diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index d3cc071ad5f4a0a4c1598884ad276bb2176ac699..a719ce69b0c6c21ccaa77bd025ea080e61b3ba1a 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
{$INCLUDE ../shared/a_modes.inc}
+{.$DEFINE D2F_DEBUG_FALL_MPLAT}
unit g_gfx;
interface
procedure freeze (); inline; // remove velocities and acceleration
procedure sleep (); inline; // switch to sleep mode
+ function checkAirStreams (): Boolean; // `true`: affected by air stream
+
function alive (): Boolean; inline;
procedure die (); inline;
procedure think (); inline;
awakeMinX := mapGrid.gridX0;
awakeMinY := mapGrid.gridY0;
SetLength(awakeMap, awakeMapW*awakeMapH);
- {$IF DEFINED(D2F_DEBUG)}
+ //{$IF DEFINED(D2F_DEBUG)}
e_LogWritefln('particle awake map: %sx%s (for grid of size %sx%s)', [awakeMapW, awakeMapH, mapGrid.gridWidth, mapGrid.gridHeight]);
- {$ENDIF}
+ //{$ENDIF}
awakeDirty := true;
awmClear();
end;
end;
+// `true`: affected by air stream
+function TParticle.checkAirStreams (): Boolean;
+var
+ pan: TPanel;
+begin
+ pan := g_Map_PanelAtPoint(x, y, GridTagLift);
+ result := (pan <> nil);
+ if result then
+ begin
+ if ((pan.PanelType and PANEL_LIFTUP) <> 0) then
+ begin
+ if (velY > -4-Random(3)) then velY -= 0.8;
+ if (abs(velX) > 0.1) then velX -= velX/10.0;
+ velX += (Random-Random)*0.2;
+ accelY := 0.15;
+ end
+ else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
+ begin
+ if (velX > -8-Random(3)) then velX -= 0.8;
+ accelY := 0.15;
+ end
+ else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
+ begin
+ if (velX < 8+Random(3)) then velX += 0.8;
+ accelY := 0.15;
+ end
+ else
+ begin
+ result := false;
+ end;
+ // awake
+ if result and (state = TPartState.Sleeping) then state := TPartState.Normal;
+ end;
+end;
+
+
// switch to sleep mode
procedure TParticle.sleep (); inline;
begin
- state := TPartState.Sleeping;
- freeze();
+ if not checkAirStreams() then
+ begin
+ state := TPartState.Sleeping;
+ freeze();
+ end;
end;
procedure TParticle.think (); inline;
+ procedure awake ();
+ begin
+ state := TPartState.Normal;
+ floorY := Unknown;
+ ceilingY := Unknown;
+ wallEndY := Unknown;
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
+ end;
+
begin
// awake sleeping particle, if necessary
if awakeDirty then
begin
case state of
TPartState.Sleeping, TPartState.Stuck:
- if awmIsSet(x, y) then
- begin
- state := TPartState.Normal;
- floorY := Unknown;
- ceilingY := Unknown;
- if (velY = 0) then velY := 0.1;
- if (accelY = 0) then accelY := 0.5;
- end;
+ if awmIsSet(x, y) then awake();
+ else
+ if (env = TEnvType.EWall) and awmIsSet(x, y) then awake();
end;
end;
case particleType of
TPartType.Water: result := (Random(30) = 15);
else raise Exception.Create('internal error in particle engine: drip');
end;
- if result then begin velY := 0.5; accelY := 0.15; end;
- end;
-
- // `true`: affected by air stream
- function checkAirStreams (): Boolean;
- var
- pan: TPanel;
