hedgewars/uVisualGears.pas
changeset 9283 76e68c136a11
parent 9080 9b42757d7e71
child 9285 8e8b908970c2
--- a/hedgewars/uVisualGears.pas	Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uVisualGears.pas	Thu Jun 27 14:37:03 2013 +0400
@@ -34,14 +34,8 @@
 procedure initModule;
 procedure freeModule;
 
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-
 procedure ProcessVisualGears(Steps: Longword);
 procedure DrawVisualGears(Layer: LongWord);
-procedure DeleteVisualGear(Gear: PVisualGear);
-function  VisualGearByUID(uid : Longword) : PVisualGear;
 
 procedure AddClouds;
 procedure AddFlakes;
@@ -53,17 +47,8 @@
 procedure KickFlakes(Radius, X, Y: LongInt);
 
 implementation
-uses uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
-
-const 
-    cExplFrameTicks = 110;
-    //cSmokeZ = 499;
-var VGCounter: LongWord;
-    VisualGearLayers: array[0..6] of PVisualGear;
-
-// For better maintainability the step handlers of visual gears are stored
-// in a separate file.
-{$INCLUDE "VGSHandlers.inc"}
+uses uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils
+    , uVisualGearsHandlers, uVisualGearsList;
 
 procedure AddDamageTag(X, Y, Damage, Color: LongWord);
 var s: shortstring;
@@ -84,436 +69,6 @@
 
