hedgewars/uVisualGears.pas
author unc0rr
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parent 1906 644f93d8f148
child 2005 aa79f631711b
permissions -rw-r--r--
Optimize water bouncing a bit
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2008 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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unit uVisualGears;
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interface
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uses SDLh, uConsts,
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{$IFDEF IPHONE}
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	gles11,
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{$ELSE}
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	GL,
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{$ENDIF}
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	uFloat;
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{$INCLUDE options.inc}
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const AllInactive: boolean = false;
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type PVisualGear = ^TVisualGear;
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	TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
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	TVisualGear = record
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		NextGear, PrevGear: PVisualGear;
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		Frame,
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		FrameTicks: Longword;
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		X : hwFloat;
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		Y : hwFloat;
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		dX: hwFloat;
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		dY: hwFloat;
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		mdY: QWord;
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		Angle, dAngle: real;
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		Kind: TVisualGearType;
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		doStep: TVGearStepProcedure;
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		Tex: PTexture;
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		end;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
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procedure ProcessVisualGears(Steps: Longword);
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procedure DrawVisualGears(Layer: LongWord);
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procedure DeleteVisualGear(Gear: PVisualGear);
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procedure AddClouds;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var VisualGearsList: PVisualGear = nil;
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	vobFrameTicks, vobFramesCount: Longword;
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	vobVelocity, vobFallSpeed: LongInt;
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implementation
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uses uWorld, uMisc, uStore;
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const cExplFrameTicks = 110;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var s: shortstring;
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	Gear: PVisualGear;
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begin
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if cAltDamage then
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	begin
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	Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
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	if Gear <> nil then
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		with Gear^ do
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			begin
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			str(Damage, s);
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			Tex:= RenderStringTex(s, Color, fntSmall);
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			end
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	end
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end;
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// ==================================================================
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
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begin
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with Gear^ do
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	begin
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	inc(FrameTicks, Steps);
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	if 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 Frame:= 0
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		end
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	end;
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Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
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Gear^.Y:= Gear^.Y + (Gear^.dY + cGravity * vobFallSpeed) * Steps;
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Gear^.Angle:= Gear^.Angle + Gear^.dAngle * Steps;
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if hwRound(Gear^.X) < -cScreenWidth - 64 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
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if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 64);
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// if hwRound(Gear^.Y) < (LAND_HEIGHT - 1024 - 75) then Gear^.Y:= Gear^.Y + int2hwFloat(25); // For if flag is set for flakes rising upwards?
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if hwRound(Gear^.Y) > (LAND_HEIGHT + 75) then Gear^.Y:= Gear^.Y - int2hwFloat(1024 + 150) // TODO - configure in theme (jellies for example could use limited range)
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end;
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procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
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var i: Longword;
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begin
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Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
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for i:= 0 to Steps - 1 do
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	begin
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	if hwRound(Gear^.Y) > LAND_HEIGHT-1184 then // TODO - configure in theme
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		Gear^.dY:= Gear^.dY - _1div50000
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	else
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		Gear^.dY:= Gear^.dY + _1div50000;
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	Gear^.Y:= Gear^.Y + Gear^.dY
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	end;
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if hwRound(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
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if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 256)
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end;
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procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
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begin
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Gear^.X:= Gear^.X + Gear^.dX * Steps;
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Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
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//Gear^.dY:= Gear^.dY + cGravity;
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if Gear^.FrameTicks <= Steps then
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	if Gear^.Frame = 0 then DeleteVisualGear(Gear)
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	else
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		begin
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		dec(Gear^.Frame);
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		Gear^.FrameTicks:= cExplFrameTicks
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		end
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	else dec(Gear^.FrameTicks, Steps)
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end;
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procedure doStepFire(Gear: PVisualGear; Steps: Longword);
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begin
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Gear^.X:= Gear^.X + Gear^.dX * Steps;
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Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravity * (Steps * Steps);
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Gear^.dY:= Gear^.dY + cGravity * Steps;
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if Gear^.FrameTicks <= Steps then
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	DeleteVisualGear(Gear)
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else
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	dec(Gear^.FrameTicks, Steps)
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end;
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procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
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begin
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Gear^.Y:= Gear^.Y - _0_02 * Steps;
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if Gear^.FrameTicks <= Steps then
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	DeleteVisualGear(Gear)
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else
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	dec(Gear^.FrameTicks, Steps)
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end;
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// ==================================================================
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const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
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		(
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			@doStepFlake,
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			@doStepCloud,
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			@doStepExpl,
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			@doStepExpl,
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			@doStepFire,
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			@doStepSmallDamage
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		);
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
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var Result: PVisualGear;
