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1 (* |
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2 * Hedgewars, a free turn based strategy game |
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3 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com> |
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4 * |
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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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8 * |
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9 * This program is distributed in the hope that it will be useful, |
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10 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 * GNU General Public License for more details. |
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13 * |
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14 * You should have received a copy of the GNU General Public License |
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15 * along with this program; if not, write to the Free Software |
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16 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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17 *) |
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18 |
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19 {$INCLUDE "options.inc"} |
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20 |
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21 unit uVisualGearsList; |
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22 interface |
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23 uses uTypes; |
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24 |
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25 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline; |
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26 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline; |
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27 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear; |
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28 procedure DeleteVisualGear(Gear: PVisualGear); |
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29 function VisualGearByUID(uid : Longword) : PVisualGear; |
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30 |
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31 const |
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32 cExplFrameTicks = 110; |
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33 |
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34 var VGCounter: LongWord; |
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35 VisualGearLayers: array[0..6] of PVisualGear; |
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36 |
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37 implementation |
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38 uses uFloat, uVariables, uConsts, uTextures, uVisualGearsHandlers; |
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39 |
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40 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline; |
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41 begin |
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42 AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false); |
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43 end; |
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44 |
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45 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline; |
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46 begin |
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47 AddVisualGear:= AddVisualGear(X, Y, Kind, State, false); |
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48 end; |
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49 |
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50 function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear; |
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51 var gear: PVisualGear; |
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52 t: Longword; |
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53 sp: real; |
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54 begin |
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55 AddVisualGear:= nil; |
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56 if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now |
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57 ((Kind <> vgtCloud) and (not Critical)) then |
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58 exit; |
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59 |
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60 if ((cReducedQuality and rqAntiBoom) <> 0) and |
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61 (not Critical) and |
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62 (not (Kind in |
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63 [vgtTeamHealthSorter, |
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64 vgtSmallDamageTag, |
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65 vgtSpeechBubble, |
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66 vgtHealthTag, |
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67 vgtExplosion, |
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68 vgtSmokeTrace, |
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69 vgtEvilTrace, |
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70 vgtNote, |
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71 vgtSmoothWindBar])) then |
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72 |
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73 exit; |
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74 |
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75 inc(VGCounter); |
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76 New(gear); |
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77 FillChar(gear^, sizeof(TVisualGear), 0); |
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78 gear^.X:= real(X); |
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79 gear^.Y:= real(Y); |
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80 gear^.Kind := Kind; |
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81 gear^.doStep:= doStepHandlers[Kind]; |
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82 gear^.State:= 0; |
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83 gear^.Tint:= $FFFFFFFF; |
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84 gear^.uid:= VGCounter; |
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85 gear^.Layer:= 0; |
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86 |
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87 with gear^ do |
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88 case Kind of |
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89 vgtFlake: |
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90 begin |
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91 Timer:= 0; |
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92 tdX:= 0; |
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93 tdY:= 0; |
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94 Scale:= 1.0; |
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95 if SuddenDeathDmg then |
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96 begin |
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97 FrameTicks:= random(vobSDFrameTicks); |
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98 Frame:= random(vobSDFramesCount); |
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99 end |
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100 else |
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101 begin |
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102 FrameTicks:= random(vobFrameTicks); |
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103 Frame:= random(vobFramesCount); |
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104 end; |
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105 Angle:= random(360); |
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106 dx:= 0.0000038654705 * random(10000); |
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107 dy:= 0.000003506096 * random(7000); |
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108 if random(2) = 0 then |
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109 dx := -dx; |
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110 if SuddenDeathDmg then |
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111 dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000 |
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112 else |
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113 dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000 |
