Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
(*
* Hedgewars, a worms-like 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
*)
unit uVisualGears;
interface
uses SDLh, uConsts, uFloat;
{$INCLUDE options.inc}
const AllInactive: boolean = false;
type PVisualGear = ^TVisualGear;
TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
TVisualGear = record
NextGear, PrevGear: PVisualGear;
State : Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; dX, dY: hwFloat): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears();
//procedure AddClouds;
var VisualGearsList: PVisualGear = nil;
implementation
uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions,
uLand, uIO, uLandGraphics, uAIMisc, uLocale, uAI, uAmmos, uTriggers, GL;
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
begin
end;
// =============
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; dX, dY: hwFloat): PVisualGear;
var Result: PVisualGear;
begin
New(Result);
FillChar(Result^, sizeof(TVisualGearType), 0);
Result^.X:= int2hwFloat(X);
Result^.Y:= int2hwFloat(Y);
Result^.Kind := Kind;
Result^.dX:= dX;
Result^.dY:= dY;
Result^.doStep:= doStepHandlers[Kind];
if VisualGearsList <> nil then
begin
VisualGearsList^.PrevGear:= Result;
Result^.NextGear:= VisualGearsList
end;
VisualGearsList:= Result;
AddVisualGear:= Result
end;
procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
begin
t:= VisualGearsList;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end
end;
procedure DrawVisualGears();
var Gear: PVisualGear;
begin
Gear:= VisualGearsList;
while Gear <> nil do
begin
case Gear^.Kind of
// gtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State, nil);
vgtFlake: ;
end;
Gear:= Gear^.NextGear
end;
end;
procedure AddClouds;
var i: LongInt;
dx, dy: hwFloat;
begin(*
for i:= 0 to cCloudsNumber do
begin
dx.isNegative:= random(2) = 1;
dx.QWordValue:= random(214748364);
dy.isNegative:= (i and 1) = 1;
dy.QWordValue:= 21474836 + random(64424509);
AddVisualGear( - cScreenWidth + i * ((cScreenWidth * 2 + 2304) div cCloudsNumber), -140,
vgtCloud, dx, dy)
end*)
end;
initialization
finalization
end.