diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index e49a72cdaf286758c9a048d96a40b7e26259f3bd..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}
+{/$DEFINE D2F_DEBUG_PART_AWAKE}
unit g_gfx;
interface
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
+ BLOOD_CSPARKS = 2;
+ BLOOD_COMBINE = 3;
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
gpart_dbg_phys_enabled: Boolean = true;
+//WARNING: only for Holmes!
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+
+
implementation
uses
- g_map, g_panel, g_basic, Math, e_graphics, GL, GLExt,
+ {$INCLUDE ../nogl/noGLuses.inc}
+ g_map, g_panel, g_basic, Math, e_graphics,
g_options, g_console, SysUtils, g_triggers, MAPDEF,
g_game, g_language, g_net, utils, xprofiler;
PParticle = ^TParticle;
TParticle = record
x, y: Integer;
+ oldX, oldY: Integer;
velX, velY: Single;
accelX, accelY: Single;
state: TPartState;
particleType: TPartType;
red, green, blue: Byte;
alpha: Byte;
- time, liveTime: Word;
+ time, liveTime, waitTime: Word;
stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling
justSticked: Boolean; // not used
floorY: Integer; // actually, floor-1; `Unknown`: unknown
TOnceAnim = record
AnimType: Byte;
x, y: Integer;
+ oldX, oldY: Integer;
Animation: TAnimation;
end;
awakeMapW: Integer = -1;
awakeMinX, awakeMinY: Integer;
awakeDirty: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ awakeMapHlm: packed array of LongWord = nil;
+ {$ENDIF}
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+begin
+{$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ if (Length(awakeMapHlm) = 0) then begin result := false; exit; end;
+ x := (x-awakeMinX) div mapGrid.tileSize;
+ y := (y-awakeMinY) div mapGrid.tileSize;
+ if (x >= 0) and (y >= 0) and (x div 32 < awakeMapW) and (y < awakeMapH) then
+ begin
+ if (y*awakeMapW+x div 32 < Length(awakeMapHlm)) then
+ begin
+ result := ((awakeMapHlm[y*awakeMapW+x div 32] and (LongWord(1) shl (x mod 32))) <> 0);
+ end
+ else
+ begin
+ result := false;
+ end;
+ end
+ else
+ begin
+ result := false;
+ end;
+{$ELSE}
+ result := false;
+{$ENDIF}
+end;
// ////////////////////////////////////////////////////////////////////////// //
// HACK! using mapgrid
procedure awmClear (); inline;
begin
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ if (Length(awakeMap) > 0) then
+ begin
+ if (Length(awakeMapHlm) <> Length(awakeMap)) then SetLength(awakeMapHlm, Length(awakeMap));
+ Move(awakeMap[0], awakeMapHlm[0], Length(awakeMap)*sizeof(awakeMap[0]));
+ end;
+ {$ENDIF}
if awakeDirty and (awakeMapW > 0) then
begin
FillDWord(awakeMap[0], Length(awakeMap), 0);
awakeMinX := mapGrid.gridX0;
awakeMinY := mapGrid.gridY0;
SetLength(awakeMap, awakeMapW*awakeMapH);
- {$IF DEFINED(D2F_DEBUG)}
- e_LogWritefln('particle awake map: %sx%s (for grid of size %sx%s)', [awakeMapW, awakeMapH, mapGrid.gridWidth, mapGrid.gridHeight]);
+ {$IF DEFINED(D2F_DEBUG_PART_AWAKE)}
+ SetLength(awakeMapHlm, awakeMapW*awakeMapH);
+ FillDWord(awakeMapHlm[0], Length(awakeMapHlm), 0);
{$ENDIF}
+ //{$IF DEFINED(D2F_DEBUG)}
+ e_LogWritefln('particle awake map: %sx%s (for grid of size %sx%s)', [awakeMapW, awakeMapH, mapGrid.gridWidth, mapGrid.gridHeight]);
+ //{$ENDIF}
awakeDirty := true;
awmClear();
end;
end;
+// ////////////////////////////////////////////////////////////////////////// //
+// st: set mark
+// t: mark type
+// currently unused
+procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
+const Extrude = 1;
+var
+ dx, dy, ex, ey: Integer;
+ v: PLongWord;
+begin
+ if (not gpart_dbg_enabled) or (not gpart_dbg_phys_enabled) then exit;
+ if (awakeMapW < 1) or (awakeMapH < 1) then exit;
+
+ if (Width < 1) or (Height < 1) then exit;
+
+ // make some border, so we'll hit particles around the panel
+ ex := x+Width+Extrude-1-awakeMinX;
+ ey := y+Height+Extrude-1-awakeMinY;
+ x := (x-Extrude)-awakeMinX;
+ y := (y-Extrude)-awakeMinY;
+
+ x := x div mapGrid.tileSize;
+ y := y div mapGrid.tileSize;
+ ex := ex div mapGrid.tileSize;
+ ey := ey div mapGrid.tileSize;
+
+ // has something to do?
