Racer: Reposition and resize predefined waypoints in scaled drawn maps
Previously, predefined waypoints broke when using any but the default drawn map size.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGearsRender;
interface
uses uTypes, uConsts, GLunit, uFloat, SDLh;
type
Tar = record
X, Y: hwFloat;
dLen: hwFloat;
b : boolean;
end;
TRopePoints = record
Count : Longword;
HookAngle : GLfloat;
ar : array[0..MAXROPEPOINTS] of Tar;
rounded : array[0..MAXROPEPOINTS + 2] of TVertex2f;
end;
procedure RenderGear(Gear: PGear; x, y: LongInt);
procedure RenderGearTimer(Gear: PGear; x, y: LongInt);
procedure RenderGearHealth(Gear: PGear; x, y: LongInt);
procedure RenderFinger(Gear: PGear; ox, oy: LongInt);
procedure RenderHHGuiExtras(Gear: PGear; ox, oy: LongInt);
procedure RenderAirMineGuiExtras(Gear: PGear; ox, oy: LongInt);
procedure DrawHHOrder();
var RopePoints: record
Count: Longword;
HookAngle: GLfloat;
ar: array[0..MAXROPEPOINTS] of record
X, Y: hwFloat;
dLen: hwFloat;
b: boolean;
sx, sy, sb: boolean;
end;
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
end;
implementation
uses uRender, uRenderUtils, uGearsUtils, uUtils, uVariables, uAmmos, Math, uVisualGearsList;
procedure DrawRopeLinesRQ(Gear: PGear);
var n: LongInt;
begin
with RopePoints do
begin
rounded[Count].X:= hwRound(Gear^.X);
rounded[Count].Y:= hwRound(Gear^.Y);
rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
end;
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
EnableTexture(false);
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);
n:= RopePoints.Count + 2;
SetVertexPointer(@RopePoints.rounded[0], n);
openglPushMatrix();
openglTranslatef(WorldDx, WorldDy, 0);
glLineWidth(3.0 * cScaleFactor);
glDrawArrays(GL_LINE_STRIP, 0, n);
Tint(Gear^.Tint);
glLineWidth(2.0 * cScaleFactor);
glDrawArrays(GL_LINE_STRIP, 0, n);
untint;
openglPopMatrix();
EnableTexture(true);
end
end;
procedure DrawRopeLine(X1, Y1, X2, Y2: Real; LayerIndex: Longword; var linesLength, ropeLength: Real);
var dX, dY, angle, lineLength: Real;
FrameIndex: LongWord;
begin
if (X1 = X2) and (Y1 = Y2) then
exit;
dX:= X2 - X1;
dY:= Y2 - Y1;
lineLength:= sqrt(sqr(dX) + sqr(dY));
angle:= arctan2(dY, dX) * 180 / PI - 90;
dX:= dX / lineLength;
dY:= dY / lineLength;
while (ropeLength - linesLength) <= lineLength do
begin
FrameIndex:= round(ropeLength / cRopeNodeStep);
if (FrameIndex mod cRopeLayers) = LayerIndex then
DrawSpriteRotatedFReal(sprRopeNode,
X1 + (ropeLength - linesLength) * dX,
Y1 + (ropeLength - linesLength) * dY,
FrameIndex, 1, angle);
ropeLength:= ropeLength + cRopeNodeStep;
end;
linesLength:= linesLength + lineLength
end;
procedure DrawRopeLayer(Gear: PGear; LayerIndex: LongWord);
var i: LongInt;
linesLength, ropeLength: Real;
begin
linesLength:= 0;
ropeLength:= cRopeNodeStep;
if RopePoints.Count > 0 then
begin
i:= 0;
while i < Pred(RopePoints.Count) do
begin
DrawRopeLine(hwFloat2Float(RopePoints.ar[i].X) + WorldDx, hwFloat2Float(RopePoints.ar[i].Y) + WorldDy,
hwFloat2Float(RopePoints.ar[Succ(i)].X) + WorldDx, hwFloat2Float(RopePoints.ar[Succ(i)].Y) + WorldDy,
LayerIndex, linesLength, ropeLength);
inc(i)
end;
DrawRopeLine(hwFloat2Float(RopePoints.ar[i].X) + WorldDx, hwFloat2Float(RopePoints.ar[i].Y) + WorldDy,
hwFloat2Float(Gear^.X) + WorldDx, hwFloat2Float(Gear^.Y) + WorldDy,
LayerIndex, linesLength, ropeLength);
DrawRopeLine(hwFloat2Float(Gear^.X) + WorldDx, hwFloat2Float(Gear^.Y) + WorldDy,
hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) + WorldDy,
LayerIndex, linesLength, ropeLength);
end
else
if Gear^.Elasticity.QWordValue > 0 then
DrawRopeLine(hwFloat2Float(Gear^.X) + WorldDx, hwFloat2Float(Gear^.Y) + WorldDy,
hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) + WorldDy,
LayerIndex, linesLength, ropeLength);
end;
procedure DrawRope(Gear: PGear);
var i: LongInt;
begin
if Gear^.Hedgehog^.Gear = nil then exit;
if (Gear^.Tag = 1) or ((cReducedQuality and rqSimpleRope) <> 0) then
DrawRopeLinesRQ(Gear)
else
for i := 0 to cRopeLayers - 1 do
DrawRopeLayer(Gear, i);
if RopePoints.Count > 0 then
DrawSpriteRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
else
if Gear^.Elasticity.QWordValue > 0 then
DrawSpriteRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
procedure DrawSelectedWeapon(Gear: PGear; sx, sy: LongInt; isAltWeapon: boolean);
begin
with Gear^.Hedgehog^ do
begin
if ((Gear^.State and gstAttacked) <> 0) then
exit;
if (isAltWeapon and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0)) then
exit;
if (not isAltWeapon) and (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_ShowSelIcon) = 0) or (
(((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) = 0) and ((Gear^.State and gstMoving) <> 0)))) then
exit;
if (not isAltWeapon) then
begin
sy:= sy - 64;
if (IsHogFacingLeft(Gear)) then
sx:= sx - 61;
end;
DrawTexture(sx + 16, sy + 16, ropeIconTex);
DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(CurAmmoType) - 1, 1, 32, 32);
end;
end;
procedure DrawHHOrder();
var HHGear: PGear;
hh: PHedgehog;
c, i, t, x, y, sprH, sprW, fSprOff: LongInt;
begin
t:= LocalTeam;
if not CurrentTeam^.ExtDriven then
for i:= 0 to Pred(TeamsCount) do
if (TeamsArray[i] = CurrentTeam) then
t:= i;
if t < 0 then
exit;
if TeamsArray[t] <> nil then
begin
sprH:= SpritesData[sprBigDigit].Height;
sprW:= SpritesData[sprBigDigit].Width;
fSprOff:= sprW div 4 + SpritesData[sprFrame].Width div 4 - 1; // - 1 for overlap to avoid artifacts
