author | sheepluva |
Fri, 29 Apr 2016 23:52:44 +0200 | |
changeset 11783 | d8a9be46dede |
parent 11744 | eee922f69d1b |
child 11827 | 4600dcb9db4f |
permissions | -rw-r--r-- |
3441 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2004-2015 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 |
|
10108
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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*) |
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|
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added some comments in order to confuse the GSoC students as much as possible ;D
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(* |
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added some comments in order to confuse the GSoC students as much as possible ;D
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* This file contains the step handlers for visual gears. |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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* |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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* Since the effects of visual gears do not affect the course of the game, |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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23 |
* no "synchronization" between players is required. |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat) |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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25 |
* is usually not necessary and therefore undesirable. |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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*) |
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{$INCLUDE "options.inc"} |
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||
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unit uVisualGearsHandlers; |
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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|
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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interface |
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By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
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uses uTypes, uGears; |
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var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure; |
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|
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
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procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
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procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
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procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
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procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
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procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
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procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
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|
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Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
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function isSorterActive: boolean; inline; |
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procedure initModule; |
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|
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implementation |
10354 | 78 |
uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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var sign: real; |
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16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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moved: boolean; |
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flake FrameTicks value of 0 now indicades that the frame should not be changed
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83 |
vfc, vft: LongWord; |
3441 | 84 |
begin |
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fix issue 8: Static skull and bones flakes near the water in Sudden Death in themes without flakes
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if SuddenDeathDmg then |
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begin |
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fix issue 8: Static skull and bones flakes near the water in Sudden Death in themes without flakes
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if (vobSDCount = 0) then exit; |
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88 |
end |
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89 |
else |
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if (vobCount = 0) then exit; |
3611 | 91 |
|
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Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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sign:= 1; |
3441 | 93 |
with Gear^ do |
94 |
begin |
|
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|
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96 |
X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale; |
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|
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98 |
if SuddenDeathDmg then |
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99 |
begin |
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100 |
Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale; |
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101 |
vfc:= vobSDFramesCount; |
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102 |
vft:= vobSDFrameTicks; |
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103 |
end |
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104 |
else |
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105 |
begin |
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|
106 |
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale; |
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|
107 |
vfc:= vobFramesCount; |
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|
108 |
vft:= vobFrameTicks; |
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|
109 |
end; |
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110 |
|
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|
111 |
if vft > 0 then |
3441 | 112 |
begin |
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81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
113 |
inc(FrameTicks, Steps); |
10625
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|
114 |
if FrameTicks > vft then |
10623
81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
115 |
begin |
10625
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|
116 |
dec(FrameTicks, vft); |
10623
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
117 |
inc(Frame); |
10625
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118 |
if Frame = vfc then |
10623
