--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/GearDrawing.inc Sat May 01 17:29:48 2010 +0000
@@ -0,0 +1,737 @@
+procedure DrawHH(Gear: PGear);
+var i, t: LongInt;
+ amt: TAmmoType;
+ hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
+ lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real; // laser, change
+ defaultPos, HatVisible: boolean;
+ VertexBuffer: array [0..1] of TVertex2f;
+ HH: PHedgehog;
+begin
+HH:= PHedgehog(Gear^.Hedgehog);
+if HH^.Unplaced then exit;
+m:= 1;
+if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
+if (Gear^.State and gstHHDeath) <> 0 then
+ begin
+ DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos);
+ exit
+ end
+else if (Gear^.State and gstHHGone) <> 0 then
+ begin
+ DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0);
+ exit
+ end;
+
+defaultPos:= true;
+HatVisible:= false;
+
+sx:= hwRound(Gear^.X) + 1 + WorldDx;
+sy:= hwRound(Gear^.Y) - 3 + WorldDy;
+
+if HH^.Effects[hePoisoned] then
+ begin
+ Tint($4040FF00);
+ DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
+ Tint($FFFFFFFF)
+ end;
+
+if ((Gear^.State and gstWinner) <> 0) and
+ ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 2,
+ 0,
+ 0);
+ defaultPos:= false
+ end;
+if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 1,
+ 7,
+ 0);
+ defaultPos:= false
+ end else
+if (Gear^.State and gstLoser) <> 0 then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 2,
+ 3,
+ 0);
+ defaultPos:= false
+ end else
+
+if (Gear^.State and gstHHDriven) <> 0 then
+ begin
+ if ((Gear^.State and gstHHThinking) = 0) and
+ (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
+ ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
+ begin
+(* These calculations are a little complex for a few reasons:
+ 1: I need to draw the laser from weapon origin to nearest land
+ 2: I need to start the beam outside the hedgie for attractiveness.
+ 3: I need to extend the beam beyond land.
+ This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
+*)
+ dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle);
+ dy:= - Cos(Gear^.Angle * pi / cMaxAngle);
+ if cLaserSighting then
+ begin
+ lx:= hwRound(Gear^.X);
+ ly:= hwRound(Gear^.Y);
+ lx:= lx + dx * 16;
+ ly:= ly + dy * 16;
+
+ ax:= dx * 4;
+ ay:= dy * 4;
+
+ tx:= round(lx);
+ ty:= round(ly);
+ hx:= tx;
+ hy:= ty;
+ while ((ty and LAND_HEIGHT_MASK) = 0) and
+ ((tx and LAND_WIDTH_MASK) = 0) and
+ (Land[ty, tx] = 0) do
+ begin
+ lx:= lx + ax;
+ ly:= ly + ay;
+ tx:= round(lx);
+ ty:= round(ly)
+ end;
+ // reached edge of land. assume infinite beam. Extend it way out past camera
+ if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
+ begin
+ tx:= round(lx + ax * (LAND_WIDTH div 4));
+ ty:= round(ly + ay * (LAND_WIDTH div 4));
+ end;
+
+ //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
+ begin
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_LINE_SMOOTH);
+
+ glLineWidth(1.0);
+
+ Tint($C0FF0000);
+ VertexBuffer[0].X:= hx + WorldDx;
+ VertexBuffer[0].Y:= hy + WorldDy;
+ VertexBuffer[1].X:= tx + WorldDx;
+ VertexBuffer[1].Y:= ty + WorldDy;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+ glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
+ Tint($FFFFFFFF);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_LINE_SMOOTH);
+ end;
+ end;
+ // draw crosshair
+ cx:= Round(hwRound(Gear^.X) + dx * 80);
+ cy:= Round(hwRound(Gear^.Y) + dy * 80);
+ DrawRotatedTex(HH^.Team^.CrosshairTex,
+ 12, 12, cx + WorldDx, cy + WorldDy, 0,
+ hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
+ end;
+ hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx;
+ hy:= hwRound(Gear^.Y) - 2 + WorldDy;
+ aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
