author | nemo |
Mon, 22 Dec 2014 17:47:22 -0500 | |
changeset 10695 | e295995348f9 |
parent 10625 | 125e120165aa |
child 10731 | bc359abe0484 |
permissions | -rw-r--r-- |
3441 | 1 |
(* |
2 |
* Hedgewars, a free turn based strategy game |
|
9998 | 3 |
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
3441 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
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6 |
* it under the terms of the GNU General Public License as published by |
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7 |
* 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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14 |
* 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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16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
3441 | 17 |
*) |
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18 |
|
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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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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20 |
* This file contains the step handlers for visual gears. |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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21 |
* |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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22 |
* Since the effects of visual gears do not affect the course of the game, |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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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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24 |
* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat) |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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25 |
* is usually not necessary and therefore undesirable. |
2d34ec60992c
added some comments in order to confuse the GSoC students as much as possible ;D
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26 |
*) |
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|
28 |
{$INCLUDE "options.inc"} |
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29 |
||
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unit uVisualGearsHandlers; |
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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|
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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32 |
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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33 |
uses uTypes, uGears; |
9283
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|
9960 | 35 |
var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure; |
9283
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|
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procedure doStepFlake(Gear: PVisualGear; Steps: Longword); |
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38 |
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
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39 |
procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
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40 |
procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
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41 |
procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
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Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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42 |
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
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43 |
procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
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44 |
procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
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procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
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46 |
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
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47 |
procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
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48 |
procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
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49 |
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
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procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
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51 |
procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
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52 |
procedure doStepSplash(Gear: PVisualGear; Steps: Longword); |
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procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
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54 |
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
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55 |
procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
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56 |
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
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58 |
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); |
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59 |
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); |
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60 |
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
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61 |
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
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procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
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63 |
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
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64 |
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
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65 |
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
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66 |
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword); |
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procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
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68 |
procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
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69 |
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
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70 |
procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
