--- a/hedgewars/GSHandlers.inc Mon May 10 00:56:16 2010 +0000
+++ b/hedgewars/GSHandlers.inc Mon May 10 04:41:19 2010 +0000
@@ -17,97 +17,105 @@
*)
procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
-var gi: PGear;
- d: LongInt;
+var
+ gi: PGear;
+ d: LongInt;
begin
- gi:= GearsList;
+ gi := GearsList;
while gi <> nil do
+ begin
+ if (gi^.Kind = gtHedgehog) then
begin
- if (gi^.Kind = gtHedgehog) then
+ d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
+ if (d > 1) and not gi^.Invulnerable and (GetRandom(2) = 0) then
begin
- d:= r - hwRound(Distance(gi^.X - x, gi^.Y - y));
- if (d > 1) and not gi^.Invulnerable and (GetRandom(2) = 0) then
- begin
if (CurrentHedgehog^.Gear = gi) then
PlaySound(sndOops, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
else
- begin
+ begin
if (gi^.State and gstMoving) = 0 then
- gi^.State:= gi^.State or gstLoser;
+ gi^.State := gi^.State or gstLoser;
if d > r div 2 then
PlaySound(sndNooo, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
else
PlaySound(sndUhOh, PHedgehog(gi^.Hedgehog)^.Team^.voicepack);
- end;
end;
end;
- gi:= gi^.NextGear
end;
+ gi := gi^.NextGear
+ end;
end;
////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrowningGear(Gear: PGear); forward;
+procedure doStepDrowningGear(Gear: PGear);
+forward;
function CheckGearDrowning(Gear: PGear): boolean;
-var skipSpeed, skipAngle, skipDecay: hwFloat;
+var
+ skipSpeed, skipAngle, skipDecay: hwFloat;
i, maxDrops: LongInt;
particle: PVisualGear;
begin
-// probably needs tweaking. might need to be in a case statement based upon gear type
-if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
+ // probably needs tweaking. might need to be in a case statement based upon gear type
+ if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
begin
- skipSpeed:= _0_25;
- skipAngle:= _1_9;
- skipDecay:= _0_87; // this could perhaps be a tiny bit higher.
- if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
- (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
- begin
- Gear^.dY.isNegative:= true;
- Gear^.dY:= Gear^.dY * skipDecay;
- Gear^.dX:= Gear^.dX * skipDecay;
- CheckGearDrowning:= false;
- PlaySound(sndSkip)
- end
- else
+ skipSpeed := _0_25;
+ skipAngle := _1_9;
+ skipDecay := _0_87;
+ // this could perhaps be a tiny bit higher.
+ if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
+ (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
+ begin
+ Gear^.dY.isNegative := true;
+ Gear^.dY := Gear^.dY * skipDecay;
+ Gear^.dX := Gear^.dX * skipDecay;
+ CheckGearDrowning := false;
+ PlaySound(sndSkip)
+ end
+ else
begin
- CheckGearDrowning:= true;
- Gear^.State:= gstDrowning;
- Gear^.RenderTimer:= false;
- if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
- Gear^.doStep:= @doStepDrowningGear;
- if Gear^.Kind = gtHedgehog then
+ CheckGearDrowning := true;
+ Gear^.State := gstDrowning;
+ Gear^.RenderTimer := false;
+ if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
+ Gear^.doStep := @doStepDrowningGear;
+ if Gear^.Kind = gtHedgehog then
begin
- Gear^.State:= Gear^.State and (not gstHHDriven);
- AddCaption(Format(GetEventString(eidDrowned), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
+ Gear^.State := Gear^.State and (not gstHHDriven);
+ AddCaption(Format(GetEventString(eidDrowned), PHedgehog(Gear^.Hedgehog)^.Name),
+ cWhiteColor, capgrpMessage);
end;
- if hwRound(Gear^.Y) < cWaterLine + 64 + Gear^.Radius then // don't play splash if they are already way past the surface
- PlaySound(sndSplash)
+ if hwRound(Gear^.Y) < cWaterLine + 64 + Gear^.Radius then
+ // don't play splash if they are already way past the surface
+ PlaySound(sndSplash)
end;
-
- if not cReducedQuality and (hwRound(Gear^.Y) < cWaterLine + 64 + Gear^.Radius) then
+
+ if not cReducedQuality and (hwRound(Gear^.Y) < cWaterLine + 64 + Gear^.Radius) then
begin
- AddVisualGear(hwRound(Gear^.X), cWaterLine, vgtSplash);
-
- maxDrops := (Gear^.Radius div 2) + hwRound(Gear^.dX * Gear^.Radius * 2) + hwRound(Gear^.dY * Gear^.Radius * 2);
- for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
+ AddVisualGear(hwRound(Gear^.X), cWaterLine, vgtSplash);
+
+ maxDrops := (Gear^.Radius div 2) + hwRound(Gear^.dX * Gear^.Radius * 2) + hwRound(Gear^.
