author | sheepluva |
Thu, 02 Oct 2014 13:18:58 +0200 | |
changeset 10427 | dd44d2c8fd0e |
parent 10355 | 334b5f513703 |
child 10526 | b43d175d1577 |
permissions | -rw-r--r-- |
3441 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
|
10108
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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
3441 | 17 |
*) |
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|
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added some comments in order to confuse the GSoC students as much as possible ;D
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(* |
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* This file contains the step handlers for visual gears. |
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* |
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added some comments in order to confuse the GSoC students as much as possible ;D
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* Since the effects of visual gears do not affect the course of the game, |
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23 |
* no "synchronization" between players is required. |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat) |
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25 |
* is usually not necessary and therefore undesirable. |
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*) |
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|
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{$INCLUDE "options.inc"} |
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||
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unit uVisualGearsHandlers; |
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|
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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interface |
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By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
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uses uTypes, uGears; |
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|
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var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
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procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
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procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
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procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
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procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
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procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
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procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
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procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
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procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
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procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
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Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
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function isSorterActive: boolean; inline; |
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procedure initModule; |
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|
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implementation |
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uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld; |
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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var sign: real; |
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Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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moved: boolean; |
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begin |
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if vobCount = 0 then exit; |
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|
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Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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sign:= 1; |
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with Gear^ do |
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begin |
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inc(FrameTicks, Steps); |
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if not SuddenDeathDmg and (FrameTicks > vobFrameTicks) then |
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begin |
92 |
dec(FrameTicks, vobFrameTicks); |
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inc(Frame); |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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if Frame = vobFramesCount then |
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Frame:= 0 |
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96 |
end |
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else if SuddenDeathDmg and (FrameTicks > vobSDFrameTicks) then |
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begin |
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dec(FrameTicks, vobSDFrameTicks); |
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100 |
inc(Frame); |
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101 |
if Frame = vobSDFramesCount then |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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102 |
Frame:= 0 |
3441 | 103 |
end; |
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Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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104 |
X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale; |
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105 |
if SuddenDeathDmg then |
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91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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106 |
Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale |
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else |
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Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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108 |
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale; |
3441 | 109 |
Angle:= Angle + dAngle * Steps; |
4152
