author | unc0rr |
Thu, 07 Nov 2013 21:15:36 +0400 | |
branch | sdl2transition |
changeset 9686 | 352393fc75be |
parent 9656 | 18422d205080 |
child 9720 | 453a1c29b7e4 |
permissions | -rw-r--r-- |
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(* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*) |
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|
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added some comments in order to confuse the GSoC students as much as possible ;D
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(* |
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* This file contains the step handlers for visual gears. |
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* |
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* Since the effects of visual gears do not affect the course of the game, |
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* no "synchronization" between players is required. |
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* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat) |
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* is usually not necessary and therefore undesirable. |
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*) |
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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{$INCLUDE "options.inc"} |
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unit uVisualGearsHandlers; |
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interface |
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uses uTypes; |
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var doStepHandlers: array[TVisualGearType] of TVGearStepProcedure; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
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procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
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procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
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procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
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procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
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procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
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procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
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|
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procedure initModule; |
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implementation |
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uses uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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var sign: real; |
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Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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moved: boolean; |
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begin |
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if vobCount = 0 then exit; |
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sign:= 1; |
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with Gear^ do |
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begin |
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inc(FrameTicks, Steps); |
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if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then |
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begin |
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dec(FrameTicks, vobFrameTicks); |
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inc(Frame); |
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if Frame = vobFramesCount then |
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Frame:= 0 |
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end |
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else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then |
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begin |
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dec(FrameTicks, vobSDFrameTicks); |
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inc(Frame); |
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if Frame = vobSDFramesCount then |
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Frame:= 0 |
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end; |
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Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale; |
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if SuddenDeathDmg then |
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Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale |
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else |
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Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale; |
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Angle:= Angle + dAngle * Steps; |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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if Angle > 360 then |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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Angle:= Angle - 360 |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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else |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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if Angle < - 360 then |
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Angle:= Angle + 360; |
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|
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if (round(X) >= cLeftScreenBorder) |
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and (round(X) <= cRightScreenBorder) |
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and (round(Y) - 75 <= LAND_HEIGHT) |
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and (Timer > 0) and (Timer-Steps > 0) then |
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begin |
