diff -r 3fa24f5776c3 -r 733f4001b8b9 hedgewars/GearDrawing.inc --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/hedgewars/GearDrawing.inc Sat May 01 17:29:48 2010 +0000 @@ -0,0 +1,737 @@ +procedure DrawHH(Gear: PGear); +var i, t: LongInt; + amt: TAmmoType; + hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction + lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real; // laser, change + defaultPos, HatVisible: boolean; + VertexBuffer: array [0..1] of TVertex2f; + HH: PHedgehog; +begin +HH:= PHedgehog(Gear^.Hedgehog); +if HH^.Unplaced then exit; +m:= 1; +if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1; +if (Gear^.State and gstHHDeath) <> 0 then + begin + DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos); + exit + end +else if (Gear^.State and gstHHGone) <> 0 then + begin + DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0); + exit + end; + +defaultPos:= true; +HatVisible:= false; + +sx:= hwRound(Gear^.X) + 1 + WorldDx; +sy:= hwRound(Gear^.Y) - 3 + WorldDy; + +if HH^.Effects[hePoisoned] then + begin + Tint($4040FF00); + DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360); + Tint($FFFFFFFF) + end; + +if ((Gear^.State and gstWinner) <> 0) and + ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 2, + 0, + 0); + defaultPos:= false + end; +if (Gear^.State and gstDrowning) <> 0 then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 1, + 7, + 0); + defaultPos:= false + end else +if (Gear^.State and gstLoser) <> 0 then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 2, + 3, + 0); + defaultPos:= false + end else + +if (Gear^.State and gstHHDriven) <> 0 then + begin + if ((Gear^.State and gstHHThinking) = 0) and + (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and + ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then + begin +(* These calculations are a little complex for a few reasons: + 1: I need to draw the laser from weapon origin to nearest land + 2: I need to start the beam outside the hedgie for attractiveness. + 3: I need to extend the beam beyond land. + This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. +*) + dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle); + dy:= - Cos(Gear^.Angle * pi / cMaxAngle); + if cLaserSighting then + begin + lx:= hwRound(Gear^.X); + ly:= hwRound(Gear^.Y); + lx:= lx + dx * 16; + ly:= ly + dy * 16; + + ax:= dx * 4; + ay:= dy * 4; + + tx:= round(lx); + ty:= round(ly); + hx:= tx; + hy:= ty; + while ((ty and LAND_HEIGHT_MASK) = 0) and + ((tx and LAND_WIDTH_MASK) = 0) and + (Land[ty, tx] = 0) do + begin + lx:= lx + ax; + ly:= ly + ay; + tx:= round(lx); + ty:= round(ly) + end; + // reached edge of land. assume infinite beam. Extend it way out past camera + if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then + begin + tx:= round(lx + ax * (LAND_WIDTH div 4)); + ty:= round(ly + ay * (LAND_WIDTH div 4)); + end; + + //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then + begin + glDisable(GL_TEXTURE_2D); + glEnable(GL_LINE_SMOOTH); + + glLineWidth(1.0); + + Tint($C0FF0000); + VertexBuffer[0].X:= hx + WorldDx; + VertexBuffer[0].Y:= hy + WorldDy; + VertexBuffer[1].X:= tx + WorldDx; + VertexBuffer[1].Y:= ty + WorldDy; + + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); + glDrawArrays(GL_LINES, 0, Length(VertexBuffer)); + Tint($FFFFFFFF); + glEnable(GL_TEXTURE_2D); + glDisable(GL_LINE_SMOOTH); + end; + end; + // draw crosshair + cx:= Round(hwRound(Gear^.X) + dx * 80); + cy:= Round(hwRound(Gear^.Y) + dy * 80); + DrawRotatedTex(HH^.Team^.CrosshairTex, + 12, 12, cx + WorldDx, cy + WorldDy, 0, + hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle); + end; + hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx; + hy:= hwRound(Gear^.Y) - 2 + WorldDy; + aangle:= Gear^.Angle * 180 / cMaxAngle - 90; + + if CurAmmoGear <> nil then + begin + case CurAmmoGear^.Kind of + gtShotgunShot: begin + if (CurAmmoGear^.State and gstAnimation <> 0) then + DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle) + else + DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); + end; + gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle); + gtSniperRifleShot: begin + if (CurAmmoGear^.State and gstAnimation <> 0) then + DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle) + else + DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle) + end; + gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle); + gtRCPlane: begin + DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0); + defaultPos:= false + end; + gtRope: begin + if Gear^.X < CurAmmoGear^.X then + begin + dAngle:= 0; + hAngle:= 180; + i:= 1 + end else + begin + dAngle:= 180; + hAngle:= 0; + i:= -1 + end; + sx:= hwRound(Gear^.X) + WorldDx; + sy:= hwRound(Gear^.Y) + WorldDy; + if ((Gear^.State and gstWinner) = 0) then + begin + DrawHedgehog(sx, sy, + i, + 1, + 0, + DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); + with HH^ do + if (HatTex <> nil) then + DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32, + i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); + end; + DrawAltWeapon(Gear, sx, sy); + defaultPos:= false + end; + gtBlowTorch: begin + DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 3, + HH^.visStepPos div 2, + 0); + with HH^ do + if (HatTex <> nil) then + DrawTextureF(HatTex, + 1, + sx, + hwRound(Gear^.Y) - 8 + WorldDy, + 0, + hwSign(Gear^.dX), + 32, + 32); + defaultPos:= false + end; + gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180); + gtFirePunch: begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 1, + 4, + 0); + defaultPos:= false + end; + gtPickHammer: begin + defaultPos:= false; + dec(sy,20); + end; + gtTeleport: defaultPos:= false; + gtWhip: begin + DrawRotatedF(sprWhip, + sx, + sy, + 1, + hwSign(Gear^.dX), + 0); + defaultPos:= false + end; + gtKamikaze: begin + if CurAmmoGear^.Pos = 0 then + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 1, + 6, + 0) + else + DrawRotatedF(sprKamikaze, + hwRound(Gear^.X) + WorldDx, + hwRound(Gear^.Y) + WorldDy, + CurAmmoGear^.Pos - 1, + hwSign(Gear^.dX), + aangle); + defaultPos:= false + end; + gtSeduction: begin + if CurAmmoGear^.Pos >= 6 then + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 2, + 2, + 0) + else + begin + DrawRotatedF(sprDress, + hwRound(Gear^.X) + WorldDx, + hwRound(Gear^.Y) + WorldDy, + CurAmmoGear^.Pos, + hwSign(Gear^.dX), + 0); + DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0) + end; + defaultPos:= false + end; + end; + + case CurAmmoGear^.Kind of + gtShotgunShot, + gtDEagleShot, + gtSniperRifleShot, + gtShover: begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 0, + 4, + 0); + defaultPos:= false; + HatVisible:= true + end + end + end else + + if ((Gear^.State and gstHHJumping) <> 0) then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX)*m, + 1, + 1, + 0); + HatVisible:= true; + defaultPos:= false + end else + + if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 0, + HH^.visStepPos div 2, + 0); + defaultPos:= false; + HatVisible:= true + end + else + + if ((Gear^.State and gstAnimation) <> 0) then + begin + if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then + begin + Gear^.State:= Gear^.State and not gstAnimation; + end + else + begin + DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, + sx, + sy, + Gear^.Pos, + hwSign(Gear^.dX), + 0.0); + defaultPos:= false + end + end + else + if ((Gear^.State and gstAttacked) = 0) then + begin + if HH^.Timer > 0 then + begin + // There must be a tidier way to do this. Anyone? + if aangle <= 90 then aangle:= aangle+360; + if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10) + else aangle:= aangle+((240-aangle)*HH^.Timer/10); + dec(HH^.Timer) + end; + amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType; + case amt of + amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle); + amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle); + amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle); + amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle); + amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle); + amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle); + amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); + amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle); + amSineGun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); + amPortalGun: DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle); + amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle); + amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); + amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle); + amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle); + amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle); + amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle); + amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle); + amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle); + amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle); + amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle); + amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle); + amVampiric: DrawRotated(sprHandVamp, hx, hy, hwSign(Gear^.dX), aangle); + amRCPlane: begin + DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0); + defaultPos:= false + end; + amGirder: begin + DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle); + DrawSpriteClipped(sprGirder, + sx-256, + sy-256, + LongInt(topY)+WorldDy, + LongInt(rightX)+WorldDx, + cWaterLine+WorldDy, + LongInt(leftX)+WorldDx) + end; + amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle); + end; + + case amt of + amAirAttack, + amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0); + amPickHammer: DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 1, + 2, + 0); + amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0); + amKamikaze: DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 