diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index d3cc071ad5f4a0a4c1598884ad276bb2176ac699..224faeed37e415d8c1be49f2af769207f83f12f7 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
-(* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
{$INCLUDE ../shared/a_modes.inc}
+{.$DEFINE D2F_DEBUG_FALL_MPLAT}
+{/$DEFINE D2F_DEBUG_PART_AWAKE}
unit g_gfx;
interface
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
-
- ONCEANIM_NONE = 0;
- ONCEANIM_SMOKE = 1;
+ BLOOD_CSPARKS = 2;
+ BLOOD_COMBINE = 3;
MARK_FREE = 0;
MARK_WALL = 1;
MARK_LIQUID = MARK_WATER or MARK_ACID;
MARK_LIFT = MARK_LIFTDOWN or MARK_LIFTUP or MARK_LIFTLEFT or MARK_LIFTRIGHT;
+ R_GFX_NONE = 0;
+ R_GFX_TELEPORT = 1;
+ R_GFX_FLAME = 2;
+ R_GFX_EXPLODE_ROCKET = 3;
+ R_GFX_EXPLODE_BFG = 4;
+ R_GFX_BFG_HIT = 5;
+ R_GFX_FIRE = 6;
+ R_GFX_ITEM_RESPAWN = 7;
+ R_GFX_SMOKE = 8;
+ R_GFX_EXPLODE_SKELFIRE = 9;
+ R_GFX_EXPLODE_PLASMA = 10;
+ R_GFX_EXPLODE_BSPFIRE = 11;
+ R_GFX_EXPLODE_IMPFIRE = 12;
+ R_GFX_EXPLODE_CACOFIRE = 13;
+ R_GFX_EXPLODE_BARONFIRE = 14;
+ R_GFX_TELEPORT_FAST = 15;
+ R_GFX_SMOKE_TRANS = 16;
+ R_GFX_FLAME_RAND = 17;
+ R_GFX_LAST = 17;
+
+ R_GFX_FLAME_WIDTH = 32;
+ R_GFX_FLAME_HEIGHT = 32;
+ R_GFX_SMOKE_WIDTH = 32;
+ R_GFX_SMOKE_HEIGHT = 32;
procedure g_GFX_Init ();
procedure g_GFX_Free ();
procedure g_GFX_SetMax (count: Integer);
function g_GFX_GetMax (): Integer;
-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 ();
+procedure g_GFX_QueueEffect (AnimType, X, Y: Integer);
+procedure g_GFX_Update ();
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;
+
+ var (* private state *)
+ Particles: array of TParticle = nil;
+
implementation
-uses
- g_map, g_panel, g_basic, Math, e_graphics, GL, GLExt,
- g_options, g_console, SysUtils, g_triggers, MAPDEF,
- g_game, g_language, g_net, utils, xprofiler;
+ uses
+ {$IFNDEF HEADLESS}
+ r_render,
+ {$ENDIF}
+ g_map, g_panel, Math, utils,
+ g_options, SysUtils, MAPDEF
+ ;
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;
- state: TPartState;
- particleType: TPartType;
- red, green, blue: Byte;
- alpha: Byte;
- time, liveTime: 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 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,
awakeMapW: Integer = -1;
awakeMinX, awakeMinY: Integer;
awakeDirty: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ awakeMapHlm: packed array of LongWord = nil;
+ {$ENDIF}
+
+ procedure g_GFX_QueueEffect (AnimType, X, Y: Integer);
+ begin
+ {$IFNDEF HEADLESS}
+ r_Render_QueueEffect(AnimType, X, Y)
+ {$ENDIF}
+ end;
+
+// ////////////////////////////////////////////////////////////////////////// //
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+begin
+{$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
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ if (Length(awakeMap) > 0) then
+ begin
+ if (Length(awakeMapHlm) <> Length(awakeMap)) then SetLength(awakeMapHlm, Length(awakeMap));
+ Move(awakeMap[0], awakeMapHlm[0], Length(awakeMap)*sizeof(awakeMap[0]));
+ end;
+ {$ENDIF}
if awakeDirty and (awakeMapW > 0) then
begin
FillDWord(awakeMap[0], Length(awakeMap), 0);
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]);
+ //{$ENDIF}
awakeDirty := true;
awmClear();
end;
end;
+// ////////////////////////////////////////////////////////////////////////// //
+// st: set mark
+// t: mark type
+// currently unused
+procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
+const Extrude = 1;
+var
+ dx, dy, ex, ey: Integer;
+ v: PLongWord;
+begin
+ if (not gpart_dbg_enabled) or (not gpart_dbg_phys_enabled) then exit;
+ if (awakeMapW < 1) or (awakeMapH < 1) then exit;
+
+ if (Width < 1) or (Height < 1) then exit;
+
+ // make some border, so we'll hit particles around the panel
+ ex := x+Width+Extrude-1-awakeMinX;
+ ey := y+Height+Extrude-1-awakeMinY;
+ x := (x-Extrude)-awakeMinX;
+ y := (y-Extrude)-awakeMinY;
+
+ x := x div mapGrid.tileSize;
+ y := y div mapGrid.tileSize;
+ ex := ex div mapGrid.tileSize;
+ ey := ey div mapGrid.tileSize;
+
+ // has something to do?
