--- a/hedgewars/uGearsHandlersMess.pas Mon Jul 07 00:48:12 2014 +0200
+++ b/hedgewars/uGearsHandlersMess.pas Mon Jul 07 15:43:48 2014 +0200
@@ -981,14 +981,8 @@
// if water entered or left
if nuw <> uw then
begin
- if (gX > leftX) and (gY < rightX) then
- begin
- AddVisualGear(gX, cWaterLine, vgtSplash);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- end;
+ if Gear^.Timer <> 5000 then
+ AddSplashForGear(Gear, false);
StopSoundChan(Gear^.SoundChannel);
if nuw then
begin
@@ -1077,6 +1071,7 @@
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
Gear^.dY := Gear^.dY + cGravity;
+ CheckGearDrowning(Gear);
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
--- a/hedgewars/uGearsUtils.pas Mon Jul 07 00:48:12 2014 +0200
+++ b/hedgewars/uGearsUtils.pas Mon Jul 07 15:43:48 2014 +0200
@@ -24,6 +24,7 @@
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
+procedure AddSplashForGear(Gear: PGear; justSkipping: boolean);
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
@@ -357,6 +358,138 @@
Gear^.DirAngle := Gear^.DirAngle - 360
end;
+procedure AddSplashForGear(Gear: PGear; justSkipping: boolean);
+var x, y, i, distL, distR, distB, minDist, maxDrops: LongInt;
+ splash, particle: PVisualGear;
+ speed, hwTmp: hwFloat;
+ vi, vs, tmp: real; // impact speed and sideways speed
+ isImpactH, isImpactRight: boolean;
+begin
+x:= hwRound(Gear^.X);
+y:= hwRound(Gear^.Y);
+
+splash:= AddVisualGear(x, y, vgtSplash);
+if splash = nil then
+ exit;
+
+// correct position and angle
+
+distB:= cWaterline - y;
+
+if WorldEdge <> weSea then
+ minDist:= distB
+else
+ begin
+ distL:= x - leftX;
+ distR:= rightX - x;
+ minDist:= min(distB, min(distL, distR));
+ end;
+
+isImpactH:= (minDist <> distB);
+
+if not isImpactH then
+ begin
+ dec(y, distB);
+ splash^.Y:= y;
+ speed:= hwAbs(Gear^.dY);
+ vs:= abs(hwFloat2Float(Gear^.dX));
+ end
+else
+ begin
+ isImpactRight := minDist = distR;
+ if isImpactRight then
+ begin
+ inc(x, distR);
+ splash^.Angle:= -90;
+ end
+ else
+ begin
+ dec(x, distL);
+ splash^.Angle:= 90;
+ end;
+ splash^.X:= x;
+ speed:= hwAbs(Gear^.dX);
+ vs:= abs(hwFloat2Float(Gear^.dY));
+ end;
+
+vi:= hwFloat2Float(speed);
+
+// splash sound
+
+if justSkipping then
+ PlaySound(sndSkip)
+else
+ begin
+ // adjust water impact sound based on gear speed and density
+ hwTmp:= hwAbs(Gear^.Density * speed);
+
+ if hwTmp > _1 then
+ PlaySound(sndSplash)
+ else if hwTmp > _0_5 then
+ PlaySound(sndSkip)
+ else
+ PlaySound(sndDroplet2);
+ end;
+
+with splash^ do
+ begin
+ Scale:= abs(hwFloat2Float(Gear^.Density / _3 * speed));
+ if Scale > 1 then Scale:= power(Scale,0.3333)
+ else Scale:= Scale + ((1-Scale) / 2);
+ if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4))
+ else Timer:= 1;
+ // Low Gravity
+ FrameTicks:= FrameTicks*Timer;
+ end;
+
+
+// eject water drops
+
+maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round((vi + vs) * hwRound(Gear^.Density) * 6);
+for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
+ begin
+ if isImpactH then
+ particle := AddVisualGear(x, y - 3 + Random(7), vgtDroplet)
+ else
+ particle := AddVisualGear(x - 3 + Random(7), y, vgtDroplet);
+
+ if particle <> nil then
+ with particle^ do
+ begin
+ // dX and dY were initialized to have a random value on creation (see uVisualGearsList)
+ if isImpactH then
+ begin
+ tmp:= dX;
+ if isImpactRight then
+ dX:= dY - vi / 5
+ else
