hedgewars/uVisualGears.pas
author nemo
Tue, 28 Jun 2011 21:48:28 -0400
changeset 5352 7f57d0c7816a
parent 5256 e3fada9358b0
child 5357 ec36f3d53f3c
permissions -rw-r--r--
Fix random weapons with per-hog ammo, fix ammo store loadout number in scripting for per-clan and per-hog ammo, add an advanced script hook into parsecommand to override values, add check for empty map in chSetMap, load script earlier in game params from frontend
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uVisualGears;
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(*
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 * This unit defines the behavior and the appearance of visual gears.
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 *
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 * Visual gears are "things"/"objects" in the game that do not need to be
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 * perfectly synchronized over all clients since their effect is only
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 * of visual nature.
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 *
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 * E.g.: background flakes, visual effects: explosion, smoke trails, etc.
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 *)
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interface
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uses uConsts, uFloat, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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procedure ProcessVisualGears(Steps: Longword);
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procedure KickFlakes(Radius, X, Y: LongInt);
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procedure DrawVisualGears(Layer: LongWord);
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procedure DeleteVisualGear(Gear: PVisualGear);
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function  VisualGearByUID(uid : Longword) : PVisualGear;
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procedure AddClouds;
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procedure ChangeToSDClouds;
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procedure AddFlakes;
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procedure ChangeToSDFlakes;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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implementation
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uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils;
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const cExplFrameTicks = 110;
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// For better maintainability the step handlers of visual gears are stored
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// in a separate file.
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{$INCLUDE "VGSHandlers.inc"}
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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var s: shortstring;
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    Gear: PVisualGear;
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begin
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if cAltDamage then
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    begin
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    Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
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    if Gear <> nil then
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        with Gear^ do
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            begin
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            str(Damage, s);
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            Tex:= RenderStringTex(s, Color, fntSmall);
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            end
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    end
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end;
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// ==================================================================
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// ==================================================================
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const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
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        (
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            @doStepFlake,
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            @doStepCloud,
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            @doStepExpl,
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            @doStepExpl,
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            @doStepFire,
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            @doStepSmallDamage,
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            @doStepTeamHealthSorter,
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            @doStepSpeechBubble,
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            @doStepBubble,
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            @doStepSteam,
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            @doStepAmmo,
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            @doStepSmoke,
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            @doStepSmoke,
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            @doStepHealth,
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            @doStepShell,
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            @doStepDust,
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            @doStepSplash,
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            @doStepDroplet,
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            @doStepSmokeRing,
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            @doStepBeeTrace,
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            @doStepEgg,
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            @doStepFeather,
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            @doStepHealthTag,
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            @doStepSmokeTrace,
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            @doStepSmokeTrace,
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            @doStepExplosion,
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            @doStepBigExplosion,
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            @doStepChunk,
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            @doStepNote,
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            @doStepLineTrail,
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            @doStepBulletHit,
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            @doStepCircle
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        );
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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const VGCounter: Longword = 0;
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var gear: PVisualGear;
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    t: Longword;
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    sp: real;
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begin
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if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we are scrolling now
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    if (Kind <> vgtCloud) and not Critical then
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        begin
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        AddVisualGear:= nil;
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        exit
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        end;
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if ((cReducedQuality and rqAntiBoom) <> 0) and
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   not Critical and
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   not (Kind in
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   [vgtTeamHealthSorter,
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    vgtSmallDamageTag,
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    vgtSpeechBubble,
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    vgtHealthTag,
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    vgtExplosion,
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    vgtSmokeTrace,
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    vgtEvilTrace,
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   137
    vgtNote]) then
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   138
    begin
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      AddVisualGear:= nil;
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      exit
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   141
    end;
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unc0rr
parents: 1801
diff changeset
   142
4422
5e8cfef25ccb add a uid to VGs for purpose of Lua manipulation
nemo
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   143
inc(VGCounter);
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koda
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   144
New(gear);
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koda
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   145
FillChar(gear^, sizeof(TVisualGear), 0);
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
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   146
gear^.X:= real(X);
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
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diff changeset
   147
gear^.Y:= real(Y);
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koda