i:= 0;
c:= 0;
repeat
hh:= @TeamsArray[t]^.Hedgehogs[i];
inc(i);
if (hh <> nil) and (hh^.Gear <> nil) and (not hh^.Unplaced) then
begin
inc(c);
HHGear:= hh^.Gear;
x:= hwRound(HHGear^.X) + WorldDx;
y:= hwRound(HHGear^.Y) + WorldDy - 2;
DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x - fSprOff, y, 0, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height);
DrawTextureF(SpritesData[sprFrame].Texture, 0.5, x + fSprOff, y, 1, 1, SpritesData[sprFrame].Width, SpritesData[sprFrame].Height);
DrawTextureF(SpritesData[sprBigDigit].Texture, 0.5, x, y, c, 1, sprW, sprH);
if SpeechHogNumber = c then
DrawCircle(x, y, 20, 3, 0, $FF, $FF, $80);
end;
until (i > cMaxHHIndex);
end
end;
procedure RenderFinger(Gear: PGear; ox, oy: LongInt);
var HH: PHedgehog;
tx, ty, t: LongInt;
dAngle: real;
begin
HH:= Gear^.Hedgehog;
if HH^.Unplaced then
exit;
if (Gear^.State and gstHHDeath) <> 0 then
exit;
if (Gear^.State and gstHHGone) <> 0 then
exit;
if (CinematicScript) then
exit;
// render finger (arrow pointing to hog)
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
begin
ty := oy - 32;
// move finger higher up if tags or switching arrows are above hog
if (cTagsMask and htTeamName) <> 0 then
ty := ty - HH^.Team^.NameTagTex^.h - 2;
if (cTagsMask and htName) <> 0 then
ty := ty - HH^.NameTagTex^.h - 2;
if (cTagsMask and htHealth) <> 0 then
ty := ty - HH^.HealthTagTex^.h - 2;
if bShowSwitcher then
ty := ty - SpritesData[sprSwitch].Height - 4;
tx := ox;
// don't go offscreen
t:= 32;
tx := min(max(tx, ViewLeftX + t), ViewRightX - t);
ty := min(ty, ViewBottomY - 96);
// don't overlap with HH or HH tags
if ty < ViewTopY + t then
begin
if abs(tx - ox) < abs(ty - oy) then
ty:= max(ViewTopY + t, oy + t)
else
ty:= max(ViewTopY + t, ty);
end;
dAngle := DxDy2Angle(int2hwfloat(ty - oy), int2hwfloat(tx - ox)) + 90;
if (IsTooDarkToRead(HH^.Team^.Clan^.Color)) then
DrawSpriteRotatedF(sprFingerBackInv, tx, ty, RealTicks div 32 mod 16, 1, dAngle)
else
DrawSpriteRotatedF(sprFingerBack, tx, ty, RealTicks div 32 mod 16, 1, dAngle);
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawSpriteRotatedF(sprFinger, tx, ty, RealTicks div 32 mod 16, 1, dAngle);
untint;
end;
end;
// Render some informational GUI next to hedgehog, like fuel and alternate weapon
procedure RenderHHGuiExtras(Gear: PGear; ox, oy: LongInt);
var HH: PHedgehog;
sx, sy, hogLR: LongInt;
begin
HH:= Gear^.Hedgehog;
sx:= ox + 1; // this offset is very common
sy:= oy - 3;
if HH^.Unplaced then
exit;
if (Gear^.State and gstHHDeath) <> 0 then
exit;
if (Gear^.State and gstHHGone) <> 0 then
exit;
if (CinematicScript) then
exit;
// render crosshair
if (CrosshairGear <> nil) and (Gear = CrosshairGear) then
begin
hogLR:= 1;
if IsHogFacingLeft(Gear) then
hogLR:= -1;
setTintAdd(true);
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureRotated(CrosshairTexture,
12, 12, CrosshairX + WorldDx, CrosshairY + WorldDy, 0,
hogLR * (Gear^.Angle * 180.0) / cMaxAngle);
untint;
setTintAdd(false);
end;
// render gear-related extras: alt weapon, fuel, other
if ((Gear^.State and gstHHDriven) <> 0) and (CurAmmoGear <> nil) then
begin
case CurAmmoGear^.Kind of
gtJetpack: begin
// render jetpack contour if underwater
if (((not SuddenDeathDmg) and (WaterOpacity > cGearContourThreshold)) or (SuddenDeathDmg and (SDWaterOpacity > cGearContourThreshold))) and
((cWaterLine < (hwRound(Gear^.Y) + Gear^.Radius - 16)) or
((WorldEdge = weSea) and ((hwRound(Gear^.X) < LeftX) or (hwRound(Gear^.X) > RightX)))) then
DrawSprite(sprJetpack, sx-32, sy-32, 4);
if CurAmmoGear^.Tex <> nil then
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
DrawSelectedWeapon(Gear, sx, sy, true);
end;
gtRope: DrawSelectedWeapon(Gear, sx, sy, true);
gtParachute: DrawSelectedWeapon(Gear, sx, sy, true);
gtLandGun: if CurAmmoGear^.Tex <> nil then
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
gtFlamethrower: if CurAmmoGear^.Tex <> nil then
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
gtIceGun: if CurAmmoGear^.Tex <> nil then
DrawTextureCentered(sx, sy - 40, CurAmmoGear^.Tex);
end;
end
else if ((Gear^.State and gstHHDriven) <> 0) then
begin
DrawSelectedWeapon(Gear, sx, sy, false);
end
end;
procedure RenderAirMineGuiExtras(Gear: PGear; ox, oy: LongInt);
var tinted: boolean;
begin
// render air mine contour, if underwater
if (((not SuddenDeathDmg) and (WaterOpacity > cGearContourThreshold)) or (SuddenDeathDmg and (SDWaterOpacity > cGearContourThreshold))) and
((cWaterLine < (hwRound(Gear^.Y) + Gear^.Radius + 16)) or
((WorldEdge = weSea) and ((hwRound(Gear^.X) < LeftX + 24) or (hwRound(Gear^.X) > RightX - 24)))) then
begin
tinted:= true;
// tint contour based on air mine state:
// not seeking or chasing (frozen, stunned or just launched)
if ((Gear^.State and gstFrozen) <> 0) or ((Gear^.State and gstTmpFlag) = 0) or (Gear^.Tag <> 0) then
// more transparent
Tint($FF, $FF, $FF, $80)
// chasing hog
else if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then
// reddish
Tint($FF, $30, $30, $FF)
// not seeking or chasing (no target)
else if (Gear^.State and gstChooseTarget) = 0 then
// more transparent
Tint($FF, $FF, $FF, $80)
// seeking
else
// default color
tinted:= false;
DrawSprite(sprAirMine, ox-16, oy-16, 32);
if tinted then
untint;
end;
end;
procedure DrawHH(Gear: PGear; ox, oy: LongInt);
var i, t: LongInt;
amt: TAmmoType;
