--- a/hedgewars/GearDrawing.inc Sat Nov 20 22:05:01 2010 +0300
+++ b/hedgewars/GearDrawing.inc Sat Nov 20 23:08:11 2010 +0300
@@ -1,854 +0,0 @@
-procedure DrawHH(Gear: PGear; ox, oy: LongInt);
-var i, t: LongInt;
- amt: TAmmoType;
- sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
- dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change
- defaultPos, HatVisible: boolean;
- HH: PHedgehog;
- CurWeapon: PAmmo;
-begin
-HH:= Gear^.Hedgehog;
-if HH^.Unplaced then exit;
-m:= 1;
-if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
-sx:= ox + 1; // this offset is very common
-sy:= oy - 3;
-sign:= hwSign(Gear^.dX);
-
-if (Gear^.State and gstHHDeath) <> 0 then
- begin
- DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
- Tint(HH^.Team^.Clan^.Color);
- DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
- Tint($FF, $FF, $FF, $FF);
- exit
- end
-else if (Gear^.State and gstHHGone) <> 0 then
- begin
- DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
- exit
- end;
-
-defaultPos:= true;
-HatVisible:= false;
-
-
-if HH^.Effects[hePoisoned] then
- begin
- Tint($00, $FF, $40, $40);
- DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
- Tint($FF, $FF, $FF, $FF)
- end;
-
-if ((Gear^.State and gstWinner) <> 0) and
- ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
- begin
- DrawHedgehog(sx, sy,
- sign,
- 2,
- 0,
- 0);
- defaultPos:= false
- end;
-if (Gear^.State and gstDrowning) <> 0 then
- begin
- DrawHedgehog(sx, sy,
- sign,
- 1,
- 7,
- 0);
- defaultPos:= false
- end else
-if (Gear^.State and gstLoser) <> 0 then
- begin
- DrawHedgehog(sx, sy,
- sign,
- 2,
- 3,
- 0);
- defaultPos:= false
- end else
-
-if (Gear^.State and gstHHDriven) <> 0 then
- begin
- if ((Gear^.State and gstHHThinking) = 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:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
- dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
- if cLaserSighting then
- begin
- lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
- ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
-
- // ensure we start outside the hedgehog (he's solid after all)
- while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
- begin
- lx:= lx + dx;
- ly:= ly + dy
- end;
-
- // add hog's position
- lx:= lx + ox - WorldDx;
- ly:= ly + oy - WorldDy;
-
- // decrease number of iterations required
- ax:= dx * 4;
- ay:= dy * 4;
-
- tx:= round(lx);
- ty:= round(ly);
- hx:= tx;
- hy:= ty;
- while ((ty and LAND_HEIGHT_MASK) = 0) and
- ((tx and LAND_WIDTH_MASK) = 0) and
- (Land[ty, tx] = 0) do // TODO: check for constant variable instead
- begin
- lx:= lx + ax;
- ly:= ly + ay;
- tx:= round(lx);
- ty:= round(ly)
- end;
- // reached edge of land. assume infinite beam. Extend it way out past camera
- if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
- begin
- tx:= round(lx + ax * (LAND_WIDTH div 4));
- ty:= round(ly + ay * (LAND_WIDTH div 4));
- end;
-
- //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
- begin
- DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
- end;
- end;
- // draw crosshair
- cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
- cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
- DrawRotatedTex(HH^.Team^.CrosshairTex,
- 12, 12, cx + WorldDx, cy + WorldDy, 0,
- sign * (Gear^.Angle * 180.0) / cMaxAngle);
- end;
- hx:= ox + 8 * sign;
- hy:= oy - 2;
- aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
- if CurAmmoGear <> nil then
- begin
- case CurAmmoGear^.Kind of
- gtShotgunShot: begin
- if (CurAmmoGear^.State and gstAnimation <> 0) then
- DrawRotated(sprShotgun, hx, hy, sign, aangle)
- else
- DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
- end;
- gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
- gtSniperRifleShot: begin