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gear^.Kind := Kind;
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koda
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   149
gear^.doStep:= doStepHandlers[Kind];
3440
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sheepluva
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gear^.State:= 0;
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gear^.Tint:= $FFFFFFFF;
4422
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nemo
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gear^.uid:= VGCounter;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   153
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koda
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   154
with gear^ do
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    case Kind of
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    vgtFlake: begin
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
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   157
                Timer:= 0;
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nemo
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   158
                tdX:= 0;
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nemo
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   159
                tdY:= 0;
4806
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Henek
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                if SuddenDeathDmg then
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Henek
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                    begin
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Henek
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                    FrameTicks:= random(vobSDFrameTicks);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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                    Frame:= random(vobSDFramesCount);
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Henek
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   164
                    end
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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   165
                else
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Henek
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   166
                    begin
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Henek
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                    FrameTicks:= random(vobFrameTicks);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
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   168
                    Frame:= random(vobFramesCount);
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Henek
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   169
                    end;
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                Angle:= random * 360;
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nemo
parents: 3592
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   171
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
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   172
                dy:= 0.000003506096 * random(7000);
3597
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sheepluva
parents: 3594
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   173
                if random(2) = 0 then dx := -dx;
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   174
                if SuddenDeathDmg then dAngle:= (random(2) * 2 - 1) * (1 + random) * vobSDVelocity / 1000
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
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   175
                else dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
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   176
                end;
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   177
    vgtCloud: begin
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   178
                Frame:= random(4);
3994
486da687d76a fix/tweak let clouds reflect wind speed and direction again + stronger
sheepluva
parents: 3976
diff changeset
   179
                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
3593
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nemo
parents: 3592
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   180
                timer:= random(4096);
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   181
                end;
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   182
    vgtExplPart,
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unc0rr
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   183
    vgtExplPart2: begin
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   184
                t:= random(1024);
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nemo
parents: 3592
diff changeset
   185
                sp:= 0.001 * (random(95) + 70);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   186
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   187
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   188
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   189
                if random(2) = 0 then dy := -dy;
2948
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   190
                Frame:= 7 - random(3);
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   191
                FrameTicks:= cExplFrameTicks
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   192
                end;
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   193
        vgtFire: begin
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unc0rr
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   194
                t:= random(1024);
3593
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nemo
parents: 3592
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   195
                sp:= 0.001 * (random(85) + 95);
5151
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nemo
parents: 5121
diff changeset
   196
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   197
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
diff changeset
   198
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   199
                if random(2) = 0 then dy := -dy;
2948
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                FrameTicks:= 650 + random(250);
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                Frame:= random(8)
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   202
                end;
3115
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parents: 3096
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   203
         vgtEgg: begin
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parents: 3096
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   204
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   205
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   206
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
diff changeset
   207
                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
diff changeset
   208
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
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   209
                if random(2) = 0 then dy := -dy;
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                FrameTicks:= 650 + random(250);
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                Frame:= 1
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   212
                end;
2948
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   213
        vgtShell: FrameTicks:= 500;
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   214
    vgtSmallDamageTag: begin
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   215
                gear^.FrameTicks:= 1100
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   216
                end;
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   217
    vgtBubble: begin
3593
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nemo
parents: 3592
diff changeset
   218
                dx:= 0.0000038654705 * random(10000);
3909
4ba25a3d15af remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
nemo
parents: 3836
diff changeset
   219
                dy:= 0;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   220
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   221
                FrameTicks:= 250 + random(1751);
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   222
                Frame:= random(5)
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   223
                end;
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   224
    vgtSteam: begin
3593
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nemo
parents: 3592
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   225
                dx:= 0.0000038654705 * random(10000);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   226
                dy:= 0.001 * (random(85) + 95);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   227
                if random(2) = 0 then dx := -dx;
2948
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   228
                Frame:= 7 - random(3);
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   229
                FrameTicks:= cExplFrameTicks * 2;
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   230
                end;
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   231
    vgtAmmo: begin
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   232
                alpha:= 1.0;
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   233
                scale:= 1.0
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
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diff changeset
   234
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   235
  vgtSmokeWhite,
2713
71250942e95b Palewolf's smoke traces for fire.
