author | Wuzzy <almikes@aol.com> |
Mon, 10 Apr 2017 20:56:01 +0200 | |
changeset 12221 | 5b525d041fb4 |
parent 11873 | 60c8bb8bc1d7 |
child 12317 | 83131d0e747b |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *) (* * This file contains the step handlers for visual gears. * * Since the effects of visual gears do not affect the course of the game, * no "synchronization" between players is required. * => The usage of safe functions or data types (e.g. GetRandom() or hwFloat) * is usually not necessary and therefore undesirable. *) {$INCLUDE "options.inc"} unit uVisualGearsHandlers; interface uses uTypes, uGears; var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure; procedure doStepFlake(Gear: PVisualGear; Steps: Longword); procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); procedure doStepCloud(Gear: PVisualGear; Steps: Longword); procedure doStepExpl(Gear: PVisualGear; Steps: Longword); procedure doStepNote(Gear: PVisualGear; Steps: Longword); procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); procedure doStepEgg(Gear: PVisualGear; Steps: Longword); procedure doStepFire(Gear: PVisualGear; Steps: Longword); procedure doStepShell(Gear: PVisualGear; Steps: Longword); procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); procedure doStepBubble(Gear: PVisualGear; Steps: Longword); procedure doStepSteam(Gear: PVisualGear; Steps: Longword); procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); procedure doStepDust(Gear: PVisualGear; Steps: Longword); procedure doStepSplash(Gear: PVisualGear; Steps: Longword); procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); procedure doStepFeather(Gear: PVisualGear; Steps: Longword); procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); procedure doStepChunk(Gear: PVisualGear; Steps: Longword); procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); procedure doStepCircle(Gear: PVisualGear; Steps: Longword); procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); function isSorterActive: boolean; inline; procedure initModule; implementation uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld, uUtils; procedure doStepFlake(Gear: PVisualGear; Steps: Longword); var sign: real; moved: boolean; vfc, vft: LongWord; begin if SuddenDeathDmg then begin if (vobSDCount = 0) then exit; end else if (vobCount = 0) then exit; sign:= 1; with Gear^ do begin X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale; if SuddenDeathDmg then begin Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale; vfc:= vobSDFramesCount; vft:= vobSDFrameTicks; end else begin Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale; vfc:= vobFramesCount; vft:= vobFrameTicks; end; if vft > 0 then begin inc(FrameTicks, Steps); if FrameTicks > vft then begin dec(FrameTicks, vft); inc(Frame); if Frame = vfc then Frame:= 0 end; end; Angle:= Angle + dAngle * Steps; if Angle > 360 then Angle:= Angle - 360 else if Angle < - 360 then Angle:= Angle + 360; if (round(X) >= cLeftScreenBorder) and (round(X) <= cRightScreenBorder) and (round(Y) - 250 <= LAND_HEIGHT) and (Timer > 0) and (Timer-Steps > 0) then begin if tdX > 0 then sign := 1 else sign:= -1; tdX:= tdX - 0.005*Steps*sign; if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then tdX:= 0; if tdX > 0 then sign := 1 else sign:= -1; tdY:= tdY - 0.005*Steps*sign; if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then tdY:= 0; dec(Timer, Steps) end else begin moved:= false; if round(X) < cLeftScreenBorder then begin X:= X + cScreenSpace; moved:= true end else if round(X) > cRightScreenBorder then begin X:= X - cScreenSpace; moved:= true end; if round(Y) < (LAND_HEIGHT - 1024 - 75) then begin X:= cLeftScreenBorder + random(cScreenSpace); Y:= Y+(1024 + 200 + random(50)); moved:= true end else if (Gear^.Layer = 2) and (round(Y) - 400 > LAND_HEIGHT) and (cGravityf >= 0) then begin X:= cLeftScreenBorder + random(cScreenSpace); Y:= Y-(1024 + 400 + random(50)); // TODO - configure in theme (jellies for example could use limited range) moved:= true end else if (Gear^.Layer <> 2) and (round(Y) - 150 > LAND_HEIGHT) and (cGravityf >= 0) then begin X:= cLeftScreenBorder + random(cScreenSpace); Y:= Y-(1024 + 200 + random(50)); moved:= true end else if (round(Y) < LAND_HEIGHT-1200) and (cGravityf < 0) then // gravity can make flakes move upwards begin X:= cLeftScreenBorder + random(cScreenSpace); if Gear^.Layer = 2 then Y:= Y+(1024 + 150 + random(100)) else Y:= Y+(1024 + random(50)); moved:= true end; if moved then begin Angle:= random(360); dx:= 0.0000038654705 * random(10000); dy:= 0.000003506096 * random(7000); if random(2) = 0 then dx := -dx end; Timer:= 0; tdX:= 0; tdY:= 0 end; end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); begin if Gear^.FrameTicks > Steps then dec(Gear^.FrameTicks, Steps) else