hedgewars/uVisualGears.pas
author blackmetalowiec
Wed, 07 Dec 2011 12:19:36 +0100
changeset 6513 677b96d13e1f
parent 6453 11c578d30bd3
child 6553 91365db8b82c
permissions -rw-r--r--
Auto refresh room list after leaving room. Fixes issue #320 for voluntarily and involuntarily coming to room list.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 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; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
function  VisualGearByUID(uid : Longword) : PVisualGear;
procedure AddClouds;
procedure ChangeToSDClouds;
procedure AddFlakes;
procedure ChangeToSDFlakes;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);

implementation
uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils, uStore;

const cExplFrameTicks = 110;

// 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; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
const VGCounter: Longword = 0;
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;
                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);
                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: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
 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 gear^.Layer:= 0   // 33% - far back
              else if random(3) = 0 then gear^.Layer:= 4   // 22% - mid-distance
              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 gear^.Layer:= 2;  // 7% - close up

    vgtCloud: if cFlattenClouds then gear^.Layer:= 5
              else if random(3) = 0 then gear^.Layer:= 0
              else gear^.Layer:= random(2) + 4;

    // 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, 0.25, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
                         else
                            DrawTextureF(SpritesData[sprCloud].Texture, 0.25, 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
                                     DrawRotatedF(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
                                     DrawRotatedF(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, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                                 else
                                     DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.5, 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, 0.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                                 else
                                     DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.5, 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
                                 DrawRotatedF(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
                                 DrawRotatedF(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))
                             else
                                 DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
                  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 <> $FFFFFFFF then Tint(Gear^.Tint);
           case Gear^.Kind of
(*
              vgtFlake: if SuddenDeathDmg then
                             if vobSDVelocity = 0 then
                                 DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                             else
                                 DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
                         else
                             if vobVelocity = 0 then
                                 DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                             else
                                 DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);*)
               vgtSpeechBubble: begin
                                if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
                                    begin
                                    tinted:= true;
                                    Tint($FF, $FF, $FF,  $66);
                                    DrawCentered(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
                                    DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
                                end;
               vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
               vgtHealthTag: if Gear^.Tex <> nil then 
                               begin
                               if Gear^.Frame = 0 then 
                                   DrawCentered(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;
                                DrawRotatedTextureF(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: DrawRotatedF(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))));
                                DrawRotatedTextureF(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, $FF, Gear^.FrameTicks);
                                 tinted:= true
                                 end;
                             DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                             end;
                   vgtFeather: begin
                               if Gear^.FrameTicks < 255 then
                                   begin
                                   Tint($FF, $FF, $FF, Gear^.FrameTicks);
                                   tinted:= true
                                   end;
                               DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                             end;
                   vgtEgg: DrawRotatedF(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, $80);
                                tinted:= true;
                                DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
                                end;
                   vgtSmokeRing: begin
                                 tinted:= true;
                                 Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
                                 DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
                                 end;
                   vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                   vgtBulletHit: DrawRotatedF(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, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                             else
                                 DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 1.5, 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, 1.5, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                             else
                                 DrawRotatedTextureF(SpritesData[sprFlake].Texture, 1.5, 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, 0.4, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 2, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height)
                         else
                            DrawTextureF(SpritesData[sprCloud].Texture, 0.4, 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, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                             else
                                 DrawRotatedTextureF(SpritesData[sprSDFlake].Texture, 0.8, 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, 0.8, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
                             else
                                 DrawRotatedTextureF(SpritesData[sprFlake].Texture, 0.8, 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
                                 DrawRotatedF(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
                                 DrawRotatedF(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
                                 DrawRotatedF(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
                                 DrawRotatedF(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
for i:= 0 to 6 do
    VisualGearLayers[i]:= nil;
end;

procedure freeModule;
var i: LongWord;
begin
for i:= 0 to 6 do
    while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]);
end;

end.