hedgewars/uVisualGears.pas
author nemo
Wed, 29 Dec 2010 16:21:30 -0500
changeset 4780 8571151411b3
parent 4772 02370ca8e92c
child 4782 603916ddf4b6
permissions -rw-r--r--
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
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2008 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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{$INCLUDE "options.inc"}
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unit uVisualGears;
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interface
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uses uConsts, uFloat, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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function  AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
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procedure ProcessVisualGears(Steps: Longword);
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procedure KickFlakes(Radius, X, Y: LongInt);
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procedure DrawVisualGears(Layer: LongWord);
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procedure DeleteVisualGear(Gear: PVisualGear);
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function  VisualGearByUID(uid : Longword) : PVisualGear;
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procedure AddClouds;
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procedure AddDamageTag(X, Y, Damage, Color: LongWord);
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implementation
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uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils;
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const cExplFrameTicks = 110;
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{$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 rqFancyBoom) <> 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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    vgtNote]) 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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inc(VGCounter);
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New(gear);
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FillChar(gear^, sizeof(TVisualGear), 0);
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gear^.X:= real(X);
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gear^.Y:= real(Y);
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gear^.Kind := Kind;
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gear^.doStep:= doStepHandlers[Kind];
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gear^.State:= 0;
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95345f98da19 Engine:
smxx
parents: 3447
diff changeset
   137
gear^.Tint:= $FFFFFFFF;
4422
5e8cfef25ccb add a uid to VGs for purpose of Lua manipulation
nemo
parents: 4420
diff changeset
   138
gear^.uid:= VGCounter;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   139
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ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
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   140
with gear^ do
2948
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unc0rr
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   141
    case Kind of
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unc0rr
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   142
    vgtFlake: begin
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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   143
                Timer:= 0;
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nemo
parents: 3592
diff changeset
   144
                tdX:= 0;
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nemo
parents: 3592
diff changeset
   145
                tdY:= 0;
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unc0rr
parents: 2941
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   146
                FrameTicks:= random(vobFrameTicks);
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   147
                Frame:= random(vobFramesCount);
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   148
                Angle:= random * 360;
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nemo
parents: 3592
diff changeset
   149
                dx:= 0.0000038654705 * random(10000);
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nemo
parents: 3592
diff changeset
   150
                dy:= 0.000003506096 * random(7000);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   151
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
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   152
                dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
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unc0rr
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   153
                end;
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unc0rr
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   154
    vgtCloud: begin
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unc0rr
parents: 2941
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   155
                Frame:= random(4);
3994
486da687d76a fix/tweak let clouds reflect wind speed and direction again + stronger
sheepluva
parents: 3976
diff changeset
   156
                dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
3593
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nemo
parents: 3592
diff changeset
   157
                timer:= random(4096);
2948
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unc0rr
parents: 2941
diff changeset
   158
                end;
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unc0rr
parents: 2941
diff changeset
   159
    vgtExplPart,
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unc0rr
parents: 2941
diff changeset
   160
    vgtExplPart2: begin
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unc0rr
parents: 2941
diff changeset
   161
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   162
                sp:= 0.001 * (random(95) + 70);
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
   163
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
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
   164
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   165
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   166
                if random(2) = 0 then dy := -dy;
2948
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unc0rr
parents: 2941
diff changeset
   167
                Frame:= 7 - random(3);
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unc0rr
parents: 2941
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   168
                FrameTicks:= cExplFrameTicks
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unc0rr
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   169
                end;
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unc0rr
parents: 2941
diff changeset
   170
        vgtFire: begin
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unc0rr
parents: 2941
diff changeset
   171
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   172
                sp:= 0.001 * (random(85) + 95);
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
   173
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
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
   174
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   175
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   176
                if random(2) = 0 then dy := -dy;
2948
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unc0rr
parents: 2941
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   177
                FrameTicks:= 650 + random(250);
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unc0rr
parents: 2941
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   178
                Frame:= random(8)
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unc0rr
parents: 2941
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   179
                end;
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   180
         vgtEgg: begin
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smxx
parents: 3096
diff changeset
   181
                t:= random(1024);
3593
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nemo
parents: 3592
diff changeset
   182
                sp:= 0.001 * (random(85) + 95);
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
   183
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
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
   184
                dy:= AngleCos(t).QWordValue/4294967296 * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   185
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   186
                if random(2) = 0 then dy := -dy;
3115
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smxx
parents: 3096
diff changeset
   187
                FrameTicks:= 650 + random(250);
831bd0f7050d Engine:
smxx
parents: 3096
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   188
                Frame:= 1
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smxx
parents: 3096
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   189
