hedgewars/VGSHandlers.inc
author nemo
Sat, 09 Jun 2012 10:28:45 -0400
changeset 7208 62e36dc45098
parent 7206 ce46b56ae9f5
child 7375 16ae2e1c9005
permissions -rw-r--r--
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

(*
 * This file contains the step handlers for visual gears.
 *
 * Since the effects of visual gears do not affect the course of the game,
 * no "synchronization" between players is required.
 * => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
 * is usually not necessary and therefore undesirable.
 *)

procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
var sign: real;
begin
if vobCount = 0 then exit;

sign:= 1;
with Gear^ do
    begin
    inc(FrameTicks, Steps);
    if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then
        begin
        dec(FrameTicks, vobFrameTicks);
        inc(Frame);
        if Frame = vobFramesCount then
            Frame:= 0
        end
    else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then
        begin
        dec(FrameTicks, vobSDFrameTicks);
        inc(Frame);
        if Frame = vobSDFramesCount then
            Frame:= 0
        end;
    X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale;
    if SuddenDeathDmg then
        Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale
    else
        Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale;
    Angle:= Angle + dAngle * Steps;
    if Angle > 360 then
        Angle:= Angle - 360
    else
        if Angle < - 360 then
            Angle:= Angle + 360;
    
  
    if (round(X) >= cLeftScreenBorder)
    and (round(X) <= cRightScreenBorder)
    and (round(Y) - 75 <= LAND_HEIGHT)
    and (Timer > 0) and (Timer-Steps > 0) then
        begin
        if tdX > 0 then
            sign := 1
        else
            sign:= -1;
        tdX:= tdX - 0.005*Steps*sign;
        if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then
            tdX:= 0;
        if tdX > 0 then
            sign := 1
        else
            sign:= -1;
        tdY:= tdY - 0.005*Steps*sign;
        if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then
            tdY:= 0;
        dec(Timer, Steps)
        end
    else
        begin
        if round(X) < cLeftScreenBorder then
            X:= X + cScreenSpace
        else
            if round(X) > cRightScreenBorder then
                X:= X - cScreenSpace;
            // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
        if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
            begin
            X:= cLeftScreenBorder + random(cScreenSpace);
            Y:= Y - (1024 + 250 + random(50)) // TODO - configure in theme (jellies for example could use limited range)
            end
        else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
            begin
            X:= cLeftScreenBorder + random(cScreenSpace);
            Y:= Y - (1024 + random(25))
            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);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;

Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
//Gear^.dY:= Gear^.dY + cGravityf;

if Gear^.FrameTicks <= Steps then
    if Gear^.Frame = 0 then
        DeleteVisualGear(Gear)
    else
        begin
        dec(Gear^.Frame);
        Gear^.FrameTicks:= cExplFrameTicks
        end
    else dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepNote(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;

Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;

Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
while Gear^.Angle > cMaxAngle do
    Gear^.Angle:= Gear^.Angle - cMaxAngle;

if Gear^.FrameTicks <= Steps then
    DeleteVisualGear(Gear)
else
    dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
begin
Steps := Steps;
if Gear^.Timer <= Steps then
    DeleteVisualGear(Gear)
else
    dec(Gear^.Timer, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;

Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;

Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;

if Gear^.FrameTicks <= Steps then
    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 (round(Gear^.Y) < cWaterLine) then
    DeleteVisualGear(Gear)
else
    dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;

if Gear^.FrameTicks <= Steps then
    if Gear^.Frame = 0 then
        DeleteVisualGear(Gear)
    else
        begin
        if Random(2) = 0 then
            dec(Gear^.Frame);
        Gear^.FrameTicks:= cExplFrameTicks
        end
else dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;

Gear^.scale:= Gear^.scale + 0.0025 * Steps;
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;

if Gear^.alpha < 0 then
    DeleteVisualGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;

Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);

if Gear^.FrameTicks <= Steps then
    if Gear^.Frame = 0 then
        DeleteVisualGear(Gear)
    else
        begin
        if Random(2) = 0 then
            dec(Gear^.Frame);
        Gear^.FrameTicks:= cExplFrameTicks
        end
    else dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;

Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);

if Gear^.FrameTicks <= Steps then
    if Gear^.Frame = 0 then
            DeleteVisualGear(Gear)
    else
        begin
        dec(Gear^.Frame);
        Gear^.FrameTicks:= cExplFrameTicks
        end
    else dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
    DeleteVisualGear(Gear)
else
    dec(Gear^.FrameTicks, Steps);
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;

Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;

if round(Gear^.Y) > cWaterLine then
    begin
    DeleteVisualGear(Gear);
    PlaySound(TSound(ord(sndDroplet1) + Random(3)));
    end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer >= Gear^.FrameTicks then
    DeleteVisualGear(Gear)
else
    begin
    Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
    Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
    if Gear^.alpha < 0 then
        Gear^.alpha:= 0;
    end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;

Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;

Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;

if Gear^.FrameTicks <= Steps then
    DeleteVisualGear(Gear)
else
    dec(Gear^.FrameTicks, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
            record
            dy, ny, dw: LongInt;
            team: PTeam;
            SortFactor: QWord;
            end;
    currsorter: PVisualGear = nil;

procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
var i, t: LongInt;
begin
for t:= 1 to Steps do
    begin
    dec(Gear^.Timer);
    if (Gear^.Timer and 15) = 0 then
        for i:= 0 to Pred(TeamsCount) do
            with thexchar[i] do
                begin
                {$WARNINGS OFF}
                team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div 640;
                team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
                {$WARNINGS ON}
                end;

    if (Gear^.Timer = 0) or (currsorter <> Gear) then
        begin
        if currsorter = Gear then
            currsorter:= nil;
        DeleteVisualGear(Gear);
        exit
        end
    end
end;

procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
var i: Longword;
    b: boolean;
    t: LongInt;
begin
Steps:= Steps; // avoid compiler hint
for t:= 0 to Pred(TeamsCount) do
    with thexchar[t] do
        begin
        dy:= TeamsArray[t]^.DrawHealthY;
        dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
        team:= TeamsArray[t];
        SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
        SortFactor:= (SortFactor shl  3) + TeamsArray[t]^.Clan^.ClanIndex;
        SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
        end;

if TeamsCount > 1 then
    repeat
    b:= true;
    for t:= 0 to TeamsCount - 2 do
        if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
            begin
            thexchar[cMaxTeams]:= thexchar[t];
            thexchar[t]:= thexchar[Succ(t)];
            thexchar[Succ(t)]:= thexchar[cMaxTeams];
            b:= false
            end
    until b;

t:= - 4;
for i:= 0 to Pred(TeamsCount) do
    with thexchar[i] do
        begin
        dec(t, team^.HealthTex^.h + 2);
        ny:= t;
        dy:= dy - ny
        end;

Gear^.Timer:= cSorterWorkTime;
Gear^.doStep:= @doStepTeamHealthSorterWork;
currsorter:= Gear;
//doStepTeamHealthSorterWork(Gear, Steps)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;

if (Gear^.Hedgehog^.Gear <> nil) then
    begin
    Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2  - Gear^.FrameTicks);
    Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h);
    end;

if Gear^.Timer = 0 then
    begin
    if Gear^.Hedgehog^.SpeechGear = Gear then
        Gear^.Hedgehog^.SpeechGear:= nil;
    DeleteVisualGear(Gear)
    end;
end;

procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
begin
Steps:= Steps; // avoid compiler hint

with Gear^.Hedgehog^ do
    if SpeechGear <> nil then
        SpeechGear^.Timer:= 0;

Gear^.Hedgehog^.SpeechGear:= Gear;

Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);

Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);

case Gear^.FrameTicks of
    1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
    2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
    3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
    end;

Gear^.doStep:= @doStepSpeechBubbleWork;

Gear^.Y:= Gear^.Y - Gear^.Tex^.h
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
begin
if Steps > Gear^.Timer then
    DeleteVisualGear(Gear)
else
    begin
    dec(Gear^.Timer, Steps);
    Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
    Gear^.X:= Gear^.X + Gear^.dX * Steps
    end;
end;

procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
begin
if round(Gear^.Y) - 10 < cWaterLine then
    DeleteVisualGear(Gear)
else
    Gear^.Y:= Gear^.Y - 0.08 * Steps;

end;

procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
var s: shortstring;
begin
s:= '';

str(Gear^.State, s);
if Gear^.Hedgehog <> nil then
    Gear^.Tex:= RenderStringTex(s, Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
else
    Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16);

Gear^.doStep:= @doStepHealthTagWork;

if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0)  then
    Gear^.doStep:= @doStepHealthTagWorkUnderWater;

Gear^.Y:= Gear^.Y - Gear^.Tex^.h;

if Steps > 1 then
    Gear^.doStep(Gear, Steps-1);
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps );
if Gear^.Timer > 64 then
    begin
    if Gear^.State = 0 then
        begin
        DeleteVisualGear(Gear);
        exit;
        end;
    dec(Gear^.State, Gear^.Timer div 65);
    Gear^.Timer:= Gear^.Timer mod 65;
    end;
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
Gear^.X:= Gear^.X + Gear^.dX;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer > 75 then
    begin
    inc(Gear^.State, Gear^.Timer div 76);
    Gear^.Timer:= Gear^.Timer mod 76;
    if Gear^.State > 5 then
        DeleteVisualGear(Gear);
    end;
end;

procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
    gX,gY: LongInt;
    vg: PVisualGear;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
for i:= 0 to 31 do 
    begin
    vg:= AddVisualGear(gX, gY, vgtFire);
    if vg <> nil then 
        begin
        vg^.State:= gstTmpFlag;
        inc(vg^.FrameTicks, vg^.FrameTicks)
        end
    end;
for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to  8 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork;
if Steps > 1 then
    Gear^.doStep(Gear, Steps-1);
end;


////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
var maxMovement: LongInt;
begin

inc(Gear^.Timer, Steps);
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);
performRumble();
end;

procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;

Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;

Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;

if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
    begin
    AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
    DeleteVisualGear(Gear);
    end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
    DeleteVisualGear(Gear)
else
    dec(Gear^.FrameTicks, Steps);
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
var tmp: LongInt;
    i: LongWord;
begin
with Gear^ do
    if Frame <> 0 then
        for i:= 1 to Steps do
            begin
            inc(FrameTicks);
            if (FrameTicks mod Frame) = 0 then
                begin
                tmp:= Gear^.Tint and $FF;
                if tdY >= 0 then
                    inc(tmp)
                else
                    dec(tmp);
                if tmp < round(dX) then
                    tdY:= 1;
                if tmp > round(dY) then
                    tdY:= -1;
                if tmp > 255 then
                    tmp := 255;
                if tmp < 0 then
                    tmp := 0;
                Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
                end
            end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
    
while Gear^.Timer >= 10 do
    begin
    dec(Gear^.Timer, 10);
    if WindBarWidth < Gear^.Tag then
        inc(WindBarWidth)
    else if WindBarWidth > Gear^.Tag then
        dec(WindBarWidth);
    end;
if 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;
        
if (WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)  then 
    DeleteVisualGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y - Gear^.dY * Steps;

if Gear^.FrameTicks <= Steps then
    DeleteVisualGear(Gear)
else
    begin
    dec(Gear^.FrameTicks, Steps);
    if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then 
        Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500)
    end
end;