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if tdX > 0 then |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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sign := 1 |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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else |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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sign:= -1; |
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ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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tdX:= tdX - 0.005*Steps*sign; |
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if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then |
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tdX:= 0; |
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if tdX > 0 then |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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sign := 1 |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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else |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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131 |
sign:= -1; |
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ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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132 |
tdY:= tdY - 0.005*Steps*sign; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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|
133 |
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
134 |
tdY:= 0; |
3441 | 135 |
dec(Timer, Steps) |
136 |
end |
|
137 |
else |
|
138 |
begin |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
139 |
moved:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
140 |
if round(X) < cLeftScreenBorder then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
141 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
142 |
X:= X + cScreenSpace; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
143 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
144 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
145 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
146 |
if round(X) > cRightScreenBorder then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
147 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
148 |
X:= X - cScreenSpace; |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
149 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
150 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
151 |
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards? |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
152 |
if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
153 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
154 |
X:= cLeftScreenBorder + random(cScreenSpace); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
155 |
Y:= Y - (1024 + 250 + random(50)); // TODO - configure in theme (jellies for example could use limited range) |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
156 |
moved:= true |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
157 |
end |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
158 |
else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
159 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
160 |
X:= cLeftScreenBorder + random(cScreenSpace); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
161 |
Y:= Y - (1024 + random(25)); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
162 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
163 |
end; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
164 |
if moved then |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
165 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
166 |
Angle:= random(360); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
167 |
dx:= 0.0000038654705 * random(10000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
168 |
dy:= 0.000003506096 * random(7000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
169 |
if random(2) = 0 then dx := -dx |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
170 |
end; |
3441 | 171 |
Timer:= 0; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
172 |
tdX:= 0; |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
173 |
tdY:= 0 |
3441 | 174 |
end; |
175 |
end; |
|
176 |
||
177 |
end; |
|
178 |
||
179 |
//////////////////////////////////////////////////////////////////////////////// |
|
180 |
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
|
181 |
begin |
|
182 |
if Gear^.FrameTicks > Steps then |
|
183 |
dec(Gear^.FrameTicks, Steps) |
|
184 |
else |
|
185 |
DeleteVisualGear(Gear); |
|
186 |
end; |
|
187 |
||
188 |
//////////////////////////////////////////////////////////////////////////////// |
|
189 |
procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
190 |
var s: Longword; |
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
191 |
t: real; |
3441 | 192 |
begin |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
193 |
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps; |
3441 | 194 |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
195 |
// up-and-down-bounce magic |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
196 |
s := (GameTicks + Gear^.Timer) mod 4096; |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
197 |
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048)); |
3597
978c30ef50fc
visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents:
3593
diff
changeset
|
198 |
if (s < 2048) then t := -t; |
3441 | 199 |
|
4161 | 200 |
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; |
3441 | 201 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
202 |
if round(Gear^.X) < cLeftScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
203 |
Gear^.X:= Gear^.X + cScreenSpace |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
204 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
205 |
if round(Gear^.X) > cRightScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
206 |
Gear^.X:= Gear^.X - cScreenSpace |
