4388
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{$INCLUDE "options.inc"}
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unit uGearsRender;
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interface
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uses uTypes, uConsts, GLunit, uFloat;
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procedure RenderGear(Gear: PGear; x, y: LongInt);
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var RopePoints: record
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Count: Longword;
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HookAngle: GLfloat;
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ar: array[0..MAXROPEPOINTS] of record
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X, Y: hwFloat;
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dLen: hwFloat;
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b: boolean;
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end;
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rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
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end;
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implementation
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uses uRender, uUtils, uVariables, uAmmos, Math;
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procedure DrawRopeLinesRQ(Gear: PGear);
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begin
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with RopePoints do
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begin
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rounded[Count].X:= hwRound(Gear^.X);
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rounded[Count].Y:= hwRound(Gear^.Y);
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rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
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rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
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end;
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if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
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begin
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glDisable(GL_TEXTURE_2D);
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//glEnable(GL_LINE_SMOOTH);
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glPushMatrix;
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glTranslatef(WorldDx, WorldDy, 0);
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glLineWidth(4.0);
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Tint($C0, $C0, $C0, $FF);
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glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
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glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
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Tint($FF, $FF, $FF, $FF);
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glPopMatrix;
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glEnable(GL_TEXTURE_2D);
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//glDisable(GL_LINE_SMOOTH)
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end
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end;
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procedure DrawRope(Gear: PGear);
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var roplen: LongInt;
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i: Longword;
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procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
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var eX, eY, dX, dY: LongInt;
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i, sX, sY, x, y, d: LongInt;
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b: boolean;
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begin
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if (X1 = X2) and (Y1 = Y2) then
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begin
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//OutError('WARNING: zero length rope line!', false);
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exit
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end;
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eX:= 0;
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eY:= 0;
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dX:= X2 - X1;
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dY:= Y2 - Y1;
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if (dX > 0) then sX:= 1
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else
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if (dX < 0) then
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begin
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sX:= -1;
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dX:= -dX
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end else sX:= dX;
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if (dY > 0) then sY:= 1
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else
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if (dY < 0) then
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begin
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sY:= -1;
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dY:= -dY
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end else sY:= dY;
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if (dX > dY) then d:= dX
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else d:= dY;
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x:= X1;
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y:= Y1;
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for i:= 0 to d do
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begin
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inc(eX, dX);
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inc(eY, dY);
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b:= false;
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if (eX > d) then
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begin
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dec(eX, d);
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inc(x, sX);
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b:= true
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end;
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if (eY > d) then
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begin
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dec(eY, d);
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inc(y, sY);
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b:= true
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end;
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if b then
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begin
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inc(roplen);
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if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
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end
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end
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end;
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begin
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if (cReducedQuality and rqSimpleRope) <> 0 then
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DrawRopeLinesRQ(Gear)
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else
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begin
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roplen:= 0;
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if RopePoints.Count > 0 then
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begin
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i:= 0;
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while i < Pred(RopePoints.Count) do
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begin
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DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
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hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
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inc(i)
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end;
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DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
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hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
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DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
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hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
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end else
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if Gear^.Elasticity.QWordValue > 0 then
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DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
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hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
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end;
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if RopePoints.Count > 0 then
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DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
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else
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if Gear^.Elasticity.QWordValue > 0 then
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DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
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end;
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procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
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begin
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with Gear^.Hedgehog^ do
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begin
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if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
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exit;
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DrawTexture(sx + 16, sy + 16, ropeIconTex);
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DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32);
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end;
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end;
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procedure DrawHH(Gear: PGear; ox, oy: LongInt);
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var i, t: LongInt;
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amt: TAmmoType;
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sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
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dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change
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defaultPos, HatVisible: boolean;
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HH: PHedgehog;
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CurWeapon: PAmmo;
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begin
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HH:= Gear^.Hedgehog;
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if HH^.Unplaced then exit;
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m:= 1;
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if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
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sx:= ox + 1; // this offset is very common
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sy:= oy - 3;
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sign:= hwSign(Gear^.dX);
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if (Gear^.State and gstHHDeath) <> 0 then
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begin
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DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
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Tint(HH^.Team^.Clan^.Color);
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DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
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Tint($FF, $FF, $FF, $FF);
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exit
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end
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else if (Gear^.State and gstHHGone) <> 0 then
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begin
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DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
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exit
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end;
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defaultPos:= true;
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HatVisible:= false;
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if HH^.Effects[hePoisoned] then
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begin
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Tint($00, $FF, $40, $40);
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DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
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Tint($FF, $FF, $FF, $FF)
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end;
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if ((Gear^.State and gstWinner) <> 0) and
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((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
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begin
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DrawHedgehog(sx, sy,
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sign,
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2,
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0,
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0);
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defaultPos:= false
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end;
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if (Gear^.State and gstDrowning) <> 0 then
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begin
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DrawHedgehog(sx, sy,
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sign,
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1,
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7,
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0);
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defaultPos:= false
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end else
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if (Gear^.State and gstLoser) <> 0 then
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begin
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DrawHedgehog(sx, sy,
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sign,
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2,
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3,
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0);
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defaultPos:= false
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end else
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if (Gear^.State and gstHHDriven) <> 0 then
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begin
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if ((Gear^.State and gstHHThinking) = 0) and
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(ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
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((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
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begin
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(* These calculations are a little complex for a few reasons:
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1: I need to draw the laser from weapon origin to nearest land
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2: I need to start the beam outside the hedgie for attractiveness.
