diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index bcf0883385f89309450a420e89616af331eadbc7..07bd4ec95d088c7413f41eb2f8254e3b9cf8a26b 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
*
* 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
*
* 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.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
MAPDEF, g_textures, xdynrec;
type
MAPDEF, g_textures, xdynrec;
type
- TAddTextureArray = Array of
- record
- Texture: Cardinal;
- Anim: Boolean;
- end;
+ TAddTextureArray = array of record
+ Texture: Cardinal; // Textures[Texture]
+ end;
+
+ ATextureID = array of record
+ Texture: Cardinal; // Textures[Texture]
+ AnTex: TAnimState;
+ end;
PPanel = ^TPanel;
TPanel = Class (TObject)
PPanel = ^TPanel;
TPanel = Class (TObject)
const
private
mGUID: Integer; // will be assigned in "g_map.pas"
const
private
mGUID: Integer; // will be assigned in "g_map.pas"
- FTextureWidth: Word;
- FTextureHeight: Word;
FAlpha: Byte;
FBlending: Boolean;
FAlpha: Byte;
FBlending: Boolean;
- FTextureIDs: Array of
- record
- case Anim: Boolean of
- False: (Tex: Cardinal);
- True: (AnTex: TAnimation);
- end;
-
+ FTextureIDs: ATextureID;
mMovingSpeed: TDFPoint;
mMovingStart: TDFPoint;
mMovingEnd: TDFPoint;
mMovingSpeed: TDFPoint;
mMovingStart: TDFPoint;
mMovingEnd: TDFPoint;
FCurFrame: Integer;
FCurFrameCount: Byte;
FX, FY: Integer;
FCurFrame: Integer;
FCurFrameCount: Byte;
FX, FY: Integer;
+ FOldX, FOldY: Integer;
FWidth, FHeight: Word;
FWidth, FHeight: Word;
+ FOldW, FOldH: Word;
FPanelType: Word;
FEnabled: Boolean;
FDoor: Boolean;
FPanelType: Word;
FEnabled: Boolean;
FDoor: Boolean;
var Textures: TLevelTextureArray; aguid: Integer);
destructor Destroy(); override;
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 Update();
procedure SetFrame(Frame: Integer; Count: Byte);
procedure NextTexture(AnimLoop: Byte = 0);
property y: Integer read FY write FY;
property width: Word read FWidth write FWidth;
property height: Word read FHeight write FHeight;
property y: Integer read FY write FY;
property width: Word read FWidth write FWidth;
property height: Word read FHeight write FHeight;
+ property oldX: Integer read FOldX;
+ property oldY: Integer read FOldY;
+ property oldWidth: Word read FOldW;
+ property oldHeight: Word read FOldH;
property panelType: Word read FPanelType write FPanelType;
property enabled: Boolean read FEnabled write FEnabled;
property door: Boolean read FDoor write FDoor;
property panelType: Word read FPanelType write FPanelType;
property enabled: Boolean read FEnabled write FEnabled;
property door: Boolean read FDoor write FDoor;
property isGLift: Boolean read getIsGLift;
property isGBlockMon: Boolean read getIsGBlockMon;
property isGLift: Boolean read getIsGLift;
property isGBlockMon: Boolean read getIsGBlockMon;
+ (* private state *)
+ property Alpha: Byte read FAlpha;
+ property Blending: Boolean read FBlending;
+ property TextureIDs: ATextureID read FTextureIDs;
+
public
property movingSpeed: TDFPoint read mMovingSpeed write mMovingSpeed;
property movingStart: TDFPoint read mMovingStart write mMovingStart;
public
property movingSpeed: TDFPoint read mMovingSpeed write mMovingSpeed;
property movingStart: TDFPoint read mMovingStart write mMovingStart;
implementation
implementation
-uses
- {$INCLUDE ../nogl/noGLuses.inc}
- e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
- g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ g_basic, g_map, g_game, g_weapons, g_triggers, g_items,
+ g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams
+ ;
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
