1 procedure DrawHH(Gear: PGear; ox, oy: LongInt); |
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2 var i, t: LongInt; |
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3 amt: TAmmoType; |
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4 sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction |
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5 dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change |
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6 defaultPos, HatVisible: boolean; |
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7 HH: PHedgehog; |
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8 CurWeapon: PAmmo; |
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9 begin |
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10 HH:= PHedgehog(Gear^.Hedgehog); |
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11 if HH^.Unplaced then exit; |
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12 m:= 1; |
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13 if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1; |
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14 sx:= ox + 1; // this offset is very common |
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15 sy:= oy - 3; |
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16 sign:= hwSign(Gear^.dX); |
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17 |
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18 if (Gear^.State and gstHHDeath) <> 0 then |
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19 begin |
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20 DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos); |
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21 Tint(HH^.Team^.Clan^.Color); |
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22 DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8); |
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23 Tint($FF, $FF, $FF, $FF); |
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24 exit |
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25 end |
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26 else if (Gear^.State and gstHHGone) <> 0 then |
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27 begin |
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28 DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0); |
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29 exit |
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30 end; |
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31 |
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32 defaultPos:= true; |
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33 HatVisible:= false; |
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34 |
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35 |
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36 if HH^.Effects[hePoisoned] then |
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37 begin |
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38 Tint($00, $FF, $40, $40); |
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39 DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360); |
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40 Tint($FF, $FF, $FF, $FF) |
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41 end; |
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42 |
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43 if ((Gear^.State and gstWinner) <> 0) and |
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44 ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then |
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45 begin |
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46 DrawHedgehog(sx, sy, |
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47 sign, |
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48 2, |
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49 0, |
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50 0); |
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51 defaultPos:= false |
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52 end; |
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53 if (Gear^.State and gstDrowning) <> 0 then |
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54 begin |
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55 DrawHedgehog(sx, sy, |
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56 sign, |
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57 1, |
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58 7, |
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59 0); |
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60 defaultPos:= false |
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61 end else |
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62 if (Gear^.State and gstLoser) <> 0 then |
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63 begin |
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64 DrawHedgehog(sx, sy, |
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65 sign, |
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66 2, |
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67 3, |
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68 0); |
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69 defaultPos:= false |
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70 end else |
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71 |
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72 if (Gear^.State and gstHHDriven) <> 0 then |
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73 begin |
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74 if ((Gear^.State and gstHHThinking) = 0) and |
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75 (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and |
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76 ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then |
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77 begin |
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78 (* These calculations are a little complex for a few reasons: |
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79 1: I need to draw the laser from weapon origin to nearest land |
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80 2: I need to start the beam outside the hedgie for attractiveness. |
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81 3: I need to extend the beam beyond land. |
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82 This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. |
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83 *) |
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84 dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle); |
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85 dy:= -Cos(Gear^.Angle * pi / cMaxAngle); |
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86 if cLaserSighting then |
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87 begin |
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88 lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle); |
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89 ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle); |
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90 |
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91 // ensure we start outside the hedgehog (he's solid after all) |
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92 while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do |
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93 begin |
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94 lx:= lx + dx; |
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95 ly:= ly + dy |