+ if (ex < 0) or (ey < 0) or (x >= awakeMapW*32) or (y >= awakeMapH) then exit;
+ if (x < 0) then x := 0;
+ if (y < 0) then y := 0;
+ if (ex >= awakeMapW*32) then ex := awakeMapW*32-1;
+ if (ey >= awakeMapH) then ey := awakeMapH;
+
+ awakeDirty := true;
+ for dy := y to ey do
+ begin
+ for dx := x to ex do
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ assert((dx >= 0) and (dy >= 0) and (dx div 32 < awakeMapW) and (dy < awakeMapH));
+ assert(dy*awakeMapW+dx div 32 < Length(awakeMap));
+ {$ENDIF}
+ v := @awakeMap[dy*awakeMapW+dx div 32];
+ v^ := v^ or (LongWord(1) shl (dx mod 32));
+ end;
+ end;
+end;
+
+
// ////////////////////////////////////////////////////////////////////////// //
function TParticle.alive (): Boolean; inline; begin result := (state <> TPartState.Free); end;
procedure TParticle.die (); inline; begin state := TPartState.Free; end;
function TParticle.checkAirStreams (): Boolean;
var
pan: TPanel;
+ r: Integer;
begin
pan := g_Map_PanelAtPoint(x, y, GridTagLift);
- result := (pan <> nil);
+ 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
- if ((pan.PanelType and PANEL_LIFTUP) <> 0) then
- begin
- if (velY > -4-Random(3)) then velY -= 0.8;
- if (abs(velX) > 0.1) then velX -= velX/10.0;
- velX += (Random-Random)*0.2;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
- begin
- if (velX > -8-Random(3)) then velX -= 0.8;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
- begin
- if (velX < 8+Random(3)) then velX += 0.8;
- accelY := 0.15;
- end
- else
- begin
- result := false;
+ 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;
ex: Integer;
begin
if (not force) and (ceilingY <> Unknown) then exit;
- if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagObstacle, @ex, @ceilingY)) then
+ if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then
begin
ceilingY := g_Map_MinY-2;
end;
procedure TParticle.think (); inline;
+ procedure awake ();
+ begin
+ if (state = TPartState.Stuck) then
+ begin
+ //writeln('awaking particle at (', x, ',', y, ')');
+ if (stickDX = 0) then
+ begin
+ state := TPartState.Normal; // stuck to a ceiling
+ end
+ else
+ begin
+ // stuck to a wall, check if wall is still there
+ if (wallEndY <> Unknown) then
+ begin
+ wallEndY := Unknown;
+ if (g_Map_PanelAtPoint(x+stickDX, y, GridTagObstacle) = nil) then
+ begin
+ // a wall was moved out, start falling
+ state := TPartState.Normal;
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
+ end;
+ end;
+ end;
+ end
+ else
+ begin
+ state := TPartState.Normal;
+ if (velY = 0) then velY := 0.1;
+ if (accelY = 0) then accelY := 0.5;
+ end;
+ floorY := Unknown;
+ ceilingY := Unknown;
+ end;
+
begin
+ oldx := x;
+ oldy := y;
// awake sleeping particle, if necessary
if awakeDirty then
begin
+ if awmIsSet(x, y) then awake();
+ {
case state of
TPartState.Sleeping, TPartState.Stuck:
- if awmIsSet(x, y) then
- begin
- state := TPartState.Normal;
- floorY := Unknown;
- ceilingY := Unknown;
- if (velY = 0) then velY := 0.1;
- if (accelY = 0) then accelY := 0.5;
- end;
+ if awmIsSet(x, y) then awake();
+ else
+ if (env = TEnvType.EWall) and awmIsSet(x, y) then awake();
end;
+ }
end;
case particleType of
TPartType.Blood, TPartType.Water: thinkerBloodAndWater();
ex: Integer;
begin
state := TPartState.Stuck;
- if (dX > 0) then stickDX := 1 else stickDX := -1;
+ if (dx > 0) then stickDX := 1 else stickDX := -1;
freeze();
// find next floor transition
findFloor();
TPartType.Water: result := (Random(30) = 15);
else raise Exception.Create('internal error in particle engine: drip');
end;
- if result then begin velY := 0.5; accelY := 0.15; end;
+ if result then
+ begin
+ 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;
// switch to freefall mode
procedure applyGravity (inLiquid: Boolean);
begin
state := TPartState.Normal;
- if (inLiquid) then
+ if inLiquid then
begin
velY := 0.5;