{ T P a n e l : }
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
{ T P a n e l : }
+ function FindTextureByName (const name: String): Integer;
+ var i: Integer;
+ begin
+ Result := -1;
+ if Textures <> nil then
+ begin
+ for i := 0 to High(Textures) do
+ begin
+ if Textures[i].TextureName = name then
+ begin
+ Result := i;
+ break;
+ end
+ end
+ end
+ end;
+
constructor TPanel.Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
CurTex: Integer;
constructor TPanel.Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
CurTex: Integer;
begin
X := PanelRec.X;
Y := PanelRec.Y;
begin
X := PanelRec.X;
Y := PanelRec.Y;
+ FOldX := X;
+ FOldY := Y;
Width := PanelRec.Width;
Height := PanelRec.Height;
Width := PanelRec.Width;
Height := PanelRec.Height;
+ FOldW := Width;
+ FOldH := Height;
FAlpha := 0;
FBlending := False;
FCurFrame := 0;
FAlpha := 0;
FBlending := False;
FCurFrame := 0;
(not ByteBool(PanelRec.Flags and PANEL_FLAG_WATERTEXTURES)) then
begin
SetLength(FTextureIDs, 1);
(not ByteBool(PanelRec.Flags and PANEL_FLAG_WATERTEXTURES)) then
begin
SetLength(FTextureIDs, 1);
- FTextureIDs[0].Anim := False;
-
case PanelRec.PanelType of
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);
+ PANEL_WATER: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_WATER);
+ PANEL_ACID1: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID1);
+ PANEL_ACID2: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID2);
end;
end;
-
FCurTexture := 0;
Exit;
end;
FCurTexture := 0;
Exit;
end;
for i := 0 to Length(FTextureIDs)-1 do
begin
for i := 0 to Length(FTextureIDs)-1 do
begin
- FTextureIDs[i].Anim := AddTextures[i].Anim;
- if FTextureIDs[i].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- 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
+ FTextureIDs[i].Texture := AddTextures[i].Texture;
+ if Textures[AddTextures[i].Texture].FramesCount > 0 then
+ FTextureIDs[i].AnTex := TAnimState.Create(True, Textures[AddTextures[i].Texture].Speed, Textures[AddTextures[i].Texture].FramesCount)
else
else
- begin // Îáû÷íàÿ òåêñòóðà
- FTextureIDs[i].Tex := Textures[AddTextures[i].Texture].TextureID;
- end;
+ FTextureIDs[i].AnTex.Invalidate;
end;
// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
end;
// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
if ({PanelRec.TextureNum}tnum > High(Textures)) then
begin
e_WriteLog(Format('WTF?! tnum is out of limits! (%d : %d)', [tnum, High(Textures)]), TMsgType.Warning);
if ({PanelRec.TextureNum}tnum > High(Textures)) then
begin
e_WriteLog(Format('WTF?! tnum is out of limits! (%d : %d)', [tnum, High(Textures)]), TMsgType.Warning);
- FTextureWidth := 2;
- FTextureHeight := 2;
FAlpha := 0;
FBlending := ByteBool(0);
end
else if not g_Map_IsSpecialTexture(Textures[{PanelRec.TextureNum}tnum].TextureName) then
begin
FAlpha := 0;
FBlending := ByteBool(0);
end
else if not g_Map_IsSpecialTexture(Textures[{PanelRec.TextureNum}tnum].TextureName) then
begin
- FTextureWidth := Textures[{PanelRec.TextureNum}tnum].Width;
- FTextureHeight := Textures[{PanelRec.TextureNum}tnum].Height;
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
end;
destructor TPanel.Destroy();
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
end;
destructor TPanel.Destroy();
-var
- i: Integer;
begin
begin
- for i := 0 to High(FTextureIDs) do
- if FTextureIDs[i].Anim then
- FTextureIDs[i].AnTex.Free();
SetLength(FTextureIDs, 0);
SetLength(FTextureIDs, 0);
-
Inherited;
end;
Inherited;
end;
@@ -424,111 +433,6 @@ function TPanel.getIsGBlockMon (): Boolean; inline; begin result := ((tag and Gr
function TPanel.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
