diff --git a/src/game/g_basic.pas b/src/game/g_basic.pas
index 40b8e4ed43f29f851d7dd9abf6e50ff2f258cff4..530bf8e4c2ea873385be3eb3403a548122bfdd8f 100644 (file)
--- a/src/game/g_basic.pas
+++ b/src/game/g_basic.pas
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$INCLUDE g_amodes.inc}
+{$INCLUDE ../shared/a_modes.inc}
unit g_basic;
interface
unit g_basic;
interface
function g_CreateUID(UIDType: Byte): Word;
function g_GetUIDType(UID: Word): Byte;
function g_Collide(X1, Y1: Integer; Width1, Height1: Word;
function g_CreateUID(UIDType: Byte): Word;
function g_GetUIDType(UID: Word): Byte;
function g_Collide(X1, Y1: Integer; Width1, Height1: Word;
- X2, Y2: Integer; Width2, Height2: Word): Boolean;
+ X2, Y2: Integer; Width2, Height2: Word): Boolean; inline;
function g_CollideLine(x1, y1, x2, y2, rX, rY: Integer; rWidth, rHeight: Word): Boolean;
function g_CollideLine(x1, y1, x2, y2, rX, rY: Integer; rWidth, rHeight: Word): Boolean;
-function g_CollidePoint(X, Y, X2, Y2: Integer; Width, Height: Word): Boolean;
-function g_CollideLevel(X, Y: Integer; Width, Height: Word): Boolean;
+function g_CollidePoint(X, Y, X2, Y2: Integer; Width, Height: Word): Boolean; inline;
+function g_CollideLevel(X, Y: Integer; Width, Height: Word): Boolean; inline;
function g_CollideAround(X1, Y1: Integer; Width1, Height1: Word;
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;
+ X2, Y2: Integer; Width2, Height2: Word): Boolean; inline;
+function g_CollidePlayer(X, Y: Integer; Width, Height: Word): Boolean; inline;
function g_PatchLength(X1, Y1, X2, Y2: Integer): Word;
function g_PatchLength(X1, Y1, X2, Y2: Integer): Word;
-function g_TraceVector(X1, Y1, X2, Y2: Integer): Boolean;
+function g_TraceVector(X1, Y1, X2, Y2: Integer): Boolean; // `true`: no wall hit
function g_GetAcidHit(X, Y: Integer; Width, Height: Word): Byte;
function g_Look(a, b: PObj; d: TDirection): Boolean;
procedure IncMax(var A: Integer; B, Max: Integer); overload;
function g_GetAcidHit(X, Y: Integer; Width, Height: Word): Byte;
function g_Look(a, b: PObj; d: TDirection): Boolean;
procedure IncMax(var A: Integer; B, Max: Integer); overload;
function b_Text_Format(S: string): string;
function b_Text_Unformat(S: string): string;
function b_Text_Format(S: string): string;
function b_Text_Unformat(S: string): string;
+
+var
+ gmon_dbg_los_enabled: Boolean = true;
+
implementation
uses
implementation
uses
- Math, g_map, g_gfx, g_player, SysUtils, MAPDEF,
- StrUtils, e_graphics, g_monsters, g_items;
+ Math, e_log, g_map, g_gfx, g_player, SysUtils, MAPDEF,
+ StrUtils, e_graphics, g_monsters, g_items, g_game;
function g_PatchLength(X1, Y1, X2, Y2: Integer): Word;
begin
Result := Min(Round(Hypot(Abs(X2-X1), Abs(Y2-Y1))), 65535);