3441 | 207 |
end; |
208 |
||
209 |
//////////////////////////////////////////////////////////////////////////////// |
|
210 |
procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
|
7808 | 211 |
var s: LongInt; |
3441 | 212 |
begin |
7808 | 213 |
s:= min(Steps, cExplFrameTicks); |
3441 | 214 |
|
7808 | 215 |
Gear^.X:= Gear^.X + Gear^.dX * s; |
216 |
Gear^.Y:= Gear^.Y + Gear^.dY * s; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
217 |
//Gear^.dY:= Gear^.dY + cGravityf; |
3441 | 218 |
|
219 |
if Gear^.FrameTicks <= Steps then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
220 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
221 |
DeleteVisualGear(Gear) |
3441 | 222 |
else |
223 |
begin |
|
224 |
dec(Gear^.Frame); |
|
225 |
Gear^.FrameTicks:= cExplFrameTicks |
|
226 |
end |
|
227 |
else dec(Gear^.FrameTicks, Steps) |
|
228 |
end; |
|
229 |
||
230 |
//////////////////////////////////////////////////////////////////////////////// |
|
3704 | 231 |
procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
232 |
begin |
|
233 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
234 |
||
235 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3706 | 236 |
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2; |
3704 | 237 |
|
3706 | 238 |
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10; |
239 |
while Gear^.Angle > cMaxAngle do |
|
240 |
Gear^.Angle:= Gear^.Angle - cMaxAngle; |
|
3704 | 241 |
|
242 |
if Gear^.FrameTicks <= Steps then |
|
243 |
DeleteVisualGear(Gear) |
|
244 |
else |
|
245 |
dec(Gear^.FrameTicks, Steps) |
|
246 |
end; |
|
247 |
||
248 |
//////////////////////////////////////////////////////////////////////////////// |
|
4279 | 249 |
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
250 |
begin |
|
251 |
Steps := Steps; |
|
252 |
if Gear^.Timer <= Steps then |
|
253 |
DeleteVisualGear(Gear) |
|
254 |
else |
|
255 |
dec(Gear^.Timer, Steps) |
|
256 |
end; |
|
257 |
||
258 |
//////////////////////////////////////////////////////////////////////////////// |
|
3441 | 259 |
procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
260 |
begin |
|
261 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
262 |
||
263 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
264 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 265 |
|
266 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
267 |
||
268 |
if Gear^.FrameTicks <= Steps then |
|
6128 | 269 |
begin |
270 |
DeleteVisualGear(Gear); |
|
271 |
exit |
|
272 |
end |
|
3441 | 273 |
else |
5874
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
274 |
dec(Gear^.FrameTicks, Steps); |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
275 |
|
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
276 |
if Gear^.FrameTicks < $FF then |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
277 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks |
3441 | 278 |
end; |
279 |
||
280 |
//////////////////////////////////////////////////////////////////////////////// |
|
281 |
procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
|
3751 | 282 |
var vgt: PVisualGear; |
3441 | 283 |
begin |
284 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
285 |
||
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
286 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps); |
3751 | 287 |
if (Gear^.State and gstTmpFlag) = 0 then |
288 |
begin |
|
289 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
3764 | 290 |
if ((GameTicks mod 200) < Steps + 1) then |
3751 | 291 |
begin |
292 |
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire); |
|
293 |
if vgt <> nil then |
|
294 |
begin |
|
295 |
vgt^.dx:= 0; |
|
296 |
vgt^.dy:= 0; |
|
297 |
vgt^.State:= gstTmpFlag; |
|
298 |
end; |
|
299 |
end |
|
300 |
end |
|
301 |
else |
|
302 |
inc(Steps, Steps); |
|
3441 | 303 |
|
304 |
if Gear^.FrameTicks <= Steps then |
|
305 |
DeleteVisualGear(Gear) |
|
306 |
else |
|
307 |
dec(Gear^.FrameTicks, Steps) |
|
308 |
end; |
|
309 |
||
310 |
//////////////////////////////////////////////////////////////////////////////// |
|
311 |
procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
|
312 |
begin |
|
313 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
314 |
||
315 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
316 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 317 |
|
318 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
319 |
||
320 |
if Gear^.FrameTicks <= Steps then |
|
321 |
DeleteVisualGear(Gear) |
|
322 |
else |
|
323 |
dec(Gear^.FrameTicks, Steps) |
|
324 |
end; |
|
325 |
||
326 |
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
|
327 |
begin |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
328 |
Gear^.Y:= Gear^.Y - 0.02 * Steps; |
3441 | 329 |
|
330 |
if Gear^.FrameTicks <= Steps then |
|
331 |
DeleteVisualGear(Gear) |
|
332 |
else |
|
333 |
dec(Gear^.FrameTicks, Steps) |
|
334 |
end; |
|
335 |
||
336 |
//////////////////////////////////////////////////////////////////////////////// |
|
337 |
procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
|
338 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
339 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
340 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
341 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
342 |
Gear^.dX := Gear^.dX / (1.001 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
343 |
Gear^.dY := Gear^.dY / (1.001 * Steps); |
3441 | 344 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
345 |
if (Gear^.FrameTicks <= Steps) or (round(Gear^.Y) < cWaterLine) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
346 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
347 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
348 |
dec(Gear^.FrameTicks, Steps) |
3441 | 349 |
end; |
350 |
||
351 |
//////////////////////////////////////////////////////////////////////////////// |
|
352 |
procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
|
353 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
354 |
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