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71 |
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
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72 |
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
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73 |
|
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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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74 |
function isSorterActive: boolean; inline; |
9283
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75 |
procedure initModule; |
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76 |
|
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77 |
implementation |
10354 | 78 |
uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld; |
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79 |
|
3441 | 80 |
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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81 |
var sign: real; |
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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.
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82 |
moved: boolean; |
10625
125e120165aa
flake FrameTicks value of 0 now indicades that the frame should not be changed
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|
83 |
vfc, vft: LongWord; |
3441 | 84 |
begin |
3641 | 85 |
if vobCount = 0 then exit; |
3611 | 86 |
|
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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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87 |
sign:= 1; |
3441 | 88 |
with Gear^ do |
89 |
begin |
|
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90 |
|
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91 |
X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale; |
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92 |
|
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|
93 |
if SuddenDeathDmg then |
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94 |
begin |
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95 |
Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale; |
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96 |
vfc:= vobSDFramesCount; |
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|
97 |
vft:= vobSDFrameTicks; |
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98 |
end |
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99 |
else |
125e120165aa
flake FrameTicks value of 0 now indicades that the frame should not be changed
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|
100 |
begin |
125e120165aa
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|
101 |
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale; |
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|
102 |
vfc:= vobFramesCount; |
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|
103 |
vft:= vobFrameTicks; |
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104 |
end; |
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105 |
|
125e120165aa
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|
106 |
if vft > 0 then |
3441 | 107 |
begin |
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Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
108 |
inc(FrameTicks, Steps); |
10625
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|
109 |
if FrameTicks > vft then |
10623
81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
110 |
begin |
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|
111 |
dec(FrameTicks, vft); |
10623
81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
112 |
inc(Frame); |
10625
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|
113 |
if Frame = vfc then |
10623
81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
114 |
Frame:= 0 |
81f1cf934827
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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|
115 |
end; |
3441 | 116 |
end; |
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117 |
|
3441 | 118 |
Angle:= Angle + dAngle * Steps; |
4152
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
119 |
if Angle > 360 then |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
120 |
Angle:= Angle - 360 |
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Prevent vgtFlake's rotation angle to grow too high in its absolute value
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121 |
else |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
122 |
if Angle < - 360 then |
07008cb354f9
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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|
123 |
Angle:= Angle + 360; |
8330 | 124 |
|
125 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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|
126 |
if (round(X) >= cLeftScreenBorder) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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|
127 |
and (round(X) <= cRightScreenBorder) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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|
128 |
and (round(Y) - 75 <= LAND_HEIGHT) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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|
129 |
and (Timer > 0) and (Timer-Steps > 0) then |
3441 | 130 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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|
131 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
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|
132 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
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|
133 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
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|
134 |
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
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diff
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|
135 |
tdX:= tdX - 0.005*Steps*sign; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
136 |
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
137 |
tdX:= 0; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
138 |
if tdX > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
139 |
sign := 1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
140 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
141 |
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
|
142 |
tdY:= tdY - 0.005*Steps*sign; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
143 |
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
parents:
6553
diff
changeset
|
144 |
tdY:= 0; |
3441 | 145 |
dec(Timer, Steps) |
146 |
end |
|
147 |
else |
|
148 |
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
|
149 |
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