end;
function g_PatchLength(X1, Y1, X2, Y2: Integer): Word;
begin
Result := Min(Round(Hypot(Abs(X2-X1), Abs(Y2-Y1))), 65535);
end;
-function g_CollideLevel(X, Y: Integer; Width, Height: Word): Boolean;
+function g_CollideLevel(X, Y: Integer; Width, Height: Word): Boolean; inline;
+begin
+ result := g_Map_CollidePanel(X, Y, Width, Height, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR), false);
+end;
+(*
var
a: Integer;
begin
var
a: Integer;
begin
Exit;
end;
end;
Exit;
end;
end;
+*)
-function g_CollidePlayer(X, Y: Integer; Width, Height: Word): Boolean;
+function g_CollidePlayer(X, Y: Integer; Width, Height: Word): Boolean; inline;
var
a: Integer;
begin
var
a: Integer;
begin
if gPlayers = nil then Exit;
for a := 0 to High(gPlayers) do
if gPlayers = nil then Exit;
for a := 0 to High(gPlayers) do
- if (gPlayers[a] <> nil) and gPlayers[a].Live then
+ if (gPlayers[a] <> nil) and gPlayers[a].alive then
if gPlayers[a].Collide(X, Y, Width, Height) then
begin
Result := True;
if gPlayers[a].Collide(X, Y, Width, Height) then
begin
Result := True;
end;
end;
end;
end;
-function g_CollideMonster(X, Y: Integer; Width, Height: Word): Boolean;
-var
- a: Integer;
-begin
- Result := False;
-
- if gMonsters = nil then Exit;
-
- for a := 0 to High(gMonsters) do
- if (gMonsters[a] <> nil) and gMonsters[a].Live then
- if g_Obj_Collide(X, Y, Width, Height, @gMonsters[a].Obj) then
- begin
- Result := True;
- Exit;
- 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
function g_TraceVector(X1, Y1, X2, Y2: Integer): Boolean;
var
+ wallHitX: Integer = 0;
+ wallHitY: Integer = 0;
+(*
i: Integer;
dx, dy: Integer;
Xerr, Yerr, d: LongWord;
incX, incY: Integer;
x, y: Integer;
i: Integer;
dx, dy: Integer;
Xerr, Yerr, d: LongWord;
incX, incY: Integer;
x, y: Integer;
+*)
begin
begin
- Result := False;
+ (*
+ result := False;
Assert(gCollideMap <> nil, 'g_TraceVector: gCollideMap = nil');
Assert(gCollideMap <> nil, 'g_TraceVector: gCollideMap = nil');
end;
Result := True;
end;
Result := True;
+ *)
+
+ // `true` if no obstacles
+ if (g_profile_los) then g_Mons_LOS_Start();
+ result := (g_Map_traceToNearestWall(x1, y1, x2, y2, @wallHitX, @wallHitY) = nil);
+ if (g_profile_los) then g_Mons_LOS_End();
end;
end;
+
function g_CreateUID(UIDType: Byte): Word;
var
ok: Boolean;
function g_CreateUID(UIDType: Byte): Word;
var
ok: Boolean;
UID_MONSTER:
begin
UID_MONSTER:
begin
- repeat
- Result := UID_MAX_PLAYER+$1+Random(UID_MAX_MONSTER-UID_MAX_GAME-UID_MAX_PLAYER+$1);
-
- ok := True;
- if gMonsters <> nil then
- for i := 0 to High(gMonsters) do
- if gMonsters[i] <> nil then
- if Result = gMonsters[i].UID then
- begin
- ok := False;
- Break;
- end;
- until ok;
+ //FIXME!!!