nemo
parents: 2699
diff changeset
   236
  vgtSmoke: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   237
                dx:= 0.0002 * (random(45) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   238
                dy:= 0.0002 * (random(45) + 10);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   239
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
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   240
                Frame:= 7 - random(2);
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unc0rr
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   241
                FrameTicks:= cExplFrameTicks * 2;
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   242
                end;
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   243
    vgtHealth: begin
3593
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nemo
parents: 3592
diff changeset
   244
                dx:= 0.001 * random(45);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   245
                dy:= 0.001 * (random(20) + 25);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   246
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
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diff changeset
   247
                Frame:= 0;
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   248
                FrameTicks:= random(750) + 1250;
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   249
                end;
2848
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smxx
parents: 2827
diff changeset
   250
  vgtDust: begin
3593
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nemo
parents: 3592
diff changeset
   251
                dx:= 0.005 * (random(15) + 10);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   252
                dy:= 0.001 * (random(40) + 20);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   253
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
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   254
                Frame:= 7 - random(2);
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   255
                FrameTicks:= random(20) + 15;
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diff changeset
   256
                end;
2974
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   257
  vgtSplash: begin
3593
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nemo
parents: 3592
diff changeset
   258
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   259
                dy:= 0;
2974
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smxx
parents: 2972
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   260
                FrameTicks:= 740;
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smxx
parents: 2972
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   261
                Frame:= 19;
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smxx
parents: 2972
diff changeset
   262
                end;
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   263
    vgtDroplet: begin
3593
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nemo
parents: 3592
diff changeset
   264
                dx:= 0.001 * (random(75) + 15);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   265
                dy:= -0.001 * (random(80) + 120);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   266
                if random(2) = 0 then dx := -dx;
2982
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nemo
parents: 2974
diff changeset
   267
                FrameTicks:= 250 + random(1751);
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nemo
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   268
                Frame:= random(3)
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nemo
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   269
                end;
3080
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smxx
parents: 3062
diff changeset
   270
   vgtBeeTrace: begin
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smxx
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   271
                FrameTicks:= 1000;
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   272
                Frame:= random(16);
b7fa8ad60e3b Engine:
smxx
parents: 3062
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   273
                end;
3032
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palewolf
parents: 2986
diff changeset
   274
    vgtSmokeRing: begin
3593
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nemo
parents: 3592
diff changeset
   275
                dx:= 0;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   276
                dy:= 0;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   277
                FrameTicks:= 600;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   278
                Timer:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   279
                Frame:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   280
                scale:= 0.6;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   281
                alpha:= 1;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
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                angle:= random(360);
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palewolf
parents: 2986
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   283
                end;
3145
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mbait
parents: 3118
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   284
     vgtFeather: begin
a9af6bf223cf Birdy's falling feathers
mbait
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   285
                t:= random(1024);
3593
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nemo
parents: 3592
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   286
                sp:= 0.001 * (random(85) + 95);
5151
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
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                dx:= hwFloat2Float(AngleSin(t)) * sp;
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nemo
parents: 5121
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                dy:= hwFloat2Float(AngleCos(t)) * sp;
3597
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sheepluva
parents: 3594
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                if random(2) = 0 then dx := -dx;
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sheepluva
parents: 3594
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                if random(2) = 0 then dy := -dy;
3145
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mbait
parents: 3118
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                FrameTicks:= 650 + random(250);
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mbait
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                Frame:= 1
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mbait
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   293
                end;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   294
  vgtHealthTag: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   295
                gear^.Timer:= 1500;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   296
                //gear^.Z:= 2002;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   297
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   298
  vgtSmokeTrace,
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   299
  vgtEvilTrace: begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
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                gear^.X:= gear^.X - 16;
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
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   301
                gear^.Y:= gear^.Y - 16;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   302
                gear^.State:= 8;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   303
                //gear^.Z:= cSmokeZ
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   304
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   305
vgtBigExplosion: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
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   306
                gear^.Angle:= random(360);
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   307
                end;
3689
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smaxx
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   308
      vgtChunk: begin
e2be39ee19f0 Engine:
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   309
                gear^.Frame:= random(4);
e2be39ee19f0 Engine:
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                t:= random(1024);
e2be39ee19f0 Engine:
smaxx
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                sp:= 0.001 * (random(85) + 47);
5151
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nemo
parents: 5121
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   312
                dx:= hwFloat2Float(AngleSin(t)) * sp;
cbadb9fa52fc An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
nemo
parents: 5121
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   313
                dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
3689
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smaxx
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                if random(2) = 0 then dx := -dx;
e2be39ee19f0 Engine:
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   315
                end;
3704
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smaxx
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      vgtNote: begin
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   317
                dx:= 0.005 * (random(15) + 10);
3706
a79784328c03 Engine:
smaxx
parents: 3704
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                dy:= -0.001 * (random(40) + 20);
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
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   319
                if random(2) = 0 then dx := -dx;
ed2b9c7fb260 Engine:
smaxx
parents: 3697
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                Frame:= random(4);
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smaxx
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                FrameTicks:= random(2000) + 1500;
ed2b9c7fb260 Engine:
smaxx
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   322
                end;
4327
224efdd648e1 Small animation on bullet impact
Palewolf
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   323
