diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index 4ea5772731821c5bf67d0e1a8ddc76c3184030bb..e92f369d78fd66ce8b8cfd57298003928bb0ef42 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
{$INCLUDE ../shared/a_modes.inc}
-{$DEFINE D2F_NEW_SPARK_THINKER}
+{.$DEFINE D2F_DEBUG_FALL_MPLAT}
+{/$DEFINE D2F_DEBUG_PART_AWAKE}
unit g_gfx;
interface
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
+ BLOOD_CSPARKS = 2;
+ BLOOD_COMBINE = 3;
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
gpart_dbg_phys_enabled: Boolean = true;
+//WARNING: only for Holmes!
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+
+
implementation
uses
- g_map, g_panel, g_basic, Math, e_graphics, GL, GLExt,
+ {$INCLUDE ../nogl/noGLuses.inc}
+ g_map, g_panel, g_basic, Math, e_graphics,
g_options, g_console, SysUtils, g_triggers, MAPDEF,
g_game, g_language, g_net, utils, xprofiler;
x, y: Integer;
velX, velY: Single;
accelX, accelY: Single;
- red, green, blue: Byte;
- alpha: Byte;
- time, liveTime: Word;
state: TPartState;
particleType: TPartType;
- offsetX, offsetY: ShortInt;
- // for water
+ red, green, blue: Byte;
+ alpha: Byte;
+ time, liveTime, waitTime: Word;
stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling
justSticked: Boolean; // not used
floorY: Integer; // actually, floor-1; `Unknown`: unknown
env: TEnvType; // where particle is now
ceilingY: Integer; // actually, ceiling+1; `Unknown`: unknown
wallEndY: Integer; // if we stuck to a wall, this is where wall ends
- // for all
- onGround: Boolean;
- awaken: Boolean;
- stickEY: Integer;
//k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object`
procedure thinkerBloodAndWater ();
procedure freeze (); inline; // remove velocities and acceleration
procedure sleep (); inline; // switch to sleep mode
- function isSleeping (): Boolean; inline;
- procedure awake (); inline;
+ function checkAirStreams (): Boolean; // `true`: affected by air stream
function alive (): Boolean; inline;
procedure die (); inline;
awakeMapH: Integer = -1;
awakeMapW: Integer = -1;
awakeMinX, awakeMinY: Integer;
+ awakeDirty: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ awakeMapHlm: packed array of LongWord = nil;
+ {$ENDIF}
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+begin
+{$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ if (Length(awakeMapHlm) = 0) then begin result := false; exit; end;
+ x := (x-awakeMinX) div mapGrid.tileSize;
+ y := (y-awakeMinY) div mapGrid.tileSize;
+ if (x >= 0) and (y >= 0) and (x div 32 < awakeMapW) and (y < awakeMapH) then
+ begin
+ if (y*awakeMapW+x div 32 < Length(awakeMapHlm)) then
+ begin
+ result := ((awakeMapHlm[y*awakeMapW+x div 32] and (LongWord(1) shl (x mod 32))) <> 0);
+ end
+ else
+ begin
+ result := false;
+ end;
+ end
+ else
+ begin
+ result := false;
+ end;
+{$ELSE}
+ result := false;
+{$ENDIF}
+end;
// ////////////////////////////////////////////////////////////////////////// //
// HACK! using mapgrid
procedure awmClear (); inline;
begin
- if (awakeMapW > 0) then FillDWord(awakeMap[0], Length(awakeMap), 0);
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ if (Length(awakeMap) > 0) then
+ begin
+ if (Length(awakeMapHlm) <> Length(awakeMap)) then SetLength(awakeMapHlm, Length(awakeMap));
+ Move(awakeMap[0], awakeMapHlm[0], Length(awakeMap)*sizeof(awakeMap[0]));
+ end;
+ {$ENDIF}
+ if awakeDirty and (awakeMapW > 0) then
+ begin
+ FillDWord(awakeMap[0], Length(awakeMap), 0);
+ awakeDirty := false;
+ end;
end;
awakeMinX := mapGrid.gridX0;
awakeMinY := mapGrid.gridY0;
SetLength(awakeMap, awakeMapW*awakeMapH);
- {$IF DEFINED(D2F_DEBUG)}
- e_LogWritefln('particle awake map: %sx%s (for grid of size %sx%s)', [awakeMapW, awakeMapH, mapGrid.gridWidth, mapGrid.gridHeight]);
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ SetLength(awakeMapHlm, awakeMapW*awakeMapH);
+ FillDWord(awakeMapHlm[0], Length(awakeMapHlm), 0);
{$ENDIF}
+ //{$IF DEFINED(D2F_DEBUG)}
+ e_LogWritefln('particle awake map: %sx%s (for grid of size %sx%s)', [awakeMapW, awakeMapH, mapGrid.gridWidth, mapGrid.gridHeight]);
+ //{$ENDIF}
+ awakeDirty := true;
awmClear();
end;
{$ENDIF}
v := @awakeMap[y*awakeMapW+x div 32];
v^ := v^ or (LongWord(1) shl (x mod 32));
+ awakeDirty := true;
end;
end;
// ////////////////////////////////////////////////////////////////////////// //
-function TParticle.alive (): Boolean; inline; begin result := (state <> TPartState.Free); end;
-procedure TParticle.die (); inline; begin state := TPartState.Free; end;