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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if Angle > 360 then |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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Angle:= Angle - 360 |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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else |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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if Angle < - 360 then |
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Angle:= Angle + 360; |
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|
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||
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if (round(X) >= cLeftScreenBorder) |
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and (round(X) <= cRightScreenBorder) |
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and (round(Y) - 75 <= LAND_HEIGHT) |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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|
120 |
and (Timer > 0) and (Timer-Steps > 0) then |
3441 | 121 |
begin |
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if tdX > 0 then |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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sign := 1 |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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124 |
else |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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sign:= -1; |
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ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
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126 |
tdX:= tdX - 0.005*Steps*sign; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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127 |
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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128 |
tdX:= 0; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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129 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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130 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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131 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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|
132 |
sign:= -1; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
133 |
tdY:= tdY - 0.005*Steps*sign; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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diff
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134 |
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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|
135 |
tdY:= 0; |
3441 | 136 |
dec(Timer, Steps) |
137 |
end |
|
138 |
else |
|
139 |
begin |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
140 |
moved:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
141 |
if round(X) < cLeftScreenBorder then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
142 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
143 |
X:= X + cScreenSpace; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
144 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
145 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
146 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
147 |
if round(X) > cRightScreenBorder then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
148 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
149 |
X:= X - cScreenSpace; |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
150 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
151 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
152 |
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards? |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
153 |
if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
154 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
155 |
X:= cLeftScreenBorder + random(cScreenSpace); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
156 |
Y:= Y - (1024 + 250 + random(50)); // TODO - configure in theme (jellies for example could use limited range) |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
157 |
moved:= true |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
158 |
end |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
159 |
else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
160 |
begin |
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
161 |
X:= cLeftScreenBorder + random(cScreenSpace); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
162 |
Y:= Y - (1024 + random(25)); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
163 |
moved:= true |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
164 |
end; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
165 |
if moved then |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
166 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
167 |
Angle:= random(360); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
168 |
dx:= 0.0000038654705 * random(10000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
169 |
dy:= 0.000003506096 * random(7000); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7206
diff
changeset
|
170 |
if random(2) = 0 then dx := -dx |
7206
ce46b56ae9f5
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
nemo
parents:
6913
diff
changeset
|
171 |
end; |
3441 | 172 |
Timer:= 0; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
173 |
tdX:= 0; |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
174 |
tdY:= 0 |
3441 | 175 |
end; |
176 |
end; |
|
177 |
||
178 |
end; |
|
179 |
||
180 |
//////////////////////////////////////////////////////////////////////////////// |
|
181 |
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
|
182 |
begin |
|
183 |
if Gear^.FrameTicks > Steps then |
|
184 |
dec(Gear^.FrameTicks, Steps) |
|
185 |
else |
|
186 |
DeleteVisualGear(Gear); |
|
187 |
end; |
|
188 |
||
189 |
//////////////////////////////////////////////////////////////////////////////// |
|
190 |
procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
191 |
var s: Longword; |
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
192 |
t: real; |
3441 | 193 |
begin |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
194 |
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps; |
3441 | 195 |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
196 |
// up-and-down-bounce magic |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
197 |
s := (GameTicks + Gear^.Timer) mod 4096; |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
198 |
