--- a/hedgewars/uGearsRender.pas Sun Jun 10 18:56:51 2018 +0200
+++ b/hedgewars/uGearsRender.pas Sun Jun 10 19:12:26 2018 +0200
@@ -279,7 +279,7 @@
curhat:= ChefHatTexture
else curhat:= HH^.HatTex;
m:= 1;
- if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
+ if ((Gear^.State and gstHHHJump) <> 0) and (HH^.Effects[heArtillery] = 0) then
m:= -1;
sx:= ox + 1; // this offset is very common
sy:= oy - 3;
@@ -490,10 +490,14 @@
begin
DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
- if curhat^.w > 64 then
+ if (curhat^.w > 64) or ((curhat^.w = 64) and (curhat^.h = 32)) then
begin
+ if ((curhat^.w = 64) and (curhat^.h = 32)) then
+ tx := 1
+ else
+ tx := 32;
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
- DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
+ DrawTextureRotatedF(curhat, 1.0, -1.0, -6.0, ox, oy, tx, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
untint
end
@@ -521,14 +525,18 @@
sign,
32,
32);
- if curhat^.w > 64 then
+ if (curhat^.w > 64) or ((curhat^.w = 64) and (curhat^.h = 32)) then
begin
+ if ((curhat^.w = 64) and (curhat^.h = 32)) then
+ tx := 1
+ else
+ tx := 32;
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureF(curhat,
1,
sx,
sy - 5,
- 32,
+ tx,
sign,
32,
32);
@@ -608,7 +616,10 @@
CurAmmoGear^.Pos,
sign,
0);
- DrawSprite(sprCensored, ox - 32, oy - 20, 0)
+ // sprCensored contains English text, so only show it for English locales
+ // TODO: Make text translatable. But how?
+ if Copy(cLocale, 1, 2) = 'en' then
+ DrawSprite(sprCensored, ox - 32, oy - 20, 0);
end;
defaultPos:= false
end;
@@ -639,7 +650,7 @@
defaultPos:= false;
HatVisible:= true
end;
- gtShover:
+ gtShover, gtMinigun:
begin
DrawHedgehog(sx, sy, sign, 0, 5, 0);
defaultPos:= false;
@@ -822,7 +833,7 @@
0,
sign,
0);
- amBaseballBat:
+ amBaseballBat, amMinigun:
begin
HatVisible:= true;
DrawHedgehog(sx, sy,
@@ -852,12 +863,6 @@
32); *)
end;
- case amt of
- amBaseballBat: DrawSpritePivotedF(sprHandBaseball,
- sx + 9 * sign,
- sy + 2, 0, sign, -8, 1, aangle);
- end;
-
defaultPos:= false
end;
@@ -1025,6 +1030,7 @@
end
end
end;
+
if (Gear^.State and gstHHDriven) <> 0 then
begin
(* if (CurAmmoGear = nil) then
@@ -1036,15 +1042,17 @@
end; *)
if (CurAmmoGear = nil) then
begin
- if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
- and (Gear^.Message and (gmLeft or gmRight) = 0) then
- begin
+ if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
+ and (Gear^.Message and (gmLeft or gmRight) = 0) then
+ begin
amt:= CurrentHedgehog^.CurAmmoType;
- case amt of
- amBaseballBat: DrawSpritePivotedF(sprHandBaseball,
- sx + 9 * sign, sy + 2, 0, sign, -8, 1, aangle);
+ case amt of
+ amBaseballBat: DrawSpritePivotedF(sprHandBaseball,
+ sx + 9 * sign, sy + 2, 0, sign, -8, 1, aangle);
+ amMinigun: DrawSpritePivotedF(sprMinigun,
+ sx + 20 * sign, sy + 4, 0, sign, -18, -2, aangle);
+ end;
end;
- end;
end
else
begin
@@ -1065,7 +1073,10 @@
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
DrawAltWeapon(Gear, sx, sy)
end;
- gtShover: DrawSpritePivotedF(sprHandBaseball, sx + 9 * sign, sy + 2, CurAmmoGear^.Tag, sign, -8, 1, aangle);
+ gtShover: DrawSpritePivotedF(sprHandBaseball,
+ sx + 9 * sign, sy + 2, CurAmmoGear^.Tag, sign, -8, 1, aangle);
+ gtMinigun: DrawSpritePivotedF(sprMinigun,
+ sx + 20 * sign, sy + 4, CurAmmoGear^.Tag, sign, -18, -2, aangle);
end;
end
end;
@@ -1196,7 +1207,8 @@
aAngle: real;
startX, endX, startY, endY: LongInt;
begin
- if Gear^.State and gstFrozen <> 0 then Tint($A0, $A0, $FF, $FF);
+ // airmine has its own sprite
+ if (Gear^.State and gstFrozen <> 0) and (Gear^.Kind <> gtAirMine) then Tint($A0, $A0, $FF, $FF);
//if Gear^.State and gstFrozen <> 0 then Tint(IceColor or $FF);
if Gear^.Target.X <> NoPointX then
if Gear^.AmmoType = amBee then
@@ -1227,11 +1239,25 @@
end;
gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
- gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
+ gtPortal: begin
+ if ((Gear^.Tag and 1) = 0) // still moving?
or (Gear^.LinkedGear = nil) or (Gear^.LinkedGear^.LinkedGear <> Gear) // not linked&backlinked?
or ((Gear^.LinkedGear^.Tag and 1) = 0) then // linked portal still moving?
- DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
- else DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
+ DrawSpriteRotatedF(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
+ else
+ DrawSpriteRotatedF(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
+
+ // Portal ball trace effects
+ if ((Gear^.Tag and 1) = 0) and ((GameTicks mod 4) = 0) and (not isPaused) then
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
+ if vg <> nil then
+ if Gear^.Tag = 0 then
+ vg^.Tint:= $fab02ab0
+ else if Gear^.Tag = 2 then
+ vg^.Tint:= $364df7b0;
+ end;
+ end;
gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
DrawSpriteRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
@@ -1243,17 +1269,17 @@
gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtGrave: begin
- DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
+ DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
if Gear^.Health > 0 then
begin
//Tint($33, $33, $FF, max($40, round($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
- Tint($f5, $db, $35, max($40, round($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
+ Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health)))));
//Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, x - 24, y - 24, 0);
untint
end
end;
- gtBee: DrawSpriteRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtBee: DrawSpriteRotatedF(sprBee, x, y, (RealTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
gtRope: DrawRope(Gear);
@@ -1264,16 +1290,19 @@
DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
end;
- gtAirMine: if Gear^.State and gstTmpFlag = 0 then // mine is inactive
+ gtAirMine:
+ if (Gear^.State and gstFrozen <> 0) then
+ DrawSprite(sprFrozenAirMine, x-16, y-16, 15)
+ else if (Gear^.State and gstTmpFlag = 0) then // mine is inactive
begin
- Tint(150,150,150,255);
+ if (Gear^.State and gstTmpFlag = 0) then Tint(150,150,150,255);
DrawSprite(sprAirMine, x-16, y-16, 15);
untint
end
else if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then // mine is chasing a hog
- DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 25) mod 16)
+ DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 25 + Gear^.Uid) mod 16)
else if Gear^.State and gstChooseTarget <> 0 then // mine is seeking for hogs
- DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 125) mod 16)
+ DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 125 + Gear^.Uid) mod 16)
else
DrawSprite(sprAirMine, x-16, y-16, 4); // mine is active but not seeking
@@ -1293,7 +1322,7 @@
DrawSprite(sprCase, x - 24, y - 28, 0)
else
begin
- i:= (GameTicks shr 6) mod 64;
+ i:= (RealTicks shr 6) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprCase, x - 24, y - 24, i)
end
@@ -1304,7 +1333,7 @@
DrawSprite(sprFAid, x - 24, y - 28, 0)
else
begin
- i:= ((GameTicks shr 6) + 38) mod 64;
+ i:= ((RealTicks shr 6) + 38) mod 64;
if i > 13 then i:= 0;
DrawSprite(sprFAid, x - 24, y - 24, i)
end
@@ -1315,7 +1344,7 @@
DrawSprite(sprUtility, x - 24, y - 28, 0)
else
begin
- i:= (GameTicks shr 6) mod 70;
+ i:= (RealTicks shr 6) mod 70;
if i > 23 then i:= 0;
i:= i mod 12;
DrawSprite(sprUtility, x - 24, y - 24, i)
@@ -1333,7 +1362,7 @@
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
else if Gear^.State and gstAnimation = 0 then
begin
- i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
+ i:= (RealTicks shr 6 + Gear^.uid*3) mod 64;
if i > 18 then
i:= 0;
DrawSprite(sprExplosives, x - 24, y - 24, i)
@@ -1369,8 +1398,8 @@
gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
gtFlame: if Gear^.Tag and 1 = 0 then
- DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16)
- else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16);
+ DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16)
+ else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16);
gtParachute: begin
DrawSprite(sprParachute, x - 24, y - 48, 0);
DrawAltWeapon(Gear, x + 1, y - 3)
@@ -1391,7 +1420,7 @@
DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0)
end
end;
- gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
+ gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (RealTicks shr 6) mod 12);
gtTarget: begin
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
DrawSprite(sprTarget, x - 16, y - 16, 0);
@@ -1548,8 +1577,16 @@
end
end
end;
- gtDuck: DrawSpriteRotatedF(sprDuck, x, y, 1, Gear^.Tag, Gear^.DirAngle);
- gtGenericFaller: DrawCircle(x, y, 3, 3, $FF, $00, $00, $FF); // debug
+ gtDuck: DrawSpriteRotatedF(sprDuck, x, y, 1, Gear^.Tag,
+ // replace with something based on dx/dy?
+ Gear^.DirAngle + 10-round(20 * abs(1 - (RealTicks mod round(0.1/max(0.00005,cWindSpeedf))) / round(0.05/max(0.00005,cWindSpeedf))) ));
+ gtGenericFaller: begin
+ // DEBUG: draw gtGenericFaller
+ if Gear^.Tag <> 0 then
+ DrawCircle(x, y, max(3, Gear^.Radius), 3, $FF, $00, $00, $FF)
+ else
+ DrawCircle(x, y, max(3, Gear^.Radius), 3, $80, $FF, $80, $8F);
+ end;
end;
if Gear^.State and gstFrozen <> 0 then untint
end;