diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index ab895762d3cae8f6b59ed2cc18fe77fc87ed3650..6a994723c44807e0f329321e8c95daf5c820e8a8 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
+
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
+
MARK_FREE = 0;
MARK_WALL = 1;
MARK_WATER = 2;
MARK_FREE = 0;
MARK_WALL = 1;
MARK_WATER = 2;
MARK_DOOR = 32;
MARK_LIFTLEFT = 64;
MARK_LIFTRIGHT = 128;
MARK_DOOR = 32;
MARK_LIFTLEFT = 64;
MARK_LIFTRIGHT = 128;
- MARK_BLOCKED = MARK_WALL + MARK_DOOR;
- MARK_LIQUID = MARK_WATER + MARK_ACID;
- MARK_LIFT = MARK_LIFTDOWN + MARK_LIFTUP + MARK_LIFTLEFT + MARK_LIFTRIGHT;
+ MARK_BLOCKED = MARK_WALL or MARK_DOOR;
+ MARK_LIQUID = MARK_WATER or MARK_ACID;
+ MARK_LIFT = MARK_LIFTDOWN or MARK_LIFTUP or MARK_LIFTLEFT or MARK_LIFTRIGHT;
-procedure g_GFX_Init();
-procedure g_GFX_Free();
-procedure g_GFX_Blood(fX, fY: Integer; Count: Word; vx, vy: Integer;
+procedure g_GFX_Init ();
+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);
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_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);
-procedure g_GFX_SetMax(Count: Integer);
-function g_GFX_GetMax(): Integer;
+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_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);
+
+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_GFX_OnceAnim (X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0);
-procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean);
+procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
-procedure g_GFX_Update();
-procedure g_GFX_Draw();
+procedure g_GFX_Update ();
+procedure g_GFX_Draw ();
var
var
uses
g_map, g_panel, g_basic, Math, e_graphics, GL, GLExt,
g_options, g_console, SysUtils, g_triggers, MAPDEF,
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;
+ g_game, g_language, g_net, xprofiler;
+
+
+const
+ Unknown = Integer($7fffffff);
+
type
type
- PParticle = ^TParticle;
+ 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)
+ PParticle = ^TParticle;
TParticle = record
TParticle = record
- X, Y: Integer;
- VelX, VelY: Single;
- AccelX, AccelY: Single;
- Red, Green, Blue: Byte;
- Alpha: Byte;
- Time, LiveTime: Word;
- State: Byte;
- ParticleType: Byte;
- offsetX, offsetY: ShortInt;
+ 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 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;
+ ceilingY: Integer; // actually, ceiling+1; `Unknown`: unknown
+ wallEndY: Integer; // if we stuck to a wall, this is where wall ends; will never be > floorY
+ // for all
+ onGround: Boolean;
+ awaken: Boolean;
+ stickEY: Integer;
//k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object`
//k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object`
-
procedure thinkerBlood ();
procedure thinkerSpark ();
procedure thinkerBubble ();
procedure thinkerWater ();
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
+
+ function isSleeping (): Boolean; inline;
+ procedure awake (); inline;
+
function alive (): Boolean; inline;
procedure die (); inline;
procedure think (); inline;
function alive (): Boolean; inline;
procedure die (); inline;
procedure think (); inline;
TOnceAnim = record
AnimType: Byte;
TOnceAnim = record
AnimType: Byte;
- X, Y: Integer;
+ x, y: Integer;
Animation: TAnimation;
end;
Animation: TAnimation;
end;
-const
- PARTICLE_BLOOD = 0;
- PARTICLE_SPARK = 1;
- PARTICLE_BUBBLES = 2;
- PARTICLE_WATER = 3;
- STATE_FREE = 0;
- STATE_NORMAL = 1;
- STATE_STICK = 2;
var
var
- Particles: array of TParticle;
- OnceAnims: array of TOnceAnim;
- MaxParticles: Integer;
- CurrentParticle: Integer;
+ 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,
+ // corresponding bits will be set, and in `think()` all particles
+ // in marked cells will be awaken
+ awakeMap: packed array of LongWord = nil;
+ awakeMapH: Integer = -1;
+ awakeMapW: Integer = -1;
+ awakeMinX, awakeMinY: Integer;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+// HACK! using mapgrid
+procedure awmClear (); inline;
+begin
+ if (awakeMapW > 0) then FillDWord(awakeMap[0], Length(awakeMap), 0);
+end;
+
+
+procedure awmSetup ();
+begin
+ assert(mapGrid <> nil);
+ awakeMapW := (mapGrid.gridWidth+mapGrid.tileSize-1) div mapGrid.tileSize;
+ awakeMapW := (awakeMapW+31) div 32; // LongWord has 32 bits ;-)
+ awakeMapH := (mapGrid.gridHeight+mapGrid.tileSize-1) div mapGrid.tileSize;
+ 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]);
+ {$ENDIF}
+ awmClear();
+end;
+
+
+function awmIsSet (x, y: Integer): Boolean; inline;
+begin
+ x := (x-awakeMinX) div mapGrid.tileSize;
+ y := (y-awakeMinY) div mapGrid.tileSize;
+ if (x >= 0) and (y >= 0) and (x div 32 < awakeMapW) and (y < awakeMapH) then
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ assert(y*awakeMapW+x div 32 < Length(awakeMap));
+ {$ENDIF}
+ result := ((awakeMap[y*awakeMapW+x div 32] and (LongWord(1) shl (x mod 32))) <> 0);
+ end
+ else
+ begin
+ result := false;
+ end;
+end;
+
+
+procedure awmSet (x, y: Integer); inline;
+var
+ v: PLongWord;
+begin
+ x := (x-awakeMinX) div mapGrid.tileSize;
+ y := (y-awakeMinY) div mapGrid.tileSize;
+ if (x >= 0) and (y >= 0) and (x div 32 < awakeMapW) and (y < awakeMapH) then
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ assert(y*awakeMapW+x div 32 < Length(awakeMap));
+ {$ENDIF}
+ v := @awakeMap[y*awakeMapW+x div 32];
+ v^ := v^ or (LongWord(1) shl (x mod 32));
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
// ////////////////////////////////////////////////////////////////////////// //
-function TParticle.alive (): Boolean; inline; begin result := (State <> STATE_FREE); end;
-procedure TParticle.die (); inline; begin State := STATE_FREE; 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;
+begin
+ result := alive and (onGround or (not justSticked and (state = TPartState.Stuck)));
+end;
+
+procedure TParticle.awake (); inline;
+begin
+ if {alive and} (onGround or (not justSticked and (state = TPartState.Stuck))) then
+ 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
+ begin
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
+ end;
+ onGround := false; // so onground state will be re-evaluated
+ awaken := true;
+ end;
+end;
+
+
+procedure TParticle.findFloor (force: Boolean=false);
+var
+ ex: Integer;
+ pan: TPanel;
+begin
+ if (not force) and (floorY <> Unknown) then exit;
+ // are we in a liquid?
+ 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
+ begin
+ // we are in the wall, wtf?!
