author | Gianfranco Costamagna <costamagnagianfranco@yahoo.it> |
Tue, 30 Dec 2014 19:07:57 +0300 | |
branch | 0.9.21 |
changeset 10723 | 2cfa65083621 |
parent 10683 | 31a0e7efa17a |
child 10789 | acbf69e2e5cf |
permissions | -rw-r--r-- |
4976 | 1 |
(* |
2 |
* Hedgewars, a free turn based strategy game |
|
9998 | 3 |
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
4976 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
|
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
8 |
* |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
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diff
changeset
|
9 |
* This program is distributed in the hope that it will be useful, |
4976 | 10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
13 |
* |
|
14 |
* You should have received a copy of the GNU General Public License |
|
15 |
* along with this program; if not, write to the Free Software |
|
10108
c68cf030eded
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
sheepluva
parents:
10082
diff
changeset
|
16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
4976 | 17 |
*) |
18 |
||
4388 | 19 |
{$INCLUDE "options.inc"} |
4976 | 20 |
|
4388 | 21 |
unit uGearsRender; |
22 |
||
23 |
interface |
|
7671 | 24 |
uses uTypes, uConsts, GLunit, uFloat, SDLh; |
4388 | 25 |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
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diff
changeset
|
26 |
type |
10015 | 27 |
Tar = record |
8330 | 28 |
X, Y: hwFloat; |
29 |
dLen: hwFloat; |
|
30 |
b : boolean; |
|
31 |
end; |
|
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merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
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changeset
|
32 |
TRopePoints = record |
8330 | 33 |
Count : Longword; |
34 |
HookAngle : GLfloat; |
|
35 |
ar : array[0..MAXROPEPOINTS] of Tar; |
|
36 |
rounded : array[0..MAXROPEPOINTS + 2] of TVertex2f; |
|
37 |
end; |
|
4388 | 38 |
procedure RenderGear(Gear: PGear; x, y: LongInt); |
39 |
||
40 |
var RopePoints: record |
|
41 |
Count: Longword; |
|
42 |
HookAngle: GLfloat; |
|
43 |
ar: array[0..MAXROPEPOINTS] of record |
|
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
44 |
X, Y: hwFloat; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
45 |
dLen: hwFloat; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
46 |
b: boolean; |
8733
b6002f1956d5
Hard math to fix issue 571. Well, not really hard math,
unc0rr
parents:
8689
diff
changeset
|
47 |
sx, sy, sb: boolean; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
48 |
end; |
4388 | 49 |
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f; |
50 |
end; |
|
51 |
||
52 |
implementation |
|
9285 | 53 |
uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList; |
4388 | 54 |
|
55 |
procedure DrawRopeLinesRQ(Gear: PGear); |
|
10523
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fix some nasty rendering issues reported by Nexia - thanks a lot!
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diff
changeset
|
56 |
var n: LongInt; |
4388 | 57 |
begin |
58 |
with RopePoints do |
|
59 |
begin |
|
60 |
rounded[Count].X:= hwRound(Gear^.X); |
|
61 |
rounded[Count].Y:= hwRound(Gear^.Y); |
|
62 |
rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X); |
|
63 |
rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y); |
|
64 |
end; |
|
65 |
||
66 |
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then |
|
67 |
begin |
|
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
68 |
EnableTexture(false); |
4388 | 69 |
//glEnable(GL_LINE_SMOOTH); |
70 |
||
10523
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sheepluva
parents:
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changeset
|
71 |
Tint($70, $70, $70, $FF); |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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changeset
|
72 |
|
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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|
73 |
n:= RopePoints.Count + 2; |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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changeset
|
74 |
|
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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changeset
|
75 |
SetVertexPointer(@RopePoints.rounded[0], n); |
4388 | 76 |
|
10523
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sheepluva
parents:
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77 |
openglPushMatrix(); |
00ac079fa51f
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78 |
openglTranslatef(WorldDx, WorldDy, 0); |
4388 | 79 |
|
10523
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sheepluva
parents:
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diff
changeset
|
80 |
glLineWidth(3.0 * cScaleFactor); |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
81 |
glDrawArrays(GL_LINE_STRIP, 0, n); |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
82 |
Tint($D8, $D8, $D8, $FF); |
10264
cb4331b032f4
use cScaleFactor where I incorrectly used the variable zoom in the past. i was young and needed the money
sheepluva
parents:
10142
diff
changeset
|
83 |
glLineWidth(2.0 * cScaleFactor); |
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
84 |
glDrawArrays(GL_LINE_STRIP, 0, n); |
4388 | 85 |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
86 |
untint; |
4388 | 87 |
|
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
88 |
openglPopMatrix(); |
4388 | 89 |
|
10523
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
10443
diff
changeset
|
90 |
EnableTexture(true); |
4388 | 91 |
//glDisable(GL_LINE_SMOOTH) |
92 |
end |
|
93 |
end; |
|
94 |
||
95 |
||
6508
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Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
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diff
changeset
|
96 |
function DrawRopeLine(X1, Y1, X2, Y2, roplen: LongInt): LongInt; |
6490 | 97 |
var eX, eY, dX, dY: LongInt; |
98 |
i, sX, sY, x, y, d: LongInt; |
|
99 |
b: boolean; |
|
100 |
begin |
|
4388 | 101 |
if (X1 = X2) and (Y1 = Y2) then |
6490 | 102 |
begin |
103 |
//OutError('WARNING: zero length rope line!', false); |
|
10015 | 104 |
DrawRopeLine:= 0; |
6490 | 105 |
exit |
106 |
end; |
|
4388 | 107 |
eX:= 0; |
108 |
eY:= 0; |
|
109 |
dX:= X2 - X1; |
|
110 |
dY:= Y2 - Y1; |
|
111 |
||
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
112 |
if (dX > 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
113 |
sX:= 1 |
4388 | 114 |
else |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
115 |
if (dX < 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
116 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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|
117 |
sX:= -1; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
118 |
dX:= -dX |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
119 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
120 |
else sX:= dX; |
4388 | 121 |
|
8689 | 122 |
if (dY > 0) then |
6490 | 123 |
sY:= 1 |
4388 | 124 |
else |
6490 | 125 |
if (dY < 0) then |
4388 | 126 |
begin |
6490 | 127 |
sY:= -1; |
128 |
dY:= -dY |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
129 |
end |
8689 | 130 |
else |
6490 | 131 |
sY:= dY; |
132 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
133 |
if (dX > dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
134 |
d:= dX |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
135 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
136 |
d:= dY; |
6490 | 137 |
|
138 |
x:= X1; |
|
139 |
y:= Y1; |
|
140 |
||
141 |
for i:= 0 to d do |
|
142 |
begin |
|
143 |
inc(eX, dX); |
|
144 |
inc(eY, dY); |
|
145 |
b:= false; |
|
146 |
if (eX > d) then |
|
147 |
begin |
|
148 |
dec(eX, d); |
|
149 |
inc(x, sX); |
|
150 |
b:= true |
|
151 |
end; |
|
152 |
if (eY > d) then |
|
153 |
begin |
|
154 |
dec(eY, d); |
|
155 |
inc(y, sY); |
|
156 |
b:= true |
|
157 |
end; |
|
158 |
if b then |
|
159 |
begin |
|
160 |
inc(roplen); |
|
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
161 |
if (roplen mod 4) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
162 |
DrawSprite(sprRopeNode, x - 2, y - 2, 0) |
6490 | 163 |
end |
6508
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Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
