hedgewars/uVisualGears.pas
author unc0rr
Wed, 03 Apr 2013 00:03:46 +0400
branchwebgl
changeset 8839 caa57115d7ea
parent 8444 75db7bb8dce8
child 9127 e350500c4edb
permissions -rw-r--r--
Fixes to make pas2c parse this
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uVisualGears;
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(*
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 * This unit defines the behavior and the appearance of visual gears.
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 *
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 * Visual gears are "things"/"objects" in the game that do not need to be
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 * perfectly synchronized over all clients since their effect is only
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 * of visual nature.
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 *
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 * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
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 *)
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interface
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uses uConsts, uFloat, GLunit, uTypes, uWorld;
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procedure initModule;
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procedure freeModule;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
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procedure ProcessVisualGears(Steps: Longword);
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procedure DrawVisualGears(Layer: LongWord);
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procedure DeleteVisualGear(Gear: PVisualGear);
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function  VisualGearByUID(uid : Longword) : PVisualGear;
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procedure AddClouds;
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procedure 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 uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
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const
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    cExplFrameTicks = 110;
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    //cSmokeZ = 499;
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var VGCounter: LongWord;
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    VisualGearLayers: array[0..6] of PVisualGear;
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// For better maintainability the step handlers of visual gears are stored
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// in a separate file.
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{$INCLUDE "VGSHandlers.inc"}
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var s: shortstring;
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    Gear: PVisualGear;
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begin
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if cAltDamage then
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    begin
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    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
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    if Gear <> nil then
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        with Gear^ do
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            begin
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            str(Damage, s);
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            Tex:= RenderStringTex(s, Color, fntSmall);
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            end
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    end
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end;
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// ==================================================================
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// ==================================================================
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const vdoStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
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        (
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            @doStepFlake,
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            @doStepCloud,
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            @doStepExpl,
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            @doStepExpl,
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            @doStepFire,
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            @doStepSmallDamage,
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            @doStepTeamHealthSorter,
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            @doStepSpeechBubble,
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            @doStepBubble,
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            @doStepSteam,
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            @doStepAmmo,
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            @doStepSmoke,
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            @doStepSmoke,
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            @doStepShell,
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            @doStepDust,
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            @doStepSplash,
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            @doStepDroplet,
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            @doStepSmokeRing,
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            @doStepBeeTrace,
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            @doStepEgg,
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            @doStepFeather,
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            @doStepHealthTag,
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            @doStepSmokeTrace,
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            @doStepSmokeTrace,
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            @doStepExplosion,
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            @doStepBigExplosion,
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            @doStepChunk,
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            @doStepNote,
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            @doStepLineTrail,
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            @doStepBulletHit,
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            @doStepCircle,
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            @doStepSmoothWindBar,
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            @doStepStraightShot
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        );
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function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
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begin
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    AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
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end;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
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begin
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    AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
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end;
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function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
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var gear: PVisualGear;
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    t: Longword;
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    sp: real;
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begin
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AddVisualGear:= nil;
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   141
if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) or fastScrolling) and // we are scrolling now
6580
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lovelacer
parents: 6553
diff changeset
   142
   ((Kind <> vgtCloud) and (not Critical)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   143
       exit;
1642
177b440773de Disable visual gears when quick replaying
unc0rr
parents: 1505
diff changeset
   144
4809
9c7d5f802618 rearrange quality flags a little, disable snow rendering on rqLowRes
koda
parents: 4806
diff changeset
   145
if ((cReducedQuality and rqAntiBoom) <> 0) and
6453
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6380
diff changeset
   146
   (not Critical) and
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6380
diff changeset
   147
   (not (Kind in
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   148
