X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=00630f3f5fa20b7677214c601e27b36ee4c0dc3c;hb=abda6900c041e39944de6a49aa088a60c170715e;hp=8094c4e4e1af00e578f2f6d82d70340e75c565f0;hpb=d63e6eaaecbc83b40c9b932b3381fc324f6a2461;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 8094c4e..00630f3 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -59,13 +59,9 @@ procedure g_GFX_Bubbles (fX, fY: Integer; count: Word; devX, devY: Byte); procedure g_GFX_SetMax (count: Integer); function g_GFX_GetMax (): Integer; -procedure g_GFX_OnceAnim (X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0); - procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true); procedure g_GFX_Update (); -procedure g_GFX_Draw (); - var gpart_dbg_enabled: Boolean = true; @@ -75,12 +71,61 @@ var //WARNING: only for Holmes! function awmIsSetHolmes (x, y: Integer): Boolean; inline; + type (* private state *) + TPartType = (Blood, Spark, Bubbles, Water); + TPartState = (Free, Normal, Stuck, Sleeping); + TFloorType = (Wall, LiquidIn, LiquidOut); + // Wall: floorY is just before floor + // LiquidIn: floorY is liquid *start* (i.e. just in a liquid) + // LiquidOut: floorY is liquid *end* (i.e. just out of a liquid) + TEnvType = (EAir, ELiquid, EWall); // where particle is now + + // note: this MUST be record, so we can keep it in + // dynamic array and has sequential memory access pattern + PParticle = ^TParticle; + TParticle = record + x, y: Integer; + oldX, oldY: Integer; + velX, velY: Single; + accelX, accelY: Single; + state: TPartState; + particleType: TPartType; + 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 + floorType: TFloorType; + 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 + + //k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object` + procedure thinkerBloodAndWater (); + procedure thinkerSpark (); + procedure thinkerBubble (); + + procedure findFloor (force: Boolean=false); // this updates `floorY` if forced or Unknown + procedure findCeiling (force: Boolean=false); // this updates `ceilingY` if forced or Unknown + + 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; + end; + + var (* private state *) + Particles: array of TParticle = nil; implementation uses - {$INCLUDE ../nogl/noGLuses.inc} - g_map, g_panel, g_basic, Math, e_graphics, + g_map, g_panel, g_basic, Math, g_options, g_console, SysUtils, g_triggers, MAPDEF, g_game, g_language, g_net, utils, xprofiler; @@ -88,64 +133,7 @@ uses const Unknown = Integer($7fffffff); - -type - TPartType = (Blood, Spark, Bubbles, Water); - TPartState = (Free, Normal, Stuck, Sleeping); - TFloorType = (Wall, LiquidIn, LiquidOut); - // Wall: floorY is just before floor - // LiquidIn: floorY is liquid *start* (i.e. just in a liquid) - // LiquidOut: floorY is liquid *end* (i.e. just out of a liquid) - TEnvType = (EAir, ELiquid, EWall); // where particle is now - - // note: this MUST be record, so we can keep it in - // dynamic array and has sequential memory access pattern - PParticle = ^TParticle; - TParticle = record - x, y: Integer; - velX, velY: Single; - accelX, accelY: Single; - state: TPartState; - particleType: TPartType; - 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 - floorType: TFloorType; - 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 - - //k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object` - procedure thinkerBloodAndWater (); - procedure thinkerSpark (); - procedure thinkerBubble (); - - procedure findFloor (force: Boolean=false); // this updates `floorY` if forced or Unknown - procedure findCeiling (force: Boolean=false); // this updates `ceilingY` if forced or Unknown - - 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; - end; - - TOnceAnim = record - AnimType: Byte; - x, y: Integer; - Animation: TAnimation; - end; - - var - Particles: array of TParticle = nil; - OnceAnims: array of TOnceAnim = nil; MaxParticles: Integer = 0; CurrentParticle: Integer = 0; // awakeMap has one bit for each map grid cell; on g_Mark, @@ -500,6 +488,8 @@ procedure TParticle.think (); inline; end; begin + oldx := x; + oldy := y; // awake sleeping particle, if necessary if awakeDirty then begin @@ -979,6 +969,8 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // 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; @@ -1077,6 +1069,9 @@ begin accelY := 0.8; end; + oldx := x; + oldy := y; + // 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; @@ -1219,6 +1214,8 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // 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; @@ -1388,6 +1385,8 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // 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; @@ -1470,6 +1469,8 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // 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; @@ -1531,51 +1532,6 @@ begin result := MaxParticles; end; - -function FindOnceAnim (): DWORD; -var - i: Integer; -begin - if OnceAnims <> nil then - for i := 0 to High(OnceAnims) do - if OnceAnims[i].Animation = nil then - begin - Result := i; - Exit; - end; - - if OnceAnims = nil then - begin - SetLength(OnceAnims, 16); - Result := 0; - end - else - begin - Result := High(OnceAnims) + 1; - SetLength(OnceAnims, Length(OnceAnims) + 16); - end; -end; - - -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; - - find_id := FindOnceAnim(); - - OnceAnims[find_id].AnimType := AnimType; - OnceAnims[find_id].Animation := TAnimation.Create(Anim.FramesID, Anim.Loop, Anim.Speed); - OnceAnims[find_id].Animation.Blending := Anim.Blending; - OnceAnims[find_id].Animation.alpha := Anim.alpha; - OnceAnims[find_id].x := x; - OnceAnims[find_id].y := y; -end; - - // ////////////////////////////////////////////////////////////////////////// // procedure g_GFX_Init (); begin @@ -1598,12 +1554,6 @@ begin for a := 0 to High(Particles) do Particles[a].die(); CurrentParticle := 0; - if (OnceAnims <> nil) then - begin - for a := 0 to High(OnceAnims) do OnceAnims[a].Animation.Free(); - OnceAnims := nil; - end; - awakeMap := nil; // why not? awakeMapH := -1; @@ -1643,84 +1593,6 @@ begin // clear awake map awmClear(); - - if OnceAnims <> nil then - begin - for a := 0 to High(OnceAnims) do - if OnceAnims[a].Animation <> nil then - begin - case OnceAnims[a].AnimType of - ONCEANIM_SMOKE: - begin - if Random(3) = 0 then - OnceAnims[a].x := OnceAnims[a].x-1+Random(3); - if Random(2) = 0 then - OnceAnims[a].y := OnceAnims[a].y-Random(2); - end; - end; - - if OnceAnims[a].Animation.Played then - begin - OnceAnims[a].Animation.Free(); - OnceAnims[a].Animation := nil; - end - else - OnceAnims[a].Animation.Update(); - end; - end; -end; - - -procedure g_GFX_Draw (); - var - a, len: Integer; -begin - if not gpart_dbg_enabled then exit; - - if (Particles <> nil) then - begin - glDisable(GL_TEXTURE_2D); - 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); - - glBegin(GL_POINTS); - - len := High(Particles); - for a := 0 to len do - begin - with Particles[a] do - 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); - glVertex2f(x+0.37, y+0.37); - end; - end; - end; - - glEnd(); - - glDisable(GL_BLEND); - end; - - 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; - end.