--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsRender.pas Sat Nov 20 23:20:46 2010 +0300
@@ -0,0 +1,1019 @@
+{$INCLUDE "options.inc"}
+unit uGearsRender;
+
+interface
+uses uTypes, uConsts, GLunit, uFloat;
+
+procedure RenderGear(Gear: PGear; x, y: LongInt);
+
+var RopePoints: record
+ Count: Longword;
+ HookAngle: GLfloat;
+ ar: array[0..MAXROPEPOINTS] of record
+ X, Y: hwFloat;
+ dLen: hwFloat;
+ b: boolean;
+ end;
+ rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
+ end;
+
+implementation
+uses uRender, uUtils, uVariables, uAmmos, Math;
+
+procedure DrawRopeLinesRQ(Gear: PGear);
+begin
+with RopePoints do
+ begin
+ rounded[Count].X:= hwRound(Gear^.X);
+ rounded[Count].Y:= hwRound(Gear^.Y);
+ rounded[Count + 1].X:= hwRound(Gear^.Hedgehog^.Gear^.X);
+ rounded[Count + 1].Y:= hwRound(Gear^.Hedgehog^.Gear^.Y);
+ end;
+
+if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
+ begin
+ glDisable(GL_TEXTURE_2D);
+ //glEnable(GL_LINE_SMOOTH);
+
+ glPushMatrix;
+
+ glTranslatef(WorldDx, WorldDy, 0);
+
+ glLineWidth(4.0);
+
+ Tint($C0, $C0, $C0, $FF);
+
+ glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
+ glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
+ Tint($FF, $FF, $FF, $FF);
+
+ glPopMatrix;
+
+ glEnable(GL_TEXTURE_2D);
+ //glDisable(GL_LINE_SMOOTH)
+ end
+end;
+
+
+procedure DrawRope(Gear: PGear);
+var roplen: LongInt;
+ i: Longword;
+
+ procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
+ var eX, eY, dX, dY: LongInt;
+ i, sX, sY, x, y, d: LongInt;
+ b: boolean;
+ begin
+ if (X1 = X2) and (Y1 = Y2) then
+ begin
+ //OutError('WARNING: zero length rope line!', false);
+ exit
+ end;
+ eX:= 0;
+ eY:= 0;
+ dX:= X2 - X1;
+ dY:= Y2 - Y1;
+
+ if (dX > 0) then sX:= 1
+ else
+ if (dX < 0) then
+ begin
+ sX:= -1;
+ dX:= -dX
+ end else sX:= dX;
+
+ if (dY > 0) then sY:= 1
+ else
+ if (dY < 0) then
+ begin
+ sY:= -1;
+ dY:= -dY
+ end else sY:= dY;
+
+ if (dX > dY) then d:= dX
+ else d:= dY;
+
+ x:= X1;
+ y:= Y1;
+
+ for i:= 0 to d do
+ begin
+ inc(eX, dX);
+ inc(eY, dY);
+ b:= false;
+ if (eX > d) then
+ begin
+ dec(eX, d);
+ inc(x, sX);
+ b:= true
+ end;
+ if (eY > d) then
+ begin
+ dec(eY, d);
+ inc(y, sY);
+ b:= true
+ end;
+ if b then
+ begin
+ inc(roplen);
+ if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
+ end
+ end
+ end;
+begin
+ if (cReducedQuality and rqSimpleRope) <> 0 then
+ DrawRopeLinesRQ(Gear)
+ else
+ begin
+ roplen:= 0;
+ if RopePoints.Count > 0 then
+ begin
+ i:= 0;
+ while i < Pred(RopePoints.Count) do
+ begin
+ DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
+ hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
+ inc(i)
+ end;
+ DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
+ hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
+ DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
+ hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
+ end else
+ if Gear^.Elasticity.QWordValue > 0 then
+ DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
+ hwRound(Gear^.Hedgehog^.Gear^.X) + WorldDx, hwRound(Gear^.Hedgehog^.Gear^.Y) + WorldDy);
+ end;
+
+
+if RopePoints.Count > 0 then
+ DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
+ else
+ if Gear^.Elasticity.QWordValue > 0 then
+ DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+end;
+
+
+procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
+begin
+with Gear^.Hedgehog^ do
+ begin
+ if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
+ exit;
+ 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 DrawHH(Gear: PGear; ox, oy: LongInt);
+var i, t: LongInt;
+ amt: TAmmoType;
+ sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
+ dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real; // laser, change
+ defaultPos, HatVisible: boolean;
+ HH: PHedgehog;