 // ==================================================================
 
-// ==================================================================
-const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
-        (
-            @doStepFlake,
-            @doStepCloud,
-            @doStepExpl,
-            @doStepExpl,
-            @doStepFire,
-            @doStepSmallDamage,
-            @doStepTeamHealthSorter,
-            @doStepSpeechBubble,
-            @doStepBubble,
-            @doStepSteam,
-            @doStepAmmo,
-            @doStepSmoke,
-            @doStepSmoke,
-            @doStepShell,
-            @doStepDust,
-            @doStepSplash,
-            @doStepDroplet,
-            @doStepSmokeRing,
-            @doStepBeeTrace,
-            @doStepEgg,
-            @doStepFeather,
-            @doStepHealthTag,
-            @doStepSmokeTrace,
-            @doStepSmokeTrace,
-            @doStepExplosion,
-            @doStepBigExplosion,
-            @doStepChunk,
-            @doStepNote,
-            @doStepLineTrail,
-            @doStepBulletHit,
-            @doStepCircle,
-            @doStepSmoothWindBar,
-            @doStepStraightShot
-        );
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-begin
-    AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
-end;
-
-function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-begin
-    AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
-end;
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-var gear: PVisualGear;
-    t: Longword;
-    sp: real;
-begin
-AddVisualGear:= nil;
-if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
-   ((Kind <> vgtCloud) and (not Critical)) then
-       exit;
-
-if ((cReducedQuality and rqAntiBoom) <> 0) and
-   (not Critical) and
-   (not (Kind in
-   [vgtTeamHealthSorter,
-    vgtSmallDamageTag,
-    vgtSpeechBubble,
-    vgtHealthTag,
-    vgtExplosion,
-    vgtSmokeTrace,
-    vgtEvilTrace,
-    vgtNote,
-    vgtSmoothWindBar])) then
-    
-        exit;
-
-inc(VGCounter);
-New(gear);
-FillChar(gear^, sizeof(TVisualGear), 0);
-gear^.X:= real(X);
-gear^.Y:= real(Y);
-gear^.Kind := Kind;
-gear^.doStep:= doStepHandlers[Kind];
-gear^.State:= 0;
-gear^.Tint:= $FFFFFFFF;
-gear^.uid:= VGCounter;
-gear^.Layer:= 0;
-
-with gear^ do
-    case Kind of
-    vgtFlake:
-                begin
-                Timer:= 0;
-                tdX:= 0;
-                tdY:= 0;
-                Scale:= 1.0;
-                if SuddenDeathDmg then
-                    begin
-                    FrameTicks:= random(vobSDFrameTicks);
-                    Frame:= random(vobSDFramesCount);
-                    end
-                else
-                    begin
-                    FrameTicks:= random(vobFrameTicks);
-                    Frame:= random(vobFramesCount);
-                    end;
-                Angle:= random(360);
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0.000003506096 * random(7000);
-                if random(2) = 0 then
-                    dx := -dx;
-                if SuddenDeathDmg then
-                    dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
-                else
-                    dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
-                end;
-    vgtCloud:
-                begin
-                Frame:= random(4);
-                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
-                timer:= random(4096);
-                Scale:= 1.0
-                end;
-    vgtExplPart,
-    vgtExplPart2:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(95) + 70);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                Frame:= 7 - random(3);
-                FrameTicks:= cExplFrameTicks
-                end;
-        vgtFire:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= random(8)
-                end;
-         vgtEgg:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= 1
-                end;
-        vgtShell: FrameTicks:= 500;
-    vgtSmallDamageTag:
-                begin
-                gear^.FrameTicks:= 1100
-                end;
-    vgtBubble:
-                begin
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0;
-                if random(2) = 0 then
-                    dx := -dx;
-                FrameTicks:= 250 + random(1751);
-                Frame:= random(5)
-                end;
-    vgtSteam:
-                begin
-                dx:= 0.0000038654705 * random(10000);
-                dy:= 0.001 * (random(85) + 95);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 7 - random(3);
-                FrameTicks:= cExplFrameTicks * 2;
-                end;
-    vgtAmmo:
-                begin
-                alpha:= 1.0;
-                scale:= 1.0
-                end;
-  vgtSmokeWhite,
-  vgtSmoke:
-                begin
-                Scale:= 1.0;
-                dx:= 0.0002 * (random(45) + 10);
-                dy:= 0.0002 * (random(45) + 10);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 7 - random(2);
-                FrameTicks:= cExplFrameTicks * 2;
-                end;
-  vgtDust:
-                begin
-                dx:= 0.005 * (random(15) + 10);
-                dy:= 0.001 * (random(40) + 20);
-                if random(2) = 0 then dx := -dx;
-                if random(2) = 0 then Tag:= 1
-                else Tag:= -1;
-                Frame:= 7 - random(2);
-                FrameTicks:= random(20) + 15;
-                end;
-  vgtSplash:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 740;
-                Frame:= 19;
-                Scale:= 0.75;
-                Timer:= 1;
-                end;
-    vgtDroplet:
-                begin
-                dx:= 0.001 * (random(180) - 90);
-                dy:= -0.001 * (random(160) + 40);
-                FrameTicks:= 250 + random(1751);
-                Frame:= random(3)
-                end;
-   vgtBeeTrace:
-                begin
-                FrameTicks:= 1000;
-                Frame:= random(16);
-                end;
-    vgtSmokeRing:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 600;
-                Timer:= 0;
-                Frame:= 0;
-                scale:= 0.6;
-                alpha:= 1;
-                angle:= random(360);
-                end;
-     vgtFeather:
-                begin
