author | Wuzzy <Wuzzy2@mail.ru> |
Fri, 31 Aug 2018 19:19:39 +0200 | |
changeset 13727 | 6cdb12449be7 |
parent 13638 | 35d93b1e7fef |
child 14577 | 34e810295d08 |
permissions | -rw-r--r-- |
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1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
11046 | 3 |
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> |
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4 |
* |
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5 |
* This program is free software; you can redistribute it and/or modify |
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6 |
* it under the terms of the GNU General Public License as published by |
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7 |
* 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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10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 |
* 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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15 |
* along with this program; if not, write to the Free Software |
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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*) |
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|
2599 | 19 |
{$INCLUDE "options.inc"} |
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|
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unit uVisualGears; |
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(* |
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* This unit defines the behavior and the appearance of visual gears. |
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* |
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* Visual gears are "things"/"objects" in the game that do not need to be |
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* perfectly synchronized over all clients since their effect is only |
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* of visual nature. |
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* |
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* E.g.: background flakes, visual effects: explosion, smoke trails, etc. |
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*) |
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interface |
9285 | 32 |
uses uConsts, GLunit, uTypes; |
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|
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procedure initModule; |
35 |
procedure freeModule; |
|
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|
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procedure ProcessVisualGears(Steps: Longword); |
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procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean); |
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39 |
|
803 | 40 |
procedure AddClouds; |
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procedure AddFlakes; |
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42 |
procedure AddDamageTag(X, Y, Damage, Color: LongWord); |
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43 |
|
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procedure ChangeToSDClouds; |
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procedure ChangeToSDFlakes; |
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|
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procedure KickFlakes(Radius, X, Y: LongInt); |
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|
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implementation |
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50 |
uses uVariables, uRender, Math, uRenderUtils, uUtils |
9285 | 51 |
, uVisualGearsList; |
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* gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
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52 |
|
1505 | 53 |
procedure AddDamageTag(X, Y, Damage, Color: LongWord); |
10121 | 54 |
var Gear: PVisualGear; |
1505 | 55 |
begin |
56 |
if cAltDamage then |
|
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57 |
begin |
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Gear:= AddVisualGear(X, Y, vgtSmallDamageTag); |
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59 |
if Gear <> nil then |
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with Gear^ do |
10121 | 61 |
Tex:= RenderStringTex(ansistring(inttostr(Damage)), Color, fntSmall); |
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62 |
end |
1505 | 63 |
end; |
64 |
||
65 |
||
803 | 66 |
// ================================================================== |
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67 |
|
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procedure ProcessVisualGears(Steps: Longword); |
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var Gear, t: PVisualGear; |
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Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
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i: LongWord; |
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71 |
begin |
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if Steps = 0 then |
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73 |
exit; |
803 | 74 |
|
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Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
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for i:= 0 to 6 do |
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76 |
begin |
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Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
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77 |
t:= VisualGearLayers[i]; |
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78 |
while t <> nil do |
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begin |
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Gear:= t; |
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81 |
t:= Gear^.NextGear; |
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82 |
Gear^.doStep(Gear, Steps) |
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83 |
end; |
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84 |
end |
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end; |
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86 |
|
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Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
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87 |
procedure KickFlakes(Radius, X, Y: LongInt); |
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88 |
