--- a/hedgewars/uVisualGears.pas Thu May 06 20:59:15 2010 +0000
+++ b/hedgewars/uVisualGears.pas Thu May 06 22:02:56 2010 +0000
@@ -35,6 +35,7 @@
tdX: hwFloat;
tdY: hwFloat;
mdY: QWord;
+ State : Longword;
Timer: Longword;
Angle, dAngle: real;
Kind: TVisualGearType;
@@ -48,7 +49,7 @@
procedure initModule;
procedure freeModule;
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
+function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
@@ -65,6 +66,8 @@
uses uWorld, uMisc, uStore, uTeams, uSound;
const cExplFrameTicks = 110;
+{$INCLUDE "VGSHandlers.inc"}
+
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
Gear: PVisualGear;
@@ -83,398 +86,6 @@
// ==================================================================
-procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
-var sign: hwFloat;
-begin
-sign:= _1;
-with Gear^ do
- begin
- inc(FrameTicks, Steps);
- if FrameTicks > vobFrameTicks then
- begin
- dec(FrameTicks, vobFrameTicks);
- inc(Frame);
- if Frame = vobFramesCount then Frame:= 0
- end;
- X:= X + (cWindSpeed * 200 + dX + tdX) * Steps;
- Y:= Y + (dY + tdY + cGravity * vobFallSpeed) * Steps;
- Angle:= Angle + dAngle * Steps;
-
- if (hwRound(X) >= -cScreenWidth - 64) and
- (hwRound(X) <= cScreenWidth + LAND_WIDTH) and
- (hwRound(Y) <= (LAND_HEIGHT + 75)) and
- (Timer > 0) and (Timer-Steps > 0) then
- begin
- sign.isNegative:=tdX.isNegative;
- tdX:= tdX - _0_005*Steps*sign;
- if (sign.isNegative and (tdX > _0)) or (not sign.isNegative and (tdX < _0)) then tdX:= _0;
- sign.isNegative:=tdY.isNegative;
- tdY:= tdY - _0_005*Steps*sign;
- if (sign.isNegative and (tdY > _0)) or (not sign.isNegative and (tdY < _0)) then tdY:= _0;
- dec(Timer, Steps)
- end
- else
- begin
- if hwRound(X) < -cScreenWidth - 64 then X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
- if hwRound(X) > cScreenWidth + LAND_WIDTH then X:= int2hwFloat(-cScreenWidth - 64);
- // if hwRound(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + int2hwFloat(25); // For if flag is set for flakes rising upwards?
- if hwRound(Y) > (LAND_HEIGHT + 75) then Y:= Y - int2hwFloat(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
- Timer:= 0;
- tdX:= _0;
- tdY:= _0
- end;
- end;
-
-end;
-
-procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.FrameTicks > Steps then
- dec(Gear^.FrameTicks, Steps)
-else
- DeleteVisualGear(Gear);
-end;
-
-procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
-var i: Longword;
-begin
-Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
-
-for i:= 0 to Steps - 1 do
- begin
- if hwRound(Gear^.Y) > LAND_HEIGHT-1184 then // TODO - configure in theme
- Gear^.dY:= Gear^.dY - _1div50000
- else
- Gear^.dY:= Gear^.dY + _1div50000;
-
- Gear^.Y:= Gear^.Y + Gear^.dY
- end;
-
-if hwRound(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
-if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 256)
-end;
-
-procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-//Gear^.dY:= Gear^.dY + cGravity;
-
-if Gear^.FrameTicks <= Steps then
- if Gear^.Frame = 0 then DeleteVisualGear(Gear)
- else
- begin
- dec(Gear^.Frame);
- Gear^.FrameTicks:= cExplFrameTicks
- end
- else dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravity * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
-else
- dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepFire(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravity * (Steps * Steps);
-Gear^.dY:= Gear^.dY + cGravity * Steps;
-
-if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
-else
- dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepShell(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravity * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
-else
- dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.Y:= Gear^.Y - _0_02 * Steps;
-
-if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
-else
- dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
-begin
- Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps;
- Gear^.Y:= Gear^.Y - cDrownSpeed * Steps;
-
