author | Wuzzy <Wuzzy2@mail.ru> |
Mon, 03 Sep 2018 00:15:55 +0200 | |
changeset 13746 | 4b79bac864be |
parent 13235 | 9f5023a5f9e1 |
child 14564 | 78363dbfd5dc |
permissions | -rw-r--r-- |
3441 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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10108
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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*) |
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|
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(* |
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* This file contains the step handlers for visual gears. |
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* |
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* Since the effects of visual gears do not affect the course of the game, |
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* no "synchronization" between players is required. |
2d34ec60992c
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* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat) |
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* is usually not necessary and therefore undesirable. |
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*) |
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{$INCLUDE "options.inc"} |
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||
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unit uVisualGearsHandlers; |
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|
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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interface |
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By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
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uses uTypes, uGears; |
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var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
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procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
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procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
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procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
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procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
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procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
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procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
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|
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Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
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function isSorterActive: boolean; inline; |
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procedure initModule; |
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|
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implementation |
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uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld, uUtils; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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var sign: real; |
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clean up flake falling/rising code. this should fix issue #157
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moved, rising, outside: boolean; |
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vfc, vft: LongWord; |
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clean up flake falling/rising code. this should fix issue #157
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spawnMargin: LongInt; |
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const |
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randMargin = 50; |
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begin |
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if SuddenDeathDmg then |
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begin |
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if (vobSDCount = 0) then exit; |
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end |
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else |
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if (vobCount = 0) then exit; |
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|
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Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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sign:= 1; |
3441 | 96 |
with Gear^ do |
97 |
begin |
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X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale; |
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|
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if SuddenDeathDmg then |
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begin |
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Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale; |
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vfc:= vobSDFramesCount; |
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vft:= vobSDFrameTicks; |
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end |
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else |
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108 |
begin |
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Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale; |
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vfc:= vobFramesCount; |
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111 |
vft:= vobFrameTicks; |
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112 |
end; |
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|
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|
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if vft > 0 then |
3441 | 115 |
begin |
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
116 |
inc(FrameTicks, Steps); |
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if FrameTicks > vft then |
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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begin |
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119 |
dec(FrameTicks, vft); |
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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inc(Frame); |
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121 |
if Frame = vfc then |
10623
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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122 |
Frame:= 0 |
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123 |
end; |
3441 | 124 |
end; |
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|
3441 | 126 |
Angle:= Angle + dAngle * Steps; |
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07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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127 |
if Angle > 360 then |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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128 |
Angle:= Angle - 360 |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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129 |
else |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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130 |
if Angle < - 360 then |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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131 |
Angle:= Angle + 360; |
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||
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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134 |
if (round(X) >= cLeftScreenBorder) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
135 |
and (round(X) <= cRightScreenBorder) |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
136 |
and (round(Y) - 250 <= LAND_HEIGHT) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
137 |
and (Timer > 0) and (Timer-Steps > 0) then |
3441 | 138 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
139 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
140 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
141 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
142 |
sign:= -1; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
143 |
tdX:= tdX - 0.005*Steps*sign; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
144 |
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
145 |
tdX:= 0; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
146 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
147 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
148 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
149 |
sign:= -1; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
150 |
tdY:= tdY - 0.005*Steps*sign; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
151 |
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
152 |
tdY:= 0; |
3441 | 153 |
dec(Timer, Steps) |
154 |
end |
|
155 |
else |
|
156 |
begin |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
157 |
moved:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
158 |
if round(X) < cLeftScreenBorder then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
159 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
160 |
X:= X + cScreenSpace; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
161 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
162 |
end |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
163 |
else if round(X) > cRightScreenBorder then |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
164 |
begin |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
165 |
X:= X - cScreenSpace; |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
166 |
moved:= true |
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
167 |
end; |
11868
60c8bb8bc1d7
rising flakes will no longer fly forever [reviewed, cleaned up and committed by sheepluva]
KoBeWi <kobewi4e@gmail.com>
parents:
11822
diff
changeset
|
168 |
|
12312
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
169 |
// it's possible for flakes to move upwards |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
170 |
if SuddenDeathDmg then |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
171 |
rising:= (cGravityf * vobSDFallSpeed) < 0 |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
172 |
else |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
173 |
rising:= (cGravityf * vobFallSpeed) < 0; |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
174 |
|
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
175 |
if gear^.layer = 2 then |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
176 |
spawnMargin:= 400 |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
177 |
else |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
178 |
spawnMargin:= 200; |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
179 |
|
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
180 |
// flake fell far below map? |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
181 |
outside:= (not rising) and (round(Y) - spawnMargin + randMargin > LAND_HEIGHT); |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
182 |
// if not, did it rise far above map? |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
183 |
outside:= outside or (rising and (round(Y) < LAND_HEIGHT - 1024 - spawnMargin - randMargin)); |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
184 |
|
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
185 |
// if flake left acceptable vertical area, respawn it opposite side |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
186 |
if outside then |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
187 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
188 |
X:= cLeftScreenBorder + random(cScreenSpace); |
12312
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
189 |
if rising then |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
190 |
Y:= Y + (1024 + spawnMargin + random(50)) |
10731
bc359abe0484
tweaks to try and make flakes better behaved in negative gravity. branch safe.