sign, hx, hy, tx, ty, sx, sy, hogLR: LongInt; // hedgehog, crosshair, temp, sprite, direction
dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change
wraps: LongWord; // numbe of wraps for laser in world wrap
defaultPos, HatVisible, inWorldBounds: boolean;
HH: PHedgehog;
CurWeapon: PAmmo;
iceOffset:Longint;
r:TSDL_Rect;
curhat: PTexture;
begin
HH:= Gear^.Hedgehog;
CrosshairGear:= nil;
if HH^.Unplaced then
exit;
if (HH^.CurAmmoType = amKnife) and (HH = CurrentHedgehog) then
curhat:= ChefHatTexture
else curhat:= HH^.HatTex;
sx:= ox + 1; // this offset is very common
sy:= oy - 3;
sign:= hwSign(Gear^.dX);
if IsHogFacingLeft(Gear) then
hogLR:= -1
else
hogLR:= 1;
if (Gear^.State and gstHHDeath) <> 0 then
begin
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
untint;
exit
end
else if (Gear^.State and gstHHGone) <> 0 then
begin
DrawSpriteRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
exit
end;
defaultPos:= true;
HatVisible:= false;
if HH^.Effects[heFrozen] > 0 then
if HH^.Effects[heFrozen] < 150000 then
begin
DrawHedgehog(sx, sy,
sign,
0,
0,
0);
defaultPos:= false;
if HH^.Effects[heFrozen] < 256 then
HatVisible:= true
else HatVisible:= false
end
else
begin
DrawHedgehog(sx, sy,
sign,
2,
4,
0);
defaultPos:= false;
HatVisible:= false
end;
if HH^.Effects[hePoisoned] <> 0 then
begin
Tint($00, $FF, $40, $40);
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 4) mod 360);
untint
end;
if ((Gear^.State and gstWinner) <> 0) and
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
begin
DrawHedgehog(sx, sy,
sign,
2,
0,
0);
defaultPos:= false
end;
if (Gear^.State and gstDrowning) <> 0 then
begin
DrawHedgehog(sx, sy,
sign,
1,
7,
0);
defaultPos:= false
end else
if (Gear^.State and gstLoser) <> 0 then
begin
DrawHedgehog(sx, sy,
sign,
2,
3,
0);
defaultPos:= false
end else
if (Gear^.State and gstHHDriven) <> 0 then
begin
if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and
/// 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
(((CurAmmoGear <> nil) and
// don't render crosshair/laser during kamikaze
((CurAmmoGear^.AmmoType <> amKamikaze) or ((Gear^.State and gstAttacking) = 0)) and
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or
/// If no current ammo is active, and the selected ammo uses a crosshair
((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then
begin
(* These calculations are a little complex for a few reasons:
1: I need to draw the laser from weapon origin to nearest land
2: I need to start the beam outside the hedgie for attractiveness.
3: I need to extend the beam beyond land.
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
*)
dx:= hogLR * Sin(Gear^.Angle * pi / cMaxAngle);
dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
if cLaserSighting or cLaserSightingSniper then
begin
lx:= GetLaunchX(HH^.CurAmmoType, hogLR, Gear^.Angle);
ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
// ensure we start outside the hedgehog (he's solid after all)
while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
begin
lx:= lx + dx;
ly:= ly + dy
end;
// add hog's position
lx:= lx + ox - WorldDx;
ly:= ly + oy - WorldDy;
// decrease number of iterations required
ax:= dx * 4;
ay:= dy * 4;
tx:= round(lx);
ty:= round(ly);
hx:= tx;
hy:= ty;
wraps:= 0;
inWorldBounds := ((ty and LAND_HEIGHT_MASK) or (tx and LAND_WIDTH_MASK)) = 0;
while (inWorldBounds and ((Land[ty, tx] and lfAll) = 0)) or (not inWorldBounds) do
begin
if wraps > cMaxLaserSightWraps then
break;
lx:= lx + ax;
ly:= ly + ay;
tx:= round(lx);
ty:= round(ly);
// reached edge of land.
if ((ty and LAND_HEIGHT_MASK) <> 0) and (((ty < LAND_HEIGHT) and (ay < 0)) or ((ty >= TopY) and (ay > 0))) then
begin
// assume infinite beam. Extend it way out past camera
tx:= round(lx + ax * (max(LAND_WIDTH,4096) div 2));
ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2));
break;
end;
if ((hogLR < 0) and (tx < LeftX)) or ((hogLR > 0) and (tx >= RightX)) then
if (WorldEdge = weWrap) then
// wrap beam
begin
if hogLR < 0 then
lx:= RightX - (ax - (lx - LeftX))
else
lx:= LeftX + (ax - (RightX - lx));
tx:= round(lx);
inc(wraps);
end
else if (WorldEdge = weBounce) then
// just stop
break;
if ((tx and LAND_WIDTH_MASK) <> 0) and (((ax > 0) and (tx >= RightX)) or ((ax < 0) and (tx <= LeftX))) then
begin
if (WorldEdge <> weWrap) and (WorldEdge <> weBounce) then
// assume infinite beam. Extend it way out past camera
begin
tx:= round(lx + ax * (max(LAND_WIDTH,4096) div 2));
ty:= round(ly + ay * (max(LAND_WIDTH,4096) div 2));
end;
break;
end;
inWorldBounds := ((ty and LAND_HEIGHT_MASK) or (tx and LAND_WIDTH_MASK)) = 0;
end;
DrawLineWrapped(hx, hy, tx, ty, 1.0, hogLR < 0, wraps, $FF, $00, $00, $C0);
end;
// calculate crosshair position
CrosshairX := Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, hogLR, Gear^.Angle));
CrosshairY := Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
// crosshair will be rendered in RenderHHGuiExtras
CrosshairGear := Gear;
end;
hx:= ox + 8 * sign;
hy:= oy - 2;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind <> gtTardis) then
begin
case CurAmmoGear^.Kind of
gtShotgunShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawSpriteRotated(sprShotgun, hx, hy, sign, aangle)
else
DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle);
end;
gtDEagleShot: DrawSpriteRotated(sprDEagle, hx, hy, sign, aangle);
gtSniperRifleShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
else
DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
