author | unc0rr |
Tue, 28 Apr 2015 11:49:48 +0300 | |
branch | qmlfrontend |
changeset 10902 | 29519fe63fdd |
parent 10869 | f23763bbac1b |
child 10992 | 995ecbdf72de |
permissions | -rw-r--r-- |
4976 | 1 |
(* |
2 |
* Hedgewars, a free turn based strategy game |
|
9998 | 3 |
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
4976 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
|
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
8 |
* |
|
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Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
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diff
changeset
|
9 |
* This program is distributed in the hope that it will be useful, |
4976 | 10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
13 |
* |
|
14 |
* You should have received a copy of the GNU General Public License |
|
15 |
* along with this program; if not, write to the Free Software |
|
10108
c68cf030eded
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
sheepluva
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diff
changeset
|
16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
4976 | 17 |
*) |
18 |
||
4388 | 19 |
{$INCLUDE "options.inc"} |
4976 | 20 |
|
4388 | 21 |
unit uGearsRender; |
22 |
||
23 |
interface |
|
7671 | 24 |
uses uTypes, uConsts, GLunit, uFloat, SDLh; |
4388 | 25 |
|
8026
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merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
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|
26 |
type |
10015 | 27 |
Tar = record |
8330 | 28 |
X, Y: hwFloat; |
29 |
dLen: hwFloat; |
|
30 |
b : boolean; |
|
31 |
end; |
|
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32 |
TRopePoints = record |
8330 | 33 |
Count : Longword; |
34 |
HookAngle : GLfloat; |
|
35 |
ar : array[0..MAXROPEPOINTS] of Tar; |
|
36 |
rounded : array[0..MAXROPEPOINTS + 2] of TVertex2f; |
|
37 |
end; |
|
4388 | 38 |
procedure RenderGear(Gear: PGear; x, y: LongInt); |
10866 | 39 |
procedure DrawHHOrder(); |
4388 | 40 |
|
41 |
var RopePoints: record |
|
42 |
Count: Longword; |
|
43 |
HookAngle: GLfloat; |
|
44 |
ar: array[0..MAXROPEPOINTS] of record |
|
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
45 |
X, Y: hwFloat; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
46 |
dLen: hwFloat; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
47 |
b: boolean; |
8733
b6002f1956d5
Hard math to fix issue 571. Well, not really hard math,
unc0rr
parents:
8689
diff
changeset
|
48 |
sx, sy, sb: boolean; |
6580
6155187bf599
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lovelacer
parents:
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diff
changeset
|
49 |
end; |
4388 | 50 |
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f; |
51 |
end; |
|
52 |
||
53 |
implementation |
|
9285 | 54 |
uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList; |
4388 | 55 |
|
56 |
procedure DrawRopeLinesRQ(Gear: PGear); |
|
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fix some nasty rendering issues reported by Nexia - thanks a lot!
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10443
diff
changeset
|
57 |
var n: LongInt; |
4388 | 58 |
begin |
59 |
with RopePoints do |
|
60 |
begin |
|
61 |
rounded[Count].X:= hwRound(Gear^.X); |
|
62 |
rounded[Count].Y:= hwRound(Gear^.Y); |
|
63 |
rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X); |
|
64 |
rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y); |
|
65 |
end; |
|
66 |
||
67 |
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then |
|
68 |
begin |
|
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
69 |
EnableTexture(false); |
4388 | 70 |
//glEnable(GL_LINE_SMOOTH); |
71 |
||
10848 | 72 |
|
73 |
Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF); |
|
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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changeset
|
74 |
|
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
75 |
n:= RopePoints.Count + 2; |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
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changeset
|
76 |
|
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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|
77 |
SetVertexPointer(@RopePoints.rounded[0], n); |
4388 | 78 |
|
10523
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fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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79 |
openglPushMatrix(); |
00ac079fa51f
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|
80 |
openglTranslatef(WorldDx, WorldDy, 0); |
4388 | 81 |
|
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
82 |
glLineWidth(3.0 * cScaleFactor); |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
83 |
glDrawArrays(GL_LINE_STRIP, 0, n); |
10848 | 84 |
Tint(Gear^.Tint); |
10264
cb4331b032f4
use cScaleFactor where I incorrectly used the variable zoom in the past. i was young and needed the money
sheepluva
parents:
10142
diff
changeset
|
85 |
glLineWidth(2.0 * cScaleFactor); |
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
86 |
glDrawArrays(GL_LINE_STRIP, 0, n); |
4388 | 87 |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
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diff
changeset
|
88 |
untint; |
4388 | 89 |
|
10523
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sheepluva
parents:
10443
diff
changeset
|
90 |
openglPopMatrix(); |
4388 | 91 |
|
10523
00ac079fa51f
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sheepluva
parents:
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diff
changeset
|
92 |
EnableTexture(true); |
4388 | 93 |
//glDisable(GL_LINE_SMOOTH) |
94 |
end |
|
95 |
end; |
|
96 |
||
97 |
||
6508
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Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
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parents:
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diff
changeset
|
98 |
function DrawRopeLine(X1, Y1, X2, Y2, roplen: LongInt): LongInt; |
6490 | 99 |
var eX, eY, dX, dY: LongInt; |
100 |
i, sX, sY, x, y, d: LongInt; |
|
101 |
b: boolean; |
|
102 |
begin |
|
4388 | 103 |
if (X1 = X2) and (Y1 = Y2) then |
6490 | 104 |
begin |
105 |
//OutError('WARNING: zero length rope line!', false); |
|
10015 | 106 |
DrawRopeLine:= 0; |
6490 | 107 |
exit |
108 |
end; |
|
4388 | 109 |
eX:= 0; |
110 |
eY:= 0; |
|
111 |
dX:= X2 - X1; |
|
112 |
dY:= Y2 - Y1; |
|
113 |
||
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
114 |
if (dX > 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
115 |
sX:= 1 |
4388 | 116 |
else |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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changeset
|
117 |
if (dX < 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
118 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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|
119 |
sX:= -1; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
120 |
dX:= -dX |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
121 |
end |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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changeset
|
122 |
else sX:= dX; |
4388 | 123 |
|
8689 | 124 |
if (dY > 0) then |
6490 | 125 |
sY:= 1 |
4388 | 126 |
else |
6490 | 127 |
if (dY < 0) then |
4388 | 128 |
begin |
6490 | 129 |
sY:= -1; |
130 |
dY:= -dY |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
131 |
end |
8689 | 132 |
else |
6490 | 133 |
sY:= dY; |
134 |
||
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
135 |
if (dX > dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
136 |
d:= dX |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
137 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
138 |
d:= dY; |
6490 | 139 |
|
140 |
x:= X1; |
|
141 |
y:= Y1; |
|
142 |
||
143 |
for i:= 0 to d do |
|
144 |
begin |
|
145 |
inc(eX, dX); |
|
146 |
inc(eY, dY); |
|
147 |
b:= false; |
|
148 |
if (eX > d) then |
|
149 |
begin |
|
150 |
dec(eX, d); |
|
151 |
inc(x, sX); |
|
152 |
b:= true |
|
153 |
end; |
|
154 |
if (eY > d) then |
|
155 |
begin |
|
156 |
dec(eY, d); |
|
157 |
inc(y, sY); |
|
158 |
b:= true |
|
159 |
end; |
|
160 |
if b then |
|
161 |
begin |
|
162 |
inc(roplen); |
|
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
163 |
if (roplen mod 4) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
164 |
DrawSprite(sprRopeNode, x - 2, y - 2, 0) |
6490 | 165 |
end |
6508
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Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
166 |
end; |
10015 | 167 |