nemo
parents:
10625
diff
changeset
|
191 |
else |
12312
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
192 |
Y:= Y - (1024 + spawnMargin + random(50)); |
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
193 |
moved:= true; |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
194 |
end; |
12312
83131d0e747b
clean up flake falling/rising code. this should fix issue #157
sheepluva
parents:
11868
diff
changeset
|
195 |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
196 |
if moved then |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
197 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
198 |
Angle:= random(360); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
199 |
dx:= 0.0000038654705 * random(10000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
200 |
dy:= 0.000003506096 * random(7000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
201 |
if random(2) = 0 then dx := -dx |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
202 |
end; |
3441 | 203 |
Timer:= 0; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
204 |
tdX:= 0; |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
205 |
tdY:= 0 |
3441 | 206 |
end; |
207 |
end; |
|
208 |
||
209 |
end; |
|
210 |
||
211 |
//////////////////////////////////////////////////////////////////////////////// |
|
212 |
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
|
213 |
begin |
|
214 |
if Gear^.FrameTicks > Steps then |
|
215 |
dec(Gear^.FrameTicks, Steps) |
|
216 |
else |
|
217 |
DeleteVisualGear(Gear); |
|
218 |
end; |
|
219 |
||
220 |
//////////////////////////////////////////////////////////////////////////////// |
|
221 |
procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
222 |
var s: Longword; |
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
223 |
t: real; |
3441 | 224 |
begin |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
225 |
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps; |
3441 | 226 |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
227 |
// up-and-down-bounce magic |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
228 |
s := (GameTicks + Gear^.Timer) mod 4096; |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
229 |
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048)); |
3597
978c30ef50fc
visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents:
3593
diff
changeset
|
230 |
if (s < 2048) then t := -t; |
3441 | 231 |
|
4161 | 232 |
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; |
3441 | 233 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
234 |
if round(Gear^.X) < cLeftScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
235 |
Gear^.X:= Gear^.X + cScreenSpace |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
236 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
237 |
if round(Gear^.X) > cRightScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
238 |
Gear^.X:= Gear^.X - cScreenSpace |
3441 | 239 |
end; |
240 |
||
241 |
//////////////////////////////////////////////////////////////////////////////// |
|
242 |
procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
|
7808 | 243 |
var s: LongInt; |
3441 | 244 |
begin |
7808 | 245 |
s:= min(Steps, cExplFrameTicks); |
3441 | 246 |
|
7808 | 247 |
Gear^.X:= Gear^.X + Gear^.dX * s; |
248 |
Gear^.Y:= Gear^.Y + Gear^.dY * s; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
249 |
//Gear^.dY:= Gear^.dY + cGravityf; |
3441 | 250 |
|
251 |
if Gear^.FrameTicks <= Steps then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
252 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
253 |
DeleteVisualGear(Gear) |
3441 | 254 |
else |
255 |
begin |
|
256 |
dec(Gear^.Frame); |
|
257 |
Gear^.FrameTicks:= cExplFrameTicks |
|
258 |
end |
|
259 |
else dec(Gear^.FrameTicks, Steps) |
|
260 |
end; |
|
261 |
||
262 |
//////////////////////////////////////////////////////////////////////////////// |
|
3704 | 263 |
procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
264 |
begin |
|
265 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
266 |
||
267 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3706 | 268 |
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2; |
3704 | 269 |
|
3706 | 270 |
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10; |
271 |
while Gear^.Angle > cMaxAngle do |
|
272 |
Gear^.Angle:= Gear^.Angle - cMaxAngle; |
|
3704 | 273 |
|
274 |
if Gear^.FrameTicks <= Steps then |
|
275 |
DeleteVisualGear(Gear) |
|
276 |
else |
|
277 |
dec(Gear^.FrameTicks, Steps) |
|
278 |
end; |
|
279 |
||
280 |
//////////////////////////////////////////////////////////////////////////////// |
|
4279 | 281 |
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
282 |
begin |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
283 |
{$IFNDEF PAS2C} |
4279 | 284 |
Steps := Steps; |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
285 |
{$ENDIF} |
4279 | 286 |
if Gear^.Timer <= Steps then |
287 |
DeleteVisualGear(Gear) |
|
288 |
else |
|
289 |
dec(Gear^.Timer, Steps) |
|
290 |
end; |
|
291 |
||
292 |
//////////////////////////////////////////////////////////////////////////////// |
|
3441 | 293 |
procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
294 |
begin |
|
295 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
296 |
||
297 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
298 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 299 |
|
300 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
301 |
||
302 |
if Gear^.FrameTicks <= Steps then |
|
6128 | 303 |
begin |
304 |
DeleteVisualGear(Gear); |
|
305 |
exit |
|
306 |
end |
|
3441 | 307 |
else |
5874
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
308 |
dec(Gear^.FrameTicks, Steps); |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
309 |
|
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
310 |
if Gear^.FrameTicks < $FF then |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
311 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks |
3441 | 312 |
end; |
313 |
||
314 |
//////////////////////////////////////////////////////////////////////////////// |
|
315 |
procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
|
3751 | 316 |
var vgt: PVisualGear; |
3441 | 317 |
begin |
