diff -r d19adc635c99 -r 94c948a92759 hedgewars/GearDrawing.inc --- a/hedgewars/GearDrawing.inc Mon Nov 29 09:11:31 2010 +0100 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,854 +0,0 @@ -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:= PHedgehog(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($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); - DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); - end; -if cVampiric and - (CurrentHedgehog^.Gear <> nil) and - (CurrentHedgehog^.Gear = Gear) then - begin - Tint($FF, 0, 0, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750)))); - DrawSprite(sprVampiric, sx - 24, sy - 24, 0); - end; - Tint($FF, $FF, $FF, $FF) -end; - -procedure DrawGears; -var Gear, HHGear: PGear; - i: Longword; - x, y, startX, endX, startY, endY: LongInt; -begin -Gear:= GearsList; -while Gear<>nil do - begin - x:= hwRound(Gear^.X) + WorldDx; - y:= hwRound(Gear^.Y) + WorldDy; - 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(PHedgehog(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($40, floor($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); - Tint($f5, $db, $35, max($40, floor($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health))))); - //Tint($FF, $FF, $FF, max($40, floor($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:= PHedgehog(Gear^.Hedgehog)^.Gear; - if not PHedgehog(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, $FF, floor($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 + 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); - 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 + 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); - 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($00, floor($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); - Gear:= Gear^.NextGear - end; -end;