diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index d90fa3b042f5cdbb9cdc5dd75efcfac3c5bb5a57..bf8fc5aa2fd8a5e4d90b3dbd8ca47cbfb13ecfaa 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;
+ BLOOD_CSPARKS = 2;
+ BLOOD_COMBINE = 3;
+
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
+
MARK_FREE = 0;
MARK_WALL = 1;
MARK_WATER = 2;
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_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);
-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_Blood (fX, fY: Integer; count: Word; vx, vy: Integer;
+ 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;
+ simple: Boolean=false; cr: Byte=0; cg: Byte=0; cb: Byte=0);
+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_OnceAnim(X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0);
+procedure g_GFX_SetMax (count: Integer);
+function g_GFX_GetMax (): Integer;
-procedure g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean);
+procedure g_GFX_OnceAnim (X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0);
-procedure g_GFX_Update();
-procedure g_GFX_Draw();
+procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
+
+procedure g_GFX_Update ();
+procedure g_GFX_Draw ();
var
gpart_dbg_phys_enabled: Boolean = true;
+//WARNING: only for Holmes!
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+
+
implementation
uses
- g_map, g_basic, Math, e_graphics, GL, GLExt,
+ {$INCLUDE ../nogl/noGLuses.inc}
+ g_map, g_panel, g_basic, Math, e_graphics,
g_options, g_console, SysUtils, g_triggers, MAPDEF,
- g_game, g_language, g_net;
+ g_game, g_language, g_net, utils, xprofiler;
+
+
+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;
- Red, Green, Blue: Byte;
- Alpha: Byte;
- Time, LiveTime: Word;
- State: Byte;
- ParticleType: Byte;
- offsetX, offsetY: ShortInt;
- // for bubbles
- liquidTopY: Integer; // don't float higher than this
+ 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 thinkerBlood ();
+ procedure thinkerBloodAndWater ();
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
+
+ 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;
TOnceAnim = record
AnimType: Byte;
- X, Y: Integer;
+ x, y: Integer;
+ oldX, oldY: Integer;
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
- 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;
+ awakeDirty: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ awakeMapHlm: packed array of LongWord = nil;
+ {$ENDIF}
// ////////////////////////////////////////////////////////////////////////// //
-function TParticle.alive (): Boolean; inline; begin result := (State <> STATE_FREE); end;
-procedure TParticle.die (); inline; begin State := STATE_FREE; end;
-
-procedure TParticle.think (); inline;
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
begin
- case ParticleType of
- PARTICLE_BLOOD: thinkerBlood();
- PARTICLE_SPARK: thinkerSpark();
- PARTICLE_BUBBLES: thinkerBubble();
- PARTICLE_WATER: thinkerWater();
+{$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;
// ////////////////////////////////////////////////////////////////////////// //
-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));
-end;
-
-// ???
-function isWallAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_STEP));
-end;
-
-function isLiftUpAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTUP);
-end;
-
-function isLiftDownAt (x, y: Integer): Boolean; inline;
+// HACK! using mapgrid
+procedure awmClear (); inline;
begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTDOWN);
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ if (Length(awakeMap) > 0) then
+ begin
+ if (Length(awakeMapHlm) <> Length(awakeMap)) then SetLength(awakeMapHlm, Length(awakeMap));
+ Move(awakeMap[0], awakeMapHlm[0], Length(awakeMap)*sizeof(awakeMap[0]));
+ end;
+ {$ENDIF}
+ if awakeDirty and (awakeMapW > 0) then
+ begin
+ FillDWord(awakeMap[0], Length(awakeMap), 0);
+ awakeDirty := false;
+ end;
end;
-function isLiftLeftAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTLEFT);
-end;
-function isLiftRightAt (x, y: Integer): Boolean; inline;
+procedure awmSetup ();
begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, PANEL_LIFTRIGHT);
+ 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);
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ SetLength(awakeMapHlm, awakeMapW*awakeMapH);
+ FillDWord(awakeMapHlm[0], Length(awakeMapHlm), 0);
+ {$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;
-function isLiquidAt (x, y: Integer): Boolean; inline;
-begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WATER or PANEL_ACID1 or PANEL_ACID2));
-end;
-function isAnythingAt (x, y: Integer): Boolean; inline;
+function awmIsSet (x, y: Integer): Boolean; inline;
begin
- if not gpart_dbg_phys_enabled then begin result := false; exit; end;
- result := g_Map_HasAnyPanelAtPoint(x, y, (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR or PANEL_WATER or PANEL_ACID1 or PANEL_ACID2 or PANEL_STEP or PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT));
+ 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 g_Mark(x, y, Width, Height: Integer; t: Byte; st: Boolean);
-{$IF not DEFINED(HAS_COLLIDE_BITMAP)}
-begin
-end;
-{$ELSE}
+procedure awmSet (x, y: Integer); inline;
var
- yy, y2, xx, x2: Integer;
+ v: PLongWord;
begin
- if x < 0 then
+ 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
- Width := Width + x;
- x := 0;
+ {$IF DEFINED(D2F_DEBUG)}
+ assert(y*awakeMapW+x div 32 < Length(awakeMap));
+ {$ENDIF}
+ v := @awakeMap[y*awakeMapW+x div 32];
+ v^ := v^ or (LongWord(1) shl (x mod 32));
+ awakeDirty := true;
end;
+end;
- if Width < 0 then
- Exit;
- if y < 0 then
+// ////////////////////////////////////////////////////////////////////////// //
+// 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
- Height := Height + y;
- y := 0;
+ 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;
- 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;
- x2 := x + Width - 1;
- if x2 > gMapInfo.Width then
- x2 := gMapInfo.Width;
+// ////////////////////////////////////////////////////////////////////////// //
+function TParticle.alive (): Boolean; inline; begin result := (state <> TPartState.Free); end;
+procedure TParticle.die (); inline; begin state := TPartState.Free; end;
- 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;
+// remove velocities and acceleration
+procedure TParticle.freeze (); inline;
+begin
+ // stop right there, you criminal scum!