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048)); |
3597
978c30ef50fc
visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents:
3593
diff
changeset
|
199 |
if (s < 2048) then t := -t; |
3441 | 200 |
|
4161 | 201 |
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; |
3441 | 202 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
203 |
if round(Gear^.X) < cLeftScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
204 |
Gear^.X:= Gear^.X + cScreenSpace |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
205 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
206 |
if round(Gear^.X) > cRightScreenBorder then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
207 |
Gear^.X:= Gear^.X - cScreenSpace |
3441 | 208 |
end; |
209 |
||
210 |
//////////////////////////////////////////////////////////////////////////////// |
|
211 |
procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
|
7808 | 212 |
var s: LongInt; |
3441 | 213 |
begin |
7808 | 214 |
s:= min(Steps, cExplFrameTicks); |
3441 | 215 |
|
7808 | 216 |
Gear^.X:= Gear^.X + Gear^.dX * s; |
217 |
Gear^.Y:= Gear^.Y + Gear^.dY * s; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
218 |
//Gear^.dY:= Gear^.dY + cGravityf; |
3441 | 219 |
|
220 |
if Gear^.FrameTicks <= Steps then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
221 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
222 |
DeleteVisualGear(Gear) |
3441 | 223 |
else |
224 |
begin |
|
225 |
dec(Gear^.Frame); |
|
226 |
Gear^.FrameTicks:= cExplFrameTicks |
|
227 |
end |
|
228 |
else dec(Gear^.FrameTicks, Steps) |
|
229 |
end; |
|
230 |
||
231 |
//////////////////////////////////////////////////////////////////////////////// |
|
3704 | 232 |
procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
233 |
begin |
|
234 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
235 |
||
236 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3706 | 237 |
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2; |
3704 | 238 |
|
3706 | 239 |
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10; |
240 |
while Gear^.Angle > cMaxAngle do |
|
241 |
Gear^.Angle:= Gear^.Angle - cMaxAngle; |
|
3704 | 242 |
|
243 |
if Gear^.FrameTicks <= Steps then |
|
244 |
DeleteVisualGear(Gear) |
|
245 |
else |
|
246 |
dec(Gear^.FrameTicks, Steps) |
|
247 |
end; |
|
248 |
||
249 |
//////////////////////////////////////////////////////////////////////////////// |
|
4279 | 250 |
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
251 |
begin |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
252 |
{$IFNDEF PAS2C} |
4279 | 253 |
Steps := Steps; |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
254 |
{$ENDIF} |
4279 | 255 |
if Gear^.Timer <= Steps then |
256 |
DeleteVisualGear(Gear) |
|
257 |
else |
|
258 |
dec(Gear^.Timer, Steps) |
|
259 |
end; |
|
260 |
||
261 |
//////////////////////////////////////////////////////////////////////////////// |
|
3441 | 262 |
procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
263 |
begin |
|
264 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
265 |
||
266 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
267 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 268 |
|
269 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
270 |
||
271 |
if Gear^.FrameTicks <= Steps then |
|
6128 | 272 |
begin |
273 |
DeleteVisualGear(Gear); |
|
274 |
exit |
|
275 |
end |
|
3441 | 276 |
else |
5874
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
277 |
dec(Gear^.FrameTicks, Steps); |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
278 |
|
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
279 |
if Gear^.FrameTicks < $FF then |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
280 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks |
3441 | 281 |
end; |
282 |
||
283 |
//////////////////////////////////////////////////////////////////////////////// |
|
284 |
procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
|
3751 | 285 |
var vgt: PVisualGear; |
3441 | 286 |
begin |
287 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
288 |
||
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
289 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps); |
3751 | 290 |
if (Gear^.State and gstTmpFlag) = 0 then |
291 |
begin |
|
292 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
3764 | 293 |
if ((GameTicks mod 200) < Steps + 1) then |
3751 | 294 |
begin |
295 |
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire); |
|
296 |
if vgt <> nil then |
|
297 |
begin |
|
298 |
vgt^.dx:= 0; |
|
299 |
vgt^.dy:= 0; |
|
300 |
vgt^.State:= gstTmpFlag; |
|
301 |
end; |
|
302 |
end |
|
303 |
end |
|
304 |
else |
|
305 |
inc(Steps, Steps); |
|
3441 | 306 |
|
307 |
if Gear^.FrameTicks <= Steps then |
|
308 |
DeleteVisualGear(Gear) |
|
309 |
else |
|
310 |
dec(Gear^.FrameTicks, Steps) |
|
311 |
end; |
|
312 |
||
313 |
//////////////////////////////////////////////////////////////////////////////// |
|
314 |
procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
|
315 |
begin |
|
316 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
317 |
||
318 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
319 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 320 |
|
321 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
322 |
||
323 |
if Gear^.FrameTicks <= Steps then |
|
324 |
DeleteVisualGear(Gear) |
|
325 |
else |
|
326 |
dec(Gear^.FrameTicks, Steps) |
|
327 |
end; |
|
328 |
||
329 |
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
|
330 |
begin |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
331 |
Gear^.Y:= Gear^.Y - 0.02 * Steps; |
3441 | 332 |
|
333 |
if Gear^.FrameTicks <= Steps then |
|
334 |
DeleteVisualGear(Gear) |
|
335 |
else |
|
336 |
dec(Gear^.FrameTicks, Steps) |
|
337 |
end; |
|
338 |
||
339 |
//////////////////////////////////////////////////////////////////////////////// |
|
340 |
procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
|
341 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
342 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
343 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
344 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
345 |
Gear^.dX := Gear^.dX / (1.001 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
346 |
Gear^.dY := Gear^.dY / (1.001 * Steps); |
3441 | 347 |
|
10355 | 348 |
if (Gear^.FrameTicks <= Steps) or (not CheckCoordInWater(round(Gear^.X), round(Gear^.Y))) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
349 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
350 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
351 |
dec(Gear^.FrameTicks, Steps) |
3441 | 352 |
end; |
353 |
