This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.
(*
* 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 SDLh, uConsts, uFloat, Math, GLunit;
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;
tdX: hwFloat;
tdY: hwFloat;
mdY: QWord;
Timer: Longword;
Angle, dAngle: real;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
Tex: PTexture;
alpha, scale: GLfloat;
Hedgehog: pointer;
Text: shortstring
end;
procedure initModule;
procedure freeModule;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): 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);
procedure FreeVisualGears;
var VisualGearsList: PVisualGear;
vobFrameTicks, vobFramesCount, vobCount: Longword;
vobVelocity, vobFallSpeed: LongInt;
implementation
uses uWorld, uMisc, uStore, uTeams, uSound;
const cExplFrameTicks = 110;
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;
// ==================================================================
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
var sign: hwFloat;
begin
sign:= _1;
with Gear^ do
begin
inc(FrameTicks, Steps);
if FrameTicks > vobFrameTicks then
begin
dec(FrameTicks, vobFrameTicks);
inc(Frame);
if Frame = vobFramesCount then Frame:= 0
end;
X:= X + (cWindSpeed * 200 + dX + tdX) * Steps;
Y:= Y + (dY + tdY + cGravity * vobFallSpeed) * Steps;
Angle:= Angle + dAngle * Steps;
if (hwRound(X) >= -cScreenWidth - 64) and
(hwRound(X) <= cScreenWidth + LAND_WIDTH) and
(hwRound(Y) <= (LAND_HEIGHT + 75)) and
(Timer > 0) and (Timer-Steps > 0) then
begin
sign.isNegative:=tdX.isNegative;
tdX:= tdX - _0_005*Steps*sign;
if (sign.isNegative and (tdX > _0)) or (not sign.isNegative and (tdX < _0)) then tdX:= _0;
sign.isNegative:=tdY.isNegative;
tdY:= tdY - _0_005*Steps*sign;
if (sign.isNegative and (tdY > _0)) or (not sign.isNegative and (tdY < _0)) then tdY:= _0;
dec(Timer, Steps)
end
else
begin
if hwRound(X) < -cScreenWidth - 64 then X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
if hwRound(X) > cScreenWidth + LAND_WIDTH then X:= int2hwFloat(-cScreenWidth - 64);
// if hwRound(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + int2hwFloat(25); // For if flag is set for flakes rising upwards?
if hwRound(Y) > (LAND_HEIGHT + 75) then Y:= Y - int2hwFloat(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
Timer:= 0;
tdX:= _0;
tdY:= _0
end;
end;
end;
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks > Steps then
dec(Gear^.FrameTicks, Steps)
else
DeleteVisualGear(Gear);
end;
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
var i: Longword;
begin
Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps;
for i:= 0 to Steps - 1 do
begin
if hwRound(Gear^.Y) > LAND_HEIGHT-1184 then // TODO - configure in theme
Gear^.dY:= Gear^.dY - _1div50000
else
Gear^.dY:= Gear^.dY + _1div50000;
Gear^.Y:= Gear^.Y + Gear^.dY
end;
if hwRound(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else
if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 256)
end;
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
//Gear^.dY:= Gear^.dY + cGravity;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravity * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravity * (Steps * Steps);
Gear^.dY:= Gear^.dY + cGravity * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepShell(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravity * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - _0_02 * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeed * Steps;
if (Gear^.FrameTicks <= Steps) or (hwRound(Gear^.Y) < cWaterLine) then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepHealth(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeed * Steps;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - cDrownSpeed * Steps;
Gear^.scale:= Gear^.scale + 0.0025 * Steps;
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
if Gear^.alpha < 0 then DeleteVisualGear(Gear)
end;
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeed + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (cDrownSpeed + Gear^.dY) * Steps;
Gear^.dX := Gear^.dX + (cWindSpeed * _0_3 * Steps);
//Gear^.dY := Gear^.dY - (cDrownSpeed * _0_995);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeed + (cWindSpeed * _0_03 * Steps) + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
Gear^.dX := Gear^.dX - (Gear^.dX * _0_005 * Steps);
Gear^.dY := Gear^.dY - (cDrownSpeed * _0_001 * Steps);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravity * Steps;
if hwRound(Gear^.Y) > cWaterLine then begin
DeleteVisualGear(Gear);
PlaySound(TSound(ord(sndDroplet1) + Random(3)));
end;
end;