+ CurWeapon: PAmmo;
+begin
+ HH:= Gear^.Hedgehog;
+ if HH^.Unplaced then exit;
+ m:= 1;
+ if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
+ sx:= ox + 1; // this offset is very common
+ sy:= oy - 3;
+ sign:= hwSign(Gear^.dX);
+
+ if (Gear^.State and gstHHDeath) <> 0 then
+ begin
+ DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
+ Tint(HH^.Team^.Clan^.Color);
+ DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
+ Tint($FF, $FF, $FF, $FF);
+ exit
+ end
+ else if (Gear^.State and gstHHGone) <> 0 then
+ begin
+ DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
+ exit
+ end;
+
+ defaultPos:= true;
+ HatVisible:= false;
+
+
+ if HH^.Effects[hePoisoned] then
+ begin
+ Tint($00, $FF, $40, $40);
+ DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
+ Tint($FF, $FF, $FF, $FF)
+ end;
+
+ if ((Gear^.State and gstWinner) <> 0) and
+ ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
+ begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 2,
+ 0,
+ 0);
+ defaultPos:= false
+ end;
+ if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 1,
+ 7,
+ 0);
+ defaultPos:= false
+ end else
+ if (Gear^.State and gstLoser) <> 0 then
+ begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 2,
+ 3,
+ 0);
+ defaultPos:= false
+ end else
+
+ if (Gear^.State and gstHHDriven) <> 0 then
+ begin
+ if ((Gear^.State and gstHHThinking) = 0) and
+ (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
+ ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
+ begin
+ (* These calculations are a little complex for a few reasons:
+ 1: I need to draw the laser from weapon origin to nearest land
+ 2: I need to start the beam outside the hedgie for attractiveness.
+ 3: I need to extend the beam beyond land.
+ This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
+ *)
+ dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
+ dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
+ if cLaserSighting then
+ begin
+ lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
+ ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
+
+ // ensure we start outside the hedgehog (he's solid after all)
+ while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
+ begin
+ lx:= lx + dx;
+ ly:= ly + dy
+ end;
+
+ // add hog's position
+ lx:= lx + ox - WorldDx;
+ ly:= ly + oy - WorldDy;
+
+ // decrease number of iterations required
+ ax:= dx * 4;
+ ay:= dy * 4;
+
+ tx:= round(lx);
+ ty:= round(ly);
+ hx:= tx;
+ hy:= ty;
+ while ((ty and LAND_HEIGHT_MASK) = 0) and
+ ((tx and LAND_WIDTH_MASK) = 0) and
+ (Land[ty, tx] = 0) do // TODO: check for constant variable instead
+ begin
+ lx:= lx + ax;
+ ly:= ly + ay;
+ tx:= round(lx);
+ ty:= round(ly)
+ end;
+ // reached edge of land. assume infinite beam. Extend it way out past camera
+ if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
+ begin
+ tx:= round(lx + ax * (LAND_WIDTH div 4));
+ ty:= round(ly + ay * (LAND_WIDTH div 4));
+ end;
+
+ //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
+ begin
+ DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
+ end;
+ end;
+ // draw crosshair
+ cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
+ cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
+ DrawRotatedTex(HH^.Team^.CrosshairTex,
+ 12, 12, cx + WorldDx, cy + WorldDy, 0,
+ sign * (Gear^.Angle * 180.0) / cMaxAngle);
+ end;
+ hx:= ox + 8 * sign;
+ hy:= oy - 2;
+ aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
+ if CurAmmoGear <> nil then
+ begin
+ case CurAmmoGear^.Kind of
+ gtShotgunShot: begin
+ if (CurAmmoGear^.State and gstAnimation <> 0) then
+ DrawRotated(sprShotgun, hx, hy, sign, aangle)
+ else
+ DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+ end;
+ gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
+ gtSniperRifleShot: begin
