81 end |
66 end |
82 end; |
67 end; |
83 |
68 |
84 |
69 |
85 // ================================================================== |
70 // ================================================================== |
86 |
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87 // ================================================================== |
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88 const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure = |
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89 ( |
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90 @doStepFlake, |
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91 @doStepCloud, |
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92 @doStepExpl, |
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93 @doStepExpl, |
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94 @doStepFire, |
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95 @doStepSmallDamage, |
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96 @doStepTeamHealthSorter, |
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97 @doStepSpeechBubble, |
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98 @doStepBubble, |
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99 @doStepSteam, |
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100 @doStepAmmo, |
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101 @doStepSmoke, |
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102 @doStepSmoke, |
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103 @doStepShell, |
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104 @doStepDust, |
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105 @doStepSplash, |
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106 @doStepDroplet, |
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107 @doStepSmokeRing, |
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108 @doStepBeeTrace, |
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109 @doStepEgg, |
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110 @doStepFeather, |
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111 @doStepHealthTag, |
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112 @doStepSmokeTrace, |
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113 @doStepSmokeTrace, |
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114 @doStepExplosion, |
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115 @doStepBigExplosion, |
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116 @doStepChunk, |
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117 @doStepNote, |
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118 @doStepLineTrail, |
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119 @doStepBulletHit, |
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120 @doStepCircle, |
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121 @doStepSmoothWindBar, |
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122 @doStepStraightShot |
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123 ); |
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124 |
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125 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline; |
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126 begin |
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127 AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false); |
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128 end; |
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129 |
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130 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline; |
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131 begin |
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132 AddVisualGear:= AddVisualGear(X, Y, Kind, State, false); |
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133 end; |
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134 |
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135 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear; |
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136 var gear: PVisualGear; |
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137 t: Longword; |
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138 sp: real; |
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139 begin |
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140 AddVisualGear:= nil; |
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141 if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now |
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142 ((Kind <> vgtCloud) and (not Critical)) then |
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143 exit; |
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144 |
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145 if ((cReducedQuality and rqAntiBoom) <> 0) and |
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146 (not Critical) and |
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147 (not (Kind in |
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148 [vgtTeamHealthSorter, |
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149 vgtSmallDamageTag, |
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150 vgtSpeechBubble, |
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151 vgtHealthTag, |
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152 vgtExplosion, |
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153 vgtSmokeTrace, |
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154 vgtEvilTrace, |
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155 vgtNote, |
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156 vgtSmoothWindBar])) then |
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157 |
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158 exit; |
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159 |
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160 inc(VGCounter); |
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161 New(gear); |
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162 FillChar(gear^, sizeof(TVisualGear), 0); |
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163 gear^.X:= real(X); |
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164 gear^.Y:= real(Y); |
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165 gear^.Kind := Kind; |
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166 gear^.doStep:= doStepHandlers[Kind]; |
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167 gear^.State:= 0; |
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168 gear^.Tint:= $FFFFFFFF; |
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169 gear^.uid:= VGCounter; |
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170 gear^.Layer:= 0; |
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171 |
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172 with gear^ do |
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173 case Kind of |
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174 vgtFlake: |
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175 begin |
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176 Timer:= 0; |
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177 tdX:= 0; |
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178 tdY:= 0; |
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179 Scale:= 1.0; |
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180 if SuddenDeathDmg then |
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181 begin |
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182 FrameTicks:= random(vobSDFrameTicks); |
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183 Frame:= random(vobSDFramesCount); |
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184 end |
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185 else |
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186 begin |
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187 FrameTicks:= random(vobFrameTicks); |
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188 Frame:= random(vobFramesCount); |
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189 end; |
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190 Angle:= random(360); |
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191 dx:= 0.0000038654705 * random(10000); |
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192 dy:= 0.000003506096 * random(7000); |