318 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
319 |
||
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
320 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps); |
3751 | 321 |
if (Gear^.State and gstTmpFlag) = 0 then |
322 |
begin |
|
323 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
3764 | 324 |
if ((GameTicks mod 200) < Steps + 1) then |
3751 | 325 |
begin |
326 |
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire); |
|
327 |
if vgt <> nil then |
|
328 |
begin |
|
329 |
vgt^.dx:= 0; |
|
330 |
vgt^.dy:= 0; |
|
331 |
vgt^.State:= gstTmpFlag; |
|
332 |
end; |
|
333 |
end |
|
334 |
end |
|
335 |
else |
|
336 |
inc(Steps, Steps); |
|
3441 | 337 |
|
338 |
if Gear^.FrameTicks <= Steps then |
|
339 |
DeleteVisualGear(Gear) |
|
340 |
else |
|
341 |
dec(Gear^.FrameTicks, Steps) |
|
342 |
end; |
|
343 |
||
344 |
//////////////////////////////////////////////////////////////////////////////// |
|
345 |
procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
|
346 |
begin |
|
347 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
348 |
||
349 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
350 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 351 |
|
352 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
353 |
||
354 |
if Gear^.FrameTicks <= Steps then |
|
355 |
DeleteVisualGear(Gear) |
|
356 |
else |
|
357 |
dec(Gear^.FrameTicks, Steps) |
|
358 |
end; |
|
359 |
||
360 |
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
|
361 |
begin |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
362 |
Gear^.Y:= Gear^.Y - 0.02 * Steps; |
3441 | 363 |
|
364 |
if Gear^.FrameTicks <= Steps then |
|
365 |
DeleteVisualGear(Gear) |
|
366 |
else |
|
367 |
dec(Gear^.FrameTicks, Steps) |
|
368 |
end; |
|
369 |
||
370 |
//////////////////////////////////////////////////////////////////////////////// |
|
371 |
procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
|
372 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
373 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
374 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
375 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
376 |
Gear^.dX := Gear^.dX / (1.001 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
377 |
Gear^.dY := Gear^.dY / (1.001 * Steps); |
3441 | 378 |
|
10355 | 379 |
if (Gear^.FrameTicks <= Steps) or (not CheckCoordInWater(round(Gear^.X), round(Gear^.Y))) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
380 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
381 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
382 |
dec(Gear^.FrameTicks, Steps) |
3441 | 383 |
end; |
384 |
||
385 |
//////////////////////////////////////////////////////////////////////////////// |
|
386 |
procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
|
387 |
begin |
|
10354 | 388 |
if ((cWindSpeedf > 0) and ( leftX > Gear^.X)) |
389 |
or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then |
|
390 |
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
391 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 392 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
393 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
394 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
395 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
396 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
397 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
398 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
399 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
400 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
401 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
402 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 403 |
end; |
404 |
||
405 |
//////////////////////////////////////////////////////////////////////////////// |
|
406 |
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
|
407 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
408 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 409 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
410 |
Gear^.scale:= Gear^.scale + 0.0025 * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
411 |
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; |
3441 | 412 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
413 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
414 |
DeleteVisualGear(Gear) |
3441 | 415 |
end; |
416 |
||
417 |
//////////////////////////////////////////////////////////////////////////////// |
|
418 |
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
|
419 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
420 |
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
421 |
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps; |
3441 | 422 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
423 |
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
424 |
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995); |
3441 | 425 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
426 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
427 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
428 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
429 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
430 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
431 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
432 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
433 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
434 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
435 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 436 |
end; |
437 |
||
438 |
//////////////////////////////////////////////////////////////////////////////// |
|
439 |
procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
|
440 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
441 |
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
442 |
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; |
3441 | 443 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
444 |
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
445 |
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps); |
3441 | 446 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
