diff --git a/src/game/g_basic.pas b/src/game/g_basic.pas
index 53177473ac59a0c7da0a4f9d264fd60167f80212..530bf8e4c2ea873385be3eb3403a548122bfdd8f 100644 (file)
--- a/src/game/g_basic.pas
+++ b/src/game/g_basic.pas
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_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;
- X2, Y2: Integer; Width2, Height2: Word): Boolean;
-function g_CollidePlayer(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_TraceVector(X1, Y1, X2, Y2: Integer): Boolean; // `true`: no wall hit
function g_GetAcidHit(X, Y: Integer; Width, Height: Word): Byte;
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;
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
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;
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
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
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
(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;
-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
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;
begin
m := g_Monsters_ByUID(UID);
if m = nil then Exit;
- if not m.Live then Exit;
+ if not m.alive then Exit;
o^ := m.Obj;
end;