X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=3a9c79cf7b7102bce7e6e22e00dcd8e6008a491d;hb=aab9c00a40aebab672c35d10258404b6eea517e7;hp=4ea5772731821c5bf67d0e1a8ddc76c3184030bb;hpb=44103c4d02f0720ffd6fa801e2d2b09f596d6b6e;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 4ea5772..3a9c79c 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -1,9 +1,8 @@ -(* 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 - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * 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 @@ -14,7 +13,8 @@ * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} -{$DEFINE D2F_NEW_SPARK_THINKER} +{.$DEFINE D2F_DEBUG_FALL_MPLAT} +{/$DEFINE D2F_DEBUG_PART_AWAKE} unit g_gfx; interface @@ -25,6 +25,8 @@ uses const BLOOD_NORMAL = 0; BLOOD_SPARKS = 1; + BLOOD_CSPARKS = 2; + BLOOD_COMBINE = 3; ONCEANIM_NONE = 0; ONCEANIM_SMOKE = 1; @@ -62,18 +64,79 @@ 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; 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; + + TOnceAnim = record + AnimType: Byte; + x, y: Integer; + oldX, oldY: Integer; + Animation: TAnimation; + end; + + var (* private state *) + Particles: array of TParticle = nil; + OnceAnims: array of TOnceAnim = nil; + 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; @@ -81,71 +144,7 @@ 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; - red, green, blue: Byte; - alpha: Byte; - time, liveTime: Word; - state: TPartState; - particleType: TPartType; - offsetX, offsetY: ShortInt; - // for water - 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 - // 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 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 isSleeping (): Boolean; inline; - procedure awake (); inline; - - 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, @@ -155,13 +154,56 @@ var 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; @@ -174,9 +216,14 @@ begin 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]); + //{$ENDIF} + awakeDirty := true; awmClear(); end; @@ -212,42 +259,64 @@ begin {$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 @@ -259,11 +328,57 @@ 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) 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; + // 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; @@ -340,7 +455,7 @@ var ex: Integer; begin if (not force) and (ceilingY <> Unknown) then exit; - if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagObstacle, @ex, @ceilingY)) then + if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then begin ceilingY := g_Map_MinY-2; end; @@ -348,12 +463,60 @@ 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 + oldx := x; + oldy := y; // 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; @@ -374,13 +537,12 @@ procedure TParticle.thinkerBloodAndWater (); 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 (); @@ -399,41 +561,12 @@ procedure TParticle.thinkerBloodAndWater (); 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; @@ -448,7 +581,7 @@ procedure TParticle.thinkerBloodAndWater (); procedure applyGravity (inLiquid: Boolean); begin state := TPartState.Normal; - if (inLiquid) then + if inLiquid then begin velY := 0.5; accelY := 0.15; @@ -461,16 +594,23 @@ procedure TParticle.thinkerBloodAndWater (); end; label - _done; + _done, _gravityagain, _stuckagain; var pan: TPanel; - dX, dY: SmallInt; + dx, dy: SmallInt; ex, ey: Integer; + checkEnv, inAir, inStep: 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 @@ -479,7 +619,7 @@ begin 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 @@ -497,15 +637,30 @@ 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 @@ -521,9 +676,10 @@ 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 @@ -536,20 +692,31 @@ begin 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 @@ -573,64 +740,109 @@ 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 + 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 (x < g_Map_MinX) or (x > g_Map_MaxX) then begin die(); exit; end; - if (pan <> nil) then + if checkEnv then begin - // we stuck - // the only case when we can have both ceiling and wall is corner; stick to wall in this case + // 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; - // 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 - begin - // stuck to a wall - stickToWall(dX); - end + end; + if (pan <> nil) then + begin + if inStep then + stickToWall(dx) else begin - // stuck to a ceiling - stickToCeiling(); + // 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 + 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 @@ -648,7 +860,7 @@ begin 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; @@ -665,15 +877,16 @@ begin 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; @@ -682,25 +895,37 @@ _done: 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); @@ -727,12 +952,17 @@ var 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); @@ -750,16 +980,18 @@ 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; // in what environment we are starting in? - pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); + 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 GridTagObstacle) <> 0) then continue; // don't spawn in walls + if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls env := TEnvType.ELiquid; end else @@ -789,6 +1021,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 120+Random(40); + waitTime := 20; floorY := Unknown; ceilingY := Unknown; end; @@ -806,7 +1039,7 @@ var 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; @@ -847,22 +1080,25 @@ 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; - // 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 @@ -915,6 +1151,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 60+Random(60); + waitTime := 120; floorY := Unknown; ceilingY := Unknown; end; @@ -933,14 +1170,14 @@ 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 @@ -953,7 +1190,10 @@ begin if (velY > -4) then velY += accelY; - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; end; @@ -968,7 +1208,7 @@ var nptr, ptr: Boolean; {$ENDIF} begin - if not gpart_dbg_enabled then Exit; + if not gpart_dbg_enabled then exit; l := Length(Particles); if (l = 0) then exit; @@ -985,6 +1225,8 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; // check for level bounds if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; @@ -999,14 +1241,14 @@ begin // tracer will return `false` if we started outside of the liquid {$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} @@ -1028,6 +1270,7 @@ begin particleType := TPartType.Bubbles; time := 0; liveTime := 65535; + waitTime := 0; end; if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; @@ -1036,355 +1279,81 @@ end; // ////////////////////////////////////////////////////////////////////////// // -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; - - 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; - - // 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; -*) + if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end; + dx := round(velX); + dy := round(velY); -// ////////////////////////////////////////////////////////////////////////// // -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); + //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY); - {$IF DEFINED(D2F_NEW_SPARK_THINKER)} + // apply gravity if (abs(velX) < 0.1) and (abs(velY) < 0.1) then begin - pan := g_Map_traceToNearest(x, y-1, x, y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey); - end; - {$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, (GridTagSolid 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 @@ -1393,28 +1362,33 @@ begin 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 @@ -1422,17 +1396,35 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; - 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, (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; + accelX := -sign(velX)*Random/100; accelY := 0.8; red := 255; @@ -1440,63 +1432,76 @@ begin 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 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; + velX := baseVelX*Random; + velY := baseVelY-Random; accelX := velX/3.0; accelY := velY/5.0; @@ -1505,42 +1510,37 @@ begin 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 +1573,9 @@ 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(); @@ -1589,58 +1589,19 @@ end; // ////////////////////////////////////////////////////////////////////////// // -// 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 @@ -1686,8 +1647,6 @@ 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 @@ -1702,6 +1661,9 @@ begin for a := 0 to High(OnceAnims) do if OnceAnims[a].Animation <> nil then begin + OnceAnims[a].oldx := OnceAnims[a].x; + OnceAnims[a].oldy := OnceAnims[a].y; + case OnceAnims[a].AnimType of ONCEANIM_SMOKE: begin @@ -1723,42 +1685,4 @@ begin end; end; - -procedure g_GFX_Draw (); -var - a, len: Integer; -begin - if Particles <> nil then - begin - glDisable(GL_TEXTURE_2D); - glPointSize(2); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glBegin(GL_POINTS); - - len := High(Particles); - - for a := 0 to len do - with Particles[a] do - if alive and (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); - end; - - glEnd(); - - 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); -end; - - end.