end;
gtBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
gtRCPlane: begin
DrawSpriteRotated(sprHandPlane, hx + 1, hy, sign, 0);
defaultPos:= false
end;
gtRope: begin
if Gear^.X < CurAmmoGear^.X then
begin
dAngle:= 0;
hAngle:= 180;
i:= 1
end
else
begin
dAngle:= 180;
hAngle:= 0;
i:= -1
end;
if ((Gear^.State and gstWinner) = 0) then
begin
DrawHedgehog(ox, oy,
i,
1,
0,
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
with HH^ do
if (curhat <> nil) then
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) 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, tx, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
untint
end
end
end;
defaultPos:= false
end;
gtBlowTorch:
begin
DrawSpriteRotated(sprBlowTorch, hx, hy, sign, aangle);
DrawHedgehog(sx, sy,
sign,
3,
HH^.visStepPos div 2,
0);
with HH^ do
if (curhat <> nil) then
begin
DrawTextureF(curhat,
1,
sx,
sy - 5,
0,
sign,
32,
32);
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,
tx,
sign,
32,
32);
untint
end
end;
defaultPos:= false
end;
gtFirePunch:
begin
DrawHedgehog(sx, sy,
sign,
1,
4,
0);
defaultPos:= false
end;
gtPickHammer:
begin
defaultPos:= false;
dec(sy,20);
end;
gtTeleport: defaultPos:= false;
gtParachute:
begin
DrawSpriteRotatedF(sprHHIdle,
sx,
sy,
0,
CurAmmoGear^.Tag,
0);
HatVisible:= true;
defaultPos:= false;
end;
gtWhip:
begin
DrawSpriteRotatedF(sprWhip,
sx,
sy,
1,
sign,
0);
defaultPos:= false
end;
gtHammer:
begin
DrawSpriteRotatedF(sprHammer,
sx,
sy,
1,
sign,
0);
defaultPos:= false
end;
gtResurrector:
begin
DrawSpriteRotated(sprHandResurrector, sx, sy, 0, 0);
defaultPos:= false
end;
gtKamikaze:
begin
if CurAmmoGear^.Pos = 0 then
DrawHedgehog(sx, sy,
sign,
1,
6,
0)
else
DrawSpriteRotatedF(sprKamikaze,
ox, oy,
CurAmmoGear^.Pos - 1,
sign,
aangle);
defaultPos:= false
end;
gtSeduction:
begin
if CurAmmoGear^.Pos >= 6 then
DrawHedgehog(sx, sy,
sign,
2,
2,
0)
else
begin
DrawSpriteRotatedF(sprDress,
ox, oy,
CurAmmoGear^.Pos,
sign,
0);
// sprCensored contains English text, so only show it for English locales
// TODO: Make text translatable. But how?
if Copy(cLanguage, 1, 2) = 'en' then
DrawSprite(sprCensored, ox - 32, oy - 20, 0);
end;
defaultPos:= false
end;
gtFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
gtLandGun: DrawSpriteRotated(sprHandLandGun, hx, hy, sign, aangle);
gtIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle);
end;
case CurAmmoGear^.Kind of
gtShotgunShot,
gtDEagleShot,
gtSniperRifleShot:
begin
DrawHedgehog(sx, sy, sign, 0, 4, 0);
defaultPos:= false;
HatVisible:= true
end;
gtShover, gtMinigun:
begin
DrawHedgehog(sx, sy, sign, 0, 5, 0);
defaultPos:= false;
HatVisible:= true
end
end
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
hogLR,
1,
1,
0);
HatVisible:= true;
defaultPos:= false
end else
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
begin
DrawHedgehog(sx, sy,
sign,
0,
HH^.visStepPos div 2,
0);
defaultPos:= false;
HatVisible:= true
end
else
if ((Gear^.State and gstAnimation) <> 0) then
begin
if (Gear^.Tag < LongInt(ord(Low(TWave)))) or (Gear^.Tag > LongInt(ord(High(TWave)))) then
begin
Gear^.State:= Gear^.State and (not gstAnimation);
end
else
begin
DrawSpriteRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
sx,
sy,
Gear^.Pos,
sign,
0.0);
defaultPos:= false
end
end
else
if ((Gear^.State and gstAttacked) = 0) then
begin
if HH^.Timer > 0 then
begin
// There must be a tidier way to do this. Anyone?
if aangle <= 90 then
aangle:= aangle+360;
if Gear^.dX > _0 then
aangle:= aangle-((aangle-240)*HH^.Timer/10)
else
aangle:= aangle+((240-aangle)*HH^.Timer/10);
dec(HH^.Timer)
end;
amt:= CurrentHedgehog^.CurAmmoType;
CurWeapon:= GetCurAmmoEntry(HH^);
case amt of
amBazooka: DrawSpriteRotated(sprHandBazooka, hx, hy, sign, aangle);
amSnowball: DrawSpriteRotated(sprHandSnowball, hx, hy, sign, aangle);
amMortar: DrawSpriteRotated(sprHandMortar, hx, hy, sign, aangle);
amMolotov: DrawSpriteRotated(sprHandMolotov, hx, hy, sign, aangle);
amBallgun: DrawSpriteRotated(sprHandBallgun, hx, hy, sign, aangle);
amDrill: DrawSpriteRotated(sprHandDrill, hx, hy, sign, aangle);
amRope: DrawSpriteRotated(sprHandRope, hx, hy, sign, aangle);
amShotgun: DrawSpriteRotated(sprHandShotgun, hx, hy, sign, aangle);
amDEagle: DrawSpriteRotated(sprHandDEagle, hx, hy, sign, aangle);
amSineGun: DrawSpriteRotatedF(sprHandSinegun, hx, hy, 73 + (sign * LongInt(RealTicks div 73)) mod 8, sign, aangle);
amPortalGun:
if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
DrawSpriteRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
else
DrawSpriteRotatedF(sprPortalGun, hx, hy, 1+CurWeapon^.Pos, sign, aangle);
amSniperRifle: DrawSpriteRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
amBlowTorch: DrawSpriteRotated(sprHandBlowTorch, hx, hy, sign, aangle);
amCake: DrawSpriteRotated(sprHandCake, hx, hy, sign, aangle);
amGrenade: DrawSpriteRotated(sprHandGrenade, hx, hy, sign, aangle);
amWatermelon: DrawSpriteRotated(sprHandMelon, hx, hy, sign, aangle);
amSkip: DrawSpriteRotated(sprHandSkip, hx, hy, sign, aangle);
amClusterBomb: DrawSpriteRotated(sprHandCluster, hx, hy, sign, aangle);
amDynamite: DrawSpriteRotated(sprHandDynamite, hx, hy, sign, aangle);
amCreeper: DrawSpriteRotatedF(sprHandCreeper, hx, hy, 0, sign, aangle);
amHellishBomb: DrawSpriteRotated(sprHandHellish, hx, hy, sign, aangle);
amGasBomb: DrawSpriteRotated(sprHandCheese, hx, hy, sign, aangle);