|
150 |
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
|
151 |
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
|
152 |
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
|
153 |
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
|
154 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
155 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
156 |
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
|
157 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
158 |
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
|
159 |
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
|
160 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
161 |
// 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
|
162 |
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
|
163 |
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
|
164 |
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
|
165 |
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
|
166 |
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
|
167 |
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
|
168 |
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
|
169 |
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
|
170 |
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
|
171 |
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
|
172 |
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
|
173 |
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
|
174 |
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
|
175 |
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
|
176 |
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
|
177 |
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
|
178 |
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
|
179 |
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
|
180 |
end; |
3441 | 181 |
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
|
182 |
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
|
183 |
tdY:= 0 |
3441 | 184 |
end; |
185 |
end; |
|
186 |
||
187 |
end; |
|
188 |
||
189 |
//////////////////////////////////////////////////////////////////////////////// |
|
190 |
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); |
|
191 |
begin |
|
192 |
if Gear^.FrameTicks > Steps then |
|
193 |
dec(Gear^.FrameTicks, Steps) |
|
194 |
else |
|
195 |
DeleteVisualGear(Gear); |
|
196 |
end; |
|
197 |
||
198 |
//////////////////////////////////////////////////////////////////////////////// |
|
199 |
procedure doStepCloud(Gear: PVisualGear; Steps: Longword); |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
200 |
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
|
201 |
t: real; |
3441 | 202 |
begin |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6302
diff
changeset
|
203 |
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps; |
3441 | 204 |
|
3592
0bcad5c38c9e
clouds: up-and-down-bouncing now without evil loop
sheepluva
parents:
3590
diff
changeset
|
205 |
// 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
|
206 |
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
|
207 |
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
|
208 |
if (s < 2048) then t := -t; |
3441 | 209 |
|
4161 | 210 |
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; |
3441 | 211 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
212 |
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
|
213 |
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
|
214 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
215 |
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
|
216 |
Gear^.X:= Gear^.X - cScreenSpace |
3441 | 217 |
end; |
218 |
||
219 |
//////////////////////////////////////////////////////////////////////////////// |
|
220 |
procedure doStepExpl(Gear: PVisualGear; Steps: Longword); |
|
7808 | 221 |
var s: LongInt; |
3441 | 222 |
begin |
7808 | 223 |
s:= min(Steps, cExplFrameTicks); |
3441 | 224 |
|
7808 | 225 |
Gear^.X:= Gear^.X + Gear^.dX * s; |
226 |
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
|
227 |
//Gear^.dY:= Gear^.dY + cGravityf; |
3441 | 228 |
|
229 |
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
|
230 |
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
|
231 |
DeleteVisualGear(Gear) |
3441 | 232 |
else |
233 |
begin |
|
234 |
dec(Gear^.Frame); |
|
235 |
Gear^.FrameTicks:= cExplFrameTicks |
|
236 |
end |
|
237 |
else dec(Gear^.FrameTicks, Steps) |
|
238 |
end; |
|
239 |
||
240 |
//////////////////////////////////////////////////////////////////////////////// |
|
3704 | 241 |
procedure doStepNote(Gear: PVisualGear; Steps: Longword); |
242 |
begin |
|
243 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
244 |
||
245 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
3706 | 246 |
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2; |
3704 | 247 |
|
3706 | 248 |
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10; |
249 |
while Gear^.Angle > cMaxAngle do |
|
250 |
Gear^.Angle:= Gear^.Angle - cMaxAngle; |
|
3704 | 251 |
|
252 |
if Gear^.FrameTicks <= Steps then |
|
253 |
DeleteVisualGear(Gear) |
|
254 |
else |
|
255 |
dec(Gear^.FrameTicks, Steps) |
|
256 |
end; |
|
257 |
||
258 |
//////////////////////////////////////////////////////////////////////////////// |
|
4279 | 259 |
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword); |
260 |
begin |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
261 |
{$IFNDEF PAS2C} |
4279 | 262 |
Steps := Steps; |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
263 |
{$ENDIF} |
4279 | 264 |
if Gear^.Timer <= Steps then |
265 |
DeleteVisualGear(Gear) |
|
266 |
else |
|
267 |
dec(Gear^.Timer, Steps) |
|
268 |
end; |
|
269 |
||
270 |
//////////////////////////////////////////////////////////////////////////////// |
|
3441 | 271 |
procedure doStepEgg(Gear: PVisualGear; Steps: Longword); |
272 |
begin |
|
273 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
274 |
||
275 |
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
|
276 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 277 |
|
278 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
279 |
||
280 |
if Gear^.FrameTicks <= Steps then |
|
6128 | 281 |
begin |
282 |
DeleteVisualGear(Gear); |
|
283 |
exit |
|
284 |
end |
|
3441 | 285 |
else |
5874
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
286 |
dec(Gear^.FrameTicks, Steps); |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
287 |
|
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
288 |
if Gear^.FrameTicks < $FF then |
5cd329cf2460
nemo's molotov burst effect; with a slight color modification added
sheepluva
parents:
5855
diff
changeset
|
289 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks |
3441 | 290 |
