ios: this commit just removes the overlay class files (with all submenus and resources) while working on a proper restoration
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uVisualGears;
(*
* This unit defines the behavior and the appearance of visual gears.
*
* Visual gears are "things"/"objects" in the game that do not need to be
* perfectly synchronized over all clients since their effect is only
* of visual nature.
*
* E.g.: background flakes, visual effects: explosion, smoke trails, etc.
*)
interface
uses uConsts, uFloat, GLunit, uTypes, uWorld;
procedure initModule;
procedure freeModule;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
function VisualGearByUID(uid : Longword) : PVisualGear;
procedure AddClouds;
procedure AddFlakes;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
procedure ChangeToSDClouds;
procedure ChangeToSDFlakes;
procedure KickFlakes(Radius, X, Y: LongInt);
implementation
uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils;
const cExplFrameTicks = 110;
var VGCounter: LongWord;
// For better maintainability the step handlers of visual gears are stored
// in a separate file.
{$INCLUDE "VGSHandlers.inc"}
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
Gear: PVisualGear;
begin
if cAltDamage then
begin
Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
if Gear <> nil then
with Gear^ do
begin
str(Damage, s);
Tex:= RenderStringTex(s, Color, fntSmall);
end
end
end;
// ==================================================================
// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepAmmo,
@doStepSmoke,
@doStepSmoke,
@doStepShell,
@doStepDust,
@doStepSplash,
@doStepDroplet,
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
@doStepFeather,
@doStepHealthTag,
@doStepSmokeTrace,
@doStepSmokeTrace,
@doStepExplosion,
@doStepBigExplosion,
@doStepChunk,
@doStepNote,
@doStepLineTrail,
@doStepBulletHit,
@doStepCircle,
@doStepSmoothWindBar,
@doStepStraightShot
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; inline;
begin
AddVisualGear:= AddVisualGear(X, Y, Kind, 0, false);
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord): PVisualGear; inline;
begin
AddVisualGear:= AddVisualGear(X, Y, Kind, State, false);
end;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord; Critical: Boolean): PVisualGear;
var gear: PVisualGear;
t: Longword;
sp: real;
begin
AddVisualGear:= nil;
if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet))) and // we are scrolling now
((Kind <> vgtCloud) and (not Critical)) then
exit;
if ((cReducedQuality and rqAntiBoom) <> 0) and
(not Critical) and
(not (Kind in
[vgtTeamHealthSorter,
vgtSmallDamageTag,
vgtSpeechBubble,
vgtHealthTag,
vgtExplosion,
vgtSmokeTrace,
vgtEvilTrace,
vgtNote,
vgtSmoothWindBar])) then
exit;
inc(VGCounter);
New(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= real(X);
gear^.Y:= real(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
gear^.State:= 0;
gear^.Tint:= $FFFFFFFF;
gear^.uid:= VGCounter;
gear^.Layer:= 0;
with gear^ do
case Kind of
vgtFlake:
begin
Timer:= 0;
tdX:= 0;
tdY:= 0;
Scale:= 1.0;
if SuddenDeathDmg then
begin
FrameTicks:= random(vobSDFrameTicks);
Frame:= random(vobSDFramesCount);
end
else
begin
FrameTicks:= random(vobFrameTicks);
Frame:= random(vobFramesCount);
end;
Angle:= random * 360;
dx:= 0.0000038654705 * random(10000);
dy:= 0.000003506096 * random(7000);
if random(2) = 0 then
dx := -dx;
if SuddenDeathDmg then
dAngle:= (random(2) * 2 - 1) * (1 + random) * vobSDVelocity / 1000
else
dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
end;
vgtCloud:
begin
Frame:= random(4);
dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
timer:= random(4096);
Scale:= 1.0
end;
vgtExplPart,
vgtExplPart2:
begin
t:= random(1024);
sp:= 0.001 * (random(95) + 70);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks
end;
vgtFire:
begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= random(8)
end;
vgtEgg:
begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtShell: FrameTicks:= 500;
vgtSmallDamageTag:
begin
gear^.FrameTicks:= 1100
end;
vgtBubble:
begin
dx:= 0.0000038654705 * random(10000);
dy:= 0;
if random(2) = 0 then
dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(5)
end;
vgtSteam:
begin
dx:= 0.0000038654705 * random(10000);
dy:= 0.001 * (random(85) + 95);
if random(2) = 0 then
dx := -dx;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtAmmo:
begin
alpha:= 1.0;
scale:= 1.0
end;
vgtSmokeWhite,
vgtSmoke:
begin
Scale:= 1.0;
dx:= 0.0002 * (random(45) + 10);
dy:= 0.0002 * (random(45) + 10);
if random(2) = 0 then
dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtDust:
begin
dx:= 0.005 * (random(15) + 10);
dy:= 0.001 * (random(40) + 20);
if random(2) = 0 then
dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= random(20) + 15;
end;
vgtSplash:
begin
dx:= 0;
dy:= 0;
FrameTicks:= 740;
Frame:= 19;
end;
vgtDroplet:
begin
dx:= 0.001 * (random(75) + 15);
dy:= -0.001 * (random(80) + 120);
if random(2) = 0 then
dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(3)