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3: I need to extend the beam beyond land.
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This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
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*)
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dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
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dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
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if cLaserSighting then
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begin
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lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
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ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
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// ensure we start outside the hedgehog (he's solid after all)
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while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
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begin
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lx:= lx + dx;
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ly:= ly + dy
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end;
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// add hog's position
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lx:= lx + ox - WorldDx;
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ly:= ly + oy - WorldDy;
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// decrease number of iterations required
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ax:= dx * 4;
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ay:= dy * 4;
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tx:= round(lx);
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ty:= round(ly);
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hx:= tx;
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hy:= ty;
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while ((ty and LAND_HEIGHT_MASK) = 0) and
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((tx and LAND_WIDTH_MASK) = 0) and
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(Land[ty, tx] = 0) do // TODO: check for constant variable instead
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begin
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lx:= lx + ax;
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ly:= ly + ay;
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tx:= round(lx);
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ty:= round(ly)
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end;
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// reached edge of land. assume infinite beam. Extend it way out past camera
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if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
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begin
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tx:= round(lx + ax * (LAND_WIDTH div 4));
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ty:= round(ly + ay * (LAND_WIDTH div 4));
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end;
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//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
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begin
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DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
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end;
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end;
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// draw crosshair
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cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
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cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
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DrawRotatedTex(HH^.Team^.CrosshairTex,
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12, 12, cx + WorldDx, cy + WorldDy, 0,
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sign * (Gear^.Angle * 180.0) / cMaxAngle);
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end;
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hx:= ox + 8 * sign;
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hy:= oy - 2;
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aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
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if CurAmmoGear <> nil then
