X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_gfx.pas;h=8094c4e4e1af00e578f2f6d82d70340e75c565f0;hb=d63e6eaaecbc83b40c9b932b3381fc324f6a2461;hp=52c3b24890adb90e6ab452556ad93b65f220a654;hpb=fd12a344c25480e0db011c3084804df3f98d005c;p=d2df-sdl.git diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas index 52c3b24..8094c4e 100644 --- a/src/game/g_gfx.pas +++ b/src/game/g_gfx.pas @@ -1,9 +1,8 @@ -(* 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 @@ -26,6 +25,8 @@ uses const BLOOD_NORMAL = 0; BLOOD_SPARKS = 1; + BLOOD_CSPARKS = 2; + BLOOD_COMBINE = 3; ONCEANIM_NONE = 0; ONCEANIM_SMOKE = 1; @@ -78,7 +79,8 @@ 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; @@ -107,7 +109,7 @@ type 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 @@ -331,31 +333,38 @@ 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; @@ -447,7 +456,7 @@ 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 + if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then begin ceilingY := g_Map_MinY-2; end; @@ -527,7 +536,7 @@ procedure TParticle.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(); @@ -587,15 +596,15 @@ label _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 @@ -682,10 +691,10 @@ 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 @@ -730,10 +739,27 @@ 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; @@ -747,47 +773,52 @@ begin 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 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 @@ -810,7 +841,7 @@ begin 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 @@ -828,7 +859,7 @@ begin 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; @@ -845,10 +876,10 @@ begin 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; @@ -863,7 +894,10 @@ _done: 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; @@ -875,7 +909,10 @@ _done: 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); @@ -920,6 +957,11 @@ begin 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); @@ -942,11 +984,11 @@ begin 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 @@ -976,6 +1018,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 120+Random(40); + waitTime := 20; floorY := Unknown; ceilingY := Unknown; end; @@ -1102,6 +1145,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 60+Random(60); + waitTime := 120; floorY := Unknown; ceilingY := Unknown; end; @@ -1120,14 +1164,14 @@ 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 @@ -1140,7 +1184,10 @@ begin if (velY > -4) then velY += accelY; - time += 1; + if waitTime > 0 then + waitTime -= 1 + else + time += 1; end; @@ -1186,14 +1233,14 @@ begin // 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} @@ -1215,6 +1262,7 @@ begin particleType := TPartType.Bubbles; time := 0; liveTime := 65535; + waitTime := 0; end; if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1; @@ -1227,14 +1275,16 @@ procedure TParticle.thinkerSpark (); 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 @@ -1244,10 +1294,10 @@ begin 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; @@ -1259,14 +1309,14 @@ begin 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 @@ -1280,7 +1330,7 @@ begin 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? @@ -1304,7 +1354,12 @@ _done: 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; @@ -1338,11 +1393,11 @@ begin 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 @@ -1371,6 +1426,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 30+Random(60); + waitTime := 0; floorY := Unknown; ceilingY := Unknown; end; @@ -1419,11 +1475,11 @@ begin 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 @@ -1446,6 +1502,7 @@ begin state := TPartState.Normal; time := 0; liveTime := 30+Random(60); + waitTime := 0; floorY := Unknown; ceilingY := Unknown; end; @@ -1615,15 +1672,18 @@ end; procedure g_GFX_Draw (); -var - a, len: Integer; + var + a, len: 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); @@ -1656,7 +1716,7 @@ begin begin if (OnceAnims[a].Animation <> nil) then begin - with OnceAnims[a] do Animation.Draw(x, y, M_NONE); + with OnceAnims[a] do Animation.Draw(x, y, TMirrorType.None); end; end; end;