+
+ if CurAmmoGear <> nil then
+ begin
+ case CurAmmoGear^.Kind of
+ gtShotgunShot: begin
+ if (CurAmmoGear^.State and gstAnimation <> 0) then
+ DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
+ else
+ DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
+ end;
+ gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
+ gtSniperRifleShot: begin
+ if (CurAmmoGear^.State and gstAnimation <> 0) then
+ DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle)
+ else
+ DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle)
+ end;
+ gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
+ gtRCPlane: begin
+ DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
+ defaultPos:= false
+ end;
+ gtRope: begin
+ if Gear^.X < CurAmmoGear^.X then
+ begin
+ dAngle:= 0;
+ hAngle:= 180;
+ i:= 1
+ end else
+ begin
+ dAngle:= 180;
+ hAngle:= 0;
+ i:= -1
+ end;
+ sx:= hwRound(Gear^.X) + WorldDx;
+ sy:= hwRound(Gear^.Y) + WorldDy;
+ if ((Gear^.State and gstWinner) = 0) then
+ begin
+ DrawHedgehog(sx, sy,
+ i,
+ 1,
+ 0,
+ DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
+ with HH^ do
+ if (HatTex <> nil) then
+ DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32,
+ i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
+ end;
+ DrawAltWeapon(Gear, sx, sy);
+ defaultPos:= false
+ end;
+ gtBlowTorch: begin
+ DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 3,
+ HH^.visStepPos div 2,
+ 0);
+ with HH^ do
+ if (HatTex <> nil) then
+ DrawTextureF(HatTex,
+ 1,
+ sx,
+ hwRound(Gear^.Y) - 8 + WorldDy,
+ 0,
+ hwSign(Gear^.dX),
+ 32,
+ 32);
+ defaultPos:= false
+ end;
+ gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
+ gtFirePunch: begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 1,
+ 4,
+ 0);
+ defaultPos:= false
+ end;
+ gtPickHammer: begin
+ defaultPos:= false;
+ dec(sy,20);
+ end;
+ gtTeleport: defaultPos:= false;
+ gtWhip: begin
+ DrawRotatedF(sprWhip,
+ sx,
+ sy,
+ 1,
+ hwSign(Gear^.dX),
+ 0);
+ defaultPos:= false
+ end;
+ gtKamikaze: begin
+ if CurAmmoGear^.Pos = 0 then
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 1,
+ 6,
+ 0)
+ else
+ DrawRotatedF(sprKamikaze,
+ hwRound(Gear^.X) + WorldDx,
+ hwRound(Gear^.Y) + WorldDy,
+ CurAmmoGear^.Pos - 1,
+ hwSign(Gear^.dX),
+ aangle);
+ defaultPos:= false
+ end;
+ gtSeduction: begin
+ if CurAmmoGear^.Pos >= 6 then
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 2,
+ 2,
+ 0)
+ else
+ begin
+ DrawRotatedF(sprDress,
+ hwRound(Gear^.X) + WorldDx,
+ hwRound(Gear^.Y) + WorldDy,
+ CurAmmoGear^.Pos,
+ hwSign(Gear^.dX),
+ 0);
+ DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0)
+ end;
+ defaultPos:= false
+ end;
+ end;
+
+ case CurAmmoGear^.Kind of
+ gtShotgunShot,
+ gtDEagleShot,
+ gtSniperRifleShot,
+ gtShover: begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 0,
+ 4,
+ 0);
+ defaultPos:= false;
+ HatVisible:= true
+ end
+ end
+ end else
+
+ if ((Gear^.State and gstHHJumping) <> 0) then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX)*m,
+ 1,
+ 1,
+ 0);
+ HatVisible:= true;
+ defaultPos:= false
+ end else
+
+ if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 0,
+ HH^.visStepPos div 2,
+ 0);
+ defaultPos:= false;
+ HatVisible:= true
+ end
+ else
+
+ if ((Gear^.State and gstAnimation) <> 0) then
+ begin
+ if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
+ begin
+ Gear^.State:= Gear^.State and not gstAnimation;
+ end
+ else
+ begin
+ DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
+ sx,
+ sy,
+ Gear^.Pos,
+ hwSign(Gear^.dX),
+ 0.0);
+ defaultPos:= false
+ end
+ end
+ else
+ if ((Gear^.State and gstAttacked) = 0) then
+ begin
+ if HH^.Timer > 0 then
+ begin
+ // There must be a tidier way to do this. Anyone?