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	t: Longword;
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	sp: hwFloat;
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begin
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if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we're scrolling now
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	if Kind <> vgtCloud then
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		begin
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		AddVisualGear:= nil;
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		exit
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		end;
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if cReducedQuality then
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	begin
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	AddVisualGear:= nil;
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	exit
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	end;
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New(Result);
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FillChar(Result^, sizeof(TVisualGear), 0);
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Result^.X:= int2hwFloat(X);
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Result^.Y:= int2hwFloat(Y);
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Result^.Kind := Kind;
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Result^.doStep:= doStepHandlers[Kind];
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with Result^ do
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	case Kind of
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	vgtFlake: begin
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				FrameTicks:= random(vobFrameTicks);
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				Frame:= random(vobFramesCount);
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				Angle:= random * 360;
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				dx.isNegative:= random(2) = 0;
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				dx.QWordValue:= random(100000000);
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				dy.isNegative:= false;
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				dy.QWordValue:= random(70000000);
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				dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
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				end;
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	vgtCloud: begin
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				Frame:= random(4);
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				dx.isNegative:= random(2) = 0;
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				dx.QWordValue:= random(214748364);
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				dy.isNegative:= random(2) = 0;
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				dy.QWordValue:= 21474836 + random(64424509);
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				mdY:= dy.QWordValue
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				end;
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	vgtExplPart,
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	vgtExplPart2: begin
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				t:= random(1024);
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				sp:= _0_001 * (random(95) + 70);
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				dx:= AngleSin(t) * sp;
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				dx.isNegative:= random(2) = 0;
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				dy:= AngleCos(t) * sp;
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				dy.isNegative:= random(2) = 0;
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				Frame:= 7 - random(3);
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				FrameTicks:= cExplFrameTicks
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				end;
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		vgtFire: begin
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				t:= random(1024);
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				sp:= _0_001 * (random(85) + 95);
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				dx:= AngleSin(t) * sp;
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				dx.isNegative:= random(2) = 0;
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				dy:= AngleCos(t) * sp;
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				dy.isNegative:= random(2) = 0;
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				FrameTicks:= 650 + random(250);
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				Frame:= random(8)
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				end;
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	vgtSmallDamageTag: begin
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				Result^.FrameTicks:= 1100
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				end;
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		end;
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if VisualGearsList <> nil then
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	begin
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	VisualGearsList^.PrevGear:= Result;
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	Result^.NextGear:= VisualGearsList
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	end;
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VisualGearsList:= Result;
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AddVisualGear:= Result
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end;
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procedure DeleteVisualGear(Gear: PVisualGear);
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begin
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if Gear^.Tex <> nil then
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	FreeTexture(Gear^.Tex);
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if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
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if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
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   else VisualGearsList:= Gear^.NextGear;
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Dispose(Gear)
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end;
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procedure ProcessVisualGears(Steps: Longword);
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var Gear, t: PVisualGear;
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begin
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if Steps = 0 then exit;
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t:= VisualGearsList;
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while t <> nil do
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      begin
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      Gear:= t;
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      t:= Gear^.NextGear;
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      Gear^.doStep(Gear, Steps)
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      end
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end;
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procedure DrawVisualGears(Layer: LongWord);
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var Gear: PVisualGear;
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begin
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Gear:= VisualGearsList;
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case Layer of
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	0: while Gear <> nil do
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		begin
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		case Gear^.Kind of
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			vgtFlake: if vobVelocity = 0 then
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						DrawSprite(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame)
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					else
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						DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
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			vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame);
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			end;
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		Gear:= Gear^.NextGear
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		end;
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	1: while Gear <> nil do
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		begin
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		case Gear^.Kind of
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			vgtExplPart: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 7 - Gear^.Frame);
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			vgtExplPart2: DrawSprite(sprExplPart2, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 7 - Gear^.Frame);
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			vgtFire: DrawSprite(sprFlame, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (RealTicks div 64 + Gear^.Frame) mod 8);
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			vgtSmallDamageTag: DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
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			end;
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		Gear:= Gear^.NextGear
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		end
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	end
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end;
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procedure AddClouds;
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var i: LongInt;
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begin
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for i:= 0 to cCloudsNumber - 1 do
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    AddVisualGear( - cScreenWidth + i * ((cScreenWidth * 2 + (LAND_WIDTH+256)) div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
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end;
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ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   317
initialization
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   318
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   319
finalization
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   320
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   321
end.