||
354 |
//////////////////////////////////////////////////////////////////////////////// |
|
355 |
procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
|
356 |
begin |
|
10354 | 357 |
if ((cWindSpeedf > 0) and ( leftX > Gear^.X)) |
358 |
or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then |
|
359 |
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
360 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 361 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
362 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
363 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
364 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
365 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
366 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
367 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
368 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
369 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
370 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
371 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 372 |
end; |
373 |
||
374 |
//////////////////////////////////////////////////////////////////////////////// |
|
375 |
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
|
376 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
377 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 378 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
379 |
Gear^.scale:= Gear^.scale + 0.0025 * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
380 |
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; |
3441 | 381 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
382 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
383 |
DeleteVisualGear(Gear) |
3441 | 384 |
end; |
385 |
||
386 |
//////////////////////////////////////////////////////////////////////////////// |
|
387 |
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
|
388 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
389 |
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
390 |
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps; |
3441 | 391 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
392 |
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
393 |
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995); |
3441 | 394 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
395 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
396 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
397 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
398 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
399 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
400 |
if Random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
401 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
402 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
403 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
404 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 405 |
end; |
406 |
||
407 |
//////////////////////////////////////////////////////////////////////////////// |
|
408 |
procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
|
409 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
410 |
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
411 |
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; |
3441 | 412 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
413 |
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
414 |
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps); |
3441 | 415 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
416 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
417 |
if Gear^.Frame = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
418 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
419 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
420 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
421 |
dec(Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
422 |
Gear^.FrameTicks:= cExplFrameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
423 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
424 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 425 |
end; |
426 |
||
427 |
//////////////////////////////////////////////////////////////////////////////// |
|
428 |
procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
|
429 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
430 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
431 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
432 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
433 |
dec(Gear^.FrameTicks, Steps); |
3441 | 434 |
end; |
435 |
||
436 |
//////////////////////////////////////////////////////////////////////////////// |
|
437 |
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
|
438 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
439 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
3441 | 440 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
441 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
442 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 443 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
444 |
if round(Gear^.Y) > cWaterLine then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
445 |
begin |
3441 | 446 |
DeleteVisualGear(Gear); |
447 |
PlaySound(TSound(ord(sndDroplet1) + Random(3))); |
|
448 |
end; |
|
449 |
end; |
|
450 |
||
451 |
//////////////////////////////////////////////////////////////////////////////// |
|
452 |
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
|
453 |
begin |
|
454 |
inc(Gear^.Timer, Steps); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
455 |
if Gear^.Timer >= Gear^.FrameTicks then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
456 |
DeleteVisualGear(Gear) |
3441 | 457 |
else |
458 |
begin |
|
459 |
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; |
|
460 |
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
461 |
if Gear^.alpha < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
462 |
Gear^.alpha:= 0; |
3441 | 463 |
end; |
464 |
end; |
|
465 |
||
466 |
//////////////////////////////////////////////////////////////////////////////// |
|
467 |
procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
|
468 |
begin |
|
469 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
470 |
||
471 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
472 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 473 |
|
474 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
475 |
||
476 |
if Gear^.FrameTicks <= Steps then |
|
477 |
DeleteVisualGear(Gear) |
|
478 |
else |
|
479 |
dec(Gear^.FrameTicks, Steps) |
|
480 |
end; |
|
481 |
||
482 |
