hedgewars/uVisualGears.pas
author nemo
Fri, 05 Aug 2011 14:15:19 -0400
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uVisualGears;
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(*
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 * This unit defines the behavior and the appearance of visual gears.
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 *
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 * Visual gears are "things"/"objects" in the game that do not need to be
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 * perfectly synchronized over all clients since their effect is only
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 * of visual nature.
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 *
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 * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
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 *)
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interface
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uses uConsts, uFloat, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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procedure ProcessVisualGears(Steps: Longword);
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procedure KickFlakes(Radius, X, Y: LongInt);
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procedure DrawVisualGears(Layer: LongWord);
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procedure DeleteVisualGear(Gear: PVisualGear);
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function  VisualGearByUID(uid : Longword) : PVisualGear;
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procedure AddClouds;
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procedure ChangeToSDClouds;
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procedure AddFlakes;
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procedure ChangeToSDFlakes;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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implementation
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uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils;
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const cExplFrameTicks = 110;
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// For better maintainability the step handlers of visual gears are stored
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// in a separate file.
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{$INCLUDE "VGSHandlers.inc"}
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var s: shortstring;
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    Gear: PVisualGear;
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begin
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if cAltDamage then
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    begin
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    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
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    if Gear <> nil then
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        with Gear^ do
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            begin
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            str(Damage, s);
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            Tex:= RenderStringTex(s, Color, fntSmall);
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            end
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    end
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end;
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// ==================================================================
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// ==================================================================
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const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
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        (
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            @doStepFlake,
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            @doStepCloud,
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            @doStepExpl,
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            @doStepExpl,
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            @doStepFire,
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            @doStepSmallDamage,
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            @doStepTeamHealthSorter,
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            @doStepSpeechBubble,
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            @doStepBubble,
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            @doStepSteam,
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            @doStepAmmo,
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            @doStepSmoke,
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            @doStepSmoke,
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            @doStepHealth,
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            @doStepShell,
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            @doStepDust,
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            @doStepSplash,
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            @doStepDroplet,
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            @doStepSmokeRing,
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            @doStepBeeTrace,
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            @doStepEgg,
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            @doStepFeather,
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            @doStepHealthTag,
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            @doStepSmokeTrace,
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            @doStepSmokeTrace,
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            @doStepExplosion,
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            @doStepBigExplosion,
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            @doStepChunk,
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            @doStepNote,
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            @doStepLineTrail,
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            @doStepBulletHit,
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            @doStepCircle,
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            @doStepSmoothWindBar
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        );
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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const VGCounter: Longword = 0;
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var gear: PVisualGear;
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    t: Longword;
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    sp: real;
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begin
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if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we are scrolling now
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    if (Kind <> vgtCloud) and not Critical then
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        begin
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        AddVisualGear:= nil;
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        exit
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        end;
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if ((cReducedQuality and rqAntiBoom) <> 0) and
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   not Critical and
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   not (Kind in
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   [vgtTeamHealthSorter,
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    vgtSmallDamageTag,
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    vgtSpeechBubble,
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    vgtHealthTag,
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    vgtExplosion,
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    vgtSmokeTrace,
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    vgtEvilTrace,
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    vgtNote,
ec36f3d53f3c Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
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   139
    vgtSmoothWindBar]) then
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    begin
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      AddVisualGear:= nil;
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      exit
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    end;
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unc0rr
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   144
4422
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nemo
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   145
inc(VGCounter);
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koda
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   146
New(gear);
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koda
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   147
FillChar(gear^, sizeof(TVisualGear), 0);
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
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   148
gear^.X:= real(X);
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