DeleteVisualGear(Gear); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCloud(Gear: PVisualGear; Steps: Longword); var s: Longword; t: real; begin Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps; // up-and-down-bounce magic s := (GameTicks + Gear^.Timer) mod 4096; t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048)); if (s < 2048) then t := -t; Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace end; //////////////////////////////////////////////////////////////////////////////// procedure doStepExpl(Gear: PVisualGear; Steps: Longword); var s: LongInt; begin s:= min(Steps, cExplFrameTicks); Gear^.X:= Gear^.X + Gear^.dX * s; Gear^.Y:= Gear^.Y + Gear^.dY * s; //Gear^.dY:= Gear^.dY + cGravityf; if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepNote(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravityf * Steps / 2; Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10; while Gear^.Angle > cMaxAngle do Gear^.Angle:= Gear^.Angle - cMaxAngle; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); begin {$IFNDEF PAS2C} Steps := Steps; {$ENDIF} if Gear^.Timer <= Steps then DeleteVisualGear(Gear) else dec(Gear^.Timer, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepEgg(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravityf * Steps; Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; if Gear^.FrameTicks <= Steps then begin DeleteVisualGear(Gear); exit end else dec(Gear^.FrameTicks, Steps); if Gear^.FrameTicks < $FF then Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFire(Gear: PVisualGear; Steps: Longword); var vgt: PVisualGear; begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps); if (Gear^.State and gstTmpFlag) = 0 then begin Gear^.dY:= Gear^.dY + cGravityf * Steps; if ((GameTicks mod 200) < Steps + 1) then begin vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire); if vgt <> nil then begin vgt^.dx:= 0; vgt^.dy:= 0; vgt^.State:= gstTmpFlag; end; end end else inc(Steps, Steps); if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShell(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravityf * Steps; Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); begin Gear^.Y:= Gear^.Y - 0.02 * Steps; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBubble(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; Gear^.dX := Gear^.dX / (1.001 * Steps); Gear^.dY := Gear^.dY / (1.001 * Steps); if (Gear^.FrameTicks <= Steps) or (not CheckCoordInWater(round(Gear^.X), round(Gear^.Y))) then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSteam(Gear: PVisualGear; Steps: Longword); begin if ((cWindSpeedf > 0) and ( leftX > Gear^.X)) or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin if Random(2) = 0 then dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); begin Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; Gear^.scale:= Gear^.scale + 0.0025 * Steps; Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; if Gear^.alpha < 0 then DeleteVisualGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps; Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps); //Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995); if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin if Random(2) = 0 then dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDust(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps); Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps); if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSplash(Gear: PVisualGear; Steps: Longword); begin if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravityf * Steps; if round(Gear^.Y) > cWaterLine then begin DeleteVisualGear(Gear); PlaySound(TSound(ord(sndDroplet1) + Random(3))); end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); begin inc(Gear^.Timer, Steps); if Gear^.Timer >= Gear^.FrameTicks then DeleteVisualGear(Gear) else begin Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; Gear^.alpha := 1 - power(Gear^.Timer / 350, 4); if Gear^.alpha < 0 then Gear^.alpha:= 0; end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFeather(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravityf * Steps; Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; //////////////////////////////////////////////////////////////////////////////// const cSorterWorkTime = 640; var thexchar: array[0..cMaxTeams] of record dy, ny, dw: LongInt; team: PTeam; SortFactor: QWord; hdw: array[0..cMaxHHIndex] of LongInt; end; currsorter: PVisualGear = nil; function isSorterActive: boolean; inline; begin isSorterActive:= currsorter <> nil end; procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); var i, t, h: LongInt; begin if currsorter = Gear then for t:= 1 to min(Steps, Gear^.Timer) do begin dec(Gear^.Timer); if (Gear^.Timer and 15) = 0 then for i:= 0 to Pred(TeamsCount) do