author | sheepluva |
Sat, 14 Jun 2014 00:56:11 +0200 | |
changeset 10301 | 6a225b469eef |
parent 10251 | a3b42e81803c |
child 10302 | ea0b0e2efd95 |
permissions | -rw-r--r-- |
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1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
9998 | 3 |
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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5 |
* This program is free software; you can redistribute it and/or modify |
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6 |
* 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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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*) |
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|
2599 | 19 |
{$INCLUDE "options.inc"} |
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|
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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 |
9285 | 32 |
uses uConsts, GLunit, uTypes; |
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|
3038 | 34 |
procedure initModule; |
35 |
procedure freeModule; |
|
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|
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procedure ProcessVisualGears(Steps: Longword); |
1045 | 38 |
procedure DrawVisualGears(Layer: LongWord); |
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39 |
|
803 | 40 |
procedure AddClouds; |
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procedure AddFlakes; |
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42 |
procedure AddDamageTag(X, Y, Damage, Color: LongWord); |
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43 |
|
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procedure ChangeToSDClouds; |
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procedure ChangeToSDFlakes; |
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46 |
|
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procedure KickFlakes(Radius, X, Y: LongInt); |
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|
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implementation |
9285 | 50 |
uses uVariables, uRender, Math, uRenderUtils, uStore, uUtils |
51 |
, uVisualGearsList; |
|
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* gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
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52 |
|
1505 | 53 |
procedure AddDamageTag(X, Y, Damage, Color: LongWord); |
10121 | 54 |
var Gear: PVisualGear; |
1505 | 55 |
begin |
56 |
if cAltDamage then |
|
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begin |
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Gear:= AddVisualGear(X, Y, vgtSmallDamageTag); |
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if Gear <> nil then |
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60 |
with Gear^ do |
10121 | 61 |
Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall); |
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62 |
end |
1505 | 63 |
end; |
64 |
||
65 |
||
803 | 66 |
// ================================================================== |
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Move Speech to visual gears. This checkin CRASHES on deletion of visual gear outside the doStep
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67 |
|
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procedure ProcessVisualGears(Steps: Longword); |
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var Gear, t: PVisualGear; |
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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
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i: LongWord; |
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begin |
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if Steps = 0 then |
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73 |
exit; |
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|
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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
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for i:= 0 to 6 do |
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76 |
begin |
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77 |
t:= VisualGearLayers[i]; |
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while t <> nil do |
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begin |
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Gear:= t; |
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81 |
t:= Gear^.NextGear; |
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82 |
Gear^.doStep(Gear, Steps) |
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83 |
end; |
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84 |
end |
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85 |
end; |
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86 |
|
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Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
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87 |
procedure KickFlakes(Radius, X, Y: LongInt); |
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88 |
var Gear, t: PVisualGear; |
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89 |
dmg, i: LongInt; |
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90 |
begin |
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91 |
if (vobCount = 0) or (vobCount > 200) then |
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92 |
exit; |
6306 | 93 |
for i:= 2 to 6 do |
94 |
if i <> 3 then |
|
95 |
begin |
|
96 |
t:= VisualGearLayers[i]; |
|
97 |
while t <> nil do |
|
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98 |
begin |
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99 |
Gear:= t; |
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100 |
if Gear^.Kind = vgtFlake then |
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101 |
begin |
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102 |
// Damage calc from doMakeExplosion |
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103 |
dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5); |
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104 |
if dmg > 1 then |
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105 |
begin |
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106 |
Gear^.tdX:= 0.02 * dmg + 0.01; |
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107 |
if Gear^.X - X < 0 then |
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108 |
Gear^.tdX := -Gear^.tdX; |
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109 |
Gear^.tdY:= 0.02 * dmg + 0.01; |
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110 |
if Gear^.Y - Y < 0 then |
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111 |
Gear^.tdY := -Gear^.tdY; |
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112 |
Gear^.Timer:= 200 |
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113 |
end |
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114 |
end; |
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115 |
t:= Gear^.NextGear |
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116 |
end |
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117 |
end |
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118 |
end; |
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119 |
|
1045 | 120 |
procedure DrawVisualGears(Layer: LongWord); |
802
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121 |
var Gear: PVisualGear; |
4475
54e78c40970b
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
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122 |
tinted: boolean; |
4545 | 123 |
tmp: real; |
5748
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Just for fun. Flowers! Also, use a less blatant image in ammo menu.