447 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
448 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
449 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
450 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
451 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
452 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
453 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
454 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
455 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 456 |
end; |
457 |
||
458 |
//////////////////////////////////////////////////////////////////////////////// |
|
459 |
procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
|
460 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
461 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
462 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
463 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
464 |
dec(Gear^.FrameTicks, Steps); |
3441 | 465 |
end; |
466 |
||
467 |
//////////////////////////////////////////////////////////////////////////////// |
|
468 |
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
|
469 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
470 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
3441 | 471 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
472 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
473 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 474 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
475 |
if round(Gear^.Y) > cWaterLine then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
476 |
begin |
3441 | 477 |
DeleteVisualGear(Gear); |
478 |
PlaySound(TSound(ord(sndDroplet1) + Random(3))); |
|
479 |
end; |
|
480 |
end; |
|
481 |
||
482 |
//////////////////////////////////////////////////////////////////////////////// |
|
483 |
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
|
484 |
begin |
|
485 |
inc(Gear^.Timer, Steps); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
486 |
if Gear^.Timer >= Gear^.FrameTicks then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
487 |
DeleteVisualGear(Gear) |
3441 | 488 |
else |
489 |
begin |
|
490 |
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; |
|
491 |
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
492 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
493 |
Gear^.alpha:= 0; |
3441 | 494 |
end; |
495 |
end; |
|
496 |
||
497 |
//////////////////////////////////////////////////////////////////////////////// |
|
498 |
procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
|
499 |
begin |
|
500 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
501 |
||
502 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
503 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 504 |
|
505 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
506 |
||
507 |
if Gear^.FrameTicks <= Steps then |
|
508 |
DeleteVisualGear(Gear) |
|
509 |
else |
|
510 |
dec(Gear^.FrameTicks, Steps) |
|
511 |
end; |
|
512 |
||
513 |
//////////////////////////////////////////////////////////////////////////////// |
|
514 |
const cSorterWorkTime = 640; |
|
515 |
var thexchar: array[0..cMaxTeams] of |
|
516 |
record |
|
517 |
dy, ny, dw: LongInt; |
|
518 |
team: PTeam; |
|
519 |
SortFactor: QWord; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
520 |
hdw: array[0..cMaxHHIndex] of LongInt; |
3441 | 521 |
end; |
522 |
currsorter: PVisualGear = nil; |
|
523 |
||
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
524 |
function isSorterActive: boolean; inline; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
525 |
begin |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
526 |
isSorterActive:= currsorter <> nil |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
527 |
end; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
528 |
|
3441 | 529 |
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
530 |
var i, t, h: LongInt; |
3441 | 531 |
begin |
10858
bd281e854e02
Don't do anything if sorter was replaced, even for one tick only. Hopefully fixes issue #907, but not confirmed, though very highly plausible.
unc0rr
parents:
10731
diff
changeset
|
532 |
if currsorter = Gear then |
bd281e854e02
Don't do anything if sorter was replaced, even for one tick only. Hopefully fixes issue #907, but not confirmed, though very highly plausible.
unc0rr
parents:
10731
diff
changeset
|
533 |
for t:= 1 to min(Steps, Gear^.Timer) do |
3441 | 534 |
begin |
535 |
dec(Gear^.Timer); |
|
536 |
if (Gear^.Timer and 15) = 0 then |
|
537 |
for i:= 0 to Pred(TeamsCount) do |
|
538 |
with thexchar[i] do |
|
539 |
begin |
|
540 |
{$WARNINGS OFF} |
|
7644 | 541 |
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
542 |
team^.TeamHealthBarHealth:= team^.TeamHealth + dw * LongInt(Gear^.Timer) div cSorterWorkTime; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
543 |
|
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
544 |
for h:= 0 to cMaxHHIndex do |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
545 |
if (team^.Hedgehogs[h].Gear <> nil) then |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
546 |
team^.Hedgehogs[h].HealthBarHealth:= team^.Hedgehogs[h].Gear^.Health + hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
547 |
else |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
548 |
team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime; |
3441 | 549 |
{$WARNINGS ON} |
550 |
end; |
|
7644 | 551 |
end; |
3441 | 552 |
|
7644 | 553 |
if (Gear^.Timer = 0) or (currsorter <> Gear) then |
554 |
begin |
|
555 |
if currsorter = Gear then |
|
556 |
currsorter:= nil; |
|
557 |
DeleteVisualGear(Gear); |
|
558 |
exit |
|
3441 | 559 |
end |
560 |
end; |
|
561 |
||
562 |
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
|
563 |
var i: Longword; |
|
13140
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
564 |
b, noHogs: boolean; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
565 |
t, h: LongInt; |
3441 | 566 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
567 |
{$IFNDEF PAS2C} |
3441 | 568 |
Steps:= Steps; // avoid compiler hint |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
569 |
{$ENDIF} |
7644 | 570 |
|
3441 | 571 |
for t:= 0 to Pred(TeamsCount) do |
572 |
