hedgewars/uVisualGears.pas
author S.D.
Tue, 29 Nov 2022 00:49:05 +0200
changeset 15924 3de00d203178
parent 15908 014f4edd0421
permissions -rw-r--r--
Don't enable GL_LINE_SMOOTH for AMD GPUs as a workround for lines and circles not being rendered correctly
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uVisualGears;
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(*
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 * This unit defines the behavior and the appearance of visual gears.
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 *
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 * Visual gears are "things"/"objects" in the game that do not need to be
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 * perfectly synchronized over all clients since their effect is only
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 * of visual nature.
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 *
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 * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
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 *)
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interface
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uses uConsts, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure ProcessVisualGears(Steps: Longword);
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procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean);
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procedure AddClouds;
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procedure AddFlakes;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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procedure ChangeToSDClouds;
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procedure ChangeToSDFlakes;
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procedure KickFlakes(Radius, X, Y: LongInt);
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implementation
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uses uVariables, uRender, Math, uRenderUtils, uUtils
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    , uVisualGearsList;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var Gear: PVisualGear;
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begin
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if cAltDamage then
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    begin
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    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag, Damage);
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    if Gear <> nil then
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        with Gear^ do
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            Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall);
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    end
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end;
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// ==================================================================
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procedure ProcessVisualGears(Steps: Longword);
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var Gear, t: PVisualGear;
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    i: LongWord;
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begin
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if Steps = 0 then
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    exit;
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for i:= 0 to 6 do
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    begin
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    t:= VisualGearLayersStart[i];
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    while t <> nil do
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        begin
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        Gear:= t;
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        t:= Gear^.NextGear;
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        Gear^.doStep(Gear, Steps)
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        end;
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    end
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end;
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procedure KickFlakes(Radius, X, Y: LongInt);
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var Gear, t: PVisualGear;
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    dmg, i: LongInt;
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begin
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if (vobCount = 0) or (vobCount > 200) then
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    exit;
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for i:= 2 to 6 do
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    if i <> 3 then
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        begin
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        t:= VisualGearLayersStart[i];
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        while t <> nil do
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            begin
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            Gear:= t;
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            if Gear^.Kind = vgtFlake then
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                begin
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                // Damage calc from doMakeExplosion
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                dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
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                if dmg > 1 then
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                    begin
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                    Gear^.tdX:= 0.02 * dmg + 0.01;
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                    if Gear^.X - X < 0 then
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                        Gear^.tdX := -Gear^.tdX;
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                    Gear^.tdY:= 0.02 * dmg + 0.01;
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                    if Gear^.Y - Y < 0 then
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                        Gear^.tdY := -Gear^.tdY;
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                    Gear^.Timer:= 200
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                    end
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                end;
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            t:= Gear^.NextGear
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            end
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        end
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end;
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function GetSprite(sprite, SDsprite: TSprite): TSprite; inline;
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begin
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    if SuddenDeathDmg then
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        exit(SDsprite)
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    else
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        exit(sprite);
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end;
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function GetSpriteByWind(sprite, Lsprite: TSprite): TSprite; inline;
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begin
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    if (SpritesData[Lsprite].Texture <> nil) and (cWindSpeedf<0) then
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        exit(Lsprite)
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    else
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        exit(sprite);
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end;
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function GetSpriteData(sprite, SDsprite: TSprite): PSpriteData; inline;
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begin
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    exit(@SpritesData[GetSprite(sprite, SDsprite)]);
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end;
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procedure DrawCircleGear(gear : PVisualGear);
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var tmp: real;
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begin
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   if gear^.Angle = 1 then
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   begin
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      tmp:= Gear^.State / 100;
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      DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
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   end
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   else
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      DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
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end;
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procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean);
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var Gear: PVisualGear;
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    tinted, speedlessFlakes: boolean;
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    tmp: real;
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    i: LongInt;
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    sprite: TSprite;
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    spriteData: PSpriteData;
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begin
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if SuddenDeathDmg then
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    speedlessFlakes:= (vobSDVelocity = 0)
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else
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    speedlessFlakes:= (vobVelocity = 0);
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case Layer of
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    // this layer is very distant in the background when stereo
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    0: begin
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        Gear:= VisualGearLayersStart[0];
