author | Wuzzy <Wuzzy2@mail.ru> |
Fri, 16 Feb 2018 10:47:35 +0100 | |
changeset 13019 | 9027961b3208 |
parent 12903 | 8a40ce061d94 |
child 13101 | d78e65c66573 |
permissions | -rw-r--r-- |
4976 | 1 |
(* |
2 |
* Hedgewars, a free turn based strategy game |
|
11046 | 3 |
* Copyright (c) 2004-2015 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 |
* |
|
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Remove switching of hog's hat to chef. do it in draw instead.
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* 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
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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 |
|
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merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
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26 |
type |
10015 | 27 |
Tar = record |
8330 | 28 |
X, Y: hwFloat; |
29 |
dLen: hwFloat; |
|
30 |
b : boolean; |
|
31 |
end; |
|
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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); |
12215
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Render gear timers in front of water
Wuzzy <almikes@aol.com>
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12198
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|
39 |
procedure RenderGearTimer(Gear: PGear; x, y: LongInt); |
10866 | 40 |
procedure DrawHHOrder(); |
4388 | 41 |
|
42 |
var RopePoints: record |
|
43 |
Count: Longword; |
|
44 |
HookAngle: GLfloat; |
|
45 |
ar: array[0..MAXROPEPOINTS] of record |
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46 |
X, Y: hwFloat; |
6155187bf599
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lovelacer
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|
47 |
dLen: hwFloat; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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parents:
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|
48 |
b: boolean; |
8733
b6002f1956d5
Hard math to fix issue 571. Well, not really hard math,
unc0rr
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49 |
sx, sy, sb: boolean; |
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|
50 |
end; |
4388 | 51 |
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f; |
52 |
end; |
|
53 |
||
54 |
implementation |
|
9285 | 55 |
uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList; |
4388 | 56 |
|
57 |
procedure DrawRopeLinesRQ(Gear: PGear); |
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|
58 |
var n: LongInt; |
4388 | 59 |
begin |
60 |
with RopePoints do |
|
61 |
begin |
|
62 |
rounded[Count].X:= hwRound(Gear^.X); |
|
63 |
rounded[Count].Y:= hwRound(Gear^.Y); |
|
64 |
rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X); |
|
65 |
rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y); |
|
66 |
end; |
|
67 |
||
68 |
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then |
|
69 |
begin |
|
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fix some nasty rendering issues reported by Nexia - thanks a lot!
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70 |
EnableTexture(false); |
4388 | 71 |
//glEnable(GL_LINE_SMOOTH); |
72 |
||
10848 | 73 |
|
74 |
Tint(Gear^.Tint shr 24 div 3, Gear^.Tint shr 16 and $FF div 3, Gear^.Tint shr 8 and $FF div 3, Gear^.Tint and $FF); |
|
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sheepluva
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75 |
|
00ac079fa51f
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76 |
n:= RopePoints.Count + 2; |
00ac079fa51f
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sheepluva
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|
77 |
|
00ac079fa51f
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|
78 |
SetVertexPointer(@RopePoints.rounded[0], n); |
4388 | 79 |
|
10523
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openglPushMatrix(); |
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81 |
openglTranslatef(WorldDx, WorldDy, 0); |
4388 | 82 |
|
10523
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sheepluva
parents:
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changeset
|
83 |
glLineWidth(3.0 * cScaleFactor); |
00ac079fa51f
fix some nasty rendering issues reported by Nexia - thanks a lot!
sheepluva
parents:
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|
84 |
glDrawArrays(GL_LINE_STRIP, 0, n); |
10848 | 85 |
Tint(Gear^.Tint); |
10264
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use cScaleFactor where I incorrectly used the variable zoom in the past. i was young and needed the money
sheepluva
parents:
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86 |
glLineWidth(2.0 * cScaleFactor); |
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changeset
|
87 |
glDrawArrays(GL_LINE_STRIP, 0, n); |
4388 | 88 |
|
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- Bring back white dot in the center of crosshair. Crosshair is blurred now!
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89 |
untint; |
4388 | 90 |
|
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91 |
openglPopMatrix(); |
4388 | 92 |
|
10523
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93 |
EnableTexture(true); |
4388 | 94 |
//glDisable(GL_LINE_SMOOTH) |
95 |
end |
|
96 |
end; |
|
97 |
||
98 |
||
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|
99 |
function DrawRopeLine(X1, Y1, X2, Y2, roplen: LongInt): LongInt; |
6490 | 100 |
var eX, eY, dX, dY: LongInt; |
101 |
i, sX, sY, x, y, d: LongInt; |
|
102 |
b: boolean; |
|
103 |
begin |
|
4388 | 104 |
if (X1 = X2) and (Y1 = Y2) then |
6490 | 105 |
begin |
106 |
//OutError('WARNING: zero length rope line!', false); |
|
10015 | 107 |
DrawRopeLine:= 0; |
6490 | 108 |
exit |
109 |
end; |
|
4388 | 110 |
eX:= 0; |
111 |
eY:= 0; |
|
112 |
dX:= X2 - X1; |
|
113 |
dY:= Y2 - Y1; |
|
114 |
||
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lovelacer
parents:
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115 |
if (dX > 0) then |
6155187bf599
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116 |
sX:= 1 |
4388 | 117 |
else |
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lovelacer
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118 |
if (dX < 0) then |
6155187bf599
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lovelacer
parents:
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|
119 |
begin |
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120 |
sX:= -1; |
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121 |
dX:= -dX |
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122 |
end |
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123 |
else sX:= dX; |
4388 | 124 |
|
8689 | 125 |
if (dY > 0) then |
6490 | 126 |
sY:= 1 |
4388 | 127 |
else |
6490 | 128 |
if (dY < 0) then |
4388 | 129 |
begin |
6490 | 130 |
sY:= -1; |
131 |
dY:= -dY |
|
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changeset
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132 |
end |
8689 | 133 |
else |
6490 | 134 |
sY:= dY; |
135 |
||
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lovelacer
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diff
changeset
|
136 |
if (dX > dY) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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changeset
|
137 |
d:= dX |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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changeset
|
138 |
else |
6155187bf599
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changeset
|
139 |
d:= dY; |
6490 | 140 |
|
141 |
x:= X1; |
|
142 |
y:= Y1; |
|
143 |
||
144 |
for i:= 0 to d do |
|
145 |
begin |
|
146 |
inc(eX, dX); |
|
147 |
inc(eY, dY); |
|
148 |
b:= false; |
|
149 |
if (eX > d) then |
|
150 |
begin |
|
151 |
dec(eX, d); |
|
152 |
inc(x, sX); |
|
153 |
b:= true |
|
154 |
end; |
|
155 |
if (eY > d) then |
|
156 |
begin |
|
157 |
dec(eY, d); |
|
158 |
inc(y, sY); |
|
159 |
b:= true |
|
160 |
end; |
|
161 |
if b then |
|
162 |
begin |
|
163 |
inc(roplen); |
|
6580
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parents:
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changeset
|
164 |
if (roplen mod 4) = 0 then |
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parents:
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changeset
|
165 |
DrawSprite(sprRopeNode, x - 2, y - 2, 0) |
6490 | 166 |
end |
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Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
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parents:
6490
diff
changeset
|
167 |
end; |
10015 | 168 |
DrawRopeLine:= roplen; |
6490 | 169 |
end; |
170 |
||
171 |
procedure DrawRope(Gear: PGear); |
|
10562 | 172 |
var roplen, i: LongInt; |
4388 | 173 |
begin |
10682 | 174 |
if Gear^.Hedgehog^.Gear = nil then exit; |
10848 | 175 |
if (Gear^.Tag = 1) or ((cReducedQuality and rqSimpleRope) <> 0) then |
4388 | 176 |
DrawRopeLinesRQ(Gear) |
177 |
else |
|
178 |
begin |
|
179 |
roplen:= 0; |
|
180 |
if RopePoints.Count > 0 then |
|
181 |
begin |
|
182 |
i:= 0; |
|
183 |
while i < Pred(RopePoints.Count) do |
|
184 |
begin |
|
6508
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Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
185 |
roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, |
6490 | 186 |
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy, roplen); |
4388 | 187 |
inc(i) |
188 |
end; |
|
6508
bf5db4517148
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
nemo
parents:
6490
diff
changeset
|
189 |
roplen:= DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, |
6490 | 190 |
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
|
191 |
roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, |
6490 | 192 |
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
|
193 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
194 |
else |
4388 | 195 |
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
|
196 |
roplen:= DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, |
6490 | 197 |
hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy, roplen); |
4388 | 198 |
end; |
199 |
||
200 |
||
201 |
