X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=00630f3f5fa20b7677214c601e27b36ee4c0dc3c;hb=abda6900c041e39944de6a49aa088a60c170715e;hp=82a45e3e21e8724a2c9b5c66864b394f0d508e1a;hpb=88ce644db1b40111bdb380f4357fa59bdb5173be;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 82a45e3..00630f3 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -1,15 +1,36 @@ +(* 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 + * the Free Software Foundation, version 3 of the License ONLY. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + *) +{$INCLUDE ../shared/a_modes.inc} +{.$DEFINE D2F_DEBUG_FALL_MPLAT} +{/$DEFINE D2F_DEBUG_PART_AWAKE} unit g_gfx; interface uses - g_textures; + e_log, g_textures; const BLOOD_NORMAL = 0; BLOOD_SPARKS = 1; + BLOOD_CSPARKS = 2; + BLOOD_COMBINE = 3; + ONCEANIM_NONE = 0; ONCEANIM_SMOKE = 1; + MARK_FREE = 0; MARK_WALL = 1; MARK_WATER = 2; @@ -19,1268 +40,1559 @@ const MARK_DOOR = 32; MARK_LIFTLEFT = 64; MARK_LIFTRIGHT = 128; - MARK_BLOCKED = MARK_WALL + MARK_DOOR; - MARK_LIQUID = MARK_WATER + MARK_ACID; - MARK_LIFT = MARK_LIFTDOWN + MARK_LIFTUP + MARK_LIFTLEFT + MARK_LIFTRIGHT; + MARK_BLOCKED = MARK_WALL or MARK_DOOR; + MARK_LIQUID = MARK_WATER or MARK_ACID; + MARK_LIFT = MARK_LIFTDOWN or MARK_LIFTUP or MARK_LIFTLEFT or MARK_LIFTRIGHT; -procedure g_GFX_Init(); -procedure g_GFX_Free(); -procedure g_GFX_Blood(fX, fY: Integer; Count: Word; vx, vy: Integer; - DevX, DevY: Word; CR, CG, CB: Byte; Kind: Byte = BLOOD_NORMAL); -procedure g_GFX_Spark(fX, fY: Integer; Count: Word; Angle: SmallInt; DevX, DevY: Byte); -procedure g_GFX_Water(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DevX, DevY, Color: Byte); -procedure g_GFX_SimpleWater(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DefColor, CR, CG, CB: Byte); -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_Init (); +procedure g_GFX_Free (); -procedure g_GFX_OnceAnim(X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0); +procedure g_GFX_Blood (fX, fY: Integer; count: Word; vx, vy: Integer; + devX, devY: Word; cr, cg, cb: Byte; kind: Byte=BLOOD_NORMAL); +procedure g_GFX_Spark (fX, fY: Integer; count: Word; angle: SmallInt; devX, devY: Byte); +procedure g_GFX_Water (fX, fY: Integer; count: Word; fVelX, fVelY: Single; devX, devY, color: Byte; + simple: Boolean=false; cr: Byte=0; cg: Byte=0; cb: Byte=0); +procedure g_GFX_SimpleWater (fX, fY: Integer; count: Word; fVelX, fVelY: Single; defColor, cr, cg, cb: Byte); +procedure g_GFX_Bubbles (fX, fY: Integer; count: Word; devX, devY: Byte); -procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean); +procedure g_GFX_SetMax (count: Integer); +function g_GFX_GetMax (): Integer; -procedure g_GFX_Update(); -procedure g_GFX_Draw(); +procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true); + +procedure g_GFX_Update (); var - gCollideMap: Array of Array of Byte; + gpart_dbg_enabled: Boolean = true; + gpart_dbg_phys_enabled: Boolean = true; + + +//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 - g_map, g_basic, Math, e_graphics, GL, GLExt, + g_map, g_panel, g_basic, Math, g_options, g_console, SysUtils, g_triggers, MAPDEF, - g_game, g_language, g_net; - -type - TParticle = record - X, Y: Integer; - VelX, VelY: Single; - AccelX, AccelY: Single; - Red, Green, Blue: Byte; - Alpha: Byte; - Time, LiveTime: Word; - State: Byte; - ParticleType: Byte; - offsetX, offsetY: ShortInt; - end; + g_game, g_language, g_net, utils, xprofiler; - TOnceAnim = record - AnimType: Byte; - X, Y: Integer; - Animation: TAnimation; - end; const - PARTICLE_BLOOD = 0; - PARTICLE_SPARK = 1; - PARTICLE_BUBBLES = 2; - PARTICLE_WATER = 3; - STATE_FREE = 0; - STATE_NORMAL = 1; - STATE_STICK = 2; - -var - Particles: Array of TParticle; - OnceAnims: Array of TOnceAnim; - MaxParticles: Integer; - CurrentParticle: Integer; + Unknown = Integer($7fffffff); -procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean); var - yy, y2, xx, x2: Integer; + MaxParticles: Integer = 0; + CurrentParticle: Integer = 0; + // awakeMap has one bit for each map grid cell; on g_Mark, + // corresponding bits will be set, and in `think()` all particles + // in marked cells will be awaken + awakeMap: packed array of LongWord = nil; + awakeMapH: Integer = -1; + awakeMapW: Integer = -1; + awakeMinX, awakeMinY: Integer; + awakeDirty: Boolean = false; + {$IF DEFINED(D2F_DEBUG_PART_AWAKE)} + awakeMapHlm: packed array of LongWord = nil; + {$ENDIF} + + +// ////////////////////////////////////////////////////////////////////////// // +function awmIsSetHolmes (x, y: Integer): Boolean; inline; begin - if x < 0 then - begin - Width := Width + x; - x := 0; - end; - - if Width < 0 then - Exit; - - if y < 0 then +{$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 - Height := Height + y; - y := 0; - end; - - if Height < 0 then - Exit; - - if x > gMapInfo.Width then - Exit; - if y > gMapInfo.Height then - Exit; - - y2 := y + Height - 1; - if y2 > gMapInfo.Height then - y2 := gMapInfo.Height; - - x2 := x + Width - 1; - if x2 > gMapInfo.Width then - x2 := gMapInfo.Width; - - if st then - begin // Óñòàíîâèòü ïðèçíàê - for yy := y to y2 do - for xx := x to x2 do - gCollideMap[yy][xx] := gCollideMap[yy][xx] or t; + 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 // Óáðàòü ïðèçíàê - t := not t; - for yy := y to y2 do - for xx := x to x2 do - gCollideMap[yy][xx] := gCollideMap[yy][xx] and t; + else + begin + result := false; end; -end; - -procedure CreateCollideMap(); -var - a: Integer; -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); - - if gWater <> nil then - begin - g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 2/6', 0, True); - for a := 0 to High(gWater) do - with gWater[a] do - g_Mark(X, Y, Width, Height, MARK_WATER, True); - end; - - if gAcid1 <> nil then + end + else begin - g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 3/6', 0, True); - for a := 0 to High(gAcid1) do - with gAcid1[a] do - g_Mark(X, Y, Width, Height, MARK_ACID, True); + result := false; end; +{$ELSE} + result := false; +{$ENDIF} +end; - if gAcid2 <> nil then - begin - g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 4/6', 0, True); - for a := 0 to High(gAcid2) do - with gAcid2[a] do - g_Mark(X, Y, Width, Height, MARK_ACID, True); - end; - if gLifts <> nil then +// ////////////////////////////////////////////////////////////////////////// // +// HACK! using mapgrid +procedure awmClear (); inline; +begin + {$IF