--- a/hedgewars/VGSHandlers.inc Thu Jun 27 14:06:33 2013 +0400
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,802 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 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;
- moved: boolean;
-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
- 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 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)
- moved:= true
- end
- else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
- begin
- X:= cLeftScreenBorder + random(cScreenSpace);
- Y:= Y - (1024 + random(25));
- 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
-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 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^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * 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: LongInt;
-begin
-Steps:= Steps; // avoid compiler hint
-
-for t:= 0 to Pred(TeamsCount) do
- with thexchar[t] do
- begin
- team:= TeamsArray[t];
- dy:= team^.DrawHealthY;
- dw:= team^.TeamHealthBarWidth - team^.NewTeamHealthBarWidth;
- 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;
- 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^.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);
-with mobileRecord do
- if (performRumble <> nil) and (not fastUntilLag) then
- performRumble(kSystemSoundID_Vibrate);
-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 $000000FF) * Gear^.FrameTicks) div 500)
- end
-end;
-
--- a/hedgewars/hwengine.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/hwengine.pas Thu Jun 27 14:37:03 2013 +0400
@@ -32,7 +32,7 @@
uses SDLh, uMisc, uConsole, uGame, uConsts, uLand, uAmmos, uVisualGears, uGears, uStore, uWorld, uInputHandler
, uSound, uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uAILandMarks, uLandTexture, uCollisions
, SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
- , uPhysFSLayer, uCursor, uRandom, ArgParsers
+ , uPhysFSLayer, uCursor, uRandom, ArgParsers, uVisualGearsHandlers
{$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
{$IFDEF ANDROID}, GLUnit{$ENDIF}
@@ -457,6 +457,7 @@
uStore.initModule;
uTeams.initModule;
uVisualGears.initModule;
+ uVisualGearsHandlers.initModule;
uWorld.initModule;
end;
end;
--- a/hedgewars/uGame.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uGame.pas Thu Jun 27 14:37:03 2013 +0400
@@ -27,7 +27,7 @@
implementation
////////////////////
uses uInputHandler, uTeams, uIO, uAI, uGears, uSound, uLocale, uCaptions,
- uVisualGears, uTypes, uVariables, uCommands, uConsts
+ uVisualGears, uTypes, uVariables, uCommands, uConsts, uVisualGearsList
{$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};
procedure DoGameTick(Lag: LongInt);
--- a/hedgewars/uGears.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uGears.pas Thu Jun 27 14:37:03 2013 +0400
@@ -59,7 +59,8 @@
uses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics, {$IFDEF SDL13}uTouch,{$ENDIF}
uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uVariables,
uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture,
- uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlers, uGearsHandlersRope;
+ uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlers, uGearsHandlersRope
+ , uVisualGearsList;
var skipFlag: boolean;
--- a/hedgewars/uGearsHedgehog.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uGearsHedgehog.pas Thu Jun 27 14:37:03 2013 +0400
@@ -35,7 +35,7 @@
uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions,
uCommands, uLocale, uUtils, uVisualGears, uStats, uIO, uScript,
uGearsList, uGears, uCollisions, uRandom, uStore, uTeams,
- uGearsUtils;
+ uGearsUtils, uVisualGearsList;
var GHStepTicks: LongWord = 0;
--- a/hedgewars/uGearsRender.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uGearsRender.pas Thu Jun 27 14:37:03 2013 +0400
@@ -38,7 +38,7 @@
end;
implementation
-uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGears;
+uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGears, uVisualGearsList;
procedure DrawRopeLinesRQ(Gear: PGear);
begin
--- a/hedgewars/uGearsUtils.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uGearsUtils.pas Thu Jun 27 14:37:03 2013 +0400
@@ -50,7 +50,7 @@
uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
- uGearsList, Math;
+ uGearsList, Math, uVisualGearsList;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
begin
--- a/hedgewars/uScript.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uScript.pas Thu Jun 27 14:37:03 2013 +0400
@@ -84,6 +84,7 @@
SDLh,
SysUtils,
uIO,
+ uVisualGearsList,
uPhysFSLayer,
typinfo
;
--- a/hedgewars/uTeams.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uTeams.pas Thu Jun 27 14:37:03 2013 +0400
@@ -43,7 +43,7 @@
implementation
uses uLocale, uAmmos, uChat, uVariables, uUtils, uIO, uCaptions, uCommands, uDebug,
- uGearsUtils, uGearsList
+ uGearsUtils, uGearsList, uVisualGearsList
{$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};
var MaxTeamHealth: LongInt;
--- a/hedgewars/uVisualGears.pas Thu Jun 27 14:06:33 2013 +0400
+++ b/hedgewars/uVisualGears.pas Thu Jun 27 14:37:03 2013 +0400
@@ -34,14 +34,8 @@
procedure initModule;
procedure freeModule;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears(Layer: LongWord);
-procedure DeleteVisualGear(Gear: PVisualGear);
-function VisualGearByUID(uid : Longword) : PVisualGear;
procedure AddClouds;
procedure AddFlakes;
@@ -53,17 +47,8 @@
procedure KickFlakes(Radius, X, Y: LongInt);
implementation
-uses uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
-
-const
- cExplFrameTicks = 110;
- //cSmokeZ = 499;
-var VGCounter: LongWord;
- VisualGearLayers: array[0..6] of PVisualGear;
-
-// For better maintainability the step handlers of visual gears are stored
-// in a separate file.
-{$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
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uVisualGearsHandlers.pas Thu Jun 27 14:37:03 2013 +0400
@@ -0,0 +1,897 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 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.
+ *)
+
+{$INCLUDE "options.inc"}
+
+unit uVisualGearsHandlers;
+
+interface
+uses uTypes;
+
+var doStepHandlers: 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);
+
+procedure initModule;
+
+implementation
+uses uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld;
+
+procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
+var sign: real;
+ moved: boolean;
+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
+ 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 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)
+ moved:= true
+ end
+ else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
+ begin
+ X:= cLeftScreenBorder + random(cScreenSpace);
+ Y:= Y - (1024 + random(25));
+ 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
+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 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^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * 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: LongInt;
+begin
+Steps:= Steps; // avoid compiler hint
+
+for t:= 0 to Pred(TeamsCount) do
+ with thexchar[t] do
+ begin
+ team:= TeamsArray[t];
+ dy:= team^.DrawHealthY;
+ dw:= team^.TeamHealthBarWidth - team^.NewTeamHealthBarWidth;
+ 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;
+ 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^.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);
+with mobileRecord do
+ if (performRumble <> nil) and (not fastUntilLag) then
+ performRumble(kSystemSoundID_Vibrate);
+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;
+
+
+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
+ );
+
+procedure initModule;
+begin
+ doStepHandlers:= handlers
+end;
+
+end.