- if (Gear^.FrameTicks <= Steps) or (hwRound(Gear^.Y) < cWaterLine) then
- DeleteVisualGear(Gear)
- else
- dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepHealth(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
-
-if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
-else
- dec(Gear^.FrameTicks, Steps);
-end;
-
-procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
-begin
- Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps;
- Gear^.Y:= Gear^.Y - cDrownSpeed * Steps;
-
- if Gear^.FrameTicks <= Steps then
- if Gear^.Frame = 0 then DeleteVisualGear(Gear)
- else
- begin
- if Random(2) = 0 then dec(Gear^.Frame);
- Gear^.FrameTicks:= cExplFrameTicks
- end
- else dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
-begin
- Gear^.Y:= Gear^.Y - cDrownSpeed * Steps;
-
- Gear^.scale:= Gear^.scale + 0.0025 * Steps;
- Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
-
- if Gear^.alpha < 0 then DeleteVisualGear(Gear)
-end;
-
-procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
-begin
- Gear^.X:= Gear^.X + (cWindSpeed + Gear^.dX) * Steps;
- Gear^.Y:= Gear^.Y - (cDrownSpeed + Gear^.dY) * Steps;
-
- Gear^.dX := Gear^.dX + (cWindSpeed * _0_3 * Steps);
- //Gear^.dY := Gear^.dY - (cDrownSpeed * _0_995);
-
- if Gear^.FrameTicks <= Steps then
- if Gear^.Frame = 0 then DeleteVisualGear(Gear)
- else
- begin
- if Random(2) = 0 then dec(Gear^.Frame);
- Gear^.FrameTicks:= cExplFrameTicks
- end
- else dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepDust(Gear: PVisualGear; Steps: Longword);
-begin
- Gear^.X:= Gear^.X + (cWindSpeed + (cWindSpeed * _0_03 * Steps) + Gear^.dX) * Steps;
- Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
-
- Gear^.dX := Gear^.dX - (Gear^.dX * _0_005 * Steps);
- Gear^.dY := Gear^.dY - (cDrownSpeed * _0_001 * Steps);
-
- if Gear^.FrameTicks <= Steps then
- if Gear^.Frame = 0 then DeleteVisualGear(Gear)
- else
- begin
- dec(Gear^.Frame);
- Gear^.FrameTicks:= cExplFrameTicks
- end
- else dec(Gear^.FrameTicks, Steps)
-end;
-
-procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
-begin
- if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
- else
- dec(Gear^.FrameTicks, Steps);
-end;
-
-procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
-begin
- Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
- Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
- Gear^.dY:= Gear^.dY + cGravity * Steps;
-
- if hwRound(Gear^.Y) > cWaterLine then begin
- DeleteVisualGear(Gear);
- PlaySound(TSound(ord(sndDroplet1) + Random(3)));
- end;
-end;
-
-procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
-begin
-inc(Gear^.Timer, Steps);
-if Gear^.Timer >= Gear^.FrameTicks then DeleteVisualGear(Gear)
-else
- begin
- Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
- Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
- if Gear^.alpha < 0 then Gear^.alpha:= 0;
- end;
-end;
-
-procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
-begin
-Gear^.X:= Gear^.X + Gear^.dX * Steps;
-
-Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
-Gear^.dY:= Gear^.dY + cGravity * Steps;
-
-Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
-
-if Gear^.FrameTicks <= Steps then
- DeleteVisualGear(Gear)
-else
- dec(Gear^.FrameTicks, Steps)
-end;
-////////////////////////////////////////////////////////////////////////////////
-const cSorterWorkTime = 640;
-var thexchar: array[0..cMaxTeams] of
- record
- dy, ny, dw: LongInt;
- team: PTeam;
- SortFactor: QWord;
- end;
- currsorter: PVisualGear = nil;
-
-procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
-var i, t: LongInt;
-begin
-for t:= 1 to Steps do
- begin
- dec(Gear^.Timer);
- if (Gear^.Timer and 15) = 0 then
- for i:= 0 to Pred(TeamsCount) do
- with thexchar[i] do
- begin
- {$WARNINGS OFF}
- team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div 640;
- team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
- {$WARNINGS ON}
- end;
-
- if (Gear^.Timer = 0) or (currsorter <> Gear) then
- begin
- if currsorter = Gear then currsorter:= nil;
- DeleteVisualGear(Gear);