DrawRopeLine:= roplen; |
6490 | 168 |
end; |
169 |
||
170 |
procedure DrawRope(Gear: PGear); |
|
10562 | 171 |
var roplen, i: LongInt; |
4388 | 172 |
begin |
10682 | 173 |
if Gear^.Hedgehog^.Gear = nil then exit; |
10848 | 174 |
if (Gear^.Tag = 1) or ((cReducedQuality and rqSimpleRope) <> 0) then |
4388 | 175 |
DrawRopeLinesRQ(Gear) |
176 |
else |
|
177 |
begin |
|
178 |
roplen:= 0; |
|
179 |
if RopePoints.Count > 0 then |
|
180 |
begin |
|
181 |
i:= 0; |
|
182 |
while i < Pred(RopePoints.Count) do |
|
183 |
begin |
|
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
184 |
roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, |
6490 | 185 |
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy, roplen); |
4388 | 186 |
inc(i) |
187 |
end; |
|
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
188 |
roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, |
6490 | 189 |
hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, roplen); |
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
190 |
roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, |
6490 | 191 |
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
192 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
193 |
else |
4388 | 194 |
if Gear^.Elasticity.QWordValue > 0 then |
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
195 |
roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, |
6490 | 196 |
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); |
4388 | 197 |
end; |
198 |
||
199 |
||
200 |
if RopePoints.Count > 0 then |
|
6999 | 201 |
DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
202 |
else |
4388 | 203 |
if Gear^.Elasticity.QWordValue > 0 then |
6999 | 204 |
DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 205 |
end; |
206 |
||
207 |
||
208 |
procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt); |
|
209 |
begin |
|
210 |
with Gear^.Hedgehog^ do |
|
211 |
begin |
|
212 |
if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then |
|
213 |
exit; |
|
214 |
DrawTexture(sx + 16, sy + 16, ropeIconTex); |
|
215 |
DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32); |
|
216 |
end; |
|
217 |
end; |
|
218 |
||
10866 | 219 |
procedure DrawHHOrder(); |
220 |
var HHGear: PGear; |
|
221 |
hh: PHedgehog; |
|
222 |
c, i, t, x, y, sprH, sprW, fSprOff: LongInt; |
|
223 |
begin |
|
224 |
t:= LocalTeam; |
|
225 |
||
226 |
if not CurrentTeam^.ExtDriven then |
|
227 |
for i:= 0 to Pred(TeamsCount) do |
|
228 |
if (TeamsArray[i] = CurrentTeam) then |
|
229 |
t:= i; |
|
230 |
||
10867
36ca7a39f34d
fix segfault caused by last commit if spectating
sheepluva
parents:
10866
diff
changeset
|
231 |
if t < 0 then |
36ca7a39f34d
fix segfault caused by last commit if spectating
sheepluva
parents:
10866
diff
changeset
|
232 |
exit; |
36ca7a39f34d
fix segfault caused by last commit if spectating
sheepluva
parents:
10866
diff
changeset
|
233 |
|
10866 | 234 |
if TeamsArray[t] <> nil then |
235 |
begin |
|
236 |
sprH:= SpritesData[sprBigDigit].Height; |
|
237 |
sprW:= SpritesData[sprBigDigit].Width; |
|
238 |
fSprOff:= sprW div 4 + SpritesData[sprFrame].Width div 4 - 1; // - 1 for overlap to avoid artifacts |
|
239 |
i:= 0; |
|
240 |
c:= 0; |
|
241 |
repeat |
|
242 |
hh:= @TeamsArray[t]^.Hedgehogs[i]; |
|
243 |
inc(i); |
|
244 |
if (hh <> nil) and (hh^.Gear <> nil) then |
|
245 |
begin |
|
246 |
inc(c); |
|
247 |
HHGear:= hh^.Gear; |
|
248 |
x:= hwRound(HHGear^.X) + WorldDx; |
|
249 |
y:= hwRound(HHGear^.Y) + WorldDy - 2; |
|
250 |
if (SpeechHogNumber <> c) or ((RealTicks and 512) < 256) then |
|
251 |
begin |
|
252 |
DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x - fSprOff, y, 0, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height); |
|
253 |
DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x + fSprOff, y, 1, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height); |
|
254 |
DrawTextureF(SpritesData[sprBigDigit].Texture, 0.5, x, y, c, 1, sprW, sprH); |
|
255 |
end |
|
256 |
else |
|
10869 | 257 |
DrawCircle(x, y, 20, 3, 0, $FF, $FF, $80); |
10866 | 258 |
end; |
259 |
until (i > cMaxHHIndex); |
|
260 |
end |
|
261 |
||
262 |
end; |
|
263 |
||
4388 | 264 |
|
265 |
procedure DrawHH(Gear: PGear; ox, oy: LongInt); |
|
266 |
var i, t: LongInt; |
|
267 |
amt: TAmmoType; |
|
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
268 |
sign, hx, hy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction |
4388 | 269 |
dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change |
270 |
defaultPos, HatVisible: boolean; |
|
271 |
HH: PHedgehog; |
|
272 |
CurWeapon: PAmmo; |
|
8557 | 273 |
iceOffset:Longint; |
274 |
r:TSDL_Rect; |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
275 |
curhat: PTexture; |
4388 | 276 |
begin |
277 |
HH:= Gear^.Hedgehog; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
278 |
if HH^.Unplaced then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
279 |
exit; |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
280 |
if (HH^.CurAmmoType = amKnife) and (HH = CurrentHedgehog) then |
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
281 |
curhat:= ChefHatTexture |
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
282 |
else curhat:= HH^.HatTex; |
4388 | 283 |
m:= 1; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
284 |
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
285 |
m:= -1; |
4388 | 286 |
sx:= ox + 1; // this offset is very common |
287 |
sy:= oy - 3; |
|
288 |
sign:= hwSign(Gear^.dX); |
|
289 |
||
290 |
if (Gear^.State and gstHHDeath) <> 0 then |
|
291 |
begin |
|
292 |
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos); |
|
4810 | 293 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
4388 | 294 |
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
295 |
untint; |
4388 | 296 |
exit |
297 |
end |
|
298 |
else if (Gear^.State and gstHHGone) <> 0 then |
|
299 |
begin |
|
6999 | 300 |
DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0); |
4388 | 301 |
exit |
302 |
end; |
|
303 |
||
304 |
defaultPos:= true; |
|
305 |
HatVisible:= false; |
|
306 |
||
8560 | 307 |
if HH^.Effects[heFrozen] > 0 then |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
308 |
if HH^.Effects[heFrozen] < 150000 then |
8560 | 309 |
begin |
310 |
DrawHedgehog(sx, sy, |
|
311 |
sign, |
|
312 |
0, |
|
313 |
0, |
|
314 |
0); |
|
315 |
defaultPos:= false; |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
316 |
if HH^.Effects[heFrozen] < 256 then |
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
317 |
HatVisible:= true |
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
318 |
else HatVisible:= false |
8560 | 319 |
end |
8689 | 320 |
else |
8560 | 321 |
begin |
322 |
DrawHedgehog(sx, sy, |
|
323 |
sign, |
|
324 |
2, |
|
325 |
4, |
|
326 |
0); |
|
327 |
defaultPos:= false; |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
328 |
HatVisible:= false |
8560 | 329 |
end; |
330 |
||
4388 | 331 |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
332 |
if HH^.Effects[hePoisoned] <> 0 then |
4388 | 333 |
begin |
334 |
Tint($00, $FF, $40, $40); |
|
10142 | 335 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 4) mod 360); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
336 |
untint |
4388 | 337 |
end; |
338 |
||
8557 | 339 |
|
4388 | 340 |
if ((Gear^.State and gstWinner) <> 0) and |
341 |
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then |
|
342 |
begin |
|
343 |
DrawHedgehog(sx, sy, |
|
344 |
sign, |
|
345 |
2, |
|
346 |
0, |
|
347 |
0); |
|
348 |
defaultPos:= false |
|
349 |
end; |
|
350 |
if (Gear^.State and gstDrowning) <> 0 then |
|
351 |
begin |
|
352 |
DrawHedgehog(sx, sy, |
|
353 |
sign, |
|
354 |
1, |
|
355 |
7, |
|
356 |
0); |
|
357 |
defaultPos:= false |
|
358 |
end else |
|
359 |
if (Gear^.State and gstLoser) <> 0 then |
|
360 |
begin |
|
361 |
DrawHedgehog(sx, sy, |
|
362 |
sign, |
|
363 |
2, |
|
364 |
3, |
|
365 |
0); |
|
366 |
defaultPos:= false |
|
367 |
end else |
|
368 |
||
369 |
if (Gear^.State and gstHHDriven) <> 0 then |
|
370 |
begin |
|
5145
120f4271f197
adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
nemo
parents:
5137
diff
changeset
|
371 |
if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and |
5136
948da1e50205
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
nemo
parents:
5041
diff
changeset
|
372 |
/// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
373 |
(((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
10390 | 374 |
// don't render crosshair/laser during kamikaze |
375 |
((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and |
|
5136
948da1e50205
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