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96 end; |
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97 |
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98 // add hog's position |
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99 lx:= lx + ox - WorldDx; |
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100 ly:= ly + oy - WorldDy; |
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101 |
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102 // decrease number of iterations required |
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103 ax:= dx * 4; |
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104 ay:= dy * 4; |
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105 |
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106 tx:= round(lx); |
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107 ty:= round(ly); |
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108 hx:= tx; |
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109 hy:= ty; |
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110 while ((ty and LAND_HEIGHT_MASK) = 0) and |
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111 ((tx and LAND_WIDTH_MASK) = 0) and |
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112 (Land[ty, tx] = 0) do // TODO: check for constant variable instead |
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113 begin |
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114 lx:= lx + ax; |
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115 ly:= ly + ay; |
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116 tx:= round(lx); |
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117 ty:= round(ly) |
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118 end; |
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119 // reached edge of land. assume infinite beam. Extend it way out past camera |
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120 if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then |
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121 begin |
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122 tx:= round(lx + ax * (LAND_WIDTH div 4)); |
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123 ty:= round(ly + ay * (LAND_WIDTH div 4)); |
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124 end; |
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125 |
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126 //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then |
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127 begin |
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128 DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); |
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129 end; |
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130 end; |
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131 // draw crosshair |
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132 cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle)); |
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133 cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); |
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134 DrawRotatedTex(HH^.Team^.CrosshairTex, |
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135 12, 12, cx + WorldDx, cy + WorldDy, 0, |
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136 sign * (Gear^.Angle * 180.0) / cMaxAngle); |
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137 end; |
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138 hx:= ox + 8 * sign; |
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139 hy:= oy - 2; |
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140 aangle:= Gear^.Angle * 180 / cMaxAngle - 90; |
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141 if CurAmmoGear <> nil then |
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142 begin |
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143 case CurAmmoGear^.Kind of |
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144 gtShotgunShot: begin |
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145 if (CurAmmoGear^.State and gstAnimation <> 0) then |
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146 DrawRotated(sprShotgun, hx, hy, sign, aangle) |
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147 else |
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148 DrawRotated(sprHandShotgun, hx, hy, sign, aangle); |
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149 end; |
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150 gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle); |
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151 gtSniperRifleShot: begin |
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152 if (CurAmmoGear^.State and gstAnimation <> 0) then |
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153 DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle) |
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154 else |
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155 DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle) |
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156 end; |
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157 gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle); |
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158 gtRCPlane: begin |
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159 DrawRotated(sprHandPlane, hx, hy, sign, 0); |
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160 defaultPos:= false |
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161 end; |
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162 gtRope: begin |
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163 if Gear^.X < CurAmmoGear^.X then |
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164 begin |
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165 dAngle:= 0; |
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166 hAngle:= 180; |
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167 i:= 1 |
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168 end else |
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169 begin |
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170 dAngle:= 180; |
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171 hAngle:= 0; |
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172 i:= -1 |
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173 end; |
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174 if ((Gear^.State and gstWinner) = 0) then |
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175 begin |
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176 DrawHedgehog(ox, oy, |
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177 i, |
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178 1, |
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179 0, |
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180 DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); |
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181 with HH^ do |
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182 if (HatTex <> nil) then |
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183 begin |
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184 DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32, |
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185 i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); |
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186 if HatTex^.w > 64 then |
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187 begin |
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188 Tint(HH^.Team^.Clan^.Color); |
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189 DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32, |