+ floorY := y;
+ floorType := TFloorType.Wall;
+ state := TPartState.Sleeping; // anyway
+ exit;
+ end;
+ // we are in liquid, trace to liquid end
+ floorType := TFloorType.LiquidOut; // exiting liquid
+ //e_LogWritefln('tracing out of a liquid; floorY=%s; y=%s', [floorY, y]);
+ mapGrid.traceOrthoRayWhileIn(ex, floorY, x, y, x, g_Map_MaxY, GridTagLiquid);
+ floorY += 1; // so `floorY` is just out of a liquid
+ //e_LogWritefln(' traced out of a liquid; floorY=%s; y=%s', [floorY, y]);
+ end
+ else
+ begin
+ // not in a wall
+ pan := g_Map_traceToNearest(x, y, x, g_Map_MaxY, (GridTagObstacle or GridTagLiquid), @ex, @floorY);
+ if (pan <> nil) then
+ begin
+ // wall or liquid
+ if ((pan.tag and GridTagObstacle) <> 0) then
+ begin
+ // wall
+ floorType := TFloorType.Wall;
+ end
+ else
+ begin
+ // liquid
+ floorType := TFloorType.LiquidIn; // entering liquid
+ floorY += 1; // so `floorY` is just in a liquid
+ end;
+ end
+ else
+ begin
+ // out of the level; assume wall, but it doesn't really matter
+ floorType := TFloorType.Wall;
+ floorY := g_Map_MaxY+2;
+ end;
+ end;
+end;
+
+
+procedure TParticle.findCeiling (force: Boolean=false);
+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
+ begin
+ ceilingY := g_Map_MinY-2;
+ end;
+end;
+
procedure TParticle.think (); inline;
begin
procedure TParticle.think (); inline;
begin
- case ParticleType of
- PARTICLE_BLOOD: thinkerBlood();
- PARTICLE_SPARK: thinkerSpark();
- PARTICLE_BUBBLES: thinkerBubble();
- PARTICLE_WATER: thinkerWater();
+ // awake sleeping particle, if necessary
+ if (state = TPartState.Sleeping) and awmIsSet(x, y) then state := TPartState.Normal;
+ case particleType of
+ TPartType.Blood: thinkerBlood();
+ //TPartType.Spark: thinkerSpark();
+ //TPartType.Bubbles: thinkerBubble();
+ //TPartType.Water: thinkerWater();
end;
end;
end;
end;
function isBlockedAt (x, y: Integer): Boolean; inline;
begin
if not gpart_dbg_phys_enabled then begin result := false; exit; 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_CLOSEDOOR or PANEL_STEP));
+ result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR or PANEL_STEP));
end;
// ???
end;
// ???
end;
end;
-procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean);
-{$IF not DEFINED(HAS_COLLIDE_BITMAP)}
-begin
-end;
-{$ELSE}
+// ////////////////////////////////////////////////////////////////////////// //
+// st: set mark
+// t: mark type
+// currently unused
+procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
var
var
- yy, y2, xx, x2: Integer;
+ cx, ex, ey: Integer;
+ ts: Integer;
begin
begin
- if x < 0 then
- begin
- Width := Width + x;
- x := 0;
- end;
-
- if Width < 0 then
- Exit;
-
- if y < 0 then
+ if (Width < 1) or (Height < 1) then exit;
+ // make some border, so we'll hit particles lying around the panel
+ x -= 1; Width += 2;
+ y -= 1; Height += 2;
+ ex := x+Width;
+ ey := y+Height;
+ ts := mapGrid.tileSize;
+ while (y < ey) do
begin
begin
- Height := Height + y;
- y := 0;
+ cx := x;
+ while (cx < ex) do
+ begin
+ awmSet(cx, y);
+ Inc(cx, ts);
+ end;
+ Inc(y, ts);
end;
end;
+end;
- if Height < 0 then
- Exit;
- if x > gMapInfo.Width then
- Exit;
- if y > gMapInfo.Height then
- Exit;
-
- y2 := y + Height - 1;
- if y2 > gMapInfo.Height then
- y2 := gMapInfo.Height;
+// ////////////////////////////////////////////////////////////////////////// //
+{$IF DEFINED(HAS_COLLIDE_BITMAP)}
+procedure CreateCollideMap();
+var
+ a: Integer;
+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;
+{$ENDIF}
- x2 := x + Width - 1;
- if x2 > gMapInfo.Width then
- x2 := gMapInfo.Width;
- if st then
- begin // Óñòàíîâèòü ïðèçíàê
- for yy := y to y2 do
- for xx := x to x2 do
- gCollideMap[yy][xx] := gCollideMap[yy][xx] or t;
- end
- else
- begin // Óáðàòü ïðèçíàê
- t := not t;
- for yy := y to y2 do
- for xx := x to x2 do
- gCollideMap[yy][xx] := gCollideMap[yy][xx] and t;
- end;
-end;
+procedure g_GFX_Init();
+begin
+ //CreateCollideMap();
+ awmSetup();
+{$IFDEF HEADLESS}
+ gpart_dbg_enabled := False;
{$ENDIF}
{$ENDIF}
+end;
-{$IF DEFINED(HAS_COLLIDE_BITMAP)}
-procedure CreateCollideMap();
+procedure g_GFX_Free();
var
a: Integer;
begin
var
a: Integer;
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);
+ Particles := nil;
+ SetLength(Particles, MaxParticles);
+ for a := 0 to High(Particles) do Particles[a].die();
+ CurrentParticle := 0;
- if gWater <> nil then
+ if (OnceAnims <> nil) then
begin
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 2/6', 0, True);
- for a := 0 to High(gWater) do
- with gWater[a] do
- g_Mark(X, Y, Width, Height, MARK_WATER, True);
+ for a := 0 to High(OnceAnims) do OnceAnims[a].Animation.Free();
+ OnceAnims := nil;
end;
end;
- if gAcid1 <> nil then
+ awakeMap := nil;
+ // why not?
+ awakeMapH := -1;
+ awakeMapW := -1;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure TParticle.thinkerBlood ();
+ procedure stickToCeiling ();
+ begin
+ state := TPartState.Stuck;
+ stickDX := 0;
+ // stop right there, you criminal scum!
+ velX := 0;
+ velY := 0;
+ accelX := 0;
+ accelY := 0;
+ ceilingY := y; // yep
+ end;
+
+ procedure stickToWall (dx: Integer);
+ var
+ ex: Integer;
begin
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 3/6', 0, True);
- for a := 0 to High(gAcid1) do
- with gAcid1[a] do
- g_Mark(X, Y, Width, Height, MARK_ACID, True);
+ state := TPartState.Stuck;
+ if (dX > 0) then stickDX := 1 else stickDX := -1;
+ // stop right there, you criminal scum!
+ velX := 0;
+ velY := 0;
+ accelX := 0;
+ accelY := 0;
+ // 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;
end;
- if gAcid2 <> nil then
+ procedure hitAFloor ();
begin
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 4/6', 0, True);
- for a := 0 to High(gAcid2) do
- with gAcid2[a] do
- g_Mark(X, Y, Width, Height, MARK_ACID, True);
+ state := TPartState.Sleeping; // we aren't moving anymore
+ // stop right there, you criminal scum!
+ velX := 0;
+ velY := 0;
+ accelX := 0;
+ accelY := 0;
+ floorY := y; // yep
+ floorType := TFloorType.Wall; // yep
end;
end;
- if gLifts <> nil then
+ // `true`: didn't, get outa thinker
+ function drip (): Boolean;
begin
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 5/6', 0, True);
- for a := 0 to High(gLifts) do
- with gLifts[a] do
+ 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);
+ 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
begin
- g_Mark(X, Y, Width, Height, MARK_LIFT, False);
-
- if LiftType = 0 then
- g_Mark(X, Y, Width, Height, MARK_LIFTUP, True)
- else if LiftType = 1 then
- g_Mark(X, Y, Width, Height, MARK_LIFTDOWN, True)
- else if LiftType = 2 then
- g_Mark(X, Y, Width, Height, MARK_LIFTLEFT, True)
- else if LiftType = 3 then
- g_Mark(X, Y, Width, Height, MARK_LIFTRIGHT, True)
+ result := false;
end;
end;
+ // awake
+ if result and (state = TPartState.Sleeping) then state := TPartState.Normal;
+ end;
end;
end;
- if gWalls <> nil then
+ // switch to sleep mode
+ procedure sleep ();
begin
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 6/6', 0, True);
- for a := 0 to High(gWalls) do
+ state := TPartState.Sleeping;
+ // stop right there, you criminal scum!