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114 end; |
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115 vgtCloud: |
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116 begin |
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117 Frame:= random(4); |
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118 dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind |
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119 timer:= random(4096); |
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120 Scale:= 1.0 |
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121 end; |
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122 vgtExplPart, |
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123 vgtExplPart2: |
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124 begin |
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125 t:= random(1024); |
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126 sp:= 0.001 * (random(95) + 70); |
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127 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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128 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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129 if random(2) = 0 then |
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130 dx := -dx; |
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131 if random(2) = 0 then |
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132 dy := -dy; |
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133 Frame:= 7 - random(3); |
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134 FrameTicks:= cExplFrameTicks |
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135 end; |
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136 vgtFire: |
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137 begin |
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138 t:= random(1024); |
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139 sp:= 0.001 * (random(85) + 95); |
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140 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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141 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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142 if random(2) = 0 then |
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143 dx := -dx; |
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144 if random(2) = 0 then |
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145 dy := -dy; |
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146 FrameTicks:= 650 + random(250); |
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147 Frame:= random(8) |
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148 end; |
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149 vgtEgg: |
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150 begin |
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151 t:= random(1024); |
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152 sp:= 0.001 * (random(85) + 95); |
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153 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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154 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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155 if random(2) = 0 then |
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156 dx := -dx; |
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157 if random(2) = 0 then |
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158 dy := -dy; |
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159 FrameTicks:= 650 + random(250); |
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160 Frame:= 1 |
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161 end; |
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162 vgtShell: FrameTicks:= 500; |
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163 vgtSmallDamageTag: |
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164 begin |
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165 gear^.FrameTicks:= 1100 |
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166 end; |
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167 vgtBubble: |
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168 begin |
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169 dx:= 0.0000038654705 * random(10000); |
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170 dy:= 0; |
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171 if random(2) = 0 then |
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172 dx := -dx; |
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173 FrameTicks:= 250 + random(1751); |
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174 Frame:= random(5) |
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175 end; |
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176 vgtSteam: |
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177 begin |
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178 dx:= 0.0000038654705 * random(10000); |
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179 dy:= 0.001 * (random(85) + 95); |
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180 if random(2) = 0 then |
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181 dx := -dx; |
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182 Frame:= 7 - random(3); |
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183 FrameTicks:= cExplFrameTicks * 2; |
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184 end; |
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185 vgtAmmo: |
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186 begin |
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187 alpha:= 1.0; |
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188 scale:= 1.0 |
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189 end; |
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190 vgtSmokeWhite, |
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191 vgtSmoke: |
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192 begin |
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193 Scale:= 1.0; |
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194 dx:= 0.0002 * (random(45) + 10); |
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195 dy:= 0.0002 * (random(45) + 10); |
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196 if random(2) = 0 then |
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197 dx := -dx; |
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198 Frame:= 7 - random(2); |
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199 FrameTicks:= cExplFrameTicks * 2; |
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200 end; |
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201 vgtDust: |
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202 begin |
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203 dx:= 0.005 * (random(15) + 10); |
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204 dy:= 0.001 * (random(40) + 20); |
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205 if random(2) = 0 then dx := -dx; |
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206 if random(2) = 0 then Tag:= 1 |
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207 else Tag:= -1; |
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208 Frame:= 7 - random(2); |
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209 FrameTicks:= random(20) + 15; |
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210 end; |
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211 vgtSplash: |
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212 begin |
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213 dx:= 0; |
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214 dy:= 0; |
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215 FrameTicks:= 740; |
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216 Frame:= 19; |
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217 Scale:= 0.75; |
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218 Timer:= 1; |
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219 end; |
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220 vgtDroplet: |
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221 begin |
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222 dx:= 0.001 * (random(180) - 90); |
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223 dy:= -0.001 * (random(160) + 40); |
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224 FrameTicks:= 250 + random(1751); |
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225 Frame:= random(3) |
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226 end; |
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227 vgtBeeTrace: |
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228 begin |