var Gear, t: PVisualGear; |
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Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
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dmg, i: LongInt; |
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begin |
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91 |
if (vobCount = 0) or (vobCount > 200) then |
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92 |
exit; |
6306 | 93 |
for i:= 2 to 6 do |
94 |
if i <> 3 then |
|
95 |
begin |
|
96 |
t:= VisualGearLayers[i]; |
|
97 |
while t <> nil do |
|
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98 |
begin |
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99 |
Gear:= t; |
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100 |
if Gear^.Kind = vgtFlake then |
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101 |
begin |
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102 |
// Damage calc from doMakeExplosion |
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103 |
dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5); |
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104 |
if dmg > 1 then |
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105 |
begin |
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106 |
Gear^.tdX:= 0.02 * dmg + 0.01; |
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107 |
if Gear^.X - X < 0 then |
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108 |
Gear^.tdX := -Gear^.tdX; |
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109 |
Gear^.tdY:= 0.02 * dmg + 0.01; |
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110 |
if Gear^.Y - Y < 0 then |
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111 |
Gear^.tdY := -Gear^.tdY; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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112 |
Gear^.Timer:= 200 |
6155187bf599
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113 |
end |
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|
114 |
end; |
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115 |
t:= Gear^.NextGear |
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116 |
end |
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117 |
end |
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Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
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118 |
end; |
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119 |
|
10361 | 120 |
function GetSprite(sprite, SDsprite: TSprite): TSprite; inline; |
121 |
begin |
|
122 |
if SuddenDeathDmg then |
|
123 |
exit(SDsprite) |
|
124 |
else |
|
125 |
exit(sprite); |
|
126 |
end; |
|
127 |
||
12163 | 128 |
function GetSpriteByWind(sprite, Lsprite: TSprite): TSprite; inline; |
129 |
begin |
|
130 |
if (SpritesData[Lsprite].Texture <> nil) and (cWindSpeedf<0) then |
|
131 |
exit(Lsprite) |
|
132 |
else |
|
133 |
exit(sprite); |
|
134 |
end; |
|
135 |
||
10361 | 136 |
function GetSpriteData(sprite, SDsprite: TSprite): PSpriteData; inline; |
137 |
begin |
|
138 |
exit(@SpritesData[GetSprite(sprite, SDsprite)]); |
|
139 |
end; |
|
140 |
||
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
141 |
procedure DrawVisualGears(Layer: LongWord; worldIsShifted: boolean); |
802
ed5450a89b96
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unc0rr
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changeset
|
142 |
var Gear: PVisualGear; |
10373 | 143 |
tinted, speedlessFlakes: boolean; |
4545 | 144 |
tmp: real; |
5748
70d7f8e40f53
Just for fun. Flowers! Also, use a less blatant image in ammo menu.
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145 |
i: LongInt; |
10361 | 146 |
sprite: TSprite; |
147 |
spriteData: PSpriteData; |
|
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
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changeset
|
148 |
begin |
10373 | 149 |
if SuddenDeathDmg then |
150 |
speedlessFlakes:= (vobSDVelocity = 0) |
|
151 |
else |
|
152 |
speedlessFlakes:= (vobVelocity = 0); |
|
153 |
||
1045 | 154 |
case Layer of |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
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5179
diff
changeset
|
155 |
// this layer is very distant in the background when stereo |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
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diff
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|
156 |
0: begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
157 |
Gear:= VisualGearLayers[0]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
158 |
while Gear <> nil do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
159 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
160 |
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
161 |
case Gear^.Kind of |
10361 | 162 |
vgtCloud: begin |
12164 | 163 |
spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL)); |
10361 | 164 |
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height) |
165 |
end; |
|
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
166 |
vgtFlake: if (not worldIsShifted) then |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
167 |
begin |
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
168 |
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL)); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
169 |
if cFlattenFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
170 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
171 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
172 |
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
173 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
174 |
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
175 |
end |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
176 |
else |
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
177 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
178 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
179 |
DrawTextureF(SpritesData[sprite].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
180 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
181 |
DrawTextureRotatedF(SpritesData[sprite].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, SpritesData[sprFlake].Width, SpritesData[sprFlake].Height, Gear^.Angle); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
182 |
end; |
6288
fcc50b96d20a
Flatten flakes for halloween theme, based on feedback from sheepluva
nemo
parents:
6184
diff
changeset
|
183 |
end; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
184 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
185 |