  vgtBulletHit: begin
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   324
                dx:= 0;
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   325
                dy:= 0;
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parents: 4279
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   326
                FrameTicks:= 350;
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   327
                Frame:= 7;
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Palewolf
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   328
                Angle := 0;
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Palewolf
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   329
                end;
2948
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unc0rr
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   330
        end;
803
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unc0rr
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   331
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
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   332
if State <> 0 then gear^.State:= State;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   333
802
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unc0rr
parents:
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   334
if VisualGearsList <> nil then
2948
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unc0rr
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   335
    begin
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unc0rr
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   336
    VisualGearsList^.PrevGear:= gear;
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unc0rr
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   337
    gear^.NextGear:= VisualGearsList
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unc0rr
parents: 2941
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   338
    end;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
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   339
VisualGearsList:= gear;
802
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unc0rr
parents:
diff changeset
   340
2695
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koda
parents: 2671
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AddVisualGear:= gear;
802
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unc0rr
parents:
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   342
end;
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unc0rr
parents:
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   343
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unc0rr
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   344
procedure DeleteVisualGear(Gear: PVisualGear);
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unc0rr
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   345
begin
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   346
    if Gear^.Tex <> nil then
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   347
        FreeTexture(Gear^.Tex);
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   348
    Gear^.Tex:= nil;
1505
3a96e93572cb - Convert small damage tag to visual gears
unc0rr
parents: 1132
diff changeset
   349
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   350
    if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   351
    if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
diff changeset
   352
    else VisualGearsList:= Gear^.NextGear;
1041
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unc0rr
parents: 945
diff changeset
   353
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   354
    if lastVisualGearByUID = Gear then lastVisualGearByUID:= nil;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   355
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3475
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   356
    Dispose(Gear);
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
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   357
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   358
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   359
procedure ProcessVisualGears(Steps: Longword);
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   360
var Gear, t: PVisualGear;
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unc0rr
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   361
begin
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
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   362
if Steps = 0 then exit;
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   363
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   364
t:= VisualGearsList;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   365
while t <> nil do
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   366
      begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   367
      Gear:= t;
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unc0rr
parents:
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   368
      t:= Gear^.NextGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   369
      Gear^.doStep(Gear, Steps)
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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   370
      end
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unc0rr
parents:
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   371
end;
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unc0rr
parents:
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   372
3083
8da8f2515221 Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
nemo
parents: 3080
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   373
procedure KickFlakes(Radius, X, Y: LongInt);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   374
var Gear, t: PVisualGear;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   375
    dmg: LongInt;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   376
begin
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
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   377
if (vobCount = 0) or (vobCount > 200) then exit;
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   378
t:= VisualGearsList;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   379
while t <> nil do
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   380
      begin
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nemo
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   381
      Gear:= t;
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nemo
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   382
      if Gear^.Kind = vgtFlake then
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   383
          begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   384
          // Damage calc from doMakeExplosion
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   385
          dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   386
          if dmg > 1 then
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   387
              begin
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   388
              Gear^.tdX:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   389
              if Gear^.X - X < 0 then Gear^.tdX := -Gear^.tdX;
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   390
              Gear^.tdY:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   391
              if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
2986
c0c91cd3f423 Trying to tweak kicks a bit
nemo
parents: 2985
diff changeset
   392
              Gear^.Timer:= 200
2985
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   393
              end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
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   394
          end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   395
      t:= Gear^.NextGear
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   396
      end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   397
end;
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nemo
parents: 2982
diff changeset
   398
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   399
procedure DrawVisualGears(Layer: LongWord);
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   400
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
nemo
parents: 4465
diff changeset
   401
    tinted: boolean;
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   402
    tmp: real;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   403
begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   404
Gear:= VisualGearsList;
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   405
case Layer of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   406
    // this layer is very distant in the background when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   407
    0: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   408
        begin
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
nemo
parents: 4465
diff changeset
   409
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   410
        case Gear^.Kind of
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   411
            vgtFlake: if SuddenDeathDmg then
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   412
                          if vobSDVelocity = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   413
                              DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   414
                          else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   415
                              DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   416
                      else
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   417
                          if vobVelocity = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   418
                              DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   419
                          else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   420
                              DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
4772
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   421
            vgtCloud: if SuddenDeathDmg then
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   422
                          DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   423
                      else
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   424
                          DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   425
            end;
