make it easier to do portal shoppa, ensure structure doesn't show up by accident in a weaponset
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uVisualGears;
(*
* This unit defines the behavior and the appearance of visual gears.
*
* Visual gears are "things"/"objects" in the game that do not need to be
* perfectly synchronized over all clients since their effect is only
* of visual nature.
*
* E.g.: background flakes, visual effects: explosion, smoke trails, etc.
*)
interface
uses uConsts, uFloat, GLunit, uTypes;
procedure initModule;
procedure freeModule;
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
function VisualGearByUID(uid : Longword) : PVisualGear;
procedure AddClouds;
procedure ChangeToSDClouds;
procedure AddFlakes;
procedure ChangeToSDFlakes;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
implementation
uses uSound, uMobile, uVariables, uTextures, uRender, Math, uRenderUtils, uStore;
const cExplFrameTicks = 110;
// For better maintainability the step handlers of visual gears are stored
// in a separate file.
{$INCLUDE "VGSHandlers.inc"}
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;
Gear: PVisualGear;
begin
if cAltDamage then
begin
Gear:= AddVisualGear(X, Y, vgtSmallDamageTag);
if Gear <> nil then
with Gear^ do
begin
str(Damage, s);
Tex:= RenderStringTex(s, Color, fntSmall);
end
end
end;
// ==================================================================
// ==================================================================
const doStepHandlers: array[TVisualGearType] of TVGearStepProcedure =
(
@doStepFlake,
@doStepCloud,
@doStepExpl,
@doStepExpl,
@doStepFire,
@doStepSmallDamage,
@doStepTeamHealthSorter,
@doStepSpeechBubble,
@doStepBubble,
@doStepSteam,
@doStepAmmo,
@doStepSmoke,
@doStepSmoke,
@doStepShell,
@doStepDust,
@doStepSplash,
@doStepDroplet,
@doStepSmokeRing,
@doStepBeeTrace,
@doStepEgg,
@doStepFeather,
@doStepHealthTag,
@doStepSmokeTrace,
@doStepSmokeTrace,
@doStepExplosion,
@doStepBigExplosion,
@doStepChunk,
@doStepNote,
@doStepLineTrail,
@doStepBulletHit,
@doStepCircle,
@doStepSmoothWindBar,
@doStepStraightShot
);
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType; State: LongWord = 0; Critical: Boolean = false): PVisualGear;
const VGCounter: Longword = 0;
var gear: PVisualGear;
t: Longword;
sp: real;
begin
AddVisualGear:= nil;
if ((GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet))) and // we are scrolling now
((Kind <> vgtCloud) and not Critical) then exit;
if ((cReducedQuality and rqAntiBoom) <> 0) and
not Critical and
not (Kind in
[vgtTeamHealthSorter,
vgtSmallDamageTag,
vgtSpeechBubble,
vgtHealthTag,
vgtExplosion,
vgtSmokeTrace,
vgtEvilTrace,
vgtNote,
vgtSmoothWindBar]) then exit;
inc(VGCounter);
New(gear);
FillChar(gear^, sizeof(TVisualGear), 0);
gear^.X:= real(X);
gear^.Y:= real(Y);
gear^.Kind := Kind;
gear^.doStep:= doStepHandlers[Kind];
gear^.State:= 0;
gear^.Tint:= $FFFFFFFF;
gear^.uid:= VGCounter;
with gear^ do
case Kind of
vgtFlake: begin
Timer:= 0;
tdX:= 0;
tdY:= 0;
if SuddenDeathDmg then
begin
FrameTicks:= random(vobSDFrameTicks);
Frame:= random(vobSDFramesCount);
end
else
begin
FrameTicks:= random(vobFrameTicks);
Frame:= random(vobFramesCount);
end;
Angle:= random * 360;
dx:= 0.0000038654705 * random(10000);
dy:= 0.000003506096 * random(7000);
if random(2) = 0 then dx := -dx;
if SuddenDeathDmg then dAngle:= (random(2) * 2 - 1) * (1 + random) * vobSDVelocity / 1000