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begin
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case CurAmmoGear^.Kind of
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gtShotgunShot: begin
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if (CurAmmoGear^.State and gstAnimation <> 0) then
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DrawRotated(sprShotgun, hx, hy, sign, aangle)
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else
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DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
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317 |
end;
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318 |
gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
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319 |
gtSniperRifleShot: begin
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if (CurAmmoGear^.State and gstAnimation <> 0) then
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DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
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else
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DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
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324 |
end;
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gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
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gtRCPlane: begin
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327 |
DrawRotated(sprHandPlane, hx, hy, sign, 0);
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328 |
defaultPos:= false
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329 |
end;
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gtRope: begin
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331 |
if Gear^.X < CurAmmoGear^.X then
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begin
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333 |
dAngle:= 0;
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334 |
hAngle:= 180;
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i:= 1
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336 |
end else
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337 |
begin
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338 |
dAngle:= 180;
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339 |
hAngle:= 0;
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340 |
i:= -1
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341 |
end;
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342 |
if ((Gear^.State and gstWinner) = 0) then
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343 |
begin
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344 |
DrawHedgehog(ox, oy,
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345 |
i,
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346 |
1,
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347 |
0,
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348 |
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
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349 |
with HH^ do
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350 |
if (HatTex <> nil) then
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351 |
begin
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352 |
DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
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353 |
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
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354 |
if HatTex^.w > 64 then
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355 |
begin
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356 |
Tint(HH^.Team^.Clan^.Color);
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357 |
DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
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358 |
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
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359 |
Tint($FF, $FF, $FF, $FF)
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360 |
end
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361 |
end
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362 |
end;
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363 |
DrawAltWeapon(Gear, ox, oy);
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defaultPos:= false
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365 |
end;
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366 |
gtBlowTorch: begin
