diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index e4c46f199d17a9bf74a2180be95d1ff5e4fc0c4c..e92f369d78fd66ce8b8cfd57298003928bb0ef42 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
particleType: TPartType;
red, green, blue: Byte;
alpha: Byte;
- time, liveTime: Word;
+ 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
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 > -4-Random(3)) then velY -= 0.8;
+ 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-Random(3)) then velX -= 0.8;
+ 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+Random(3)) then velX += 0.8;
+ if (velX < 8+r) then velX += (8+r) div 2;
accelY := 0.15;
end
else
pan: TPanel;
dx, dy: SmallInt;
ex, ey: Integer;
- checkEnv: Boolean;
+ checkEnv, inAir: Boolean;
floorJustTraced: Boolean;
{$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
oldFloorY: Integer;
dx := round(velX);
dy := round(velY);
- if (state = TPartState.Normal) then checkAirStreams();
+ inAir := checkAirStreams();
// gravity, if not stuck
if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then
if (y <> floorY) then continue;
end;
// environment didn't changed
- hitAFloor();
+ 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;
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 <= 10) then begin die(); exit; end;
begin
// water will disappear in any liquid
if (env = TEnvType.ELiquid) then begin die(); exit; end;
- time += 1;
+ 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);
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
+ waitTime := 20;
floorY := Unknown;
ceilingY := Unknown;
end;
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
+ waitTime := 120;
floorY := Unknown;
ceilingY := Unknown;
end;
if (velY > -4) then velY += accelY;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
+ waitTime := 0;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
//writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;