Engine:
* Reverted previous AI adjustments for weapon offsets (won't help in most cases anyway)
procedure DrawHH(Gear: PGear);
var i, t: LongInt;
amt: TAmmoType;
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;
VertexBuffer: array [0..1] of TVertex2f;
HH: PHedgehog;
begin
HH:= PHedgehog(Gear^.Hedgehog);
if HH^.Unplaced then exit;
m:= 1;
if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
if (Gear^.State and gstHHDeath) <> 0 then
begin
DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos);
exit
end
else if (Gear^.State and gstHHGone) <> 0 then
begin
DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0);
exit
end;
defaultPos:= true;
HatVisible:= false;
sx:= hwRound(Gear^.X) + 1 + WorldDx;
sy:= hwRound(Gear^.Y) - 3 + WorldDy;
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,
hwSign(Gear^.dX),
2,
0,
0);
defaultPos:= false
end;
if (Gear^.State and gstDrowning) <> 0 then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
7,
0);
defaultPos:= false
end else
if (Gear^.State and gstLoser) <> 0 then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
2,
3,
0);
defaultPos:= false
end else
if (Gear^.State and gstHHDriven) <> 0 then
begin
if ((Gear^.State and gstHHThinking) = 0) and
(ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
begin
(* These calculations are a little complex for a few reasons:
1: I need to draw the laser from weapon origin to nearest land
2: I need to start the beam outside the hedgie for attractiveness.
3: I need to extend the beam beyond land.
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
*)
dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle);
dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
if cLaserSighting then
begin
lx:= GetLaunchX(HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].AmmoType, hwSign(Gear^.dX) * m, Gear^.Angle);
ly:= GetLaunchY(HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].AmmoType, 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 + hwRound(Gear^.X);
ly:= ly + hwRound(Gear^.Y);
// 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
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.0);
Tint($FF, $00, $00, $C0);
VertexBuffer[0].X:= hx + WorldDx;
VertexBuffer[0].Y:= hy + WorldDy;
VertexBuffer[1].X:= tx + WorldDx;
VertexBuffer[1].Y:= ty + WorldDy;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
Tint($FF, $FF, $FF, $FF);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LINE_SMOOTH);
end;
end;
// draw crosshair
cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].AmmoType, hwSign(Gear^.dX) * m, Gear^.Angle));
cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].AmmoType, Gear^.Angle));
DrawRotatedTex(HH^.Team^.CrosshairTex,
12, 12, cx + WorldDx, cy + WorldDy, 0,
hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
end;
hx:= hwRound(Gear^.X) + 8 * hwSign(Gear^.dX) + WorldDx;
hy:= hwRound(Gear^.Y) - 2 + WorldDy;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
if CurAmmoGear <> nil then
begin
case CurAmmoGear^.Kind of
gtShotgunShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
else
DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
end;
gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
gtSniperRifleShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle)
else
DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle)
end;
gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
gtRCPlane: begin
DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 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;
sx:= hwRound(Gear^.X) + WorldDx;
sy:= hwRound(Gear^.Y) + WorldDy;
if ((Gear^.State and gstWinner) = 0) then
begin
DrawHedgehog(sx, sy,
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, sx, sy, 0, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
if HatTex^.w > 32 then
begin
Tint(HH^.Team^.Clan^.Color);
DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 32, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
Tint($FF, $FF, $FF, $FF)
end
end
end;
DrawAltWeapon(Gear, sx, sy);
defaultPos:= false
end;
gtBlowTorch: begin
DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
3,
HH^.visStepPos div 2,
0);
with HH^ do
if (HatTex <> nil) then
begin
DrawTextureF(HatTex,
1,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX),
32,
32);
if HatTex^.w > 32 then
begin
Tint(HH^.Team^.Clan^.Color);
DrawTextureF(HatTex,
1,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
32,
hwSign(Gear^.dX),
32,
32);
Tint($FF, $FF, $FF, $FF)
end
end;
defaultPos:= false
end;
gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
gtFirePunch: begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
4,
0);
defaultPos:= false
end;
gtPickHammer: begin
defaultPos:= false;
dec(sy,20);
end;
gtTeleport: defaultPos:= false;
gtWhip: begin
DrawRotatedF(sprWhip,
sx,
sy,
1,
hwSign(Gear^.dX),
0);
defaultPos:= false
end;
gtHammer: begin
DrawRotatedF(sprHammer,
sx,
sy,
1,
hwSign(Gear^.dX),
0);
defaultPos:= false
end;
gtKamikaze: begin
if CurAmmoGear^.Pos = 0 then
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
6,
0)
else
DrawRotatedF(sprKamikaze,
hwRound(Gear^.X) + WorldDx,
hwRound(Gear^.Y) + WorldDy,