end; |
291 |
||
292 |
//////////////////////////////////////////////////////////////////////////////// |
|
293 |
procedure doStepFire(Gear: PVisualGear; Steps: Longword); |
|
3751 | 294 |
var vgt: PVisualGear; |
3441 | 295 |
begin |
296 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
297 |
||
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
|
298 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps); |
3751 | 299 |
if (Gear^.State and gstTmpFlag) = 0 then |
300 |
begin |
|
301 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
3764 | 302 |
if ((GameTicks mod 200) < Steps + 1) then |
3751 | 303 |
begin |
304 |
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire); |
|
305 |
if vgt <> nil then |
|
306 |
begin |
|
307 |
vgt^.dx:= 0; |
|
308 |
vgt^.dy:= 0; |
|
309 |
vgt^.State:= gstTmpFlag; |
|
310 |
end; |
|
311 |
end |
|
312 |
end |
|
313 |
else |
|
314 |
inc(Steps, Steps); |
|
3441 | 315 |
|
316 |
if Gear^.FrameTicks <= Steps then |
|
317 |
DeleteVisualGear(Gear) |
|
318 |
else |
|
319 |
dec(Gear^.FrameTicks, Steps) |
|
320 |
end; |
|
321 |
||
322 |
//////////////////////////////////////////////////////////////////////////////// |
|
323 |
procedure doStepShell(Gear: PVisualGear; Steps: Longword); |
|
324 |
begin |
|
325 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
326 |
||
327 |
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
|
328 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 329 |
|
330 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
331 |
||
332 |
if Gear^.FrameTicks <= Steps then |
|
333 |
DeleteVisualGear(Gear) |
|
334 |
else |
|
335 |
dec(Gear^.FrameTicks, Steps) |
|
336 |
end; |
|
337 |
||
338 |
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); |
|
339 |
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
|
340 |
Gear^.Y:= Gear^.Y - 0.02 * Steps; |
3441 | 341 |
|
342 |
if Gear^.FrameTicks <= Steps then |
|
343 |
DeleteVisualGear(Gear) |
|
344 |
else |
|
345 |
dec(Gear^.FrameTicks, Steps) |
|
346 |
end; |
|
347 |
||
348 |
//////////////////////////////////////////////////////////////////////////////// |
|
349 |
procedure doStepBubble(Gear: PVisualGear; Steps: Longword); |
|
350 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
351 |
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
|
352 |
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
|
353 |
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
|
354 |
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
|
355 |
Gear^.dY := Gear^.dY / (1.001 * Steps); |
3441 | 356 |
|
10355 | 357 |
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
|
358 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
359 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
360 |
dec(Gear^.FrameTicks, Steps) |
3441 | 361 |
end; |
362 |
||
363 |
//////////////////////////////////////////////////////////////////////////////// |
|
364 |
procedure doStepSteam(Gear: PVisualGear; Steps: Longword); |
|
365 |
begin |
|
10354 | 366 |
if ((cWindSpeedf > 0) and ( leftX > Gear^.X)) |
367 |
or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then |
|
368 |
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
|
369 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 370 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
371 |
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
|
372 |
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
|
373 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
374 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
375 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
376 |
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
|
377 |
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
|
378 |
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
|
379 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
380 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 381 |
end; |
382 |
||
383 |
//////////////////////////////////////////////////////////////////////////////// |
|
384 |
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); |
|
385 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
386 |
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps; |
3441 | 387 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
388 |
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
|
389 |
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; |
3441 | 390 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
391 |
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
|
392 |
DeleteVisualGear(Gear) |
3441 | 393 |
end; |
394 |
||
395 |
//////////////////////////////////////////////////////////////////////////////// |
|
396 |
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); |
|
397 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
398 |
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
|
399 |
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps; |
3441 | 400 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
401 |
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
|
402 |
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995); |
3441 | 403 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
404 |
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
|
405 |
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
|
406 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
407 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
408 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
409 |
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
|
410 |
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
|
411 |
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
|
412 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
413 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 414 |
end; |
415 |
||
416 |
//////////////////////////////////////////////////////////////////////////////// |
|
417 |
procedure doStepDust(Gear: PVisualGear; Steps: Longword); |
|
418 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
419 |
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
|
420 |
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; |
3441 | 421 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
422 |
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
|
423 |
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps); |
3441 | 424 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
425 |
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
|
426 |
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
|
427 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
428 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
429 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
430 |
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
|
