procedure DrawHH(Gear: PGear); var i, t: LongInt; amt: TAmmoType; hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change defaultPos, HatVisible: boolean; VertexBuffer: array [0..1] of TVertex2f; 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; if (Gear^.State and gstHHDeath) <> 0 then begin DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos); Tint(HH^.Team^.Clan^.Color); DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos + 8); Tint($FF, $FF, $FF, $FF); exit end else if (Gear^.State and gstHHGone) <> 0 then begin DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0); exit end; defaultPos:= true; HatVisible:= false; sx:= hwRound(Gear^.X) + 1 + WorldDx; sy:= hwRound(Gear^.Y) - 3 + WorldDy; if HH^.Effects[hePoisoned] then begin Tint($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, hwSign(Gear^.dX), 2, 0, 0); defaultPos:= false end; if (Gear^.State and gstDrowning) <> 0 then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 7, 0); defaultPos:= false end else if (Gear^.State and gstLoser) <> 0 then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 3, 0); defaultPos:= false end else if (Gear^.State and gstHHDriven) <> 0 then begin if ((Gear^.State and gstHHThinking) = 0) and (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then begin (* These calculations are a little complex for a few reasons: 1: I need to draw the laser from weapon origin to nearest land 2: I need to start the beam outside the hedgie for attractiveness. 3: I need to extend the beam beyond land. This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. *) dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle); dy:= -Cos(Gear^.Angle * pi / cMaxAngle); if cLaserSighting then begin lx:= GetLaunchX(HH^.CurAmmoType, hwSign(Gear^.dX) * 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 + hwRound(Gear^.X); ly:= ly + hwRound(Gear^.Y); // 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 glDisable(GL_TEXTURE_2D); glEnable(GL_LINE_SMOOTH); glLineWidth(1.0); Tint($FF, $00, $00, $C0); VertexBuffer[0].X:= hx + WorldDx; VertexBuffer[0].Y:= hy + WorldDy; VertexBuffer[1].X:= tx + WorldDx; VertexBuffer[1].Y:= ty + WorldDy; glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_LINES, 0, Length(VertexBuffer)); Tint($FF, $FF, $FF, $FF); glEnable(GL_TEXTURE_2D); glDisable(GL_LINE_SMOOTH); end; end; // draw crosshair cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, hwSign(Gear^.dX) * m, Gear^.Angle)); cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); DrawRotatedTex(HH^.Team^.CrosshairTex, 12, 12, cx + WorldDx, cy + WorldDy, 0, hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle); end; hx:= hwRound(Gear^.X) + 8 * hwSign(Gear^.dX) + WorldDx; hy:= hwRound(Gear^.Y) - 2 + WorldDy; aangle:= Gear^.Angle * 180 / cMaxAngle - 90; if CurAmmoGear <> nil then begin case CurAmmoGear^.Kind of gtShotgunShot: begin if (CurAmmoGear^.State and gstAnimation <> 0) then DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle) else DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); end; gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle); gtSniperRifleShot: begin if (CurAmmoGear^.State and gstAnimation <> 0) then DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle) else DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle) end; gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle); gtRCPlane: begin DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0); defaultPos:= false end; gtRope: begin if Gear^.X < CurAmmoGear^.X then begin dAngle:= 0; hAngle:= 180; i:= 1 end else begin dAngle:= 180; hAngle:= 0; i:= -1 end; sx:= hwRound(Gear^.X) + WorldDx; sy:= hwRound(Gear^.Y) + WorldDy; if ((Gear^.State and gstWinner) = 0) then begin DrawHedgehog(sx, sy, i, 1, 0, DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); with HH^ do if (HatTex <> nil) then begin DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color); DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 32, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); Tint($FF, $FF, $FF, $FF) end end end; DrawAltWeapon(Gear, sx, sy); defaultPos:= false end; gtBlowTorch: begin DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); DrawHedgehog(sx, sy, hwSign(Gear^.dX), 3, HH^.visStepPos div 2, 0); with HH^ do if (HatTex <> nil) then begin DrawTextureF(HatTex, 1, sx, hwRound(Gear^.Y) - 8 + WorldDy, 0, hwSign(Gear^.dX), 32, 32); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color); DrawTextureF(HatTex, 1, sx, hwRound(Gear^.Y) - 8 + WorldDy, 32, hwSign(Gear^.dX), 32, 32); Tint($FF, $FF, $FF, $FF) end end; defaultPos:= false end; gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180); gtFirePunch: begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 4, 0); defaultPos:= false end; gtPickHammer: begin defaultPos:= false; dec(sy,20); end; gtTeleport: defaultPos:= false; gtWhip: begin DrawRotatedF(sprWhip, sx, sy, 1, hwSign(Gear^.dX), 0); defaultPos:= false end; gtHammer: begin DrawRotatedF(sprHammer, sx, sy, 1, hwSign(Gear^.dX), 0); defaultPos:= false end; gtResurrector: begin // yet to come? end; gtKamikaze: begin if CurAmmoGear^.Pos = 0 then DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 6, 0) else DrawRotatedF(sprKamikaze, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, CurAmmoGear^.Pos - 1, hwSign(Gear^.dX), aangle); defaultPos:= false end; gtSeduction: begin if CurAmmoGear^.Pos >= 6 then DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 2, 0) else begin DrawRotatedF(sprDress, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, CurAmmoGear^.Pos, hwSign(Gear^.dX), 0); DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0) end; defaultPos:= false end; gtFlamethrower: begin DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), 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, hwSign(Gear^.dX), 0, 4, 0); defaultPos:= false; HatVisible:= true end end end else if ((Gear^.State and gstHHJumping) <> 0) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX)*m, 