hedgewars/uVisualGears.pas
author Wuzzy <Wuzzy2@mail.ru>
Sun, 13 Dec 2020 22:26:39 +0100
changeset 15796 9588bd852202
parent 15795 da1bb21e6fbf
child 15908 014f4edd0421
child 15929 128ace913837
permissions -rw-r--r--
Add alfadur to credits for Mushroom/Teapot graves
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure ProcessVisualGears(Steps: Longword);
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procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean);
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procedure AddClouds;
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procedure AddFlakes;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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procedure ChangeToSDClouds;
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procedure ChangeToSDFlakes;
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procedure KickFlakes(Radius, X, Y: LongInt);
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implementation
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uses uVariables, uRender, Math, uRenderUtils, uUtils
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    , uVisualGearsList;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var 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, Damage);
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    if Gear <> nil then
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        with Gear^ do
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            Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall);
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    end
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end;
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// ==================================================================
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procedure ProcessVisualGears(Steps: Longword);
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var Gear, t: PVisualGear;
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    i: LongWord;
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begin
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if Steps = 0 then
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    exit;
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for i:= 0 to 6 do
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    begin
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    t:= VisualGearLayersStart[i];
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    while t <> nil do
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        begin
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        Gear:= t;
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        t:= Gear^.NextGear;
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        Gear^.doStep(Gear, Steps)
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        end;
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    end
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end;
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procedure KickFlakes(Radius, X, Y: LongInt);
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var Gear, t: PVisualGear;
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    dmg, i: LongInt;
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begin
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if (vobCount = 0) or (vobCount > 200) then
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    exit;
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for i:= 2 to 6 do
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    if i <> 3 then
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        begin
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        t:= VisualGearLayersStart[i];
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        while t <> nil do
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            begin
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            Gear:= t;
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            if Gear^.Kind = vgtFlake then
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                begin
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                // Damage calc from doMakeExplosion
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                dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
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                if dmg > 1 then
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                    begin
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                    Gear^.tdX:= 0.02 * dmg + 0.01;
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                    if Gear^.X - X < 0 then
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                        Gear^.tdX := -Gear^.tdX;
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                    Gear^.tdY:= 0.02 * dmg + 0.01;
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                    if Gear^.Y - Y < 0 then
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                        Gear^.tdY := -Gear^.tdY;
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                    Gear^.Timer:= 200
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                    end
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                end;
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            t:= Gear^.NextGear
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            end
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        end
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end;
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function GetSprite(sprite, SDsprite: TSprite): TSprite; inline;
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begin
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    if SuddenDeathDmg then
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        exit(SDsprite)
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    else
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        exit(sprite);
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end;
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function GetSpriteByWind(sprite, Lsprite: TSprite): TSprite; inline;
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begin
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    if (SpritesData[Lsprite].Texture <> nil) and (cWindSpeedf<0) then
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        exit(Lsprite)
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    else
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        exit(sprite);
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end;
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function GetSpriteData(sprite, SDsprite: TSprite): PSpriteData; inline;
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begin
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    exit(@SpritesData[GetSprite(sprite, SDsprite)]);
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end;
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procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean);
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var Gear: PVisualGear;
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    tinted, speedlessFlakes: boolean;
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    tmp: real;
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    i: LongInt;
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    sprite: TSprite;
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    spriteData: PSpriteData;
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begin
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if SuddenDeathDmg then
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    speedlessFlakes:= (vobSDVelocity = 0)
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else
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    speedlessFlakes:= (vobVelocity = 0);
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case Layer of
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    // this layer is very distant in the background when stereo
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    0: begin
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        Gear:= VisualGearLayersStart[0];
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        while Gear <> nil do
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            begin
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            if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
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            case Gear^.Kind of
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              vgtCloud: begin
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                        spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
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                        DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
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                        end;
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               vgtFlake: if (not worldIsShifted) then
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                             begin
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                             sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
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                             if cFlattenFlakes then
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                                 begin
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                                 if speedlessFlakes then
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                                     DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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                                 else
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                                     DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
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                                 end
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                             else
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                                 begin
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                                 if speedlessFlakes then
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                                     DrawTextureF(SpritesData[sprite].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
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                                 else
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                                     DrawTextureRotatedF(SpritesData[sprite].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
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                                 end;
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                             end;
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               end;
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           if Gear^.Tint <> $FFFFFFFF then
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               untint;
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           Gear:= Gear^.NextGear
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           end
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       end;
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    // this layer is on the land level (which is close but behind the screen plane) when stereo
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    1: begin
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       Gear:= VisualGearLayersStart[1];
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       while Gear <> nil do
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          begin
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          if Gear^.Tint <> $FFFFFFFF then
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              Tint(Gear^.Tint);
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          case Gear^.Kind of
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              vgtFlake: if (not worldIsShifted) then
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                            begin