+ if aangle <= 90 then aangle:= aangle+360;
+ if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
+ else aangle:= aangle+((240-aangle)*HH^.Timer/10);
+ dec(HH^.Timer)
+ end;
+ amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
+ case amt of
+ amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle);
+ amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle);
+ amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle);
+ amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
+ amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle);
+ amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle);
+ amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
+ amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle);
+ amSineGun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
+ amPortalGun: DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle);
+ amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle);
+ amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
+ amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle);
+ amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle);
+ amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle);
+ amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle);
+ amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle);
+ amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle);
+ amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle);
+ amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle);
+ amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle);
+ amVampiric: DrawRotated(sprHandVamp, hx, hy, hwSign(Gear^.dX), aangle);
+ amRCPlane: begin
+ DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
+ defaultPos:= false
+ end;
+ amGirder: begin
+ DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle);
+ DrawSpriteClipped(sprGirder,
+ sx-256,
+ sy-256,
+ LongInt(topY)+WorldDy,
+ LongInt(rightX)+WorldDx,
+ cWaterLine+WorldDy,
+ LongInt(leftX)+WorldDx)
+ end;
+ amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle);
+ end;
+
+ case amt of
+ amAirAttack,
+ amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
+ amPickHammer: DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 1,
+ 2,
+ 0);
+ amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0);
+ amKamikaze: DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 1,
+ 5,
+ 0);
+ amWhip: DrawRotatedF(sprWhip,
+ sx,
+ sy,
+ 0,
+ hwSign(Gear^.dX),
+ 0);
+ else
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 0,
+ 4,
+ 0);
+
+ HatVisible:= true;
+ (* with HH^ do
+ if (HatTex <> nil)
+ and (HatVisibility > 0) then
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ hwRound(Gear^.Y) - 8 + WorldDy,
+ 0,
+ hwSign(Gear^.dX),
+ 32,
+ 32); *)
+ end;
+
+ case amt of
+ amBaseballBat: DrawRotated(sprHandBaseball,
+ hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx,
+ hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle);
+ end;
+
+ defaultPos:= false
+ end;
+
+end else // not gstHHDriven
+ begin
+ if (Gear^.Damage > 0)
+ and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX),
+ 2,
+ 1,
+ Gear^.DirAngle);
+ defaultPos:= false
+ end else
+
+ if ((Gear^.State and gstHHJumping) <> 0) then
+ begin
+ DrawHedgehog(sx, sy,
+ hwSign(Gear^.dX)*m,
+ 1,
+ 1,
+ 0);
+ defaultPos:= false
+ end;
+ end;
+
+with HH^ do
+ begin
+ if defaultPos then
+ begin
+ DrawRotatedF(sprHHIdle,
+ sx,
+ sy,
+ (RealTicks div 128 + Gear^.Pos) mod 19,
+ hwSign(Gear^.dX),
+ 0);
+ HatVisible:= true;
+ end;
+
+ if HatVisible then
+ if HatVisibility < 1.0 then
+ HatVisibility:= HatVisibility + 0.2
+ else
+ else
+ if HatVisibility > 0.0 then
+ HatVisibility:= HatVisibility - 0.2;
+
+ if (HatTex <> nil)
+ and (HatVisibility > 0) then
+ if DefaultPos then
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ hwRound(Gear^.Y) - 8 + WorldDy,
+ (RealTicks div 128 + Gear^.Pos) mod 19,
+ hwSign(Gear^.dX),
+ 32,
+ 32)
+ else
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ hwRound(Gear^.Y) - 8 + WorldDy,
+ 0,
+ hwSign(Gear^.dX)*m,
+ 32,
+ 32);
+ end;
+if (Gear^.State and gstHHDriven) <> 0 then
+ begin
+(* if (CurAmmoGear = nil) then
+ begin
+ amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
+ case amt of
+ amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
+ end
+ end; *)
+ if CurAmmoGear <> nil then
+ begin
+ case CurAmmoGear^.Kind of
+ gtJetpack: begin
+ DrawSprite(sprJetpack, sx-32, sy-32, 0);
+ if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1);
+ if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2);
+ if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3);
+ if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
+ DrawAltWeapon(Gear, sx, sy)
+ end;
+ end;
+ end
+ end;
+
+with HH^ do
+ begin
+ if ((Gear^.State and not gstWinner) = 0)
+ or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
+ begin
+ t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
+ if (cTagsMask and htTransparent) <> 0 then
+ Tint($80FFFFFF);
+ if ((cTagsMask and htHealth) <> 0) then
+ begin
+ dec(t, HealthTagTex^.h + 2);
+ DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
+ end;
+ if (cTagsMask and htName) <> 0 then
+ begin
+ dec(t, NameTagTex^.h + 2);
+ DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
+ end;
+ if (cTagsMask and htTeamName) <> 0 then
+ begin
+ dec(t, Team^.NameTagTex^.h + 2);
+ DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
+ end;
+ if (cTagsMask and htTransparent) <> 0 then
+ Tint($FFFFFFFF)
+ end;
+ if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
+ begin
+ if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
+ DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
+ GameTicks div 32 mod 16);
+
+ if (Gear^.State and gstDrowning) = 0 then
+ if (Gear^.State and gstHHThinking) <> 0 then
+ DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8)
+ end
+ end;
+
+if HH^.Effects[hePoisoned] then
+ begin
+ Tint($8040FF00);
+ DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
+ end;
+
+if Gear^.Invulnerable then
+ begin
+ Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
+ DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
+ end;
+if cVampiric and
+ (CurrentHedgehog^.Gear <> nil) and
+ (CurrentHedgehog^.Gear = Gear) then
+ begin
+ Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
+ DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
+ end;
+ Tint($FFFFFFFF)
+end;
+
+procedure DrawGears;
+var Gear, HHGear: PGear;
+ i: Longword;
+ startX, endX, startY, endY: LongInt;
+begin
+Gear:= GearsList;
+while Gear<>nil do
+ begin
+ case Gear^.Kind of
+ gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+ gtGasBomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+ gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+
+ gtRCPlane: begin
+ if (Gear^.Tag = -1) then
+ DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
+ else
+ DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX));
+ if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
+ DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
+ end;
+ gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle);
+// Still need portal types and states
+ gtPortal: DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0,0, Gear^.DirAngle);
+
+ gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+ gtHedgehog: DrawHH(Gear);
+
+ gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+ gtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
+
+ gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
+
+ gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+ gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0);
+ gtRope: DrawRope(Gear);
+ gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
+ gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State);
+ gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
+ DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
+ else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
+ else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+ gtCase: case Gear^.Pos of
+ posCaseAmmo : begin
+ i:= (GameTicks shr 6) mod 64;
+ if i > 18 then i:= 0;
+ DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
+ end;
+ posCaseHealth: begin
+ i:= ((GameTicks shr 6) + 38) mod 64;
+ if i > 13 then i:= 0;
+ DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
+ end;
+ posCaseUtility: begin
+ i:= (GameTicks shr 6) mod 70;
+ if i > 23 then i:= 0;
+ i:= i mod 12;
+ DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
+ end;
+ end;
+ gtExplosives: begin
+ if ((Gear^.State and gstDrowning) <> 0) then
+ DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0)
+ else if Gear^.State and gstAnimation = 0 then
+ begin
+ i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
+ if i > 18 then i:= 0;
+ DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i)
+ end
+ else if Gear^.State and gsttmpFlag = 0 then
+ DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle)
+ else
+ DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle);
+ end;
+ gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
+ gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+ gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
+ gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
+ gtParachute: begin
+ DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
+ DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
+ end;
+ gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0)
+ else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1);
+ gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtTeleport: begin
+ HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
+ if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(Gear^.dX), 0);
+ DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
+ end;
+ gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12);
+ gtTarget: begin
+ Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000));
+ DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
+ Tint($FFFFFFFF);
+ end;
+ gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtCake: if Gear^.Pos = 6 then
+ DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
+ else
+ DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), 0);
+ gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
+ gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle);
+ gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle);
+ gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
+ gtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
+ gtBirdy: begin
+ if Gear^.State and gstAnimation = gstAnimation then
+ begin
+ if Gear^.State and gstTmpFlag = 0 then // Appearing
+ begin
+ endX:= hwRound(Gear^.X);
+ endY:= hwRound(Gear^.Y);
+ if Gear^.Tag < 0 then
+ startX:= max(LAND_WIDTH + 1024, endX + 2048)
+ else
+ startX:= max(-LAND_WIDTH - 1024, endX - 2048);
+ startY:= endY - 256;
+ DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + trunc((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+ end
+ else // Disappearing
+ begin
+ startX:= hwRound(Gear^.X);
+ startY:= hwRound(Gear^.Y);
+ if Gear^.Tag > 0 then
+ endX:= max(LAND_WIDTH + 1024, startX + 2048)
+ else
+ endX:= max(-LAND_WIDTH - 1024, startX - 2048);
+ endY:= startY + 256;
+ DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + trunc((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+ end;
+ end
+ else
+ DrawTextureF(SpritesData[sprBirdy].Texture, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+ end;
+ gtBigExplosion: begin
+ Tint($FF, $FF, $FF, floor($FF * (1 - power(Gear^.Timer / 250, 4))));
+ DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
+ Tint($FFFFFFFF);
+ end;
+ gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle);
+ gtPiano: begin
+ if (Gear^.State and gstDrowning) = 0 then
+ begin
+ Tint($10FFFFFF);
+ for i:= 8 downto 1 do
+ DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
+ Tint($FFFFFFFF)
+ end;
+ DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 128, 128, 0);
+ end;
+ end;
+ if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex);
+ Gear:= Gear^.NextGear
+ end;
+end;