if RopePoints.Count > 0 then |
|
6999 | 202 |
DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle) |
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
|
203 |
else |
4388 | 204 |
if Gear^.Elasticity.QWordValue > 0 then |
6999 | 205 |
DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 206 |
end; |
207 |
||
208 |
||
209 |
procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt); |
|
210 |
begin |
|
211 |
with Gear^.Hedgehog^ do |
|
212 |
begin |
|
213 |
if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then |
|
214 |
exit; |
|
215 |
DrawTexture(sx + 16, sy + 16, ropeIconTex); |
|
216 |
DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32); |
|
217 |
end; |
|
218 |
end; |
|
219 |
||
10866 | 220 |
procedure DrawHHOrder(); |
221 |
var HHGear: PGear; |
|
222 |
hh: PHedgehog; |
|
223 |
c, i, t, x, y, sprH, sprW, fSprOff: LongInt; |
|
224 |
begin |
|
225 |
t:= LocalTeam; |
|
226 |
||
227 |
if not CurrentTeam^.ExtDriven then |
|
228 |
for i:= 0 to Pred(TeamsCount) do |
|
229 |
if (TeamsArray[i] = CurrentTeam) then |
|
230 |
t:= i; |
|
231 |
||
10867
36ca7a39f34d
fix segfault caused by last commit if spectating
sheepluva
parents:
10866
diff
changeset
|
232 |
if t < 0 then |
36ca7a39f34d
fix segfault caused by last commit if spectating
sheepluva
parents:
10866
diff
changeset
|
233 |
exit; |
36ca7a39f34d
fix segfault caused by last commit if spectating
sheepluva
parents:
10866
diff
changeset
|
234 |
|
10866 | 235 |
if TeamsArray[t] <> nil then |
236 |
begin |
|
237 |
sprH:= SpritesData[sprBigDigit].Height; |
|
238 |
sprW:= SpritesData[sprBigDigit].Width; |
|
239 |
fSprOff:= sprW div 4 + SpritesData[sprFrame].Width div 4 - 1; // - 1 for overlap to avoid artifacts |
|
240 |
i:= 0; |
|
241 |
c:= 0; |
|
242 |
repeat |
|
243 |
hh:= @TeamsArray[t]^.Hedgehogs[i]; |
|
244 |
inc(i); |
|
245 |
if (hh <> nil) and (hh^.Gear <> nil) then |
|
246 |
begin |
|
247 |
inc(c); |
|
248 |
HHGear:= hh^.Gear; |
|
249 |
x:= hwRound(HHGear^.X) + WorldDx; |
|
250 |
y:= hwRound(HHGear^.Y) + WorldDy - 2; |
|
10992 | 251 |
DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x - fSprOff, y, 0, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height); |
252 |
DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x + fSprOff, y, 1, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height); |
|
253 |
DrawTextureF(SpritesData[sprBigDigit].Texture, 0.5, x, y, c, 1, sprW, sprH); |
|
254 |
if SpeechHogNumber = c then |
|
10869 | 255 |
DrawCircle(x, y, 20, 3, 0, $FF, $FF, $80); |
10866 | 256 |
end; |
257 |
until (i > cMaxHHIndex); |
|
258 |
end |
|
259 |
||
260 |
end; |
|
261 |
||
4388 | 262 |
|
263 |
procedure DrawHH(Gear: PGear; ox, oy: LongInt); |
|
264 |
var i, t: LongInt; |
|
265 |
amt: TAmmoType; |
|
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
266 |
sign, hx, hy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction |
4388 | 267 |
dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change |
268 |
defaultPos, HatVisible: boolean; |
|
269 |
HH: PHedgehog; |
|
270 |
CurWeapon: PAmmo; |
|
8557 | 271 |
iceOffset:Longint; |
272 |
r:TSDL_Rect; |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
273 |
curhat: PTexture; |
4388 | 274 |
begin |
275 |
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
|
276 |
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
|
277 |
exit; |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
278 |
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
|
279 |
curhat:= ChefHatTexture |
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
280 |
else curhat:= HH^.HatTex; |
4388 | 281 |
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
|
282 |
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
|
283 |
m:= -1; |
4388 | 284 |
sx:= ox + 1; // this offset is very common |
285 |
sy:= oy - 3; |
|
286 |
sign:= hwSign(Gear^.dX); |
|
287 |
||
288 |
if (Gear^.State and gstHHDeath) <> 0 then |
|
289 |
begin |
|
290 |
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos); |
|
4810 | 291 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
4388 | 292 |
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
|
293 |
untint; |
4388 | 294 |
exit |
295 |
end |
|
296 |
else if (Gear^.State and gstHHGone) <> 0 then |
|
297 |
begin |
|
6999 | 298 |
DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0); |
4388 | 299 |
exit |
300 |
end; |
|
301 |
||
302 |
defaultPos:= true; |
|
303 |
HatVisible:= false; |
|
304 |
||
8560 | 305 |
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
|
306 |
if HH^.Effects[heFrozen] < 150000 then |
8560 | 307 |
begin |
308 |
DrawHedgehog(sx, sy, |
|
309 |
sign, |
|
310 |
0, |
|
311 |
0, |
|
312 |
0); |
|
313 |
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
|
314 |
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
|
315 |
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
|
316 |
else HatVisible:= false |
8560 | 317 |
end |
8689 | 318 |
else |
8560 | 319 |
begin |
320 |
DrawHedgehog(sx, sy, |
|
321 |
sign, |
|
322 |
2, |
|
323 |
4, |
|
324 |
0); |
|
325 |
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
|
326 |
HatVisible:= false |
8560 | 327 |
end; |
328 |
||
4388 | 329 |
|
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
|
330 |
if HH^.Effects[hePoisoned] <> 0 then |
4388 | 331 |
begin |
332 |
Tint($00, $FF, $40, $40); |
|
10142 | 333 |
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
|
334 |
untint |
4388 | 335 |
end; |
336 |
||
8557 | 337 |
|
4388 | 338 |
if ((Gear^.State and gstWinner) <> 0) and |
339 |
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then |
|
340 |
begin |
|
341 |
DrawHedgehog(sx, sy, |
|
342 |
sign, |
|
343 |
2, |
|
344 |
0, |
|
345 |
0); |
|
346 |
defaultPos:= false |
|
347 |
end; |
|
348 |
if (Gear^.State and gstDrowning) <> 0 then |
|
349 |
begin |
|
350 |
DrawHedgehog(sx, sy, |
|
351 |
sign, |
|
352 |
1, |
|
353 |
7, |
|
354 |
0); |
|
355 |
defaultPos:= false |
|
356 |
end else |
|
357 |
if (Gear^.State and gstLoser) <> 0 then |
|
358 |
begin |
|
359 |
DrawHedgehog(sx, sy, |
|
360 |
sign, |
|
361 |
2, |
|
362 |
3, |
|
363 |
0); |
|
364 |
defaultPos:= false |
|
365 |
end else |
|
366 |
||
367 |
if (Gear^.State and gstHHDriven) <> 0 then |
|
368 |
begin |
|
5145
120f4271f197
adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
nemo
parents:
5137
diff
changeset
|
369 |
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
|
370 |
/// 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
|
371 |
(((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and |
10390 | 372 |
// don't render crosshair/laser during kamikaze |
373 |
((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
|
374 |
((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
|
375 |
/// 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
|
376 |
((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then |
4388 | 377 |
begin |
378 |
(* These calculations are a little complex for a few reasons: |
|
379 |
1: I need to draw the laser from weapon origin to nearest land |
|
380 |
2: I need to start the beam outside the hedgie for attractiveness. |
|
381 |
3: I need to extend the beam beyond land. |
|
382 |
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. |
|
383 |
*) |
|
384 |
dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle); |
|
385 |
dy:= -Cos(Gear^.Angle * pi / cMaxAngle); |
|
12311
cdd884397760
Fix sniper rifle disabling laser sight utility after shooting
Wuzzy <almikes@aol.com>
parents:
12216
diff
changeset
|
386 |
if cLaserSighting or cLaserSightingSniper then |
4388 | 387 |
begin |
388 |
lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle); |
|
389 |
ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle); |
|
390 |
||
391 |
// ensure we start outside the hedgehog (he's solid after all) |
|
392 |
while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do |
|
393 |
begin |
|
394 |
lx:= lx + dx; |
|
395 |
ly:= ly + dy |
|
396 |
end; |
|
397 |
||
398 |
// add hog's position |
|
399 |
lx:= lx + ox - WorldDx; |
|
400 |
ly:= ly + oy - WorldDy; |
|
401 |
||
402 |
// decrease number of iterations required |
|
403 |
ax:= dx * 4; |
|
404 |
ay:= dy * 4; |
|
405 |
||
406 |
tx:= round(lx); |
|
407 |
ty:= round(ly); |
|
408 |
hx:= tx; |
|
409 |
hy:= ty; |
|
410 |
while ((ty and LAND_HEIGHT_MASK) = 0) and |
|
411 |
((tx and LAND_WIDTH_MASK) = 0) and |
|
412 |
(Land[ty, tx] = 0) do // TODO: check for constant variable instead |
|
413 |
begin |
|
414 |
lx:= lx + ax; |
|
415 |
ly:= ly + ay; |
|
416 |
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
|
417 |
ty:= round(ly) |
4388 | 418 |
end; |
419 |
// reached edge of land. assume infinite beam. Extend it way out past camera |
|
420 |
if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then |
|
421 |
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
|
422 |
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
|
423 |
ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2)); |
4388 | 424 |
end; |
425 |
||
426 |
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then |
|
427 |
begin |
|
428 |
DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0); |
|
429 |
end; |
|
430 |
end; |
|
431 |
// draw crosshair |
|
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
432 |
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
|
433 |
CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle)); |
8689 | 434 |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
435 |
setTintAdd(true); |
9655
e154ccca4dad
Tinted crosshair (without that cool white dot in the middle)
unc0rr
parents:
9505
diff
changeset
|
436 |
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
|
437 |
DrawTextureRotated(CrosshairTexture, |
5615
104f69e798bb
changed aiming to be triggered when touching the crosshair
Xeli
parents:
5561
diff
changeset
|
438 |
12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0, |
9667
0b27737fc28f
Don't change crosshair look when hedgehog does high jump
unc0rr
parents:
9666
diff
changeset
|
439 |
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
|
440 |
untint; |
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
441 |
setTintAdd(false); |
4388 | 442 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
