Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uGearsRender;
interface
uses uTypes, uConsts, GLunit, uFloat, SDLh;
procedure RenderGear(Gear: PGear; x, y: LongInt);
var RopePoints: record
Count: Longword;
HookAngle: GLfloat;
ar: array[0..MAXROPEPOINTS] of record
X, Y: hwFloat;
dLen: hwFloat;
b: boolean;
end;
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
end;
implementation
uses uRender, uUtils, uVariables, uAmmos, Math;
procedure DrawRopeLinesRQ(Gear: PGear);
begin
with RopePoints do
begin
rounded[Count].X:= hwRound(Gear^.X);
rounded[Count].Y:= hwRound(Gear^.Y);
rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
end;
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
glDisable(GL_TEXTURE_2D);
//glEnable(GL_LINE_SMOOTH);
glPushMatrix;
glTranslatef(WorldDx, WorldDy, 0);
glLineWidth(4.0);
Tint($C0, $C0, $C0, $FF);
glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
Tint($FF, $FF, $FF, $FF);
glPopMatrix;
glEnable(GL_TEXTURE_2D);
//glDisable(GL_LINE_SMOOTH)
end
end;
procedure DrawRope(Gear: PGear);
var roplen: LongInt;
i: Longword;
procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
var eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
b: boolean;
begin
if (X1 = X2) and (Y1 = Y2) then
begin
//OutError('WARNING: zero length rope line!', false);
exit
end;
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
b:= false;
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
b:= true
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
b:= true
end;
if b then
begin
inc(roplen);
if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
end
end
end;
begin
if (cReducedQuality and rqSimpleRope) <> 0 then
DrawRopeLinesRQ(Gear)
else
begin
roplen:= 0;
if RopePoints.Count > 0 then
begin
i:= 0;
while i < Pred(RopePoints.Count) do
begin
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
inc(i)
end;
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
end else
if Gear^.Elasticity.QWordValue > 0 then
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
end;
if RopePoints.Count > 0 then
DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
else
if Gear^.Elasticity.QWordValue > 0 then
DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
begin
with Gear^.Hedgehog^ do
begin
if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
exit;
DrawTexture(sx + 16, sy + 16, ropeIconTex);
DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32);
end;
end;
procedure DrawHH(Gear: PGear; ox, oy: LongInt);
var i, t: LongInt;
amt: TAmmoType;
sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change
defaultPos, HatVisible: boolean;
HH: PHedgehog;
CurWeapon: PAmmo;
begin
HH:= Gear^.Hedgehog;
if HH^.Unplaced then exit;
m:= 1;
if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
sx:= ox + 1; // this offset is very common
sy:= oy - 3;
sign:= hwSign(Gear^.dX);
if (Gear^.State and gstHHDeath) <> 0 then
begin
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
Tint($FF, $FF, $FF, $FF);
exit
end
else if (Gear^.State and gstHHGone) <> 0 then
begin
DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
exit
end;
defaultPos:= true;
HatVisible:= false;
if HH^.Effects[hePoisoned] then
begin
Tint($00, $FF, $40, $40);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
Tint($FF, $FF, $FF, $FF)
end;
if ((Gear^.State and gstWinner) <> 0) and
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
begin
DrawHedgehog(sx, sy,
sign,
2,
0,
0);
defaultPos:= false
end;
if (Gear^.State and gstDrowning) <> 0 then
begin
DrawHedgehog(sx, sy,
sign,
1,
7,
0);
defaultPos:= false
end else
if (Gear^.State and gstLoser) <> 0 then
begin
DrawHedgehog(sx, sy,
sign,
2,
3,
0);
defaultPos:= false
end else
if (Gear^.State and gstHHDriven) <> 0 then
begin
if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and
/// 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
(((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
/// If no current ammo is active, and the selected ammo uses a crosshair
((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then
begin
(* These calculations are a little complex for a few reasons:
1: I need to draw the laser from weapon origin to nearest land
2: I need to start the beam outside the hedgie for attractiveness.
3: I need to extend the beam beyond land.