if Gear^.Tint <> $FFFFFFFF then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
186 |
untint; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
187 |
Gear:= Gear^.NextGear |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
188 |
end |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
189 |
end; |
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
190 |
// this layer is on the land level (which is close but behind the screen plane) when stereo |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
191 |
1: begin |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
192 |
Gear:= VisualGearLayers[1]; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
193 |
while Gear <> nil do |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
194 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
195 |
//tinted:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
196 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
197 |
Tint(Gear^.Tint); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
198 |
case Gear^.Kind of |
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
199 |
vgtFlake: if (not worldIsShifted) then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
200 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
201 |
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL)); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
202 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
203 |
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
204 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
205 |
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
206 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
207 |
vgtSmokeTrace: if Gear^.State < 8 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
208 |
DrawSprite(sprSmokeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
209 |
vgtEvilTrace: if Gear^.State < 8 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
210 |
DrawSprite(sprEvilTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State); |
13156
deab88f1f6f7
Improve appearance of bullet trails, slight fade out at beginning
alfadur
parents:
13053
diff
changeset
|
211 |
vgtLineTrail: DrawLine(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 1.0, $FF, min(Gear^.Timer, $C0), min(Gear^.Timer, $80), min(Gear^.Timer, (Gear^.Tint and $FF))); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
212 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
213 |
if (cReducedQuality and rqAntiBoom) = 0 then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
214 |
case Gear^.Kind of |
6323
c1aa6a3c84a7
Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
nemo
parents:
6322
diff
changeset
|
215 |
vgtSmoke: DrawTextureF(SpritesData[sprSmoke].Texture, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, 1, SpritesData[sprSmoke].Width, SpritesData[sprSmoke].Height); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
216 |
vgtSmokeWhite: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
217 |
vgtDust: if Gear^.State = 1 then |
10675
cc3dea58794d
Issue 829: Drill rocket drilling dust is slightly misplaced
sheepluva
parents:
10658
diff
changeset
|
218 |
DrawSpriteRotatedF(sprSnowDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle) |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
219 |
else |
10675
cc3dea58794d
Issue 829: Drill rocket drilling dust is slightly misplaced
sheepluva
parents:
10658
diff
changeset
|
220 |
DrawSpriteRotatedF(sprDust, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 7 - Gear^.Frame, Gear^.Tag, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
221 |
vgtFire: if (Gear^.State and gstTmpFlag) = 0 then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
222 |
DrawSprite(sprFlame, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy, (RealTicks shr 6 + Gear^.Frame) mod 8) |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
223 |
else |
6322
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
224 |
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); |
10361 | 225 |
vgtSplash: begin |
10584
f44ec13e3082
fix copypasta-fail that would cause splashes to use invalid sprite data pointer. should fix issue 838
sheepluva
parents:
10373
diff
changeset
|
226 |
spriteData:= GetSpriteData(sprSplash, sprSDSplash); |
10361 | 227 |
if Gear^.Angle <> 0 then |
228 |
DrawTextureRotatedF(spriteData^.Texture, Gear^.scale, 0, 0, round(Gear^.X + WorldDx + (((spriteData^.Height+8)*Gear^.Scale)/2) * (Gear^.Angle / abs(Gear^.Angle))), round(Gear^.Y + WorldDy), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height, Gear^.Angle) |
|
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
229 |
else |
10361 | 230 |
//DrawSprite(sprite, round(Gear^.X) + WorldDx - 40, round(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37)) |
231 |
DrawTextureF(spriteData^.Texture, Gear^.scale, round(Gear^.X + WorldDx), round(Gear^.Y + WorldDy - ((spriteData^.Height+8)*Gear^.Scale)/2), 19 - (Gear^.FrameTicks div Gear^.Timer div 37), 1, spriteData^.Width, spriteData^.Height); |
|
232 |
end; |
|
233 |
vgtDroplet: begin |
|
234 |
sprite:= GetSprite(sprDroplet, sprSDDroplet); |
|
235 |
DrawSprite(sprite, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame); |
|
236 |
end; |
|
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
237 |
vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8); |
10015 | 238 |
vgtStraightShot: begin |
9769
5814e0c47c99
Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents:
9768
diff
changeset
|
239 |
if Gear^.dX < 0 then |
5814e0c47c99
Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents:
9768
diff
changeset
|
240 |
i:= -1 |
5814e0c47c99
Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents:
9768
diff
changeset
|
241 |
else |
5814e0c47c99
Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents:
9768
diff
changeset
|
242 |
i:= 1; |
5814e0c47c99
Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents:
9768
diff
changeset
|
243 |
DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |
5814e0c47c99
Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
nemo
parents:
9768
diff
changeset
|
244 |
end; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
245 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
246 |
//if (Gear^.Tint <> $FFFFFFFF) or tinted then untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
247 |
if (Gear^.Tint <> $FFFFFFFF) then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
248 |
untint; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
249 |
Gear:= Gear^.NextGear |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
250 |
end |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