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190 i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); |
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191 Tint($FF, $FF, $FF, $FF) |
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192 end |
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193 end |
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194 end; |
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195 DrawAltWeapon(Gear, ox, oy); |
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196 defaultPos:= false |
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197 end; |
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198 gtBlowTorch: begin |
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199 DrawRotated(sprBlowTorch, hx, hy, sign, aangle); |
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200 DrawHedgehog(sx, sy, |
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201 sign, |
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202 3, |
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203 HH^.visStepPos div 2, |
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204 0); |
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205 with HH^ do |
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206 if (HatTex <> nil) then |
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207 begin |
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208 DrawTextureF(HatTex, |
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209 1, |
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210 sx, |
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211 sy - 5, |
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212 0, |
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213 sign, |
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214 32, |
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215 32); |
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216 if HatTex^.w > 64 then |
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217 begin |
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218 Tint(HH^.Team^.Clan^.Color); |
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219 DrawTextureF(HatTex, |
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220 1, |
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221 sx, |
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222 sy - 5, |
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223 32, |
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224 sign, |
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225 32, |
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226 32); |
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227 Tint($FF, $FF, $FF, $FF) |
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228 end |
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229 end; |
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230 defaultPos:= false |
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231 end; |
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232 gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180); |
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233 gtFirePunch: begin |
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234 DrawHedgehog(sx, sy, |
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235 sign, |
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236 1, |
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237 4, |
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238 0); |
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239 defaultPos:= false |
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240 end; |
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241 gtPickHammer: begin |
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242 defaultPos:= false; |
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243 dec(sy,20); |
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244 end; |
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245 gtTeleport: defaultPos:= false; |
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246 gtWhip: begin |
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247 DrawRotatedF(sprWhip, |
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248 sx, |
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249 sy, |
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250 1, |
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251 sign, |
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252 0); |
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253 defaultPos:= false |
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254 end; |
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255 gtHammer: begin |
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256 DrawRotatedF(sprHammer, |
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257 sx, |
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258 sy, |
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259 1, |
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260 sign, |
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261 0); |
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262 defaultPos:= false |
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263 end; |
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264 gtResurrector: begin |
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265 DrawRotated(sprHandResurrector, sx, sy, 0, 0); |
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266 defaultPos:= false |
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267 end; |
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268 gtKamikaze: begin |
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269 if CurAmmoGear^.Pos = 0 then |
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270 DrawHedgehog(sx, sy, |
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271 sign, |
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272 1, |
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273 6, |
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274 0) |
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275 else |
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276 DrawRotatedF(sprKamikaze, |
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277 ox, oy, |
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278 CurAmmoGear^.Pos - 1, |
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279 sign, |
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280 aangle); |
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281 defaultPos:= false |
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282 end; |
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283 gtSeduction: begin |
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284 if CurAmmoGear^.Pos >= 6 then |
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285 DrawHedgehog(sx, sy, |
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286 sign, |
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287 2, |
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288 2, |
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289 0) |
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290 else |
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291 begin |
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292 DrawRotatedF(sprDress, |
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293 ox, oy, |
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294 CurAmmoGear^.Pos, |
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295 sign, |
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296 0); |
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297 DrawSprite(sprCensored, ox - 32, oy - 20, 0) |