                end;
2948
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unc0rr
parents: 2941
diff changeset
   190
        vgtShell: FrameTicks:= 500;
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unc0rr
parents: 2941
diff changeset
   191
    vgtSmallDamageTag: begin
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unc0rr
parents: 2941
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   192
                gear^.FrameTicks:= 1100
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unc0rr
parents: 2941
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   193
                end;
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unc0rr
parents: 2941
diff changeset
   194
    vgtBubble: begin
3593
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nemo
parents: 3592
diff changeset
   195
                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
   196
                dy:= 0;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   197
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
diff changeset
   198
                FrameTicks:= 250 + random(1751);
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unc0rr
parents: 2941
diff changeset
   199
                Frame:= random(5)
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unc0rr
parents: 2941
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   200
                end;
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unc0rr
parents: 2941
diff changeset
   201
    vgtSteam: begin
3593
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nemo
parents: 3592
diff changeset
   202
                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
   203
                dy:= 0.001 * (random(85) + 95);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   204
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
diff changeset
   205
                Frame:= 7 - random(3);
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unc0rr
parents: 2941
diff changeset
   206
                FrameTicks:= cExplFrameTicks * 2;
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unc0rr
parents: 2941
diff changeset
   207
                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
   208
    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
   209
                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
   210
                scale:= 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
   211
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   212
  vgtSmokeWhite,
2713
71250942e95b Palewolf's smoke traces for fire.
nemo
parents: 2699
diff changeset
   213
  vgtSmoke: begin
3593
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nemo
parents: 3592
diff changeset
   214
                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
   215
                dy:= 0.0002 * (random(45) + 10);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   216
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
diff changeset
   217
                Frame:= 7 - random(2);
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unc0rr
parents: 2941
diff changeset
   218
                FrameTicks:= cExplFrameTicks * 2;
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unc0rr
parents: 2941
diff changeset
   219
                end;
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   220
    vgtHealth: begin
3593
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nemo
parents: 3592
diff changeset
   221
                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
   222
                dy:= 0.001 * (random(20) + 25);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   223
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
diff changeset
   224
                Frame:= 0;
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unc0rr
parents: 2941
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   225
                FrameTicks:= random(750) + 1250;
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unc0rr
parents: 2941
diff changeset
   226
                end;
2848
8a1725b4f724 Engine:
smxx
parents: 2827
diff changeset
   227
  vgtDust: begin
3593
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nemo
parents: 3592
diff changeset
   228
                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
   229
                dy:= 0.001 * (random(40) + 20);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   230
                if random(2) = 0 then dx := -dx;
2948
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unc0rr
parents: 2941
diff changeset
   231
                Frame:= 7 - random(2);
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unc0rr
parents: 2941
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   232
                FrameTicks:= random(20) + 15;
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unc0rr
parents: 2941
diff changeset
   233
                end;
2974
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   234
  vgtSplash: 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
   235
                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
   236
                dy:= 0;
2974
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   237
                FrameTicks:= 740;
f3fa665f0874 Engine:
smxx
parents: 2972
diff changeset
   238
                Frame:= 19;
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smxx
parents: 2972
diff changeset
   239
                end;
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   240
    vgtDroplet: 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
   241
                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
   242
                dy:= -0.001 * (random(80) + 120);
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   243
                if random(2) = 0 then dx := -dx;
2982
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   244
                FrameTicks:= 250 + random(1751);
4213c6a8aceb Palewolf adds droplets to his splashes
nemo
parents: 2974
diff changeset
   245
                Frame:= random(3)
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nemo
parents: 2974
diff changeset
   246
                end;
3080
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   247
   vgtBeeTrace: begin
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   248
                FrameTicks:= 1000;
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   249
                Frame:= random(16);
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   250
                end;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   251
    vgtSmokeRing: 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
   252
                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
   253
                dy:= 0;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   254
                FrameTicks:= 600;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   255
                Timer:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   256
                Frame:= 0;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   257
                scale:= 0.6;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   258
                alpha:= 1;
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   259
                angle:= random(360);
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   260
                end;
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
diff changeset
   261
     vgtFeather: begin
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mbait
parents: 3118
diff changeset
   262
                t:= random(1024);
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
   263
                sp:= 0.001 * (random(85) + 95);
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
   264
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
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:= AngleCos(t).QWordValue/4294967296 * sp;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   266
                if random(2) = 0 then dx := -dx;
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   267
                if random(2) = 0 then dy := -dy;
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3118
diff changeset
   268
                FrameTicks:= 650 + random(250);
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mbait
parents: 3118
diff changeset
   269
                Frame:= 1
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mbait
parents: 3118
diff changeset
   270
                end;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   271
  vgtHealthTag: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   272
                gear^.Timer:= 1500;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   273
                //gear^.Z:= 2002;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   274
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   275
  vgtSmokeTrace,
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   276
  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
parents: 3592
diff changeset
   277
                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
diff changeset
   278
                gear^.Y:= gear^.Y - 16;