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367 |
DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
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368 |
DrawHedgehog(sx, sy,
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369 |
sign,
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370 |
3,
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371 |
HH^.visStepPos div 2,
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0);
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373 |
with HH^ do
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374 |
if (HatTex <> nil) then
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375 |
begin
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376 |
DrawTextureF(HatTex,
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377 |
1,
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378 |
sx,
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379 |
sy - 5,
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380 |
0,
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381 |
sign,
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382 |
32,
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383 |
32);
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384 |
if HatTex^.w > 64 then
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385 |
begin
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386 |
Tint(HH^.Team^.Clan^.Color);
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387 |
DrawTextureF(HatTex,
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388 |
1,
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389 |
sx,
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390 |
sy - 5,
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391 |
32,
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392 |
sign,
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393 |
32,
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394 |
32);
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395 |
Tint($FF, $FF, $FF, $FF)
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396 |
end
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397 |
end;
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|
398 |
defaultPos:= false
|
|
399 |
end;
|
|
400 |
gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
|
|
401 |
gtFirePunch: begin
|
|
402 |
DrawHedgehog(sx, sy,
|
|
403 |
sign,
|
|
404 |
1,
|
|
405 |
4,
|
|
406 |
0);
|
|
407 |
defaultPos:= false
|
|
408 |
end;
|
|
409 |
gtPickHammer: begin
|
|
410 |
defaultPos:= false;
|
|
411 |
dec(sy,20);
|
|
412 |
end;
|
|
413 |
gtTeleport: defaultPos:= false;
|
|
414 |
gtWhip: begin
|
|
415 |
DrawRotatedF(sprWhip,
|
|
416 |
sx,
|
|
417 |
sy,
|
|
418 |
1,
|
|
419 |
sign,
|
|
420 |
0);
|
|
421 |
defaultPos:= false
|
|
422 |
end;
|
|
423 |
gtHammer: begin
|
|
424 |
DrawRotatedF(sprHammer,
|
|
425 |
sx,
|
|
426 |
sy,
|
|
427 |
1,
|
|
428 |
sign,
|
|
429 |
0);
|
|
430 |
defaultPos:= false
|
|
431 |
end;
|
|
432 |
gtResurrector: begin
|
|
433 |
DrawRotated(sprHandResurrector, sx, sy, 0, 0);
|
|
434 |
defaultPos:= false
|
|
435 |
end;
|
|
436 |
gtKamikaze: begin
|
|
437 |
if CurAmmoGear^.Pos = 0 then
|
|
438 |
DrawHedgehog(sx, sy,
|
|
439 |
sign,
|
|
440 |
1,
|
|
441 |
6,
|
|
442 |
0)
|
|
443 |
else
|
|
444 |
DrawRotatedF(sprKamikaze,
|
|
445 |
ox, oy,
|
|
446 |
CurAmmoGear^.Pos - 1,
|
|
447 |
sign,
|
|
448 |
aangle);
|
|
449 |
defaultPos:= false
|
|
450 |
end;
|
|
451 |
gtSeduction: begin
|
|
452 |
if CurAmmoGear^.Pos >= 6 then
|
|
453 |
DrawHedgehog(sx, sy,
|
|
454 |
sign,
|
|
455 |
2,
|
|
456 |
2,
|
|
457 |
0)
|
|
458 |
else
|
|
459 |
begin
|
|
460 |
DrawRotatedF(sprDress,
|
|
461 |
ox, oy,
|
|
462 |
CurAmmoGear^.Pos,
|
|
463 |
sign,
|
|
464 |
0);
|
|
465 |
DrawSprite(sprCensored, ox - 32, oy - 20, 0)
|
|
466 |
end;
|
|
467 |
defaultPos:= false
|
|
468 |
end;
|
|
469 |
gtFlamethrower: begin
|
|
470 |
DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
|
|
471 |
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
|
|
472 |
end;
|
|
473 |
end;
|
|
474 |
|
|
475 |
case CurAmmoGear^.Kind of
|
|
476 |
gtShotgunShot,
|
|
477 |
gtDEagleShot,
|
|
478 |
gtSniperRifleShot,
|
|
479 |
gtShover: begin
|
|
480 |
DrawHedgehog(sx, sy,
|
|
481 |
sign,
|
|
482 |
0,
|
|
483 |
4,
|
|
484 |
0);
|
|
485 |
defaultPos:= false;
|
|
486 |
HatVisible:= true
|
|
487 |
end
|
|
488 |
end
|
|
489 |
end else
|
|
490 |
|
|
491 |
if ((Gear^.State and gstHHJumping) <> 0) then
|
|
492 |
begin
|
|
493 |
DrawHedgehog(sx, sy,
|
|
494 |
sign*m,
|
|
495 |
1,
|
|
496 |
1,
|
|
497 |
0);
|
|
498 |
HatVisible:= true;
|
|
499 |