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
nemo
parents: 4465
diff changeset
   426
        if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   427
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   428
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   429
    // this layer is on the land level (which is close but behind the screen plane) when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   430
    1: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   431
        begin
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
nemo
parents: 4465
diff changeset
   432
        tinted:= false;
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
nemo
parents: 4465
diff changeset
   433
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   434
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   435
            vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   436
            vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State);
4279
b697a26ed538 Light trails for bullets
Palewolf
parents: 4159
diff changeset
   437
            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));
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   438
        end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   439
        if (cReducedQuality and rqAntiBoom) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   440
            case Gear^.Kind of
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   441
                vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   442
                vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   443
                vgtDust: if Gear^.State = 1 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   444
                             DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   445
                         else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   446
                             DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   447
                vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   448
                             DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   449
                         else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   450
                             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);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   451
                vgtSplash: if SuddenDeathDmg then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   452
                               DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37))
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   453
                           else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   454
                               DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   455
                vgtDroplet: if SuddenDeathDmg then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   456
                                DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   457
                            else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   458
                                DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   459
                vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   460
            end;
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
nemo
parents: 4465
diff changeset
   461
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   462
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   463
       end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   464
    // this layer is on the screen plane (depth = 0) when stereo
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   465
    3: while Gear <> nil do
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   466
        begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   467
        tinted:= false;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   468
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   469
        case Gear^.Kind of
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   470
            vgtSpeechBubble: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   471
                             if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   472
                                 begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   473
                                 tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   474
                                 Tint($FF, $FF, $FF,  $66);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   475
                                 DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   476
                                 end
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   477
                             else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   478
                                 DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   479
                             end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   480
            vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   481
            vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   482
            vgtHealth: begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   483
                       tinted:= true;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   484
                       case Gear^.Frame div 10 of
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   485
                           0:Tint(0, $FF, 0, round(Gear^.FrameTicks * $FF / 1000));
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   486
                           1:Tint($FF, 0, 0, round(Gear^.FrameTicks * $FF / 1000));
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   487
                       end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   488
                       DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   489
                       end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   490
        end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   491
        if (cReducedQuality and rqAntiBoom) = 0 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   492
            case Gear^.Kind of
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   493
                vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   494
            end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   495
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   496
        Gear:= Gear^.NextGear
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   497
       end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   498
    // this layer is outside the screen when stereo
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   499
    2: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   500
        begin
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
nemo
parents: 4465
diff changeset
   501
        tinted:= false;
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
nemo
parents: 4465
diff changeset
   502
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   503
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   504
            vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   505
            vgtBigExplosion: begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   506
                             tinted:= true;
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   507
                             Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   508
                             DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   509
                             end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   510
        end;
4809
9c7d5f802618 rearrange quality flags a little, disable snow rendering on rqLowRes
koda
parents: 4806
diff changeset
   511
        if (cReducedQuality and rqAntiBoom) = 0 then
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   512
            case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   513
                vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   514
                vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
3754
cb42d83587f5 Engine:
smaxx
parents: 3751
diff changeset
   515
                vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   516
                vgtAmmo: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   517
                         tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   518
                         Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   519
                         DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   520
                         DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   521
                         end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   522
                vgtShell: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   523
                          if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   524
                              begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   525
                              Tint($FF, $FF, $FF, Gear^.FrameTicks);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   526
                              tinted:= true
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   527
                              end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   528
                          DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   529
                          end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   530
                vgtFeather: begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   531
                            if Gear^.FrameTicks < 255 then
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   532
                                begin
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   533
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   534
                                tinted:= true
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   535
                                end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   536
                            DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   537
                          end;
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4809
diff changeset
   538
                vgtEgg: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   539
                        if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   540