+ velX := 0;
+ velY := 0;
+ accelX := 0;
+ accelY := 0;
+ end;
+
+ // switch to freefall mode
+ procedure freefall ();
+ begin
+ state := TPartState.Normal;
+ velY := 0.5;
+ accelY := 0.15;
+ end;
+
+ procedure applyGravity (inLiquid: Boolean);
+ begin
+ state := TPartState.Normal;
+ if (inLiquid) then
+ begin
+ velY := 0.5;
+ accelY := 0.15;
+ end
+ else
+ begin
+ velY := 0.8;
+ accelY := 0.5;
+ end;
+ end;
+
+label
+ _done;
+var
+ pan: TPanel;
+ dX, dY: SmallInt;
+ ex, ey: Integer;
+begin
+ if gAdvBlood then
+ begin
+ // still check for air streams when sleeping
+ if (state = TPartState.Sleeping) and not checkAirStreams() then exit;
+
+ // process stuck particles
+ if (state = TPartState.Stuck) then
+ begin
+ // stuck to a ceiling?
+ if (stickDX = 0) then
+ begin
+ assert(ceilingY <> Unknown);
+ // dropped from a ceiling?
+ if (y > ceilingY) then
+ begin
+ // yep
+ velY := 0.5;
+ accelY := 0.15;
+ state := TPartState.Normal;
+ end
+ else
+ begin
+ // otherwise, try to drip
+ if drip() then goto _done;
+ end;
+ end
+ else
+ begin
+ // stuck to a wall
+ assert(wallEndY <> Unknown);
+ // floor transition?
+ if (y = floorY) then
+ begin
+ case floorType of
+ TFloorType.Wall: // hit the ground
+ begin
+ sleep();
+ goto _done; // nothing to do anymore
+ end;
+ TFloorType.LiquidIn: // entering the liquid
+ begin
+ // rescan, so we'll know when we'll exit the liquid
+ findFloor(true); // force rescan
+ end;
+ TFloorType.LiquidOut: // exiting the liquid
+ begin
+ // rescan, so we'll know when we'll enter something interesting
+ findFloor(true); // force rescan
+ if (floorType = TFloorType.Wall) and (floorY = y) then begin sleep(); goto _done; end;
+ end;
+ end;
+ end;
+ // wall transition?
+ if (y = wallEndY) then
+ begin
+ // just unstuck from the wall, switch to freefall mode
+ freefall();
+ end
+ else
+ begin
+ // otherwise, try to drip
+ if drip() then goto _done;
+ end;
+ end;
+ // nope, process as usual
+ end;
+
+ // it is important to have it here
+ dX := round(velX);
+ dY := round(velY);
+
+ // 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();
+ // floor transition?
+ if (y = floorY) then
+ begin
+ case floorType of
+ TFloorType.Wall: // hit the ground
+ begin
+ // nothing to do
+ end;
+ TFloorType.LiquidIn: // entering the liquid
+ begin
+ // rescan, so we'll know when we'll exit the liquid
+ findFloor(true); // force rescan
+ applyGravity(true);
+ end;
+ TFloorType.LiquidOut: // exiting the liquid
+ begin
+ // rescan, so we'll know when we'll enter something interesting
+ findFloor(true); // force rescan
+ if (floorType <> TFloorType.Wall) or (floorY <> y) then applyGravity(floorType = TFloorType.LiquidIn);
+ end;
+ end;
+ end
+ else
+ begin
+ // looks like we're in the air
+ applyGravity(false);
+ end;
+ end;
+
+ // horizontal movement
+ if (dX <> 0) then
begin
begin
- if gWalls[a].Door then
+ pan := g_Map_traceToNearest(x, y, x+dX, y, (GridTagWall or GridTagDoor or GridTagStep), @ex, @ey);
+ if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet
+ x := ex;
+ if (x < g_Map_MinX) or (x > g_Map_MaxX) then begin die(); exit; end;
+ if (pan <> nil) then stickToWall(dX); // nope, we stuck
+ end;
+
+ // vertical movement
+ if (dY < 0) then
+ begin
+ // flying up
+ 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
+ end
+ else
+ begin
+ while (dY > 0) do
+ begin
+ // falling down
+ if (floorY = Unknown) then findFloor(); // need to do this anyway
+ y += dY;
+ //e_LogWritefln('floorY=%s; newy=%s; dY=%s; floorType=%s', [floorY, y, dY, floorType]);
+ if (y >= floorY) then
begin
begin
- // Çàêðûòàÿ äâåðü:
- if gWalls[a].Enabled then
- with gWalls[a] do
- g_Mark(X, Y, Width, Height, MARK_DOOR, True)
- else // Îòêðûòàÿ äâåðü:
- if gWalls[a].Enabled then
- with gWalls[a] do
- g_Mark(X, Y, Width, Height, MARK_DOOR, False);
+ // floor transition
+ 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
+ hitAFloor();
+ break; // done with vertical movement
+ end;
+ TFloorType.LiquidIn: // entering the liquid
+ begin
+ // rescan, so we'll know when we'll exit the liquid
+ findFloor(true); // force rescan
+ end;
+ TFloorType.LiquidOut: // exiting the liquid
+ begin
+ // rescan, so we'll know when we'll enter something interesting
+ findFloor(true); // force rescan
+ if (floorType = TFloorType.Wall) and (floorY = y) then
+ begin
+ hitAFloor();
+ break; // done with vertical movement
+ end;
+ end;
+ end;
end
end
- else // Ñòåíà
- with gWalls[a] do
- g_Mark(X, Y, Width, Height, MARK_WALL, True);
+ else
+ begin
+ break; // done with vertical movement
+ end;
+ end;
+ end;
+ if (y < g_Map_MinY) or (y > g_Map_MaxY) then begin die(); exit; end;
+ end // if gAdvBlood
+ else
+ begin
+ // simple blood
+ dX := Round(velX);
+ dY := Round(velY);
+ if (x+dX > g_Map_MaxX) or (y+dY > g_Map_MaxY) or (x+dX < g_Map_MinX) or (y+dY < g_Map_MinY) or isBlockedAt(x+dX, y+dY) then
+ begin
+ // Ñòåíà/äâåðü/ãðàíèöà
+ die();
+ exit;
+ end
+ else
+ begin
+ y += dY;
+ x += dX;
end;
end;
end;
end;
-end;
-{$ENDIF}
+_done:
+ velX += accelX;
+ velY += accelY;
-procedure g_GFX_Init();
-begin
- //CreateCollideMap();
+ // blood will dissolve in other liquids
+ if (floorType = TFloorType.LiquidOut) then
+ begin
+ time += 1;
+ alpha := 255-trunc((255.0*time)/liveTime);
+ end;
+ (*
+ // Êðîâü ðàñòâîðÿåòñÿ â æèäêîñòè
+ if isLiquidAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then
+ begin
+ time += 1;
+ alpha := 255-trunc((255.0*time)/liveTime);
+ end;
+ *)
end;
end;
-procedure g_GFX_Free();
+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);
var
a: Integer;
var
a: Integer;
+ DevX1, DevX2, DevY1, DevY2: Word;
+ l: Integer;
+ CRnd: Byte;
+ CC: SmallInt;
begin
begin
- Particles := nil;
- SetLength(Particles, MaxParticles);
- for a := 0 to High(Particles) do Particles[a].die();
- CurrentParticle := 0;
+ if not gpart_dbg_enabled then Exit;
- if OnceAnims <> nil then
+ if (Kind = BLOOD_SPARKS) then
begin
begin
- for a := 0 to High(OnceAnims) do
- OnceAnims[a].Animation.Free();
-
- OnceAnims := nil;
+ g_GFX_SparkVel(fX, fY, 2+Random(2), -VX div 2, -VY div 2, DevX, DevY);
+ exit;
end;
end;
-end;
+ l := Length(Particles);
+ if (l = 0) then exit;
+ if (Count > l) then Count := l;
+
+ DevX1 := DevX div 2;