procedure TPanel.setDirty (); inline; begin mNeedSend := true; 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 // Àíèìèðîâàííàÿ òåêñòóðà
- 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, TMirrorType.None);
- end
- else
- begin // Îáû÷íàÿ òåêñòóðà
- case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1, 0, 0, 255, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1, 0, 128, 0, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(X, Y, X+Width-1, Y+Height-1, 128, 0, 0, 0, TBlending.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;
procedure TPanel.positionChanged (); inline;
var
px, py, pw, ph: Integer;
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]);
}
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);
+ {$IFDEF ENABLE_GFX}
+ g_Mark(px, py, pw, ph, MARK_WALL, false);
+ {$ENDIF}
if (Width < 1) or (Height < 1) then
begin
mapGrid.proxyEnabled[proxyId] := false;
if (Width < 1) or (Height < 1) then
begin
mapGrid.proxyEnabled[proxyId] := false;
begin
mapGrid.moveBody(proxyId, X, Y);
end;
begin
mapGrid.moveBody(proxyId, X, Y);
end;
- g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$IFDEF ENABLE_GFX}
+ g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$ENDIF}
end;
end;
end;
end;
end;
end;
nx, ny, nw, nh: Integer;
ex, ey, nex, ney: Integer;
mpw, mph: Integer;
nx, ny, nw, nh: Integer;
ex, ey, nex, ney: Integer;
mpw, mph: Integer;
+ conveyor: Boolean;
// return `true` if we should move by dx,dy
function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean; ontop: PBoolean=nil): Boolean;
// return `true` if we should move by dx,dy
function tryMPlatMove (px, py, pw, ph: Integer; out dx, dy: Integer; out squash: Boolean; ontop: PBoolean=nil): Boolean;
dx := tex-px;
dy := tey-py;
result := (dx <> 0) or (dy <> 0);
dx := tex-px;
dy := tey-py;
result := (dx <> 0) or (dy <> 0);
- if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
+ if not conveyor and ((tag and (GridTagWall or GridTagDoor)) <> 0) then
begin
// check for squashing; as entity cannot be pushed into a wall, check only collision with the platform itself
squash := g_Collide(tex, tey, pw, ph, nx, ny, nw, nh); // squash, if still in platform
begin
// check for squashing; as entity cannot be pushed into a wall, check only collision with the platform itself
squash := g_Collide(tex, tey, pw, ph, nx, ny, nw, nh); // squash, if still in platform
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
plr: TPlayer;
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
plr: TPlayer;
- gib: PGib;
- cor: TCorpse;
+ {$IFDEF ENABLE_GIBS}
+ gib: PGib;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ cor: TCorpse;
+ {$ENDIF}
+ ontop: Boolean;
mon: TMonster;
mon: TMonster;
+ flg: PFlag;
+ itm: PItem;
mpfrid: LongWord;
mpfrid: LongWord;
- ontop: Boolean;
actMoveTrig: Boolean;
actSizeTrig: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
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
+ if (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()) and (FAlpha < 255) then
begin
FTextureIDs[FCurTexture].AnTex.Update();
FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
begin
FTextureIDs[FCurTexture].AnTex.Update();
FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
mpw := Width;
mph := Height;
mpw := Width;
mph := Height;
+ // the mplat acts as a stationary conveyor belt when it's locked within a movement rect of zero area
+ conveyor := (mMovingEnd.X = mMovingStart.X) and (mMovingEnd.Y = mMovingStart.Y)
+ and (mMovingEnd.X = X) and (mMovingEnd.Y = Y);
+
nw := mpw+mSizeSpeed.w;
nh := mph+mSizeSpeed.h;
nw := mpw+mSizeSpeed.w;