//////////////////////////////////////////////////////////////////////////////// |
|
483 |
const cSorterWorkTime = 640; |
|
484 |
var thexchar: array[0..cMaxTeams] of |
|
485 |
record |
|
486 |
dy, ny, dw: LongInt; |
|
487 |
team: PTeam; |
|
488 |
SortFactor: QWord; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
489 |
hdw: array[0..cMaxHHIndex] of LongInt; |
3441 | 490 |
end; |
491 |
currsorter: PVisualGear = nil; |
|
492 |
||
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
493 |
function isSorterActive: boolean; inline; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
494 |
begin |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
495 |
isSorterActive:= currsorter <> nil |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
496 |
end; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
497 |
|
3441 | 498 |
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
499 |
var i, t, h: LongInt; |
3441 | 500 |
begin |
7644 | 501 |
for t:= 1 to min(Steps, Gear^.Timer) do |
3441 | 502 |
begin |
503 |
dec(Gear^.Timer); |
|
504 |
if (Gear^.Timer and 15) = 0 then |
|
505 |
for i:= 0 to Pred(TeamsCount) do |
|
506 |
with thexchar[i] do |
|
507 |
begin |
|
508 |
{$WARNINGS OFF} |
|
7644 | 509 |
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div cSorterWorkTime; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
510 |
team^.TeamHealthBarHealth:= team^.TeamHealth + dw * LongInt(Gear^.Timer) div cSorterWorkTime; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
511 |
|
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
512 |
for h:= 0 to cMaxHHIndex do |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
513 |
if (team^.Hedgehogs[h].Gear <> nil) then |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
514 |
team^.Hedgehogs[h].HealthBarHealth:= team^.Hedgehogs[h].Gear^.Health + hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
515 |
else |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
516 |
team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime; |
3441 | 517 |
{$WARNINGS ON} |
518 |
end; |
|
7644 | 519 |
end; |
3441 | 520 |
|
7644 | 521 |
if (Gear^.Timer = 0) or (currsorter <> Gear) then |
522 |
begin |
|
523 |
if currsorter = Gear then |
|
524 |
currsorter:= nil; |
|
525 |
DeleteVisualGear(Gear); |
|
526 |
exit |
|
3441 | 527 |
end |
528 |
end; |
|
529 |
||
530 |
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
|
531 |
var i: Longword; |
|
532 |
b: boolean; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
533 |
t, h: LongInt; |
3441 | 534 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
535 |
{$IFNDEF PAS2C} |
3441 | 536 |
Steps:= Steps; // avoid compiler hint |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
537 |
{$ENDIF} |
7644 | 538 |
|
3441 | 539 |
for t:= 0 to Pred(TeamsCount) do |
540 |
with thexchar[t] do |
|
541 |
begin |
|
542 |
team:= TeamsArray[t]; |
|
7644 | 543 |
dy:= team^.DrawHealthY; |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
544 |
dw:= team^.TeamHealthBarHealth - team^.TeamHealth; |
7644 | 545 |
if team^.TeamHealth > 0 then |
546 |
begin |
|
547 |
SortFactor:= team^.Clan^.ClanHealth; |
|
548 |
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex; |
|
549 |
SortFactor:= (SortFactor shl 30) + team^.TeamHealth; |
|
550 |
end |
|
551 |
else |
|
552 |
SortFactor:= 0; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
553 |
|
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
554 |
for h:= 0 to cMaxHHIndex do |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
555 |
if (team^.Hedgehogs[h].Gear <> nil) then |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
556 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth - team^.Hedgehogs[h].Gear^.Health |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
557 |
else |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
558 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth; |
3441 | 559 |
end; |
560 |
||
561 |
if TeamsCount > 1 then |
|
562 |
repeat |
|
563 |
b:= true; |
|
564 |
for t:= 0 to TeamsCount - 2 do |
|
565 |
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then |
|
566 |
begin |
|
567 |
thexchar[cMaxTeams]:= thexchar[t]; |
|
568 |
thexchar[t]:= thexchar[Succ(t)]; |
|
569 |
thexchar[Succ(t)]:= thexchar[cMaxTeams]; |
|
570 |
b:= false |
|
571 |
end |
|
572 |
until b; |
|
573 |
||
574 |
t:= - 4; |
|
575 |
for i:= 0 to Pred(TeamsCount) do |
|
7644 | 576 |
with thexchar[i] do |
577 |
if team^.TeamHealth > 0 then |
|
578 |
begin |
|
9656 | 579 |
dec(t, team^.Clan^.HealthTex^.h + 2); |
7644 | 580 |
ny:= t; |
581 |
dy:= dy - ny |
|
582 |
end; |
|
3441 | 583 |
|
584 |
Gear^.Timer:= cSorterWorkTime; |
|
585 |
Gear^.doStep:= @doStepTeamHealthSorterWork; |
|
586 |
currsorter:= Gear; |
|
587 |
//doStepTeamHealthSorterWork(Gear, Steps) |
|
588 |
end; |
|
589 |
||
590 |
//////////////////////////////////////////////////////////////////////////////// |
|
591 |
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
592 |
var realgear: PGear; |
3441 | 593 |
begin |
594 |
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0; |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
595 |
realgear:= nil; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
596 |
if Gear^.Frame <> 0 then // use a non-hedgehog gear - a lua trick that hopefully won't be overused |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
597 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
598 |
realgear:= GearByUID(Gear^.Frame); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
599 |
if realgear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
600 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
601 |
Gear^.X:= hwFloat2Float(realgear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
602 |
Gear^.Y:= hwFloat2Float(realgear^.Y) - (realgear^.Radius + Gear^.Tex^.h); |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
603 |
end |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
604 |
end |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
605 |
else if Gear^.Hedgehog^.Gear <> nil then |
3441 | 606 |
begin |
9763 | 607 |
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag); |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
608 |
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h); |
3441 | 609 |
end; |
610 |
||
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
611 |
if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then |
3441 | 612 |
begin |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
613 |
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then |
4365 | 614 |
Gear^.Hedgehog^.SpeechGear:= nil; |
3441 | 615 |
DeleteVisualGear(Gear) |
616 |
end; |
|
617 |