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   149
gear^.Y:= real(Y);
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koda
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gear^.Kind := Kind;
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koda
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gear^.doStep:= doStepHandlers[Kind];
3440
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sheepluva
parents: 3420
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gear^.State:= 0;
3475
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smxx
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gear^.Tint:= $FFFFFFFF;
4422
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nemo
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gear^.uid:= VGCounter;
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ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   155
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koda
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with gear^ do
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    case Kind of
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    vgtFlake: begin
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
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   159
                Timer:= 0;
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nemo
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   160
                tdX:= 0;
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nemo
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   161
                tdY:= 0;
4806
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Henek
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   162
                if SuddenDeathDmg then
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Henek
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                    begin
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Henek
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                    FrameTicks:= random(vobSDFrameTicks);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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                    Frame:= random(vobSDFramesCount);
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Henek
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   166
                    end
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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   167
                else
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Henek
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   168
                    begin
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Henek
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                    FrameTicks:= random(vobFrameTicks);
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Henek
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   170
                    Frame:= random(vobFramesCount);
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Henek
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   171
                    end;
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                Angle:= random * 360;
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nemo
parents: 3592
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   173
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
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   174
                dy:= 0.000003506096 * random(7000);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
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   175
                if random(2) = 0 then dx := -dx;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   176
                if SuddenDeathDmg then dAngle:= (random(2) * 2 - 1) * (1 + random) * vobSDVelocity / 1000
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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   177
                else dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
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   178
                end;
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   179
    vgtCloud: begin
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   180
                Frame:= random(4);
3994
486da687d76a fix/tweak let clouds reflect wind speed and direction again + stronger
sheepluva
parents: 3976
diff changeset
   181
                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
3593
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nemo
parents: 3592
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   182
                timer:= random(4096);
2948
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diff changeset
   183
                end;
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diff changeset
   184
    vgtExplPart,
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unc0rr
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   185
    vgtExplPart2: begin
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   186
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   187
                sp:= 0.001 * (random(95) + 70);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   188
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   189
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
diff changeset
   190
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   191
                if random(2) = 0 then dy := -dy;
2948
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   192
                Frame:= 7 - random(3);
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                FrameTicks:= cExplFrameTicks
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   194
                end;
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   195
        vgtFire: begin
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   196
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   197
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   198
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   199
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
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   200
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   201
                if random(2) = 0 then dy := -dy;
2948
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                FrameTicks:= 650 + random(250);
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                Frame:= random(8)
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   204
                end;
3115
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   205
         vgtEgg: begin
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parents: 3096
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   206
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   207
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   208
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   209
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   210
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   211
                if random(2) = 0 then dy := -dy;
3115
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                FrameTicks:= 650 + random(250);
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                Frame:= 1
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   214
                end;
2948
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   215
        vgtShell: FrameTicks:= 500;
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   216
    vgtSmallDamageTag: begin
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   217
                gear^.FrameTicks:= 1100
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   218
                end;
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   219
    vgtBubble: begin
3593
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nemo
parents: 3592
diff changeset
   220
                dx:= 0.0000038654705 * random(10000);
3909
4ba25a3d15af remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
nemo
parents: 3836
diff changeset
   221
                dy:= 0;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   222
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   223
                FrameTicks:= 250 + random(1751);
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   224
                Frame:= random(5)
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   225
                end;
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   226
    vgtSteam: begin
3593
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nemo
parents: 3592
diff changeset
   227
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   228
                dy:= 0.001 * (random(85) + 95);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   229
                if random(2) = 0 then dx := -dx;
2948
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   230
                Frame:= 7 - random(3);
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   231
                FrameTicks:= cExplFrameTicks * 2;
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   232
                end;
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   233
    vgtAmmo: begin
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   234
                alpha:= 1.0;
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   235
                scale:= 1.0
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   236
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   237
  vgtSmokeWhite,
2713
71250942e95b Palewolf's smoke traces for fire.
