hedgewars/uGearsRender.pas
changeset 4388 b14e24444bca
child 4394 c1f2ca416ea8
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsRender.pas	Sat Nov 20 23:20:46 2010 +0300
@@ -0,0 +1,1019 @@
+{$INCLUDE "options.inc"}
+unit uGearsRender;
+
+interface
+uses uTypes, uConsts, GLunit, uFloat;
+
+procedure RenderGear(Gear: PGear; x, y: LongInt);
+
+var RopePoints: record
+                Count: Longword;
+                HookAngle: GLfloat;
+                ar: array[0..MAXROPEPOINTS] of record
+                                  X, Y: hwFloat;
+                                  dLen: hwFloat;
+                                  b: boolean;
+                                  end;
+                rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
+                end;
+
+implementation
+uses uRender, uUtils, uVariables, uAmmos, Math;
+
+procedure DrawRopeLinesRQ(Gear: PGear);
+begin
+with RopePoints do
+    begin
+    rounded[Count].X:= hwRound(Gear^.X);
+    rounded[Count].Y:= hwRound(Gear^.Y);
+    rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
+    rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
+    end;
+
+if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
+    begin
+    glDisable(GL_TEXTURE_2D);
+    //glEnable(GL_LINE_SMOOTH);
+
+    glPushMatrix;
+
+    glTranslatef(WorldDx, WorldDy, 0);
+
+    glLineWidth(4.0);
+
+    Tint($C0, $C0, $C0, $FF);
+
+    glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
+    glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
+    Tint($FF, $FF, $FF, $FF);
+
+    glPopMatrix;
+
+    glEnable(GL_TEXTURE_2D);
+    //glDisable(GL_LINE_SMOOTH)
+    end
+end;
+
+
+procedure DrawRope(Gear: PGear);
+var roplen: LongInt;
+    i: Longword;
+
+    procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
+    var  eX, eY, dX, dY: LongInt;
+        i, sX, sY, x, y, d: LongInt;
+        b: boolean;
+    begin
+    if (X1 = X2) and (Y1 = Y2) then
+    begin
+    //OutError('WARNING: zero length rope line!', false);
+    exit
+    end;
+    eX:= 0;
+    eY:= 0;
+    dX:= X2 - X1;
+    dY:= Y2 - Y1;
+
+    if (dX > 0) then sX:= 1
+    else
+    if (dX < 0) then
+        begin
+        sX:= -1;
+        dX:= -dX
+        end else sX:= dX;
+
+    if (dY > 0) then sY:= 1
+    else
+    if (dY < 0) then
+        begin
+        sY:= -1;
+        dY:= -dY
+        end else sY:= dY;
+
+        if (dX > dY) then d:= dX
+                    else d:= dY;
+
+        x:= X1;
+        y:= Y1;
+
+        for i:= 0 to d do
+            begin
+            inc(eX, dX);
+            inc(eY, dY);
+            b:= false;
+            if (eX > d) then
+                begin
+                dec(eX, d);
+                inc(x, sX);
+                b:= true
+                end;
+            if (eY > d) then
+                begin
+                dec(eY, d);
+                inc(y, sY);
+                b:= true
+                end;
+            if b then
+                begin
+                inc(roplen);
+                if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
+                end
+        end
+    end;
+begin
+    if (cReducedQuality and rqSimpleRope) <> 0 then
+        DrawRopeLinesRQ(Gear)
+    else
+        begin
+        roplen:= 0;
+        if RopePoints.Count > 0 then
+            begin
+            i:= 0;
+            while i < Pred(RopePoints.Count) do
+                    begin
+                    DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
+                                hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
+                    inc(i)
+                    end;
+            DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
+                        hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
+            DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
+                        hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
+            end else
+            if Gear^.Elasticity.QWordValue > 0 then
+            DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
+                        hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
+        end;
+
+
+if RopePoints.Count > 0 then
+    DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
+    else
+    if Gear^.Elasticity.QWordValue > 0 then
+        DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+end;
+
+
+procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
+begin
+with Gear^.Hedgehog^ do
+    begin
+    if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
+        exit;
+    DrawTexture(sx + 16, sy + 16, ropeIconTex);
+    DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32);
+    end;
+end;
+
+
+procedure DrawHH(Gear: PGear; ox, oy: LongInt);
+var i, t: LongInt;
+    amt: TAmmoType;
+    sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt;  // hedgehog, crosshair, temp, sprite, direction
+    dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real;  // laser, change
+    defaultPos, HatVisible: boolean;
+    HH: PHedgehog;
+    CurWeapon: PAmmo;
+begin
+    HH:= Gear^.Hedgehog;
+    if HH^.Unplaced then exit;
+    m:= 1;
+    if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
+    sx:= ox + 1; // this offset is very common
+    sy:= oy - 3;
+    sign:= hwSign(Gear^.dX);
+
+    if (Gear^.State and gstHHDeath) <> 0 then
+        begin
+        DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
+        Tint(HH^.Team^.Clan^.Color);
+        DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
+        Tint($FF, $FF, $FF, $FF);
+        exit
+        end
+    else if (Gear^.State and gstHHGone) <> 0 then
+        begin
+        DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
+        exit
+        end;
+
+    defaultPos:= true;
+    HatVisible:= false;
+
+
+    if HH^.Effects[hePoisoned] then
+        begin
+        Tint($00, $FF, $40, $40);
+        DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
+        Tint($FF, $FF, $FF, $FF)
+        end;
+
+    if ((Gear^.State and gstWinner) <> 0) and
+    ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
+        begin
+        DrawHedgehog(sx, sy,
+                sign,
+                2,
+                0,
+                0);
+        defaultPos:= false
+        end;
+    if (Gear^.State and gstDrowning) <> 0 then
+        begin
+        DrawHedgehog(sx, sy,
+                sign,
+                1,
+                7,
+                0);
+        defaultPos:= false
+        end else
+    if (Gear^.State and gstLoser) <> 0 then
+        begin
+        DrawHedgehog(sx, sy,
+                sign,
+                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:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
+            dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
+            if cLaserSighting then
+                begin
+                lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