+ if (CurAmmoGear^.State and gstAnimation <> 0) then
+ DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
+ else
+ DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
+ end;
+ gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+ gtRCPlane: begin
+ DrawRotated(sprHandPlane, hx, hy, sign, 0);
+ defaultPos:= false
+ end;
+ gtRope: begin
+ if Gear^.X < CurAmmoGear^.X then
+ begin
+ dAngle:= 0;
+ hAngle:= 180;
+ i:= 1
+ end else
+ begin
+ dAngle:= 180;
+ hAngle:= 0;
+ i:= -1
+ end;
+ if ((Gear^.State and gstWinner) = 0) then
+ begin
+ DrawHedgehog(ox, oy,
+ i,
+ 1,
+ 0,
+ DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
+ with HH^ do
+ if (HatTex <> nil) then
+ begin
+ DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
+ i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
+ if HatTex^.w > 64 then
+ begin
+ Tint(HH^.Team^.Clan^.Color);
+ DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
+ i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
+ Tint($FF, $FF, $FF, $FF)
+ end
+ end
+ end;
+ DrawAltWeapon(Gear, ox, oy);
+ defaultPos:= false
+ end;
+ gtBlowTorch: begin
+ DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
+ DrawHedgehog(sx, sy,
+ sign,
+ 3,
+ HH^.visStepPos div 2,
+ 0);
+ with HH^ do
+ if (HatTex <> nil) then
+ begin
+ DrawTextureF(HatTex,
+ 1,
+ sx,
+ sy - 5,
+ 0,
+ sign,
+ 32,
+ 32);
+ if HatTex^.w > 64 then
+ begin
+ Tint(HH^.Team^.Clan^.Color);
+ DrawTextureF(HatTex,
+ 1,
+ sx,
+ sy - 5,
+ 32,
+ sign,
+ 32,
+ 32);
+ Tint($FF, $FF, $FF, $FF)
+ end
+ end;
+ defaultPos:= false
+ end;
+ gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
+ gtFirePunch: begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 1,
+ 4,
+ 0);
+ defaultPos:= false
+ end;
+ gtPickHammer: begin
+ defaultPos:= false;
+ dec(sy,20);
+ end;
+ gtTeleport: defaultPos:= false;
+ gtWhip: begin
+ DrawRotatedF(sprWhip,
+ sx,
+ sy,
+ 1,
+ sign,
+ 0);
+ defaultPos:= false
+ end;
+ gtHammer: begin
+ DrawRotatedF(sprHammer,
+ sx,
+ sy,
+ 1,
+ sign,
+ 0);
+ defaultPos:= false
+ end;
+ gtResurrector: begin
+ DrawRotated(sprHandResurrector, sx, sy, 0, 0);
+ defaultPos:= false
+ end;
+ gtKamikaze: begin
+ if CurAmmoGear^.Pos = 0 then
+ DrawHedgehog(sx, sy,
+ sign,
+ 1,
+ 6,
+ 0)
+ else
+ DrawRotatedF(sprKamikaze,
+ ox, oy,
+ CurAmmoGear^.Pos - 1,
+ sign,
+ aangle);
+ defaultPos:= false
+ end;
+ gtSeduction: begin
+ if CurAmmoGear^.Pos >= 6 then
+ DrawHedgehog(sx, sy,
+ sign,
+ 2,
+ 2,
+ 0)
+ else
+ begin
+ DrawRotatedF(sprDress,
+ ox, oy,
+ CurAmmoGear^.Pos,
+ sign,
+ 0);
+ DrawSprite(sprCensored, ox - 32, oy - 20, 0)
+ end;
+ defaultPos:= false
+ end;
+ gtFlamethrower: begin
+ DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
+ end;
+ end;
+
+ case CurAmmoGear^.Kind of
+ gtShotgunShot,
+ gtDEagleShot,
+ gtSniperRifleShot,
+ gtShover: begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 0,
+ 4,
+ 0);
+ defaultPos:= false;
+ HatVisible:= true
+ end
+ end
+ end else
+
+ if ((Gear^.State and gstHHJumping) <> 0) then
+ begin
+ DrawHedgehog(sx, sy,
+ sign*m,
+ 1,
+ 1,
+ 0);
+ HatVisible:= true;
+ defaultPos:= false
+ end else
+
+ if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
+ begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 0,
+ HH^.visStepPos div 2,
+ 0);
+ defaultPos:= false;
+ HatVisible:= true
+ end
+ else
+
+ if ((Gear^.State and gstAnimation) <> 0) then
+ begin
+ if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
+ begin
+ Gear^.State:= Gear^.State and not gstAnimation;
+ end
+ else
+ begin
+ DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
+ sx,
+ sy,
+ Gear^.Pos,
+ sign,
+ 0.0);
+ defaultPos:= false
+ end
+ end
+ else
+ if ((Gear^.State and gstAttacked) = 0) then
+ begin
+ if HH^.Timer > 0 then
+ begin
+ // There must be a tidier way to do this. Anyone?