else dAngle:= (random(2) * 2 - 1) * (1 + random) * vobVelocity / 1000
end;
vgtCloud: begin
Frame:= random(4);
dx:= 0.5 + 0.1 * random(5); // how much the cloud will be affected by wind
timer:= random(4096);
end;
vgtExplPart,
vgtExplPart2: begin
t:= random(1024);
sp:= 0.001 * (random(95) + 70);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks
end;
vgtFire: begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= random(8)
end;
vgtEgg: begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtShell: FrameTicks:= 500;
vgtSmallDamageTag: begin
gear^.FrameTicks:= 1100
end;
vgtBubble: begin
dx:= 0.0000038654705 * random(10000);
dy:= 0;
if random(2) = 0 then dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(5)
end;
vgtSteam: begin
dx:= 0.0000038654705 * random(10000);
dy:= 0.001 * (random(85) + 95);
if random(2) = 0 then dx := -dx;
Frame:= 7 - random(3);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtAmmo: begin
alpha:= 1.0;
scale:= 1.0
end;
vgtSmokeWhite,
vgtSmoke: begin
dx:= 0.0002 * (random(45) + 10);
dy:= 0.0002 * (random(45) + 10);
if random(2) = 0 then dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= cExplFrameTicks * 2;
end;
vgtDust: begin
dx:= 0.005 * (random(15) + 10);
dy:= 0.001 * (random(40) + 20);
if random(2) = 0 then dx := -dx;
Frame:= 7 - random(2);
FrameTicks:= random(20) + 15;
end;
vgtSplash: begin
dx:= 0;
dy:= 0;
FrameTicks:= 740;
Frame:= 19;
end;
vgtDroplet: begin
dx:= 0.001 * (random(75) + 15);
dy:= -0.001 * (random(80) + 120);
if random(2) = 0 then dx := -dx;
FrameTicks:= 250 + random(1751);
Frame:= random(3)
end;
vgtBeeTrace: begin
FrameTicks:= 1000;
Frame:= random(16);
end;
vgtSmokeRing: begin
dx:= 0;
dy:= 0;
FrameTicks:= 600;
Timer:= 0;
Frame:= 0;
scale:= 0.6;
alpha:= 1;
angle:= random(360);
end;
vgtFeather: begin
t:= random(1024);
sp:= 0.001 * (random(85) + 95);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp;
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= 650 + random(250);
Frame:= 1
end;
vgtHealthTag: begin
Frame:= 0;
Timer:= 1500;
dY:= -0.08;
dX:= 0;
//gear^.Z:= 2002;
end;
vgtSmokeTrace,
vgtEvilTrace: begin
gear^.X:= gear^.X - 16;
gear^.Y:= gear^.Y - 16;
gear^.State:= 8;
//gear^.Z:= cSmokeZ
end;
vgtBigExplosion: begin
gear^.Angle:= random(360);
end;
vgtChunk: begin
gear^.Frame:= random(4);
t:= random(1024);
sp:= 0.001 * (random(85) + 47);
dx:= hwFloat2Float(AngleSin(t)) * sp;
dy:= hwFloat2Float(AngleCos(t)) * sp * -2;
if random(2) = 0 then dx := -dx;
end;
vgtNote: begin
dx:= 0.005 * (random(15) + 10);
dy:= -0.001 * (random(40) + 20);
if random(2) = 0 then dx := -dx;
Frame:= random(4);
FrameTicks:= random(2000) + 1500;
end;
vgtBulletHit: begin
dx:= 0;
dy:= 0;
FrameTicks:= 350;
Frame:= 7;
Angle := 0;
end;
vgtSmoothWindBar: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
vgtStraightShot: begin
dx:= 0.001 * random(45);
dy:= 0.001 * (random(20) + 25);
State:= ord(sprHealth);
if random(2) = 0 then dx := -dx;
Frame:= 0;
FrameTicks:= random(750) + 1250;
State:= ord(sprSnowDust);
end;
end;
if State <> 0 then gear^.State:= State;
case Gear^.Kind of
// 0: this layer is very distant in the background when stereo
vgtTeamHealthSorter,
vgtSmoothWindBar,
vgtFlake,
vgtCloud: begin
if VisualGearsLayer0 <> nil then
begin
VisualGearsLayer0^.PrevGear:= gear;
gear^.NextGear:= VisualGearsLayer0
end;
gear^.Layer:= 0;
VisualGearsLayer0:= gear