431 |
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
|
432 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
433 |
else dec(Gear^.FrameTicks, Steps) |
3441 | 434 |
end; |
435 |
||
436 |
//////////////////////////////////////////////////////////////////////////////// |
|
437 |
procedure doStepSplash(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 |
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
|
440 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
441 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
442 |
dec(Gear^.FrameTicks, Steps); |
3441 | 443 |
end; |
444 |
||
445 |
//////////////////////////////////////////////////////////////////////////////// |
|
446 |
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); |
|
447 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
448 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
3441 | 449 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
450 |
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
|
451 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 452 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
453 |
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
|
454 |
begin |
3441 | 455 |
DeleteVisualGear(Gear); |
456 |
PlaySound(TSound(ord(sndDroplet1) + Random(3))); |
|
457 |
end; |
|
458 |
end; |
|
459 |
||
460 |
//////////////////////////////////////////////////////////////////////////////// |
|
461 |
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); |
|
462 |
begin |
|
463 |
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
|
464 |
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
|
465 |
DeleteVisualGear(Gear) |
3441 | 466 |
else |
467 |
begin |
|
468 |
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; |
|
469 |
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
|
470 |
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
|
471 |
Gear^.alpha:= 0; |
3441 | 472 |
end; |
473 |
end; |
|
474 |
||
475 |
//////////////////////////////////////////////////////////////////////////////// |
|
476 |
procedure doStepFeather(Gear: PVisualGear; Steps: Longword); |
|
477 |
begin |
|
478 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
479 |
||
480 |
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
|
481 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
3441 | 482 |
|
483 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
484 |
||
485 |
if Gear^.FrameTicks <= Steps then |
|
486 |
DeleteVisualGear(Gear) |
|
487 |
else |
|
488 |
dec(Gear^.FrameTicks, Steps) |
|
489 |
end; |
|
490 |
||
491 |
//////////////////////////////////////////////////////////////////////////////// |
|
492 |
const cSorterWorkTime = 640; |
|
493 |
var thexchar: array[0..cMaxTeams] of |
|
494 |
record |
|
495 |
dy, ny, dw: LongInt; |
|
496 |
team: PTeam; |
|
497 |
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
|
498 |
hdw: array[0..cMaxHHIndex] of LongInt; |
3441 | 499 |
end; |
500 |
currsorter: PVisualGear = nil; |
|
501 |
||
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
|
502 |
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
|
503 |
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
|
504 |
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
|
505 |
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
|
506 |
|
3441 | 507 |
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
|
508 |
var i, t, h: LongInt; |
3441 | 509 |
begin |
7644 | 510 |
for t:= 1 to min(Steps, Gear^.Timer) do |
3441 | 511 |
begin |
512 |
dec(Gear^.Timer); |
|
513 |
if (Gear^.Timer and 15) = 0 then |
|
514 |
for i:= 0 to Pred(TeamsCount) do |
|
515 |
with thexchar[i] do |
|
516 |
begin |
|
517 |
{$WARNINGS OFF} |
|
7644 | 518 |
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
|
519 |
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
|
520 |
|
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
|
521 |
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
|
522 |
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
|
523 |
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
|
524 |
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
|
525 |
team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime; |
3441 | 526 |
{$WARNINGS ON} |
527 |
end; |
|
7644 | 528 |
end; |
3441 | 529 |
|
7644 | 530 |
if (Gear^.Timer = 0) or (currsorter <> Gear) then |
531 |
begin |
|
532 |
if currsorter = Gear then |
|
533 |
currsorter:= nil; |
|
534 |
DeleteVisualGear(Gear); |
|
535 |
exit |
|
3441 | 536 |
end |
537 |
end; |
|
538 |
||
539 |
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); |
|
540 |
var i: Longword; |
|
541 |
b: boolean; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9656
diff
changeset
|
542 |
t, h: LongInt; |
3441 | 543 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
544 |
{$IFNDEF PAS2C} |
3441 | 545 |
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
|
546 |
{$ENDIF} |
7644 | 547 |
|
3441 | 548 |
for t:= 0 to Pred(TeamsCount) do |
549 |
with thexchar[t] do |
|
550 |
begin |
|
551 |
team:= TeamsArray[t]; |
|
7644 | 552 |
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
|
553 |
dw:= team^.TeamHealthBarHealth - team^.TeamHealth; |
7644 | 554 |
if team^.TeamHealth > 0 then |
555 |
begin |
|
556 |
SortFactor:= team^.Clan^.ClanHealth; |
|
557 |
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex; |
|
558 |
SortFactor:= (SortFactor shl 30) + team^.TeamHealth; |
|
559 |
end |
|
560 |
else |
|
561 |
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
|
562 |
|
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
|
563 |
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
|
564 |
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
|
565 |
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
|
566 |
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
|
567 |
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth; |
3441 | 568 |
end; |
569 |
||
570 |
if TeamsCount > 1 then |
|
571 |
repeat |
|
572 |
b:= true; |
|
573 |
for t:= 0 to TeamsCount - 2 do |
|
574 |
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then |
|
575 |
begin |
|
576 |
thexchar[cMaxTeams]:= thexchar[t]; |
|
577 |
thexchar[t]:= thexchar[Succ(t)]; |
|
578 |
thexchar[Succ(t)]:= thexchar[cMaxTeams]; |
|
579 |
b:= false |
|
580 |
end |
|
581 |
until b; |
|
582 |
||
583 |
t:= - 4; |
|
584 |
for i:= 0 to Pred(TeamsCount) do |
|
7644 | 585 |
with thexchar[i] do |
586 |
if team^.TeamHealth > 0 then |
|
587 |
begin |
|
9656 | 588 |
dec(t, team^.Clan^.HealthTex^.h + 2); |
7644 | 589 |
ny:= t; |
590 |
dy:= dy - ny |
|
591 |
end; |
|
3441 | 592 |
|
593 |
Gear^.Timer:= cSorterWorkTime; |
|
594 |
Gear^.doStep:= @doStepTeamHealthSorterWork; |
|
595 |
currsorter:= Gear; |
|
596 |
//doStepTeamHealthSorterWork(Gear, Steps) |
