author | koda |
Sat, 27 Mar 2010 16:57:18 +0000 | |
changeset 3113 | 2829ea0dd47c |
parent 3096 | 9330eead14fa |
child 3115 | 831bd0f7050d |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2008 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *) {$INCLUDE "options.inc"} unit uVisualGears; interface uses SDLh, uConsts, uFloat, Math, {$IFDEF GLES11} gles11; {$ELSE} GL; {$ENDIF} type PVisualGear = ^TVisualGear; TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword); TVisualGear = record NextGear, PrevGear: PVisualGear; Frame, FrameTicks: Longword; X : hwFloat; Y : hwFloat; dX: hwFloat; dY: hwFloat; tdX: hwFloat; tdY: hwFloat; mdY: QWord; Timer: Longword; Angle, dAngle: real; Kind: TVisualGearType; doStep: TVGearStepProcedure; Tex: PTexture; alpha, scale: GLfloat; Hedgehog: pointer; Text: shortstring end; procedure initModule; procedure freeModule; function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; procedure ProcessVisualGears(Steps: Longword); procedure KickFlakes(Radius, X, Y: LongInt); procedure DrawVisualGears(Layer: LongWord); procedure DeleteVisualGear(Gear: PVisualGear); procedure AddClouds; procedure AddDamageTag(X, Y, Damage, Color: LongWord); procedure FreeVisualGears; var VisualGearsList: PVisualGear; vobFrameTicks, vobFramesCount, vobCount: Longword; vobVelocity, vobFallSpeed: LongInt; implementation uses uWorld, uMisc, uStore, uTeams, uSound; const cExplFrameTicks = 110; procedure AddDamageTag(X, Y, Damage, Color: LongWord); var s: shortstring; Gear: PVisualGear; begin if cAltDamage then begin Gear:= AddVisualGear(X, Y, vgtSmallDamageTag); if Gear <> nil then with Gear^ do begin str(Damage, s); Tex:= RenderStringTex(s, Color, fntSmall); end end end; // ================================================================== procedure doStepFlake(Gear: PVisualGear; Steps: Longword); var sign: hwFloat; begin sign:= _1; with Gear^ do begin inc(FrameTicks, Steps); if FrameTicks > vobFrameTicks then begin dec(FrameTicks, vobFrameTicks); inc(Frame); if Frame = vobFramesCount then Frame:= 0 end; X:= X + (cWindSpeed * 200 + dX + tdX) * Steps; Y:= Y + (dY + tdY + cGravity * vobFallSpeed) * Steps; Angle:= Angle + dAngle * Steps; if (hwRound(X) >= -cScreenWidth - 64) and (hwRound(X) <= cScreenWidth + LAND_WIDTH) and (hwRound(Y) <= (LAND_HEIGHT + 75)) and (Timer > 0) and (Timer-Steps > 0) then begin sign.isNegative:=tdX.isNegative; tdX:= tdX - _0_005*Steps*sign; if (sign.isNegative and (tdX > _0)) or (not sign.isNegative and (tdX < _0)) then tdX:= _0; sign.isNegative:=tdY.isNegative; tdY:= tdY - _0_005*Steps*sign; if (sign.isNegative and (tdY > _0)) or (not sign.isNegative and (tdY < _0)) then tdY:= _0; dec(Timer, Steps) end else begin if hwRound(X) < -cScreenWidth - 64 then X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else if hwRound(X) > cScreenWidth + LAND_WIDTH then X:= int2hwFloat(-cScreenWidth - 64); // if hwRound(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + int2hwFloat(25); // For if flag is set for flakes rising upwards? if hwRound(Y) > (LAND_HEIGHT + 75) then Y:= Y - int2hwFloat(1024 + 150); // TODO - configure in theme (jellies for example could use limited range) Timer:= 0; tdX:= _0; tdY:= _0 end; end; end; procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword); begin if Gear^.FrameTicks > Steps then dec(Gear^.FrameTicks, Steps) else DeleteVisualGear(Gear); end; procedure doStepCloud(Gear: PVisualGear; Steps: Longword); var i: Longword; begin Gear^.X:= Gear^.X + (cWindSpeed * 200 + Gear^.dX) * Steps; for i:= 0 to Steps - 1 do begin if hwRound(Gear^.Y) > LAND_HEIGHT-1184 then // TODO - configure in theme Gear^.dY:= Gear^.dY - _1div50000 else Gear^.dY:= Gear^.dY + _1div50000; Gear^.Y:= Gear^.Y + Gear^.dY end; if hwRound(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= int2hwFloat(cScreenWidth + LAND_WIDTH) else if hwRound(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= int2hwFloat(-cScreenWidth - 256) end; procedure doStepExpl(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; //Gear^.dY:= Gear^.dY + cGravity; if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; procedure doStepFire(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravity * (Steps * Steps); Gear^.dY:= Gear^.dY + cGravity * Steps; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; procedure doStepShell(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravity * Steps; Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword); begin Gear^.Y:= Gear^.Y - _0_02 * Steps; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; procedure doStepBubble(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - cDrownSpeed * Steps; if (Gear^.FrameTicks <= Steps) or (hwRound(Gear^.Y) < cWaterLine) then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps) end; procedure doStepHealth(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y - Gear^.dY * Steps; if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps); end; procedure doStepSteam(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeed * 100 + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - cDrownSpeed * Steps; if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin if Random(2) = 0 then dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; procedure doStepAmmo(Gear: PVisualGear; Steps: Longword); begin Gear^.Y:= Gear^.Y - cDrownSpeed * Steps; Gear^.scale:= Gear^.scale + 0.0025 * Steps; Gear^.alpha:= Gear^.alpha - 0.0015 * Steps; if Gear^.alpha < 0 then DeleteVisualGear(Gear) end; procedure doStepSmoke(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeed + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - (cDrownSpeed + Gear^.dY) * Steps; Gear^.dX := Gear^.dX + (cWindSpeed * _0_3 * Steps); //Gear^.dY := Gear^.dY - (cDrownSpeed * _0_995); if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin if Random(2) = 0 then dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; procedure doStepDust(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + (cWindSpeed + (cWindSpeed * _0_03 * Steps) + Gear^.dX) * Steps; Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps; Gear^.dX := Gear^.dX - (Gear^.dX * _0_005 * Steps); Gear^.dY := Gear^.dY - (cDrownSpeed * _0_001 * Steps); if Gear^.FrameTicks <= Steps then if Gear^.Frame = 0 then DeleteVisualGear(Gear) else begin dec(Gear^.Frame); Gear^.FrameTicks:= cExplFrameTicks end else dec(Gear^.FrameTicks, Steps) end; procedure doStepSplash(Gear: PVisualGear; Steps: Longword); begin if Gear^.FrameTicks <= Steps then DeleteVisualGear(Gear) else dec(Gear^.FrameTicks, Steps); end; procedure doStepDroplet(Gear: PVisualGear; Steps: Longword); begin Gear^.X:= Gear^.X + Gear^.dX * Steps; Gear^.Y:= Gear^.Y + Gear^.dY * Steps; Gear^.dY:= Gear^.dY + cGravity * Steps; if hwRound(Gear^.Y) > cWaterLine then begin DeleteVisualGear(Gear); PlaySound(TSound(ord(sndDroplet1) + Random(3))); end; end; procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword); begin inc(Gear^.Timer, Steps); if Gear^.Timer >= Gear^.FrameTicks then DeleteVisualGear(Gear) else begin Gear^.scale := 1.25 * (-power(2, -7 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4; Gear^.alpha := 1.0 * (power(2, -3 * (Gear^.Timer - 350)/350)); end; end; //////////////////////////////////////////////////////////////////////////////// const cSorterWorkTime = 640; var thexchar: array[0..cMaxTeams] of record dy, ny, dw: LongInt; team: PTeam; SortFactor: QWord; end; currsorter: PVisualGear = nil; procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword); var i, t: LongInt; begin for t:= 1 to Steps do begin dec(Gear^.Timer); if (Gear^.Timer and 15) = 0 then for i:= 0 to Pred(TeamsCount) do with thexchar[i] do begin {$WARNINGS OFF} team^.DrawHealthY:= ny + dy * Gear^.Timer div 640; team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * Gear^.Timer div cSorterWorkTime; {$WARNINGS ON} end; if (Gear^.Timer = 0) or (currsorter <> Gear) then begin if currsorter = Gear then currsorter:= nil; DeleteVisualGear(Gear); exit end end end; procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword); var i: Longword; b: boolean; t: LongInt; begin for t:= 0 to Pred(TeamsCount) do with thexchar[t] do begin dy:= TeamsArray[t]^.DrawHealthY; dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth; team:= TeamsArray[t]; SortFactor:= TeamsArray[t]^.Clan^.ClanHealth; SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex; SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth; end; if TeamsCount > 1 then repeat b:= true; for t:= 0 to TeamsCount - 2 do if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then begin thexchar[cMaxTeams]:= thexchar[t]; thexchar[t]:= thexchar[Succ(t)]; thexchar[Succ(t)]:= thexchar[cMaxTeams]; b:= false end until b; t:= - 4; for i:= 0 to Pred(TeamsCount) do with thexchar[i] do begin dec(t, team^.HealthTex^.h + 2); ny:= t; dy:= dy - ny end; Gear^.Timer:= cSorterWorkTime; Gear^.doStep:= @doStepTeamHealthSorterWork; currsorter:= Gear; //doStepTeamHealthSorterWork(Gear, Steps) end; procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword); begin if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0; if (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then begin Gear^.X:= PHedgehog(Gear^.Hedgehog)^.Gear^.X + int2hwFloat(Gear^.Tex^.w div 2 - Gear^.FrameTicks); Gear^.Y:= PHedgehog(Gear^.Hedgehog)^.Gear^.Y - int2hwFloat(16 + Gear^.Tex^.h); end; if Gear^.Timer = 0 then begin if PHedgehog(Gear^.Hedgehog)^.SpeechGear = Gear then PHedgehog(Gear^.Hedgehog)^.SpeechGear:= nil; DeleteVisualGear(Gear) end; end; procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword); begin with PHedgehog(Gear^.Hedgehog)^ do if SpeechGear <> nil then SpeechGear^.Timer:= 0; PHedgehog(Gear^.Hedgehog)^.SpeechGear:= Gear; Gear^.Timer:= max(Length(Gear^.Text) * 150, 3000); Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16); case Gear^.FrameTicks of 1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28; 2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20; 3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10; end; Gear^.doStep:= @doStepSpeechBubbleWork; Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h) end; // ================================================================== const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure = ( @doStepFlake, @doStepCloud, @doStepExpl, @doStepExpl, @doStepFire, @doStepSmallDamage, @doStepTeamHealthSorter, @doStepSpeechBubble, @doStepBubble, @doStepSteam, @doStepAmmo, @doStepSmoke, @doStepSmoke, @doStepHealth, @doStepShell, @doStepDust, @doStepSplash, @doStepDroplet, @doStepSmokeRing, @doStepBeeTrace ); function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear; var gear: PVisualGear; t: Longword; sp: hwFloat; begin if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then // we are scrolling now if Kind <> vgtCloud then begin AddVisualGear:= nil; exit end; if cReducedQuality and (Kind <> vgtTeamHealthSorter) and (Kind <> vgtSmallDamageTag) and (Kind <> vgtSpeechBubble) then begin AddVisualGear:= nil; exit end; New(gear); FillChar(gear^, sizeof(TVisualGear), 0); gear^.X:= int2hwFloat(X); gear^.Y:= int2hwFloat(Y); gear^.Kind := Kind; gear^.doStep:= doStepHandlers[Kind]; with gear^ do case Kind of vgtFlake: begin Timer:= 0; tdX:= _0; tdY:= _0; FrameTicks:= random(vobFrameTicks); Frame:= random(vobFramesCount); Angle:= random * 360; dx.isNegative:= random(2) = 0; dx.QWordValue:= random(100000000); dy.isNegative:= false; dy.QWordValue:= random(70000000); dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000 end; vgtCloud: begin Frame:= random(4); dx.isNegative:= random(2) = 0; dx.QWordValue:= random(214748364); dy.isNegative:= random(2) = 0; dy.QWordValue:= 21474836 + random(64424509); mdY:= dy.QWordValue end; vgtExplPart, vgtExplPart2: begin t:= random(1024); sp:= _0_001 * (random(95) + 70); dx:= AngleSin(t) * sp; dx.isNegative:= random(2) = 0; dy:= AngleCos(t) * sp; dy.isNegative:= random(2) = 0; Frame:= 7 - random(3); FrameTicks:= cExplFrameTicks end; vgtFire: begin t:= random(1024); sp:= _0_001 * (random(85) + 95); dx:= AngleSin(t) * sp; dx.isNegative:= random(2) = 0; dy:= AngleCos(t) * sp; dy.isNegative:= random(2) = 0; FrameTicks:= 650 + random(250); Frame:= random(8) end; vgtShell: FrameTicks:= 500; vgtSmallDamageTag: begin gear^.FrameTicks:= 1100 end; vgtBubble: begin dx.isNegative:= random(2) = 0; dx.QWordValue:= random(100000000); dy:= _0_001 * (random(85) + 95); dy.isNegative:= false; FrameTicks:= 250 + random(1751); Frame:= random(5) end; vgtSteam: begin dx.isNegative:= random(2) = 0; dx.QWordValue:= random(100000000); dy:= _0_001 * (random(85) + 95); dy.isNegative:= false; Frame:= 7 - random(3); FrameTicks:= cExplFrameTicks * 2; end; vgtAmmo: begin alpha:= 1.0; scale:= 1.0 end; vgtSmokeWhite, vgtSmoke: begin dx:= _0_0002 * (random(45) + 10); dx.isNegative:= random(2) = 0; dy:= _0_0002 * (random(45) + 10); dy.isNegative:= false; Frame:= 7 - random(2); FrameTicks:= cExplFrameTicks * 2; end; vgtHealth: begin dx:= _0_001 * random(45); dx.isNegative:= random(2) = 0; dy:= _0_001 * (random(20) + 25); Frame:= 0; FrameTicks:= random(750) + 1250; end; vgtDust: begin dx:= _0_005 * (random(15) + 10); dx.isNegative:= random(2) = 0; dy:= _0_001 * (random(40) + 20); Frame:= 7 - random(2); FrameTicks:= random(20) + 15; end; vgtSplash: begin dx:= _0; dx.isNegative:= false; dy:= _0; FrameTicks:= 740; Frame:= 19; end; vgtDroplet: begin dx:= _0_001 * (random(75) + 15); dx.isNegative:= random(2) = 0; dy:= _0_001 * (random(80) + 120); dy.isNegative:= true; FrameTicks:= 250 + random(1751); Frame:= random(3) end; vgtBeeTrace: begin FrameTicks:= 1000; Frame:= random(16); end; vgtSmokeRing: begin dx:= _0; dx.isNegative:= false; dy:= _0; dy.isNegative:= false; FrameTicks:= 600; Timer:= 0; Frame:= 0; scale:= 0.6; alpha:= 1; angle:= random(360); end; end; if VisualGearsList <> nil then begin VisualGearsList^.PrevGear:= gear; gear^.NextGear:= VisualGearsList end; VisualGearsList:= gear; AddVisualGear:= gear; end; procedure DeleteVisualGear(Gear: PVisualGear); begin if Gear^.Tex <> nil then FreeTexture(Gear^.Tex); if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear; if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear else VisualGearsList:= Gear^.NextGear; Dispose(Gear) end; procedure ProcessVisualGears(Steps: Longword); var Gear, t: PVisualGear; begin if Steps = 0 then exit; t:= VisualGearsList; while t <> nil do begin Gear:= t; t:= Gear^.NextGear; Gear^.doStep(Gear, Steps) end end; procedure KickFlakes(Radius, X, Y: LongInt); var Gear, t: PVisualGear; dmg: LongInt; begin if (vobCount = 0) or (vobCount > 200) then