+ velX := 0;
+ velY := 0;
+ accelX := 0;
+ accelY := 0;
end;
-{$ENDIF}
-{$IF DEFINED(HAS_COLLIDE_BITMAP)}
-procedure CreateCollideMap();
+// `true`: affected by air stream
+function TParticle.checkAirStreams (): Boolean;
var
- a: Integer;
+ pan: TPanel;
+ r: 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);
-
- if gWater <> nil then
+ 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
- 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);
+ 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;
- if gAcid1 <> nil then
- 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);
- end;
- if gAcid2 <> nil then
+// switch to sleep mode
+procedure TParticle.sleep (); inline;
+begin
+ if not checkAirStreams() then
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;
+ freeze();
end;
+end;
- if gLifts <> nil then
+
+procedure TParticle.findFloor (force: Boolean=false);
+var
+ ex: Integer;
+ pan: TPanel;
+begin
+ if (not force) and (floorY <> Unknown) then exit;
+ // stuck in the wall? rescan, 'cause it can be mplat
+ if (env = TEnvType.EWall) then
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 5/6', 0, True);
- for a := 0 to High(gLifts) do
- with gLifts[a] do
+ 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
- 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)
+ // we are in the wall, wtf?!
+ floorY := y;
+ env := TEnvType.EWall;
+ floorType := TFloorType.Wall;
+ state := TPartState.Sleeping; // anyway
+ exit;
end;
+ // we are in liquid, trace to liquid end
+ env := TEnvType.ELiquid;
+ end;
end;
-
- if gWalls <> nil then
+ // are we in a liquid?
+ if (env = TEnvType.ELiquid) then
begin
- g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 6/6', 0, True);
- for a := 0 to High(gWalls) do
+ // trace out of the liquid
+ //env := TEnvType.ELiquid;
+ floorType := TFloorType.LiquidOut;
+ //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
+ // in the air
+ assert(env = TEnvType.EAir);
+ //env := TEnvType.EAir;
+ pan := g_Map_traceToNearest(x, y, x, g_Map_MaxY, (GridTagObstacle or GridTagLiquid), @ex, @floorY);
+ if (pan <> nil) then
begin
- if gWalls[a].Door then
- 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);
- end
- else // Ñòåíà
- with gWalls[a] do
- g_Mark(X, Y, Width, Height, MARK_WALL, True);
+ // 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;
-{$ENDIF}
-procedure g_GFX_Init();
-begin
- //CreateCollideMap();
-end;
-
-
-procedure g_GFX_Free();
+procedure TParticle.findCeiling (force: Boolean=false);
var
- a: Integer;
+ ex: Integer;
begin
- Particles := nil;
- SetLength(Particles, MaxParticles);
- for a := 0 to High(Particles) do Particles[a].die();
- CurrentParticle := 0;
-
- if OnceAnims <> nil then
+ if (not force) and (ceilingY <> Unknown) then exit;
+ if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then
begin
- for a := 0 to High(OnceAnims) do
- OnceAnims[a].Animation.Free();
-
- OnceAnims := nil;
+ ceilingY := g_Map_MinY-2;
end;
end;
-{
-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;
-end;
-}
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-procedure TParticle.thinkerBlood ();
-var
- w, h: Integer;
- dX, dY: SmallInt;
- b: Integer;
- s: ShortInt;
-begin
- w := gMapInfo.Width;
- h := gMapInfo.Height;
-
- if gAdvBlood then
+procedure TParticle.think (); inline;
+ procedure awake ();
+ begin
+ if (state = TPartState.Stuck) then
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
- else
- if Random(200) = 100 then
- begin // Ïðèëåïëåíà - íî âîçìîæíî ñòåêàåò
- VelY := 0.5;
- AccelY := 0.15;
- 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
+ //writeln('awaking particle at (', x, ',', y, ')');
+ if (stickDX = 0) then
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;
- end;
-
- if dY <> 0 then
+ state := TPartState.Normal; // stuck to a ceiling
+ end
+ else
begin
- if dY > 0 then
- s := 1
- else
- s := -1;
-
- dY := Abs(dY);
-
- for b := 1 to dY do
+ // stuck to a wall, check if wall is still there
+ if (wallEndY <> Unknown) then
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;
+ 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;
-
- Y := Y+s;
end;
end;
- end // if gAdvBlood
- else
+ end
+ else
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;
+ state := TPartState.Normal;
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
end;
+ floorY := Unknown;
+ ceilingY := Unknown;
+ end;
- VelX := VelX + AccelX;
- VelY := VelY + AccelY;
-
-// Êðîâü ðàñòâîðÿåòñÿ â æèäêîñòè:
- if isLiquidAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then
+begin
+ oldx := x;
+ oldy := y;
+ // awake sleeping particle, if necessary
+ if awakeDirty then
begin
- Inc(Time);
-
- Alpha := 255 - Trunc((255.0 * Time) / LiveTime);
+ if awmIsSet(x, y) then awake();
+ {
+ case state of
+ TPartState.Sleeping, TPartState.Stuck:
+ 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();
+ TPartType.Spark: thinkerSpark();
+ TPartType.Bubbles: thinkerBubble();
end;
end;
// ////////////////////////////////////////////////////////////////////////// //
-procedure TParticle.thinkerSpark ();
-var
- w, h: Integer;