-
-function TParticle.isSleeping (): Boolean; inline;
+// st: set mark
+// t: mark type
+// currently unused
+procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
+const Extrude = 1;
+var
+ dx, dy, ex, ey: Integer;
+ v: PLongWord;
begin
- result := alive and (onGround or (not justSticked and (state = TPartState.Stuck)));
-end;
+ if (not gpart_dbg_enabled) or (not gpart_dbg_phys_enabled) then exit;
+ if (awakeMapW < 1) or (awakeMapH < 1) then exit;
-procedure TParticle.awake (); inline;
-begin
- if {alive and} (onGround or (not justSticked and (state = TPartState.Stuck))) then
+ if (Width < 1) or (Height < 1) then exit;
+
+ // make some border, so we'll hit particles around the panel
+ ex := x+Width+Extrude-1-awakeMinX;
+ ey := y+Height+Extrude-1-awakeMinY;
+ x := (x-Extrude)-awakeMinX;
+ y := (y-Extrude)-awakeMinY;
+
+ x := x div mapGrid.tileSize;
+ y := y div mapGrid.tileSize;
+ ex := ex div mapGrid.tileSize;
+ ey := ey div mapGrid.tileSize;
+
+ // has something to do?
+ if (ex < 0) or (ey < 0) or (x >= awakeMapW*32) or (y >= awakeMapH) then exit;
+ if (x < 0) then x := 0;
+ if (y < 0) then y := 0;
+ if (ex >= awakeMapW*32) then ex := awakeMapW*32-1;
+ if (ey >= awakeMapH) then ey := awakeMapH;
+
+ awakeDirty := true;
+ for dy := y to ey do
begin
- // wakeup this particle
- {
- if (part.ParticleType = PARTICLE_SPARK) then
- begin
- e_LogWritefln('waking up particle of type %s; justSticked=%s; onGround=%s; VelY=%s; AccelY=%s', [part.ParticleType, part.justSticked, part.onGround, part.VelY, part.AccelY]);
- end;
- }
- justSticked := true; // so sticked state will be re-evaluated
- if onGround then
+ for dx := x to ex do
begin
- if (velY = 0) then velY := 0.1;
- if (accelY = 0) then accelY := 0.5;
+ {$IF DEFINED(D2F_DEBUG)}
+ assert((dx >= 0) and (dy >= 0) and (dx div 32 < awakeMapW) and (dy < awakeMapH));
+ assert(dy*awakeMapW+dx div 32 < Length(awakeMap));
+ {$ENDIF}
+ v := @awakeMap[dy*awakeMapW+dx div 32];
+ v^ := v^ or (LongWord(1) shl (dx mod 32));
end;
- onGround := false; // so onground state will be re-evaluated
- awaken := true;
end;
end;
+// ////////////////////////////////////////////////////////////////////////// //
+function TParticle.alive (): Boolean; inline; begin result := (state <> TPartState.Free); end;
+procedure TParticle.die (); inline; begin state := TPartState.Free; end;
+
// remove velocities and acceleration
procedure TParticle.freeze (); inline;
begin
end;
+// `true`: affected by air stream
+function TParticle.checkAirStreams (): Boolean;
+var
+ pan: TPanel;
+ r: Integer;
+begin
+ pan := g_Map_PanelAtPoint(x, y, GridTagLift);
+ result := (pan <> nil);
+ r := Random(3);
+ if result then
+ begin
+ if ((pan.PanelType and PANEL_LIFTUP) <> 0) then
+ begin
+ if (velY > -1-r) 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_LIFTDOWN) <> 0) then
+ begin
+ if (velY < 1+r) then velY += 0.8;
+ accelY := 0.15;
+ end
+ else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
+ begin
+ if (velX > -8-r) then velX -= (8+r) div 2;
+ accelY := 0.15;
+ end
+ else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
+ begin
+ if (velX < 8+r) then velX += (8+r) div 2;
+ 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
+ if (state = TPartState.Stuck) then
+ begin
+ //writeln('awaking particle at (', x, ',', y, ')');
+ if (stickDX = 0) then
+ begin
+ state := TPartState.Normal; // stuck to a ceiling
+ end
+ else
+ begin
+ // stuck to a wall, check if wall is still there
+ if (wallEndY <> Unknown) then
+ begin
+ wallEndY := Unknown;
+ if (g_Map_PanelAtPoint(x+stickDX, y, GridTagObstacle) = nil) then
+ begin
+ // a wall was moved out, start falling
+ state := TPartState.Normal;
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
+ end;
+ end;
+ end;
+ end
+ else
+ begin
+ state := TPartState.Normal;
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
+ end;
+ floorY := Unknown;
+ ceilingY := Unknown;
+ end;
+
begin
// awake sleeping particle, if necessary
- if (state = TPartState.Sleeping) and awmIsSet(x, y) then state := TPartState.Normal;
+ if awakeDirty then
+ begin
+ if awmIsSet(x, y) then awake();
+ {
+ case state of
+ TPartState.Sleeping, TPartState.Stuck:
+ if awmIsSet(x, y) then awake();
+ else
+ if (env = TEnvType.EWall) and awmIsSet(x, y) then awake();
+ end;
+ }
+ end;
case particleType of
TPartType.Blood, TPartType.Water: thinkerBloodAndWater();
- //TPartType.Spark: thinkerSpark();