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124 |
i: LongInt; |
802
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125 |
begin |
1045 | 126 |
case Layer of |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
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127 |
// this layer is very distant in the background 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.
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128 |
0: begin |
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129 |
Gear:= VisualGearLayers[0]; |
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|
130 |
while Gear <> nil do |
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|
131 |
begin |
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132 |
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); |
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133 |
case Gear^.Kind of |
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
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6291
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|
134 |
vgtCloud: if SuddenDeathDmg then |
10301 | 135 |
DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height) |
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
|
136 |
else |
10301 | 137 |
DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height); |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
138 |
vgtFlake: if cFlattenFlakes then |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
139 |
begin |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
140 |
if SuddenDeathDmg then |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
141 |
if vobSDVelocity = 0 then |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
142 |
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
143 |
else |
6999 | 144 |
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, 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
|
145 |
else |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
146 |
if vobVelocity = 0 then |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
147 |
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
148 |
else |
6999 | 149 |
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
150 |
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
|
151 |
else |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
152 |
begin |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
153 |
if SuddenDeathDmg then |
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
154 |
if vobSDVelocity = 0 then |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6453
diff
changeset
|
155 |
DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
156 |
else |
6999 | 157 |
DrawTextureRotatedF(SpritesData[sprSDFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) |
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
|
158 |
else |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
159 |
if vobVelocity = 0 then |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6453
diff
changeset
|
160 |
DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
161 |
else |
6999 | 162 |
DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
163 |
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
|
164 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
165 |
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
|
166 |
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
|
167 |
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
|
168 |
end |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
169 |
end; |
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
170 |
// this layer is on the land level (which is close but behind the screen plane) 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
|
171 |
1: begin |
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
|
172 |
Gear:= VisualGearLayers[1]; |
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
|
173 |
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
|
174 |
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
|
175 |
//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
|
176 |
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
|
177 |
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
|
178 |
case Gear^.Kind of |
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
|
179 |
vgtFlake: if SuddenDeathDmg then |
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
|
180 |
if vobSDVelocity = 0 then |
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
|
181 |
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
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
|
182 |
else |
6999 | 183 |
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
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
|
184 |
else |
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
|
185 |
if vobVelocity = 0 then |
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
|
186 |
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
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
|
187 |
else |
6999 | 188 |
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
189 |
vgtSmokeTrace: if Gear^.State < 8 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
190 |
DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
191 |
vgtEvilTrace: if Gear^.State < 8 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
192 |
DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State); |
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
|
193 |
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)); |
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
|
194 |
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
|
195 |
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
|
196 |
case Gear^.Kind of |
6323
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.