+                ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
+
+                // ensure we start outside the hedgehog (he's solid after all)
+                while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
+                    begin
+                    lx:= lx + dx;
+                    ly:= ly + dy
+                    end;
+
+                // add hog's position
+                lx:= lx + ox - WorldDx;
+                ly:= ly + oy - WorldDy;
+
+                // decrease number of iterations required
+                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 // TODO: check for constant variable instead
+                    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
+                    DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
+                    end;
+                end;
+            // draw crosshair
+            cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
+            cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
+            DrawRotatedTex(HH^.Team^.CrosshairTex,
+                    12, 12, cx + WorldDx, cy + WorldDy, 0,
+                    sign * (Gear^.Angle * 180.0) / cMaxAngle);
+            end;
+        hx:= ox + 8 * sign;
+        hy:= oy - 2;
+        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, sign, aangle)
+                        else
+                            DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+                    end;
+                gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
+                gtSniperRifleShot: begin
+                        if (CurAmmoGear^.State and gstAnimation <> 0) then
+                            DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
+                        else
+                            DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
+                    end;
+                gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+                gtRCPlane: begin
+                    DrawRotated(sprHandPlane, hx, hy, sign, 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;
+                if ((Gear^.State and gstWinner) = 0) then
+                    begin
+                    DrawHedgehog(ox, oy,
+                            i,
+                            1,
+                            0,
+                            DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
+                    with HH^ do
+                        if (HatTex <> nil) then
+                            begin
+                            DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
+                                i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
+                            if HatTex^.w > 64 then
+                                begin
+                                Tint(HH^.Team^.Clan^.Color);
+                                DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
+                                    i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
+                                Tint($FF, $FF, $FF, $FF)
+                                end
+                            end
+                    end;
+                    DrawAltWeapon(Gear, ox, oy);
+                    defaultPos:= false
+                    end;
+                gtBlowTorch: begin
+                    DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
+                    DrawHedgehog(sx, sy,
+                            sign,
+                            3,
+                            HH^.visStepPos div 2,
+                            0);
+                    with HH^ do
+                        if (HatTex <> nil) then
+                            begin
+                            DrawTextureF(HatTex,
+                                1,
+                                sx,
+                                sy - 5,
+                                0,
+                                sign,
+                                32,
+                                32);
+                            if HatTex^.w > 64 then
+                                begin
+                                Tint(HH^.Team^.Clan^.Color);
+                                DrawTextureF(HatTex,
+                                    1,
+                                    sx,
+                                    sy - 5,
+                                    32,
+                                    sign,
+                                    32,
+                                    32);
+                                Tint($FF, $FF, $FF, $FF)
+                                end
+                            end;
+                    defaultPos:= false
+                    end;
+                gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
+                gtFirePunch: begin
+                    DrawHedgehog(sx, sy,
+                            sign,
+                            1,
+                            4,
+                            0);
+                    defaultPos:= false
+                    end;
+                gtPickHammer: begin
+                    defaultPos:= false;
+                    dec(sy,20);
+                    end;
+                gtTeleport: defaultPos:= false;
+                gtWhip: begin
+                    DrawRotatedF(sprWhip,
+                            sx,
+                            sy,
+                            1,
+                            sign,
+                            0);
+                    defaultPos:= false
+                    end;
+                gtHammer: begin
+                    DrawRotatedF(sprHammer,
+                            sx,
+                            sy,
+                            1,
+                            sign,
+                            0);
+                    defaultPos:= false
+                    end;
+                gtResurrector: begin
+                    DrawRotated(sprHandResurrector, sx, sy, 0, 0);
+                    defaultPos:= false
+                    end;
+                gtKamikaze: begin
+                    if CurAmmoGear^.Pos = 0 then
+                        DrawHedgehog(sx, sy,
+                                sign,
+                                1,
+                                6,
+                                0)
+                    else
+                        DrawRotatedF(sprKamikaze,
+                                ox, oy,
+                                CurAmmoGear^.Pos - 1,
+                                sign,
+                                aangle);
+                    defaultPos:= false
+                    end;
+                gtSeduction: begin
+                    if CurAmmoGear^.Pos >= 6 then
+                        DrawHedgehog(sx, sy,
+                                sign,
+                                2,
+                                2,