1, 1, 0); HatVisible:= true; defaultPos:= false end else if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 0, HH^.visStepPos div 2, 0); defaultPos:= false; HatVisible:= true end else if ((Gear^.State and gstAnimation) <> 0) then begin if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then begin Gear^.State:= Gear^.State and not gstAnimation; end else begin DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, sx, sy, Gear^.Pos, hwSign(Gear^.dX), 0.0); defaultPos:= false end end else if ((Gear^.State and gstAttacked) = 0) then begin if HH^.Timer > 0 then begin // There must be a tidier way to do this. Anyone? if aangle <= 90 then aangle:= aangle+360; if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10) else aangle:= aangle+((240-aangle)*HH^.Timer/10); dec(HH^.Timer) end; amt:= CurrentHedgehog^.CurAmmoType; CurWeapon:= GetAmmoEntry(HH^); case amt of amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle); amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle); amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle); amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle); amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle); amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle); amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle); amSineGun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer? DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle) else DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), hwSign(Gear^.dX), aangle); amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle); amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle); amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle); amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle); amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle); amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle); amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle); amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle); amGasBomb: DrawRotated(sprHandCheese, hx, hy, hwSign(Gear^.dX), aangle); amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle); amSMine: DrawRotated(sprHandSMine, hx, hy, hwSign(Gear^.dX), aangle); amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle); amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle); amRCPlane: begin DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0); defaultPos:= false end; amGirder: begin DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle); DrawSpriteClipped(sprGirder, sx-256, sy-256, LongInt(topY)+WorldDy, LongInt(rightX)+WorldDx, cWaterLine+WorldDy, LongInt(leftX)+WorldDx) end; amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle); amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle); amResurrector: begin DrawCircle(hwRound(Gear^.X), hwRound(Gear^.y), 100, 1.5, 0, 0, $FF, $FF); // I'd rather not like to hardcore 100 here end; end; case amt of amAirAttack, amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0); amPickHammer: DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 2, 0); amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0); amKamikaze: DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 5, 0); amWhip: DrawRotatedF(sprWhip, sx, sy, 0, hwSign(Gear^.dX), 0); amHammer: DrawRotatedF(sprHammer, sx, sy, 0, hwSign(Gear^.dX), 0); else DrawHedgehog(sx, sy, hwSign(Gear^.dX), 0, 4, 0); HatVisible:= true; (* with HH^ do if (HatTex <> nil) and (HatVisibility > 0) then DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, 0, hwSign(Gear^.dX), 32, 32); *) end; case amt of amBaseballBat: DrawRotated(sprHandBaseball, hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx, hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle); end; defaultPos:= false end; end else // not gstHHDriven begin if (Gear^.Damage > 0) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 1, Gear^.DirAngle); defaultPos:= false end else if ((Gear^.State and gstHHJumping) <> 0) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX)*m, 1, 1, 0); defaultPos:= false end; end; with HH^ do begin if defaultPos then begin DrawRotatedF(sprHHIdle, sx, sy, (RealTicks div 128 + Gear^.Pos) mod 19, hwSign(Gear^.dX), 0); HatVisible:= true; end; if HatVisible then if HatVisibility < 1.0 then HatVisibility:= HatVisibility + 0.2 else else if HatVisibility > 0.0 then HatVisibility:= HatVisibility - 0.2; if (HatTex <> nil) and (HatVisibility > 0) then if DefaultPos then begin DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, (RealTicks div 128 + Gear^.Pos) mod 19, hwSign(Gear^.dX), 32, 32); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color); DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, (RealTicks div 128 + Gear^.Pos) mod 19 + 32, hwSign(Gear^.dX), 32, 32); Tint($FF, $FF, $FF, $FF) end end else begin DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, 0, hwSign(Gear^.dX)*m, 32, 32); if HatTex^.w > 64 then begin Tint(HH^.Team^.Clan^.Color); DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, 32, hwSign(Gear^.dX)*m, 32, 32); Tint($FF, $FF, $FF, $FF) end end end; if (Gear^.State and gstHHDriven) <> 0 then begin (* if (CurAmmoGear = nil) then begin amt:= CurrentHedgehog^.CurAmmoType; case amt of amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); end end; *) if CurAmmoGear <> nil then begin case CurAmmoGear^.Kind of gtJetpack: begin DrawSprite(sprJetpack, sx-32, sy-32, 0); if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then begin if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1); if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2); if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3) end; if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex); DrawAltWeapon(Gear, sx, sy) end; end; end end; with HH^ do begin if ((Gear^.State and not gstWinner) = 0) or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then begin t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy; if (cTagsMask and htTransparent) <> 0 then