X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=e92f369d78fd66ce8b8cfd57298003928bb0ef42;hb=ec44acbac6483348e3fe093921232922541ea889;hp=42dfa8c8eae83811f7bb35f823ac7d7b47ea3e2d;hpb=d9595eef7d9111360b51793f29d885047a7c3a64;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 42dfa8c..e92f369 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -1,4 +1,4 @@ -(* 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 @@ -26,6 +26,8 @@ uses const BLOOD_NORMAL = 0; BLOOD_SPARKS = 1; + BLOOD_CSPARKS = 2; + BLOOD_COMBINE = 3; ONCEANIM_NONE = 0; ONCEANIM_SMOKE = 1; @@ -78,7 +80,8 @@ function awmIsSetHolmes (x, y: Integer): Boolean; inline; implementation uses - g_map, g_panel, g_basic, Math, e_graphics, GL, GLExt, + {$INCLUDE ../nogl/noGLuses.inc} + g_map, g_panel, g_basic, Math, e_graphics, g_options, g_console, SysUtils, g_triggers, MAPDEF, g_game, g_language, g_net, utils, xprofiler; @@ -107,7 +110,7 @@ type particleType: TPartType; red, green, blue: Byte; alpha: Byte; - time, liveTime: Word; + time, liveTime, waitTime: Word; stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling justSticked: Boolean; // not used floorY: Integer; // actually, floor-1; `Unknown`: unknown @@ -331,26 +334,33 @@ end; function TParticle.checkAirStreams (): Boolean; var pan: TPanel; + r: Integer; begin pan := g_Map_PanelAtPoint(x, y, GridTagLift); result := (pan <> nil); + r := Random(3); if result then begin if ((pan.PanelType and PANEL_LIFTUP) <> 0) then begin - if (velY > -4-Random(3)) then velY -= 0.8; + if (velY > -1-r) then velY -= 0.8; if (abs(velX) > 0.1) then velX -= velX/10.0; velX += (Random-Random)*0.2; accelY := 0.15; end + else if ((pan.PanelType and PANEL_LIFTDOWN) <> 0) then + begin + if (velY < 1+r) then velY += 0.8; + accelY := 0.15; + end else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then begin - if (velX > -8-Random(3)) then velX -= 0.8; + if (velX > -8-r) then velX -= (8+r) div 2; accelY := 0.15; end else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then begin - if (velX < 8+Random(3)) then velX += 0.8; + if (velX < 8+r) then velX += (8+r) div 2; accelY := 0.15; end else @@ -589,7 +599,7 @@ var pan: TPanel; dx, dy: SmallInt; ex, ey: Integer; - checkEnv: Boolean; + checkEnv, inAir: Boolean; floorJustTraced: Boolean; {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)} oldFloorY: Integer; @@ -685,7 +695,7 @@ begin dx := round(velX); dy := round(velY); - if (state = TPartState.Normal) then checkAirStreams(); + inAir := checkAirStreams(); // gravity, if not stuck if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then @@ -810,7 +820,7 @@ begin if (y <> floorY) then continue; end; // environment didn't changed - hitAFloor(); + if not inAir then hitAFloor(); break; // done with vertical movement end; TFloorType.LiquidIn: // entering the liquid @@ -828,7 +838,7 @@ 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; @@ -863,7 +873,10 @@ _done: begin if (env = TEnvType.ELiquid) then begin - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; if (liveTime <= 0) then begin die(); exit; end; ex := 255-trunc(255.0*time/liveTime); if (ex <= 10) then begin die(); exit; end; @@ -875,7 +888,10 @@ _done: begin // water will disappear in any liquid if (env = TEnvType.ELiquid) then begin die(); exit; end; - time += 1; + 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); @@ -920,6 +936,11 @@ begin begin g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY); exit; + end + else if (kind = BLOOD_CSPARKS) OR (kind = BLOOD_COMBINE) then + begin + g_GFX_SparkVel(fX, fY, count, -vx div 2, -vy div 2, devX, devY); + if kind <> BLOOD_COMBINE then exit end; l := Length(Particles); @@ -976,6 +997,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 120+Random(40); + waitTime := 20; floorY := Unknown; ceilingY := Unknown; end; @@ -1102,6 +1124,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 60+Random(60); + waitTime := 120; floorY := Unknown; ceilingY := Unknown; end; @@ -1140,7 +1163,10 @@ begin if (velY > -4) then velY += accelY; - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; end; @@ -1215,6 +1241,7 @@ begin particleType := TPartType.Bubbles; time := 0; liveTime := 65535; + waitTime := 0; end; if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; @@ -1308,7 +1335,10 @@ _done: //writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY); - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; end; @@ -1375,6 +1405,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 30+Random(60); + waitTime := 0; floorY := Unknown; ceilingY := Unknown; end; @@ -1450,6 +1481,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 30+Random(60); + waitTime := 0; floorY := Unknown; ceilingY := Unknown; end; @@ -1619,8 +1651,18 @@ end; procedure g_GFX_Draw (); -var - a, len: Integer; + var + a, len: Integer; +{$IFDEF USE_NANOGL} + type + Vertex = record + x, y: GLfloat; + r, g, b, a: GLfloat; + end; + var + count: Integer; + v: array of Vertex; +{$ENDIF} begin if not gpart_dbg_enabled then exit; @@ -1635,6 +1677,34 @@ begin glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +{$IFDEF USE_NANOGL} + count := 0; + SetLength(v, Length(Particles)); + for a := 0 to High(Particles) do + begin + with Particles[a] do + begin + if alive and (x >= sX) and (y >= sY) and (x <= sX + sWidth) and (sY <= sY + sHeight) then + begin + v[count].x := x + 0.37; + v[count].y := y + 0.37; + v[count].r := red / 255; + v[count].g := green / 255; + v[count].b := blue / 255; + v[count].a := alpha / 255; + Inc(count); + end; + end; + end; + + glVertexPointer(2, GL_FLOAT, SizeOf(Vertex), @v[0].x); + glColorPointer(4, GL_FLOAT, SizeOf(Vertex), @v[0].r); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDrawArrays(GL_POINTS, 0, count); +{$ELSE} glBegin(GL_POINTS); len := High(Particles); @@ -1652,6 +1722,7 @@ begin end; glEnd(); +{$ENDIF} glDisable(GL_BLEND); end;