with thexchar[i] do begin {$WARNINGS OFF} team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime; team^.TeamHealthBarHealth:= team^.TeamHealth + dw * LongInt(Gear^.Timer) div cSorterWorkTime; for h:= 0 to cMaxHHIndex do if (team^.Hedgehogs[h].Gear <> nil) then team^.Hedgehogs[h].HealthBarHealth:= team^.Hedgehogs[h].Gear^.Health + hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime else team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime; {$WARNINGS ON} end; end; if (Gear^.Timer = 0) or (currsorter <> Gear) then begin if currsorter = Gear then currsorter:= nil; DeleteVisualGear(Gear); exit end end; procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); var i: Longword; b: boolean; t, h: LongInt; begin {$IFNDEF PAS2C} Steps:= Steps; // avoid compiler hint {$ENDIF} for t:= 0 to Pred(TeamsCount) do with thexchar[t] do begin team:= TeamsArray[t]; dy:= team^.DrawHealthY; dw:= team^.TeamHealthBarHealth - team^.TeamHealth; if team^.TeamHealth > 0 then begin SortFactor:= team^.Clan^.ClanHealth; SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex; SortFactor:= (SortFactor shl 30) + team^.TeamHealth; end else SortFactor:= 0; for h:= 0 to cMaxHHIndex do if (team^.Hedgehogs[h].Gear <> nil) then hdw[h]:= team^.Hedgehogs[h].HealthBarHealth - team^.Hedgehogs[h].Gear^.Health else hdw[h]:= team^.Hedgehogs[h].HealthBarHealth; end; if TeamsCount > 1 then repeat b:= true; for t:= 0 to TeamsCount - 2 do if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then begin thexchar[cMaxTeams]:= thexchar[t]; thexchar[t]:= thexchar[Succ(t)]; thexchar[Succ(t)]:= thexchar[cMaxTeams]; b:= false end until b; t:= - 4; for i:= 0 to Pred(TeamsCount) do with thexchar[i] do if team^.TeamHealth > 0 then begin dec(t, team^.Clan^.HealthTex^.h + 2); ny:= t; dy:= dy - ny end; Gear^.Timer:= cSorterWorkTime; Gear^.doStep:= @doStepTeamHealthSorterWork; currsorter:= Gear; //doStepTeamHealthSorterWork(Gear, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); var realgear: PGear; begin if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0; realgear:= nil; if Gear^.Frame <> 0 then // use a non-hedgehog gear - a lua trick that hopefully won't be overused begin realgear:= GearByUID(Gear^.Frame); if realgear <> nil then begin Gear^.X:= hwFloat2Float(realgear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); Gear^.Y:= hwFloat2Float(realgear^.Y) - (realgear^.Radius + Gear^.Tex^.h); end end else if Gear^.Hedgehog^.Gear <> nil then begin Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h); end; if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then begin if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then Gear^.Hedgehog^.SpeechGear:= nil; DeleteVisualGear(Gear) end; end; procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); var realgear: PGear; begin {$IFNDEF PAS2C} Steps:= Steps; // avoid compiler hint {$ENDIF} if Gear^.Frame <> 0 then realgear:= GearByUID(Gear^.FrameTicks) else begin with Gear^.Hedgehog^ do if SpeechGear <> nil then SpeechGear^.Timer:= 0; realgear:= Gear^.Hedgehog^.Gear; Gear^.Hedgehog^.SpeechGear:= Gear; end; if realgear <> nil then case Gear^.FrameTicks of 1: Gear^.Tag:= SpritesData[sprSpeechTail].Width-37+realgear^.Radius; 2: Gear^.Tag:= SpritesData[sprThoughtTail].Width-29+realgear^.Radius; 3: Gear^.Tag:= SpritesData[sprShoutTail].Width-19+realgear^.Radius; end; Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000); Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16); Gear^.doStep:= @doStepSpeechBubbleWork; Gear^.Y:= Gear^.Y - Gear^.Tex^.h end; //////////////////////////////////////////////////////////////////////////////// procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); begin if Steps > Gear^.Timer then DeleteVisualGear(Gear) else begin dec(Gear^.Timer, Steps); Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.X:= Gear^.X + Gear^.dX * Steps end; end; procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); begin if round(Gear^.Y) - 10 < cWaterLine then DeleteVisualGear(Gear) else Gear^.Y:= Gear^.Y - 0.08 * Steps; end; procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); var s: shortstring; begin s:= IntToStr(Gear^.State); if Gear^.Hedgehog <> nil then Gear^.Tex:= RenderStringTex(ansistring(s), Gear^.Hedgehog^.Team^.Clan^.Color, fnt16) else Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16); Gear^.doStep:= @doStepHealthTagWork; if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then Gear^.doStep:= @doStepHealthTagWorkUnderWater; Gear^.Y:= Gear^.Y - Gear^.Tex^.h; if Steps > 1 then Gear^.doStep(Gear, Steps-1); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); begin inc(Gear^.Timer, Steps ); if Gear^.Timer > 64 then begin if Gear^.State = 0 then begin DeleteVisualGear(Gear); exit; end; dec(Gear^.State, Gear^.Timer div 