Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
There is probably some better way to do this. Weapons still need fixing.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2008 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uVisualGears;
interface
uses uConsts, uFloat, Math, GLunit;
type PVisualGear = ^TVisualGear;
TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
TVisualGear = record
NextGear, PrevGear: PVisualGear;
Frame,
FrameTicks: Longword;
X : float;
Y : float;
dX: float;
dY: float;
tdX: float;
tdY: float;
State : Longword;
Timer: Longword;
Angle, dAngle: real;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
Tex: PTexture;
alpha, scale: GLfloat;
Hedgehog: pointer;
Text: shortstring;
Tint: Longword;
end;
procedure initModule;
procedure freeModule;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
procedure AddClouds;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var VisualGearsList: PVisualGear;
vobFrameTicks, vobFramesCount, vobCount: Longword;
vobVelocity, vobFallSpeed: LongInt;
implementation
uses uWorld, uMisc, uStore, uTeams, uSound;
const cExplFrameTicks = 110;
{$INCLUDE "VGSHandlers.inc"}
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
Gear: PVisualGear;
begin
if cAltDamage then
begin
Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
if Gear <> nil then
with Gear^ do
begin
str(Damage, s);
Tex:= RenderStringTex(s, Color, fntSmall);
end
end
end;
// ==================================================================
// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepAmmo,
@doStepSmoke,
@doStepSmoke,
@doStepHealth,
@doStepShell,
@doStepDust,
@doStepSplash,
@doStepDroplet,
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
@doStepFeather,
@doStepHealthTag,
@doStepSmokeTrace,
@doStepSmokeTrace,
@doStepExplosion,
@doStepBigExplosion,
@doStepChunk,
@doStepNote
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0): PVisualGear;
var gear: PVisualGear;
t: Longword;
sp: float;
begin
if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we are scrolling now
if Kind <> vgtCloud then
begin
AddVisualGear:= nil;
exit
end;
if ((cReducedQuality and rqFancyBoom) <> 0) and
not (Kind in
[vgtTeamHealthSorter,
vgtSmallDamageTag,
vgtSpeechBubble,
vgtHealthTag,
vgtExplosion,
vgtSmokeTrace,
vgtEvilTrace,
vgtNote]) then
begin
AddVisualGear:= nil;
exit
end;
New(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= float(X);
gear^.Y:= float(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
gear^.State:= 0;
gear^.Tint:= $FFFFFFFF;
with gear^ do
case Kind of
vgtFlake: begin
Timer:= 0;
tdX:= 0;
tdY:= 0;
FrameTicks:= random(vobFrameTicks);
Frame:= random(vobFramesCount);
Angle:= random * 360;
dx:= 0.0000038654705 * random(10000);
dy:= 0.000003506096 * random(7000);
if random(2) = 0 then dx := -dx;
dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
end;
vgtCloud: begin
Frame:= random(4);
dx:= 0.000005 * random(10000);
if random(2) = 0 then dx := -dx;
timer:= random(4096);
end;
vgtExplPart,
vgtExplPart2: begin
t:= random(1024);
sp:= 0.001 * (random(95) + 70);
dx:= AngleSin(t).QWordValue/4294967296 * sp;
dy:= AngleCos(t).QWordValue/4294967296 * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks
end;
vgtFire: begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= AngleSin(t).QWordValue/4294967296 * sp;
dy:= AngleCos(t).QWordValue/4294967296 * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= random(8)
end;
vgtEgg: begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= AngleSin(t).QWordValue/4294967296 * sp;
dy:= AngleCos(t).QWordValue/4294967296 * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtShell: FrameTicks:= 500;
vgtSmallDamageTag: begin
gear^.FrameTicks:= 1100
end;
vgtBubble: begin
dx:= 0.0000038654705 * random(10000);
dy:= 0;
if random(2) = 0 then dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(5)
end;
vgtSteam: begin
dx:= 0.0000038654705 * random(10000);
dy:= 0.001 * (random(85) + 95);
if random(2) = 0 then dx := -dx;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtAmmo: begin
alpha:= 1.0;
scale:= 1.0
end;
vgtSmokeWhite,
vgtSmoke: begin
dx:= 0.0002 * (random(45) + 10);
dy:= 0.0002 * (random(45) + 10);
if random(2) = 0 then dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtHealth: begin
dx:= 0.001 * random(45);
dy:= 0.001 * (random(20) + 25);
if random(2) = 0 then dx := -dx;
Frame:= 0;
FrameTicks:= random(750) + 1250;
end;
vgtDust: begin
dx:= 0.005 * (random(15) + 10);
dy:= 0.001 * (random(40) + 20);
if random(2) = 0 then dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= random(20) + 15;
end;
vgtSplash: begin
dx:= 0;
dy:= 0;
FrameTicks:= 740;
Frame:= 19;
end;
vgtDroplet: begin
dx:= 0.001 * (random(75) + 15);
dy:= -0.001 * (random(80) + 120);
if random(2) = 0 then dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(3)
end;
vgtBeeTrace: begin
FrameTicks:= 1000;
Frame:= random(16);