+ dY * Gear^.Radius * 2);
+ for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
begin
- particle := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), cWaterLine, vgtDroplet);
- if particle <> nil then
+ particle := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), cWaterLine, vgtDroplet);
+ if particle <> nil then
begin
- particle^.dX := particle^.dX - (Gear^.dX / 10);
- particle^.dY := particle^.dY - (Gear^.dY / 5)
+ particle^.dX := particle^.dX - (Gear^.dX / 10);
+ particle^.dY := particle^.dY - (Gear^.dY / 5)
end
end
end;
end
-else
- CheckGearDrowning:= false
+ else
+ CheckGearDrowning := false
end;
procedure CheckCollision(Gear: PGear);
begin
-if TestCollisionXwithGear(Gear, hwSign(Gear^.X)) or TestCollisionYwithGear(Gear, hwSign(Gear^.Y))
- then Gear^.State:= Gear^.State or gstCollision
- else Gear^.State:= Gear^.State and not gstCollision
+ if TestCollisionXwithGear(Gear, hwSign(Gear^.X)) or TestCollisionYwithGear(Gear, hwSign(Gear^.Y)
+ )
+ then Gear^.State := Gear^.State or gstCollision
+ else Gear^.State := Gear^.State and not gstCollision
end;
procedure CheckHHDamage(Gear: PGear);
@@ -116,263 +124,283 @@
i: LongInt;
particle: PVisualGear;
begin
-if _0_4 < Gear^.dY then
+ if _0_4 < Gear^.dY then
begin
- dmg:= ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
- if dmg < 1 then exit;
-
- for i:= min(12, (3 + dmg div 10)) downto 0 do begin
- particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
- if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5);
+ dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
+ if dmg < 1 then exit;
+
+ for i:= min(12, (3 + dmg div 10)) downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,
+ vgtDust);
+ if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5);
end;
- if(Gear^.Invulnerable) then exit;
-
- if _0_6 < Gear^.dY then
- PlaySound(sndOw4, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
- else
- PlaySound(sndOw1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
-
- ApplyDamage(Gear, dmg);
+ if (Gear^.Invulnerable) then exit;
+
+ if _0_6 < Gear^.dY then
+ PlaySound(sndOw4, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
+ else
+ PlaySound(sndOw1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
+
+ ApplyDamage(Gear, dmg);
end
end;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
-var dAngle: real;
+var
+ dAngle: real;
begin
-dAngle:= (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
-if not Gear^.dX.isNegative then
- Gear^.DirAngle:= Gear^.DirAngle + dAngle
-else
- Gear^.DirAngle:= Gear^.DirAngle - dAngle;
-
-if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360
-else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360
+ dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
+ if not Gear^.dX.isNegative then
+ Gear^.DirAngle := Gear^.DirAngle + dAngle
+ else
+ Gear^.DirAngle := Gear^.DirAngle - dAngle;
+
+ if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360
+ else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
begin
-AllInactive:= false;
-Gear^.Y:= Gear^.Y + cDrownSpeed;
-Gear^.X:= Gear^.X + Gear^.dX * cDrownSpeed;
-if (cWaterOpacity > $FE) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then DeleteGear(Gear);
-// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
-if (cWaterOpacity < $FF) and ((GameTicks and $1F) = 0) then
- if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
- AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
+ AllInactive := false;
+ Gear^.Y := Gear^.Y + cDrownSpeed;
+ Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
+ if (cWaterOpacity > $FE) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
+ DeleteGear(Gear);
+ // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
+ if (cWaterOpacity < $FF) and ((GameTicks and $1F) = 0) then
+ if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
+ AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius,
+ vgtBubble)
else if Random(12) = 0 then
- AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
+ AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius,
+ vgtBubble)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
-var isFalling: boolean;
+var
+ isFalling: boolean;
