetOut, it.ItemType); + e_Buffer_Write(@NetOut, Byte(it.Fall)); + e_Buffer_Write(@NetOut, Byte(it.Respawnable)); + e_Buffer_Write(@NetOut, it.Obj.X); + e_Buffer_Write(@NetOut, it.Obj.Y); + e_Buffer_Write(@NetOut, it.Obj.Vel.X); + e_Buffer_Write(@NetOut, it.Obj.Vel.Y); g_Net_Host_Send(ID, True, NET_CHAN_LARGEDATA); end; @@ -2339,6 +2349,7 @@ var T: Byte; Quiet, Fall{, Resp}: Boolean; Anim: TAnimation; + it: PItem; begin if not gGameOn then Exit; ID := e_Raw_Read_Word(P); @@ -2352,8 +2363,10 @@ begin VY := e_Raw_Read_LongInt(P); g_Items_Create(X, Y, T, Fall, False, False, ID); - gItems[ID].Obj.Vel.X := VX; - gItems[ID].Obj.Vel.Y := VY; + + it := g_ItemByIdx(ID); + it.Obj.Vel.X := VX; + it.Obj.Vel.Y := VY; if not Quiet then begin @@ -2361,7 +2374,7 @@ begin if g_Frames_Get(AID, 'FRAMES_ITEM_RESPAWN') then begin Anim := TAnimation.Create(AID, False, 4); - g_GFX_OnceAnim(X+(gItems[ID].Obj.Rect.Width div 2)-16, Y+(gItems[ID].Obj.Rect.Height div 2)-16, Anim); + g_GFX_OnceAnim(X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16, Anim); Anim.Free(); end; end; @@ -2375,43 +2388,10 @@ begin if not gGameOn then Exit; ID := e_Raw_Read_Word(P); Quiet := e_Raw_Read_Byte(P) <> 0; - if gItems = nil then Exit; - if (ID > High(gItems)) then Exit; - if not Quiet then - if gSoundEffectsDF then - begin - if gItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, - ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', - gItems[ID].Obj.X, gItems[ID].Obj.Y) - else - if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, - ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, - ITEM_AMMO_BACKPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', - gItems[ID].Obj.X, gItems[ID].Obj.Y) - else - g_Sound_PlayExAt('SOUND_ITEM_GETITEM', - gItems[ID].Obj.X, gItems[ID].Obj.Y); - end - else - begin - if gItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, - ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', - gItems[ID].Obj.X, gItems[ID].Obj.Y) - else - if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, - ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then - g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', - gItems[ID].Obj.X, gItems[ID].Obj.Y) - else - g_Sound_PlayExAt('SOUND_ITEM_GETITEM', - gItems[ID].Obj.X, gItems[ID].Obj.Y); - end; + if not g_ItemValidId(ID) then exit; + + if not Quiet then g_Item_EmitPickupSound(ID); g_Items_Remove(ID); end; diff --git a/src/game/g_player.pas b/src/game/g_player.pas index f4e3b0f..0ee9365 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -2973,31 +2973,33 @@ var DoFrags: Boolean; OldLR: Byte; KP: TPlayer; + it: PItem; procedure PushItem(t: Byte); var id: DWORD; begin id := g_Items_Create(FObj.X, FObj.Y, t, True, False); + it := g_ItemByIdx(id); if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0 begin - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15), - (FObj.Vel.Y div 2)-Random(9)); - gItems[id].positionChanged(); // this updates spatial accelerators + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15), + (FObj.Vel.Y div 2)-Random(9)); + it.positionChanged(); // this updates spatial accelerators end else begin if KillType = K_HARDKILL then // -5..+5; -5..0 begin - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11), - (FObj.Vel.Y div 2)-Random(6)); + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11), + (FObj.Vel.Y div 2)-Random(6)); end else // -3..