251 |
end; |
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
252 |
// this layer is on the screen plane (depth = 0) when stereo |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
253 |
3: begin |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
254 |
Gear:= VisualGearLayers[3]; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
255 |
while Gear <> nil do |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
256 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
257 |
tinted:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
258 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
259 |
Tint(Gear^.Tint); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
260 |
case Gear^.Kind of |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
261 |
(* |
10361 | 262 |
vgtFlake: begin |
263 |
sprite:= GetSprite(sprFlake, sprSDFlake); |
|
10373 | 264 |
if speedlessFlakes then |
10361 | 265 |
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
266 |
else |
|
267 |
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
|
268 |
end;*) |
|
13240
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
269 |
vgtSpeechBubble: if (Gear^.Angle <> 0) then |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
270 |
// ^ Before this gear renders, Angle must be set to mark it ready (e.g. coordinates properly initialized) |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
271 |
if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
272 |
begin |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
273 |
tinted:= true; |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
274 |
Tint($FF, $FF, $FF, $66); |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
275 |
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
276 |
end |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
277 |
else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and ((Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Team = CurrentTeam))) or (Gear^.State = 2)) then |
9f5023a5f9e1
Fix speech bubble briefly rendering at (0,0) after spawning
Wuzzy <Wuzzy2@mail.ru>
parents:
13156
diff
changeset
|
278 |
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
6999 | 279 |
vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex); |
8330 | 280 |
vgtHealthTag: if Gear^.Tex <> nil then |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
281 |
begin |
8330 | 282 |
if Gear^.Frame = 0 then |
6999 | 283 |
DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex) |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
284 |
else |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
285 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
286 |
SetScale(cDefaultZoomLevel); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
287 |
if Gear^.Angle = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
288 |
DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
289 |
else |
8330 | 290 |
DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
291 |
SetScale(zoom) |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
292 |
end |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
293 |
end; |
8330 | 294 |
vgtStraightShot: begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
295 |
if Gear^.dX < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
296 |
i:= -1 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
297 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
298 |
i:= 1; |
6999 | 299 |
DrawTextureRotatedF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height, Gear^.Angle); |
5748
70d7f8e40f53
Just for fun. Flowers! Also, use a less blatant image in ammo menu.
nemo
parents:
5690
diff
changeset
|
300 |
end; |
10876 | 301 |
vgtFeather: begin |
302 |
if Gear^.FrameTicks < 255 then |
|
303 |
begin |
|
304 |
Tint($FF, $FF, $FF, Gear^.FrameTicks); |
|
305 |
tinted:= true |
|
306 |
end; |
|
307 |
DrawSpriteRotatedF(sprFeather, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
|
308 |
end; |
|
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
309 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
310 |
if (cReducedQuality and rqAntiBoom) = 0 then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
311 |
case Gear^.Kind of |
6999 | 312 |
vgtChunk: DrawSpriteRotatedF(sprChunk, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
313 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
314 |
if (Gear^.Tint <> $FFFFFFFF) or tinted then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
315 |
untint; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
316 |
Gear:= Gear^.NextGear |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
317 |
end |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4809
diff
changeset
|
318 |
end; |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
319 |
// this layer is outside the screen when stereo |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
320 |
2: begin |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
321 |
Gear:= VisualGearLayers[2]; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
322 |
while Gear <> nil do |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
323 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
324 |
tinted:= false; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
325 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
326 |
Tint(Gear^.Tint); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
327 |
case Gear^.Kind of |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
328 |
vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
329 |
vgtBigExplosion: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
330 |
tinted:= true; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
331 |
Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4)))); |
6999 | 332 |
DrawTextureRotatedF(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); |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4809
diff
changeset
|
333 |
end; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
334 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
335 |
if (cReducedQuality and rqAntiBoom) = 0 then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
336 |
case Gear^.Kind of |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
337 |
vgtExplPart: DrawSprite(sprExplPart, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
338 |
vgtExplPart2: DrawSprite(sprExplPart2, round(Gear^.X) + WorldDx - 16, round(Gear^.Y) + WorldDy - 16, 7 - Gear^.Frame); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
339 |
vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
340 |
vgtAmmo: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