amMine: DrawSpriteRotated(sprHandMine, hx, hy, sign, aangle);
amAirMine: DrawSpriteRotated(sprHandAirMine, hx, hy, sign, aangle);
amSMine: DrawSpriteRotated(sprHandSMine, hx, hy, sign, aangle);
amKnife: DrawSpriteRotatedF(sprHandKnife, hx, hy, 0, sign, aangle);
amSeduction: if ((Gear^.State and gstMoving) = 0) then
begin
DrawSpriteRotated(sprHandSeduction, hx, hy, sign, aangle);
DrawCircle(ox, oy, cSeductionDist - 2, 4, $FF, $00, $00, $AA);
end;
amVampiric: DrawSpriteRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amRubber,
amGirder: if ((Gear^.State and gstMoving) = 0) then
begin
DrawSpriteRotated(sprHandConstruction, hx, hy, sign, aangle);
if cBuildMaxDist = cDefaultBuildMaxDist then
begin
if WorldEdge = weWrap then
begin
if hwRound(Gear^.X) < leftX + 256 then
DrawSpriteClipped(sprGirder,
rightX+(ox-leftX)-256,
oy-256,
topY+WorldDy,
rightX+WorldDx,
cWaterLine+WorldDy,
leftX+WorldDx);
if hwRound(Gear^.X) > rightX - 256 then
DrawSpriteClipped(sprGirder,
leftX-(rightX-ox)-256,
oy-256,
topY+WorldDy,
rightX+WorldDx,
cWaterLine+WorldDy,
leftX+WorldDx)
end;
DrawSpriteClipped(sprGirder,
ox-256,
oy-256,
topY+WorldDy,
rightX+WorldDx,
cWaterLine+WorldDy,
leftX+WorldDx)
end
else if cBuildMaxDist > 0 then
begin
DrawCircle(hx, hy, cBuildMaxDist, 3, $FF, 0, 0, $80);
end;
end;
amBee: DrawSpriteRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amFlamethrower: DrawSpriteRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
amLandGun: DrawSpriteRotated(sprHandLandGun, hx, hy, sign, aangle);
amIceGun: DrawSpriteRotated(sprIceGun, hx, hy, sign, aangle);
amResurrector: if ((Gear^.State and gstMoving) = 0) then
DrawCircle(ox, oy, cResurrectorDist - 2, 4, $F5, $DB, $35, $AA);
amFirePunch: DrawSpriteRotatedF(sprFirePunch, hx + 6 * sign + 1, hy - 5, (RealTicks div 50) mod 16, sign, 0);
end;
case amt of
amAirAttack,
amNapalm,
amMineStrike,
amDrillStrike: DrawSpriteRotated(sprHandAirAttack, sx, oy, sign, 0);
amPickHammer: DrawHedgehog(sx, sy,
sign,
1,
2,
0);
amTeleport,
amPiano: DrawSpriteRotatedF(sprTeleport, sx, sy, 0, sign, 0);
amKamikaze: DrawHedgehog(sx, sy,
sign,
1,
5,
0);
amWhip: DrawSpriteRotatedF(sprWhip,
sx,
sy,
0,
sign,
0);
amHammer: DrawSpriteRotatedF(sprHammer,
sx + sign,
sy,
0,
sign,
0);
amRCPlane:
begin
DrawSpriteRotated(sprHandPlane, hx + 1, hy, sign, 0);
defaultPos:= false
end;
amBaseballBat, amMinigun:
begin
HatVisible:= true;
DrawHedgehog(sx, sy,
sign,
0,
5,
0);
end
else
// Special hog sprite that makes hog "look" towards the selection icon.
// Only works without hat for now since it would look weird/creepy for many hats.
if ((HH^.Hat = 'NoHat') or (HH^.HatTex = nil)) and ((Gear^.State and (gstMoving or gstAttacking)) = 0) and ((Ammoz[amt].Ammo.Propz and ammoprop_ShowSelIcon) <> 0) then
DrawHedgehog(sx, sy,
sign,
0,
6,
0)
// Default idle hedgehog
else
begin
DrawHedgehog(sx, sy,
sign,
0,
4,
0);
HatVisible:= true;
end;
end;
defaultPos:= false
end;
end else // not gstHHDriven
begin
// check if hedgehog is sliding/rolling
if (Gear^.Damage > 0) and (HH^.Effects[heFrozen] = 0)
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
defaultPos:= false;
DrawHedgehog(sx, sy,
sign,
2,
1,
Gear^.DirAngle);
// dust effect
// TODO fix: this gives different results based on framerate
if (sx mod 8) = 0 then
begin
if Gear^.dX.isNegative then
tx := hwRound(Gear^.X) + cHHRadius
else
tx := hwRound(Gear^.X) - cHHRadius;
ty:= hwRound(Gear^.Y) + cHHRadius + 2;
if ((tx and LAND_WIDTH_MASK) = 0) and
((ty and LAND_HEIGHT_MASK) = 0) and
(Land[ty, tx] <> 0) then
AddVisualGear(tx - 2 + Random(4), ty - 8, vgtDust);
end;
// draw april's fool hat
if AprilOne and (curhat <> nil) then
DrawTextureRotatedF(curhat, 1.0, -1.0, 0, sx, sy, 18, sign, 32, 32,
sign*Gear^.DirAngle)
end;
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
hogLR,
1,
1,
0);
defaultPos:= false
end;
end;
with HH^ do
begin
if defaultPos then
begin
if HH^.Team^.hasGone then Tint($FFFFFF80);
DrawSpriteRotatedF(sprHHIdle,
sx,
sy,
(RealTicks div 128 + Gear^.Pos) mod 19,
sign,
0);
HatVisible:= true;
end;
if HatVisible then
if HatVisibility < 1.0 then
HatVisibility:= HatVisibility + 0.2
else
else
if HatVisibility > 0.0 then
HatVisibility:= HatVisibility - 0.2;
if (curhat <> nil)
and (HatVisibility > 0) then
if DefaultPos then
begin
// Simple hat with automatic offset
if (curhat^.h = 32) and ((curhat^.w = 32) or (curhat^.w = 64)) then
begin
// Frame
tx := (RealTicks div 128 + Gear^.Pos) mod 19;
// Hat offset
ty := 0;
if (tx = 2) or (tx = 7) or (tx = 12) then
ty := 1
else if tx = 16 then
ty := -1;
// First frame: No tint
DrawTextureF(curhat,
HatVisibility,
sx,
sy - 5 + ty,
0,
sign,
32,
32);
// Second frame: Clan tint (if present)
if (curhat^.w = 64) then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureF(curhat,
HatVisibility,
sx,
sy - 5 + ty,
1,
sign,
32,
32);
untint
end
end
else
// Classic animated hat (all frames drawn manually)
begin
DrawTextureF(curhat,
HatVisibility,
sx,
sy - 5,
(RealTicks div 128 + Gear^.Pos) mod 19,
sign,
32,
32);
// Apply clan tint
if curhat^.w > 64 then
begin
Tint(HH^.Team^.Clan^.Color shl 8 or $FF);
DrawTextureF(curhat,
HatVisibility,
sx,
sy - 5,
(RealTicks div 128 + Gear^.Pos) mod 19 + 32,
sign,
32,
32);
untint
end
end;
if HH^.Team^.hasGone then untint
end
else
begin
DrawTextureF(curhat,
HatVisibility,
sx,
sy - 5,
0,
hogLR,
32,
32);
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 $FF);
DrawTextureF(curhat,
HatVisibility,
sx,