|
597 |
end; |
|
598 |
||
599 |
//////////////////////////////////////////////////////////////////////////////// |
|
600 |
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
|
601 |
var realgear: PGear; |
3441 | 602 |
begin |
603 |
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
|
604 |
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
|
605 |
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
|
606 |
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
|
607 |
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
|
608 |
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
|
609 |
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
|
610 |
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
|
611 |
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
|
612 |
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
|
613 |
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
|
614 |
else if Gear^.Hedgehog^.Gear <> nil then |
3441 | 615 |
begin |
9763 | 616 |
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
|
617 |
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h); |
3441 | 618 |
end; |
619 |
||
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 |
if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then |
3441 | 621 |
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
|
622 |
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then |
4365 | 623 |
Gear^.Hedgehog^.SpeechGear:= nil; |
3441 | 624 |
DeleteVisualGear(Gear) |
625 |
end; |
|
626 |
end; |
|
627 |
||
628 |
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
|
629 |
var realgear: PGear; |
3441 | 630 |
begin |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
631 |
|
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7808
diff
changeset
|
632 |
{$IFNDEF PAS2C} |
3441 | 633 |
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
|
634 |
{$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
|
635 |
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
|
636 |
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
|
637 |
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
|
638 |
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
|
639 |
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
|
640 |
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
|
641 |
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
|
642 |
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
|
643 |
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
|
644 |
end; |
3441 | 645 |
|
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
|
646 |
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
|
647 |
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
|
648 |
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
|
649 |
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
|
650 |
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
|
651 |
end; |
3441 | 652 |
|
5186 | 653 |
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
|
654 |
Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16); |
3441 | 655 |
|
656 |
Gear^.doStep:= @doStepSpeechBubbleWork; |
|
657 |
||
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
|
658 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h |
3441 | 659 |
end; |
660 |
||
661 |
//////////////////////////////////////////////////////////////////////////////// |
|
662 |
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword); |
|
663 |
begin |
|
664 |
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
|
665 |
DeleteVisualGear(Gear) |
3441 | 666 |
else |
667 |
begin |
|
668 |
dec(Gear^.Timer, Steps); |
|
669 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
5581 | 670 |
Gear^.X:= Gear^.X + Gear^.dX * Steps |
3441 | 671 |
end; |
672 |
end; |
|
673 |
||
674 |
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
|
675 |
begin |
|
4161 | 676 |
if round(Gear^.Y) - 10 < cWaterLine then |
3441 | 677 |
DeleteVisualGear(Gear) |
678 |
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
|
679 |
Gear^.Y:= Gear^.Y - 0.08 * Steps; |
3441 | 680 |
|
681 |
end; |
|
682 |
||
683 |
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword); |
|
684 |
var s: shortstring; |
|
685 |
begin |
|
686 |
s:= ''; |
|
687 |
||
688 |
str(Gear^.State, s); |
|
3459
c552aa44108d
hey sheepluva, how about just this? lets you have an anonymous one too.
nemo
parents:
3443
diff
changeset
|
689 |
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
|
690 |
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
|
691 |
else |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
changeset
|
692 |
Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16); |
3441 | 693 |
|
5578 | 694 |
Gear^.doStep:= @doStepHealthTagWork; |
5576 | 695 |
|
5596 | 696 |
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then |
3441 | 697 |
Gear^.doStep:= @doStepHealthTagWorkUnderWater; |
698 |
||
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
|
699 |
Gear^.Y:= Gear^.Y - Gear^.Tex^.h; |
3441 | 700 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
701 |
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
|
702 |
Gear^.doStep(Gear, Steps-1); |
3441 | 703 |
end; |
704 |
||
705 |
//////////////////////////////////////////////////////////////////////////////// |
|
706 |
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword); |
|
707 |
begin |
|
708 |
inc(Gear^.Timer, Steps ); |
|
709 |
if Gear^.Timer > 64 then |
|
710 |
begin |
|
3995
360332f8785f
SmokeTrace: animation got aborted before last animation frame was displayed
sheepluva
parents:
3994
diff
changeset
|
711 |
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
|
712 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
713 |
DeleteVisualGear(Gear); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
714 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
715 |
end; |
3441 | 716 |
dec(Gear^.State, Gear^.Timer div 65); |
717 |
Gear^.Timer:= Gear^.Timer mod 65; |
|
718 |
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
|
719 |
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps; |
3587 | 720 |
Gear^.X:= Gear^.X + Gear^.dX; |
3441 | 721 |
end; |
722 |
||
723 |
//////////////////////////////////////////////////////////////////////////////// |
|
724 |
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword); |
|
725 |
begin |
|
726 |
inc(Gear^.Timer, Steps); |
|
727 |
if Gear^.Timer > 75 then |
|
728 |
begin |
|
729 |
inc(Gear^.State, Gear^.Timer div 76); |
|
730 |
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
|
731 |
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
|
732 |
DeleteVisualGear(Gear); |
3441 | 733 |
end; |
734 |
end; |
|
735 |
||
736 |
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword); |
|
737 |
var i: LongWord; |