end; |
|
618 |
||
619 |
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
620 |
var realgear: PGear; |
3441 | 621 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
622 |
|
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
623 |
{$IFNDEF PAS2C} |
3441 | 624 |
Steps:= Steps; // avoid compiler hint |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
625 |
{$ENDIF} |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
626 |
if Gear^.Frame <> 0 then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
627 |
realgear:= GearByUID(Gear^.FrameTicks) |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
628 |
else |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
629 |
begin |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
630 |
with Gear^.Hedgehog^ do |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
631 |
if SpeechGear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
632 |
SpeechGear^.Timer:= 0; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
633 |
realgear:= Gear^.Hedgehog^.Gear; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
634 |
Gear^.Hedgehog^.SpeechGear:= Gear; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
635 |
end; |
3441 | 636 |
|
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
637 |
if realgear <> nil then |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
638 |
case Gear^.FrameTicks of |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
639 |
1: Gear^.Tag:= SpritesData[sprSpeechTail].Width-37+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
640 |
2: Gear^.Tag:= SpritesData[sprThoughtTail].Width-29+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
641 |
3: Gear^.Tag:= SpritesData[sprShoutTail].Width-19+realgear^.Radius; |
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10124
diff
changeset
|
642 |
end; |
3441 | 643 |
|
5186 | 644 |
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000); |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
645 |
Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16); |
3441 | 646 |
|
647 |
Gear^.doStep:= @doStepSpeechBubbleWork; |
|
648 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
649 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h |
3441 | 650 |
end; |
651 |
||
652 |
//////////////////////////////////////////////////////////////////////////////// |
|
653 |
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
|
654 |
begin |
|
655 |
if Steps > Gear^.Timer then |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
656 |
DeleteVisualGear(Gear) |
3441 | 657 |
else |
658 |
begin |
|
659 |
dec(Gear^.Timer, Steps); |
|
660 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
5581 | 661 |
Gear^.X:= Gear^.X + Gear^.dX * Steps |
3441 | 662 |
end; |
663 |
end; |
|
664 |
||
665 |
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
|
666 |
begin |
|
4161 | 667 |
if round(Gear^.Y) - 10 < cWaterLine then |
3441 | 668 |
DeleteVisualGear(Gear) |
669 |
else |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
670 |
Gear^.Y:= Gear^.Y - 0.08 * Steps; |
3441 | 671 |
|
672 |
end; |
|
673 |
||
674 |
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
|
675 |
var s: shortstring; |
|
676 |
begin |
|
677 |
s:= ''; |
|
678 |
||
679 |
str(Gear^.State, s); |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
680 |
if Gear^.Hedgehog <> nil then |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
681 |
Gear^.Tex:= RenderStringTex(ansistring(s), Gear^.Hedgehog^.Team^.Clan^.Color, fnt16) |
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
682 |
else |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
683 |
Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16); |
3441 | 684 |
|
5578 | 685 |
Gear^.doStep:= @doStepHealthTagWork; |
5576 | 686 |
|
5596 | 687 |
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then |
3441 | 688 |
Gear^.doStep:= @doStepHealthTagWorkUnderWater; |
689 |
||
4379
6cd6b77df8b8
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents:
4365
diff
changeset
|
690 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h; |
3441 | 691 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
692 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
693 |
Gear^.doStep(Gear, Steps-1); |
3441 | 694 |
end; |
695 |
||
696 |
//////////////////////////////////////////////////////////////////////////////// |
|
697 |
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
|
698 |
begin |
|
699 |
inc(Gear^.Timer, Steps ); |
|
700 |
if Gear^.Timer > 64 then |
|
701 |
begin |
|
3995
360332f8785f
SmokeTrace: animation got aborted before last animation frame was displayed
sheepluva
parents:
3994
diff
changeset
|
702 |
if Gear^.State = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
703 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
704 |
DeleteVisualGear(Gear); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
705 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
706 |
end; |
3441 | 707 |
dec(Gear^.State, Gear^.Timer div 65); |
708 |
Gear^.Timer:= Gear^.Timer mod 65; |
|
709 |
end; |
|
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
710 |
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps; |
3587 | 711 |
Gear^.X:= Gear^.X + Gear^.dX; |
3441 | 712 |
end; |
713 |
||
714 |
//////////////////////////////////////////////////////////////////////////////// |
|
715 |
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
716 |
begin |
|
717 |
inc(Gear^.Timer, Steps); |
|
718 |
if Gear^.Timer > 75 then |
|
719 |
begin |
|
720 |
inc(Gear^.State, Gear^.Timer div 76); |
|
721 |
Gear^.Timer:= Gear^.Timer mod 76; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
722 |
if Gear^.State > 5 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
723 |
DeleteVisualGear(Gear); |
3441 | 724 |
end; |
725 |
end; |
|
726 |
||
727 |
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
|
728 |
var i: LongWord; |
|
4473 | 729 |
gX,gY: LongInt; |
730 |
vg: PVisualGear; |
|
3441 | 731 |
begin |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
732 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
733 |
gY:= round(Gear^.Y); |
8330 | 734 |
for i:= 0 to 31 do |
4473 | 735 |
begin |
736 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 737 |
if vg <> nil then |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
738 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
739 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
740 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
741 |
end |
4473 | 742 |
end; |
3590 | 743 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart); |
744 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2); |
|
3441 | 745 |