+ DevX2 := DevX+1;
+ DevY1 := DevY div 2;
+ DevY2 := DevY+1;
-{
-procedure CorrectOffsets(id: Integer); inline;
-var
- part: PParticle;
-begin
- part := @Particles[id];
- part.offsetX := 0;
- part.offsetY := 0;
- // check for upper wall
- if isBlockedAt(part.X, part.Y-1) then part.offsetY := 1;
- // check for left wall
- if isBlockedAt(part.X-1, part.Y) then part.offsetX := 1;
+ for a := 1 to Count do
+ begin
+ with Particles[CurrentParticle] do
+ begin
+ x := fX-DevX1+Random(DevX2);
+ y := fY-DevY1+Random(DevY2);
+
+ {
+ if (X < 0) or (X > gMapInfo.Width-1) or
+ (Y < 0) or (Y > gMapInfo.Height-1) or
+ ByteBool(gCollideMap[Y, X] and MARK_WALL) then
+ Continue;
+ }
+ if isWallAt(x, y) then continue;
+
+ 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;
+ accelY := 0.8;
+
+ CRnd := 20*Random(6);
+ if (CR > 0) then
+ begin
+ CC := CR+CRnd-50;
+ if (CC < 0) then CC := 0
+ else if (CC > 255) then CC := 255;
+ red := CC;
+ end
+ else
+ begin
+ red := 0;
+ end;
+ if CG > 0 then
+ begin
+ CC := CG+CRnd-50;
+ if (CC < 0) then CC := 0
+ else if (CC > 255) then CC := 255;
+ green := CC;
+ end
+ else
+ begin
+ green := 0;
+ end;
+ if (CB > 0) then
+ begin
+ CC := CB+CRnd-50;
+ if (CC < 0) then CC := 0
+ else if (CC > 255) then CC := 255;
+ blue := CC;
+ end
+ else
+ begin
+ blue := 0;
+ end;
+
+ alpha := 255;
+
+ state := TPartState.Normal;
+ time := 0;
+ liveTime := 120+Random(40);
+ particleType := TPartType.Blood;
+ //justSticked := false;
+ //onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
+ //awaken := false;
+ //stickEY := 0;
+ floorY := Unknown;
+ ceilingY := Unknown;
+ end;
+
+ if CurrentParticle >= MaxParticles-1 then
+ CurrentParticle := 0
+ else
+ CurrentParticle := CurrentParticle+1;
+ end;
end;
end;
-}
// ////////////////////////////////////////////////////////////////////////// //
// ////////////////////////////////////////////////////////////////////////// //
-procedure TParticle.thinkerBlood ();
+procedure TParticle.thinkerWater ();
var
var
- w, h: Integer;
dX, dY: SmallInt;
dX, dY: SmallInt;
+ {$IF not DEFINED(D2F_NEW_SPARK_THINKER)}
+ w, h: Integer;
b: Integer;
s: ShortInt;
b: Integer;
s: ShortInt;
+ {$ELSE}
+ pan: TPanel;
+ ex, ey: Integer;
+ {$ENDIF}
begin
begin
+ {$IF not DEFINED(D2F_NEW_SPARK_THINKER)}
w := gMapInfo.Width;
h := gMapInfo.Height;
w := gMapInfo.Width;
h := gMapInfo.Height;
+ {$ENDIF}
- if gAdvBlood then
+ //TODO: trace wall end when water becomes stick
+ if (state = TPartState.Stuck) and (Random(30) = 15) then
+ begin // Ñòåêàåò/îòëèïàåò
+ velY := 0.5;
+ accelY := 0.15;
+ {$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;
+ {$ELSE}
+ if (stickDX = 0) then
begin
begin
- if (State = STATE_STICK) then
- {
- if (not ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)) and
- (not ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)) and
- (not ByteBool(gCollideMap[Y, X-1] and MARK_BLOCKED)) and
- (not ByteBool(gCollideMap[Y, X+1] and MARK_BLOCKED))
- then
- }
- if (not isBlockedAt(X, Y-1)) and
- (not isBlockedAt(X, Y+1)) and
- (not isBlockedAt(X-1, Y)) and
- (not isBlockedAt(X+1, Y))
- then
- begin // Îòëèïëà - êàïàåò
- VelY := 0.5;
- AccelY := 0.15;
- State := STATE_NORMAL;
- end
+ // no walls around, drop
+ state := TPartState.Normal;
+ end
+ else
+ begin
+ if justSticked then
+ begin
+ if not mapGrid.traceOrthoRayWhileIn(ex, ey, x+stickDX, y, x+stickDX, mapGrid.gridY0+mapGrid.gridHeight, GridTagWall or GridTagDoor or GridTagStep) then
+ begin
+ // îòëèïëà
+ state := TPartState.Normal;
+ //e_LogWritefln('juststicked unsticked: X=%s; X+stickDX=%s; stickDX=%s; Y=%s', [X, X+stickDX, stickDX, Y]);
+ end
else
else
- if Random(200) = 100 then
- begin // Ïðèëåïëåíà - íî âîçìîæíî ñòåêàåò
- VelY := 0.5;
- AccelY := 0.15;
- exit;
+ begin
+ stickEY := ey+1;
+ justSticked := false;
+ if (nil <> g_Map_traceToNearest(x, y, x, stickEY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey)) then
+ begin
+ if (ey > stickEY) then stickEY := ey-1;
end;
end;
+ //e_LogWritefln('juststicked: X=%s; X+stickDX=%s; stickDX=%s; Y=%s; stickEY=%s', [X, X+stickDX, stickDX, Y, stickEY]);
+ end;
+ end
+ else
+ begin
+ if (y >= stickEY) then state := TPartState.Normal;
+ end;
+ //if not g_Map_CollidePanel(X-1, Y-1, 3, 3, (PANEL_STEP or PANEL_WALL or PANEL_OPENDOOR or PANEL_CLOSEDOOR))
+ end;
+ {$ENDIF}
+ exit;
+ end;
+
+ {$IF not DEFINED(D2F_NEW_SPARK_THINKER)}
+ if not isBlockedAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)} then
+ begin
+ if isLiftUpAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTUP)} then
+ begin // Ëèôò ââåðõ
+ if velY > -4-Random(3) then
+ velY := velY - 0.8;
+ if Abs(velX) > 0.1 then
+ velX := velX - velX/10.0;
+ velX := velX + (Random-Random)*0.2;
+ accelY := 0.15;
+ end;
+ if isLiftLeftAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTLEFT)} then
+ begin // Ïîòîê âëåâî
+ if velX > -8-Random(3) then
+ velX := velX - 0.8;
+ accelY := 0.15;
+ end;
+ if isLiftRightAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTRIGHT)} then
+ begin // Ïîòîê âïðàâî
+ if velX < 8+Random(3) then
+ velX := velX + 0.8;
+ accelY := 0.15;
+ end;
+ end;
+ {$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;
+ {$ENDIF}
- if not isBlockedAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)} then
- begin
- if isLiftUpAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTUP)} then
- begin // Ëèôò ââåðõ
- if VelY > -4-Random(3) then
- VelY := VelY - 0.8;
- if Abs(VelX) > 0.1 then
- VelX := VelX - VelX/10.0;
- VelX := VelX + (Random-Random)*0.2;
- AccelY := 0.15;
- end;
- if isLiftLeftAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTLEFT)} then
- begin // Ïîòîê âëåâî
- if VelX > -8-Random(3) then
- VelX := VelX - 0.8;
- AccelY := 0.15;
- end;
- if isLiftRightAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIFTRIGHT)} then
- begin // Ïîòîê âïðàâî
- if VelX < 8+Random(3) then
- VelX := VelX + 0.8;
- AccelY := 0.15;
- end;
- end;
+ dX := Round(velX);
+ dY := Round(velY);
- dX := Round(VelX);
- dY := Round(VelY);
-
- if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) then
- if (State <> STATE_STICK) and
- (not isBlockedAt(X, Y-1) {ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(X, Y+1) {ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)}) then