+                                0)
+                    else
+                        begin
+                        DrawRotatedF(sprDress,
+                                ox, oy,
+                                CurAmmoGear^.Pos,
+                                sign,
+                                0);
+                        DrawSprite(sprCensored, ox - 32, oy - 20, 0)
+                        end;
+                    defaultPos:= false
+                    end;
+                gtFlamethrower: begin
+                    DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+                    if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
+                    end;
+            end;
+
+            case CurAmmoGear^.Kind of
+                gtShotgunShot,
+                gtDEagleShot,
+                gtSniperRifleShot,
+                gtShover: begin
+                    DrawHedgehog(sx, sy,
+                            sign,
+                            0,
+                            4,
+                            0);
+                    defaultPos:= false;
+                    HatVisible:= true
+                end
+            end
+        end else
+
+        if ((Gear^.State and gstHHJumping) <> 0) then
+        begin
+        DrawHedgehog(sx, sy,
+            sign*m,
+            1,
+            1,
+            0);
+        HatVisible:= true;
+        defaultPos:= false
+        end else
+
+        if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
+            begin
+            DrawHedgehog(sx, sy,
+                sign,
+                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,
+                        sign,
+                        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^.CurAmmoType;
+            CurWeapon:= GetAmmoEntry(HH^);
+            case amt of
+                amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
+                amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
+                amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
+                amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+                amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
+                amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
+                amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+                amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
+                amSineGun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+                amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
+                                DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
+                        else
+                                DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), sign, aangle);
+                amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
+                amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
+                amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
+                amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
+                amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
+                amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
+                amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
+                amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
+                amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
+                amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
+                amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
+                amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
+                amSeduction: DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
+                amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+                amRCPlane: begin
+                    DrawRotated(sprHandPlane, hx, hy, sign, 0);
+                    defaultPos:= false
+                    end;
+                amGirder: begin
+                    DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
+                    DrawSpriteClipped(sprGirder,
+                                    ox-256,
+                                    oy-256,
+                                    LongInt(topY)+WorldDy,
+                                    LongInt(rightX)+WorldDx,
+                                    cWaterLine+WorldDy,
+                                    LongInt(leftX)+WorldDx)
+                    end;
+                amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+                amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+                amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
+            end;
+
+            case amt of
+                amAirAttack,
+                amMineStrike,
+                amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
+                amPickHammer: DrawHedgehog(sx, sy,
+                            sign,
+                            1,
+                            2,
+                            0);
+                amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
+                amKamikaze: DrawHedgehog(sx, sy,
+                            sign,
+                            1,
+                            5,
+                            0);
+                amWhip: DrawRotatedF(sprWhip,
+                            sx,
+                            sy,
+                            0,
+                            sign,
+                            0);
+                amHammer: DrawRotatedF(sprHammer,
+                            sx,
+                            sy,
+                            0,
+                            sign,
+                            0);
+            else
+                DrawHedgehog(sx, sy,
+                    sign,
+                    0,
+                    4,
+                    0);
+
+                HatVisible:= true;
+                (* with HH^ do
+                    if (HatTex <> nil)
+                    and (HatVisibility > 0) then
+                        DrawTextureF(HatTex,
+                            HatVisibility,
+                            sx,
+                            sy - 5,
+                            0,
+                            sign,
+                            32,
+                            32); *)
+            end;
+
+            case amt of
+                amBaseballBat: DrawRotated(sprHandBaseball,
+                        sx - 4 * sign,
+                        sy + 9, sign, 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,
+                sign,
+                2,
+                1,
+                Gear^.DirAngle);
+            defaultPos:= false
+            end else
+
+        if ((Gear^.State and gstHHJumping) <> 0) then
+            begin
+            DrawHedgehog(sx, sy,