- dX, dY: SmallInt;
- b: Integer;
- s: ShortInt;
-begin
- w := gMapInfo.Width;
- h := gMapInfo.Height;
-
- dX := Round(VelX);
- dY := Round(VelY);
-
- if (Abs(VelX) < 0.1) and (Abs(VelY) < 0.1) and
- (not isBlockedAt(X, Y-1) {ByteBool(gCollideMap[Y-1, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_BLOCKED)}) and
- (not isBlockedAt(X, Y+1) {ByteBool(gCollideMap[Y+1, X] and MARK_BLOCKED)}) then
- begin // Âèñèò â âîçäóõå
- VelY := 0.8;
- AccelY := 0.5;
+procedure TParticle.thinkerBloodAndWater ();
+ procedure stickToCeiling ();
+ begin
+ state := TPartState.Stuck;
+ stickDX := 0;
+ freeze();
+ ceilingY := y; // yep
end;
- if dX <> 0 then
+ procedure stickToWall (dx: Integer);
+ var
+ ex: Integer;
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 - ïàäàåò âåðòèêàëüíî
- VelX := 0;
- AccelX := 0;
- Break;
- end
- else // Ïóñòî:
- if not isAnythingAt(X+s, Y) {c = MARK_FREE} then
- X := X + s
- else // Îñòàëüíîå:
- begin
- die();
- break;
- end;
- end;
+ state := TPartState.Stuck;
+ if (dx > 0) then stickDX := 1 else stickDX := -1;
+ freeze();
+ // find next floor transition
+ findFloor();
+ // find `wallEndY`
+ mapGrid.traceOrthoRayWhileIn(ex, wallEndY, x+stickDX, y, x+stickDX, floorY+1, (GridTagWall or GridTagDoor or GridTagStep));
end;
- if dY <> 0 then
+ procedure hitAFloor ();
begin
- if dY > 0 then
- s := 1
- else
- s := -1;
-
- dY := Abs(dY);
+ state := TPartState.Sleeping; // we aren't moving anymore
+ freeze();
+ floorY := y; // yep
+ floorType := TFloorType.Wall; // yep
+ end;
- for b := 1 to dY do
+ // `true`: didn't, get outa thinker
+ function drip (): Boolean;
+ begin
+ case particleType of
+ TPartType.Blood: result := (Random(200) = 100);
+ TPartType.Water: result := (Random(30) = 15);
+ else raise Exception.Create('internal error in particle engine: drip');
+ end;
+ if result then
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 - ïàäàåò âåðòèêàëüíî
- if s < 0 then
- begin
- VelY := -VelY;
- AccelY := Abs(AccelY);
- end
- else // Èëè íå ïàäàåò
- begin
- VelX := 0;
- AccelX := 0;
- VelY := 0;
- AccelY := 0.8;
- end;
-
- Break;
- end
- else // Ïóñòî:
- if not isAnythingAt(X, Y+s) {c = MARK_FREE} then
- Y := Y + s
- else // Îñàëüíîå:
- begin
- die();
- break;
- end;
+ 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;
- if VelX <> 0.0 then
- VelX := VelX + AccelX;
- if VelY <> 0.0 then
+ // switch to freefall mode
+ procedure freefall ();
begin
- if AccelY < 10 then
- AccelY := AccelY + 0.08;
- VelY := VelY + AccelY;
+ state := TPartState.Normal;
+ velY := 0.5;
+ accelY := 0.15;
end;
- Time := Time + 1;
-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;
-// ////////////////////////////////////////////////////////////////////////// //
-procedure TParticle.thinkerBubble ();
+label
+ _done, _gravityagain, _stuckagain;
var
- h: Integer;
- dY: SmallInt;
- b: Integer;
- s: ShortInt;
+ pan: TPanel;
+ dx, dy: SmallInt;
+ ex, ey: Integer;
+ checkEnv, inAir, inStep: Boolean;
+ floorJustTraced: Boolean;
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ oldFloorY: Integer;
+ {$ENDIF}
begin
- h := gMapInfo.Height;
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
- dY := Round(VelY);
-
- if dY <> 0 then
+ if gAdvBlood then
begin
- if dY > 0 then
- s := 1
- else
- s := -1;
+ // still check for air streams when sleeping (no)
+ if (state = TPartState.Sleeping) then begin {checkAirStreams();} goto _done; end; // so blood will dissolve
- for b := 1 to Abs(dY) do
+ // process stuck particles
+ if (state = TPartState.Stuck) then
begin
- 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
- begin // Óæå íå æèäêîñòü
- State := STATE_FREE;
- Break;
+ // stuck to a ceiling?
+ if (stickDX = 0) then
+ begin
+ // yeah, stuck to a ceiling
+ if (ceilingY = Unknown) then findCeiling();
+ // 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
+ 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
+ y := floorY;
+ case floorType of
+ TFloorType.Wall: // hit the ground
+ begin
+ // 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
+ // 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 (floorY <= wallEndY) and (y >= wallEndY) then
+ begin
+ // just unstuck from the wall, switch to freefall mode
+ y := wallEndY;
+ freefall();
+ end
+ else
+ begin
+ // otherwise, try to drip
+ if drip() then goto _done;
+ end;
end;
- *)
- // we traced liquid before, so don't bother checking
- if (Y+s <= liquidTopY) then begin die(); break; end;
-
- Y := Y+s;
+ // nope, process as usual
end;
- end;
-
- if VelY > -4 then
- VelY := VelY + AccelY;
-
- Time := Time + 1;
-end;
+ // it is important to have it here
+ dx := round(velX);
+ dy := round(velY);
-// ////////////////////////////////////////////////////////////////////////// //
-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;
+ inAir := checkAirStreams();
- 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;
+ // gravity, if not stuck
+ if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then
+ begin
+ floorJustTraced := (floorY = Unknown);
+ if floorJustTraced then findFloor();
+ _gravityagain:
+ // floor transition?