//tmp: QWord;
tdX, tdY: hwFloat;
collV, collH: LongInt;
begin
-if Gear^.dX > _0_995 then Gear^.dX:= _0_995;
-if Gear^.dY > _0_995 then Gear^.dY:= _0_995;
-Gear^.State:= Gear^.State and not gstCollision;
-collV:= 0;
-collH:= 0;
-tdX:= Gear^.dX;
-tdY:= Gear^.dY;
+ if Gear^.dX > _0_995 then Gear^.dX := _0_995;
+ if Gear^.dY > _0_995 then Gear^.dY := _0_995;
+ Gear^.State := Gear^.State and not gstCollision;
+ collV := 0;
+ collH := 0;
+ tdX := Gear^.dX;
+ tdY := Gear^.dY;
+
// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
-if (hwRound(Gear^.X) < LAND_WIDTH div -2) or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then
+ if (hwRound(Gear^.X) < LAND_WIDTH div -2) or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then
begin
- Gear^.State:= Gear^.State or gstCollision;
- exit
+ Gear^.State := Gear^.State or gstCollision;
+ exit
end;
-if Gear^.dY.isNegative then
+ if Gear^.dY.isNegative then
begin
- isFalling:= true;
- if TestCollisionYwithGear(Gear, -1) then
+ isFalling := true;
+ if TestCollisionYwithGear(Gear, -1) then
begin
- collV:= -1;
- Gear^.dX:= Gear^.dX * Gear^.Friction;
- Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
- Gear^.State:= Gear^.State or gstCollision
+ collV := -1;
+ Gear^.dX := Gear^.dX * Gear^.Friction;
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
end
- else if (Gear^.AdvBounce=1) and TestCollisionYwithGear(Gear, 1) then collV:= 1;
- end
-else if TestCollisionYwithGear(Gear, 1) then
+ else if (Gear^.AdvBounce=1) and TestCollisionYwithGear(Gear, 1) then collV := 1;
+ end
+ else if TestCollisionYwithGear(Gear, 1) then
+ begin
+ collV := 1;
+ isFalling := false;
+ Gear^.dX := Gear^.dX * Gear^.Friction;
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else
begin
- collV:= 1;
- isFalling:= false;
- Gear^.dX:= Gear^.dX * Gear^.Friction;
- Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
- Gear^.State:= Gear^.State or gstCollision
- end
-else
- begin
- isFalling:= true;
- if (Gear^.AdvBounce=1) and not Gear^.dY.isNegative and TestCollisionYwithGear(Gear, -1) then collV:= -1;
+ isFalling := true;
+ if (Gear^.AdvBounce=1) and not Gear^.dY.isNegative and TestCollisionYwithGear(Gear, -1) then
+ collV := -1;
end;
-if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+ if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
- collH:= hwSign(Gear^.dX);
- Gear^.dX:= - Gear^.dX * Gear^.Elasticity;
- Gear^.dY:= Gear^.dY * Gear^.Elasticity;
- Gear^.State:= Gear^.State or gstCollision
- end
-else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then collH:= -hwSign(Gear^.dX);
-
-//if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
-if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
+ collH := hwSign(Gear^.dX);
+ Gear^.dX := - Gear^.dX * Gear^.Elasticity;
+ Gear^.dY := Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
+ collH := -hwSign(Gear^.dX);
+ //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
+ if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1) or ((tdX.QWordValue +
+ tdY.QWordValue) > _0_2.QWordValue)) then
begin
- Gear^.dX:= tdY*Gear^.Elasticity*Gear^.Friction;
- Gear^.dY:= tdX*Gear^.Elasticity;//*Gear^.Friction;
- Gear^.dY.isNegative:= not tdY.isNegative;
- isFalling:= false;
- Gear^.AdvBounce:= 10;
+ Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
+ Gear^.dY := tdX*Gear^.Elasticity;
+ //*Gear^.Friction;
+ Gear^.dY.isNegative := not tdY.isNegative;
+ isFalling := false;
+ Gear^.AdvBounce := 10;
end;
-if Gear^.AdvBounce > 1 then dec(Gear^.AdvBounce);
-
-if isFalling then Gear^.dY:= Gear^.dY + cGravity;
-
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-CheckGearDrowning(Gear);
-//if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
-if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and
- (not isFalling) then
- Gear^.State:= Gear^.State and not gstMoving
-else
- Gear^.State:= Gear^.State or gstMoving;
-
-if (Gear^.nImpactSounds > 0) then
- if ((Gear^.Damage <> 0) or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving))) and
- ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)) then
- PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
+ if Gear^.AdvBounce > 1 then dec(Gear^.AdvBounce);
