While the intent was good, saving column width/sort was unfortunately not handling the addition of new columns and old configs were losing columns. If this is restored, it should have some check on column with invalidation of config.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uVisualGears;
(*
* This unit defines the behavior and the appearance of visual gears.
*
* Visual gears are "things"/"objects" in the game that do not need to be
* perfectly synchronized over all clients since their effect is only
* of visual nature.
*
* E.g.: background flakes, visual effects: explosion, smoke trails, etc.
*)
interface
uses uConsts, GLunit, uTypes;
procedure initModule;
procedure freeModule;
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears(Layer: LongWord);
procedure AddClouds;
procedure AddFlakes;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
procedure ChangeToSDClouds;
procedure ChangeToSDFlakes;
procedure KickFlakes(Radius, X, Y: LongInt);
implementation
uses uVariables, uRender, Math, uRenderUtils, uUtils
, uVisualGearsList;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var Gear: PVisualGear;
begin
if cAltDamage then
begin
Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
if Gear <> nil then
with Gear^ do
Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall);
end
end;
// ==================================================================
procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
i: LongWord;
begin
if Steps = 0 then
exit;
for i:= 0 to 6 do
begin
t:= VisualGearLayers[i];
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end;
end
end;
procedure KickFlakes(Radius, X, Y: LongInt);
var Gear, t: PVisualGear;
dmg, i: LongInt;
begin
if (vobCount = 0) or (vobCount > 200) then
exit;
for i:= 2 to 6 do
if i <> 3 then
begin
t:= VisualGearLayers[i];
while t <> nil do
begin
Gear:= t;
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
if dmg > 1 then
begin
Gear^.tdX:= 0.02 * dmg + 0.01;
if Gear^.X - X < 0 then
Gear^.tdX := -Gear^.tdX;
Gear^.tdY:= 0.02 * dmg + 0.01;
if Gear^.Y - Y < 0 then
Gear^.tdY := -Gear^.tdY;
Gear^.Timer:= 200
end
end;
t:= Gear^.NextGear
end
end
end;
function GetSprite(sprite, SDsprite: TSprite): TSprite; inline;
begin
if SuddenDeathDmg then
exit(SDsprite)
else
exit(sprite);
end;
function GetSpriteByWind(sprite, Lsprite: TSprite): TSprite; inline;
begin
if (SpritesData[Lsprite].Texture <> nil) and (cWindSpeedf<0) then
exit(Lsprite)
else
exit(sprite);
end;
function GetSpriteData(sprite, SDsprite: TSprite): PSpriteData; inline;
begin
exit(@SpritesData[GetSprite(sprite, SDsprite)]);
end;
procedure DrawVisualGears(Layer: LongWord);
var Gear: PVisualGear;
tinted, speedlessFlakes: boolean;
tmp: real;
i: LongInt;
sprite: TSprite;
spriteData: PSpriteData;
begin
if SuddenDeathDmg then
speedlessFlakes:= (vobSDVelocity = 0)
else
speedlessFlakes:= (vobVelocity = 0);
case Layer of
// this layer is very distant in the background when stereo
0: begin
Gear:= VisualGearLayers[0];
while Gear <> nil do
begin
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
case Gear^.Kind of
vgtCloud: begin
spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
end;
vgtFlake: begin
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
if cFlattenFlakes then
begin
if speedlessFlakes then
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
end
else
begin
if speedlessFlakes then
DrawTextureF(SpritesData[sprite].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
DrawTextureRotatedF(SpritesData[sprite].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle);
end;
end;
end;
if Gear^.Tint <> $FFFFFFFF then
untint;
Gear:= Gear^.NextGear
end
end;
// this layer is on the land level (which is close but behind the screen plane) when stereo
1: begin
Gear:= VisualGearLayers[1];
while Gear <> nil do
begin
//tinted:= false;
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
vgtFlake: begin
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
if speedlessFlakes then
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
end;
vgtSmokeTrace: if Gear^.State < 8 then
DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
vgtEvilTrace: if Gear^.State < 8 then
DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, (Gear^.Tint and $FF)));
end;
if (cReducedQuality and rqAntiBoom) = 0 then
case Gear^.Kind of
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);
vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtDust: if Gear^.State = 1 then
DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
else
DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
else
DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16);
vgtSplash: begin
spriteData:= GetSpriteData(sprSplash, sprSDSplash);
if Gear^.Angle <> 0 then
DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle)
else
//DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height);
end;
vgtDroplet: begin
sprite:= GetSprite(sprDroplet, sprSDDroplet);
DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
end;
vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
vgtStraightShot: begin
if Gear^.dX < 0 then
i:= -1
else
i:= 1;
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);
end;
end;
//if (Gear^.Tint <> $FFFFFFFF) or tinted then untint;
if (Gear^.Tint <> $FFFFFFFF) then
untint;
Gear:= Gear^.NextGear
end
end;
// this layer is on the screen plane (depth = 0) when stereo
3: begin
Gear:= VisualGearLayers[3];
while Gear <> nil do
begin
tinted:= false;
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
(*
vgtFlake: begin
sprite:= GetSprite(sprFlake, sprSDFlake);
if speedlessFlakes then
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
end;*)
vgtSpeechBubble: begin
if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
begin
tinted:= true;
Tint($FF, $FF, $FF, $66);
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
end
else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
end;
vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
vgtHealthTag: if Gear^.Tex <> nil then
begin
if Gear^.Frame = 0 then
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
else
begin