+ if (y = floorY) then
+ begin
+ 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
+ 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
+ // 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;
- 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;
+
+ // trace movement
+ if (dx <> 0) then
+ begin
+ // has some horizontal velocity
+ 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 checkEnv then
+ begin
+ // dunno yet
+ floorY := Unknown;
+ ceilingY := Unknown;
+ // check environment (air/liquid)
+ if (g_Map_PanelAtPoint(x, y, GridTagLiquid) <> nil) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ end;
+ if (pan <> nil) then
+ begin
+ if inStep then
+ stickToWall(dx)
+ else
+ begin
+ // 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
+ begin
+ // has only vertical velocity
+ 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
+ // environment didn't changed
+ end
+ else
+ begin
+ while (dy > 0) do
+ begin
+ // falling down
+ 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;
+ 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
+ if not inAir then hitAFloor();
+ break; // done with vertical movement
+ end;
+ TFloorType.LiquidIn: // entering the liquid
+ begin
+ // we're entered the liquid
+ env := TEnvType.ELiquid;
+ // rescan, so we'll know when we'll exit the liquid
+ findFloor(true); // force rescan
+ end;
+ TFloorType.LiquidOut: // exiting the liquid
+ begin
+ // we're exited the liquid
+ env := TEnvType.EAir;
+ // rescan, so we'll know when we'll enter something interesting
+ findFloor(true); // force rescan
+ if (floorType = TFloorType.Wall) and (floorY = y) then
+ begin
+ if not inAir then hitAFloor();
+ break; // done with vertical movement
+ end;
+ end;
+ end;
+ end
+ else
+ begin
+ break; // done with vertical movement
+ end;
+ end;
+ end;
end;
+ end // if gAdvBlood
+ else
+ begin
+ // simple blood
+ dx := round(velX);
+ dy := round(velY);
+ y += dy;
+ x += dx;
+ if (g_Map_PanelAtPoint(x, y, GridTagObstacle) <> nil) then begin die(); exit; 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;
+_done:
+ if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then begin die(); end;
- if dX <> 0 then
- begin
- if dX > 0 then
- s := 1
- else
- s := -1;
+ velX += accelX;
+ velY += accelY;
- for b := 1 to Abs(dX) do
+ // blood will dissolve in other liquids
+ if (particleType = TPartType.Blood) then
+ begin
+ if (env = TEnvType.ELiquid) then
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;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
+ if (liveTime <= 0) then begin die(); exit; end;
+ ex := 255-trunc(255.0*time/liveTime);
+ if (ex <= 10) then begin die(); exit; end;
+ if (ex > 250) then ex := 255;
+ alpha := Byte(ex);
end;
+ end
+ else
+ begin
+ // 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;
+
- if dY <> 0 then
+// ////////////////////////////////////////////////////////////////////////// //
+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);
+
+ function genColor (cbase, crnd: Integer; def: Byte=0): Byte;
begin
- if dY > 0 then
- s := 1
+ if (cbase > 0) then
+ begin
+ cbase += crnd;
+ if (cbase < 0) then result := 0
+ else if (cbase > 255) then result := 255
+ else result := Byte(cbase);
+ end
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;
-
- Y := Y+s;
+ result := def;
end;
end;
- VelX := VelX + AccelX;
- VelY := VelY + AccelY;
-
- Time := Time + 1;
-end;
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-procedure g_GFX_SparkVel (fX, fY: Integer; Count: Word; VX, VY: Integer; DevX, DevY: Byte);
var
a: Integer;
- DevX1, DevX2,
- DevY1, DevY2: Byte;
+ devX1, devX2, devY1, devY2: Integer;
l: Integer;
+ crnd: Integer;
+ pan: TPanel;
begin
+ if not gpart_dbg_enabled then exit;
+
+ if (kind = BLOOD_SPARKS) then
+ begin
+ g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY);
+ 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);
- if l = 0 then exit;
- if Count > l then Count := l;
+ if (l = 0) then exit;
+ if (count > l) then count := l;
- DevX1 := DevX div 2;
- DevX2 := DevX + 1;
- DevY1 := DevY div 2;
- DevY2 := DevY + 1;
+ devX1 := devX div 2;
+ devX2 := devX+1;
+ devY1 := devY div 2;
+ devY2 := devY+1;
- for a := 1 to Count do
+ for a := 1 to count do
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);
+ oldx := x;
+ oldy := y;
- VelX := VX + (Random-Random)*3;
- VelY := VY + (Random-Random)*3;
+ // check for level bounds
+ if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
- if VelY > -4 then
- if VelY-4 < -4 then
- VelY := -4
- else
- VelY := VelY-4;
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
+ if (pan <> nil) then
+ begin
+ // either in a wall, or in a liquid
+ if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
+ env := TEnvType.ELiquid;
+ end
+ else
+ begin
+ env := TEnvType.EAir;
+ end;
+
+ velX := vx+(Random-Random)*3;
+ velY := vy+(Random-Random)*3;
+