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   279
                gear^.State:= 8;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   280
                //gear^.Z:= cSmokeZ
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   281
                end;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   282
vgtBigExplosion: begin
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   283
                gear^.Angle:= random(360);
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   284
                end;
3689
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   285
      vgtChunk: begin
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   286
                gear^.Frame:= random(4);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   287
                t:= random(1024);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   288
                sp:= 0.001 * (random(85) + 47);
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   289
                dx:= AngleSin(t).QWordValue/4294967296 * sp;
3706
a79784328c03 Engine:
smaxx
parents: 3704
diff changeset
   290
                dy:= AngleCos(t).QWordValue/4294967296 * sp * -2;
3689
e2be39ee19f0 Engine:
smaxx
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diff changeset
   291
                if random(2) = 0 then dx := -dx;
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   292
                end;
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   293
      vgtNote: begin
ed2b9c7fb260 Engine:
smaxx
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diff changeset
   294
                dx:= 0.005 * (random(15) + 10);
3706
a79784328c03 Engine:
smaxx
parents: 3704
diff changeset
   295
                dy:= -0.001 * (random(40) + 20);
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   296
                if random(2) = 0 then dx := -dx;
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   297
                Frame:= random(4);
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   298
                FrameTicks:= random(2000) + 1500;
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   299
                end;
4327
224efdd648e1 Small animation on bullet impact
Palewolf
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   300
  vgtBulletHit: begin
224efdd648e1 Small animation on bullet impact
Palewolf
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diff changeset
   301
                dx:= 0;
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Palewolf
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diff changeset
   302
                dy:= 0;
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Palewolf
parents: 4279
diff changeset
   303
                FrameTicks:= 350;
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Palewolf
parents: 4279
diff changeset
   304
                Frame:= 7;
224efdd648e1 Small animation on bullet impact
Palewolf
parents: 4279
diff changeset
   305
                Angle := 0;
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Palewolf
parents: 4279
diff changeset
   306
                end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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diff changeset
   307
        end;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   308
3440
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   309
if State <> 0 then gear^.State:= State;
dee31c5149e0 * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
sheepluva
parents: 3420
diff changeset
   310
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   311
if VisualGearsList <> nil then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   312
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff changeset
   313
    VisualGearsList^.PrevGear:= gear;
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unc0rr
parents: 2941
diff changeset
   314
    gear^.NextGear:= VisualGearsList
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unc0rr
parents: 2941
diff changeset
   315
    end;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   316
VisualGearsList:= gear;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   317
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2671
diff changeset
   318
AddVisualGear:= gear;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   319
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   320
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   321
procedure DeleteVisualGear(Gear: PVisualGear);
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   322
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
diff changeset
   323
    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
diff changeset
   324
        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
diff changeset
   325
    Gear^.Tex:= nil;
1505
3a96e93572cb - Convert small damage tag to visual gears
unc0rr
parents: 1132
diff changeset
   326
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
   327
    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
   328
    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
   329
    else VisualGearsList:= Gear^.NextGear;
1041
362b95d49cf4 - Fix previous commit
unc0rr
parents: 945
diff changeset
   330
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
   331
    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
   332
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
   333
    Dispose(Gear);
1041
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unc0rr
parents: 945
diff changeset
   334
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   335
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   336
procedure ProcessVisualGears(Steps: Longword);
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   337
var Gear, t: PVisualGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   338
begin
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   339
if Steps = 0 then exit;
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   340
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   341
t:= VisualGearsList;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   342
while t <> nil do
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   343
      begin
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   344
      Gear:= t;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   345
      t:= Gear^.NextGear;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   346
      Gear^.doStep(Gear, Steps)
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   347
      end
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   348
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   349
3083
8da8f2515221 Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
nemo
parents: 3080
diff changeset
   350
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
diff changeset
   351
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
diff changeset
   352
    dmg: LongInt;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   353
begin
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   354
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
diff changeset
   355
t:= VisualGearsList;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   356
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
diff changeset
   357
      begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   358
      Gear:= t;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   359
      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
diff changeset
   360
          begin
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   361
          // 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
   362
          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
   363
          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
   364
              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
   365
              Gear^.tdX:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   366
              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
   367
              Gear^.tdY:= 0.02 * dmg + 0.01;
3597
978c30ef50fc visual gears: fixing nemo's c-style assignment/multiplications
sheepluva
parents: 3594
diff changeset
   368
              if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
2986
c0c91cd3f423 Trying to tweak kicks a bit
nemo
parents: 2985
diff changeset
   369
              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
   370
              end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   371
          end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   372
      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
   373
      end
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   374
end;
d268a7fbb868 Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
nemo
parents: 2982
diff changeset
   375
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   376
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
   377
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
   378
    tinted: boolean;
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   379
    tmp: real;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   380
begin
