hedgewars/uVisualGears.pas
author sheepluva
Sat, 28 Feb 2015 17:29:07 +0100
changeset 10834 2e83f33dfe5b
parent 10675 cc3dea58794d
child 10876 d012728b89b9
permissions -rw-r--r--
engine: moveable chat cursor. note: discovered bug that utf8 char info is lost/corrupted when input history is used
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2014 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);
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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);
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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:= VisualGearLayers[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:= VisualGearLayers[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 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);
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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:= VisualGearLayers[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(sprCloud, sprSDCloud);
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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: begin
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                         sprite:= GetSprite(sprFlake, sprSDFlake);
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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:= VisualGearLayers[1];
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       while Gear <> nil do
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          begin
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          //tinted:= false;
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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: begin
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                         sprite:= GetSprite(sprFlake, sprSDFlake);
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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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   197
              vgtSmokeTrace: if Gear^.State < 8 then
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   198
                  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, $FF));
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   202
          end;
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   203
          if (cReducedQuality and rqAntiBoom) = 0 then
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              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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   205
                  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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   207
                  vgtDust: if Gear^.State = 1 then
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sheepluva
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   208
                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
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   209
                           else
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sheepluva
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   210
                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
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   211
                  vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
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   212
                               DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
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   213
                           else
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                               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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   215
                  vgtSplash: begin
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sheepluva
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   216
                             spriteData:= GetSpriteData(sprSplash, sprSDSplash);
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   217
                             if Gear^.Angle <> 0 then
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   218
                                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)
5585
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   219
                             else
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                                //DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
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   221
                                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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   222
                             end;
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   223
                  vgtDroplet: begin
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   224
                              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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   226
                              end;
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   227
                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
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   228
               vgtStraightShot: begin
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nemo
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   229
                                if Gear^.dX < 0 then
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   230
                                    i:= -1
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   231
                                else
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   232
                                    i:= 1;
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   233
                                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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   234
                                end;
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   235
              end;
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   236
          //if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
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   237
          if (Gear^.Tint <> $FFFFFFFF) then
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   238
              untint;
5585
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   239
          Gear:= Gear^.NextGear
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   240
          end
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   241
       end;
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   242
    // this layer is on the screen plane (depth = 0) when stereo
5585
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   243
    3: begin
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   244
       Gear:= VisualGearLayers[3];
5585
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   245
       while Gear <> nil do
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   246
           begin
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   247
           tinted:= false;
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   248
           if Gear^.Tint <> $FFFFFFFF then
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   249
               Tint(Gear^.Tint);
5585
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   250
           case Gear^.Kind of
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
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   251
(*
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   252
              vgtFlake: begin
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   253
                        sprite:= GetSprite(sprFlake, sprSDFlake);
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   254
                        if speedlessFlakes then
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   255
                            DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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   256
                        else
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   257
                            DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
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   258
                        end;*)
5585
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nemo
parents: 5583
diff changeset
   259
               vgtSpeechBubble: begin
10193
d7cd5b43588f By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents: 10121
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
5585
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nemo
parents: 5583
diff changeset
   261
                                    begin
9764
8dc9d268330f revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents: 9762
diff changeset
   262
                                    tinted:= true;
8dc9d268330f revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents: 9762
diff changeset
   263
                                    Tint($FF, $FF, $FF,  $66);
8dc9d268330f revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents: 9762
diff changeset
   264
                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
8dc9d268330f revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents: 9762
diff changeset
   265
                                    end
10193
d7cd5b43588f By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents: 10121
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
9764
8dc9d268330f revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents: 9762
diff changeset
   267
                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
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
   268
                                end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   269
               vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
8330
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koda
parents: 8026 8204
diff changeset
   270
               vgtHealthTag: if Gear^.Tex <> nil 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
   271
                               begin
8330
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koda
parents: 8026 8204
diff changeset
   272
                               if Gear^.Frame = 0 then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   273
                                   DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
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
   274
                               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
   275
                                   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
   276
                                   SetScale(cDefaultZoomLevel);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   277
                                   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
   278
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   279
                                   else
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koda
parents: 8026 8204
diff changeset
   280
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, 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
   281
                                   SetScale(zoom)
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
   282
                                   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
   283
                               end;
8330
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koda
parents: 8026 8204
diff changeset
   284
               vgtStraightShot: begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   285
                                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
   286
                                    i:= -1
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   287
                                else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   288
                                    i:= 1;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   289
                                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
   290
                                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
   291
           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
   292
           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
   293
               case Gear^.Kind of
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   294
                   vgtChunk: DrawSpriteRotatedF(sprChunk, 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
   295
               end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   296
           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
   297
               untint;
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
   298
           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
   299
           end
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   300
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   301
    // 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
   302
    2: begin
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
   303
       Gear:= VisualGearLayers[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
   304
       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
   305
           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
   306
           tinted:= false;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   307
           if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   308
               Tint(Gear^.Tint);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   309
           case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   310
               vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   311
               vgtBigExplosion: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   312
                                tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   313
                                Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   314
                                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
   315
                                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
   316
           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
   317
           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
   318
               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
   319
                   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
   320
                   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
   321
                   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
   322
                   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
   323
                            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
   324
                            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
   325
                            DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
b310f0bc8dde If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents: 6318
diff changeset
   326
                            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
   327
                            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
   328
                   vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   329
                             if Gear^.FrameTicks < $FF then
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   330
                                 begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   331
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   332
                                 tinted:= true
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   333
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   334
                             DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   335
                             end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   336