   [vgtTeamHealthSorter,
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   149
    vgtSmallDamageTag,
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   150
    vgtSpeechBubble,
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   151
    vgtHealthTag,
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   152
    vgtExplosion,
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   153
    vgtSmokeTrace,
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   154
    vgtEvilTrace,
5357
ec36f3d53f3c Tiny optimization: convert smooth wind indicator change gear into visual gear
unc0rr
parents: 5256
diff changeset
   155
    vgtNote,
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   156
    vgtSmoothWindBar])) then
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   157
6580
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lovelacer
parents: 6553
diff changeset
   158
        exit;
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1801
diff changeset
   159
4422
5e8cfef25ccb add a uid to VGs for purpose of Lua manipulation
nemo
parents: 4420
diff changeset
   160
inc(VGCounter);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   161
New(gear);
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   162
FillChar(gear^, sizeof(TVisualGear), 0);
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   163
gear^.X:= real(X);
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   164
gear^.Y:= real(Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   165
gear^.Kind := Kind;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7822
diff changeset
   166
gear^.doStep:= vdoStepHandlers[Kind];
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   167
gear^.State:= 0;
3475
95345f98da19 Engine:
smxx
parents: 3447
diff changeset
   168
gear^.Tint:= $FFFFFFFF;
4422
5e8cfef25ccb add a uid to VGs for purpose of Lua manipulation
nemo
parents: 4420
diff changeset
   169
gear^.uid:= VGCounter;
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
   170
gear^.Layer:= 0;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   171
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   172
with gear^ do
2948
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unc0rr
parents: 2941
diff changeset
   173
    case Kind of
6580
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lovelacer
parents: 6553
diff changeset
   174
    vgtFlake:
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lovelacer
parents: 6553
diff changeset
   175
                begin
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   176
                Timer:= 0;
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   177
                tdX:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   178
                tdY:= 0;
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   179
                Scale:= 1.0;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   180
                if SuddenDeathDmg then
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   181
                    begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   182
                    FrameTicks:= random(vobSDFrameTicks);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   183
                    Frame:= random(vobSDFramesCount);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   184
                    end
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   185
                else
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   186
                    begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   187
                    FrameTicks:= random(vobFrameTicks);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   188
                    Frame:= random(vobFramesCount);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   189
                    end;
7151
ec15d9e1a7e3 pas2c stuff
unc0rr
parents: 7028
diff changeset
   190
                Angle:= random(360);
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   191
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   192
                dy:= 0.000003506096 * random(7000);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   193
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   194
                    dx := -dx;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   195
                if SuddenDeathDmg then
7151
ec15d9e1a7e3 pas2c stuff
unc0rr
parents: 7028
diff changeset
   196
                    dAngle:= (random(2) * 2 - 1) * (vobSDVelocity + random(vobSDVelocity)) / 1000
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   197
                else
7151
ec15d9e1a7e3 pas2c stuff
unc0rr
parents: 7028
diff changeset
   198
                    dAngle:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) / 1000
2948
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unc0rr
parents: 2941
diff changeset
   199
                end;
6580
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lovelacer
parents: 6553
diff changeset
   200
    vgtCloud:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   201
                begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   202
                Frame:= random(4);
3994
486da687d76a fix/tweak let clouds reflect wind speed and direction again + stronger
sheepluva
parents: 3976
diff changeset
   203
                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   204
                timer:= random(4096);
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   205
                Scale:= 1.0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   206
                end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   207
    vgtExplPart,
6580
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lovelacer
parents: 6553
diff changeset
   208
    vgtExplPart2:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   209
                begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   210
                t:= random(1024);
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   211
                sp:= 0.001 * (random(95) + 70);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   212
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   213
                dy:= hwFloat2Float(AngleCos(t)) * sp;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   214
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   215
                    dx := -dx;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   216
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   217
                    dy := -dy;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   218
                Frame:= 7 - random(3);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   219
                FrameTicks:= cExplFrameTicks
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   220
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   221
        vgtFire:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   222
                begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   223
                t:= random(1024);
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   224
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   225
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   226
                dy:= hwFloat2Float(AngleCos(t)) * sp;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   227
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   228
                    dx := -dx;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   229
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   230
                    dy := -dy;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   231
                FrameTicks:= 650 + random(250);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   232
                Frame:= random(8)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   233
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   234
         vgtEgg:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   235
                begin
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   236
                t:= random(1024);
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   237
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   238
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   239
                dy:= hwFloat2Float(AngleCos(t)) * sp;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   240
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   241
                    dx := -dx;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   242
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   243
                    dy := -dy;
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   244
                FrameTicks:= 650 + random(250);
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   245
                Frame:= 1
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   246
                end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   247