+ if (velY > -4) then
+ begin
+ if (velY-4 < -4) then velY := -4 else velY := velY-4;
+ end;
- AccelX := -Sign(VelX)*Random/100;
- AccelY := 0.8;
+ accelX := -sign(velX)*Random/100;
+ accelY := 0.8;
- Red := 255;
- Green := 100+Random(155);
- Blue := 64;
- Alpha := 255;
+ crnd := 20*Random(6)-50;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 30+Random(60);
- ParticleType := PARTICLE_SPARK;
+ red := genColor(cr, CRnd, 0);
+ green := genColor(cg, CRnd, 0);
+ blue := genColor(cb, CRnd, 0);
+ alpha := 255;
- {CorrectOffsets(CurrentParticle);}
+ particleType := TPartType.Blood;
+ state := TPartState.Normal;
+ time := 0;
+ liveTime := 120+Random(40);
+ waitTime := 20;
+ floorY := Unknown;
+ ceilingY := Unknown;
end;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
end;
-procedure g_GFX_Blood(fX, fY: Integer; Count: Word; vx, vy: Integer;
- DevX, DevY: Word; CR, CG, CB: Byte; Kind: Byte = BLOOD_NORMAL);
+procedure g_GFX_Water (fX, fY: Integer; count: Word; fVelX, fVelY: Single; devX, devY, color: Byte;
+ simple: Boolean=false; cr: Byte=0; cg: Byte=0; cb: Byte=0);
var
a: Integer;
- DevX1, DevX2,
- DevY1, DevY2: Word;
+ devX1, devX2, devY1, devY2: Integer;
l: Integer;
- CRnd: Byte;
- CC: SmallInt;
+ pan: TPanel;
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;
+ if not gpart_dbg_enabled then exit;
+
l := Length(Particles);
- if l = 0 then
- Exit;
- if Count > l then
- Count := l;
+ if (l = 0) then exit;
+ if (count > l) then count := l;
+
+ if (abs(fVelX) < 3.0) then fVelX := 3.0-6.0*Random;
- DevX1 := DevX div 2;
- DevX2 := DevX + 1;
- DevY1 := DevY div 2;
- DevY2 := DevY + 1;
+ devX1 := devX div 2;
+ devX2 := devX+1;
+ devY1 := devY div 2;
+ devY2 := devY+1;
- for a := 1 to Count do
+ if (not simple) and (color > 3) then color := 0;
+
+ 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;
+ if not simple then
+ begin
+ x := fX-devX1+Random(devX2);
+ y := fY-devY1+Random(devY2);
+
+ if (abs(fVelX) < 0.5) then velX := 1.0-2.0*Random else velX := fVelX*Random;
+ if (Random(10) < 7) then velX := -velX;
+ velY := fVelY*Random;
+ accelX := 0.0;
+ accelY := 0.8;
+ end
+ else
+ begin
+ x := fX;
+ y := fY;
- VelX := vx + (Random-Random)*3;
- VelY := vy + (Random-Random)*3;
+ velX := fVelX;
+ velY := fVelY;
+ accelX := 0.0;
+ accelY := 0.8;
+ end;
- if VelY > -4 then
- if VelY-4 < -4 then
- VelY := -4
- else
- VelY := VelY-4;
+ oldx := x;
+ oldy := y;
- AccelX := -Sign(VelX)*Random/100;
- AccelY := 0.8;
+ // 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;
- CRnd := 20*Random(6);
- if CR > 0 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
- 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
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ end
+ else
begin
- CC := CB + CRnd - 50;
- if CC < 0 then CC := 0;
- if CC > 255 then CC := 255;
- Blue := CC;
- end else
- Blue := 0;
+ pan := g_Map_PanelAtPoint(x, y, GridTagObstacle);
+ end;
+ if (pan <> nil) then continue;
+ env := TEnvType.EAir;
+
+ // color
+ case color of
+ 1: // reddish
+ begin
+ red := 155+Random(9)*10;
+ green := trunc(150*Random);
+ blue := green;
+ end;
+ 2: // greenish
+ begin
+ red := trunc(150*Random);
+ green := 175+Random(9)*10;
+ blue := red;
+ end;
+ 3: // bluish
+ begin
+ red := trunc(200*Random);
+ green := red;
+ blue := 175+Random(9)*10;
+ end;
+ 4: // Ñâîé öâåò, ñâåòëåå
+ begin
+ red := 20+Random(19)*10;
+ green := red;
+ blue := red;
+ red := nmin(red+cr, 255);
+ green := nmin(green+cg, 255);
+ blue := nmin(blue+cb, 255);
+ end;
+ 5: // Ñâîé öâåò, òåìíåå
+ begin
+ red := 20+Random(19)*10;
+ green := red;
+ blue := red;
+ red := nmax(cr-red, 0);
+ green := nmax(cg-green, 0);
+ blue := nmax(cb-blue, 0);
+ end;
+ else // grayish
+ begin
+ red := 90+random(12)*10;
+ green := red;
+ blue := red;
+ end;
+ end;
+ alpha := 255;
+
+ particleType := TPartType.Water;
+ state := TPartState.Normal;
+ time := 0;
+ liveTime := 60+Random(60);
+ waitTime := 120;
+ floorY := Unknown;
+ ceilingY := Unknown;
+ end;
- Alpha := 255;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
+ end;
+end;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 120+Random(40);
- ParticleType := PARTICLE_BLOOD;
- {CorrectOffsets(CurrentParticle);}
- end;
+procedure g_GFX_SimpleWater (fX, fY: Integer; count: Word; fVelX, fVelY: Single; defColor, cr, cg, cb: Byte);
+begin
+ g_GFX_Water(fX, fY, count, 0, 0, 0, 0, defColor, true, cr, cg, cb);
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure TParticle.thinkerBubble ();
+var
+ dy: Integer;
+begin
+ dy := round(velY);
- if CurrentParticle >= MaxParticles-1 then
- CurrentParticle := 0
+ if (dy <> 0) then
+ begin
+ y += dy;
+ if (dy < 0) then
+ begin
+ if (y <= ceilingY) then begin die(); exit; end;
+ end
else
- CurrentParticle := CurrentParticle+1;
+ begin
+ if (y >= floorY) then begin die(); exit; end;
+ end;
+ if (y < g_Map_MinY) or (y > g_Map_MaxY) then begin die(); exit; end;