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298 end; |
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299 defaultPos:= false |
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300 end; |
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301 gtFlamethrower: begin |
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302 DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
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303 if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex) |
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304 end; |
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305 end; |
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306 |
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307 case CurAmmoGear^.Kind of |
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308 gtShotgunShot, |
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309 gtDEagleShot, |
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310 gtSniperRifleShot, |
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311 gtShover: begin |
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312 DrawHedgehog(sx, sy, |
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313 sign, |
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314 0, |
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315 4, |
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316 0); |
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317 defaultPos:= false; |
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318 HatVisible:= true |
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319 end |
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320 end |
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321 end else |
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322 |
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323 if ((Gear^.State and gstHHJumping) <> 0) then |
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324 begin |
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325 DrawHedgehog(sx, sy, |
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326 sign*m, |
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327 1, |
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328 1, |
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329 0); |
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330 HatVisible:= true; |
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331 defaultPos:= false |
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332 end else |
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333 |
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334 if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then |
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335 begin |
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336 DrawHedgehog(sx, sy, |
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337 sign, |
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338 0, |
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339 HH^.visStepPos div 2, |
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340 0); |
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341 defaultPos:= false; |
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342 HatVisible:= true |
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343 end |
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344 else |
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345 |
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346 if ((Gear^.State and gstAnimation) <> 0) then |
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347 begin |
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348 if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then |
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349 begin |
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350 Gear^.State:= Gear^.State and not gstAnimation; |
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351 end |
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352 else |
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353 begin |
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354 DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, |
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355 sx, |
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356 sy, |
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357 Gear^.Pos, |
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358 sign, |
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359 0.0); |
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360 defaultPos:= false |
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361 end |
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362 end |
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363 else |
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364 if ((Gear^.State and gstAttacked) = 0) then |
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365 begin |
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366 if HH^.Timer > 0 then |
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367 begin |
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368 // There must be a tidier way to do this. Anyone? |
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369 if aangle <= 90 then aangle:= aangle+360; |
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370 if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10) |
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371 else aangle:= aangle+((240-aangle)*HH^.Timer/10); |
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372 dec(HH^.Timer) |
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373 end; |
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374 amt:= CurrentHedgehog^.CurAmmoType; |
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375 CurWeapon:= GetAmmoEntry(HH^); |
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376 case amt of |
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377 amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle); |
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378 amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle); |
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379 amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle); |
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380 amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle); |
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381 amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle); |
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382 amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle); |
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383 amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle); |
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384 amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle); |
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385 amSineGun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle); |
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386 amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer? |
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387 DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle) |
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388 else |
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389 DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), sign, aangle); |
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390 amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle); |
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391 amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle); |