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                            sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
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                            if speedlessFlakes then
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                                DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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                            else
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                                DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
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                            end;
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              vgtSmokeTrace: if Gear^.State < 8 then
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                  DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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              vgtEvilTrace: if Gear^.State < 8 then
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                  DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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              vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, (Gear^.Tint and $FF)));
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   211
          end;
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   212
          if (cReducedQuality and rqAntiBoom) = 0 then
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   213
              case Gear^.Kind of
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c1aa6a3c84a7 Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
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   214
                  vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 1, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height);
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                  vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
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                  vgtDust: if Gear^.State = 1 then
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   217
                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
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   218
                           else
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   219
                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
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                  vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
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   221
                               DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
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   222
                           else
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   223
                               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);
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   224
                  vgtSplash: begin
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   225
                             spriteData:= GetSpriteData(sprSplash, sprSDSplash);
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   226
                             if Gear^.Angle <> 0 then
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   227
                                DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle)
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   228
                             else
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   229
                                DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height);
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   230
                             end;
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   231
                  vgtDroplet: begin
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   232
                              sprite:= GetSprite(sprDroplet, sprSDDroplet);
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                              DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
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   234
                              end;
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34e810295d08 Remove a bunch of dead out-commented code
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   235
                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
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   236
               vgtStraightShot: begin
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5814e0c47c99 Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
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   237
                                if Gear^.dX < 0 then
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   238
                                    i:= -1
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   239
                                else
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                                    i:= 1;
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   241
                                DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
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   242
                                end;
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              end;
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   244
          if (Gear^.Tint <> $FFFFFFFF) then
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              untint;
5585
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   246
          Gear:= Gear^.NextGear
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          end
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   248
       end;
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    // this layer is on the screen plane (depth = 0) when stereo
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   250
    3: begin
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ab79cd4a7382 Reverse order of visual gears linked list
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   251
       Gear:= VisualGearLayersStart[3];
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       while Gear <> nil do
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           begin
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   254
           tinted:= false;
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lovelacer
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   255
           if Gear^.Tint <> $FFFFFFFF then
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lovelacer
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   256
               Tint(Gear^.Tint);
5585
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nemo
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diff changeset
   257
           case Gear^.Kind of
13235
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Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   258
               vgtSpeechBubble: if (Gear^.Angle <> 0) then
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   259
                                // ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
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parents: 13151
diff changeset
   260
                                    if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
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parents: 13151
diff changeset
   261
                                        begin
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parents: 13151
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   262
                                        tinted:= true;
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Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   263
                                        Tint($FF, $FF, $FF,  $66);
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Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   264
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
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parents: 13151
diff changeset
   265
                                        end
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parents: 13151
diff changeset
   266
                                    else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   267
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
15794
95db10dcad71 Fix crash when spawning vgtSmallDamageTag in Lua
Wuzzy <Wuzzy2@mail.ru>
parents: 15607
diff changeset
   268
               vgtSmallDamageTag: if Gear^.Tex <> nil then
15795
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   269
                                    begin
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   270
                                    if Gear^.Frame = 0 then
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   271
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
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parents: 15794
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   272
                                    else
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parents: 15794
diff changeset
   273
                                        begin
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   274
                                        SetScale(cDefaultZoomLevel);
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   275
                                        DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex);
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   276
                                        SetScale(zoom);
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Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   277
                                        end
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   278
                                    end;
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koda
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   279
               vgtHealthTag: if Gear^.Tex <> nil then
5585
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nemo
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diff changeset
   280
                               begin
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   281
                               if Gear^.Frame = 0 then
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parents: 6986
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   282
                                   DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
5585
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nemo
parents: 5583
diff changeset
   283
                               else
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nemo
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diff changeset
   284
                                   begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
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   285
                                   SetScale(cDefaultZoomLevel);
6580
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lovelacer
parents: 6553
diff changeset
   286
                                   if Gear^.Angle = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   287
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
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lovelacer
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diff changeset
   288
                                   else
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   289
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle);
5585
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nemo
parents: 5583
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   290
                                   SetScale(zoom)
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nemo
parents: 5583
diff changeset
   291
                                   end
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nemo
parents: 5583
diff changeset
   292
                               end;
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   293
               vgtStraightShot: begin
6580
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lovelacer
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diff changeset
   294
                                if Gear^.dX < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   295
                                    i:= -1
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   296
                                else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   297