end;
// 1: this layer is on the land level (which is close but behind the screen plane) when stereo
vgtSmokeTrace,
vgtEvilTrace,
vgtLineTrail,
vgtSmoke,
vgtSmokeWhite,
vgtDust,
vgtFire,
vgtSplash,
vgtDroplet,
vgtBubble: begin
if VisualGearsLayer1 <> nil then
begin
VisualGearsLayer1^.PrevGear:= gear;
gear^.NextGear:= VisualGearsLayer1
end;
gear^.Layer:= 1;
VisualGearsLayer1:= gear
end;
// 3: this layer is on the screen plane (depth = 0) when stereo
vgtSpeechBubble,
vgtSmallDamageTag,
vgtHealthTag,
vgtStraightShot,
vgtChunk: begin
if VisualGearsLayer3 <> nil then
begin
VisualGearsLayer3^.PrevGear:= gear;
gear^.NextGear:= VisualGearsLayer3
end;
gear^.Layer:= 3;
VisualGearsLayer3:= gear
end;
// 2: this layer is outside the screen when stereo
vgtExplosion,
vgtBigExplosion,
vgtExplPart,
vgtExplPart2,
vgtSteam,
vgtAmmo,
vgtShell,
vgtFeather,
vgtEgg,
vgtBeeTrace,
vgtSmokeRing,
vgtNote,
vgtBulletHit,
vgtCircle: begin
if VisualGearsLayer2 <> nil then
begin
VisualGearsLayer2^.PrevGear:= gear;
gear^.NextGear:= VisualGearsLayer2
end;
gear^.Layer:= 2;
VisualGearsLayer2:= gear
end;
end;
AddVisualGear:= gear;
end;
procedure DeleteVisualGear(Gear: PVisualGear);
begin
if Gear^.Tex <> nil then
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil;
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
case Gear^.Layer of
0: VisualGearsLayer0:= Gear^.NextGear;
1: VisualGearsLayer1:= Gear^.NextGear;
2: VisualGearsLayer2:= Gear^.NextGear;
3: VisualGearsLayer3:= Gear^.NextGear;
end;
if lastVisualGearByUID = Gear then lastVisualGearByUID:= nil;
Dispose(Gear);
end;
procedure ProcessVisualGears(Steps: Longword);
var Gear, t: PVisualGear;
begin
if Steps = 0 then exit;
t:= VisualGearsLayer0;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end;
t:= VisualGearsLayer1;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end;
t:= VisualGearsLayer2;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end;
t:= VisualGearsLayer3;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
Gear^.doStep(Gear, Steps)
end
end;
procedure KickFlakes(Radius, X, Y: LongInt);
var Gear, t: PVisualGear;
dmg: LongInt;
begin
if (vobCount = 0) or (vobCount > 200) then exit;
t:= VisualGearsLayer0;
while t <> nil do
begin
Gear:= t;
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
dmg:= Min(101, Radius + cHHRadius div 2 - LongInt(abs(round(Gear^.X) - X) + abs(round(Gear^.Y) - Y)) div 5);
if dmg > 1 then
begin
Gear^.tdX:= 0.02 * dmg + 0.01;
if Gear^.X - X < 0 then Gear^.tdX := -Gear^.tdX;
Gear^.tdY:= 0.02 * dmg + 0.01;
if Gear^.Y - Y < 0 then Gear^.tdY := -Gear^.tdY;
Gear^.Timer:= 200
end
end;
t:= Gear^.NextGear
end
end;
procedure DrawVisualGears(Layer: LongWord);
var Gear: PVisualGear;
tinted: boolean;
tmp: real;
begin
case Layer of
// this layer is very distant in the background when stereo
0: begin
Gear:= VisualGearsLayer0;
while Gear <> nil do
begin
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
case Gear^.Kind of
vgtFlake: if SuddenDeathDmg then
if vobSDVelocity = 0 then
DrawSprite(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawRotatedF(sprSDFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle)
else
if vobVelocity = 0 then
DrawSprite(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
vgtCloud: if SuddenDeathDmg then
DrawSprite(sprSDCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
DrawSprite(sprCloud, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