164 |
end; |
10015 | 165 |
DrawRopeLine:= roplen; |
6490 | 166 |
end; |
167 |
||
168 |
procedure DrawRope(Gear: PGear); |
|
10562 | 169 |
var roplen, i: LongInt; |
4388 | 170 |
begin |
10682 | 171 |
if Gear^.Hedgehog^.Gear = nil then exit; |
4388 | 172 |
if (cReducedQuality and rqSimpleRope) <> 0 then |
173 |
DrawRopeLinesRQ(Gear) |
|
174 |
else |
|
175 |
begin |
|
176 |
roplen:= 0; |
|
177 |
if RopePoints.Count > 0 then |
|
178 |
begin |
|
179 |
i:= 0; |
|
180 |
while i < Pred(RopePoints.Count) do |
|
181 |
begin |
|
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
182 |
roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, |
6490 | 183 |
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy, roplen); |
4388 | 184 |
inc(i) |
185 |
end; |
|
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
186 |
roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, |
6490 | 187 |
hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, roplen); |
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
188 |
roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, |
6490 | 189 |
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
190 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
191 |
else |
4388 | 192 |
if Gear^.Elasticity.QWordValue > 0 then |
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
193 |
roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, |
6490 | 194 |
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); |
4388 | 195 |
end; |
196 |
||
197 |
||
198 |
if RopePoints.Count > 0 then |
|
6999 | 199 |
DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
200 |
else |
4388 | 201 |
if Gear^.Elasticity.QWordValue > 0 then |
6999 | 202 |
DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 203 |
end; |
204 |
||
205 |
||
206 |
procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt); |
|
207 |
begin |
|
208 |
with Gear^.Hedgehog^ do |
|
209 |
begin |
|
210 |
if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then |
|
211 |
exit; |
|
212 |
DrawTexture(sx + 16, sy + 16, ropeIconTex); |
|
213 |
DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32); |
|
214 |
end; |
|
215 |
end; |
|
216 |
||
217 |
||
218 |
procedure DrawHH(Gear: PGear; ox, oy: LongInt); |
|
219 |
var i, t: LongInt; |
|
220 |
amt: TAmmoType; |
|
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
221 |
sign, hx, hy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction |
4388 | 222 |
dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change |
223 |
defaultPos, HatVisible: boolean; |
|
224 |
HH: PHedgehog; |
|
225 |
CurWeapon: PAmmo; |
|
8557 | 226 |
iceOffset:Longint; |
227 |
r:TSDL_Rect; |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
228 |
curhat: PTexture; |
4388 | 229 |
begin |
230 |
HH:= Gear^.Hedgehog; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
231 |
if HH^.Unplaced then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
232 |
exit; |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
233 |
if (HH^.CurAmmoType = amKnife) and (HH = CurrentHedgehog) then |
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
234 |
curhat:= ChefHatTexture |
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
235 |
else curhat:= HH^.HatTex; |
4388 | 236 |
m:= 1; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
237 |
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
238 |
m:= -1; |
4388 | 239 |
sx:= ox + 1; // this offset is very common |
240 |
sy:= oy - 3; |
|
241 |
sign:= hwSign(Gear^.dX); |
|
242 |
||
243 |
if (Gear^.State and gstHHDeath) <> 0 then |
|
244 |
begin |
|
245 |
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos); |
|
4810 | 246 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
4388 | 247 |
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
248 |
untint; |
4388 | 249 |
exit |
250 |
end |
|
251 |
else if (Gear^.State and gstHHGone) <> 0 then |
|
252 |
begin |
|
6999 | 253 |
DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0); |
4388 | 254 |
exit |
255 |
end; |
|
256 |
||
257 |
defaultPos:= true; |
|
258 |
HatVisible:= false; |
|
259 |
||
8560 | 260 |
if HH^.Effects[heFrozen] > 0 then |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
261 |
if HH^.Effects[heFrozen] < 150000 then |
8560 | 262 |
begin |
263 |
DrawHedgehog(sx, sy, |
|
264 |
sign, |
|
265 |
0, |
|
266 |
0, |
|
267 |
0); |
|
268 |
defaultPos:= false; |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
269 |
if HH^.Effects[heFrozen] < 256 then |
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
270 |
HatVisible:= true |
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
271 |
else HatVisible:= false |
8560 | 272 |
end |
8689 | 273 |
else |
8560 | 274 |
begin |
275 |
DrawHedgehog(sx, sy, |
|
276 |
sign, |
|
277 |
2, |
|
278 |
4, |
|
279 |
0); |
|
280 |
defaultPos:= false; |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
281 |
HatVisible:= false |
8560 | 282 |
end; |
283 |
||
4388 | 284 |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
285 |
if HH^.Effects[hePoisoned] <> 0 then |
4388 | 286 |
begin |
287 |
Tint($00, $FF, $40, $40); |
|
10142 | 288 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 4) mod 360); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
289 |
untint |
4388 | 290 |
end; |
291 |
||
8557 | 292 |
|
4388 | 293 |
if ((Gear^.State and gstWinner) <> 0) and |
294 |
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then |
|
295 |
begin |
|
296 |
DrawHedgehog(sx, sy, |
|
297 |
sign, |
|
298 |
2, |
|
299 |
0, |
|
300 |
0); |
|
301 |
defaultPos:= false |
|
302 |
end; |
|
303 |
if (Gear^.State and gstDrowning) <> 0 then |
|
304 |
begin |
|
305 |
DrawHedgehog(sx, sy, |
|
306 |
sign, |
|
307 |
1, |
|
308 |
7, |
|
309 |
0); |
|
310 |
defaultPos:= false |
|
311 |
end else |
|
312 |
if (Gear^.State and gstLoser) <> 0 then |
|
313 |
begin |
|
314 |
DrawHedgehog(sx, sy, |
|
315 |
sign, |
|
316 |
2, |
|
317 |
3, |
|
318 |
0); |
|
319 |
defaultPos:= false |
|
320 |
end else |
|
321 |
||
322 |
if (Gear^.State and gstHHDriven) <> 0 then |
|
323 |
begin |
|
5145
120f4271f197
adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
nemo
parents:
5137
diff
changeset
|
324 |
if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and |
5136
948da1e50205
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
nemo
parents:
5041
diff
changeset
|
325 |
/// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
326 |
(((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
10390 | 327 |
// don't render crosshair/laser during kamikaze |
328 |
((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and |
|
5136
948da1e50205
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
nemo
parents:
5041
diff
changeset
|
329 |
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or |
948da1e50205
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
nemo
parents:
5041
diff
changeset
|
330 |
/// If no current ammo is active, and the selected ammo uses a crosshair |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
331 |
((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then |
4388 | 332 |
begin |
333 |
(* These calculations are a little complex for a few reasons: |
|
334 |
1: I need to draw the laser from weapon origin to nearest land |
|
335 |
2: I need to start the beam outside the hedgie for attractiveness. |
|
336 |
3: I need to extend the beam beyond land. |
|
337 |
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. |
|
338 |
*) |
|
339 |
dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle); |
|
340 |
dy:= -Cos(Gear^.Angle * pi / cMaxAngle); |
|
341 |
if cLaserSighting then |
|
342 |
begin |
|
343 |
lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle); |
|
344 |
ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle); |
|
345 |
||
346 |
// ensure we start outside the hedgehog (he's solid after all) |
|
347 |
while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do |
|
348 |
begin |
|
349 |
lx:= lx + dx; |
|
350 |
ly:= ly + dy |
|
351 |
end; |
|
352 |
||
353 |
// add hog's position |
|
354 |
lx:= lx + ox - WorldDx; |
|
355 |
ly:= ly + oy - WorldDy; |
|
356 |
||
357 |
// decrease number of iterations required |
|
358 |
ax:= dx * 4; |
|
359 |
ay:= dy * 4; |
|
360 |
||
361 |
tx:= round(lx); |
|
362 |
ty:= round(ly); |
|
363 |
hx:= tx; |
|
364 |
hy:= ty; |
|
365 |