        vgtShell: FrameTicks:= 500;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   248
    vgtSmallDamageTag:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   249
                begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   250
                gear^.FrameTicks:= 1100
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   251
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   252
    vgtBubble:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   253
                begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   254
                dx:= 0.0000038654705 * random(10000);
3909
4ba25a3d15af remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
nemo
parents: 3836
diff changeset
   255
                dy:= 0;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   256
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   257
                    dx := -dx;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   258
                FrameTicks:= 250 + random(1751);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   259
                Frame:= random(5)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   260
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   261
    vgtSteam:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   262
                begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   263
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   264
                dy:= 0.001 * (random(85) + 95);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   265
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   266
                    dx := -dx;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   267
                Frame:= 7 - random(3);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   268
                FrameTicks:= cExplFrameTicks * 2;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   269
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   270
    vgtAmmo:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   271
                begin
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   272
                alpha:= 1.0;
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   273
                scale:= 1.0
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   274
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   275
  vgtSmokeWhite,
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   276
  vgtSmoke:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   277
                begin
5690
f6e0c5bd8020 Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
nemo
parents: 5596
diff changeset
   278
                Scale:= 1.0;
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   279
                dx:= 0.0002 * (random(45) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   280
                dy:= 0.0002 * (random(45) + 10);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   281
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   282
                    dx := -dx;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   283
                Frame:= 7 - random(2);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   284
                FrameTicks:= cExplFrameTicks * 2;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   285
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   286
  vgtDust:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   287
                begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   288
                dx:= 0.005 * (random(15) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   289
                dy:= 0.001 * (random(40) + 20);
7597
1ef520fea21c make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents: 7543
diff changeset
   290
                if random(2) = 0 then dx := -dx;
1ef520fea21c make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents: 7543
diff changeset
   291
                if random(2) = 0 then Tag:= 1
1ef520fea21c make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents: 7543
diff changeset
   292
                else Tag:= -1;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   293
                Frame:= 7 - random(2);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   294
                FrameTicks:= random(20) + 15;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
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
  vgtSplash:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   297
                begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   298
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   299
                dy:= 0;
2974
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   300
                FrameTicks:= 740;
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   301
                Frame:= 19;
7420
77567b03cc28 Fix bee crasher, tweak splash values
nemo
parents: 7372
diff changeset
   302
                Scale:= 0.75;
77567b03cc28 Fix bee crasher, tweak splash values
nemo
parents: 7372
diff changeset
   303
                Timer:= 1;
2974
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   304
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   305
    vgtDroplet:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   306
                begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7276
diff changeset
   307
                dx:= 0.001 * (random(180) - 90);
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7276
diff changeset
   308
                dy:= -0.001 * (random(160) + 40);
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   309
                FrameTicks:= 250 + random(1751);
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   310
                Frame:= random(3)
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   311
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   312
   vgtBeeTrace:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   313
                begin
3080
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   314
                FrameTicks:= 1000;
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   315
                Frame:= random(16);
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   316
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   317
    vgtSmokeRing:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   318
                begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   319
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   320
                dy:= 0;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   321
                FrameTicks:= 600;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   322
                Timer:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   323
                Frame:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   324
                scale:= 0.6;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   325
                alpha:= 1;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   326
                angle:= random(360);
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   327
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   328
     vgtFeather:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   329
                begin
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
diff changeset
   330
                t:= random(1024);
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   331
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   332
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   333
                dy:= hwFloat2Float(AngleCos(t)) * sp;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   334
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   335
                    dx := -dx;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   336
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   337
                    dy := -dy;
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
diff changeset
   338
                FrameTicks:= 650 + random(250);
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
diff changeset
   339
                Frame:= 1
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
diff changeset
   340
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   341
  vgtHealthTag:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   342
                begin
5574
3d7438991ed8 Use Frame instead of State for the health flag
nemo
parents: 5570
diff changeset
   343
                Frame:= 0;
3d7438991ed8 Use Frame instead of State for the health flag
nemo
parents: 5570
diff changeset
   344
                Timer:= 1500;
5576
bf30c60786a5 Move HealthTag dY init into AddGear
nemo
parents: 5574
diff changeset
   345
                dY:= -0.08;
5596
nemo
parents: 5585
diff changeset
   346
                dX:= 0;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   347
                //gear^.Z:= 2002;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   348