+ while true do
+ begin
+ result := UID_MAX_PLAYER+$1+Random(UID_MAX_MONSTER-UID_MAX_GAME-UID_MAX_PLAYER+$1);
+ if (g_Monsters_ByUID(result) = nil) then break;
+ end;
end;
end;
end;
end;
end;
end;
end;
function g_Collide(X1, Y1: Integer; Width1, Height1: Word;
end;
function g_Collide(X1, Y1: Integer; Width1, Height1: Word;
- X2, Y2: Integer; Width2, Height2: Word): Boolean;
+ X2, Y2: Integer; Width2, Height2: Word): Boolean; inline;
begin
Result := not ( ((Y1 + Height1 <= Y2) or
(Y2 + Height2 <= Y1)) or
begin
Result := not ( ((Y1 + Height1 <= Y2) or
(Y2 + Height2 <= Y1)) or
end;
function g_CollideAround(X1, Y1: Integer; Width1, Height1: Word;
end;
function g_CollideAround(X1, Y1: Integer; Width1, Height1: Word;
- X2, Y2: Integer; Width2, Height2: Word): Boolean;
+ X2, Y2: Integer; Width2, Height2: Word): Boolean; inline;
begin
Result := g_Collide(X1, Y1, Width1, Height1, X2, Y2, Width2, Height2) or
g_Collide(X1+1, Y1, Width1, Height1, X2, Y2, Width2, Height2) or
begin
Result := g_Collide(X1, Y1, Width1, Height1, X2, Y2, Width2, Height2) or
g_Collide(X1+1, Y1, Width1, Height1, X2, Y2, Width2, Height2) or
g_Collide(X1, Y1-1, Width1, Height1, X2, Y2, Width2, Height2);
end;
g_Collide(X1, Y1-1, Width1, Height1, X2, Y2, Width2, Height2);
end;
-function c(X1, Y1, Width1, Height1, X2, Y2, Width2, Height2: Integer): Boolean;
+function c(X1, Y1, Width1, Height1, X2, Y2, Width2, Height2: Integer): Boolean; inline;
begin
Result := not (((Y1 + Height1 <= Y2) or
(Y1 >= Y2 + Height2)) or
begin
Result := not (((Y1 + Height1 <= Y2) or
(Y1 >= Y2 + Height2)) or
(X1 >= X2 + Width2)));
end;
(X1 >= X2 + Width2)));
end;
-function g_Collide2(X1, Y1, X2, Y2, X3, Y3, X4, Y4: Integer): Boolean;
+function g_Collide2(X1, Y1, X2, Y2, X3, Y3, X4, Y4: Integer): Boolean; inline;
begin
//Result := not (((Y2 <= Y3) or (Y1 >= Y4)) or ((X2 <= X3) or (X1 >= X4)));
Result := c(X1, Y1, X2-X1, Y2-Y1, X3, Y3, X4-X3, Y4-Y3);
end;
begin
//Result := not (((Y2 <= Y3) or (Y1 >= Y4)) or ((X2 <= X3) or (X1 >= X4)));
Result := c(X1, Y1, X2-X1, Y2-Y1, X3, Y3, X4-X3, Y4-Y3);
end;
-function g_CollidePoint(X, Y, X2, Y2: Integer; Width, Height: Word): Boolean;
+function g_CollidePoint(X, Y, X2, Y2: Integer; Width, Height: Word): Boolean; inline;
begin
X := X-X2;
Y := Y-Y2;
begin
X := X-X2;
Y := Y-Y2;
function g_Look(a, b: PObj; d: TDirection): Boolean;
begin
function g_Look(a, b: PObj; d: TDirection): Boolean;
begin
+ if not gmon_dbg_los_enabled then begin result := false; exit; end; // always "wall hit"
+
if ((b^.X > a^.X) and (d = D_LEFT)) or
((b^.X < a^.X) and (d = D_RIGHT)) then
begin
if ((b^.X > a^.X) and (d = D_LEFT)) or
((b^.X < a^.X) and (d = D_RIGHT)) then
begin
begin
p := g_Player_Get(UID);
if p = nil then Exit;
begin
p := g_Player_Get(UID);
if p = nil then Exit;
- if not p.Live then Exit;
+ if not p.alive then Exit;
o^ := p.Obj;
end;
UID_MONSTER:
begin
o^ := p.Obj;
end;
UID_MONSTER:
begin
- m := g_Monsters_Get(UID);
+ m := g_Monsters_ByUID(UID);
if m = nil then Exit;
if m = nil then Exit;
- if not m.Live then Exit;
+ if not m.alive then Exit;
o^ := m.Obj;
end;
o^ := m.Obj;
end;