+ TPartType.Spark: thinkerSpark();
TPartType.Bubbles: thinkerBubble();
end;
end;
ex: Integer;
begin
state := TPartState.Stuck;
- if (dX > 0) then stickDX := 1 else stickDX := -1;
+ if (dx > 0) then stickDX := 1 else stickDX := -1;
freeze();
// find next floor transition
findFloor();
// find `wallEndY`
mapGrid.traceOrthoRayWhileIn(ex, wallEndY, x+stickDX, y, x+stickDX, floorY+1, (GridTagWall or GridTagDoor or GridTagStep));
- //if (wallEndY > floorY) then wallEndY := floorY; // just in case
end;
procedure hitAFloor ();
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;
+ dx, dy: SmallInt;
ex, ey: Integer;
+ checkEnv, inAir: Boolean;
+ floorJustTraced: Boolean;
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ oldFloorY: Integer;
+ {$ENDIF}
begin
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
+
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
if (stickDX = 0) then
begin
// yeah, stuck to a ceiling
- assert(ceilingY <> Unknown);
+ if (ceilingY = Unknown) then findCeiling();
// dropped from a ceiling?
if (y > ceilingY) then
begin
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 (y = floorY) then
+ if (wallEndY <= floorY) and (y >= floorY) then
begin
+ y := floorY;
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
end;
end;
// wall transition?
- if (y = wallEndY) then
+ if (floorY <= wallEndY) and (y >= wallEndY) then
begin
// just unstuck from the wall, switch to freefall mode
+ y := wallEndY;
freefall();
end
else
end;
// it is important to have it here
- dX := round(velX);
- dY := round(velY);
+ dx := round(velX);
+ dy := round(velY);
+
+ inAir := 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
end;
// trace movement
- if (dX <> 0) then
+ if (dx <> 0) then
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
+ pan := g_Map_traceToNearest(x, y, x+dx, y+dy, GridTagObstacle, @ex, @ey);
+ checkEnv := (x <> ex);
x := ex;
y := ey;
- if (x < g_Map_MinX) or (x > g_Map_MaxX) then begin die(); exit; end;
+ 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
+ if (dx < 0) then dx := -1 else dx := 1;
+ if (g_Map_PanelAtPoint(x+dx, y, GridTagObstacle) <> nil) then
begin
// stuck to a wall
- stickToWall(dX);
+ stickToWall(dx);
end
else
begin
end;
end;
end
- else if (dY <> 0) then
+ else if (dy <> 0) then
begin
// has only vertical velocity
- if (dY < 0) then
+ if (dy < 0) then
begin
// flying up
if (ceilingY = Unknown) then findCeiling(); // need to do this anyway
- y += dY;
+ y += dy;
if (y <= ceilingY) then begin y := ceilingY; stickToCeiling(); end; // oops, hit a ceiling
- // environmend didn't changed
+ // environment didn't changed
end
else
begin
- while (dY > 0) do
+ while (dy > 0) do
begin
// falling down
- if (floorY = Unknown) then findFloor(); // need to do this anyway
- y += dY;
+ 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
begin
// floor transition
- dY := y-floorY;
+ dy := y-floorY;
y := floorY;
//e_LogWritefln(' HIT FLOORY: floorY=%s; newy=%s; dY=%s; floorType=%s', [floorY, y, dY, floorType]);
case floorType of
TFloorType.Wall: // hit the ground
begin
- // environmend didn't changed
- hitAFloor();
+ // 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
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
TFloorType.LiquidIn: // entering the liquid
findFloor(true); // force rescan
if (floorType = TFloorType.Wall) and (floorY = y) then
begin
- hitAFloor();
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
end;
else
begin
// simple blood
- dX := Round(velX);
- dY := Round(velY);
- y += dY;
- x += dX;
- if (x > g_Map_MaxX) or (y > g_Map_MaxY) or (x < g_Map_MinX) or (y < g_Map_MinY) then begin die(); exit; end;
+ dx := round(velX);
+ dy := round(velY);
+ y += dy;
+ x += dx;
if (g_Map_PanelAtPoint(x, y, GridTagObstacle) <> nil) then begin die(); exit; end;
end;
_done:
+ if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then begin die(); end;
+
velX += accelX;
velY += accelY;
begin
if (env = TEnvType.ELiquid) then
begin
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ 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();
- time += 1;
+ // water will disappear in any liquid
+ if (env = TEnvType.ELiquid) then begin die(); exit; end;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ 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;
// ////////////////////////////////////////////////////////////////////////// //
-procedure g_GFX_SparkVel (fX, fY: Integer; count: Word; VX, VY: Integer; devX, devY: Byte); forward;
