Add hedgehog effect heArtillery, allows to set per-hedgehog artillery mode
Allowed effect values:
0 = not active
1 = permanently active
2 = termporarily active (sniper rifle)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
(*
* This file contains the step handlers for visual gears.
*
* Since the effects of visual gears do not affect the course of the game,
* no "synchronization" between players is required.
* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
* is usually not necessary and therefore undesirable.
*)
{$INCLUDE "options.inc"}
unit uVisualGearsHandlers;
interface
uses uTypes, uGears;
var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure;
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
procedure doStepNote(Gear: PVisualGear; Steps: Longword);
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
procedure doStepShell(Gear: PVisualGear; Steps: Longword);
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
function isSorterActive: boolean; inline;
procedure initModule;
implementation
uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld, uUtils;
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
var sign: real;
moved, rising, outside: boolean;
vfc, vft: LongWord;
spawnMargin: LongInt;
const
randMargin = 50;
begin
if SuddenDeathDmg then
begin
if (vobSDCount = 0) then exit;
end
else
if (vobCount = 0) then exit;
sign:= 1;
with Gear^ do
begin
X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale;
if SuddenDeathDmg then
begin
Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale;
vfc:= vobSDFramesCount;
vft:= vobSDFrameTicks;
end
else
begin
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale;
vfc:= vobFramesCount;
vft:= vobFrameTicks;
end;
if vft > 0 then
begin
inc(FrameTicks, Steps);
if FrameTicks > vft then
begin
dec(FrameTicks, vft);
inc(Frame);
if Frame = vfc then
Frame:= 0
end;
end;
Angle:= Angle + dAngle * Steps;
if Angle > 360 then
Angle:= Angle - 360
else
if Angle < - 360 then
Angle:= Angle + 360;
if (round(X) >= cLeftScreenBorder)
and (round(X) <= cRightScreenBorder)
and (round(Y) - 250 <= LAND_HEIGHT)
and (Timer > 0) and (Timer-Steps > 0) then
begin
if tdX > 0 then
sign := 1
else
sign:= -1;
tdX:= tdX - 0.005*Steps*sign;
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then
tdX:= 0;
if tdX > 0 then
sign := 1
else
sign:= -1;
tdY:= tdY - 0.005*Steps*sign;
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then
tdY:= 0;
dec(Timer, Steps)
end
else
begin
moved:= false;
if round(X) < cLeftScreenBorder then
begin
X:= X + cScreenSpace;
moved:= true
end
else if round(X) > cRightScreenBorder then
begin
X:= X - cScreenSpace;
moved:= true
end;
// it's possible for flakes to move upwards
if SuddenDeathDmg then
rising:= (cGravityf * vobSDFallSpeed) < 0
else
rising:= (cGravityf * vobFallSpeed) < 0;
if gear^.layer = 2 then
spawnMargin:= 400
else
spawnMargin:= 200;
// flake fell far below map?
outside:= (not rising) and (round(Y) - spawnMargin + randMargin > LAND_HEIGHT);
// if not, did it rise far above map?