end;
+
+ if (velY > -4) then velY += accelY;
+
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
-procedure g_GFX_Spark(fX, fY: Integer; Count: Word; Angle: SmallInt; DevX, DevY: Byte);
+{.$DEFINE D2F_DEBUG_BUBBLES}
+procedure g_GFX_Bubbles (fX, fY: Integer; count: Word; devX, devY: Byte);
var
- a: Integer;
- b: Single;
- DevX1, DevX2,
- DevY1, DevY2: Byte;
- BaseVelX, BaseVelY: Single;
+ a, liquidx: Integer;
+ devX1, devX2, devY1, devY2: Integer;
l: Integer;
+ {$IF DEFINED(D2F_DEBUG_BUBBLES)}
+ stt: UInt64;
+ nptr, ptr: Boolean;
+ {$ENDIF}
begin
+ if not gpart_dbg_enabled then exit;
+
l := Length(Particles);
- if l = 0 then
- Exit;
- if Count > l then
- Count := l;
-
- Angle := 360 - Angle;
-
- DevX1 := DevX div 2;
- DevX2 := DevX + 1;
- DevY1 := DevY div 2;
- DevY2 := DevY + 1;
-
- b := DegToRad(Angle);
- BaseVelX := cos(b);
- BaseVelY := 1.6*sin(b);
- if Abs(BaseVelX) < 0.01 then
- BaseVelX := 0.0;
- if Abs(BaseVelY) < 0.01 then
- BaseVelY := 0.0;
- for a := 1 to Count do
+ 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);
+ x := fX-devX1+Random(devX2);
+ y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
- VelX := BaseVelX*Random;
- VelY := BaseVelY-Random;
- AccelX := VelX/3.0;
- AccelY := VelY/5.0;
+ // 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;
- Red := 255;
- Green := 100+Random(155);
- Blue := 64;
- Alpha := 255;
+ (*
+ // don't spawn bubbles outside of the liquid
+ if not isLiquidAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then
+ Continue;
+ *)
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 30+Random(60);
- ParticleType := PARTICLE_SPARK;
+ // 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
- {CorrectOffsets(CurrentParticle);}
+ {$IF DEFINED(D2F_DEBUG_BUBBLES)}
+ stt := getTimeMicro();
+ ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2);
+ stt := getTimeMicro()-stt;
+ e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]);
+ //
+ stt := getTimeMicro();
+ nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY);
+ stt := getTimeMicro()-stt;
+ e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]);
+ if not nptr then continue;
+ {$ELSE}
+ if not g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, ceilingY) then continue;
+ if not g_Map_TraceLiquidNonPrecise(x, y, 0, +8, liquidx, floorY) then continue;
+ {$ENDIF}
+
+ velX := 0;
+ velY := -1-Random;
+ accelX := 0;
+ accelY := velY/10;
+
+ red := 255;
+ green := 255;
+ blue := 255;
+ alpha := 255;
+
+ state := TPartState.Normal;
+ particleType := TPartType.Bubbles;
+ time := 0;
+ liveTime := 65535;
+ waitTime := 0;
end;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
end;
-procedure g_GFX_Water(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DevX, DevY, Color: Byte);
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure TParticle.thinkerSpark ();
+label
+ _done;
var
- a: Integer;
- DevX1, DevX2,
- DevY1, DevY2: Byte;
- l: Integer;
+ dx, dy: SmallInt;
+ pan: TPanel;
+ ex, ey: Integer;
begin
- l := Length(Particles);
- if l = 0 then
- Exit;
- if Count > l then
- Count := l;
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
- if Abs(fVelX) < 3.0 then
- fVelX := 3.0 - 6.0*Random;
+ dx := round(velX);
+ dy := round(velY);
- DevX1 := DevX div 2;
- DevX2 := DevX + 1;
- DevY1 := DevY div 2;
- DevY2 := DevY + 1;
+ //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
- for a := 1 to Count do
+ // apply gravity
+ if (abs(velX) < 0.1) and (abs(velY) < 0.1) then
begin
- with Particles[CurrentParticle] do
- begin
- X := fX-DevX1+Random(DevX2);
- Y := fY-DevY1+Random(DevY2);
+ velY := 0.8;
+ accelY := 0.5;
+ end;
- if Abs(fVelX) < 0.5 then
- VelX := 1.0 - 2.0*Random
- else
- VelX := fVelX*Random;
- if Random(10) < 7 then
- VelX := -VelX;
- VelY := fVelY*Random;
- AccelX := 0.0;
- AccelY := 0.8;
-
- case Color of
- 1: // Êðàñíûé
- begin
- Red := 155 + Random(9)*10;
- Green := Trunc(150*Random);
- Blue := Green;
- end;
- 2: // Çåëåíûé
- begin
- Red := Trunc(150*Random);
- Green := 175 + Random(9)*10;
- Blue := Red;
- end;
- 3: // Ñèíèé
- begin
- Red := Trunc(200*Random);
- Green := Red;
- Blue := 175 + Random(9)*10;
- end;
- else // Ñåðûé
- begin
- Red := 90 + Random(12)*10;
- Green := Red;
- Blue := Red;
- end;
+ // flying
+ if (dx <> 0) then
+ begin
+ // has some horizontal velocity
+ 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
+ begin
+ // has some vertical velocity
+ if (dy < 0) then
+ begin
+ // flying up
+ if (ceilingY = Unknown) then findCeiling(); // need to do this anyway
+ y += dy;
+ if (y <= ceilingY) then
+ begin
+ // oops, hit a ceiling
+ y := ceilingY;
+ velY := -velY;
+ accelY := abs(accelY);
end;
+ // environment didn't changed
+ end
+ else
+ begin
+ // falling down
+ if (floorY = Unknown) then findFloor(); // need to do this anyway
+ y += dy;
+ if (y >= floorY) then
+ begin
+ // hit something except a floor?