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        while Gear <> nil do
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            begin
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            if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
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            case Gear^.Kind of
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              vgtCloud: begin
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                        spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
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                        DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
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                        end;
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               vgtFlake: if (not worldIsShifted) then
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                             begin
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                             sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
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                             if cFlattenFlakes then
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                                 begin
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                                 if speedlessFlakes then
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                                     DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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                                 else
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                                     DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
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                                 end
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                             else
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                                 begin
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                                 if speedlessFlakes then
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                                     DrawTextureF(SpritesData[sprite].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height)
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                                 else
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                                     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);
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                                 end;
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                             end;
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               end;
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           if Gear^.Tint <> $FFFFFFFF then
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               untint;
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           Gear:= Gear^.NextGear
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           end
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       end;
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    // this layer is on the land level (which is close but behind the screen plane) when stereo
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    1: begin
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       Gear:= VisualGearLayersStart[1];
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       while Gear <> nil do
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          begin
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          if Gear^.Tint <> $FFFFFFFF then
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              Tint(Gear^.Tint);
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          case Gear^.Kind of
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              vgtFlake: if (not worldIsShifted) then
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                            begin
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                            sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
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                            if speedlessFlakes then
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                                DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
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                            else
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                                DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
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                            end;
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              vgtSmokeTrace: if Gear^.State < 8 then
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                  DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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              vgtEvilTrace: if Gear^.State < 8 then
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   221
                  DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
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   222
              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)));
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   223
              vgtLine: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, Gear^.State, Gear^.Tint);
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   224
              vgtCircle: DrawCircleGear(gear);
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   225
          end;
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   226
          if (cReducedQuality and rqAntiBoom) = 0 then
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   227
              case Gear^.Kind of
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c1aa6a3c84a7 Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
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   228
                  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);
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                  vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
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                  vgtDust: if Gear^.State = 1 then
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cc3dea58794d Issue 829: Drill rocket drilling dust is slightly misplaced
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   231
                               DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle)
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   232
                           else
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                               DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle);
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   234
                  vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
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   235
                               DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
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   236
                           else
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                               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);
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   238
                  vgtSplash: begin
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f44ec13e3082 fix copypasta-fail that would cause splashes to use invalid sprite data pointer. should fix issue 838
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   239
                             spriteData:= GetSpriteData(sprSplash, sprSDSplash);
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   240
                             if Gear^.Angle <> 0 then
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   241
                                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)
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                             else
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   243
                                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);
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   244
                             end;
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   245
                  vgtDroplet: begin
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   246
                              sprite:= GetSprite(sprDroplet, sprSDDroplet);
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   247
                              DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
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   248
                              end;
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34e810295d08 Remove a bunch of dead out-commented code
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   249
                  vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
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   250
               vgtStraightShot: begin
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5814e0c47c99 Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
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   251
                                if Gear^.dX < 0 then
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   252
                                    i:= -1
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   253
                                else
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                                    i:= 1;
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diff changeset
   255
                                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);
5814e0c47c99 Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents: 9768
diff changeset
   256
                                end;
5585
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nemo
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   257
              end;
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lovelacer
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   258
          if (Gear^.Tint <> $FFFFFFFF) then
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unc0rr
parents: 9285
diff changeset
   259
              untint;
5585
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nemo