nemo
parents:
5041
diff
changeset
|
376 |
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or |
948da1e50205
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
nemo
parents:
5041
diff
changeset
|
377 |
/// If no current ammo is active, and the selected ammo uses a crosshair |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
378 |
((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then |
4388 | 379 |
begin |
380 |
(* These calculations are a little complex for a few reasons: |
|
381 |
1: I need to draw the laser from weapon origin to nearest land |
|
382 |
2: I need to start the beam outside the hedgie for attractiveness. |
|
383 |
3: I need to extend the beam beyond land. |
|
384 |
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. |
|
385 |
*) |
|
386 |
dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle); |
|
387 |
dy:= -Cos(Gear^.Angle * pi / cMaxAngle); |
|
388 |
if cLaserSighting then |
|
389 |
begin |
|
390 |
lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle); |
|
391 |
ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle); |
|
392 |
||
393 |
// ensure we start outside the hedgehog (he's solid after all) |
|
394 |
while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do |
|
395 |
begin |
|
396 |
lx:= lx + dx; |
|
397 |
ly:= ly + dy |
|
398 |
end; |
|
399 |
||
400 |
// add hog's position |
|
401 |
lx:= lx + ox - WorldDx; |
|
402 |
ly:= ly + oy - WorldDy; |
|
403 |
||
404 |
// decrease number of iterations required |
|
405 |
ax:= dx * 4; |
|
406 |
ay:= dy * 4; |
|
407 |
||
408 |
tx:= round(lx); |
|
409 |
ty:= round(ly); |
|
410 |
hx:= tx; |
|
411 |
hy:= ty; |
|
412 |
while ((ty and LAND_HEIGHT_MASK) = 0) and |
|
413 |
((tx and LAND_WIDTH_MASK) = 0) and |
|
414 |
(Land[ty, tx] = 0) do // TODO: check for constant variable instead |
|
415 |
begin |
|
416 |
lx:= lx + ax; |
|
417 |
ly:= ly + ay; |
|
418 |
tx:= round(lx); |
|
8854
31133afaa025
remove 70c086d9b03f - I suspect the issue was actually part of more general prob probably fixed in cfc44db21d72 by jaree
nemo
parents:
8733
diff
changeset
|
419 |
ty:= round(ly) |
4388 | 420 |
end; |
421 |
// reached edge of land. assume infinite beam. Extend it way out past camera |
|
422 |
if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then |
|
423 |
begin |
|
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
424 |
tx:= round(lx + ax * (max(LAND_WIDTH,4096) div 2)); |
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
425 |
ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2)); |
4388 | 426 |
end; |
427 |
||
428 |
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then |
|
429 |
begin |
|
430 |
DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); |
|
431 |
end; |
|
432 |
end; |
|
433 |
// draw crosshair |
|
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
434 |
CrosshairX := Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle)); |
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
435 |
CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); |
8689 | 436 |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
437 |
setTintAdd(true); |
9655
e154ccca4dad
Tinted crosshair (without that cool white dot in the middle)
unc0rr
parents:
9505
diff
changeset
|
438 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
e154ccca4dad
Tinted crosshair (without that cool white dot in the middle)
unc0rr
parents:
9505
diff
changeset
|
439 |
DrawTextureRotated(CrosshairTexture, |
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
440 |
12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0, |
9667
0b27737fc28f
Don't change crosshair look when hedgehog does high jump
unc0rr
parents:
9666
diff
changeset
|
441 |
sign * m * (Gear^.Angle * 180.0) / cMaxAngle); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
442 |
untint; |
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
443 |
setTintAdd(false); |
4388 | 444 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
445 |
|
4388 | 446 |
hx:= ox + 8 * sign; |
447 |
hy:= oy - 2; |
|
448 |
aangle:= Gear^.Angle * 180 / cMaxAngle - 90; |
|
5935 | 449 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then |
4388 | 450 |
begin |
451 |
case CurAmmoGear^.Kind of |
|
452 |
gtShotgunShot: begin |
|
453 |
if (CurAmmoGear^.State and gstAnimation <> 0) then |
|
6999 | 454 |
DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle) |
4388 | 455 |
else |
6999 | 456 |
DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); |
4388 | 457 |
end; |
6999 | 458 |
gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle); |
4388 | 459 |
gtSniperRifleShot: begin |
460 |
if (CurAmmoGear^.State and gstAnimation <> 0) then |
|
6999 | 461 |
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle) |
4388 | 462 |
else |
6999 | 463 |
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle) |
4388 | 464 |
end; |
6999 | 465 |
gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
4388 | 466 |
gtRCPlane: begin |
6999 | 467 |
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); |
4388 | 468 |
defaultPos:= false |
469 |
end; |
|
470 |
gtRope: begin |
|
471 |
if Gear^.X < CurAmmoGear^.X then |
|
472 |
begin |
|
473 |
dAngle:= 0; |
|
474 |
hAngle:= 180; |
|
475 |
i:= 1 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
476 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
477 |
else |
4388 | 478 |
begin |
479 |
dAngle:= 180; |
|
480 |
hAngle:= 0; |
|
481 |
i:= -1 |
|
482 |
end; |
|
7547 | 483 |
if ((Gear^.State and gstWinner) = 0) then |
484 |
begin |
|
485 |
DrawHedgehog(ox, oy, |
|
486 |
i, |
|
487 |
1, |
|
488 |
0, |
|
489 |
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); |
|
490 |
with HH^ do |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
491 |
if (curhat <> nil) then |
4388 | 492 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
493 |
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32, |
4388 | 494 |
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
495 |
if curhat^.w > 64 then |
7547 | 496 |
begin |
497 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
498 |
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32, |
7547 | 499 |
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
500 |
untint |
7547 | 501 |
end |
4388 | 502 |
end |
503 |
end; |
|
504 |
DrawAltWeapon(Gear, ox, oy); |
|
505 |
defaultPos:= false |
|
506 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
507 |
gtBlowTorch: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
508 |
begin |
6999 | 509 |
DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle); |
4388 | 510 |
DrawHedgehog(sx, sy, |
511 |
sign, |
|
512 |
3, |
|
513 |
HH^.visStepPos div 2, |
|
514 |
0); |
|
515 |
with HH^ do |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
516 |
if (curhat <> nil) then |
4388 | 517 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
518 |
DrawTextureF(curhat, |
4388 | 519 |
1, |
520 |
sx, |
|
521 |
sy - 5, |
|
522 |
0, |
|
523 |
sign, |
|
524 |
32, |
|
525 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
526 |
if curhat^.w > 64 then |
4388 | 527 |
begin |
4810 | 528 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
529 |
DrawTextureF(curhat, |
4388 | 530 |
1, |
531 |
sx, |
|
532 |
sy - 5, |
|
533 |
32, |
|
534 |
sign, |
|
535 |
32, |
|
536 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
537 |
untint |
4388 | 538 |
end |
539 |
end; |
|
540 |
defaultPos:= false |
|
541 |
end; |
|
6999 | 542 |
gtShover: DrawSpriteRotated(sprHandBaseball, hx, hy, sign, aangle + 180); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
543 |
gtFirePunch: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
544 |
begin |
4388 | 545 |
DrawHedgehog(sx, sy, |
546 |
sign, |
|
547 |
1, |
|
548 |
4, |
|
549 |
0); |
|
550 |
defaultPos:= false |
|
551 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
552 |
gtPickHammer: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
553 |
begin |
4388 | 554 |
defaultPos:= false; |
555 |
dec(sy,20); |
|
556 |
end; |
|
557 |
gtTeleport: defaultPos:= false; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
558 |
gtWhip: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
559 |
begin |
6999 | 560 |
DrawSpriteRotatedF(sprWhip, |
4388 | 561 |
sx, |
562 |
sy, |
|
563 |
1, |
|
564 |
sign, |
|
565 |
0); |
|
566 |
defaultPos:= false |
|
567 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
568 |
gtHammer: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
569 |
begin |
6999 | 570 |
DrawSpriteRotatedF(sprHammer, |
4388 | 571 |
sx, |
572 |
sy, |
|
573 |
1, |
|
574 |
sign, |
|
575 |
0); |
|
576 |
defaultPos:= false |
|