+procedure g_GFX_SparkVel (fX, fY: Integer; count: Word; vx, vy: Integer; devX, devY: Byte); forward;
procedure g_GFX_Blood (fX, fY: Integer; count: Word; vx, vy: Integer;
devX, devY: Word; cr, cg, cb: Byte; kind: Byte = BLOOD_NORMAL);
crnd: Integer;
pan: TPanel;
begin
- if not gpart_dbg_enabled then Exit;
+ if not gpart_dbg_enabled then exit;
if (kind = BLOOD_SPARKS) then
begin
- g_GFX_SparkVel(fX, fY, 2+Random(2), -VX div 2, -VY div 2, devX, devY);
+ g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY);
exit;
+ end
+ else if (kind = BLOOD_CSPARKS) OR (kind = BLOOD_COMBINE) then
+ begin
+ g_GFX_SparkVel(fX, fY, count, -vx div 2, -vy div 2, devX, devY);
+ if kind <> BLOOD_COMBINE then exit
end;
l := Length(Particles);
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
+ waitTime := 20;
floorY := Unknown;
ceilingY := Unknown;
end;
l: Integer;
pan: TPanel;
begin
- if not gpart_dbg_enabled then Exit;
+ if not gpart_dbg_enabled then exit;
l := Length(Particles);
if (l = 0) then exit;
// 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
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
+ waitTime := 120;
floorY := Unknown;
ceilingY := Unknown;
end;
// ////////////////////////////////////////////////////////////////////////// //
procedure TParticle.thinkerBubble ();
var
- dY: Integer;
+ dy: Integer;
begin
- dY := round(velY);
+ dy := round(velY);
- if (dY <> 0) then
+ if (dy <> 0) then
begin
- y += dY;
- if (dY < 0) then
+ y += dy;
+ if (dy < 0) then
begin
if (y <= ceilingY) then begin die(); exit; end;
end
if (velY > -4) then velY += accelY;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
nptr, ptr: Boolean;
{$ENDIF}
begin
- if not gpart_dbg_enabled then Exit;
+ if not gpart_dbg_enabled then exit;
l := Length(Particles);
if (l = 0) then exit;
// tracer will return `false` if we started outside of the liquid
{$IF DEFINED(D2F_DEBUG_BUBBLES)}
- stt := curTimeMicro();
+ stt := getTimeMicro();
ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2);
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]);
//
- stt := curTimeMicro();
+ stt := getTimeMicro();
nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY);
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]);
if not nptr then continue;
{$ELSE}
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
+ waitTime := 0;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
// ////////////////////////////////////////////////////////////////////////// //
-function isBlockedAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR or PANEL_STEP));
-end;
-
-// ???
-function isWallAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_STEP));
-end;
-
-function isLiftUpAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTUP);
-end;
-
-function isLiftDownAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTDOWN);
-end;
-
-function isLiftLeftAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTLEFT);
-end;
-
-function isLiftRightAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTRIGHT);
-end;
-
-function isLiquidAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WATER or PANEL_ACID1 or PANEL_ACID2));
-end;
-
-function isAnythingAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR or PANEL_WATER or PANEL_ACID1 or PANEL_ACID2 or PANEL_STEP or PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT));
-end;
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-(*
-procedure TParticle.thinkerWater ();
+procedure TParticle.thinkerSpark ();
+label
+ _done;
var
- dX, dY: SmallInt;
+ dx, dy: SmallInt;
pan: TPanel;
ex, ey: Integer;
begin
- //TODO: trace wall end when water becomes stick
- if (state = TPartState.Stuck) and (Random(30) = 15) then
- begin // Ñòåêàåò/îòëèïàåò
- velY := 0.5;
- accelY := 0.15;
- if (stickDX = 0) then
- begin
- // no walls around, drop
- state := TPartState.Normal;
- end
- else
- begin
- if justSticked then
- begin
- if not mapGrid.traceOrthoRayWhileIn(ex, ey, x+stickDX, y, x+stickDX, mapGrid.gridY0+mapGrid.gridHeight, GridTagWall or GridTagDoor or GridTagStep) then
- begin
- // îòëèïëà
- state := TPartState.Normal;
- //e_LogWritefln('juststicked unsticked: X=%s; X+stickDX=%s; stickDX=%s; Y=%s', [X, X+stickDX, stickDX, Y]);
- end
- else
- begin
- stickEY := ey+1;
- justSticked := false;
- if (nil <> g_Map_traceToNearest(x, y, x, stickEY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey)) then
- begin
- if (ey > stickEY) then stickEY := ey-1;
- end;