sy - 5,
tx,
hogLR,
32,
32);
untint
end
end
end;
if (Gear^.State and gstHHDriven) <> 0 then
begin
if (CurAmmoGear = nil) then
begin
if ((Gear^.State and (gstAttacked or gstAnimation or gstHHJumping)) = 0)
and (Gear^.Message and (gmLeft or gmRight) = 0) then
begin
amt:= CurrentHedgehog^.CurAmmoType;
case amt of
amBaseballBat: DrawSpritePivotedF(sprHandBaseball,
sx + 9 * sign, sy + 2, 0, sign, -8, 1, aangle);
amMinigun: DrawSpritePivotedF(sprMinigun,
sx + 20 * sign, sy + 4, 0, sign, -18, -2, aangle);
end;
end;
end
else
begin
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
case CurAmmoGear^.Kind of
gtJetpack: begin
DrawSprite(sprJetpack, sx-32, sy-32, 0);
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
begin
if (CurAmmoGear^.MsgParam and gmUp) <> 0 then
DrawSprite(sprJetpack, sx-32, sy-28, 1);
if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then
DrawSprite(sprJetpack, sx-28, sy-28, 2);
if (CurAmmoGear^.MsgParam and gmRight) <> 0 then
DrawSprite(sprJetpack, sx-36, sy-28, 3)
end;
end;
gtShover: DrawSpritePivotedF(sprHandBaseball,
sx + 9 * sign, sy + 2, CurAmmoGear^.Tag, sign, -8, 1, aangle);
gtMinigun: DrawSpritePivotedF(sprMinigun,
sx + 20 * sign, sy + 4, CurAmmoGear^.Tag, sign, -18, -2, aangle);
end;
end
end;
with HH^ do
begin
if ((Gear^.State and (not gstWinner)) = 0)
or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
begin
t:= sy - cHHRadius - 9;
if (cTagsMask and htTransparent) <> 0 then
Tint($FF, $FF, $FF, $80);
if ((cTagsMask and htHealth) <> 0) then
begin
dec(t, HealthTagTex^.h + 2);
DrawTextureCentered(ox, t, HealthTagTex)
end;
if (cTagsMask and htName) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
DrawTextureCentered(ox, t, NameTagTex)
end;
if (cTagsMask and htTeamName) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
DrawTextureCentered(ox, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
untint
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtResurrector) then
DrawTextureCentered(ox, sy - cHHRadius - 7 - HealthTagTex^.h, HealthTagTex);
if (Gear^.State and gstDrowning) = 0 then
if ((Gear^.State and gstHHThinking) <> 0) and (not CinematicScript) then
DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
end
end;
if HH^.Effects[hePoisoned] <> 0 then
begin
Tint($00, $FF, $40, $80);
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 5) mod 360);
end;
if HH^.Effects[heResurrected] <> 0 then
begin
Tint($f5, $db, $35, $20);
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
if (Gear^.Hedgehog^.Effects[heInvulnerable] <> 0) then
begin
Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
end;
if HH^.Effects[heFrozen] < 150000 then
begin
if HH^.Effects[heFrozen] < 150000 then
Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 800));
iceOffset:= min(32, HH^.Effects[heFrozen] div 8);
r.x := 128;
r.y := 96 - iceOffset;
r.w := 32;
r.h := iceOffset;
DrawTextureFromRectDir(sx - 16 + sign*2, sy + 16 - iceoffset, r.w, r.h, @r, HHTexture, sign);
if HH^.Effects[heFrozen] < 150000 then
untint;
end;
if cVampiric and
(CurrentHedgehog^.Gear <> nil) and
(CurrentHedgehog^.Gear = Gear) then
begin
Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
untint
end;
procedure RenderGear(Gear: PGear; x, y: LongInt);
var
HHGear: PGear;
vg: PVisualGear;
i: Longword;
aAngle: real;
startX, endX, startY, endY, ty: LongInt;
begin
// airmine has its own sprite
if (Gear^.State and gstFrozen <> 0) and (Gear^.Kind <> gtAirMine) then Tint($A0, $A0, $FF, $FF);
if Gear^.Target.X <> NoPointX then
if Gear^.AmmoType = amBee then
DrawSpriteRotatedF(sprTargetBee, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else if Gear^.AmmoType = amIceGun then
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)
else
begin
if CurrentHedgehog <> nil then
begin
if (IsTooDarkToRead(CurrentHedgehog^.Team^.Clan^.Color)) then
DrawSpriteRotatedF(sprTargetPBackInv, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else
DrawSpriteRotatedF(sprTargetPBack, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);
Tint(CurrentHedgehog^.Team^.Clan^.Color shl 8 or $FF);
end;
DrawSpriteRotatedF(sprTargetP, Gear^.Target.X + WorldDx, Gear^.Target.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);
if CurrentHedgehog <> nil then
untint;
end;
case Gear^.Kind of
gtGrenade: DrawSpriteRotated(sprBomb, x, y, 0, Gear^.DirAngle);
gtSnowball: DrawSpriteRotated(sprSnowball, x, y, 0, Gear^.DirAngle);
gtGasBomb: DrawSpriteRotated(sprCheese, x, y, 0, Gear^.DirAngle);
gtMolotov: if (Gear^.State and gstDrowning) = 0 then
DrawSpriteRotatedF(sprMolotov, x, y, (RealTicks div 125) mod 8, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX))
else DrawSprite(sprMolotov, x, y, 8);
gtRCPlane: begin
aangle:= Gear^.Angle * 360 / 4096;
if Gear^.Tag < 0 then aangle:= 360-aangle;
Tint(Gear^.Tint);
DrawSpriteRotatedF(sprPlane, x, y, 0, Gear^.Tag, aangle - 90);
untint;
DrawSpriteRotatedF(sprPlane, x, y, 1, Gear^.Tag, aangle - 90)
end;
gtBall: DrawSpriteRotatedF(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
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);
// 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:= $364df7b0;
end;
end;
gtDrill: begin
if (Gear^.Pos = 1) then
i:= (RealTicks shr 5 + Gear^.uid) mod 4
else
i:= Gear^.uid mod 4;
if (Gear^.State and gsttmpFlag) <> 0 then
DrawTextureRotatedF(SpritesData[sprAirDrill].texture, 0.5, 0, 0, x, y, i, 0, 64, 64, DxDy2Angle(Gear^.dY, Gear^.dX))