81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
119 |
Frame:= 0 |
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
120 |
end; |
3441 | 121 |
end; |
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122 |
|
3441 | 123 |
Angle:= Angle + dAngle * Steps; |
4152
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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124 |
if Angle > 360 then |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
125 |
Angle:= Angle - 360 |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
126 |
else |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
127 |
if Angle < - 360 then |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
128 |
Angle:= Angle + 360; |
8330 | 129 |
|
130 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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131 |
if (round(X) >= cLeftScreenBorder) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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|
132 |
and (round(X) <= cRightScreenBorder) |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
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|
133 |
and (round(Y) - 250 <= LAND_HEIGHT) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
134 |
and (Timer > 0) and (Timer-Steps > 0) then |
3441 | 135 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
136 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
137 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
138 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
139 |
sign:= -1; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
140 |
tdX:= tdX - 0.005*Steps*sign; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
141 |
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
142 |
tdX:= 0; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
143 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
144 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
145 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
146 |
sign:= -1; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
147 |
tdY:= tdY - 0.005*Steps*sign; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
148 |
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
149 |
tdY:= 0; |
3441 | 150 |
dec(Timer, Steps) |
151 |
end |
|
152 |
else |
|
153 |
begin |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
154 |
moved:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
155 |
if round(X) < cLeftScreenBorder then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
156 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
157 |
X:= X + cScreenSpace; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
158 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
159 |
end |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
160 |
else if round(X) > cRightScreenBorder then |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
161 |
begin |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
162 |
X:= X - cScreenSpace; |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
163 |
moved:= true |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
164 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
165 |
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards? |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
166 |
if (Gear^.Layer = 2) and (round(Y) - 400 > LAND_HEIGHT) and (cGravityf >= 0) then |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
167 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
168 |
X:= cLeftScreenBorder + random(cScreenSpace); |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
169 |
Y:= Y-(1024 + 400 + random(50)); // TODO - configure in theme (jellies for example could use limited range) |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
170 |
moved:= true |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
171 |
end |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
172 |
else if (Gear^.Layer <> 2) and (round(Y) - 150 > LAND_HEIGHT) and (cGravityf >= 0) then |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
173 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
174 |
X:= cLeftScreenBorder + random(cScreenSpace); |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
175 |
Y:= Y-(1024 + 200 + random(50)); |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
176 |
moved:= true |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
177 |
end |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
178 |
else if (round(Y) < LAND_HEIGHT-1200) and (cGravityf < 0) then // gravity can make flakes move upwards |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
179 |
begin |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
180 |
X:= cLeftScreenBorder + random(cScreenSpace); |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
181 |
if Gear^.Layer = 2 then |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
182 |
Y:= Y+(1024 + 150 + random(100)) |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
183 |
else |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
184 |
Y:= Y+(1024 + random(50)); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
185 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
186 |
end; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
187 |
if moved then |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
188 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
189 |
Angle:= random(360); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
190 |
dx:= 0.0000038654705 * random(10000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
191 |
dy:= 0.000003506096 * random(7000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
192 |
if random(2) = 0 then dx := -dx |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
193 |
end; |
3441 | 194 |
Timer:= 0; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
195 |
tdX:= 0; |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
196 |
tdY:= 0 |
3441 | 197 |
end; |
198 |
end; |
|
199 |
||
200 |
end; |
|
201 |
||
202 |
//////////////////////////////////////////////////////////////////////////////// |
|
203 |
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
|
204 |
begin |
|
205 |
if Gear^.FrameTicks > Steps then |
|
206 |
dec(Gear^.FrameTicks, Steps) |
|
207 |
else |
|
208 |
DeleteVisualGear(Gear); |
|
209 |
end; |
|
210 |
||
211 |
//////////////////////////////////////////////////////////////////////////////// |
|
212 |
procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
213 |
var s: Longword; |
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
214 |
t: real; |
3441 | 215 |
begin |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
216 |
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps; |
3441 | 217 |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
218 |
// up-and-down-bounce magic |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
219 |
s := (GameTicks + Gear^.Timer) mod 4096; |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
220 |
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048)); |
3597
978c30ef50fc
visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents:
3593
diff
changeset
|
221 |
if (s < 2048) then t := -t; |
3441 | 222 |
|