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer >= Gear^.FrameTicks then DeleteVisualGear(Gear)
else
begin
Gear^.scale := 1.25 * (-power(2, -7 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
Gear^.alpha := 1.0 * (power(2, -3 * (Gear^.Timer - 350)/350));
end;
end;
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravity * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
record
dy, ny, dw: LongInt;
team: PTeam;
SortFactor: QWord;
end;
currsorter: PVisualGear = nil;
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
var i, t: LongInt;
begin
for t:= 1 to Steps do
begin
dec(Gear^.Timer);
if (Gear^.Timer and 15) = 0 then
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
{$WARNINGS OFF}
team^.DrawHealthY:= ny + dy * Gear^.Timer div 640;
team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * Gear^.Timer div cSorterWorkTime;
{$WARNINGS ON}
end;
if (Gear^.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then currsorter:= nil;
DeleteVisualGear(Gear);
exit
end
end
end;
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
var i: Longword;
b: boolean;
t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
with thexchar[t] do
begin
dy:= TeamsArray[t]^.DrawHealthY;
dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
team:= TeamsArray[t];
SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex;
SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
end;
if TeamsCount > 1 then
repeat
b:= true;
for t:= 0 to TeamsCount - 2 do
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
begin
thexchar[cMaxTeams]:= thexchar[t];
thexchar[t]:= thexchar[Succ(t)];
thexchar[Succ(t)]:= thexchar[cMaxTeams];
b:= false
end
until b;
t:= - 4;
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
dec(t, team^.HealthTex^.h + 2);
ny:= t;
dy:= dy - ny
end;
Gear^.Timer:= cSorterWorkTime;
Gear^.doStep:= @doStepTeamHealthSorterWork;
currsorter:= Gear;
//doStepTeamHealthSorterWork(Gear, Steps)
end;
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
if (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
begin
Gear^.X:= PHedgehog(Gear^.Hedgehog)^.Gear^.X + int2hwFloat(Gear^.Tex^.w div 2 - Gear^.FrameTicks);
Gear^.Y:= PHedgehog(Gear^.Hedgehog)^.Gear^.Y - int2hwFloat(16 + Gear^.Tex^.h);
end;
if Gear^.Timer = 0 then
begin
if PHedgehog(Gear^.Hedgehog)^.SpeechGear = Gear then
PHedgehog(Gear^.Hedgehog)^.SpeechGear:= nil;
DeleteVisualGear(Gear)
end;
end;
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
begin
with PHedgehog(Gear^.Hedgehog)^ do
if SpeechGear <> nil then SpeechGear^.Timer:= 0;
PHedgehog(Gear^.Hedgehog)^.SpeechGear:= Gear;
Gear^.Timer:= max(Length(Gear^.Text) * 150, 3000);
Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
case Gear^.FrameTicks of
1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
end;
Gear^.doStep:= @doStepSpeechBubbleWork;
Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h)
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
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
var gear: PVisualGear;
t: Longword;
sp: hwFloat;
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
(Kind <> vgtTeamHealthSorter) and
(Kind <> vgtSmallDamageTag) and
(Kind <> vgtSpeechBubble) then
begin
AddVisualGear:= nil;
exit
end;
New(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
with gear^ do
case Kind of
vgtFlake: begin
Timer:= 0;
tdX:= _0;
tdY:= _0;
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: 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;
vgtExplPart,
vgtExplPart2: begin
t:= random(1024);
sp:= _0_001 * (random(95) + 70);
dx:= AngleSin(t) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks
end;
vgtFire: begin
t:= random(1024);
sp:= _0_001 * (random(85) + 95);
dx:= AngleSin(t) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
FrameTicks:= 650 + random(250);
Frame:= random(8)
end;
vgtEgg: begin
t:= random(1024);
sp:= _0_001 * (random(85) + 95);
dx:= AngleSin(t) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtShell: FrameTicks:= 500;
vgtSmallDamageTag: begin
gear^.FrameTicks:= 1100
end;
vgtBubble: begin
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(100000000);
dy:= _0_001 * (random(85) + 95);
dy.isNegative:= false;
FrameTicks:= 250 + random(1751);
Frame:= random(5)
end;
vgtSteam: begin
dx.isNegative:= random(2) = 0;
dx.QWordValue:= random(100000000);
dy:= _0_001 * (random(85) + 95);
dy.isNegative:= false;
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);
dx.isNegative:= random(2) = 0;
dy:= _0_0002 * (random(45) + 10);
dy.isNegative:= false;
Frame:= 7 - random(2);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtHealth: begin
dx:= _0_001 * random(45);
