Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session
This was because the bool isDeleting is not initialized, so its initial value is unpredictable.
Which means there's chance it starts with true, confusing the frontend.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
(*
* This file contains the step handlers for visual gears.
*
* Since the effects of visual gears do not affect the course of the game,
* no "synchronization" between players is required.
* => The usage of safe functions or data types (e.g. GetRandom() or hwFloat)
* is usually not necessary and therefore undesirable.
*)
{$INCLUDE "options.inc"}
unit uVisualGearsHandlers;
interface
uses uTypes, uGears;
var doStepVGHandlers: array[TVisualGearType] of TVGearStepProcedure;
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
procedure doStepNote(Gear: PVisualGear; Steps: Longword);
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
procedure doStepShell(Gear: PVisualGear; Steps: Longword);
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
function isSorterActive: boolean; inline;
procedure initModule;
implementation
uses uCollisions, uVariables, Math, uConsts, uVisualGearsList, uFloat, uSound, uRenderUtils, uWorld, uUtils;
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
var sign: real;
moved, rising, outside: boolean;
vfc, vft: LongWord;
spawnMargin: LongInt;
const
randMargin = 50;
begin
if SuddenDeathDmg then
begin
if (vobSDCount = 0) then exit;
end
else
if (vobCount = 0) then exit;
sign:= 1;
with Gear^ do
begin
X:= X + (cWindSpeedf * 400 + dX + tdX) * Steps * Gear^.Scale;
if SuddenDeathDmg then
begin
Y:= Y + (dY + tdY + cGravityf * vobSDFallSpeed) * Steps * Gear^.Scale;
vfc:= vobSDFramesCount;
vft:= vobSDFrameTicks;
end
else
begin
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps * Gear^.Scale;
vfc:= vobFramesCount;
vft:= vobFrameTicks;
end;
if vft > 0 then
begin
inc(FrameTicks, Steps);
if FrameTicks > vft then
begin
dec(FrameTicks, vft);
inc(Frame);
if Frame = vfc then
Frame:= 0
end;
end;
Angle:= Angle + dAngle * Steps;
if Angle > 360 then
Angle:= Angle - 360
else
if Angle < - 360 then
Angle:= Angle + 360;
if (round(X) >= cLeftScreenBorder)
and (round(X) <= cRightScreenBorder)
and (round(Y) - 250 <= LAND_HEIGHT)
and (Timer > 0) and (Timer-Steps > 0) then
begin
if tdX > 0 then
sign := 1
else
sign:= -1;
tdX:= tdX - 0.005*Steps*sign;
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then
tdX:= 0;
if tdX > 0 then
sign := 1
else
sign:= -1;
tdY:= tdY - 0.005*Steps*sign;
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then
tdY:= 0;
dec(Timer, Steps)
end
else
begin
moved:= false;
if round(X) < cLeftScreenBorder then
begin
X:= X + cScreenSpace;
moved:= true
end
else if round(X) > cRightScreenBorder then
begin
X:= X - cScreenSpace;
moved:= true
end;
// it's possible for flakes to move upwards
if SuddenDeathDmg then
rising:= (cGravityf * vobSDFallSpeed) < 0
else
rising:= (cGravityf * vobFallSpeed) < 0;
if gear^.layer = 2 then
spawnMargin:= 400
else
spawnMargin:= 200;
// flake fell far below map?
outside:= (not rising) and (round(Y) - spawnMargin + randMargin > LAND_HEIGHT);
// if not, did it rise far above map?