defaultPos:= false
|
|
500 |
end else
|
|
501 |
|
|
502 |
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
|
|
503 |
begin
|
|
504 |
DrawHedgehog(sx, sy,
|
|
505 |
sign,
|
|
506 |
0,
|
|
507 |
HH^.visStepPos div 2,
|
|
508 |
0);
|
|
509 |
defaultPos:= false;
|
|
510 |
HatVisible:= true
|
|
511 |
end
|
|
512 |
else
|
|
513 |
|
|
514 |
if ((Gear^.State and gstAnimation) <> 0) then
|
|
515 |
begin
|
|
516 |
if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
|
|
517 |
begin
|
|
518 |
Gear^.State:= Gear^.State and not gstAnimation;
|
|
519 |
end
|
|
520 |
else
|
|
521 |
begin
|
|
522 |
DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
|
|
523 |
sx,
|
|
524 |
sy,
|
|
525 |
Gear^.Pos,
|
|
526 |
sign,
|
|
527 |
0.0);
|
|
528 |
defaultPos:= false
|
|
529 |
end
|
|
530 |
end
|
|
531 |
else
|
|
532 |
if ((Gear^.State and gstAttacked) = 0) then
|
|
533 |
begin
|
|
534 |
if HH^.Timer > 0 then
|
|
535 |
begin
|
|
536 |
// There must be a tidier way to do this. Anyone?
|
|
537 |
if aangle <= 90 then aangle:= aangle+360;
|
|
538 |
if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
|
|
539 |
else aangle:= aangle+((240-aangle)*HH^.Timer/10);
|
|
540 |
dec(HH^.Timer)
|
|
541 |
end;
|
|
542 |
amt:= CurrentHedgehog^.CurAmmoType;
|
|
543 |
CurWeapon:= GetAmmoEntry(HH^);
|
|
544 |
case amt of
|
|
545 |
amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
|
|
546 |
amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
|
|
547 |
amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
|
|
548 |
amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
|
|
549 |
amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
|
|
550 |
amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
|
|
551 |
amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
|
|
552 |
amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
|
|
553 |
amSineGun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
|
|
554 |
amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
|
|
555 |
DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
|
|
556 |
else
|
|
557 |
DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), sign, aangle);
|
|
558 |
amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
|
|
559 |
amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
|
|
560 |
amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
|
|
561 |
amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
|
|
562 |
amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
|
|
563 |
amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
|
|
564 |
amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
|
|
565 |
amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
|
|
566 |
amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
|
|
567 |
amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
|
|
568 |
amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
|
|
569 |
amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
|
|
570 |
amSeduction: DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
|
|
571 |
amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
|
|
572 |
amRCPlane: begin
|
|
573 |
DrawRotated(sprHandPlane, hx, hy, sign, 0);
|
|
574 |
defaultPos:= false
|
|
575 |
end;
|
|
576 |
amGirder: begin
|
|
577 |
DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
|
|
578 |
DrawSpriteClipped(sprGirder,
|
|
579 |
ox-256,
|
|
580 |
oy-256,
|
|
581 |
LongInt(topY)+WorldDy,
|
|
582 |
LongInt(rightX)+WorldDx,
|
|
583 |
cWaterLine+WorldDy,
|
|
584 |
LongInt(leftX)+WorldDx)
|
|
585 |
end;
|
|
586 |
amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
|
|
587 |
amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
|
|
588 |
amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
|
|
589 |
end;
|
|
590 |
|
|
591 |
case amt of
|
|
592 |
amAirAttack,
|
|
593 |
amMineStrike,
|
|
594 |
amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
|
|
595 |
amPickHammer: DrawHedgehog(sx, sy,
|
|
596 |
sign,
|
|
597 |
1,
|
|
598 |
2,
|
|
599 |
0);
|
|
600 |
amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
|
|
601 |
amKamikaze: DrawHedgehog(sx, sy,
|
|
602 |
sign,
|
|
603 |
1,
|
|
604 |
5,
|
|
605 |
0);
|
|
606 |
amWhip: DrawRotatedF(sprWhip,
|
|
607 |
sx,
|
|
608 |
sy,
|
|
609 |
0,
|
|
610 |
sign,
|
|
611 |
0);
|
|
612 |
amHammer: DrawRotatedF(sprHammer,
|
|
613 |
sx,
|
|
614 |
sy,
|
|
615 |
0,
|
|
616 |
sign,
|
|
617 |
0);
|
|
618 |
else
|
|
619 |
DrawHedgehog(sx, sy,
|
|
620 |
sign,
|
|
621 |
0,
|
|
622 |
4,
|
|
623 |
0);
|
|
624 |
|
|
625 |
HatVisible:= true;
|
|
626 |
(* with HH^ do
|
|
627 |
if (HatTex <> nil)
|
|
628 |
and (HatVisibility > 0) then