nemo
parents:
6322
diff
changeset
|
197 |
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); |
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
|
198 |
vgtSmokeWhite: 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
|
199 |
vgtDust: if Gear^.State = 1 then |
7597
1ef520fea21c
make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents:
7543
diff
changeset
|
200 |
DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle) |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
201 |
else |
7597
1ef520fea21c
make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
nemo
parents:
7543
diff
changeset
|
202 |
DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame, Gear^.Tag, 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
|
203 |
vgtFire: if (Gear^.State and gstTmpFlag) = 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
|
204 |
DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8) |
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
|
205 |
else |
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
|
206 |
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); |
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
|
207 |
vgtSplash: if SuddenDeathDmg then |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6700
diff
changeset
|
208 |
//DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)) |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7276
diff
changeset
|
209 |
DrawTextureF(SpritesData[sprSDSplash].Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((SpritesData[sprSDSplash].Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, SpritesData[sprSDSplash].Width, SpritesData[sprSDSplash].Height) |
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
|
210 |
else |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6700
diff
changeset
|
211 |
//DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)); |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7276
diff
changeset
|
212 |
DrawTextureF(SpritesData[sprSplash].Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((SpritesData[sprSplash].Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, SpritesData[sprSplash].Width, SpritesData[sprSplash].Height); |
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
|
213 |
vgtDroplet: if SuddenDeathDmg 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
|
214 |
DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 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
|
215 |
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
|
216 |
DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 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
|
217 |
vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
10015 | 218 |
vgtStraightShot: begin |
9769
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
|
219 |
if Gear^.dX < 0 then |
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
|
220 |
i:= -1 |
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
|
221 |
else |
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
|
222 |
i:= 1; |
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
|
223 |
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
|
224 |
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
|
225 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
226 |
//if (Gear^.Tint <> $FFFFFFFF) or tinted then untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
227 |
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
|
228 |
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
|
229 |
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
|
230 |
end |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
231 |
end; |
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
232 |
// this layer is on the screen plane (depth = 0) 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
|
233 |
3: begin |
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
|
234 |
Gear:= VisualGearLayers[3]; |
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
|
235 |
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
|
236 |
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
|
237 |
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
|
238 |
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
|
239 |
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
|
240 |
case Gear^.Kind of |
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
|
241 |
(* |
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
|
242 |
vgtFlake: if SuddenDeathDmg then |
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
|
243 |
if vobSDVelocity = 0 then |
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
|
244 |
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
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
|
245 |
else |
6999 | 246 |
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
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
|
247 |
else |
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
|
248 |
if vobVelocity = 0 then |
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
|
249 |
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
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
|
250 |
else |
6999 | 251 |
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, 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
|
252 |
vgtSpeechBubble: begin |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10121
diff
changeset
|
253 |
if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) 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
|
254 |
begin |
9764
8dc9d268330f
revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents:
9762
diff
changeset
|
255 |
tinted:= true; |
8dc9d268330f
revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents:
9762
diff
changeset
|
256 |
Tint($FF, $FF, $FF, $66); |
8dc9d268330f
revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents:
9762
diff
changeset
|
257 |
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) |
8dc9d268330f
revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents:
9762
diff
changeset
|
258 |
end |
10193
d7cd5b43588f
By request. Allow lua to make random things "talk". I'm not sure if this is a good idea, buuuut.
nemo
parents:
10121
diff
changeset
|
259 |
else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then |
9764
8dc9d268330f
revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
nemo
parents:
9762
diff
changeset
|
260 |
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
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
|
261 |
end; |
6999 | 262 |
vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
8330 | 263 |
vgtHealthTag: if Gear^.Tex <> nil 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
|
264 |
begin |
8330 | 265 |
if Gear^.Frame = 0 then |
6999 | 266 |
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) |
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
|
267 |
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
|
268 |
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
|
269 |
SetScale(cDefaultZoomLevel); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
270 |
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
|
271 |
DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
272 |
else |
8330 | 273 |
DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, 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
|
274 |
SetScale(zoom) |
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
|
275 |
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
|
276 |
end; |
8330 | 277 |
vgtStraightShot: begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
278 |
if Gear^.dX < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
279 |
i:= -1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
280 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
281 |
i:= 1; |
6999 | 282 |
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
|
283 |
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
|
284 |
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
|
285 |
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
|
286 |
case Gear^.Kind of |
6999 | 287 |
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
|
288 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
289 |
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
|
290 |
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
|
291 |
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
|
292 |
end |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4809
diff
changeset
|
293 |
end; |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
294 |
// 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
|
295 |
2: begin |
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
|
296 |
Gear:= VisualGearLayers[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
|
297 |
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
