diff -r c2575faeac3d -r 202eef454354 hedgewars/uVisualGears.pas --- a/hedgewars/uVisualGears.pas Sat Jan 15 18:35:59 2011 +0100 +++ b/hedgewars/uVisualGears.pas Sun Jan 16 05:21:00 2011 +0100 @@ -392,6 +392,7 @@ begin Gear:= VisualGearsList; case Layer of + // this level is very distant in the background when stereo 0: while Gear <> nil do begin if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); @@ -414,6 +415,7 @@ if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF); Gear:= Gear^.NextGear end; + // this level is on the land one when stereo 1: while Gear <> nil do begin tinted:= false; @@ -422,30 +424,60 @@ vgtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State); vgtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State); vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, $FF)); - vgtSpeechBubble: if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then - begin - tinted:= true; - Tint($FF, $FF, $FF, $66); - DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) - end end; if (cReducedQuality and rqAntiBoom) = 0 then case Gear^.Kind of vgtSmoke: DrawSprite(sprSmoke, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); vgtDust: DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); - vgtFeather: begin - if Gear^.FrameTicks < 255 then - begin - Tint($FF, $FF, $FF, Gear^.FrameTicks); - tinted:= true - end; - DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); - end; + vgtFire: if (Gear^.State and gstTmpFlag) = 0 then + DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8) + else + 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); + vgtSplash: if SuddenDeathDmg then + DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)) + else + DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)); + vgtDroplet: if SuddenDeathDmg then + DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) + else + DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); + vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); end; if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF); Gear:= Gear^.NextGear end; + // this level is on the screen plane when stereo (depth = 0) + 3: while Gear <> nil do + begin + tinted:= false; + if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); + case Gear^.Kind of + vgtSpeechBubble: begin + if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then + begin + tinted:= true; + Tint($FF, $FF, $FF, $66); + DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) + end + else 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); + end; + vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); + vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); + vgtHealth: begin + tinted:= true; + case Gear^.Frame div 10 of + 0:Tint(0, $FF, 0, round(Gear^.FrameTicks * $FF / 1000)); + 1:Tint($FF, 0, 0, round(Gear^.FrameTicks * $FF / 1000)); + end; + DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0); + end; + end; + if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF); + Gear:= Gear^.NextGear + end; + // this level is outside the screen when stereo 2: while Gear <> nil do begin tinted:= false; @@ -462,10 +494,6 @@ case Gear^.Kind of vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); - vgtFire: if (Gear^.State and gstTmpFlag) = 0 then - DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8) - else - 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); vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); vgtAmmo: begin @@ -474,14 +502,6 @@ DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32); end; - vgtHealth: begin - tinted:= true; - case Gear^.Frame div 10 of - 0:Tint(0, $FF, 0, round(Gear^.FrameTicks * $FF / 1000)); - 1:Tint($FF, 0, 0, round(Gear^.FrameTicks * $FF / 1000)); - end; - DrawSprite(sprHealth, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, 0); - end; vgtShell: begin if Gear^.FrameTicks < $FF then begin @@ -490,7 +510,15 @@ end; DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); end; - vgtEgg: begin + vgtFeather: begin + if Gear^.FrameTicks < 255 then + begin + Tint($FF, $FF, $FF, Gear^.FrameTicks); + tinted:= true + end; + DrawRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); + end; + vgtEgg: begin if Gear^.FrameTicks < $FF then begin Tint($FF, $FF, $FF, Gear^.FrameTicks); @@ -498,14 +526,6 @@ end; DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); end; - vgtSplash: if SuddenDeathDmg then - DrawSprite(sprSDSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)) - else - DrawSprite(sprSplash, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)); - vgtDroplet: if SuddenDeathDmg then - DrawSprite(sprSDDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame) - else - DrawSprite(sprDroplet, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); vgtBeeTrace: begin if Gear^.FrameTicks < $FF then Tint($FF, $FF, $FF, Gear^.FrameTicks div 2) @@ -519,14 +539,10 @@ Tint($FF, $FF, $FF, round(Gear^.alpha * $FF)); DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle); end; - vgtChunk: DrawRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); vgtNote: DrawRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); vgtBulletHit: DrawRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle); end; case Gear^.Kind of - vgtSmallDamageTag: DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); - 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); - vgtHealthTag: if Gear^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); vgtCircle: if gear^.Angle = 1 then begin tmp:= Gear^.State / 100;