355 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 356 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
357 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
358 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
359 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
360 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
361 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
362 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
363 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
364 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
365 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
366 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 367 |
end; |
368 |
||
369 |
//////////////////////////////////////////////////////////////////////////////// |
|
370 |
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
|
371 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
372 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 373 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
374 |
Gear^.scale:= Gear^.scale + 0.0025 * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
375 |
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; |
3441 | 376 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
377 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
378 |
DeleteVisualGear(Gear) |
3441 | 379 |
end; |
380 |
||
381 |
//////////////////////////////////////////////////////////////////////////////// |
|
382 |
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
|
383 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
384 |
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
385 |
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps; |
3441 | 386 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
387 |
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
388 |
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995); |
3441 | 389 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
390 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
391 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
392 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
393 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
394 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
395 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
396 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
397 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
398 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
399 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 400 |
end; |
401 |
||
402 |
//////////////////////////////////////////////////////////////////////////////// |
|
403 |
procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
|
404 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
405 |
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
406 |
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; |
3441 | 407 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
408 |
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
409 |
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps); |
3441 | 410 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
411 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
412 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
413 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
414 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
415 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
416 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
417 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
418 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
419 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 420 |
end; |
421 |
||
422 |
//////////////////////////////////////////////////////////////////////////////// |
|
423 |
procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
|
424 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
425 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
426 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
427 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
428 |
dec(Gear^.FrameTicks, Steps); |
3441 | 429 |
end; |
430 |
||
431 |
//////////////////////////////////////////////////////////////////////////////// |
|
432 |
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
|
433 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
434 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
3441 | 435 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
436 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
437 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 438 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
439 |
if round(Gear^.Y) > cWaterLine then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
440 |
begin |
3441 | 441 |
DeleteVisualGear(Gear); |
442 |
PlaySound(TSound(ord(sndDroplet1) + Random(3))); |
|
443 |
end; |
|
444 |
end; |
|
445 |
||
446 |
//////////////////////////////////////////////////////////////////////////////// |
|
447 |
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
|
448 |
begin |
|
449 |
inc(Gear^.Timer, Steps); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
450 |
if Gear^.Timer >= Gear^.FrameTicks then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
451 |
DeleteVisualGear(Gear) |
3441 | 452 |
else |
453 |
begin |
|
454 |
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; |
|
455 |
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
456 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
457 |
Gear^.alpha:= 0; |
3441 | 458 |
end; |
459 |
end; |
|
460 |
||
461 |
//////////////////////////////////////////////////////////////////////////////// |
|
462 |
procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
|
463 |
begin |
|
464 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
465 |
||
466 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
467 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 468 |
|
469 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
470 |
||
471 |
if Gear^.FrameTicks <= Steps then |
|
472 |
DeleteVisualGear(Gear) |
|
473 |