341 |
tinted:= true; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
342 |
Tint($FF, $FF, $FF, round(Gear^.alpha * $FF)); |
6322
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
343 |
DrawTextureF(ropeIconTex, Gear^.scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 32, 32); |
12470
c8ee50955fae
Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents:
12164
diff
changeset
|
344 |
if Gear^.Frame <> ord(amNothing) then |
c8ee50955fae
Fix vgtAmmo showing air attack icon if frame is amNothing
Wuzzy <almikes@aol.com>
parents:
12164
diff
changeset
|
345 |
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32); |
3115 | 346 |
end; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
347 |
vgtShell: begin |
5256
e3fada9358b0
fix water bubbles like sheepluva wanted (also code formatting)
koda
parents:
5179
diff
changeset
|
348 |
if Gear^.FrameTicks < $FF then |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
349 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
350 |
Tint($FF, $FF, $FF, Gear^.FrameTicks); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
351 |
tinted:= true |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
352 |
end; |
6999 | 353 |
DrawSpriteRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
354 |
end; |
6999 | 355 |
vgtEgg: DrawSpriteRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
356 |
vgtBeeTrace: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
357 |
if Gear^.FrameTicks < $FF then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
358 |
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2) |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
359 |
else |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
360 |
Tint($FF, $FF, $FF, $80); |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
361 |
tinted:= true; |
6999 | 362 |
DrawSpriteRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
363 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
364 |
vgtSmokeRing: begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
365 |
tinted:= true; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
366 |
Tint($FF, $FF, $FF, round(Gear^.alpha * $FF)); |
6999 | 367 |
DrawTextureRotatedF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
368 |
end; |
6999 | 369 |
vgtNote: DrawSpriteRotatedF(sprNote, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle); |
370 |
vgtBulletHit: DrawSpriteRotatedF(sprBulletHit, round(Gear^.X) + WorldDx - 0, round(Gear^.Y) + WorldDy - 0, 7 - (Gear^.FrameTicks div 50), 1, Gear^.Angle); |
|
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
371 |
end; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
372 |
case Gear^.Kind of |
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
373 |
vgtFlake: if (not worldIsShifted) then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
374 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
375 |
spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL)); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
376 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
377 |
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
378 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
379 |
DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
380 |
end; |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
381 |
vgtCircle: if gear^.Angle = 1 then |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
382 |
begin |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
383 |
tmp:= Gear^.State / 100; |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
384 |
DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp) |
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
385 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
386 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
387 |
DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer); |
5585
c09f5b41644a
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
nemo
parents:
5583
diff
changeset
|
388 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
389 |
if (Gear^.Tint <> $FFFFFFFF) or tinted then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
390 |
untint; |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
391 |
Gear:= Gear^.NextGear |
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
392 |
end |
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
393 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
394 |
// this layer is half-way between the screen plane (depth = 0) when in stereo, and the land |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
395 |
4: begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
396 |
Gear:= VisualGearLayers[4]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
397 |
while Gear <> nil do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
398 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
399 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
400 |
Tint(Gear^.Tint); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
401 |
case Gear^.Kind of |
10361 | 402 |
vgtCloud: begin |
12163 | 403 |
spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL)); |
10361 | 404 |
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height); |
405 |
end; |
|
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
406 |
vgtFlake: if (not worldIsShifted) then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
407 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
408 |
spriteData:= GetSpriteData(GetSpriteByWind(sprFlake, sprFlakeL), GetSpriteByWind(sprSDFlake, sprSDFlakeL)); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
409 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
410 |
DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
411 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
412 |
DrawTextureRotatedF(spriteData^.Texture, Gear^.Scale, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height, Gear^.Angle); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
413 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
414 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
415 |
if (Gear^.Tint <> $FFFFFFFF) then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
416 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
417 |
Gear:= Gear^.NextGear |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
418 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
419 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
420 |
// this layer is on the screen plane (depth = 0) when stereo, but just behind the land |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
421 |