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392 amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle); |
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393 amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle); |
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394 amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle); |
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395 amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle); |
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396 amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle); |
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397 amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle); |
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398 amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle); |
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399 amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle); |
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400 amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle); |
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401 amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle); |
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402 amSeduction: DrawRotated(sprHandSeduction, hx, hy, sign, aangle); |
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403 amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
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404 amRCPlane: begin |
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405 DrawRotated(sprHandPlane, hx, hy, sign, 0); |
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406 defaultPos:= false |
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407 end; |
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408 amGirder: begin |
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409 DrawRotated(sprHandConstruction, hx, hy, sign, aangle); |
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410 DrawSpriteClipped(sprGirder, |
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411 ox-256, |
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412 oy-256, |
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413 LongInt(topY)+WorldDy, |
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414 LongInt(rightX)+WorldDx, |
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415 cWaterLine+WorldDy, |
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416 LongInt(leftX)+WorldDx) |
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417 end; |
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418 amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
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419 amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
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420 amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here |
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421 end; |
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422 |
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423 case amt of |
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424 amAirAttack, |
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425 amMineStrike, |
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426 amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0); |
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427 amPickHammer: DrawHedgehog(sx, sy, |
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428 sign, |
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429 1, |
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430 2, |
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431 0); |
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432 amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0); |
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433 amKamikaze: DrawHedgehog(sx, sy, |
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434 sign, |
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435 1, |
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436 5, |
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437 0); |
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438 amWhip: DrawRotatedF(sprWhip, |
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439 sx, |
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440 sy, |
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441 0, |
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442 sign, |
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443 0); |
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444 amHammer: DrawRotatedF(sprHammer, |
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445 sx, |
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446 sy, |
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447 0, |
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448 sign, |
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449 0); |
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450 else |
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451 DrawHedgehog(sx, sy, |
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452 sign, |
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453 0, |
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454 4, |
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455 0); |
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456 |
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457 HatVisible:= true; |
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458 (* with HH^ do |
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459 if (HatTex <> nil) |
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460 and (HatVisibility > 0) then |
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461 DrawTextureF(HatTex, |
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462 HatVisibility, |
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463 sx, |
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464 sy - 5, |
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465 0, |
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466 sign, |
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467 32, |
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468 32); *) |
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469 end; |
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470 |
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471 case amt of |
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472 amBaseballBat: DrawRotated(sprHandBaseball, |
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473 sx - 4 * sign, |
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474 sy + 9, sign, aangle); |
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475 end; |
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476 |
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477 defaultPos:= false |
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478 end; |
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479 |
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480 end else // not gstHHDriven |
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481 begin |
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482 if (Gear^.Damage > 0) |
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483 and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then |
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484 begin |
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485 DrawHedgehog(sx, sy, |
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486 sign, |
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487 2, |
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488 1, |
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489 Gear^.DirAngle); |