+                sign*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,
+                sign,
+                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
+                begin
+                DrawTextureF(HatTex,
+                    HatVisibility,
+                    sx,
+                    sy - 5,
+                    (RealTicks div 128 + Gear^.Pos) mod 19,
+                    sign,
+                    32,
+                    32);
+                if HatTex^.w > 64 then
+                    begin
+                    Tint(HH^.Team^.Clan^.Color);
+                    DrawTextureF(HatTex,
+                        HatVisibility,
+                        sx,
+                        sy - 5,
+                        (RealTicks div 128 + Gear^.Pos) mod 19 + 32,
+                        sign,
+                        32,
+                        32);
+                    Tint($FF, $FF, $FF, $FF)
+                    end
+                end
+            else
+                begin
+                DrawTextureF(HatTex,
+                    HatVisibility,
+                    sx,
+                    sy - 5,
+                    0,
+                    sign*m,
+                    32,
+                    32);
+                if HatTex^.w > 64 then
+                    begin
+                    Tint(HH^.Team^.Clan^.Color);
+                    DrawTextureF(HatTex,
+                        HatVisibility,
+                        sx,
+                        sy - 5,
+                        32,
+                        sign*m,
+                        32,
+                        32);
+                    Tint($FF, $FF, $FF, $FF)
+                    end
+                end
+        end;
+    if (Gear^.State and gstHHDriven) <> 0 then
+        begin
+    (*    if (CurAmmoGear = nil) then
+            begin
+            amt:= CurrentHedgehog^.CurAmmoType;
+            case amt of
+                amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
+                end
+            end; *)
+        if CurAmmoGear <> nil then
+            begin
+            case CurAmmoGear^.Kind of
+                gtJetpack: begin
+                        DrawSprite(sprJetpack, sx-32, sy-32, 0);
+                        if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
+                            begin
+                            if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1);
+                            if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2);
+                            if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3)
+                            end;
+                        if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
+                        DrawAltWeapon(Gear, sx, sy)
+                        end;
+                end;
+            end
+        end;
+
+    with HH^ do
+        begin
+        if ((Gear^.State and not gstWinner) = 0)
+            or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
+            or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
+            begin
+            t:= sy - cHHRadius - 9;
+            if (cTagsMask and htTransparent) <> 0 then
+                Tint($FF, $FF, $FF, $80);
+            if ((cTagsMask and htHealth) <> 0) then
+                begin
+                dec(t, HealthTagTex^.h + 2);
+                DrawCentered(ox, t, HealthTagTex)
+                end;
+            if (cTagsMask and htName) <> 0 then
+                begin
+                dec(t, NameTagTex^.h + 2);
+                DrawCentered(ox, t, NameTagTex)
+                end;
+            if (cTagsMask and htTeamName) <> 0 then
+                begin
+                dec(t, Team^.NameTagTex^.h + 2);
+                DrawCentered(ox, t, Team^.NameTagTex)
+                end;
+            if (cTagsMask and htTransparent) <> 0 then
+                Tint($FF, $FF, $FF, $FF)
+            end;
+        if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
+            begin
+            if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
+                DrawSprite(sprFinger, ox - 16, oy - 64,
+                            GameTicks div 32 mod 16);
+
+            if (Gear^.State and gstDrowning) = 0 then
+                if (Gear^.State and gstHHThinking) <> 0 then
+                    DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
+            end
+        end;
+
+    if HH^.Effects[hePoisoned] then
+        begin
+        Tint($00, $FF, $40, $80);
+        DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
+        end;
+    if HH^.Effects[heResurrected] then
+        begin
+        Tint($f5, $db, $35, $20);
+        DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
+        end;
+
+    if Gear^.Invulnerable then
+        begin
+        Tint($FF, $FF, $FF, max($40, round($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, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
+        DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
+        end;
+        Tint($FF, $FF, $FF, $FF)
+end;
+
+
+procedure RenderGear(Gear: PGear; x, y: LongInt);
+var
+    HHGear: PGear;
+    i: Longword;
+    startX, endX, startY, endY: LongInt;
+begin
+    case Gear^.Kind of
+          gtBomb: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
+       gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
+       gtMolotov: DrawRotated(sprMolotov, x, y, 0, Gear^.DirAngle);
+
+       gtRCPlane: begin
+                  if (Gear^.Tag = -1) then
+                     DrawRotated(sprPlane, x, y, -1,  DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
+                  else
+                     DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX));
+                  if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
+                     DrawRotatedf(sprFinger, x, y, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
+                  end;
+       gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
+
+       gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
+                 or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
+                 or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
+                      DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
+                 else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
+
+           gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
+                        DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
+                    else
+                        DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+        gtHedgehog: DrawHH(Gear, x, y);
+
+           gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+           gtGrave: begin
+                    DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
+                    if Gear^.Health > 0 then
+                        begin