while ((ty and LAND_HEIGHT_MASK) = 0) and |
|
366 |
((tx and LAND_WIDTH_MASK) = 0) and |
|
367 |
(Land[ty, tx] = 0) do // TODO: check for constant variable instead |
|
368 |
begin |
|
369 |
lx:= lx + ax; |
|
370 |
ly:= ly + ay; |
|
371 |
tx:= round(lx); |
|
8854
31133afaa025
remove 70c086d9b03f - I suspect the issue was actually part of more general prob probably fixed in cfc44db21d72 by jaree
nemo
parents:
8733
diff
changeset
|
372 |
ty:= round(ly) |
4388 | 373 |
end; |
374 |
// reached edge of land. assume infinite beam. Extend it way out past camera |
|
375 |
if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then |
|
376 |
begin |
|
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
377 |
tx:= round(lx + ax * (max(LAND_WIDTH,4096) div 2)); |
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
378 |
ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2)); |
4388 | 379 |
end; |
380 |
||
381 |
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then |
|
382 |
begin |
|
383 |
DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); |
|
384 |
end; |
|
385 |
end; |
|
386 |
// draw crosshair |
|
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
387 |
CrosshairX := Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle)); |
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
388 |
CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); |
8689 | 389 |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
390 |
setTintAdd(true); |
9655
e154ccca4dad
Tinted crosshair (without that cool white dot in the middle)
unc0rr
parents:
9505
diff
changeset
|
391 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
e154ccca4dad
Tinted crosshair (without that cool white dot in the middle)
unc0rr
parents:
9505
diff
changeset
|
392 |
DrawTextureRotated(CrosshairTexture, |
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
393 |
12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0, |
9667
0b27737fc28f
Don't change crosshair look when hedgehog does high jump
unc0rr
parents:
9666
diff
changeset
|
394 |
sign * m * (Gear^.Angle * 180.0) / cMaxAngle); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
395 |
untint; |
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
396 |
setTintAdd(false); |
4388 | 397 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
398 |
|
4388 | 399 |
hx:= ox + 8 * sign; |
400 |
hy:= oy - 2; |
|
401 |
aangle:= Gear^.Angle * 180 / cMaxAngle - 90; |
|
5935 | 402 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then |
4388 | 403 |
begin |
404 |
case CurAmmoGear^.Kind of |
|
405 |
gtShotgunShot: begin |
|
406 |
if (CurAmmoGear^.State and gstAnimation <> 0) then |
|
6999 | 407 |
DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle) |
4388 | 408 |
else |
6999 | 409 |
DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); |
4388 | 410 |
end; |
6999 | 411 |
gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle); |
4388 | 412 |
gtSniperRifleShot: begin |
413 |
if (CurAmmoGear^.State and gstAnimation <> 0) then |
|
6999 | 414 |
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle) |
4388 | 415 |
else |
6999 | 416 |
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle) |
4388 | 417 |
end; |
6999 | 418 |
gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
4388 | 419 |
gtRCPlane: begin |
6999 | 420 |
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); |
4388 | 421 |
defaultPos:= false |
422 |
end; |
|
423 |
gtRope: begin |
|
424 |
if Gear^.X < CurAmmoGear^.X then |
|
425 |
begin |
|
426 |
dAngle:= 0; |
|
427 |
hAngle:= 180; |
|
428 |
i:= 1 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
429 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
430 |
else |
4388 | 431 |
begin |
432 |
dAngle:= 180; |
|
433 |
hAngle:= 0; |
|
434 |
i:= -1 |
|
435 |
end; |
|
7547 | 436 |
if ((Gear^.State and gstWinner) = 0) then |
437 |
begin |
|
438 |
DrawHedgehog(ox, oy, |
|
439 |
i, |
|
440 |
1, |
|
441 |
0, |
|
442 |
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); |
|
443 |
with HH^ do |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
444 |
if (curhat <> nil) then |
4388 | 445 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
446 |
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32, |
4388 | 447 |
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
448 |
if curhat^.w > 64 then |
7547 | 449 |
begin |
450 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
451 |
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32, |
7547 | 452 |
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
453 |
untint |
7547 | 454 |
end |
4388 | 455 |
end |
456 |
end; |
|
457 |
DrawAltWeapon(Gear, ox, oy); |
|
458 |
defaultPos:= false |
|
459 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
460 |
gtBlowTorch: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
461 |
begin |
6999 | 462 |
DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle); |
4388 | 463 |
DrawHedgehog(sx, sy, |
464 |
sign, |
|
465 |
3, |
|
466 |
HH^.visStepPos div 2, |
|
467 |
0); |
|
468 |
with HH^ do |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
469 |
if (curhat <> nil) then |
4388 | 470 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
471 |
DrawTextureF(curhat, |
4388 | 472 |
1, |
473 |
sx, |
|
474 |
sy - 5, |
|
475 |
0, |
|
476 |
sign, |
|
477 |
32, |
|
478 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
479 |
if curhat^.w > 64 then |
4388 | 480 |
begin |
4810 | 481 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
482 |
DrawTextureF(curhat, |
4388 | 483 |
1, |
484 |
sx, |
|
485 |
sy - 5, |
|
486 |
32, |
|
487 |
sign, |
|
488 |
32, |
|
489 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
490 |
untint |
4388 | 491 |
end |
492 |
end; |
|
493 |
defaultPos:= false |
|
494 |
end; |
|
6999 | 495 |
gtShover: DrawSpriteRotated(sprHandBaseball, hx, hy, sign, aangle + 180); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
496 |
gtFirePunch: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
497 |
begin |
4388 | 498 |
DrawHedgehog(sx, sy, |
499 |
sign, |
|
500 |
1, |
|
501 |
4, |
|
502 |
0); |
|
503 |
defaultPos:= false |
|
504 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
505 |
gtPickHammer: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
506 |
begin |
4388 | 507 |
defaultPos:= false; |
508 |
dec(sy,20); |
|
509 |
end; |
|
510 |
gtTeleport: defaultPos:= false; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
511 |
gtWhip: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
512 |
begin |
6999 | 513 |
DrawSpriteRotatedF(sprWhip, |
4388 | 514 |
sx, |
515 |
sy, |
|
516 |
1, |
|
517 |
sign, |
|
518 |
0); |
|
519 |
defaultPos:= false |
|
520 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
521 |
gtHammer: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
522 |
begin |
6999 | 523 |
DrawSpriteRotatedF(sprHammer, |
4388 | 524 |
sx, |
525 |
sy, |
|
526 |
1, |
|
527 |
sign, |
|
528 |
0); |
|
529 |
defaultPos:= false |
|
530 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
531 |
gtResurrector: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
532 |
begin |
6999 | 533 |
DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0); |
4388 | 534 |
defaultPos:= false |
535 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
536 |
gtKamikaze: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
537 |
begin |
4388 | 538 |
if CurAmmoGear^.Pos = 0 then |
539 |
DrawHedgehog(sx, sy, |
|
540 |
sign, |
|
541 |
1, |
|
542 |
6, |
|
543 |
0) |
|
544 |
else |
|
6999 | 545 |
DrawSpriteRotatedF(sprKamikaze, |
4388 | 546 |
ox, oy, |
547 |
CurAmmoGear^.Pos - 1, |
|
548 |
sign, |
|
549 |
aangle); |
|
550 |
defaultPos:= false |
|
551 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
552 |
gtSeduction: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
553 |
begin |
4388 | 554 |
if CurAmmoGear^.Pos >= 6 then |
555 |
DrawHedgehog(sx, sy, |
|
556 |
sign, |
|
557 |
2, |
|
558 |
2, |
|
559 |
0) |
|
560 |
else |
|
561 |
begin |
|
6999 | 562 |
DrawSpriteRotatedF(sprDress, |
4388 | 563 |
ox, oy, |
564 |
CurAmmoGear^.Pos, |
|
565 |
sign, |
|
566 |
0); |
|
567 |
DrawSprite(sprCensored, ox - 32, oy - 20, 0) |
|
568 |
end; |
|
569 |
defaultPos:= false |
|
570 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
571 |
gtFlamethrower: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
572 |
