hedgewars/VGSHandlers.inc
changeset 9289 6bc1df062f04
parent 9261 6e4feb4191a0
parent 9287 bb9ad6a5f625
child 9291 15f7bb217b66
--- a/hedgewars/VGSHandlers.inc	Wed Jun 26 21:40:10 2013 -0400
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,802 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-(*
- * This file contains the step handlers for visual gears.
- *
- * Since the effects of visual gears do not affect the course of the game,
- * no "synchronization" between players is required.
- * => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
- * is usually not necessary and therefore undesirable.
- *)
-
-procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
-var sign: real;
-    moved: boolean;
-begin
-if vobCount = 0 then exit;
-
-sign:= 1;
-with Gear^ do
-    begin
-    inc(FrameTicks, Steps);
-    if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then
-        begin
-        dec(FrameTicks, vobFrameTicks);
-        inc(Frame);
-        if Frame = vobFramesCount then
-            Frame:= 0
-        end
-    else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then
-        begin
-        dec(FrameTicks, vobSDFrameTicks);
-        inc(Frame);
-        if Frame = vobSDFramesCount then
-            Frame:= 0
-        end;
-    X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale;
-    if SuddenDeathDmg then
-        Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale
-    else
-        Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale;
-    Angle:= Angle + dAngle * Steps;
-    if Angle > 360 then
-        Angle:= Angle - 360
-    else
-        if Angle < - 360 then
-            Angle:= Angle + 360;
-    
-  
-    if (round(X) >= cLeftScreenBorder)
-    and (round(X) <= cRightScreenBorder)
-    and (round(Y) - 75 <= LAND_HEIGHT)
-    and (Timer > 0) and (Timer-Steps > 0) then
-        begin
-        if tdX > 0 then
-            sign := 1
-        else
-            sign:= -1;
-        tdX:= tdX - 0.005*Steps*sign;
-        if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then
-            tdX:= 0;
-        if tdX > 0 then
-            sign := 1
-        else
-            sign:= -1;
-        tdY:= tdY - 0.005*Steps*sign;
-        if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then
-            tdY:= 0;
-        dec(Timer, Steps)
-        end
-    else
-        begin
-        moved:= false;
-        if round(X) < cLeftScreenBorder then
-            begin
-            X:= X + cScreenSpace;
-            moved:= true
-            end
-        else
-            if round(X) > cRightScreenBorder then
-                begin
-                X:= X - cScreenSpace;
-                moved:= true
-                end;
-            // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
-        if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
-            begin
-            X:= cLeftScreenBorder + random(cScreenSpace);
-            Y:= Y - (1024 + 250 + random(50)); // TODO - configure in theme (jellies for example could use limited range)
-            moved:= true
-            end
-        else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
-            begin
-            X:= cLeftScreenBorder + random(cScreenSpace);
-            Y:= Y - (1024 + random(25));
-            moved:= true
-            end;
-        if moved then
-            begin
-            Angle:= random(360);
-            dx:= 0.0000038654705 * random(10000);
-            dy:= 0.000003506096 * random(7000);
-            if random(2) = 0 then dx := -dx
-            end;
-        Timer:= 0;
-        tdX:= 0;
-        tdY:= 0
-        end;
-    end;
-
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks > Steps then
-    dec(Gear^.FrameTicks, Steps)
-else
-    DeleteVisualGear(Gear);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
-var s: Longword;
-    t: real;
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps;
-
-// up-and-down-bounce magic
-s := (GameTicks + Gear^.Timer) mod 4096;
-t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048));
-if (s < 2048) then t := -t;
-
-Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
-
-if round(Gear^.X) < cLeftScreenBorder then
-    Gear^.X:= Gear^.X + cScreenSpace
-else
-    if round(Gear^.X) > cRightScreenBorder then
-        Gear^.X:= Gear^.X - cScreenSpace