|
4473 | 738 |
gX,gY: LongInt; |
739 |
vg: PVisualGear; |
|
3441 | 740 |
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
|
741 |
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
|
742 |
gY:= round(Gear^.Y); |
8330 | 743 |
for i:= 0 to 31 do |
4473 | 744 |
begin |
745 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 746 |
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
|
747 |
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
|
748 |
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
|
749 |
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
|
750 |
end |
4473 | 751 |
end; |
3590 | 752 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart); |
753 |
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2); |
|
3441 | 754 |
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
|
755 |
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
|
756 |
Gear^.doStep(Gear, Steps-1); |
3441 | 757 |
end; |
758 |
||
759 |
||
760 |
//////////////////////////////////////////////////////////////////////////////// |
|
761 |
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
|
762 |
var maxMovement: LongInt; |
3441 | 763 |
begin |
764 |
||
765 |
inc(Gear^.Timer, Steps); |
|
766 |
if (Gear^.Timer and 5) = 0 then |
|
767 |
begin |
|
768 |
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250)); |
|
769 |
ShakeCamera(maxMovement); |
|
770 |
end; |
|
5804
98192121dc69
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
nemo
parents:
5803
diff
changeset
|
771 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
772 |
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
|
773 |
DeleteVisualGear(Gear); |
3441 | 774 |
end; |
775 |
||
776 |
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword); |
|
777 |
var i: LongWord; |
|
4473 | 778 |
gX,gY: LongInt; |
779 |
vg: PVisualGear; |
|
3441 | 780 |
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
|
781 |
//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
|
782 |
//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
|
783 |
//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
|
784 |
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
|
785 |
gY:= round(Gear^.Y); |
3441 | 786 |
AddVisualGear(gX, gY, vgtSmokeRing); |
8330 | 787 |
for i:= 0 to 46 do |
4473 | 788 |
begin |
789 |
vg:= AddVisualGear(gX, gY, vgtFire); |
|
8330 | 790 |
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
|
791 |
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
|
792 |
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
|
793 |
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
|
794 |
end |
4473 | 795 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
796 |
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
|
797 |
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
|
798 |
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
|
799 |
AddVisualGear(gX, gY, vgtExplPart2); |
3441 | 800 |
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
|
801 |
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
|
802 |
Gear^.doStep(Gear, Steps-1); |
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
803 |
|
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
804 |
{$IFNDEF PAS2C} |
8204 | 805 |
with mobileRecord do |
806 |
if (performRumble <> nil) and (not fastUntilLag) then |
|
807 |
performRumble(kSystemSoundID_Vibrate); |
|
8446
c18ba8726f5a
Fix sources so pas2c written in haskell could render them again
unc0rr
parents:
8330
diff
changeset
|
808 |
{$ENDIF} |
3441 | 809 |
end; |
3689 | 810 |
|
811 |
procedure doStepChunk(Gear: PVisualGear; Steps: Longword); |
|
812 |
begin |
|
813 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
814 |
||
815 |
Gear^.Y:= Gear^.Y + Gear^.dY * Steps; |
|
816 |
Gear^.dY:= Gear^.dY + cGravityf * Steps; |
|
817 |
||
818 |
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; |
|
819 |
||
5235
e30b06ffea3a
Skip droplets if plain splash is enabled, add a sanity check just in case.
nemo
parents:
5186
diff
changeset
|
820 |
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then |
3689 | 821 |
begin |
3699 | 822 |
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet); |
3689 | 823 |
DeleteVisualGear(Gear); |
824 |
end |
|
825 |
end; |
|
4327 | 826 |
|
827 |
//////////////////////////////////////////////////////////////////////////////// |
|
828 |
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword); |
|
829 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
830 |
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
|
831 |
DeleteVisualGear(Gear) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
832 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
833 |
dec(Gear^.FrameTicks, Steps); |
4327 | 834 |
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
|
835 |
|
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
|
836 |
//////////////////////////////////////////////////////////////////////////////// |
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
|
837 |
procedure doStepCircle(Gear: PVisualGear; Steps: Longword); |
4452 | 838 |
var tmp: LongInt; |
4421 | 839 |
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
|
840 |
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
|
841 |
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
|
842 |
if Frame <> 0 then |
4421 | 843 |
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
|
844 |
begin |
4421 | 845 |
inc(FrameTicks); |
846 |
if (FrameTicks mod Frame) = 0 then |
|
847 |
begin |
|
848 |
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
|
849 |
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
|
850 |
inc(tmp) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
851 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
852 |
dec(tmp); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
853 |
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
|
854 |
tdY:= 1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
855 |
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
|
856 |
tdY:= -1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
857 |
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
|
858 |
tmp := 255; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
859 |
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
|
860 |
tmp := 0; |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
861 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp) |
4421 | 862 |
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
|
863 |
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
|
864 |
end; |
5357
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
865 |
|
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
866 |
//////////////////////////////////////////////////////////////////////////////// |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