+3; -3..0 begin - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7), - (FObj.Vel.Y div 2)-Random(4)); + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7), + (FObj.Vel.Y div 2)-Random(4)); end; - gItems[id].positionChanged(); // this updates spatial accelerators + it.positionChanged(); // this updates spatial accelerators end; if g_Game_IsNet and g_Game_IsServer then diff --git a/src/game/g_triggers.pas b/src/game/g_triggers.pas index 5283e70..7238c80 100644 --- a/src/game/g_triggers.pas +++ b/src/game/g_triggers.pas @@ -954,6 +954,7 @@ var Anim: TAnimation; UIDType: Byte; TargetUID: Word; + it: PItem; begin Result := False; if g_Game_IsClient then @@ -1305,51 +1306,55 @@ begin if Data.ItemMax > 0 then begin - gItems[iid].SpawnTrigger := ID; + it := g_ItemByIdx(iid); + it.SpawnTrigger := ID; Inc(SpawnedCount); end; case Data.ItemEffect of EFFECT_TELEPORT: begin + it := g_ItemByIdx(iid); if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then begin Anim := TAnimation.Create(FramesID, False, 3); g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Data.ItemPos.X, Data.ItemPos.Y); - g_GFX_OnceAnim(gItems[iid].Obj.X+gItems[iid].Obj.Rect.X+(gItems[iid].Obj.Rect.Width div 2)-32, - gItems[iid].Obj.Y+gItems[iid].Obj.Rect.Y+(gItems[iid].Obj.Rect.Height div 2)-32, Anim); + g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32, + it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, Anim); Anim.Free(); end; if g_Game_IsServer and g_Game_IsNet then - MH_SEND_Effect(gItems[iid].Obj.X+gItems[iid].Obj.Rect.X+(gItems[iid].Obj.Rect.Width div 2)-32, - gItems[iid].Obj.Y+gItems[iid].Obj.Rect.Y+(gItems[iid].Obj.Rect.Height div 2)-32, 1, + MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32, + it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, 1, NET_GFX_TELE); end; EFFECT_RESPAWN: begin + it := g_ItemByIdx(iid); if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then begin Anim := TAnimation.Create(FramesID, False, 4); g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', Data.ItemPos.X, Data.ItemPos.Y); - g_GFX_OnceAnim(gItems[iid].Obj.X+gItems[iid].Obj.Rect.X+(gItems[iid].Obj.Rect.Width div 2)-16, - gItems[iid].Obj.Y+gItems[iid].Obj.Rect.Y+(gItems[iid].Obj.Rect.Height div 2)-16, Anim); + g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16, + it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, Anim); Anim.Free(); end; if g_Game_IsServer and g_Game_IsNet then - MH_SEND_Effect(gItems[iid].Obj.X+gItems[iid].Obj.Rect.X+(gItems[iid].Obj.Rect.Width div 2)-16, - gItems[iid].Obj.Y+gItems[iid].Obj.Rect.Y+(gItems[iid].Obj.Rect.Height div 2)-16, 1, + MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16, + it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, 1, NET_GFX_RESPAWN); end; EFFECT_FIRE: begin + it := g_ItemByIdx(iid); if g_Frames_Get(FramesID, 'FRAMES_FIRE') then begin Anim := TAnimation.Create(FramesID, False, 4); g_Sound_PlayExAt('SOUND_FIRE', Data.ItemPos.X, Data.ItemPos.Y); - g_GFX_OnceAnim(gItems[iid].Obj.X+gItems[iid].Obj.Rect.X+(gItems[iid].Obj.Rect.Width div 2)-32, - gItems[iid].Obj.Y+gItems[iid].Obj.Rect.Y+gItems[iid].Obj.Rect.Height-128, Anim); + g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32, + it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, Anim); Anim.Free(); end; if g_Game_IsServer and g_Game_IsNet then - MH_SEND_Effect(gItems[iid].Obj.X+gItems[iid].Obj.Rect.X+(gItems[iid].Obj.Rect.Width div 2)-32, - gItems[iid].Obj.Y+gItems[iid].Obj.Rect.Y+gItems[iid].Obj.Rect.Height-128, 1, + MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32, + it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, 