5: begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
422 |
Gear:= VisualGearLayers[5]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
423 |
while Gear <> nil do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
424 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
425 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
426 |
Tint(Gear^.Tint); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
427 |
case Gear^.Kind of |
10361 | 428 |
vgtCloud: begin |
12164 | 429 |
sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL)); |
10361 | 430 |
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame); |
431 |
end; |
|
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
432 |
vgtFlake: if not (worldIsShifted) then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
433 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
434 |
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL)); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
435 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
436 |
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
437 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
438 |
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
439 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
440 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
441 |
if (Gear^.Tint <> $FFFFFFFF) then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
442 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
443 |
Gear:= Gear^.NextGear |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
444 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
445 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
446 |
// this layer is on the screen plane (depth = 0) when stereo, but just in front of the land |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
447 |
6: begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
448 |
Gear:= VisualGearLayers[6]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
449 |
while Gear <> nil do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
450 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
451 |
if Gear^.Tint <> $FFFFFFFF then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
452 |
Tint(Gear^.Tint); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
453 |
case Gear^.Kind of |
13638
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
454 |
vgtFlake: if (not worldIsShifted) then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
455 |
begin |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
456 |
sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL)); |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
457 |
if speedlessFlakes then |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
458 |
DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
459 |
else |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
460 |
DrawSpriteRotatedF(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle) |
35d93b1e7fef
Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents:
13334
diff
changeset
|
461 |
end; |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
462 |
vgtNoPlaceWarn: |
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10193
diff
changeset
|
463 |
DrawTexture(round(Gear^.X) + WorldDx - round(Gear^.Tex^.w * Gear^.Scale) div 2, round(Gear^.Y) + WorldDy - round(Gear^.Tex^.h * Gear^.Scale) div 2, Gear^.Tex, Gear^.Scale); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
464 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
465 |
if (Gear^.Tint <> $FFFFFFFF) then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9285
diff
changeset
|
466 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
467 |
Gear:= Gear^.NextGear |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
468 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
469 |
end; |
4452 | 470 |
end; |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
471 |
end; |
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
472 |
|
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
473 |
procedure AddClouds; |
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
474 |
var i: LongInt; |
803 | 475 |
begin |
1132 | 476 |
for i:= 0 to cCloudsNumber - 1 do |
13334
e8801220c13f
minor simplification of conditions for not spawning a visual gear - also allows lua to spawn clouds critically or non-critically. We probably shouldn't even exempt clouds from this, and just spawn them once synced, but, eh, probably isn't a significant hit since sheepluva made the motion more efficient.
nemo
parents:
13240
diff
changeset
|
477 |
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud, 0, true) |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
478 |
end; |
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
479 |
|
4792
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4782
diff
changeset
|
480 |
procedure ChangeToSDClouds; |
12707
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
481 |
var i, j: LongInt; |
4792
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4782
diff
changeset
|
482 |
vg, tmp: PVisualGear; |
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4782
diff
changeset
|
483 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
484 |
if cCloudsNumber = cSDCloudsNumber then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
485 |
exit; |
12707
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
486 |
for i:= 0 to 6 do |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
487 |
begin |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
488 |
vg:= VisualGearLayers[i]; |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
489 |
while vg <> nil do |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
490 |
if vg^.Kind = vgtCloud then |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
491 |
begin |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
492 |
tmp:= vg^.NextGear; |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
493 |
DeleteVisualGear(vg); |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
494 |
vg:= tmp |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
495 |
end |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
496 |
else vg:= vg^.NextGear; |
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
497 |
for j:= 0 to cSDCloudsNumber - 1 do |
13334
e8801220c13f
minor simplification of conditions for not spawning a visual gear - also allows lua to spawn clouds critically or non-critically. We probably shouldn't even exempt clouds from this, and just spawn them once synced, but, eh, probably isn't a significant hit since sheepluva made the motion more efficient.