443 |
|
4388 | 444 |
hx:= ox + 8 * sign; |
445 |
hy:= oy - 2; |
|
446 |
aangle:= Gear^.Angle * 180 / cMaxAngle - 90; |
|
5935 | 447 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then |
4388 | 448 |
begin |
449 |
case CurAmmoGear^.Kind of |
|
450 |
gtShotgunShot: begin |
|
451 |
if (CurAmmoGear^.State and gstAnimation <> 0) then |
|
6999 | 452 |
DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle) |
4388 | 453 |
else |
6999 | 454 |
DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); |
4388 | 455 |
end; |
6999 | 456 |
gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle); |
4388 | 457 |
gtSniperRifleShot: begin |
458 |
if (CurAmmoGear^.State and gstAnimation <> 0) then |
|
6999 | 459 |
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle) |
4388 | 460 |
else |
6999 | 461 |
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle) |
4388 | 462 |
end; |
6999 | 463 |
gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
4388 | 464 |
gtRCPlane: begin |
6999 | 465 |
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); |
4388 | 466 |
defaultPos:= false |
467 |
end; |
|
468 |
gtRope: begin |
|
469 |
if Gear^.X < CurAmmoGear^.X then |
|
470 |
begin |
|
471 |
dAngle:= 0; |
|
472 |
hAngle:= 180; |
|
473 |
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
|
474 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
475 |
else |
4388 | 476 |
begin |
477 |
dAngle:= 180; |
|
478 |
hAngle:= 0; |
|
479 |
i:= -1 |
|
480 |
end; |
|
7547 | 481 |
if ((Gear^.State and gstWinner) = 0) then |
482 |
begin |
|
483 |
DrawHedgehog(ox, oy, |
|
484 |
i, |
|
485 |
1, |
|
486 |
0, |
|
487 |
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); |
|
488 |
with HH^ do |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
489 |
if (curhat <> nil) then |
4388 | 490 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
491 |
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32, |
4388 | 492 |
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
|
493 |
if curhat^.w > 64 then |
7547 | 494 |
begin |
495 |
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
|
496 |
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32, |
7547 | 497 |
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
|
498 |
untint |
7547 | 499 |
end |
4388 | 500 |
end |
501 |
end; |
|
502 |
DrawAltWeapon(Gear, ox, oy); |
|
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 |
gtBlowTorch: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
506 |
begin |
6999 | 507 |
DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle); |
4388 | 508 |
DrawHedgehog(sx, sy, |
509 |
sign, |
|
510 |
3, |
|
511 |
HH^.visStepPos div 2, |
|
512 |
0); |
|
513 |
with HH^ do |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
514 |
if (curhat <> nil) then |
4388 | 515 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
516 |
DrawTextureF(curhat, |
4388 | 517 |
1, |
518 |
sx, |
|
519 |
sy - 5, |
|
520 |
0, |
|
521 |
sign, |
|
522 |
32, |
|
523 |
32); |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
524 |
if curhat^.w > 64 then |
4388 | 525 |
begin |
4810 | 526 |
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
|
527 |
DrawTextureF(curhat, |
4388 | 528 |
1, |
529 |
sx, |
|
530 |
sy - 5, |
|
531 |
32, |
|
532 |
sign, |
|
533 |
32, |
|
534 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
535 |
untint |
4388 | 536 |
end |
537 |
end; |
|
538 |
defaultPos:= false |
|
539 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
540 |
gtFirePunch: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
541 |
begin |
4388 | 542 |
DrawHedgehog(sx, sy, |
543 |
sign, |
|
544 |
1, |
|
545 |
4, |
|
546 |
0); |
|
547 |
defaultPos:= false |
|
548 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
549 |
gtPickHammer: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
550 |
begin |
4388 | 551 |
defaultPos:= false; |
552 |
dec(sy,20); |
|
553 |
end; |
|
554 |
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
|
555 |
gtWhip: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
556 |
begin |
6999 | 557 |
DrawSpriteRotatedF(sprWhip, |
4388 | 558 |
sx, |
559 |
sy, |
|
560 |
1, |
|
561 |
sign, |
|
562 |
0); |
|
563 |
defaultPos:= false |
|
564 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
565 |
gtHammer: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
566 |
begin |
6999 | 567 |
DrawSpriteRotatedF(sprHammer, |
4388 | 568 |
sx, |
569 |
sy, |
|
570 |
1, |
|
571 |
sign, |
|
572 |
0); |
|
573 |
defaultPos:= false |
|
574 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
575 |
gtResurrector: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
576 |
begin |
6999 | 577 |
DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0); |
4388 | 578 |
defaultPos:= false |
579 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
580 |
gtKamikaze: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
581 |
begin |
4388 | 582 |
if CurAmmoGear^.Pos = 0 then |
583 |
DrawHedgehog(sx, sy, |
|
584 |
sign, |
|
585 |
1, |
|
586 |
6, |
|
587 |
0) |
|
588 |
else |
|
6999 | 589 |
DrawSpriteRotatedF(sprKamikaze, |
4388 | 590 |
ox, oy, |
591 |
CurAmmoGear^.Pos - 1, |
|
592 |
sign, |
|
593 |
aangle); |
|
594 |
defaultPos:= false |
|
595 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
596 |
gtSeduction: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
597 |
begin |
4388 | 598 |
if CurAmmoGear^.Pos >= 6 then |
599 |
DrawHedgehog(sx, sy, |
|
600 |
sign, |
|
601 |
2, |
|
602 |
2, |
|
603 |
0) |
|
604 |
else |
|
605 |
begin |
|
6999 | 606 |
DrawSpriteRotatedF(sprDress, |
4388 | 607 |
ox, oy, |
608 |
CurAmmoGear^.Pos, |
|
609 |
sign, |
|
610 |
0); |
|
611 |
DrawSprite(sprCensored, ox - 32, oy - 20, 0) |
|
612 |
end; |
|
613 |
defaultPos:= false |
|
614 |
end; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
615 |
gtFlamethrower: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
616 |
begin |
6999 | 617 |
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
|
618 |
if CurAmmoGear^.Tex <> nil then |
6999 | 619 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
4388 | 620 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
621 |
gtLandGun: |
6999 | 622 |
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
|
623 |
if CurAmmoGear^.Tex <> nil then |
6999 | 624 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
5025
ac1691d35cf2
Land sprayer tweaks, make land spray and mudball not end turn
nemo
parents:
5024
diff
changeset
|
625 |
end; |
7093 | 626 |
gtIceGun: |
8554 | 627 |
begin DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
7093 | 628 |
if CurAmmoGear^.Tex <> nil then |
629 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex) |
|
630 |
end; |
|
4388 | 631 |
end; |
632 |
||
633 |
case CurAmmoGear^.Kind of |
|
634 |
gtShotgunShot, |
|
635 |
gtDEagleShot, |
|
12124 | 636 |
gtSniperRifleShot: |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
637 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
638 |
DrawHedgehog(sx, sy, sign, 0, 4, 0); |
4388 | 639 |
defaultPos:= false; |
640 |
HatVisible:= true |
|
12124 | 641 |
end; |
12903 | 642 |
gtShover, gtMinigun: |
12124 | 643 |
begin |
644 |
DrawHedgehog(sx, sy, sign, 0, 5, 0); |
|
645 |
defaultPos:= false; |
|
646 |
HatVisible:= true |
|
647 |
end |
|
4388 | 648 |
end |
649 |
end else |
|
650 |
||
651 |
if ((Gear^.State and gstHHJumping) <> 0) then |
|
652 |
begin |
|
653 |
DrawHedgehog(sx, sy, |
|
654 |
sign*m, |
|
655 |
1, |
|
656 |
1, |
|
657 |
0); |
|
658 |
HatVisible:= true; |
|
659 |
defaultPos:= false |
|
660 |
end else |
|
661 |
||
662 |
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then |
|
663 |
begin |
|
664 |
DrawHedgehog(sx, sy, |
|
665 |
sign, |
|
666 |
0, |
|
667 |
HH^.visStepPos div 2, |
|
668 |
0); |
|
669 |
defaultPos:= false; |
|
670 |
HatVisible:= true |
|
671 |
end |
|
672 |
else |
|
673 |
||
674 |
if ((Gear^.State and gstAnimation) <> 0) then |
|
675 |
begin |
|
10560 | 676 |
if (Gear^.Tag < LongInt(ord(Low(TWave)))) or (Gear^.Tag > LongInt(ord(High(TWave)))) then |
4388 | 677 |
begin |
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6328
diff
changeset
|
678 |
Gear^.State:= Gear^.State and (not gstAnimation); |
4388 | 679 |
end |
680 |
else |
|
681 |
begin |
|
6999 | 682 |
DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, |
4388 | 683 |
sx, |
684 |
sy, |
|
685 |
Gear^.Pos, |
|
686 |
sign, |
|
687 |
0.0); |
|
688 |
defaultPos:= false |
|
689 |
end |
|
690 |
end |
|
691 |
else |
|
692 |
if ((Gear^.State and gstAttacked) = 0) then |
|
693 |
begin |
|
694 |
if HH^.Timer > 0 then |
|
695 |
begin |
|
696 |
// 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
|
697 |
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
|
698 |
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
|
699 |
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
|
700 |
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
|
701 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
702 |
aangle:= aangle+((240-aangle)*HH^.Timer/10); |
4388 | 703 |
dec(HH^.Timer) |
704 |
end; |
|
705 |
amt:= CurrentHedgehog^.CurAmmoType; |
|
6924 | 706 |
CurWeapon:= GetCurAmmoEntry(HH^); |
4388 | 707 |
case amt of |
6999 | 708 |
amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle); |
709 |
amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle); |
|
710 |
amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle); |
|
711 |
amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle); |
|
712 |
amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
713 |
amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle); |
|
714 |
amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle); |
|
715 |
amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle); |
|
716 |
amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle); |
|
717 |
amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle); |
|
8689 | 718 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
719 |
amPortalGun: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
720 |
if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer? |
6999 | 721 |
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
|
722 |
else |
6999 | 723 |
DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle); |