                                    i:= 1;
6999
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parents: 6986
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   298
                                DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
5748
70d7f8e40f53 Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents: 5690
diff changeset
   299
                                end;
10876
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   300
                   vgtFeather: begin
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sheepluva
parents: 10675
diff changeset
   301
                               if Gear^.FrameTicks < 255 then
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   302
                                   begin
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   303
                                   Tint($FF, $FF, $FF, Gear^.FrameTicks);
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sheepluva
parents: 10675
diff changeset
   304
                                   tinted:= true
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   305
                                   end;
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   306
                               DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   307
                             end;
5585
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nemo
parents: 5583
diff changeset
   308
           end;
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nemo
parents: 5583
diff changeset
   309
           if (cReducedQuality and rqAntiBoom) = 0 then
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nemo
parents: 5583
diff changeset
   310
               case Gear^.Kind of
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koda
parents: 6986
diff changeset
   311
                   vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
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nemo
parents: 5583
diff changeset
   312
               end;
6580
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lovelacer
parents: 6553
diff changeset
   313
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   314
               untint;
5585
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nemo
parents: 5583
diff changeset
   315
           Gear:= Gear^.NextGear
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   316
           end
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   317
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   318
    // this layer is outside the screen when stereo
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   319
    2: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   320
       Gear:= VisualGearLayersStart[2];
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   321
       while Gear <> nil do
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   322
           begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   323
           tinted:= false;
6580
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lovelacer
parents: 6553
diff changeset
   324
           if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   325
               Tint(Gear^.Tint);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   326
           case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   327
               vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   328
               vgtBigExplosion: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   329
                                tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   330
                                Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   331
                                DrawTextureRotatedF(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);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   332
                                end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   333
           end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   334
           if (cReducedQuality and rqAntiBoom) = 0 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   335
               case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   336
                   vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   337
                   vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   338
                   vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   339
                   vgtAmmo: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   340
                            tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   341
                            Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6322
b310f0bc8dde If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents: 6318
diff changeset
   342
                            DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
12465
c8ee50955fae Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents: 12159
diff changeset
   343
                            if Gear^.Frame <> ord(amNothing) then
c8ee50955fae Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents: 12159
diff changeset
   344
                                DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   345
                            end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   346
                   vgtShell: begin
5256
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koda
parents: 5179
diff changeset
   347
                             if Gear^.FrameTicks < $FF then
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   348
                                 begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   349
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   350
                                 tinted:= true
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   351
                                 end;
6999
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koda
parents: 6986
diff changeset
   352
                             DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   353
                             end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   354
                   vgtEgg: DrawSpriteRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   355
                   vgtBeeTrace: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   356
                                if Gear^.FrameTicks < $FF then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   357
                                    Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   358
                                else
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   359
                                    Tint($FF, $FF, $FF, $80);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   360
                                tinted:= true;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   361
                                DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   362
                                end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   363
                   vgtSmokeRing: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   364
                                 tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   365
                                 Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   366
                                 DrawTextureRotatedF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   367
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   368
                   vgtNote: DrawSpriteRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   369
                   vgtBulletHit: DrawSpriteRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   370
               end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   371
           case Gear^.Kind of
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   372
               vgtFlake: if (not worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   373
                         begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   374
                             spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   375
                             if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   376
                                 DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   377
                             else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   378
                                 DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle);
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   379
                             end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   380
               vgtCircle: if gear^.Angle = 1 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   381
                              begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   382
                              tmp:= Gear^.State / 100;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   383
                              DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   384
                              end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   385
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   386
                              DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   387
           end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   388
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   389
               untint;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   390
           Gear:= Gear^.NextGear
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   391
           end
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   392
       end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   393
     // this layer is half-way between the screen plane (depth = 0) when in stereo, and the land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   394
     4: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   395
        Gear:= VisualGearLayersStart[4];
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   396
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   397
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   398
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   399
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   400
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   401
               vgtCloud: begin
12158
4d1250ca68ac added CloudsL and FlakeL
KoBeWi <kobewi4e@gmail.com>
parents: 11046
diff changeset
   402
                         spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   403
                         DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   404
                         end;
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   405
              vgtFlake: if (not worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   406
                            begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   407
                            spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   408
                            if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   409
                                DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   410
                            else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   411
                                DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle);
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   412
                            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   413
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   414
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   415
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   416
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   417
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   418
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   419
     // this layer is on the screen plane (depth = 0) when stereo, but just behind the land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   420
     5: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   421
        Gear:= VisualGearLayersStart[5];
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   422
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   423
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   424
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   425
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   426
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   427
                vgtCloud: begin
12159
cb3e785534da whitespace fixes (SEE, I AM USEFUL!)