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229 FrameTicks:= 1000; |
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230 Frame:= random(16); |
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231 end; |
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232 vgtSmokeRing: |
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233 begin |
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234 dx:= 0; |
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235 dy:= 0; |
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236 FrameTicks:= 600; |
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237 Timer:= 0; |
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238 Frame:= 0; |
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239 scale:= 0.6; |
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240 alpha:= 1; |
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241 angle:= random(360); |
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242 end; |
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243 vgtFeather: |
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244 begin |
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245 t:= random(1024); |
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246 sp:= 0.001 * (random(85) + 95); |
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247 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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248 dy:= hwFloat2Float(AngleCos(t)) * sp; |
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249 if random(2) = 0 then |
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250 dx := -dx; |
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251 if random(2) = 0 then |
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252 dy := -dy; |
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253 FrameTicks:= 650 + random(250); |
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254 Frame:= 1 |
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255 end; |
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256 vgtHealthTag: |
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257 begin |
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258 Frame:= 0; |
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259 Timer:= 1500; |
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260 dY:= -0.08; |
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261 dX:= 0; |
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262 //gear^.Z:= 2002; |
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263 end; |
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264 vgtSmokeTrace, |
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265 vgtEvilTrace: |
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266 begin |
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267 gear^.X:= gear^.X - 16; |
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268 gear^.Y:= gear^.Y - 16; |
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269 gear^.State:= 8; |
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270 //gear^.Z:= cSmokeZ |
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271 end; |
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272 vgtBigExplosion: |
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273 begin |
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274 gear^.Angle:= random(360); |
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275 end; |
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276 vgtChunk: |
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277 begin |
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278 gear^.Frame:= random(4); |
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279 t:= random(1024); |
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280 sp:= 0.001 * (random(85) + 47); |
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281 dx:= hwFloat2Float(AngleSin(t)) * sp; |
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282 dy:= hwFloat2Float(AngleCos(t)) * sp * -2; |
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283 if random(2) = 0 then |
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284 dx := -dx; |
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285 end; |
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286 vgtNote: |
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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 |
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291 dx := -dx; |
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292 Frame:= random(4); |
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293 FrameTicks:= random(2000) + 1500; |
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294 end; |
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295 vgtBulletHit: |
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296 begin |
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297 dx:= 0; |
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298 dy:= 0; |
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299 FrameTicks:= 350; |
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300 Frame:= 7; |
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301 Angle:= 0; |
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302 end; |
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303 vgtSmoothWindBar: |
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304 begin |
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305 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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306 Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed); |
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307 end; |
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308 vgtStraightShot: |
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309 begin |
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310 Angle:= 0; |
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311 Scale:= 1.0; |
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312 dx:= 0.001 * random(45); |
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313 dy:= 0.001 * (random(20) + 25); |
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314 State:= ord(sprHealth); |
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315 if random(2) = 0 then |
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316 dx := -dx; |
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317 Frame:= 0; |
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318 FrameTicks:= random(750) + 1250; |
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319 State:= ord(sprSnowDust); |
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320 end; |
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321 end; |
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322 |
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323 if State <> 0 then |
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324 gear^.State:= State; |
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325 |
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326 case Gear^.Kind of |
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327 vgtFlake: if cFlattenFlakes then |
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328 gear^.Layer:= 0 |
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329 else if random(3) = 0 then |
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330 begin |
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331 gear^.Scale:= 0.5; |
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332 gear^.Layer:= 0 // 33% - far back |
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333 end |
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334 else if random(3) = 0 then |
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335 begin |
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336 gear^.Scale:= 0.8; |
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337 gear^.Layer:= 4 // 22% - mid-distance |
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338 end |
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339 else if random(3) <> 0 then |
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340 gear^.Layer:= 5 // 30% - just behind land |
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341 else if random(2) = 0 then |
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342 gear^.Layer:= 6 // 7% - just in front of land |
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343 else |
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344 begin |
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345 gear^.Scale:= 1.5; |
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346 gear^.Layer:= 2; // 7% - close up |
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347 end; |