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
*)
dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
if cLaserSighting then
begin
lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
// ensure we start outside the hedgehog (he's solid after all)
while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
begin
lx:= lx + dx;
ly:= ly + dy
end;
// add hog's position
lx:= lx + ox - WorldDx;
ly:= ly + oy - WorldDy;
// decrease number of iterations required
ax:= dx * 4;
ay:= dy * 4;
tx:= round(lx);
ty:= round(ly);
hx:= tx;
hy:= ty;
while ((ty and LAND_HEIGHT_MASK) = 0) and
((tx and LAND_WIDTH_MASK) = 0) and
(Land[ty, tx] = 0) do // TODO: check for constant variable instead
begin
lx:= lx + ax;
ly:= ly + ay;
tx:= round(lx);
ty:= round(ly)
end;
// reached edge of land. assume infinite beam. Extend it way out past camera
if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
begin
tx:= round(lx + ax * (LAND_WIDTH div 4));
ty:= round(ly + ay * (LAND_WIDTH div 4));
end;
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
begin
DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
end;
end;
// draw crosshair
cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
DrawRotatedTex(HH^.Team^.CrosshairTex,
12, 12, cx + WorldDx, cy + WorldDy, 0,
sign * (Gear^.Angle * 180.0) / cMaxAngle);
end;
hx:= ox + 8 * sign;
hy:= oy - 2;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then
begin
case CurAmmoGear^.Kind of
gtShotgunShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotated(sprShotgun, hx, hy, sign, aangle)
else
DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
end;
gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
gtSniperRifleShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
else
DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
end;
gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
gtRCPlane: begin
DrawRotated(sprHandPlane, hx, hy, sign, 0);
defaultPos:= false
end;
gtRope: begin
if Gear^.X < CurAmmoGear^.X then
begin
dAngle:= 0;
hAngle:= 180;
i:= 1
end else
begin
dAngle:= 180;
hAngle:= 0;
i:= -1
end;
if ((Gear^.State and gstWinner) = 0) then
begin
DrawHedgehog(ox, oy,
i,
1,
0,
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
with HH^ do
if (HatTex <> nil) then
begin
DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
if HatTex^.w > 64 then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
Tint($FF, $FF, $FF, $FF)
end
end
end;
DrawAltWeapon(Gear, ox, oy);
defaultPos:= false
end;
gtBlowTorch: begin
DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
DrawHedgehog(sx, sy,
sign,
3,
HH^.visStepPos div 2,
0);
with HH^ do
if (HatTex <> nil) then
begin
DrawTextureF(HatTex,
1,
sx,
sy - 5,
0,
sign,
32,
32);
if HatTex^.w > 64 then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureF(HatTex,
1,
sx,
sy - 5,
32,
sign,
32,
32);
Tint($FF, $FF, $FF, $FF)
end
end;
defaultPos:= false
end;
gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
gtFirePunch: begin
DrawHedgehog(sx, sy,
sign,
1,
4,
0);
defaultPos:= false
end;
gtPickHammer: begin
defaultPos:= false;
dec(sy,20);
end;
gtTeleport: defaultPos:= false;
gtWhip: begin
DrawRotatedF(sprWhip,
sx,
sy,
1,
sign,
0);
defaultPos:= false
end;
gtHammer: begin
DrawRotatedF(sprHammer,
sx,
sy,
1,
sign,
0);
defaultPos:= false
end;
gtResurrector: begin
DrawRotated(sprHandResurrector, sx, sy, 0, 0);
defaultPos:= false
end;
gtKamikaze: begin
if CurAmmoGear^.Pos = 0 then
DrawHedgehog(sx, sy,
sign,
1,
6,
0)
else
DrawRotatedF(sprKamikaze,
ox, oy,
CurAmmoGear^.Pos - 1,
sign,
aangle);
defaultPos:= false
end;
gtSeduction: begin
if CurAmmoGear^.Pos >= 6 then
DrawHedgehog(sx, sy,
sign,
2,
2,
0)
else
begin
DrawRotatedF(sprDress,
ox, oy,
CurAmmoGear^.Pos,
sign,
0);
DrawSprite(sprCensored, ox - 32, oy - 20, 0)
end;
defaultPos:= false
end;
gtFlamethrower: begin
DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
end;
gtLandGun: begin DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
end;
end;
case CurAmmoGear^.Kind of
gtShotgunShot,
gtDEagleShot,
gtSniperRifleShot,
gtShover: begin
DrawHedgehog(sx, sy,
sign,
0,
4,
0);
defaultPos:= false;
HatVisible:= true
end
end
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
sign*m,
1,
1,
0);
HatVisible:= true;
defaultPos:= false
end else
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
begin
DrawHedgehog(sx, sy,
sign,
0,
HH^.visStepPos div 2,
0);
defaultPos:= false;
HatVisible:= true
end
else
if ((Gear^.State and gstAnimation) <> 0) then
begin
if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
begin
Gear^.State:= Gear^.State and not gstAnimation;
end
else
begin
DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
sx,
sy,
Gear^.Pos,
sign,
0.0);
defaultPos:= false
end
end
else
if ((Gear^.State and gstAttacked) = 0) then
begin
if HH^.Timer > 0 then
begin
// There must be a tidier way to do this. Anyone?