end;
vgtSmokeRing: begin
dx:= 0;
dy:= 0;
FrameTicks:= 600;
Timer:= 0;
Frame:= 0;
scale:= 0.6;
alpha:= 1;
angle:= random(360);
end;
vgtFeather: begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= AngleSin(t).QWordValue/4294967296 * sp;
dy:= AngleCos(t).QWordValue/4294967296 * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtHealthTag: begin
gear^.Timer:= 1500;
//gear^.Z:= 2002;
end;
vgtSmokeTrace,
vgtEvilTrace: begin
gear^.X:= gear^.X - 16;
gear^.Y:= gear^.Y - 16;
gear^.State:= 8;
//gear^.Z:= cSmokeZ
end;
vgtBigExplosion: begin
gear^.Angle:= random(360);
end;
vgtChunk: begin
gear^.Frame:= random(4);
t:= random(1024);
sp:= 0.001 * (random(85) + 47);
dx:= AngleSin(t).QWordValue/4294967296 * sp;
dy:= AngleCos(t).QWordValue/4294967296 * sp * -2;
if random(2) = 0 then dx := -dx;
end;
vgtNote: begin
dx:= 0.005 * (random(15) + 10);
dy:= -0.001 * (random(40) + 20);
if random(2) = 0 then dx := -dx;
Frame:= random(4);
FrameTicks:= random(2000) + 1500;
end;
end;
if State <> 0 then gear^.State:= State;
if VisualGearsList <> nil then
begin
VisualGearsList^.PrevGear:= gear;
gear^.NextGear:= VisualGearsList
end;
VisualGearsList:= gear;
AddVisualGear:= gear;
end;
procedure DeleteVisualGear(Gear: PVisualGear);
begin
if Gear^.Tex <> nil then
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil;
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
else VisualGearsList:= Gear^.NextGear;
Dispose(Gear);
end;
procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
begin
if Steps = 0 then exit;
t:= VisualGearsList;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end
end;
procedure KickFlakes(Radius, X, Y: LongInt);
var Gear, t: PVisualGear;
dmg: LongInt;
begin
if (vobCount = 0) or (vobCount > 200) then exit;
t:= VisualGearsList;
while t <> nil do
begin
Gear:= t;
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
dmg:= min(101,Radius + cHHRadius div 2 - (round(abs(Gear^.X - float(X))+abs(Gear^.Y - float(Y))) div 5));
if dmg > 1 then
begin
Gear^.tdX:= 0.02 * dmg + 0.01;
if Gear^.X - X < 0 then Gear^.tdX := -Gear^.tdX;
Gear^.tdY:= 0.02 * dmg + 0.01;
if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
Gear^.Timer:= 200
end
end;
t:= Gear^.NextGear
end
end;
procedure DrawVisualGears(Layer: LongWord);
var Gear: PVisualGear;
begin
Gear:= VisualGearsList;
case Layer of
0: while Gear <> nil do
begin
Tint(Gear^.Tint);
case Gear^.Kind of
vgtFlake: if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
vgtCloud: DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
end;
Gear:= Gear^.NextGear
end;
1: while Gear <> nil do
begin
Tint(Gear^.Tint);
case Gear^.Kind of
vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
end;
if (cReducedQuality and rqFancyBoom) = 0 then
case Gear^.Kind of
vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtDust: DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtFeather: begin
if Gear^.FrameTicks < 255 then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
end;
Gear:= Gear^.NextGear
end;
2: while Gear <> nil do
begin
Tint(Gear^.Tint);
case Gear^.Kind of
vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
vgtBigExplosion: begin
Tint($FF, $FF, $FF, floor($FF * (1 - power(Gear^.Timer / 250, 4))));
DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
end;
end;
if (cReducedQuality and rqFancyBoom) = 0 then
case Gear^.Kind of
vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
else
DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16);
vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtAmmo: begin
Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
end;
vgtHealth: begin
case Gear^.Frame div 10 of
0:Tint(0, $FF, 0, floor(Gear^.FrameTicks * $FF / 1000));
1:Tint($FF, 0, 0, floor(Gear^.FrameTicks * $FF / 1000));
end;
DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0);
end;
vgtShell: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
vgtEgg: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
vgtSplash: DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
vgtDroplet: DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
vgtBeeTrace: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
else
Tint($FF, $FF, $FF, $80);
DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
end;
vgtSmokeRing: begin
Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
end;
vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
case Gear^.Kind of
vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
vgtSpeechBubble: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
end;
Gear:= Gear^.NextGear
end
end
end;
procedure AddClouds;
var i: LongInt;
begin
for i:= 0 to cCloudsNumber - 1 do
AddVisualGear(cLeftScreenBorder + i * cScreenSpace div (cCloudsNumber + 1), LAND_HEIGHT-1184, vgtCloud)
end;
procedure initModule;
begin
VisualGearsList:= nil;
end;
procedure freeModule;
begin
while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
end;
end.