8689 | 724 |
|
6999 | 725 |
amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle); |
726 |
amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle); |
|
727 |
amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle); |
|
728 |
amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle); |
|
729 |
amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle); |
|
730 |
amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle); |
|
731 |
amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle); |
|
732 |
amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle); |
|
12198
71c47122fbc0
Add ammotype amDuck for rubber duck
Wuzzy <almikes@aol.com>
parents:
12197
diff
changeset
|
733 |
amDuck: DrawSpriteRotatedF(sprHandDuck, hx, hy, 0, sign, aangle); |
6999 | 734 |
amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle); |
735 |
amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle); |
|
736 |
amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle); |
|
11178 | 737 |
amAirMine: DrawSpriteRotated(sprHandAirMine, hx, hy, sign, aangle); |
6999 | 738 |
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
|
739 |
amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle); |
5525 | 740 |
amSeduction: begin |
6999 | 741 |
DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle); |
8689 | 742 |
DrawCircle(ox, oy, 248, 4, $FF, $00, $00, $AA); |
5561
dfbe55237c64
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents:
5560
diff
changeset
|
743 |
//Tint($FF, $0, $0, $AA); |
dfbe55237c64
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents:
5560
diff
changeset
|
744 |
//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
|
745 |
//untint; |
5525 | 746 |
end; |
6999 | 747 |
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
4388 | 748 |
amRCPlane: begin |
6999 | 749 |
DrawSpriteRotated(sprHandPlane, hx, hy, sign, 0); |
4388 | 750 |
defaultPos:= false |
751 |
end; |
|
9768
08799c901a42
Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
nemo
parents:
9685
diff
changeset
|
752 |
amRubber, |
4388 | 753 |
amGirder: begin |
6999 | 754 |
DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle); |
11059
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
755 |
if cBuildMaxDist = cDefaultBuildMaxDist then |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
756 |
begin |
11059
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
757 |
if WorldEdge = weWrap then |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
758 |
begin |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
759 |
if hwRound(Gear^.X) < LongInt(leftX) + 256 then |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
760 |
DrawSpriteClipped(sprGirder, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
761 |
rightX+(ox-leftX)-256, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
762 |
oy-256, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
763 |
LongInt(topY)+WorldDy, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
764 |
LongInt(rightX)+WorldDx, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
765 |
cWaterLine+WorldDy, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
766 |
LongInt(leftX)+WorldDx); |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
767 |
if hwRound(Gear^.X) > LongInt(rightX) - 256 then |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
768 |
DrawSpriteClipped(sprGirder, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
769 |
leftX-(rightX-ox)-256, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
770 |
oy-256, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
771 |
LongInt(topY)+WorldDy, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
772 |
LongInt(rightX)+WorldDx, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
773 |
cWaterLine+WorldDy, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
774 |
LongInt(leftX)+WorldDx) |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
775 |
end; |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
776 |
DrawSpriteClipped(sprGirder, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
777 |
ox-256, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
778 |
oy-256, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
779 |
LongInt(topY)+WorldDy, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
780 |
LongInt(rightX)+WorldDx, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
781 |
cWaterLine+WorldDy, |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
782 |
LongInt(leftX)+WorldDx) |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
783 |
end |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
784 |
else if cBuildMaxDist > 0 then |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
785 |
begin |
659427d9fd17
display circle for custom build dist values, display nothing if no limit. map borders are not taken into account at this point
sheepluva
parents:
11046
diff
changeset
|
786 |
DrawCircle(hx, hy, cBuildMaxDist, 3, $FF, 0, 0, $80); |
9505
56e0cca99e20
Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
nemo
parents:
9285
diff
changeset
|
787 |
end; |
4388 | 788 |
end; |
6999 | 789 |
amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
790 |
amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle); |
|
791 |
amLandGun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle); |
|
8554 | 792 |
amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle); |
4388 | 793 |
amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here |
794 |
end; |
|
795 |
||
796 |
case amt of |
|
797 |
amAirAttack, |
|
12686
4e5e725f2c56
Fix hog holding nothing in hand when choosing napalm or piano strike
Wuzzy <almikes@aol.com>
parents:
12381
diff
changeset
|
798 |
amNapalm, |
4388 | 799 |
amMineStrike, |
6999 | 800 |
amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0); |
4388 | 801 |
amPickHammer: DrawHedgehog(sx, sy, |
802 |
sign, |
|
803 |
1, |
|
804 |
2, |
|
805 |
0); |
|
12686
4e5e725f2c56
Fix hog holding nothing in hand when choosing napalm or piano strike
Wuzzy <almikes@aol.com>
parents:
12381
diff
changeset
|
806 |
amTeleport, |
4e5e725f2c56
Fix hog holding nothing in hand when choosing napalm or piano strike
Wuzzy <almikes@aol.com>
parents:
12381
diff
changeset
|
807 |
amPiano: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0); |
4388 | 808 |
amKamikaze: DrawHedgehog(sx, sy, |
809 |
sign, |
|
810 |
1, |
|
811 |
5, |
|
812 |
0); |
|
6999 | 813 |
amWhip: DrawSpriteRotatedF(sprWhip, |
4388 | 814 |
sx, |
815 |
sy, |
|
816 |
0, |
|
817 |
sign, |
|
818 |
0); |
|
6999 | 819 |
amHammer: DrawSpriteRotatedF(sprHammer, |
4388 | 820 |
sx, |
821 |
sy, |
|
822 |
0, |
|
823 |
sign, |
|
824 |
0); |
|
12903 | 825 |
amBaseballBat, amMinigun: |
12381
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
826 |
begin |
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
827 |
HatVisible:= true; |
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
828 |
DrawHedgehog(sx, sy, |
12124 | 829 |
sign, |
830 |
0, |
|
831 |
5, |
|
832 |
0); |
|
12381
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
833 |
end |
4388 | 834 |
else |
835 |
DrawHedgehog(sx, sy, |
|
836 |
sign, |
|
837 |
0, |
|
838 |
4, |
|
839 |
0); |
|
840 |
||
841 |
HatVisible:= true; |
|
842 |
(* with HH^ do |
|
843 |
if (HatTex <> nil) |
|
844 |
and (HatVisibility > 0) then |
|
845 |
DrawTextureF(HatTex, |
|
846 |
HatVisibility, |
|
847 |
sx, |
|
848 |
sy - 5, |
|
849 |
0, |
|
850 |
sign, |
|
851 |
32, |
|
852 |
32); *) |
|
853 |
end; |
|
854 |
||
855 |
defaultPos:= false |
|
856 |
end; |
|
857 |
||
858 |
end else // not gstHHDriven |
|
859 |
begin |
|
11511
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
860 |
// check if hedgehog is sliding/rolling |
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
|
861 |
if (Gear^.Damage > 0) and (HH^.Effects[heFrozen] = 0) |
4388 | 862 |
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then |
863 |
begin |
|
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
864 |
defaultPos:= false; |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
865 |
DrawHedgehog(sx, sy, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
866 |
sign, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
867 |
2, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
868 |
1, |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
869 |
Gear^.DirAngle); |
11511
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
870 |
|
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
871 |
// dust effect |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
872 |
// TODO fix: this gives different results based on framerate |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
873 |
if (sx mod 8) = 0 then |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
874 |
begin |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
875 |
if Gear^.dX.isNegative then |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
876 |
tx := hwRound(Gear^.X) + cHHRadius |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
877 |
else |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
878 |
tx := hwRound(Gear^.X) - cHHRadius; |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
879 |
ty:= hwRound(Gear^.Y) + cHHRadius + 2; |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
880 |
if ((tx and LAND_WIDTH_MASK) = 0) and |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
881 |
((ty and LAND_HEIGHT_MASK) = 0) and |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
882 |
(Land[ty, tx] <> 0) then |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
883 |
AddVisualGear(tx - 2 + Random(4), ty - 8, vgtDust); |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
884 |
end; |
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
885 |
|
24bef86e3f3a
add some dust effect to rolling/sliding hedgehogs
sheepluva
parents:
11317
diff
changeset
|
886 |
// draw april's fool hat |
10526
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
887 |
if AprilOne and (curhat <> nil) then |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
888 |
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
|
889 |
sign*Gear^.DirAngle) |
b43d175d1577
Avoid promoting violence to hedgehogs. At least once a year.
