--- a/hedgewars/uVisualGears.pas Fri Oct 11 11:55:31 2013 +0200
+++ b/hedgewars/uVisualGears.pas Fri Oct 11 17:43:13 2013 +0200
@@ -29,19 +29,13 @@
* E.g.: background flakes, visual effects: explosion, smoke trails, etc.
*)
interface
-uses uConsts, uFloat, GLunit, uTypes, uWorld;
+uses uConsts, GLunit, uTypes;
procedure initModule;
procedure freeModule;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears(Layer: LongWord);
-procedure DeleteVisualGear(Gear: PVisualGear);
-function VisualGearByUID(uid : Longword) : PVisualGear;
procedure AddClouds;
procedure AddFlakes;
@@ -53,17 +47,8 @@
procedure KickFlakes(Radius, X, Y: LongInt);
implementation
-uses uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
-
-const
- cExplFrameTicks = 110;
- //cSmokeZ = 499;
-var VGCounter: LongWord;
- VisualGearLayers: array[0..6] of PVisualGear;
-
-// For better maintainability the step handlers of visual gears are stored
-// in a separate file.
-{$INCLUDE "VGSHandlers.inc"}
+uses uVariables, uRender, Math, uRenderUtils, uStore, uUtils
+ , uVisualGearsList;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
@@ -84,436 +69,6 @@
// ==================================================================
-// ==================================================================
-const vdoStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
- (
- @doStepFlake,
- @doStepCloud,
- @doStepExpl,
- @doStepExpl,
- @doStepFire,
- @doStepSmallDamage,
- @doStepTeamHealthSorter,
- @doStepSpeechBubble,
- @doStepBubble,
- @doStepSteam,
- @doStepAmmo,
- @doStepSmoke,
- @doStepSmoke,
- @doStepShell,
- @doStepDust,
- @doStepSplash,
- @doStepDroplet,
- @doStepSmokeRing,
- @doStepBeeTrace,
- @doStepEgg,
- @doStepFeather,
- @doStepHealthTag,
- @doStepSmokeTrace,
- @doStepSmokeTrace,
- @doStepExplosion,
- @doStepBigExplosion,
- @doStepChunk,
- @doStepNote,
- @doStepLineTrail,
- @doStepBulletHit,
- @doStepCircle,
- @doStepSmoothWindBar,
- @doStepStraightShot
- );
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
-begin
- AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
-end;
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
-begin
- AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
-end;
-
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
-var gear: PVisualGear;
- t: Longword;
- sp: real;
-begin
-AddVisualGear:= nil;
-if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
- ((Kind <> vgtCloud) and (not Critical)) then
- exit;
-
-if ((cReducedQuality and rqAntiBoom) <> 0) and
- (not Critical) and
- (not (Kind in
- [vgtTeamHealthSorter,
- vgtSmallDamageTag,
- vgtSpeechBubble,
- vgtHealthTag,
- vgtExplosion,
- vgtSmokeTrace,
- vgtEvilTrace,
- vgtNote,
- vgtSmoothWindBar])) then
-
- exit;
-
-inc(VGCounter);
-New(gear);
-FillChar(gear^, sizeof(TVisualGear), 0);
-gear^.X:= real(X);
-gear^.Y:= real(Y);
-gear^.Kind := Kind;
-gear^.doStep:= vdoStepHandlers[Kind];
-gear^.State:= 0;
-gear^.Tint:= $FFFFFFFF;
-gear^.uid:= VGCounter;
-gear^.Layer:= 0;
-
-with gear^ do
- case Kind of
- vgtFlake:
- begin
- Timer:= 0;
- tdX:= 0;
- tdY:= 0;
- Scale:= 1.0;
- if SuddenDeathDmg then
- begin
- FrameTicks:= random(vobSDFrameTicks);
- Frame:= random(vobSDFramesCount);
- end
- else
- begin
- FrameTicks:= random(vobFrameTicks);
- Frame:= random(vobFramesCount);
- end;
- Angle:= random(360);
- dx:= 0.0000038654705 * random(10000);
- dy:= 0.000003506096 * random(7000);
- if random(2) = 0 then
- dx := -dx;
- if SuddenDeathDmg then
- dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
- else
- dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
- end;
- vgtCloud:
- begin
- Frame:= random(4);
- dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
- timer:= random(4096);
- Scale:= 1.0
- end;
- vgtExplPart,
- vgtExplPart2:
- begin
- t:= random(1024);
- sp:= 0.001 * (random(95) + 70);
- dx:= hwFloat2Float(AngleSin(t)) * sp;
- dy:= hwFloat2Float(AngleCos(t)) * sp;
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- Frame:= 7 - random(3);
- FrameTicks:= cExplFrameTicks
- end;
- vgtFire:
- begin
- t:= random(1024);
- sp:= 0.001 * (random(85) + 95);
- dx:= hwFloat2Float(AngleSin(t)) * sp;
- dy:= hwFloat2Float(AngleCos(t)) * sp;
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= 650 + random(250);
- Frame:= random(8)
- end;
- vgtEgg:
- begin
- t:= random(1024);
- sp:= 0.001 * (random(85) + 95);
- dx:= hwFloat2Float(AngleSin(t)) * sp;
- dy:= hwFloat2Float(AngleCos(t)) * sp;
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= 650 + random(250);
- Frame:= 1
- end;
- vgtShell: FrameTicks:= 500;
- vgtSmallDamageTag:
- begin
- gear^.FrameTicks:= 1100
- end;
- vgtBubble:
- begin
- dx:= 0.0000038654705 * random(10000);
- dy:= 0;
- if random(2) = 0 then
- dx := -dx;
- FrameTicks:= 250 + random(1751);
- Frame:= random(5)
- end;
- vgtSteam:
- begin
- dx:= 0.0000038654705 * random(10000);
- dy:= 0.001 * (random(85) + 95);
- if random(2) = 0 then
- dx := -dx;
- Frame:= 7 - random(3);
- FrameTicks:= cExplFrameTicks * 2;
- end;
- vgtAmmo:
- begin
- alpha:= 1.0;
- scale:= 1.0
- end;
- vgtSmokeWhite,
- vgtSmoke:
- begin
- Scale:= 1.0;
- dx:= 0.0002 * (random(45) + 10);
- dy:= 0.0002 * (random(45) + 10);
- if random(2) = 0 then
- dx := -dx;
- Frame:= 7 - random(2);
- FrameTicks:= cExplFrameTicks * 2;
- end;
- vgtDust:
- begin
- dx:= 0.005 * (random(15) + 10);
- dy:= 0.001 * (random(40) + 20);
- if random(2) = 0 then dx := -dx;
- if random(2) = 0 then Tag:= 1
- else Tag:= -1;
- Frame:= 7 - random(2);
- FrameTicks:= random(20) + 15;
- end;
- vgtSplash:
- begin
- dx:= 0;
- dy:= 0;
- FrameTicks:= 740;
- Frame:= 19;
- Scale:= 0.75;
- Timer:= 1;
- end;
- vgtDroplet:
- begin
- dx:= 0.001 * (random(180) - 90);
- dy:= -0.001 * (random(160) + 40);
- FrameTicks:= 250 + random(1751);
- Frame:= random(3)
- end;
- vgtBeeTrace:
- begin
- FrameTicks:= 1000;
- Frame:= random(16);
- end;
- vgtSmokeRing:
- begin
- dx:= 0;
- dy:= 0;
- FrameTicks:= 600;
- Timer:= 0;
- Frame:= 0;
- scale:= 0.6;
- alpha:= 1;
- angle:= random(360);
- end;
- vgtFeather:
- begin
- t:= random(1024);
- sp:= 0.001 * (random(85) + 95);
- dx:= hwFloat2Float(AngleSin(t)) * sp;
- dy:= hwFloat2Float(AngleCos(t)) * sp;
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= 650 + random(250);
- Frame:= 1
- end;
- vgtHealthTag:
- begin
- Frame:= 0;
- Timer:= 1500;
- dY:= -0.08;
- dX:= 0;
- //gear^.Z:= 2002;
- end;
- vgtSmokeTrace,
- vgtEvilTrace:
- begin
- gear^.X:= gear^.X - 16;
- gear^.Y:= gear^.Y - 16;
- gear^.State:= 8;
- //gear^.Z:= cSmokeZ
- end;
-vgtBigExplosion:
- begin
- gear^.Angle:= random(360);
- end;
- vgtChunk:
- begin
- gear^.Frame:= random(4);
- t:= random(1024);
- sp:= 0.001 * (random(85) + 47);
- dx:= hwFloat2Float(AngleSin(t)) * sp;
- dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
- if random(2) = 0 then
- dx := -dx;
- end;
- vgtNote:
- begin
- dx:= 0.005 * (random(15) + 10);
- dy:= -0.001 * (random(40) + 20);
- if random(2) = 0 then
- dx := -dx;
- Frame:= random(4);
- FrameTicks:= random(2000) + 1500;
- end;
- vgtBulletHit:
- begin
- dx:= 0;
- dy:= 0;
- FrameTicks:= 350;