begin |
6999 | 573 |
DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
574 |
if CurAmmoGear^.Tex <> nil then |
6999 | 575 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
4388 | 576 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
577 |
gtLandGun: |
6999 | 578 |
begin DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
579 |
if CurAmmoGear^.Tex <> nil then |
6999 | 580 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
5025
ac1691d35cf2
Land sprayer tweaks, make land spray and mudball not end turn
nemo
parents:
5024
diff
changeset
|
581 |
end; |
7093 | 582 |
gtIceGun: |
8554 | 583 |
begin DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
7093 | 584 |
if CurAmmoGear^.Tex <> nil then |
585 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
|
586 |
end; |
|
4388 | 587 |
end; |
588 |
||
589 |
case CurAmmoGear^.Kind of |
|
590 |
gtShotgunShot, |
|
591 |
gtDEagleShot, |
|
592 |
gtSniperRifleShot, |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
593 |
gtShover: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
594 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
595 |
DrawHedgehog(sx, sy, sign, 0, 4, 0); |
4388 | 596 |
defaultPos:= false; |
597 |
HatVisible:= true |
|
598 |
end |
|
599 |
end |
|
600 |
end else |
|
601 |
||
602 |
if ((Gear^.State and gstHHJumping) <> 0) then |
|
603 |
begin |
|
604 |
DrawHedgehog(sx, sy, |
|
605 |
sign*m, |
|
606 |
1, |
|
607 |
1, |
|
608 |
0); |
|
609 |
HatVisible:= true; |
|
610 |
defaultPos:= false |
|
611 |
end else |
|
612 |
||
613 |
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then |
|
614 |
begin |
|
615 |
DrawHedgehog(sx, sy, |
|
616 |
sign, |
|
617 |
0, |
|
618 |
HH^.visStepPos div 2, |
|
619 |
0); |
|
620 |
defaultPos:= false; |
|
621 |
HatVisible:= true |
|
622 |
end |
|
623 |
else |
|
624 |
||
625 |
if ((Gear^.State and gstAnimation) <> 0) then |
|
626 |
begin |
|
10560 | 627 |
if (Gear^.Tag < LongInt(ord(Low(TWave)))) or (Gear^.Tag > LongInt(ord(High(TWave)))) then |
4388 | 628 |
begin |
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6328
diff
changeset
|
629 |
Gear^.State:= Gear^.State and (not gstAnimation); |
4388 | 630 |
end |
631 |
else |
|
632 |
begin |
|
6999 | 633 |
DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, |
4388 | 634 |
sx, |
635 |
sy, |
|
636 |
Gear^.Pos, |
|
637 |
sign, |
|
638 |
0.0); |
|
639 |
defaultPos:= false |
|
640 |
end |
|
641 |
end |
|
642 |
else |
|
643 |
if ((Gear^.State and gstAttacked) = 0) then |
|
644 |
begin |
|
645 |
if HH^.Timer > 0 then |
|
646 |
begin |
|
647 |
// There must be a tidier way to do this. Anyone? |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
648 |
if aangle <= 90 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
649 |
aangle:= aangle+360; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
650 |
if Gear^.dX > _0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
651 |
aangle:= aangle-((aangle-240)*HH^.Timer/10) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
652 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
653 |
aangle:= aangle+((240-aangle)*HH^.Timer/10); |
4388 | 654 |
dec(HH^.Timer) |
655 |
end; |
|
656 |
amt:= CurrentHedgehog^.CurAmmoType; |
|
6924 | 657 |
CurWeapon:= GetCurAmmoEntry(HH^); |
4388 | 658 |
case amt of |
6999 | 659 |
amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle); |
660 |
amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle); |
|
661 |
amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle); |
|
662 |
amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle); |
|
663 |
amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
664 |
amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle); |
|
665 |
amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle); |
|
666 |
amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); |
|
667 |
amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle); |
|
668 |
amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle); |
|
8689 | 669 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
670 |
amPortalGun: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
671 |
if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer? |
6999 | 672 |
DrawSpriteRotatedF(sprPortalGun, hx, hy, 0, sign, aangle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
673 |
else |
6999 | 674 |
DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle); |
8689 | 675 |
|
6999 | 676 |
amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle); |
677 |
amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle); |
|
678 |
amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle); |
|
679 |
amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle); |
|
680 |
amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle); |
|
681 |
amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle); |
|
682 |
amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle); |
|
683 |
amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle); |
|
684 |
amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle); |
|
685 |
amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle); |
|
686 |
amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle); |
|
687 |
amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle); |
|
7730
2013733f9ca9
A bit more on the knife. Also add missing files to CMakeLists
nemo
parents:
7721
diff
changeset
|
688 |
amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle); |
5525 | 689 |
amSeduction: begin |
6999 | 690 |
DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle); |
8689 | 691 |
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA); |
5561
dfbe55237c64
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents:
5560
diff
changeset
|
692 |
//Tint($FF, $0, $0, $AA); |
dfbe55237c64
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents:
5560
diff
changeset
|
693 |
//DrawTexture(ox - 240, oy - 240, SpritesData[sprVampiric].Texture, 10); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
694 |
//untint; |
5525 | 695 |
end; |
6999 | 696 |
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
4388 | 697 |
amRCPlane: begin |
6999 | 698 |
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); |
4388 | 699 |
defaultPos:= false |
700 |
end; |
|
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9685
diff
changeset
|
701 |
amRubber, |
4388 | 702 |
amGirder: begin |
6999 | 703 |
DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle); |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
704 |
if WorldEdge = weWrap then |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
705 |
begin |
9809 | 706 |
if hwRound(Gear^.X) < LongInt(leftX) + 256 then |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
707 |
DrawSpriteClipped(sprGirder, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
708 |
rightX+(ox-leftX)-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
709 |
oy-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
710 |
LongInt(topY)+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
711 |
LongInt(rightX)+WorldDx, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
712 |
cWaterLine+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
713 |
LongInt(leftX)+WorldDx); |
10562 | 714 |
if hwRound(Gear^.X) > LongInt(rightX) - 256 then |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
715 |
DrawSpriteClipped(sprGirder, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
716 |
leftX-(rightX-ox)-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
717 |
oy-256, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
718 |
LongInt(topY)+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
719 |
LongInt(rightX)+WorldDx, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
720 |
cWaterLine+WorldDy, |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
721 |
LongInt(leftX)+WorldDx) |
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
722 |
end; |
4388 | 723 |
DrawSpriteClipped(sprGirder, |
724 |
ox-256, |
|
725 |
oy-256, |
|
726 |
LongInt(topY)+WorldDy, |
|
727 |
LongInt(rightX)+WorldDx, |
|
728 |
cWaterLine+WorldDy, |
|
729 |
LongInt(leftX)+WorldDx) |
|
730 |
end; |
|
6999 | 731 |
amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
732 |
amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
|
733 |
amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