DEFINED(D2F_DEBUG_PART_AWAKE)} + if (Length(awakeMap) > 0) then begin - g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 5/6', 0, True); - for a := 0 to High(gLifts) do - with gLifts[a] do - begin - g_Mark(X, Y, Width, Height, MARK_LIFT, False); - - if LiftType = 0 then - g_Mark(X, Y, Width, Height, MARK_LIFTUP, True) - else if LiftType = 1 then - g_Mark(X, Y, Width, Height, MARK_LIFTDOWN, True) - else if LiftType = 2 then - g_Mark(X, Y, Width, Height, MARK_LIFTLEFT, True) - else if LiftType = 3 then - g_Mark(X, Y, Width, Height, MARK_LIFTRIGHT, True) - end; + if (Length(awakeMapHlm) <> Length(awakeMap)) then SetLength(awakeMapHlm, Length(awakeMap)); + Move(awakeMap[0], awakeMapHlm[0], Length(awakeMap)*sizeof(awakeMap[0])); end; - - if gWalls <> nil then + {$ENDIF} + if awakeDirty and (awakeMapW > 0) then begin - g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 6/6', 0, True); - for a := 0 to High(gWalls) do - begin - if gWalls[a].Door then - begin - // Çàêðûòàÿ äâåðü: - if gWalls[a].Enabled then - with gWalls[a] do - g_Mark(X, Y, Width, Height, MARK_DOOR, True) - else // Îòêðûòàÿ äâåðü: - if gWalls[a].Enabled then - with gWalls[a] do - g_Mark(X, Y, Width, Height, MARK_DOOR, False); - end - else // Ñòåíà - with gWalls[a] do - g_Mark(X, Y, Width, Height, MARK_WALL, True); - end; + FillDWord(awakeMap[0], Length(awakeMap), 0); + awakeDirty := false; end; end; -procedure g_GFX_Init(); + +procedure awmSetup (); begin - CreateCollideMap(); + assert(mapGrid <> nil); + awakeMapW := (mapGrid.gridWidth+mapGrid.tileSize-1) div mapGrid.tileSize; + awakeMapW := (awakeMapW+31) div 32; // LongWord has 32 bits ;-) + awakeMapH := (mapGrid.gridHeight+mapGrid.tileSize-1) div mapGrid.tileSize; + awakeMinX := mapGrid.gridX0; + awakeMinY := mapGrid.gridY0; + SetLength(awakeMap, awakeMapW*awakeMapH); + {$IF DEFINED(D2F_DEBUG_PART_AWAKE)} + SetLength(awakeMapHlm, awakeMapW*awakeMapH); + FillDWord(awakeMapHlm[0], Length(awakeMapHlm), 0); + {$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; -procedure g_GFX_Free(); -var - a: Integer; -begin - Particles := nil; - SetLength(Particles, MaxParticles); - CurrentParticle := 0; - if OnceAnims <> nil then +function awmIsSet (x, y: Integer): Boolean; inline; +begin + 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 - for a := 0 to High(OnceAnims) do - OnceAnims[a].Animation.Free(); - - OnceAnims := nil; + {$IF DEFINED(D2F_DEBUG)} + assert(y*awakeMapW+x div 32 < Length(awakeMap)); + {$ENDIF} + result := ((awakeMap[y*awakeMapW+x div 32] and (LongWord(1) shl (x mod 32))) <> 0); + end + else + begin + result := false; end; - - gCollideMap := nil; end; -procedure CorrectOffsets(id: Integer); + +procedure awmSet (x, y: Integer); inline; +var + v: PLongWord; begin - with Particles[id] do + 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 (X >= 0) and (Y > 0) and - (Y < Length(gCollideMap)) and (X < Length(gCollideMap[0])) and - (ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)) then - offsetY := 1 // Ñòåíà ñâåðõó - else - offsetY := 0; - - if (X > 0) and (Y >= 0) and - (Y < Length(gCollideMap)) and (X < Length(gCollideMap[0])) and - (ByteBool(gCollideMap[Y, X-1] and MARK_BLOCKED)) then - offsetX := 1 // Ñòåíà ñëåâà - else - offsetX := 0; + {$IF DEFINED(D2F_DEBUG)} + assert(y*awakeMapW+x div 32 < Length(awakeMap)); + {$ENDIF} + v := @awakeMap[y*awakeMapW+x div 32]; + v^ := v^ or (LongWord(1) shl (x mod 32)); + awakeDirty := true; end; end; -procedure g_GFX_SparkVel(fX, fY: Integer; Count: Word; VX, VY: Integer; DevX, DevY: Byte); + +// ////////////////////////////////////////////////////////////////////////// // +// 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 - a: Integer; - DevX1, DevX2, - DevY1, DevY2: Byte; - l: Integer; + dx, dy, ex, ey: Integer; + v: PLongWord; begin - l := Length(Particles); - if l = 0 then - Exit; - if Count > l then - Count := l; - - DevX1 := DevX div 2; - DevX2 := DevX + 1; - DevY1 := DevY div 2; - DevY2 := DevY + 1; - - for a := 1 to Count do + if (not gpart_dbg_enabled) or (not gpart_dbg_phys_enabled) then exit; + if (awakeMapW < 1) or (awakeMapH < 1) then exit; + + 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 - with Particles[CurrentParticle] do + for dx := x to ex do begin - X := fX-DevX1+Random(DevX2); - Y := fY-DevY1+Random(DevY2); - - VelX := VX + (Random-Random)*3; - VelY := VY + (Random-Random)*3; + {$IF DEFINED(D2F_DEBUG)} + assert((dx >= 0) and (dy >= 0) and (dx div 32 < awakeMapW) and (dy < awakeMapH)); + assert(dy*awakeMapW+dx div 32 < Length(awakeMap)); + {$ENDIF} + v := @awakeMap[dy*awakeMapW+dx div 32]; + v^ := v^ or (LongWord(1) shl (dx mod 32)); + end; + end; +end; - if VelY > -4 then - if VelY-4 < -4 then - VelY := -4 - else - VelY := VelY-4; - AccelX := -Sign(VelX)*Random/100; - AccelY := 0.8; +// ////////////////////////////////////////////////////////////////////////// // +function TParticle.alive (): Boolean; inline; begin result := (state <> TPartState.Free); end; +procedure TParticle.die (); inline; begin state := TPartState.Free; end; - Red := 255; - Green := 100+Random(155); - Blue := 64; - Alpha := 255; +// remove velocities and acceleration +procedure TParticle.freeze (); inline; +begin + // stop right there, you criminal scum! + velX := 0; + velY := 0; + accelX := 0; + accelY := 0; +end; - State := STATE_NORMAL; - Time := 0; - LiveTime := 30+Random(60); - ParticleType := PARTICLE_SPARK; - CorrectOffsets(CurrentParticle); +// `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) and WordBool(pan.PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT)); + r := Random(3); + if result then + begin + case pan.LiftType of + LIFTTYPE_UP: + 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; + LIFTTYPE_DOWN: + begin + if (velY < 1+r) then velY += 0.8; + accelY := 0.15; + end; + LIFTTYPE_LEFT: + begin + if (velX > -8-r) then velX -= (8+r) div 2; + accelY := 0.15; + end; + LIFTTYPE_RIGHT: + begin + if (velX < 8+r) then velX += (8+r) div 2; + accelY := 0.15; + end; + else + result := false; end; - - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 - else - CurrentParticle := CurrentParticle+1; + // awake + if result and (state = TPartState.Sleeping) then state := TPartState.Normal; end; end; -procedure g_GFX_Blood(fX, fY: Integer; Count: Word; vx, vy: Integer; - DevX, DevY: Word; CR, CG, CB: Byte; Kind: Byte = BLOOD_NORMAL); -var - a: Integer; - DevX1, DevX2, - DevY1, DevY2: Word; - l: Integer; - CRnd: Byte; - CC: SmallInt; + +// switch to sleep mode +procedure TParticle.sleep (); inline; begin - if Kind = BLOOD_SPARKS then + if not checkAirStreams() then begin - g_GFX_SparkVel(fX, fY, 2 + Random(2), -VX div 2, -VY div 2, DevX, DevY); - Exit; + state := TPartState.Sleeping; + freeze(); end; - l := Length(Particles); - if l = 0 then - Exit; - if Count > l then - Count := l; +end; - DevX1 := DevX div 2; - DevX2 := DevX + 1; - DevY1 := DevY div 2; - DevY2 := DevY + 1; - for a := 1 to Count do +procedure TParticle.findFloor (force: Boolean=false); +var + ex: Integer; + pan: TPanel; +begin + if (not force) and (floorY <> Unknown) then exit; + // stuck in the wall? rescan, 'cause it can be mplat + if (env = TEnvType.EWall) then begin - with Particles[CurrentParticle] do + pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); + if (pan <> nil) then begin - X := fX - DevX1 + Random(DevX2); - Y := fY - DevY1 + Random(DevY2); - - if (X < 0) or (X > gMapInfo.Width-1) or - (Y < 0) or (Y > gMapInfo.Height-1) or - ByteBool(gCollideMap[Y, X] and MARK_WALL) then - Continue; - - VelX := vx + (Random-Random)*3; - VelY := vy + (Random-Random)*3; - - if VelY > -4 then - if VelY-4 < -4 then - VelY := -4 - else - VelY := VelY-4; - - AccelX := -Sign(VelX)*Random/100; - AccelY := 0.8; - - CRnd := 20*Random(6); - if CR > 0 then + // either in a wall, or in a liquid + if ((pan.tag and GridTagObstacle) <> 0) then begin - CC := CR + CRnd - 50; - if CC < 0 then CC := 0; - if CC > 255 then CC := 255; - Red := CC; - end else - Red := 0; - if CG > 0 then + // we are in the wall, wtf?! + floorY := y; + env := TEnvType.EWall; + floorType := TFloorType.Wall; + state := TPartState.Sleeping; // anyway + exit; + end; + // we are in liquid, trace to liquid end + env := TEnvType.ELiquid; + end; + end; + // are we in a liquid? + if (env = TEnvType.ELiquid) then + begin + // trace out of the liquid + //env := TEnvType.ELiquid; + floorType := TFloorType.LiquidOut; + //e_LogWritefln('tracing out of a liquid; floorY=%s; y=%s', [floorY, y]); + mapGrid.traceOrthoRayWhileIn(ex, floorY, x, y, x, g_Map_MaxY, GridTagLiquid); + floorY += 1; // so `floorY` is just out of a liquid + //e_LogWritefln(' traced out of a liquid; floorY=%s; y=%s', [floorY, y]); + end + else + begin + // in the air + assert(env = TEnvType.EAir); + //env := TEnvType.EAir; + pan := g_Map_traceToNearest(x, y, x, g_Map_MaxY, (GridTagObstacle or GridTagLiquid), @ex, @floorY); + if (pan <> nil) then + begin + // wall or liquid + if ((pan.tag and GridTagObstacle) <> 0) then begin - CC := CG + CRnd - 50; - if CC < 0 then CC := 0; - if CC > 255 then CC := 255; - Green := CC; - end else - Green := 0; - if CB > 0 then + // wall + floorType := TFloorType.Wall; + end + else begin - CC := CB + CRnd - 50; - if CC < 0 then CC := 0; - if CC > 255 then CC := 255; - Blue := CC; - end else - Blue := 0; - - Alpha := 255; - - State := STATE_NORMAL; - Time := 0; - LiveTime := 120+Random(40); - ParticleType := PARTICLE_BLOOD; - - CorrectOffsets(CurrentParticle); - end; - - if CurrentParticle >= MaxParticles-1 then - CurrentParticle := 0 + // liquid + floorType := TFloorType.LiquidIn; // entering liquid + floorY += 1; // so `floorY` is just in a liquid + end; + end else - CurrentParticle := CurrentParticle+1; + begin + // out of the level; assume wall, but it doesn't really matter + floorType := TFloorType.Wall; + floorY := g_Map_MaxY+2; + end; end; end; -procedure g_GFX_Spark(fX, fY: Integer; Count: Word; Angle: SmallInt; DevX, DevY: Byte); + +procedure TParticle.findCeiling (force: Boolean=false); var - a: Integer; - b: Single; - DevX1, DevX2, - DevY1, DevY2: Byte; - BaseVelX, BaseVelY: Single; - l: Integer; + ex: Integer; begin - l := Length(Particles); - if l = 0 then - Exit; - if Count > l then - Count := l; - - Angle := 360 - Angle; - - DevX1 := DevX div 2; - DevX2 := DevX + 1; - DevY1 := DevY div 2; - 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; - for a := 1 to Count do + if (not force) and (ceilingY <> Unknown) then exit; + if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then begin - with Particles[CurrentParticle] do - begin - X := fX-DevX1+Random(DevX2); - Y := fY-DevY1+Random(DevY2); - - VelX := BaseVelX*Random; - VelY := BaseVelY-Random; - AccelX := VelX/3.0; - AccelY := VelY/5.0; - - Red := 255; - Green := 100+Random(155); - Blue := 64; - Alpha := 255; - - State := STATE_NORMAL; - Time := 0; - LiveTime := 30+Random(60); - ParticleType := PARTICLE_SPARK; - - CorrectOffsets(CurrentParticle); - end; - - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 - else - CurrentParticle := CurrentParticle+1; + ceilingY := g_Map_MinY-2; end; end; -procedure g_GFX_Water(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DevX, DevY, Color: Byte); -var - a: Integer; - DevX1, DevX2, - DevY1, DevY2: Byte; - l: Integer; -begin - l := Length(Particles); - if l = 0 then - Exit; - if Count > l then - Count := l; - - if Abs(fVelX) < 3.0 then - fVelX := 3.0 - 6.0*Random; - - DevX1 := DevX div 2; - DevX2 := DevX + 1; - DevY1 := DevY div 2; - DevY2 := DevY + 1; - for a := 1 to Count do +procedure TParticle.think (); inline; + procedure awake (); begin - with Particles[CurrentParticle] do + if (state = TPartState.Stuck) then begin - X := fX-DevX1+Random(DevX2); - Y := fY-DevY1+Random(DevY2); - - if Abs(fVelX) < 0.5 then - VelX := 1.0 - 2.0*Random + //writeln('awaking particle at (', x, ',', y, ')'); + if (stickDX = 0) then + begin + state := TPartState.Normal; // stuck to a ceiling + end else - VelX := fVelX*Random; - if Random(10) < 7 then - VelX := -VelX; - VelY := fVelY*Random; - AccelX := 0.0; - AccelY := 0.8; - - case Color of - 1: // Êðàñíûé - begin - Red := 155 + Random(9)*10; - Green := Trunc(150*Random); - Blue := Green; - end; - 2: // Çåëåíûé - begin - Red := Trunc(150*Random); - Green := 175 + Random(9)*10; - Blue := Red; - end; - 3: // Ñèíèé - begin - Red := Trunc(200*Random); - Green := Red; - Blue := 175 + Random(9)*10; - end; - else // Ñåðûé + 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 - Red := 90 + Random(12)*10; - Green := Red; - Blue := Red; + // 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; - - Alpha := 255; - - State := STATE_NORMAL; - Time := 0; - LiveTime := 60+Random(60); - ParticleType := PARTICLE_WATER; - - CorrectOffsets(CurrentParticle); - end; - - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 + end else - CurrentParticle := CurrentParticle+1; + begin + state := TPartState.Normal; + if (velY = 0) then velY := 0.1; + if (accelY = 0) then accelY := 0.5; + end; + floorY := Unknown; + ceilingY := Unknown; end; -end; -procedure g_GFX_SimpleWater(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DefColor, CR, CG, CB: Byte); -var - a: Integer; - l: Integer; begin - l := Length(Particles); - if l = 0 then - Exit; - if Count > l then - Count := l; - - for a := 1 to Count do + oldx := x; + oldy := y; + // awake sleeping particle, if necessary + if awakeDirty then begin - with Particles[CurrentParticle] do - begin - X := fX; - Y := fY; - - VelX := fVelX; - VelY := fVelY; - AccelX := 0.0; - AccelY := 0.8; - - case DefColor of - 1: // Êðàñíûé - begin - Red := 155 + Random(9)*10; - Green := Trunc(150*Random); - Blue := Green; - end; - 2: // Çåëåíûé - begin - Red := Trunc(150*Random); - Green := 175 + Random(9)*10; - Blue := Red; - end; - 3: // Ñèíèé - begin - Red := Trunc(200*Random); - Green := Red; - Blue := 175 + Random(9)*10; - end; - 4: // Ñâîé öâåò, ñâåòëåå - begin - Red := 20 + Random(19)*10; - Green := Red; - Blue := Red; - Red := Min(Red + CR, 255); - Green := Min(Green + CG, 255); - Blue := Min(Blue + CB, 255); - end; - 5: // Ñâîé öâåò, òåìíåå - begin - Red := 20 + Random(19)*10; - Green := Red; - Blue := Red; - Red := Max(CR - Red, 0); - Green := Max(CG - Green, 0); - Blue := Max(CB - Blue, 0); - end; - else // Ñåðûé - begin - Red := 90 + Random(12)*10; - Green := Red; - Blue := Red; - end; - end; - - Alpha := 255; - - State := STATE_NORMAL; - Time := 0; - LiveTime := 60+Random(60); - ParticleType := PARTICLE_WATER; - - CorrectOffsets(CurrentParticle); + 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; - - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 - else - CurrentParticle := CurrentParticle+1; + } + end; + case particleType of + TPartType.Blood, TPartType.Water: thinkerBloodAndWater(); + TPartType.Spark: thinkerSpark(); + TPartType.Bubbles: thinkerBubble(); end; end; -procedure g_GFX_Bubbles(fX, fY: Integer; Count: Word; DevX, DevY: Byte); -var - a: Integer; - DevX1, DevX2, - DevY1, DevY2: Byte; - l: Integer; -begin - l := Length(Particles); - if l = 0 then - Exit; - if Count > l then - Count := l; - - DevX1 := DevX div 2; - DevX2 := DevX + 1; - DevY1 := DevY div 2; - DevY2 := DevY + 1; - for a := 1 to Count do +// ////////////////////////////////////////////////////////////////////////// // +procedure TParticle.thinkerBloodAndWater (); + procedure stickToCeiling (); begin - with Particles[CurrentParticle] do - begin - X := fX-DevX1+Random(DevX2); - Y := fY-DevY1+Random(DevY2); + state := TPartState.Stuck; + stickDX := 0; + freeze(); + ceilingY := y; // yep + end; - if (X >= gMapInfo.Width) or (X <= 0) or - (Y >= gMapInfo.Height) or (Y <= 0) then - Continue; + procedure stickToWall (dx: Integer); + var + ex: Integer; + begin + state := TPartState.Stuck; + 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)); + end; - if not ByteBool(gCollideMap[Y, X] and MARK_LIQUID) then - Continue; + procedure hitAFloor (); + begin + state := TPartState.Sleeping; // we aren't moving anymore + freeze(); + floorY := y; // yep + floorType := TFloorType.Wall; // yep + end; - VelX := 0; - VelY := -1-Random; - AccelX := 0; - AccelY := VelY/10; - - Red := 255; - Green := 255; - Blue := 255; - Alpha := 255; - - State := STATE_NORMAL; - Time := 0; - LiveTime := 65535; - ParticleType := PARTICLE_BUBBLES; - - CorrectOffsets(CurrentParticle); + // `true`: didn't, get outa thinker + function drip (): Boolean; + begin + case particleType of + TPartType.Blood: result := (Random(200) = 100); + 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; + // if we're falling from ceiling, switch to normal mode + if (state = TPartState.Stuck) and (stickDX = 0) then state := TPartState.Normal; end; - - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 - else - CurrentParticle := CurrentParticle+1; end; -end; - -procedure g_GFX_SetMax(Count: Integer); -begin - if Count > 50000 then - Count := 50000; - - SetLength(Particles, Count); - MaxParticles := Count; - if CurrentParticle >= Count then - CurrentParticle := 0; -end; - -function g_GFX_GetMax(): Integer; -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; + // switch to freefall mode + procedure freefall (); + begin + state := TPartState.Normal; + velY := 0.5; + accelY := 0.15; + end; - if OnceAnims = nil then + procedure applyGravity (inLiquid: Boolean); + begin + state := TPartState.Normal; + if inLiquid then begin - SetLength(OnceAnims, 16); - Result := 0; + velY := 0.5; + accelY := 0.15; end - else + else begin - Result := High(OnceAnims) + 1; - SetLength(OnceAnims, Length(OnceAnims) + 16); + velY := 0.8; + accelY := 0.5; end; -end; + end; -procedure g_GFX_OnceAnim(X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0); +label + _done, _gravityagain, _stuckagain; var - find_id: DWORD; + pan: TPanel; + dx, dy: SmallInt; + ex, ey: Integer; + checkEnv, inAir, inStep: Boolean; + floorJustTraced: Boolean; + {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)} + oldFloorY: Integer; + {$ENDIF} begin - 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; + if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end; -procedure g_GFX_Update(); -var - a: Integer; - w, h: Integer; - dX, dY: SmallInt; - b, len: Integer; - s: ShortInt; - c: Byte; -begin - if Particles <> nil then + if gAdvBlood then begin - w := gMapInfo.Width; - h := gMapInfo.Height; - - len := High(Particles); + // still check for air streams when sleeping (no) + if (state = TPartState.Sleeping) then begin {checkAirStreams();} goto _done; end; // so blood will dissolve - for a := 0 to len do - if Particles[a].State <> 0 then - with Particles[a] do + // process stuck particles + if (state = TPartState.Stuck) then + begin + // stuck to a ceiling? + if (stickDX = 0) then + begin + // yeah, stuck to a ceiling + if (ceilingY = Unknown) then findCeiling(); + // dropped from a ceiling? + if (y > ceilingY) then begin - if Time = LiveTime then - State := STATE_FREE; - if (X+1 >= w) or (Y+1 >= h) or (X <= 0) or (Y <= 0) then - State := STATE_FREE; - if State = STATE_FREE then - Continue; - - case ParticleType of - PARTICLE_BLOOD: - begin - if gAdvBlood then - begin - if (State = STATE_STICK) then - if (not ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y, X-1] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y, X+1] and