- begin // Âèñèò â âîçäóõå - êàïàåò
- VelY := 0.8;
- AccelY := 0.5;
- State := STATE_NORMAL;
- end;
+ {$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 dX <> 0 then
+ {$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
begin
- if dX > 0 then
- s := 1
- else
- s := -1;
-
- dX := Abs(dX);
-
- for b := 1 to dX do
- begin
- if (X+s >= w) 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
- VelX := 0;
- VelY := 0;
- AccelX := 0;
- AccelY := 0;
- State := STATE_STICK;
- Break;
- end;
-
- X := X+s;
- end;
+ 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 dY <> 0 then
+ 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
begin
- if dY > 0 then
- s := 1
- else
- s := -1;
-
- dY := Abs(dY);
-
- for b := 1 to dY do
+ // 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
begin
- if (Y+s >= h) 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
- VelX := 0;
- VelY := 0;
- AccelX := 0;
- AccelY := 0;
- if (s > 0) and (State <> STATE_STICK) then
- State := STATE_NORMAL
- else
- State := STATE_STICK;
- Break;
+ 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;
-
- Y := Y+s;
end;
end;
end;
end;
- end // if gAdvBlood
- else
+ 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
begin
- dX := Round(VelX);
- dY := Round(VelY);
-
- if (X+dX >= w) or (Y+dY >= h) or
- (X+dX <= 0) or (Y+dY <= 0) or
- isBlockedAt(X+dX, Y+dY) {ByteBool(gCollideMap[Y+dY, X+dX] and MARK_BLOCKED)} then
- begin // Ñòåíà/äâåðü/ãðàíèöà
- die();
- VelX := 0;
- VelY := 0;
- end
- else
- begin
- Y := Y + dY;
- X := X + dX;
- end;
+ // 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;
-
- VelX := VelX + AccelX;
- VelY := VelY + AccelY;
-
-// Êðîâü ðàñòâîðÿåòñÿ â æèäêîñòè:
- if isLiquidAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then
+ end;
+ // vertical
+ if (dY <> 0) then
begin
begin
- Inc(Time);
-
- Alpha := 255 - Trunc((255.0 * Time) / LiveTime);
+ 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;
end;
+ {$ENDIF}
+
+ velX += accelX;
+ velY += accelY;
+
+ time += 1;
end;
end;
ex, ey: Integer;
{$ENDIF}
begin
ex, ey: Integer;
{$ENDIF}
begin
- dX := Round(VelX);
- dY := Round(VelY);
+ dX := Round(velX);
+ dY := Round(velY);
{$IF DEFINED(D2F_NEW_SPARK_THINKER)}
{$IF DEFINED(D2F_NEW_SPARK_THINKER)}
- if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) then
+ if (Abs(velX) < 0.1) and (Abs(velY) < 0.1) then
begin
begin
- pan := g_Map_traceToNearest(X, Y-1, X, Y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
+ pan := g_Map_traceToNearest(x, y-1, x, y+1, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
end;
{$ELSE}
end;
{$ELSE}
- if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) and
- (not isBlockedAt(X, Y-1) {ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(X, Y+1) {ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)}) then
+ if (Abs(velX) < 0.1) and (Abs(velY) < 0.1) and
+ (not isBlockedAt(x, y-1) {ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)}) and
+ (not isBlockedAt(x, y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)}) and
+ (not isBlockedAt(x, y+1) {ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)}) then
begin // Âèñèò â âîçäóõå
begin // Âèñèò â âîçäóõå
- VelY := 0.8;
- AccelY := 0.5;
+ velY := 0.8;
+ accelY := 0.5;
end;
{$ENDIF}
if (dX <> 0) then
begin
{$IF DEFINED(D2F_NEW_SPARK_THINKER)}
end;
{$ENDIF}
if (dX <> 0) then
begin
{$IF DEFINED(D2F_NEW_SPARK_THINKER)}
- pan := g_Map_traceToNearest(X, Y, X+dX, Y, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
+ pan := g_Map_traceToNearest(x, y, x+dX, y, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
//e_WriteLog(Format('spark h-trace: (%d,%d)-(%d,%d); dx=%d; end=(%d,%d); hit=%d', [X, Y, X+dX, Y, dX, ex, ey, Integer(pan <> nil)]), MSG_NOTIFY);
//e_WriteLog(Format('spark h-trace: (%d,%d)-(%d,%d); dx=%d; end=(%d,%d); hit=%d', [X, Y, X+dX, Y, dX, ex, ey, Integer(pan <> nil)]), MSG_NOTIFY);
- X := ex;
+ if (x <> ex) then onGround := false;
+ x := ex;
// free to ride?
if (pan <> nil) then
begin
// nope
if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
// free to ride?
if (pan <> nil) then
begin
// nope
if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
- VelX := 0;
- AccelX := 0;
+ velX := 0;
+ accelX := 0;
end;
end;
- if (X < 0) or (X >= gMapInfo.Width) then begin die(); exit; end;
+ if (x < 0) or (x >= gMapInfo.Width) then begin die(); exit; end;
{$ELSE}
if (dX > 0) then s := 1 else s := -1;
dX := Abs(dX);
for b := 1 to dX do
begin
{$ELSE}
if (dX > 0) then s := 1 else s := -1;
dX := Abs(dX);
for b := 1 to dX do
begin
- if (X+s >= gMapInfo.Width) or (X+s <= 0) then begin die(); break; end;
+ if (x+s >= gMapInfo.Width) or (x+s <= 0) then begin die(); break; end;
//c := gCollideMap[Y, X+s];
//c := gCollideMap[Y, X+s];
- if isBlockedAt(X+s, Y) {ByteBool(c and MARK_BLOCKED)} then
+ if isBlockedAt(x+s, y) {ByteBool(c and MARK_BLOCKED)} then
begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî
begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî
- VelX := 0;
- AccelX := 0;
+ velX := 0;
+ accelX := 0;
Break;
end
else // Ïóñòî:
Break;
end
else // Ïóñòî:
- if not isAnythingAt(X+s, Y) {c = MARK_FREE} then
- X := X + s
+ if not isAnythingAt(x+s, y) {c = MARK_FREE} then
+ x := x + s
else // Îñòàëüíîå:
begin
die();
else // Îñòàëüíîå:
begin
die();
if (dY <> 0) then
begin
{$IF DEFINED(D2F_NEW_SPARK_THINKER)}
if (dY <> 0) then
begin
{$IF DEFINED(D2F_NEW_SPARK_THINKER)}
- pan := g_Map_traceToNearest(X, Y, X, Y+dY, (GridTagWall or GridTagDoor or GridTagStep or GridTagAcid1 or GridTagAcid2 or GridTagWater), @ex, @ey);
- //e_WriteLog(Format('spark y-trace: (%d,%d)-(%d,%d); dy=%d; end=(%d,%d); hit=%d', [X, Y, X, Y+dY, dY, ex, ey, Integer(pan <> nil)]), MSG_NOTIFY);
- (*
- if (pan <> nil) then
+ if (dY < 0) or not onGround then
begin
begin
- e_WriteLog(Format('spark y-trace: %08x (%d,%d)-(%d,%d); dy=%d; end=(%d,%d); hittag=%04x', [LongWord(@self), X, Y, X, Y+dY, dY, ex, ey, pan.tag]), MSG_NOTIFY);
- end
- else
- begin
- e_WriteLog(Format('spark y-trace: %08x (%d,%d)-(%d,%d); dy=%d; end=(%d,%d); hit=%d', [LongWord(@self), X, Y, X, Y+dY, dY, ex, ey, Integer(pan <> nil)]), MSG_NOTIFY);
- end;
- *)
- Y := ey;
- // free to ride?