nemo
parents: 2699
diff changeset
   238
  vgtSmoke: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   239
                dx:= 0.0002 * (random(45) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   240
                dy:= 0.0002 * (random(45) + 10);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   241
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
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   242
                Frame:= 7 - random(2);
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   243
                FrameTicks:= cExplFrameTicks * 2;
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   244
                end;
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   245
    vgtHealth: begin
3593
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nemo
parents: 3592
diff changeset
   246
                dx:= 0.001 * random(45);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   247
                dy:= 0.001 * (random(20) + 25);
5490
18c6049b5ae3 Make vgtHealth use Tint
nemo
parents: 5357
diff changeset
   248
                Tint:= $00FF00FF; // default to green
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   249
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
diff changeset
   250
                Frame:= 0;
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   251
                FrameTicks:= random(750) + 1250;
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   252
                end;
2848
8a1725b4f724 Engine:
smxx
parents: 2827
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   253
  vgtDust: begin
3593
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nemo
parents: 3592
diff changeset
   254
                dx:= 0.005 * (random(15) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   255
                dy:= 0.001 * (random(40) + 20);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   256
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
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   257
                Frame:= 7 - random(2);
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   258
                FrameTicks:= random(20) + 15;
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diff changeset
   259
                end;
2974
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smxx
parents: 2972
diff changeset
   260
  vgtSplash: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   261
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   262
                dy:= 0;
2974
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smxx
parents: 2972
diff changeset
   263
                FrameTicks:= 740;
f3fa665f0874 Engine:
smxx
parents: 2972
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   264
                Frame:= 19;
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smxx
parents: 2972
diff changeset
   265
                end;
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   266
    vgtDroplet: begin
3593
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nemo
parents: 3592
diff changeset
   267
                dx:= 0.001 * (random(75) + 15);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   268
                dy:= -0.001 * (random(80) + 120);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   269
                if random(2) = 0 then dx := -dx;
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   270
                FrameTicks:= 250 + random(1751);
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nemo
parents: 2974
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   271
                Frame:= random(3)
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nemo
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   272
                end;
3080
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   273
   vgtBeeTrace: begin
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   274
                FrameTicks:= 1000;
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   275
                Frame:= random(16);
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smxx
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   276
                end;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   277
    vgtSmokeRing: begin
3593
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nemo
parents: 3592
diff changeset
   278
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   279
                dy:= 0;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
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   280
                FrameTicks:= 600;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   281
                Timer:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   282
                Frame:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   283
                scale:= 0.6;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   284
                alpha:= 1;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
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   285
                angle:= random(360);
9c190d3c165b Insert commit message here
palewolf
parents: 2986
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   286
                end;
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
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   287
     vgtFeather: begin
a9af6bf223cf Birdy's falling feathers
mbait
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   288
                t:= random(1024);
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   289
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   290
                dx:= hwFloat2Float(AngleSin(t)) * sp;
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nemo
parents: 5121
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   291
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
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   292
                if random(2) = 0 then dx := -dx;
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sheepluva
parents: 3594
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   293
                if random(2) = 0 then dy := -dy;
3145
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mbait
parents: 3118
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   294
                FrameTicks:= 650 + random(250);
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mbait
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                Frame:= 1
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mbait
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   296
                end;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   297
  vgtHealthTag: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   298
                gear^.Timer:= 1500;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   299
                //gear^.Z:= 2002;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   300
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   301
  vgtSmokeTrace,
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   302
  vgtEvilTrace: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
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   303
                gear^.X:= gear^.X - 16;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
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   304
                gear^.Y:= gear^.Y - 16;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   305
                gear^.State:= 8;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   306
                //gear^.Z:= cSmokeZ
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   307
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   308
vgtBigExplosion: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   309
                gear^.Angle:= random(360);
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   310
                end;
3689
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smaxx
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   311
      vgtChunk: begin
e2be39ee19f0 Engine:
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   312
                gear^.Frame:= random(4);
e2be39ee19f0 Engine:
smaxx
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   313
                t:= random(1024);
e2be39ee19f0 Engine:
smaxx
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   314
                sp:= 0.001 * (random(85) + 47);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   315
                dx:= hwFloat2Float(AngleSin(t)) * sp;
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nemo
parents: 5121
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   316
                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
3689
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smaxx
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   317
                if random(2) = 0 then dx := -dx;
e2be39ee19f0 Engine:
smaxx
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   318
                end;
3704
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smaxx
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   319
      vgtNote: begin
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                dx:= 0.005 * (random(15) + 10);
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smaxx
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   321
                dy:= -0.001 * (random(40) + 20);
3704
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smaxx
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   322
                if random(2) = 0 then dx := -dx;
ed2b9c7fb260 Engine:
smaxx
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                Frame:= random(4);
ed2b9c7fb260 Engine:
smaxx
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                FrameTicks:= random(2000) + 1500;
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smaxx
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   325
                end;
4327
224efdd648e1 Small animation on bullet impact
Palewolf