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
-var s: LongInt;
-begin
-s:= min(Steps, cExplFrameTicks);
-
-Gear^.X:= Gear^.X + Gear^.dX * s;
-Gear^.Y:= Gear^.Y + Gear^.dY * s;
-//Gear^.dY:= Gear^.dY + cGravityf;
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-        DeleteVisualGear(Gear)
-    else
-        begin
-        dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-    else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepNote(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
-
-Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
-while Gear^.Angle > cMaxAngle do
-    Gear^.Angle:= Gear^.Angle - cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
-begin
-Steps := Steps;
-if Gear^.Timer <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.Timer, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    begin
-    DeleteVisualGear(Gear);
-    exit
-    end
-else
-    dec(Gear^.FrameTicks, Steps);
-
-if Gear^.FrameTicks < $FF then
-   Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFire(Gear: PVisualGear; Steps: Longword);
-var vgt: PVisualGear;
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
-if (Gear^.State and gstTmpFlag) = 0 then
-    begin
-    Gear^.dY:= Gear^.dY + cGravityf * Steps;
-    if ((GameTicks mod 200) < Steps + 1) then
-        begin
-        vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
-        if vgt <> nil then
-            begin
-            vgt^.dx:= 0;
-            vgt^.dy:= 0;
-            vgt^.State:= gstTmpFlag;
-            end;
-        end
-    end
-else
-    inc(Steps, Steps);
-
-if Gear^.FrameTicks <= Steps then
-       DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShell(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.Y:= Gear^.Y - 0.02 * Steps;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
-Gear^.dX := Gear^.dX / (1.001 * Steps);
-Gear^.dY := Gear^.dY / (1.001 * Steps);
-
-if (Gear^.FrameTicks <= Steps) or (round(Gear^.Y) < cWaterLine) then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
-Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-        DeleteVisualGear(Gear)
-    else
-        begin
-        if Random(2) = 0 then
-            dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
-
-Gear^.scale:= Gear^.scale + 0.0025 * Steps;
-Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
-
-if Gear^.alpha < 0 then
-    DeleteVisualGear(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
-Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
-
-Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
-//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-        DeleteVisualGear(Gear)
-    else
-        begin
-        if Random(2) = 0 then
-            dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-    else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDust(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
-Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
-
-Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
-Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);
-
-if Gear^.FrameTicks <= Steps then
-    if Gear^.Frame = 0 then
-            DeleteVisualGear(Gear)
-    else
-        begin
-        dec(Gear^.Frame);
-        Gear^.FrameTicks:= cExplFrameTicks
-        end
-    else dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-if round(Gear^.Y) > cWaterLine then
-    begin
-    DeleteVisualGear(Gear);
-    PlaySound(TSound(ord(sndDroplet1) + Random(3)));
-    end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-if Gear^.Timer >= Gear^.FrameTicks then
-    DeleteVisualGear(Gear)
-else
-    begin
-    Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
-    Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
-    if Gear^.alpha < 0 then
-        Gear^.alpha:= 0;
-    end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-const cSorterWorkTime = 640;
-var thexchar: array[0..cMaxTeams] of
-            record
-            dy, ny, dw: LongInt;
-            team: PTeam;
-            SortFactor: QWord;
-            end;
-    currsorter: PVisualGear = nil;
-
-procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
-var i, t: LongInt;
-begin
-for t:= 1 to min(Steps, Gear^.Timer) do
-    begin
-    dec(Gear^.Timer);
-    if (Gear^.Timer and 15) = 0 then
-        for i:= 0 to Pred(TeamsCount) do