8554 | 734 |
amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
4388 | 735 |
amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here |
736 |
end; |
|
737 |
||
738 |
case amt of |
|
739 |
amAirAttack, |
|
740 |
amMineStrike, |
|
6999 | 741 |
amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0); |
4388 | 742 |
amPickHammer: DrawHedgehog(sx, sy, |
743 |
sign, |
|
744 |
1, |
|
745 |
2, |
|
746 |
0); |
|
6999 | 747 |
amTeleport: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0); |
4388 | 748 |
amKamikaze: DrawHedgehog(sx, sy, |
749 |
sign, |
|
750 |
1, |
|
751 |
5, |
|
752 |
0); |
|
6999 | 753 |
amWhip: DrawSpriteRotatedF(sprWhip, |
4388 | 754 |
sx, |
755 |
sy, |
|
756 |
0, |
|
757 |
sign, |
|
758 |
0); |
|
6999 | 759 |
amHammer: DrawSpriteRotatedF(sprHammer, |
4388 | 760 |
sx, |
761 |
sy, |
|
762 |
0, |
|
763 |
sign, |
|
764 |
0); |
|
765 |
else |
|
766 |
DrawHedgehog(sx, sy, |
|
767 |
sign, |
|
768 |
0, |
|
769 |
4, |
|
770 |
0); |
|
771 |
||
772 |
HatVisible:= true; |
|
773 |
(* with HH^ do |
|
774 |
if (HatTex <> nil) |
|
775 |
and (HatVisibility > 0) then |
|
776 |
DrawTextureF(HatTex, |
|
777 |
HatVisibility, |
|
778 |
sx, |
|
779 |
sy - 5, |
|
780 |
0, |
|
781 |
sign, |
|
782 |
32, |
|
783 |
32); *) |
|
784 |
end; |
|
785 |
||
786 |
case amt of |
|
6999 | 787 |
amBaseballBat: DrawSpriteRotated(sprHandBaseball, |
4388 | 788 |
sx - 4 * sign, |
789 |
sy + 9, sign, aangle); |
|
790 |
end; |
|
791 |
||
792 |
defaultPos:= false |
|
793 |
end; |
|
794 |
||
795 |
end else // not gstHHDriven |
|
796 |
begin |
|
8681
d0fc1dca739c
yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
nemo
parents:
8656
diff
changeset
|
797 |
if (Gear^.Damage > 0) and (HH^.Effects[heFrozen] = 0) |
4388 | 798 |
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then |
799 |
begin |
|
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
800 |
defaultPos:= false; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
801 |
DrawHedgehog(sx, sy, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
802 |
sign, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
803 |
2, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
804 |
1, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
805 |
Gear^.DirAngle); |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
806 |
if AprilOne and (curhat <> nil) then |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
807 |
DrawTextureRotatedF(curhat, 1.0, -1.0, 0, sx, sy, 18, sign, 32, 32, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
808 |
sign*Gear^.DirAngle) |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
809 |
end; |
10528 | 810 |
|
4388 | 811 |
|
812 |
if ((Gear^.State and gstHHJumping) <> 0) then |
|
813 |
begin |
|
814 |
DrawHedgehog(sx, sy, |
|
815 |
sign*m, |
|
816 |
1, |
|
817 |
1, |
|
818 |
0); |
|
819 |
defaultPos:= false |
|
820 |
end; |
|
821 |
end; |
|
822 |
||
823 |
with HH^ do |
|
824 |
begin |
|
825 |
if defaultPos then |
|
826 |
begin |
|
10441
d2f599997b54
Revert hog tinting from rdb65298717da since it wasn't sufficiently complete for a release. More sprites need converting, and there's a slight bug in hog tinting, for away hogs with hats I believe.
nemo
parents:
10390
diff
changeset
|
827 |
if HH^.Team^.hasGone then Tint($FFFFFF80); |
6999 | 828 |
DrawSpriteRotatedF(sprHHIdle, |
4388 | 829 |
sx, |
830 |
sy, |
|
831 |
(RealTicks div 128 + Gear^.Pos) mod 19, |
|
832 |
sign, |
|
833 |
0); |
|
834 |
HatVisible:= true; |
|
835 |
end; |
|
836 |
||
837 |
if HatVisible then |
|
838 |
if HatVisibility < 1.0 then |
|
839 |
HatVisibility:= HatVisibility + 0.2 |
|
840 |
else |
|
841 |
else |
|
842 |
if HatVisibility > 0.0 then |
|
843 |
HatVisibility:= HatVisibility - 0.2; |
|
844 |
||
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
845 |
if (curhat <> nil) |
4388 | 846 |
and (HatVisibility > 0) then |
847 |
if DefaultPos then |
|
848 |
begin |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
849 |
DrawTextureF(curhat, |
4388 | 850 |
HatVisibility, |
851 |
sx, |
|
852 |
sy - 5, |
|
853 |
(RealTicks div 128 + Gear^.Pos) mod 19, |
|
854 |
sign, |
|
855 |
32, |
|
856 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
857 |
if curhat^.w > 64 then |
4388 | 858 |
begin |
4810 | 859 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
860 |
DrawTextureF(curhat, |
4388 | 861 |
HatVisibility, |
862 |
sx, |
|
863 |
sy - 5, |
|
864 |
(RealTicks div 128 + Gear^.Pos) mod 19 + 32, |
|
865 |
sign, |
|
866 |
32, |
|
867 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
868 |
untint |
7978 | 869 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
870 |
if HH^.Team^.hasGone then untint |
4388 | 871 |
end |
872 |
else |
|
873 |
begin |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
874 |
DrawTextureF(curhat, |
4388 | 875 |
HatVisibility, |
876 |
sx, |
|
877 |
sy - 5, |
|
878 |
0, |
|
879 |
sign*m, |
|
880 |
32, |
|
881 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
882 |
if curhat^.w > 64 then |
4388 | 883 |
begin |
4810 | 884 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
885 |
DrawTextureF(curhat, |
4388 | 886 |
HatVisibility, |
887 |
sx, |
|
888 |
sy - 5, |
|
889 |
32, |
|
890 |
sign*m, |
|
891 |
32, |
|
892 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
893 |
untint |
4388 | 894 |
end |
895 |
end |
|
896 |
end; |
|
897 |
if (Gear^.State and gstHHDriven) <> 0 then |
|
898 |
begin |
|
899 |
(* if (CurAmmoGear = nil) then |
|
900 |
begin |
|
901 |
amt:= CurrentHedgehog^.CurAmmoType; |
|
902 |
case amt of |
|
903 |
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
904 |
end |
|
905 |
end; *) |
|
906 |
if CurAmmoGear <> nil then |
|
907 |
begin |
|
908 |
case CurAmmoGear^.Kind of |
|
909 |
gtJetpack: begin |
|
910 |
DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
911 |
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then |
|
912 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
913 |
if (CurAmmoGear^.MsgParam and gmUp) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
914 |
DrawSprite(sprJetpack, sx-32, sy-28, 1); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
915 |
if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
916 |
DrawSprite(sprJetpack, sx-28, sy-28, 2); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
917 |
if (CurAmmoGear^.MsgParam and gmRight) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
918 |
DrawSprite(sprJetpack, sx-36, sy-28, 3) |
4388 | 919 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
920 |
if CurAmmoGear^.Tex <> nil then |
6999 | 921 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex); |
4388 | 922 |
DrawAltWeapon(Gear, sx, sy) |
923 |
end; |
|
924 |
end; |
|
925 |
end |
|
926 |
end; |
|
927 |
||
928 |
with HH^ do |
|
929 |
begin |
|
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6328
diff
changeset
|
930 |
if ((Gear^.State and (not gstWinner)) = 0) |
4388 | 931 |
or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0)) |
932 |
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then |
|
933 |
begin |
|
934 |
t:= sy - cHHRadius - 9; |
|
935 |
if (cTagsMask and htTransparent) <> 0 then |
|
936 |
Tint($FF, $FF, $FF, $80); |
|
937 |
if ((cTagsMask and htHealth) <> 0) then |
|
938 |
begin |
|
939 |
dec(t, HealthTagTex^.h + 2); |
|
6999 | 940 |
DrawTextureCentered(ox, t, HealthTagTex) |
4388 | 941 |
end; |
942 |
if (cTagsMask and htName) <> 0 then |
|
943 |
begin |
|
944 |
dec(t, NameTagTex^.h + 2); |
|
6999 | 945 |
DrawTextureCentered(ox, t, NameTagTex) |
4388 | 946 |
end; |
947 |
if (cTagsMask and htTeamName) <> 0 then |
|
948 |
begin |
|
949 |
dec(t, Team^.NameTagTex^.h + 2); |
|
6999 | 950 |
DrawTextureCentered(ox, t, Team^.NameTagTex) |
4388 | 951 |
end; |
952 |
if (cTagsMask and htTransparent) <> 0 then |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
953 |
untint |
4388 | 954 |
end; |
955 |
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog |
|
956 |
begin |
|
4394 | 957 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then |
6999 | 958 |
DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex); |
4394 | 959 |
|
4388 | 960 |
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
961 |
begin |
10001
ec523563826e
disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
sheepluva
parents:
10000
diff
changeset
|
962 |
