- Start chat implementation: chat strings are on the screen
- Fix teleportation on water regression
(*
* Hedgewars, a worms-like 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
*)
unit uVisualGears;
interface
uses SDLh, uConsts, uFloat, GL;
{$INCLUDE options.inc}
const AllInactive: boolean = false;
type PVisualGear = ^TVisualGear;
TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
TVisualGear = record
NextGear, PrevGear: PVisualGear;
Frame,
FrameTicks: Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
mdY: QWord;
Angle, dAngle: real;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears();
procedure AddClouds;
var VisualGearsList: PVisualGear = nil;
vobFrameTicks, vobFramesCount: Longword;
vobVelocity, vobFallSpeed: LongInt;
implementation
uses uWorld, uMisc, uStore;
// ==================================================================
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
begin
with Gear^ do
begin
inc(FrameTicks, Steps);
if FrameTicks > vobFrameTicks then
begin
dec(FrameTicks, vobFrameTicks);
inc(Frame);
if Frame = vobFramesCount then Frame:= 0
end
end;
Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y + (Gear^.dY + cGravity * vobFallSpeed) * Steps;
Gear^.Angle:= Gear^.Angle + Gear^.dAngle * Steps;
if hwRound(Gear^.X) < -cScreenWidth - 64 then Gear^.X:= int2hwFloat(cScreenWidth + 2048) else
if hwRound(Gear^.X) > cScreenWidth + 2048 then Gear^.X:= int2hwFloat(-cScreenWidth - 64);
if hwRound(Gear^.Y) > 1100 then Gear^.Y:= Gear^.Y - int2hwFloat(1228)
end;
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
if hwRound(Gear^.Y) > -160 then Gear^.dY:= Gear^.dY - _1div50000 * Steps
else Gear^.dY:= Gear^.dY + _1div50000 * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
if hwRound(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= int2hwFloat(cScreenWidth + 2048) else
if hwRound(Gear^.X) > cScreenWidth + 2048 then Gear^.X:= int2hwFloat(-cScreenWidth - 256)
end;
// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
var Result: PVisualGear;
begin
New(Result);
FillChar(Result^, sizeof(TVisualGear), 0);
Result^.X:= int2hwFloat(X);
Result^.Y:= int2hwFloat(Y);
Result^.Kind := Kind;
Result^.doStep:= doStepHandlers[Kind];
case Kind of
vgtFlake: with Result^ do
begin
FrameTicks:= random(vobFrameTicks);
Frame:= random(vobFramesCount);
Angle:= random * 360;
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(100000000);
dy.isNegative:= false;
dy.QWordValue:= random(70000000);
dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
end;
vgtCloud: with Result^ do
begin
Frame:= random(4);
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(214748364);
dy.isNegative:= random(2) = 0;
dy.QWordValue:= 21474836 + random(64424509);
mdY:= dy.QWordValue
end;
end;
if VisualGearsList <> nil then
begin
VisualGearsList^.PrevGear:= Result;
Result^.NextGear:= VisualGearsList
end;
VisualGearsList:= Result;
AddVisualGear:= Result
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 DrawVisualGears();
var Gear: PVisualGear;
begin
Gear:= VisualGearsList;
while Gear <> nil do
begin
case Gear^.Kind of
vgtFlake: if vobVelocity = 0 then
DrawSprite(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame)
else
DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame);
end;
Gear:= Gear^.NextGear
end;
end;
procedure AddClouds;
var i: LongInt;
begin
for i:= 0 to cCloudsNumber do
AddVisualGear( - cScreenWidth + i * ((cScreenWidth * 2 + 2304) div cCloudsNumber), -140, vgtCloud)
end;
initialization
finalization
end.