1, NET_GFX_FIRE); end; end; diff --git a/src/game/z_aabbtree.pas b/src/game/z_aabbtree.pas index 5b3fa62..a64e632 100644 --- a/src/game/z_aabbtree.pas +++ b/src/game/z_aabbtree.pas @@ -148,12 +148,13 @@ type //nextNodeId: Integer; // a node is either a leaf (has data) or is an internal node (has children) children: array [0..1] of Integer; // left and right child of the node (children[0] = left child) - //TODO: `flesh` can be united with `children` - flesh: TTreeFlesh; // height of the node in the tree (-1 for free nodes) height: SmallInt; // fat axis aligned bounding box (AABB) corresponding to the node aabb: AABB2D; + //TODO: `flesh` can be united with `children` + flesh: TTreeFlesh; + fleshX, fleshY: TreeNumber; tag: Integer; // just a user-defined tag public // return true if the node is a leaf of the tree @@ -162,6 +163,8 @@ type function isfree (): Boolean; inline; property nextNodeId: Integer read parentId write parentId; //property flesh: Integer read children[0] write children[0]; + + procedure dumpToLog (); end; TVisitCheckerCB = function (node: PTreeNode): Boolean is nested; @@ -236,8 +239,11 @@ type function getNodeObjectId (nodeid: Integer): TTreeFlesh; inline; procedure getNodeFatAABB (var aabb: AABB2D; nodeid: Integer); inline; + // returns `false` if nodeid is not leaf + function getNodeXY (nodeid: Integer; out x, y: Integer): Boolean; inline; + // return `false` for invalid flesh - function getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh): Boolean; virtual; abstract; + function getFleshAABB (var aabb: AABB2D; flesh: TTreeFlesh; tag: Integer): Boolean; virtual; abstract; // insert an object into the tree // this method creates a new leaf node in the tree and returns the id of the corresponding node or -1 on error @@ -264,7 +270,8 @@ type * * return `true` if the tree was modified. *) - function updateObject (nodeId: Integer; dispX, dispY: TreeNumber; forceReinsert: Boolean=false): Boolean; + function updateObject (nodeId: Integer; dispX, dispY: TreeNumber; forceReinsert: Boolean=false): Boolean; overload; + function updateObject (nodeId: Integer; forceReinsert: Boolean=false): Boolean; overload; function aabbQuery (ax, ay, aw, ah: TreeNumber; cb: TQueryOverlapCB; tagmask: Integer=-1): TTreeFlesh; function pointQuery (ax, ay: TreeNumber; cb: TQueryOverlapCB): TTreeFlesh; @@ -542,6 +549,13 @@ begin aabb.maxY := 0; end; +procedure TDynAABBTree.TTreeNode.dumpToLog (); +begin + e_WriteLog(Format('NODE: parentId=%d; children=[%d,%d]; height=%d; tag=%d; fleshX=%d; fleshY=%d; aabb=(%d,%d)-(%d,%d)', + [parentId, children[0], children[1], Integer(height), tag, fleshX, fleshY, aabb.minX, aabb.minY, aabb.maxX, aabb.maxY]), + MSG_NOTIFY); +end; + // ////////////////////////////////////////////////////////////////////////// // // allocate and return a node to use in the tree @@ -555,7 +569,7 @@ begin begin {$IFDEF aabbtree_many_asserts}assert(mNodeCount = mAllocCount);{$ENDIF} // allocate more nodes in the tree - if (mAllocCount < 32768) then newsz := mAllocCount*2 else newsz := mAllocCount+16384; + if (mAllocCount <= 16384) then newsz := mAllocCount*2 else newsz := mAllocCount+16384; SetLength(mNodes, newsz); mAllocCount := newsz; // initialize the allocated nodes @@ -569,7 +583,7 @@ begin end; // get the next free node freeNodeId := mFreeNodeId; - {$IFDEF aabbtree_many_asserts}assert((freeNodeId >= mNodeCount) and (freeNodeId < mAllocCount));{$ENDIF} + {$IFDEF