if aangle <= 90 then aangle:= aangle+360;
if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
else aangle:= aangle+((240-aangle)*HH^.Timer/10);
dec(HH^.Timer)
end;
amt:= CurrentHedgehog^.CurAmmoType;
CurWeapon:= GetAmmoEntry(HH^);
case amt of
amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
amSnowball: DrawRotated(sprHandSnowball, hx, hy, sign, aangle);
amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
amSineGun: DrawRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle);
amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
else
DrawRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle);
amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
amSeduction: begin
DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA);
//Tint($FF, $0, $0, $AA);
//DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10);
//Tint($FF, $FF, $FF, $FF);
end;
amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amRCPlane: begin
DrawRotated(sprHandPlane, hx, hy, sign, 0);
defaultPos:= false
end;
amGirder: begin
DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
DrawSpriteClipped(sprGirder,
ox-256,
oy-256,
LongInt(topY)+WorldDy,
LongInt(rightX)+WorldDx,
cWaterLine+WorldDy,
LongInt(leftX)+WorldDx)
end;
amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amLandGun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
end;
case amt of
amAirAttack,
amMineStrike,
amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
amPickHammer: DrawHedgehog(sx, sy,
sign,
1,
2,
0);
amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
amKamikaze: DrawHedgehog(sx, sy,
sign,
1,
5,
0);
amWhip: DrawRotatedF(sprWhip,
sx,
sy,
0,
sign,
0);
amHammer: DrawRotatedF(sprHammer,
sx,
sy,
0,
sign,
0);
else
DrawHedgehog(sx, sy,
sign,
0,
4,
0);
HatVisible:= true;
(* with HH^ do
if (HatTex <> nil)
and (HatVisibility > 0) then
DrawTextureF(HatTex,
HatVisibility,
sx,
sy - 5,
0,
sign,
32,
32); *)
end;
case amt of
amBaseballBat: DrawRotated(sprHandBaseball,
sx - 4 * sign,
sy + 9, sign, aangle);
end;
defaultPos:= false
end;
end else // not gstHHDriven
begin
if (Gear^.Damage > 0)
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
DrawHedgehog(sx, sy,
sign,
2,
1,
Gear^.DirAngle);
defaultPos:= false
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
sign*m,
1,
1,
0);
defaultPos:= false
end;
end;
with HH^ do
begin
if defaultPos then
begin
DrawRotatedF(sprHHIdle,
sx,
sy,
(RealTicks div 128 + Gear^.Pos) mod 19,
sign,
0);
HatVisible:= true;
end;
if HatVisible then
if HatVisibility < 1.0 then
HatVisibility:= HatVisibility + 0.2
else
else
if HatVisibility > 0.0 then
HatVisibility:= HatVisibility - 0.2;
if (HatTex <> nil)
and (HatVisibility > 0) then
if DefaultPos then
begin
DrawTextureF(HatTex,
HatVisibility,
sx,
sy - 5,
(RealTicks div 128 + Gear^.Pos) mod 19,
sign,
32,
32);
if HatTex^.w > 64 then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureF(HatTex,
HatVisibility,
sx,
sy - 5,
(RealTicks div 128 + Gear^.Pos) mod 19 + 32,
sign,
32,
32);
Tint($FF, $FF, $FF, $FF)
end
end
else
begin
DrawTextureF(HatTex,
HatVisibility,
sx,
sy - 5,
0,
sign*m,
32,
32);
if HatTex^.w > 64 then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureF(HatTex,
HatVisibility,
sx,
sy - 5,
32,
sign*m,
32,
32);
Tint($FF, $FF, $FF, $FF)
end
end
end;
if (Gear^.State and gstHHDriven) <> 0 then
begin
(* if (CurAmmoGear = nil) then
begin
amt:= CurrentHedgehog^.CurAmmoType;
case amt of
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
end
end; *)
if CurAmmoGear <> nil then
begin
case CurAmmoGear^.Kind of
gtJetpack: begin
DrawSprite(sprJetpack, sx-32, sy-32, 0);
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
begin
if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1);
if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2);
if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3)
end;
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
DrawAltWeapon(Gear, sx, sy)
end;
end;
end
end;
with HH^ do
begin
if ((Gear^.State and not gstWinner) = 0)