4161 | 223 |
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; |
3441 | 224 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
225 |
if round(Gear^.X) < cLeftScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
226 |
Gear^.X:= Gear^.X + cScreenSpace |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
227 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
228 |
if round(Gear^.X) > cRightScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
229 |
Gear^.X:= Gear^.X - cScreenSpace |
3441 | 230 |
end; |
231 |
||
232 |
//////////////////////////////////////////////////////////////////////////////// |
|
233 |
procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
|
7808 | 234 |
var s: LongInt; |
3441 | 235 |
begin |
7808 | 236 |
s:= min(Steps, cExplFrameTicks); |
3441 | 237 |
|
7808 | 238 |
Gear^.X:= Gear^.X + Gear^.dX * s; |
239 |
Gear^.Y:= Gear^.Y + Gear^.dY * s; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
240 |
//Gear^.dY:= Gear^.dY + cGravityf; |
3441 | 241 |
|
242 |
if Gear^.FrameTicks <= Steps then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
243 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
244 |
DeleteVisualGear(Gear) |
3441 | 245 |
else |
246 |
begin |
|
247 |
dec(Gear^.Frame); |
|
248 |
Gear^.FrameTicks:= cExplFrameTicks |
|
249 |
end |
|
250 |
else dec(Gear^.FrameTicks, Steps) |
|
251 |
end; |
|
252 |
||
253 |
//////////////////////////////////////////////////////////////////////////////// |
|
3704 | 254 |
procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
255 |
begin |
|
256 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
257 |
||
258 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3706 | 259 |
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2; |
3704 | 260 |
|
3706 | 261 |
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10; |
262 |
while Gear^.Angle > cMaxAngle do |
|
263 |
Gear^.Angle:= Gear^.Angle - cMaxAngle; |
|
3704 | 264 |
|
265 |
if Gear^.FrameTicks <= Steps then |
|
266 |
DeleteVisualGear(Gear) |
|
267 |
else |
|
268 |
dec(Gear^.FrameTicks, Steps) |
|
269 |
end; |
|
270 |
||
271 |
//////////////////////////////////////////////////////////////////////////////// |
|
4279 | 272 |
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
273 |
begin |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
274 |
{$IFNDEF PAS2C} |
4279 | 275 |
Steps := Steps; |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
276 |
{$ENDIF} |
4279 | 277 |
if Gear^.Timer <= Steps then |
278 |
DeleteVisualGear(Gear) |
|
279 |
else |
|
280 |
dec(Gear^.Timer, Steps) |
|
281 |
end; |
|
282 |
||
283 |
//////////////////////////////////////////////////////////////////////////////// |
|
3441 | 284 |
procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
285 |
begin |
|
286 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
287 |
||
288 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
289 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 290 |
|
291 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
292 |
||
293 |
if Gear^.FrameTicks <= Steps then |
|
6128 | 294 |
begin |
295 |
DeleteVisualGear(Gear); |
|
296 |
exit |
|
297 |
end |
|
3441 | 298 |
else |
5874
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
299 |
dec(Gear^.FrameTicks, Steps); |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
300 |
|
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
301 |
if Gear^.FrameTicks < $FF then |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
302 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks |
3441 | 303 |
end; |
304 |
||
305 |
//////////////////////////////////////////////////////////////////////////////// |
|
306 |
procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
|
3751 | 307 |
var vgt: PVisualGear; |
3441 | 308 |
begin |
309 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
310 |
||
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
311 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps); |
3751 | 312 |
if (Gear^.State and gstTmpFlag) = 0 then |
313 |
begin |
|
314 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
3764 | 315 |
if ((GameTicks mod 200) < Steps + 1) then |
3751 | 316 |
begin |
317 |
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire); |
|
318 |
if vgt <> nil then |
|
319 |
begin |
|
320 |
vgt^.dx:= 0; |
|
321 |
vgt^.dy:= 0; |
|
322 |
vgt^.State:= gstTmpFlag; |
|
323 |
end; |
|
324 |
end |
|
325 |
end |
|
326 |
else |
|
327 |
inc(Steps, Steps); |
|
3441 | 328 |
|
329 |
if Gear^.FrameTicks <= Steps then |
|
330 |
DeleteVisualGear(Gear) |
|
331 |
else |
|
332 |
dec(Gear^.FrameTicks, Steps) |
|
333 |
end; |
|
334 |
||
335 |
//////////////////////////////////////////////////////////////////////////////// |
|
336 |
procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
|
337 |
begin |
|
338 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
339 |
||
340 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
341 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 342 |
|
343 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
344 |
||
345 |
if Gear^.FrameTicks <= Steps then |
|
346 |
DeleteVisualGear(Gear) |
|
347 |
else |
|
348 |
dec(Gear^.FrameTicks, Steps) |
|
349 |
end; |
|
350 |
||
351 |
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
|
352 |
begin |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
353 |
Gear^.Y:= Gear^.Y - 0.02 * Steps; |
3441 | 354 |
|
355 |
if Gear^.FrameTicks <= Steps then |
|
356 |
DeleteVisualGear(Gear) |
|
357 |
else |
|
358 |
dec(Gear^.FrameTicks, Steps) |
|
359 |
end; |
|
360 |
||
361 |
//////////////////////////////////////////////////////////////////////////////// |
|
362 |
procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
|
363 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
364 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
365 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
366 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
367 |
Gear^.dX := Gear^.dX / (1.001 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
368 |
Gear^.dY := Gear^.dY / (1.001 * Steps); |
3441 | 369 |
|
10355 | 370 |
if (Gear^.FrameTicks <= Steps) or (not CheckCoordInWater(round(Gear^.X), round(Gear^.Y))) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
371 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
372 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
373 |
dec(Gear^.FrameTicks, Steps) |
3441 | 374 |
end; |
375 |
||
376 |
//////////////////////////////////////////////////////////////////////////////// |
|
377 |
procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
|
378 |
begin |
|
10354 | 379 |
if ((cWindSpeedf > 0) and ( leftX > Gear^.X)) |
380 |
or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then |
|
381 |
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
382 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 383 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
384 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
385 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
386 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
387 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