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 95);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp;
-                if random(2) = 0 then
-                    dx := -dx;
-                if random(2) = 0 then
-                    dy := -dy;
-                FrameTicks:= 650 + random(250);
-                Frame:= 1
-                end;
-  vgtHealthTag:
-                begin
-                Frame:= 0;
-                Timer:= 1500;
-                dY:= -0.08;
-                dX:= 0;
-                //gear^.Z:= 2002;
-                end;
-  vgtSmokeTrace,
-  vgtEvilTrace:
-                begin
-                gear^.X:= gear^.X - 16;
-                gear^.Y:= gear^.Y - 16;
-                gear^.State:= 8;
-                //gear^.Z:= cSmokeZ
-                end;
-vgtBigExplosion:
-                begin
-                gear^.Angle:= random(360);
-                end;
-      vgtChunk:
-                begin
-                gear^.Frame:= random(4);
-                t:= random(1024);
-                sp:= 0.001 * (random(85) + 47);
-                dx:= hwFloat2Float(AngleSin(t)) * sp;
-                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
-                if random(2) = 0 then
-                    dx := -dx;
-                end;
-      vgtNote: 
-                begin
-                dx:= 0.005 * (random(15) + 10);
-                dy:= -0.001 * (random(40) + 20);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= random(4);
-                FrameTicks:= random(2000) + 1500;
-                end;
-  vgtBulletHit:
-                begin
-                dx:= 0;
-                dy:= 0;
-                FrameTicks:= 350;
-                Frame:= 7;
-                Angle:= 0;
-                end;
-vgtSmoothWindBar: 
-                begin
-                Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
-                Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
-                end;
- vgtStraightShot:
-                begin
-                Angle:= 0;
-                Scale:= 1.0;
-                dx:= 0.001 * random(45);
-                dy:= 0.001 * (random(20) + 25);
-                State:= ord(sprHealth);
-                if random(2) = 0 then
-                    dx := -dx;
-                Frame:= 0;
-                FrameTicks:= random(750) + 1250;
-                State:= ord(sprSnowDust);
-                end;
-        end;
-
-if State <> 0 then
-    gear^.State:= State;
-
-case Gear^.Kind of
-    vgtFlake: if cFlattenFlakes then
-        gear^.Layer:= 0
-              else if random(3) = 0 then 
-                  begin
-                  gear^.Scale:= 0.5;
-                  gear^.Layer:= 0   // 33% - far back
-                  end
-              else if random(3) = 0 then
-                  begin
-                  gear^.Scale:= 0.8;
-                  gear^.Layer:= 4   // 22% - mid-distance
-                  end
-              else if random(3) <> 0 then
-                  gear^.Layer:= 5  // 30% - just behind land
-              else if random(2) = 0 then
-                  gear^.Layer:= 6   // 7% - just in front of land
-              else
-                  begin
-                  gear^.Scale:= 1.5;
-                  gear^.Layer:= 2;  // 7% - close up
-                  end;
-
-    vgtCloud: if cFlattenClouds then gear^.Layer:= 5
-              else if random(3) = 0 then
-                  begin
-                  gear^.Scale:= 0.25;
-                  gear^.Layer:= 0
-                  end
-              else if random(2) = 0 then
-                  gear^.Layer:= 5
-              else
-                  begin
-                  gear^.Scale:= 0.4;
-                  gear^.Layer:= 4
-                  end;
-
-    // 0: this layer is very distant in the background when in stereo
-    vgtTeamHealthSorter,
-    vgtSmoothWindBar: gear^.Layer:= 0;
-
-
-    // 1: this layer is on the land level (which is close but behind the screen plane) when stereo
-    vgtSmokeTrace,
-    vgtEvilTrace,
-    vgtLineTrail,
-    vgtSmoke,
-    vgtSmokeWhite,
-    vgtDust,
-    vgtFire,
-    vgtSplash,
-    vgtDroplet,
-    vgtBubble: gear^.Layer:= 1;
-
-    // 3: this layer is on the screen plane (depth = 0) when stereo
-    vgtSpeechBubble,
-    vgtSmallDamageTag,
-    vgtHealthTag,
-    vgtStraightShot,
-    vgtChunk: gear^.Layer:= 3;
-
-    // 2: this layer is outside the screen when stereo
-    vgtExplosion,
-    vgtBigExplosion,
-    vgtExplPart,
-    vgtExplPart2,
-    vgtSteam,
-    vgtAmmo,
-    vgtShell,
-    vgtFeather,
-    vgtEgg,
-    vgtBeeTrace,
-    vgtSmokeRing,
-    vgtNote,
-    vgtBulletHit,
-    vgtCircle: gear^.Layer:= 2
-end;
-
-if VisualGearLayers[gear^.Layer] <> nil then
-    begin
-    VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
-    gear^.NextGear:= VisualGearLayers[gear^.Layer]
-    end;
-VisualGearLayers[gear^.Layer]:= gear;
-
-AddVisualGear:= gear;
-end;
-
-procedure DeleteVisualGear(Gear: PVisualGear);
-begin
-    FreeTexture(Gear^.Tex);
-    Gear^.Tex:= nil;
-
-    if Gear^.NextGear <> nil then
-        Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
-    if Gear^.PrevGear <> nil then
-        Gear^.PrevGear^.NextGear:= Gear^.NextGear
-    else
-        VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
-
-    if lastVisualGearByUID = Gear then
-        lastVisualGearByUID:= nil;
-
-    Dispose(Gear);
-end;
-
 procedure ProcessVisualGears(Steps: Longword);
 var Gear, t: PVisualGear;
     i: LongWord;
@@ -900,35 +455,6 @@
     end;
 end;
 
-function  VisualGearByUID(uid : Longword) : PVisualGear;
-var vg: PVisualGear;
-    i: LongWord;
-begin
-VisualGearByUID:= nil;
-if uid = 0 then
-    exit;
-if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
-    begin
-    VisualGearByUID:= lastVisualGearByUID;
-    exit
-    end;
-// search in an order that is more likely to return layers they actually use.  Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
-for i:= 2 to 5 do
-    begin
-    vg:= VisualGearLayers[i mod 4];
-    while vg <> nil do
-        begin
-        if vg^.uid = uid then
-            begin
-            lastVisualGearByUID:= vg;
-            VisualGearByUID:= vg;
-            exit
-            end;
-        vg:= vg^.NextGear
-        end
-    end
-end;
-
 procedure AddClouds;
 var i: LongInt;
 begin