+ if (ex < 0) or (ey < 0) or (x >= awakeMapW*32) or (y >= awakeMapH) then exit;
+ if (x < 0) then x := 0;
+ if (y < 0) then y := 0;
+ if (ex >= awakeMapW*32) then ex := awakeMapW*32-1;
+ if (ey >= awakeMapH) then ey := awakeMapH;
+
+ awakeDirty := true;
+ for dy := y to ey do
+ begin
+ for dx := x to ex do
+ begin
+ {$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;
+ end;
+end;
+
+
// ////////////////////////////////////////////////////////////////////////// //
function TParticle.alive (): Boolean; inline; begin result := (state <> TPartState.Free); end;
procedure TParticle.die (); inline; begin state := TPartState.Free; end;
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;
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;
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 awakeDirty then
begin
+ if awmIsSet(x, y) then awake();
+ {
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;
+ if awmIsSet(x, y) then awake();
+ else
+ if (env = TEnvType.EWall) and awmIsSet(x, y) then awake();
end;
+ }
end;
case particleType of
TPartType.Blood, TPartType.Water: thinkerBloodAndWater();
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();
TPartType.Water: result := (Random(30) = 15);
else raise Exception.Create('internal error in particle engine: drip');
end;
- if result then begin velY := 0.5; accelY := 0.15; end;
- end;
-
- // `true`: affected by air stream
- function checkAirStreams (): Boolean;
- var
- pan: TPanel;
- begin
- pan := g_Map_PanelAtPoint(x, y, GridTagLift);
- result := (pan <> nil);
if result then
begin
- if ((pan.PanelType and PANEL_LIFTUP) <> 0) then
- begin
- if (velY > -4-Random(3)) then velY -= 0.8;
- if (abs(velX) > 0.1) then velX -= velX/10.0;
- velX += (Random-Random)*0.2;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
- begin
- if (velX > -8-Random(3)) then velX -= 0.8;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
- begin
- if (velX < 8+Random(3)) then velX += 0.8;
- accelY := 0.15;
- end
- else
- begin
- result := false;
- end;
- // awake
- if result and (state = TPartState.Sleeping) then state := TPartState.Normal;
+ velY := 0.5;
+ accelY := 0.15;
+ // if we're falling from ceiling, switch to normal mode
+ if (state = TPartState.Stuck) and (stickDX = 0) then state := TPartState.Normal;
end;
end;
procedure applyGravity (inLiquid: Boolean);
begin
state := TPartState.Normal;
- if (inLiquid) then
+ if inLiquid then
begin
velY := 0.5;
accelY := 0.15;
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 goto _done;
+ 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
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
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 (wallEndY <= floorY) and (y >= floorY) then
begin
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
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
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 (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
// 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
+ // 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
- hitAFloor();
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
TFloorType.LiquidIn: // entering the liquid
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;
else
begin
// simple blood
- dX := round(velX);
- dY := round(velY);
- y += dY;
- x += dX;
+ dx := round(velX);
+ dy := round(velY);
+ y += dy;
+ x += dx;
if (g_Map_PanelAtPoint(x, y, GridTagObstacle) <> nil) then begin die(); exit; end;
end;
begin
if (env = TEnvType.ELiquid) then
begin
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
- if (ex >= 250) then begin die(); exit; end;
- if (ex < 0) then ex := 0;
+ if (ex <= 10) then begin die(); exit; end;
+ if (ex > 250) then ex := 255;
alpha := Byte(ex);
end;
end
else
begin
- // water will disappear in water (?)