exit; t:= VisualGearsList; while t <> nil do begin Gear:= t; if Gear^.Kind = vgtFlake then begin // Damage calc from doMakeExplosion dmg:= min(100,Radius + cHHRadius div 2 - (hwRound(hwAbs(Gear^.X - int2hwFloat(X))+hwAbs(Gear^.Y - int2hwFloat(Y))) div 5)); if dmg > 1 then begin Gear^.tdX:= SignAs(_0_02 * dmg + cHHKick, Gear^.X - int2hwFloat(X)); Gear^.tdY:= SignAs(_0_02 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y)); Gear^.Timer:= 200 end end; t:= Gear^.NextGear end end; procedure DrawVisualGears(Layer: LongWord); var Gear: PVisualGear; begin Gear:= VisualGearsList; case Layer of 0: while Gear <> nil do begin case Gear^.Kind of vgtFlake: if vobVelocity = 0 then DrawSprite(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame) else DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame); end; Gear:= Gear^.NextGear end; 1: while Gear <> nil do begin if not cReducedQuality then case Gear^.Kind of vgtSmoke: DrawSprite(sprSmoke, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); vgtSmokeWhite: DrawSprite(sprSmokeWhite, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); vgtDust: DrawSprite(sprDust, hwRound(Gear^.X) + WorldDx - 11, hwRound(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); end; Gear:= Gear^.NextGear end; 2: while Gear <> nil do begin if not cReducedQuality then case Gear^.Kind of vgtExplPart: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); vgtExplPart2: DrawSprite(sprExplPart2, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); vgtFire: DrawSprite(sprFlame, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy, (RealTicks div 64 + Gear^.Frame) mod 8); vgtBubble: DrawSprite(sprBubbles, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); vgtSteam: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); vgtAmmo: begin glColor4f(1, 1, 1, Gear^.alpha); DrawTextureF(ropeIconTex, Gear^.scale, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32); glColor4f(1, 1, 1, 1); end; vgtHealth: begin case Gear^.Frame div 10 of 0:glColor4f(0, 1, 0, Gear^.FrameTicks / 1000); 1:glColor4f(1, 0, 0, Gear^.FrameTicks / 1000); end; DrawSprite(sprHealth, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, 0); glColor4f(1, 1, 1, 1); end; vgtShell: begin if Gear^.FrameTicks < 250 then glColor4f(1, 1, 1, Gear^.FrameTicks / 250); DrawRotatedF(sprShell, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); if Gear^.FrameTicks < 250 then glColor4f(1, 1, 1, 1); end; vgtSplash: DrawSprite(sprSplash, hwRound(Gear^.X) + WorldDx - 64, hwRound(Gear^.Y) + WorldDy - 72, 19 - (Gear^.FrameTicks div 37)); vgtDroplet: DrawSprite(sprDroplet, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame); vgtBeeTrace: begin if Gear^.FrameTicks < 250 then glColor4f(1, 1, 1, Gear^.FrameTicks / 500) else glColor4f(1, 1, 1, 0.5); DrawRotatedF(sprBeeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle); glColor4f(1, 1, 1, 1); end; vgtSmokeRing: begin glColor4f(1, 1, 1, Gear^.alpha); DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle); glColor4f(1, 1, 1, 1); end; end; case Gear^.Kind of vgtSmallDamageTag: DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex); vgtSpeechBubble: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex); end; Gear:= Gear^.NextGear end end end; procedure AddClouds; var i: LongInt; begin for i:= 0 to cCloudsNumber - 1 do AddVisualGear( - cScreenWidth + i * ((cScreenWidth * 2 + (LAND_WIDTH+256)) div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud) end; procedure FreeVisualGears; begin while VisualGearsList <> nil do DeleteVisualGear(VisualGearsList); end; procedure initModule; begin VisualGearsList:= nil; end; procedure freeModule; begin end; end.