nemo
parents:
13240
diff
changeset
|
498 |
AddVisualGear(cLeftScreenBorder + j * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud, 0, true) |
12707
0dfb49261cab
Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com>
parents:
12470
diff
changeset
|
499 |
end; |
4792
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4782
diff
changeset
|
500 |
end; |
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4782
diff
changeset
|
501 |
|
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
502 |
procedure AddFlakes; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
503 |
var i: LongInt; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
504 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
505 |
if (cReducedQuality and rqKillFlakes) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
506 |
exit; |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
507 |
|
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9764
diff
changeset
|
508 |
if hasBorder or (not cSnow) then |
7543
a0dc770538e1
Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents:
7420
diff
changeset
|
509 |
for i:= 0 to Pred(vobCount * cScreenSpace div 4096) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
510 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake) |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
511 |
else |
7543
a0dc770538e1
Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
nemo
parents:
7420
diff
changeset
|
512 |
for i:= 0 to Pred((vobCount * cScreenSpace div 4096) div 3) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
513 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake); |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
514 |
end; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
515 |
|
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
516 |
procedure ChangeToSDFlakes; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
517 |
var i: LongInt; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
518 |
vg, tmp: PVisualGear; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
519 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
520 |
if (cReducedQuality and rqKillFlakes) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
521 |
exit; |
13053
9dd724e8d620
Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents:
12707
diff
changeset
|
522 |
if (vobCount = vobSDCount) and (vobFrameTicks = vobSDFrameTicks) and |
9dd724e8d620
Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents:
12707
diff
changeset
|
523 |
(vobFramesCount = vobSDFramesCount) and (vobVelocity = vobSDVelocity) and |
9dd724e8d620
Fix SD flakes attributes not set properly when SD flake count = normal flake count
Wuzzy <Wuzzy2@mail.ru>
parents:
12707
diff
changeset
|
524 |
(vobFallSpeed = vobSDFallSpeed) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6553
diff
changeset
|
525 |
exit; |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
526 |
for i:= 0 to 6 do |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
527 |
begin |
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
528 |
vg:= VisualGearLayers[i]; |
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
529 |
while vg <> nil do |
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
530 |
if vg^.Kind = vgtFlake then |
10658 | 531 |
begin |
532 |
tmp:= vg^.NextGear; |
|
533 |
DeleteVisualGear(vg); |
|
534 |
vg:= tmp |
|
535 |
end |
|
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
536 |
else vg:= vg^.NextGear; |
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
537 |
end; |
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9764
diff
changeset
|
538 |
if hasBorder or (not cSnow) then |
7822
61ff669d610f
missed this one when fixing regular flakes. issue #444
nemo
parents:
7615
diff
changeset
|
539 |
for i:= 0 to Pred(vobSDCount * cScreenSpace div 4096) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
540 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake) |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
541 |
else |
7822
61ff669d610f
missed this one when fixing regular flakes. issue #444
nemo
parents:
7615
diff
changeset
|
542 |
for i:= 0 to Pred((vobSDCount * cScreenSpace div 4096) div 3) do |
4806
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
543 |
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake); |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
544 |
end; |
48c1a395f0a7
added flake configuration also in sudden death and SDClouds for underwater
Henek
parents:
4792
diff
changeset
|
545 |
|
3038 | 546 |
procedure initModule; |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
547 |
var i: LongWord; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2695
diff
changeset
|
548 |
begin |
6982 | 549 |
VGCounter:= 0; |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
550 |
for i:= 0 to 6 do |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
551 |
VisualGearLayers[i]:= nil; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2695
diff
changeset
|
552 |
end; |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
553 |
|
3038 | 554 |
procedure freeModule; |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
555 |
var i: LongWord; |
2715
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2713
diff
changeset
|
556 |
begin |
6982 | 557 |
VGCounter:= 0; |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6291
diff
changeset
|
558 |
for i:= 0 to 6 do |
6179
b529f88d37d0
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
nemo
parents:
6117
diff
changeset
|
559 |
while VisualGearLayers[i] <> nil do DeleteVisualGear(VisualGearLayers[i]); |
2715
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2713
diff
changeset
|
560 |
end; |
802
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
561 |
|
ed5450a89b96
Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
unc0rr
parents:
diff
changeset
|
562 |
end. |