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   349
  vgtSmokeTrace,
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   350
  vgtEvilTrace:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   351
                begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   352
                gear^.X:= gear^.X - 16;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   353
                gear^.Y:= gear^.Y - 16;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   354
                gear^.State:= 8;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   355
                //gear^.Z:= cSmokeZ
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   356
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   357
vgtBigExplosion:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   358
                begin
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   359
                gear^.Angle:= random(360);
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   360
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   361
      vgtChunk:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   362
                begin
3689
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   363
                gear^.Frame:= random(4);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   364
                t:= random(1024);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   365
                sp:= 0.001 * (random(85) + 47);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   366
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   367
                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   368
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   369
                    dx := -dx;
3689
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   370
                end;
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   371
      vgtNote:
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   372
                begin
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   373
                dx:= 0.005 * (random(15) + 10);
3706
a79784328c03 Engine:
smaxx
parents: 3704
diff changeset
   374
                dy:= -0.001 * (random(40) + 20);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   375
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   376
                    dx := -dx;
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   377
                Frame:= random(4);
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   378
                FrameTicks:= random(2000) + 1500;
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   379
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   380
  vgtBulletHit:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   381
                begin
4327
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   382
                dx:= 0;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   383
                dy:= 0;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   384
                FrameTicks:= 350;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   385
                Frame:= 7;
5748
70d7f8e40f53 Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents: 5690
diff changeset
   386
                Angle:= 0;
4327
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   387
                end;
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   388
vgtSmoothWindBar:
6913
73984ea24ff5 Make clouds/flakes change direction smoothly
nemo
parents: 6856
diff changeset
   389
                begin
73984ea24ff5 Make clouds/flakes change direction smoothly
nemo
parents: 6856
diff changeset
   390
                Angle:= hwFloat2Float(cMaxWindSpeed)*2 / 1440; // seems rate below is supposed to change wind bar at 1px per 10ms. Max time, 1440ms. This tries to match the rate of change
73984ea24ff5 Make clouds/flakes change direction smoothly
nemo
parents: 6856
diff changeset
   391
                Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
73984ea24ff5 Make clouds/flakes change direction smoothly
nemo
parents: 6856
diff changeset
   392
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   393
 vgtStraightShot:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   394
                begin
5924
82fc26c53d2a Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
nemo
parents: 5874
diff changeset
   395
                Angle:= 0;
5748
70d7f8e40f53 Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents: 5690
diff changeset
   396
                Scale:= 1.0;
5564
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   397
                dx:= 0.001 * random(45);
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   398
                dy:= 0.001 * (random(20) + 25);
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   399
                State:= ord(sprHealth);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   400
                if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   401
                    dx := -dx;
5562
8056d82b4d23 Seduction animation. New visual gear type.
nemo
parents: 5491
diff changeset
   402
                Frame:= 0;
5564
4f42009237df For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
nemo
parents: 5563
diff changeset
   403
                FrameTicks:= random(750) + 1250;
5563
fc73b6e941f7 Use same visual gear for health tags and hearts.
nemo
parents: 5562
diff changeset
   404
                State:= ord(sprSnowDust);
5562
8056d82b4d23 Seduction animation. New visual gear type.
nemo
parents: 5491
diff changeset
   405
                end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   406
        end;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   407
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   408
if State <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   409
    gear^.State:= State;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   410
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
   411
case Gear^.Kind of
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   412
    vgtFlake: if cFlattenFlakes then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   413
        gear^.Layer:= 0
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   414
              else if random(3) = 0 then
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   415
                  begin
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   416
                  gear^.Scale:= 0.5;
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   417
                  gear^.Layer:= 0   // 33% - far back
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   418
                  end
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   419
              else if random(3) = 0 then
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   420
                  begin
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   421
                  gear^.Scale:= 0.8;
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   422
                  gear^.Layer:= 4   // 22% - mid-distance
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   423
                  end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   424
              else if random(3) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   425
                  gear^.Layer:= 5  // 30% - just behind land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   426
              else if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   427
                  gear^.Layer:= 6   // 7% - just in front of land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   428
              else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   429
                  begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   430
                  gear^.Scale:= 1.5;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   431
                  gear^.Layer:= 2;  // 7% - close up
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   432
                  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
   433
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
   434
    vgtCloud: if cFlattenClouds then gear^.Layer:= 5
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   435
              else if random(3) = 0 then
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   436
                  begin
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   437
                  gear^.Scale:= 0.25;
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   438
                  gear^.Layer:= 0
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   439
                  end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   440
              else if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   441
                  gear^.Layer:= 5
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   442
              else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   443