|
|
629 |
DrawTextureF(HatTex,
|
|
630 |
HatVisibility,
|
|
631 |
sx,
|
|
632 |
sy - 5,
|
|
633 |
0,
|
|
634 |
sign,
|
|
635 |
32,
|
|
636 |
32); *)
|
|
637 |
end;
|
|
638 |
|
|
639 |
case amt of
|
|
640 |
amBaseballBat: DrawRotated(sprHandBaseball,
|
|
641 |
sx - 4 * sign,
|
|
642 |
sy + 9, sign, aangle);
|
|
643 |
end;
|
|
644 |
|
|
645 |
defaultPos:= false
|
|
646 |
end;
|
|
647 |
|
|
648 |
end else // not gstHHDriven
|
|
649 |
begin
|
|
650 |
if (Gear^.Damage > 0)
|
|
651 |
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
|
|
652 |
begin
|
|
653 |
DrawHedgehog(sx, sy,
|
|
654 |
sign,
|
|
655 |
2,
|
|
656 |
1,
|
|
657 |
Gear^.DirAngle);
|
|
658 |
defaultPos:= false
|
|
659 |
end else
|
|
660 |
|
|
661 |
if ((Gear^.State and gstHHJumping) <> 0) then
|
|
662 |
begin
|
|
663 |
DrawHedgehog(sx, sy,
|
|
664 |
sign*m,
|
|
665 |
1,
|
|
666 |
1,
|
|
667 |
0);
|
|
668 |
defaultPos:= false
|
|
669 |
end;
|
|
670 |
end;
|
|
671 |
|
|
672 |
with HH^ do
|
|
673 |
begin
|
|
674 |
if defaultPos then
|
|
675 |
begin
|
|
676 |
DrawRotatedF(sprHHIdle,
|
|
677 |
sx,
|
|
678 |
sy,
|
|
679 |
(RealTicks div 128 + Gear^.Pos) mod 19,
|
|
680 |
sign,
|
|
681 |
0);
|
|
682 |
HatVisible:= true;
|
|
683 |
end;
|
|
684 |
|
|
685 |
if HatVisible then
|
|
686 |
if HatVisibility < 1.0 then
|
|
687 |
HatVisibility:= HatVisibility + 0.2
|
|
688 |
else
|
|
689 |
else
|
|
690 |
if HatVisibility > 0.0 then
|
|
691 |
HatVisibility:= HatVisibility - 0.2;
|
|
692 |
|
|
693 |
if (HatTex <> nil)
|
|
694 |
and (HatVisibility > 0) then
|
|
695 |
if DefaultPos then
|
|
696 |
begin
|
|
697 |
DrawTextureF(HatTex,
|
|
698 |
HatVisibility,
|
|
699 |
sx,
|
|
700 |
sy - 5,
|
|
701 |
(RealTicks div 128 + Gear^.Pos) mod 19,
|
|
702 |
sign,
|
|
703 |
32,
|
|
704 |
32);
|
|
705 |
if HatTex^.w > 64 then
|
|
706 |
begin
|
|
707 |
Tint(HH^.Team^.Clan^.Color);
|
|
708 |
DrawTextureF(HatTex,
|
|
709 |
HatVisibility,
|
|
710 |
sx,
|
|
711 |
sy - 5,
|
|
712 |
(RealTicks div 128 + Gear^.Pos) mod 19 + 32,
|
|
713 |
sign,
|
|
714 |
32,
|
|
715 |
32);
|
|
716 |
Tint($FF, $FF, $FF, $FF)
|
|
717 |
end
|
|
718 |
end
|
|
719 |
else
|
|
720 |
begin
|
|
721 |
DrawTextureF(HatTex,
|
|
722 |
HatVisibility,
|
|
723 |
sx,
|
|
724 |
sy - 5,
|
|
725 |
0,
|
|
726 |
sign*m,
|
|
727 |
32,
|
|
728 |
32);
|
|
729 |
if HatTex^.w > 64 then
|
|
730 |
begin
|
|
731 |
Tint(HH^.Team^.Clan^.Color);
|
|
732 |
DrawTextureF(HatTex,
|
|
733 |
HatVisibility,
|
|
734 |
sx,
|
|
735 |
sy - 5,
|
|
736 |
32,
|
|
737 |
sign*m,
|
|
738 |
32,
|
|
739 |
32);
|
|
740 |
Tint($FF, $FF, $FF, $FF)
|
|
741 |
end
|
|
742 |
end
|
|
743 |
end;
|
|
744 |
if (Gear^.State and gstHHDriven) <> 0 then
|
|
745 |
begin
|
|
746 |
(* if (CurAmmoGear = nil) then
|
|
747 |
begin
|
|
748 |
amt:= CurrentHedgehog^.CurAmmoType;
|
|
749 |
case amt of
|
|
750 |
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
|
|
751 |
end
|
|
752 |
end; *)
|
|
753 |
if CurAmmoGear <> nil then
|
|
754 |
begin
|
|
755 |
case CurAmmoGear^.Kind of
|
|
756 |
gtJetpack: begin
|
|
757 |
DrawSprite(sprJetpack, sx-32, sy-32, 0);
|
|
758 |
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
|
|
759 |
begin
|
|
760 |
if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1);
|
|
761 |
if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2);
|
|
762 |
if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3)
|
|
763 |
end;
|
|
764 |
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
|
|
765 |
DrawAltWeapon(Gear, sx, sy)
|
|
766 |
end;
|
|
767 |
end;
|
|
768 |
end
|
|
769 |
end;
|
|
770 |
|
|
771 |
with HH^ do
|
|
772 |
begin
|
|
773 |
if ((Gear^.State and not gstWinner) = 0)
|
|
774 |
or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
|
|
775 |
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
|
|
776 |
begin
|
|
777 |
t:= sy - cHHRadius - 9;
|
|
778 |
if (cTagsMask and htTransparent) <> 0 then
|
|
779 |
Tint($FF, $FF, $FF, $80);
|
|
780 |
if ((cTagsMask and htHealth) <> 0) then
|
|
781 |
begin
|
|
782 |
dec(t, HealthTagTex^.h + 2);
|
|
783 |
DrawCentered(ox, t, HealthTagTex)
|
|
784 |
end;
|
|
785 |
if (cTagsMask and htName) <> 0 then
|
|
786 |
begin
|
|
787 |
dec(t, NameTagTex^.h + 2);
|
|
788 |
DrawCentered(ox, t, NameTagTex)
|
|
789 |
end;
|
|
790 |
if (cTagsMask and htTeamName) <> 0 then
|
|
791 |
begin
|
|
792 |
dec(t, Team^.NameTagTex^.h + 2);
|
|
793 |
DrawCentered(ox, t, Team^.NameTagTex)
|
|
794 |
end;
|
|
795 |
if (cTagsMask and htTransparent) <> 0 then
|
|
796 |
Tint($FF, $FF, $FF, $FF)
|
|
797 |
end;
|
|
798 |
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
|
|
799 |
begin
|
4394
|