MARK_BLOCKED)) then - begin // Îòëèïëà - êàïàåò - VelY := 0.5; - AccelY := 0.15; - State := STATE_NORMAL; - end - else - if Random(200) = 100 then - begin // Ïðèëåïëåíà - íî âîçìîæíî ñòåêàåò - VelY := 0.5; - AccelY := 0.15; - Continue; - end; - - if not ByteBool(gCollideMap[Y, X] and MARK_BLOCKED) then - begin - if ByteBool(gCollideMap[Y, X] and MARK_LIFTUP) then - begin // Ëèôò ââåðõ - if VelY > -4-Random(3) then - VelY := VelY - 0.8; - if Abs(VelX) > 0.1 then - VelX := VelX - VelX/10.0; - VelX := VelX + (Random-Random)*0.2; - AccelY := 0.15; - end; - if ByteBool(gCollideMap[Y, X] and MARK_LIFTLEFT) then - begin // Ïîòîê âëåâî - if VelX > -8-Random(3) then - VelX := VelX - 0.8; - AccelY := 0.15; - end; - if ByteBool(gCollideMap[Y, X] and MARK_LIFTRIGHT) then - begin // Ïîòîê âïðàâî - if VelX < 8+Random(3) then - VelX := VelX + 0.8; - AccelY := 0.15; - end; - end; - - dX := Round(VelX); - dY := Round(VelY); - - if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) then - if (State <> STATE_STICK) and - (not ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)) then - begin // Âèñèò â âîçäóõå - êàïàåò - VelY := 0.8; - AccelY := 0.5; - State := STATE_NORMAL; - end; + // yep + velY := 0.5; + accelY := 0.15; + state := TPartState.Normal; + end + else + begin + // otherwise, try to drip + if drip() then goto _done; + end; + end + else + begin + // stuck to a wall + 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 + y := floorY; + case floorType of + TFloorType.Wall: // hit the ground + begin + // 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 + // rescan, so we'll know when we'll exit the liquid + findFloor(true); // force rescan + end; + TFloorType.LiquidOut: // exiting the liquid + begin + // rescan, so we'll know when we'll enter something interesting + findFloor(true); // force rescan + if (floorType = TFloorType.Wall) and (floorY = y) then begin sleep(); goto _done; end; + end; + end; + end; + // wall transition? + if (floorY <= wallEndY) and (y >= wallEndY) then + begin + // just unstuck from the wall, switch to freefall mode + y := wallEndY; + freefall(); + end + else + begin + // otherwise, try to drip + if drip() then goto _done; + end; + end; + // nope, process as usual + end; - if dX <> 0 then - begin - if dX > 0 then - s := 1 - else - s := -1; + // it is important to have it here + dx := round(velX); + dy := round(velY); - dX := Abs(dX); + inAir := checkAirStreams(); - for b := 1 to dX do - begin - if (X+s >= w) or (X+s <= 0) then - begin - State := STATE_FREE; - Break; - end; - - c := gCollideMap[Y, X+s]; - - if ByteBool(c and MARK_BLOCKED) then - begin // Ñòåíà/äâåðü - VelX := 0; - VelY := 0; - AccelX := 0; - AccelY := 0; - State := STATE_STICK; - Break; - end; - - X := X+s; - end; - end; + // gravity, if not stuck + if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then + begin + floorJustTraced := (floorY = Unknown); + if floorJustTraced then findFloor(); + _gravityagain: + // floor transition? + if (y = floorY) then + begin + 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 + 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 + // rescan, so we'll know when we'll exit the liquid + findFloor(true); // force rescan + applyGravity(true); + end; + TFloorType.LiquidOut: // exiting the liquid + begin + // rescan, so we'll know when we'll enter something interesting + findFloor(true); // force rescan + if (floorType <> TFloorType.Wall) or (floorY <> y) then applyGravity(floorType = TFloorType.LiquidIn); + end; + end; + end + else + begin + // looks like we're in the air + applyGravity(false); + end; + end; - if dY <> 0 then + // trace movement + if (dx <> 0) then + begin + // has some horizontal velocity + inStep := False; + pan := g_Map_traceToNearest(x, y, x+dx, y+dy, GridTagSolid, @ex, @ey); + if (pan = nil) and (dy >= 0) then + begin + // do not stuck inside step + if g_Map_traceToNearest(x, y, x, y, GridTagStep, nil, nil) = nil then + // check for step panel below + pan := g_Map_traceToNearest(x, y, x, y+dy, GridTagStep, nil, @ey); + inStep := pan <> nil; + if inStep then + begin + // stick to panel edges + if ex < pan.X then + ex := pan.X + else if ex > pan.X + pan.Width - 1 then + ex := pan.X + pan.Width - 1; + end; + end; + 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 + if inStep then + stickToWall(dx) + else + begin + // we stuck + // the only case when we can have both ceiling and wall is corner; stick to wall in this case + // check if we stuck to a wall + if (dx < 0) then dx := -1 else dx := 1; + if (g_Map_PanelAtPoint(x+dx, y, GridTagSolid) <> nil) then + begin + // stuck to a wall + stickToWall(dx); + end + else + begin + // stuck to a ceiling + stickToCeiling(); + end; + end; + end; + end + else if (dy <> 0) then + begin + // has only vertical velocity + if (dy < 0) then + begin + // flying up + if (ceilingY = Unknown) then findCeiling(); // need to do this anyway + y += dy; + if (y <= ceilingY) then begin y := ceilingY; stickToCeiling(); end; // oops, hit a ceiling + // environment didn't changed + end + else + begin + while (dy > 0) do + begin + // falling down + 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; + 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 + // check if our ground wasn't moved since the last scan + if not floorJustTraced then begin - if dY > 0 then - s := 1 - else - s := -1; - - dY := Abs(dY); - - for b := 1 to dY do + {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)} + oldFloorY := floorY; + {$ENDIF} + findFloor(true); // force trace + {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)} + if (floorY <> oldFloorY) then begin - if (Y+s >= h) or (Y+s <= 0) then - begin - State := STATE_FREE; - Break; - end; - - c := gCollideMap[Y+s, X]; - - if ByteBool(c and MARK_BLOCKED) then - begin // Ñòåíà/äâåðü - VelX := 0; - VelY := 0; - AccelX := 0; - AccelY := 0; - if (s > 0) and (State <> STATE_STICK) then - State := STATE_NORMAL - else - State := STATE_STICK; - Break; - end; - - Y := Y+s; + e_LogWritefln('force rescanning vpart at (%s,%s); oldFloorY=%s; floorY=%s', [x, y, oldFloorY, floorY]); end; + {$ENDIF} + if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir; + if (y <> floorY) then continue; end; - end // if gAdvBlood - else + // environment didn't changed + if not inAir then hitAFloor(); + break; // done with vertical movement + end; + TFloorType.LiquidIn: // entering the liquid begin - dX := Round(VelX); - dY := Round(VelY); - - if (X+dX >= w) or (Y+dY >= h) or - (X+dX <= 0) or (Y+dY <= 0) or - ByteBool(gCollideMap[Y+dY, X+dX] and MARK_BLOCKED) then - begin // Ñòåíà/äâåðü/ãðàíèöà - State := STATE_FREE; - VelX := 0; - VelY := 0; - end - else - begin - Y := Y + dY; - X := X + dX; - end; + // we're entered the liquid + env := TEnvType.ELiquid; + // rescan, so we'll know when we'll exit the liquid + findFloor(true); // force rescan + end; + TFloorType.LiquidOut: // exiting the liquid + begin + // we're exited the liquid + env := TEnvType.EAir; + // rescan, so we'll know when we'll enter something interesting + findFloor(true); // force rescan + if (floorType = TFloorType.Wall) and (floorY = y) then + begin + if not inAir then hitAFloor(); + break; // done with vertical movement + end; end; + end; + end + else + begin + break; // done with vertical movement + end; + end; + end; + end; + end // if gAdvBlood + else + begin + // simple blood + dx := round(velX); + dy := round(velY); + y += dy; + x += dx; + if (g_Map_PanelAtPoint(x, y, GridTagObstacle) <> nil) then begin die(); exit; end; + end; - VelX := VelX + AccelX; - VelY := VelY + AccelY; +_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; - // Êðîâü ðàñòâîðÿåòñÿ â æèäêîñòè: - if ByteBool(gCollideMap[Y, X] and MARK_LIQUID) then - begin - Inc(Time); + velX += accelX; + velY += accelY; - Alpha := 255 - Trunc((255.0 * Time) / LiveTime); - end; - end; + // blood will dissolve in other liquids + if (particleType = TPartType.Blood) then + begin + if (env = TEnvType.ELiquid) then + begin + 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; + if (ex > 250) then ex := 255; + alpha := Byte(ex); + end; + end + else + begin + // 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; - PARTICLE_SPARK: - begin - dX := Round(VelX); - dY := Round(VelY); - - if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) and - (not ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)) then - begin // Âèñèò â âîçäóõå - VelY := 0.8; - AccelY := 0.5; - end; - if dX <> 0 then - begin - if dX > 0 then - s := 1 - else - s := -1; +// ////////////////////////////////////////////////////////////////////////// // +procedure g_GFX_SparkVel (fX, fY: Integer; count: Word; vx, vy: Integer; devX, devY: Byte); forward; - dX := Abs(dX); +procedure g_GFX_Blood (fX, fY: Integer; count: Word; vx, vy: Integer; + devX, devY: Word; cr, cg, cb: Byte; kind: Byte = BLOOD_NORMAL); - for b := 1 to dX do - begin - if (X+s >= w) or (X+s <= 0) then - begin - State := STATE_FREE; - Break; - end; + function genColor (cbase, crnd: Integer; def: Byte=0): Byte; + begin + if (cbase > 0) then + begin + cbase += crnd; + if (cbase < 0) then result := 0 + else if (cbase > 255) then result := 255 + else result := Byte(cbase); + end + else + begin + result := def; + end; + end; - c := gCollideMap[Y, X+s]; - - if ByteBool(c and MARK_BLOCKED) then - begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî - VelX := 0; - AccelX := 0; - Break; - end - else // Ïóñòî: - if c = MARK_FREE then - X := X + s - else // Îñòàëüíîå: - begin - State := STATE_FREE; - Break; - end; - end; - end; +var + a: Integer; + devX1, devX2, devY1, devY2: Integer; + l: Integer; + crnd: Integer; + pan: TPanel; +begin + if not gpart_dbg_enabled then exit; - if dY <> 0 then - begin - if dY > 0 then - s := 1 - else - s := -1; + if (kind = BLOOD_SPARKS) then + begin + 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; - dY := Abs(dY); + l := Length(Particles); + if (l = 0) then exit; + if (count > l) then count := l; - for b := 1 to dY do - begin - if (Y+s >= h) or (Y+s <= 0) then - begin - State := STATE_FREE; - Break; - end; + devX1 := devX div 2; + devX2 := devX+1; + devY1 := devY div 2; + devY2 := devY+1; - c := gCollideMap[Y+s, X]; - - if 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 c = MARK_FREE then - Y := Y + s - else // Îñàëüíîå: - begin - State := STATE_FREE; - Break; - end; - end; - end; + for a := 1 to count do + begin + with Particles[CurrentParticle] do + begin + x := fX-devX1+Random(devX2); + y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; - if VelX <> 0.0 then - VelX := VelX + AccelX; - if VelY <> 0.0 then - begin - if AccelY < 10 then - AccelY := AccelY + 0.08; - VelY := VelY + AccelY; - 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; - Time := Time + 1; - end; + // in what environment we are starting in? + pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid)); + if (pan <> nil) then + begin + // either in a wall, or in a liquid + if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls + env := TEnvType.ELiquid; + end + else + begin + env := TEnvType.EAir; + end; - PARTICLE_WATER: - begin - if (State = STATE_STICK) and (Random(30) = 15) then - begin // Ñòåêàåò/îòëèïàåò - VelY := 0.5; - AccelY := 0.15; - if (not ByteBool(gCollideMap[Y, X-1] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y, X+1] and MARK_BLOCKED)) then - State := STATE_NORMAL; - Continue; - end; + velX := vx+(Random-Random)*3; + velY := vy+(Random-Random)*3; - if not ByteBool(gCollideMap[Y, X] and MARK_BLOCKED) then - begin - if ByteBool(gCollideMap[Y, X] and MARK_LIFTUP) then - begin // Ëèôò ââåðõ - if VelY > -4-Random(3) then - VelY := VelY - 0.8; - if Abs(VelX) > 0.1 then - VelX := VelX - VelX/10.0; - VelX := VelX + (Random-Random)*0.2; - AccelY := 0.15; - end; - if ByteBool(gCollideMap[Y, X] and MARK_LIFTLEFT) then - begin // Ïîòîê âëåâî - if VelX > -8-Random(3) then - VelX := VelX - 0.8; - AccelY := 0.15; - end; - if ByteBool(gCollideMap[Y, X] and MARK_LIFTRIGHT) then - begin // Ïîòîê âïðàâî - if VelX < 8+Random(3) then - VelX := VelX + 0.8; - AccelY := 0.15; - end; - end; + if (velY > -4) then + begin + if (velY-4 < -4) then velY := -4 else velY := velY-4; + end; - dX := Round(VelX); - dY := Round(VelY); - - if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) then - if (State <> STATE_STICK) and - (not ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)) and - (not ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)) then - begin // Âèñèò â âîçäóõå - êàïàåò - VelY := 0.8; - AccelY := 0.5; - State := STATE_NORMAL; - end; + accelX := -sign(velX)*Random/100; + accelY := 0.8; - if dX <> 0 then - begin - if dX > 0 then - s := 1 - else - s := -1; + crnd := 20*Random(6)-50; - for b := 1 to Abs(dX) do - begin - if (X+s >= w) or (X+s <= 0) then - begin // Ñáîêó ãðàíèöà - State := STATE_FREE; - Break; - end; + red := genColor(cr, CRnd, 0); + green := genColor(cg, CRnd, 0); + blue := genColor(cb, CRnd, 0); + alpha := 255; - c := gCollideMap[Y, X+s]; + particleType := TPartType.Blood; + state := TPartState.Normal; + time := 0; + liveTime := 120+Random(40); + waitTime := 20; + floorY := Unknown; + ceilingY := Unknown; + end; - if ByteBool(c and MARK_LIQUID) and (dY > 0) then - begin // Ñáîêó æèäêîñòü, à ÷àñòèöà óæå ïàäàåò - State := STATE_FREE; - Break; - end; + if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; + end; +end; - if ByteBool(c and MARK_BLOCKED) then - begin // Ñòåíà/äâåðü - VelX := 0; - VelY := 0; - AccelX := 0; - AccelY := 0; - State := STATE_STICK; - Break; - end; - X := X+s; - end; - end; +procedure g_GFX_Water (fX, fY: Integer; count: Word; fVelX, fVelY: Single; devX, devY, color: Byte; + simple: Boolean=false; cr: Byte=0; cg: Byte=0; cb: Byte=0); +var + a: Integer; + devX1, devX2, devY1, devY2: Integer; + l: Integer; + pan: TPanel; +begin + if not gpart_dbg_enabled then exit; - if dY <> 0 then - begin - if dY > 0 then - s := 1 - else - s := -1; + l := Length(Particles); + if (l = 0) then exit; + if (count > l) then count := l; - for b := 1 to Abs(dY) do - begin - if (Y+s >= h) or (Y+s <= 0) then - begin // Ñíèçó/ñâåðõó ãðàíèöà - State := STATE_FREE; - Break; - end; + if (abs(fVelX) < 3.0) then fVelX := 3.0-6.0*Random; - c := gCollideMap[Y+s, X]; + devX1 := devX div 2; + devX2 := devX+1; + devY1 := devY div 2; + devY2 := devY+1; - if ByteBool(c and MARK_LIQUID) and (dY > 0) then - begin // Ñíèçó æèäêîñòü, à ÷àñòèöà óæå ïàäàåò - State := STATE_FREE; - Break; - end; + if (not simple) and (color > 3) then color := 0; - if ByteBool(c and MARK_BLOCKED) then - begin // Ñòåíà/äâåðü - VelX := 0; - VelY := 0; - AccelX := 0; - AccelY := 0; - if (s > 0) and (State <> STATE_STICK) then - State := STATE_NORMAL - else - State := STATE_STICK; - Break; - end; + for a := 1 to count do + begin + with Particles[CurrentParticle] do + begin + if not simple then + begin + x := fX-devX1+Random(devX2); + y := fY-devY1+Random(devY2); + + if (abs(fVelX) < 0.5) then velX := 1.0-2.0*Random else velX := fVelX*Random; + if (Random(10) < 7) then velX := -velX; + velY := fVelY*Random; + accelX := 0.0; + accelY := 0.8; + end + else + begin + x := fX; + y := fY; - Y := Y+s; - end; - end; + velX := fVelX; + velY := fVelY; + accelX := 0.0; + accelY := 0.8; + end; - VelX := VelX + AccelX; - VelY := VelY + AccelY; + oldx := x; + oldy := y; - Time := Time + 1; - 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; - PARTICLE_BUBBLES: - begin - dY := Round(VelY); + // 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 + // in what environment we are starting in? + pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); + end + else + begin + pan := g_Map_PanelAtPoint(x, y, GridTagObstacle); + end; + if (pan <> nil) then continue; + env := TEnvType.EAir; - if dY <> 0 then - begin - if dY > 0 then - s := 1 - else - s := -1; + // color + case color of + 1: // reddish + begin + red := 155+Random(9)*10; + green := trunc(150*Random); + blue := green; + end; + 2: // greenish + begin + red := trunc(150*Random); + green := 175+Random(9)*10; + blue := red; + end; + 3: // bluish + begin + red := trunc(200*Random); + green := red; + blue := 175+Random(9)*10; + end; + 4: // Ñâîé öâåò, ñâåòëåå + begin + red := 20+Random(19)*10; + green := red; + blue := red; + red := nmin(red+cr, 255); + green := nmin(green+cg, 255); + blue := nmin(blue+cb, 255); + end; + 5: // Ñâîé öâåò, òåìíåå + begin + red := 20+Random(19)*10; + green := red; + blue := red; + red := nmax(cr-red, 0); + green := nmax(cg-green, 0); + blue := nmax(cb-blue, 0); + end; + else // grayish + begin + red := 90+random(12)*10; + green := red; + blue := red; + end; + end; + alpha := 255; + + particleType := TPartType.Water; + state := TPartState.Normal; + time := 0; + liveTime := 60+Random(60); + waitTime := 120; + floorY := Unknown; + ceilingY := Unknown; + end; - for b := 1 to Abs(dY) do - begin - if (Y+s >= h) or (Y+s <= 0) then - begin - State := STATE_FREE; - Break; - end; + if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; + end; +end; - if not ByteBool(gCollideMap[Y+s, X] and MARK_LIQUID) then - begin // Óæå íå æèäêîñòü - State := STATE_FREE; - Break; - end; - Y := Y+s; - end; - end; +procedure g_GFX_SimpleWater (fX, fY: Integer; count: Word; fVelX, fVelY: Single; defColor, cr, cg, cb: Byte); +begin + g_GFX_Water(fX, fY, count, 0, 0, 0, 0, defColor, true, cr, cg, cb); +end; - if VelY > -4 then - VelY := VelY + AccelY; - Time := Time + 1; - end; - end; // case +// ////////////////////////////////////////////////////////////////////////// // +procedure TParticle.thinkerBubble (); +var + dy: Integer; +begin + dy := round(velY); - CorrectOffsets(a); - end; - end; // Particles <> nil + if (dy <> 0) then + begin + y += dy; + if (dy < 0) then + begin + if (y <= ceilingY) then begin die(); exit; end; + end + else + begin + if (y >= floorY) then begin die(); exit; end; + end; + if (y < g_Map_MinY) or (y > g_Map_MaxY) then begin die(); exit; end; + end; + + if (velY > -4) then velY += accelY; + + if waitTime > 0 then + waitTime -= 1 + else + time += 1; +end; + + +{.$DEFINE D2F_DEBUG_BUBBLES} +procedure g_GFX_Bubbles (fX, fY: Integer; count: Word; devX, devY: Byte); +var + a, liquidx: Integer; + devX1, devX2, devY1, devY2: Integer; + l: Integer; + {$IF DEFINED(D2F_DEBUG_BUBBLES)} + stt: UInt64; + nptr, ptr: Boolean; + {$ENDIF} +begin + if not gpart_dbg_enabled then exit; - if OnceAnims <> nil then + l := Length(Particles); + if (l = 0) then exit; + if (count > l) then count := l; + + devX1 := devX div 2; + devX2 := devX+1; + devY1 := devY div 2; + devY2 := devY+1; + + for a := 1 to count do + begin + with Particles[CurrentParticle] do + begin + x := fX-devX1+Random(devX2); + y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; + + // check for level bounds + if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; + + (* + // don't spawn bubbles outside of the liquid + if not isLiquidAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then + Continue; + *) + + // trace liquid, so we'll know where it ends; do it in 8px steps for speed + // tracer will return `false` if we started outside of the liquid + + {$IF DEFINED(D2F_DEBUG_BUBBLES)} + stt := getTimeMicro(); + ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2); + stt := getTimeMicro()-stt; + e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]); + // + stt := getTimeMicro(); + nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY); + stt := getTimeMicro()-stt; + e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]); + if not nptr then continue; + {$ELSE} + if not g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, ceilingY) then continue; + if not g_Map_TraceLiquidNonPrecise(x, y, 0, +8, liquidx, floorY) then continue; + {$ENDIF} + + velX := 0; + velY := -1-Random; + accelX := 0; + accelY := velY/10; + + red := 255; + green := 255; + blue := 255; + alpha := 255; + + state := TPartState.Normal; + particleType := TPartType.Bubbles; + time := 0; + liveTime := 65535; + waitTime := 0; + end; + + if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; + end; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +procedure TParticle.thinkerSpark (); +label + _done; +var + dx, dy: SmallInt; + pan: TPanel; + ex, ey: Integer; +begin + if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end; + + dx := round(velX); + dy := round(velY); + + //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY); + + // apply gravity + if (abs(velX) < 0.1) and (abs(velY) < 0.1) then + begin + velY := 0.8; + accelY := 0.5; + end; + + // flying + if (dx <> 0) then begin - for a := 0 to High(OnceAnims) do - if OnceAnims[a].Animation <> nil then + // has some horizontal velocity + pan := g_Map_traceToNearest(x, y, x+dx, y+dy, (GridTagSolid 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; + end; + end + else if (dy <> 0) then + begin + // has some vertical velocity + if (dy < 0) then + begin + // flying up + if (ceilingY = Unknown) then findCeiling(); // need to do this anyway + y += dy; + if (y <= ceilingY) 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; + // oops, hit a ceiling + y := ceilingY; + velY := -velY; + accelY := abs(accelY); + end; + // 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 + // 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; + end; + end; - if OnceAnims[a].Animation.Played then - begin - OnceAnims[a].Animation.Free(); - OnceAnims[a].Animation := nil; - end - else - OnceAnims[a].Animation.Update(); +_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 + begin + if (accelY < 10) then accelY += 0.08; + velY += accelY; + end; + + //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); +var + a: Integer; + devX1, devX2, devY1, devY2: Integer; + l: Integer; + pan: TPanel; +begin + if not gpart_dbg_enabled then exit; + + l := Length(Particles); + if (l = 0) then exit; + if (count > l) then count := l; + + devX1 := devX div 2; + devX2 := devX+1; + devY1 := devY div 2; + devY2 := devY+1; + + for a := 1 to count do + begin + with Particles[CurrentParticle] do + 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; + + // in what environment we are starting in? + pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid)); + if (pan <> nil) then + begin + // either in a wall, or in a liquid + //if ((pan.tag and GridTagSolid) <> 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; + accelY := 0.8; + + red := 255; + green := 100+Random(155); + blue := 64; + alpha := 255; + + particleType := TPartType.Spark; + state := TPartState.Normal; + time := 0; + liveTime := 30+Random(60); + waitTime := 0; + floorY := Unknown; + ceilingY := Unknown; + end; + + if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; end; end; -procedure g_GFX_Draw(); + +procedure g_GFX_Spark (fX, fY: Integer; count: Word; angle: SmallInt; devX, devY: Byte); var - a, len: Integer; + a: Integer; + b: Single; + devX1, devX2, devY1, devY2: Integer; + baseVelX, baseVelY: Single; + l: Integer; + pan: TPanel; begin - if Particles <> nil then + if not gpart_dbg_enabled then exit; + + l := Length(Particles); + if (l = 0) then exit; + if (count > l) then count := l; + + angle := 360-angle; + + devX1 := devX div 2; + devX2 := devX+1; + devY1 := devY div 2; + 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; + + for a := 1 to count do begin - glDisable(GL_TEXTURE_2D); - glPointSize(2); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + with Particles[CurrentParticle] do + 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; + + // in what environment we are starting in? + pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid)); + if (pan <> nil) then + begin + // either in a wall, or in a liquid + //if ((pan.tag and GridTagSolid) <> 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; + + red := 255; + green := 100+Random(155); + blue := 64; + alpha := 255; + + particleType := TPartType.Spark; + state := TPartState.Normal; + time := 0; + liveTime := 30+Random(60); + waitTime := 0; + floorY := Unknown; + ceilingY := Unknown; + end; + + if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; + end; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +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; + CurrentParticle := 0; +end; + + +function g_GFX_GetMax (): Integer; +begin + result := MaxParticles; +end; + +// ////////////////////////////////////////////////////////////////////////// // +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); + awmSetup(); +{$IFDEF HEADLESS} + gpart_dbg_enabled := false; +{$ENDIF} +end; + + +procedure g_GFX_Free (); +var + a: Integer; +begin + Particles := nil; + SetLength(Particles, MaxParticles); + for a := 0 to High(Particles) do Particles[a].die(); + CurrentParticle := 0; + + awakeMap := nil; + // why not? + awakeMapH := -1; + awakeMapW := -1; +end; - glBegin(GL_POINTS); + +// ////////////////////////////////////////////////////////////////////////// // +procedure g_GFX_Update (); +var + a: Integer; + w, h: Integer; + len: Integer; +begin + if not gpart_dbg_enabled then exit; + + if (Particles <> nil) then + begin + w := gMapInfo.Width; + h := gMapInfo.Height; len := High(Particles); for a := 0 to len do - with Particles[a] do - if (State <> STATE_FREE) and (X >= sX) and (Y >= sY) and - (X <= sX+sWidth) and (sY <= sY+sHeight) then + begin + if Particles[a].alive then + begin + with Particles[a] do begin - glColor4ub(Red, Green, Blue, Alpha); - glVertex2i(X + offsetX, Y + offsetY); - end; - - glEnd(); - - glDisable(GL_BLEND); - end; + 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; + think(); + end; // with + end; // if + end; // for + end; // Particles <> nil - 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); + // clear awake map + awmClear(); end; end.