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490 defaultPos:= false |
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491 end else |
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492 |
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493 if ((Gear^.State and gstHHJumping) <> 0) then |
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494 begin |
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495 DrawHedgehog(sx, sy, |
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496 sign*m, |
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497 1, |
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498 1, |
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499 0); |
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500 defaultPos:= false |
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501 end; |
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502 end; |
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503 |
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504 with HH^ do |
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505 begin |
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506 if defaultPos then |
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507 begin |
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508 DrawRotatedF(sprHHIdle, |
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509 sx, |
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510 sy, |
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511 (RealTicks div 128 + Gear^.Pos) mod 19, |
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512 sign, |
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513 0); |
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514 HatVisible:= true; |
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515 end; |
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516 |
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517 if HatVisible then |
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518 if HatVisibility < 1.0 then |
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519 HatVisibility:= HatVisibility + 0.2 |
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520 else |
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521 else |
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522 if HatVisibility > 0.0 then |
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523 HatVisibility:= HatVisibility - 0.2; |
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524 |
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525 if (HatTex <> nil) |
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526 and (HatVisibility > 0) then |
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527 if DefaultPos then |
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528 begin |
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529 DrawTextureF(HatTex, |
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530 HatVisibility, |
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531 sx, |
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532 sy - 5, |
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533 (RealTicks div 128 + Gear^.Pos) mod 19, |
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534 sign, |
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535 32, |
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536 32); |
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537 if HatTex^.w > 64 then |
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538 begin |
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539 Tint(HH^.Team^.Clan^.Color); |
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540 DrawTextureF(HatTex, |
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541 HatVisibility, |
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542 sx, |
|
543 sy - 5, |
|
544 (RealTicks div 128 + Gear^.Pos) mod 19 + 32, |
|
545 sign, |
|
546 32, |
|
547 32); |
|
548 Tint($FF, $FF, $FF, $FF) |
|
549 end |
|
550 end |
|
551 else |
|
552 begin |
|
553 DrawTextureF(HatTex, |
|
554 HatVisibility, |
|
555 sx, |
|
556 sy - 5, |
|
557 0, |
|
558 sign*m, |
|
559 32, |
|
560 32); |
|
561 if HatTex^.w > 64 then |
|
562 begin |
|
563 Tint(HH^.Team^.Clan^.Color); |
|
564 DrawTextureF(HatTex, |
|
565 HatVisibility, |
|
566 sx, |
|
567 sy - 5, |
|
568 32, |
|
569 sign*m, |
|
570 32, |
|
571 32); |
|
572 Tint($FF, $FF, $FF, $FF) |
|
573 end |
|
574 end |
|
575 end; |
|
576 if (Gear^.State and gstHHDriven) <> 0 then |
|
577 begin |
|
578 (* if (CurAmmoGear = nil) then |
|
579 begin |
|
580 amt:= CurrentHedgehog^.CurAmmoType; |
|
581 case amt of |
|
582 amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
583 end |
|
584 end; *) |
|
585 if CurAmmoGear <> nil then |
|
586 begin |
|
587 case CurAmmoGear^.Kind of |
|
588 gtJetpack: begin |
|
589 DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
590 if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then |
|
591 begin |
|
592 if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1); |
|
593 if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2); |
|
594 if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3) |
|
595 end; |
|
596 if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex); |
|
597 DrawAltWeapon(Gear, sx, sy) |
|
598 end; |
|
599 end; |
|
600 end |
|
601 end; |
|
602 |
|
603 with HH^ do |
|
604 begin |
|
605 if ((Gear^.State and not gstWinner) = 0) |
|
606 or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0)) |
|
607 or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then |
|
608 begin |
|
609 t:= sy - cHHRadius - 9; |
|
610 if (cTagsMask and htTransparent) <> 0 then |
|
611 Tint($FF, $FF, $FF, $80); |
|
612 if ((cTagsMask and htHealth) <> 0) then |
|
613 begin |
|
614 dec(t, HealthTagTex^.h + 2); |
|
615 DrawCentered(ox, t, HealthTagTex) |
|
616 end; |
|
617 if (cTagsMask and htName) <> 0 then |
|
618 begin |
|
619 dec(t, NameTagTex^.h + 2); |
|
620 DrawCentered(ox, t, NameTagTex) |
|
621 end; |
|
622 if (cTagsMask and htTeamName) <> 0 then |
|
623 begin |
|
624 dec(t, Team^.NameTagTex^.h + 2); |
|
625 DrawCentered(ox, t, Team^.NameTagTex) |
|
626 end; |
|
627 if (cTagsMask and htTransparent) <> 0 then |
|
628 Tint($FF, $FF, $FF, $FF) |
|
629 end; |
|
630 if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog |
|
631 begin |
|
632 if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then |
|
633 DrawSprite(sprFinger, ox - 16, oy - 64, |
|
634 GameTicks div 32 mod 16); |
|
635 |
|
636 if (Gear^.State and gstDrowning) = 0 then |
|
637 if (Gear^.State and gstHHThinking) <> 0 then |
|
638 DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8) |
|
639 end |
|
640 end; |
|
641 |
|
642 if HH^.Effects[hePoisoned] then |
|
643 begin |
|
644 Tint($00, $FF, $40, $80); |
|
645 DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360); |
|
646 end; |
|
647 if HH^.Effects[heResurrected] then |
|
648 begin |
|
649 Tint($f5, $db, $35, $20); |
|
650 DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
651 end; |
|
652 |
|
653 if Gear^.Invulnerable then |
|
654 begin |
|
655 Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); |
|
656 DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); |
|
657 end; |
|
658 if cVampiric and |
|
659 (CurrentHedgehog^.Gear <> nil) and |
|
660 (CurrentHedgehog^.Gear = Gear) then |
|
661 begin |
|
662 Tint($FF, 0, 0, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
663 DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
664 end; |
|
665 Tint($FF, $FF, $FF, $FF) |
|
666 end; |
|
667 |
|
668 procedure DrawGears; |
|
669 var Gear, HHGear: PGear; |
|
670 i: Longword; |
|
671 x, y, startX, endX, startY, endY: LongInt; |
|
672 begin |
|
673 Gear:= GearsList; |
|
674 while Gear<>nil do |
|
675 begin |
|
676 x:= hwRound(Gear^.X) + WorldDx; |
|
