diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index 01ada5245edcbb7606cfd4ffdd3f12af364719b6..567fb5f5d6e66ff87e9cba272861948e65650cc9 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
+ BLOOD_CSPARKS = 2;
+ BLOOD_COMBINE = 3;
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
implementation
uses
-{$IFDEF USE_NANOGL}
- nanoGL,
-{$ELSE}
- GL, GLExt,
-{$ENDIF}
+ {$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;
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
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;
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);
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);
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
+ waitTime := 20;
floorY := Unknown;
ceilingY := Unknown;
end;
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
+ waitTime := 120;
floorY := Unknown;
ceilingY := Unknown;
end;
if (velY > -4) then velY += accelY;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
+ waitTime := 0;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
//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;
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
a, len: Integer;
{$IFDEF USE_NANOGL}
type
- PVertex = ^Vertex;
Vertex = record
x, y: GLfloat;
r, g, b, a: GLfloat;
end;
var
count: Integer;
- v: PVertex;
+ v: array of Vertex;
{$ENDIF}
begin
if not gpart_dbg_enabled then exit;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
{$IFDEF USE_NANOGL}
- len := High(Particles);
- v := GetMem(len * SizeOf(Vertex) + 1);
count := 0;
- for a := 0 to len do
+ SetLength(v, Length(Particles));
+ for a := 0 to High(Particles) do
begin
with Particles[a] do
begin
end;
end;
- glVertexPointer(2, GL_FLOAT, SizeOf(Vertex), @v.x);
- glColorPointer(4, GL_FLOAT, SizeOf(Vertex), @v.r);
+ glVertexPointer(2, GL_FLOAT, SizeOf(Vertex), @v[0].x);
+ glColorPointer(4, GL_FLOAT, SizeOf(Vertex), @v[0].r);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDrawArrays(GL_POINTS, 0, count - 1);
-
- Dispose(v);
+ glDrawArrays(GL_POINTS, 0, count);
{$ELSE}
glBegin(GL_POINTS);