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   326
  vgtBulletHit: begin
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   327
                dx:= 0;
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Palewolf
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   328
                dy:= 0;
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   329
                FrameTicks:= 350;
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   330
                Frame:= 7;
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   331
                Angle := 0;
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Palewolf
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   332
                end;
5357
ec36f3d53f3c Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
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   333
vgtSmoothWindBar: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
2948
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unc0rr
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   334
        end;
803
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unc0rr
parents: 802
diff changeset
   335
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   336
if State <> 0 then gear^.State:= State;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   337
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   338
if VisualGearsList <> nil then
2948
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unc0rr
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   339
    begin
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unc0rr
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    VisualGearsList^.PrevGear:= gear;
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unc0rr
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   341
    gear^.NextGear:= VisualGearsList
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unc0rr
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   342
    end;
2695
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koda
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   343
VisualGearsList:= gear;
802
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unc0rr
parents:
diff changeset
   344
2695
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koda
parents: 2671
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AddVisualGear:= gear;
802
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unc0rr
parents:
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   346
end;
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unc0rr
parents:
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   347
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unc0rr
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   348
procedure DeleteVisualGear(Gear: PVisualGear);
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unc0rr
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   349
begin
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   350
    if Gear^.Tex <> nil then
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   351
        FreeTexture(Gear^.Tex);
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   352
    Gear^.Tex:= nil;
1505
3a96e93572cb - Convert small damage tag to visual gears
unc0rr
parents: 1132
diff changeset
   353
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   354
    if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   355
    if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   356
    else VisualGearsList:= Gear^.NextGear;
1041
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unc0rr
parents: 945
diff changeset
   357
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   358
    if lastVisualGearByUID = Gear then lastVisualGearByUID:= nil;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   359
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   360
    Dispose(Gear);
1041
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unc0rr
parents: 945
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   361
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   362
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   363
procedure ProcessVisualGears(Steps: Longword);
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   364
var Gear, t: PVisualGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   365
begin
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
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   366
if Steps = 0 then exit;
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   367
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   368
t:= VisualGearsList;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   369
while t <> nil do
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   370
      begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   371
      Gear:= t;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   372
      t:= Gear^.NextGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   373
      Gear^.doStep(Gear, Steps)
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   374
      end
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unc0rr
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   375
end;
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unc0rr
parents:
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   376
3083
8da8f2515221 Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
nemo
parents: 3080
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   377
procedure KickFlakes(Radius, X, Y: LongInt);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   378
var Gear, t: PVisualGear;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   379
    dmg: LongInt;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   380
begin
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   381
if (vobCount = 0) or (vobCount > 200) then exit;
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   382
t:= VisualGearsList;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   383
while t <> nil do
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   384
      begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   385
      Gear:= t;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   386
      if Gear^.Kind = vgtFlake then
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   387
          begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   388
          // Damage calc from doMakeExplosion
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   389
          dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   390
          if dmg > 1 then
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   391
              begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   392
              Gear^.tdX:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   393
              if Gear^.X - X < 0 then Gear^.tdX := -Gear^.tdX;
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   394
              Gear^.tdY:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   395
              if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
2986
c0c91cd3f423 Trying to tweak kicks a bit
nemo
parents: 2985
diff changeset
   396
              Gear^.Timer:= 200
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   397
              end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   398
          end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   399
      t:= Gear^.NextGear
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   400
      end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   401
end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   402
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   403
procedure DrawVisualGears(Layer: LongWord);
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   404
var Gear: PVisualGear;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   405
    tinted: boolean;
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   406
    tmp: real;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   407
begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   408
Gear:= VisualGearsList;
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   409
case Layer of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   410
    // this layer is very distant in the background when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   411
    0: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   412
        begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   413
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   414
        case Gear^.Kind of
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   415
            vgtFlake: if SuddenDeathDmg then
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   416
                          if vobSDVelocity = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   417
                              DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   418
                          else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   419
                              DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   420
                      else
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   421
                          if vobVelocity = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   422
                              DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   423
                          else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   424
                              DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
4772
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   425
            vgtCloud: if SuddenDeathDmg then
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   426
                          DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   427
                      else
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   428
                          DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   429