- begin
- pan := g_Map_PanelAtPoint(x, y, GridTagLift);
- result := (pan <> nil);
if result then
begin
- if ((pan.PanelType and PANEL_LIFTUP) <> 0) then
- begin
- if (velY > -4-Random(3)) then velY -= 0.8;
- if (abs(velX) > 0.1) then velX -= velX/10.0;
- velX += (Random-Random)*0.2;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
- begin
- if (velX > -8-Random(3)) then velX -= 0.8;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
- begin
- if (velX < 8+Random(3)) then velX += 0.8;
- accelY := 0.15;
- end
- else
- begin
- result := false;
- end;
- // awake
- if result and (state = TPartState.Sleeping) then state := TPartState.Normal;
+ velY := 0.5;
+ accelY := 0.15;
+ // if we're falling from ceiling, switch to normal mode
+ if (state = TPartState.Stuck) and (stickDX = 0) then state := TPartState.Normal;
end;
end;
procedure applyGravity (inLiquid: Boolean);
begin
state := TPartState.Normal;
- if (inLiquid) then
+ if inLiquid then
begin
velY := 0.5;
accelY := 0.15;
end;
label
- _done;
+ _done, _gravityagain, _stuckagain;
var
pan: TPanel;
dX, dY: SmallInt;
ex, ey: Integer;
+ checkEnv: Boolean;
+ floorJustTraced: Boolean;
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ oldFloorY: Integer;
+ {$ENDIF}
begin
if not gpart_dbg_phys_enabled then goto _done;
if gAdvBlood then
begin
- // still check for air streams when sleeping
- if (state = TPartState.Sleeping) then begin checkAirStreams(); goto _done; end; // so blood will dissolve
+ // still check for air streams when sleeping (no)
+ if (state = TPartState.Sleeping) then begin {checkAirStreams();} goto _done; end; // so blood will dissolve
// process stuck particles
if (state = TPartState.Stuck) then
else
begin
// stuck to a wall
- assert(wallEndY <> Unknown);
+ if (wallEndY = Unknown) then
+ begin
+ // this can happen if mplat was moved out; find new `wallEndY`
+ findFloor(true); // force trace, just in case
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ mapGrid.traceOrthoRayWhileIn(ex, wallEndY, x+stickDX, y, x+stickDX, floorY+1, (GridTagWall or GridTagDoor or GridTagStep));
+ end;
+ _stuckagain:
// floor transition?
if (wallEndY <= floorY) and (y >= floorY) then
begin
case floorType of
TFloorType.Wall: // hit the ground
begin
- sleep();
- goto _done; // nothing to do anymore
+ // check if our ground wasn't moved since the last scan
+ findFloor(true); // force trace
+ if (y = floorY) then
+ begin
+ sleep();
+ goto _done; // nothing to do anymore
+ end;
+ // otherwise, do it again
+ goto _stuckagain;
end;
TFloorType.LiquidIn: // entering the liquid
begin
dX := round(velX);
dY := round(velY);
+ if (state = TPartState.Normal) then checkAirStreams();
+
// gravity, if not stuck
if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then
begin
- if (floorY = Unknown) then findFloor();
+ floorJustTraced := (floorY = Unknown);
+ if floorJustTraced then findFloor();
+ _gravityagain:
// floor transition?