CurAmmoGear^.Pos - 1,
hwSign(Gear^.dX),
aangle);
defaultPos:= false
end;
gtSeduction: begin
if CurAmmoGear^.Pos >= 6 then
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
2,
2,
0)
else
begin
DrawRotatedF(sprDress,
hwRound(Gear^.X) + WorldDx,
hwRound(Gear^.Y) + WorldDy,
CurAmmoGear^.Pos,
hwSign(Gear^.dX),
0);
DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0)
end;
defaultPos:= false
end;
gtFlamethrower: begin
DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), 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,
hwSign(Gear^.dX),
0,
4,
0);
defaultPos:= false;
HatVisible:= true
end
end
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX)*m,
1,
1,
0);
HatVisible:= true;
defaultPos:= false
end else
if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
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,
hwSign(Gear^.dX),
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^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
case amt of
amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle);
amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle);
amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle);
amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle);
amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle);
amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle);
amSineGun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
amPortalGun: if (HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle)
else
DrawRotatedF(sprPortalGun, hx, hy, 1+(HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].Timer and 1), hwSign(Gear^.dX), aangle);
amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle);
amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle);
amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle);
amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle);
amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle);
amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle);
amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle);
amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle);
amGasBomb: DrawRotated(sprHandCheese, hx, hy, hwSign(Gear^.dX), aangle);
amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle);
amSMine: DrawRotated(sprHandSMine, hx, hy, hwSign(Gear^.dX), aangle);
amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle);
amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle);
amRCPlane: begin
DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
defaultPos:= false
end;
amGirder: begin
DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle);
DrawSpriteClipped(sprGirder,
sx-256,
sy-256,
LongInt(topY)+WorldDy,
LongInt(rightX)+WorldDx,
cWaterLine+WorldDy,
LongInt(leftX)+WorldDx)
end;
amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle);
amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle);
end;
case amt of
amAirAttack,
amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
amPickHammer: DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
2,
0);
amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0);
amKamikaze: DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
5,
0);
amWhip: DrawRotatedF(sprWhip,
sx,
sy,
0,
hwSign(Gear^.dX),
0);
amHammer: DrawRotatedF(sprHammer,
sx,
sy,
0,
hwSign(Gear^.dX),
0);
else
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
0,
4,
0);
HatVisible:= true;
(* with HH^ do
if (HatTex <> nil)
and (HatVisibility > 0) then
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX),
32,
32); *)
end;
case amt of
amBaseballBat: DrawRotated(sprHandBaseball,
hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx,
hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), 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,
hwSign(Gear^.dX),
2,
1,
Gear^.DirAngle);
defaultPos:= false
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX)*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,
hwSign(Gear^.dX),
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,
hwRound(Gear^.Y) - 8 + WorldDy,
(RealTicks div 128 + Gear^.Pos) mod 19,
hwSign(Gear^.dX),
32,
32);
if HatTex^.w > 32 then
begin
Tint(HH^.Team^.Clan^.Color);
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
(RealTicks div 128 + Gear^.Pos) mod 19 + 32,
hwSign(Gear^.dX),
32,
32);
Tint($FF, $FF, $FF, $FF)
end
end
else
begin
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX)*m,
32,
32);
if HatTex^.w > 32 then
begin
Tint(HH^.Team^.Clan^.Color);
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
32,
hwSign(Gear^.dX)*m,
32,
32);
Tint($FF, $FF, $FF, $FF)
end
end
end;
if (Gear^.State and gstHHDriven) <> 0 then
begin
(* if (CurAmmoGear = nil) then
begin
amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
case amt of
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
end
end; *)
if CurAmmoGear <> nil then
begin
case CurAmmoGear^.Kind of
gtJetpack: begin
DrawSprite(sprJetpack, sx-32, sy-32, 0);
if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1);
if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2);
if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3);
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