- if (CurAmmoGear^.State and gstAnimation <> 0) then
- DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
- else
- DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
- end;
- gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
- gtRCPlane: begin
- DrawRotated(sprHandPlane, hx, hy, sign, 0);
- defaultPos:= false
- end;
- gtRope: begin
- if Gear^.X < CurAmmoGear^.X then
- begin
- dAngle:= 0;
- hAngle:= 180;
- i:= 1
- end else
- begin
- dAngle:= 180;
- hAngle:= 0;
- i:= -1
- end;
- if ((Gear^.State and gstWinner) = 0) then
- begin
- DrawHedgehog(ox, oy,
- i,
- 1,
- 0,
- DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
- with HH^ do
- if (HatTex <> nil) then
- begin
- DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
- i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
- if HatTex^.w > 64 then
- begin
- Tint(HH^.Team^.Clan^.Color);
- DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
- i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
- Tint($FF, $FF, $FF, $FF)
- end
- end
- end;
- DrawAltWeapon(Gear, ox, oy);
- defaultPos:= false
- end;
- gtBlowTorch: begin
- DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
- DrawHedgehog(sx, sy,
- sign,
- 3,
- HH^.visStepPos div 2,
- 0);
- with HH^ do
- if (HatTex <> nil) then
- begin
- DrawTextureF(HatTex,
- 1,
- sx,
- sy - 5,
- 0,
- sign,
- 32,
- 32);
- if HatTex^.w > 64 then
- begin
- Tint(HH^.Team^.Clan^.Color);
- DrawTextureF(HatTex,
- 1,
- sx,
- sy - 5,
- 32,
- sign,
- 32,
- 32);
- Tint($FF, $FF, $FF, $FF)
- end
- end;
- defaultPos:= false
- end;
- gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
- gtFirePunch: begin
- DrawHedgehog(sx, sy,
- sign,
- 1,
- 4,
- 0);
- defaultPos:= false
- end;
- gtPickHammer: begin
- defaultPos:= false;
- dec(sy,20);
- end;
- gtTeleport: defaultPos:= false;
- gtWhip: begin
- DrawRotatedF(sprWhip,
- sx,
- sy,
- 1,
- sign,
- 0);
- defaultPos:= false
- end;
- gtHammer: begin
- DrawRotatedF(sprHammer,
- sx,
- sy,
- 1,
- sign,
- 0);
- defaultPos:= false
- end;
- gtResurrector: begin
- DrawRotated(sprHandResurrector, sx, sy, 0, 0);
- defaultPos:= false
- end;
- gtKamikaze: begin
- if CurAmmoGear^.Pos = 0 then
- DrawHedgehog(sx, sy,
- sign,
- 1,
- 6,
- 0)
- else
- DrawRotatedF(sprKamikaze,
- ox, oy,
- CurAmmoGear^.Pos - 1,
- sign,
- aangle);
- defaultPos:= false
- end;
- gtSeduction: begin
- if CurAmmoGear^.Pos >= 6 then
- DrawHedgehog(sx, sy,
- sign,
- 2,
- 2,
- 0)
- else
- begin
- DrawRotatedF(sprDress,
- ox, oy,
- CurAmmoGear^.Pos,
- sign,
- 0);
- DrawSprite(sprCensored, ox - 32, oy - 20, 0)
- end;
- defaultPos:= false
- end;
- gtFlamethrower: begin
- DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
- if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
- end;
- end;
-
- case CurAmmoGear^.Kind of
- gtShotgunShot,
- gtDEagleShot,
- gtSniperRifleShot,
- gtShover: begin
- DrawHedgehog(sx, sy,
- sign,
- 0,
- 4,
- 0);
- defaultPos:= false;
- HatVisible:= true
- end
- end
- end else
-
- if ((Gear^.State and gstHHJumping) <> 0) then
- begin
- DrawHedgehog(sx, sy,
- sign*m,
- 1,
- 1,
- 0);
- HatVisible:= true;
- defaultPos:= false
- end else
-
- if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
- begin
- DrawHedgehog(sx, sy,
- sign,
- 0,
- HH^.visStepPos div 2,
- 0);
- defaultPos:= false;
- HatVisible:= true
- end
- else
-
- if ((Gear^.State and gstAnimation) <> 0) then
- begin
- if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
- begin
- Gear^.State:= Gear^.State and not gstAnimation;
- end
- else
- begin
- DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
- sx,
- sy,
- Gear^.Pos,
- sign,
- 0.0);
- defaultPos:= false
- end
- end
- else
- if ((Gear^.State and gstAttacked) = 0) then
- begin
- if HH^.Timer > 0 then
- begin
- // There must be a tidier way to do this. Anyone?