with thexchar[t] do |
|
573 |
begin |
|
574 |
team:= TeamsArray[t]; |
|
7644 | 575 |
dy:= team^.DrawHealthY; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
576 |
dw:= team^.TeamHealthBarHealth - team^.TeamHealth; |
7644 | 577 |
if team^.TeamHealth > 0 then |
578 |
begin |
|
579 |
SortFactor:= team^.Clan^.ClanHealth; |
|
580 |
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex; |
|
581 |
SortFactor:= (SortFactor shl 30) + team^.TeamHealth; |
|
582 |
end |
|
583 |
else |
|
584 |
SortFactor:= 0; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
585 |
|
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
586 |
for h:= 0 to cMaxHHIndex do |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
587 |
if (team^.Hedgehogs[h].Gear <> nil) then |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
588 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth - team^.Hedgehogs[h].Gear^.Health |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
589 |
else |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
590 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth; |
3441 | 591 |
end; |
592 |
||
593 |
if TeamsCount > 1 then |
|
594 |
repeat |
|
595 |
b:= true; |
|
596 |
for t:= 0 to TeamsCount - 2 do |
|
597 |
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then |
|
598 |
begin |
|
599 |
thexchar[cMaxTeams]:= thexchar[t]; |
|
600 |
thexchar[t]:= thexchar[Succ(t)]; |
|
601 |
thexchar[Succ(t)]:= thexchar[cMaxTeams]; |
|
602 |
b:= false |
|
603 |
end |
|
604 |
until b; |
|
605 |
||
606 |
t:= - 4; |
|
607 |
for i:= 0 to Pred(TeamsCount) do |
|
7644 | 608 |
with thexchar[i] do |
13140
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
609 |
begin |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
610 |
noHogs:= true; |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
611 |
for h:= 0 to cMaxHHIndex do |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
612 |
// Check if all hogs are hidden |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
613 |
if team^.Hedgehogs[h].Gear <> nil then |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
614 |
noHogs:= false; |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
615 |
// Skip team bar if all hogs are dead or hidden |
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
616 |
if (team^.TeamHealth > 0) and (noHogs = false) then |
7644 | 617 |
begin |
9656 | 618 |
dec(t, team^.Clan^.HealthTex^.h + 2); |
7644 | 619 |
ny:= t; |
620 |
dy:= dy - ny |
|
621 |
end; |
|
13140
e330feceb662
Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents:
12312
diff
changeset
|
622 |
end; |
3441 | 623 |
|
624 |
Gear^.Timer:= cSorterWorkTime; |
|
625 |
Gear^.doStep:= @doStepTeamHealthSorterWork; |
|
626 |
currsorter:= Gear; |
|
627 |
//doStepTeamHealthSorterWork(Gear, Steps) |
|
628 |
end; |
|
629 |
||
630 |
//////////////////////////////////////////////////////////////////////////////// |
|
631 |
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
632 |
var realgear: PGear; |
3441 | 633 |
begin |
634 |
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0; |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
635 |
realgear:= nil; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
636 |
if Gear^.Frame <> 0 then // use a non-hedgehog gear - a lua trick that hopefully won't be overused |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
637 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
638 |
realgear:= GearByUID(Gear^.Frame); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
639 |
if realgear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
640 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
641 |
Gear^.X:= hwFloat2Float(realgear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
642 |
Gear^.Y:= hwFloat2Float(realgear^.Y) - (realgear^.Radius + Gear^.Tex^.h); |
13235
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13140
diff
changeset
|
643 |
Gear^.Angle:= 1; // Mark speech bubble as ready for rendering |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
644 |
end |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
645 |
end |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
646 |
else if Gear^.Hedgehog^.Gear <> nil then |
3441 | 647 |
begin |
9763 | 648 |
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
649 |
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h); |
13235
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13140
diff
changeset
|
650 |
Gear^.Angle:= 1; // Mark speech bubble as ready for rendering |
3441 | 651 |
end; |
652 |
||
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
653 |
if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then |
3441 | 654 |
begin |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
655 |
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then |
4365 | 656 |
Gear^.Hedgehog^.SpeechGear:= nil; |
3441 | 657 |
DeleteVisualGear(Gear) |
658 |
end; |
|
659 |
end; |
|
660 |
||
661 |
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
662 |
var realgear: PGear; |
3441 | 663 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
664 |
|
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
665 |
{$IFNDEF PAS2C} |
3441 | 666 |
Steps:= Steps; // avoid compiler hint |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
667 |
{$ENDIF} |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
668 |
if Gear^.Frame <> 0 then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
669 |
realgear:= GearByUID(Gear^.FrameTicks) |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
670 |
else |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
671 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
672 |
with Gear^.Hedgehog^ do |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
673 |
if SpeechGear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
674 |
SpeechGear^.Timer:= 0; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
675 |
realgear:= Gear^.Hedgehog^.Gear; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
676 |
Gear^.Hedgehog^.SpeechGear:= Gear; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
677 |
end; |
3441 | 678 |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
679 |
if realgear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