end;
if Gear^.Tint <> $FFFFFFFF then Tint($FF,$FF,$FF,$FF);
Gear:= Gear^.NextGear
end
end;
// this layer is on the land level (which is close but behind the screen plane) when stereo
1: begin
Gear:= VisualGearsLayer1;
while Gear <> nil do
begin
//tinted:= false;
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
case Gear^.Kind of
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));
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: if Gear^.State = 1 then
DrawSprite(sprSnowDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame)
else
DrawSprite(sprDust, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 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);
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);
vgtBubble: DrawSprite(sprBubbles, round(Gear^.X) + WorldDx - 8, round(Gear^.Y) + WorldDy - 8, Gear^.Frame);//(RealTicks div 64 + Gear^.Frame) mod 8);
end;
//if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
if (Gear^.Tint <> $FFFFFFFF) then Tint($FF,$FF,$FF,$FF);
Gear:= Gear^.NextGear
end
end;
// this layer is on the screen plane (depth = 0) when stereo
3: begin
Gear:= VisualGearsLayer3;
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
begin
if Gear^.Frame = 0 then
DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
else
begin
SetScale(cDefaultZoomLevel);
if Gear^.Angle = 0 then DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex)
else DrawTexture(round(Gear^.X), round(Gear^.Y), Gear^.Tex, Gear^.Angle);
SetScale(zoom)
end
end;
//if Ger^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
vgtStraightShot: DrawRotatedF(TSprite(Gear^.State), round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
if (cReducedQuality and rqAntiBoom) = 0 then
case Gear^.Kind of
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
end;
// this layer is outside the screen when stereo
2: begin
Gear:= VisualGearsLayer2;
while Gear <> nil do
begin
tinted:= false;
if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
case Gear^.Kind of
vgtExplosion: DrawSprite(sprExplosion50, round(Gear^.X) - 32 + WorldDx, round(Gear^.Y) - 32 + WorldDy, Gear^.State);
vgtBigExplosion: begin
tinted:= true;
Tint($FF, $FF, $FF, round($FF * (1 - power(Gear^.Timer / 250, 4))));
DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
end;
end;
if (cReducedQuality and rqAntiBoom) = 0 then
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);
vgtSteam: DrawSprite(sprSmokeWhite, round(Gear^.X) + WorldDx - 11, round(Gear^.Y) + WorldDy - 11, 7 - Gear^.Frame);
vgtAmmo: begin
tinted:= true;
Tint($FF, $FF, $FF, round(Gear^.alpha * $FF));
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;
vgtShell: begin
if Gear^.FrameTicks < $FF then
begin
Tint($FF, $FF, $FF, Gear^.FrameTicks);
tinted:= true
end;
DrawRotatedF(sprShell, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
vgtFeather: begin
if Gear^.FrameTicks < 255 then
begin
Tint($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);
tinted:= true
end;
DrawRotatedF(sprEgg, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
end;
vgtBeeTrace: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
else
Tint($FF, $FF, $FF, $80);
tinted:= true;
DrawRotatedF(sprBeeTrace, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
end;
vgtSmokeRing: begin
tinted:= true;
Tint($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;