+ if (floorType <> TFloorType.Wall) then begin die(); exit; end; // yep: just die
+ // otherwise, go to sleep
+ y := floorY;
+ sleep();
+ // environment didn't changed
+ end;
+ end;
+ end;
- Alpha := 255;
-
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 60+Random(60);
- ParticleType := PARTICLE_WATER;
+_done:
+ if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then begin die(); end;
- {CorrectOffsets(CurrentParticle);}
- end;
+ if (velX <> 0.0) then velX += accelX;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (velY <> 0.0) then
+ begin
+ if (accelY < 10) then accelY += 0.08;
+ velY += accelY;
end;
+
+ //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;
-procedure g_GFX_SimpleWater(fX, fY: Integer; Count: Word; fVelX, fVelY: Single; DefColor, CR, CG, CB: Byte);
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure g_GFX_SparkVel (fX, fY: Integer; count: Word; vx, vy: Integer; devX, devY: Byte);
var
a: Integer;
+ devX1, devX2, devY1, devY2: Integer;
l: Integer;
+ pan: TPanel;
begin
+ if not gpart_dbg_enabled then exit;
+
l := Length(Particles);
- if l = 0 then
- Exit;
- if Count > l then
- Count := l;
+ if (l = 0) then exit;
+ if (count > l) then count := l;
+
+ devX1 := devX div 2;
+ devX2 := devX+1;
+ devY1 := devY div 2;
+ devY2 := devY+1;
- for a := 1 to Count do
+ for a := 1 to count do
begin
with Particles[CurrentParticle] do
begin
- X := fX;
- Y := fY;
+ x := fX-devX1+Random(devX2);
+ y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
- VelX := fVelX;
- VelY := fVelY;
- AccelX := 0.0;
- AccelY := 0.8;
+ // 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;
- case DefColor of
- 1: // Êðàñíûé
- begin
- Red := 155 + Random(9)*10;
- Green := Trunc(150*Random);
- Blue := Green;
- end;
- 2: // Çåëåíûé
- begin
- Red := Trunc(150*Random);
- Green := 175 + Random(9)*10;
- Blue := Red;
- end;
- 3: // Ñèíèé
- begin
- Red := Trunc(200*Random);
- Green := Red;
- Blue := 175 + Random(9)*10;
- 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);
- 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);
- end;
- else // Ñåðûé
- begin
- Red := 90 + Random(12)*10;
- Green := Red;
- Blue := Red;
- end;
+ // in what environment we are starting in?
+ 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 GridTagSolid) <> 0) then continue; // don't spawn in walls
+ //env := TEnvType.ELiquid;
+ continue;
+ end
+ else
+ begin
+ env := TEnvType.EAir;
end;
- Alpha := 255;
+ velX := vx+(Random-Random)*3;
+ velY := vy+(Random-Random)*3;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 60+Random(60);
- ParticleType := PARTICLE_WATER;
+ if (velY > -4) then
+ begin
+ if (velY-4 < -4) then velY := -4 else velY := velY-4;
+ end;
- {CorrectOffsets(CurrentParticle);}
+ accelX := -sign(velX)*Random/100;
+ accelY := 0.8;
+
+ red := 255;
+ green := 100+Random(155);
+ blue := 64;
+ alpha := 255;
+
+ particleType := TPartType.Spark;
+ state := TPartState.Normal;
+ time := 0;
+ liveTime := 30+Random(60);
+ waitTime := 0;
+ floorY := Unknown;
+ ceilingY := Unknown;
end;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
end;
-procedure g_GFX_Bubbles(fX, fY: Integer; Count: Word; DevX, DevY: Byte);
+procedure g_GFX_Spark (fX, fY: Integer; count: Word; angle: SmallInt; devX, devY: Byte);
var
a: Integer;
- DevX1, DevX2,
- DevY1, DevY2: Byte;
- l, liquidx: Integer;
+ b: Single;
+ devX1, devX2, devY1, devY2: Integer;
+ baseVelX, baseVelY: Single;
+ l: Integer;
+ pan: TPanel;
begin
+ if not gpart_dbg_enabled then exit;
+
l := Length(Particles);
- if l = 0 then
- Exit;
- if Count > l then
- Count := l;
+ if (l = 0) then exit;
+ if (count > l) then count := l;
- DevX1 := DevX div 2;
- DevX2 := DevX + 1;
- DevY1 := DevY div 2;
- DevY2 := DevY + 1;
+ angle := 360-angle;
- for a := 1 to Count do
+ devX1 := devX div 2;
+ devX2 := devX+1;
+ devY1 := devY div 2;
+ devY2 := devY+1;
+
+ b := DegToRad(angle);
+ baseVelX := cos(b);
+ baseVelY := 1.6*sin(b);
+ if (abs(baseVelX) < 0.01) then baseVelX := 0.0;
+ if (abs(baseVelY) < 0.01) then baseVelY := 0.0;
+
+ for a := 1 to count do
begin
with Particles[CurrentParticle] do
begin
- 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
- Continue;
-
- (*
- // don't spawn bubbles outside of the liquid
- if not isLiquidAt(X, Y) {ByteBool(gCollideMap[Y, X] and MARK_LIQUID)} then
- 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
- if not g_Map_TraceLiquid(X, Y, 0, -8, liquidx, liquidTopY) then continue;
-
- VelX := 0;
- VelY := -1-Random;
- AccelX := 0;
- AccelY := VelY/10;
+ x := fX-devX1+Random(devX2);
+ y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
- Red := 255;
- Green := 255;
- Blue := 255;
- Alpha := 255;
+ // 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;
- State := STATE_NORMAL;
- Time := 0;
- LiveTime := 65535;
- ParticleType := PARTICLE_BUBBLES;
+ // in what environment we are starting in?
