X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=3a9c79cf7b7102bce7e6e22e00dcd8e6008a491d;hb=aab9c00a40aebab672c35d10258404b6eea517e7;hp=8e257f8e33e71068a24b88c543297ebdbd905fbc;hpb=a7b4842e8515cda5c0bacbe7744cd7fc2c18d068;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 8e257f8..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; @@ -49,7 +51,8 @@ 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_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); @@ -61,93 +64,87 @@ 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, xprofiler; + g_game, g_language, g_net, utils, xprofiler; 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 bubbles - liquidTopY: Integer; // don't float higher than this - // 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 thinkerBlood (); - procedure thinkerSpark (); - procedure thinkerBubble (); - procedure thinkerWater (); - - 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, @@ -157,13 +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; @@ -176,9 +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]); + //{$ENDIF} + awakeDirty := true; awmClear(); end; @@ -214,42 +259,64 @@ begin {$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 @@ -261,11 +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; @@ -342,7 +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; @@ -350,20 +463,67 @@ 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: thinkerBlood(); - //TPartType.Spark: thinkerSpark(); - //TPartType.Bubbles: thinkerBubble(); - //TPartType.Water: thinkerWater(); + TPartType.Blood, TPartType.Water: thinkerBloodAndWater(); + TPartType.Spark: thinkerSpark(); + TPartType.Bubbles: thinkerBubble(); end; end; // ////////////////////////////////////////////////////////////////////////// // -procedure TParticle.thinkerBlood (); +procedure TParticle.thinkerBloodAndWater (); procedure stickToCeiling (); begin state := TPartState.Stuck; @@ -377,13 +537,12 @@ procedure TParticle.thinkerBlood (); 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 (); @@ -397,42 +556,17 @@ procedure TParticle.thinkerBlood (); // `true`: didn't, get outa thinker function drip (): Boolean; begin - result := (Random(200) = 100); - 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); + 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 - 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; @@ -447,7 +581,7 @@ procedure TParticle.thinkerBlood (); procedure applyGravity (inLiquid: Boolean); begin state := TPartState.Normal; - if (inLiquid) then + if inLiquid then begin velY := 0.5; accelY := 0.15; @@ -460,16 +594,23 @@ procedure TParticle.thinkerBlood (); 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 @@ -478,7 +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 @@ -496,15 +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 @@ -520,9 +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 @@ -535,20 +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 @@ -572,64 +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 @@ -647,7 +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; @@ -664,31 +877,55 @@ 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; // blood will dissolve in other liquids - if (env = TEnvType.ELiquid) then + if (particleType = TPartType.Blood) then begin - time += 1; - ex := 255-trunc((255.0*time)/liveTime); - if (ex >= 255) then begin die(); exit; end; - if (ex < 0) then ex := 0; + 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; -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); @@ -710,17 +947,22 @@ procedure g_GFX_Blood (fX, fY: Integer; count: Word; vx, vy: Integer; var a: Integer; - devX1, devX2, devY1, devY2: Word; + devX1, devX2, devY1, devY2: Integer; l: Integer; 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); @@ -738,16 +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 @@ -777,6 +1021,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 120+Random(40); + waitTime := 20; floorY := Unknown; ceilingY := Unknown; end; @@ -786,537 +1031,193 @@ begin 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; +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_phys_enabled then begin result := false; exit; end; - result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_STEP)); -end; + if not gpart_dbg_enabled then exit; -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; + l := Length(Particles); + if (l = 0) then exit; + if (count > l) then count := l; -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; + if (abs(fVelX) < 3.0) then fVelX := 3.0-6.0*Random; -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; + devX1 := devX div 2; + devX2 := devX+1; + devY1 := devY div 2; + devY2 := devY+1; -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; + if (not simple) and (color > 3) then color := 0; -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; + 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; -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; + velX := fVelX; + velY := fVelY; + accelX := 0.0; + accelY := 0.8; + end; + oldx := x; + oldy := y; -// ////////////////////////////////////////////////////////////////////////// // -procedure TParticle.thinkerWater (); -var - dX, dY: SmallInt; - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - w, h: Integer; - b: Integer; - s: ShortInt; - {$ELSE} - pan: TPanel; - ex, ey: Integer; - {$ENDIF} -begin - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - w := gMapInfo.Width; - h := gMapInfo.Height; - {$ENDIF} + // check for level bounds + if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue; - //TODO: trace wall end when water becomes stick - if (state = TPartState.Stuck) and (Random(30) = 15) then - begin // Ñòåêàåò/îòëèïàåò - velY := 0.5; - accelY := 0.15; - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - if (not isBlockedAt(x-1, y) {ByteBool(gCollideMap[Y, X-1] and MARK_BLOCKED)}) and - (not isBlockedAt(x+1, y) {ByteBool(gCollideMap[Y, X+1] and MARK_BLOCKED)}) then - state := TPartState.Normal; - {$ELSE} - if (stickDX = 0) then - begin - // no walls around, drop - state := TPartState.Normal; - end - else - begin - if justSticked then + // this hack will allow water spawned in water to fly out + // it can happen when player fell from a huge height (see "DOOM2D.WAD:\MAP03", for example) + if (fVelY >= 0) then begin - if not mapGrid.traceOrthoRayWhileIn(ex, ey, x+stickDX, y, x+stickDX, mapGrid.gridY0+mapGrid.gridHeight, GridTagWall or GridTagDoor or GridTagStep) then - begin - // îòëèïëà - state := TPartState.Normal; - //e_LogWritefln('juststicked unsticked: X=%s; X+stickDX=%s; stickDX=%s; Y=%s', [X, X+stickDX, stickDX, Y]); - end - else - begin - stickEY := ey+1; - justSticked := false; - if (nil <> g_Map_traceToNearest(x, y, x, stickEY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey)) then - begin - if (ey > stickEY) then stickEY := ey-1; - end; - //e_LogWritefln('juststicked: X=%s; X+stickDX=%s; stickDX=%s; Y=%s; stickEY=%s', [X, X+stickDX, stickDX, Y, stickEY]); - end; + // in what environment we are starting in? + pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid)); end else begin - if (y >= stickEY) then state := TPartState.Normal; + pan := g_Map_PanelAtPoint(x, y, GridTagObstacle); end; - //if not g_Map_CollidePanel(X-1, Y-1, 3, 3, (PANEL_STEP or PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR)) - end; - {$ENDIF} - exit; - end; + if (pan <> nil) then continue; + env := TEnvType.EAir; - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - if not isBlockedAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)} then - begin - if isLiftUpAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTUP)} then - begin // Ëèôò ââåðõ - if velY > -4-Random(3) then - velY := velY - 0.8; - if Abs(velX) > 0.1 then - velX := velX - velX/10.0; - velX := velX + (Random-Random)*0.2; - accelY := 0.15; - end; - if isLiftLeftAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTLEFT)} then - begin // Ïîòîê âëåâî - if velX > -8-Random(3) then - velX := velX - 0.8; - accelY := 0.15; - end; - if isLiftRightAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTRIGHT)} then - begin // Ïîòîê âïðàâî - if velX < 8+Random(3) then - velX := velX + 0.8; - accelY := 0.15; - end; - end; - {$ELSE} - 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; - {$ENDIF} - - dX := Round(velX); - dY := Round(velY); - - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - if (Abs(velX) < 0.1) and (Abs(velY) < 0.1) then - begin - if (state <> TPartState.Stuck) 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 - êàïàåò - velY := 0.8; - accelY := 0.5; - state := TPartState.Normal; - end; - end; - {$ELSE} - if (state <> TPartState.Stuck) and (Abs(velX) < 0.1) and (Abs(velY) < 0.1) then - begin - // Âèñèò â âîçäóõå - êàïàåò - if (nil = g_Map_traceToNearest(x, y-1, x, y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey)) then - begin - velY := 0.8; - accelY := 0.5; - state := TPartState.Normal; - end; - end; - {$ENDIF} - - {$IF DEFINED(D2F_NEW_SPARK_THINKER)} - // 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 + // color + case color of + 1: // reddish begin - state := TPartState.Normal; - end - else + red := 155+Random(9)*10; + green := trunc(150*Random); + blue := green; + end; + 2: // greenish 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; + red := trunc(150*Random); + green := 175+Random(9)*10; + blue := red; 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; - {$ELSE} - // horizontal - if (dX <> 0) then - begin - if (dX > 0) then s := 1 else s := -1; - for b := 1 to Abs(dX) do - begin - // Ñáîêó ãðàíèöà? - if (x+s >= w) or (x+s <= 0) then begin die(); break;end; - //c := gCollideMap[Y, X+s]; - // Ñáîêó æèäêîñòü, à ÷àñòèöà óæå ïàäàåò? - if isLiquidAt(x+s, y) {ByteBool(c and MARK_LIQUID)} and (dY > 0) then begin die(); break; end; - if isBlockedAt(x+s, y) {ByteBool(c and MARK_BLOCKED)} then - begin // Ñòåíà/äâåðü - velX := 0; - velY := 0; - accelX := 0; - accelY := 0; - state := TPartState.Stuck; - justSticked := true; - Break; - end; - x := x+s; - end; - end; - // vertical - if (dY <> 0) then - begin - if (dY > 0) then s := 1 else s := -1; - for b := 1 to Abs(dY) do - begin - // Ñíèçó/ñâåðõó ãðàíèöà - if (y+s >= h) or (y+s <= 0) then begin die(); break; end; - //c := gCollideMap[Y+s, X]; - // Ñíèçó æèäêîñòü, à ÷àñòèöà óæå ïàäàåò - if isLiquidAt(x, y+s) {ByteBool(c and MARK_LIQUID)} and (dY > 0) then begin die(); break; end; - if isBlockedAt(x, y+s) {ByteBool(c and MARK_BLOCKED)} then - begin // Ñòåíà/äâåðü - velX := 0; - velY := 0; - accelX := 0; - accelY := 0; - if (s > 0) and (state <> TPartState.Stuck) then state := TPartState.Normal else state := TPartState.Stuck; - justSticked := (state = TPartState.Stuck); - break; - end; - y := y+s; - end; - end; - {$ENDIF} - - velX += accelX; - velY += accelY; - - time += 1; -end; - - -// ////////////////////////////////////////////////////////////////////////// // -procedure TParticle.thinkerSpark (); -var - dX, dY: SmallInt; - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - b: Integer; - s: ShortInt; - {$ELSE} - pan: TPanel; - ex, ey: Integer; - {$ENDIF} -begin - dX := Round(velX); - dY := Round(velY); - - {$IF DEFINED(D2F_NEW_SPARK_THINKER)} - if (Abs(velX) < 0.1) and (Abs(velY) < 0.1) then - begin - pan := g_Map_traceToNearest(x, y-1, x, y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey); - end; - {$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; - {$ENDIF} - - if (dX <> 0) then - begin - {$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; - x := ex; - // free to ride? - if (pan <> nil) then - begin - // nope - if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end; - velX := 0; - accelX := 0; - end; - if (x < 0) or (x >= gMapInfo.Width) then begin die(); exit; end; - {$ELSE} - if (dX > 0) then s := 1 else s := -1; - dX := Abs(dX); - for b := 1 to dX do - begin - if (x+s >= gMapInfo.Width) or (x+s <= 0) then begin die(); break; end; - //c := gCollideMap[Y, X+s]; - if isBlockedAt(x+s, y) {ByteBool(c and MARK_BLOCKED)} then - begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî - velX := 0; - accelX := 0; - Break; - end - else // Ïóñòî: - if not isAnythingAt(x+s, y) {c = MARK_FREE} then - x := x + s - else // Îñòàëüíîå: + 3: // bluish begin - die(); - break; + red := trunc(200*Random); + green := red; + blue := 175+Random(9)*10; end; - end; - {$ENDIF} - end; - - if (dY <> 0) then - begin - {$IF DEFINED(D2F_NEW_SPARK_THINKER)} - if (dY < 0) or not onGround then - begin - pan := g_Map_traceToNearest(x, y, x, y+dY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey); - y := ey; - { - if awaken then - begin - awaken := false; - e_LogWritefln('AWAKEN particle of type %s; justSticked=%s; onGround=%s; VelY=%s; AccelY=%s; Y=%s; ey=%s', [ParticleType, justSticked, onGround, VelY, AccelY, Y, ey]); - end; - } - // free to ride? - if (pan <> nil) then - begin - // nope - if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end; - if (dY < 0) then - begin - velY := -velY; - accelY := abs(accelY); - end - else - begin - velX := 0; - accelX := 0; - velY := 0; - accelY := 0.8; - end; - end; - onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP)); - end; - if (y < 0) or (y >= gMapInfo.Height) then begin die(); exit; end; - {$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: + 4: // Ñâîé öâåò, ñâåòëåå begin - die(); - break; + 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; - end; - {$ENDIF} - 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; - if (velX <> 0.0) then velX += accelX; + particleType := TPartType.Water; + state := TPartState.Normal; + time := 0; + liveTime := 60+Random(60); + waitTime := 120; + floorY := Unknown; + ceilingY := Unknown; + end; - if (velY <> 0.0) then - begin - if (accelY < 10) then accelY += 0.08; - velY += accelY; + if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; end; +end; + - time += 1; +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; + // ////////////////////////////////////////////////////////////////////////// // procedure TParticle.thinkerBubble (); var - h: Integer; - dY: SmallInt; - b: Integer; - s: ShortInt; + dy: Integer; begin - h := gMapInfo.Height; - - dY := Round(velY); + dy := round(velY); - if dY <> 0 then + if (dy <> 0) then begin - if dY > 0 then - s := 1 + y += dy; + if (dy < 0) then + begin + if (y <= ceilingY) then begin die(); exit; end; + end else - s := -1; - - for b := 1 to Abs(dY) do begin - if (y+s >= h) or (y+s <= 0) then begin die(); break; end; - - (* - if not isLiquidAt(X, Y+s) {ByteBool(gCollideMap[Y+s, X] and MARK_LIQUID)} then - begin // Óæå íå æèäêîñòü - State := STATE_FREE; - Break; - end; - *) - // we traced liquid before, so don't bother checking - if (y+s <= liquidTopY) then begin die(); break; end; - - y := y+s; + 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 := velY + accelY; + if (velY > -4) then velY += accelY; - time := time + 1; + 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); +{.$DEFINE D2F_DEBUG_BUBBLES} +procedure g_GFX_Bubbles (fX, fY: Integer; count: Word; devX, devY: Byte); var - a: Integer; - devX1, devX2, - devY1, devY2: Byte; + a, liquidx: Integer; + devX1, devX2, devY1, devY2: Integer; l: Integer; + {$IF DEFINED(D2F_DEBUG_BUBBLES)} + stt: UInt64; + nptr, ptr: Boolean; + {$ENDIF} 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 @@ -1324,128 +1225,170 @@ 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; + (* + // don't spawn bubbles outside of the liquid + if not isLiquidAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then + Continue; + *) - accelX := -Sign(velX)*Random/100; - accelY := 0.8; + // 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 := 100+Random(155); - blue := 64; + green := 255; + blue := 255; alpha := 255; state := TPartState.Normal; + particleType := TPartType.Bubbles; 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; + liveTime := 65535; + waitTime := 0; 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 TParticle.thinkerSpark (); +label + _done; var - a: Integer; - b: Single; - devX1, devX2, - devY1, devY2: Byte; - BaseVelX, BaseVelY: Single; - l: Integer; + dx, dy: SmallInt; + pan: TPanel; + ex, ey: Integer; begin - exit; - if not gpart_dbg_enabled then Exit; - l := Length(Particles); - if l = 0 then - Exit; - if count > l then - count := l; + if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end; - angle := 360 - angle; + dx := round(velX); + dy := round(velY); - devX1 := devX div 2; - devX2 := devX + 1; - devY1 := devY div 2; - devY2 := devY + 1; + //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY); - 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 + // apply gravity + if (abs(velX) < 0.1) and (abs(velY) < 0.1) then begin - with Particles[CurrentParticle] do - begin - x := fX-devX1+Random(devX2); - y := fY-devY1+Random(devY2); + velY := 0.8; + accelY := 0.5; + end; - velX := BaseVelX*Random; - velY := BaseVelY-Random; - accelX := velX/3.0; - accelY := velY/5.0; + // flying + if (dx <> 0) then + begin + // 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 + // 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; - red := 255; - green := 100+Random(155); - blue := 64; - alpha := 255; +_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; - 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; - end; + if (velX <> 0.0) then velX += accelX; - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 - else - CurrentParticle := CurrentParticle+1; + 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_Water(fX, fY: Integer; count: Word; fVelX, fVelY: Single; devX, devY, Color: 