+ if aangle <= 90 then aangle:= aangle+360;
+ if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
+ else aangle:= aangle+((240-aangle)*HH^.Timer/10);
+ dec(HH^.Timer)
+ end;
+ amt:= CurrentHedgehog^.CurAmmoType;
+ CurWeapon:= GetAmmoEntry(HH^);
+ case amt of
+ amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
+ amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
+ amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
+ amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
+ amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
+ amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
+ amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+ amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
+ amSineGun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
+ amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
+ DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
+ else
+ DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), sign, aangle);
+ amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
+ amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
+ amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
+ amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
+ amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
+ amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
+ amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
+ amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
+ amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
+ amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
+ amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
+ amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
+ amSeduction: DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
+ amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ amRCPlane: begin
+ DrawRotated(sprHandPlane, hx, hy, sign, 0);
+ defaultPos:= false
+ end;
+ amGirder: begin
+ DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
+ DrawSpriteClipped(sprGirder,
+ ox-256,
+ oy-256,
+ LongInt(topY)+WorldDy,
+ LongInt(rightX)+WorldDx,
+ cWaterLine+WorldDy,
+ LongInt(leftX)+WorldDx)
+ end;
+ amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
+ amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
+ end;
+
+ case amt of
+ amAirAttack,
+ amMineStrike,
+ amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
+ amPickHammer: DrawHedgehog(sx, sy,
+ sign,
+ 1,
+ 2,
+ 0);
+ amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
+ amKamikaze: DrawHedgehog(sx, sy,
+ sign,
+ 1,
+ 5,
+ 0);
+ amWhip: DrawRotatedF(sprWhip,
+ sx,
+ sy,
+ 0,
+ sign,
+ 0);
+ amHammer: DrawRotatedF(sprHammer,
+ sx,
+ sy,
+ 0,
+ sign,
+ 0);
+ else
+ DrawHedgehog(sx, sy,
+ sign,
+ 0,
+ 4,
+ 0);
+
+ HatVisible:= true;
+ (* with HH^ do
+ if (HatTex <> nil)
+ and (HatVisibility > 0) then
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ sy - 5,
+ 0,
+ sign,
+ 32,
+ 32); *)
+ end;
+
+ case amt of
+ amBaseballBat: DrawRotated(sprHandBaseball,
+ sx - 4 * sign,
+ sy + 9, sign, aangle);
+ end;
+
+ defaultPos:= false
+ end;
+
+ end else // not gstHHDriven
+ begin
+ if (Gear^.Damage > 0)
+ and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
+ begin
+ DrawHedgehog(sx, sy,
+ sign,
+ 2,
+ 1,
+ Gear^.DirAngle);
+ defaultPos:= false
+ end else
+
+ if ((Gear^.State and gstHHJumping) <> 0) then
+ begin
+ DrawHedgehog(sx, sy,
+ sign*m,
+ 1,
+ 1,
+ 0);
+ defaultPos:= false
+ end;
+ end;
+
+ with HH^ do
+ begin
+ if defaultPos then
+ begin
+ DrawRotatedF(sprHHIdle,
+ sx,
+ sy,
+ (RealTicks div 128 + Gear^.Pos) mod 19,
+ sign,
+ 0);
+ HatVisible:= true;
+ end;
+
+ if HatVisible then
+ if HatVisibility < 1.0 then
+ HatVisibility:= HatVisibility + 0.2
+ else
+ else
+ if HatVisibility > 0.0 then
+ HatVisibility:= HatVisibility - 0.2;
+
+ if (HatTex <> nil)
+ and (HatVisibility > 0) then
+ if DefaultPos then
+ begin
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ sy - 5,
+ (RealTicks div 128 + Gear^.Pos) mod 19,
+ sign,
+ 32,
+ 32);
+ if HatTex^.w > 64 then
+ begin
+ Tint(HH^.Team^.Clan^.Color);
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ sy - 5,
+ (RealTicks div 128 + Gear^.Pos) mod 19 + 32,
+ sign,
+ 32,
+ 32);
+ Tint($FF, $FF, $FF, $FF)
+ end
+ end
+ else
+ begin
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ sy - 5,
+ 0,
+ sign*m,
+ 32,
+ 32);
+ if HatTex^.w > 64 then
+ begin
+ Tint(HH^.Team^.Clan^.Color);
+ DrawTextureF(HatTex,
+ HatVisibility,
+ sx,
+ sy - 5,
+ 32,
+ sign*m,
+ 32,
+ 32);
+ Tint($FF, $FF, $FF, $FF)
