Lua callback: onUsedAmmo, after using up an ammo
Useful to know when e.g. shotgun attack has finished
Syntax: onUsedAmmo(ammoType)
* ammoType: Ammo type of used ammo
Note: Not called for ammo type amNothing
Thanks to KoBeWi
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uVisualGearsList;
interface
uses uTypes;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear; inline;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean; Layer: LongInt): PVisualGear;
procedure DeleteVisualGear(Gear: PVisualGear);
function VisualGearByUID(uid : Longword) : PVisualGear;
const
cExplFrameTicks = 110;
var VGCounter: LongWord;
VisualGearLayers: array[0..6] of PVisualGear;
implementation
uses uCollisions, uFloat, uVariables, uConsts, uTextures, uVisualGearsHandlers, uScript;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
begin
// adjust some visual gear types if underwater
if CheckCoordInWater(X, Y) and ((Kind = vgtBeeTrace) or (Kind = vgtSmokeTrace) or (Kind = vgtEvilTrace)) then
Kind:= vgtBubble;
AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false, -1);
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
begin
AddVisualGear:= AddVisualGear(X, Y, Kind, State, false, -1);
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear; inline;
begin
AddVisualGear:= AddVisualGear(X, Y, Kind, State, Critical, -1);
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean; Layer: LongInt): PVisualGear;
var gear: PVisualGear;
t: Longword;
sp: real;
begin
AddVisualGear:= nil;
if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
((Kind <> vgtCloud) and (not Critical)) then
exit;
if ((cReducedQuality and rqAntiBoom) <> 0) and
(not Critical) and
(not (Kind in
[vgtTeamHealthSorter,
vgtSmallDamageTag,
vgtSpeechBubble,
vgtHealthTag,
vgtExplosion,
vgtSmokeTrace,
vgtEvilTrace,
vgtNote,
vgtFeather,
vgtSmoothWindBar])) then
exit;
inc(VGCounter);
New(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= real(X);
gear^.Y:= real(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepVGHandlers[Kind];
gear^.Tint:= $FFFFFFFF;
gear^.uid:= VGCounter;
with gear^ do
case Kind of
vgtFlake:
begin
Timer:= 0;
tdX:= 0;
tdY:= 0;
Scale:= 1.0;
if SuddenDeathDmg then
begin
if vobSDFrameTicks > 0 then
FrameTicks:= random(vobSDFrameTicks);
Frame:= random(vobSDFramesCount);
end
else
begin
if vobFrameTicks > 0 then
FrameTicks:= random(vobFrameTicks);
Frame:= random(vobFramesCount);
end;
Angle:= random(360);
dx:= 0.0000038654705 * random(10000);
dy:= 0.000003506096 * random(7000);
if random(2) = 0 then
dx := -dx;
if SuddenDeathDmg then
dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
else
dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
end;
vgtCloud:
begin
Frame:= random(4);
dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
timer:= random(4096);
Scale:= 1.0
end;
vgtExplPart,
vgtExplPart2:
begin
t:= random(1024);
sp:= 0.001 * (random(95) + 70);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks
end;
vgtFire:
begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= random(8)
end;
vgtEgg:
begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtShell: FrameTicks:= 500;
vgtSmallDamageTag:
begin
gear^.FrameTicks:= 1100
end;
vgtBubble:
begin
dx:= 0.0000038654705 * random(10000);
dy:= 0;
if random(2) = 0 then
dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(5)
end;
vgtSteam:
begin
dx:= 0.0000038654705 * random(10000);
dy:= 0.001 * (random(85) + 95);
if random(2) = 0 then
dx := -dx;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtAmmo:
begin
alpha:= 1.0;
scale:= 1.0
end;
vgtSmokeWhite,
vgtSmoke:
begin
Scale:= 1.0;
dx:= 0.0002 * (random(45) + 10);
dy:= 0.0002 * (random(45) + 10);
if random(2) = 0 then
dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtDust:
begin
dx:= 0.005 * (random(15) + 10);
dy:= 0.001 * (random(40) + 20);
if random(2) = 0 then dx := -dx;
if random(2) = 0 then Tag:= 1
else Tag:= -1;
Frame:= 7 - random(2);
FrameTicks:= random(20) + 15;
end;
vgtSplash:
begin
dx:= 0;
dy:= 0;
FrameTicks:= 740;
Frame:= 19;
Scale:= 0.75;
Timer:= 1;
end;
vgtDroplet:
begin
// old dx & dy calcs
// dx:= 0.001 * (random(180) - 90);
// dy:= -0.001 * (random(160) + 40);
// => min speed ~ 0.098, max speed ~ 0.218, speed range ~ 0.120
// => min angle(4096) ~ 129, max angle ~ 1919, angle range ~ 1790
dx:= 0.001 * (98 + random(121)); // speed