nh := mph+mSizeSpeed.h;
- nx := ox+mMovingSpeed.X;
- ny := oy+mMovingSpeed.Y;
+ nx := ox;
+ ny := oy;
+ if not conveyor then
+ begin
+ nx += mMovingSpeed.X;
+ ny += mMovingSpeed.Y;
+ end;
// force network updates only if some sudden change happened
// set the flag here, so we can sync affected monsters
// force network updates only if some sudden change happened
// set the flag here, so we can sync affected monsters
if not g_Game_IsClient and squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
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
+ {$IFDEF ENABLE_GIBS}
+ // process gibs
+ for f := 0 to High(gGibs) do
begin
begin
- // set new position
- gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ 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;
end;
- end;
+ {$ENDIF}
- // move and push corpses
- for f := 0 to High(gCorpses) do
+ {$IFDEF ENABLE_CORPSES}
+ // 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;
+ {$ENDIF}
+
+ // move and push flags
+ if gGameSettings.GameMode = GM_CTF then
+ for f := FLAG_RED to FLAG_BLUE do
+ begin
+ flg := @gFlags[f];
+ if (flg.State in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then continue;
+ px := flg.Obj.X+flg.Obj.Rect.X;
+ py := flg.Obj.Y+flg.Obj.Rect.Y;
+ pw := flg.Obj.Rect.Width;
+ ph := flg.Obj.Rect.Height;
+ 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
+ if (pdx <> 0) or (pdy <> 0) then
+ begin
+ flg.Obj.X := flg.Obj.X + pdx;
+ flg.Obj.Y := flg.Obj.Y + pdy;
+ flg.NeedSend := true;
+ end;
+ end;
+
+ // move and push items
+ itm := g_Items_NextAlive(-1);
+ while itm <> nil do
begin
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
+ if itm.Fall then
begin
begin
- // set new position
- cor.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ itm.getMapBox(px, py, pw, ph);
+ if g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ itm.moveBy(pdx, pdy); // this will call `positionChanged()` for us
end;
end;
+ itm := g_Items_NextAlive(itm.myId);
end;
// collect monsters
end;
// collect monsters
end;
// move panel
end;
// move panel
+ FOldX := X;
+ FOldY := Y;
X := nx;
Y := ny;
X := nx;
Y := ny;
+ FOldW := FWidth;
+ FOldH := FHeight;
FWidth := nw;
FHeight := nh;
positionChanged();
FWidth := nw;
FHeight := nh;
positionChanged();
if (nw < 1) or (nh < 1) then mMovingActive := false; //HACK!
end;
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
+ if not conveyor then
begin
begin
- if mMoveOnce then mMovingActive := false else mMovingSpeed.X := -mMovingSpeed.X;
- actMoveTrig := true;
- 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 ((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 (mOldMovingActive <> mMovingActive) then mNeedSend := true;
+ mOldMovingActive := mMovingActive;
+ end;
if not g_Game_IsClient then
begin
if not g_Game_IsClient then
begin
end;
begin
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
+ if Enabled and (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
begin
FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames - 1);
FCurFrameCount := Count;
begin
FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames - 1);
FCurFrameCount := Count;
end;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
end;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
- if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
+ if (FCurTexture >= 0) and FTextureIDs[FCurTexture].AnTex.IsValid() then
begin
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
if AnimLoop = 1 then
FTextureIDs[FCurTexture].AnTex.Loop := True
- else
- if AnimLoop = 2 then
- FTextureIDs[FCurTexture].AnTex.Loop := False;
-
+ else if AnimLoop = 2 then