ty := oy - 32; |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
963 |
// move finger higher up if tags are above hog |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
964 |
if (cTagsMask and htTeamName) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
965 |
ty := ty - Team^.NameTagTex^.h - 2; |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
966 |
if (cTagsMask and htName) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
967 |
ty := ty - NameTagTex^.h - 2; |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
968 |
if (cTagsMask and htHealth) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
969 |
ty := ty - HealthTagTex^.h - 2; |
10001
ec523563826e
disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
sheepluva
parents:
10000
diff
changeset
|
970 |
tx := ox; |
10312 | 971 |
|
972 |
// don't go offscreen |
|
973 |
//tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx))); |
|
974 |
//ty := round(max(cScreenHeight div 2 - ((cScreenHeight - 16) / cScaleFactor) + SpritesData[sprFinger].Height div 2, min(cScreenHeight div 2 - ((-cScreenHeight + SpritesData[sprFinger].Height) / (cScaleFactor)) - SpritesData[sprFinger].Width div 2 - 96, ty))); |
|
975 |
t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor); |
|
976 |
tx := min(max(tx, ViewLeftX + t), ViewRightX - t); |
|
977 |
t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor); |
|
978 |
ty := min(ty, ViewBottomY - 96); |
|
979 |
// don't overlap with HH or HH tags |
|
10313 | 980 |
if ty < ViewTopY + t then |
981 |
begin |
|
982 |
if abs(tx - ox) < abs(ty - oy) then |
|
983 |
ty:= max(ViewTopY + t, oy + t) |
|
984 |
else |
|
985 |
ty:= max(ViewTopY + t, ty); |
|
986 |
end; |
|
10080 | 987 |
|
10082 | 988 |
dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90; |
10080 | 989 |
|
10312 | 990 |
DrawSpriteRotatedF(sprFinger, tx, ty, RealTicks div 32 mod 16, 1, dAngle); |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
991 |
end; |
4388 | 992 |
|
10001
ec523563826e
disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
sheepluva
parents:
10000
diff
changeset
|
993 |
|
4388 | 994 |
if (Gear^.State and gstDrowning) = 0 then |
995 |
if (Gear^.State and gstHHThinking) <> 0 then |
|
996 |
DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8) |
|
997 |
end |
|
998 |
end; |
|
999 |
||
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1000 |
if HH^.Effects[hePoisoned] <> 0 then |
4388 | 1001 |
begin |
1002 |
Tint($00, $FF, $40, $80); |
|
10142 | 1003 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 5) mod 360); |
4388 | 1004 |
end; |
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1005 |
if HH^.Effects[heResurrected] <> 0 then |
4388 | 1006 |
begin |
1007 |
Tint($f5, $db, $35, $20); |
|
1008 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
1009 |
end; |
|
1010 |
||
9685
7d925e82e572
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
nemo
parents:
9667
diff
changeset
|
1011 |
if (Gear^.Hedgehog^.Effects[heInvulnerable] <> 0) then |
4388 | 1012 |
begin |
1013 |
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); |
|
1014 |
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); |
|
1015 |
end; |
|
8557 | 1016 |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1017 |
if HH^.Effects[heFrozen] < 150000 then |
8557 | 1018 |
begin |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1019 |
if HH^.Effects[heFrozen] < 150000 then |
8681
d0fc1dca739c
yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
nemo
parents:
8656
diff
changeset
|
1020 |
Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 800)); |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1021 |
|
8684 | 1022 |
iceOffset:= min(32, HH^.Effects[heFrozen] div 8); |
8560 | 1023 |
r.x := 128; |
8684 | 1024 |
r.y := 96 - iceOffset; |
1025 |
r.w := 32; |
|
8689 | 1026 |
r.h := iceOffset; |
10324
5d90d8ca9657
tweak code of DrawTextureFromRectDir a bit, removing issue with different x offset depending on dir. also removing the workaround wrt that issue in the frozen hog code
sheepluva
parents:
10313
diff
changeset
|
1027 |
DrawTextureFromRectDir(sx - 16 + sign*2, sy + 16 - iceoffset, r.w, r.h, @r, HHTexture, sign); |
8684 | 1028 |
|
8557 | 1029 |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1030 |
if HH^.Effects[heFrozen] < 150000 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1031 |
untint; |
8557 | 1032 |
end; |
1033 |
||
1034 |
||
4388 | 1035 |
if cVampiric and |
1036 |
(CurrentHedgehog^.Gear <> nil) and |
|
1037 |
(CurrentHedgehog^.Gear = Gear) then |
|
1038 |
begin |
|
1039 |
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
1040 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
1041 |
end; |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1042 |
untint |
4388 | 1043 |
end; |
1044 |
||
1045 |
||
1046 |
procedure RenderGear(Gear: PGear; x, y: LongInt); |
|
1047 |
var |
|
1048 |
HHGear: PGear; |
|
7093 | 1049 |
vg: PVisualGear; |
4388 | 1050 |
i: Longword; |
6788
88036f0e0a92
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo
parents:
6700
diff
changeset
|
1051 |
aAngle: real; |
4388 | 1052 |
startX, endX, startY, endY: LongInt; |
1053 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1054 |
if Gear^.State and gstFrozen <> 0 then Tint($A0, $A0, $FF, $FF); |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1055 |
//if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF); |
5612
2638dec1b323
This really should have been a TPoint for consistency
nemo
parents:
5561
diff
changeset
|
1056 |
if Gear^.Target.X <> NoPointX then |
5507
1040c0946ef8
This should make bee/airstrikes play nicer with infinite attack mode
nemo
parents:
5472
diff
changeset
|
1057 |
if Gear^.AmmoType = amBee then |
6999 | 1058 |
DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
8689 | 1059 |
else if Gear^.AmmoType = amIceGun then |
1060 |
//DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8) |
|
7093 | 1061 |
//DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) |
1062 |
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1/(1+(RealTicks shr 8) mod 5), 0, 0, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8, 1, 22, 22, (RealTicks shr 3) mod 360) |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1063 |
else |
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1064 |
DrawSpriteRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); |
5507
1040c0946ef8
This should make bee/airstrikes play nicer with infinite attack mode
nemo
parents:
5472
diff
changeset
|
1065 |
|
4388 | 1066 |
case Gear^.Kind of |
6999 | 1067 |
gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle); |
1068 |
gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle); |
|
1069 |
gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle); |
|
8689 | 1070 |
|
5871
09daa06191d7
Since we are tweaking molotov. make the flame flickery and add a drowning frame
nemo
parents:
5787
diff
changeset
|
1071 |
gtMolotov: if (Gear^.State and gstDrowning) = 0 then |
6999 | 1072 |
DrawSpriteRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX)) |
5871
09daa06191d7
Since we are tweaking molotov. make the flame flickery and add a drowning frame
nemo
parents:
5787
diff
changeset
|
1073 |
else DrawSprite(sprMolotov, x, y, 8); |
4388 | 1074 |
|
1075 |
gtRCPlane: begin |
|
6788
88036f0e0a92
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo
parents:
6700
diff
changeset
|
1076 |
aangle:= Gear^.Angle * 360 / 4096; |
88036f0e0a92
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo
parents:
6700
diff
changeset
|
1077 |
if Gear^.Tag < 0 then aangle:= 360-aangle; |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1078 |
Tint(Gear^.Tint); |
6999 | 1079 |
DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1080 |
untint; |
6999 | 1081 |
DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90) |
4388 | 1082 |
end; |
6999 | 1083 |
gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); |
4388 | 1084 |
|
1085 |
gtPortal: if ((Gear^.Tag and 1) = 0) // still moving? |
|
7272
71df899c4163
Second part of the change. Make collision check use the new mask bit.
nemo
parents:
7168
diff
changeset
|
1086 |
or (Gear^.LinkedGear = nil) or (Gear^.LinkedGear^.LinkedGear <> Gear) // not linked&backlinked? |
71df899c4163
Second part of the change. Make collision check use the new mask bit.