                  begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   444
                  gear^.Scale:= 0.4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   445
                  gear^.Layer:= 4
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   446
                  end;
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
   447
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
   448
    // 0: this layer is very distant in the background when in 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
   449
    vgtTeamHealthSorter,
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
   450
    vgtSmoothWindBar: gear^.Layer:= 0;
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
   451
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
   452
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
   453
    // 1: this layer is on the land level (which is close but behind the screen plane) when stereo
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
   454
    vgtSmokeTrace,
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
   455
    vgtEvilTrace,
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
   456
    vgtLineTrail,
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
   457
    vgtSmoke,
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
   458
    vgtSmokeWhite,
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
   459
    vgtDust,
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
   460
    vgtFire,
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
   461
    vgtSplash,
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
   462
    vgtDroplet,
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
   463
    vgtBubble: gear^.Layer:= 1;
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
   464
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
   465
    // 3: this layer is on the screen plane (depth = 0) when stereo
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
   466
    vgtSpeechBubble,
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
   467
    vgtSmallDamageTag,
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
   468
    vgtHealthTag,
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
   469
    vgtStraightShot,
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
   470
    vgtChunk: gear^.Layer:= 3;
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
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
   472
    // 2: this layer is outside the screen when stereo
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
   473
    vgtExplosion,
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
   474
    vgtBigExplosion,
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
   475
    vgtExplPart,
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
   476
    vgtExplPart2,
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
   477
    vgtSteam,
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
   478
    vgtAmmo,
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
   479
    vgtShell,
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
   480
    vgtFeather,
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
   481
    vgtEgg,
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
   482
    vgtBeeTrace,
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
   483
    vgtSmokeRing,
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
   484
    vgtNote,
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
   485
    vgtBulletHit,
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
   486
    vgtCircle: gear^.Layer:= 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
   487
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   488
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
   489
if VisualGearLayers[gear^.Layer] <> nil then
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
   490
    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
   491
    VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
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
   492
    gear^.NextGear:= VisualGearLayers[gear^.Layer]
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
   493
    end;
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
   494
VisualGearLayers[gear^.Layer]:= gear;
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
   495
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   496
AddVisualGear:= gear;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   497
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   498
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   499
procedure DeleteVisualGear(Gear: PVisualGear);
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   500
begin
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6323
diff changeset
   501
    FreeTexture(Gear^.Tex);
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   502
    Gear^.Tex:= nil;
1505
3a96e93572cb - Convert small damage tag to visual gears
unc0rr
parents: 1132
diff changeset
   503
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   504
    if Gear^.NextGear <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   505
        Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   506
    if Gear^.PrevGear <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   507
        Gear^.PrevGear^.NextGear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   508
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   509
        VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   510
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   511
    if lastVisualGearByUID = Gear then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   512
        lastVisualGearByUID:= nil;
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   513
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   514
    Dispose(Gear);
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   515
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   516
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   517
procedure ProcessVisualGears(Steps: Longword);
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   518
var Gear, t: PVisualGear;
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
   519
    i: LongWord;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   520
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   521
if Steps = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   522
    exit;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   523
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
   524
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
   525
    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
   526
    t:= 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
   527
    while t <> nil do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   528
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   529
        Gear:= t;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   530
        t:= Gear^.NextGear;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   531
        Gear^.doStep(Gear, Steps)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   532
        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
   533
    end
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   534
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   535
3083
8da8f2515221 Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
nemo
parents: 3080
diff changeset
   536
procedure KickFlakes(Radius, X, Y: LongInt);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   537
var Gear, t: PVisualGear;
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
    dmg, i: LongInt;
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   539
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   540
if (vobCount = 0) or (vobCount > 200) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   541
    exit;
6306
553680d78546 tweak % again
nemo
parents: 6302
diff changeset
   542
for i:= 2 to 6 do
553680d78546 tweak % again
nemo
parents: 6302
diff changeset
   543
    if i <> 3 then
553680d78546 tweak % again
nemo
parents: 6302
diff changeset
   544
        begin
553680d78546 tweak % again
nemo
parents: 6302
diff changeset
   545
        t:= VisualGearLayers[i];
553680d78546 tweak % again
nemo
parents: 6302
diff changeset
   546
        while t <> nil do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   547
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   548
            Gear:= t;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   549
            if Gear^.Kind = vgtFlake then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   550
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   551
                // Damage calc from doMakeExplosion
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   552
                dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   553
                if dmg > 1 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   554