            end;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   430
        if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   431
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   432
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   433
    // this layer is on the land level (which is close but behind the screen plane) when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   434
    1: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   435
        begin
5491
3a82724de759 minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
nemo
parents: 5490
diff changeset
   436
        //tinted:= false;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   437
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   438
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   439
            vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   440
            vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
4279
b697a26ed538 Light trails for bullets
Palewolf
parents: 4159
diff changeset
   441
            vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF));
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   442
        end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   443
        if (cReducedQuality and rqAntiBoom) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   444
            case Gear^.Kind of
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   445
                vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   446
                vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   447
                vgtDust: if Gear^.State = 1 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   448
                             DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   449
                         else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   450
                             DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   451
                vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   452
                             DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   453
                         else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   454
                             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);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   455
                vgtSplash: if SuddenDeathDmg then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   456
                               DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   457
                           else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   458
                               DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   459
                vgtDroplet: if SuddenDeathDmg then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   460
                                DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   461
                            else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   462
                                DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   463
                vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   464
            end;
5491
3a82724de759 minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
nemo
parents: 5490
diff changeset
   465
        //if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
3a82724de759 minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
nemo
parents: 5490
diff changeset
   466
        if (Gear^.Tint <> $FFFFFFFF) then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   467
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   468
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   469
    // this layer is on the screen plane (depth = 0) when stereo
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   470
    3: while Gear <> nil do
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   471
        begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   472
        tinted:= false;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   473
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   474
        case Gear^.Kind of
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   475
            vgtSpeechBubble: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   476
                             if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   477
                                 begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   478
                                 tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   479
                                 Tint($FF, $FF, $FF,  $66);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   480
                                 DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   481
                                 end
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   482
                             else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   483
                                 DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   484
                             end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   485
            vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   486
            vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
5490
18c6049b5ae3 Make vgtHealth use Tint
nemo
parents: 5357
diff changeset
   487
            vgtHealth: DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   488
        end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   489
        if (cReducedQuality and rqAntiBoom) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   490
            case Gear^.Kind of
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   491
                vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   492
            end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   493
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   494
        Gear:= Gear^.NextGear
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   495
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   496
    // this layer is outside the screen when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   497
    2: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   498
        begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   499
        tinted:= false;
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   500
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   501
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   502
            vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   503
            vgtBigExplosion: begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   504
                             tinted:= true;
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   505
                             Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   506
                             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);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   507
                             end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   508
        end;
4809
9c7d5f802618 rearrange quality flags a little, disable snow rendering on rqLowRes
koda
parents: 4806
diff changeset
   509
        if (cReducedQuality and rqAntiBoom) = 0 then
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   510
            case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   511
                vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   512
                vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
3754
cb42d83587f5 Engine:
smaxx
parents: 3751
diff changeset
   513
                vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   514
                vgtAmmo: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   515
                         tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   516
                         Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   517
                         DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   518
                         DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   519
                         end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   520
                vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   521
                          if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   522
                              begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   523
                              Tint($FF, $FF, $FF, Gear^.FrameTicks);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   524
                              tinted:= true
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   525
                              end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   526
                          DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   527
                          end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   528
                vgtFeather: begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   529
                            if Gear^.FrameTicks < 255 then
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   530
                                begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   531
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   532
                                tinted:= true
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   533
                                end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   534
                            DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   535
                          end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   536
                vgtEgg: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   537
                        if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   538
                            begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   539