- exit
- end
- end
-end;
-
-procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
-var i: Longword;
- b: boolean;
- t: LongInt;
-begin
-Steps:= Steps; // avoid compiler hint
-for t:= 0 to Pred(TeamsCount) do
- with thexchar[t] do
- begin
- dy:= TeamsArray[t]^.DrawHealthY;
- dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
- team:= TeamsArray[t];
- SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
- SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex;
- SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
- end;
-
-if TeamsCount > 1 then
- repeat
- b:= true;
- for t:= 0 to TeamsCount - 2 do
- if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
- begin
- thexchar[cMaxTeams]:= thexchar[t];
- thexchar[t]:= thexchar[Succ(t)];
- thexchar[Succ(t)]:= thexchar[cMaxTeams];
- b:= false
- end
- until b;
-
-t:= - 4;
-for i:= 0 to Pred(TeamsCount) do
- with thexchar[i] do
- begin
- dec(t, team^.HealthTex^.h + 2);
- ny:= t;
- dy:= dy - ny
- end;
-
-Gear^.Timer:= cSorterWorkTime;
-Gear^.doStep:= @doStepTeamHealthSorterWork;
-currsorter:= Gear;
-//doStepTeamHealthSorterWork(Gear, Steps)
-end;
-
-procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
-begin
-if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
-
-if (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
- begin
- Gear^.X:= PHedgehog(Gear^.Hedgehog)^.Gear^.X + int2hwFloat(Gear^.Tex^.w div 2 - Gear^.FrameTicks);
- Gear^.Y:= PHedgehog(Gear^.Hedgehog)^.Gear^.Y - int2hwFloat(16 + Gear^.Tex^.h);
- end;
-
-if Gear^.Timer = 0 then
- begin
- if PHedgehog(Gear^.Hedgehog)^.SpeechGear = Gear then
- PHedgehog(Gear^.Hedgehog)^.SpeechGear:= nil;
- DeleteVisualGear(Gear)
- end;
-end;
-
-procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
-begin
-Steps:= Steps; // avoid compiler hint
-
-with PHedgehog(Gear^.Hedgehog)^ do
- if SpeechGear <> nil then SpeechGear^.Timer:= 0;
-
-PHedgehog(Gear^.Hedgehog)^.SpeechGear:= Gear;
-
-Gear^.Timer:= max(Length(Gear^.Text) * 150, 3000);
-
-Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
-
-case Gear^.FrameTicks of
- 1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
- 2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
- 3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
- end;
-
-Gear^.doStep:= @doStepSpeechBubbleWork;
-
-Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h)
-end;
// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
@@ -500,10 +111,15 @@
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
- @doStepFeather
+ @doStepFeather,
+ @doStepHealthTag,
+ @doStepSmokeTrace,
+ @doStepSmokeTrace,
+ @doStepExplosion,
+ @doStepBigExplosion
);
-function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
+function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0): PVisualGear;
var gear: PVisualGear;
t: Longword;
sp: hwFloat;
@@ -530,6 +146,7 @@
gear^.Y:= int2hwFloat(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
+gear^.State:= 0;
with gear^ do
case Kind of
@@ -673,8 +290,24 @@
FrameTicks:= 650 + random(250);
Frame:= 1
end;
+ vgtHealthTag: begin
+ gear^.Timer:= 1500;
+ //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;
end;
+if State <> 0 then gear^.State:= State;
+
if VisualGearsList <> nil then
begin
VisualGearsList^.PrevGear:= gear;
@@ -766,6 +399,16 @@
Tint($FF, $FF, $FF, $FF);
end;
end;
+ case Gear^.Kind of
+ vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
+ vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
+ vgtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State);
+ vgtBigExplosion: begin
+ Tint($FF, $FF, $FF, floor($FF * (1 - power(Gear^.Timer / 250, 4))));
+ DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
+ Tint($FF, $FF, $FF, $FF);
+ end;
+ end;
Gear:= Gear^.NextGear
end;
2: while Gear <> nil do
@@ -824,6 +467,7 @@
case Gear^.Kind of
vgtSmallDamageTag: DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
vgtSpeechBubble: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
+ vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
end;
Gear:= Gear^.NextGear
end