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unc0rr
parents:
diff changeset
   381
Gear:= VisualGearsList;
1045
ea195268734f Testing explosion particles implementation
unc0rr
parents: 1041
diff changeset
   382
case Layer of
2948
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unc0rr
parents: 2941
diff changeset
   383
    0: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   384
        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
   385
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   386
        case Gear^.Kind of
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   387
            vgtFlake: if vobVelocity = 0 then
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   388
                        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   389
                            DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   390
                        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   391
                            DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3616
diff changeset
   392
                      else
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   393
                        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   394
                            DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   395
                        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4546
diff changeset
   396
                            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
   397
            vgtCloud: if SuddenDeathDmg then
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   398
                          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
   399
                      else
02370ca8e92c sudden death: now having theme support, still some work though with config
Henek
parents: 4748
diff changeset
   400
                          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
   401
            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
   402
        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
   403
        Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   404
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   405
    1: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   406
        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
   407
        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
   408
        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
   409
        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
   410
            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
   411
            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
   412
            vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF));
4521
96066d42c3f9 Add override for speech bubble position 0: default, 1: background/translucent 2: foreground/opaque
nemo
parents: 4475
diff changeset
   413
            vgtSpeechBubble: if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then 
4465
743673c67d0c Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
nemo
parents: 4452
diff changeset
   414
                    begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   415
                    tinted:= true;
4465
743673c67d0c Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
nemo
parents: 4452
diff changeset
   416
                    Tint($FF, $FF, $FF,  $66);
743673c67d0c Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
nemo
parents: 4452
diff changeset
   417
                    DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
743673c67d0c Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
nemo
parents: 4452
diff changeset
   418
                    end
3447
2f1c2b7215e6 make some of the newly migrated visual gears visible in reduced quality mode
sheepluva
parents: 3443
diff changeset
   419
        end;
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3593
diff changeset
   420
            if (cReducedQuality and rqFancyBoom) = 0 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   421
                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
   422
                    vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 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
   423
                    vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 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
   424
                    vgtDust: DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
3148
3e28a12be5ac Feather: sprites was moved to another layer
mbait
parents: 3145
diff changeset
   425
                    vgtFeather: begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   426
                            if Gear^.FrameTicks < 255 then
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
   427
                                begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   428
                                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
   429
                                tinted:= true
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
   430
                                end;
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
   431
                            DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
3148
3e28a12be5ac Feather: sprites was moved to another layer
mbait
parents: 3145
diff changeset
   432
                            end;
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   433
                 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
   434
        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
   435
        Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   436
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   437
    2: while Gear <> nil do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   438
        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
   439
        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
   440
        if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   441
        case Gear^.Kind of
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   442
            vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
3443
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   443
            vgtBigExplosion: begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   444
                             tinted:= true;
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   445
                             Tint($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
   446
                             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
   447
                             end;
14d12df0d363 finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
sheepluva
parents: 3440
diff changeset
   448
            end;
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3593
diff changeset
   449
        if (cReducedQuality and rqFancyBoom) = 0 then
2047
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   450
            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
   451
                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
   452
                vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
3751
a70c61c076ae Engine:
smaxx
parents: 3706
diff changeset
   453
                vgtFire: if (Gear^.State and gstTmpFlag) = 0 then
a70c61c076ae Engine:
smaxx
parents: 3706
diff changeset
   454
                             DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8)
a70c61c076ae Engine:
smaxx
parents: 3706
diff changeset
   455
                         else
a70c61c076ae Engine:
smaxx
parents: 3706
diff changeset
   456
                             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);
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
   457
                vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
3754
cb42d83587f5 Engine:
smaxx
parents: 3751
diff changeset
   458
                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
   459
                vgtAmmo: 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
   460
                        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
   461
                        Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
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
   462
                        DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32);
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
   463
                        DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
2972
82828fd23dea Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
unc0rr
parents: 2948
diff changeset
   464
                        end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   465
                vgtHealth:  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
   466
                            tinted:= true;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   467
                            case Gear^.Frame div 10 of
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
   468
                                0:Tint(0, $FF, 0, round(Gear^.FrameTicks * $FF / 1000));