+ dX:= -dy + vi / 5;
+ dY:= tmp * (1 + vs / 10);
+ end
+ else
+ begin
+ dX:= dX * (1 + vs / 10);
+ dY:= dY - vi / 5;
+ end;
+
+ if splash <> nil then
+ begin
+ if splash^.Scale > 1 then
+ begin
+ dX:= dX * power(splash^.Scale, 0.3333); // tone down the droplet height further
+ dY:= dY * power(splash^.Scale, 0.3333);
+ end
+ else
+ begin
+ dX:= dX * splash^.Scale;
+ dY:= dY * splash^.Scale;
+ end;
+ end;
+ end
+ end;
+
+end;
+
procedure DrownGear(Gear: PGear);
begin
Gear^.doStep := @doStepDrowningGear;
@@ -366,11 +499,9 @@
function CheckGearDrowning(var Gear: PGear): boolean;
var
- skipSpeed, skipAngle, skipDecay, hwTmp: hwFloat;
- i, maxDrops, X, Y, dist2Water: LongInt;
- vdX, vdY, tmp: real;
- particle, splash: PVisualGear;
- isSubmersible, isImpactH, isImpactRight, isLeaving: boolean;
+ skipSpeed, skipAngle, skipDecay: hwFloat;
+ tmp, X, Y, dist2Water: LongInt;
+ isSubmersible, isDirH, isImpact, isSkip: boolean;
s: ansistring;
begin
// probably needs tweaking. might need to be in a case statement based upon gear type
@@ -378,15 +509,18 @@
Y:= hwRound(Gear^.Y);
dist2Water:= cWaterLine - (Y + Gear^.Radius);
- isImpactH:= false;
+ isDirH:= false;
if WorldEdge = weSea then
begin
- i:= dist2Water;
+ tmp:= dist2Water;
dist2Water:= min(dist2Water, min(X - Gear^.Radius - leftX, rightX - (X + Gear^.Radius)));
- isImpactH:= i <> dist2Water;
+ // if water on sides is closer than on bottom -> horizontal direction
+ isDirH:= tmp <> dist2Water;
end;
+ isImpact:= false;
+
if dist2Water < 0 then
begin
// invisible gears will just be deleted
@@ -404,21 +538,21 @@
exit(true)
end;
isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0);
+
skipSpeed := _0_25;
skipAngle := _1_9;
skipDecay := _0_87;
- vdX:= abs(hwFloat2Float(Gear^.dX));
- vdY:= abs(hwFloat2Float(Gear^.dY));
+
// skipping
- // check for -1 depth because if deeper, then it already had its chance of skipping
- if (dist2Water = -1) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
- and ( ((not isImpactH) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)))
- or (isImpactH and (hwAbs(Gear^.dY) > skipAngle * hwAbs(Gear^.dX))) ) then
+ if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
+ and ( ((not isDirH) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)))
+ or (isDirH and (hwAbs(Gear^.dY) > skipAngle * hwAbs(Gear^.dX))) ) then
begin
+ isSkip:= true;
// if skipping we move the gear out of water
- if isImpactH then
+ if isDirH then
begin
Gear^.dX.isNegative := (not Gear^.dX.isNegative);
Gear^.X:= Gear^.X + Gear^.dX;
@@ -431,10 +565,11 @@
Gear^.dY := Gear^.dY * skipDecay;
Gear^.dX := Gear^.dX * skipDecay;
CheckGearDrowning := false;
- PlaySound(sndSkip)
end
else // not skipping
begin
+ isImpact:= true;
+ isSkip:= false;
if not isSubmersible then
begin
CheckGearDrowning := true;
@@ -460,120 +595,49 @@
end
else
DrownGear(Gear);
- if Gear^.Kind = gtFlake then
+ if (dist2Water < -1) or (Gear^.Kind = gtFlake) then
exit(true); // skip splashes
end
- // drown submersible grears if far below map
- else if (Y > cWaterLine + cVisibleWater*4) and
- ((Gear <> CurrentHedgehog^.Gear) or (CurAmmoGear = nil) or (CurAmmoGear^.State and gstSubmersible = 0)) then
- DrownGear(Gear);
-
- isImpactRight:= isImpactH and (abs(X - LongInt(leftX)) > abs(LongInt(rightX) - X));
- isLeaving:= (isSubmersible and (dist2Water = -2 * Gear^.Radius) and (Gear = CurAmmoGear) and (CurAmmoGear^.Pos = 0)
