X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_panel.pas;h=17543ac7a6be39a425846608fc94187934c2801f;hb=4381a2b0eee192b093f0e9ec8748965b480fbc24;hp=d236550df72b3023824d5840d82ae06711d8f9e0;hpb=465b38160672db2ce8f540ddc0dc4f948b6de4d1;p=d2df-sdl.git diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas index d236550..17543ac 100644 --- a/src/game/g_panel.pas +++ b/src/game/g_panel.pas @@ -23,11 +23,16 @@ uses 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) @@ -35,17 +40,9 @@ type const private mGUID: Integer; // will be assigned in "g_map.pas" - FTextureWidth: Word; - FTextureHeight: Word; 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; @@ -119,8 +116,6 @@ type 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); @@ -148,8 +143,6 @@ type 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 @@ -163,6 +156,10 @@ type 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; @@ -193,6 +190,11 @@ type 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; @@ -220,16 +222,42 @@ var 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 : } + 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; @@ -312,16 +340,11 @@ begin begin SetLength(FTextureIDs, 1); FTextureIDs[0].Anim := False; - 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; - FCurTexture := 0; Exit; end; @@ -338,19 +361,12 @@ 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 - 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); + end end; // Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ: @@ -363,15 +379,11 @@ begin 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 - FTextureWidth := Textures[{PanelRec.TextureNum}tnum].Width; - FTextureHeight := Textures[{PanelRec.TextureNum}tnum].Height; FAlpha := PanelRec.Alpha; FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING); end; @@ -389,24 +401,6 @@ begin 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; @@ -449,117 +443,6 @@ 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; - -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; @@ -573,7 +456,9 @@ begin 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); + {$ENDIF} if (Width < 1) or (Height < 1) then begin mapGrid.proxyEnabled[proxyId] := false; @@ -590,7 +475,9 @@ begin begin mapGrid.moveBody(proxyId, X, Y); end; - g_Mark(X, Y, Width, Height, MARK_WALL); + {$IFDEF ENABLE_GFX} + g_Mark(X, Y, Width, Height, MARK_WALL); + {$ENDIF} end; end; end; @@ -704,11 +591,17 @@ var px, py, pw, ph, pdx, pdy: Integer; squash: Boolean; plr: TPlayer; - gib: PGib; - cor: TCorpse; + {$IFDEF ENABLE_GIBS} + gib: PGib; + {$ENDIF} + {$IFDEF ENABLE_CORPSES} + cor: TCorpse; + {$ENDIF} + ontop: Boolean; mon: TMonster; + flg: PFlag; + itm: PItem; mpfrid: LongWord; - ontop: Boolean; actMoveTrig: Boolean; actSizeTrig: Boolean; begin @@ -822,32 +715,70 @@ begin if not g_Game_IsClient and squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP); end; - // process gibs - for f := 0 to High(gGibs) do - begin - gib := @gGibs[f]; - if not gib.alive then continue; - gib.getMapBox(px, py, pw, ph); - if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue; - if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then + {$IFDEF ENABLE_GIBS} + // process gibs + for f := 0 to High(gGibs) do begin - // 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; + {$ENDIF} + + {$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; - end; - // move and push corpses - for f := 0 to High(gCorpses) do + // move and push items + itm := g_Items_NextAlive(-1); + while itm <> nil 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 + if itm.Fall then 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; + itm := g_Items_NextAlive(itm.myId); end; // collect monsters @@ -1036,18 +967,20 @@ begin LastAnimLoop := AnimLoop; end; -function TPanel.GetTextureID(): DWORD; -begin - Result := LongWord(TEXTURE_NONE); - - if (FCurTexture >= 0) then + function TPanel.GetTextureID(): DWORD; + var Texture: Integer; 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; function TPanel.GetTextureCount(): Integer; begin @@ -1099,7 +1032,7 @@ begin end; 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)); @@ -1152,7 +1085,7 @@ begin (FTextureIDs[FCurTexture].Anim) and (FTextureIDs[FCurTexture].AnTex <> nil), 'TPanel.LoadState: No animation object'); - FTextureIDs[FCurTexture].AnTex.LoadState(st); + FTextureIDs[FCurTexture].AnTex.LoadState(st, FAlpha, FBlending); end; // moving platform state