--- a/hedgewars/uGears.pas Sun May 03 21:39:45 2009 +0000
+++ b/hedgewars/uGears.pas Mon May 04 01:36:39 2009 +0000
@@ -756,7 +756,6 @@
0);
defaultPos:= false
end else
-
if ((Gear^.State and gstWinner) <> 0) and
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
begin
@@ -779,6 +778,74 @@
if (Gear^.State and gstHHDriven) <> 0 then
begin
+ if ((Gear^.State and gstHHThinking) = 0) and
+ ShowCrosshair 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:= hwRound(Gear^.X);
+ ly:= hwRound(Gear^.Y);
+ lx:= lx + dx * 16;
+ ly:= ly + dy * 16;
+
+ 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
+ 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);
+
+ glColor4ub($FF, $00, $00, $C0);
+ VertexBuffer[0].X:= hx + WorldDx;
+ VertexBuffer[0].Y:= hy + WorldDy;
+ VertexBuffer[1].X:= tx + WorldDx;
+ VertexBuffer[1].Y:= ty + WorldDy;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+ glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
+ glColor4f(1, 1, 1, 1);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_LINE_SMOOTH);
+ end;
+ end;
+ // draw crosshair
+ cx:= Round(hwRound(Gear^.X) + dx * 80);
+ cy:= Round(hwRound(Gear^.Y) + dy * 80);
+ DrawRotatedTex(PHedgehog(Gear^.Hedgehog)^.Team^.CrosshairTex,
+ 12, 12, cx + WorldDx, cy + WorldDy, 0,
+ hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
+ end;
hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx;
hy:= hwRound(Gear^.Y) - 2 + WorldDy;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
@@ -1027,10 +1094,7 @@
end else // not gstHHDriven
begin
if (Gear^.Damage > 0)
- and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003)
-// ARTILLERY
-//and (1=0)
-then
+ and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
@@ -1124,74 +1188,7 @@
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, 0)
- else
- if ShowCrosshair 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:= hwRound(Gear^.X);
- ly:= hwRound(Gear^.Y);
- lx:= lx + dx * 16;
- ly:= ly + dy * 16;
-
- 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
- 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);
-
- glColor4ub($FF, $00, $00, $C0);
- VertexBuffer[0].X:= hx + WorldDx;
- VertexBuffer[0].Y:= hy + WorldDy;
- VertexBuffer[1].X:= tx + WorldDx;
- VertexBuffer[1].Y:= ty + WorldDy;
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
- glColor4f(1, 1, 1, 1);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_LINE_SMOOTH);
- end;
- end;
- // draw crosshair
- cx:= Round(hwRound(Gear^.X) + dx * 80);
- cy:= Round(hwRound(Gear^.Y) + dy * 80);
- DrawRotatedTex(Team^.CrosshairTex,
- 12, 12, cx + WorldDx, cy + WorldDy, 0,
- hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
- end
- end
+ end
end;
if Gear^.Invulnerable then