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348 |
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349 vgtCloud: if cFlattenClouds then gear^.Layer:= 5 |
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350 else if random(3) = 0 then |
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351 begin |
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352 gear^.Scale:= 0.25; |
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353 gear^.Layer:= 0 |
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354 end |
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355 else if random(2) = 0 then |
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356 gear^.Layer:= 5 |
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357 else |
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358 begin |
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359 gear^.Scale:= 0.4; |
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360 gear^.Layer:= 4 |
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361 end; |
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362 |
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363 // 0: this layer is very distant in the background when in stereo |
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364 vgtTeamHealthSorter, |
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365 vgtSmoothWindBar: gear^.Layer:= 0; |
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366 |
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367 |
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368 // 1: this layer is on the land level (which is close but behind the screen plane) when stereo |
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369 vgtSmokeTrace, |
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370 vgtEvilTrace, |
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371 vgtLineTrail, |
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372 vgtSmoke, |
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373 vgtSmokeWhite, |
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374 vgtDust, |
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375 vgtFire, |
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376 vgtSplash, |
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377 vgtDroplet, |
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378 vgtBubble: gear^.Layer:= 1; |
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379 |
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380 // 3: this layer is on the screen plane (depth = 0) when stereo |
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381 vgtSpeechBubble, |
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382 vgtSmallDamageTag, |
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383 vgtHealthTag, |
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384 vgtStraightShot, |
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385 vgtChunk: gear^.Layer:= 3; |
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386 |
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387 // 2: this layer is outside the screen when stereo |
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388 vgtExplosion, |
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389 vgtBigExplosion, |
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390 vgtExplPart, |
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391 vgtExplPart2, |
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392 vgtSteam, |
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393 vgtAmmo, |
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394 vgtShell, |
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395 vgtFeather, |
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396 vgtEgg, |
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397 vgtBeeTrace, |
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398 vgtSmokeRing, |
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399 vgtNote, |
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400 vgtBulletHit, |
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401 vgtCircle: gear^.Layer:= 2 |
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402 end; |
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403 |
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404 if VisualGearLayers[gear^.Layer] <> nil then |
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405 begin |
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406 VisualGearLayers[gear^.Layer]^.PrevGear:= gear; |
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407 gear^.NextGear:= VisualGearLayers[gear^.Layer] |
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408 end; |
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409 VisualGearLayers[gear^.Layer]:= gear; |
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410 |
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411 AddVisualGear:= gear; |
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412 end; |
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413 |
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414 procedure DeleteVisualGear(Gear: PVisualGear); |
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415 begin |
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416 FreeTexture(Gear^.Tex); |
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417 Gear^.Tex:= nil; |
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418 |
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419 if Gear^.NextGear <> nil then |
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420 Gear^.NextGear^.PrevGear:= Gear^.PrevGear; |
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421 if Gear^.PrevGear <> nil then |
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422 Gear^.PrevGear^.NextGear:= Gear^.NextGear |
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423 else |
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424 VisualGearLayers[Gear^.Layer]:= Gear^.NextGear; |
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425 |
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426 if lastVisualGearByUID = Gear then |
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427 lastVisualGearByUID:= nil; |
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428 |
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429 Dispose(Gear); |
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430 end; |
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431 |
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432 function VisualGearByUID(uid : Longword) : PVisualGear; |
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433 var vg: PVisualGear; |
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434 i: LongWord; |
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435 begin |
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436 VisualGearByUID:= nil; |
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437 if uid = 0 then |
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438 exit; |
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439 if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then |
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440 begin |
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441 VisualGearByUID:= lastVisualGearByUID; |
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442 exit |
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443 end; |
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444 // search in an order that is more likely to return layers they actually use. Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want |
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445 for i:= 2 to 5 do |
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446 begin |
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447 vg:= VisualGearLayers[i mod 4]; |
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448 while vg <> nil do |
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449 begin |
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450 if vg^.uid = uid then |
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451 begin |
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452 lastVisualGearByUID:= vg; |
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453 VisualGearByUID:= vg; |
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454 exit |
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455 end; |
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456 vg:= vg^.NextGear |
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457 end |
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458 end |
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459 end; |
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460 |
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461 |
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462 end. |