- Frame:= 7;
- Angle:= 0;
- end;
-vgtSmoothWindBar:
- begin
- Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
- Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
- end;
- vgtStraightShot:
- begin
- Angle:= 0;
- Scale:= 1.0;
- dx:= 0.001 * random(45);
- dy:= 0.001 * (random(20) + 25);
- State:= ord(sprHealth);
- if random(2) = 0 then
- dx := -dx;
- Frame:= 0;
- FrameTicks:= random(750) + 1250;
- State:= ord(sprSnowDust);
- end;
- end;
-
-if State <> 0 then
- gear^.State:= State;
-
-case Gear^.Kind of
- vgtFlake: if cFlattenFlakes then
- gear^.Layer:= 0
- else if random(3) = 0 then
- begin
- gear^.Scale:= 0.5;
- gear^.Layer:= 0 // 33% - far back
- end
- else if random(3) = 0 then
- begin
- gear^.Scale:= 0.8;
- gear^.Layer:= 4 // 22% - mid-distance
- end
- else if random(3) <> 0 then
- gear^.Layer:= 5 // 30% - just behind land
- else if random(2) = 0 then
- gear^.Layer:= 6 // 7% - just in front of land
- else
- begin
- gear^.Scale:= 1.5;
- gear^.Layer:= 2; // 7% - close up
- end;
-
- vgtCloud: if cFlattenClouds then gear^.Layer:= 5
- else if random(3) = 0 then
- begin
- gear^.Scale:= 0.25;
- gear^.Layer:= 0
- end
- else if random(2) = 0 then
- gear^.Layer:= 5
- else
- begin
- gear^.Scale:= 0.4;
- gear^.Layer:= 4
- end;
-
- // 0: this layer is very distant in the background when in stereo
- vgtTeamHealthSorter,
- vgtSmoothWindBar: gear^.Layer:= 0;
-
-
- // 1: this layer is on the land level (which is close but behind the screen plane) when stereo
- vgtSmokeTrace,
- vgtEvilTrace,
- vgtLineTrail,
- vgtSmoke,
- vgtSmokeWhite,
- vgtDust,
- vgtFire,
- vgtSplash,
- vgtDroplet,
- vgtBubble: gear^.Layer:= 1;
-
- // 3: this layer is on the screen plane (depth = 0) when stereo
- vgtSpeechBubble,
- vgtSmallDamageTag,
- vgtHealthTag,
- vgtStraightShot,
- vgtChunk: gear^.Layer:= 3;
-
- // 2: this layer is outside the screen when stereo
- vgtExplosion,
- vgtBigExplosion,
- vgtExplPart,
- vgtExplPart2,
- vgtSteam,
- vgtAmmo,
- vgtShell,
- vgtFeather,
- vgtEgg,
- vgtBeeTrace,
- vgtSmokeRing,
- vgtNote,
- vgtBulletHit,
- vgtCircle: gear^.Layer:= 2
-end;
-
-if VisualGearLayers[gear^.Layer] <> nil then
- begin
- VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
- gear^.NextGear:= VisualGearLayers[gear^.Layer]
- end;
-VisualGearLayers[gear^.Layer]:= gear;
-
-AddVisualGear:= gear;
-end;
-
-procedure DeleteVisualGear(Gear: PVisualGear);
-begin
- FreeTexture(Gear^.Tex);
- Gear^.Tex:= nil;
-
- if Gear^.NextGear <> nil then
- Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
- if Gear^.PrevGear <> nil then
- Gear^.PrevGear^.NextGear:= Gear^.NextGear
- else
- VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
-
- if lastVisualGearByUID = Gear then
- lastVisualGearByUID:= nil;
-
- Dispose(Gear);
-end;
-
procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
i: LongWord;
@@ -900,35 +455,6 @@
end;
end;
-function VisualGearByUID(uid : Longword) : PVisualGear;
-var vg: PVisualGear;
- i: LongWord;
-begin
-VisualGearByUID:= nil;
-if uid = 0 then
- exit;
-if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
- begin
- VisualGearByUID:= lastVisualGearByUID;
- exit
- end;
-// search in an order that is more likely to return layers they actually use. Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
-for i:= 2 to 5 do
- begin
- vg:= VisualGearLayers[i mod 4];
- while vg <> nil do
- begin
- if vg^.uid = uid then
- begin
- lastVisualGearByUID:= vg;
- VisualGearByUID:= vg;
- exit
- end;
- vg:= vg^.NextGear
- end
- end
-end;
-
procedure AddClouds;
var i: LongInt;
begin