                            begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   541
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
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
nemo
parents: 4465
diff changeset
   542
                                tinted:= true
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   543
                            end;
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   544
                        DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   545
                        end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   546
                vgtBeeTrace: begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   547
                             if Gear^.FrameTicks < $FF then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   548
                                 Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   549
                             else
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   550
                                 Tint($FF, $FF, $FF, $80);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   551
                             tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   552
                             DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   553
                             end;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   554
                vgtSmokeRing: begin
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   555
                              tinted:= true;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   556
                              Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   557
                              DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   558
                              end;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   559
                vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
4327
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   560
                vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle);
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   561
            end;
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   562
        case Gear^.Kind of
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   563
            vgtCircle: if gear^.Angle = 1 then
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   564
                           begin
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   565
                           tmp:= Gear^.State / 100;
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   566
                           DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   567
                           end
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   568
                       else DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   569
        end;
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
nemo
parents: 4465
diff changeset
   570
        if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   571
        Gear:= Gear^.NextGear
5256
e3fada9358b0 fix water bubbles like sheepluva wanted (also code formatting)
koda
parents: 5179
diff changeset
   572
       end
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   573
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   574
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   575
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   576
function  VisualGearByUID(uid : Longword) : PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   577
var vg: PVisualGear;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   578
begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   579
VisualGearByUID:= nil;
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   580
if uid = 0 then exit;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   581
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   582
    begin
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   583
    VisualGearByUID:= lastVisualGearByUID;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   584
    exit
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   585
    end;
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   586
vg:= VisualGearsList;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   587
while vg <> nil do
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   588
    begin
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   589
    if vg^.uid = uid then
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   590
        begin
4780
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   591
        lastVisualGearByUID:= vg;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   592
        VisualGearByUID:= vg;
8571151411b3 add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
nemo
parents: 4772
diff changeset
   593
        exit
4443
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   594
        end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   595
    vg:= vg^.NextGear
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   596
    end
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   597
end;
d393b9ccd328 Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
nemo
parents: 4422
diff changeset
   598
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   599
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   600
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   601
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   602
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
   603
    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
   604
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   605
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
   606
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
   607
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
   608
    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
   609
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
   610
if cCloudsNumber = cSDCloudsNumber then exit;
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
   611
vg:= VisualGearsList;
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
   612
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
   613
    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
   614
        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
   615
        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
   616
        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
   617
        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
   618
        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
   619
    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
   620
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
   621
    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
   622
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
   623
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   624
procedure AddFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   625
var i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   626
begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   627
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   628
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   629
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   630
    for i:= 0 to Pred(vobCount * cScreenSpace div LAND_WIDTH) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   631
        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
   632
else
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   633
    for i:= 0 to Pred((vobCount * cScreenSpace div LAND_WIDTH) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   634
        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
   635
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   636
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   637
procedure ChangeToSDFlakes;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   638
var       i: LongInt;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   639
    vg, tmp: PVisualGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   640
begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   641
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   642
if vobCount = vobSDCount then exit;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   643
vg:= VisualGearsList;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   644
while vg <> nil do
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   645
    if vg^.Kind = vgtFlake then
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   646
        begin
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   647
        tmp:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   648
        DeleteVisualGear(vg);
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   649
        vg:= tmp
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   650
        end
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   651
    else vg:= vg^.NextGear;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   652
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   653
    for i:= 0 to Pred(vobSDCount * cScreenSpace div LAND_WIDTH) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   654
        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
   655
else
5014
adc340265ccf should probably fix broken flakes, my bad
Henek
parents: 4976
diff changeset
   656
    for i:= 0 to Pred((vobSDCount * cScreenSpace div LAND_WIDTH) div 3) do
4806
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   657
        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
   658
end;
48c1a395f0a7 added flake configuration also in sudden death and SDClouds for underwater
Henek
parents: 4792
diff changeset
   659
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   660
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   661
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   662
    VisualGearsList:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   663
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   664
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   665
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   666
begin
3615
b78d7959540a further code cleanup and less redundancy
koda
parents: 3611
diff changeset
   667
    while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList);
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   668
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   669
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   670
end.