# HG changeset patch # User unc0rr # Date 1290284446 -10800 # Node ID b14e24444bca6be6fe6a69e464441cbce42d0750 # Parent 3698361802edccb8f19f863f59d6f853b70170e3 Oops, forgot the file diff -r 3698361802ed -r b14e24444bca hedgewars/uGearsRender.pas --- /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.