else
DrawTextureRotatedF(SpritesData[sprDrill].texture, 0.5, 0, 0, x, y, i, 0, 64, 64, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
gtHedgehog: DrawHH(Gear, x, y);
gtShell: DrawSpriteRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtGrave: begin
DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (RealTicks shr 7+Gear^.uid) and 15, 1, 32, 32);
if Gear^.Health > 0 then
begin
Tint($f5, $db, $35, max($40, round($FF * abs(1 - (RealTicks mod 1500) / (750 + Gear^.Health)))));
DrawSprite(sprVampiric, x - 24, y - 24, 0);
untint
end
end;
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);
gtMine: begin
if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawSpriteRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then
DrawSpriteRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
end;
gtAirMine:
// render air mine based on its state:
// frozen
if (Gear^.State and gstFrozen <> 0) then
// frozen air mine sprite
DrawSprite(sprFrozenAirMine, x-16, y-16, 0)
// stunned (after being shot)
else if (Gear^.Tag <> 0) then
// sparks animation
DrawSprite(sprAirMine, x-16, y-16, 16 + ((RealTicks div 50 + Gear^.Uid) mod 16))
// inactive / initialization phase (shortly after launched by hog)
else if (Gear^.State and gstTmpFlag = 0) then
begin
// dark air mine, signal lamp off
Tint(150,150,150,255);
DrawSprite(sprAirMine, x-16, y-16, 15);
untint
end
// actively chasing a hog
else if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then
// signal lamp rapidly flashes
DrawSprite(sprAirMine, x-16, y-16, (RealTicks div 25 + Gear^.Uid) mod 16)
// seeking for hogs
else if Gear^.State and gstChooseTarget <> 0 then
// signal lamp on
DrawSprite(sprAirMine, x-16, y-16, 3)
// active, but not seeking for hogs
else
// signal lamp off
DrawSprite(sprAirMine, x-16, y-16, 15);
gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then
DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
gtKnife: DrawSpriteRotatedF(sprKnife, x, y, 0, hwSign(Gear^.dX), Gear^.DirAngle);
gtCase: begin
if Gear^.Timer > 1000 then
begin
if ((Gear^.Pos and posCaseAmmo) <> 0) then
begin
if Gear^.State and gstFrozen <> 0 then
DrawSprite(sprCase, x - 24, y - 28, 0)
else
begin
i:= (RealTicks shr 6) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprCase, x - 24, y - 24, i)
end
end
else if ((Gear^.Pos and posCaseHealth) <> 0) then
begin
if Gear^.State and gstFrozen <> 0 then
DrawSprite(sprFAid, x - 24, y - 28, 0)
else
begin
i:= ((RealTicks shr 6) + 38) mod 64;
if i > 13 then i:= 0;
DrawSprite(sprFAid, x - 24, y - 24, i)
end
end
else if ((Gear^.Pos and posCaseUtility) <> 0) then
begin
if Gear^.State and gstFrozen <> 0 then
DrawSprite(sprUtility, x - 24, y - 28, 0)
else
begin
i:= (RealTicks shr 6) mod 70;
if i > 23 then i:= 0;
i:= i mod 12;
DrawSprite(sprUtility, x - 24, y - 24, i)
end
end
end;
if Gear^.Timer < 1833 then
begin
DrawTextureRotatedF(SpritesData[sprPortal].texture, MinD(abs(1.25 - (Gear^.Timer mod 1333) / 400), 1.25), 0, 0,
x, LongInt(Gear^.Angle) + WorldDy - 16, 4 + Gear^.Tag, 1, 32, 32, 270);
end
end;
gtExplosives: begin
if ((Gear^.State and gstDrowning) <> 0) then
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
else if Gear^.State and gstAnimation = 0 then
begin
i:= (RealTicks shr 6 + Gear^.uid*3) mod 64;
if i > 18 then
i:= 0;
DrawSprite(sprExplosives, x - 24, y - 24, i)
end
else if Gear^.State and gsttmpFlag = 0 then
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
else
DrawSpriteRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle)
end;
gtDynamite: begin
if ((Gear^.State and gstDrowning) = 0) then
DrawSprite(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1)
else
DrawSprite(sprDynamiteDefused, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
if (random(3) = 0) and ((Gear^.State and gstDrowning) = 0) then
begin
vg:= AddVisualGear(hwRound(Gear^.X)+12-(Gear^.Tag shr 1), hwRound(Gear^.Y)-16, vgtStraightShot);
if vg <> nil then
with vg^ do
begin
Tint:= $FFCC00FF;
Angle:= random(360);
dx:= 0.0005 * (random(200));
dy:= 0.0005 * (random(200));
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 100+random(300);
Scale:= 0.1+1/(random(3)+3);
State:= ord(sprStar)
end
end;
end;
gtClusterBomb: DrawSpriteRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
gtFlame: if Gear^.Tag and 1 = 0 then
DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16)
else DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (RealTicks shr 7 + LongWord(Gear^.Tag)) mod 8, -1, 16, 16);
gtParachute: begin
DrawSprite(sprParachute, x - 24, y - 48, 0);
end;
gtAirAttack: begin
Tint(Gear^.Tint);
DrawSpriteRotatedF(sprAirplane, x, y, 0, Gear^.Tag, 0);
untint;
DrawSpriteRotatedF(sprAirplane, x, y, 1, Gear^.Tag, 0);
if WorldEdge <> weSea then
DrawSpriteRotatedF(sprAirplane, x, y, 2, Gear^.Tag, 0)
else
DrawSpriteRotatedF(sprAirplane, x, y, 3, Gear^.Tag, 0);
end;
gtAirBomb: DrawSpriteRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtTeleport: begin
HHGear:= Gear^.Hedgehog^.Gear;
if HHGear <> nil then
begin
if ((Gear^.State and gstAnimation) <> 0) then
DrawSpriteRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
DrawSpriteRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0)
end
end;
gtSwitcher: begin
setTintAdd(true);
if IsTooDarkToRead(Gear^.Hedgehog^.Team^.Clan^.Color) then
Tint($FFFFFFFF)
else
Tint($000000FF);
ty := y - SpritesData[sprSwitch].Height;
// Move higher up if hedgehog tags are visible.
