hedgewars/uVisualGears.pas
author nemo
Wed, 29 Dec 2010 16:21:30 -0500
changeset 4780 8571151411b3
parent 4772 02370ca8e92c
child 4782 603916ddf4b6
permissions -rw-r--r--
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

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2008 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uVisualGears;
interface
uses uConsts, uFloat, GLunit, uTypes;

procedure initModule;
procedure freeModule;

function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
function  VisualGearByUID(uid : Longword) : PVisualGear;
procedure AddClouds;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);

implementation
uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils;

const cExplFrameTicks = 110;

{$INCLUDE "VGSHandlers.inc"}

procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
    Gear: PVisualGear;
begin
if cAltDamage then
    begin
    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
    if Gear <> nil then
        with Gear^ do
            begin
            str(Damage, s);
            Tex:= RenderStringTex(s, Color, fntSmall);
            end
    end
end;


// ==================================================================

// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
        (
            @doStepFlake,
            @doStepCloud,
            @doStepExpl,
            @doStepExpl,
            @doStepFire,
            @doStepSmallDamage,
            @doStepTeamHealthSorter,
            @doStepSpeechBubble,
            @doStepBubble,
            @doStepSteam,
            @doStepAmmo,
            @doStepSmoke,
            @doStepSmoke,
            @doStepHealth,
            @doStepShell,
            @doStepDust,
            @doStepSplash,
            @doStepDroplet,
            @doStepSmokeRing,
            @doStepBeeTrace,
            @doStepEgg,
            @doStepFeather,
            @doStepHealthTag,
            @doStepSmokeTrace,
            @doStepSmokeTrace,
            @doStepExplosion,
            @doStepBigExplosion,
            @doStepChunk,
            @doStepNote,
            @doStepLineTrail,
            @doStepBulletHit,
            @doStepCircle
        );

function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
const VGCounter: Longword = 0;
var gear: PVisualGear;
    t: Longword;
    sp: real;
begin
if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we are scrolling now
    if (Kind <> vgtCloud) and not Critical then
        begin
        AddVisualGear:= nil;
        exit
        end;

if ((cReducedQuality and rqFancyBoom) <> 0) and
   not Critical and
   not (Kind in
   [vgtTeamHealthSorter,
    vgtSmallDamageTag,
    vgtSpeechBubble,
    vgtHealthTag,
    vgtExplosion,
    vgtSmokeTrace,
    vgtEvilTrace,
    vgtNote]) then
    begin
      AddVisualGear:= nil;
      exit
    end;

inc(VGCounter);
New(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= real(X);
gear^.Y:= real(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
gear^.State:= 0;
gear^.Tint:= $FFFFFFFF;
gear^.uid:= VGCounter;