680 |
case Gear^.FrameTicks of |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
681 |
1: Gear^.Tag:= SpritesData[sprSpeechTail].Width-37+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
682 |
2: Gear^.Tag:= SpritesData[sprThoughtTail].Width-29+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
683 |
3: Gear^.Tag:= SpritesData[sprShoutTail].Width-19+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
684 |
end; |
3441 | 685 |
|
5186 | 686 |
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000); |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
687 |
Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16); |
3441 | 688 |
|
689 |
Gear^.doStep:= @doStepSpeechBubbleWork; |
|
690 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
691 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h |
3441 | 692 |
end; |
693 |
||
694 |
//////////////////////////////////////////////////////////////////////////////// |
|
695 |
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
|
696 |
begin |
|
697 |
if Steps > Gear^.Timer then |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
698 |
DeleteVisualGear(Gear) |
3441 | 699 |
else |
700 |
begin |
|
701 |
dec(Gear^.Timer, Steps); |
|
702 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
5581 | 703 |
Gear^.X:= Gear^.X + Gear^.dX * Steps |
3441 | 704 |
end; |
705 |
end; |
|
706 |
||
707 |
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
|
708 |
begin |
|
4161 | 709 |
if round(Gear^.Y) - 10 < cWaterLine then |
3441 | 710 |
DeleteVisualGear(Gear) |
711 |
else |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
712 |
Gear^.Y:= Gear^.Y - 0.08 * Steps; |
3441 | 713 |
|
714 |
end; |
|
715 |
||
716 |
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
|
717 |
var s: shortstring; |
|
718 |
begin |
|
11822 | 719 |
s:= IntToStr(Gear^.State); |
3441 | 720 |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
721 |
if Gear^.Hedgehog <> nil then |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
722 |
Gear^.Tex:= RenderStringTex(ansistring(s), Gear^.Hedgehog^.Team^.Clan^.Color, fnt16) |
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
723 |
else |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
724 |
Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16); |
3441 | 725 |
|
5578 | 726 |
Gear^.doStep:= @doStepHealthTagWork; |
5576 | 727 |
|
5596 | 728 |
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then |
3441 | 729 |
Gear^.doStep:= @doStepHealthTagWorkUnderWater; |
730 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
731 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h; |
3441 | 732 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
733 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
734 |
Gear^.doStep(Gear, Steps-1); |
3441 | 735 |
end; |
736 |
||
737 |
//////////////////////////////////////////////////////////////////////////////// |
|
738 |
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
|
739 |
begin |
|
740 |
inc(Gear^.Timer, Steps ); |
|
741 |
if Gear^.Timer > 64 then |
|
742 |
begin |
|
3995
360332f8785f
SmokeTrace: animation got aborted before last animation frame was displayed
sheepluva
parents:
3994
diff
changeset
|
743 |
if Gear^.State = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
744 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
745 |
DeleteVisualGear(Gear); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
746 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
747 |
end; |
3441 | 748 |
dec(Gear^.State, Gear^.Timer div 65); |
749 |
Gear^.Timer:= Gear^.Timer mod 65; |
|
750 |
end; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
751 |
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps; |
3587 | 752 |
Gear^.X:= Gear^.X + Gear^.dX; |
3441 | 753 |
end; |
754 |
||
755 |
//////////////////////////////////////////////////////////////////////////////// |
|
756 |
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
757 |
begin |
|
758 |
inc(Gear^.Timer, Steps); |
|
759 |
if Gear^.Timer > 75 then |
|
760 |
begin |
|
761 |
inc(Gear^.State, Gear^.Timer div 76); |
|
762 |
Gear^.Timer:= Gear^.Timer mod 76; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
763 |
if Gear^.State > 5 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
764 |
DeleteVisualGear(Gear); |
3441 | 765 |
end; |
766 |
end; |
|
767 |
||
768 |
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
|
769 |
var i: LongWord; |
|
4473 | 770 |
gX,gY: LongInt; |
771 |
vg: PVisualGear; |
|
3441 | 772 |
begin |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
773 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
774 |
gY:= round(Gear^.Y); |
8330 | 775 |
for i:= 0 to 31 do |
4473 | 776 |
begin |
777 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 778 |
if vg <> nil then |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
779 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
780 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
781 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
782 |
end |
4473 | 783 |
end; |
3590 | 784 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart); |
785 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2); |
|
3441 | 786 |
Gear^.doStep:= @doStepExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
787 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
788 |
Gear^.doStep(Gear, Steps-1); |
3441 | 789 |
end; |
790 |
||
791 |
||
792 |
//////////////////////////////////////////////////////////////////////////////// |
|
793 |
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
794 |
var maxMovement: LongInt; |
3441 | 795 |
begin |
796 |
||
797 |
inc(Gear^.Timer, Steps); |
|
798 |
if (Gear^.Timer and 5) = 0 then |
|
799 |
begin |
|
800 |
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); |
|
801 |
ShakeCamera(maxMovement); |
|
802 |
end; |
|
5804
98192121dc69
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
nemo
parents:
5803
diff
changeset
|
803 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
804 |
if Gear^.Timer > 250 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
805 |
DeleteVisualGear(Gear); |
3441 | 806 |
end; |
807 |
||
808 |
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
|
809 |
var i: LongWord; |