- if (pan <> nil) then
- begin
- //die(); exit;
- // nope
- if ((pan.tag and (GridTagAcid1 or GridTagAcid2 or GridTagWater)) <> 0) then begin die(); exit; end;
- if (dY < 0) then
+ 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
begin
- VelY := -VelY;
- AccelY := abs(AccelY);
- end
- else
+ 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
begin
- VelX := 0;
- AccelX := 0;
- VelY := 0;
- AccelY := 0.8;
+ // 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;
end;
+ onGround := (velY >= 0) and g_Map_HasAnyPanelAtPoint(x, y+1, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_STEP));
end;
end;
- if (Y < 0) or (Y >= gMapInfo.Height) then begin die(); exit; 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
{$ELSE}
if (dY > 0) then s := 1 else s := -1;
dY := Abs(dY);
for b := 1 to dY do
begin
- if (Y+s >= gMapInfo.Height) or (Y+s <= 0) then begin die(); break; end;
+ if (y+s >= gMapInfo.Height) or (y+s <= 0) then begin die(); break; end;
//c := gCollideMap[Y+s, X];
//c := gCollideMap[Y+s, X];
- if isBlockedAt(X, Y+s) {ByteBool(c and MARK_BLOCKED)} then
+ if isBlockedAt(x, y+s) {ByteBool(c and MARK_BLOCKED)} then
begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî
if s < 0 then
begin
begin // Ñòåíà/äâåðü - ïàäàåò âåðòèêàëüíî
if s < 0 then
begin
- VelY := -VelY;
- AccelY := Abs(AccelY);
+ velY := -velY;
+ accelY := Abs(accelY);
end
else // Èëè íå ïàäàåò
begin
end
else // Èëè íå ïàäàåò
begin
- VelX := 0;
- AccelX := 0;
- VelY := 0;
- AccelY := 0.8;
+ velX := 0;
+ accelX := 0;
+ velY := 0;
+ accelY := 0.8;
end;
Break;
end
else // Ïóñòî:
end;
Break;
end
else // Ïóñòî:
- if not isAnythingAt(X, Y+s) {c = MARK_FREE} then
- Y := Y + s
+ if not isAnythingAt(x, y+s) {c = MARK_FREE} then
+ y := y + s
else // Îñàëüíîå:
begin
die();
else // Îñàëüíîå:
begin
die();
{$ENDIF}
end;
{$ENDIF}
end;
- if (VelX <> 0.0) then VelX += AccelX;
+ if (velX <> 0.0) then velX += accelX;
- if (VelY <> 0.0) then
+ if (velY <> 0.0) then
begin
begin
- if (AccelY < 10) then AccelY += 0.08;
- VelY += AccelY;
+ if (accelY < 10) then accelY += 0.08;
+ velY += accelY;
end;
end;
- Time += 1;
+ time += 1;
end;
end;
-
// ////////////////////////////////////////////////////////////////////////// //
procedure TParticle.thinkerBubble ();
var
// ////////////////////////////////////////////////////////////////////////// //
procedure TParticle.thinkerBubble ();
var
begin
h := gMapInfo.Height;
begin
h := gMapInfo.Height;
- dY := Round(VelY);
+ dY := Round(velY);
if dY <> 0 then
begin
if dY <> 0 then
begin
for b := 1 to Abs(dY) do
begin
for b := 1 to Abs(dY) do
begin
- if (Y+s >= h) or (Y+s <= 0) then begin die(); break; end;
+ 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
(*
if not isLiquidAt(X, Y+s) {ByteBool(gCollideMap[Y+s, X] and MARK_LIQUID)} then
end;
*)
// we traced liquid before, so don't bother checking
end;
*)
// we traced liquid before, so don't bother checking
- if (Y+s <= liquidTopY) then begin die(); break; end;
-
- Y := Y+s;
- end;
- end;
-
- if VelY > -4 then
- VelY := VelY + AccelY;
-
- Time := Time + 1;
-end;
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-procedure TParticle.thinkerWater ();
-var
- w, h: Integer;
- dX, dY: SmallInt;
- b: Integer;
- s: ShortInt;
-begin
- w := gMapInfo.Width;
- h := gMapInfo.Height;
-
- if (State = STATE_STICK) and (Random(30) = 15) then
- begin // Ñòåêàåò/îòëèïàåò
- VelY := 0.5;
- AccelY := 0.15;
- 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 := STATE_NORMAL;
- exit;
- end;
-
- 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;
-
- dX := Round(VelX);
- dY := Round(VelY);
-
- if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) then
- if (State <> STATE_STICK) 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 := STATE_NORMAL;
- end;
-
- 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 := STATE_STICK;
- Break;
- end;
-
- X := X+s;
- end;
- end;
-
- 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 <> STATE_STICK) then
- State := STATE_NORMAL
- else
- State := STATE_STICK;
- Break;
- end;
+ if (y+s <= liquidTopY) then begin die(); break; end;
- Y := Y+s;
+ y := y+s;
end;
end;
end;
end;
- VelX := VelX + AccelX;
- VelY := VelY + AccelY;
+ if velY > -4 then
+ velY := velY + accelY;
- Time := Time + 1;
+ time := time + 1;
end;
end;
DevY1, DevY2: Byte;
l: Integer;
begin
DevY1, DevY2: Byte;
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;
l := Length(Particles);
if l = 0 then exit;
if Count > l then Count := l;
begin
with Particles[CurrentParticle] do
begin
begin
with Particles[CurrentParticle] do
begin
- X := fX-DevX1+Random(DevX2);
- Y := fY-DevY1+Random(DevY2);
+ x := fX-DevX1+Random(DevX2);
+ y := fY-DevY1+Random(DevY2);
- VelX := VX + (Random-Random)*3;
- VelY := VY + (Random-Random)*3;
+ velX := VX + (Random-Random)*3;
+ velY := VY + (Random-Random)*3;
- if VelY > -4 then
- if VelY-4 < -4 then
- VelY := -4
+ if velY > -4 then
+ if velY-4 < -4 then
+ velY := -4
else
else
- VelY := VelY-4;
-
- AccelX := -Sign(VelX)*Random/100;
- AccelY := 0.8;
-
- Red := 255;
- Green := 100+Random(155);
- Blue := 64;
- Alpha := 255;
-
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 30+Random(60);
- ParticleType := PARTICLE_SPARK;
-
- {CorrectOffsets(CurrentParticle);}
+ velY := velY-4;
+
+ accelX := -Sign(velX)*Random/100;
+ accelY := 0.8;
+
+ red := 255;
+ green := 100+Random(155);
+ blue := 64;
+ alpha := 255;
+
+ 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 CurrentParticle+2 > MaxParticles then
end;
if CurrentParticle+2 > MaxParticles then
end;
end;
-procedure g_GFX_Blood(fX, fY: Integer; Count: Word; vx, vy: Integer;
- DevX, DevY: Word; CR, CG, CB: Byte; Kind: Byte = BLOOD_NORMAL);
-var
- a: Integer;
- DevX1, DevX2,
- DevY1, DevY2: Word;
- l: Integer;
- CRnd: Byte;
- CC: SmallInt;
-begin
- if Kind = BLOOD_SPARKS then
- begin
- g_GFX_SparkVel(fX, fY, 2 + Random(2), -VX div 2, -VY div 2, DevX, DevY);
- Exit;
- end;
- l := Length(Particles);