DrawAltWeapon(Gear, sx, sy)
end;
end;
end
end;
with HH^ do
begin
if ((Gear^.State and not gstWinner) = 0)
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
begin
t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
if (cTagsMask and htTransparent) <> 0 then
Tint($FF, $FF, $FF, $80);
if ((cTagsMask and htHealth) <> 0) then
begin
dec(t, HealthTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
end;
if (cTagsMask and htName) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
end;
if (cTagsMask and htTeamName) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
Tint($FF, $FF, $FF, $FF)
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
GameTicks div 32 mod 16);
if (Gear^.State and gstDrowning) = 0 then
if (Gear^.State and gstHHThinking) <> 0 then
DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8)
end
end;
if HH^.Effects[hePoisoned] then
begin
Tint($00, $FF, $40, $80);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
end;
if Gear^.Invulnerable then
begin
Tint($FF, $FF, $FF, max($40, floor($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, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
Tint($FF, $FF, $FF, $FF)
end;
procedure DrawGears;
var Gear, HHGear: PGear;
i: Longword;
startX, endX, startY, endY: LongInt;
begin
Gear:= GearsList;
while Gear<>nil do
begin
case Gear^.Kind of
gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtGasBomb: DrawRotated(sprCheese, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtRCPlane: begin
if (Gear^.Tag = -1) then
DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
else
DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX));
if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
end;
gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 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, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
else DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHedgehog: DrawHH(Gear);
gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0);
gtRope: DrawRope(Gear);
gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawRotated(sprSMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCase: case Gear^.Pos of
posCaseAmmo : begin
i:= (GameTicks shr 6) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
posCaseHealth: begin
i:= ((GameTicks shr 6) + 38) mod 64;
if i > 13 then i:= 0;
DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
posCaseUtility: begin
i:= (GameTicks shr 6) mod 70;
if i > 23 then i:= 0;
i:= i mod 12;
DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
end;
gtExplosives: begin
if ((Gear^.State and gstDrowning) <> 0) then
DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 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, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i)
end
else if Gear^.State and gsttmpFlag = 0 then
DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle)
else
DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle);
end;
gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
gtParachute: begin
DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
end;
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0)
else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1);
gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtTeleport: begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, 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, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12);
gtTarget: begin
Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000));
DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
Tint($FF, $FF, $FF, $FF);
end;
gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
else
DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle);
gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle);
gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtBirdy: begin
if Gear^.State and gstAnimation = gstAnimation then
begin
if Gear^.State and gstTmpFlag = 0 then // Appearing
begin
endX:= hwRound(Gear^.X);
endY:= hwRound(Gear^.Y);
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 + floor((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + floor((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:= hwRound(Gear^.X);
startY:= hwRound(Gear^.Y);
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 + floor((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + floor((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
end
else
DrawTextureF(SpritesData[sprBirdy].Texture, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle);
gtPiano: begin
if (Gear^.State and gstDrowning) = 0 then
begin
Tint($FF, $FF, $FF, $10);
for i:= 8 downto 1 do
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
Tint($FF, $FF, $FF, $FF)
end;
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 128, 128, 0);
end;
gtPoisonCloud: begin
if Gear^.Timer < 1020 then
Tint($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, $C0);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
Tint($FF, $FF, $FF, $FF)
end;
end;
if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex);
Gear:= Gear^.NextGear
end;
end;