removes workaround except for iphone
btw this commit makes hedgewars playable on PowerPc architectures
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2008 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uVisualGears;
interface
uses SDLh, uConsts,
{$IFDEF GLES11}
gles11,
{$ELSE}
GL,
{$ENDIF}
uFloat;
type PVisualGear = ^TVisualGear;
TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
TVisualGear = record
NextGear, PrevGear: PVisualGear;
Frame,
FrameTicks: Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
mdY: QWord;
Timer: Longword;
Angle, dAngle: real;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
Tex: PTexture;
Hedgehog: pointer;
Text: shortstring
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
procedure AddClouds;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var VisualGearsList: PVisualGear = nil;
vobFrameTicks, vobFramesCount: Longword;
vobVelocity, vobFallSpeed: LongInt;
implementation
uses uWorld, uMisc, uStore, uTeams, uSound;
const cExplFrameTicks = 110;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
Gear: PVisualGear;
begin
if cAltDamage then
begin
Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
if Gear <> nil then
with Gear^ do
begin
str(Damage, s);
Tex:= RenderStringTex(s, Color, fntSmall);
end
end
end;
// ==================================================================
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
begin
with Gear^ do
begin
inc(FrameTicks, Steps);
if FrameTicks > vobFrameTicks then
begin
dec(FrameTicks, vobFrameTicks);
inc(Frame);
if Frame = vobFramesCount then Frame:= 0
end
end;
Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y + (Gear^.dY + cGravity * vobFallSpeed) * Steps;
Gear^.Angle:= Gear^.Angle + Gear^.dAngle * Steps;
if hwRound(Gear^.X) < -cScreenWidth - 64 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 64);
// if hwRound(Gear^.Y) < (LAND_HEIGHT - 1024 - 75) then Gear^.Y:= Gear^.Y + int2hwFloat(25); // For if flag is set for flakes rising upwards?
if hwRound(Gear^.Y) > (LAND_HEIGHT + 75) then Gear^.Y:= Gear^.Y - int2hwFloat(1024 + 150) // TODO - configure in theme (jellies for example could use limited range)
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 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 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;
////////////////////////////////////////////////////////////////////////////////
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
{$WARNINGS OFF}
team^.DrawHealthY:= ny + dy * Gear^.Timer div 640;
team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * Gear^.Timer div cSorterWorkTime;
{$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
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
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 =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepHealth
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
var Result: PVisualGear;
t: Longword;
sp: hwFloat;
begin
if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we're scrolling now
if Kind <> vgtCloud then
begin
AddVisualGear:= nil;
exit
end;
if cReducedQuality and
(Kind <> vgtTeamHealthSorter) and
(Kind <> vgtSmallDamageTag) and
(Kind <> vgtSpeechBubble) then
begin
AddVisualGear:= nil;
exit
end;
New(Result);
FillChar(Result^, sizeof(TVisualGear), 0);
Result^.X:= int2hwFloat(X);
Result^.Y:= int2hwFloat(Y);
Result^.Kind := Kind;
Result^.doStep:= doStepHandlers[Kind];
with Result^ do
case Kind of
vgtFlake: begin
FrameTicks:= random(vobFrameTicks);
Frame:= random(vobFramesCount);
Angle:= random * 360;
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(100000000);
dy.isNegative:= false;
dy.QWordValue:= random(70000000);
dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
end;
vgtCloud: begin
Frame:= random(4);
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(214748364);
dy.isNegative:= random(2) = 0;
dy.QWordValue:= 21474836 + random(64424509);
mdY:= dy.QWordValue
end;
vgtExplPart,
vgtExplPart2: begin
t:= random(1024);
sp:= _0_001 * (random(95) + 70);
dx:= AngleSin(t) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks
end;
vgtFire: begin
t:= random(1024);
sp:= _0_001 * (random(85) + 95);
dx:= AngleSin(t) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
FrameTicks:= 650 + random(250);
Frame:= random(8)
end;
vgtSmallDamageTag: begin
Result^.FrameTicks:= 1100
end;
vgtBubble: begin
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(100000000);
dy:= _0_001 * (random(85) + 95);
dy.isNegative:= false;
FrameTicks:= 250 + random(1751);
Frame:= random(5)
end;
vgtSteam: begin
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(100000000);
dy:= _0_001 * (random(85) + 95);
dy.isNegative:= false;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtHealth: begin
dx:= _0_001 * random(45);
dx.isNegative:= random(2) = 0;
dy:= _0_001 * (random(20) + 25);
Frame:= 0;
FrameTicks:= random(750) + 1250;
end;
end;
if VisualGearsList <> nil then
begin
VisualGearsList^.PrevGear:= Result;
Result^.NextGear:= VisualGearsList
end;
VisualGearsList:= Result;
AddVisualGear:= Result
end;
procedure DeleteVisualGear(Gear: PVisualGear);
begin
if Gear^.Tex <> nil then
FreeTexture(Gear^.Tex);
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
else VisualGearsList:= Gear^.NextGear;
Dispose(Gear)
end;
procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
begin
if Steps = 0 then exit;
t:= VisualGearsList;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end
end;
procedure DrawVisualGears(Layer: LongWord);
var Gear: PVisualGear;
begin
Gear:= VisualGearsList;
case Layer of
0: while Gear <> nil do
begin
case Gear^.Kind of
vgtFlake: if vobVelocity = 0 then
DrawSprite(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame)
else
DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame);
end;
Gear:= Gear^.NextGear
end;
1: while Gear <> nil do
begin
if not cReducedQuality then
case Gear^.Kind of
vgtExplPart: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtExplPart2: DrawSprite(sprExplPart2, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtFire: DrawSprite(sprFlame, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy, (RealTicks div 64 + Gear^.Frame) mod 8);
vgtBubble: DrawSprite(sprBubbles, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
vgtSteam: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtHealth: begin
case Gear^.Frame div 10 of
0:glColor4f(0, 1, 0, Gear^.FrameTicks / 1000);
1:glColor4f(1, 0, 0, Gear^.FrameTicks / 1000);
end;
DrawSprite(sprHealth, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, 0);
glColor4f(1, 1, 1, 1);
end;
end;
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);
end;
Gear:= Gear^.NextGear
end
end
end;
procedure AddClouds;
var i: LongInt;
begin
for i:= 0 to cCloudsNumber - 1 do
AddVisualGear( - cScreenWidth + i * ((cScreenWidth * 2 + (LAND_WIDTH+256)) div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
initialization
finalization
end.