end;
vgtBeeTrace:
begin
FrameTicks:= 1000;
Frame:= random(16);
end;
vgtSmokeRing:
begin
dx:= 0;
dy:= 0;
FrameTicks:= 600;
Timer:= 0;
Frame:= 0;
scale:= 0.6;
alpha:= 1;
angle:= random(360);
end;
vgtFeather:
begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtHealthTag:
begin
Frame:= 0;
Timer:= 1500;
dY:= -0.08;
dX:= 0;
//gear^.Z:= 2002;
end;
vgtSmokeTrace,
vgtEvilTrace:
begin
gear^.X:= gear^.X - 16;
gear^.Y:= gear^.Y - 16;
gear^.State:= 8;
//gear^.Z:= cSmokeZ
end;
vgtBigExplosion:
begin
gear^.Angle:= random(360);
end;
vgtChunk:
begin
gear^.Frame:= random(4);
t:= random(1024);
sp:= 0.001 * (random(85) + 47);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
if random(2) = 0 then
dx := -dx;
end;
vgtNote:
begin
dx:= 0.005 * (random(15) + 10);
dy:= -0.001 * (random(40) + 20);
if random(2) = 0 then
dx := -dx;
Frame:= random(4);
FrameTicks:= random(2000) + 1500;
end;
vgtBulletHit:
begin
dx:= 0;
dy:= 0;
FrameTicks:= 350;
Frame:= 7;
Angle:= 0;
end;
vgtSmoothWindBar:
begin
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
Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
end;
vgtStraightShot:
begin
Angle:= 0;
Scale:= 1.0;
dx:= 0.001 * random(45);
dy:= 0.001 * (random(20) + 25);
State:= ord(sprHealth);
if random(2) = 0 then
dx := -dx;
Frame:= 0;
FrameTicks:= random(750) + 1250;
State:= ord(sprSnowDust);
end;
end;
if State <> 0 then
gear^.State:= State;
case Gear^.Kind of
vgtFlake: if cFlattenFlakes then
gear^.Layer:= 0
else if random(3) = 0 then
begin
gear^.Scale:= 0.5;
gear^.Layer:= 0 // 33% - far back
end
else if random(3) = 0 then
begin
gear^.Scale:= 0.8;
gear^.Layer:= 4 // 22% - mid-distance
end
else if random(3) <> 0 then
gear^.Layer:= 5 // 30% - just behind land
else if random(2) = 0 then
gear^.Layer:= 6 // 7% - just in front of land
else
begin
gear^.Scale:= 1.5;
gear^.Layer:= 2; // 7% - close up
end;
vgtCloud: if cFlattenClouds then gear^.Layer:= 5
else if random(3) = 0 then
begin
gear^.Scale:= 0.25;
gear^.Layer:= 0
end
else if random(2) = 0 then
gear^.Layer:= 5
else
begin
gear^.Scale:= 0.4;
gear^.Layer:= 4
end;
// 0: this layer is very distant in the background when in stereo
vgtTeamHealthSorter,
vgtSmoothWindBar: gear^.Layer:= 0;
// 1: this layer is on the land level (which is close but behind the screen plane) when stereo
vgtSmokeTrace,
vgtEvilTrace,
vgtLineTrail,
vgtSmoke,
vgtSmokeWhite,
vgtDust,
vgtFire,
vgtSplash,
vgtDroplet,
vgtBubble: gear^.Layer:= 1;
// 3: this layer is on the screen plane (depth = 0) when stereo
vgtSpeechBubble,
vgtSmallDamageTag,
vgtHealthTag,
vgtStraightShot,
vgtChunk: gear^.Layer:= 3;
// 2: this layer is outside the screen when stereo
vgtExplosion,
vgtBigExplosion,
vgtExplPart,
vgtExplPart2,
vgtSteam,
vgtAmmo,
vgtShell,
vgtFeather,
vgtEgg,
vgtBeeTrace,
vgtSmokeRing,
vgtNote,
vgtBulletHit,
vgtCircle: gear^.Layer:= 2
end;
if VisualGearLayers[gear^.Layer] <> nil then
begin
VisualGearLayers[gear^.Layer]^.PrevGear:= gear;
gear^.NextGear:= VisualGearLayers[gear^.Layer]
end;
VisualGearLayers[gear^.Layer]:= gear;
AddVisualGear:= gear;
end;
procedure DeleteVisualGear(Gear: PVisualGear);
begin
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil;
if Gear^.NextGear <> nil then
Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
VisualGearLayers[Gear^.Layer]:= Gear^.NextGear;
if lastVisualGearByUID = Gear then
lastVisualGearByUID:= nil;
Dispose(Gear);
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;
procedure DrawVisualGears(Layer: LongWord);
var Gear: PVisualGear;
tinted: boolean;
tmp: real;
i: LongInt;
begin
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: if SuddenDeathDmg then
DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
else
DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
vgtFlake: if cFlattenFlakes then
begin
if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
else
if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
end
else
begin
if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
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)
else
if vobVelocity = 0 then
DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
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)
end;
end;
if Gear^.Tint <> $FFFFFFFF then
Tint($FF,$FF,$FF,$FF);
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: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
else
if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
vgtSmokeTrace: if Gear^.State < 8 then
DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
vgtEvilTrace: if Gear^.State < 8 then
DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF));
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
DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame)
else
DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
else
DrawTextureF(SpritesData[sprFlame].Texture, Gear^.FrameTicks / 900, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, (RealTicks shr 7 + Gear^.Frame) mod 8, 1, 16, 16);
vgtSplash: if SuddenDeathDmg then
//DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
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 37), 1, SpritesData[sprSDSplash].Width, SpritesData[sprSDSplash].Height)
else
//DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
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 37), 1, SpritesData[sprSplash].Width, SpritesData[sprSplash].Height);
vgtDroplet: if SuddenDeathDmg then
DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
else
DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
end;
//if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
if (Gear^.Tint <> $FFFFFFFF) then
Tint($FF,$FF,$FF,$FF);
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 <> $FFFFFFFF then
Tint(Gear^.Tint);
case Gear^.Kind of
(*
vgtFlake: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
else
if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);*)
vgtSpeechBubble: begin
if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
begin
tinted:= true;
Tint($FF, $FF, $FF, $66);
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
end
else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (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;
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 <> $FFFFFFFF) or tinted then
Tint($FF,$FF,$FF,$FF);
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);
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, $FF, Gear^.FrameTicks);
tinted:= true
end;
DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
vgtFeather: begin
if Gear^.FrameTicks < 255 then
begin
Tint($FF, $FF, $FF, Gear^.FrameTicks);
tinted:= true
end;
DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
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: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
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)
else
if vobVelocity = 0 then
DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
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);
vgtCircle: if gear^.Angle = 1 then
begin
tmp:= Gear^.State / 100;
DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
end
else
DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
end;
if (Gear^.Tint <> $FFFFFFFF) or tinted then
Tint($FF,$FF,$FF,$FF);
Gear:= Gear^.NextGear
end
end;
// 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: if SuddenDeathDmg then
DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
else
DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height);
vgtFlake: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
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)
else
if vobVelocity = 0 then
DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
else
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);
end;
if (Gear^.Tint <> $FFFFFFFF) then
Tint($FF,$FF,$FF,$FF);
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: if SuddenDeathDmg then
DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
vgtFlake: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
else
if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
end;
if (Gear^.Tint <> $FFFFFFFF) then
Tint($FF,$FF,$FF,$FF);
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: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
else
if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
end;
if (Gear^.Tint <> $FFFFFFFF) then
Tint($FF,$FF,$FF,$FF);
Gear:= Gear^.NextGear
end
end;
end;
end;
function VisualGearByUID(uid : Longword) : PVisualGear;
var vg: PVisualGear;
i: LongWord;
begin
VisualGearByUID:= nil;
if uid = 0 then
exit;
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
begin
VisualGearByUID:= lastVisualGearByUID;
exit
end;
// 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
for i:= 2 to 5 do
begin
vg:= VisualGearLayers[i mod 4];
while vg <> nil do
begin
if vg^.uid = uid then
begin
lastVisualGearByUID:= vg;
VisualGearByUID:= vg;
exit
end;
vg:= vg^.NextGear
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: LongInt;
vg, tmp: PVisualGear;
begin
if cCloudsNumber = cSDCloudsNumber then
exit;
vg:= VisualGearLayers[0];
while vg <> nil do
if vg^.Kind = vgtCloud then
begin
tmp:= vg^.NextGear;
DeleteVisualGear(vg);
vg:= tmp
end
else vg:= vg^.NextGear;
for i:= 0 to cSDCloudsNumber - 1 do
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
procedure AddFlakes;
var i: LongInt;
begin
if (cReducedQuality and rqKillFlakes) <> 0 then
exit;
if hasBorder or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
for i:= 0 to Pred(vobCount * cScreenSpace div LAND_WIDTH) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
else
for i:= 0 to Pred((vobCount * cScreenSpace div LAND_WIDTH) 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 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 ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
for i:= 0 to Pred(vobSDCount * cScreenSpace div LAND_WIDTH) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
else
for i:= 0 to Pred((vobSDCount * cScreenSpace div LAND_WIDTH) 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.