Tint($FF, $FF, $FF, $80); if ((cTagsMask and htHealth) <> 0) then begin dec(t, HealthTagTex^.h + 2); DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex) end; if (cTagsMask and htName) <> 0 then begin dec(t, NameTagTex^.h + 2); DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex) end; if (cTagsMask and htTeamName) <> 0 then begin dec(t, Team^.NameTagTex^.h + 2); DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex) end; if (cTagsMask and htTransparent) <> 0 then Tint($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, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy, GameTicks div 32 mod 16); if (Gear^.State and gstDrowning) = 0 then if (Gear^.State and gstHHThinking) <> 0 then DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8) end end; if HH^.Effects[hePoisoned] then begin Tint($00, $FF, $40, $80); DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360); end; if Gear^.Invulnerable then begin Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); end; if cVampiric and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear = Gear) then begin Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750)))); DrawSprite(sprVampiric, sx - 24, sy - 24, 0); end; Tint($FF, $FF, $FF, $FF) end; procedure DrawGears; var Gear, HHGear: PGear; i: Longword; startX, endX, startY, endY: LongInt; begin Gear:= GearsList; while Gear<>nil do begin case Gear^.Kind of gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtGasBomb: DrawRotated(sprCheese, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtRCPlane: begin if (Gear^.Tag = -1) then DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90) else DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX)); if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y)); end; gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle); 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, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle) else DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle); gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtHedgehog: DrawHH(Gear); gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32); gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0); gtRope: DrawRope(Gear); gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then DrawRotated(sprSMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtCase: case Gear^.Pos of posCaseAmmo : begin i:= (GameTicks shr 6) mod 64; if i > 18 then i:= 0; DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); end; posCaseHealth: begin i:= ((GameTicks shr 6) + 38) mod 64; if i > 13 then i:= 0; DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); end; posCaseUtility: begin i:= (GameTicks shr 6) mod 70; if i > 23 then i:= 0; i:= i mod 12; DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); end; end; gtExplosives: begin if ((Gear^.State and gstDrowning) <> 0) then DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0) else if Gear^.State and gstAnimation = 0 then begin i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; if i > 18 then i:= 0; DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i) end else if Gear^.State and gsttmpFlag = 0 then DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle) else DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle); end; gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1); gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0); gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16); gtParachute: begin DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0); DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy) end; gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0) else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1); gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtTeleport: begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0); DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0); end; gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12); gtTarget: begin Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000)); DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0); Tint($FF, $FF, $FF, $FF); end; gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtCake: if Gear^.Pos = 6 then DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) else DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90); gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0); gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle); gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle); gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtBirdy: begin if Gear^.State and gstAnimation = gstAnimation then begin if Gear^.State and gstTmpFlag = 0 then // Appearing begin endX:= hwRound(Gear^.X); endY:= hwRound(Gear^.Y); if Gear^.Tag < 0 then startX:= max(LAND_WIDTH + 1024, endX + 2048) else startX:= max(-LAND_WIDTH - 1024, endX - 2048); startY:= endY - 256; DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + 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:= hwRound(Gear^.X); startY:= hwRound(Gear^.Y); if Gear^.Tag > 0 then endX:= max(LAND_WIDTH + 1024, startX + 2048) else endX:= max(-LAND_WIDTH - 1024, startX - 2048); endY:= startY + 256; DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + 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, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); end; gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle); gtPiano: begin if (Gear^.State and gstDrowning) = 0 then begin Tint($FF, $FF, $FF, $10); for i:= 8 downto 1 do DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0); Tint($FF, $FF, $FF, $FF) end; DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 128, 128, 0); end; gtPoisonCloud: begin if Gear^.Timer < 1020 then Tint($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, $C0); DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360); Tint($FF, $FF, $FF, $FF) end; end; if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex); Gear:= Gear^.NextGear end; end;