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
vgtCircle: if gear^.Angle = 1 then
begin
tmp:= Gear^.State / 100;
DrawTexture(round(Gear^.X-24*tmp) + WorldDx, round(Gear^.Y-24*tmp) + WorldDy, SpritesData[sprVampiric].Texture, tmp)
end
else DrawCircle(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.State, Gear^.Timer);
end;
if (Gear^.Tint <> $FFFFFFFF) or tinted then Tint($FF,$FF,$FF,$FF);
Gear:= Gear^.NextGear
end
end
end;
end;
function VisualGearByUID(uid : Longword) : PVisualGear;
var vg: PVisualGear;
begin
VisualGearByUID:= nil;
if uid = 0 then exit;
if (lastVisualGearByUID <> nil) and (lastVisualGearByUID^.uid = uid) then
begin
VisualGearByUID:= lastVisualGearByUID;
exit
end;
vg:= VisualGearsLayer0;
while vg <> nil do
begin
if vg^.uid = uid then
begin
lastVisualGearByUID:= vg;
VisualGearByUID:= vg;
exit
end;
vg:= vg^.NextGear
end;
vg:= VisualGearsLayer1;
while vg <> nil do
begin
if vg^.uid = uid then
begin
lastVisualGearByUID:= vg;
VisualGearByUID:= vg;
exit
end;
vg:= vg^.NextGear
end;
vg:= VisualGearsLayer2;
while vg <> nil do
begin
if vg^.uid = uid then
begin
lastVisualGearByUID:= vg;
VisualGearByUID:= vg;
exit
end;
vg:= vg^.NextGear
end;
vg:= VisualGearsLayer3;
while vg <> nil do
begin
if vg^.uid = uid then
begin
lastVisualGearByUID:= vg;
VisualGearByUID:= vg;
exit
end;
vg:= vg^.NextGear
end
end;
procedure AddClouds;
var i: LongInt;
begin
for i:= 0 to cCloudsNumber - 1 do
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
procedure ChangeToSDClouds;
var i: LongInt;
vg, tmp: PVisualGear;
begin
if cCloudsNumber = cSDCloudsNumber then exit;
vg:= VisualGearsLayer0;
while vg <> nil do
if vg^.Kind = vgtCloud then
begin
tmp:= vg^.NextGear;
DeleteVisualGear(vg);
vg:= tmp
end
else vg:= vg^.NextGear;
for i:= 0 to cSDCloudsNumber - 1 do
AddVisualGear(cLeftScreenBorder + i * LongInt(cScreenSpace div (cSDCloudsNumber + 1)), LAND_HEIGHT-1184, vgtCloud)
end;
procedure AddFlakes;
var i: LongInt;
begin
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
for i:= 0 to Pred(vobCount * cScreenSpace div LAND_WIDTH) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
else
for i:= 0 to Pred((vobCount * cScreenSpace div LAND_WIDTH) div 3) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
end;
procedure ChangeToSDFlakes;
var i: LongInt;
vg, tmp: PVisualGear;
begin
if (cReducedQuality and rqKillFlakes) <> 0 then exit;
if vobCount = vobSDCount then exit;
vg:= VisualGearsLayer0;
while vg <> nil do
if vg^.Kind = vgtFlake then
begin
tmp:= vg^.NextGear;
DeleteVisualGear(vg);
vg:= tmp
end
else vg:= vg^.NextGear;
if ((GameFlags and gfBorder) <> 0) or ((Theme <> 'Snow') and (Theme <> 'Christmas')) then
for i:= 0 to Pred(vobSDCount * cScreenSpace div LAND_WIDTH) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake)
else
for i:= 0 to Pred((vobSDCount * cScreenSpace div LAND_WIDTH) div 3) do
AddVisualGear(cLeftScreenBorder + random(cScreenSpace), random(1024+200) - 100 + LAND_HEIGHT, vgtFlake);
end;
procedure initModule;
begin
VisualGearsLayer0:= nil;
VisualGearsLayer1:= nil;
VisualGearsLayer2:= nil;
VisualGearsLayer3:= nil;
end;
procedure freeModule;
begin
while VisualGearsLayer0 <> nil do DeleteVisualGear(VisualGearsLayer0);
while VisualGearsLayer1 <> nil do DeleteVisualGear(VisualGearsLayer1);
while VisualGearsLayer2 <> nil do DeleteVisualGear(VisualGearsLayer2);
while VisualGearsLayer3 <> nil do DeleteVisualGear(VisualGearsLayer3);
end;
end.