Frame:= 129 + random(1791); // angle
dy:= -dx * hwFloat2Float(AngleSin(Frame));
// divide by 2 to create an eliptic shape
dx:= dx * hwFloat2Float(AngleCos(Frame)) / 2;
FrameTicks:= 250 + random(1751);
Frame:= random(3)
end;
vgtBeeTrace:
begin
FrameTicks:= 1000;
Frame:= random(16);
end;
vgtSmokeRing:
begin
dx:= 0;
dy:= 0;
FrameTicks:= 600;
Timer:= 0;
Frame:= 0;
scale:= 0.6;
alpha:= 1;
angle:= random(360);
end;
vgtFeather:
begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtHealthTag:
begin
Frame:= 0;
Timer:= 1500;
dY:= -0.08;
dX:= 0;
//gear^.Z:= 2002;
end;
vgtSmokeTrace,
vgtEvilTrace:
begin
gear^.X:= gear^.X - 16;
gear^.Y:= gear^.Y - 16;
gear^.State:= 8;
//gear^.Z:= cSmokeZ
end;
vgtBigExplosion:
begin
gear^.Angle:= random(360);
end;
vgtChunk:
begin
gear^.Frame:= random(4);
t:= random(1024);
sp:= 0.001 * (random(85) + 47);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
if random(2) = 0 then
dx := -dx;
end;
vgtNote:
begin
dx:= 0.005 * (random(15) + 10);
dy:= -0.001 * (random(40) + 20);
if random(2) = 0 then
dx := -dx;
Frame:= random(4);
FrameTicks:= random(2000) + 1500;
end;
vgtBulletHit:
begin
dx:= 0;
dy:= 0;
FrameTicks:= 350;
Frame:= 7;
Angle:= 0;
end;
vgtSmoothWindBar:
begin
Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
end;
vgtStraightShot:
begin
Angle:= 0;
Scale:= 1.0;
dx:= 0.001 * random(45);
dy:= 0.001 * (random(20) + 25);
State:= ord(sprHealth);
if random(2) = 0 then
dx := -dx;
Frame:= 0;
FrameTicks:= random(750) + 1250;
State:= ord(sprSnowDust);
end;
vgtNoPlaceWarn:
begin
FrameTicks:= 2000;
Tint:= $FF0000FF;
Scale:= 1.0;
end;
end;
if State <> 0 then
gear^.State:= State;
case Gear^.Kind of
vgtFlake:
if random(3) = 0 then
begin
gear^.Scale:= 0.5;
gear^.Layer:= 0 // 33% - far back
end
else if random(3) = 0 then
begin
gear^.Scale:= 0.8;
gear^.Layer:= 4 // 22% - mid-distance
end
else if random(3) <> 0 then
gear^.Layer:= 5 // 30% - just behind land
else if (not cFlattenFlakes) and (random(2) = 0) then
gear^.Layer:= 6 // 7% - just in front of land
else if not cFlattenFlakes then
begin
gear^.Scale:= 1.5;
gear^.Layer:= 2 // 7% - close up
end
else begin
gear^.Layer:= 0;
gear^.Scale:= 0.5
end;
vgtCloud: if cFlattenClouds then gear^.Layer:= 5
else if random(3) = 0 then
begin
gear^.Scale:= 0.25;
gear^.Layer:= 0
end
else if random(2) = 0 then
gear^.Layer:= 5
else
begin
gear^.Scale:= 0.4;
gear^.Layer:= 4
end;
vgtNoPlaceWarn: gear^.Layer:= 6;
// 0: this layer is very distant in the background when in stereo
vgtTeamHealthSorter,
vgtSmoothWindBar: gear^.Layer:= 0;
// 1: this layer is on the land level (which is close but behind the screen plane) when stereo
vgtSmokeTrace,
vgtEvilTrace,
vgtLineTrail,
vgtSmoke,
vgtSmokeWhite,
vgtDust,
vgtFire,
vgtSplash,
vgtDroplet,
vgtBubble: gear^.Layer:= 1;
// 3: this layer is on the screen plane (depth = 0) when stereo
vgtSpeechBubble,
vgtSmallDamageTag,
vgtHealthTag,
vgtStraightShot,
vgtFeather,
vgtChunk: gear^.Layer:= 3;
// 2: this layer is outside the screen when stereo
vgtExplosion,
vgtBigExplosion,
vgtExplPart,
vgtExplPart2,
vgtSteam,
vgtAmmo,
vgtShell,
vgtEgg,
vgtBeeTrace,
vgtSmokeRing,
vgtNote,
vgtBulletHit,
vgtCircle: gear^.Layer:= 2
end;
if Layer <> -1 then gear^.Layer:= Layer;
if VisualGearLayers[gear^.Layer] <> nil then
begin
VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
gear^.NextGear:= VisualGearLayers[gear^.Layer]
end;
VisualGearLayers[gear^.Layer]:= gear;
AddVisualGear:= gear;
ScriptCall('onVisualGearAdd', gear^.uid);
end;
procedure DeleteVisualGear(Gear: PVisualGear);
begin
ScriptCall('onVisualGearDelete', Gear^.uid);
FreeAndNilTexture(Gear^.Tex);
if Gear^.NextGear <> nil then
Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
if lastVisualGearByUID = Gear then
lastVisualGearByUID:= nil;
Dispose(Gear);
end;
function VisualGearByUID(uid : Longword) : PVisualGear;
var vg: PVisualGear;
i: LongWord;
begin
VisualGearByUID:= nil;
if uid = 0 then
exit;
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
begin
VisualGearByUID:= lastVisualGearByUID;
exit
end;
// search in an order that is more likely to return layers they actually use. Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
for i:= 2 to 5 do
begin
vg:= VisualGearLayers[i mod 4];
while vg <> nil do
begin
if vg^.uid = uid then
begin
lastVisualGearByUID:= vg;
VisualGearByUID:= vg;
exit
end;
vg:= vg^.NextGear
end
end
end;
end.