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193 if random(2) = 0 then |
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194 dx := -dx; |
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195 if SuddenDeathDmg then |
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196 dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000 |
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197 else |
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198 dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000 |
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199 end; |
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200 vgtCloud: |
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201 begin |
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202 Frame:= random(4); |
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203 dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind |
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204 timer:= random(4096); |
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205 Scale:= 1.0 |
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206 end; |
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207 vgtExplPart, |
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208 vgtExplPart2: |
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209 begin |
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210 t:= random(1024); |
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211 sp:= 0.001 * (random(95) + 70); |
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212 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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213 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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214 if random(2) = 0 then |
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215 dx := -dx; |
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216 if random(2) = 0 then |
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217 dy := -dy; |
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218 Frame:= 7 - random(3); |
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219 FrameTicks:= cExplFrameTicks |
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220 end; |
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221 vgtFire: |
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222 begin |
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223 t:= random(1024); |
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224 sp:= 0.001 * (random(85) + 95); |
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225 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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226 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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227 if random(2) = 0 then |
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228 dx := -dx; |
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229 if random(2) = 0 then |
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230 dy := -dy; |
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231 FrameTicks:= 650 + random(250); |
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232 Frame:= random(8) |
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233 end; |
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234 vgtEgg: |
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235 begin |
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236 t:= random(1024); |
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237 sp:= 0.001 * (random(85) + 95); |
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238 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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239 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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240 if random(2) = 0 then |
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241 dx := -dx; |
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242 if random(2) = 0 then |
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243 dy := -dy; |
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244 FrameTicks:= 650 + random(250); |
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245 Frame:= 1 |
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246 end; |
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247 vgtShell: FrameTicks:= 500; |
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248 vgtSmallDamageTag: |
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249 begin |
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250 gear^.FrameTicks:= 1100 |
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251 end; |
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252 vgtBubble: |
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253 begin |
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254 dx:= 0.0000038654705 * random(10000); |
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255 dy:= 0; |
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256 if random(2) = 0 then |
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257 dx := -dx; |
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258 FrameTicks:= 250 + random(1751); |
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259 Frame:= random(5) |
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260 end; |
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261 vgtSteam: |
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262 begin |
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263 dx:= 0.0000038654705 * random(10000); |
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264 dy:= 0.001 * (random(85) + 95); |
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265 if random(2) = 0 then |
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266 dx := -dx; |
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267 Frame:= 7 - random(3); |
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268 FrameTicks:= cExplFrameTicks * 2; |
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269 end; |
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270 vgtAmmo: |
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271 begin |
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272 alpha:= 1.0; |
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273 scale:= 1.0 |
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274 end; |
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275 vgtSmokeWhite, |
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276 vgtSmoke: |
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277 begin |
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278 Scale:= 1.0; |
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279 dx:= 0.0002 * (random(45) + 10); |
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280 dy:= 0.0002 * (random(45) + 10); |
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281 if random(2) = 0 then |
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282 dx := -dx; |
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283 Frame:= 7 - random(2); |
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284 FrameTicks:= cExplFrameTicks * 2; |
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285 end; |
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286 vgtDust: |
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287 begin |
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288 dx:= 0.005 * (random(15) + 10); |
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289 dy:= 0.001 * (random(40) + 20); |
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290 if random(2) = 0 then dx := -dx; |
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291 if random(2) = 0 then Tag:= 1 |
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292 else Tag:= -1; |
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293 Frame:= 7 - random(2); |
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294 FrameTicks:= random(20) + 15; |
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295 end; |
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296 vgtSplash: |
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297 begin |
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298 dx:= 0; |
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299 dy:= 0; |