|
4473 | 810 |
gX,gY: LongInt; |
811 |
vg: PVisualGear; |
|
3441 | 812 |
begin |
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
813 |
//ScreenFade:= sfFromWhite; |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
814 |
//ScreenFadeValue:= round(60 * zoom * zoom); |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
815 |
//ScreenFadeSpeed:= 5; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
816 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
817 |
gY:= round(Gear^.Y); |
3441 | 818 |
AddVisualGear(gX, gY, vgtSmokeRing); |
8330 | 819 |
for i:= 0 to 46 do |
4473 | 820 |
begin |
821 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 822 |
if vg <> nil then |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
823 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
824 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
825 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
826 |
end |
4473 | 827 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
828 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
829 |
AddVisualGear(gX, gY, vgtExplPart); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
830 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
831 |
AddVisualGear(gX, gY, vgtExplPart2); |
3441 | 832 |
Gear^.doStep:= @doStepBigExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
833 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
834 |
Gear^.doStep(Gear, Steps-1); |
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
835 |
|
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
836 |
{$IFNDEF PAS2C} |
8204 | 837 |
with mobileRecord do |
838 |
if (performRumble <> nil) and (not fastUntilLag) then |
|
839 |
performRumble(kSystemSoundID_Vibrate); |
|
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
840 |
{$ENDIF} |
3441 | 841 |
end; |
3689 | 842 |
|
843 |
procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
|
844 |
begin |
|
845 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
846 |
||
847 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
848 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
849 |
||
850 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
851 |
||
5235
e30b06ffea3a
Skip droplets if plain splash is enabled, add a sanity check just in case.
nemo
parents:
5186
diff
changeset
|
852 |
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then |
3689 | 853 |
begin |
3699 | 854 |
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet); |
3689 | 855 |
DeleteVisualGear(Gear); |
856 |
end |
|
857 |
end; |
|
4327 | 858 |
|
859 |
//////////////////////////////////////////////////////////////////////////////// |
|
860 |
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
|
861 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
862 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
863 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
864 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
865 |
dec(Gear^.FrameTicks, Steps); |
4327 | 866 |
end; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
867 |
|
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
868 |
//////////////////////////////////////////////////////////////////////////////// |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
869 |
procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
4452 | 870 |
var tmp: LongInt; |
4421 | 871 |
i: LongWord; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
872 |
begin |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
873 |
with Gear^ do |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
874 |
if Frame <> 0 then |
4421 | 875 |
for i:= 1 to Steps do |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
876 |
begin |
4421 | 877 |
inc(FrameTicks); |
878 |
if (FrameTicks mod Frame) = 0 then |
|
879 |
begin |
|
880 |
tmp:= Gear^.Tint and $FF; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
881 |
if tdY >= 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
882 |
inc(tmp) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
883 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
884 |
dec(tmp); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
885 |
if tmp < round(dX) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
886 |
tdY:= 1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
887 |
if tmp > round(dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
888 |
tdY:= -1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
889 |
if tmp > 255 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
890 |
tmp := 255; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
891 |
if tmp < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
892 |
tmp := 0; |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
893 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp) |
4421 | 894 |
end |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
895 |
end |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
896 |
end; |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
897 |
|
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
898 |
//////////////////////////////////////////////////////////////////////////////// |
10859 | 899 |
var |
900 |
currwindbar: PVisualGear = nil; |
|
901 |
||
902 |
procedure doStepSmoothWindBarWork(Gear: PVisualGear; Steps: Longword); |
|
903 |
begin |
|
904 |
if currwindbar = Gear then |
|
905 |
begin |
|
906 |
inc(Gear^.Timer, Steps); |
|
907 |
||
908 |
while Gear^.Timer >= 10 do |
|
909 |
begin |
|
910 |
dec(Gear^.Timer, 10); |
|
911 |
if WindBarWidth < Gear^.Tag then |
|
912 |
inc(WindBarWidth) |
|
913 |
else if WindBarWidth > Gear^.Tag then |
|
914 |
dec(WindBarWidth); |
|
915 |
end; |
|
916 |
if cWindspeedf > Gear^.dAngle then |
|
917 |
begin |
|
918 |
cWindspeedf := cWindspeedf - Gear^.Angle*Steps; |
|
919 |
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
920 |
end |
|
921 |
else if cWindspeedf < Gear^.dAngle then |
|
922 |
begin |
|
923 |
cWindspeedf := cWindspeedf + Gear^.Angle*Steps; |
|
924 |
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
925 |
end; |
|
926 |
end; |
|
927 |
||
928 |
if ((WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)) or (currwindbar <> Gear) then |
|
929 |
begin |
|
930 |
if currwindbar = Gear then currwindbar:= nil; |