+
+ if isFalling then Gear^.dY := Gear^.dY + cGravity;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckGearDrowning(Gear);
+ //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
+ if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and
+ (not isFalling) then
+ Gear^.State := Gear^.State and not gstMoving
+ else
+ Gear^.State := Gear^.State or gstMoving;
+
+ if (Gear^.nImpactSounds > 0) then
+ if ((Gear^.Damage <> 0) or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or
+ gstMoving))) and
+ ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)) then
+ PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true
+ );
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
-var i, x, y: LongInt;
+var
+ i, x, y: LongInt;
dX, dY: hwFloat;
Fire: PGear;
begin
-AllInactive:= false;
-
-doStepFallingGear(Gear);
-
-dec(Gear^.Timer);
-if Gear^.Timer = 1000 then // might need adjustments
- case Gear^.Kind of
- gtAmmo_Bomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
- gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
- gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
- gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
- gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+ AllInactive := false;
+
+ doStepFallingGear(Gear);
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 1000 then // might need adjustments
+ case Gear^.Kind of
+ gtAmmo_Bomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+ gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
+ gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
+ gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
+ gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+ end;
+
+ if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
+ begin
+ CheckCollision(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLDontDraw or EXPLNoGfx);
end;
-if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
- begin
- CheckCollision(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLDontDraw or EXPLNoGfx);
- end;
-
-if Gear^.Timer = 0 then
+ if Gear^.Timer = 0 then
begin
- case Gear^.Kind of
- gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, EXPLAutoSound);
- gtClusterBomb: begin
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- doMakeExplosion(x, y, 20, EXPLAutoSound);
- for i:= 0 to 4 do
- begin
- dX:= rndSign(GetRandom * _0_1);
- dY:= (GetRandom - _3) * _0_08;
- AddGear(x, y, gtCluster, 0, dX, dY, 25);
- end
- end;
- gtWatermelon: begin
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- doMakeExplosion(x, y, 75, EXPLAutoSound);
- for i:= 0 to 5 do
- begin
- dX:= rndSign(GetRandom * _0_1);
- dY:= (GetRandom - _1_5) * _0_3;
- AddGear(x, y, gtMelonPiece, 0, dX, dY, 75)^.DirAngle:= i * 60;
- end
- end;
- gtHellishBomb: begin
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- doMakeExplosion(x, y, 90, EXPLAutoSound);
-
- for i:= 0 to 127 do
- begin
- dX:= AngleCos(i * 16) * _0_5 * (GetRandom + _1);
- dY:= AngleSin(i * 16) * _0_5 * (GetRandom + _1);
- Fire:= AddGear(x, y, gtFlame, 0, dX, dY, 0);
- if i mod 2 = 0 then Fire^.State:= Fire^.State or gsttmpFlag;
- Fire:= AddGear(x, y, gtFlame, 0, dX, -dY, 0);
- if i mod 2 <> 0 then Fire^.State:= Fire^.State or gsttmpFlag;
- end
- end;
- gtGasBomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound or EXPLPoisoned);
+ case Gear^.Kind of
+ gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, EXPLAutoSound);
+ gtClusterBomb:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ doMakeExplosion(x, y, 20, EXPLAutoSound);
+ for i:= 0 to 4 do
+ begin
+ dX := rndSign(GetRandom * _0_1);
+ dY := (GetRandom - _3) * _0_08;
+ AddGear(x, y, gtCluster, 0, dX, dY, 25);
+ end
end;
- DeleteGear(Gear);
- exit
+ gtWatermelon:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ doMakeExplosion(x, y, 75, EXPLAutoSound);
+ for i:= 0 to 5 do
+ begin
+ dX := rndSign(GetRandom * _0_1);
+ dY := (GetRandom - _1_5) * _0_3;
+ AddGear(x, y, gtMelonPiece, 0, dX, dY, 75)^.DirAngle := i * 60;
+ end
end;
+ gtHellishBomb:
+begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ doMakeExplosion(x, y, 90, EXPLAutoSound);
+
+ for i:= 0 to 127 do
+ begin
+ dX := AngleCos(i * 16) * _0_5 * (GetRandom + _1);