388 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
389 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
390 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
391 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
392 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
393 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 394 |
end; |
395 |
||
396 |
//////////////////////////////////////////////////////////////////////////////// |
|
397 |
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
|
398 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
399 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 400 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
401 |
Gear^.scale:= Gear^.scale + 0.0025 * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
402 |
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; |
3441 | 403 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
404 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
405 |
DeleteVisualGear(Gear) |
3441 | 406 |
end; |
407 |
||
408 |
//////////////////////////////////////////////////////////////////////////////// |
|
409 |
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
|
410 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
411 |
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
412 |
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps; |
3441 | 413 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
414 |
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
415 |
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995); |
3441 | 416 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
417 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
418 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
419 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
420 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
421 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
422 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
423 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
424 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
425 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
426 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 427 |
end; |
428 |
||
429 |
//////////////////////////////////////////////////////////////////////////////// |
|
430 |
procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
|
431 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
432 |
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
433 |
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; |
3441 | 434 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
435 |
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
436 |
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps); |
3441 | 437 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
438 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
439 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
440 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
441 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
442 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
443 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
444 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
445 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
446 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 447 |
end; |
448 |
||
449 |
//////////////////////////////////////////////////////////////////////////////// |
|
450 |
procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
|
451 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
452 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
453 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
454 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
455 |
dec(Gear^.FrameTicks, Steps); |
3441 | 456 |
end; |
457 |
||
458 |
//////////////////////////////////////////////////////////////////////////////// |
|
459 |
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
|
460 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
461 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
3441 | 462 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
463 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
464 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 465 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
466 |
if round(Gear^.Y) > cWaterLine then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
467 |
begin |
3441 | 468 |
DeleteVisualGear(Gear); |
469 |
PlaySound(TSound(ord(sndDroplet1) + Random(3))); |
|
470 |
end; |
|
471 |
end; |
|
472 |
||
473 |
//////////////////////////////////////////////////////////////////////////////// |
|
474 |
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
|
475 |
begin |
|
476 |
inc(Gear^.Timer, Steps); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
477 |
if Gear^.Timer >= Gear^.FrameTicks then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
478 |
DeleteVisualGear(Gear) |
3441 | 479 |
else |
480 |
begin |
|
481 |
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; |
|
482 |
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
483 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
484 |
Gear^.alpha:= 0; |
3441 | 485 |
end; |
486 |
end; |
|
487 |
||
488 |
//////////////////////////////////////////////////////////////////////////////// |
|
489 |
procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
|
490 |
begin |
|
491 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
492 |
||
493 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
494 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 495 |
|
496 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
497 |
||
498 |
if Gear^.FrameTicks <= Steps then |
|
499 |
DeleteVisualGear(Gear) |
|
500 |
else |
|
501 |
dec(Gear^.FrameTicks, Steps) |
|
502 |
end; |
|
503 |
||
504 |
//////////////////////////////////////////////////////////////////////////////// |
|
505 |
const cSorterWorkTime = 640; |
|
506 |
var thexchar: array[0..cMaxTeams] of |
|
507 |
record |
|
508 |
dy, ny, dw: LongInt; |
|
509 |
team: PTeam; |
|
510 |
SortFactor: QWord; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
511 |
hdw: array[0..cMaxHHIndex] of LongInt; |
3441 | 512 |
end; |
513 |
currsorter: PVisualGear = nil; |
|
514 |
||
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
515 |
function isSorterActive: boolean; inline; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
516 |
begin |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
517 |
isSorterActive:= currsorter <> nil |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
518 |
end; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
519 |
|
3441 | 520 |
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
521 |
var i, t, h: LongInt; |
3441 | 522 |
begin |
10858
bd281e854e02
Don't do anything if sorter was replaced, even for one tick only. Hopefully fixes issue #907, but not confirmed, though very highly plausible.
unc0rr
parents:
10731
diff
changeset
|
523 |
if currsorter = Gear then |
bd281e854e02
Don't do anything if sorter was replaced, even for one tick only. Hopefully fixes issue #907, but not confirmed, though very highly plausible.