+ end
+ end
+ end;
+ if (Gear^.State and gstHHDriven) <> 0 then
+ begin
+ (* if (CurAmmoGear = nil) then
+ begin
+ amt:= CurrentHedgehog^.CurAmmoType;
+ case amt of
+ amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
+ end
+ end; *)
+ if CurAmmoGear <> nil then
+ begin
+ case CurAmmoGear^.Kind of
+ gtJetpack: begin
+ DrawSprite(sprJetpack, sx-32, sy-32, 0);
+ if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
+ begin
+ if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1);
+ if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2);
+ if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3)
+ end;
+ if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
+ DrawAltWeapon(Gear, sx, sy)
+ end;
+ end;
+ end
+ end;
+
+ with HH^ do
+ begin
+ if ((Gear^.State and not gstWinner) = 0)
+ or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
+ or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
+ begin
+ t:= sy - cHHRadius - 9;
+ if (cTagsMask and htTransparent) <> 0 then
+ Tint($FF, $FF, $FF, $80);
+ if ((cTagsMask and htHealth) <> 0) then
+ begin
+ dec(t, HealthTagTex^.h + 2);
+ DrawCentered(ox, t, HealthTagTex)
+ end;
+ if (cTagsMask and htName) <> 0 then
+ begin
+ dec(t, NameTagTex^.h + 2);
+ DrawCentered(ox, t, NameTagTex)
+ end;
+ if (cTagsMask and htTeamName) <> 0 then
+ begin
+ dec(t, Team^.NameTagTex^.h + 2);
+ DrawCentered(ox, t, Team^.NameTagTex)
+ end;
+ if (cTagsMask and htTransparent) <> 0 then
+ Tint($FF, $FF, $FF, $FF)
+ end;
+ if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
+ begin
+ if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
+ DrawSprite(sprFinger, ox - 16, oy - 64,
+ GameTicks div 32 mod 16);
+
+ if (Gear^.State and gstDrowning) = 0 then
+ if (Gear^.State and gstHHThinking) <> 0 then
+ DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
+ end
+ end;
+
+ if HH^.Effects[hePoisoned] then
+ begin
+ Tint($00, $FF, $40, $80);
+ DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
+ end;
+ if HH^.Effects[heResurrected] then
+ begin
+ Tint($f5, $db, $35, $20);
+ DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
+ end;
+
+ if Gear^.Invulnerable then
+ begin
+ Tint($FF, $FF, $FF, max($40, round($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
+ DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
+ end;
+ if cVampiric and
+ (CurrentHedgehog^.Gear <> nil) and
+ (CurrentHedgehog^.Gear = Gear) then
+ begin
+ Tint($FF, 0, 0, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
+ DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
+ end;
+ Tint($FF, $FF, $FF, $FF)
+end;
+
+
+procedure RenderGear(Gear: PGear; x, y: LongInt);
+var
+ HHGear: PGear;
+ i: Longword;
+ startX, endX, startY, endY: LongInt;
+begin
+ case Gear^.Kind of
+ gtBomb: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
+ gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
+ gtMolotov: DrawRotated(sprMolotov, x, y, 0, Gear^.DirAngle);
+
+ gtRCPlane: begin
+ if (Gear^.Tag = -1) then
+ DrawRotated(sprPlane, x, y, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
+ else
+ DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX));
+ if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
+ DrawRotatedf(sprFinger, x, y, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
+ end;
+ gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
+
+ gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
+ or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
+ or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
+ DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
+ else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
+
+ gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
+ DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
+ else
+ DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+ gtHedgehog: DrawHH(Gear, x, y);
+
+ gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+
+ gtGrave: begin
+ DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
+ if Gear^.Health > 0 then
+ begin
+ //Tint($33, $33, $FF, max($40, round($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($FF, $FF, $FF, max($40, round($FF * abs(1 - (RealTicks mod 1500) / 750))));
+ DrawSprite(sprVampiric, x - 24, y - 24, 0);
+ Tint($FF, $FF, $FF, $FF)
+ end
+ end;
+ gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
+ gtRope: DrawRope(Gear);
+ gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
+ DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
+ else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