577 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
578 |
gtResurrector: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
579 |
begin |
6999 | 580 |
DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0); |
4388 | 581 |
defaultPos:= false |
582 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
583 |
gtKamikaze: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
584 |
begin |
4388 | 585 |
if CurAmmoGear^.Pos = 0 then |
586 |
DrawHedgehog(sx, sy, |
|
587 |
sign, |
|
588 |
1, |
|
589 |
6, |
|
590 |
0) |
|
591 |
else |
|
6999 | 592 |
DrawSpriteRotatedF(sprKamikaze, |
4388 | 593 |
ox, oy, |
594 |
CurAmmoGear^.Pos - 1, |
|
595 |
sign, |
|
596 |
aangle); |
|
597 |
defaultPos:= false |
|
598 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
599 |
gtSeduction: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
600 |
begin |
4388 | 601 |
if CurAmmoGear^.Pos >= 6 then |
602 |
DrawHedgehog(sx, sy, |
|
603 |
sign, |
|
604 |
2, |
|
605 |
2, |
|
606 |
0) |
|
607 |
else |
|
608 |
begin |
|
6999 | 609 |
DrawSpriteRotatedF(sprDress, |
4388 | 610 |
ox, oy, |
611 |
CurAmmoGear^.Pos, |
|
612 |
sign, |
|
613 |
0); |
|
614 |
DrawSprite(sprCensored, ox - 32, oy - 20, 0) |
|
615 |
end; |
|
616 |
defaultPos:= false |
|
617 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
618 |
gtFlamethrower: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
619 |
begin |
6999 | 620 |
DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
621 |
if CurAmmoGear^.Tex <> nil then |
6999 | 622 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
4388 | 623 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
624 |
gtLandGun: |
6999 | 625 |
begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
626 |
if CurAmmoGear^.Tex <> nil then |
6999 | 627 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
5025
ac1691d35cf2
Land sprayer tweaks, make land spray and mudball not end turn
nemo
parents:
5024
diff
changeset
|
628 |
end; |
7093 | 629 |
gtIceGun: |
8554 | 630 |
begin DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
7093 | 631 |
if CurAmmoGear^.Tex <> nil then |
632 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
|
633 |
end; |
|
4388 | 634 |
end; |
635 |
||
636 |
case CurAmmoGear^.Kind of |
|
637 |
gtShotgunShot, |
|
638 |
gtDEagleShot, |
|
639 |
gtSniperRifleShot, |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
640 |
gtShover: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
641 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
642 |
DrawHedgehog(sx, sy, sign, 0, 4, 0); |
4388 | 643 |
defaultPos:= false; |
644 |
HatVisible:= true |
|
645 |
end |
|
646 |
end |
|
647 |
end else |
|
648 |
||
649 |
if ((Gear^.State and gstHHJumping) <> 0) then |
|
650 |
begin |
|
651 |
DrawHedgehog(sx, sy, |
|
652 |
sign*m, |
|
653 |
1, |
|
654 |
1, |
|
655 |
0); |
|
656 |
HatVisible:= true; |
|
657 |
defaultPos:= false |
|
658 |
end else |
|
659 |
||
660 |
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then |
|
661 |
begin |
|
662 |
DrawHedgehog(sx, sy, |
|
663 |
sign, |
|
664 |
0, |
|
665 |
HH^.visStepPos div 2, |
|
666 |
0); |
|
667 |
defaultPos:= false; |
|
668 |
HatVisible:= true |
|
669 |
end |
|
670 |
else |
|
671 |
||
672 |
if ((Gear^.State and gstAnimation) <> 0) then |
|
673 |
begin |
|
10560 | 674 |
if (Gear^.Tag < LongInt(ord(Low(TWave)))) or (Gear^.Tag > LongInt(ord(High(TWave)))) then |
4388 | 675 |
begin |
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6328
diff
changeset
|
676 |
Gear^.State:= Gear^.State and (not gstAnimation); |
4388 | 677 |
end |
678 |
else |
|
679 |
begin |
|
6999 | 680 |
DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, |
4388 | 681 |
sx, |
682 |
sy, |
|
683 |
Gear^.Pos, |
|
684 |
sign, |
|
685 |
0.0); |
|
686 |
defaultPos:= false |
|
687 |
end |
|
688 |
end |
|
689 |
else |
|
690 |
if ((Gear^.State and gstAttacked) = 0) then |
|
691 |
begin |
|
692 |
if HH^.Timer > 0 then |
|
693 |
begin |
|
694 |
// There must be a tidier way to do this. Anyone? |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
695 |
if aangle <= 90 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
696 |
aangle:= aangle+360; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
697 |
if Gear^.dX > _0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
698 |
aangle:= aangle-((aangle-240)*HH^.Timer/10) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
699 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
700 |
aangle:= aangle+((240-aangle)*HH^.Timer/10); |
4388 | 701 |
dec(HH^.Timer) |
702 |
end; |
|
703 |
amt:= CurrentHedgehog^.CurAmmoType; |
|
6924 | 704 |
CurWeapon:= GetCurAmmoEntry(HH^); |
4388 | 705 |
case amt of |
6999 | 706 |
amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle); |
707 |
amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle); |
|
708 |
amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle); |
|
709 |
amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle); |
|
710 |
amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
711 |
amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle); |
|
712 |
amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle); |
|
713 |
amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); |
|
714 |
amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle); |
|
715 |
amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle); |
|
8689 | 716 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
717 |
amPortalGun: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
718 |
if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer? |
6999 | 719 |
DrawSpriteRotatedF(sprPortalGun, hx, hy, 0, sign, aangle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
720 |
else |
6999 | 721 |
DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle); |
8689 | 722 |
|
6999 | 723 |
amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle); |
724 |
amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle); |
|
725 |
amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle); |
|
726 |
amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle); |
|
727 |
amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle); |
|
728 |
amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle); |
|
729 |
amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle); |
|
730 |
amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle); |
|
731 |
amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle); |
|
732 |
amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle); |
|
733 |
amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle); |
|
10789
acbf69e2e5cf
experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents:
10683
diff
changeset
|
734 |
amAirMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle); |
6999 | 735 |
amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle); |
7730
2013733f9ca9
A bit more on the knife. Also add missing files to CMakeLists
nemo
parents:
7721
diff
changeset
|
736 |
amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle); |
5525 | 737 |
amSeduction: begin |
6999 | 738 |
DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle); |
8689 | 739 |
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA); |
5561
dfbe55237c64
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents:
5560
diff
changeset
|
740 |
//Tint($FF, $0, $0, $AA); |
dfbe55237c64
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents:
5560
diff
changeset
|
741 |
//DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
742 |
//untint; |
5525 | 743 |
end; |
6999 | 744 |
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
4388 | 745 |
amRCPlane: begin |
6999 | 746 |
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); |
4388 | 747 |
defaultPos:= false |
748 |
end; |
|
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9685
diff
changeset
|
749 |
amRubber, |
4388 | 750 |
amGirder: begin |
6999 | 751 |
DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle); |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
752 |
if WorldEdge = weWrap then |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
753 |
begin |
9809 | 754 |
if hwRound(Gear^.X) < LongInt(leftX) + 256 then |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
755 |
DrawSpriteClipped(sprGirder, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
756 |
rightX+(ox-leftX)-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
757 |
oy-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
758 |
LongInt(topY)+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
759 |
LongInt(rightX)+WorldDx, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
760 |