- if l = 0 then
- Exit;
- if Count > l then
- Count := l;
-
- DevX1 := DevX div 2;
- DevX2 := DevX + 1;
- DevY1 := DevY div 2;
- DevY2 := DevY + 1;
-
- for a := 1 to Count do
- begin
- with Particles[CurrentParticle] do
- begin
- X := fX - DevX1 + Random(DevX2);
- Y := fY - DevY1 + Random(DevY2);
-
- {
- if (X < 0) or (X > gMapInfo.Width-1) or
- (Y < 0) or (Y > gMapInfo.Height-1) or
- ByteBool(gCollideMap[Y, X] and MARK_WALL) then
- Continue;
- }
- if isWallAt(X, Y) then continue;
-
- VelX := vx + (Random-Random)*3;
- VelY := vy + (Random-Random)*3;
-
- if VelY > -4 then
- if VelY-4 < -4 then
- VelY := -4
- else
- VelY := VelY-4;
-
- AccelX := -Sign(VelX)*Random/100;
- AccelY := 0.8;
-
- CRnd := 20*Random(6);
- if CR > 0 then
- begin
- CC := CR + CRnd - 50;
- if CC < 0 then CC := 0;
- if CC > 255 then CC := 255;
- Red := CC;
- end else
- Red := 0;
- if CG > 0 then
- begin
- CC := CG + CRnd - 50;
- if CC < 0 then CC := 0;
- if CC > 255 then CC := 255;
- Green := CC;
- end else
- Green := 0;
- if CB > 0 then
- begin
- CC := CB + CRnd - 50;
- if CC < 0 then CC := 0;
- if CC > 255 then CC := 255;
- Blue := CC;
- end else
- Blue := 0;
-
- Alpha := 255;
-
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 120+Random(40);
- ParticleType := PARTICLE_BLOOD;
-
- {CorrectOffsets(CurrentParticle);}
- end;
-
- if CurrentParticle >= MaxParticles-1 then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
- end;
-end;
-
-
procedure g_GFX_Spark(fX, fY: Integer; Count: Word; Angle: SmallInt; DevX, DevY: Byte);
var
a: Integer;
procedure g_GFX_Spark(fX, fY: Integer; Count: Word; Angle: SmallInt; DevX, DevY: Byte);
var
a: Integer;
BaseVelX, BaseVelY: Single;
l: Integer;
begin
BaseVelX, BaseVelY: Single;
l: Integer;
begin
+ exit;
+ if not gpart_dbg_enabled then Exit;
l := Length(Particles);
if l = 0 then
Exit;
l := Length(Particles);
if l = 0 then
Exit;
begin
with Particles[CurrentParticle] do
begin
begin
with Particles[CurrentParticle] do
begin
- X := fX-DevX1+Random(DevX2);
- Y := fY-DevY1+Random(DevY2);
-
- VelX := BaseVelX*Random;
- VelY := BaseVelY-Random;
- AccelX := VelX/3.0;
- AccelY := VelY/5.0;
-
- Red := 255;
- Green := 100+Random(155);
- Blue := 64;
- Alpha := 255;
-
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 30+Random(60);
- ParticleType := PARTICLE_SPARK;
-
- {CorrectOffsets(CurrentParticle);}
+ x := fX-DevX1+Random(DevX2);
+ y := fY-DevY1+Random(DevY2);
+
+ velX := BaseVelX*Random;
+ velY := BaseVelY-Random;
+ accelX := velX/3.0;
+ accelY := velY/5.0;
+
+ red := 255;
+ green := 100+Random(155);
+ blue := 64;
+ alpha := 255;
+
+ 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 CurrentParticle+2 > MaxParticles then
end;
if CurrentParticle+2 > MaxParticles then
end;
end;
end;
end;
+
procedure g_GFX_Water(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DevX, DevY, Color: Byte);
var
a: Integer;
procedure g_GFX_Water(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DevX, DevY, Color: Byte);
var
a: Integer;
DevY1, DevY2: Byte;
l: Integer;
begin
DevY1, DevY2: Byte;
l: Integer;
begin
+ exit;
+ if not gpart_dbg_enabled then Exit;
l := Length(Particles);
if l = 0 then
Exit;
l := Length(Particles);
if l = 0 then
Exit;
begin
with Particles[CurrentParticle] do
begin
begin
with Particles[CurrentParticle] do
begin
- X := fX-DevX1+Random(DevX2);
- Y := fY-DevY1+Random(DevY2);
+ x := fX-DevX1+Random(DevX2);
+ y := fY-DevY1+Random(DevY2);
if Abs(fVelX) < 0.5 then
if Abs(fVelX) < 0.5 then
- VelX := 1.0 - 2.0*Random
+ velX := 1.0 - 2.0*Random
else
else
- VelX := fVelX*Random;
+ velX := fVelX*Random;
if Random(10) < 7 then
if Random(10) < 7 then
- VelX := -VelX;
- VelY := fVelY*Random;
- AccelX := 0.0;
- AccelY := 0.8;
+ velX := -velX;
+ velY := fVelY*Random;
+ accelX := 0.0;
+ accelY := 0.8;
case Color of
1: // Êðàñíûé
begin
case Color of
1: // Êðàñíûé
begin
- Red := 155 + Random(9)*10;
- Green := Trunc(150*Random);
- Blue := Green;
+ red := 155 + Random(9)*10;
+ green := Trunc(150*Random);
+ blue := green;
end;
2: // Çåëåíûé
begin
end;
2: // Çåëåíûé
begin
- Red := Trunc(150*Random);
- Green := 175 + Random(9)*10;
- Blue := Red;
+ red := Trunc(150*Random);
+ green := 175 + Random(9)*10;
+ blue := red;
end;
3: // Ñèíèé
begin
end;
3: // Ñèíèé
begin
- Red := Trunc(200*Random);
- Green := Red;
- Blue := 175 + Random(9)*10;
+ red := Trunc(200*Random);
+ green := red;
+ blue := 175 + Random(9)*10;
end;
else // Ñåðûé
begin
end;
else // Ñåðûé
begin
- Red := 90 + Random(12)*10;
- Green := Red;
- Blue := Red;
+ red := 90 + Random(12)*10;
+ green := red;
+ blue := red;
end;
end;
end;
end;
- Alpha := 255;
+ alpha := 255;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 60+Random(60);
- ParticleType := PARTICLE_WATER;
-
- {CorrectOffsets(CurrentParticle);}
+ 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
end;
if CurrentParticle+2 > MaxParticles then
end;
end;
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
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;
l := Length(Particles);
if l = 0 then
Exit;
begin
with Particles[CurrentParticle] do
begin
begin
with Particles[CurrentParticle] do
begin
- X := fX;
- Y := fY;
+ x := fX;
+ y := fY;
- VelX := fVelX;
- VelY := fVelY;
- AccelX := 0.0;
- AccelY := 0.8;
+ velX := fVelX;
+ velY := fVelY;
+ accelX := 0.0;
+ accelY := 0.8;
case DefColor of
1: // Êðàñíûé
begin
case DefColor of
1: // Êðàñíûé
begin
- Red := 155 + Random(9)*10;
- Green := Trunc(150*Random);
- Blue := Green;
+ red := 155 + Random(9)*10;
+ green := Trunc(150*Random);
+ blue := green;
end;
2: // Çåëåíûé
begin
end;
2: // Çåëåíûé
begin
- Red := Trunc(150*Random);
- Green := 175 + Random(9)*10;
- Blue := Red;
+ red := Trunc(150*Random);
+ green := 175 + Random(9)*10;
+ blue := red;
end;
3: // Ñèíèé
begin
end;
3: // Ñèíèé
begin
- Red := Trunc(200*Random);
- Green := Red;
- Blue := 175 + Random(9)*10;
+ red := Trunc(200*Random);
+ green := red;
+ blue := 175 + Random(9)*10;
end;
4: // Ñâîé öâåò, ñâåòëåå
begin