800 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then
|
|
801 |
DrawCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex);
|
|
802 |
|
4388
|
803 |
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
|
|
804 |
DrawSprite(sprFinger, ox - 16, oy - 64,
|
|
805 |
GameTicks div 32 mod 16);
|
|
806 |
|
|
807 |
if (Gear^.State and gstDrowning) = 0 then
|
|
808 |
if (Gear^.State and gstHHThinking) <> 0 then
|
|
809 |
DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
|
|
810 |
end
|
|
811 |
end;
|
|
812 |
|
|
813 |
if HH^.Effects[hePoisoned] then
|
|
814 |
begin
|
|
815 |
Tint($00, $FF, $40, $80);
|
|
816 |
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
|
|
817 |
end;
|
|
818 |
if HH^.Effects[heResurrected] then
|
|
819 |
begin
|
|
820 |
Tint($f5, $db, $35, $20);
|
|
821 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
|
|
822 |
end;
|
|
823 |
|
|
824 |
if Gear^.Invulnerable then
|
|
825 |
begin
|
|
826 |
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
|
|
827 |
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
|
|
828 |
end;
|
|
829 |
if cVampiric and
|
|
830 |
(CurrentHedgehog^.Gear <> nil) and
|
|
831 |
(CurrentHedgehog^.Gear = Gear) then
|
|
832 |
begin
|
|
833 |
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
|
|
834 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
|
|
835 |
end;
|
|
836 |
Tint($FF, $FF, $FF, $FF)
|
|
837 |
end;
|
|
838 |
|
|
839 |
|
|
840 |
procedure RenderGear(Gear: PGear; x, y: LongInt);
|
|
841 |
var
|
|
842 |
HHGear: PGear;
|
|
843 |
i: Longword;
|
|
844 |
startX, endX, startY, endY: LongInt;
|
|
845 |
begin
|
|
846 |
case Gear^.Kind of
|
|
847 |
gtBomb: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
|
|
848 |
gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
|
|
849 |
gtMolotov: DrawRotated(sprMolotov, x, y, 0, Gear^.DirAngle);
|
|
850 |
|
|
851 |
gtRCPlane: begin
|
|
852 |
if (Gear^.Tag = -1) then
|
|
853 |
DrawRotated(sprPlane, x, y, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
|
|
854 |
else
|
|
855 |
DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
856 |
if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
|
|
857 |
DrawRotatedf(sprFinger, x, y, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
|
|
858 |
end;
|
|
859 |
gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
|
|
860 |
|
|
861 |
gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
|
|
862 |
or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
|
|
863 |
or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
|
|
864 |
DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
|
|
865 |
else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
|
|
866 |
|
|
867 |
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
|
|
868 |
DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
|
|
869 |
else
|
|
870 |
DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
871 |
|
|
872 |
gtHedgehog: DrawHH(Gear, x, y);
|
|
873 |
|
|
874 |
gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
875 |
|
|
876 |
gtGrave: begin
|
|
877 |
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
|
|
878 |
if Gear^.Health > 0 then
|
|
879 |
begin
|
|
880 |
//Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
|
|
881 |
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
|
|
882 |
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
|
|
883 |
DrawSprite(sprVampiric, x - 24, y - 24, 0);
|
|
884 |
Tint($FF, $FF, $FF, $FF)
|
|
885 |
end
|
|
886 |
end;
|
|
887 |
gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
888 |
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
|
|
889 |
gtRope: DrawRope(Gear);
|
|
890 |
gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
|
|
891 |
DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
|
|
892 |
else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
|
|
893 |
else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
|
|
894 |
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
|
|
895 |
DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
|
|
896 |
else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
|
|
897 |
else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
|
|
898 |
gtCase: case Gear^.Pos of
|
|
899 |
posCaseAmmo : begin
|
|
900 |
i:= (GameTicks shr 6) mod 64;
|
|
901 |
if i > 18 then i:= 0;
|
|
902 |
DrawSprite(sprCase, x - 24, y - 24, i);
|
|
903 |
end;
|
|
904 |
posCaseHealth: begin
|
|
905 |
i:= ((GameTicks shr 6) + 38) mod 64;
|
|
906 |
if i > 13 then i:= 0;
|
|
907 |
DrawSprite(sprFAid, x - 24, y - 24, i);
|
|
908 |
end;
|
|
909 |
posCaseUtility: begin
|
|
910 |
i:= (GameTicks shr 6) mod 70;
|
|
911 |