867 |
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword); |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
868 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
869 |
inc(Gear^.Timer, Steps); |
8330 | 870 |
|
6913 | 871 |
while Gear^.Timer >= 10 do |
872 |
begin |
|
873 |
dec(Gear^.Timer, 10); |
|
874 |
if WindBarWidth < Gear^.Tag then |
|
875 |
inc(WindBarWidth) |
|
876 |
else if WindBarWidth > Gear^.Tag then |
|
877 |
dec(WindBarWidth); |
|
878 |
end; |
|
879 |
if cWindspeedf > Gear^.dAngle then |
|
880 |
begin |
|
881 |
cWindspeedf := cWindspeedf - Gear^.Angle*Steps; |
|
882 |
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
883 |
end |
|
884 |
else if cWindspeedf < Gear^.dAngle then |
|
885 |
begin |
|
886 |
cWindspeedf := cWindspeedf + Gear^.Angle*Steps; |
|
887 |
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle; |
|
888 |
end; |
|
8330 | 889 |
|
890 |
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
|
891 |
DeleteVisualGear(Gear) |
ec36f3d53f3c
Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents:
5236
diff
changeset
|
892 |
end; |
5562 | 893 |
//////////////////////////////////////////////////////////////////////////////// |
894 |
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword); |
|
895 |
begin |
|
896 |
Gear^.X:= Gear^.X + Gear^.dX * Steps; |
|
897 |
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
|
898 |
|
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
899 |
Gear^.dY:= Gear^.dY + Gear^.tdY * Steps; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
900 |
Gear^.dX:= Gear^.dX + Gear^.tdX * Steps; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10355
diff
changeset
|
901 |
|
5562 | 902 |
if Gear^.FrameTicks <= Steps then |
903 |
DeleteVisualGear(Gear) |
|
904 |
else |
|
905 |
begin |
|
906 |
dec(Gear^.FrameTicks, Steps); |
|
8330 | 907 |
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then |
5562 | 908 |
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500) |
909 |
end |
|
910 |
end; |
|
911 |
||
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 |
//////////////////////////////////////////////////////////////////////////////// |
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 |
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
|
914 |
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
|
915 |
|
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
|
916 |
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
|
917 |
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
|
918 |
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
|
919 |
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
|
920 |
// 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
|
921 |
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
|
922 |
// toggle between orange and red every few ticks |
10298
7d5d93f9a515
make using the teleporter a bit less challenging
sheepluva
parents:
10251
diff
changeset
|
923 |
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
|
924 |
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
|
925 |
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
|
926 |
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
|
927 |
// fade out alpha |
10299 | 928 |
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
|
929 |
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
|
930 |
end; |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
931 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
932 |
const handlers: array[TVisualGearType] of TVGearStepProcedure = |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
933 |
( |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
934 |
@doStepFlake, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
935 |
@doStepCloud, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
936 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
937 |
@doStepExpl, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
938 |
@doStepFire, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
939 |
@doStepSmallDamage, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
940 |
@doStepTeamHealthSorter, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
941 |
@doStepSpeechBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
942 |
@doStepBubble, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
943 |
@doStepSteam, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
944 |
@doStepAmmo, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
945 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
946 |
@doStepSmoke, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
947 |
@doStepShell, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
948 |
@doStepDust, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
949 |
@doStepSplash, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
950 |
@doStepDroplet, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
951 |
@doStepSmokeRing, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
952 |
@doStepBeeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
953 |
@doStepEgg, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
954 |
@doStepFeather, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
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diff
changeset
|
955 |
@doStepHealthTag, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
956 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
957 |
@doStepSmokeTrace, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
958 |
@doStepExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
959 |
@doStepBigExplosion, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
960 |
@doStepChunk, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
961 |
@doStepNote, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
962 |
@doStepLineTrail, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
963 |
@doStepBulletHit, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
964 |
@doStepCircle, |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
965 |
@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
|
966 |
@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
|
967 |
@doStepNoPlaceWarn |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
968 |
); |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
969 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
970 |
procedure initModule; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
971 |
begin |
9960 | 972 |
doStepVGHandlers:= handlers |
9283
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
973 |
end; |
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
974 |
|
76e68c136a11
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
unc0rr
parents:
9080
diff
changeset
|
975 |
end. |