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   555
                    Gear^.tdX:= 0.02 * dmg + 0.01;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   556
                    if Gear^.X - X < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   557
                        Gear^.tdX := -Gear^.tdX;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   558
                    Gear^.tdY:= 0.02 * dmg + 0.01;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   559
                    if Gear^.Y - Y < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   560
                        Gear^.tdY := -Gear^.tdY;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   561
                    Gear^.Timer:= 200
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   562
                    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   563
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   564
            t:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   565
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   566
        end
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   567
end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   568
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   569
procedure DrawVisualGears(Layer: LongWord);
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   570
var Gear: PVisualGear;
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   571
    tinted: boolean;
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   572
    tmp: real;
5748
70d7f8e40f53 Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents: 5690
diff changeset
   573
    i: LongInt;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   574
begin
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   575
case Layer of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   576
    // this layer is very distant in the background 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
   577
    0: begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   578
        Gear:= VisualGearLayers[0];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   579
        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
   580
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   581
            if Gear^.Tint <> $FFFFFFFF then 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
   582
            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
parents: 6291
diff changeset
   583
              vgtCloud: if SuddenDeathDmg then
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   584
                             DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
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
   585
                         else
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   586
                            DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   587
               vgtFlake: if cFlattenFlakes then
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   588
                             begin
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   589
                             if SuddenDeathDmg then
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   590
                                 if vobSDVelocity = 0 then
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   591
                                     DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   592
                                 else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   593
                                     DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, 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
   594
                             else
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   595
                                 if vobVelocity = 0 then
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   596
                                     DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   597
                                 else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   598
                                     DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   599
                             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
   600
                         else
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   601
                             begin
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   602
                             if SuddenDeathDmg then
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   603
                                 if vobSDVelocity = 0 then
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   604
                                     DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   605
                                 else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   606
                                     DrawTextureRotatedF(SpritesData[sprSDFlake].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)
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
   607
                             else
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   608
                                 if vobVelocity = 0 then
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   609
                                     DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   610
                                 else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   611
                                     DrawTextureRotatedF(SpritesData[sprFlake].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)
6288
fcc50b96d20a Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents: 6184
diff changeset
   612
                             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
   613
               end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   614
           if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   615
               Tint($FF,$FF,$FF,$FF);
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
   616
           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
   617
           end
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   618
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   619
    // this layer is on the land level (which is close but behind the screen plane) 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
   620
    1: 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
   621
       Gear:= VisualGearLayers[1];
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
   622
       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
   623
          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
   624
          //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
   625
          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
   626
              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
   627
          case Gear^.Kind of
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
   628
              vgtFlake: if SuddenDeathDmg then
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
   629
                             if vobSDVelocity = 0 then
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
   630
                                 DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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
   631
                             else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   632
                                 DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
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
   633
                         else
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
   634
                             if vobVelocity = 0 then
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
   635
                                 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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
   636
                             else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   637
                                 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   638
              vgtSmokeTrace: if Gear^.State < 8 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   639
                  DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   640
              vgtEvilTrace: if Gear^.State < 8 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   641
                  DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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
   642
              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));
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
   643
          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
   644
          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
   645
              case Gear^.Kind of
6323
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.