+ FTextureIDs[FCurTexture].AnTex.Loop := False;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
FCurTexture := ID;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
FCurTexture := ID;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
- if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
+ if (FCurTexture >= 0) and FTextureIDs[FCurTexture].AnTex.IsValid() then
begin
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
if AnimLoop = 1 then
FTextureIDs[FCurTexture].AnTex.Loop := True
- else
- if AnimLoop = 2 then
- FTextureIDs[FCurTexture].AnTex.Loop := False;
-
+ else if AnimLoop = 2 then
+ FTextureIDs[FCurTexture].AnTex.Loop := False;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
LastAnimLoop := AnimLoop;
end;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
LastAnimLoop := AnimLoop;
end;
-function TPanel.GetTextureID(): DWORD;
-begin
- Result := LongWord(TEXTURE_NONE);
-
- if (FCurTexture >= 0) then
+ function TPanel.GetTextureID(): DWORD;
+ var Texture: Integer;
begin
begin
- if FTextureIDs[FCurTexture].Anim then
- Result := FTextureIDs[FCurTexture].AnTex.FramesID
- else
- Result := FTextureIDs[FCurTexture].Tex;
+ Result := LongWord(TEXTURE_NONE);
+ if (FCurTexture >= 0) then
+ begin
+ Texture := FTextureIDs[FCurTexture].Texture;
+ case Textures[Texture].TextureName of
+ TEXTURE_NAME_WATER: Result := DWORD(TEXTURE_SPECIAL_WATER);
+ TEXTURE_NAME_ACID1: Result := DWORD(TEXTURE_SPECIAL_ACID1);
+ TEXTURE_NAME_ACID2: Result := DWORD(TEXTURE_SPECIAL_ACID2);
+ end
+ end
end;
end;
-end;
function TPanel.GetTextureCount(): Integer;
begin
Result := Length(FTextureIDs);
if Enabled and (FCurTexture >= 0) then
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;
+ if (FTextureIDs[FCurTexture].AnTex.IsValid()) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ Result := Result + 100;
end;
function TPanel.CanChangeTexture(): Boolean;
end;
function TPanel.CanChangeTexture(): Boolean;
utils.writeInt(st, Word(FWidth));
utils.writeInt(st, Word(FHeight));
// Àíèìèðîâàíà ëè òåêóùàÿ òåêñòóðà
utils.writeInt(st, Word(FWidth));
utils.writeInt(st, Word(FHeight));
// Àíèìèðîâàíà ëè òåêóùàÿ òåêñòóðà
- 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;
+ anim := (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid());
utils.writeBool(st, anim);
// Åñëè äà - ñîõðàíÿåì àíèìàöèþ
utils.writeBool(st, anim);
// Åñëè äà - ñîõðàíÿåì àíèìàöèþ
- if anim then FTextureIDs[FCurTexture].AnTex.SaveState(st);
+ if anim then FTextureIDs[FCurTexture].AnTex.SaveState(st, FAlpha, FBlending);
// moving platform state
utils.writeInt(st, Integer(mMovingSpeed.X));
// moving platform state
utils.writeInt(st, Integer(mMovingSpeed.X));
// Êîîðäèíàòû è ðàçìåð
FX := utils.readLongInt(st);
FY := utils.readLongInt(st);
// Êîîðäèíàòû è ðàçìåð
FX := utils.readLongInt(st);
FY := utils.readLongInt(st);
+ FOldX := FX;
+ FOldY := FY;
FWidth := utils.readWord(st);
FHeight := utils.readWord(st);
FWidth := utils.readWord(st);
FHeight := utils.readWord(st);
+ FOldW := FWidth;
+ FOldH := FHeight;
// Àíèìèðîâàííàÿ ëè òåêóùàÿ òåêñòóðà
if utils.readBool(st) then
begin
// Åñëè äà - çàãðóæàåì àíèìàöèþ
// Àíèìèðîâàííàÿ ëè òåêóùàÿ òåêñòóðà
if utils.readBool(st) then
begin
// Åñëè äà - çàãðóæàåì àíèìàöèþ
- Assert((FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil),
- 'TPanel.LoadState: No animation object');
- FTextureIDs[FCurTexture].AnTex.LoadState(st);
+ Assert((FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()), 'TPanel.LoadState: No animation object');
+ FTextureIDs[FCurTexture].AnTex.LoadState(st, FAlpha, FBlending);
end;
// moving platform state
end;
// moving platform state