if i > 23 then i:= 0;
|
|
912 |
i:= i mod 12;
|
|
913 |
DrawSprite(sprUtility, x - 24, y - 24, i);
|
|
914 |
end;
|
|
915 |
end;
|
|
916 |
gtExplosives: begin
|
|
917 |
if ((Gear^.State and gstDrowning) <> 0) then
|
|
918 |
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
|
|
919 |
else if Gear^.State and gstAnimation = 0 then
|
|
920 |
begin
|
|
921 |
i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
|
|
922 |
if i > 18 then i:= 0;
|
|
923 |
DrawSprite(sprExplosives, x - 24, y - 24, i)
|
|
924 |
end
|
|
925 |
else if Gear^.State and gsttmpFlag = 0 then
|
|
926 |
DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
|
|
927 |
else
|
|
928 |
DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
|
|
929 |
end;
|
|
930 |
gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
|
|
931 |
gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
|
|
932 |
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
|
|
933 |
gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
|
|
934 |
gtParachute: begin
|
|
935 |
DrawSprite(sprParachute, x - 24, y - 48, 0);
|
|
936 |
DrawAltWeapon(Gear, x + 1, y - 3)
|
|
937 |
end;
|
|
938 |
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0)
|
|
939 |
else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1);
|
|
940 |
gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
941 |
gtTeleport: begin
|
|
942 |
HHGear:= Gear^.Hedgehog^.Gear;
|
|
943 |
if not Gear^.Hedgehog^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
|
|
944 |
DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
|
|
945 |
end;
|
|
946 |
gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
|
|
947 |
gtTarget: begin
|
|
948 |
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
|
|
949 |
DrawSprite(sprTarget, x - 16, y - 16, 0);
|
|
950 |
Tint($FF, $FF, $FF, $FF);
|
|
951 |
end;
|
|
952 |
gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
953 |
gtCake: if Gear^.Pos = 6 then
|
|
954 |
DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
|
|
955 |
else
|
|
956 |
DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
|
|
957 |
gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0);
|
|
958 |
gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
|
|
959 |
gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
|
|
960 |
gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
|
|
961 |
gtBirdy: begin
|
|
962 |
if Gear^.State and gstAnimation = gstAnimation then
|
|
963 |
begin
|
|
964 |
if Gear^.State and gstTmpFlag = 0 then // Appearing
|
|
965 |
begin
|
|
966 |
endX:= x - WorldDx;
|
|
967 |
endY:= y - WorldDy;
|
|
968 |
if Gear^.Tag < 0 then
|
|
969 |
startX:= max(LAND_WIDTH + 1024, endX + 2048)
|
|
970 |
else
|
|
971 |
startX:= max(-LAND_WIDTH - 1024, endX - 2048);
|
|
972 |
startY:= endY - 256;
|
|
973 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
|
|
974 |
end
|
|
975 |
else // Disappearing
|
|
976 |
begin
|
|
977 |
startX:= x - WorldDx;
|
|
978 |
startY:= y - WorldDy;
|
|
979 |
if Gear^.Tag > 0 then
|
|
980 |
endX:= max(LAND_WIDTH + 1024, startX + 2048)
|
|
981 |
else
|
|
982 |
endX:= max(-LAND_WIDTH - 1024, startX - 2048);
|
|
983 |
endY:= startY + 256;
|
|
984 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
|
|
985 |
end;
|
|
986 |
end
|
|
987 |
else
|
|
988 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
|
|
989 |
end;
|
|
990 |
gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
|
|
991 |
gtPiano: begin
|
|
992 |
if (Gear^.State and gstDrowning) = 0 then
|
|
993 |
begin
|
|
994 |
Tint($FF, $FF, $FF, $10);
|
|
995 |
for i:= 8 downto 1 do
|
|
996 |
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
|
|
997 |
Tint($FF, $FF, $FF, $FF)
|
|
998 |
end;
|
|
999 |
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0);
|
|
1000 |
end;
|
|
1001 |
gtPoisonCloud: begin
|
|
1002 |
if Gear^.Timer < 1020 then
|
|
1003 |
Tint($C0, $C0, $00, Gear^.Timer div 8)
|
|
1004 |
else if Gear^.Timer > 3980 then
|
|
1005 |
Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
|
|
1006 |
else
|
|
1007 |
Tint($C0, $C0, $00, $C0);
|
|
1008 |
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
|
|
1009 |
Tint($FF, $FF, $FF, $FF)
|
|
1010 |
end;
|
|
1011 |
gtResurrector: begin
|
|
1012 |
DrawRotated(sprCross, x, y, 0, 0);
|
|
1013 |
Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
|
|
1014 |
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
|
|
1015 |
Tint($FF, $FF, $FF, $FF);
|
|
1016 |
end;
|
|
1017 |
gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
|
|
1018 |
end;
|
|
1019 |
if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
|
|
1020 |
end;
|
|
1021 |
|
|
1022 |
end.
|