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300 FrameTicks:= 740; |
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301 Frame:= 19; |
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302 Scale:= 0.75; |
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303 Timer:= 1; |
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304 end; |
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305 vgtDroplet: |
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306 begin |
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307 dx:= 0.001 * (random(180) - 90); |
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308 dy:= -0.001 * (random(160) + 40); |
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309 FrameTicks:= 250 + random(1751); |
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310 Frame:= random(3) |
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311 end; |
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312 vgtBeeTrace: |
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313 begin |
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314 FrameTicks:= 1000; |
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315 Frame:= random(16); |
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316 end; |
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317 vgtSmokeRing: |
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318 begin |
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319 dx:= 0; |
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320 dy:= 0; |
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321 FrameTicks:= 600; |
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322 Timer:= 0; |
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323 Frame:= 0; |
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324 scale:= 0.6; |
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325 alpha:= 1; |
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326 angle:= random(360); |
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327 end; |
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328 vgtFeather: |
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329 begin |
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330 t:= random(1024); |
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331 sp:= 0.001 * (random(85) + 95); |
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332 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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333 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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334 if random(2) = 0 then |
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335 dx := -dx; |
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336 if random(2) = 0 then |
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337 dy := -dy; |
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338 FrameTicks:= 650 + random(250); |
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339 Frame:= 1 |
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340 end; |
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341 vgtHealthTag: |
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342 begin |
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343 Frame:= 0; |
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344 Timer:= 1500; |
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345 dY:= -0.08; |
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346 dX:= 0; |
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347 //gear^.Z:= 2002; |
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348 end; |
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349 vgtSmokeTrace, |
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350 vgtEvilTrace: |
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351 begin |
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352 gear^.X:= gear^.X - 16; |
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353 gear^.Y:= gear^.Y - 16; |
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354 gear^.State:= 8; |
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355 //gear^.Z:= cSmokeZ |
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356 end; |
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357 vgtBigExplosion: |
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358 begin |
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359 gear^.Angle:= random(360); |
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360 end; |
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361 vgtChunk: |
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362 begin |
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363 gear^.Frame:= random(4); |
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364 t:= random(1024); |
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365 sp:= 0.001 * (random(85) + 47); |
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366 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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367 dy:= hwFloat2Float(AngleCos(t)) * sp * -2; |
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368 if random(2) = 0 then |
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369 dx := -dx; |
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370 end; |
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371 vgtNote: |
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372 begin |
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373 dx:= 0.005 * (random(15) + 10); |
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374 dy:= -0.001 * (random(40) + 20); |
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375 if random(2) = 0 then |
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376 dx := -dx; |
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377 Frame:= random(4); |
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378 FrameTicks:= random(2000) + 1500; |
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379 end; |
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380 vgtBulletHit: |
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381 begin |
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382 dx:= 0; |
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383 dy:= 0; |
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384 FrameTicks:= 350; |
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385 Frame:= 7; |
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386 Angle:= 0; |
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387 end; |
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388 vgtSmoothWindBar: |
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389 begin |
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390 Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change |
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391 Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed); |
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392 end; |
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393 vgtStraightShot: |
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394 begin |
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395 Angle:= 0; |
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396 Scale:= 1.0; |
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397 dx:= 0.001 * random(45); |
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398 dy:= 0.001 * (random(20) + 25); |
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399 State:= ord(sprHealth); |
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400 if random(2) = 0 then |
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401 dx := -dx; |
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402 Frame:= 0; |
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403 FrameTicks:= random(750) + 1250; |
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404 State:= ord(sprSnowDust); |
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405 end; |
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406 end; |
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407 |
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408 if State <> 0 then |
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409 gear^.State:= State; |
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410 |
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411 case Gear^.Kind of |