cWaterLine+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
761 |
LongInt(leftX)+WorldDx); |
10562 | 762 |
if hwRound(Gear^.X) > LongInt(rightX) - 256 then |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
763 |
DrawSpriteClipped(sprGirder, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
764 |
leftX-(rightX-ox)-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
765 |
oy-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
766 |
LongInt(topY)+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
767 |
LongInt(rightX)+WorldDx, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
768 |
cWaterLine+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
769 |
LongInt(leftX)+WorldDx) |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
770 |
end; |
4388 | 771 |
DrawSpriteClipped(sprGirder, |
772 |
ox-256, |
|
773 |
oy-256, |
|
774 |
LongInt(topY)+WorldDy, |
|
775 |
LongInt(rightX)+WorldDx, |
|
776 |
cWaterLine+WorldDy, |
|
777 |
LongInt(leftX)+WorldDx) |
|
778 |
end; |
|
6999 | 779 |
amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
780 |
amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
|
781 |
amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
8554 | 782 |
amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
4388 | 783 |
amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here |
784 |
end; |
|
785 |
||
786 |
case amt of |
|
787 |
amAirAttack, |
|
788 |
amMineStrike, |
|
6999 | 789 |
amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0); |
4388 | 790 |
amPickHammer: DrawHedgehog(sx, sy, |
791 |
sign, |
|
792 |
1, |
|
793 |
2, |
|
794 |
0); |
|
6999 | 795 |
amTeleport: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0); |
4388 | 796 |
amKamikaze: DrawHedgehog(sx, sy, |
797 |
sign, |
|
798 |
1, |
|
799 |
5, |
|
800 |
0); |
|
6999 | 801 |
amWhip: DrawSpriteRotatedF(sprWhip, |
4388 | 802 |
sx, |
803 |
sy, |
|
804 |
0, |
|
805 |
sign, |
|
806 |
0); |
|
6999 | 807 |
amHammer: DrawSpriteRotatedF(sprHammer, |
4388 | 808 |
sx, |
809 |
sy, |
|
810 |
0, |
|
811 |
sign, |
|
812 |
0); |
|
813 |
else |
|
814 |
DrawHedgehog(sx, sy, |
|
815 |
sign, |
|
816 |
0, |
|
817 |
4, |
|
818 |
0); |
|
819 |
||
820 |
HatVisible:= true; |
|
821 |
(* with HH^ do |
|
822 |
if (HatTex <> nil) |
|
823 |
and (HatVisibility > 0) then |
|
824 |
DrawTextureF(HatTex, |
|
825 |
HatVisibility, |
|
826 |
sx, |
|
827 |
sy - 5, |
|
828 |
0, |
|
829 |
sign, |
|
830 |
32, |
|
831 |
32); *) |
|
832 |
end; |
|
833 |
||
834 |
case amt of |
|
6999 | 835 |
amBaseballBat: DrawSpriteRotated(sprHandBaseball, |
4388 | 836 |
sx - 4 * sign, |
837 |
sy + 9, sign, aangle); |
|
838 |
end; |
|
839 |
||
840 |
defaultPos:= false |
|
841 |
end; |
|
842 |
||
843 |
end else // not gstHHDriven |
|
844 |
begin |
|
8681
d0fc1dca739c
yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
nemo
parents:
8656
diff
changeset
|
845 |
if (Gear^.Damage > 0) and (HH^.Effects[heFrozen] = 0) |
4388 | 846 |
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then |
847 |
begin |
|
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
848 |
defaultPos:= false; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
849 |
DrawHedgehog(sx, sy, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
850 |
sign, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
851 |
2, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
852 |
1, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
853 |
Gear^.DirAngle); |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
854 |
if AprilOne and (curhat <> nil) then |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
855 |
DrawTextureRotatedF(curhat, 1.0, -1.0, 0, sx, sy, 18, sign, 32, 32, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
856 |
sign*Gear^.DirAngle) |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
857 |
end; |
10528 | 858 |
|
4388 | 859 |
|
860 |
if ((Gear^.State and gstHHJumping) <> 0) then |
|
861 |
begin |
|
862 |
DrawHedgehog(sx, sy, |
|
863 |
sign*m, |
|
864 |
1, |
|
865 |
1, |
|
866 |
0); |
|
867 |
defaultPos:= false |
|
868 |
end; |
|
869 |
end; |
|
870 |
||
871 |
with HH^ do |
|
872 |
begin |
|
873 |
if defaultPos then |
|
874 |
begin |
|
10441
d2f599997b54
Revert hog tinting from rdb65298717da since it wasn't sufficiently complete for a release. More sprites need converting, and there's a slight bug in hog tinting, for away hogs with hats I believe.
nemo
parents:
10390
diff
changeset
|
875 |
if HH^.Team^.hasGone then Tint($FFFFFF80); |
6999 | 876 |
DrawSpriteRotatedF(sprHHIdle, |
4388 | 877 |
sx, |
878 |
sy, |
|
879 |
(RealTicks div 128 + Gear^.Pos) mod 19, |
|
880 |
sign, |
|
881 |
0); |
|
882 |
HatVisible:= true; |
|
883 |
end; |
|
884 |
||
885 |
if HatVisible then |
|
886 |
if HatVisibility < 1.0 then |
|
887 |
HatVisibility:= HatVisibility + 0.2 |
|
888 |
else |
|
889 |
else |
|
890 |
if HatVisibility > 0.0 then |
|
891 |
HatVisibility:= HatVisibility - 0.2; |
|
892 |
||
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
893 |
if (curhat <> nil) |
4388 | 894 |
and (HatVisibility > 0) then |
895 |
if DefaultPos then |
|
896 |
begin |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
897 |
DrawTextureF(curhat, |
4388 | 898 |
HatVisibility, |
899 |
sx, |
|
900 |
sy - 5, |
|
901 |
(RealTicks div 128 + Gear^.Pos) mod 19, |
|
902 |
sign, |
|
903 |
32, |
|
904 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
905 |
if curhat^.w > 64 then |
4388 | 906 |
begin |
4810 | 907 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
908 |
DrawTextureF(curhat, |
4388 | 909 |
HatVisibility, |
910 |
sx, |
|
911 |
sy - 5, |
|
912 |
(RealTicks div 128 + Gear^.Pos) mod 19 + 32, |
|
913 |
sign, |
|
914 |
32, |
|
915 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
916 |
untint |
7978 | 917 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
918 |
if HH^.Team^.hasGone then untint |
4388 | 919 |
end |
920 |
else |
|
921 |
begin |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
922 |
DrawTextureF(curhat, |
4388 | 923 |
HatVisibility, |
924 |
sx, |
|
925 |
sy - 5, |
|
926 |
0, |
|
927 |
sign*m, |
|
928 |
32, |
|
929 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
930 |
if curhat^.w > 64 then |
4388 | 931 |
begin |
4810 | 932 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
933 |
DrawTextureF(curhat, |
4388 | 934 |
HatVisibility, |
935 |
sx, |
|
936 |
sy - 5, |
|
937 |
32, |
|
938 |
sign*m, |
|
939 |
32, |
|
940 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
941 |
untint |
4388 | 942 |
end |
943 |
end |
|
944 |
end; |
|
945 |
if (Gear^.State and gstHHDriven) <> 0 then |
|
946 |
begin |
|
947 |
(* if (CurAmmoGear = nil) then |
|
948 |
begin |
|
949 |
amt:= CurrentHedgehog^.CurAmmoType; |
|
950 |
case amt of |
|
951 |
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
952 |
end |
|
953 |
end; *) |
|
954 |
if CurAmmoGear <> nil then |
|
955 |
begin |
|
956 |
case CurAmmoGear^.Kind of |
|
957 |
gtJetpack: begin |
|
958 |
DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
959 |
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then |
|
960 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
961 |
if (CurAmmoGear^.MsgParam and gmUp) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
962 |
DrawSprite(sprJetpack, sx-32, sy-28, 1); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
963 |
if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
964 |
DrawSprite(sprJetpack, sx-28, sy-28, 2); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
965 |
if (CurAmmoGear^.MsgParam and gmRight) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
966 |
DrawSprite(sprJetpack, sx-36, sy-28, 3) |
4388 | 967 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
968 |
if CurAmmoGear^.Tex <> nil then |
6999 | 969 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex); |
4388 | 970 |
DrawAltWeapon(Gear, sx, sy) |
971 |
end; |
|
972 |
end; |
|
973 |
end |
|
974 |
end; |
|
975 |
||
976 |
with HH^ do |
|
977 |
begin |
|
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6328
diff
changeset
|
978 |
if ((Gear^.State and (not gstWinner)) = 0) |
4388 | 979 |
or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0)) |
980 |
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then |
|
981 |
begin |
|
982 |
t:= sy - cHHRadius - 9; |
|
983 |
if (cTagsMask and htTransparent) <> 0 then |
|
984 |
Tint($FF, $FF, $FF, $80); |
|
985 |
if ((cTagsMask and htHealth) <> 0) then |
|
986 |
begin |
|
987 |
dec(t, HealthTagTex^.h + 2); |
|
6999 | 988 |
DrawTextureCentered(ox, t, HealthTagTex) |
4388 | 989 |
end; |
990 |
if (cTagsMask and htName) <> 0 then |
|
991 |
begin |
|
992 |
dec(t, NameTagTex^.h + 2); |