- //e_LogWritefln('juststicked: X=%s; X+stickDX=%s; stickDX=%s; Y=%s; stickEY=%s', [X, X+stickDX, stickDX, Y, stickEY]);
- end;
- end
- else
- begin
- if (y >= stickEY) then state := TPartState.Normal;
- end;
- //if not g_Map_CollidePanel(X-1, Y-1, 3, 3, (PANEL_STEP or PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR))
- end;
- exit;
- end;
-
- pan := g_Map_PanelAtPoint(x, y, (GridTagAcid1 or GridTagAcid2 or GridTagWater or GridTagLift));
- if (pan <> nil) then
- begin
- if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
- 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;
- if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
- begin
- if (velX > -8-Random(3)) then velX -= 0.8;
- accelY := 0.15;
- end;
- if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
- begin
- if (velX < 8+Random(3)) then velX += 0.8;
- accelY := 0.15;
- end;
- end;
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
- dX := Round(velX);
- dY := Round(velY);
+ dx := round(velX);
+ dy := round(velY);
- if (state <> TPartState.Stuck) and (Abs(velX) < 0.1) and (Abs(velY) < 0.1) then
- begin
- // Âèñèò â âîçäóõå - êàïàåò
- if (nil = g_Map_traceToNearest(x, y-1, x, y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey)) then
- begin
- velY := 0.8;
- accelY := 0.5;
- state := TPartState.Normal;
- end;
- end;
+ //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
- // horizontal
- if (dX <> 0) then
- begin
- pan := g_Map_traceToNearest(x, y, x+dX, y, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
- if (x <> ex) then onGround := false;
- x := ex;
- // free to ride?
- if (pan <> nil) then
- begin
- // nope
- if (dY > 0) and ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
- // Ñòåíà/äâåðü?
- if ((pan.tag and (GridTagWall or GridTagDoor or GridTagStep)) <> 0) then
- begin
- velX := 0;
- velY := 0;
- accelX := 0;
- accelY := 0;
- state := TPartState.Stuck;
- justSticked := true;
- if (dX > 0) then stickDX := 1 else stickDX := -1;
- end;
- end;
- if (x < 0) or (x >= gMapInfo.Width) then begin die(); exit; end;
- end;
- // vertical
- if (dY <> 0) then
- begin
- if (dY < 0) or not onGround then
- begin
- pan := g_Map_traceToNearest(x, y, x, y+dY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
- y := ey;
- // free to ride?
- if (pan <> nil) then
- begin
- // nope
- if (dY > 0) and ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
- // Ñòåíà/äâåðü?
- if ((pan.tag and (GridTagWall or GridTagDoor or GridTagStep)) <> 0) then
- begin
- velX := 0;
- velY := 0;
- accelX := 0;
- accelY := 0;
- if (dY > 0) and (state <> TPartState.Stuck) then
- begin
- state := TPartState.Normal;
- end
- else
- begin
- state := TPartState.Stuck;
- if (g_Map_PanelAtPoint(x-1, y, (GridTagWall or GridTagDoor or GridTagStep)) <> nil) then stickDX := -1
- else if (g_Map_PanelAtPoint(x+1, y, (GridTagWall or GridTagDoor or GridTagStep)) <> nil) then stickDX := 1
- else stickDX := 0;
- justSticked := true;
- end;
- end;
- end;
- onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
- end;
- if (y < 0) or (y >= gMapInfo.Height) then begin die(); exit; end;
- end;
-
- velX += accelX;
- velY += accelY;
-
- time += 1;
-end;
-*)
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-procedure TParticle.thinkerSpark ();
-var
- dX, dY: SmallInt;
- {$IF not DEFINED(D2F_NEW_SPARK_THINKER)}
- b: Integer;
- s: ShortInt;
- {$ELSE}
- pan: TPanel;
- ex, ey: Integer;
- {$ENDIF}
-begin
- dX := Round(velX);
- dY := Round(velY);
-
- {$IF DEFINED(D2F_NEW_SPARK_THINKER)}
+ // apply gravity
if (abs(velX) < 0.1) and (abs(velY) < 0.1) then
begin
- pan := g_Map_traceToNearest(x, y-1, x, y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
- end;
- {$ELSE}
- if (abs(velX) < 0.1) and (abs(velY) < 0.1) and
- (not isBlockedAt(x, y-1) {ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(x, y+1) {ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)}) then
- begin // Âèñèò â âîçäóõå
velY := 0.8;
accelY := 0.5;
end;
- {$ENDIF}
- if (dX <> 0) then
+ // flying
+ if (dx <> 0) then
begin
- {$IF DEFINED(D2F_NEW_SPARK_THINKER)}
- pan := g_Map_traceToNearest(x, y, x+dX, y, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
- //e_WriteLog(Format('spark h-trace: (%d,%d)-(%d,%d); dx=%d; end=(%d,%d); hit=%d', [X, Y, X+dX, Y, dX, ex, ey, Integer(pan <> nil)]), MSG_NOTIFY);
- if (x <> ex) then onGround := false;
+ // has some horizontal velocity
+ 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;
- // free to ride?