nemo
parents:
7168
diff
changeset
|
1087 |
or ((Gear^.LinkedGear^.Tag and 1) = 0) then // linked portal still moving? |
6999 | 1088 |
DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle) |
1089 |
else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle); |
|
4388 | 1090 |
|
1091 |
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then |
|
6999 | 1092 |
DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)) |
4388 | 1093 |
else |
6999 | 1094 |
DrawSpriteRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1095 |
|
1096 |
gtHedgehog: DrawHH(Gear, x, y); |
|
1097 |
||
6999 | 1098 |
gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1099 |
|
1100 |
gtGrave: begin |
|
1101 |
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32); |
|
1102 |
if Gear^.Health > 0 then |
|
1103 |
begin |
|
1104 |
//Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); |
|
1105 |
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health))))); |
|
1106 |
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
1107 |
DrawSprite(sprVampiric, x - 24, y - 24, 0); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1108 |
untint |
4388 | 1109 |
end |
1110 |
end; |
|
6999 | 1111 |
gtBee: DrawSpriteRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1112 |
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0); |
1113 |
gtRope: DrawRope(Gear); |
|
8689 | 1114 |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1115 |
gtMine: begin |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1116 |
if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
6999 | 1117 |
DrawSpriteRotated(sprMineOff, x, y, 0, Gear^.DirAngle) |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1118 |
else if Gear^.Health <> 0 then |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1119 |
DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle) |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1120 |
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1121 |
end; |
8689 | 1122 |
|
4388 | 1123 |
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
6999 | 1124 |
DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1125 |
else if Gear^.Health <> 0 then |
6999 | 1126 |
DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) |
1127 |
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
|
7730
2013733f9ca9
A bit more on the knife. Also add missing files to CMakeLists
nemo
parents:
7721
diff
changeset
|
1128 |
gtKnife: DrawSpriteRotatedF(sprKnife, x, y, 0, hwSign(Gear^.dX), Gear^.DirAngle); |
8689 | 1129 |
|
7168
8defaabce92e
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents:
7165
diff
changeset
|
1130 |
gtCase: begin |
7276 | 1131 |
if Gear^.Timer > 1000 then |
5313
5e18eaef65d0
now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents:
5197
diff
changeset
|
1132 |
begin |
7276 | 1133 |
if ((Gear^.Pos and posCaseAmmo) <> 0) then |
1134 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1135 |
if Gear^.State and gstFrozen <> 0 then |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1136 |
DrawSprite(sprCase, x - 24, y - 28, 0) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1137 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1138 |
begin |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1139 |
i:= (GameTicks shr 6) mod 64; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1140 |
if i > 18 then i:= 0; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1141 |
DrawSprite(sprCase, x - 24, y - 24, i) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1142 |
end |
7276 | 1143 |
end |
1144 |
else if ((Gear^.Pos and posCaseHealth) <> 0) then |
|
1145 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1146 |
if Gear^.State and gstFrozen <> 0 then |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1147 |
DrawSprite(sprFAid, x - 24, y - 28, 0) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1148 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1149 |
begin |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1150 |
i:= ((GameTicks shr 6) + 38) mod 64; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1151 |
if i > 13 then i:= 0; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1152 |
DrawSprite(sprFAid, x - 24, y - 24, i) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1153 |
end |
7276 | 1154 |
end |
1155 |
else if ((Gear^.Pos and posCaseUtility) <> 0) then |
|
1156 |
begin |
|
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1157 |
if Gear^.State and gstFrozen <> 0 then |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1158 |
DrawSprite(sprUtility, x - 24, y - 28, 0) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1159 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1160 |
begin |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1161 |
i:= (GameTicks shr 6) mod 70; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1162 |
if i > 23 then i:= 0; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1163 |
i:= i mod 12; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1164 |
DrawSprite(sprUtility, x - 24, y - 24, i) |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1165 |
end |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1166 |
end |
7276 | 1167 |
end; |
7337
c224cd2d32f3
Allow script to set number of ammo in a crate. untested.
nemo
parents:
7276
diff
changeset
|
1168 |
if Gear^.Timer < 1833 then |
5313
5e18eaef65d0
now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents:
5197
diff
changeset
|
1169 |
begin |
10562 | 1170 |
DrawTextureRotatedF(SpritesData[sprPortal].texture, MinD(abs(1.25 - (Gear^.Timer mod 1333) / 400), 1.25), 0, 0, |
7721 | 1171 |
x, LongInt(Gear^.Angle) + WorldDy - 16, 4 + Gear^.Tag, 1, 32, 32, 270); |
7276 | 1172 |
end |
7168
8defaabce92e
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents:
7165
diff
changeset
|
1173 |
end; |
4388 | 1174 |
gtExplosives: begin |
1175 |
if ((Gear^.State and gstDrowning) <> 0) then |
|
1176 |
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0) |
|
1177 |
else if Gear^.State and gstAnimation = 0 then |
|
1178 |
begin |
|
1179 |
i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1180 |
if i > 18 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1181 |
i:= 0; |
4388 | 1182 |
DrawSprite(sprExplosives, x - 24, y - 24, i) |
1183 |
end |
|
1184 |
else if Gear^.State and gsttmpFlag = 0 then |
|
6999 | 1185 |
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) |
4388 | 1186 |
else |
9041
aefe46d64dd9
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
nemo
parents:
8854
diff
changeset
|
1187 |
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle) |
4388 | 1188 |
end; |
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6982
diff
changeset
|
1189 |
gtDynamite: DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); |
6999 | 1190 |
gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); |
4388 | 1191 |
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); |
6324 | 1192 |
gtFlame: if Gear^.Tag and 1 = 0 then |
1193 |
DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16) |
|
1194 |
else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16); |
|
4388 | 1195 |
gtParachute: begin |
1196 |
DrawSprite(sprParachute, x - 24, y - 48, 0); |
|
1197 |
DrawAltWeapon(Gear, x + 1, y - 3) |
|
1198 |
end; |
|
6308 | 1199 |
gtAirAttack: begin |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1200 |
Tint(Gear^.Tint); |
6999 | 1201 |
DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1202 |
untint; |
6999 | 1203 |
DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0); |
6308 | 1204 |
end; |
6999 | 1205 |
gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1206 |
gtTeleport: begin |
1207 |
HHGear:= Gear^.Hedgehog^.Gear; |
|
10683 | 1208 |
if HHGear <> nil then |
1209 |
begin |
|
1210 |
if ((Gear^.State and gstAnimation) <> 0) then |
|
1211 |
DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0); |
|
1212 |
DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0) |
|
1213 |
end |
|
4388 | 1214 |
end; |
1215 |
gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12); |
|
1216 |
gtTarget: begin |
|
1217 |
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000)); |
|
1218 |
DrawSprite(sprTarget, x - 16, y - 16, 0); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1219 |
untint; |
4388 | 1220 |
end; |
6999 | 1221 |
gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1222 |
gtCake: if Gear^.Pos = 6 then |
6999 | 1223 |
DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) |
4388 | 1224 |
else |
6999 | 1225 |
DrawSpriteRotatedF(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1226 |
gtSeduction: if Gear^.Pos >= 14 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1227 |
DrawSprite(sprSeduction, x - 16, y - 16, 0); |
8689 | 1228 |
|
6999 | 1229 |
gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle); |
1230 |
gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle); |
|
1231 |
gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle); |
|
4388 | 1232 |
gtBirdy: begin |
1233 |
if Gear^.State and gstAnimation = gstAnimation then |
|
1234 |
begin |
|
1235 |