accelY := 0.15;
end;
label
- _done;
+ _done, _gravityagain, _stuckagain;
var
pan: TPanel;
- dX, dY: SmallInt;
+ dx, dy: SmallInt;
ex, ey: Integer;
- checkEnv: Boolean;
+ checkEnv, inAir, inStep: Boolean;
+ floorJustTraced: Boolean;
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ oldFloorY: Integer;
+ {$ENDIF}
begin
- if not gpart_dbg_phys_enabled then goto _done;
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
if gAdvBlood then
begin
if (stickDX = 0) then
begin
// yeah, stuck to a ceiling
- assert(ceilingY <> Unknown);
+ if (ceilingY = Unknown) then findCeiling();
// dropped from a ceiling?
if (y > ceilingY) then
begin
else
begin
// stuck to a wall
- assert(wallEndY <> Unknown);
+ if (wallEndY = Unknown) then
+ begin
+ // this can happen if mplat was moved out; find new `wallEndY`
+ findFloor(true); // force trace, just in case
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ mapGrid.traceOrthoRayWhileIn(ex, wallEndY, x+stickDX, y, x+stickDX, floorY+1, (GridTagWall or GridTagDoor or GridTagStep));
+ end;
+ _stuckagain:
// floor transition?
if (wallEndY <= floorY) and (y >= floorY) then
begin
case floorType of
TFloorType.Wall: // hit the ground
begin
- sleep();
- goto _done; // nothing to do anymore
+ // check if our ground wasn't moved since the last scan
+ findFloor(true); // force trace
+ if (y = floorY) then
+ begin
+ sleep();
+ goto _done; // nothing to do anymore
+ end;
+ // otherwise, do it again
+ goto _stuckagain;
end;
TFloorType.LiquidIn: // entering the liquid
begin
end;
// it is important to have it here
- dX := round(velX);
- dY := round(velY);
+ dx := round(velX);
+ dy := round(velY);
- if (state = TPartState.Normal) then checkAirStreams();
+ inAir := checkAirStreams();
// gravity, if not stuck
if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then
begin
- if (floorY = Unknown) then findFloor();
+ floorJustTraced := (floorY = Unknown);
+ if floorJustTraced then findFloor();
+ _gravityagain:
// floor transition?
if (y = floorY) then
begin
case floorType of
TFloorType.Wall: // hit the ground
begin
- // nothing to do
+ // check if our ground wasn't moved since the last scan
+ if not floorJustTraced then
+ begin
+ findFloor(true); // force trace
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ if (y <> floorY) then goto _gravityagain;
+ end;
+ // otherwise, nothing to do
end;
TFloorType.LiquidIn: // entering the liquid
begin
end;
// trace movement
- if (dX <> 0) then
+ if (dx <> 0) then
begin
// has some horizontal velocity
- pan := g_Map_traceToNearest(x, y, x+dX, y+dY, GridTagObstacle, @ex, @ey);
+ 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;
end;
if (pan <> nil) then
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, GridTagObstacle) <> nil) then
- begin
- // stuck to a wall
- stickToWall(dX);
- end
+ if inStep then
+ stickToWall(dx)
else
begin
- // stuck to a ceiling
- stickToCeiling();
+ // we stuck
+ // the only case when we can have both ceiling and wall is corner; stick to wall in this case
+ // check if we stuck to a wall
+ if (dx < 0) then dx := -1 else dx := 1;
+ if (g_Map_PanelAtPoint(x+dx, y, GridTagSolid) <> nil) then
+ begin
+ // stuck to a wall
+ stickToWall(dx);
+ end
+ else
+ begin
+ // stuck to a ceiling
+ stickToCeiling();
+ end;
end;
end;
end
- else if (dY <> 0) then
+ else if (dy <> 0) then
begin
// has only vertical velocity
- if (dY < 0) then
+ if (dy < 0) then
begin
// flying up
if (ceilingY = Unknown) then findCeiling(); // need to do this anyway
- y += dY;
+ y += dy;
if (y <= ceilingY) then begin y := ceilingY; stickToCeiling(); end; // oops, hit a ceiling
// environment didn't changed
end
else
begin
- while (dY > 0) do
+ while (dy > 0) do
begin
// falling down
- if (floorY = Unknown) then findFloor(); // need to do this anyway
+ floorJustTraced := (floorY = Unknown);
+ if floorJustTraced then findFloor();