+ 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 GridTagSolid) <> 0) then continue; // don't spawn in walls
+ //env := TEnvType.ELiquid;
+ continue;
+ end
+ else
+ begin
+ env := TEnvType.EAir;
+ end;
- {CorrectOffsets(CurrentParticle);}
+ velX := baseVelX*Random;
+ velY := baseVelY-Random;
+ accelX := velX/3.0;
+ accelY := velY/5.0;
+
+ red := 255;
+ green := 100+Random(155);
+ blue := 64;
+ alpha := 255;
+
+ particleType := TPartType.Spark;
+ state := TPartState.Normal;
+ time := 0;
+ liveTime := 30+Random(60);
+ waitTime := 0;
+ floorY := Unknown;
+ ceilingY := Unknown;
end;
- if CurrentParticle+2 > MaxParticles then
- CurrentParticle := 0
- else
- CurrentParticle := CurrentParticle+1;
+ if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
end;
-procedure g_GFX_SetMax(Count: Integer);
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure g_GFX_SetMax (count: Integer);
var
a: Integer;
begin
- if Count > 50000 then Count := 50000;
- if (Count < 1) then Count := 1;
-
- SetLength(Particles, Count);
+ if count > 50000 then count := 50000;
+ if (count < 1) then count := 1;
+ SetLength(Particles, count);
for a := 0 to High(Particles) do Particles[a].die();
- MaxParticles := Count;
- //if CurrentParticle >= Count then
- CurrentParticle := 0;
+ MaxParticles := count;
+ CurrentParticle := 0;
end;
-function g_GFX_GetMax(): Integer;
+
+function g_GFX_GetMax (): Integer;
begin
- Result := MaxParticles;
+ result := MaxParticles;
end;
-function FindOnceAnim: DWORD;
+
+function FindOnceAnim (): DWORD;
var
i: Integer;
begin
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
- if Anim = nil then
- Exit;
+ 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;
+ OnceAnims[find_id].Animation.alpha := Anim.alpha;
+ OnceAnims[find_id].x := x;
+ OnceAnims[find_id].y := y;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure g_GFX_Init ();
+begin
+ //g_Game_SetLoadingText(_lc[I_LOAD_COLLIDE_MAP]+' 1/6', 0, False);
+ //SetLength(gCollideMap, gMapInfo.Height+1);
+ //for a := 0 to High(gCollideMap) do SetLength(gCollideMap[a], gMapInfo.Width+1);
+ awmSetup();
+{$IFDEF HEADLESS}
+ gpart_dbg_enabled := false;
+{$ENDIF}
+end;
+
+
+procedure g_GFX_Free ();
+var
+ a: Integer;
+begin
+ Particles := nil;
+ SetLength(Particles, MaxParticles);
+ 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;
+ awakeMapW := -1;
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;
- if Particles <> nil then
+
+ if (Particles <> nil) then
begin
w := gMapInfo.Width;
h := gMapInfo.Height;
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 not alive then Continue;
- //e_WriteLog(Format('particle #%d: %d', [State, ParticleType]), MSG_NOTIFY);
+ 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;
think();
- {CorrectOffsets(a);}
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[a].Animation <> nil then
begin
+ OnceAnims[a].oldx := OnceAnims[a].x;
+ OnceAnims[a].oldy := OnceAnims[a].y;
+
case OnceAnims[a].AnimType of
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
- OnceAnims[a].Y := OnceAnims[a].Y-Random(2);
+ OnceAnims[a].y := OnceAnims[a].y-Random(2);
end;
end;
end;
end;
-procedure g_GFX_Draw();
-var
- a, len: Integer;
+
+procedure g_GFX_Draw ();
+ var
+ a, len, fx, fy: Integer;
begin
- if Particles <> nil then
+ if not gpart_dbg_enabled then exit;
+
+ if (Particles <> nil) then
begin
glDisable(GL_TEXTURE_2D);
- glPointSize(2);
+ if (g_dbg_scale < 0.6) then glPointSize(1)
+ else if (g_dbg_scale > 1.3) then glPointSize(g_dbg_scale+1)
+ else glPointSize(2);
+ glDisable(GL_POINT_SMOOTH);
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
- if alive and (X >= sX) and (Y >= sY) and (X <= sX+sWidth) and (sY <= sY+sHeight) then
+ begin
+ if not alive then continue;
+ if (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
begin
- glColor4ub(Red, Green, Blue, Alpha);
- glVertex2i(X + offsetX, Y + offsetY);
+ fx := nlerp(oldx, x, gLerpFactor);
+ fy := nlerp(oldy, y, gLerpFactor);
+ glColor4ub(red, green, blue, alpha);
+ glVertex2f(fx+0.37, fy+0.37);
end;
+ end;
+ end;
glEnd();
glDisable(GL_BLEND);
end;
- if OnceAnims <> nil then
- for a := 0 to High(OnceAnims) do
- if OnceAnims[a].Animation <> nil then
+ 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);
+ begin
+ fx := nlerp(oldx, x, gLerpFactor);
+ fy := nlerp(oldy, y, gLerpFactor);
+ Animation.Draw(x, y, TMirrorType.None);
+ end;
+ end;
+ end;
+ end;
end;
+
end.