+ y := ey;
if (pan <> nil) then
begin
- // nope
- if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
+ if ((pan.tag and GridTagLiquid) <> 0) then begin die(); exit; end; // die in liquid
+ // hit the wall; falling down vertically
velX := 0;
accelX := 0;
end;
- if (x < 0) or (x >= gMapInfo.Width) then begin die(); exit; end;
- {$ELSE}
- if (dX > 0) then s := 1 else s := -1;
- dX := abs(dX);
- for b := 1 to dX do
- begin
- if (x+s >= gMapInfo.Width) or (x+s <= 0) then begin die(); break; end;
- //c := gCollideMap[Y, X+s];
- if isBlockedAt(x+s, y) {ByteBool(c and MARK_BLOCKED)} then
- begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî
- velX := 0;
- accelX := 0;
- Break;
- end
- else // Ïóñòî:
- if not isAnythingAt(x+s, y) {c = MARK_FREE} then
- x := x + s
- else // Îñòàëüíîå:
- begin
- die();
- break;
- end;
- end;
- {$ENDIF}
- end;
-
- if (dY <> 0) then
+ end
+ else if (dy <> 0) then
begin
- {$IF DEFINED(D2F_NEW_SPARK_THINKER)}
- if (dY < 0) or not onGround then
+ // has some vertical velocity
+ if (dy < 0) then
begin
- pan := g_Map_traceToNearest(x, y, x, y+dY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
- y := ey;
- {
- if awaken then
+ // flying up
+ if (ceilingY = Unknown) then findCeiling(); // need to do this anyway
+ y += dy;
+ if (y <= ceilingY) then
begin
- awaken := false;
- e_LogWritefln('AWAKEN particle of type %s; justSticked=%s; onGround=%s; VelY=%s; AccelY=%s; Y=%s; ey=%s', [ParticleType, justSticked, onGround, VelY, AccelY, Y, ey]);
+ // oops, hit a ceiling
+ y := ceilingY;
+ velY := -velY;
+ accelY := abs(accelY);
end;
- }
- // free to ride?
- if (pan <> nil) then
+ // environment didn't changed
+ end
+ else
+ begin
+ // falling down
+ if (floorY = Unknown) then findFloor(); // need to do this anyway
+ y += dy;
+ if (y >= floorY) then
begin
- // nope
- if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
- if (dY < 0) then
- begin
- velY := -velY;
- accelY := abs(accelY);
- end
- else
- begin
- velX := 0;
- accelX := 0;
- velY := 0;
- accelY := 0.8;
- end;
+ // hit something except a floor?
+ if (floorType <> TFloorType.Wall) then begin die(); exit; end; // yep: just die
+ // otherwise, go to sleep
+ y := floorY;
+ sleep();
+ // environment didn't changed
end;
- onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
- end;
- if (y < 0) or (y >= gMapInfo.Height) then begin die(); exit; end;
- {$ELSE}
- if (dY > 0) then s := 1 else s := -1;
- dY := abs(dY);
- for b := 1 to dY do
- begin
- if (y+s >= gMapInfo.Height) or (y+s <= 0) then begin die(); break; end;
- //c := gCollideMap[Y+s, X];
- if isBlockedAt(x, y+s) {ByteBool(c and MARK_BLOCKED)} then
- begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî
- if s < 0 then
- begin
- velY := -velY;
- accelY := abs(accelY);
- end
- else // Èëè íå ïàäàåò
- begin
- velX := 0;
- accelX := 0;
- velY := 0;
- accelY := 0.8;
- end;
-
- Break;
- end
- else // Ïóñòî:
- if not isAnythingAt(x, y+s) {c = MARK_FREE} then
- y := y + s
- else // Îñàëüíîå:
- begin
- die();
- break;
- end;
end;
- {$ENDIF}
end;
+_done:
+ if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then begin die(); end;
+
if (velX <> 0.0) then velX += accelX;
if (velY <> 0.0) then
velY += accelY;
end;
- time += 1;
+ //writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
+
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
// ////////////////////////////////////////////////////////////////////////// //
-procedure g_GFX_SparkVel (fX, fY: Integer; count: Word; VX, VY: Integer; devX, devY: Byte);
+procedure g_GFX_SparkVel (fX, fY: Integer; count: Word; vx, vy: Integer; devX, devY: Byte);
var
a: Integer;
- devX1, devX2,
- devY1, devY2: Byte;
+ devX1, devX2, devY1, devY2: Integer;
l: Integer;
+ pan: TPanel;
begin
- exit;
- if not gpart_dbg_enabled then Exit;
+ if not gpart_dbg_enabled then exit;
+
l := Length(Particles);
