X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=47c638c8e3bf79d92738398d24e1719f936549c7;hb=d807a4f36f5cc3cbdb5050af5a6a279277c74b18;hp=4ea5772731821c5bf67d0e1a8ddc76c3184030bb;hpb=44103c4d02f0720ffd6fa801e2d2b09f596d6b6e;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 4ea5772..47c638c 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -14,7 +14,6 @@ * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} -{$DEFINE D2F_NEW_SPARK_THINKER} unit g_gfx; interface @@ -98,13 +97,11 @@ type x, y: Integer; velX, velY: Single; accelX, accelY: Single; + state: TPartState; + particleType: TPartType; 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 @@ -112,10 +109,6 @@ type 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 (); @@ -128,8 +121,7 @@ type procedure freeze (); inline; // remove velocities and acceleration procedure sleep (); inline; // switch to sleep mode - function isSleeping (): Boolean; inline; - procedure awake (); inline; + function checkAirStreams (): Boolean; // `true`: affected by air stream function alive (): Boolean; inline; procedure die (); inline; @@ -155,13 +147,18 @@ var awakeMapH: Integer = -1; awakeMapW: Integer = -1; awakeMinX, awakeMinY: Integer; + awakeDirty: Boolean = false; // ////////////////////////////////////////////////////////////////////////// // // HACK! using mapgrid procedure awmClear (); inline; begin - if (awakeMapW > 0) then FillDWord(awakeMap[0], Length(awakeMap), 0); + if awakeDirty and (awakeMapW > 0) then + begin + FillDWord(awakeMap[0], Length(awakeMap), 0); + awakeDirty := false; + end; end; @@ -177,6 +174,7 @@ begin {$IF DEFINED(D2F_DEBUG)} e_LogWritefln('particle awake map: %sx%s (for grid of size %sx%s)', [awakeMapW, awakeMapH, mapGrid.gridWidth, mapGrid.gridHeight]); {$ENDIF} + awakeDirty := true; awmClear(); end; @@ -212,6 +210,7 @@ begin {$ENDIF} v := @awakeMap[y*awakeMapW+x div 32]; v^ := v^ or (LongWord(1) shl (x mod 32)); + awakeDirty := true; end; end; @@ -220,50 +219,61 @@ 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; +// remove velocities and acceleration +procedure TParticle.freeze (); inline; begin - result := alive and (onGround or (not justSticked and (state = TPartState.Stuck))); + // stop right there, you criminal scum! + velX := 0; + velY := 0; + accelX := 0; + accelY := 0; end; -procedure TParticle.awake (); inline; + +// `true`: affected by air stream +function TParticle.checkAirStreams (): Boolean; +var + pan: TPanel; begin - if {alive and} (onGround or (not justSticked and (state = TPartState.Stuck))) then + pan := g_Map_PanelAtPoint(x, y, GridTagLift); + result := (pan <> nil); + if result then begin - // wakeup this particle - { - if (part.ParticleType = PARTICLE_SPARK) then + if ((pan.PanelType and PANEL_LIFTUP) <> 0) 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 + 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 (velY = 0) then velY := 0.1; - if (accelY = 0) then accelY := 0.5; + 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; - onGround := false; // so onground state will be re-evaluated - awaken := true; + // awake + if result and (state = TPartState.Sleeping) then state := TPartState.Normal; end; end; -// remove velocities and acceleration -procedure TParticle.freeze (); inline; -begin - // stop right there, you criminal scum! - velX := 0; - velY := 0; - accelX := 0; - accelY := 0; -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; @@ -350,10 +360,23 @@ end; procedure TParticle.think (); inline; begin // awake sleeping particle, if necessary - if (state = TPartState.Sleeping) and awmIsSet(x, y) then state := TPartState.Normal; + if awakeDirty then + begin + case state of + TPartState.Sleeping, TPartState.Stuck: + if awmIsSet(x, y) then + begin + state := TPartState.Normal; + floorY := Unknown; + ceilingY := Unknown; + if (velY = 0) then velY := 0.1; + if (accelY = 0) then accelY := 0.5; + end; + end; + end; case particleType of TPartType.Blood, TPartType.Water: thinkerBloodAndWater(); - //TPartType.Spark: thinkerSpark(); + TPartType.Spark: thinkerSpark(); TPartType.Bubbles: thinkerBubble(); end; end; @@ -380,7 +403,6 @@ procedure TParticle.thinkerBloodAndWater (); 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 (); @@ -402,41 +424,6 @@ procedure TParticle.thinkerBloodAndWater (); 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; - end; - end; - // switch to freefall mode procedure freefall (); begin @@ -466,11 +453,14 @@ var pan: TPanel; dX, dY: SmallInt; ex, ey: Integer; + checkEnv: Boolean; begin + if not gpart_dbg_phys_enabled then goto _done; + 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 @@ -499,8 +489,9 @@ begin // stuck to a wall assert(wallEndY <> Unknown); // 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 @@ -521,9 +512,10 @@ 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 @@ -539,6 +531,8 @@ begin dX := round(velX); dY := round(velY); + if (state = TPartState.Normal) then checkAirStreams(); + // gravity, if not stuck if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then begin @@ -577,16 +571,21 @@ begin 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 + checkEnv := (x <> ex); x := ex; y := ey; - if (x < g_Map_MinX) or (x > g_Map_MaxX) then begin die(); exit; end; + if checkEnv then + begin + // dunno yet + floorY := Unknown; + ceilingY := Unknown; + // check environment (air/liquid) + if (g_Map_PanelAtPoint(x, y, GridTagLiquid) <> nil) then env := TEnvType.ELiquid else env := TEnvType.EAir; + end; if (pan <> nil) then begin // we stuck // the only case when we can have both ceiling and wall is corner; stick to wall in this case - // 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 @@ -610,7 +609,7 @@ begin if (ceilingY = Unknown) then findCeiling(); // need to do this anyway y += dY; if (y <= ceilingY) then begin y := ceilingY; stickToCeiling(); end; // oops, hit a ceiling - // environmend didn't changed + // environment didn't changed end else begin @@ -618,6 +617,7 @@ begin begin // falling down if (floorY = Unknown) then findFloor(); // need to do this anyway + 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 @@ -629,7 +629,7 @@ begin case floorType of TFloorType.Wall: // hit the ground begin - // environmend didn't changed + // environment didn't changed hitAFloor(); break; // done with vertical movement end; @@ -665,15 +665,16 @@ begin else begin // simple blood - dX := Round(velX); - dY := Round(velY); + 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; 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; @@ -685,22 +686,28 @@ _done: 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(); + // water will disappear in any liquid + if (env = TEnvType.ELiquid) then begin die(); exit; end; 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); @@ -727,11 +734,11 @@ 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; @@ -806,7 +813,7 @@ 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; @@ -850,19 +857,18 @@ begin // 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; + env := TEnvType.EAir; // color case color of @@ -968,7 +974,7 @@ 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; @@ -1035,356 +1041,80 @@ 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; -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 (); -var - 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; -*) - - // ////////////////////////////////////////////////////////////////////////// // procedure TParticle.thinkerSpark (); +label + _done; var dX, dY: SmallInt; - {$IF not DEFINED(D2F_NEW_SPARK_THINKER)} - b: Integer; - s: ShortInt; - {$ELSE} pan: TPanel; ex, ey: Integer; - {$ENDIF} begin - dX := Round(velX); - dY := Round(velY); + if not gpart_dbg_phys_enabled then goto _done; - {$IF DEFINED(D2F_NEW_SPARK_THINKER)} + dX := round(velX); + dY := round(velY); + + // 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} + // flying if (dX <> 0) then begin - {$IF DEFINED(D2F_NEW_SPARK_THINKER)} - pan := g_Map_traceToNearest(x, y, x+dX, y, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey); - //e_WriteLog(Format('spark h-trace: (%d,%d)-(%d,%d); dx=%d; end=(%d,%d); hit=%d', [X, Y, X+dX, Y, dX, ex, ey, Integer(pan <> nil)]), MSG_NOTIFY); - if (x <> ex) then onGround := false; + // has some horizontal velocity + pan := g_Map_traceToNearest(x, y, x+dX, y+dY, (GridTagObstacle or GridTagLiquid), @ex, @ey); + if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet x := ex; - // free to ride? + y := ey; if (pan <> nil) then begin - // nope - if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end; + if ((pan.tag and GridTagLiquid) <> 0) then begin die(); exit; end; // die in liquid + // hit the wall; falling down vertically velX := 0; accelX := 0; end; - if (x < 0) or (x >= gMapInfo.Width) then begin die(); exit; end; - {$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 @@ -1398,23 +1128,23 @@ 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 @@ -1423,16 +1153,32 @@ begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); - 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, (GridTagObstacle 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 + //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; @@ -1440,54 +1186,47 @@ 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; + 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 @@ -1495,8 +1234,25 @@ begin x := fX-devX1+Random(devX2); y := fY-devY1+Random(devY2); - velX := BaseVelX*Random; - velY := BaseVelY-Random; + // 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 + 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; + end + else + begin + env := TEnvType.EAir; + end; + + velX := baseVelX*Random; + velY := baseVelY-Random; accelX := velX/3.0; accelY := velY/5.0; @@ -1505,42 +1261,36 @@ 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; + 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 +1323,9 @@ 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(); @@ -1592,11 +1342,13 @@ end; // st: set mark // t: mark type // currently unused -procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean=true); +procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true); var cx, ex, ey: Integer; ts: Integer; begin + if not gpart_dbg_enabled then exit; + if (Width < 1) or (Height < 1) then exit; // make some border, so we'll hit particles lying around the panel x -= 1; Width += 2; @@ -1618,29 +1370,19 @@ 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 +1428,6 @@ 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 @@ -1728,7 +1468,9 @@ procedure g_GFX_Draw (); var a, len: Integer; begin - if Particles <> nil then + if not gpart_dbg_enabled then exit; + + if (Particles <> nil) then begin glDisable(GL_TEXTURE_2D); glPointSize(2); @@ -1739,25 +1481,34 @@ begin glBegin(GL_POINTS); len := High(Particles); - for a := 0 to len do + begin with Particles[a] do + begin 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); + glVertex2f(x+0.37, y+0.37); end; + end; + 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); + if (OnceAnims <> nil) then + begin + len := High(OnceAnims); + for a := 0 to len do + begin + if (OnceAnims[a].Animation <> nil) then + begin + with OnceAnims[a] do Animation.Draw(x, y, M_NONE); + end; + end; + end; end;