unc0rr
parents:
10731
diff
changeset
|
524 |
for t:= 1 to min(Steps, Gear^.Timer) do |
3441 | 525 |
begin |
526 |
dec(Gear^.Timer); |
|
527 |
if (Gear^.Timer and 15) = 0 then |
|
528 |
for i:= 0 to Pred(TeamsCount) do |
|
529 |
with thexchar[i] do |
|
530 |
begin |
|
531 |
{$WARNINGS OFF} |
|
7644 | 532 |
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
533 |
team^.TeamHealthBarHealth:= team^.TeamHealth + dw * LongInt(Gear^.Timer) div cSorterWorkTime; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
534 |
|
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
535 |
for h:= 0 to cMaxHHIndex do |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
536 |
if (team^.Hedgehogs[h].Gear <> nil) then |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
537 |
team^.Hedgehogs[h].HealthBarHealth:= team^.Hedgehogs[h].Gear^.Health + hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
538 |
else |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
539 |
team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime; |
3441 | 540 |
{$WARNINGS ON} |
541 |
end; |
|
7644 | 542 |
end; |
3441 | 543 |
|
7644 | 544 |
if (Gear^.Timer = 0) or (currsorter <> Gear) then |
545 |
begin |
|
546 |
if currsorter = Gear then |
|
547 |
currsorter:= nil; |
|
548 |
DeleteVisualGear(Gear); |
|
549 |
exit |
|
3441 | 550 |
end |
551 |
end; |
|
552 |
||
553 |
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
|
554 |
var i: Longword; |
|
555 |
b: boolean; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
556 |
t, h: LongInt; |
3441 | 557 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
558 |
{$IFNDEF PAS2C} |
3441 | 559 |
Steps:= Steps; // avoid compiler hint |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
560 |
{$ENDIF} |
7644 | 561 |
|
3441 | 562 |
for t:= 0 to Pred(TeamsCount) do |
563 |
with thexchar[t] do |
|
564 |
begin |
|
565 |
team:= TeamsArray[t]; |
|
7644 | 566 |
dy:= team^.DrawHealthY; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
567 |
dw:= team^.TeamHealthBarHealth - team^.TeamHealth; |
7644 | 568 |
if team^.TeamHealth > 0 then |
569 |
begin |
|
570 |
SortFactor:= team^.Clan^.ClanHealth; |
|
571 |
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex; |
|
572 |
SortFactor:= (SortFactor shl 30) + team^.TeamHealth; |
|
573 |
end |
|
574 |
else |
|
575 |
SortFactor:= 0; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
576 |
|
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
577 |
for h:= 0 to cMaxHHIndex do |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
578 |
if (team^.Hedgehogs[h].Gear <> nil) then |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
579 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth - team^.Hedgehogs[h].Gear^.Health |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
580 |
else |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
581 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth; |
3441 | 582 |
end; |
583 |
||
584 |
if TeamsCount > 1 then |
|
585 |
repeat |
|
586 |
b:= true; |
|
587 |
for t:= 0 to TeamsCount - 2 do |
|
588 |
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then |
|
589 |
begin |
|
590 |
thexchar[cMaxTeams]:= thexchar[t]; |
|
591 |
thexchar[t]:= thexchar[Succ(t)]; |
|
592 |
thexchar[Succ(t)]:= thexchar[cMaxTeams]; |
|
593 |
b:= false |
|
594 |
end |
|
595 |
until b; |
|
596 |
||
597 |
t:= - 4; |
|
598 |
for i:= 0 to Pred(TeamsCount) do |
|
7644 | 599 |
with thexchar[i] do |
600 |
if team^.TeamHealth > 0 then |
|
601 |
begin |
|
9656 | 602 |
dec(t, team^.Clan^.HealthTex^.h + 2); |
7644 | 603 |
ny:= t; |
604 |
dy:= dy - ny |
|
605 |
end; |
|
3441 | 606 |
|
607 |
Gear^.Timer:= cSorterWorkTime; |
|
608 |
Gear^.doStep:= @doStepTeamHealthSorterWork; |
|
609 |
currsorter:= Gear; |
|
610 |
//doStepTeamHealthSorterWork(Gear, Steps) |
|
611 |
end; |
|
612 |
||
613 |
//////////////////////////////////////////////////////////////////////////////// |
|
614 |
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
615 |
var realgear: PGear; |
3441 | 616 |
begin |
617 |
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0; |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
618 |
realgear:= nil; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
619 |
if Gear^.Frame <> 0 then // use a non-hedgehog gear - a lua trick that hopefully won't be overused |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
620 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
621 |
realgear:= GearByUID(Gear^.Frame); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
622 |
if realgear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
623 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
624 |
Gear^.X:= hwFloat2Float(realgear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
625 |
Gear^.Y:= hwFloat2Float(realgear^.Y) - (realgear^.Radius + Gear^.Tex^.h); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
626 |
end |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
627 |
end |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
628 |
else if Gear^.Hedgehog^.Gear <> nil then |
3441 | 629 |
begin |
9763 | 630 |
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
631 |
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h); |
3441 | 632 |
end; |
633 |
||
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
634 |
if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then |
3441 | 635 |
begin |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
636 |
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then |
4365 | 637 |
Gear^.Hedgehog^.SpeechGear:= nil; |
3441 | 638 |
DeleteVisualGear(Gear) |
639 |
end; |
|
640 |
end; |
|
641 |
||
642 |
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
643 |
var realgear: PGear; |
3441 | 644 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
645 |
|
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
646 |
{$IFNDEF PAS2C} |
3441 | 647 |
Steps:= Steps; // avoid compiler hint |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
648 |
{$ENDIF} |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
649 |
if Gear^.Frame <> 0 then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
650 |
realgear:= GearByUID(Gear^.FrameTicks) |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
651 |
else |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
652 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
653 |