parents: 5583
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   260
          Gear:= Gear^.NextGear
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parents: 5583
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   261
          end
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koda
parents: 5179
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   262
       end;
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koda
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diff changeset
   263
    // this layer is on the screen plane (depth = 0) when stereo
5585
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nemo
parents: 5583
diff changeset
   264
    3: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   265
       Gear:= VisualGearLayersStart[3];
5585
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nemo
parents: 5583
diff changeset
   266
       while Gear <> nil do
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nemo
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   267
           begin
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nemo
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   268
           tinted:= false;
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lovelacer
parents: 6553
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   269
           if Gear^.Tint <> $FFFFFFFF then
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lovelacer
parents: 6553
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   270
               Tint(Gear^.Tint);
5585
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nemo
parents: 5583
diff changeset
   271
           case Gear^.Kind of
13235
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   272
               vgtSpeechBubble: if (Gear^.Angle <> 0) then
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   273
                                // ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized)
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   274
                                    if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
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parents: 13151
diff changeset
   275
                                        begin
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   276
                                        tinted:= true;
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Wuzzy <Wuzzy2@mail.ru>
parents: 13151
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   277
                                        Tint($FF, $FF, $FF,  $66);
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   278
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
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parents: 13151
diff changeset
   279
                                        end
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
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   280
                                    else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then
9f5023a5f9e1 Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents: 13151
diff changeset
   281
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
15794
95db10dcad71 Fix crash when spawning vgtSmallDamageTag in Lua
Wuzzy <Wuzzy2@mail.ru>
parents: 15607
diff changeset
   282
               vgtSmallDamageTag: if Gear^.Tex <> nil then
15795
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   283
                                    begin
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   284
                                    if Gear^.Frame = 0 then
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   285
                                        DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   286
                                    else
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   287
                                        begin
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   288
                                        SetScale(cDefaultZoomLevel);
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   289
                                        DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex);
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   290
                                        SetScale(zoom);
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   291
                                        end
da1bb21e6fbf Teach vgtSmallDamageTag to use dX, dY and screen coords (Frame<>0)
Wuzzy <Wuzzy2@mail.ru>
parents: 15794
diff changeset
   292
                                    end;
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koda
parents: 8026 8204
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   293
               vgtHealthTag: if Gear^.Tex <> nil then
5585
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nemo
parents: 5583
diff changeset
   294
                               begin
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koda
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diff changeset
   295
                               if Gear^.Frame = 0 then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
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   296
                                   DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
5585
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nemo
parents: 5583
diff changeset
   297
                               else
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nemo
parents: 5583
diff changeset
   298
                                   begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   299
                                   SetScale(cDefaultZoomLevel);
6580
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lovelacer
parents: 6553
diff changeset
   300
                                   if Gear^.Angle = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   301
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
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lovelacer
parents: 6553
diff changeset
   302
                                   else
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koda
parents: 8026 8204
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   303
                                       DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle);
5585
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nemo
parents: 5583
diff changeset
   304
                                   SetScale(zoom)
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nemo
parents: 5583
diff changeset
   305
                                   end
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   306
                               end;
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koda
parents: 8026 8204
diff changeset
   307
               vgtStraightShot: begin
6580
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lovelacer
parents: 6553
diff changeset
   308
                                if Gear^.dX < 0 then
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lovelacer
parents: 6553
diff changeset
   309
                                    i:= -1
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lovelacer
parents: 6553
diff changeset
   310
                                else
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lovelacer
parents: 6553
diff changeset
   311
                                    i:= 1;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   312
                                DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle);
5748
70d7f8e40f53 Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents: 5690
diff changeset
   313
                                end;
10876
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   314
                   vgtFeather: begin
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   315
                               if Gear^.FrameTicks < 255 then
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   316
                                   begin
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   317
                                   Tint($FF, $FF, $FF, Gear^.FrameTicks);
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   318
                                   tinted:= true
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   319
                                   end;
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   320
                               DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
d012728b89b9 draw birdy's feathers in low quality mode too
sheepluva
parents: 10675
diff changeset
   321
                             end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   322
           end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   323
           if (cReducedQuality and rqAntiBoom) = 0 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   324
               case Gear^.Kind of
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   325
                   vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   326
               end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   327
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   328
               untint;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   329
           Gear:= Gear^.NextGear
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   330
           end
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   331
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   332
    // this layer is outside the screen when stereo
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   333
    2: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   334
       Gear:= VisualGearLayersStart[2];
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   335
       while Gear <> nil do
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   336
           begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   337
           tinted:= false;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   338
           if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   339
               Tint(Gear^.Tint);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   340
           case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   341
               vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   342
               vgtBigExplosion: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   343
                                tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   344