nemo
parents: 6322
diff changeset
   646
                  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);
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
   647
                  vgtSmokeWhite: 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
   648
                  vgtDust: if Gear^.State = 1 then
7597
1ef520fea21c make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents: 7543
diff changeset
   649
                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   650
                           else
7597
1ef520fea21c make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents: 7543
diff changeset
   651
                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame, Gear^.Tag, 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
   652
                  vgtFire: if (Gear^.State and gstTmpFlag) = 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
   653
                               DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
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
   654
                           else
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
   655
                               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);
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
   656
                  vgtSplash: if SuddenDeathDmg then
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6700
diff changeset
   657
                                 //DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7276
diff changeset
   658
                                 DrawTextureF(SpritesData[sprSDSplash].Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((SpritesData[sprSDSplash].Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, SpritesData[sprSDSplash].Width, SpritesData[sprSDSplash].Height)
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
   659
                             else
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6700
diff changeset
   660
                                 //DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7276
diff changeset
   661
                                 DrawTextureF(SpritesData[sprSplash].Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((SpritesData[sprSplash].Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, SpritesData[sprSplash].Width, SpritesData[sprSplash].Height);
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
   662
                  vgtDroplet: if SuddenDeathDmg 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
   663
                                  DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 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
   664
                              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
   665
                                  DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 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
   666
                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
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
   667
              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
   668
          //if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   669
          if (Gear^.Tint <> $FFFFFFFF) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   670
              Tint($FF,$FF,$FF,$FF);
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
   671
          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
   672
          end
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   673
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   674
    // this layer is on the screen plane (depth = 0) 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
   675
    3: 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
   676
       Gear:= VisualGearLayers[3];
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
   677
       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
   678
           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
   679
           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
   680
           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
   681
               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
   682
           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
parents: 6291
diff changeset
   683
(*
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
   684
              vgtFlake: if SuddenDeathDmg then
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
   685
                             if vobSDVelocity = 0 then
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
   686
                                 DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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
   687
                             else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   688
                                 DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
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
   689
                         else
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
   690
                             if vobVelocity = 0 then
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
   691
                                 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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
   692
                             else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   693
                                 DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, 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
   694
               vgtSpeechBubble: 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
   695
                                if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 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
   696
                                    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
   697
                                    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
   698
                                    Tint($FF, $FF, $FF,  $66);
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   699
                                    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
   700
                                    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
   701
                                else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   702
                                    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
   703
                                end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   704
               vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   705
               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
   706
                               begin
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   707
                               if Gear^.Frame = 0 then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   708
                                   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
   709
                               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
   710
                                   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
   711
                                   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
   712
                                   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
   713
                                       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
   714
                                   else
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   715
                                       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
   716
                                   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
   717
                                   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
   718
                               end;
8330
aaefa587e277 update branch with default
koda
parents: 8026 8204
diff changeset
   719
               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
   720
                                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
   721
                                    i:= -1
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   722
                                else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   723
                                    i:= 1;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   724
                                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
   725
                                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
   726
           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
   727
           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
   728
               case Gear^.Kind of
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   729
                   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
   730
               end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   731
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   732
               Tint($FF,$FF,$FF,$FF);
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
   733
           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
   734
           end
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   735
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   736
    // 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
   737
    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
   738
       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
   739
       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
   740
           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
   741
           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
   742
           if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   743
               Tint(Gear^.Tint);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   744
           case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   745
               vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   746
               vgtBigExplosion: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   747
                                tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   748
                                Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   749
                                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
   750
                                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
   751
           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
   752
           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
   753
               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
   754
                   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
   755
                   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
   756
                   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
   757
                   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
   758
                            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
   759
                            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
   760
                            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
   761
                            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
   762
                            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
   763
                   vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   764
                             if Gear^.FrameTicks < $FF then
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   765
                                 begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   766
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   767
                                 tinted:= true
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   768
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   769
                             DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   770
                             end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   771
                   vgtFeather: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   772
                               if Gear^.FrameTicks < 255 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   773
                                   begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   774
                                   Tint($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
   775
                                   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
   776
                                   end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   777
                               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
   778
                             end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   779
                   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
   780
                   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
   781
                                if Gear^.FrameTicks < $FF then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   782
                                    Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   783
                                else
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   784
                                    Tint($FF, $FF, $FF, $80);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   785
                                tinted:= true;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   786
                                DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   787
                                end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   788
                   vgtSmokeRing: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   789
                                 tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   790
                                 Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   791
                                 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
   792
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   793
                   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
   794
                   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
   795
               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
   796
           case Gear^.Kind of
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
   797
               vgtFlake: if SuddenDeathDmg then
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
   798
                             if vobSDVelocity = 0 then
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   799
                                 DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].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
   800
                             else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   801
                                 DrawTextureRotatedF(SpritesData[sprSDFlake].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)
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
   802
                         else
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
   803
                             if vobVelocity = 0 then
6553
91365db8b82c Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents: 6453
diff changeset
   804
                                 DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].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
   805
                             else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   806
                                 DrawTextureRotatedF(SpritesData[sprFlake].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);