if Gear^.State and gstTmpFlag = 0 then // Appearing |
|
1236 |
begin |
|
1237 |
endX:= x - WorldDx; |
|
1238 |
endY:= y - WorldDy; |
|
1239 |
if Gear^.Tag < 0 then |
|
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1240 |
startX:= max(max(LAND_WIDTH,4096) + 1024, endX + 2048) |
4388 | 1241 |
else |
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1242 |
startX:= max(-max(LAND_WIDTH,4096) - 1024, endX - 2048); |
8414
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1243 |
startY:= endY - 1024; |
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1244 |
DrawTextureF(SpritesData[sprBirdy].Texture, min(Gear^.Timer/750,1), startX + WorldDx + LongInt(round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1))), startY + WorldDy + LongInt(round((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2)))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); |
4388 | 1245 |
end |
1246 |
else // Disappearing |
|
1247 |
begin |
|
1248 |
startX:= x - WorldDx; |
|
1249 |
startY:= y - WorldDy; |
|
1250 |
if Gear^.Tag > 0 then |
|
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1251 |
endX:= max(max(LAND_WIDTH,4096) + 1024, startX + 2048) |
4388 | 1252 |
else |
7829
c1dc7839d7b9
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
nemo
parents:
7730
diff
changeset
|
1253 |
endX:= max(-max(LAND_WIDTH,4096) - 1024, startX - 2048); |
8414
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1254 |
endY:= startY + 1024; |
c1ac0b64315e
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
nemo
parents:
8370
diff
changeset
|
1255 |
DrawTextureF(SpritesData[sprBirdy].Texture, min((2000-Gear^.Timer)/750,1), startX + WorldDx + LongInt(round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1)))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + LongInt(round((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY))) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); |
4388 | 1256 |
end; |
1257 |
end |
|
1258 |
else |
|
5528
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1259 |
begin |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1260 |
if Gear^.Health < 250 then |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1261 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75) |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1262 |
else |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1263 |
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1264 |
end; |
4388 | 1265 |
end; |
6999 | 1266 |
gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle); |
4388 | 1267 |
gtPiano: begin |
1268 |
if (Gear^.State and gstDrowning) = 0 then |
|
1269 |
begin |
|
1270 |
Tint($FF, $FF, $FF, $10); |
|
1271 |
for i:= 8 downto 1 do |
|
6322
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
1272 |
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1273 |
untint |
4388 | 1274 |
end; |
6322
b310f0bc8dde
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
nemo
parents:
6318
diff
changeset
|
1275 |
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128); |
4388 | 1276 |
end; |
1277 |
gtPoisonCloud: begin |
|
1278 |
if Gear^.Timer < 1020 then |
|
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1279 |
Tint(Gear^.Tint and $FFFFFF00 or Gear^.Timer div 8) |
4388 | 1280 |
else if Gear^.Timer > 3980 then |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1281 |
Tint(Gear^.Tint and $FFFFFF00 or (5000 - Gear^.Timer) div 8) |
4388 | 1282 |
else |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1283 |
Tint(Gear^.Tint); |
10142 | 1284 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 4 + Gear^.UID * 100) mod 360); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1285 |
untint |
4388 | 1286 |
end; |
1287 |
gtResurrector: begin |
|
6999 | 1288 |
DrawSpriteRotated(sprCross, x, y, 0, 0); |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1289 |
Tint(Gear^.Tint and $FFFFFF00 or max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); |
4388 | 1290 |
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1291 |
untint; |
4388 | 1292 |
end; |
6999 | 1293 |
gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
5519 | 1294 |
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then |
5024 | 1295 |
begin |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1296 |
Tint(Gear^.Tint); |
5025
ac1691d35cf2
Land sprayer tweaks, make land spray and mudball not end turn
nemo
parents:
5024
diff
changeset
|
1297 |
// Needs a nicer white texture to tint |
6999 | 1298 |
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1299 |
//DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
|
5472 | 1300 |
//DrawTexture(x, y, SpritesData[sprVampiric].Texture, 0.1); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1301 |
untint; |
5024 | 1302 |
end |
5787 | 1303 |
else //if not isInLag then |
5024 | 1304 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1305 |
if isInLag and (Gear^.FlightTime < 256) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1306 |
inc(Gear^.FlightTime, 8) |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7978
diff
changeset
|
1307 |
else if (not isInLag) and (Gear^.FlightTime > 0) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1308 |
dec(Gear^.FlightTime, 8); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1309 |
if Gear^.FlightTime > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1310 |
Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime)); |
4617 | 1311 |
if vobVelocity = 0 then |
5024 | 1312 |
DrawSprite(sprFlake, x, y, Gear^.Timer) |
1313 |
else |
|
6999 | 1314 |
DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle); |
5024 | 1315 |
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer) |
6999 | 1316 |
//DrawSpriteRotatedF(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer, 1, Gear^.DirAngle); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1317 |
if Gear^.FlightTime > 0 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1318 |
untint; |
5024 | 1319 |
end; |
8161 | 1320 |
//gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0); |
5706 | 1321 |
gtTardis: if Gear^.Pos <> 4 then |
1322 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1323 |
if Gear^.Pos = 2 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1324 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF) |
8689 | 1325 |
else |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1326 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); |
5706 | 1327 |
DrawSprite(sprTardis, x-24, y-63,0); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1328 |
if Gear^.Pos = 2 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1329 |
untint |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1330 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1331 |
Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); |
5740 | 1332 |
DrawSprite(sprTardis, x-24, y-63,1); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1333 |
if Gear^.Pos <> 2 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1334 |
untint |
5740 | 1335 |
(* |
5728 | 1336 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250)))); |
1337 |
DrawTexture(x-6, y-70, SpritesData[sprVampiric].Texture, 0.25); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1338 |
untint |
5740 | 1339 |
*) |
5706 | 1340 |
end; |
7093 | 1341 |
gtIceGun: begin |
1342 |
HHGear := Gear^.Hedgehog^.Gear; |
|
1343 |
if HHGear <> nil then |
|
1344 |
begin |
|
7721 | 1345 |
i:= hwRound(hwSqr(Gear^.X - HHGear^.X) + hwSqr(Gear^.Y - HHGear^.Y)); |
1346 |
if RealTicks mod max(1,50 - (round(sqrt(i)) div 4)) = 0 then // experiment in "intensifying" might not get used |
|
7093 | 1347 |
begin |
1348 |
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1); |
|
1349 |
if vg <> nil then |
|
1350 |
begin |
|
7721 | 1351 |
i:= random(100) + 155; |
1352 |
vg^.Tint:= i shl 24 or i shl 16 or $FF shl 8 or Longword(random(200) + 55); |
|
7093 | 1353 |
vg^.Angle:= random(360); |
7721 | 1354 |
vg^.dx:= 0.001 * random(80); |
1355 |
vg^.dy:= 0.001 * random(80) |
|
7093 | 1356 |
end |
1357 |
end; |
|
1358 |
if RealTicks mod 2 = 0 then |
|
1359 |
begin |
|
1360 |
i:= random(100)+100; |
|
1361 |
if Gear^.Target.X <> NoPointX then |
|
8628 | 1362 |
begin |
1363 |
DrawLine(Gear^.Target.X, Gear^.Target.Y, hwRound(HHGear^.X), hwRound(HHGear^.Y), 4.0, i, i, $FF, $40); |
|
1364 |
end |
|
1365 |
else |
|
1366 |
begin |
|
8689 | 1367 |
DrawLine(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, i, i, $FF, $40); |
8628 | 1368 |
end; |
7093 | 1369 |
end |
1370 |
end |
|
7389
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7339
diff
changeset
|
1371 |
end; |
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7339
diff
changeset
|
1372 |
gtGenericFaller: DrawCircle(x, y, 3, 3, $FF, $00, $00, $FF); // debug |
4388 | 1373 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1374 |
if Gear^.RenderTimer and (Gear^.Tex <> nil) then |
6999 | 1375 |
DrawTextureCentered(x + 8, y + 8, Gear^.Tex); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1376 |
if Gear^.State and gstFrozen <> 0 then untint |
4388 | 1377 |
end; |
1378 |
||
1379 |
end. |