outside:= outside or (rising and (round(Y) < LAND_HEIGHT - 1024 - spawnMargin - randMargin));
// if flake left acceptable vertical area, respawn it opposite side
if outside then
begin
X:= cLeftScreenBorder + random(cScreenSpace);
if rising then
Y:= Y + (1024 + spawnMargin + random(50))
else
Y:= Y - (1024 + spawnMargin + random(50));
moved:= true;
end;
if moved then
begin
Angle:= random(360);
dx:= 0.0000038654705 * random(10000);
dy:= 0.000003506096 * random(7000);
if random(2) = 0 then dx := -dx
end;
Timer:= 0;
tdX:= 0;
tdY:= 0
end;
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks > Steps then
dec(Gear^.FrameTicks, Steps)
else
DeleteVisualGear(Gear);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
var s: Longword;
t: real;
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps;
// up-and-down-bounce magic
s := (GameTicks + Gear^.Timer) mod 4096;
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048));
if (s < 2048) then t := -t;
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
if round(Gear^.X) < cLeftScreenBorder then
Gear^.X:= Gear^.X + cScreenSpace
else
if round(Gear^.X) > cRightScreenBorder then
Gear^.X:= Gear^.X - cScreenSpace
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
var s: LongInt;
begin
s:= min(Steps, cExplFrameTicks);
Gear^.X:= Gear^.X + Gear^.dX * s;
Gear^.Y:= Gear^.Y + Gear^.dY * s;
//Gear^.dY:= Gear^.dY + cGravityf;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNote(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
while Gear^.Angle > cMaxAngle do
Gear^.Angle:= Gear^.Angle - cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
begin
{$IFNDEF PAS2C}
Steps := Steps;
{$ENDIF}
if Gear^.Timer <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.Timer, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
begin
DeleteVisualGear(Gear);
exit
end
else
dec(Gear^.FrameTicks, Steps);
if Gear^.FrameTicks < $FF then
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
var vgt: PVisualGear;
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
if (Gear^.State and gstTmpFlag) = 0 then
begin
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if ((GameTicks mod 200) < Steps + 1) then
begin
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
if vgt <> nil then
begin
vgt^.dx:= 0;
vgt^.dy:= 0;
vgt^.State:= gstTmpFlag;
end;
end
end
else
inc(Steps, Steps);
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShell(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - 0.02 * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.dX := Gear^.dX / (1.001 * Steps);
Gear^.dY := Gear^.dY / (1.001 * Steps);
if (Gear^.FrameTicks <= Steps) or (not CheckCoordInWater(round(Gear^.X), round(Gear^.Y))) then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
begin
if ((cWindSpeedf > 0) and ( leftX > Gear^.X))
or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then
DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.scale:= Gear^.scale + 0.0025 * Steps;
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
if Gear^.alpha < 0 then
DeleteVisualGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then
DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if round(Gear^.Y) > cWaterLine then
begin
DeleteVisualGear(Gear);
PlaySound(TSound(ord(sndDroplet1) + Random(3)));
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer >= Gear^.FrameTicks then
DeleteVisualGear(Gear)
else
begin
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
if Gear^.alpha < 0 then
Gear^.alpha:= 0;
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
record
dy, ny, dw: LongInt;
team: PTeam;
SortFactor: QWord;
hdw: array[0..cMaxHHIndex] of LongInt;
end;
currsorter: PVisualGear = nil;
function isSorterActive: boolean; inline;
begin
isSorterActive:= currsorter <> nil
end;
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
var i, t, h: LongInt;
begin
if currsorter = Gear then
for t:= 1 to min(Steps, Gear^.Timer) do
begin
dec(Gear^.Timer);
if (Gear^.Timer and 15) = 0 then
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
{$WARNINGS OFF}
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime;
team^.TeamHealthBarHealth:= team^.TeamHealth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
for h:= 0 to cMaxHHIndex do
if (team^.Hedgehogs[h].Gear <> nil) then
team^.Hedgehogs[h].HealthBarHealth:= team^.Hedgehogs[h].Gear^.Health + hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime
else
team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime;
{$WARNINGS ON}
end;
end;
if (Gear^.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then
currsorter:= nil;
DeleteVisualGear(Gear);
exit
end
end;
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
var i: Longword;
b: boolean;
t, h: LongInt;
begin
{$IFNDEF PAS2C}
Steps:= Steps; // avoid compiler hint
{$ENDIF}
for t:= 0 to Pred(TeamsCount) do
with thexchar[t] do
begin
team:= TeamsArray[t];
dy:= team^.DrawHealthY;
dw:= team^.TeamHealthBarHealth - team^.TeamHealth;
if team^.TeamHealth > 0 then
begin
SortFactor:= team^.Clan^.ClanHealth;
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex;
SortFactor:= (SortFactor shl 30) + team^.TeamHealth;
end
else
SortFactor:= 0;
for h:= 0 to cMaxHHIndex do
if (team^.Hedgehogs[h].Gear <> nil) then
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth - team^.Hedgehogs[h].Gear^.Health
else
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth;
end;
if TeamsCount > 1 then
repeat
b:= true;
for t:= 0 to TeamsCount - 2 do
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
begin
thexchar[cMaxTeams]:= thexchar[t];
thexchar[t]:= thexchar[Succ(t)];
thexchar[Succ(t)]:= thexchar[cMaxTeams];
b:= false
end
until b;
t:= - 4;
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
if team^.TeamHealth > 0 then
begin
dec(t, team^.Clan^.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);
var realgear: PGear;
begin
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
realgear:= nil;
if Gear^.Frame <> 0 then // use a non-hedgehog gear - a lua trick that hopefully won't be overused
begin
realgear:= GearByUID(Gear^.Frame);
if realgear <> nil then
begin
Gear^.X:= hwFloat2Float(realgear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag);
Gear^.Y:= hwFloat2Float(realgear^.Y) - (realgear^.Radius + Gear^.Tex^.h);
end
end
else if Gear^.Hedgehog^.Gear <> nil then
begin
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag);
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h);
end;
if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then
begin
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then
Gear^.Hedgehog^.SpeechGear:= nil;
DeleteVisualGear(Gear)
end;
end;
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
var realgear: PGear;
begin
{$IFNDEF PAS2C}
Steps:= Steps; // avoid compiler hint
{$ENDIF}
if Gear^.Frame <> 0 then
realgear:= GearByUID(Gear^.FrameTicks)
else
begin
with Gear^.Hedgehog^ do
if SpeechGear <> nil then
SpeechGear^.Timer:= 0;
realgear:= Gear^.Hedgehog^.Gear;
Gear^.Hedgehog^.SpeechGear:= Gear;
end;
if realgear <> nil then
case Gear^.FrameTicks of
1: Gear^.Tag:= SpritesData[sprSpeechTail].Width-37+realgear^.Radius;
2: Gear^.Tag:= SpritesData[sprThoughtTail].Width-29+realgear^.Radius;
3: Gear^.Tag:= SpritesData[sprShoutTail].Width-19+realgear^.Radius;
end;
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);
Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16);
Gear^.doStep:= @doStepSpeechBubbleWork;
Gear^.Y:= Gear^.Y - Gear^.Tex^.h
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
begin
if Steps > Gear^.Timer then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.Timer, Steps);
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.X:= Gear^.X + Gear^.dX * Steps
end;
end;
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
begin
if round(Gear^.Y) - 10 < cWaterLine then
DeleteVisualGear(Gear)
else
Gear^.Y:= Gear^.Y - 0.08 * Steps;
end;
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
var s: shortstring;
begin
s:= IntToStr(Gear^.State);
if Gear^.Hedgehog <> nil then
Gear^.Tex:= RenderStringTex(ansistring(s), Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
else
Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16);
Gear^.doStep:= @doStepHealthTagWork;
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then
Gear^.doStep:= @doStepHealthTagWorkUnderWater;
Gear^.Y:= Gear^.Y - Gear^.Tex^.h;
if Steps > 1 then
Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps );
if Gear^.Timer > 64 then
begin
if Gear^.State = 0 then
begin
DeleteVisualGear(Gear);
exit;
end;
dec(Gear^.State, Gear^.Timer div 65);
Gear^.Timer:= Gear^.Timer mod 65;
end;
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
Gear^.X:= Gear^.X + Gear^.dX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer > 75 then