65); Gear^.Timer:= Gear^.Timer mod 65; end; Gear^.dX:= Gear^.dX + cWindSpeedf * Steps; Gear^.X:= Gear^.X + Gear^.dX; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); begin inc(Gear^.Timer, Steps); if Gear^.Timer > 75 then begin inc(Gear^.State, Gear^.Timer div 76); Gear^.Timer:= Gear^.Timer mod 76; if Gear^.State > 5 then DeleteVisualGear(Gear); end; end; procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); var i: LongWord; gX,gY: LongInt; vg: PVisualGear; begin gX:= round(Gear^.X); gY:= round(Gear^.Y); for i:= 0 to 31 do begin vg:= AddVisualGear(gX, gY, vgtFire); if vg <> nil then begin vg^.State:= gstTmpFlag; inc(vg^.FrameTicks, vg^.FrameTicks) end end; for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart); for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2); Gear^.doStep:= @doStepExplosionWork; if Steps > 1 then Gear^.doStep(Gear, Steps-1); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); var maxMovement: LongInt; begin inc(Gear^.Timer, Steps); if (Gear^.Timer and 5) = 0 then begin maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); ShakeCamera(maxMovement); end; if Gear^.Timer > 250 then DeleteVisualGear(Gear); end; procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); var i: LongWord; gX,gY: LongInt; vg: PVisualGear; begin //ScreenFade:= sfFromWhite; //ScreenFadeValue:= round(60 * zoom * zoom); //ScreenFadeSpeed:= 5; gX:= round(Gear^.X); gY:= round(Gear^.Y); AddVisualGear(gX, gY, vgtSmokeRing); for i:= 0 to 46 do begin vg:= AddVisualGear(gX, gY, vgtFire); if vg <> nil then begin vg^.State:= gstTmpFlag; inc(vg^.FrameTicks, vg^.FrameTicks) end end; for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart); for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart2); Gear^.doStep:= @doStepBigExplosionWork; if Steps > 1 then Gear^.doStep(Gear, Steps-1); {$IFNDEF PAS2C} with mobileRecord do if (performRumble <> nil) and (not fastUntilLag) then performRumble(kSystemSoundID_Vibrate); {$ENDIF} end; procedure doStepChunk(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravityf * Steps; Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then begin AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet); DeleteVisualGear(Gear); end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); begin if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCircle(Gear: PVisualGear; Steps: Longword); var tmp: LongInt; i: LongWord; begin with Gear^ do if Frame <> 0 then for i:= 1 to Steps do begin inc(FrameTicks); if (FrameTicks mod Frame) = 0 then begin tmp:= Gear^.Tint and $FF; if tdY >= 0 then inc(tmp) else dec(tmp); if tmp < round(dX) then tdY:= 1; if tmp > round(dY) then tdY:= -1; if tmp > 255 then tmp := 255; if tmp < 0 then tmp := 0; Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp) end end end; //////////////////////////////////////////////////////////////////////////////// var currwindbar: PVisualGear = nil; procedure doStepSmoothWindBarWork(Gear: PVisualGear; Steps: Longword); begin if currwindbar = Gear then begin inc(Gear^.Timer, Steps); while Gear^.Timer >= 10 do begin dec(Gear^.Timer, 10); if WindBarWidth < Gear^.Tag then inc(WindBarWidth) else if WindBarWidth > Gear^.Tag then dec(WindBarWidth); end; if cWindspeedf > Gear^.dAngle then begin cWindspeedf := cWindspeedf - Gear^.Angle*Steps; if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle; end else if cWindspeedf < Gear^.dAngle then begin cWindspeedf := cWindspeedf + Gear^.Angle*Steps; if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle; end; end; if ((WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)) or (currwindbar <> Gear) then begin if currwindbar = Gear then currwindbar:= nil; DeleteVisualGear(Gear) end end; procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); begin currwindbar:= Gear; Gear^.doStep:= @doStepSmoothWindBarWork; doStepSmoothWindBarWork(Gear, Steps) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y - Gear^.dY * Steps; Gear^.dY:= Gear^.dY + Gear^.tdY * Steps; Gear^.dX:= Gear^.dX + Gear^.tdX * Steps; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else begin dec(Gear^.FrameTicks, Steps); if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500) end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepNoPlaceWarn(Gear: PVisualGear; Steps: Longword); begin if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else begin // age dec(Gear^.FrameTicks, Steps); // toggle between orange and red every few ticks if (Gear^.FrameTicks div 256) mod 2 = 0 then Gear^.Tint:= $FF400000 else Gear^.Tint:= $FF000000; // fade out alpha Gear^.Tint:= (Gear^.Tint and (not $FF)) or (255 * Gear^.FrameTicks div 3000); end end; const handlers: 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, @doStepNoPlaceWarn ); procedure initModule; begin doStepVGHandlers:= handlers end; end.