hedgewars/uVisualGears.pas
author sheepluva
Sun, 02 May 2010 16:24:31 +0000
changeset 3401 d5d31d16eccc
parent 3390 1d4926d10a9e
child 3407 dcc129c4352e
permissions -rw-r--r--
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet

(*
 * 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, GLunit;

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 doStepEgg(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 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, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
    Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
    if Gear^.alpha < 0 then Gear^.alpha:= 0;
    end;
end;

procedure doStepFeather(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;
////////////////////////////////////////////////////////////////////////////////
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,
            @doStepEgg,
            @doStepFeather
        );

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;
         vgtEgg: 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:= 1
                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;
     vgtFeather: 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:= 1
                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) or cReducedQuality 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 + SkyOffset, Gear^.Frame)
                    else
                        DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
            vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, 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);
                    vgtFeather: begin
                            if Gear^.FrameTicks < 255 then
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
                            DrawRotatedF(sprFeather, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                            if Gear^.FrameTicks < 255 then
                                Tint($FF, $FF, $FF, $FF);
                            end;
                end;
        Gear:= Gear^.NextGear
        end;
    2: while Gear <> nil do
        begin
        if not cReducedQuality then
            case Gear^.Kind of
                vgtExplPart: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
                vgtExplPart2: DrawSprite(sprExplPart2, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
                vgtFire: DrawSprite(sprFlame, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy, (RealTicks div 64 + Gear^.Frame) mod 8);
                vgtBubble: DrawSprite(sprBubbles, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
                vgtSteam: DrawSprite(sprExplPart, hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame);
                vgtAmmo: begin
                        Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
                        DrawTextureF(ropeIconTex, Gear^.scale, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 32, 32);
                        DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
                        Tint($FF, $FF, $FF, $FF);
                        end;
                vgtHealth:  begin
                            case Gear^.Frame div 10 of
                                0:Tint(0, $FF, 0, floor(Gear^.FrameTicks * $FF / 1000));
                                1:Tint($FF, 0, 0, floor(Gear^.FrameTicks * $FF / 1000));
                            end;
                            DrawSprite(sprHealth, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, 0);
                            Tint($FF, $FF, $FF, $FF);
                            end;
                vgtShell: begin
                            if Gear^.FrameTicks < $FF then
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
                            DrawRotatedF(sprShell, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                            if Gear^.FrameTicks < $FF then
                                Tint($FF, $FF, $FF, $FF);
                            end;
                  vgtEgg: begin
                            if Gear^.FrameTicks < $FF then
                                Tint($FF, $FF, $FF, Gear^.FrameTicks);
                            DrawRotatedF(sprEgg, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
                            if Gear^.FrameTicks < $FF then
                                Tint($FF, $FF, $FF, $FF);
                            end;
                vgtSplash: DrawSprite(sprSplash, hwRound(Gear^.X) + WorldDx - 40, hwRound(Gear^.Y) + WorldDy - 58, 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 < $FF then
                                Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
                            else
                                Tint($FF, $FF, $FF, $80);
                            DrawRotatedF(sprBeeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
                            Tint($FF, $FF, $FF, $FF);
                            end;
                vgtSmokeRing: begin
                            Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
                            DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
                            Tint($FF, $FF, $FF, $FF);
                            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.