if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
- y += dY;
+ y += dy;
//e_LogWritefln('floorY=%s; newy=%s; dY=%s; floorType=%s', [floorY, y, dY, floorType]);
if (y >= floorY) then
begin
// floor transition
- dY := y-floorY;
+ dy := y-floorY;
y := floorY;
//e_LogWritefln(' HIT FLOORY: floorY=%s; newy=%s; dY=%s; floorType=%s', [floorY, y, dY, floorType]);
case floorType of
TFloorType.Wall: // hit the ground
begin
+ // check if our ground wasn't moved since the last scan
+ if not floorJustTraced then
+ begin
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ oldFloorY := floorY;
+ {$ENDIF}
+ findFloor(true); // force trace
+ {$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
+ if (floorY <> oldFloorY) then
+ begin
+ e_LogWritefln('force rescanning vpart at (%s,%s); oldFloorY=%s; floorY=%s', [x, y, oldFloorY, floorY]);
+ end;
+ {$ENDIF}
+ if (floorType = TFloorType.LiquidOut) then env := TEnvType.ELiquid else env := TEnvType.EAir;
+ if (y <> floorY) then continue;
+ end;
// environment didn't changed
- hitAFloor();
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
TFloorType.LiquidIn: // entering the liquid
findFloor(true); // force rescan
if (floorType = TFloorType.Wall) and (floorY = y) then
begin
- hitAFloor();
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
end;
else
begin
// simple blood
- dX := round(velX);
- dY := round(velY);
- y += dY;
- x += dX;
+ dx := round(velX);
+ dy := round(velY);
+ y += dy;
+ x += dx;
if (g_Map_PanelAtPoint(x, y, GridTagObstacle) <> nil) then begin die(); exit; end;
end;
begin
if (env = TEnvType.ELiquid) then
begin
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
if (ex <= 10) then begin die(); exit; end;
begin
// water will disappear in any liquid
if (env = TEnvType.ELiquid) then begin die(); exit; end;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
// dry water
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
begin
g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY);
exit;
+ end
+ else if (kind = BLOOD_CSPARKS) OR (kind = BLOOD_COMBINE) then
+ begin
+ g_GFX_SparkVel(fX, fY, count, -vx div 2, -vy div 2, devX, devY);
+ if kind <> BLOOD_COMBINE then exit
end;
l := Length(Particles);
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
if (pan <> nil) then
begin
// either in a wall, or in a liquid
- if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
+ if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
env := TEnvType.ELiquid;
end
else
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
+ waitTime := 20;
floorY := Unknown;
ceilingY := Unknown;
end;
accelY := 0.8;
end;
+ oldx := x;
+ oldy := y;
+
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
+ waitTime := 120;
floorY := Unknown;
ceilingY := Unknown;
end;
// ////////////////////////////////////////////////////////////////////////// //
procedure TParticle.thinkerBubble ();
var
- dY: Integer;
+ dy: Integer;
begin
- dY := round(velY);
+ dy := round(velY);
- if (dY <> 0) then
+ if (dy <> 0) then
begin
- y += dY;
- if (dY < 0) then
+ y += dy;
+ if (dy < 0) then
begin
if (y <= ceilingY) then begin die(); exit; end;
end
if (velY > -4) then velY += accelY;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// tracer will return `false` if we started outside of the liquid
{$IF DEFINED(D2F_DEBUG_BUBBLES)}
- stt := curTimeMicro();
+ stt := getTimeMicro();
ptr := mapGrid.traceOrthoRayWhileIn(liquidx, liquidTopY, x, y, x, 0, GridTagWater or GridTagAcid1 or GridTagAcid2);
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_LogWritefln('traceOrthoRayWhileIn: time=%s (%s); liquidTopY=%s', [Integer(stt), ptr, liquidTopY]);
//
- stt := curTimeMicro();
+ stt := getTimeMicro();
nptr := g_Map_TraceLiquidNonPrecise(x, y, 0, -8, liquidx, liquidTopY);
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_LogWritefln('g_Map_TraceLiquidNonPrecise: time=%s (%s); liquidTopY=%s', [Integer(stt), nptr, liquidTopY]);