begin
inc(Gear^.State, Gear^.Timer div 76);
Gear^.Timer:= Gear^.Timer mod 76;
if Gear^.State > 5 then
DeleteVisualGear(Gear);
end;
end;
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
vg: PVisualGear;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
for i:= 0 to 31 do
begin
vg:= AddVisualGear(gX, gY, vgtFire);
if vg <> nil then
begin
vg^.State:= gstTmpFlag;
inc(vg^.FrameTicks, vg^.FrameTicks)
end
end;
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork;
if Steps > 1 then
Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
var maxMovement: LongInt;
begin
inc(Gear^.Timer, Steps);
if (Gear^.Timer and 5) = 0 then
begin
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
ShakeCamera(maxMovement);
end;
if Gear^.Timer > 250 then
DeleteVisualGear(Gear);
end;
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
vg: PVisualGear;
begin
//ScreenFade:= sfFromWhite;
//ScreenFadeValue:= round(60 * zoom * zoom);
//ScreenFadeSpeed:= 5;
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
AddVisualGear(gX, gY, vgtSmokeRing);
for i:= 0 to 46 do
begin
vg:= AddVisualGear(gX, gY, vgtFire);
if vg <> nil then
begin
vg^.State:= gstTmpFlag;
inc(vg^.FrameTicks, vg^.FrameTicks)
end
end;
for i:= 0 to 15 do
AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 15 do
AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepBigExplosionWork;
if Steps > 1 then
Gear^.doStep(Gear, Steps-1);
{$IFNDEF PAS2C}
with mobileRecord do
if (performRumble <> nil) and (not fastUntilLag) then
performRumble(kSystemSoundID_Vibrate);
{$ENDIF}
end;
procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
begin
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
DeleteVisualGear(Gear);
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
var tmp: LongInt;
i: LongWord;
begin
with Gear^ do
if Frame <> 0 then
for i:= 1 to Steps do
begin
inc(FrameTicks);
if (FrameTicks mod Frame) = 0 then
begin
tmp:= Gear^.Tint and $FF;
if tdY >= 0 then
inc(tmp)
else
dec(tmp);
if tmp < round(dX) then
tdY:= 1;
if tmp > round(dY) then
tdY:= -1;
if tmp > 255 then
tmp := 255;
if tmp < 0 then
tmp := 0;
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
end
end
end;
////////////////////////////////////////////////////////////////////////////////
var
currwindbar: PVisualGear = nil;
procedure doStepSmoothWindBarWork(Gear: PVisualGear; Steps: Longword);
begin
if currwindbar = Gear then
begin
inc(Gear^.Timer, Steps);
while Gear^.Timer >= 10 do
begin
dec(Gear^.Timer, 10);
if WindBarWidth < Gear^.Tag then
inc(WindBarWidth)
else if WindBarWidth > Gear^.Tag then
dec(WindBarWidth);
end;
if cWindspeedf > Gear^.dAngle then
begin
cWindspeedf := cWindspeedf - Gear^.Angle*Steps;
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
end
else if cWindspeedf < Gear^.dAngle then
begin
cWindspeedf := cWindspeedf + Gear^.Angle*Steps;
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
end;
end;
if ((WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)) or (currwindbar <> Gear) then
begin
if currwindbar = Gear then currwindbar:= nil;
DeleteVisualGear(Gear)
end
end;
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
begin
currwindbar:= Gear;
Gear^.doStep:= @doStepSmoothWindBarWork;
doStepSmoothWindBarWork(Gear, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + Gear^.tdY * Steps;
Gear^.dX:= Gear^.dX + Gear^.tdX * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.FrameTicks, Steps);
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNoPlaceWarn(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
begin
// age
dec(Gear^.FrameTicks, Steps);
// toggle between orange and red every few ticks
if (Gear^.FrameTicks div 256) mod 2 = 0 then
Gear^.Tint:= $FF400000
else
Gear^.Tint:= $FF000000;
// fade out alpha
Gear^.Tint:= (Gear^.Tint and (not $FF)) or (255 * Gear^.FrameTicks div 3000);
end
end;
const handlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepAmmo,
@doStepSmoke,
@doStepSmoke,
@doStepShell,
@doStepDust,
@doStepSplash,
@doStepDroplet,
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
@doStepFeather,
@doStepHealthTag,
@doStepSmokeTrace,
@doStepSmokeTrace,
@doStepExplosion,
@doStepBigExplosion,
@doStepChunk,
@doStepNote,
@doStepLineTrail,
@doStepBulletHit,
@doStepCircle,
@doStepSmoothWindBar,
@doStepStraightShot,
@doStepNoPlaceWarn
);
procedure initModule;
begin
doStepVGHandlers:= handlers
end;
end.