- and (((not isImpactH) and CurAmmoGear^.dY.isNegative) or (isImpactH and (isImpactRight = CurAmmoGear^.dX.isNegative))));
-
- // splash sound
+ else // submersible
+ begin
+ // drown submersible grears if far below map
+ if (Y > cWaterLine + cVisibleWater*4) then
+ begin
+ DrownGear(Gear);
+ exit(true); // no splashes needed
+ end;
- if ((not isSubmersible) and (dist2Water = -1))
- or isLeaving then
- begin
- // adjust water impact sound on gear speed and density
- if isImpactH then
- hwTmp:= hwAbs(Gear^.Density * Gear^.dX)
- else
- hwTmp:= hwAbs(Gear^.Density * Gear^.dY);
+ CheckGearDrowning := false;
+
+ // check if surface was penetrated
- if hwTmp > _1 then
- PlaySound(sndSplash)
- else if hwTmp > _0_5 then
- PlaySound(sndSkip)
+ // no penetration if center's water distance not smaller than radius
+ if abs(dist2Water + Gear^.Radius) >= Gear^.Radius then
+ isImpact:= false
else
- PlaySound(sndDroplet2);
- end;
- end;
-
- // splash animation
-
- if ((cReducedQuality and rqPlainSplash) = 0)
- and (((not isSubmersible) and (dist2Water = -1))
- or isLeaving) then
- begin
- splash:= AddVisualGear(X, Y, vgtSplash);
- if splash <> nil then
- begin
- if isImpactH then
- begin
- splash^.Scale:= abs(hwFloat2Float((Gear^.Density / _3) * Gear^.dX));
- if isImpactRight then
- splash^.Angle:= -90
- else
- splash^.Angle:= 90;
- end
- else
- splash^.Scale:= abs(hwFloat2Float(Gear^.Density / _3 * Gear^.dY));
- with splash^ do
begin
- if Scale > 1 then Scale:= power(Scale,0.3333)
- else Scale:= Scale + ((1-Scale) / 2);
- if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4))
- else Timer:= 1;
- // Low Gravity
- FrameTicks:= FrameTicks*Timer;
- end;
- end;
-
- // eject water drops
-
- maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6);
- for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
- begin
- if isImpactH then
- begin
- if isImpactRight then
- particle := AddVisualGear(RightX, Y - 3 + Random(7), vgtDroplet)
+ // get distance to water of last tick
+ if isDirH then
+ begin
+ tmp:= hwRound(Gear^.X - Gear^.dX);
+ tmp:= abs(min(tmp - leftX, rightX - tmp));
+ end
else
- particle := AddVisualGear(LeftX, Y - 3 + Random(7), vgtDroplet)
- end
- else
- particle := AddVisualGear(X - 3 + Random(7), cWaterLine, vgtDroplet);
-
- if particle <> nil then
- with particle^ do
begin
- // dX and dY were initialized to have a random value on creation (see uVisualGearsList)
- if isImpactH then
- begin
- tmp:= dX;
- if isImpactRight then
- dX:= dY - vdX / 5
- else
- dX:= -dy + vdX / 5;
- dY:= tmp * (1 + vdY / 10);
- end
- else
- begin
- dX:= dX * (1 + vdX / 10);
- dY:= dY - vdY / 5;
- end;
+ tmp:= hwRound(Gear^.Y - Gear^.dY);
+ tmp:= abs(cWaterLine - tmp);
+ end;
- if splash <> nil then
- begin
- if splash^.Scale > 1 then
- begin
- dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further
- dY:= dY * power(splash^.Scale, 0.3333)
- end
- else
- begin
- dX:= dX * splash^.Scale;
- dY:= dY * splash^.Scale
- end
- end;
- end
- end
- end;
- if isSubmersible and (Gear = CurAmmoGear) and (CurAmmoGear^.Pos = 0) then
- CurAmmoGear^.Pos := 1000
+ // there was an impact if distance was same as radius
+ isImpact:= (tmp = Gear^.Radius)
+ end;
+ end; // end of submersible
+ end; // end of not skipping
+
+ // splash sound animation and droplets
+ if isImpact or isSkip then
+ addSplashForGear(Gear, isSkip);
+
end
else
begin