outside:= outside or (rising and (round(Y) < LAND_HEIGHT - 1024 - spawnMargin - randMargin));
// if flake left acceptable vertical area, respawn it opposite side
if outside then
begin
X:= cLeftScreenBorder + random(cScreenSpace);
if rising then
Y:= Y + (1024 + spawnMargin + random(50))
else
Y:= Y - (1024 + spawnMargin + random(50));
moved:= true;
end;
if moved then
begin
Angle:= random(360);
dx:= 0.0000038654705 * random(10000);
dy:= 0.000003506096 * random(7000);
if random(2) = 0 then dx := -dx
end;
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 s: Longword;
t: real;
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 750 * Gear^.dX * Gear^.Scale) * Steps;
// up-and-down-bounce magic
s := (GameTicks + Gear^.Timer) mod 4096;
t := 8 * Gear^.Scale * hwFloat2Float(AngleSin(s mod 2048));
if (s < 2048) then t := -t;
Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t;
if round(Gear^.X) < cLeftScreenBorder then
Gear^.X:= Gear^.X + cScreenSpace
else
if round(Gear^.X) > cRightScreenBorder then
Gear^.X:= Gear^.X - cScreenSpace
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
var s: LongInt;
begin
s:= min(Steps, cExplFrameTicks);
Gear^.X:= Gear^.X + Gear^.dX * s;
Gear^.Y:= Gear^.Y + Gear^.dY * s;
//Gear^.dY:= Gear^.dY + cGravityf;
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 doStepNote(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
while Gear^.Angle > cMaxAngle do
Gear^.Angle:= Gear^.Angle - cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepLineTrail(Gear: PVisualGear; Steps: Longword);
begin
{$IFNDEF PAS2C}
Steps := Steps;
{$ENDIF}
if Gear^.Timer <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.Timer, 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 + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
begin
DeleteVisualGear(Gear);
exit
end
else
dec(Gear^.FrameTicks, Steps);
if Gear^.FrameTicks < $FF then
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Gear^.FrameTicks
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
var vgt: PVisualGear;
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
if (Gear^.State and gstTmpFlag) = 0 then
begin
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if ((GameTicks mod 200) < Steps + 1) then
begin
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
if vgt <> nil then
begin
vgt^.dx:= 0;
vgt^.dy:= 0;
vgt^.State:= gstTmpFlag;
end;
end
end
else
inc(Steps, 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 + cGravityf * 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 + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.dX := Gear^.dX / (1.001 * Steps);
Gear^.dY := Gear^.dY / (1.001 * Steps);
if (Gear^.FrameTicks <= Steps) or (not CheckCoordInWater(round(Gear^.X), round(Gear^.Y))) then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
begin
if ((cWindSpeedf > 0) and ( leftX > Gear^.X))
or ((cWindSpeedf < 0) and (rightX < Gear^.X)) then
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * 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 - cDrownSpeedf * 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 + (cWindSpeedf + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 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 + (cWindSpeedf + (cWindSpeedf * 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 - (cDrownSpeedf * 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 + cGravityf * Steps;
if round(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, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
if Gear^.alpha < 0 then
Gear^.alpha:= 0;
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 + cGravityf * 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;
hdw: array[0..cMaxHHIndex] of LongInt;
end;
currsorter: PVisualGear = nil;
function isSorterActive: boolean; inline;
begin
isSorterActive:= currsorter <> nil
end;
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
var i, t, h: LongInt;
begin
if currsorter = Gear then
for t:= 1 to min(Steps, Gear^.Timer) 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 * LongInt(Gear^.Timer) div cSorterWorkTime;
team^.TeamHealthBarHealth:= team^.TeamHealth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
for h:= 0 to cMaxHHIndex do
if (team^.Hedgehogs[h].Gear <> nil) then
team^.Hedgehogs[h].HealthBarHealth:= team^.Hedgehogs[h].Gear^.Health + hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime
else
team^.Hedgehogs[h].HealthBarHealth:= hdw[h] * LongInt(Gear^.Timer) div cSorterWorkTime;