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   469
                                1:Tint($FF, 0, 0, round(Gear^.FrameTicks * $FF / 1000));
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   470
                            end;
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
   471
                            DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   472
                            end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   473
                vgtShell: begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   474
                            if Gear^.FrameTicks < $FF then
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   475
                                begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   476
                                Tint($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
   477
                                tinted:= true
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
   478
                                end;
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
   479
                            DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   480
                            end;
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   481
                  vgtEgg: begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   482
                            if Gear^.FrameTicks < $FF then
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   483
                                begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   484
                                Tint($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
   485
                                tinted:= true
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
   486
                                end;
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
   487
                            DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
3115
831bd0f7050d Engine:
smxx
parents: 3096
diff changeset
   488
                            end;
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
   489
                vgtSplash: DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
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
   490
                vgtDroplet: DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);
3080
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   491
               vgtBeeTrace: begin
3376
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   492
                            if Gear^.FrameTicks < $FF then
faee68a28b82 Engine:
smxx
parents: 3326
diff changeset
   493
                                Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
3080
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   494
                            else
3390
1d4926d10a9e Engine:
smxx
parents: 3376
diff changeset
   495
                                Tint($FF, $FF, $FF, $80);
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   496
                            tinted:= true;
3593
ae50f63e4fa9 Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
nemo
parents: 3592
diff changeset
   497
                            DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
3080
b7fa8ad60e3b Engine:
smxx
parents: 3062
diff changeset
   498
                            end;
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   499
                vgtSmokeRing: begin
4475
54e78c40970b rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
nemo
parents: 4465
diff changeset
   500
                            tinted:= true;
4379
6cd6b77df8b8 No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
unC0Rr
parents: 4378
diff changeset
   501
                            Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
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
   502
                            DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 2986
diff changeset
   503
                            end;
3689
e2be39ee19f0 Engine:
smaxx
parents: 3641
diff changeset
   504
                vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
3704
ed2b9c7fb260 Engine:
smaxx
parents: 3697
diff changeset
   505
                 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
   506
                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
   507
            end;
805f7b62cff6 Allow speech bubble/small damage tags in "reduced quality"
nemo
parents: 2045
diff changeset
   508
        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
   509
            vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
4521
96066d42c3f9 Add override for speech bubble position 0: default, 1: background/translucent 2: foreground/opaque
nemo
parents: 4475
diff changeset
   510
            vgtSpeechBubble: if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
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
   511
            vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   512
            vgtCircle:  if gear^.Angle = 1 then 
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   513
                            begin
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   514
                            tmp:= Gear^.State / 100;
4546
a6402b8c2b24 oops, forgot world offset, also add a kind of hack to the already hackish set function for visual gears
nemo
parents: 4545
diff changeset
   515
                            DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
4545
180d703cfdd0 offset the sprite
nemo
parents: 4544
diff changeset
   516
                            end
4544
d999e3221e3d If this works right, setting Angle (yeah, yeah) switches between an aura circle and a drawn circle. aura is scaled at size 100 being 100% - 200, 200% etc.
nemo
parents: 4521
diff changeset
   517
                        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
   518
        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
   519
        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
   520
        Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   521
        end
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   522
    end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   523
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   524
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
   525
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
   526
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
   527
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
   528
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
   529
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
   530
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
   531
    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
   532
    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
   533
    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
   534
    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
   535
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
   536
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
   537
    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
   538
    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
   539
        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
   540
        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
   541
        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
   542
        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
   543
        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
   544
    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
   545
    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
   546
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
   547
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   548
procedure AddClouds;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   549
var i: LongInt;
803
3f73901a350a - Use cloud as 'visual gear'
unc0rr
parents: 802
diff changeset
   550
begin
1132
b4c0698fbb6b - Fix problem when clouds number is 0
unc0rr
parents: 1079
diff changeset
   551
for i:= 0 to cCloudsNumber - 1 do
3764
eb91c02f2d84 Engine:
smaxx
parents: 3754
diff changeset
   552
    AddVisualGear(cLeftScreenBorder + i * 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
   553
end;
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   554
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   555
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   556
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2941
diff changeset
   557
    VisualGearsList:= nil;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2695
diff changeset
   558
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   559
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
   560
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2713
diff changeset
   561
begin
3615
b78d7959540a further code cleanup and less redundancy
koda
parents: 3611
diff changeset
   562
    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
   563
end;
802
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   564
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff changeset
   565
end.