else |
|
474 |
dec(Gear^.FrameTicks, Steps) |
|
475 |
end; |
|
476 |
||
477 |
//////////////////////////////////////////////////////////////////////////////// |
|
478 |
const cSorterWorkTime = 640; |
|
479 |
var thexchar: array[0..cMaxTeams] of |
|
480 |
record |
|
481 |
dy, ny, dw: LongInt; |
|
482 |
team: PTeam; |
|
483 |
SortFactor: QWord; |
|
484 |
end; |
|
485 |
currsorter: PVisualGear = nil; |
|
486 |
||
487 |
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
|
488 |
var i, t: LongInt; |
|
489 |
begin |
|
7644 | 490 |
for t:= 1 to min(Steps, Gear^.Timer) do |
3441 | 491 |
begin |
492 |
dec(Gear^.Timer); |
|
493 |
if (Gear^.Timer and 15) = 0 then |
|
494 |
for i:= 0 to Pred(TeamsCount) do |
|
495 |
with thexchar[i] do |
|
496 |
begin |
|
497 |
{$WARNINGS OFF} |
|
7644 | 498 |
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime; |
3441 | 499 |
team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime; |
500 |
{$WARNINGS ON} |
|
501 |
end; |
|
7644 | 502 |
end; |
3441 | 503 |
|
7644 | 504 |
if (Gear^.Timer = 0) or (currsorter <> Gear) then |
505 |
begin |
|
506 |
if currsorter = Gear then |
|
507 |
currsorter:= nil; |
|
508 |
DeleteVisualGear(Gear); |
|
509 |
exit |
|
3441 | 510 |
end |
511 |
end; |
|
512 |
||
513 |
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
|
514 |
var i: Longword; |
|
515 |
b: boolean; |
|
516 |
t: LongInt; |
|
517 |
begin |
|
518 |
Steps:= Steps; // avoid compiler hint |
|
7644 | 519 |
|
3441 | 520 |
for t:= 0 to Pred(TeamsCount) do |
521 |
with thexchar[t] do |
|
522 |
begin |
|
523 |
team:= TeamsArray[t]; |
|
7644 | 524 |
dy:= team^.DrawHealthY; |
525 |
dw:= team^.TeamHealthBarWidth - team^.NewTeamHealthBarWidth; |
|
526 |
if team^.TeamHealth > 0 then |
|
527 |
begin |
|
528 |
SortFactor:= team^.Clan^.ClanHealth; |
|
529 |
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex; |
|
530 |
SortFactor:= (SortFactor shl 30) + team^.TeamHealth; |
|
531 |
end |
|
532 |
else |
|
533 |
SortFactor:= 0; |
|
3441 | 534 |
end; |
535 |
||
536 |
if TeamsCount > 1 then |
|
537 |
repeat |
|
538 |
b:= true; |
|
539 |
for t:= 0 to TeamsCount - 2 do |
|
540 |
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then |
|
541 |
begin |
|
542 |
thexchar[cMaxTeams]:= thexchar[t]; |
|
543 |
thexchar[t]:= thexchar[Succ(t)]; |
|
544 |
thexchar[Succ(t)]:= thexchar[cMaxTeams]; |
|
545 |
b:= false |
|
546 |
end |
|
547 |
until b; |
|
548 |
||
549 |
t:= - 4; |
|
550 |
for i:= 0 to Pred(TeamsCount) do |
|
7644 | 551 |
with thexchar[i] do |
552 |
if team^.TeamHealth > 0 then |
|
553 |
begin |
|
9656 | 554 |
dec(t, team^.Clan^.HealthTex^.h + 2); |
7644 | 555 |
ny:= t; |
556 |
dy:= dy - ny |
|
557 |
end; |
|
3441 | 558 |
|
559 |
Gear^.Timer:= cSorterWorkTime; |
|
560 |
Gear^.doStep:= @doStepTeamHealthSorterWork; |
|
561 |
currsorter:= Gear; |
|
562 |
//doStepTeamHealthSorterWork(Gear, Steps) |
|
563 |
end; |
|
564 |
||
565 |
//////////////////////////////////////////////////////////////////////////////// |
|
566 |
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
|
567 |
begin |
|
568 |
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0; |
|
569 |
||
4365 | 570 |
if (Gear^.Hedgehog^.Gear <> nil) then |
3441 | 571 |
begin |
5151
cbadb9fa52fc
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents:
5121
diff
changeset
|
572 |
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.FrameTicks); |
cbadb9fa52fc
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents:
5121
diff
changeset
|
573 |
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h); |
3441 | 574 |
end; |
575 |
||
576 |
if Gear^.Timer = 0 then |
|
577 |
begin |
|
4365 | 578 |
if Gear^.Hedgehog^.SpeechGear = Gear then |
579 |
Gear^.Hedgehog^.SpeechGear:= nil; |
|
3441 | 580 |
DeleteVisualGear(Gear) |
581 |
end; |
|
582 |
end; |
|
583 |
||
584 |
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
|
585 |
begin |
|
586 |
Steps:= Steps; // avoid compiler hint |
|
587 |
||
4365 | 588 |
with Gear^.Hedgehog^ do |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
589 |
if SpeechGear <> nil then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
590 |
SpeechGear^.Timer:= 0; |
3441 | 591 |
|
4365 | 592 |
Gear^.Hedgehog^.SpeechGear:= Gear; |
3441 | 593 |
|
5186 | 594 |
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000); |
3441 | 595 |
|
596 |
Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16); |
|
597 |
||
598 |
case Gear^.FrameTicks of |
|
599 |
1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28; |
|
600 |
2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20; |
|
601 |
3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10; |
|
602 |
end; |
|
603 |
||
604 |
Gear^.doStep:= @doStepSpeechBubbleWork; |
|
605 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
606 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h |
3441 | 607 |
end; |
608 |
||
609 |
//////////////////////////////////////////////////////////////////////////////// |
|
610 |
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
|
611 |
begin |
|
612 |
if Steps > Gear^.Timer then |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
613 |
DeleteVisualGear(Gear) |
3441 | 614 |
else |
615 |
begin |
|
616 |
dec(Gear^.Timer, Steps); |
|
617 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
5581 | 618 |
Gear^.X:= Gear^.X + Gear^.dX * Steps |
3441 | 619 |
end; |
620 |
end; |
|
621 |
||
622 |
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
|
623 |
begin |
|
4161 | 624 |
if round(Gear^.Y) - 10 < cWaterLine then |
3441 | 625 |
DeleteVisualGear(Gear) |
626 |
else |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
627 |
Gear^.Y:= Gear^.Y - 0.08 * Steps; |
3441 | 628 |
|
629 |
end; |
|
630 |
||
631 |
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
|
632 |
var s: shortstring; |
|
633 |
begin |
|
634 |
s:= ''; |
|
635 |
||
636 |
str(Gear^.State, s); |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
637 |
if Gear^.Hedgehog <> nil then |
4365 | 638 |
Gear^.Tex:= RenderStringTex(s, Gear^.Hedgehog^.Team^.Clan^.Color, fnt16) |
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
639 |
else |