{$WARNINGS ON}
end;
end;
if (Gear^.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then
currsorter:= nil;
DeleteVisualGear(Gear);
exit
end
end;
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
var i: Longword;
b: boolean;
t, h: LongInt;
begin
{$IFNDEF PAS2C}
Steps:= Steps; // avoid compiler hint
{$ENDIF}
for t:= 0 to Pred(TeamsCount) do
with thexchar[t] do
begin
team:= TeamsArray[t];
dy:= team^.DrawHealthY;
dw:= team^.TeamHealthBarHealth - team^.TeamHealth;
if team^.TeamHealth > 0 then
begin
SortFactor:= team^.Clan^.ClanHealth;
SortFactor:= (SortFactor shl 3) + team^.Clan^.ClanIndex;
SortFactor:= (SortFactor shl 30) + team^.TeamHealth;
end
else
SortFactor:= 0;
for h:= 0 to cMaxHHIndex do
if (team^.Hedgehogs[h].Gear <> nil) then
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth - team^.Hedgehogs[h].Gear^.Health
else
hdw[h]:= team^.Hedgehogs[h].HealthBarHealth;
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
if team^.TeamHealth > 0 then
begin
dec(t, team^.Clan^.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);
var realgear: PGear;
begin
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
realgear:= nil;
if Gear^.Frame <> 0 then // use a non-hedgehog gear - a lua trick that hopefully won't be overused
begin
realgear:= GearByUID(Gear^.Frame);
if realgear <> nil then
begin
Gear^.X:= hwFloat2Float(realgear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag);
Gear^.Y:= hwFloat2Float(realgear^.Y) - (realgear^.Radius + Gear^.Tex^.h);
end
end
else if Gear^.Hedgehog^.Gear <> nil then
begin
Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2 - Gear^.Tag);
Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (cHHRadius + Gear^.Tex^.h);
end;
if (Gear^.Timer = 0) or ((realgear = nil) and (Gear^.Frame <> 0)) then
begin
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.SpeechGear = Gear) then
Gear^.Hedgehog^.SpeechGear:= nil;
DeleteVisualGear(Gear)
end;
end;
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
var realgear: PGear;
begin
{$IFNDEF PAS2C}
Steps:= Steps; // avoid compiler hint
{$ENDIF}
if Gear^.Frame <> 0 then
realgear:= GearByUID(Gear^.FrameTicks)
else
begin
with Gear^.Hedgehog^ do
if SpeechGear <> nil then
SpeechGear^.Timer:= 0;
realgear:= Gear^.Hedgehog^.Gear;
Gear^.Hedgehog^.SpeechGear:= Gear;
end;
if realgear <> nil then
case Gear^.FrameTicks of
1: Gear^.Tag:= SpritesData[sprSpeechTail].Width-37+realgear^.Radius;
2: Gear^.Tag:= SpritesData[sprThoughtTail].Width-29+realgear^.Radius;
3: Gear^.Tag:= SpritesData[sprShoutTail].Width-19+realgear^.Radius;
end;
Gear^.Timer:= max(LongInt(Length(Gear^.Text)) * 150, 3000);
Gear^.Tex:= RenderSpeechBubbleTex(ansistring(Gear^.Text), Gear^.FrameTicks, fnt16);
Gear^.doStep:= @doStepSpeechBubbleWork;
Gear^.Y:= Gear^.Y - Gear^.Tex^.h
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
begin
if Steps > Gear^.Timer then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.Timer, Steps);
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.X:= Gear^.X + Gear^.dX * Steps
end;
end;
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
begin
if round(Gear^.Y) - 10 < cWaterLine then
DeleteVisualGear(Gear)
else
Gear^.Y:= Gear^.Y - 0.08 * Steps;
end;
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
var s: shortstring;
begin
s:= IntToStr(Gear^.State);
if Gear^.Hedgehog <> nil then
Gear^.Tex:= RenderStringTex(ansistring(s), Gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
else
Gear^.Tex:= RenderStringTex(ansistring(s), cWhiteColor, fnt16);
Gear^.doStep:= @doStepHealthTagWork;
if (round(Gear^.Y) > cWaterLine) and (Gear^.Frame = 0) then
Gear^.doStep:= @doStepHealthTagWorkUnderWater;
Gear^.Y:= Gear^.Y - Gear^.Tex^.h;
if Steps > 1 then
Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps );
if Gear^.Timer > 64 then
begin
if Gear^.State = 0 then
begin
DeleteVisualGear(Gear);
exit;
end;
dec(Gear^.State, Gear^.Timer div 65);
Gear^.Timer:= Gear^.Timer mod 65;
end;
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
Gear^.X:= Gear^.X + Gear^.dX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer > 75 then
begin
inc(Gear^.State, Gear^.Timer div 76);
Gear^.Timer:= Gear^.Timer mod 76;
if Gear^.State > 5 then
DeleteVisualGear(Gear);
end;
end;
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
vg: PVisualGear;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
for i:= 0 to 31 do
begin
vg:= AddVisualGear(gX, gY, vgtFire);
if vg <> nil then
begin
vg^.State:= gstTmpFlag;