// This happens when finger is active. The finger is then moved above the switching arrows.
if bShowFinger then
begin
if (cTagsMask and htTeamName) <> 0 then
ty := ty - Gear^.Hedgehog^.Team^.NameTagTex^.h - 2;
if (cTagsMask and htName) <> 0 then
ty := ty - Gear^.Hedgehog^.NameTagTex^.h - 2;
if (cTagsMask and htHealth) <> 0 then
ty := ty - Gear^.Hedgehog^.HealthTagTex^.h - 2;
if (cTagsMask and (htTeamName or htName or htHealth)) <> 0 then
ty := ty - 4;
end;
DrawSpriteRotatedF(sprSwitch, x + 1, ty, 1, 0, (RealTicks div 5) mod 360);
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF);
DrawSpriteRotatedF(sprSwitch, x + 1, ty, 0, 0, (RealTicks div 5) mod 360);
untint;
setTintAdd(false);
end;
gtTarget: begin
Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
DrawSprite(sprTarget, x - 16, y - 16, 0);
untint;
end;
gtMortar: DrawSpriteRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
DrawSpriteRotatedF(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
else
DrawSpriteRotatedF(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
gtSeduction: if Gear^.Pos >= 14 then
DrawSprite(sprSeduction, x - 16, y - 16, 0);
gtWatermelon: DrawSpriteRotatedF(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
gtMelonPiece: DrawSpriteRotatedF(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
gtHellishBomb: DrawSpriteRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
gtBirdy: begin
if Gear^.State and gstAnimation = gstAnimation then
begin
if Gear^.State and gstTmpFlag = 0 then // Appearing
begin
endX:= x - WorldDx;
endY:= y - WorldDy;
if Gear^.Tag < 0 then
startX:= max(max(LAND_WIDTH,4096) + 1024, endX + 2048)
else
startX:= max(-max(LAND_WIDTH,4096) - 1024, endX - 2048);
startY:= endY - 1024;
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);
end
else // Disappearing
begin
startX:= x - WorldDx;
startY:= y - WorldDy;
if Gear^.Tag > 0 then
endX:= max(max(LAND_WIDTH,4096) + 1024, startX + 2048)
else
endX:= max(-max(LAND_WIDTH,4096) - 1024, startX - 2048);
endY:= startY + 1024;
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);
end;
end
else
begin
if Gear^.Health < 250 then
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 7)) mod 2, Gear^.Tag, 75, 75)
else
DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
end;
gtEgg: DrawTextureRotatedF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
gtPiano: begin
if (Gear^.State and gstDrowning) = 0 then
begin
Tint($FF, $FF, $FF, $10);
for i:= 8 downto 1 do
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128);
untint
end;
DrawTextureF(SpritesData[sprPiano].Texture, 1, x, y, 0, 1, 128, 128);
end;
gtPoisonCloud: begin
if Gear^.Timer < 1020 then
Tint(Gear^.Tint and $FFFFFF00 or Gear^.Timer div 8)
else if Gear^.Timer > 3980 then
Tint(Gear^.Tint and $FFFFFF00 or (5000 - Gear^.Timer) div 8)
else
Tint(Gear^.Tint);
DrawTextureRotatedF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 4 + Gear^.UID * 100) mod 360);
untint
end;
gtResurrector: begin
DrawSpriteRotated(sprCross, x, y, 0, 0);
Tint(Gear^.Tint and $FFFFFF00 or max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
untint;
end;
gtNapalmBomb: DrawSpriteRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtFlake: if Gear^.State and (gstDrowning or gstTmpFlag) <> 0 then
begin
Tint(Gear^.Tint);
// Needs a nicer white texture to tint
DrawTextureRotatedF(SpritesData[sprSnowDust].Texture, 1, 0, 0, x, y, 0, 1, 8, 8, Gear^.DirAngle);
untint;
end
else //if not isInLag then
begin
if isInLag and (Gear^.FlightTime < 256) then
inc(Gear^.FlightTime, 8)
else if (not isInLag) and (Gear^.FlightTime > 0) then
dec(Gear^.FlightTime, 8);
if Gear^.FlightTime > 0 then
Tint($FF, $FF, $FF, $FF-min(255,Gear^.FlightTime));
if vobVelocity = 0 then
DrawSprite(sprFlake, x, y, Gear^.Timer)
else
DrawSpriteRotatedF(sprFlake, x, y, Gear^.Timer, 1, Gear^.DirAngle);
if Gear^.FlightTime > 0 then
untint;
end;
gtTardis: if Gear^.Pos <> 4 then
begin
if Gear^.Pos = 2 then
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF)
else
Tint(Gear^.Hedgehog^.Team^.Clan^.Color shl 8 or max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
DrawSprite(sprTardis, x-25, y-64,0);
if Gear^.Pos = 2 then
untint
else
Tint($FF,$FF,$FF,max($00, round(Gear^.Power * (1-abs(0.5 - (GameTicks mod 2000) / 2000)))));
DrawSprite(sprTardis, x-25, y-64,1);
if Gear^.Pos <> 2 then
untint
end;
gtIceGun: begin
HHGear := Gear^.Hedgehog^.Gear;
if HHGear <> nil then
begin
i:= hwRound(hwSqr(Gear^.X - HHGear^.X) + hwSqr(Gear^.Y - HHGear^.Y));
if RealTicks mod max(1,50 - (round(sqrt(i)) div 4)) = 0 then // experiment in "intensifying" might not get used
begin
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
if vg <> nil then
begin
i:= random(100) + 155;
vg^.Tint:= i shl 24 or i shl 16 or $FF shl 8 or Longword(random(200) + 55);
vg^.Angle:= random(360);
vg^.dx:= 0.001 * random(80);
vg^.dy:= 0.001 * random(80)
end
end;
if RealTicks mod 2 = 0 then
begin
i:= random(100)+100;
if Gear^.Target.X <> NoPointX then
begin
DrawLineWrapped(hwRound(HHGear^.X), hwRound(HHGear^.Y), Gear^.Target.X, Gear^.Target.Y, 4.0, hwSign(HHGear^.dX) < 0, Gear^.FlightTime, i, i, $FF, $40);
end
else
begin
DrawLineWrapped(hwRound(HHGear^.X), hwRound(HHGear^.Y), hwRound(Gear^.X), hwRound(Gear^.Y), 4.0, hwSign(HHGear^.dX) < 0, Gear^.FlightTime, i, i, $FF, $40);
end;
end
end
end;
gtCreeper: if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then
DrawSpriteRotatedF(sprCreeper, x, y, 1, hwRound(SignAs(_1,Gear^.Hedgehog^.Gear^.X-Gear^.X)), 0)
else DrawSpriteRotatedF(sprCreeper, x, y, 1, hwRound(SignAs(_1,Gear^.dX)), 0);
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;
procedure RenderGearTimer(Gear: PGear; x, y: LongInt);
begin
if Gear^.RenderTimer and (Gear^.Tex <> nil) and (isShowGearInfo or (not (Gear^.Kind in [gtMine, gtSMine, gtAirMine]))) then
DrawTextureCentered(x + 8, y + 8, Gear^.Tex);
end;
procedure RenderGearHealth(Gear: PGear; x, y: LongInt);
begin
if isShowGearInfo and (Gear^.RenderHealth) and (Gear^.Tex <> nil) then
begin
if (Gear^.Kind = gtCase) and ((Gear^.Pos and posCaseHealth) <> 0) then
DrawTextureCentered(x, y - 38, Gear^.Tex);
if (Gear^.Kind = gtExplosives) then
DrawTextureCentered(x, y - 38, Gear^.Tex);
end;
end;
end.