with gear^ do
    case Kind of
    vgtFlake: begin
                Timer:= 0;
                tdX:= 0;
                tdY:= 0;
                FrameTicks:= random(vobFrameTicks);
                Frame:= random(vobFramesCount);
                Angle:= random * 360;
                dx:= 0.0000038654705 * random(10000);
                dy:= 0.000003506096 * random(7000);
                if random(2) = 0 then dx := -dx;
                dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
                end;
    vgtCloud: begin
                Frame:= random(4);
                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
                timer:= random(4096);
                end;
    vgtExplPart,
    vgtExplPart2: begin
                t:= random(1024);
                sp:= 0.001 * (random(95) + 70);
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
                if random(2) = 0 then dx := -dx;
                if random(2) = 0 then dy := -dy;
                Frame:= 7 - random(3);
                FrameTicks:= cExplFrameTicks
                end;
        vgtFire: begin
                t:= random(1024);
                sp:= 0.001 * (random(85) + 95);
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
                if random(2) = 0 then dx := -dx;
                if random(2) = 0 then dy := -dy;
                FrameTicks:= 650 + random(250);
                Frame:= random(8)
                end;
         vgtEgg: begin
                t:= random(1024);
                sp:= 0.001 * (random(85) + 95);
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
                if random(2) = 0 then dx := -dx;
                if random(2) = 0 then dy := -dy;
                FrameTicks:= 650 + random(250);
                Frame:= 1
                end;
        vgtShell: FrameTicks:= 500;
    vgtSmallDamageTag: begin
                gear^.FrameTicks:= 1100
                end;
    vgtBubble: begin
                dx:= 0.0000038654705 * random(10000);
                dy:= 0;
                if random(2) = 0 then dx := -dx;
                FrameTicks:= 250 + random(1751);
                Frame:= random(5)
                end;
    vgtSteam: begin
                dx:= 0.0000038654705 * random(10000);
                dy:= 0.001 * (random(85) + 95);
                if random(2) = 0 then dx := -dx;
                Frame:= 7 - random(3);
                FrameTicks:= cExplFrameTicks * 2;
                end;
    vgtAmmo: begin
                alpha:= 1.0;
                scale:= 1.0
                end;
  vgtSmokeWhite,
  vgtSmoke: begin
                dx:= 0.0002 * (random(45) + 10);
                dy:= 0.0002 * (random(45) + 10);
                if random(2) = 0 then dx := -dx;
                Frame:= 7 - random(2);
                FrameTicks:= cExplFrameTicks * 2;
                end;
    vgtHealth: begin
                dx:= 0.001 * random(45);
                dy:= 0.001 * (random(20) + 25);
                if random(2) = 0 then dx := -dx;
                Frame:= 0;
                FrameTicks:= random(750) + 1250;
                end;
  vgtDust: begin
                dx:= 0.005 * (random(15) + 10);
                dy:= 0.001 * (random(40) + 20);
                if random(2) = 0 then dx := -dx;
                Frame:= 7 - random(2);
                FrameTicks:= random(20) + 15;
                end;
  vgtSplash: begin
                dx:= 0;
                dy:= 0;
                FrameTicks:= 740;
                Frame:= 19;
                end;
    vgtDroplet: begin
                dx:= 0.001 * (random(75) + 15);
                dy:= -0.001 * (random(80) + 120);
                if random(2) = 0 then dx := -dx;
                FrameTicks:= 250 + random(1751);
                Frame:= random(3)
                end;
   vgtBeeTrace: begin
                FrameTicks:= 1000;
                Frame:= random(16);
                end;
    vgtSmokeRing: begin
                dx:= 0;
                dy:= 0;
                FrameTicks:= 600;
                Timer:= 0;
                Frame:= 0;
                scale:= 0.6;
                alpha:= 1;
                angle:= random(360);
                end;
     vgtFeather: begin
                t:= random(1024);
                sp:= 0.001 * (random(85) + 95);
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
                if random(2) = 0 then dx := -dx;
                if random(2) = 0 then dy := -dy;
                FrameTicks:= 650 + random(250);
                Frame:= 1
                end;
  vgtHealthTag: begin
                gear^.Timer:= 1500;
                //gear^.Z:= 2002;
                end;
  vgtSmokeTrace,
  vgtEvilTrace: begin
                gear^.X:= gear^.X - 16;
                gear^.Y:= gear^.Y - 16;
                gear^.State:= 8;
                //gear^.Z:= cSmokeZ
                end;
vgtBigExplosion: begin
                gear^.Angle:= random(360);
                end;
      vgtChunk: begin
                gear^.Frame:= random(4);
                t:= random(1024);
                sp:= 0.001 * (random(85) + 47);
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
                dy:= AngleCos(t).QWordValue/4294967296 * sp * -2;
                if random(2) = 0 then dx := -dx;
                end;
      vgtNote: begin
                dx:= 0.005 * (random(15) + 10);
                dy:= -0.001 * (random(40) + 20);
                if random(2) = 0 then dx := -dx;
                Frame:= random(4);
                FrameTicks:= random(2000) + 1500;
                end;
  vgtBulletHit: begin
                dx:= 0;
                dy:= 0;
                FrameTicks:= 350;
                Frame:= 7;
                Angle := 0;
                end;
        end;

if State <> 0 then gear^.State:= State;

if VisualGearsList <> nil then
    begin
    VisualGearsList^.PrevGear:= gear;
    gear^.NextGear:= VisualGearsList
    end;
VisualGearsList:= gear;

AddVisualGear:= gear;
end;

procedure DeleteVisualGear(Gear: PVisualGear);
begin
    if Gear^.Tex <> nil then
        FreeTexture(Gear^.Tex);
    Gear^.Tex:= nil;

    if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
    if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
    else VisualGearsList:= Gear^.NextGear;

    if lastVisualGearByUID = Gear then lastVisualGearByUID:= nil;