                                Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   345
                                DrawTextureRotatedF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   346
                                end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   347
           end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   348
           if (cReducedQuality and rqAntiBoom) = 0 then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   349
               case Gear^.Kind of
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   350
                   vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   351
                   vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   352
                   vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   353
                   vgtAmmo: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   354
                            tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   355
                            Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6322
b310f0bc8dde If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents: 6318
diff changeset
   356
                            DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
12465
c8ee50955fae Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents: 12159
diff changeset
   357
                            if Gear^.Frame <> ord(amNothing) then
c8ee50955fae Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents: 12159
diff changeset
   358
                                DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   359
                            end;
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   360
                   vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   361
                             if Gear^.FrameTicks < $FF then
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   362
                                 begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   363
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   364
                                 tinted:= true
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   365
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   366
                             DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   367
                             end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   368
                   vgtEgg: DrawSpriteRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   369
                   vgtBeeTrace: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   370
                                if Gear^.FrameTicks < $FF then
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   371
                                    Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   372
                                else
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   373
                                    Tint($FF, $FF, $FF, $80);
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   374
                                tinted:= true;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   375
                                DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   376
                                end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   377
                   vgtSmokeRing: begin
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   378
                                 tinted:= true;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   379
                                 Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   380
                                 DrawTextureRotatedF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   381
                                 end;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   382
                   vgtNote: DrawSpriteRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
486db9d26e4b rename a few Draw* routines
koda
parents: 6986
diff changeset
   383
                   vgtBulletHit: DrawSpriteRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   384
               end;
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   385
           case Gear^.Kind of
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   386
               vgtFlake: if (not worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   387
                         begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   388
                             spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   389
                             if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   390
                                 DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   391
                             else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   392
                                 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);
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   393
                             end;
15908
014f4edd0421 Add Drawing mode, which allows drawing some graphics private to the members of a clan
S.D.
parents: 15795
diff changeset
   394
              vgtCircle: DrawCircleGear(gear);
5585
c09f5b41644a Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents: 5583
diff changeset
   395
           end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   396
           if (Gear^.Tint <> $FFFFFFFF) or tinted then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   397
               untint;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   398
           Gear:= Gear^.NextGear
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   399
           end
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   400
       end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   401
     // this layer is half-way between the screen plane (depth = 0) when in stereo, and the land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   402
     4: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   403
        Gear:= VisualGearLayersStart[4];
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   404
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   405
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   406
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   407
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   408
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   409
               vgtCloud: begin
12158
4d1250ca68ac added CloudsL and FlakeL
KoBeWi <kobewi4e@gmail.com>
parents: 11046
diff changeset
   410
                         spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   411
                         DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   412
                         end;
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   413
              vgtFlake: if (not worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   414
                            begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   415
                            spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   416
                            if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   417
                                DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   418
                            else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   419
                                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);
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   420
                            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   421
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   422
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   423
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   424
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   425
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   426
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   427
     // this layer is on the screen plane (depth = 0) when stereo, but just behind the land
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   428
     5: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   429
        Gear:= VisualGearLayersStart[5];
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   430
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   431
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   432
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   433
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   434
            case Gear^.Kind of
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   435
                vgtCloud: begin
12159
cb3e785534da whitespace fixes (SEE, I AM USEFUL!)
sheepluva
parents: 12158
diff changeset
   436
                        sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
10361
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   437
                          DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
bc95b7c769a2 simplifying some code
sheepluva
parents: 10354
diff changeset
   438
                          end;
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   439
              vgtFlake: if not (worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   440
                            begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   441
                            sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   442
                            if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   443
                                DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   444
                            else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   445
                                DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   446
                            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   447
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   448
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   449
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   450
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   451
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   452
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   453
     // this layer is on the screen plane (depth = 0) when stereo, but just in front of the land
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   454
    6: begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   455
        Gear:= VisualGearLayersStart[6];
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   456