|
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 |
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
|
300 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
301 |
Tint(Gear^.Tint); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
302 |
case Gear^.Kind of |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
303 |
vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
304 |
vgtBigExplosion: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
305 |
tinted:= true; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
306 |
Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4)))); |
6999 | 307 |
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
|
308 |
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
|
309 |
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
|
310 |
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
|
311 |
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
|
312 |
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
|
313 |
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
|
314 |
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
|
315 |
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
|
316 |
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
|
317 |
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
|
318 |
DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32); |
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
319 |
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32); |
3115 | 320 |
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
|
321 |
vgtShell: begin |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
322 |
if Gear^.FrameTicks < $FF then |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
323 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
324 |
Tint($FF, $FF, $FF, Gear^.FrameTicks); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
325 |
tinted:= true |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
326 |
end; |
6999 | 327 |
DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
328 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
329 |
vgtFeather: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
330 |
if Gear^.FrameTicks < 255 then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
331 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
332 |
Tint($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
|
333 |
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
|
334 |
end; |
6999 | 335 |
DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
336 |
end; |
6999 | 337 |
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
|
338 |
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
|
339 |
if Gear^.FrameTicks < $FF then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
340 |
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2) |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
341 |
else |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
342 |
Tint($FF, $FF, $FF, $80); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
343 |
tinted:= true; |
6999 | 344 |
DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
345 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
346 |
vgtSmokeRing: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
347 |
tinted:= true; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
348 |
Tint($FF, $FF, $FF, round(Gear^.alpha * $FF)); |
6999 | 349 |
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
|
350 |
end; |
6999 | 351 |
vgtNote: DrawSpriteRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
352 |
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
|
353 |
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
|
354 |
case Gear^.Kind of |
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
|
355 |
vgtFlake: if SuddenDeathDmg then |
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
|
356 |
if vobSDVelocity = 0 then |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6453
diff
changeset
|
357 |
DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
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
|
358 |
else |
6999 | 359 |
DrawTextureRotatedF(SpritesData[sprSDFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) |
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
|
360 |
else |
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
|
361 |
if vobVelocity = 0 then |
6553
91365db8b82c
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
nemo
parents:
6453
diff
changeset
|
362 |
DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
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
|
363 |
else |
6999 | 364 |
DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); |
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
|
365 |
vgtCircle: if gear^.Angle = 1 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
|
366 |
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
|
367 |
tmp:= Gear^.State / 100; |
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
|
368 |
DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp) |
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 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
370 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
371 |
DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer); |
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
|
372 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
373 |
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
|
374 |
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
|
375 |
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
|
376 |
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
|
377 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
378 |
// 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
|
379 |
4: begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
380 |
Gear:= VisualGearLayers[4]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
381 |
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
|
382 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
383 |
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
|
384 |
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
|
385 |
case Gear^.Kind of |
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
|
386 |
vgtCloud: if SuddenDeathDmg then |
10301 | 387 |
DrawTextureF(SpritesData[sprSDCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
388 |
else |
10301 | 389 |
DrawTextureF(SpritesData[sprCloud].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprCloud].Width, SpritesData[sprCloud].Height); |
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
|
390 |
vgtFlake: if SuddenDeathDmg then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
391 |
if vobSDVelocity = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
392 |
DrawTextureF(SpritesData[sprSDFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
393 |
else |
6999 | 394 |
DrawTextureRotatedF(SpritesData[sprSDFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
395 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
396 |
if vobVelocity = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
397 |
DrawTextureF(SpritesData[sprFlake].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
398 |
else |
6999 | 399 |
DrawTextureRotatedF(SpritesData[sprFlake].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
400 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
401 |
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
|
402 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
403 |
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
|
404 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
405 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
406 |
// 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
|
407 |
5: begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
408 |
Gear:= VisualGearLayers[5]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
409 |
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
|
410 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
411 |
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
|
412 |
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
|
413 |
case Gear^.Kind of |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
414 |
vgtCloud: if SuddenDeathDmg then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
415 |
DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
416 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
417 |
DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
418 |
vgtFlake: if SuddenDeathDmg then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
419 |
if vobSDVelocity = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
420 |
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
421 |
else |
6999 | 422 |
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