nemo
parents:
10523
diff
changeset
|
890 |
end; |
10528 | 891 |
|
4388 | 892 |
|
893 |
if ((Gear^.State and gstHHJumping) <> 0) then |
|
894 |
begin |
|
895 |
DrawHedgehog(sx, sy, |
|
896 |
sign*m, |
|
897 |
1, |
|
898 |
1, |
|
899 |
0); |
|
900 |
defaultPos:= false |
|
901 |
end; |
|
902 |
end; |
|
903 |
||
904 |
with HH^ do |
|
905 |
begin |
|
906 |
if defaultPos then |
|
907 |
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
|
908 |
if HH^.Team^.hasGone then Tint($FFFFFF80); |
6999 | 909 |
DrawSpriteRotatedF(sprHHIdle, |
4388 | 910 |
sx, |
911 |
sy, |
|
912 |
(RealTicks div 128 + Gear^.Pos) mod 19, |
|
913 |
sign, |
|
914 |
0); |
|
915 |
HatVisible:= true; |
|
916 |
end; |
|
917 |
||
918 |
if HatVisible then |
|
919 |
if HatVisibility < 1.0 then |
|
920 |
HatVisibility:= HatVisibility + 0.2 |
|
921 |
else |
|
922 |
else |
|
923 |
if HatVisibility > 0.0 then |
|
924 |
HatVisibility:= HatVisibility - 0.2; |
|
925 |
||
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
926 |
if (curhat <> nil) |
4388 | 927 |
and (HatVisibility > 0) then |
928 |
if DefaultPos then |
|
929 |
begin |
|
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
930 |
// Simple hat with automatic offset |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
931 |
if (curhat^.h = 32) and ((curhat^.w = 32) or (curhat^.w = 64)) then |
4388 | 932 |
begin |
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
933 |
// Frame |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
934 |
tx := (RealTicks div 128 + Gear^.Pos) mod 19; |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
935 |
// Hat offset |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
936 |
ty := 0; |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
937 |
if (tx = 2) or (tx = 7) or (tx = 12) then |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
938 |
ty := 1 |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
939 |
else if tx = 16 then |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
940 |
ty := -1; |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
941 |
// First frame: No tint |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
942 |
DrawTextureF(curhat, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
943 |
HatVisibility, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
944 |
sx, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
945 |
sy - 5 + ty, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
946 |
0, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
947 |
sign, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
948 |
32, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
949 |
32); |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
950 |
// Second frame: Clan tint (if present) |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
951 |
if (curhat^.w = 64) then |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
952 |
begin |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
953 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
954 |
DrawTextureF(curhat, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
955 |
HatVisibility, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
956 |
sx, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
957 |
sy - 5 + ty, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
958 |
1, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
959 |
sign, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
960 |
32, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
961 |
32); |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
962 |
untint |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
963 |
end |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
964 |
end |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
965 |
else |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
966 |
// Classic animated hat (all frames drawn manually) |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
967 |
begin |
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
968 |
DrawTextureF(curhat, |
4388 | 969 |
HatVisibility, |
970 |
sx, |
|
971 |
sy - 5, |
|
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
972 |
(RealTicks div 128 + Gear^.Pos) mod 19, |
4388 | 973 |
sign, |
974 |
32, |
|
975 |
32); |
|
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
976 |
// Apply clan tint |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
977 |
if curhat^.w > 64 then |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
978 |
begin |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
979 |
Tint(HH^.Team^.Clan^.Color shl 8 or $FF); |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
980 |
DrawTextureF(curhat, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
981 |
HatVisibility, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
982 |
sx, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
983 |
sy - 5, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
984 |
(RealTicks div 128 + Gear^.Pos) mod 19 + 32, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
985 |
sign, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
986 |
32, |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
987 |
32); |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
988 |
untint |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
989 |
end |
7978 | 990 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
991 |
if HH^.Team^.hasGone then untint |
4388 | 992 |
end |
993 |
else |
|
994 |
begin |
|
10443
42dadeb6e8ae
Remove switching of hog's hat to chef. do it in draw instead.
nemo
parents:
10441
diff
changeset
|
995 |
DrawTextureF(curhat, |
4388 | 996 |
HatVisibility, |
997 |
sx, |
|
998 |
sy - 5, |
|
999 |
0, |
|
1000 |
sign*m, |
|
1001 |
32, |
|
1002 |
32); |
|
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
1003 |
if (curhat^.w > 64) or ((curhat^.w = 64) and (curhat^.h = 32)) then |
4388 | 1004 |
begin |
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
1005 |
if ((curhat^.w = 64) and (curhat^.h = 32)) then |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
1006 |
tx := 1 |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
1007 |
else |
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
1008 |
tx := 32; |
4810 | 1009 |
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
|
1010 |
DrawTextureF(curhat, |
4388 | 1011 |
HatVisibility, |
1012 |
sx, |
|
1013 |
sy - 5, |
|
11887
bbd0cb0564c5
Simplify the hat format for unanimated hats
Wuzzy <almikes@aol.com>
parents:
11881
diff
changeset
|
1014 |
tx, |
4388 | 1015 |
sign*m, |
1016 |
32, |
|
1017 |
32); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1018 |
untint |
4388 | 1019 |
end |
1020 |
end |
|
1021 |
end; |
|
12903 | 1022 |
|
4388 | 1023 |
if (Gear^.State and gstHHDriven) <> 0 then |
1024 |
begin |
|
1025 |
(* if (CurAmmoGear = nil) then |
|
1026 |
begin |
|
1027 |
amt:= CurrentHedgehog^.CurAmmoType; |
|
1028 |
case amt of |
|
1029 |
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
1030 |
end |
|
1031 |
end; *) |
|
12381
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
1032 |
if (CurAmmoGear = nil) then |
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
1033 |
begin |
12903 | 1034 |
if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0) |
1035 |
and (Gear^.Message and (gmLeft or gmRight) = 0) then |
|
1036 |
begin |
|
12381
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
1037 |
amt:= CurrentHedgehog^.CurAmmoType; |
12903 | 1038 |
case amt of |
1039 |
amBaseballBat: DrawSpritePivotedF(sprHandBaseball, |
|
1040 |
sx + 9 * sign, sy + 2, 0, sign, -8, 1, aangle); |
|
1041 |
amMinigun: DrawSpritePivotedF(sprMinigun, |
|
1042 |
sx + 20 * sign, sy + 4, 0, sign, -18, -2, aangle); |
|
1043 |
end; |
|
12381
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
1044 |
end; |
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
1045 |
end |
c80c51f59a98
Make hogs keep their hat when holding the baseball bat
alfadur
parents:
12311
diff
changeset
|
1046 |
else |
4388 | 1047 |
begin |
12124 | 1048 |
aangle:= Gear^.Angle * 180 / cMaxAngle - 90; |
4388 | 1049 |
case CurAmmoGear^.Kind of |
1050 |
gtJetpack: begin |
|
1051 |
DrawSprite(sprJetpack, sx-32, sy-32, 0); |
|
1052 |
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then |
|
1053 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1054 |
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
|
1055 |
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
|
1056 |
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
|
1057 |
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
|
1058 |
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
|
1059 |
DrawSprite(sprJetpack, sx-36, sy-28, 3) |
4388 | 1060 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1061 |
if CurAmmoGear^.Tex <> nil then |
6999 | 1062 |
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex); |
4388 | 1063 |
DrawAltWeapon(Gear, sx, sy) |
1064 |
end; |
|
12903 | 1065 |
gtShover: DrawSpritePivotedF(sprHandBaseball, |
1066 |
sx + 9 * sign, sy + 2, CurAmmoGear^.Tag, sign, -8, 1, aangle); |
|
1067 |
gtMinigun: DrawSpritePivotedF(sprMinigun, |
|
1068 |
sx + 20 * sign, sy + 4, CurAmmoGear^.Tag, sign, -18, -2, aangle); |
|
4388 | 1069 |
end; |
1070 |
end |
|
1071 |
end; |
|
1072 |
||
1073 |
with HH^ do |
|
1074 |
begin |
|
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6328
diff
changeset
|
1075 |
if ((Gear^.State and (not gstWinner)) = 0) |
4388 | 1076 |
or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0)) |
1077 |
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then |
|
1078 |
begin |
|
1079 |
t:= sy - cHHRadius - 9; |
|
1080 |
if (cTagsMask and htTransparent) <> 0 then |