677 y:= hwRound(Gear^.Y) + WorldDy; |
|
678 case Gear^.Kind of |
|
679 gtBomb: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle); |
|
680 gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle); |
|
681 gtMolotov: DrawRotated(sprMolotov, x, y, 0, Gear^.DirAngle); |
|
682 |
|
683 gtRCPlane: begin |
|
684 if (Gear^.Tag = -1) then |
|
685 DrawRotated(sprPlane, x, y, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90) |
|
686 else |
|
687 DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
688 if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then |
|
689 DrawRotatedf(sprFinger, x, y, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y)); |
|
690 end; |
|
691 gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); |
|
692 |
|
693 gtPortal: if ((Gear^.Tag and 1) = 0) // still moving? |
|
694 or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked? |
|
695 or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving? |
|
696 DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle) |
|
697 else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle); |
|
698 |
|
699 gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then |
|
700 DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)) |
|
701 else |
|
702 DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
703 |
|
704 gtHedgehog: DrawHH(Gear, x, y); |
|
705 |
|
706 gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
707 |
|
708 gtGrave: begin |
|
709 DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32); |
|
710 if Gear^.Health > 0 then |
|
711 begin |
|
712 //Tint($33, $33, $FF, max($40, floor($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); |
|
713 Tint($f5, $db, $35, max($40, floor($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health))))); |
|
714 //Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
715 DrawSprite(sprVampiric, x - 24, y - 24, 0); |
|
716 Tint($FF, $FF, $FF, $FF) |
|
717 end |
|
718 end; |
|
719 gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
720 gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0); |
|
721 gtRope: DrawRope(Gear); |
|
722 gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
|
723 DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle) |
|
724 else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle) |
|
725 else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
|
726 gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
|
727 DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle) |
|
728 else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) |
|
729 else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
|
730 gtCase: case Gear^.Pos of |
|
731 posCaseAmmo : begin |
|
732 i:= (GameTicks shr 6) mod 64; |
|
733 if i > 18 then i:= 0; |
|
734 DrawSprite(sprCase, x - 24, y - 24, i); |
|
735 end; |
|
736 posCaseHealth: begin |
|
737 i:= ((GameTicks shr 6) + 38) mod 64; |
|
738 if i > 13 then i:= 0; |
|
739 DrawSprite(sprFAid, x - 24, y - 24, i); |
|
740 end; |
|
741 posCaseUtility: begin |
|
742 i:= (GameTicks shr 6) mod 70; |
|
743 if i > 23 then i:= 0; |
|
744 i:= i mod 12; |
|
745 DrawSprite(sprUtility, x - 24, y - 24, i); |
|
746 end; |
|
747 end; |
|
748 gtExplosives: begin |
|
749 if ((Gear^.State and gstDrowning) <> 0) then |
|
750 DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0) |
|
751 else if Gear^.State and gstAnimation = 0 then |
|
752 begin |
|
753 i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; |
|
754 if i > 18 then i:= 0; |
|
755 DrawSprite(sprExplosives, x - 24, y - 24, i) |
|
756 end |
|
757 else if Gear^.State and gsttmpFlag = 0 then |
|
758 DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) |
|
759 else |
|
760 DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle); |
|
761 end; |
|
762 gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); |
|
763 gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); |
|
764 gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); |
|
765 gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16); |
|
766 gtParachute: begin |
|
767 DrawSprite(sprParachute, x - 24, y - 48, 0); |
|
768 DrawAltWeapon(Gear, x + 1, y - 3) |
|
769 end; |
|
770 gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0) |
|
771 else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1); |
|
772 gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
773 gtTeleport: begin |
|
774 HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; |
|
775 if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0); |
|
776 DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0); |
|
777 end; |
|
778 gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12); |
|
779 gtTarget: begin |
|
780 Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000)); |
|
781 DrawSprite(sprTarget, x - 16, y - 16, 0); |
|
782 Tint($FF, $FF, $FF, $FF); |
|
783 end; |
|
784 gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
785 gtCake: if Gear^.Pos = 6 then |
|
786 DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) |
|
787 else |
|
788 DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90); |
|
789 gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0); |
|
790 gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle); |
|
791 gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle); |
|
792 gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle); |
|
793 gtBirdy: begin |
|
794 if Gear^.State and gstAnimation = gstAnimation then |
|
795 begin |
|
796 if Gear^.State and gstTmpFlag = 0 then // Appearing |
|
797 begin |
|
798 endX:= x - WorldDx; |
|
799 endY:= y - WorldDy; |
|
800 if Gear^.Tag < 0 then |
|
801 startX:= max(LAND_WIDTH + 1024, endX + 2048) |
|
802 else |
|
803 startX:= max(-LAND_WIDTH - 1024, endX - 2048); |
|
804 startY:= endY - 256; |
|
805 DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + floor((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + floor((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); |
|
806 end |
|
807 else // Disappearing |
|
808 begin |
|
809 startX:= x - WorldDx; |
|
810 startY:= y - WorldDy; |
|
811 if Gear^.Tag > 0 then |
|
812 endX:= max(LAND_WIDTH + 1024, startX + 2048) |
|
813 else |
|
814 endX:= max(-LAND_WIDTH - 1024, startX - 2048); |
|
815 endY:= startY + 256; |
|
816 DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + floor((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + floor((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); |
|
817 end; |
|
818 end |
|
819 else |
|
820 DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); |
|
821 end; |
|
822 gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle); |
|
823 gtPiano: begin |
|
824 if (Gear^.State and gstDrowning) = 0 then |
|
825 begin |
|
826 Tint($FF, $FF, $FF, $10); |
|
827 for i:= 8 downto 1 do |
|
828 DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0); |
|
829 Tint($FF, $FF, $FF, $FF) |
|
830 end; |
|
831 DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0); |
|
832 end; |
|
833 gtPoisonCloud: begin |
|
834 if Gear^.Timer < 1020 then |
|
835 Tint($C0, $C0, $00, Gear^.Timer div 8) |
|
836 else if Gear^.Timer > 3980 then |
|
837 Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8) |
|
838 else |
|
839 Tint($C0, $C0, $00, $C0); |
|
840 DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360); |
|
841 Tint($FF, $FF, $FF, $FF) |
|
842 end; |
|
843 gtResurrector: begin |
|
844 DrawRotated(sprCross, x, y, 0, 0); |
|
845 Tint($f5, $db, $35, max($00, floor($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); |
|
846 DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5); |
|
847 Tint($FF, $FF, $FF, $FF); |
|
848 end; |
|
849 gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
|
850 end; |
|
851 if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex); |
|
852 Gear:= Gear^.NextGear |
|
853 end; |
|
854 end; |
|