if not nptr then continue;
{$ELSE}
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
+ waitTime := 0;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
label
_done;
var
- dX, dY: SmallInt;
+ dx, dy: SmallInt;
pan: TPanel;
ex, ey: Integer;
begin
- if not gpart_dbg_phys_enabled then goto _done;
+ if not gpart_dbg_phys_enabled then begin x += round(velX); y += round(velY); goto _done; end;
- dX := round(velX);
- dY := round(velY);
+ dx := round(velX);
+ dy := round(velY);
+
+ //writeln('spark0: pos=(', x, ',', y, '); delta=(', dx, ',', dy, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
// apply gravity
if (abs(velX) < 0.1) and (abs(velY) < 0.1) then
end;
// flying
- if (dX <> 0) then
+ if (dx <> 0) then
begin
// has some horizontal velocity
- pan := g_Map_traceToNearest(x, y, x+dX, y+dY, (GridTagObstacle or GridTagLiquid), @ex, @ey);
+ pan := g_Map_traceToNearest(x, y, x+dx, y+dy, (GridTagSolid or GridTagLiquid), @ex, @ey);
if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet
x := ex;
y := ey;
accelX := 0;
end;
end
- else if (dY <> 0) then
+ else if (dy <> 0) then
begin
// has some vertical velocity
- if (dY < 0) then
+ if (dy < 0) then
begin
// flying up
if (ceilingY = Unknown) then findCeiling(); // need to do this anyway
- y += dY;
+ y += dy;
if (y <= ceilingY) then
begin
// oops, hit a ceiling
begin
// falling down
if (floorY = Unknown) then findFloor(); // need to do this anyway
- y += dY;
+ y += dy;
if (y >= floorY) then
begin
// hit something except a floor?
velY += accelY;
end;
- time += 1;
+ //writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
+
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
if (pan <> nil) then
begin
// either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
+ //if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
//env := TEnvType.ELiquid;
continue;
end
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
if (pan <> nil) then
begin
// either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
+ //if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
//env := TEnvType.ELiquid;
continue;
end
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
end;
-// ////////////////////////////////////////////////////////////////////////// //
-// st: set mark
-// t: mark type
-// currently unused
-procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
-var
- cx, ex, ey: Integer;
- ts: Integer;
-begin
- if not gpart_dbg_enabled then exit;
-
- if (Width < 1) or (Height < 1) then exit;
- // make some border, so we'll hit particles lying around the panel
- x -= 1; Width += 2;
- y -= 1; Height += 2;
- ex := x+Width;
- ey := y+Height;
- ts := mapGrid.tileSize;
- while (y < ey) do
- begin
- cx := x;
- while (cx < ex) do
- begin
- awmSet(cx, y);
- Inc(cx, ts);
- end;
- Inc(y, ts);
- end;
-end;
-
-
// ////////////////////////////////////////////////////////////////////////// //
procedure g_GFX_Init ();
begin
for a := 0 to High(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
procedure g_GFX_Draw ();
-var
- a, len: Integer;
+ var
+ a, len, fx, fy: Integer;
begin
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);
begin
with Particles[a] do
begin
- if alive and (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
+ if not alive then continue;
+ if (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
begin
+ fx := nlerp(oldx, x, gLerpFactor);
+ fy := nlerp(oldy, y, gLerpFactor);
glColor4ub(red, green, blue, alpha);
- glVertex2f(x+0.37, y+0.37);
+ glVertex2f(fx+0.37, fy+0.37);
end;
end;
end;
begin
if (OnceAnims[a].Animation <> nil) then
begin
- with OnceAnims[a] do Animation.Draw(x, y, M_NONE);
+ with OnceAnims[a] do
+ begin
+ fx := nlerp(oldx, x, gLerpFactor);
+ fy := nlerp(oldy, y, gLerpFactor);
+ Animation.Draw(x, y, TMirrorType.None);
+ end;
end;
end;
end;