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
   807
               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
   808
                              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
   809
                              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
   810
                              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
   811
                              end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   812
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   813
                              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
   814
           end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   815
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   816
               Tint($FF,$FF,$FF,$FF);
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
   817
           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
   818
           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
   819
       end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   820
     // 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
   821
     4: begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   822
        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
   823
        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
   824
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   825
            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
   826
                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
   827
            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
parents: 6291
diff changeset
   828
               vgtCloud: if SuddenDeathDmg then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   829
                            DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   830
                        else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   831
                            DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
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
   832
              vgtFlake: if SuddenDeathDmg then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   833
                            if vobSDVelocity = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   834
                                DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   835
                            else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   836
                                DrawTextureRotatedF(SpritesData[sprSDFlake].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)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   837
                        else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   838
                            if vobVelocity = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   839
                                DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   840
                            else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   841
                                DrawTextureRotatedF(SpritesData[sprFlake].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);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   842
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   843
            if (Gear^.Tint <> $FFFFFFFF) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   844
                Tint($FF,$FF,$FF,$FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   845
            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
   846
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   847
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   848
     // 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
   849
     5: begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   850
        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
   851
        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
   852
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   853
            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
   854
                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
   855
            case Gear^.Kind of
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   856
                vgtCloud: if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   857
                            DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   858
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   859
                            DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   860
              vgtFlake: if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   861
                            if vobSDVelocity = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   862
                                DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   863
                            else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   864
                                DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   865
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   866
                            if vobVelocity = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   867
                                DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   868
                            else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   869
                                DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   870
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   871
            if (Gear^.Tint <> $FFFFFFFF) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   872
                Tint($FF,$FF,$FF,$FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   873
            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
   874
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   875
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   876
     // 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
   877
    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
   878
        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
   879
        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
   880
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   881
            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
   882
                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
   883
            case Gear^.Kind of
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   884
                vgtFlake: if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   885
                            if vobSDVelocity = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   886
                                DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   887
                            else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   888
                                DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   889
                          else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   890
                            if vobVelocity = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   891
                                DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   892
                            else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   893
                                DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   894
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   895
            if (Gear^.Tint <> $FFFFFFFF) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   896
                Tint($FF,$FF,$FF,$FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   897
            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
   898
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   899
        end;
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   900
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   901
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   902
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   903
function  VisualGearByUID(uid : Longword) : PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   904
var vg: PVisualGear;
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
   905
    i: LongWord;
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   906
begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   907
VisualGearByUID:= nil;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   908
if uid = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   909
    exit;
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   910
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   911
    begin
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   912
    VisualGearByUID:= lastVisualGearByUID;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   913
    exit
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   914
    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
   915
// search in an order that is more likely to return layers they actually use.  Could perhaps track statistically AddVisualGear in uScript, since that is most likely the ones they want
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
   916
for i:= 2 to 5 do
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
   917
    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
   918
    vg:= VisualGearLayers[i mod 4];
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
   919
    while vg <> nil do
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
   920
        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
   921
        if vg^.uid = uid then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   922
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   923
            lastVisualGearByUID:= vg;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   924
            VisualGearByUID:= vg;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   925
            exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   926
            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
   927
        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
   928
        end
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   929
    end
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   930
end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   931
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   932
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   933
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   934
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   935
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
   936
    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
   937
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   938
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
   939
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
   940
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
   941
    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
   942
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   943
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
   944
    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
   945
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
   946
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
   947
    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
   948
        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
   949
        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
   950
        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
   951
        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
   952
        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
   953
    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
   954
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
   955
    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
   956
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
   957
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   958
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   959
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   960
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   961
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
   962
    exit;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   963
6117
2a4829172a29 Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
nemo
parents: 5924
diff changeset
   964
if hasBorder or ((Theme <> 'Snow') and (Theme <> 'Christmas')) 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
   965
    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
   966
        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
   967
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
   968
    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
   969
        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
   970
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   971
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   972
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   973
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   974
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   975
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   976
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
   977
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   978
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
   979
    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
   980
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
   981
    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
   982
    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
   983
    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
   984
        if vg^.Kind = vgtFlake then
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   985
        begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   986
        tmp:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   987
        DeleteVisualGear(vg);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   988
        vg:= tmp
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   989
        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
   990
        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
   991
    end;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   992
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   993
    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
   994
        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
   995
else
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   996
    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
   997
        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
   998
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   999
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1000
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
  1001
var i: LongWord;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
  1002
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
  1003
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
  1004
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
  1005
    VisualGearLayers[i]:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
  1006
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
  1007
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1008
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
  1009
var i: LongWord;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
  1010
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
  1011
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
  1012
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
  1013
    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
  1014
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
  1015
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
  1016
end.