or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
begin
t:= sy - cHHRadius - 9;
if (cTagsMask and htTransparent) <> 0 then
Tint($FF, $FF, $FF, $80);
if ((cTagsMask and htHealth) <> 0) then
begin
dec(t, HealthTagTex^.h + 2);
DrawCentered(ox, t, HealthTagTex)
end;
if (cTagsMask and htName) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
DrawCentered(ox, t, NameTagTex)
end;
if (cTagsMask and htTeamName) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
DrawCentered(ox, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
Tint($FF, $FF, $FF, $FF)
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then
DrawCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex);
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
DrawSprite(sprFinger, ox - 16, oy - 64,
GameTicks div 32 mod 16);
if (Gear^.State and gstDrowning) = 0 then
if (Gear^.State and gstHHThinking) <> 0 then
DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
end
end;
if HH^.Effects[hePoisoned] then
begin
Tint($00, $FF, $40, $80);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
end;
if HH^.Effects[heResurrected] then
begin
Tint($f5, $db, $35, $20);
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
if Gear^.Invulnerable then
begin
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
end;
if cVampiric and
(CurrentHedgehog^.Gear <> nil) and
(CurrentHedgehog^.Gear = Gear) then
begin
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
Tint($FF, $FF, $FF, $FF)
end;
procedure RenderGear(Gear: PGear; x, y: LongInt);
var
HHGear: PGear;
i: Longword;
startX, endX, startY, endY: LongInt;
begin
if Gear^.Target.X <> NoPointX then
if Gear^.AmmoType = amBee then
DrawRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else
DrawRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);
case Gear^.Kind of
gtGrenade: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
gtSnowball: DrawRotated(sprSnowball, x, y, 0, Gear^.DirAngle);
gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
gtMolotov: if (Gear^.State and gstDrowning) = 0 then
DrawRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX))
else DrawSprite(sprMolotov, x, y, 8);
gtRCPlane: begin
if (Gear^.Tag = -1) then
DrawRotated(sprPlane, x, y, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
else
DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX));
end;
gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
else
DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHedgehog: DrawHH(Gear, x, y);
gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtGrave: begin
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
if Gear^.Health > 0 then
begin
//Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, x - 24, y - 24, 0);
Tint($FF, $FF, $FF, $FF)
end
end;
gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
gtRope: DrawRope(Gear);
gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
gtCase: if ((Gear^.Pos and posCaseAmmo) <> 0) then
begin
i:= (GameTicks shr 6) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprCase, x - 24, y - 24, i);
end
else if ((Gear^.Pos and posCaseHealth) <> 0) then
begin
i:= ((GameTicks shr 6) + 38) mod 64;
if i > 13 then i:= 0;
DrawSprite(sprFAid, x - 24, y - 24, i);
end
else if ((Gear^.Pos and posCaseUtility) <> 0) then
begin
i:= (GameTicks shr 6) mod 70;
if i > 23 then i:= 0;
i:= i mod 12;
DrawSprite(sprUtility, x - 24, y - 24, i);
end;
gtExplosives: begin
if ((Gear^.State and gstDrowning) <> 0) then
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
else if Gear^.State and gstAnimation = 0 then
begin
i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprExplosives, x - 24, y - 24, i)
end
else if Gear^.State and gsttmpFlag = 0 then
DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
else
DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
end;
gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
gtParachute: begin
DrawSprite(sprParachute, x - 24, y - 48, 0);
DrawAltWeapon(Gear, x + 1, y - 3)
end;
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0)