with Gear^.Hedgehog^ do |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
654 |
if SpeechGear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
655 |
SpeechGear^.Timer:= 0; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
656 |
realgear:= Gear^.Hedgehog^.Gear; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
657 |
Gear^.Hedgehog^.SpeechGear:= Gear; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
658 |
end; |
3441 | 659 |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
660 |
if realgear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
661 |
case Gear^.FrameTicks of |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
662 |
1: Gear^.Tag:= SpritesData[sprSpeechTail].Width-37+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
663 |
2: Gear^.Tag:= SpritesData[sprThoughtTail].Width-29+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
664 |
3: Gear^.Tag:= SpritesData[sprShoutTail].Width-19+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
665 |
end; |
3441 | 666 |
|
5186 | 667 |
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000); |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
668 |
Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16); |
3441 | 669 |
|
670 |
Gear^.doStep:= @doStepSpeechBubbleWork; |
|
671 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
672 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h |
3441 | 673 |
end; |
674 |
||
675 |
//////////////////////////////////////////////////////////////////////////////// |
|
676 |
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
|
677 |
begin |
|
678 |
if Steps > Gear^.Timer then |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
679 |
DeleteVisualGear(Gear) |
3441 | 680 |
else |
681 |
begin |
|
682 |
dec(Gear^.Timer, Steps); |
|
683 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
5581 | 684 |
Gear^.X:= Gear^.X + Gear^.dX * Steps |
3441 | 685 |
end; |
686 |
end; |
|
687 |
||
688 |
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
|
689 |
begin |
|
4161 | 690 |
if round(Gear^.Y) - 10 < cWaterLine then |
3441 | 691 |
DeleteVisualGear(Gear) |
692 |
else |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
693 |
Gear^.Y:= Gear^.Y - 0.08 * Steps; |
3441 | 694 |
|
695 |
end; |
|
696 |
||
697 |
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
|
698 |
var s: shortstring; |
|
699 |
begin |
|
700 |
s:= ''; |
|
701 |
||
702 |
str(Gear^.State, s); |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
703 |
if Gear^.Hedgehog <> nil then |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
704 |
Gear^.Tex:= RenderStringTex(ansistring(s), Gear^.Hedgehog^.Team^.Clan^.Color, fnt16) |
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
705 |
else |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
706 |
Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16); |
3441 | 707 |
|
5578 | 708 |
Gear^.doStep:= @doStepHealthTagWork; |
5576 | 709 |
|
5596 | 710 |
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then |
3441 | 711 |
Gear^.doStep:= @doStepHealthTagWorkUnderWater; |
712 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
713 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h; |
3441 | 714 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
715 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
716 |
Gear^.doStep(Gear, Steps-1); |
3441 | 717 |
end; |
718 |
||
719 |
//////////////////////////////////////////////////////////////////////////////// |
|
720 |
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
|
721 |
begin |
|
722 |
inc(Gear^.Timer, Steps ); |
|
723 |
if Gear^.Timer > 64 then |
|
724 |
begin |
|
3995
360332f8785f
SmokeTrace: animation got aborted before last animation frame was displayed
sheepluva
parents:
3994
diff
changeset
|
725 |
if Gear^.State = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
726 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
727 |
DeleteVisualGear(Gear); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
728 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
729 |
end; |
3441 | 730 |
dec(Gear^.State, Gear^.Timer div 65); |
731 |
Gear^.Timer:= Gear^.Timer mod 65; |
|
732 |
end; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
733 |
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps; |
3587 | 734 |
Gear^.X:= Gear^.X + Gear^.dX; |
3441 | 735 |
end; |
736 |
||
737 |
//////////////////////////////////////////////////////////////////////////////// |
|
738 |
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
739 |
begin |
|
740 |
inc(Gear^.Timer, Steps); |
|
741 |
if Gear^.Timer > 75 then |
|
742 |
begin |
|
743 |
inc(Gear^.State, Gear^.Timer div 76); |
|
744 |
Gear^.Timer:= Gear^.Timer mod 76; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
745 |
if Gear^.State > 5 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
746 |
DeleteVisualGear(Gear); |
3441 | 747 |
end; |
748 |
end; |
|
749 |
||
750 |
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
|
751 |
var i: LongWord; |
|
4473 | 752 |
gX,gY: LongInt; |
753 |
vg: PVisualGear; |
|
3441 | 754 |
begin |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
755 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
756 |
gY:= round(Gear^.Y); |
8330 | 757 |
for i:= 0 to 31 do |
4473 | 758 |
begin |
759 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 760 |
if vg <> nil then |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
761 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
762 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
763 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
764 |
end |
4473 | 765 |
end; |
3590 | 766 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart); |
767 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2); |
|
3441 | 768 |
Gear^.doStep:= @doStepExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
769 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
770 |
Gear^.doStep(Gear, Steps-1); |
3441 | 771 |
end; |
772 |
||
773 |
||
774 |
//////////////////////////////////////////////////////////////////////////////// |
|
775 |
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
776 |
var maxMovement: LongInt; |
3441 | 777 |
begin |
778 |
||
779 |
inc(Gear^.Timer, Steps); |
|
780 |
if (Gear^.Timer and 5) = 0 then |
|
781 |
begin |
|
782 |
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); |
|
783 |
ShakeCamera(maxMovement); |
|
784 |
end; |
|
5804
98192121dc69