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
640 |
Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16); |
3441 | 641 |
|
5578 | 642 |
Gear^.doStep:= @doStepHealthTagWork; |
5576 | 643 |
|
5596 | 644 |
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then |
3441 | 645 |
Gear^.doStep:= @doStepHealthTagWorkUnderWater; |
646 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
647 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h; |
3441 | 648 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
649 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
650 |
Gear^.doStep(Gear, Steps-1); |
3441 | 651 |
end; |
652 |
||
653 |
//////////////////////////////////////////////////////////////////////////////// |
|
654 |
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
|
655 |
begin |
|
656 |
inc(Gear^.Timer, Steps ); |
|
657 |
if Gear^.Timer > 64 then |
|
658 |
begin |
|
3995
360332f8785f
SmokeTrace: animation got aborted before last animation frame was displayed
sheepluva
parents:
3994
diff
changeset
|
659 |
if Gear^.State = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
660 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
661 |
DeleteVisualGear(Gear); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
662 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
663 |
end; |
3441 | 664 |
dec(Gear^.State, Gear^.Timer div 65); |
665 |
Gear^.Timer:= Gear^.Timer mod 65; |
|
666 |
end; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
667 |
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps; |
3587 | 668 |
Gear^.X:= Gear^.X + Gear^.dX; |
3441 | 669 |
end; |
670 |
||
671 |
//////////////////////////////////////////////////////////////////////////////// |
|
672 |
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
673 |
begin |
|
674 |
inc(Gear^.Timer, Steps); |
|
675 |
if Gear^.Timer > 75 then |
|
676 |
begin |
|
677 |
inc(Gear^.State, Gear^.Timer div 76); |
|
678 |
Gear^.Timer:= Gear^.Timer mod 76; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
679 |
if Gear^.State > 5 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
680 |
DeleteVisualGear(Gear); |
3441 | 681 |
end; |
682 |
end; |
|
683 |
||
684 |
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
|
685 |
var i: LongWord; |
|
4473 | 686 |
gX,gY: LongInt; |
687 |
vg: PVisualGear; |
|
3441 | 688 |
begin |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
689 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
690 |
gY:= round(Gear^.Y); |
4473 | 691 |
for i:= 0 to 31 do |
692 |
begin |
|
693 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
694 |
if vg <> nil then |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
695 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
696 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
697 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
698 |
end |
4473 | 699 |
end; |
3590 | 700 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart); |
701 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2); |
|
3441 | 702 |
Gear^.doStep:= @doStepExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
703 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
704 |
Gear^.doStep(Gear, Steps-1); |
3441 | 705 |
end; |
706 |
||
707 |
||
708 |
//////////////////////////////////////////////////////////////////////////////// |
|
709 |
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
710 |
var maxMovement: LongInt; |
3441 | 711 |
begin |
712 |
||
713 |
inc(Gear^.Timer, Steps); |
|
714 |
if (Gear^.Timer and 5) = 0 then |
|
715 |
begin |
|
716 |
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); |
|
717 |
ShakeCamera(maxMovement); |
|
718 |
end; |
|
5804
98192121dc69
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
nemo
parents:
5803
diff
changeset
|
719 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
720 |
if Gear^.Timer > 250 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
721 |
DeleteVisualGear(Gear); |
3441 | 722 |
end; |
723 |
||
724 |
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
|
725 |
var i: LongWord; |
|
4473 | 726 |
gX,gY: LongInt; |
727 |
vg: PVisualGear; |
|
3441 | 728 |
begin |
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
729 |
//ScreenFade:= sfFromWhite; |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
730 |
//ScreenFadeValue:= round(60 * zoom * zoom); |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
731 |
//ScreenFadeSpeed:= 5; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
732 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
733 |
gY:= round(Gear^.Y); |
3441 | 734 |
AddVisualGear(gX, gY, vgtSmokeRing); |
4473 | 735 |
for i:= 0 to 46 do |
736 |
begin |
|
737 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
738 |
if vg <> nil then |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
739 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
740 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
741 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
742 |
end |
4473 | 743 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
744 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
745 |
AddVisualGear(gX, gY, vgtExplPart); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
746 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
747 |
AddVisualGear(gX, gY, vgtExplPart2); |
3441 | 748 |
Gear^.doStep:= @doStepBigExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
749 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
750 |
Gear^.doStep(Gear, Steps-1); |
8204 | 751 |
with mobileRecord do |
752 |
if (performRumble <> nil) and (not fastUntilLag) then |
|
753 |
performRumble(kSystemSoundID_Vibrate); |
|
3441 | 754 |
end; |
3689 | 755 |
|
756 |
procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
|
757 |
begin |
|
758 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
759 |
||
760 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
761 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
762 |
||
763 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
764 |
||
5235
e30b06ffea3a
Skip droplets if plain splash is enabled, add a sanity check just in case.