- if l = 0 then exit;
- if count > l then count := l;
+ if (l = 0) then exit;
+ if (count > l) then count := l;
devX1 := devX div 2;
- devX2 := devX + 1;
+ devX2 := devX+1;
devY1 := devY div 2;
- devY2 := devY + 1;
+ devY2 := devY+1;
for a := 1 to count do
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
- velX := VX + (Random-Random)*3;
- velY := VY + (Random-Random)*3;
+ // 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;
- if velY > -4 then
- if velY-4 < -4 then
- velY := -4
- else
- velY := velY-4;
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ if (pan <> nil) 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;
+ end
+ else
+ begin
+ env := TEnvType.EAir;
+ end;
+
+ velX := vx+(Random-Random)*3;
+ velY := vy+(Random-Random)*3;
+
+ if (velY > -4) then
+ begin
+ if (velY-4 < -4) then velY := -4 else velY := velY-4;
+ end;
- accelX := -Sign(velX)*Random/100;
+ accelX := -sign(velX)*Random/100;
accelY := 0.8;
red := 255;
blue := 64;
alpha := 255;
+ particleType := TPartType.Spark;
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
- particleType := TPartType.Spark;
- justSticked := false;
- onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
- awaken := false;
+ waitTime := 0;
+ floorY := Unknown;
+ ceilingY := Unknown;
end;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
end;
-procedure g_GFX_Spark(fX, fY: Integer; count: Word; angle: SmallInt; devX, devY: Byte);
+procedure g_GFX_Spark (fX, fY: Integer; count: Word; angle: SmallInt; devX, devY: Byte);
var
a: Integer;
b: Single;
- devX1, devX2,
- devY1, devY2: Byte;
- BaseVelX, BaseVelY: Single;
+ devX1, devX2, devY1, devY2: Integer;
+ baseVelX, baseVelY: Single;
l: Integer;
+ pan: TPanel;
begin
- exit;
- if not gpart_dbg_enabled then Exit;
+ if not gpart_dbg_enabled then exit;
+
l := Length(Particles);
- if l = 0 then
- Exit;
- if count > l then
- count := l;
+ if (l = 0) then exit;
+ if (count > l) then count := l;
- angle := 360 - angle;
+ angle := 360-angle;
devX1 := devX div 2;
- devX2 := devX + 1;
+ devX2 := devX+1;
devY1 := devY div 2;
- devY2 := devY + 1;
+ devY2 := devY+1;
b := DegToRad(angle);
- BaseVelX := cos(b);
- BaseVelY := 1.6*sin(b);
- if abs(BaseVelX) < 0.01 then
- BaseVelX := 0.0;
- if abs(BaseVelY) < 0.01 then
- BaseVelY := 0.0;
+ baseVelX := cos(b);
+ baseVelY := 1.6*sin(b);
+ if (abs(baseVelX) < 0.01) then baseVelX := 0.0;
+ if (abs(baseVelY) < 0.01) then baseVelY := 0.0;
+
for a := 1 to count do
begin
with Particles[CurrentParticle] do
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
- velX := BaseVelX*Random;
- velY := BaseVelY-Random;
+ // 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
+ 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;
+ end
+ else
+ begin
+ env := TEnvType.EAir;
+ end;
+
+ velX := baseVelX*Random;
+ velY := baseVelY-Random;
accelX := velX/3.0;
accelY := velY/5.0;
blue := 64;
alpha := 255;
+ particleType := TPartType.Spark;
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
- particleType := TPartType.Spark;
- justSticked := false;
- onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
- awaken := false;
+ waitTime := 0;
+ floorY := Unknown;
+ ceilingY := Unknown;
end;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
end;
// ////////////////////////////////////////////////////////////////////////// //
-procedure g_GFX_SetMax(count: Integer);
+procedure g_GFX_SetMax (count: Integer);
var
a: Integer;
begin
if count > 50000 then count := 50000;
if (count < 1) then count := 1;
-
SetLength(Particles, count);
for a := 0 to High(Particles) do Particles[a].die();
MaxParticles := count;
- //if CurrentParticle >= Count then
- CurrentParticle := 0;
+ CurrentParticle := 0;
end;
-function g_GFX_GetMax(): Integer;
+function g_GFX_GetMax (): Integer;
begin
- Result := MaxParticles;
+ result := MaxParticles;
end;