aabbtree_many_asserts}assert(freeNodeId < mAllocCount);{$ENDIF} node := @mNodes[freeNodeId]; mFreeNodeId := node.nextNodeId; node.clear(); @@ -577,6 +591,8 @@ begin node.height := 0; Inc(mNodeCount); result := freeNodeId; + + //e_WriteLog(Format('tree: allocated node #%d', [result]), MSG_NOTIFY); end; @@ -591,6 +607,8 @@ begin mNodes[nodeId].flesh := nil; mFreeNodeId := nodeId; Dec(mNodeCount); + + //e_WriteLog(Format('tree: released node #%d', [nodeId]), MSG_NOTIFY); end; @@ -998,28 +1016,31 @@ end; function TDynAABBTree.insertObjectInternal (var aabb: AABB2D; staticObject: Boolean): Integer; var nodeId: Integer; + node: PTreeNode; begin // get the next available node (or allocate new ones if necessary) nodeId := allocateNode(); + node := @mNodes[nodeId]; + // create the fat aabb to use in the tree - mNodes[nodeId].aabb := AABB2D.Create(aabb); + node.aabb := AABB2D.Create(aabb); if (not staticObject) then begin - mNodes[nodeId].aabb.minX -= mExtraGap; - mNodes[nodeId].aabb.minY -= mExtraGap; - mNodes[nodeId].aabb.maxX += mExtraGap; - mNodes[nodeId].aabb.maxY += mExtraGap; + node.aabb.minX -= mExtraGap; + node.aabb.minY -= mExtraGap; + node.aabb.maxX += mExtraGap; + node.aabb.maxY += mExtraGap; end; // set the height of the node in the tree - mNodes[nodeId].height := 0; + node.height := 0; // insert the new leaf node in the tree insertLeafNode(nodeId); - {$IFDEF aabbtree_many_asserts}assert(mNodes[nodeId].leaf);{$ENDIF} - {$IFDEF aabbtree_many_asserts}assert(nodeId >= 0);{$ENDIF} + {$IFDEF aabbtree_many_asserts}node := @mNodes[nodeId];{$ENDIF} + {$IFDEF aabbtree_many_asserts}assert(node.leaf);{$ENDIF} // return the id of the node result := nodeId; @@ -1074,7 +1095,7 @@ function TDynAABBTree.forEachLeaf (dg: TForEachLeafCB): Boolean; {$ENDIF} if pNode.leaf then begin - getFleshAABB(aabb, pNode.flesh); + getFleshAABB(aabb, pNode.flesh, pNode.tag); {$IFDEF aabbtree_use_floats} e_WriteLog(Format(' LEAF AABB:(%f,%f)-(%f,%f); valid=%d; volume=%f', [aabb.minX, aabb.minY, aabb.maxX, aabb.maxY, Integer(aabb.valid), aabb.volume]), MSG_NOTIFY); {$ELSE} @@ -1299,7 +1320,7 @@ function TDynAABBTree.computeTreeHeight (): Integer; begin result := computeHeig // return the root AABB of the tree procedure TDynAABBTree.getRootAABB (var aabb: AABB2D); begin - {$IFDEF aabbtree_many_asserts}assert((mRootNodeId >= 0) and (mRootNodeId < mNodeCount));{$ENDIF} + {$IFDEF aabbtree_many_asserts}assert((mRootNodeId >= 0) and (mRootNodeId < mAllocCount));{$ENDIF} aabb := mNodes[mRootNodeId].aabb; end; @@ -1308,20 +1329,42 @@ end; // WARNING: ids of removed objects can be reused on later insertions! function TDynAABBTree.isValidId (id: Integer): Boolean; begin - result := (id >= 0) and (id < mNodeCount) and (mNodes[id].leaf); + result := (id >= 0) and (id < mAllocCount) and (mNodes[id].leaf); end; // get object by nodeid; can return nil for invalid ids function TDynAABBTree.getNodeObjectId (nodeid: Integer): TTreeFlesh; begin - if (nodeid >= 0) and (nodeid < mNodeCount) and (mNodes[nodeid].leaf) then result := mNodes[nodeid].flesh else result := nil; + if (nodeid >= 0) and (nodeid < mAllocCount) and (mNodes[nodeid].leaf) then result := mNodes[nodeid].flesh else result := nil; end; // get fat object AABB by nodeid; returns random shit for invalid ids procedure TDynAABBTree.getNodeFatAABB (var aabb: AABB2D; nodeid: Integer); begin - if (nodeid >= 0) and (nodeid < mNodeCount) and (not mNodes[nodeid].isfree) then aabb.copyFrom(mNodes[nodeid].aabb) else