|
1081 |
Tint($FF, $FF, $FF, $80); |
|
1082 |
if ((cTagsMask and htHealth) <> 0) then |
|
1083 |
begin |
|
1084 |
dec(t, HealthTagTex^.h + 2); |
|
6999 | 1085 |
DrawTextureCentered(ox, t, HealthTagTex) |
4388 | 1086 |
end; |
1087 |
if (cTagsMask and htName) <> 0 then |
|
1088 |
begin |
|
1089 |
dec(t, NameTagTex^.h + 2); |
|
6999 | 1090 |
DrawTextureCentered(ox, t, NameTagTex) |
4388 | 1091 |
end; |
1092 |
if (cTagsMask and htTeamName) <> 0 then |
|
1093 |
begin |
|
1094 |
dec(t, Team^.NameTagTex^.h + 2); |
|
6999 | 1095 |
DrawTextureCentered(ox, t, Team^.NameTagTex) |
4388 | 1096 |
end; |
1097 |
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
|
1098 |
untint |
4388 | 1099 |
end; |
1100 |
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog |
|
1101 |
begin |
|
4394 | 1102 |
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then |
6999 | 1103 |
DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex); |
4394 | 1104 |
|
4388 | 1105 |
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1106 |
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
|
1107 |
ty := oy - 32; |
10000
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1108 |
// move finger higher up if tags are above hog |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1109 |
if (cTagsMask and htTeamName) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1110 |
ty := ty - Team^.NameTagTex^.h - 2; |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1111 |
if (cTagsMask and htName) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1112 |
ty := ty - NameTagTex^.h - 2; |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1113 |
if (cTagsMask and htHealth) <> 0 then |
d657b6656c19
position "finger"/pointer over current hog above tags
sheepluva
parents:
9998
diff
changeset
|
1114 |
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
|
1115 |
tx := ox; |
10312 | 1116 |
|
1117 |
// don't go offscreen |
|
1118 |
//tx := round(max(((-cScreenWidth + 16) / cScaleFactor) + SpritesData[sprFinger].Width div 2, min(((cScreenWidth - 16) / cScaleFactor) - SpritesData[sprFinger].Width div 2, tx))); |
|
1119 |
//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))); |
|
1120 |
t:= 32;//trunc((SpritesData[sprFinger].Width + t) / cScaleFactor); |
|
1121 |
tx := min(max(tx, ViewLeftX + t), ViewRightX - t); |
|
1122 |
t:= 32;//trunc((SpritesData[sprFinger].Height + t) / cScaleFactor); |
|
1123 |
ty := min(ty, ViewBottomY - 96); |
|
1124 |
// don't overlap with HH or HH tags |
|
10313 | 1125 |
if ty < ViewTopY + t then |
1126 |
begin |
|
1127 |
if abs(tx - ox) < abs(ty - oy) then |
|
1128 |
ty:= max(ViewTopY + t, oy + t) |
|
1129 |
else |
|
1130 |
ty:= max(ViewTopY + t, ty); |
|
1131 |
end; |
|
10080 | 1132 |
|
10082 | 1133 |
dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90; |
10080 | 1134 |
|
10312 | 1135 |
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
|
1136 |
end; |
4388 | 1137 |
|
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
|
1138 |
|
4388 | 1139 |
if (Gear^.State and gstDrowning) = 0 then |
1140 |
if (Gear^.State and gstHHThinking) <> 0 then |
|
1141 |
DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8) |
|
1142 |
end |
|
1143 |
end; |
|
1144 |
||
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
|
1145 |
if HH^.Effects[hePoisoned] <> 0 then |
4388 | 1146 |
begin |
1147 |
Tint($00, $FF, $40, $80); |
|
10142 | 1148 |
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 5) mod 360); |
4388 | 1149 |
end; |
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6999
diff
changeset
|
1150 |
if HH^.Effects[heResurrected] <> 0 then |
4388 | 1151 |
begin |
1152 |
Tint($f5, $db, $35, $20); |
|
1153 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
1154 |
end; |
|
1155 |
||
9685
7d925e82e572
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
nemo
parents:
9667
diff
changeset
|
1156 |
if (Gear^.Hedgehog^.Effects[heInvulnerable] <> 0) then |
4388 | 1157 |
begin |
1158 |
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750)))); |
|
1159 |
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); |
|
1160 |
end; |
|
8557 | 1161 |
|
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
|
1162 |
if HH^.Effects[heFrozen] < 150000 then |
8557 | 1163 |
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
|
1164 |
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
|
1165 |
Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 800)); |
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1166 |
|
8684 | 1167 |
iceOffset:= min(32, HH^.Effects[heFrozen] div 8); |
8560 | 1168 |
r.x := 128; |
8684 | 1169 |
r.y := 96 - iceOffset; |
1170 |
r.w := 32; |
|
8689 | 1171 |
r.h := iceOffset; |
10324
5d90d8ca9657
tweak code of DrawTextureFromRectDir a bit, removing issue with different x offset depending on dir. also removing the workaround wrt that issue in the frozen hog code
sheepluva
parents:
10313
diff
changeset
|
1172 |
DrawTextureFromRectDir(sx - 16 + sign*2, sy + 16 - iceoffset, r.w, r.h, @r, HHTexture, sign); |
8684 | 1173 |
|
8557 | 1174 |
|
8656
a8282143a8df
use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
nemo
parents:
8628
diff
changeset
|
1175 |
if HH^.Effects[heFrozen] < 150000 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1176 |
untint; |
8557 | 1177 |
end; |
1178 |
||
1179 |
||
4388 | 1180 |
if cVampiric and |
1181 |
(CurrentHedgehog^.Gear <> nil) and |
|
1182 |
(CurrentHedgehog^.Gear = Gear) then |
|
1183 |
begin |
|
1184 |
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
|
1185 |
DrawSprite(sprVampiric, sx - 24, sy - 24, 0); |
|
1186 |
end; |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1187 |
untint |
4388 | 1188 |
end; |
1189 |
||
1190 |
||
1191 |
procedure RenderGear(Gear: PGear; x, y: LongInt); |
|
1192 |
var |
|
1193 |
HHGear: PGear; |
|
7093 | 1194 |
vg: PVisualGear; |
4388 | 1195 |
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
|
1196 |
aAngle: real; |
4388 | 1197 |
startX, endX, startY, endY: LongInt; |
1198 |
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
|
1199 |
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
|
1200 |
//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
|
1201 |
if Gear^.Target.X <> NoPointX then |
5507
1040c0946ef8
This should make bee/airstrikes play nicer with infinite attack mode
nemo
parents:
5472
diff
changeset
|
1202 |
if Gear^.AmmoType = amBee then |
6999 | 1203 |
DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
8689 | 1204 |
else if Gear^.AmmoType = amIceGun then |
1205 |
//DrawSprite(sprSnowDust, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, (RealTicks shr 2) mod 8) |
|
7093 | 1206 |
//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) |
1207 |
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
|
1208 |
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
|
1209 |
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
|
1210 |
|
4388 | 1211 |
case Gear^.Kind of |
6999 | 1212 |
gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle); |
1213 |
gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle); |
|
1214 |
gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle); |
|
8689 | 1215 |
|
5871
09daa06191d7
Since we are tweaking molotov. make the flame flickery and add a drowning frame
nemo
parents:
5787
diff
changeset
|
1216 |
gtMolotov: if (Gear^.State and gstDrowning) = 0 then |
6999 | 1217 |
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
|
1218 |
else DrawSprite(sprMolotov, x, y, 8); |
4388 | 1219 |
|
1220 |
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
|
1221 |
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
|
1222 |
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
|
1223 |
Tint(Gear^.Tint); |
6999 | 1224 |
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
|
1225 |
untint; |
6999 | 1226 |
DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90) |
4388 | 1227 |
end; |
6999 | 1228 |
gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle); |
4388 | 1229 |
|
1230 |
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
|
1231 |
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
|
1232 |
or ((Gear^.LinkedGear^.Tag and 1) = 0) then // linked portal still moving? |
6999 | 1233 |
DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle) |
1234 |
else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle); |
|
4388 | 1235 |
|
1236 |
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then |
|
6999 | 1237 |
DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)) |
4388 | 1238 |
else |
6999 | 1239 |
DrawSpriteRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1240 |
|
1241 |
gtHedgehog: DrawHH(Gear, x, y); |
|
1242 |
||
6999 | 1243 |
gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1244 |
|
1245 |
gtGrave: begin |
|
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1246 |
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32); |
4388 | 1247 |
if Gear^.Health > 0 then |
1248 |
begin |
|
1249 |
//Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750)))); |
|
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1250 |
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health))))); |
4388 | 1251 |
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750)))); |
1252 |
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
|
1253 |
untint |
4388 | 1254 |
end |
1255 |
end; |
|
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1256 |
gtBee: DrawSpriteRotatedF(sprBee, x, y, (RealTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1257 |
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0); |
1258 |
gtRope: DrawRope(Gear); |
|
8689 | 1259 |
|
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