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   540
                                tinted:= true
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   541
                            end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   542
                        DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   543
                        end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   544
                vgtBeeTrace: begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   545
                             if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   546
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   547
                             else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   548
                                 Tint($FF, $FF, $FF, $80);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   549
                             tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   550
                             DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   551
                             end;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   552
                vgtSmokeRing: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   553
                              tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   554
                              Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   555
                              DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   556
                              end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   557
                vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
4327
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   558
                vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   559
            end;
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   560
        case Gear^.Kind of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   561
            vgtCircle: if gear^.Angle = 1 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   562
                           begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   563
                           tmp:= Gear^.State / 100;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   564
                           DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   565
                           end
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   566
                       else DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   567
        end;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   568
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   569
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   570
       end
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   571
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   572
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   573
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   574
function  VisualGearByUID(uid : Longword) : PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   575
var vg: PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   576
begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   577
VisualGearByUID:= nil;
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   578
if uid = 0 then exit;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   579
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   580
    begin
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   581
    VisualGearByUID:= lastVisualGearByUID;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   582
    exit
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   583
    end;
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   584
vg:= VisualGearsList;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   585
while vg <> nil do
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   586
    begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   587
    if vg^.uid = uid then
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   588
        begin
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   589
        lastVisualGearByUID:= vg;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   590
        VisualGearByUID:= vg;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   591
        exit
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   592
        end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   593
    vg:= vg^.NextGear
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   594
    end
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   595
end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   596
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   597
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   598
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   599
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   600
for i:= 0 to cCloudsNumber - 1 do
5179
8d64dcb566ea Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents: 5151
diff changeset
   601
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   602
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   603
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   604
procedure ChangeToSDClouds;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   605
var       i: LongInt;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   606
    vg, tmp: PVisualGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   607
begin
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   608
if cCloudsNumber = cSDCloudsNumber then exit;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   609
vg:= VisualGearsList;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   610
while vg <> nil do
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   611
    if vg^.Kind = vgtCloud then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   612
        begin
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   613
        tmp:= vg^.NextGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   614
        DeleteVisualGear(vg);
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   615
        vg:= tmp
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   616
        end
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   617
    else vg:= vg^.NextGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   618
for i:= 0 to cSDCloudsNumber - 1 do
5179
8d64dcb566ea Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents: 5151
diff changeset
   619
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   620
end;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   621
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   622
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   623
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   624
begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   625
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   626
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   627
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   628
    for i:= 0 to Pred(vobCount * cScreenSpace div LAND_WIDTH) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   629
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   630
else
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   631
    for i:= 0 to Pred((vobCount * cScreenSpace div LAND_WIDTH) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   632
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   633
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   634
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   635
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   636
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   637
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   638
begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   639
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   640
if vobCount = vobSDCount then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   641
vg:= VisualGearsList;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   642
while vg <> nil do
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   643
    if vg^.Kind = vgtFlake then
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   644
        begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   645
        tmp:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   646
        DeleteVisualGear(vg);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   647
        vg:= tmp
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   648
        end
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   649
    else vg:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   650
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   651
    for i:= 0 to Pred(vobSDCount * cScreenSpace div LAND_WIDTH) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   652
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   653
else
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   654
    for i:= 0 to Pred((vobSDCount * cScreenSpace div LAND_WIDTH) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   655
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   656
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   657
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   658
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   659
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   660
    VisualGearsList:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   661
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   662
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   663
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   664
begin
3615
b78d7959540a further code cleanup and less redundancy
koda
parents: 3611
diff changeset
   665
    while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   666
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   667
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   668
end.