                   vgtFeather: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   337
                               if Gear^.FrameTicks < 255 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   338
                                   begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   339
                                   Tint($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
   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
                                   end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   342
                               DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   343
                             end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   344
                   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
   345
                   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
   346
                                if Gear^.FrameTicks < $FF then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   347
                                    Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   348
                                else
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   349
                                    Tint($FF, $FF, $FF, $80);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   350
                                tinted:= true;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   351
                                DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   352
                                end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   353
                   vgtSmokeRing: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   354
                                 tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   355
                                 Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   356
                                 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
   357
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   358
                   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
   359
                   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
   360
               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
   361
           case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   362
               vgtFlake: begin
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   363
                         spriteData:= GetSpriteData(sprFlake, sprSDFlake);
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   364
                         if speedlessFlakes then
10362
sheepluva
parents: 10361
diff changeset
   365
                             DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
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
   366
                         else
10362
sheepluva
parents: 10361
diff changeset
   367
                             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);
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   368
                         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
   369
               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
   370
                              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
   371
                              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
   372
                              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
   373
                              end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   374
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   375
                              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
   376
           end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   377
           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
   378
               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
   379
           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
   380
           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
   381
       end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   382
     // 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
   383
     4: begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   384
        Gear:= VisualGearLayers[4];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   385
        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
   386
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   387
            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
   388
                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
   389
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   390
               vgtCloud: begin
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   391
                         spriteData:= GetSpriteData(sprCloud, sprSDCloud);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   392
                         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
   393
                         end;
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   394
              vgtFlake: begin
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   395
                        spriteData:= GetSpriteData(sprFlake, sprSDFlake);
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   396
                        if speedlessFlakes then
10362
sheepluva
parents: 10361
diff changeset
   397
                            DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   398
                        else
10362
sheepluva
parents: 10361
diff changeset
   399
                            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);
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   400
                        end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   401
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   402
            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
   403
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   404
            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
   405
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   406
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   407
     // 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
   408
     5: begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   409
        Gear:= VisualGearLayers[5];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   410
        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
   411
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   412
            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
   413
                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
   414
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   415
                vgtCloud: begin
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   416
                          sprite:= GetSprite(sprCloud, sprSDCloud);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   417
                          DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   418
                          end;
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   419
              vgtFlake: begin
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   420
                        sprite:= GetSprite(sprFlake, sprSDFlake);
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   421
                        if speedlessFlakes then
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   422
                            DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   423
                        else
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   424
                            DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   425
                        end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   426
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   427
            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
   428
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   429
            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
   430
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   431
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   432
     // 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
   433
    6: begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   434
        Gear:= VisualGearLayers[6];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   435
        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
   436
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   437
            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
   438
                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
   439
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   440
                vgtFlake: begin
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   441
                          sprite:= GetSprite(sprFlake, sprSDFlake);
10373
5e83d029e918 fix flake angles
sheepluva
parents: 10362
diff changeset
   442
                          if speedlessFlakes then
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   443
                              DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   444
                          else
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   445
                              DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   446
                          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
   447
                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
   448
                            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
   449
                end;
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
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   451
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   452
            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
   453
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   454
        end;
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   455
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   456
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   457
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   458
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   459
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   460
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   461
for i:= 0 to cCloudsNumber - 1 do
5179
8d64dcb566ea Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents: 5151
diff changeset
   462
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   463
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   464
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
   465
procedure ChangeToSDClouds;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   466
var       i: LongInt;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   467
    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
   468
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   469
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
   470
    exit;
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
   471
vg:= VisualGearLayers[0];
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
   472
while vg <> nil do
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   473
    if vg^.Kind = vgtCloud then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   474
        begin
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   475
        tmp:= vg^.NextGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   476
        DeleteVisualGear(vg);
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   477
        vg:= tmp
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   478
        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
   479
    else vg:= vg^.NextGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   480
for i:= 0 to cSDCloudsNumber - 1 do
5179
8d64dcb566ea Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents: 5151
diff changeset
   481
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   482
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
   483
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   484
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   485
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   486
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   487
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
   488
    exit;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   489
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   490
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
   491
    for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   492
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   493
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
   494
    for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   495
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   496
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   497
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   498
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   499
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   500
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   501
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   502
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
   503
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   504
if vobCount = vobSDCount then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   505
    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
   506
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
   507
    begin
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
   508
    vg:= VisualGearLayers[i];
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
   509
    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
   510
        if vg^.Kind = vgtFlake then
10658
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   511
            begin
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   512
            tmp:= vg^.NextGear;
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   513
            DeleteVisualGear(vg);
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   514
            vg:= tmp
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   515
            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
   516
        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
   517
    end;
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   518
if hasBorder or (not cSnow) then
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   519
    for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   520
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   521
else
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   522
    for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   523
        AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   524
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   525
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   526
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
   527
var i: LongWord;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   528
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   529
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
   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
    VisualGearLayers[i]:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   532
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   533
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   534
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
   535
var i: LongWord;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   536
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   537
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
   538
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
   539
    while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   540
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   541
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   542
end.