some file that tried to escape...
authorsheepluva
Fri, 07 May 2010 02:33:42 +0000
changeset 3441 f31225f99a06
parent 3440 dee31c5149e0
child 3442 69898c6ede14
some file that tried to escape...
hedgewars/VGSHandlers.inc
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/VGSHandlers.inc	Fri May 07 02:33:42 2010 +0000
@@ -0,0 +1,549 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2010 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
+ *)
+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;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
+begin
+//if Gear^.Kind = gtHealthTag then
+//    AllInactive:= false;
+
+if Steps > Gear^.Timer then
+    begin
+//    if (Gear^.Kind = vgtHealthTag) and (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
+//        PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die
+    DeleteVisualGear(Gear);
+    end
+else
+    begin
+    dec(Gear^.Timer, Steps);
+    Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
+    end;
+end;
+
+procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
+begin
+//AllInactive:= false;
+
+if hwRound(Gear^.Y) < cWaterLine + 10 then
+    DeleteVisualGear(Gear)
+else
+    Gear^.Y:= Gear^.Y - _0_08 * Steps;
+
+end;
+
+procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
+var s: shortstring;
+begin
+//AllInactive:= false;
+
+s:= '';
+
+Gear^.dY:= -_0_08;
+
+str(Gear^.State, s);
+Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, fnt16);
+
+if hwRound(Gear^.Y) < cWaterLine then
+    Gear^.doStep:= @doStepHealthTagWork
+else
+    Gear^.doStep:= @doStepHealthTagWorkUnderWater;
+
+Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h);
+
+if Steps > 1 then Gear^.doStep(Gear, Steps-1);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
+var i: Longword;
+begin
+inc(Gear^.Timer, Steps );
+if Gear^.Timer > 64 then
+    begin
+    dec(Gear^.State, Gear^.Timer div 65);
+    Gear^.Timer:= Gear^.Timer mod 65;
+    end;
+for i:= 1 to Steps do
+    begin
+    Gear^.dX:= Gear^.dX + cWindSpeed;
+    Gear^.X:= Gear^.X + Gear^.dX;
+    end;
+if Gear^.State = 0 then DeleteVisualGear(Gear);
+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;
+begin
+
+for i:= 0 to 31 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire);
+for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart);
+for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), 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;
+begin
+gX:= hwRound(Gear^.X);
+gY:= hwRound(Gear^.Y);
+AddVisualGear(gX, gY, vgtSmokeRing);
+for i:= 0 to 46 do AddVisualGear(gX, gY, vgtFire);
+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);
+end;