Gear^.doStep:= @doStepExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
746 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
747 |
Gear^.doStep(Gear, Steps-1); |
3441 | 748 |
end; |
749 |
||
750 |
||
751 |
//////////////////////////////////////////////////////////////////////////////// |
|
752 |
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
753 |
var maxMovement: LongInt; |
3441 | 754 |
begin |
755 |
||
756 |
inc(Gear^.Timer, Steps); |
|
757 |
if (Gear^.Timer and 5) = 0 then |
|
758 |
begin |
|
759 |
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); |
|
760 |
ShakeCamera(maxMovement); |
|
761 |
end; |
|
5804
98192121dc69
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
nemo
parents:
5803
diff
changeset
|
762 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
763 |
if Gear^.Timer > 250 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
764 |
DeleteVisualGear(Gear); |
3441 | 765 |
end; |
766 |
||
767 |
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
|
768 |
var i: LongWord; |
|
4473 | 769 |
gX,gY: LongInt; |
770 |
vg: PVisualGear; |
|
3441 | 771 |
begin |
5855
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
772 |
//ScreenFade:= sfFromWhite; |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
773 |
//ScreenFadeValue:= round(60 * zoom * zoom); |
74c621e12baa
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents:
5840
diff
changeset
|
774 |
//ScreenFadeSpeed:= 5; |
3593
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
775 |
gX:= round(Gear^.X); |
ae50f63e4fa9
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents:
3592
diff
changeset
|
776 |
gY:= round(Gear^.Y); |
3441 | 777 |
AddVisualGear(gX, gY, vgtSmokeRing); |
8330 | 778 |
for i:= 0 to 46 do |
4473 | 779 |
begin |
780 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 781 |
if vg <> nil then |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
782 |
begin |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
783 |
vg^.State:= gstTmpFlag; |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
784 |
inc(vg^.FrameTicks, vg^.FrameTicks) |
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents:
4473
diff
changeset
|
785 |
end |
4473 | 786 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
787 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
788 |
AddVisualGear(gX, gY, vgtExplPart); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
789 |
for i:= 0 to 15 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
790 |
AddVisualGear(gX, gY, vgtExplPart2); |
3441 | 791 |
Gear^.doStep:= @doStepBigExplosionWork; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
792 |
if Steps > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
793 |
Gear^.doStep(Gear, Steps-1); |
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
794 |
|
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
795 |
{$IFNDEF PAS2C} |
8204 | 796 |
with mobileRecord do |
797 |
if (performRumble <> nil) and (not fastUntilLag) then |
|
798 |
performRumble(kSystemSoundID_Vibrate); |
|
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
799 |
{$ENDIF} |
3441 | 800 |
end; |
3689 | 801 |
|
802 |
procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
|
803 |
begin |
|
804 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
805 |
||
806 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
807 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
808 |
||
809 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
810 |
||
5235
e30b06ffea3a
Skip droplets if plain splash is enabled, add a sanity check just in case.
nemo
parents:
5186
diff
changeset
|
811 |
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then |
3689 | 812 |
begin |
3699 | 813 |
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet); |
3689 | 814 |
DeleteVisualGear(Gear); |
815 |
end |
|
816 |
end; |
|
4327 | 817 |
|
818 |
//////////////////////////////////////////////////////////////////////////////// |
|
819 |
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
|
820 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
821 |
if Gear^.FrameTicks <= Steps then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
822 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
823 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
824 |
dec(Gear^.FrameTicks, Steps); |
4327 | 825 |
end; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
826 |
|
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
827 |
//////////////////////////////////////////////////////////////////////////////// |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
828 |
procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
4452 | 829 |
var tmp: LongInt; |
4421 | 830 |
i: LongWord; |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
831 |
begin |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
832 |
with Gear^ do |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
833 |
if Frame <> 0 then |
4421 | 834 |
for i:= 1 to Steps do |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
835 |
begin |
4421 | 836 |
inc(FrameTicks); |
837 |
if (FrameTicks mod Frame) = 0 then |
|
838 |
begin |
|
839 |
tmp:= Gear^.Tint and $FF; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
840 |
if tdY >= 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
841 |
inc(tmp) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
842 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
843 |
dec(tmp); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
844 |
if tmp < round(dX) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
845 |
tdY:= 1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
846 |
if tmp > round(dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
847 |
tdY:= -1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
848 |
if tmp > 255 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
849 |
tmp := 255; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
850 |
if tmp < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
851 |
tmp := 0; |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
852 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp) |
4421 | 853 |
end |
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
854 |
end |
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4379
diff
changeset
|
855 |
end; |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
856 |
|
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
857 |
//////////////////////////////////////////////////////////////////////////////// |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
858 |
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
859 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
860 |
inc(Gear^.Timer, Steps); |