1, + 5, + 0); + amWhip: DrawRotatedF(sprWhip, + sx, + sy, + 0, + hwSign(Gear^.dX), + 0); + else + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 0, + 4, + 0); + + HatVisible:= true; + (* with HH^ do + if (HatTex <> nil) + and (HatVisibility > 0) then + DrawTextureF(HatTex, + HatVisibility, + sx, + hwRound(Gear^.Y) - 8 + WorldDy, + 0, + hwSign(Gear^.dX), + 32, + 32); *) + end; + + case amt of + amBaseballBat: DrawRotated(sprHandBaseball, + hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx, + hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle); + end; + + defaultPos:= false + end; + +end else // not gstHHDriven + begin + if (Gear^.Damage > 0) + and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX), + 2, + 1, + Gear^.DirAngle); + defaultPos:= false + end else + + if ((Gear^.State and gstHHJumping) <> 0) then + begin + DrawHedgehog(sx, sy, + hwSign(Gear^.dX)*m, + 1, + 1, + 0); + defaultPos:= false + end; + end; + +with HH^ do + begin + if defaultPos then + begin + DrawRotatedF(sprHHIdle, + sx, + sy, + (RealTicks div 128 + Gear^.Pos) mod 19, + hwSign(Gear^.dX), + 0); + HatVisible:= true; + end; + + if HatVisible then + if HatVisibility < 1.0 then + HatVisibility:= HatVisibility + 0.2 + else + else + if HatVisibility > 0.0 then + HatVisibility:= HatVisibility - 0.2; + + if (HatTex <> nil) + and (HatVisibility > 0) then + if DefaultPos then + DrawTextureF(HatTex, + HatVisibility, + sx, + hwRound(Gear^.Y) - 8 + WorldDy, + (RealTicks div 128 + Gear^.Pos) mod 19, + hwSign(Gear^.dX), + 32, + 32) + else + DrawTextureF(HatTex, + HatVisibility, + sx, + hwRound(Gear^.Y) - 8 + WorldDy, + 0, + hwSign(Gear^.dX)*m, + 32, + 32); + end; +if (Gear^.State and gstHHDriven) <> 0 then + begin +(* if (CurAmmoGear = nil) then + begin + amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType; + case amt of + amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); + end + end; *) + if CurAmmoGear <> nil then + begin + case CurAmmoGear^.Kind of + gtJetpack: begin + DrawSprite(sprJetpack, sx-32, sy-32, 0); + if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1); + if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2); + if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3); + if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex); + DrawAltWeapon(Gear, sx, sy) + end; + end; + end + end; + +with HH^ do + begin + if ((Gear^.State and not gstWinner) = 0) + or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then + begin + t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy; + if (cTagsMask and htTransparent) <> 0 then + Tint($80FFFFFF); + if ((cTagsMask and htHealth) <> 0) then + begin + dec(t, HealthTagTex^.h + 2); + DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex) + end; + if (cTagsMask and htName) <> 0 then + begin + dec(t, NameTagTex^.h + 2); + DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex) + end; + if (cTagsMask and htTeamName) <> 0 then + begin + dec(t, Team^.NameTagTex^.h + 2); + DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex) + end; + if (cTagsMask and htTransparent) <> 0 then + Tint($FFFFFFFF) + end; + if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog + begin + if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then + DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy, + GameTicks div 32 mod 16); + + if (Gear^.State and gstDrowning) = 0 then + if (Gear^.State and gstHHThinking) <> 0 then + DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8) + end + end; + +if HH^.Effects[hePoisoned] then + begin + Tint($8040FF00); + DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360); + end; + +if Gear^.Invulnerable then + begin + Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); + DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); + end; +if cVampiric and + (CurrentHedgehog^.Gear <> nil) and + (CurrentHedgehog^.Gear = Gear) then + begin + Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750)))); + DrawSprite(sprVampiric, sx - 24, sy - 24, 0); + end; + Tint($FFFFFFFF) +end; + +procedure DrawGears; +var Gear, HHGear: PGear; + i: Longword; + startX, endX, startY, endY: LongInt; +begin +Gear:= GearsList; +while Gear<>nil do + begin + case Gear^.Kind of + gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); + gtGasBomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); + gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); + + gtRCPlane: begin + if (Gear^.Tag = -1) then + DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90) + else + DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX)); + if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then + DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y)); + end; + gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle); +// Still need portal types and states + gtPortal: DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0,0, Gear^.DirAngle); + + gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); + + gtHedgehog: DrawHH(Gear); + + gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); + + gtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex); + + gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32); + + gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); + + gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0); + gtRope: DrawRope(Gear); + gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State); + gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State); + gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then + DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) + else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) + else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); + gtCase: case Gear^.Pos of + posCaseAmmo : begin + i:= (GameTicks shr 6) mod 64; + if i > 18 then i:= 0; + DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); + end; + posCaseHealth: begin + i:= ((GameTicks shr 6) + 38) mod 64; + if i > 13 then i:= 0; + DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); + end; + posCaseUtility: begin + i:= (GameTicks shr 6) mod 70; + if i > 23 then i:= 0; + i:= i mod 12; + DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); + end; + end; + gtExplosives: begin + if ((Gear^.State and gstDrowning) <> 0) then + DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0) + else if Gear^.State and gstAnimation = 0 then + begin + i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; + if i > 18 then i:= 0; + DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i) + end + else if Gear^.State and gsttmpFlag = 0 then + DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle) + else + DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle); + end; + gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1); + gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); + gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0); + gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16); + gtParachute: begin + DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0); + DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy) + end; + gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0) + else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1); + gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); + gtTeleport: begin + HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; + if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0); + DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0); + end; + gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12); + gtTarget: begin + Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000)); + DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0); + Tint($FFFFFFFF); + end; + gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); + gtCake: if Gear^.Pos = 6 then + DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) + else + DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), 0); + gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0); + gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle); + gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle); + gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); + gtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State); + gtBirdy: begin + if Gear^.State and gstAnimation = gstAnimation then + begin + if Gear^.State and gstTmpFlag = 0 then // Appearing + begin + endX:= hwRound(Gear^.X); + endY:= hwRound(Gear^.Y); + if Gear^.Tag < 0 then + startX:= max(LAND_WIDTH + 1024, endX + 2048) + else + startX:= max(-LAND_WIDTH - 1024, endX - 2048); + startY:= endY - 256; + DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + trunc((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); + end + else // Disappearing + begin + startX:= hwRound(Gear^.X); + startY:= hwRound(Gear^.Y); + if Gear^.Tag > 0 then + endX:= max(LAND_WIDTH + 1024, startX + 2048) + else + endX:= max(-LAND_WIDTH - 1024, startX - 2048); + endY:= startY + 256; + DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + trunc((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); + end; + end + else + DrawTextureF(SpritesData[sprBirdy].Texture, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); + end; + gtBigExplosion: begin + Tint($FF, $FF, $FF, floor($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, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle); + Tint($FFFFFFFF); + end; + gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle); + gtPiano: begin + if (Gear^.State and gstDrowning) = 0 then + begin + Tint($10FFFFFF); + for i:= 8 downto 1 do + DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0); + Tint($FFFFFFFF) + end; + DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 128, 128, 0); + end; + end; + if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex); + Gear:= Gear^.NextGear + end; +end;