(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2010 Andrey Korotaev * * 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 *) procedure doStepFlake(Gear: PVisualGear; Steps: Longword); var sign: hwFloat; begin sign:= _1; with Gear^ do begin inc(FrameTicks, Steps); if FrameTicks > vobFrameTicks then begin dec(FrameTicks, vobFrameTicks); inc(Frame); if Frame = vobFramesCount then Frame:= 0 end; X:= X + (cWindSpeed * 200 + dX + tdX) * Steps; Y:= Y + (dY + tdY + cGravity * vobFallSpeed) * Steps; Angle:= Angle + dAngle * Steps; if (hwRound(X) >= -cScreenWidth - 64) and (hwRound(X) <= cScreenWidth + LAND_WIDTH) and (hwRound(Y) <= (LAND_HEIGHT + 75)) and (Timer > 0) and (Timer-Steps > 0) then begin sign.isNegative:=tdX.isNegative; tdX:= tdX - _0_005*Steps*sign; if (sign.isNegative and (tdX > _0)) or (not sign.isNegative and (tdX < _0)) then tdX:= _0; sign.isNegative:=tdY.isNegative; tdY:= tdY - _0_005*Steps*sign; if (sign.isNegative and (tdY > _0)) or (not sign.isNegative and (tdY < _0)) then tdY:= _0; dec(Timer, Steps) end else begin if hwRound(X) < -cScreenWidth - 64 then X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else if hwRound(X) > cScreenWidth + LAND_WIDTH then X:= int2hwFloat(-cScreenWidth - 64); // if hwRound(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + int2hwFloat(25); // For if flag is set for flakes rising upwards? if hwRound(Y) > (LAND_HEIGHT + 75) then Y:= Y - int2hwFloat(1024 + 150); // TODO - configure in theme (jellies for example could use limited range) 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 i: Longword; begin Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps; for i:= 0 to Steps - 1 do begin if hwRound(Gear^.Y) > LAND_HEIGHT-1184 then // TODO - configure in theme Gear^.dY:= Gear^.dY - _1div50000 else Gear^.dY:= Gear^.dY + _1div50000; Gear^.Y:= Gear^.Y + Gear^.dY end; if hwRound(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 256) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepExpl(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; //Gear^.dY:= Gear^.dY + cGravity; 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 doStepEgg(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravity * Steps; Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFire(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravity * (Steps * Steps); Gear^.dY:= Gear^.dY + cGravity * 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 + cGravity * 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 + (cWindSpeed * 100 + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - cDrownSpeed * Steps; if (Gear^.FrameTicks <= Steps) or (hwRound(Gear^.Y) < cWaterLine) then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepHealth(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 dec(Gear^.FrameTicks, Steps); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSteam(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - cDrownSpeed * 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 - cDrownSpeed * 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 + (cWindSpeed + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - (cDrownSpeed + Gear^.dY) * Steps; Gear^.dX := Gear^.dX + (cWindSpeed * _0_3 * Steps); //Gear^.dY := Gear^.dY - (cDrownSpeed * _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 + (cWindSpeed + (cWindSpeed * _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 - (cDrownSpeed * _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 + cGravity * Steps; if hwRound(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 + cGravity * 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 Steps do begin dec(Gear^.Timer); if (Gear^.Timer and 15) = 0 then for i:= 0 to Pred(TeamsCount) do with thexchar[i] do begin {$WARNINGS OFF} team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div 640; team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime; {$WARNINGS ON} end; if (Gear^.Timer = 0) or (currsorter <> Gear) then begin if currsorter = Gear then currsorter:= nil; DeleteVisualGear(Gear); exit end 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 dy:= TeamsArray[t]^.DrawHealthY; dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth; team:= TeamsArray[t]; SortFactor:= TeamsArray[t]^.Clan^.ClanHealth; SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex; SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth; 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 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 (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then begin Gear^.X:= PHedgehog(Gear^.Hedgehog)^.Gear^.X + int2hwFloat(Gear^.Tex^.w div 2 - Gear^.FrameTicks); Gear^.Y:= PHedgehog(Gear^.Hedgehog)^.Gear^.Y - int2hwFloat(16 + Gear^.Tex^.h); end; if Gear^.Timer = 0 then begin if PHedgehog(Gear^.Hedgehog)^.SpeechGear = Gear then PHedgehog(Gear^.Hedgehog)^.SpeechGear:= nil; DeleteVisualGear(Gear) end; end; procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); begin Steps:= Steps; // avoid compiler hint with PHedgehog(Gear^.Hedgehog)^ do if SpeechGear <> nil then SpeechGear^.Timer:= 0; PHedgehog(Gear^.Hedgehog)^.SpeechGear:= Gear; Gear^.Timer:= max(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 - int2hwFloat(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; end; end; procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); begin if hwRound(Gear^.Y) < cWaterLine + 10 then DeleteVisualGear(Gear) else Gear^.Y:= Gear^.Y - _0_08 * Steps; end; procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); var s: shortstring; begin s:= ''; Gear^.dY:= -_0_08; str(Gear^.State, s); if Gear^.Hedgehog <> nil then Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, fnt16) else Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16); if hwRound(Gear^.Y) < cWaterLine then Gear^.doStep:= @doStepHealthTagWork else Gear^.doStep:= @doStepHealthTagWorkUnderWater; Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h); if Steps > 1 then Gear^.doStep(Gear, Steps-1); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); var i: Longword; begin inc(Gear^.Timer, Steps ); if Gear^.Timer > 64 then begin dec(Gear^.State, Gear^.Timer div 65); Gear^.Timer:= Gear^.Timer mod 65; end; for i:= 1 to Steps do begin Gear^.dX:= Gear^.dX + cWindSpeed; Gear^.X:= Gear^.X + Gear^.dX; end; if Gear^.State = 0 then DeleteVisualGear(Gear); 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; begin for i:= 0 to 31 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire); for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart); for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), 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); (* FIXME - This block desyncs due to the way WorldDx is important for various things network related. One possible solution is, instead of using WorldDx, to use straight gl/SDL calls to jitter the screen a bit. 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; begin gX:= hwRound(Gear^.X); gY:= hwRound(Gear^.Y); AddVisualGear(gX, gY, vgtSmokeRing); for i:= 0 to 46 do AddVisualGear(gX, gY, vgtFire); 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); end;