+ else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
+ gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
+ DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
+ else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
+ else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
+ gtCase: case Gear^.Pos of
+ posCaseAmmo : begin
+ i:= (GameTicks shr 6) mod 64;
+ if i > 18 then i:= 0;
+ DrawSprite(sprCase, x - 24, y - 24, i);
+ end;
+ posCaseHealth: begin
+ i:= ((GameTicks shr 6) + 38) mod 64;
+ if i > 13 then i:= 0;
+ DrawSprite(sprFAid, x - 24, y - 24, i);
+ end;
+ posCaseUtility: begin
+ i:= (GameTicks shr 6) mod 70;
+ if i > 23 then i:= 0;
+ i:= i mod 12;
+ DrawSprite(sprUtility, x - 24, y - 24, i);
+ end;
+ end;
+ gtExplosives: begin
+ if ((Gear^.State and gstDrowning) <> 0) then
+ DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
+ else if Gear^.State and gstAnimation = 0 then
+ begin
+ i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
+ if i > 18 then i:= 0;
+ DrawSprite(sprExplosives, x - 24, y - 24, i)
+ end
+ else if Gear^.State and gsttmpFlag = 0 then
+ DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
+ else
+ DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
+ end;
+ gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
+ gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
+ gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
+ gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
+ gtParachute: begin
+ DrawSprite(sprParachute, x - 24, y - 48, 0);
+ DrawAltWeapon(Gear, x + 1, y - 3)
+ end;
+ gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0)
+ else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1);
+ gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtTeleport: begin
+ HHGear:= Gear^.Hedgehog^.Gear;
+ if not Gear^.Hedgehog^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
+ DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
+ end;
+ gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
+ gtTarget: begin
+ Tint($FF, $FF, $FF, round($FF * Gear^.Timer / 1000));
+ DrawSprite(sprTarget, x - 16, y - 16, 0);
+ Tint($FF, $FF, $FF, $FF);
+ end;
+ gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ gtCake: if Gear^.Pos = 6 then
+ DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
+ else
+ DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
+ gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0);
+ gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
+ gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
+ gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
+ gtBirdy: begin
+ if Gear^.State and gstAnimation = gstAnimation then
+ begin
+ if Gear^.State and gstTmpFlag = 0 then // Appearing
+ begin
+ endX:= x - WorldDx;
+ endY:= y - WorldDy;
+ if Gear^.Tag < 0 then
+ startX:= max(LAND_WIDTH + 1024, endX + 2048)
+ else
+ startX:= max(-LAND_WIDTH - 1024, endX - 2048);
+ startY:= endY - 256;
+ DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + round((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + 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(LAND_WIDTH + 1024, startX + 2048)
+ else
+ endX:= max(-LAND_WIDTH - 1024, startX - 2048);
+ endY:= startY + 256;
+ DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + round((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + 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
+ DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
+ end;
+ gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
+ gtPiano: begin
+ if (Gear^.State and gstDrowning) = 0 then
+ begin
+ Tint($FF, $FF, $FF, $10);
+ for i:= 8 downto 1 do
+ DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
+ Tint($FF, $FF, $FF, $FF)
+ end;
+ DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0);
+ end;
+ gtPoisonCloud: begin
+ if Gear^.Timer < 1020 then
+ Tint($C0, $C0, $00, Gear^.Timer div 8)
+ else if Gear^.Timer > 3980 then
+ Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
+ else
+ Tint($C0, $C0, $00, $C0);
+ DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
+ Tint($FF, $FF, $FF, $FF)
+ end;
+ gtResurrector: begin
+ DrawRotated(sprCross, x, y, 0, 0);
+ Tint($f5, $db, $35, max($00, round($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
+ DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
+ Tint($FF, $FF, $FF, $FF);
+ end;
+ gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
+ end;
+ if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
+end;
+
+end.