- if (env = TEnvType.ELiquid) then die();
- time += 1;
+ // water will disappear in any liquid
+ if (env = TEnvType.ELiquid) then begin die(); exit; end;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
+ // dry water
+ if (liveTime <= 0) then begin die(); exit; end;
+ ex := 255-trunc(255.0*time/liveTime);
+ if (ex <= 10) then begin die(); exit; end;
+ if (ex > 250) then ex := 255;
+ alpha := Byte(ex);
end;
end;
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);
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
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
+ waitTime := 20;
floorY := Unknown;
ceilingY := Unknown;
end;
accelY := 0.8;
end;
+ oldx := x;
+ oldy := y;
+
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
- // in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
- if (pan <> nil) then
+ // this hack will allow water spawned in water to fly out
+ // it can happen when player fell from a huge height (see "DOOM2D.WAD:\MAP03", for example)
+ if (fVelY >= 0) then
begin
- // either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
- //env := TEnvType.ELiquid;
- continue;
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
end
else
begin
- env := TEnvType.EAir;
+ pan := g_Map_PanelAtPoint(x, y, GridTagObstacle);
end;
+ if (pan <> nil) then continue;
+ env := TEnvType.EAir;
// color
case color of
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
+ waitTime := 120;
floorY := Unknown;
ceilingY := Unknown;
end;
// ////////////////////////////////////////////////////////////////////////// //
procedure TParticle.thinkerBubble ();
var
- dY: Integer;
+ dy: Integer;
begin
- dY := round(velY);
+ dy := round(velY);
- if (dY <> 0) then
+ if (dy <> 0) then
begin
- y += dY;
- if (dY < 0) then
+ y += dy;
+ if (dy < 0) then
begin
if (y <= ceilingY) then begin die(); exit; end;
end
if (velY > -4) then velY += accelY;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
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;
// tracer will return `false` if we started outside of the liquid
{$IF DEFINED(D2F_DEBUG_BUBBLES)}
- stt := curTimeMicro();
+ stt := getTimeMicro();
ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2);
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]);
//
- stt := curTimeMicro();
+ stt := getTimeMicro();
nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY);
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]);
if not nptr then continue;
{$ELSE}
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
+ waitTime := 0;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
label
_done;
var
- dX, dY: SmallInt;
+ dx, dy: SmallInt;
pan: TPanel;
ex, ey: Integer;
begin
- if not gpart_dbg_phys_enabled then goto _done;
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
- dX := round(velX);
- dY := round(velY);
+ dx := round(velX);
+ dy := round(velY);
+
+ //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
// apply gravity
if (abs(velX) < 0.1) and (abs(velY) < 0.1) then
end;
// flying
- 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);
+ 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
+ else if (dy <> 0) then
begin
// has some 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
// oops, hit a ceiling
begin
// falling down
if (floorY = Unknown) then findFloor(); // need to do this anyway
- y += dY;
+ y += dy;
if (y >= floorY) then
begin
// hit something except a floor?
velY += accelY;
end;
- time += 1;
+ //writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
+
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
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;
continue;
end
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
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;
continue;
end
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
result := MaxParticles;
end;
-
-function FindOnceAnim (): DWORD;
-var
- i: Integer;
-begin
- if OnceAnims <> nil then
- for i := 0 to High(OnceAnims) do
- if OnceAnims[i].Animation = nil then
- begin
- Result := i;
- Exit;
- end;
-
- if OnceAnims = nil then
- begin
- SetLength(OnceAnims, 16);
- Result := 0;
- end
- else
- begin
- Result := High(OnceAnims) + 1;
- SetLength(OnceAnims, Length(OnceAnims) + 16);
- end;
-end;
-
-
-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;
-
- find_id := FindOnceAnim();
-
- OnceAnims[find_id].AnimType := AnimType;
- OnceAnims[find_id].Animation := TAnimation.Create(Anim.FramesID, Anim.Loop, Anim.Speed);
- OnceAnims[find_id].Animation.Blending := Anim.Blending;
- OnceAnims[find_id].Animation.alpha := Anim.alpha;
- OnceAnims[find_id].x := x;
- OnceAnims[find_id].y := y;
-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 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;
- 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;
-
-
// ////////////////////////////////////////////////////////////////////////// //
procedure g_GFX_Init ();
begin
for a := 0 to High(Particles) do Particles[a].die();
CurrentParticle := 0;
- if (OnceAnims <> nil) then
- begin
- for a := 0 to High(OnceAnims) do OnceAnims[a].Animation.Free();
- OnceAnims := nil;
- end;
-
awakeMap := nil;
// why not?
awakeMapH := -1;
// clear awake map
awmClear();
-
- if OnceAnims <> nil then
- begin
- for a := 0 to High(OnceAnims) do
- if OnceAnims[a].Animation <> nil then
- begin
- case OnceAnims[a].AnimType of
- ONCEANIM_SMOKE:
- begin
- if Random(3) = 0 then
- OnceAnims[a].x := OnceAnims[a].x-1+Random(3);
- if Random(2) = 0 then
- OnceAnims[a].y := OnceAnims[a].y-Random(2);
- end;
- end;
-
- if OnceAnims[a].Animation.Played then
- begin
- OnceAnims[a].Animation.Free();
- OnceAnims[a].Animation := nil;
- end
- else
- OnceAnims[a].Animation.Update();
- end;
- end;
-end;
-
-
-procedure g_GFX_Draw ();
-var
- a, len: Integer;
-begin
- if not gpart_dbg_enabled then exit;
-
- 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
- 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, y);
- end;
- end;
- end;
-
- glEnd();
-
- glDisable(GL_BLEND);
- end;
-
- 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;
-
end.