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
nemo
parents:
5803
diff
changeset
|
785 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
786 |
if Gear^.Timer > 250 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
787 |
DeleteVisualGear(Gear); |
3441 | 788 |
end; |
789 |
||
790 |
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
|
791 |
var i: LongWord; |
|
4473 | 792 |
gX,gY: LongInt; |
793 |
vg: PVisualGear; |
|
3441 | 794 |
begin |
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
795 |
//ScreenFade:= sfFromWhite; |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
796 |
//ScreenFadeValue:= round(60 * zoom * zoom); |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
797 |
//ScreenFadeSpeed:= 5; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
798 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
799 |
gY:= round(Gear^.Y); |
3441 | 800 |
AddVisualGear(gX, gY, vgtSmokeRing); |
8330 | 801 |
for i:= 0 to 46 do |
4473 | 802 |
begin |
803 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 804 |
if vg <> nil then |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
805 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
806 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
807 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
808 |
end |
4473 | 809 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
810 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
811 |
AddVisualGear(gX, gY, vgtExplPart); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
812 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
813 |
AddVisualGear(gX, gY, vgtExplPart2); |
3441 | 814 |
Gear^.doStep:= @doStepBigExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
815 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
816 |
Gear^.doStep(Gear, Steps-1); |
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
817 |
|
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
818 |
{$IFNDEF PAS2C} |
8204 | 819 |
with mobileRecord do |
820 |
if (performRumble <> nil) and (not fastUntilLag) then |
|
821 |
performRumble(kSystemSoundID_Vibrate); |
|
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
822 |
{$ENDIF} |
3441 | 823 |
end; |
3689 | 824 |
|
825 |
procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
|
826 |
begin |
|
827 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
828 |
||
829 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
830 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
831 |
||
832 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
833 |
||
5235
e30b06ffea3a
Skip droplets if plain splash is enabled, add a sanity check just in case.
nemo
parents:
5186
diff
changeset
|
834 |
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then |
3689 | 835 |
begin |
3699 | 836 |
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet); |
3689 | 837 |
DeleteVisualGear(Gear); |
838 |
end |
|
839 |
end; |
|
4327 | 840 |
|
841 |
//////////////////////////////////////////////////////////////////////////////// |
|
842 |
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
|
843 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
844 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
845 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
846 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
847 |
dec(Gear^.FrameTicks, Steps); |
4327 | 848 |
end; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
849 |
|
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
850 |
//////////////////////////////////////////////////////////////////////////////// |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
851 |
procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
4452 | 852 |
var tmp: LongInt; |
4421 | 853 |
i: LongWord; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
854 |
begin |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
855 |
with Gear^ do |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
856 |
if Frame <> 0 then |
4421 | 857 |
for i:= 1 to Steps do |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
858 |
begin |
4421 | 859 |
inc(FrameTicks); |
860 |
if (FrameTicks mod Frame) = 0 then |
|
861 |
begin |
|
862 |
tmp:= Gear^.Tint and $FF; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
863 |
if tdY >= 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
864 |
inc(tmp) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
865 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
866 |
dec(tmp); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
867 |
if tmp < round(dX) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
868 |
tdY:= 1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
869 |
if tmp > round(dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
870 |
tdY:= -1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
871 |
if tmp > 255 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
872 |
tmp := 255; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
873 |
if tmp < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
874 |
tmp := 0; |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
875 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp) |
4421 | 876 |
end |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
877 |
end |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
878 |
end; |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
879 |
|
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
880 |
//////////////////////////////////////////////////////////////////////////////// |
10859 | 881 |
var |
882 |
currwindbar: PVisualGear = nil; |
|
883 |
||
884 |
procedure doStepSmoothWindBarWork(Gear: PVisualGear; Steps: Longword); |
|
885 |
begin |
|
886 |
if currwindbar = Gear then |
|
887 |
begin |
|
888 |
inc(Gear^.Timer, Steps); |
|
889 |
||
890 |
while Gear^.Timer >= 10 do |
|
891 |
begin |
|
892 |
dec(Gear^.Timer, 10); |
|
893 |
if WindBarWidth < Gear^.Tag then |
|
894 |
inc(WindBarWidth) |
|
895 |
else if WindBarWidth > Gear^.Tag then |
|
896 |
dec(WindBarWidth); |
|
897 |
end; |
|
898 |
if cWindspeedf > Gear^.dAngle then |
|
899 |
begin |
|
900 |
cWindspeedf := cWindspeedf - Gear^.Angle*Steps; |
|
901 |
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
902 |
end |
|
903 |
else if cWindspeedf < Gear^.dAngle then |
|
904 |
begin |
|
905 |
cWindspeedf := cWindspeedf + Gear^.Angle*Steps; |
|
906 |
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
907 |
end; |
|
908 |