+ dY := AngleSin(i * 16) * _0_5 * (GetRandom + _1);
+ Fire := AddGear(x, y, gtFlame, 0, dX, dY, 0);
+ if i mod 2 = 0 then Fire^.State := Fire^.State or gsttmpFlag;
+ Fire := AddGear(x, y, gtFlame, 0, dX, -dY, 0);
+ if i mod 2 <> 0 then Fire^.State := Fire^.State or gsttmpFlag;
+ end
+end;
+gtGasBomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound or EXPLPoisoned);
+end;
+DeleteGear(Gear);
+exit
+end;
CalcRotationDirAngle(Gear);
if Gear^.Kind = gtHellishBomb then
- begin
+begin
if Gear^.Timer = 3000 then
- begin
- Gear^.nImpactSounds:= 0;
+ begin
+ Gear^.nImpactSounds := 0;
PlaySound(sndHellish);
- end;
+ end;
if (GameTicks and $3F) = 0 then
if (Gear^.State and gstCollision) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
- end;
+end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
-var i, gX, gY: LongInt;
+var
+ i, gX, gY: LongInt;
dX, dY: hwFloat;
Fire: PGear;
begin
- AllInactive:= false;
-
+ AllInactive := false;
+
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
- if (Gear^.State and gstCollision) <> 0 then begin
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
PlaySound(sndMolotov);
- gX:= hwRound(Gear^.X);
- gY:= hwRound(Gear^.Y);
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
//doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 5, EXPLAutoSound);
- for i:= 0 to 20 do begin
- dX:= AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
- dY:= AngleSin(i * 8) * _0_5 * (GetRandom + _1);
- Fire:= AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
- Fire^.State:= Fire^.State or gsttmpFlag;
- Fire:= AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
- Fire^.State:= Fire^.State or gsttmpFlag;
- Fire:= AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
- Fire^.State:= Fire^.State or gsttmpFlag;
- Fire:= AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
- Fire^.State:= Fire^.State or gsttmpFlag;
+ for i:= 0 to 20 do
+ begin
+ dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
+ dY := AngleSin(i * 8) * _0_5 * (GetRandom + _1);
+ Fire := AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
+ Fire^.State := Fire^.State or gsttmpFlag;
+ Fire := AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
+ Fire^.State := Fire^.State or gsttmpFlag;
+ Fire := AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
+ Fire^.State := Fire^.State or gsttmpFlag;
+ Fire := AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
+ Fire^.State := Fire^.State or gsttmpFlag;
end;
DeleteGear(Gear);
exit
@@ -381,937 +409,983 @@
procedure doStepWatermelon(Gear: PGear);
begin
-AllInactive:= false;
-Gear^.doStep:= @doStepBomb
+ AllInactive := false;
+ Gear^.doStep := @doStepBomb
end;
procedure doStepCluster(Gear: PGear);
begin
-AllInactive:= false;
-doStepFallingGear(Gear);
-if (Gear^.State and gstCollision) <> 0 then
+ AllInactive := false;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, EXPLAutoSound);
- DeleteGear(Gear);
- exit
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
end;
-if (Gear^.Kind = gtMelonPiece) or (Gear^.Kind = gtBall) then
- CalcRotationDirAngle(Gear)
-else
- if (GameTicks and $1F) = 0 then
+ if (Gear^.Kind = gtMelonPiece) or (Gear^.Kind = gtBall) then
+ CalcRotationDirAngle(Gear)
+ else if (GameTicks and $1F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrenade(Gear: PGear);
begin
-AllInactive:= false;
-Gear^.dX:= Gear^.dX + cWindSpeed;
-doStepFallingGear(Gear);
-if (Gear^.State and gstCollision) <> 0 then
+ AllInactive := false;
+ Gear^.dX := Gear^.dX + cWindSpeed;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- DeleteGear(Gear);
- exit
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
end;
-if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
-AllInactive:= false;
-if Gear^.dY.isNegative then
- if TestCollisionY(Gear, -1) then Gear^.dY:= _0;
-
-if not Gear^.dY.isNegative then
- if TestCollisionY(Gear, 1) then
- begin
- Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
- if Gear^.dY > - _1div1024 then
- begin
- Gear^.Active:= false;
- exit
- end else if Gear^.dY < - _0_03 then PlaySound(Gear^.ImpactSound)
- end;
-
-Gear^.Y:= Gear^.Y + Gear^.dY;
-CheckGearDrowning(Gear);