nemo
parents:
5186
diff
changeset
|
765 |
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then |
3689 | 766 |
begin |
3699 | 767 |
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet); |
3689 | 768 |
DeleteVisualGear(Gear); |
769 |
end |
|
770 |
end; |
|
4327 | 771 |
|
772 |
//////////////////////////////////////////////////////////////////////////////// |
|
773 |
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
|
774 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
775 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
776 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
777 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
778 |
dec(Gear^.FrameTicks, Steps); |
4327 | 779 |
end; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
780 |
|
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
781 |
//////////////////////////////////////////////////////////////////////////////// |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
782 |
procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
4452 | 783 |
var tmp: LongInt; |
4421 | 784 |
i: LongWord; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
785 |
begin |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
786 |
with Gear^ do |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
787 |
if Frame <> 0 then |
4421 | 788 |
for i:= 1 to Steps do |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
789 |
begin |
4421 | 790 |
inc(FrameTicks); |
791 |
if (FrameTicks mod Frame) = 0 then |
|
792 |
begin |
|
793 |
tmp:= Gear^.Tint and $FF; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
794 |
if tdY >= 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
795 |
inc(tmp) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
796 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
797 |
dec(tmp); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
798 |
if tmp < round(dX) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
799 |
tdY:= 1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
800 |
if tmp > round(dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
801 |
tdY:= -1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
802 |
if tmp > 255 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
803 |
tmp := 255; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
804 |
if tmp < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
805 |
tmp := 0; |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
806 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp) |
4421 | 807 |
end |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
808 |
end |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
809 |
end; |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
810 |
|
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
811 |
//////////////////////////////////////////////////////////////////////////////// |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
812 |
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
813 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
814 |
inc(Gear^.Timer, Steps); |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
815 |
|
6913 | 816 |
while Gear^.Timer >= 10 do |
817 |
begin |
|
818 |
dec(Gear^.Timer, 10); |
|
819 |
if WindBarWidth < Gear^.Tag then |
|
820 |
inc(WindBarWidth) |
|
821 |
else if WindBarWidth > Gear^.Tag then |
|
822 |
dec(WindBarWidth); |
|
823 |
end; |
|
824 |
if cWindspeedf > Gear^.dAngle then |
|
825 |
begin |
|
826 |
cWindspeedf := cWindspeedf - Gear^.Angle*Steps; |
|
827 |
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
828 |
end |
|
829 |
else if cWindspeedf < Gear^.dAngle then |
|
830 |
begin |
|
831 |
cWindspeedf := cWindspeedf + Gear^.Angle*Steps; |
|
832 |
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
833 |
end; |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
834 |
|
6913 | 835 |
if (WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle) then |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
836 |
DeleteVisualGear(Gear) |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
837 |
end; |
5562 | 838 |
//////////////////////////////////////////////////////////////////////////////// |
839 |
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
|
840 |
begin |
|
841 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
842 |
Gear^.Y:= Gear^.Y - Gear^.dY * Steps; |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
843 |
|
5562 | 844 |
if Gear^.FrameTicks <= Steps then |
845 |
DeleteVisualGear(Gear) |
|
846 |
else |
|
847 |
begin |
|
848 |
dec(Gear^.FrameTicks, Steps); |
|
849 |
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then |
|
850 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500) |
|
851 |
end |
|
852 |
end; |
|
853 |
||
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
854 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
855 |
const handlers: array[TVisualGearType] of TVGearStepProcedure = |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
856 |
( |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
857 |
@doStepFlake, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
858 |
@doStepCloud, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
859 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
860 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
861 |
@doStepFire, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
862 |
@doStepSmallDamage, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
863 |
@doStepTeamHealthSorter, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
864 |
@doStepSpeechBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
865 |
@doStepBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
866 |
@doStepSteam, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
867 |
@doStepAmmo, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
868 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
869 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
870 |
@doStepShell, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
871 |
@doStepDust, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
872 |
@doStepSplash, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
873 |
@doStepDroplet, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
874 |
@doStepSmokeRing, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
875 |
@doStepBeeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
876 |
@doStepEgg, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
877 |
@doStepFeather, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
878 |
@doStepHealthTag, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
879 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
880 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
881 |
@doStepExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
882 |
@doStepBigExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
883 |
@doStepChunk, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
884 |
@doStepNote, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
885 |
@doStepLineTrail, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
886 |
@doStepBulletHit, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
887 |
@doStepCircle, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
888 |
@doStepSmoothWindBar, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
889 |
@doStepStraightShot |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
890 |
); |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
891 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
892 |
procedure initModule; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
893 |
begin |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
894 |
doStepHandlers:= handlers |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
895 |
end; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
896 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
897 |
end. |