end; |
|
909 |
||
910 |
if ((WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)) or (currwindbar <> Gear) then |
|
911 |
begin |
|
912 |
if currwindbar = Gear then currwindbar:= nil; |
|
913 |
DeleteVisualGear(Gear) |
|
914 |
end |
|
915 |
end; |
|
916 |
||
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
917 |
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
918 |
begin |
10859 | 919 |
currwindbar:= Gear; |
920 |
Gear^.doStep:= @doStepSmoothWindBarWork; |
|
921 |
doStepSmoothWindBarWork(Gear, Steps) |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
922 |
end; |
5562 | 923 |
//////////////////////////////////////////////////////////////////////////////// |
924 |
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
|
925 |
begin |
|
926 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
927 |
Gear^.Y:= Gear^.Y - Gear^.dY * Steps; |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
928 |
|
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
929 |
Gear^.dY:= Gear^.dY + Gear^.tdY * Steps; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
930 |
Gear^.dX:= Gear^.dX + Gear^.tdX * Steps; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
931 |
|
5562 | 932 |
if Gear^.FrameTicks <= Steps then |
933 |
DeleteVisualGear(Gear) |
|
934 |
else |
|
935 |
begin |
|
936 |
dec(Gear^.FrameTicks, Steps); |
|
8330 | 937 |
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then |
5562 | 938 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500) |
939 |
end |
|
940 |
end; |
|
941 |
||
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
942 |
//////////////////////////////////////////////////////////////////////////////// |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
943 |
procedure doStepNoPlaceWarn(Gear: PVisualGear; Steps: Longword); |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
944 |
begin |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
945 |
|
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
946 |
if Gear^.FrameTicks <= Steps then |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
947 |
DeleteVisualGear(Gear) |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
948 |
else |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
949 |
begin |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
950 |
// age |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
951 |
dec(Gear^.FrameTicks, Steps); |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
952 |
// toggle between orange and red every few ticks |
10298
7d5d93f9a515
make using the teleporter a bit less challenging
sheepluva
parents:
10251
diff
changeset
|
953 |
if (Gear^.FrameTicks div 256) mod 2 = 0 then |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
954 |
Gear^.Tint:= $FF400000 |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
955 |
else |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
956 |
Gear^.Tint:= $FF000000; |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
957 |
// fade out alpha |
10299 | 958 |
Gear^.Tint:= (Gear^.Tint and (not $FF)) or (255 * Gear^.FrameTicks div 3000); |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
959 |
end |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
960 |
end; |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
961 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
962 |
const handlers: array[TVisualGearType] of TVGearStepProcedure = |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
963 |
( |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
964 |
@doStepFlake, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
965 |
@doStepCloud, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
966 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
967 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
968 |
@doStepFire, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
969 |
@doStepSmallDamage, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
970 |
@doStepTeamHealthSorter, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
971 |
@doStepSpeechBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
972 |
@doStepBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
973 |
@doStepSteam, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
974 |
@doStepAmmo, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
975 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
976 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
977 |
@doStepShell, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
978 |
@doStepDust, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
979 |
@doStepSplash, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
980 |
@doStepDroplet, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
981 |
@doStepSmokeRing, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
982 |
@doStepBeeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
983 |
@doStepEgg, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
984 |
@doStepFeather, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
985 |
@doStepHealthTag, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
986 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
987 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
988 |
@doStepExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
989 |
@doStepBigExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
990 |
@doStepChunk, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
991 |
@doStepNote, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
992 |
@doStepLineTrail, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
993 |
@doStepBulletHit, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
994 |
@doStepCircle, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
995 |
@doStepSmoothWindBar, |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
996 |
@doStepStraightShot, |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
997 |
@doStepNoPlaceWarn |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
998 |
); |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
999 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1000 |
procedure initModule; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1001 |
begin |
9960 | 1002 |
doStepVGHandlers:= handlers |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1003 |
end; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1004 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1005 |
end. |