-Gear^.dY:= Gear^.dY + cGravity
+ AllInactive := false;
+ if Gear^.dY.isNegative then
+ if TestCollisionY(Gear, -1) then Gear^.dY := _0;
+
+ if not Gear^.dY.isNegative then
+ if TestCollisionY(Gear, 1) then
+ begin
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ if Gear^.dY > - _1div1024 then
+ begin
+ Gear^.Active := false;
+ exit
+ end
+ else if Gear^.dY < - _0_03 then PlaySound(Gear^.ImpactSound)
+ end;
+
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckGearDrowning(Gear);
+ Gear^.dY := Gear^.dY + cGravity
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeWork(Gear: PGear);
-var t: hwFloat;
+var
+ t: hwFloat;
gX,gY: LongInt;
nuw: boolean;
-const uw: boolean = false;
+
+const uw: boolean = false;
begin
-AllInactive:= false;
-gX:= hwRound(Gear^.X);
-gY:= hwRound(Gear^.Y);
-nuw:= (cWaterLine < hwRound(Gear^.Y) + Gear^.Radius);
-if nuw and not uw then
+ AllInactive := false;
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ nuw := (cWaterLine < hwRound(Gear^.Y) + Gear^.Radius);
+ if nuw and not uw then
begin
- AddVisualGear(gX, cWaterLine, vgtSplash);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
- StopSound(Gear^.SoundChannel);
- Gear^.SoundChannel:= LoopSound(sndBeeWater);
- uw:= nuw
+ AddVisualGear(gX, cWaterLine, vgtSplash);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ StopSound(Gear^.SoundChannel);
+ Gear^.SoundChannel := LoopSound(sndBeeWater);
+ uw := nuw
end
-else if not nuw and uw then
+ else if not nuw and uw then
+ begin
+ AddVisualGear(gX, cWaterLine, vgtSplash);
+ StopSound(Gear^.SoundChannel);
+ Gear^.SoundChannel := LoopSound(sndBee);
+ uw := nuw
+ end;
+
+
+ t := Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - gX));
+ Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - gY));
+
+ t := t / Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.dX * t;
+ Gear^.dY := Gear^.dY * t;
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (GameTicks and $3F) = 0 then
begin
- AddVisualGear(gX, cWaterLine, vgtSplash);
- StopSound(Gear^.SoundChannel);
- Gear^.SoundChannel:= LoopSound(sndBee);
- uw:= nuw
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBeeTrace);
end;
-
-t:= Distance(Gear^.dX, Gear^.dY);
-Gear^.dX:= Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - gX));
-Gear^.dY:= Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - gY));
-
-t:= t / Distance(Gear^.dX, Gear^.dY);
-Gear^.dX:= Gear^.dX * t;
-Gear^.dY:= Gear^.dY * t;
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-
-if (GameTicks and $3F) = 0 then
- begin
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBeeTrace);
- end;
-
-CheckCollision(Gear);
-dec(Gear^.Timer);
-if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
- begin
- StopSound(Gear^.SoundChannel);
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- DeleteGear(Gear);
- end;
+ CheckCollision(Gear);
+ dec(Gear^.Timer);
+ if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
+ begin
+ StopSound(Gear^.SoundChannel);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ DeleteGear(Gear);
+ end;
end;
procedure doStepBee(Gear: PGear);
begin
-AllInactive:= false;
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-Gear^.dY:= Gear^.dY + cGravity;
-CheckCollision(Gear);
-if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end;
-dec(Gear^.Timer);
-if Gear^.Timer = 0 then
- begin
- Gear^.SoundChannel:= LoopSound(sndBee);
- Gear^.Timer:= 5000;
- Gear^.doStep:= @doStepBeeWork
- end;
+ AllInactive := false;
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ Gear^.dY := Gear^.dY + cGravity;
+ CheckCollision(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ Gear^.SoundChannel := LoopSound(sndBee);
+ Gear^.Timer := 5000;
+ Gear^.doStep := @doStepBeeWork
+ end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
-AllInactive:= false;
-inc(Gear^.Timer);
-if Gear^.Timer > 75 then
+ AllInactive := false;
+ inc(Gear^.Timer);
+ if Gear^.Timer > 75 then
begin
- DeleteGear(Gear);
- AfterAttack
+ DeleteGear(Gear);
+ AfterAttack
end
end;
procedure doStepShotgunShot(Gear: PGear);
-var i: LongWord;
+var
+ i: LongWord;
shell: PVisualGear;
begin
-AllInactive:= false;
-
-if ((Gear^.State and gstAnimation) = 0) then
+ AllInactive := false;