423 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
424 |
if vobVelocity = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
425 |
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
426 |
else |
6999 | 427 |
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
428 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
429 |
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
|
430 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
431 |
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
|
432 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
433 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
434 |
// 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
|
435 |
6: begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
436 |
Gear:= VisualGearLayers[6]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
437 |
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
|
438 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
439 |
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
|
440 |
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
|
441 |
case Gear^.Kind of |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
442 |
vgtFlake: if SuddenDeathDmg then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
443 |
if vobSDVelocity = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
444 |
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
445 |
else |
6999 | 446 |
DrawSpriteRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
447 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
448 |
if vobVelocity = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
449 |
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
450 |
else |
6999 | 451 |
DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
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
|
452 |
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
|
453 |
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
|
454 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
455 |
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
|
456 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
457 |
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
|
458 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
459 |
end; |
4452 | 460 |
end; |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
461 |
end; |
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
462 |
|
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
463 |
procedure AddClouds; |
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
464 |
var i: LongInt; |
803 | 465 |
begin |
1132 | 466 |
for i:= 0 to cCloudsNumber - 1 do |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
467 |
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud) |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
468 |
end; |
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
469 |
|
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
|
470 |
procedure ChangeToSDClouds; |
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
|
471 |
var i: LongInt; |
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
|
472 |
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
|
473 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
474 |
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
|
475 |
exit; |
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
|
476 |
vg:= VisualGearLayers[0]; |
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
|
477 |
while vg <> nil do |
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
|
478 |
if vg^.Kind = vgtCloud then |
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
|
479 |
begin |
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
|
480 |
tmp:= vg^.NextGear; |
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
|
481 |
DeleteVisualGear(vg); |
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
|
482 |
vg:= tmp |
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
|
483 |
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
|
484 |
else vg:= vg^.NextGear; |
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
|
485 |
for i:= 0 to cSDCloudsNumber - 1 do |
5179
8d64dcb566ea
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
unc0rr
parents:
5151
diff
changeset
|
486 |
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud) |
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 |
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
|
488 |
|
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
489 |
procedure AddFlakes; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
490 |
var i: LongInt; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
491 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
492 |
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
|
493 |
exit; |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
494 |
|
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9764
diff
changeset
|
495 |
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
|
496 |
for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
497 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake) |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
498 |
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
|
499 |
for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
500 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake); |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
501 |
end; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
502 |
|
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
503 |
procedure ChangeToSDFlakes; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
504 |
var i: LongInt; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
505 |
vg, tmp: PVisualGear; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
506 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
507 |
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
|
508 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
509 |
if vobCount = vobSDCount then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
510 |
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
|
511 |
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
|
512 |
begin |
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
|
513 |
vg:= VisualGearLayers[i]; |
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
|
514 |
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
|
515 |
if vg^.Kind = vgtFlake then |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
516 |
begin |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
517 |
tmp:= vg^.NextGear; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
518 |
DeleteVisualGear(vg); |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
519 |
vg:= tmp |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
520 |
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
|
521 |
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
|
522 |
end; |
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9764
diff
changeset
|
523 |
if hasBorder or (not cSnow) then |
7822
61ff669d610f
missed this one when fixing regular flakes. issue #444
nemo
parents:
7615
diff
changeset
|
524 |
for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
525 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake) |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
526 |
else |
7822
61ff669d610f
missed this one when fixing regular flakes. issue #444
nemo
parents:
7615
diff
changeset
|
527 |
for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
528 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake); |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
529 |
end; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
530 |
|
3038 | 531 |
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
|
532 |
var i: LongWord; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2695
diff
changeset
|
533 |
begin |
6982 | 534 |
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
|
535 |
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
|
536 |
VisualGearLayers[i]:= nil; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2695
diff
changeset
|
537 |
end; |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
538 |
|
3038 | 539 |
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
|
540 |
var i: LongWord; |
2715
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2713
diff
changeset
|
541 |
begin |
6982 | 542 |
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
|
543 |
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
|
544 |
while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]); |
2715
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2713
diff
changeset
|
545 |
end; |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
546 |
|
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
547 |
end. |