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);
+ 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
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);
+ 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
end;
else // Ñåðûé
begin
- Red := 90 + Random(12)*10;
- Green := Red;
- Blue := Red;
+ red := 90 + Random(12)*10;
+ green := red;
+ blue := red;
end;
end;
end;
end;
- Alpha := 255;
+ alpha := 255;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 60+Random(60);
- ParticleType := PARTICLE_WATER;
-
- {CorrectOffsets(CurrentParticle);}
+ 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
end;
if CurrentParticle+2 > MaxParticles then
end;
end;
+{.$DEFINE D2F_DEBUG_BUBBLES}
procedure g_GFX_Bubbles(fX, fY: Integer; Count: Word; DevX, DevY: Byte);
var
a: Integer;
DevX1, DevX2,
DevY1, DevY2: Byte;
l, liquidx: Integer;
procedure g_GFX_Bubbles(fX, fY: Integer; Count: Word; 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}
begin
begin
+ exit;
+ if not gpart_dbg_enabled then Exit;
l := Length(Particles);
if l = 0 then
Exit;
l := Length(Particles);
if l = 0 then
Exit;
begin
with Particles[CurrentParticle] do
begin
begin
with Particles[CurrentParticle] do
begin
- X := fX-DevX1+Random(DevX2);
- Y := fY-DevY1+Random(DevY2);
+ x := fX-DevX1+Random(DevX2);
+ y := fY-DevY1+Random(DevY2);
- if (X >= gMapInfo.Width) or (X <= 0) or
- (Y >= gMapInfo.Height) or (Y <= 0) then
+ if (x >= gMapInfo.Width) or (x <= 0) or
+ (y >= gMapInfo.Height) or (y <= 0) then
Continue;
(*
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
// 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 not g_Map_TraceLiquid(X, Y, 0, -8, liquidx, liquidTopY) then continue;
-
- VelX := 0;
- VelY := -1-Random;
- AccelX := 0;
- AccelY := VelY/10;
-
- Red := 255;
- Green := 255;
- Blue := 255;
- Alpha := 255;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 65535;
- ParticleType := PARTICLE_BUBBLES;
-
- {CorrectOffsets(CurrentParticle);}
+ {$IF DEFINED(D2F_DEBUG_BUBBLES)}
+ stt := curTimeMicro();
+ ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2);
+ stt := curTimeMicro()-stt;
+ e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]);
+ //
+ stt := curTimeMicro();
+ nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY);
+ stt := curTimeMicro()-stt;
+ e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]);
+ if not nptr then continue;
+ {$ELSE}
+ if not g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY) then continue;
+ {$ENDIF}
+
+ velX := 0;
+ velY := -1-Random;
+ accelX := 0;
+ accelY := velY/10;
+
+ red := 255;
+ green := 255;
+ blue := 255;
+ alpha := 255;
+
+ 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;
end;
if CurrentParticle+2 > MaxParticles then
end;
if CurrentParticle+2 > MaxParticles then
end;
end;
end;
end;
+
+// ////////////////////////////////////////////////////////////////////////// //
procedure g_GFX_SetMax(Count: Integer);
var
a: Integer;
procedure g_GFX_SetMax(Count: Integer);
var
a: Integer;
CurrentParticle := 0;
end;
CurrentParticle := 0;
end;
+
function g_GFX_GetMax(): Integer;
begin
Result := MaxParticles;
end;
function g_GFX_GetMax(): Integer;
begin
Result := MaxParticles;
end;
-function FindOnceAnim: DWORD;
+
+function FindOnceAnim (): DWORD;
var
i: Integer;
begin
var
i: Integer;
begin
end;
end;
end;
end;
-procedure g_GFX_OnceAnim(X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0);
+
+procedure g_GFX_OnceAnim (x, y: Integer; Anim: TAnimation; AnimType: Byte = 0);
var
find_id: DWORD;
begin
var
find_id: DWORD;
begin
+ if not gpart_dbg_enabled then Exit;
if Anim = nil then
Exit;
if Anim = nil then
Exit;
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].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;
+ OnceAnims[find_id].Animation.alpha := Anim.alpha;
+ OnceAnims[find_id].x := x;
+ OnceAnims[find_id].y := y;
end;
end;
-procedure g_GFX_Update();
+
+procedure g_GFX_Update ();
var
a: Integer;
w, h: Integer;
len: Integer;
begin
if not gpart_dbg_enabled then exit;
var
a: Integer;
w, h: Integer;
len: Integer;
begin
if not gpart_dbg_enabled then exit;
- if Particles <> nil then
+
+ if (Particles <> nil) then
begin
w := gMapInfo.Width;
h := gMapInfo.Height;
begin
w := gMapInfo.Width;
h := gMapInfo.Height;
begin
with Particles[a] do
begin
begin
with Particles[a] do
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 (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();
//if not alive then Continue;
//e_WriteLog(Format('particle #%d: %d', [State, ParticleType]), MSG_NOTIFY);
think();
- {CorrectOffsets(a);}
end; // with
end; // if
end; // for
end; // Particles <> nil
end; // with
end; // if
end; // for
end; // Particles <> nil
+ // clear awake map
+ awmClear();
+
if OnceAnims <> nil then
begin
for a := 0 to High(OnceAnims) do
if OnceAnims <> nil then
begin
for a := 0 to High(OnceAnims) do
ONCEANIM_SMOKE:
begin
if Random(3) = 0 then
ONCEANIM_SMOKE:
begin
if Random(3) = 0 then
- OnceAnims[a].X := OnceAnims[a].X-1+Random(3);
+ OnceAnims[a].x := OnceAnims[a].x-1+Random(3);
if Random(2) = 0 then
if Random(2) = 0 then
- OnceAnims[a].Y := OnceAnims[a].Y-Random(2);
+ OnceAnims[a].y := OnceAnims[a].y-Random(2);
end;
end;
end;
end;
end;
end;
end;
end;
-procedure g_GFX_Draw();
+
+procedure g_GFX_Draw ();
var
a, len: Integer;
begin
var
a, len: Integer;
begin
for a := 0 to len do
with Particles[a] do
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
+ if alive and (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
begin
begin
- glColor4ub(Red, Green, Blue, Alpha);
- glVertex2i(X + offsetX, Y + offsetY);
+ glColor4ub(red, green, blue, alpha);
+ glVertex2i(x + offsetX, y + offsetY);
end;
glEnd();
end;
glEnd();
for a := 0 to High(OnceAnims) do
if OnceAnims[a].Animation <> nil then
with OnceAnims[a] do
for a := 0 to High(OnceAnims) do
if OnceAnims[a].Animation <> nil then
with OnceAnims[a] do
- Animation.Draw(X, Y, M_NONE);
+ Animation.Draw(x, y, M_NONE);
end;
end;
+
end.
end.