        while Gear <> nil do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   457
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   458
            if Gear^.Tint <> $FFFFFFFF then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   459
                Tint(Gear^.Tint);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   460
            case Gear^.Kind of
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   461
                vgtFlake: if (not worldIsShifted) then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   462
                              begin
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   463
                              sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   464
                              if speedlessFlakes then
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   465
                                  DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   466
                              else
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   467
                                  DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13329
diff changeset
   468
                              end;
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10193
diff changeset
   469
                vgtNoPlaceWarn:
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10193
diff changeset
   470
                            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);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   471
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   472
            if (Gear^.Tint <> $FFFFFFFF) then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9285
diff changeset
   473
                untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   474
            Gear:= Gear^.NextGear
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   475
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   476
        end;
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   477
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   478
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   479
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   480
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   481
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   482
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   483
for i:= 0 to cCloudsNumber - 1 do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   484
    AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-cCloudOffset, vgtCloud, 0, true)
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   485
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   486
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   487
procedure ChangeToSDClouds;
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   488
var       i, j: LongInt;
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   489
    vg, tmp: PVisualGear;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   490
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   491
if cCloudsNumber = cSDCloudsNumber then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   492
    exit;
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   493
for i:= 0 to 6 do
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   494
    begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   495
    vg:= VisualGearLayersStart[i];
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   496
    while vg <> nil do
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   497
        if vg^.Kind = vgtCloud then
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   498
            begin
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   499
            tmp:= vg^.NextGear;
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   500
            DeleteVisualGear(vg);
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   501
            vg:= tmp
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   502
            end
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   503
        else vg:= vg^.NextGear;
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   504
    for j:= 0 to cSDCloudsNumber - 1 do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   505
        AddVisualGear(cLeftScreenBorder + j * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-cCloudOffset, vgtCloud, 0, true)
12702
0dfb49261cab Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents: 12465
diff changeset
   506
    end;
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   507
end;
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4782
diff changeset
   508
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   509
procedure AddFlake; inline;
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   510
begin
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   511
    AddVisualGear(cLeftScreenBorder + random(cScreenSpace), LAND_HEIGHT-cCloudOffset+ random(cCloudOffset), vgtFlake);
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   512
end;
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   513
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   514
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   515
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   516
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   517
if (cReducedQuality and rqKillFlakes) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   518
    exit;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   519
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   520
if hasBorder or (not cSnow) then
7543
a0dc770538e1 Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents: 7420
diff changeset
   521
    for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   522
        AddFlake
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   523
else
7543
a0dc770538e1 Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents: 7420
diff changeset
   524
    for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   525
        AddFlake;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   526
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   527
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   528
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   529
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   530
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   531
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   532
if (cReducedQuality and rqKillFlakes) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   533
    exit;
13048
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12702
diff changeset
   534
if (vobCount = vobSDCount) and (vobFrameTicks = vobSDFrameTicks) and
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12702
diff changeset
   535
        (vobFramesCount = vobSDFramesCount) and (vobVelocity = vobSDVelocity) and
9dd724e8d620 Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents: 12702
diff changeset
   536
        (vobFallSpeed = vobSDFallSpeed) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6553
diff changeset
   537
    exit;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   538
for i:= 0 to 6 do
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   539
    begin
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   540
    vg:= VisualGearLayersStart[i];
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   541
    while vg <> nil do
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   542
        if vg^.Kind = vgtFlake then
10658
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   543
            begin
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   544
            tmp:= vg^.NextGear;
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   545
            DeleteVisualGear(vg);
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   546
            vg:= tmp
a3872ffdeab1 fix copypasta
nemo
parents: 10584
diff changeset
   547
            end
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   548
        else vg:= vg^.NextGear;
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   549
    end;
9768
08799c901a42 Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents: 9764
diff changeset
   550
if hasBorder or (not cSnow) then
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   551
    for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   552
        AddFlake
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   553
else
7822
61ff669d610f missed this one when fixing regular flakes. issue #444
nemo
parents: 7615
diff changeset
   554
    for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do
15607
f8c1492601fe Flakes: Only spawn them inside valid area
Wuzzy <Wuzzy2@mail.ru>
parents: 14605
diff changeset
   555
        AddFlake;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   556
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   557
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   558
procedure initModule;
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   559
var i: LongWord;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   560
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   561
VGCounter:= 0;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   562
for i:= 0 to 6 do
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   563
    begin
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   564
    VisualGearLayersStart[i]:= nil;
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   565
    VisualGearLayersEnd[i]:= nil;
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   566
    end;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   567
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   568
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   569
procedure freeModule;
6179
b529f88d37d0 Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents: 6117
diff changeset
   570
var i: LongWord;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   571
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6913
diff changeset
   572
VGCounter:= 0;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6291
diff changeset
   573
for i:= 0 to 6 do
14605
ab79cd4a7382 Reverse order of visual gears linked list
Wuzzy <Wuzzy2@mail.ru>
parents: 14593
diff changeset
   574
    while VisualGearLayersStart[i] <> nil do DeleteVisualGear(VisualGearLayersStart[i]);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   575
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   576
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   577
end.