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412 vgtFlake: if cFlattenFlakes then |
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413 gear^.Layer:= 0 |
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414 else if random(3) = 0 then |
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415 begin |
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416 gear^.Scale:= 0.5; |
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417 gear^.Layer:= 0 // 33% - far back |
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418 end |
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419 else if random(3) = 0 then |
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420 begin |
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421 gear^.Scale:= 0.8; |
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422 gear^.Layer:= 4 // 22% - mid-distance |
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423 end |
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424 else if random(3) <> 0 then |
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425 gear^.Layer:= 5 // 30% - just behind land |
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426 else if random(2) = 0 then |
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427 gear^.Layer:= 6 // 7% - just in front of land |
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428 else |
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429 begin |
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430 gear^.Scale:= 1.5; |
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431 gear^.Layer:= 2; // 7% - close up |
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432 end; |
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433 |
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434 vgtCloud: if cFlattenClouds then gear^.Layer:= 5 |
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435 else if random(3) = 0 then |
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436 begin |
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437 gear^.Scale:= 0.25; |
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438 gear^.Layer:= 0 |
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439 end |
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440 else if random(2) = 0 then |
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441 gear^.Layer:= 5 |
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442 else |
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443 begin |
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444 gear^.Scale:= 0.4; |
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445 gear^.Layer:= 4 |
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446 end; |
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447 |
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448 // 0: this layer is very distant in the background when in stereo |
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449 vgtTeamHealthSorter, |
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450 vgtSmoothWindBar: gear^.Layer:= 0; |
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451 |
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452 |
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453 // 1: this layer is on the land level (which is close but behind the screen plane) when stereo |
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454 vgtSmokeTrace, |
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455 vgtEvilTrace, |
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456 vgtLineTrail, |
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457 vgtSmoke, |
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458 vgtSmokeWhite, |
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459 vgtDust, |
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460 vgtFire, |
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461 vgtSplash, |
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462 vgtDroplet, |
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463 vgtBubble: gear^.Layer:= 1; |
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464 |
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465 // 3: this layer is on the screen plane (depth = 0) when stereo |
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466 vgtSpeechBubble, |
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467 vgtSmallDamageTag, |
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468 vgtHealthTag, |
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469 vgtStraightShot, |
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470 vgtChunk: gear^.Layer:= 3; |
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471 |
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472 // 2: this layer is outside the screen when stereo |
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473 vgtExplosion, |
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474 vgtBigExplosion, |
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475 vgtExplPart, |
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476 vgtExplPart2, |
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477 vgtSteam, |
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478 vgtAmmo, |
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479 vgtShell, |
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480 vgtFeather, |
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481 vgtEgg, |
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482 vgtBeeTrace, |
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483 vgtSmokeRing, |
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484 vgtNote, |
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485 vgtBulletHit, |
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486 vgtCircle: gear^.Layer:= 2 |
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487 end; |
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488 |
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489 if VisualGearLayers[gear^.Layer] <> nil then |
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490 begin |
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491 VisualGearLayers[gear^.Layer]^.PrevGear:= gear; |
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492 gear^.NextGear:= VisualGearLayers[gear^.Layer] |
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493 end; |
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494 VisualGearLayers[gear^.Layer]:= gear; |
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495 |
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496 AddVisualGear:= gear; |
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497 end; |
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498 |
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499 procedure DeleteVisualGear(Gear: PVisualGear); |
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500 begin |
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501 FreeTexture(Gear^.Tex); |
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502 Gear^.Tex:= nil; |
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503 |
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504 if Gear^.NextGear <> nil then |
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505 Gear^.NextGear^.PrevGear:= Gear^.PrevGear; |
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506 if Gear^.PrevGear <> nil then |
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507 Gear^.PrevGear^.NextGear:= Gear^.NextGear |
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508 else |
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509 VisualGearLayers[Gear^.Layer]:= Gear^.NextGear; |
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510 |
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511 if lastVisualGearByUID = Gear then |
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512 lastVisualGearByUID:= nil; |
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513 |
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514 Dispose(Gear); |
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515 end; |
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516 |
71 |
517 procedure ProcessVisualGears(Steps: Longword); |
72 procedure ProcessVisualGears(Steps: Longword); |
518 var Gear, t: PVisualGear; |
73 var Gear, t: PVisualGear; |
519 i: LongWord; |
74 i: LongWord; |
520 begin |
75 begin |