@@ -1573,9 +1540,9 @@ procedure g_GFX_OnceAnim (x, y: Integer; Anim: TAnimation; AnimType: Byte = 0);
var
find_id: DWORD;
begin
- if not gpart_dbg_enabled then Exit;
- if Anim = nil then
- Exit;
+ if not gpart_dbg_enabled then exit;
+
+ if (Anim = nil) then exit;
find_id := FindOnceAnim();
// ////////////////////////////////////////////////////////////////////////// //
-// st: set mark
-// t: mark type
-// currently unused
-procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
-var
- cx, ex, ey: Integer;
- ts: Integer;
-begin
- if (Width < 1) or (Height < 1) then exit;
- // make some border, so we'll hit particles lying around the panel
- x -= 1; Width += 2;
- y -= 1; Height += 2;
- ex := x+Width;
- ey := y+Height;
- ts := mapGrid.tileSize;
- while (y < ey) do
- begin
- cx := x;
- while (cx < ex) do
- begin
- awmSet(cx, y);
- Inc(cx, ts);
- end;
- Inc(y, ts);
- end;
-end;
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-{$IF DEFINED(HAS_COLLIDE_BITMAP)}
-procedure CreateCollideMap();
-var
- a: Integer;
+procedure g_GFX_Init ();
begin
//g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 1/6', 0, False);
//SetLength(gCollideMap, gMapInfo.Height+1);
//for a := 0 to High(gCollideMap) do SetLength(gCollideMap[a], gMapInfo.Width+1);
-end;
-{$ENDIF}
-
-
-procedure g_GFX_Init();
-begin
- //CreateCollideMap();
awmSetup();
{$IFDEF HEADLESS}
- gpart_dbg_enabled := False;
+ gpart_dbg_enabled := false;
{$ENDIF}
end;
-procedure g_GFX_Free();
+procedure g_GFX_Free ();
var
a: Integer;
begin
begin
if (time = liveTime) then begin die(); continue; end;
if (x+1 >= w) or (y+1 >= h) or (x <= 0) or (y <= 0) then begin die(); end;
- //if not alive then Continue;
- //e_WriteLog(Format('particle #%d: %d', [State, ParticleType]), MSG_NOTIFY);
think();
end; // with
end; // if
procedure g_GFX_Draw ();
-var
- a, len: Integer;
+ var
+ a, len: Integer;
+{$IFDEF USE_NANOGL}
+ type
+ Vertex = record
+ x, y: GLfloat;
+ r, g, b, a: GLfloat;
+ end;
+ var
+ count: Integer;
+ v: array of Vertex;
+{$ENDIF}
begin
- if Particles <> nil then
+ if not gpart_dbg_enabled then exit;
+
+ if (Particles <> nil) then
begin
glDisable(GL_TEXTURE_2D);
- glPointSize(2);
+ if (g_dbg_scale < 0.6) then glPointSize(1)
+ else if (g_dbg_scale > 1.3) then glPointSize(g_dbg_scale+1)
+ else glPointSize(2);
+ glDisable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+{$IFDEF USE_NANOGL}
+ count := 0;
+ SetLength(v, Length(Particles));
+ for a := 0 to High(Particles) do
+ begin
+ with Particles[a] do
+ begin
+ if alive and (x >= sX) and (y >= sY) and (x <= sX + sWidth) and (sY <= sY + sHeight) then
+ begin
+ v[count].x := x + 0.37;
+ v[count].y := y + 0.37;
+ v[count].r := red / 255;
+ v[count].g := green / 255;
+ v[count].b := blue / 255;
+ v[count].a := alpha / 255;
+ Inc(count);
+ end;
+ end;
+ end;
+
+ glVertexPointer(2, GL_FLOAT, SizeOf(Vertex), @v[0].x);
+ glColorPointer(4, GL_FLOAT, SizeOf(Vertex), @v[0].r);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDrawArrays(GL_POINTS, 0, count);
+{$ELSE}
glBegin(GL_POINTS);
len := High(Particles);
-
for a := 0 to len do
+ begin
with Particles[a] do
- if alive and (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
+ begin
+ if not alive then continue;
+ if (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
begin
glColor4ub(red, green, blue, alpha);
- glVertex2i(x + offsetX, y + offsetY);
+ glVertex2f(x+0.37, y+0.37);
end;
+ end;
+ end;
glEnd();
+{$ENDIF}
glDisable(GL_BLEND);
end;
- if OnceAnims <> nil then
- for a := 0 to High(OnceAnims) do
- if OnceAnims[a].Animation <> nil then
- with OnceAnims[a] do
- Animation.Draw(x, y, M_NONE);
+ if (OnceAnims <> nil) then
+ begin
+ len := High(OnceAnims);
+ for a := 0 to len do
+ begin
+ if (OnceAnims[a].Animation <> nil) then
+ begin
+ with OnceAnims[a] do Animation.Draw(x, y, TMirrorType.None);
+ end;
+ end;
+ end;
end;