|
6999 | 993 |
DrawTextureCentered(ox, t, NameTagTex) |
4388 | 994 |
end; |
995 |
if (cTagsMask and htTeamName) <> 0 then |
|
996 |
begin |
|
997 |
dec(t, Team^.NameTagTex^.h + 2); |
|
6999 | 998 |
DrawTextureCentered(ox, t, Team^.NameTagTex) |
4388 | 999 |
end; |
1000 |
if (cTagsMask and htTransparent) <> 0 then |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1001 |
untint |
4388 | 1002 |
end; |
1003 |
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog |
|
1004 |
begin |
|
4394 | 1005 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then |
6999 | 1006 |
DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex); |
4394 | 1007 |
|
4388 | 1008 |
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1009 |
begin |
10001
ec523563826e
disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
sheepluva
parents:
10000
diff
changeset
|
1010 |
ty := oy - 32; |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1011 |
// move finger higher up if tags are above hog |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1012 |
if (cTagsMask and htTeamName) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1013 |
ty := ty - Team^.NameTagTex^.h - 2; |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1014 |
if (cTagsMask and htName) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1015 |
ty := ty - NameTagTex^.h - 2; |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1016 |
if (cTagsMask and htHealth) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1017 |
ty := ty - HealthTagTex^.h - 2; |
10001
ec523563826e
disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
sheepluva
parents:
10000
diff
changeset
|
1018 |
tx := ox; |
10312 | 1019 |
|
1020 |
// don't go offscreen |
|
1021 |
//tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx))); |
|
1022 |
//ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty))); |
|
1023 |
t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor); |
|
1024 |
tx := min(max(tx, ViewLeftX + t), ViewRightX - t); |
|
1025 |
t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor); |
|
1026 |
ty := min(ty, ViewBottomY - 96); |
|
1027 |
// don't overlap with HH or HH tags |
|
10313 | 1028 |
if ty < ViewTopY + t then |
1029 |
begin |
|
1030 |
if abs(tx - ox) < abs(ty - oy) then |
|
1031 |
ty:= max(ViewTopY + t, oy + t) |
|
1032 |
else |
|
1033 |
ty:= max(ViewTopY + t, ty); |
|
1034 |
end; |
|
10080 | 1035 |
|
10082 | 1036 |
dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90; |
10080 | 1037 |
|
10312 | 1038 |
DrawSpriteRotatedF(sprFinger, tx, ty, RealTicks div 32 mod 16, 1, dAngle); |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1039 |
end; |
4388 | 1040 |
|
10001
ec523563826e
disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
sheepluva
parents:
10000
diff
changeset
|
1041 |
|
4388 | 1042 |
if (Gear^.State and gstDrowning) = 0 then |
1043 |
if (Gear^.State and gstHHThinking) <> 0 then |
|
1044 |
DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8) |
|
1045 |
end |
|
1046 |
end; |
|
1047 |
||
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1048 |
if HH^.Effects[hePoisoned] <> 0 then |
4388 | 1049 |
begin |
1050 |
Tint($00, $FF, $40, $80); |
|
10142 | 1051 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 5) mod 360); |
4388 | 1052 |
end; |
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1053 |
if HH^.Effects[heResurrected] <> 0 then |
4388 | 1054 |
begin |
1055 |
Tint($f5, $db, $35, $20); |
|
1056 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
1057 |
end; |
|
1058 |
||
9685
7d925e82e572
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
nemo
parents:
9667
diff
changeset
|
1059 |
if (Gear^.Hedgehog^.Effects[heInvulnerable] <> 0) then |
4388 | 1060 |
begin |
1061 |
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); |
|
1062 |
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); |
|
1063 |
end; |
|
8557 | 1064 |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1065 |
if HH^.Effects[heFrozen] < 150000 then |
8557 | 1066 |
begin |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1067 |
if HH^.Effects[heFrozen] < 150000 then |
8681
d0fc1dca739c
yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
nemo
parents:
8656
diff
changeset
|
1068 |
Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 800)); |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1069 |
|
8684 | 1070 |
iceOffset:= min(32, HH^.Effects[heFrozen] div 8); |
8560 | 1071 |
r.x := 128; |
8684 | 1072 |
r.y := 96 - iceOffset; |
1073 |
r.w := 32; |
|
8689 | 1074 |
r.h := iceOffset; |
10324
5d90d8ca9657
tweak code of DrawTextureFromRectDir a bit, removing issue with different x offset depending on dir. also removing the workaround wrt that issue in the frozen hog code
sheepluva
parents:
10313
diff
changeset
|
1075 |
DrawTextureFromRectDir(sx - 16 + sign*2, sy + 16 - iceoffset, r.w, r.h, @r, HHTexture, sign); |
8684 | 1076 |
|
8557 | 1077 |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1078 |
if HH^.Effects[heFrozen] < 150000 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1079 |
untint; |
8557 | 1080 |
end; |
1081 |
||
1082 |
||
4388 | 1083 |
if cVampiric and |
1084 |
(CurrentHedgehog^.Gear <> nil) and |
|
1085 |
(CurrentHedgehog^.Gear = Gear) then |
|
1086 |
begin |
|
1087 |
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
1088 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
1089 |
end; |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1090 |
untint |
4388 | 1091 |
end; |
1092 |
||
1093 |
||
1094 |
procedure RenderGear(Gear: PGear; x, y: LongInt); |
|
1095 |
var |
|
1096 |
HHGear: PGear; |
|
7093 | 1097 |
vg: PVisualGear; |
4388 | 1098 |
i: Longword; |
6788
88036f0e0a92
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo
parents:
6700
diff
changeset
|
1099 |
aAngle: real; |
4388 | 1100 |
startX, endX, startY, endY: LongInt; |
1101 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1102 |
if Gear^.State and gstFrozen <> 0 then Tint($A0, $A0, $FF, $FF); |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1103 |
//if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF); |
5612
2638dec1b323
This really should have been a TPoint for consistency
nemo
parents:
5561
diff
changeset
|
1104 |
if Gear^.Target.X <> NoPointX then |
5507
1040c0946ef8
This should make bee/airstrikes play nicer with infinite attack mode
nemo
parents:
5472
diff
changeset
|
1105 |
if Gear^.AmmoType = amBee then |
6999 | 1106 |
DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
8689 | 1107 |
else if Gear^.AmmoType = amIceGun then |
1108 |
//DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8) |
|
7093 | 1109 |
//DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) |
1110 |
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1111 |
else |
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1112 |
DrawSpriteRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); |
5507
1040c0946ef8
This should make bee/airstrikes play nicer with infinite attack mode
nemo
parents:
5472
diff
changeset
|
1113 |
|
4388 | 1114 |
case Gear^.Kind of |
6999 | 1115 |
gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle); |
1116 |
gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle); |
|
1117 |
gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle); |
|
8689 | 1118 |
|
5871
09daa06191d7
Since we are tweaking molotov. make the flame flickery and add a drowning frame
nemo
parents:
5787
diff
changeset
|
1119 |
gtMolotov: if (Gear^.State and gstDrowning) = 0 then |
6999 | 1120 |
DrawSpriteRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX)) |
5871
09daa06191d7
Since we are tweaking molotov. make the flame flickery and add a drowning frame
nemo
parents:
5787
diff
changeset
|
1121 |
else DrawSprite(sprMolotov, x, y, 8); |
4388 | 1122 |
|
1123 |
gtRCPlane: begin |
|
6788
88036f0e0a92
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo
parents:
6700
diff
changeset
|
1124 |
aangle:= Gear^.Angle * 360 / 4096; |
88036f0e0a92
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo
parents:
6700
diff
changeset
|
1125 |
if Gear^.Tag < 0 then aangle:= 360-aangle; |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1126 |
Tint(Gear^.Tint); |
6999 | 1127 |
DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1128 |
untint; |
6999 | 1129 |
DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90) |
4388 | 1130 |
end; |
6999 | 1131 |
gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); |
4388 | 1132 |
|
1133 |
gtPortal: if ((Gear^.Tag and 1) = 0) // still moving? |
|
7272
71df899c4163
Second part of the change. Make collision check use the new mask bit.
