hedgewars/uVisualGears.pas
author nemo
Wed, 14 Mar 2018 11:36:43 -0400
changeset 13206 25502e6b3e08
parent 13156 deab88f1f6f7
child 13240 9f5023a5f9e1
permissions -rw-r--r--
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.