if (y = floorY) then
begin
case floorType of
TFloorType.Wall: // hit the ground
begin
- // nothing to do
+ // check if our ground wasn't moved since the last scan
+ if not floorJustTraced then
+ begin
+ findFloor(true); // force trace
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ if (y <> floorY) then goto _gravityagain;
+ end;
+ // otherwise, nothing to do
end;
TFloorType.LiquidIn: // entering the liquid
begin
begin
// has some horizontal velocity
pan := g_Map_traceToNearest(x, y, x+dX, y+dY, GridTagObstacle, @ex, @ey);
- if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet
+ checkEnv := (x <> ex);
x := ex;
y := ey;
+ if checkEnv then
+ begin
+ // dunno yet
+ floorY := Unknown;
+ ceilingY := Unknown;
+ // check environment (air/liquid)
+ if (g_Map_PanelAtPoint(x, y, GridTagLiquid) <> nil) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ end;
if (pan <> nil) then
begin
// we stuck
// the only case when we can have both ceiling and wall is corner; stick to wall in this case
- // check environment (air/liquid)
- if (g_Map_PanelAtPoint(x, y, GridTagLiquid) <> nil) then env := TEnvType.ELiquid else env := TEnvType.EAir;
// check if we stuck to a wall
if (dX < 0) then dX := -1 else dX := 1;
if (g_Map_PanelAtPoint(x+dX, y, GridTagObstacle) <> nil) then
while (dY > 0) do
begin
// falling down
- if (floorY = Unknown) then findFloor(); // need to do this anyway
+ floorJustTraced := (floorY = Unknown);
+ if floorJustTraced then findFloor();
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
y += dY;
//e_LogWritefln('floorY=%s; newy=%s; dY=%s; floorType=%s', [floorY, y, dY, floorType]);
if (y >= floorY) then
case floorType of
TFloorType.Wall: // hit the ground
begin
+ // check if our ground wasn't moved since the last scan
+ if not floorJustTraced then
+ begin
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ oldFloorY := floorY;
+ {$ENDIF}
+ findFloor(true); // force trace
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ if (floorY <> oldFloorY) then
+ begin
+ e_LogWritefln('force rescanning vpart at (%s,%s); oldFloorY=%s; floorY=%s', [x, y, oldFloorY, floorY]);
+ end;
+ {$ENDIF}
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ if (y <> floorY) then continue;
+ end;
// environment didn't changed
hitAFloor();
break; // done with vertical movement
time += 1;
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
- if (ex >= 250) then begin die(); exit; end;
- if (ex < 0) then ex := 0;
+ if (ex <= 10) then begin die(); exit; end;
+ if (ex > 250) then ex := 255;
alpha := Byte(ex);
end;
end
else
begin
- // water will disappear in water (?)
- if (env = TEnvType.ELiquid) then die();
+ // water will disappear in any liquid
+ if (env = TEnvType.ELiquid) then begin die(); exit; end;
time += 1;
+ // dry water
+ if (liveTime <= 0) then begin die(); exit; end;
+ ex := 255-trunc(255.0*time/liveTime);
+ if (ex <= 10) then begin die(); exit; end;
+ if (ex > 250) then ex := 255;
+ alpha := Byte(ex);
end;
end;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
- // in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
- if (pan <> nil) then
+ // this hack will allow water spawned in water to fly out
+ // it can happen when player fell from a huge height (see "DOOM2D.WAD:\MAP03", for example)
+ if (fVelY >= 0) then
begin
- // either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
- //env := TEnvType.ELiquid;
- continue;
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
end
else
begin
- env := TEnvType.EAir;
+ pan := g_Map_PanelAtPoint(x, y, GridTagObstacle);
end;
+ if (pan <> nil) then continue;
+ env := TEnvType.EAir;
// color
case color of
if (dX <> 0) then
begin
// has some horizontal velocity
- pan := g_Map_traceToNearest(x, y, x+dX, y+dY, GridTagObstacle, @ex, @ey);
+ pan := g_Map_traceToNearest(x, y, x+dX, y+dY, (GridTagObstacle or GridTagLiquid), @ex, @ey);
if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet
x := ex;
y := ey;
if (pan <> nil) then
begin
+ if ((pan.tag and GridTagLiquid) <> 0) then begin die(); exit; end; // die in liquid
// hit the wall; falling down vertically
velX := 0;
accelX := 0;
procedure g_GFX_Draw ();
var
a, len: Integer;
+ scaled: Boolean;
begin
if not gpart_dbg_enabled then exit;
glBegin(GL_POINTS);
+ scaled := (g_dbg_scale <> 1.0);
+
len := High(Particles);
for a := 0 to len do
begin
with Particles[a] do
begin
- if alive and (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
+ if not alive then continue;
+ if scaled or ((x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight)) then
begin
glColor4ub(red, green, blue, alpha);
- glVertex2i(x, y);
+ glVertex2f(x+0.37, y+0.37);
end;
end;
end;