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(*
* 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
*)
{$INCLUDE "options.inc"}
unit uVisualGears;
interface
uses uConsts, uFloat, Math, GLunit;
type PVisualGear = ^TVisualGear;
TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
TVisualGear = record
NextGear, PrevGear: PVisualGear;
Frame,
FrameTicks: Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
tdX: hwFloat;
tdY: hwFloat;
mdY: QWord;
State : Longword;
Timer: Longword;
Angle, dAngle: real;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
Tex: PTexture;
alpha, scale: GLfloat;
Hedgehog: pointer;
Text: shortstring
end;
procedure initModule;
procedure freeModule;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
procedure AddClouds;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
procedure FreeVisualGears;
var VisualGearsList: PVisualGear;
vobFrameTicks, vobFramesCount, vobCount: Longword;
vobVelocity, vobFallSpeed: LongInt;
implementation
uses uWorld, uMisc, uStore, uTeams, uSound;
const cExplFrameTicks = 110;
{$INCLUDE "VGSHandlers.inc"}
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;
// ==================================================================
// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepAmmo,
@doStepSmoke,
@doStepSmoke,
@doStepHealth,
@doStepShell,
@doStepDust,
@doStepSplash,
@doStepDroplet,
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
@doStepFeather,
@doStepHealthTag,
@doStepSmokeTrace,
@doStepSmokeTrace,
@doStepExplosion,
@doStepBigExplosion
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0): PVisualGear;
var gear: PVisualGear;
t: Longword;
sp: hwFloat;
begin
if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we are 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(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
gear^.State:= 0;
with gear^ do
case Kind of
vgtFlake: begin
Timer:= 0;
tdX:= _0;
tdY:= _0;
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;
vgtEgg: 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:= 1
end;
vgtShell: FrameTicks:= 500;
vgtSmallDamageTag: begin
gear^.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;
vgtAmmo: begin
alpha:= 1.0;
scale:= 1.0
end;
vgtSmokeWhite,
vgtSmoke: begin
dx:= _0_0002 * (random(45) + 10);
dx.isNegative:= random(2) = 0;
dy:= _0_0002 * (random(45) + 10);
dy.isNegative:= false;
Frame:= 7 - random(2);
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;
vgtDust: begin
dx:= _0_005 * (random(15) + 10);
dx.isNegative:= random(2) = 0;
dy:= _0_001 * (random(40) + 20);
Frame:= 7 - random(2);
FrameTicks:= random(20) + 15;
end;
vgtSplash: begin
dx:= _0;
dx.isNegative:= false;
dy:= _0;
FrameTicks:= 740;
Frame:= 19;
end;
vgtDroplet: begin
dx:= _0_001 * (random(75) + 15);
dx.isNegative:= random(2) = 0;
dy:= _0_001 * (random(80) + 120);
dy.isNegative:= true;
FrameTicks:= 250 + random(1751);
Frame:= random(3)
end;
vgtBeeTrace: begin
FrameTicks:= 1000;
Frame:= random(16);
end;
vgtSmokeRing: begin
dx:= _0;
dx.isNegative:= false;
dy:= _0;
dy.isNegative:= false;
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:= AngleSin(t) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
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;
gear^.NextGear:= VisualGearsList
end;
VisualGearsList:= gear;
AddVisualGear:= gear;
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 KickFlakes(Radius, X, Y: LongInt);
var Gear, t: PVisualGear;
dmg: LongInt;
begin
if (vobCount = 0) or (vobCount > 200) or cReducedQuality then exit;
t:= VisualGearsList;
while t <> nil do
begin
Gear:= t;
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
dmg:= min(100,Radius + cHHRadius div 2 - (hwRound(hwAbs(Gear^.X - int2hwFloat(X))+hwAbs(Gear^.Y - int2hwFloat(Y))) div 5));
if dmg > 1 then
begin
Gear^.tdX:= SignAs(_0_02 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
Gear^.tdY:= SignAs(_0_02 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
Gear^.Timer:= 200
end
end;
t:= Gear^.NextGear
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 + SkyOffset, Gear^.Frame)
else
DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
end;
Gear:= Gear^.NextGear
end;
1: while Gear <> nil do
begin
if not cReducedQuality then
case Gear^.Kind of
vgtSmoke: DrawSprite(sprSmoke, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtSmokeWhite: DrawSprite(sprSmokeWhite, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtDust: DrawSprite(sprDust, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtFeather: begin
if Gear^.FrameTicks < 255 then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprFeather, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < 255 then
Tint($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, $FF);
end;
end;
Gear:= Gear^.NextGear
end;
2: while Gear <> nil do
begin
if not cReducedQuality then
case Gear^.Kind of
vgtExplPart: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtExplPart2: DrawSprite(sprExplPart2, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtFire: DrawSprite(sprFlame, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy, (RealTicks div 64 + Gear^.Frame) mod 8);
vgtBubble: DrawSprite(sprBubbles, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
vgtSteam: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtAmmo: begin
Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
DrawTextureF(ropeIconTex, Gear^.scale, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 32, 32);
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
Tint($FF, $FF, $FF, $FF);
end;
vgtHealth: begin
case Gear^.Frame div 10 of
0:Tint(0, $FF, 0, floor(Gear^.FrameTicks * $FF / 1000));
1:Tint($FF, 0, 0, floor(Gear^.FrameTicks * $FF / 1000));
end;
DrawSprite(sprHealth, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, 0);
Tint($FF, $FF, $FF, $FF);
end;
vgtShell: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprShell, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, $FF);
end;
vgtEgg: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprEgg, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, $FF);
end;
vgtSplash: DrawSprite(sprSplash, hwRound(Gear^.X) + WorldDx - 40, hwRound(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
vgtDroplet: DrawSprite(sprDroplet, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);
vgtBeeTrace: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
else
Tint($FF, $FF, $FF, $80);
DrawRotatedF(sprBeeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
Tint($FF, $FF, $FF, $FF);
end;
vgtSmokeRing: begin
Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
Tint($FF, $FF, $FF, $FF);
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);
vgtHealthTag: 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;
procedure FreeVisualGears;
begin
while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
end;
procedure initModule;
begin
VisualGearsList:= nil;
end;
procedure freeModule;
begin
end;
end.