nemo
parents:
7168
diff
changeset
|
1134 |
or (Gear^.LinkedGear = nil) or (Gear^.LinkedGear^.LinkedGear <> Gear) // not linked&backlinked? |
71df899c4163
Second part of the change. Make collision check use the new mask bit.
nemo
parents:
7168
diff
changeset
|
1135 |
or ((Gear^.LinkedGear^.Tag and 1) = 0) then // linked portal still moving? |
6999 | 1136 |
DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle) |
1137 |
else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle); |
|
4388 | 1138 |
|
1139 |
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then |
|
6999 | 1140 |
DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)) |
4388 | 1141 |
else |
6999 | 1142 |
DrawSpriteRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1143 |
|
1144 |
gtHedgehog: DrawHH(Gear, x, y); |
|
1145 |
||
6999 | 1146 |
gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1147 |
|
1148 |
gtGrave: begin |
|
1149 |
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32); |
|
1150 |
if Gear^.Health > 0 then |
|
1151 |
begin |
|
1152 |
//Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); |
|
1153 |
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health))))); |
|
1154 |
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
1155 |
DrawSprite(sprVampiric, x - 24, y - 24, 0); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1156 |
untint |
4388 | 1157 |
end |
1158 |
end; |
|
6999 | 1159 |
gtBee: DrawSpriteRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1160 |
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0); |
1161 |
gtRope: DrawRope(Gear); |
|
8689 | 1162 |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1163 |
gtMine: begin |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1164 |
if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
6999 | 1165 |
DrawSpriteRotated(sprMineOff, x, y, 0, Gear^.DirAngle) |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1166 |
else if Gear^.Health <> 0 then |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1167 |
DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle) |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1168 |
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1169 |
end; |
10807
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1170 |
gtAirMine: if Gear^.State and gstTmpFlag = 0 then // mine is inactive |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1171 |
begin |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1172 |
Tint(150,150,150,255); |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1173 |
DrawSprite(sprAirMine, x-16, y-16, 15); |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1174 |
untint |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1175 |
end |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1176 |
else if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then // mine is chasing a hog |
10800 | 1177 |
DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 25) mod 16) |
10818
f642a28cab0c
Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
nemo
parents:
10807
diff
changeset
|
1178 |
else if Gear^.State and gstChooseTarget <> 0 then // mine is seeking for hogs |
10807
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1179 |
DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 125) mod 16) |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1180 |
else |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1181 |
DrawSprite(sprAirMine, x-16, y-16, 4); // mine is active but not seeking |
8689 | 1182 |
|
4388 | 1183 |
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
6999 | 1184 |
DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1185 |
else if Gear^.Health <> 0 then |
6999 | 1186 |
DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) |
1187 |
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
|
7730
2013733f9ca9
A bit more on the knife. Also add missing files to CMakeLists
nemo
parents:
7721
diff
changeset
|
1188 |
gtKnife: DrawSpriteRotatedF(sprKnife, x, y, 0, hwSign(Gear^.dX), Gear^.DirAngle); |
8689 | 1189 |
|
7168
8defaabce92e
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents:
7165
diff
changeset
|
1190 |
gtCase: begin |
7276 | 1191 |
if Gear^.Timer > 1000 then |
5313
5e18eaef65d0
now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents:
5197
diff
changeset
|
1192 |
begin |
7276 | 1193 |
if ((Gear^.Pos and posCaseAmmo) <> 0) then |
1194 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1195 |
if Gear^.State and gstFrozen <> 0 then |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1196 |
DrawSprite(sprCase, x - 24, y - 28, 0) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1197 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1198 |
begin |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1199 |
i:= (GameTicks shr 6) mod 64; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1200 |
if i > 18 then i:= 0; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1201 |
DrawSprite(sprCase, x - 24, y - 24, i) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1202 |
end |
7276 | 1203 |
end |
1204 |
else if ((Gear^.Pos and posCaseHealth) <> 0) then |
|
1205 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1206 |
if Gear^.State and gstFrozen <> 0 then |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1207 |
DrawSprite(sprFAid, x - 24, y - 28, 0) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1208 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1209 |
begin |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1210 |
i:= ((GameTicks shr 6) + 38) mod 64; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1211 |
if i > 13 then i:= 0; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1212 |
DrawSprite(sprFAid, x - 24, y - 24, i) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1213 |
end |
7276 | 1214 |
end |
1215 |
else if ((Gear^.Pos and posCaseUtility) <> 0) then |
|
1216 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1217 |
if Gear^.State and gstFrozen <> 0 then |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1218 |
DrawSprite(sprUtility, x - 24, y - 28, 0) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1219 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1220 |
begin |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1221 |
i:= (GameTicks shr 6) mod 70; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1222 |
if i > 23 then i:= 0; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1223 |
i:= i mod 12; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1224 |
DrawSprite(sprUtility, x - 24, y - 24, i) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1225 |
end |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1226 |
end |
7276 | 1227 |
end; |
7337
c224cd2d32f3
Allow script to set number of ammo in a crate. untested.
nemo
parents:
7276
diff
changeset
|
1228 |
if Gear^.Timer < 1833 then |
5313
5e18eaef65d0
now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents:
5197
diff
changeset
|
1229 |
begin |
10562 | 1230 |
DrawTextureRotatedF(SpritesData[sprPortal].texture, MinD(abs(1.25 - (Gear^.Timer mod 1333) / 400), 1.25), 0, 0, |
7721 | 1231 |
x, LongInt(Gear^.Angle) + WorldDy - 16, 4 + Gear^.Tag, 1, 32, 32, 270); |
7276 | 1232 |
end |
7168
8defaabce92e
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents:
7165
diff
changeset
|
1233 |
end; |
4388 | 1234 |
gtExplosives: begin |
1235 |
if ((Gear^.State and gstDrowning) <> 0) then |
|
1236 |
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0) |
|
1237 |
else if Gear^.State and gstAnimation = 0 then |
|
1238 |
begin |
|
1239 |
i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1240 |
if i > 18 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1241 |
i:= 0; |
4388 | 1242 |
DrawSprite(sprExplosives, x - 24, y - 24, i) |
1243 |
end |
|
1244 |
else if Gear^.State and gsttmpFlag = 0 then |
|
6999 | 1245 |
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) |
4388 | 1246 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1247 |
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle) |
4388 | 1248 |
end; |
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6982
diff
changeset
|
1249 |
gtDynamite: DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); |
6999 | 1250 |
gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); |
4388 | 1251 |
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); |
6324 | 1252 |
gtFlame: if Gear^.Tag and 1 = 0 then |
1253 |
DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16) |
|
1254 |
else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16); |
|
4388 | 1255 |
gtParachute: begin |
1256 |
DrawSprite(sprParachute, x - 24, y - 48, 0); |
|
1257 |
DrawAltWeapon(Gear, x + 1, y - 3) |
|
1258 |
end; |
|
6308 | 1259 |
gtAirAttack: begin |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1260 |
Tint(Gear^.Tint); |
6999 | 1261 |
DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1262 |
untint; |
6999 | 1263 |
DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0); |
6308 | 1264 |
end; |
6999 | 1265 |
gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1266 |
gtTeleport: begin |
1267 |
HHGear:= Gear^.Hedgehog^.Gear; |
|
10683 | 1268 |
if HHGear <> nil then |
1269 |
begin |
|
1270 |
if ((Gear^.State and gstAnimation) <> 0) then |
|
1271 |
DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0); |
|
1272 |
DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0) |
|
1273 |
end |
|
4388 | 1274 |
end; |
1275 |
gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12); |