else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1);
gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtTeleport: begin
HHGear:= Gear^.Hedgehog^.Gear;
if not Gear^.Hedgehog^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
end;
gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
gtTarget: begin
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
DrawSprite(sprTarget, x - 16, y - 16, 0);
Tint($FF, $FF, $FF, $FF);
end;
gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
else
DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0);
gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
gtBirdy: begin
if Gear^.State and gstAnimation = gstAnimation then
begin
if Gear^.State and gstTmpFlag = 0 then // Appearing
begin
endX:= x - WorldDx;
endY:= y - WorldDy;
if Gear^.Tag < 0 then
startX:= max(LAND_WIDTH + 1024, endX + 2048)
else
startX:= max(-LAND_WIDTH - 1024, endX - 2048);
startY:= endY - 256;
DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + 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);
end
else // Disappearing
begin
startX:= x - WorldDx;
startY:= y - WorldDy;
if Gear^.Tag > 0 then
endX:= max(LAND_WIDTH + 1024, startX + 2048)
else
endX:= max(-LAND_WIDTH - 1024, startX - 2048);
endY:= startY + 256;
DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + 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);
end;
end
else
begin
if Gear^.Health < 250 then
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75)
else
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
end;
gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
gtPiano: begin
if (Gear^.State and gstDrowning) = 0 then
begin
Tint($FF, $FF, $FF, $10);
for i:= 8 downto 1 do
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
Tint($FF, $FF, $FF, $FF)
end;
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0);
end;
gtPoisonCloud: begin
if Gear^.Timer < 1020 then
Tint($C0, $C0, $00, Gear^.Timer div 8)
else if Gear^.Timer > 3980 then
Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
else
Tint($C0, $C0, $00, $C0);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
Tint($FF, $FF, $FF, $FF)
end;
gtResurrector: begin
DrawRotated(sprCross, x, y, 0, 0);
Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
Tint($FF, $FF, $FF, $FF);
end;
gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then
begin
Tint((cExplosionBorderColor shr RShift) and $FF,
(cExplosionBorderColor shr GShift) and $FF,
(cExplosionBorderColor shr BShift) and $FF,
$FF);
// Needs a nicer white texture to tint
DrawRotatedTextureF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
//DrawRotated(sprSnowDust, x, y, 0, Gear^.DirAngle);
//DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1);
Tint($FF, $FF, $FF, $FF);
end
else //if not isInLag then
begin
if isInLag and (Gear^.FlightTime < 256) then inc(Gear^.FlightTime, 8)
else if not isInLag and (Gear^.FlightTime > 0) then dec(Gear^.FlightTime, 8);
if Gear^.FlightTime > 0 then Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime));
if vobVelocity = 0 then
DrawSprite(sprFlake, x, y, Gear^.Timer)
else
DrawRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer)
//DrawRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle);
if Gear^.FlightTime > 0 then Tint($FF, $FF, $FF, $FF);
end;
gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0);
gtTardis: if Gear^.Pos <> 4 then
begin
if Gear^.Pos = 2 then Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF)
else Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
DrawSprite(sprTardis, x-24, y-63,0);
if Gear^.Pos = 2 then Tint($FF, $FF, $FF, $FF)
else Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
DrawSprite(sprTardis, x-24, y-63,1);
if Gear^.Pos <> 2 then Tint($FF, $FF, $FF, $FF)
(*
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250))));
DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25);
Tint($FF, $FF, $FF, $FF)
*)
end;
end;
if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
end;
end.