dx.isNegative:= random(2) = 0;
dy:= _0_001 * (random(20) + 25);
Frame:= 0;
FrameTicks:= random(750) + 1250;
end;
vgtDust: begin
dx:= _0_005 * (random(15) + 10);
dx.isNegative:= random(2) = 0;
dy:= _0_001 * (random(40) + 20);
Frame:= 7 - random(2);
FrameTicks:= random(20) + 15;
end;
vgtSplash: begin
dx:= _0;
dx.isNegative:= false;
dy:= _0;
FrameTicks:= 740;
Frame:= 19;
end;
vgtDroplet: begin
dx:= _0_001 * (random(75) + 15);
dx.isNegative:= random(2) = 0;
dy:= _0_001 * (random(80) + 120);
dy.isNegative:= true;
FrameTicks:= 250 + random(1751);
Frame:= random(3)
end;
vgtBeeTrace: begin
FrameTicks:= 1000;
Frame:= random(16);
end;
vgtSmokeRing: begin
dx:= _0;
dx.isNegative:= false;
dy:= _0;
dy.isNegative:= false;
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) * sp;
dx.isNegative:= random(2) = 0;
dy:= AngleCos(t) * sp;
dy.isNegative:= random(2) = 0;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
end;
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);
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) or cReducedQuality then exit;
t:= VisualGearsList;
while t <> nil do
begin
Gear:= t;
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
dmg:= min(100,Radius + cHHRadius div 2 - (hwRound(hwAbs(Gear^.X - int2hwFloat(X))+hwAbs(Gear^.Y - int2hwFloat(Y))) div 5));
if dmg > 1 then
begin
Gear^.tdX:= SignAs(_0_02 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
Gear^.tdY:= SignAs(_0_02 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
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
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;
1: while Gear <> nil do
begin
if not cReducedQuality then
case Gear^.Kind of
vgtSmoke: DrawSprite(sprSmoke, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtSmokeWhite: DrawSprite(sprSmokeWhite, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtDust: DrawSprite(sprDust, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtFeather: begin
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, Gear^.FrameTicks / 250);
DrawRotatedF(sprFeather, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, 1);
end;
end;
Gear:= Gear^.NextGear
end;
2: while Gear <> nil do
begin
if not cReducedQuality then
case Gear^.Kind of
vgtExplPart: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtExplPart2: DrawSprite(sprExplPart2, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtFire: DrawSprite(sprFlame, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy, (RealTicks div 64 + Gear^.Frame) mod 8);
vgtBubble: DrawSprite(sprBubbles, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
vgtSteam: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtAmmo: begin
glColor4f(1, 1, 1, Gear^.alpha);
DrawTextureF(ropeIconTex, Gear^.scale, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 32, 32);
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
glColor4f(1, 1, 1, 1);
end;
vgtHealth: begin
case Gear^.Frame div 10 of
0:glColor4f(0, 1, 0, Gear^.FrameTicks / 1000);
1:glColor4f(1, 0, 0, Gear^.FrameTicks / 1000);
end;
DrawSprite(sprHealth, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, 0);
glColor4f(1, 1, 1, 1);
end;
vgtShell: begin
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, Gear^.FrameTicks / 250);
DrawRotatedF(sprShell, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, 1);
end;
vgtEgg: begin
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, Gear^.FrameTicks / 250);
DrawRotatedF(sprEgg, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, 1);
end;
vgtSplash: DrawSprite(sprSplash, hwRound(Gear^.X) + WorldDx - 64, hwRound(Gear^.Y) + WorldDy - 72, 19 - (Gear^.FrameTicks div 37));
vgtDroplet: DrawSprite(sprDroplet, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);
vgtBeeTrace: begin
if Gear^.FrameTicks < 250 then
glColor4f(1, 1, 1, Gear^.FrameTicks / 500)
else
glColor4f(1, 1, 1, 0.5);
DrawRotatedF(sprBeeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
glColor4f(1, 1, 1, 1);
end;
vgtSmokeRing: begin
glColor4f(1, 1, 1, Gear^.alpha);
DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
glColor4f(1, 1, 1, 1);
end;
end;
case Gear^.Kind of
vgtSmallDamageTag: DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
vgtSpeechBubble: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(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( - cScreenWidth + i * ((cScreenWidth * 2 + (LAND_WIDTH+256)) div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
procedure FreeVisualGears;
begin
while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
end;
procedure initModule;
begin
VisualGearsList:= nil;
end;
procedure freeModule;
begin
end;
end.