- if aangle <= 90 then aangle:= aangle+360;
- if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
- else aangle:= aangle+((240-aangle)*HH^.Timer/10);
- dec(HH^.Timer)
- end;
- amt:= CurrentHedgehog^.CurAmmoType;
- CurWeapon:= GetAmmoEntry(HH^);
- case amt of
- amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
- amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
- amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
- amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
- amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
- amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
- amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
- amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
- amSineGun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
- amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
- DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
- else
- DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), sign, aangle);
- amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
- amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
- amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
- amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
- amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
- amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
- amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
- amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
- amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
- amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
- amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
- amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
- amSeduction: DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
- amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
- amRCPlane: begin
- DrawRotated(sprHandPlane, hx, hy, sign, 0);
- defaultPos:= false
- end;
- amGirder: begin
- DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
- DrawSpriteClipped(sprGirder,
- ox-256,
- oy-256,
- LongInt(topY)+WorldDy,
- LongInt(rightX)+WorldDx,
- cWaterLine+WorldDy,
- LongInt(leftX)+WorldDx)
- end;
- amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
- amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
- amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
- end;
-
- case amt of
- amAirAttack,
- amMineStrike,
- amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
- amPickHammer: DrawHedgehog(sx, sy,
- sign,
- 1,
- 2,
- 0);
- amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
- amKamikaze: DrawHedgehog(sx, sy,
- sign,
- 1,
- 5,
- 0);
- amWhip: DrawRotatedF(sprWhip,
- sx,
- sy,
- 0,
- sign,
- 0);
- amHammer: DrawRotatedF(sprHammer,
- sx,
- sy,
- 0,
- sign,
- 0);
- else
- DrawHedgehog(sx, sy,
- sign,
- 0,
- 4,
- 0);
-
- HatVisible:= true;
- (* with HH^ do
- if (HatTex <> nil)
- and (HatVisibility > 0) then
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- 0,
- sign,
- 32,
- 32); *)
- end;
-
- case amt of
- amBaseballBat: DrawRotated(sprHandBaseball,
- sx - 4 * sign,
- sy + 9, sign, aangle);
- end;
-
- defaultPos:= false
- end;
-
-end else // not gstHHDriven
- begin
- if (Gear^.Damage > 0)
- and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
- begin
- DrawHedgehog(sx, sy,
- sign,
- 2,
- 1,
- Gear^.DirAngle);
- defaultPos:= false
- end else
-
- if ((Gear^.State and gstHHJumping) <> 0) then
- begin
- DrawHedgehog(sx, sy,
- sign*m,
- 1,
- 1,
- 0);
- defaultPos:= false
- end;
- end;
-
-with HH^ do
- begin
- if defaultPos then
- begin
- DrawRotatedF(sprHHIdle,
- sx,
- sy,
- (RealTicks div 128 + Gear^.Pos) mod 19,
- sign,
- 0);
- HatVisible:= true;
- end;
-
- if HatVisible then
- if HatVisibility < 1.0 then
- HatVisibility:= HatVisibility + 0.2
- else
- else
- if HatVisibility > 0.0 then
- HatVisibility:= HatVisibility - 0.2;
-
- if (HatTex <> nil)
- and (HatVisibility > 0) then
- if DefaultPos then
- begin
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- (RealTicks div 128 + Gear^.Pos) mod 19,
- sign,
- 32,
- 32);
- if HatTex^.w > 64 then
- begin
- Tint(HH^.Team^.Clan^.Color);
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- (RealTicks div 128 + Gear^.Pos) mod 19 + 32,
- sign,
- 32,
- 32);
- Tint($FF, $FF, $FF, $FF)
- end
- end
- else
- begin
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- 0,
- sign*m,
- 32,
- 32);
- if HatTex^.w > 64 then
- begin
- Tint(HH^.Team^.Clan^.Color);
- DrawTextureF(HatTex,
- HatVisibility,
- sx,
- sy - 5,
- 32,
- sign*m,
- 32,
- 32);
- Tint($FF, $FF, $FF, $FF)
- end
- end
- end;
-if (Gear^.State and gstHHDriven) <> 0 then