SetScale(cDefaultZoomLevel);
if Gear^.Angle = 0 then
DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
else
DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle);
SetScale(zoom)
end
end;
vgtStraightShot: begin
if Gear^.dX < 0 then
i:= -1
else
i:= 1;
DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
end;
vgtFeather: begin
if Gear^.FrameTicks < 255 then
begin
Tint($FF, $FF, $FF, Gear^.FrameTicks);
tinted:= true
end;
DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
end;
if (cReducedQuality and rqAntiBoom) = 0 then
case Gear^.Kind of
vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
if (Gear^.Tint <> $FFFFFFFF) or tinted then
untint;
Gear:= Gear^.NextGear
end
end;
// this layer is outside the screen when stereo
2: begin
Gear:= VisualGearLayers[2];
while Gear <> nil do
begin
tinted:= false;
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
vgtBigExplosion: begin
tinted:= true;
Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
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);
end;
end;
if (cReducedQuality and rqAntiBoom) = 0 then
case Gear^.Kind of
vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtAmmo: begin
tinted:= true;
Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
if Gear^.Frame <> ord(amNothing) then
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
end;
vgtShell: begin
if Gear^.FrameTicks < $FF then
begin
Tint($FF, $FF, $FF, Gear^.FrameTicks);
tinted:= true
end;
DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
vgtEgg: DrawSpriteRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
vgtBeeTrace: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
else
Tint($FF, $FF, $FF, $80);
tinted:= true;
DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
end;
vgtSmokeRing: begin
tinted:= true;
Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
DrawTextureRotatedF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
end;
vgtNote: DrawSpriteRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
vgtBulletHit: DrawSpriteRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
end;
case Gear^.Kind of
vgtFlake: begin
spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
if speedlessFlakes then
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
else
DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle);
end;
vgtCircle: if gear^.Angle = 1 then
begin
tmp:= Gear^.State / 100;
DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
end
else
DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
end;
if (Gear^.Tint <> $FFFFFFFF) or tinted then
untint;
Gear:= Gear^.NextGear
end
end;
// this layer is half-way between the screen plane (depth = 0) when in stereo, and the land
4: begin
Gear:= VisualGearLayers[4];
while Gear <> nil do
begin
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
vgtCloud: begin
spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height);
end;
vgtFlake: begin
spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
if speedlessFlakes then
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
else
DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle);
end;
end;
if (Gear^.Tint <> $FFFFFFFF) then
untint;
Gear:= Gear^.NextGear
end
end;
// this layer is on the screen plane (depth = 0) when stereo, but just behind the land
5: begin
Gear:= VisualGearLayers[5];
while Gear <> nil do
begin
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
vgtCloud: begin
sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
end;
vgtFlake: begin
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
if speedlessFlakes then
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
end;
end;
if (Gear^.Tint <> $FFFFFFFF) then
untint;
Gear:= Gear^.NextGear
end
end;
// this layer is on the screen plane (depth = 0) when stereo, but just in front of the land
6: begin
Gear:= VisualGearLayers[6];
while Gear <> nil do
begin
if Gear^.Tint <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
vgtFlake: begin
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
if speedlessFlakes then
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
end;
vgtNoPlaceWarn:
DrawTexture(round(Gear^.X) + WorldDx - round(Gear^.Tex^.w * Gear^.Scale) div 2, round(Gear^.Y) + WorldDy - round(Gear^.Tex^.h * Gear^.Scale) div 2, Gear^.Tex, Gear^.Scale);
end;
if (Gear^.Tint <> $FFFFFFFF) then
untint;
Gear:= Gear^.NextGear
end
end;
end;
end;
procedure AddClouds;
var i: LongInt;
begin
for i:= 0 to cCloudsNumber - 1 do
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
procedure ChangeToSDClouds;
var i, j: LongInt;
vg, tmp: PVisualGear;
begin
if cCloudsNumber = cSDCloudsNumber then
exit;
for i:= 0 to 6 do
begin
vg:= VisualGearLayers[i];
while vg <> nil do
if vg^.Kind = vgtCloud then
begin
tmp:= vg^.NextGear;
DeleteVisualGear(vg);
vg:= tmp
end
else vg:= vg^.NextGear;
for j:= 0 to cSDCloudsNumber - 1 do
AddVisualGear(cLeftScreenBorder + j * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
end;
procedure AddFlakes;
var i: LongInt;
begin
if (cReducedQuality and rqKillFlakes) <> 0 then
exit;
if hasBorder or (not cSnow) then
for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
else
for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
end;
procedure ChangeToSDFlakes;
var i: LongInt;
vg, tmp: PVisualGear;
begin
if (cReducedQuality and rqKillFlakes) <> 0 then
exit;
if (vobCount = vobSDCount) and (vobFrameTicks = vobSDFrameTicks) and
(vobFramesCount = vobSDFramesCount) and (vobVelocity = vobSDVelocity) and
(vobFallSpeed = vobSDFallSpeed) then
exit;
for i:= 0 to 6 do
begin
vg:= VisualGearLayers[i];
while vg <> nil do
if vg^.Kind = vgtFlake then
begin
tmp:= vg^.NextGear;
DeleteVisualGear(vg);
vg:= tmp
end
else vg:= vg^.NextGear;
end;
if hasBorder or (not cSnow) then
for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
else
for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
end;
procedure initModule;
var i: LongWord;
begin
VGCounter:= 0;
for i:= 0 to 6 do
VisualGearLayers[i]:= nil;
end;
procedure freeModule;
var i: LongWord;
begin
VGCounter:= 0;
for i:= 0 to 6 do
while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]);
end;
end.