|
1260 |
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
|
1261 |
if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
6999 | 1262 |
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
|
1263 |
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
|
1264 |
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
|
1265 |
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
|
1266 |
end; |
10807
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1267 |
gtAirMine: if Gear^.State and gstTmpFlag = 0 then // mine is inactive |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1268 |
begin |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1269 |
Tint(150,150,150,255); |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1270 |
DrawSprite(sprAirMine, x-16, y-16, 15); |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1271 |
untint |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1272 |
end |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1273 |
else if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then // mine is chasing a hog |
10800 | 1274 |
DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 25) mod 16) |
10818
f642a28cab0c
Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
nemo
parents:
10807
diff
changeset
|
1275 |
else if Gear^.State and gstChooseTarget <> 0 then // mine is seeking for hogs |
10807
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1276 |
DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 125) mod 16) |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1277 |
else |
66cde98f8cbe
Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
nemo
parents:
10800
diff
changeset
|
1278 |
DrawSprite(sprAirMine, x-16, y-16, 4); // mine is active but not seeking |
8689 | 1279 |
|
4388 | 1280 |
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then |
6999 | 1281 |
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
|
1282 |
else if Gear^.Health <> 0 then |
6999 | 1283 |
DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) |
1284 |
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
|
1285 |
gtKnife: DrawSpriteRotatedF(sprKnife, x, y, 0, hwSign(Gear^.dX), Gear^.DirAngle); |
8689 | 1286 |
|
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
|
1287 |
gtCase: begin |
7276 | 1288 |
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
|
1289 |
begin |
7276 | 1290 |
if ((Gear^.Pos and posCaseAmmo) <> 0) then |
1291 |
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
|
1292 |
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
|
1293 |
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
|
1294 |
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
|
1295 |
begin |
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1296 |
i:= (RealTicks shr 6) mod 64; |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1297 |
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
|
1298 |
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
|
1299 |
end |
7276 | 1300 |
end |
1301 |
else if ((Gear^.Pos and posCaseHealth) <> 0) then |
|
1302 |
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
|
1303 |
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
|
1304 |
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
|
1305 |
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
|
1306 |
begin |
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1307 |
i:= ((RealTicks shr 6) + 38) mod 64; |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1308 |
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
|
1309 |
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
|
1310 |
end |
7276 | 1311 |
end |
1312 |
else if ((Gear^.Pos and posCaseUtility) <> 0) then |
|
1313 |
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
|
1314 |
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
|
1315 |
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
|
1316 |
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
|
1317 |
begin |
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1318 |
i:= (RealTicks shr 6) mod 70; |
9044
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1319 |
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
|
1320 |
i:= i mod 12; |
8a829987d514
as long as a generic placeholder tint is in place. can't just exit
nemo
parents:
9041
diff
changeset
|
1321 |
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
|
1322 |
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
|
1323 |
end |
7276 | 1324 |
end; |
7337
c224cd2d32f3
Allow script to set number of ammo in a crate. untested.
nemo
parents:
7276
diff
changeset
|
1325 |
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
|
1326 |
begin |
10562 | 1327 |
DrawTextureRotatedF(SpritesData[sprPortal].texture, MinD(abs(1.25 - (Gear^.Timer mod 1333) / 400), 1.25), 0, 0, |
7721 | 1328 |
x, LongInt(Gear^.Angle) + WorldDy - 16, 4 + Gear^.Tag, 1, 32, 32, 270); |
7276 | 1329 |
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
|
1330 |
end; |
4388 | 1331 |
gtExplosives: begin |
1332 |
if ((Gear^.State and gstDrowning) <> 0) then |
|
1333 |
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0) |
|
1334 |
else if Gear^.State and gstAnimation = 0 then |
|
1335 |
begin |
|
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1336 |
i:= (RealTicks 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
|
1337 |
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
|
1338 |
i:= 0; |
4388 | 1339 |
DrawSprite(sprExplosives, x - 24, y - 24, i) |
1340 |
end |
|
1341 |
else if Gear^.State and gsttmpFlag = 0 then |
|
6999 | 1342 |
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle) |
4388 | 1343 |
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
|
1344 |
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle) |
4388 | 1345 |
end; |
11534
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1346 |
gtDynamite: begin |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1347 |
DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1); |
12216
00bcaa0e0ef6
Fix dynamite sparks appearing underwater
Wuzzy <almikes@aol.com>
parents:
12215
diff
changeset
|
1348 |
if (random(3) = 0) and ((Gear^.State and gstDrowning) = 0) then |
11534
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1349 |
begin |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1350 |
vg:= AddVisualGear(hwRound(Gear^.X)+12-(Gear^.Tag shr 1), hwRound(Gear^.Y)-16, vgtStraightShot); |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1351 |
if vg <> nil then |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1352 |
with vg^ do |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1353 |
begin |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1354 |
Tint:= $FFCC00FF; |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1355 |
Angle:= random(360); |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1356 |
dx:= 0.0005 * (random(200)); |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1357 |
dy:= 0.0005 * (random(200)); |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1358 |
if random(2) = 0 then |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1359 |
dx := -dx; |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1360 |
if random(2) = 0 then |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1361 |
dy := -dy; |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1362 |
FrameTicks:= 100+random(300); |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1363 |
Scale:= 0.1+1/(random(3)+3); |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1364 |
State:= ord(sprStar) |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1365 |
end |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1366 |
end; |
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1367 |
|
58b4e357bcbf
As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
nemo
parents:
11511
diff
changeset
|
1368 |
end; |
6999 | 1369 |
gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle); |
4388 | 1370 |
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0); |
6324 | 1371 |
gtFlame: if Gear^.Tag and 1 = 0 then |
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1372 |
DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16) |
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1373 |
else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16); |
4388 | 1374 |
gtParachute: begin |
1375 |
DrawSprite(sprParachute, x - 24, y - 48, 0); |
|
1376 |
DrawAltWeapon(Gear, x + 1, y - 3) |
|
1377 |
end; |
|
6308 | 1378 |
gtAirAttack: begin |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1379 |
Tint(Gear^.Tint); |
6999 | 1380 |
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
|
1381 |
untint; |
6999 | 1382 |
DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0); |
6308 | 1383 |
end; |
6999 | 1384 |
gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1385 |
gtTeleport: begin |
1386 |
HHGear:= Gear^.Hedgehog^.Gear; |
|
10683 | 1387 |
if HHGear <> nil then |
1388 |
begin |
|
1389 |
if ((Gear^.State and gstAnimation) <> 0) then |
|
1390 |
DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0); |
|
1391 |
DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0) |
|
1392 |
end |
|
4388 | 1393 |
end; |
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1394 |
gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (RealTicks shr 6) mod 12); |
4388 | 1395 |
gtTarget: begin |
1396 |
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000)); |
|
1397 |
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
|
1398 |
untint; |
4388 | 1399 |
end; |
6999 | 1400 |
gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
4388 | 1401 |
gtCake: if Gear^.Pos = 6 then |