|
1276 |
gtTarget: begin |
|
1277 |
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000)); |
|
1278 |
DrawSprite(sprTarget, x - 16, y - 16, 0); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1279 |
untint; |
4388 | 1280 |
end; |
6999 | 1281 |
gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1282 |
gtCake: if Gear^.Pos = 6 then |
6999 | 1283 |
DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) |
4388 | 1284 |
else |
6999 | 1285 |
DrawSpriteRotatedF(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1286 |
gtSeduction: if Gear^.Pos >= 14 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1287 |
DrawSprite(sprSeduction, x - 16, y - 16, 0); |
8689 | 1288 |
|
6999 | 1289 |
gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle); |
1290 |
gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle); |
|
1291 |
gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle); |
|
4388 | 1292 |
gtBirdy: begin |
1293 |
if Gear^.State and gstAnimation = gstAnimation then |
|
1294 |
begin |
|
1295 |
if Gear^.State and gstTmpFlag = 0 then // Appearing |
|
1296 |
begin |
|
1297 |
endX:= x - WorldDx; |
|
1298 |
endY:= y - WorldDy; |
|
1299 |
if Gear^.Tag < 0 then |
|
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1300 |
startX:= max(max(LAND_WIDTH,4096) + 1024, endX + 2048) |
4388 | 1301 |
else |
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1302 |
startX:= max(-max(LAND_WIDTH,4096) - 1024, endX - 2048); |
8414
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1303 |
startY:= endY - 1024; |
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1304 |
DrawTextureF(SpritesData[sprBirdy].Texture, min(Gear^.Timer/750,1), startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(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); |
4388 | 1305 |
end |
1306 |
else // Disappearing |
|
1307 |
begin |
|
1308 |
startX:= x - WorldDx; |
|
1309 |
startY:= y - WorldDy; |
|
1310 |
if Gear^.Tag > 0 then |
|
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1311 |
endX:= max(max(LAND_WIDTH,4096) + 1024, startX + 2048) |
4388 | 1312 |
else |
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1313 |
endX:= max(-max(LAND_WIDTH,4096) - 1024, startX - 2048); |
8414
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1314 |
endY:= startY + 1024; |
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1315 |
DrawTextureF(SpritesData[sprBirdy].Texture, min((2000-Gear^.Timer)/750,1), startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(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); |
4388 | 1316 |
end; |
1317 |
end |
|
1318 |
else |
|
5528
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1319 |
begin |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1320 |
if Gear^.Health < 250 then |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1321 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75) |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1322 |
else |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1323 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1324 |
end; |
4388 | 1325 |
end; |
6999 | 1326 |
gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle); |
4388 | 1327 |
gtPiano: begin |
1328 |
if (Gear^.State and gstDrowning) = 0 then |
|
1329 |
begin |
|
1330 |
Tint($FF, $FF, $FF, $10); |
|
1331 |
for i:= 8 downto 1 do |
|
6322
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
1332 |
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1333 |
untint |
4388 | 1334 |
end; |
6322
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
1335 |
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128); |
4388 | 1336 |
end; |
1337 |
gtPoisonCloud: begin |
|
1338 |
if Gear^.Timer < 1020 then |
|
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1339 |
Tint(Gear^.Tint and $FFFFFF00 or Gear^.Timer div 8) |
4388 | 1340 |
else if Gear^.Timer > 3980 then |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1341 |
Tint(Gear^.Tint and $FFFFFF00 or (5000 - Gear^.Timer) div 8) |
4388 | 1342 |
else |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1343 |
Tint(Gear^.Tint); |
10142 | 1344 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 4 + Gear^.UID * 100) mod 360); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1345 |
untint |
4388 | 1346 |
end; |
1347 |
gtResurrector: begin |
|
6999 | 1348 |
DrawSpriteRotated(sprCross, x, y, 0, 0); |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1349 |
Tint(Gear^.Tint and $FFFFFF00 or max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); |
4388 | 1350 |
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1351 |
untint; |
4388 | 1352 |
end; |
6999 | 1353 |
gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
5519 | 1354 |
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then |
5024 | 1355 |
begin |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1356 |
Tint(Gear^.Tint); |
5025
ac1691d35cf2
Land sprayer tweaks, make land spray and mudball not end turn
nemo
parents:
5024
diff
changeset
|
1357 |
// Needs a nicer white texture to tint |
6999 | 1358 |
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1359 |
//DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
|
5472 | 1360 |
//DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1361 |
untint; |
5024 | 1362 |
end |
5787 | 1363 |
else //if not isInLag then |
5024 | 1364 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1365 |
if isInLag and (Gear^.FlightTime < 256) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1366 |
inc(Gear^.FlightTime, 8) |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7978
diff
changeset
|
1367 |
else if (not isInLag) and (Gear^.FlightTime > 0) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1368 |
dec(Gear^.FlightTime, 8); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1369 |
if Gear^.FlightTime > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1370 |
Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime)); |
4617 | 1371 |
if vobVelocity = 0 then |
5024 | 1372 |
DrawSprite(sprFlake, x, y, Gear^.Timer) |
1373 |
else |
|
6999 | 1374 |
DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle); |
5024 | 1375 |
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer) |
6999 | 1376 |
//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1377 |
if Gear^.FlightTime > 0 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1378 |
untint; |
5024 | 1379 |
end; |
8161 | 1380 |
//gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0); |
5706 | 1381 |
gtTardis: if Gear^.Pos <> 4 then |
1382 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1383 |
if Gear^.Pos = 2 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1384 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF) |
8689 | 1385 |
else |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1386 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); |
5706 | 1387 |
DrawSprite(sprTardis, x-24, y-63,0); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1388 |
if Gear^.Pos = 2 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1389 |
untint |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1390 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1391 |
Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); |
5740 | 1392 |
DrawSprite(sprTardis, x-24, y-63,1); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1393 |
if Gear^.Pos <> 2 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1394 |
untint |
5740 | 1395 |
(* |
5728 | 1396 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250)))); |
1397 |
DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1398 |
untint |
5740 | 1399 |
*) |
5706 | 1400 |
end; |
7093 | 1401 |
gtIceGun: begin |
1402 |
HHGear := Gear^.Hedgehog^.Gear; |
|
1403 |
if HHGear <> nil then |
|
1404 |
begin |
|
7721 | 1405 |
i:= hwRound(hwSqr(Gear^.X - HHGear^.X) + hwSqr(Gear^.Y - HHGear^.Y)); |
1406 |
if RealTicks mod max(1,50 - (round(sqrt(i)) div 4)) = 0 then // experiment in "intensifying" might not get used |
|
7093 | 1407 |
begin |
1408 |
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1); |
|
1409 |
if vg <> nil then |
|
1410 |
begin |
|
7721 | 1411 |
i:= random(100) + 155; |
1412 |
vg^.Tint:= i shl 24 or i shl 16 or $FF shl 8 or Longword(random(200) + 55); |
|
7093 | 1413 |
vg^.Angle:= random(360); |
7721 | 1414 |
vg^.dx:= 0.001 * random(80); |
1415 |
vg^.dy:= 0.001 * random(80) |
|
7093 | 1416 |
end |
1417 |
end; |
|
1418 |
if RealTicks mod 2 = 0 then |
|
1419 |
begin |
|
1420 |
i:= random(100)+100; |
|
1421 |
if Gear^.Target.X <> NoPointX then |
|
8628 | 1422 |
begin |
1423 |
DrawLine(Gear^.Target.X, Gear^.Target.Y, hwRound(HHGear^.X), hwRound(HHGear^.Y), 4.0, i, i, $FF, $40); |
|
1424 |
end |
|
1425 |
else |
|
1426 |
begin |
|
8689 | 1427 |
DrawLine(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, i, i, $FF, $40); |
8628 | 1428 |
end; |
7093 | 1429 |
end |
1430 |
end |
|
7389
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7339
diff
changeset
|
1431 |
end; |
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7339
diff
changeset
|
1432 |
gtGenericFaller: DrawCircle(x, y, 3, 3, $FF, $00, $00, $FF); // debug |
4388 | 1433 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1434 |
if Gear^.RenderTimer and (Gear^.Tex <> nil) then |
6999 | 1435 |
DrawTextureCentered(x + 8, y + 8, Gear^.Tex); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1436 |
if Gear^.State and gstFrozen <> 0 then untint |
4388 | 1437 |
end; |
1438 |
||
1439 |
end. |