-            with thexchar[i] do
-                begin
-                {$WARNINGS OFF}
-                team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime;
-                team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
-                {$WARNINGS ON}
-                end;
-    end;
-
-if (Gear^.Timer = 0) or (currsorter <> Gear) then
-    begin
-    if currsorter = Gear then
-        currsorter:= nil;
-    DeleteVisualGear(Gear);
-    exit
-    end
-end;
-
-procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
-var i: Longword;
-    b: boolean;
-    t: LongInt;
-begin
-Steps:= Steps; // avoid compiler hint
-
-for t:= 0 to Pred(TeamsCount) do
-    with thexchar[t] do
-        begin
-        team:= TeamsArray[t];
-        dy:= team^.DrawHealthY;
-        dw:= team^.TeamHealthBarWidth - team^.NewTeamHealthBarWidth;
-        if team^.TeamHealth > 0 then
-            begin
-            SortFactor:= team^.Clan^.ClanHealth;
-            SortFactor:= (SortFactor shl  3) + team^.Clan^.ClanIndex;
-            SortFactor:= (SortFactor shl 30) + team^.TeamHealth;
-            end
-        else
-            SortFactor:= 0;
-        end;
-
-if TeamsCount > 1 then
-    repeat
-    b:= true;
-    for t:= 0 to TeamsCount - 2 do
-        if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
-            begin
-            thexchar[cMaxTeams]:= thexchar[t];
-            thexchar[t]:= thexchar[Succ(t)];
-            thexchar[Succ(t)]:= thexchar[cMaxTeams];
-            b:= false
-            end
-    until b;
-
-t:= - 4;
-for i:= 0 to Pred(TeamsCount) do
-        with thexchar[i] do
-          if team^.TeamHealth > 0 then
-            begin
-            dec(t, team^.HealthTex^.h + 2);
-            ny:= t;
-            dy:= dy - ny
-            end;
-
-Gear^.Timer:= cSorterWorkTime;
-Gear^.doStep:= @doStepTeamHealthSorterWork;
-currsorter:= Gear;
-//doStepTeamHealthSorterWork(Gear, Steps)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
-
-if (Gear^.Hedgehog^.Gear <> nil) then
-    begin
-    Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2  - Gear^.FrameTicks);
-    Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h);
-    end;
-
-if Gear^.Timer = 0 then
-    begin
-    if Gear^.Hedgehog^.SpeechGear = Gear then
-        Gear^.Hedgehog^.SpeechGear:= nil;
-    DeleteVisualGear(Gear)
-    end;
-end;
-
-procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
-begin
-Steps:= Steps; // avoid compiler hint
-
-with Gear^.Hedgehog^ do
-    if SpeechGear <> nil then
-        SpeechGear^.Timer:= 0;
-
-Gear^.Hedgehog^.SpeechGear:= Gear;
-
-Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);
-
-Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
-
-case Gear^.FrameTicks of
-    1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
-    2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
-    3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
-    end;
-
-Gear^.doStep:= @doStepSpeechBubbleWork;
-
-Gear^.Y:= Gear^.Y - Gear^.Tex^.h
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
-begin
-if Steps > Gear^.Timer then
-    DeleteVisualGear(Gear)
-else
-    begin
-    dec(Gear^.Timer, Steps);
-    Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-    Gear^.X:= Gear^.X + Gear^.dX * Steps
-    end;
-end;
-
-procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
-begin
-if round(Gear^.Y) - 10 < cWaterLine then
-    DeleteVisualGear(Gear)
-else
-    Gear^.Y:= Gear^.Y - 0.08 * Steps;
-
-end;
-
-procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
-var s: shortstring;
-begin
-s:= '';
-
-str(Gear^.State, s);
-if Gear^.Hedgehog <> nil then
-    Gear^.Tex:= RenderStringTex(s, Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
-else
-    Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16);
-
-Gear^.doStep:= @doStepHealthTagWork;
-
-if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0)  then
-    Gear^.doStep:= @doStepHealthTagWorkUnderWater;
-
-Gear^.Y:= Gear^.Y - Gear^.Tex^.h;
-
-if Steps > 1 then
-    Gear^.doStep(Gear, Steps-1);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps );
-if Gear^.Timer > 64 then
-    begin
-    if Gear^.State = 0 then
-        begin
-        DeleteVisualGear(Gear);
-        exit;
-        end;
-    dec(Gear^.State, Gear^.Timer div 65);
-    Gear^.Timer:= Gear^.Timer mod 65;
-    end;
-Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
-Gear^.X:= Gear^.X + Gear^.dX;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-if Gear^.Timer > 75 then
-    begin
-    inc(Gear^.State, Gear^.Timer div 76);
-    Gear^.Timer:= Gear^.Timer mod 76;
-    if Gear^.State > 5 then
-        DeleteVisualGear(Gear);
-    end;
-end;
-
-procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
-var i: LongWord;
-    gX,gY: LongInt;
-    vg: PVisualGear;
-begin
-gX:= round(Gear^.X);
-gY:= round(Gear^.Y);
-for i:= 0 to 31 do 
-    begin
-    vg:= AddVisualGear(gX, gY, vgtFire);
-    if vg <> nil then 
-        begin
-        vg^.State:= gstTmpFlag;
-        inc(vg^.FrameTicks, vg^.FrameTicks)
-        end
-    end;
-for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart);
-for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart2);
-Gear^.doStep:= @doStepExplosionWork;
-if Steps > 1 then
-    Gear^.doStep(Gear, Steps-1);
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
-var maxMovement: LongInt;
-begin
-
-inc(Gear^.Timer, Steps);
-if (Gear^.Timer and 5) = 0 then
-    begin
-    maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
-    ShakeCamera(maxMovement);
-    end;
-
-if Gear^.Timer > 250 then
-    DeleteVisualGear(Gear);
-end;
-
-procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
-var i: LongWord;
-    gX,gY: LongInt;
-    vg: PVisualGear;
-begin
-//ScreenFade:= sfFromWhite;
-//ScreenFadeValue:= round(60 * zoom * zoom);
-//ScreenFadeSpeed:= 5;
-gX:= round(Gear^.X);
-gY:= round(Gear^.Y);
-AddVisualGear(gX, gY, vgtSmokeRing);
-for i:= 0 to 46 do 
-    begin
-    vg:= AddVisualGear(gX, gY, vgtFire);
-    if vg <> nil then 
-        begin
-        vg^.State:= gstTmpFlag;
-        inc(vg^.FrameTicks, vg^.FrameTicks)
-        end
-    end;
-for i:= 0 to 15 do
-    AddVisualGear(gX, gY, vgtExplPart);
-for i:= 0 to 15 do
-    AddVisualGear(gX, gY, vgtExplPart2);
-Gear^.doStep:= @doStepBigExplosionWork;
-if Steps > 1 then
-    Gear^.doStep(Gear, Steps-1);
-with mobileRecord do
-    if (performRumble <> nil) and (not fastUntilLag) then
-        performRumble(kSystemSoundID_Vibrate);
-end;
-
-procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravityf * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
-    begin
-    AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
-    DeleteVisualGear(Gear);
-    end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    dec(Gear^.FrameTicks, Steps);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
-var tmp: LongInt;
-    i: LongWord;
-begin
-with Gear^ do
-    if Frame <> 0 then
-        for i:= 1 to Steps do
-            begin
-            inc(FrameTicks);
-            if (FrameTicks mod Frame) = 0 then
-                begin
-                tmp:= Gear^.Tint and $FF;
-                if tdY >= 0 then
-                    inc(tmp)
-                else
-                    dec(tmp);
-                if tmp < round(dX) then
-                    tdY:= 1;
-                if tmp > round(dY) then
-                    tdY:= -1;
-                if tmp > 255 then
-                    tmp := 255;
-                if tmp < 0 then
-                    tmp := 0;
-                Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
-                end
-            end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-    
-while Gear^.Timer >= 10 do
-    begin
-    dec(Gear^.Timer, 10);
-    if WindBarWidth < Gear^.Tag then
-        inc(WindBarWidth)
-    else if WindBarWidth > Gear^.Tag then
-        dec(WindBarWidth);
-    end;
-if cWindspeedf > Gear^.dAngle then
-    begin
-    cWindspeedf := cWindspeedf - Gear^.Angle*Steps;
-    if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
-    end
-else if cWindspeedf < Gear^.dAngle then
-    begin
-    cWindspeedf := cWindspeedf + Gear^.Angle*Steps;
-    if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
-    end;
-        
-if (WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)  then 
-    DeleteVisualGear(Gear)
-end;
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
-
-if Gear^.FrameTicks <= Steps then
-    DeleteVisualGear(Gear)
-else
-    begin
-    dec(Gear^.FrameTicks, Steps);
-    if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then 
-        Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500)
-    end
-end;
-