6999 | 1402 |
DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) |
4388 | 1403 |
else |
6999 | 1404 |
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
|
1405 |
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
|
1406 |
DrawSprite(sprSeduction, x - 16, y - 16, 0); |
8689 | 1407 |
|
6999 | 1408 |
gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle); |
1409 |
gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle); |
|
1410 |
gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle); |
|
4388 | 1411 |
gtBirdy: begin |
1412 |
if Gear^.State and gstAnimation = gstAnimation then |
|
1413 |
begin |
|
1414 |
if Gear^.State and gstTmpFlag = 0 then // Appearing |
|
1415 |
begin |
|
1416 |
endX:= x - WorldDx; |
|
1417 |
endY:= y - WorldDy; |
|
1418 |
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
|
1419 |
startX:= max(max(LAND_WIDTH,4096) + 1024, endX + 2048) |
4388 | 1420 |
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
|
1421 |
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
|
1422 |
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
|
1423 |
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 | 1424 |
end |
1425 |
else // Disappearing |
|
1426 |
begin |
|
1427 |
startX:= x - WorldDx; |
|
1428 |
startY:= y - WorldDy; |
|
1429 |
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
|
1430 |
endX:= max(max(LAND_WIDTH,4096) + 1024, startX + 2048) |
4388 | 1431 |
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
|
1432 |
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
|
1433 |
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
|
1434 |
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 | 1435 |
end; |
1436 |
end |
|
1437 |
else |
|
5528
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1438 |
begin |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1439 |
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
|
1440 |
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
|
1441 |
else |
c539e5c81870
slight visual tweak. birdy's wings beat faster if he's just about tired out
nemo
parents:
5526
diff
changeset
|
1442 |
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
|
1443 |
end; |
4388 | 1444 |
end; |
6999 | 1445 |
gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle); |
4388 | 1446 |
gtPiano: begin |
1447 |
if (Gear^.State and gstDrowning) = 0 then |
|
1448 |
begin |
|
1449 |
Tint($FF, $FF, $FF, $10); |
|
1450 |
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
|
1451 |
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
|
1452 |
untint |
4388 | 1453 |
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
|
1454 |
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128); |
4388 | 1455 |
end; |
1456 |
gtPoisonCloud: begin |
|
1457 |
if Gear^.Timer < 1020 then |
|
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1458 |
Tint(Gear^.Tint and $FFFFFF00 or Gear^.Timer div 8) |
4388 | 1459 |
else if Gear^.Timer > 3980 then |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1460 |
Tint(Gear^.Tint and $FFFFFF00 or (5000 - Gear^.Timer) div 8) |
4388 | 1461 |
else |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1462 |
Tint(Gear^.Tint); |
10142 | 1463 |
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
|
1464 |
untint |
4388 | 1465 |
end; |
1466 |
gtResurrector: begin |
|
6999 | 1467 |
DrawSpriteRotated(sprCross, x, y, 0, 0); |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1468 |
Tint(Gear^.Tint and $FFFFFF00 or max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000)))); |
4388 | 1469 |
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
|
1470 |
untint; |
4388 | 1471 |
end; |
6999 | 1472 |
gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); |
5519 | 1473 |
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then |
5024 | 1474 |
begin |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10001
diff
changeset
|
1475 |
Tint(Gear^.Tint); |
5025
ac1691d35cf2
Land sprayer tweaks, make land spray and mudball not end turn
nemo
parents:
5024
diff
changeset
|
1476 |
// Needs a nicer white texture to tint |
6999 | 1477 |
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle); |
1478 |
//DrawSpriteRotated(sprSnowDust, x, y, 0, Gear^.DirAngle); |
|
5472 | 1479 |
//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
|
1480 |
untint; |
5024 | 1481 |
end |
5787 | 1482 |
else //if not isInLag then |
5024 | 1483 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1484 |
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
|
1485 |
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
|
1486 |
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
|
1487 |
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
|
1488 |
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
|
1489 |
Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime)); |
4617 | 1490 |
if vobVelocity = 0 then |
5024 | 1491 |
DrawSprite(sprFlake, x, y, Gear^.Timer) |
1492 |
else |
|
6999 | 1493 |
DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle); |
5024 | 1494 |
//DrawSprite(sprFlake, x-SpritesData[sprFlake].Width div 2, y-SpritesData[sprFlake].Height div 2, Gear^.Timer) |
6999 | 1495 |
//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
|
1496 |
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
|
1497 |
untint; |
5024 | 1498 |
end; |
8161 | 1499 |
//gtStructure: DrawSprite(sprTarget, x - 16, y - 16, 0); |
5706 | 1500 |
gtTardis: if Gear^.Pos <> 4 then |
1501 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1502 |
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
|
1503 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF) |
8689 | 1504 |
else |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1505 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); |
11021 | 1506 |
DrawSprite(sprTardis, x-25, y-64,0); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1507 |
if Gear^.Pos = 2 then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1508 |
untint |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1509 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1510 |
Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000))))); |
11021 | 1511 |
DrawSprite(sprTardis, x-25, y-64,1); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6508
diff
changeset
|
1512 |
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
|
1513 |
untint |
5740 | 1514 |
(* |
5728 | 1515 |
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * abs(1 - (RealTicks mod 500) / 250)))); |
1516 |
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
|
1517 |
untint |
5740 | 1518 |
*) |
5706 | 1519 |
end; |
7093 | 1520 |
gtIceGun: begin |
1521 |
HHGear := Gear^.Hedgehog^.Gear; |
|
1522 |
if HHGear <> nil then |
|
1523 |
begin |
|
7721 | 1524 |
i:= hwRound(hwSqr(Gear^.X - HHGear^.X) + hwSqr(Gear^.Y - HHGear^.Y)); |
1525 |
if RealTicks mod max(1,50 - (round(sqrt(i)) div 4)) = 0 then // experiment in "intensifying" might not get used |
|
7093 | 1526 |
begin |
1527 |
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1); |
|
1528 |
if vg <> nil then |
|
1529 |
begin |
|
7721 | 1530 |
i:= random(100) + 155; |
1531 |
vg^.Tint:= i shl 24 or i shl 16 or $FF shl 8 or Longword(random(200) + 55); |
|
7093 | 1532 |
vg^.Angle:= random(360); |
7721 | 1533 |
vg^.dx:= 0.001 * random(80); |
1534 |
vg^.dy:= 0.001 * random(80) |
|
7093 | 1535 |
end |
1536 |
end; |
|
1537 |
if RealTicks mod 2 = 0 then |
|
1538 |
begin |
|
1539 |
i:= random(100)+100; |
|
1540 |
if Gear^.Target.X <> NoPointX then |
|
8628 | 1541 |
begin |
1542 |
DrawLine(Gear^.Target.X, Gear^.Target.Y, hwRound(HHGear^.X), hwRound(HHGear^.Y), 4.0, i, i, $FF, $40); |
|
1543 |
end |
|
1544 |
else |
|
1545 |
begin |
|
8689 | 1546 |
DrawLine(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, i, i, $FF, $40); |
8628 | 1547 |
end; |
7093 | 1548 |
end |
1549 |
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
|
1550 |
end; |
12854
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1551 |
gtDuck: DrawSpriteRotatedF(sprDuck, x, y, 1, Gear^.Tag, |
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1552 |
// replace with something based on dx/dy? |
40c410cd6402
rock the duck a bit - also replace a few other values with realtick that seemed like they should probably animate in pause
nemo
parents:
12769
diff
changeset
|
1553 |
Gear^.DirAngle + 10-round(20 * abs(1 - (RealTicks mod round(0.1/max(0.00005,cWindSpeedf))) / round(0.05/max(0.00005,cWindSpeedf))) )); |
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
|
1554 |
gtGenericFaller: DrawCircle(x, y, 3, 3, $FF, $00, $00, $FF); // debug |
4388 | 1555 |
end; |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9655
diff
changeset
|
1556 |
if Gear^.State and gstFrozen <> 0 then untint |
4388 | 1557 |
end; |
1558 |
||
12215
442bab755bb4
Render gear timers in front of water
Wuzzy <almikes@aol.com>
parents:
12198
diff
changeset
|
1559 |
procedure RenderGearTimer(Gear: PGear; x, y: LongInt); |
442bab755bb4
Render gear timers in front of water
Wuzzy <almikes@aol.com>
parents:
12198
diff
changeset
|
1560 |
begin |
442bab755bb4
Render gear timers in front of water
Wuzzy <almikes@aol.com>
parents:
12198
diff
changeset
|
1561 |
if Gear^.RenderTimer and (Gear^.Tex <> nil) then |
442bab755bb4
Render gear timers in front of water
Wuzzy <almikes@aol.com>
parents:
12198
diff
changeset
|
1562 |
DrawTextureCentered(x + 8, y + 8, Gear^.Tex); |
442bab755bb4
Render gear timers in front of water
Wuzzy <almikes@aol.com>
parents:
12198
diff
changeset
|
1563 |
end; |
442bab755bb4
Render gear timers in front of water
Wuzzy <almikes@aol.com>
parents:
12198
diff
changeset
|
1564 |
|
4388 | 1565 |
end. |