inc(vg^.FrameTicks, vg^.FrameTicks)
end
end;
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork;
if Steps > 1 then
Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
var maxMovement: LongInt;
begin
inc(Gear^.Timer, Steps);
if (Gear^.Timer and 5) = 0 then
begin
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
ShakeCamera(maxMovement);
end;
if Gear^.Timer > 250 then
DeleteVisualGear(Gear);
end;
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
vg: PVisualGear;
begin
//ScreenFade:= sfFromWhite;
//ScreenFadeValue:= round(60 * zoom * zoom);
//ScreenFadeSpeed:= 5;
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
AddVisualGear(gX, gY, vgtSmokeRing);
for i:= 0 to 46 do
begin
vg:= AddVisualGear(gX, gY, vgtFire);
if vg <> nil then
begin
vg^.State:= gstTmpFlag;
inc(vg^.FrameTicks, vg^.FrameTicks)
end
end;
for i:= 0 to 15 do
AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 15 do
AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepBigExplosionWork;
if Steps > 1 then
Gear^.doStep(Gear, Steps-1);
{$IFNDEF PAS2C}
with mobileRecord do
if (performRumble <> nil) and (not fastUntilLag) then
performRumble(kSystemSoundID_Vibrate);
{$ENDIF}
end;
procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if (round(Gear^.Y) > cWaterLine) and ((cReducedQuality and rqPlainSplash) = 0) then
begin
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
DeleteVisualGear(Gear);
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletHit(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCircle(Gear: PVisualGear; Steps: Longword);
var tmp: LongInt;
i: LongWord;
begin
with Gear^ do
if Frame <> 0 then
for i:= 1 to Steps do
begin
inc(FrameTicks);
if (FrameTicks mod Frame) = 0 then
begin
tmp:= Gear^.Tint and $FF;
if tdY >= 0 then
inc(tmp)
else
dec(tmp);
if tmp < round(dX) then
tdY:= 1;
if tmp > round(dY) then
tdY:= -1;
if tmp > 255 then
tmp := 255;
if tmp < 0 then
tmp := 0;
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or Longword(tmp)
end
end
end;
////////////////////////////////////////////////////////////////////////////////
var
currwindbar: PVisualGear = nil;
procedure doStepSmoothWindBarWork(Gear: PVisualGear; Steps: Longword);
begin
if currwindbar = Gear then
begin
inc(Gear^.Timer, Steps);
while Gear^.Timer >= 10 do
begin
dec(Gear^.Timer, 10);
if WindBarWidth < Gear^.Tag then
inc(WindBarWidth)
else if WindBarWidth > Gear^.Tag then
dec(WindBarWidth);
end;
if cWindspeedf > Gear^.dAngle then
begin
cWindspeedf := cWindspeedf - Gear^.Angle*Steps;
if cWindspeedf < Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
end
else if cWindspeedf < Gear^.dAngle then
begin
cWindspeedf := cWindspeedf + Gear^.Angle*Steps;
if cWindspeedf > Gear^.dAngle then cWindspeedf:= Gear^.dAngle;
end;
end;
if ((WindBarWidth = Gear^.Tag) and (cWindspeedf = Gear^.dAngle)) or (currwindbar <> Gear) then
begin
if currwindbar = Gear then currwindbar:= nil;
DeleteVisualGear(Gear)
end
end;
procedure doStepSmoothWindBar(Gear: PVisualGear; Steps: Longword);
begin
currwindbar:= Gear;
Gear^.doStep:= @doStepSmoothWindBarWork;
doStepSmoothWindBarWork(Gear, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepStraightShot(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + Gear^.tdY * Steps;
Gear^.dX:= Gear^.dX + Gear^.tdX * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.FrameTicks, Steps);
if (Gear^.FrameTicks < 501) and (Gear^.FrameTicks mod 5 = 0) then
Gear^.Tint:= (Gear^.Tint and $FFFFFF00) or (((Gear^.Tint and $000000FF) * Gear^.FrameTicks) div 500)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNoPlaceWarn(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
begin
// age
dec(Gear^.FrameTicks, Steps);
// toggle between orange and red every few ticks
if (Gear^.FrameTicks div 256) mod 2 = 0 then
Gear^.Tint:= $FF400000
else
Gear^.Tint:= $FF000000;
// fade out alpha
Gear^.Tint:= (Gear^.Tint and (not $FF)) or (255 * Gear^.FrameTicks div 3000);
end
end;
const handlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepAmmo,
@doStepSmoke,
@doStepSmoke,
@doStepShell,
@doStepDust,
@doStepSplash,
@doStepDroplet,
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
@doStepFeather,
@doStepHealthTag,
@doStepSmokeTrace,
@doStepSmokeTrace,
@doStepExplosion,
@doStepBigExplosion,
@doStepChunk,
@doStepNote,
@doStepLineTrail,
@doStepBulletHit,
@doStepCircle,
@doStepSmoothWindBar,
@doStepStraightShot,
@doStepNoPlaceWarn
);
procedure initModule;
begin
doStepVGHandlers:= handlers
end;
end.