    Dispose(Gear);
end;

procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
begin
if Steps = 0 then exit;

t:= VisualGearsList;
while t <> nil do
      begin
      Gear:= t;
      t:= Gear^.NextGear;
      Gear^.doStep(Gear, Steps)
      end
end;

procedure KickFlakes(Radius, X, Y: LongInt);
var Gear, t: PVisualGear;
    dmg: LongInt;
begin
if (vobCount = 0) or (vobCount > 200) then exit;
t:= VisualGearsList;
while t <> nil do
      begin
      Gear:= t;
      if Gear^.Kind = vgtFlake then
          begin
          // Damage calc from doMakeExplosion
          dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
          if dmg > 1 then
              begin
              Gear^.tdX:= 0.02 * dmg + 0.01;
              if Gear^.X - X < 0 then Gear^.tdX := -Gear^.tdX;
              Gear^.tdY:= 0.02 * dmg + 0.01;
              if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
              Gear^.Timer:= 200
              end
          end;
      t:= Gear^.NextGear
      end
end;

procedure DrawVisualGears(Layer: LongWord);
var Gear: PVisualGear;
    tinted: boolean;
    tmp: real;
begin
Gear:= VisualGearsList;
case Layer of
    0: while Gear <> nil do
        begin
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
        case Gear^.Kind of
            vgtFlake: if vobVelocity = 0 then
                        if SuddenDeathDmg then
                            DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                        else
                            DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                      else
                        if SuddenDeathDmg then
                            DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
                        else
                            DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
            vgtCloud: if SuddenDeathDmg then
                          DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                      else
                          DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
            end;
        if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF);
        Gear:= Gear^.NextGear
        end;
    1: while Gear <> nil do
        begin
        tinted:= false;
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
        case Gear^.Kind of
            vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
            vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
            vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF));
            vgtSpeechBubble: if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then 
                    begin
                    tinted:= true;
                    Tint($FF, $FF, $FF,  $66);
                    DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
                    end
        end;
            if (cReducedQuality and rqFancyBoom) = 0 then
                case Gear^.Kind of
                    vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
                    vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
                    vgtDust: DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
                    vgtFeather: begin
                            if Gear^.FrameTicks < 255 then
                                begin
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
                                tinted:= true
                                end;
                            DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                            end;
                 end;
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
        Gear:= Gear^.NextGear
        end;
    2: while Gear <> nil do
        begin
        tinted:= false;
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
        case Gear^.Kind of
            vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
            vgtBigExplosion: begin
                             tinted:= true;
                             Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
                             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);
                             end;
            end;
        if (cReducedQuality and rqFancyBoom) = 0 then
            case Gear^.Kind of
                vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
                vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
                vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
                             DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
                         else
                             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);
                vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
                vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
                vgtAmmo: begin
                        tinted:= true;
                        Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
                        DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
                        DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
                        end;
                vgtHealth:  begin
                            tinted:= true;
                            case Gear^.Frame div 10 of
                                0:Tint(0, $FF, 0, round(Gear^.FrameTicks * $FF / 1000));
                                1:Tint($FF, 0, 0, round(Gear^.FrameTicks * $FF / 1000));
                            end;
                            DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0);
                            end;
                vgtShell: begin
                            if Gear^.FrameTicks < $FF then
                                begin
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
                                tinted:= true
                                end;
                            DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                            end;
                  vgtEgg: begin
                            if Gear^.FrameTicks < $FF then
                                begin
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
                                tinted:= true
                                end;
                            DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                            end;
                vgtSplash: DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
                vgtDroplet: DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
               vgtBeeTrace: begin
                            if Gear^.FrameTicks < $FF then
                                Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
                            else
                                Tint($FF, $FF, $FF, $80);
                            tinted:= true;
                            DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
                            end;
                vgtSmokeRing: begin
                            tinted:= true;
                            Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
                            DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
                            end;
                vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                 vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
            end;
        case Gear^.Kind of
            vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
            vgtSpeechBubble: if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
            vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
            vgtCircle:  if gear^.Angle = 1 then 
                            begin
                            tmp:= Gear^.State / 100;
                            DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
                            end
                        else DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
        end;
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
        Gear:= Gear^.NextGear
        end
    end;
end;

function  VisualGearByUID(uid : Longword) : PVisualGear;
var vg: PVisualGear;
begin
VisualGearByUID:= nil;
if uid = 0 then exit;
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
    begin
    VisualGearByUID:= lastVisualGearByUID;
    exit
    end;
vg:= VisualGearsList;
while vg <> nil do
    begin
    if vg^.uid = uid then
        begin
        lastVisualGearByUID:= vg;
        VisualGearByUID:= vg;
        exit
        end;
    vg:= vg^.NextGear
    end
end;

procedure AddClouds;
var i: LongInt;
begin
for i:= 0 to cCloudsNumber - 1 do
    AddVisualGear(cLeftScreenBorder + i * cScreenSpace div (cCloudsNumber + 1), LAND_HEIGHT-1184, vgtCloud)
end;

procedure initModule;
begin
    VisualGearsList:= nil;
end;

procedure freeModule;
begin
    while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
end;

end.