(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2011 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 *) (* * 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; 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; if SuddenDeathDmg then Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps else Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps; 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 if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else if round(X) > cRightScreenBorder then X:= X - cScreenSpace; // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards? if round(Y) - 75 > LAND_HEIGHT then Y:= Y - (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 s: Longword; t: real; begin Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX) * Steps; // up-and-down-bounce magic s := (GameTicks + Gear^.Timer) mod 4096; t := 8 * 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); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; //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 DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) 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 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 (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); (* 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. // a comment by unC0Rr: instead of changing WorldDx shake cursor coordinates, that should be safe // ... seems to still desync, and I tried banning when targetting too 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:= 250; 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); performRumble(); 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 WindBarWidth = Gear^.Tag 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;