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; - l := Length(Particles); - if l = 0 then - Exit; - if count > l then - count := l; + if not gpart_dbg_enabled then exit; - if Abs(fVelX) < 3.0 then - fVelX := 3.0 - 6.0*Random; + l := Length(Particles); + 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 @@ -1453,176 +1396,83 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; - 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; + // 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; - 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 - red := 90 + Random(12)*10; - green := red; - blue := red; - 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; + continue; + end + else + begin + env := TEnvType.EAir; end; - alpha := 255; - - state := TPartState.Normal; - time := 0; - liveTime := 60+Random(60); - particleType := TPartType.Water; - justSticked := false; - onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP)); - awaken := false; - end; - - if CurrentParticle+2 > MaxParticles then - CurrentParticle := 0 - else - CurrentParticle := CurrentParticle+1; - 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 - exit; - if not gpart_dbg_enabled then Exit; - l := Length(Particles); - if l = 0 then - Exit; - if count > l then - count := l; + velX := vx+(Random-Random)*3; + velY := vy+(Random-Random)*3; - for a := 1 to count do - begin - with Particles[CurrentParticle] do - begin - x := fX; - y := fY; + if (velY > -4) then + begin + if (velY-4 < -4) then velY := -4 else velY := velY-4; + end; - velX := fVelX; - velY := fVelY; - accelX := 0.0; + accelX := -sign(velX)*Random/100; 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; - + red := 255; + green := 100+Random(155); + blue := 64; alpha := 255; + particleType := TPartType.Spark; state := TPartState.Normal; time := 0; - liveTime := 60+Random(60); - particleType := TPartType.Water; - justSticked := false; - onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP)); - awaken := false; + liveTime := 30+Random(60); + 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; -{.$DEFINE D2F_DEBUG_BUBBLES} -procedure g_GFX_Bubbles(fX, fY: Integer; count: Word; devX, devY: Byte); +procedure g_GFX_Spark (fX, fY: Integer; count: Word; angle: SmallInt; devX, devY: Byte); var a: Integer; - devX1, devX2, - devY1, devY2: Byte; - l, liquidx: Integer; - {$IF DEFINED(D2F_DEBUG_BUBBLES)} - stt: UInt64; - nptr, ptr: Boolean; - {$ENDIF} + b: 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; 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; for a := 1 to count do begin @@ -1630,81 +1480,67 @@ begin begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); + oldx := x; + oldy := y; - if (x >= gMapInfo.Width) or (x <= 0) or - (y >= gMapInfo.Height) or (y <= 0) 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 + // 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; - {$IF DEFINED(D2F_DEBUG_BUBBLES)} - stt := curTimeMicro(); - ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2); - stt := curTimeMicro()-stt; - e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]); - // - stt := curTimeMicro(); - nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY); - stt := curTimeMicro()-stt; - e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]); - if not nptr then continue; - {$ELSE} - if not g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY) then continue; - {$ENDIF} + // 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 := 0; - velY := -1-Random; - accelX := 0; - accelY := velY/10; + velX := baseVelX*Random; + velY := baseVelY-Random; + accelX := velX/3.0; + accelY := velY/5.0; red := 255; - green := 255; - blue := 255; + green := 100+Random(155); + blue := 64; alpha := 255; + particleType := TPartType.Spark; state := TPartState.Normal; time := 0; - liveTime := 65535; - particleType := TPartType.Bubbles; - justSticked := false; - onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP)); - awaken := false; + liveTime := 30+Random(60); + 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; @@ -1737,9 +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(); @@ -1753,58 +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 @@ -1850,8 +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 @@ -1866,6 +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 @@ -1887,42 +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.