aabb.setDims(0, 0, 0, 0); + if (nodeid >= 0) and (nodeid < mAllocCount) and (not mNodes[nodeid].isfree) then aabb.copyFrom(mNodes[nodeid].aabb) else aabb.setDims(0, 0, 0, 0); +end; + +function TDynAABBTree.getNodeXY (nodeid: Integer; out x, y: Integer): Boolean; inline; +begin + if (nodeid >= 0) and (nodeid < mAllocCount) and (mNodes[nodeid].leaf) then + begin + result := true; + {$IFDEF aabbtree_use_floats} + x := round(mNodes[nodeid].fleshX); + y := round(mNodes[nodeid].fleshY); + {$ELSE} + x := mNodes[nodeid].fleshX; + y := mNodes[nodeid].fleshY; + {$ENDIF} + end + else + begin + result := false; + x := 0; + y := 0; + //if (nodeid >= 0) and (nodeid < mAllocCount) then mNodes[nodeid].dumpToLog(); + end; end; @@ -1332,9 +1375,9 @@ end; function TDynAABBTree.insertObject (flesh: TTreeFlesh; tag: Integer; staticObject: Boolean=false): Integer; var aabb: AABB2D; - nodeId: Integer; + nodeId, fx, fy: Integer; begin - if not getFleshAABB(aabb, flesh) then + if not getFleshAABB(aabb, flesh, tag) then begin {$IFDEF aabbtree_use_floats} e_WriteLog(Format('trying to insert FUCKED FLESH:(%f,%f)-(%f,%f); volume=%f; valid=%d', [aabb.minX, aabb.minY, aabb.maxX, aabb.maxY, aabb.volume, Integer(aabb.valid)]), MSG_WARNING); @@ -1357,10 +1400,14 @@ begin exit; end; //e_WriteLog(Format('inserting AABB:(%f,%f)-(%f,%f); volume=%f; valid=%d', [aabb.minX, aabb.minY, aabb.maxX, aabb.maxY, aabb.volume, Integer(aabb.valid)]), MSG_NOTIFY); + fx := aabb.minX; + fy := aabb.minY; nodeId := insertObjectInternal(aabb, staticObject); {$IFDEF aabbtree_many_asserts}assert(mNodes[nodeId].leaf);{$ENDIF} mNodes[nodeId].flesh := flesh; mNodes[nodeId].tag := tag; + mNodes[nodeId].fleshX := fx; + mNodes[nodeId].fleshY := fy; result := nodeId; end; @@ -1369,57 +1416,94 @@ end; // WARNING: ids of removed objects can be reused on later insertions! procedure TDynAABBTree.removeObject (nodeId: Integer); begin - if (nodeId < 0) or (nodeId >= mNodeCount) or (not mNodes[nodeId].leaf) then raise Exception.Create('invalid node id in TDynAABBTree'); + if (nodeId < 0) or (nodeId >= mAllocCount) or (not mNodes[nodeId].leaf) then raise Exception.Create('invalid node id in TDynAABBTree'); // remove the node from the tree removeLeafNode(nodeId); releaseNode(nodeId); end; -function TDynAABBTree.updateObject (nodeId: Integer; dispX, dispY: TreeNumber; forceReinsert: Boolean=false): Boolean; +function TDynAABBTree.updateObject (nodeId: Integer; forceReinsert: Boolean=false): Boolean; overload; var newAABB: AABB2D; + dispX, dispY: TreeNumber; begin - if (nodeId < 0) or (nodeId >= mNodeCount) or (not mNodes[nodeId].leaf) then raise Exception.Create('invalid node id in TDynAABBTree.updateObject'); + if (nodeId < 0) or (nodeId >= mAllocCount) or (not mNodes[nodeId].leaf) then raise Exception.Create('invalid node id in TDynAABBTree.updateObject'); - if not getFleshAABB(newAABB, mNodes[nodeId].flesh) then raise Exception.Create('invalid node id in TDynAABBTree.updateObject'); + if not getFleshAABB(newAABB, mNodes[nodeId].flesh, mNodes[nodeId].tag) then raise Exception.Create('invalid flesh dimensions in TDynAABBTree.updateObject'); if not newAABB.valid then raise Exception.Create('invalid flesh aabb in TDynAABBTree.updateObject'); + dispX := newAABB.minX-mNodes[nodeId].fleshX; + dispY := newAABB.minY-mNodes[nodeId].fleshY; + + if (dispX < -16) then dispX := -16 else if (dispX > 16) then dispX := 16; + if (dispY < -16) then dispY := -16 else if (dispY > 16) then dispY := 16; + + result := updateObject(nodeId, dispX, dispY, forceReinsert); +end; + +function TDynAABBTree.updateObject (nodeId: Integer; dispX, dispY: TreeNumber; forceReinsert: Boolean=false): Boolean; overload; +var + newAABB: AABB2D; + fx, fy: Integer; + node: PTreeNode; +begin + if (nodeId < 0) or (nodeId >= mAllocCount) or (not mNodes[nodeId].leaf) then raise Exception.Create('invalid node id in TDynAABBTree.updateObject'); + + if not getFleshAABB(newAABB, mNodes[nodeId].flesh, mNodes[nodeId].tag) then raise Exception.Create('invalid flesh dimensions in TDynAABBTree.updateObject'); + if not newAABB.valid then raise Exception.Create('invalid flesh aabb in TDynAABBTree.updateObject'); + + fx := newAABB.minX; + fy := newAABB.minY; + // if the new AABB is still inside the fat AABB of the node - if (not forceReinsert) and (mNodes[nodeId].aabb.contains(newAABB)) then begin result := false; exit; end; + if (not forceReinsert) and (mNodes[nodeId].aabb.contains(newAABB)) then + begin + node := @mNodes[nodeId]; + node.fleshX := fx; + node.fleshY := fy; + result := false; + exit; + end; // if the new AABB is outside the fat AABB, we remove the corresponding node removeLeafNode(nodeId); + node := @mNodes[nodeId]; + // compute the fat AABB by inflating the AABB with a constant gap - mNodes[nodeId].aabb := newAABB; + node.aabb.copyFrom(newAABB); + node.fleshX := fx; + node.fleshY := fy; + if (not forceReinsert) and ((dispX <> 0) or (dispY <> 0)) then begin - mNodes[nodeId].aabb.minX := mNodes[nodeId].aabb.minX-mExtraGap; - mNodes[nodeId].aabb.minY := mNodes[nodeId].aabb.minY-mExtraGap; - mNodes[nodeId].aabb.maxX := mNodes[nodeId].aabb.maxX+mExtraGap; - mNodes[nodeId].aabb.maxY := mNodes[nodeId].aabb.maxY+mExtraGap; + node.aabb.minX -= mExtraGap; + node.aabb.minY += mExtraGap; + node.aabb.maxX += mExtraGap; + node.aabb.maxY += mExtraGap; end; // inflate the fat AABB in direction of the linear motion of the AABB if (dispX < 0) then begin - mNodes[nodeId].aabb.minX := mNodes[nodeId].aabb.minX+LinearMotionGapMultiplier*dispX {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; + node.aabb.minX += LinearMotionGapMultiplier*dispX {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; end else begin - mNodes[nodeId].aabb.maxX := mNodes[nodeId].aabb.maxX+LinearMotionGapMultiplier*dispX {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; + node.aabb.maxX += LinearMotionGapMultiplier*dispX {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; end; + if (dispY < 0) then begin - mNodes[nodeId].aabb.minY := mNodes[nodeId].aabb.minY+LinearMotionGapMultiplier*dispY {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; + node.aabb.minY += LinearMotionGapMultiplier*dispY {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; end else begin - mNodes[nodeId].aabb.maxY := mNodes[nodeId].aabb.maxY+LinearMotionGapMultiplier*dispY {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; + node.aabb.maxY += LinearMotionGapMultiplier*dispY {$IFDEF aabbtree_use_floats}{$ELSE}div 10{$ENDIF}; end; - {$IFDEF aabbtree_many_asserts}assert(mNodes[nodeId].aabb.contains(newAABB));{$ENDIF} + {$IFDEF aabbtree_many_asserts}assert(node.aabb.contains(newAABB));{$ENDIF} // reinsert the node into the tree insertLeafNode(nodeId); @@ -1466,7 +1550,7 @@ begin if not assigned(cb) then cb := dummycb; caabb := AABB2D.Create(ax, ay, ax+1, ay+1); nid := visit(caabb, ModePoint, checker, cb); - {$IFDEF aabbtree_many_asserts}assert((nid < 0) or ((nid >= 0) and (nid < mNodeCount) and (mNodes[nid].leaf)));{$ENDIF} + {$IFDEF aabbtree_many_asserts}assert((nid < 0) or ((nid >= 0) and (nid < mAllocCount) and (mNodes[nid].leaf)));{$ENDIF} if (nid >= 0) then result := mNodes[nid].flesh else result := nil; end; diff --git a/src/shared/binheap.pas b/src/shared/binheap.pas index 968c5f9..50531ed 100644 --- a/src/shared/binheap.pas +++ b/src/shared/binheap.pas @@ -21,11 +21,14 @@ interface type - TBinaryHeapLessFn = function (a, b: TObject): Boolean; + // WARNING! don't put structures into heap, use ponters or ids! + generic TBinaryHeapBase = class(TObject) + private + type + TBinaryHeapLessFn = function (a, b: ITP): Boolean; - TBinaryHeapObj = class(TObject) private - elem: array of TObject; + elem: array of ITP; elemUsed: Integer; lessfn: TBinaryHeapLessFn; @@ -38,15 +41,24 @@ type procedure clear (); - procedure insert (val: TObject); + procedure insert (val: ITP); - function front (): TObject; + function front (): ITP; procedure popFront (); property count: Integer read elemUsed; end; +type + TBinaryHeapObj = specialize TBinaryHeapBase; + TBinaryHeapInt = specialize TBinaryHeapBase; + + +function binHeapNewIntLess (): TBinaryHeapInt; +function binHeapNewIntGreat (): TBinaryHeapInt; + + implementation uses @@ -54,32 +66,41 @@ uses // ////////////////////////////////////////////////////////////////////////// // -constructor TBinaryHeapObj.Create (alessfn: TBinaryHeapLessFn); +function intLess (a, b: Integer): Boolean; begin result := (a < b); end; +function intGreat (a, b: Integer): Boolean; begin result := (a > b); end; + + +function binHeapNewIntLess (): TBinaryHeapInt; begin result := TBinaryHeapInt.Create(@intLess); end; +function binHeapNewIntGreat (): TBinaryHeapInt; begin result := TBinaryHeapInt.Create(@intGreat); end; + + +// ////////////////////////////////////////////////////////////////////////// // +constructor TBinaryHeapBase.Create (alessfn: TBinaryHeapLessFn); begin if not assigned(alessfn) then raise Exception.Create('wutafuck?!'); lessfn := alessfn; - SetLength(elem, 8192); // 'cause why not? + SetLength(elem, 128); // 'cause why not? elemUsed := 0; end; -destructor TBinaryHeapObj.Destroy (); +destructor TBinaryHeapBase.Destroy (); begin elem := nil; inherited; end; -procedure TBinaryHeapObj.clear (); +procedure TBinaryHeapBase.clear (); begin elemUsed := 0; end; -procedure TBinaryHeapObj.heapify (root: Integer); +procedure TBinaryHeapBase.heapify (root: Integer); var smallest, right: Integer; - tmp: TObject; + tmp: ITP; begin while true do begin @@ -98,14 +119,21 @@ begin end; -procedure TBinaryHeapObj.insert (val: TObject); +procedure TBinaryHeapBase.insert (val: ITP); var i, par: Integer; begin - if (val = nil) then exit; + //if (val = nil) then exit; i := elemUsed; - if (i = Length(elem)) then SetLength(elem, Length(elem)+16384); // arbitrary number + // grow? + if (i = Length(elem)) then + begin + if (i <= 65536) then par := i*2 else par := i+65536; // arbitrary numbers + SetLength(elem, par); + end; + // increase counter Inc(elemUsed); + // insert element while (i <> 0) do begin par := (i-1) div 2; // parent @@ -116,13 +144,13 @@ begin elem[i] := val; end; -function TBinaryHeapObj.front (): TObject; +function TBinaryHeapBase.front (): ITP; begin - if elemUsed > 0 then result := elem[0] else result := nil; + if elemUsed > 0 then result := elem[0] else result := Default(ITP); end; -procedure TBinaryHeapObj.popFront (); +procedure TBinaryHeapBase.popFront (); begin if (elemUsed > 0) then begin