+                        //Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
+                        Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
+                        //Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
+                        DrawSprite(sprVampiric, x - 24, y - 24, 0);
+                        Tint($FF, $FF, $FF, $FF)
+                        end
+                    end;
+             gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+      gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
+            gtRope: DrawRope(Gear);
+            gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
+                           DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
+                       else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
+                       else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
+           gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
+                           DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
+                       else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
+                       else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
+            gtCase: case Gear^.Pos of
+                         posCaseAmmo  : begin
+                                        i:= (GameTicks shr 6) mod 64;
+                                        if i > 18 then i:= 0;
+                                        DrawSprite(sprCase, x - 24, y - 24, i);
+                                        end;
+                         posCaseHealth: begin
+                                        i:= ((GameTicks shr 6) + 38) mod 64;
+                                        if i > 13 then i:= 0;
+                                        DrawSprite(sprFAid, x - 24, y - 24, i);
+                                        end;
+                         posCaseUtility: begin
+                                        i:= (GameTicks shr 6) mod 70;
+                                        if i > 23 then i:= 0;
+                                        i:= i mod 12;
+                                        DrawSprite(sprUtility, x - 24, y - 24, i);
+                                        end;
+                         end;
+      gtExplosives: begin
+                    if ((Gear^.State and gstDrowning) <> 0) then
+                        DrawSprite(sprExplosivesRoll, x - 24, y - 24, 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, x - 24, y - 24, i)
+                        end
+                    else if Gear^.State and gsttmpFlag = 0 then
+                        DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
+                    else
+                        DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
+                    end;
+        gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
+     gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
+         gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
+           gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
+       gtParachute: begin
+                    DrawSprite(sprParachute, x - 24, y - 48, 0);
+                    DrawAltWeapon(Gear, x + 1, y - 3)
+                    end;
+       gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0)
+                                     else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1);
+         gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+        gtTeleport: begin
+                    HHGear:= Gear^.Hedgehog^.Gear;
+                    if not Gear^.Hedgehog^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, 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, x - 16, y - 56, (GameTicks shr 6) mod 12);
+          gtTarget: begin
+                    Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
+                    DrawSprite(sprTarget, x - 16, y - 16, 0);
+                    Tint($FF, $FF, $FF, $FF);
+                    end;
+          gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+          gtCake: if Gear^.Pos = 6 then
+                     DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
+                  else
+                     DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
+       gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0);
+      gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
+      gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
+     gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
+           gtBirdy: begin
+                    if Gear^.State and gstAnimation = gstAnimation then
+                        begin
+                        if Gear^.State and gstTmpFlag = 0 then // Appearing
+                            begin
+                            endX:= x - WorldDx;
+                            endY:= y - WorldDy;
+                            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 + round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + round((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:= x - WorldDx;
+                            startY:= y - WorldDy;
+                            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 + round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + round((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, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+                    end;
+             gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
+           gtPiano: begin
+                    if (Gear^.State and gstDrowning) = 0 then
+                        begin
+                        Tint($FF, $FF, $FF, $10);
+                        for i:= 8 downto 1 do
+                            DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
+                        Tint($FF, $FF, $FF, $FF)
+                        end;
+                    DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0);
+                    end;
+     gtPoisonCloud: begin
+                    if Gear^.Timer < 1020 then
+                        Tint($C0, $C0, $00, Gear^.Timer div 8)
+                    else if Gear^.Timer > 3980 then
+                        Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
+                    else
+                        Tint($C0, $C0, $00, $C0);
+                    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
+                    Tint($FF, $FF, $FF, $FF)
+                    end;
+     gtResurrector: begin
+                    DrawRotated(sprCross, x, y, 0, 0);
+                    Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
+                    DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
+                    Tint($FF, $FF, $FF, $FF);
+                    end;
+      gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+         end;
+      if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
+end;
+
+end.