diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index d236550df72b3023824d5840d82ae06711d8f9e0..e3c52b0b16eee4352455895550cd27f586590e0d 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
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]
+ case Anim: Boolean of
+ False: ();
+ True: (AnTex: TAnimationState);
+ 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;
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);
function gncNeedSend (): Boolean; inline;
procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
function gncNeedSend (): Boolean; inline;
procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
- procedure lerp (t: Single; out tX, tY, tW, tH: Integer);
-
public
property visvalid: Boolean read getvisvalid; // panel is "visvalid" when it's width and height are positive
public
property visvalid: Boolean read getvisvalid; // panel is "visvalid" when it's width and height are positive
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
uses
implementation
uses
- {$INCLUDE ../nogl/noGLuses.inc}
- e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers,
+ g_basic, g_map, g_game, g_gfx, g_weapons, g_triggers, g_items,
g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
const
g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
const
{ T P a n e l : }
{ 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
SetLength(FTextureIDs, 1);
FTextureIDs[0].Anim := False;
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;
+ FTextureIDs[i].Texture := AddTextures[i].Texture;
+ FTextureIDs[i].Anim := Textures[AddTextures[i].Texture].FramesCount > 0;
if FTextureIDs[i].Anim then
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
- else
- begin // Îáû÷íàÿ òåêñòóðà
- FTextureIDs[i].Tex := Textures[AddTextures[i].Texture].TextureID;
- end;
+ begin // Àíèìèðîâàííàÿ òåêñòóðà
+ FTextureIDs[i].AnTex := TAnimationState.Create(True, Textures[AddTextures[i].Texture].Speed, Textures[AddTextures[i].Texture].FramesCount);
+ FTextureIDs[i].AnTex.Blending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
+ FTextureIDs[i].AnTex.Alpha := PanelRec.Alpha;
+ end
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;
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
Inherited;
end;
Inherited;
end;
-procedure TPanel.lerp (t: Single; out tX, tY, tW, tH: Integer);
-begin
- if mMovingActive then
- begin
- tX := nlerp(FOldX, FX, t);
- tY := nlerp(FOldY, FY, t);
- tW := nlerp(FOldW, FWidth, t);
- tH := nlerp(FOldH, FHeight, t);
- end
- else
- begin
- tX := FX;
- tY := FY;
- tW := FWidth;
- tH := FHeight;
- end;
-end;
-
function TPanel.getx1 (): Integer; inline; begin result := X+Width-1; end;
function TPanel.gety1 (): Integer; inline; begin result := Y+Height-1; end;
function TPanel.getvisvalid (): Boolean; inline; begin result := (Width > 0) and (Height > 0); end;
function TPanel.getx1 (): Integer; inline; begin result := X+Width-1; end;
function TPanel.gety1 (): Integer; inline; begin result := Y+Height-1; end;
function TPanel.getvisvalid (): Boolean; inline; begin result := (Width > 0) and (Height > 0); end;
@@ -449,117 +435,6 @@ 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
- tx, ty, tw, th: Integer;
- 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
- lerp(gLerpFactor, tx, ty, tw, th);
- if FTextureIDs[FCurTexture].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- if FTextureIDs[FCurTexture].AnTex = nil then
- Exit;
-
- for xx := 0 to (tw div FTextureWidth)-1 do
- for yy := 0 to (th div FTextureHeight)-1 do
- FTextureIDs[FCurTexture].AnTex.Draw(
- tx + xx*FTextureWidth,
- ty + yy*FTextureHeight, TMirrorType.None);
- end
- else
- begin // Îáû÷íàÿ òåêñòóðà
- case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 0, 0, 255, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 0, 230, 0, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 230, 0, 0, 0, TBlending.Filter);
- LongWord(TEXTURE_NONE):
- if g_Texture_Get('NOTEXTURE', NoTextureID) then
- begin
- e_GetTextureSize(NoTextureID, @NW, @NH);
- e_DrawFill(NoTextureID, tx, ty, tw div NW, th div NH, 0, False, False);
- end
- else
- begin
- xx := tx + (tw div 2);
- yy := ty + (th div 2);
- e_DrawFillQuad(tx, ty, xx, yy, 255, 0, 255, 0);
- e_DrawFillQuad(xx, ty, tx+tw-1, yy, 255, 255, 0, 0);
- e_DrawFillQuad(tx, yy, xx, ty+th-1, 255, 255, 0, 0);
- e_DrawFillQuad(xx, yy, tx+tw-1, ty+th-1, 255, 0, 255, 0);
- end;
- else
- begin
- if not mMovingActive then
- e_DrawFill(FTextureIDs[FCurTexture].Tex, tx, ty, tw div FTextureWidth, th div FTextureHeight, FAlpha, True, FBlending, hasAmbient)
- else
- e_DrawFillX(FTextureIDs[FCurTexture].Tex, tx, ty, tw, th, FAlpha, True, FBlending, g_dbg_scale, hasAmbient);
- if hasAmbient then e_AmbientQuad(tx, ty, tw, th, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
- end;
- end;
- end;
- end;
-end;
-
-procedure TPanel.DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer);
-var
- tx, ty, tw, th: 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, tw, th, sX, sY, sWidth, sHeight)} then
- begin
- lerp(gLerpFactor, tx, ty, tw, th);
- 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 (tx+tw < lightX-radius) then exit;
- if (ty+th < lightY-radius) then exit;
- if (tx > lightX+radius) then exit;
- if (ty > lightY+radius) then exit;
- //e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, tw div FTextureWidth, th div FTextureHeight, FAlpha, True, FBlending);
-
- glBegin(GL_QUADS);
- drawLine(tx, ty, tx+tw, ty); // top
- drawLine(tx+tw, ty, tx+tw, ty+th); // right
- drawLine(tx+tw, ty+th, tx, ty+th); // bottom
- drawLine(tx, ty+th, tx, ty); // left
- glEnd();
- end;
-end;
-
-
procedure TPanel.positionChanged (); inline;
var
px, py, pw, ph: Integer;
procedure TPanel.positionChanged (); inline;
var
px, py, pw, ph: Integer;
gib: PGib;
cor: TCorpse;
mon: TMonster;
gib: PGib;
cor: TCorpse;
mon: TMonster;
+ flg: PFlag;
+ itm: PItem;
mpfrid: LongWord;
ontop: Boolean;
actMoveTrig: Boolean;
mpfrid: LongWord;
ontop: Boolean;
actMoveTrig: Boolean;
end;
end;
end;
end;
+ // 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
+ if itm.Fall then
+ begin
+ 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;
+ itm := g_Items_NextAlive(itm.myId);
+ end;
+
// collect monsters
monCheckListUsed := 0;
g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
// collect monsters
monCheckListUsed := 0;
g_Mons_ForEachAt(cx0, cy0, cw, ch, monCollect);
LastAnimLoop := AnimLoop;
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
function TPanel.GetTextureCount(): Integer;
begin