sheepluva
parents: 12158
diff changeset
   428
                        sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   429
                          DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   430
                          end;
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   431
              vgtFlake: if not (worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   432
                            begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   433
                            sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   434
                            if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   435
                                DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   436
                            else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   437
                                DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   438
                            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   439
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   440
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   441
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   442
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   443
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   444
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   445
     // this layer is on the screen plane (depth = 0) when stereo, but just in front of the land
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   446
    6: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   447
        Gear:= VisualGearLayersStart[6];
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   448
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   449
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   450
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   451
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   452
            case Gear^.Kind of
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   453
                vgtFlake: if (not worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   454
                              begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   455
                              sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   456
                              if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   457
                                  DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   458
                              else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   459
                                  DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   460
                              end;
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10193
diff changeset
   461
                vgtNoPlaceWarn:
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10193
diff changeset
   462
                            DrawTexture(round(Gear^.X) + WorldDx - round(Gear^.Tex^.w * Gear^.Scale) div 2, round(Gear^.Y) + WorldDy - round(Gear^.Tex^.h * Gear^.Scale) div 2, Gear^.Tex, Gear^.Scale);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   463
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   464
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   465
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   466
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   467
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   468
        end;
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   469
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   470
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   471
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   472
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   473
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   474
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   475
for i:= 0 to cCloudsNumber - 1 do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   476
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-cCloudOffset, vgtCloud, 0, true)
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   477
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   478
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
   479
procedure ChangeToSDClouds;
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   480
var       i, j: LongInt;
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
   481
    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
   482
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   483
if cCloudsNumber = cSDCloudsNumber then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   484
    exit;
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   485
for i:= 0 to 6 do
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   486
    begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   487
    vg:= VisualGearLayersStart[i];
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   488
    while vg <> nil do
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   489
        if vg^.Kind = vgtCloud then
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   490
            begin
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   491
            tmp:= vg^.NextGear;
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   492
            DeleteVisualGear(vg);
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   493
            vg:= tmp
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   494
            end
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   495
        else vg:= vg^.NextGear;
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   496
    for j:= 0 to cSDCloudsNumber - 1 do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   497
        AddVisualGear(cLeftScreenBorder + j * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-cCloudOffset, vgtCloud, 0, true)
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   498
    end;
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
   499
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
   500
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   501
procedure AddFlake; inline;
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   502
begin
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   503
    AddVisualGear(cLeftScreenBorder + random(cScreenSpace), LAND_HEIGHT-cCloudOffset+ random(cCloudOffset), vgtFlake);
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   504
end;
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   505
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   506
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   507
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   508
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   509
if (cReducedQuality and rqKillFlakes) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   510
    exit;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   511
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   512
if hasBorder or (not cSnow) then
7543
a0dc770538e1 Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents: 7420
diff changeset
   513
    for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   514
        AddFlake
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   515
else
7543
a0dc770538e1 Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents: 7420
diff changeset
   516
    for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   517
        AddFlake;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   518
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   519
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   520
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   521
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   522
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   523
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   524
if (cReducedQuality and rqKillFlakes) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   525
    exit;
13048
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12702
diff changeset
   526
if (vobCount = vobSDCount) and (vobFrameTicks = vobSDFrameTicks) and
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12702
diff changeset
   527
        (vobFramesCount = vobSDFramesCount) and (vobVelocity = vobSDVelocity) and
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12702
diff changeset
   528
        (vobFallSpeed = vobSDFallSpeed) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   529
    exit;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   530
for i:= 0 to 6 do
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   531
    begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   532
    vg:= VisualGearLayersStart[i];
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   533
    while vg <> nil do
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   534
        if vg^.Kind = vgtFlake then
10658
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   535
            begin
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   536
            tmp:= vg^.NextGear;
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   537
            DeleteVisualGear(vg);
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   538
            vg:= tmp
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   539
            end
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   540
        else vg:= vg^.NextGear;
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   541
    end;
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   542
if hasBorder or (not cSnow) then
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   543
    for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   544
        AddFlake
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   545
else
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   546
    for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   547
        AddFlake;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   548
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   549
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   550
procedure initModule;
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   551
var i: LongWord;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   552
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   553
VGCounter:= 0;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   554
for i:= 0 to 6 do
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   555
    begin
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   556
    VisualGearLayersStart[i]:= nil;
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   557
    VisualGearLayersEnd[i]:= nil;
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   558
    end;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   559
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   560
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   561
procedure freeModule;
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   562
var i: LongWord;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   563
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   564
VGCounter:= 0;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   565
for i:= 0 to 6 do
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   566
    while VisualGearLayersStart[i] <> nil do DeleteVisualGear(VisualGearLayersStart[i]);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   567
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   568
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   569
end.