- begin
-(* if (CurAmmoGear = nil) then
- begin
- amt:= CurrentHedgehog^.CurAmmoType;
- case amt of
- amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
- end
- end; *)
- if CurAmmoGear <> nil then
- begin
- case CurAmmoGear^.Kind of
- gtJetpack: begin
- DrawSprite(sprJetpack, sx-32, sy-32, 0);
- if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
- begin
- if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1);
- if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2);
- if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3)
- end;
- if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
- DrawAltWeapon(Gear, sx, sy)
- end;
- end;
- end
- end;
-
-with HH^ do
- begin
- if ((Gear^.State and not gstWinner) = 0)
- or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
- or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
- begin
- t:= sy - cHHRadius - 9;
- if (cTagsMask and htTransparent) <> 0 then
- Tint($FF, $FF, $FF, $80);
- if ((cTagsMask and htHealth) <> 0) then
- begin
- dec(t, HealthTagTex^.h + 2);
- DrawCentered(ox, t, HealthTagTex)
- end;
- if (cTagsMask and htName) <> 0 then
- begin
- dec(t, NameTagTex^.h + 2);
- DrawCentered(ox, t, NameTagTex)
- end;
- if (cTagsMask and htTeamName) <> 0 then
- begin
- dec(t, Team^.NameTagTex^.h + 2);
- DrawCentered(ox, t, Team^.NameTagTex)
- end;
- if (cTagsMask and htTransparent) <> 0 then
- Tint($FF, $FF, $FF, $FF)
- end;
- if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
- begin
- if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
- DrawSprite(sprFinger, ox - 16, oy - 64,
- GameTicks div 32 mod 16);
-
- if (Gear^.State and gstDrowning) = 0 then
- if (Gear^.State and gstHHThinking) <> 0 then
- DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
- end
- end;
-
-if HH^.Effects[hePoisoned] then
- begin
- Tint($00, $FF, $40, $80);
- DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
- end;
-if HH^.Effects[heResurrected] then
- begin
- Tint($f5, $db, $35, $20);
- DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
- end;
-
-if Gear^.Invulnerable then
- begin
- Tint($FF, $FF, $FF, max($40, floor($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, 0, 0, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
- DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
- end;
- Tint($FF, $FF, $FF, $FF)
-end;
-
-procedure DrawGears;
-var Gear, HHGear: PGear;
- i: Longword;
- x, y, startX, endX, startY, endY: LongInt;
-begin
-Gear:= GearsList;
-while Gear<>nil do
- begin
- x:= hwRound(Gear^.X) + WorldDx;
- y:= hwRound(Gear^.Y) + WorldDy;
- case Gear^.Kind of
- gtBomb: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
- gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
- gtMolotov: DrawRotated(sprMolotov, x, y, 0, Gear^.DirAngle);
-
- gtRCPlane: begin
- if (Gear^.Tag = -1) then
- DrawRotated(sprPlane, x, y, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
- else
- DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX));
- if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
- DrawRotatedf(sprFinger, x, y, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
- end;
- gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
-
- gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
- or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
- or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
- DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
- else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
-
- gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
- DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
- else
- DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-
- gtHedgehog: DrawHH(Gear, x, y);
-
- gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-
- gtGrave: begin
- DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
- if Gear^.Health > 0 then
- begin
- //Tint($33, $33, $FF, max($40, floor($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
- Tint($f5, $db, $35, max($40, floor($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
- //Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
- DrawSprite(sprVampiric, x - 24, y - 24, 0);
- Tint($FF, $FF, $FF, $FF)
- end
- end;
- gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
- gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
- gtRope: DrawRope(Gear);
- gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
- DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
- else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
- else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
- gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
- DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
- else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
- else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
- gtCase: case Gear^.Pos of
- posCaseAmmo : begin
- i:= (GameTicks shr 6) mod 64;
- if i > 18 then i:= 0;
- DrawSprite(sprCase, x - 24, y - 24, i);
- end;
- posCaseHealth: begin
- i:= ((GameTicks shr 6) + 38) mod 64;
- if i > 13 then i:= 0;
- DrawSprite(sprFAid, x - 24, y - 24, i);
- end;
- posCaseUtility: begin
- i:= (GameTicks shr 6) mod 70;
- if i > 23 then i:= 0;
- i:= i mod 12;
- DrawSprite(sprUtility, x - 24, y - 24, i);
- end;
- end;
- gtExplosives: begin
- if ((Gear^.State and gstDrowning) <> 0) then
- DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
- else if Gear^.State and gstAnimation = 0 then
- begin
- i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
- if i > 18 then i:= 0;
- DrawSprite(sprExplosives, x - 24, y - 24, i)
- end
- else if Gear^.State and gsttmpFlag = 0 then
- DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
- else
- DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
- end;
- gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
- gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
- gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
- gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
- gtParachute: begin
- DrawSprite(sprParachute, x - 24, y - 48, 0);
- DrawAltWeapon(Gear, x + 1, y - 3)
- end;
- gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0)
- else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1);
- gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
- gtTeleport: begin
- HHGear:= Gear^.Hedgehog^.Gear;
- if not Gear^.Hedgehog^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
- DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
- end;
- gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
- gtTarget: begin
- Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000));
- DrawSprite(sprTarget, x - 16, y - 16, 0);
- Tint($FF, $FF, $FF, $FF);
- end;
- gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
- gtCake: if Gear^.Pos = 6 then
- DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
- else
- DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
- gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0);
- gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
- gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
- gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
- gtBirdy: begin
- if Gear^.State and gstAnimation = gstAnimation then
- begin
- if Gear^.State and gstTmpFlag = 0 then // Appearing
- begin
- endX:= x - WorldDx;
- endY:= y - WorldDy;
- if Gear^.Tag < 0 then
- startX:= max(LAND_WIDTH + 1024, endX + 2048)
- else
- startX:= max(-LAND_WIDTH - 1024, endX - 2048);
- startY:= endY - 256;
- DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + floor((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + floor((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
- end
- else // Disappearing
- begin
- startX:= x - WorldDx;
- startY:= y - WorldDy;
- if Gear^.Tag > 0 then
- endX:= max(LAND_WIDTH + 1024, startX + 2048)
- else
- endX:= max(-LAND_WIDTH - 1024, startX - 2048);
- endY:= startY + 256;
- DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + floor((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + floor((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
- end;
- end
- else
- DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
- end;
- gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
- gtPiano: begin
- if (Gear^.State and gstDrowning) = 0 then
- begin
- Tint($FF, $FF, $FF, $10);
- for i:= 8 downto 1 do
- DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
- Tint($FF, $FF, $FF, $FF)
- end;
- DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0);
- end;
- gtPoisonCloud: begin
- if Gear^.Timer < 1020 then
- Tint($C0, $C0, $00, Gear^.Timer div 8)
- else if Gear^.Timer > 3980 then
- Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
- else
- Tint($C0, $C0, $00, $C0);
- DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
- Tint($FF, $FF, $FF, $FF)
- end;
- gtResurrector: begin
- DrawRotated(sprCross, x, y, 0, 0);
- Tint($f5, $db, $35, max($00, floor($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
- DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
- Tint($FF, $FF, $FF, $FF);
- end;
- gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
- end;
- if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
- Gear:= Gear^.NextGear
- end;
-end;