|
931 |
DeleteVisualGear(Gear) |
|
932 |
end |
|
933 |
end; |
|
934 |
||
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
935 |
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
936 |
begin |
10859 | 937 |
currwindbar:= Gear; |
938 |
Gear^.doStep:= @doStepSmoothWindBarWork; |
|
939 |
doStepSmoothWindBarWork(Gear, Steps) |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
940 |
end; |
5562 | 941 |
//////////////////////////////////////////////////////////////////////////////// |
942 |
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
|
943 |
begin |
|
944 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
945 |
Gear^.Y:= Gear^.Y - Gear^.dY * Steps; |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
946 |
|
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
947 |
Gear^.dY:= Gear^.dY + Gear^.tdY * Steps; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
948 |
Gear^.dX:= Gear^.dX + Gear^.tdX * Steps; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
949 |
|
5562 | 950 |
if Gear^.FrameTicks <= Steps then |
951 |
DeleteVisualGear(Gear) |
|
952 |
else |
|
953 |
begin |
|
954 |
dec(Gear^.FrameTicks, Steps); |
|
8330 | 955 |
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then |
5562 | 956 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500) |
957 |
end |
|
958 |
end; |
|
959 |
||
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
960 |
//////////////////////////////////////////////////////////////////////////////// |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
961 |
procedure doStepNoPlaceWarn(Gear: PVisualGear; Steps: Longword); |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
962 |
begin |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
963 |
|
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
964 |
if Gear^.FrameTicks <= Steps then |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
965 |
DeleteVisualGear(Gear) |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
966 |
else |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
967 |
begin |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
968 |
// age |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
969 |
dec(Gear^.FrameTicks, Steps); |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
970 |
// toggle between orange and red every few ticks |
10298
7d5d93f9a515
make using the teleporter a bit less challenging
sheepluva
parents:
10251
diff
changeset
|
971 |
if (Gear^.FrameTicks div 256) mod 2 = 0 then |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
972 |
Gear^.Tint:= $FF400000 |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
973 |
else |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
974 |
Gear^.Tint:= $FF000000; |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
975 |
// fade out alpha |
10299 | 976 |
Gear^.Tint:= (Gear^.Tint and (not $FF)) or (255 * Gear^.FrameTicks div 3000); |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
977 |
end |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
978 |
end; |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
979 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
980 |
const handlers: array[TVisualGearType] of TVGearStepProcedure = |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
981 |
( |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
982 |
@doStepFlake, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
983 |
@doStepCloud, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
984 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
985 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
986 |
@doStepFire, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
987 |
@doStepSmallDamage, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
988 |
@doStepTeamHealthSorter, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
989 |
@doStepSpeechBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
990 |
@doStepBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
991 |
@doStepSteam, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
992 |
@doStepAmmo, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
993 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
994 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
995 |
@doStepShell, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
996 |
@doStepDust, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
997 |
@doStepSplash, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
998 |
@doStepDroplet, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
999 |
@doStepSmokeRing, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1000 |
@doStepBeeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1001 |
@doStepEgg, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1002 |
@doStepFeather, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1003 |
@doStepHealthTag, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1004 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1005 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1006 |
@doStepExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1007 |
@doStepBigExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1008 |
@doStepChunk, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1009 |
@doStepNote, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1010 |
@doStepLineTrail, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1011 |
@doStepBulletHit, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1012 |
@doStepCircle, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1013 |
@doStepSmoothWindBar, |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
1014 |
@doStepStraightShot, |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
1015 |
@doStepNoPlaceWarn |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1016 |
); |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1017 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1018 |
procedure initModule; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1019 |
begin |
9960 | 1020 |
doStepVGHandlers:= handlers |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1021 |
end; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1022 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
1023 |
end. |