8330 | 861 |
|
6913 | 862 |
while Gear^.Timer >= 10 do |
863 |
begin |
|
864 |
dec(Gear^.Timer, 10); |
|
865 |
if WindBarWidth < Gear^.Tag then |
|
866 |
inc(WindBarWidth) |
|
867 |
else if WindBarWidth > Gear^.Tag then |
|
868 |
dec(WindBarWidth); |
|
869 |
end; |
|
870 |
if cWindspeedf > Gear^.dAngle then |
|
871 |
begin |
|
872 |
cWindspeedf := cWindspeedf - Gear^.Angle*Steps; |
|
873 |
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
874 |
end |
|
875 |
else if cWindspeedf < Gear^.dAngle then |
|
876 |
begin |
|
877 |
cWindspeedf := cWindspeedf + Gear^.Angle*Steps; |
|
878 |
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
879 |
end; |
|
8330 | 880 |
|
881 |
if (WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle) then |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
882 |
DeleteVisualGear(Gear) |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
883 |
end; |
5562 | 884 |
//////////////////////////////////////////////////////////////////////////////// |
885 |
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
|
886 |
begin |
|
887 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
888 |
Gear^.Y:= Gear^.Y - Gear^.dY * Steps; |
|
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
889 |
|
5562 | 890 |
if Gear^.FrameTicks <= Steps then |
891 |
DeleteVisualGear(Gear) |
|
892 |
else |
|
893 |
begin |
|
894 |
dec(Gear^.FrameTicks, Steps); |
|
8330 | 895 |
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then |
5562 | 896 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500) |
897 |
end |
|
898 |
end; |
|
899 |
||
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
900 |
//////////////////////////////////////////////////////////////////////////////// |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
901 |
procedure doStepNoPlaceWarn(Gear: PVisualGear; Steps: Longword); |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
902 |
begin |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
903 |
|
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
904 |
if Gear^.FrameTicks <= Steps then |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
905 |
DeleteVisualGear(Gear) |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
906 |
else |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
907 |
begin |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
908 |
// age |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
909 |
dec(Gear^.FrameTicks, Steps); |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
910 |
// toggle between orange and red every few ticks |
10298
7d5d93f9a515
make using the teleporter a bit less challenging
sheepluva
parents:
10251
diff
changeset
|
911 |
if (Gear^.FrameTicks div 256) mod 2 = 0 then |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
912 |
Gear^.Tint:= $FF400000 |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
913 |
else |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
914 |
Gear^.Tint:= $FF000000; |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
915 |
// fade out alpha |
10299 | 916 |
Gear^.Tint:= (Gear^.Tint and (not $FF)) or (255 * Gear^.FrameTicks div 3000); |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
917 |
end |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
918 |
end; |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
919 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
920 |
const handlers: array[TVisualGearType] of TVGearStepProcedure = |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
921 |
( |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
922 |
@doStepFlake, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
923 |
@doStepCloud, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
924 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
925 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
926 |
@doStepFire, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
927 |
@doStepSmallDamage, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
928 |
@doStepTeamHealthSorter, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
929 |
@doStepSpeechBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
930 |
@doStepBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
931 |
@doStepSteam, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
932 |
@doStepAmmo, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
933 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
934 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
935 |
@doStepShell, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
936 |
@doStepDust, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
937 |
@doStepSplash, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
938 |
@doStepDroplet, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
939 |
@doStepSmokeRing, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
940 |
@doStepBeeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
941 |
@doStepEgg, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
942 |
@doStepFeather, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
943 |
@doStepHealthTag, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
944 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
945 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
946 |
@doStepExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
947 |
@doStepBigExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
948 |
@doStepChunk, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
949 |
@doStepNote, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
950 |
@doStepLineTrail, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
951 |
@doStepBulletHit, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
952 |
@doStepCircle, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
953 |
@doStepSmoothWindBar, |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
954 |
@doStepStraightShot, |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
955 |
@doStepNoPlaceWarn |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
956 |
); |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
957 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
958 |
procedure initModule; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
959 |
begin |
9960 | 960 |
doStepVGHandlers:= handlers |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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changeset
|
961 |
end; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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parents:
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diff
changeset
|
962 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
963 |
end. |