+
+ if ((Gear^.State and gstAnimation) = 0) then
begin
- dec(Gear^.Timer);
- if Gear^.Timer = 0 then
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
begin
- PlaySound(sndShotgunFire);
- shell:= AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
- if shell <> nil then
- begin
- shell^.dX:= gear^.dX / -4;
- shell^.dY:= gear^.dY / -4;
- shell^.Frame:= 0
+ PlaySound(sndShotgunFire);
+ shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
+ if shell <> nil then
+ begin
+ shell^.dX := gear^.dX / -4;
+ shell^.dY := gear^.dY / -4;
+ shell^.Frame := 0
+ end;
+ Gear^.State := Gear^.State or gstAnimation
end;
- Gear^.State:= Gear^.State or gstAnimation
- end;
- exit
+ exit
end
else inc(Gear^.Timer);
-i:= 200;
-repeat
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-CheckCollision(Gear);
-if (Gear^.State and gstCollision) <> 0 then
- begin
- Gear^.X:= Gear^.X + Gear^.dX * 8;
- Gear^.Y:= Gear^.Y + Gear^.dY * 8;
- ShotgunShot(Gear);
- Gear^.doStep:= @doStepShotIdle;
- exit
- end;
-
-CheckGearDrowning(Gear);
-if (Gear^.State and gstDrowning) <> 0 then
- begin
- Gear^.doStep:= @doStepShotIdle;
- exit
- end;
-dec(i)
-until i = 0;
-if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
- Gear^.doStep:= @doStepShotIdle
+ i := 200;
+ repeat
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckCollision(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ Gear^.X := Gear^.X + Gear^.dX * 8;
+ Gear^.Y := Gear^.Y + Gear^.dY * 8;
+ ShotgunShot(Gear);
+ Gear^.doStep := @doStepShotIdle;
+ exit
+ end;
+
+ CheckGearDrowning(Gear);
+ if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ Gear^.doStep := @doStepShotIdle;
+ exit
+ end;
+ dec(i)
+ until i = 0;
+ if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0)
+ then
+ Gear^.doStep := @doStepShotIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletWork(Gear: PGear);
-var i, x, y: LongWord;
+var
+ i, x, y: LongWord;
oX, oY: hwFloat;
begin
-AllInactive:= false;
-inc(Gear^.Timer);
-i:= 80;
-oX:= Gear^.X;
-oY:= Gear^.Y;
-repeat
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
- and (Land[y, x] <> 0) then inc(Gear^.Damage);
- if Gear^.Damage > 5 then
- if Gear^.Ammo^.AmmoType = amDEagle then
- AmmoShove(Gear, 7, 20)
- else
- AmmoShove(Gear, Gear^.Timer, 20);
- CheckGearDrowning(Gear);
- dec(i)
-until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
-if Gear^.Damage > 0 then
- begin
- DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage:= 0
- end;
-if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and (cWaterOpacity < $FF) then
+ AllInactive := false;
+ inc(Gear^.Timer);
+ i := 80;
+ oX := Gear^.X;
+ oY := Gear^.Y;
+ repeat
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
+ and (Land[y, x] <> 0) then inc(Gear^.Damage);
+ if Gear^.Damage > 5 then
+ if Gear^.Ammo^.AmmoType = amDEagle then
+ AmmoShove(Gear, 7, 20)
+ else
+ AmmoShove(Gear, Gear^.Timer, 20);
+ CheckGearDrowning(Gear);
+ dec(i)
+ until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
+ if Gear^.Damage > 0 then
begin
- for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
+ DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0
+ end;
+ if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and (cWaterOpacity < $FF) then
+ begin
+ for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
begin
- if Random(6) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + Gear^.dY;
+ if Random(6) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
end;
end;
-if (Gear^.Health <= 0)
- or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
- or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
+ if (Gear^.Health <= 0)
+ or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
+ or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
begin
- if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then cLaserSighting:= false;
- if (Gear^.Ammo^.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and
- ((GameFlags and gfArtillery) = 0) then cArtillery:= false;
- Gear^.doStep:= @doStepShotIdle
+ if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
+ cLaserSighting := false;
+ if (Gear^.Ammo^.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and
+ ((GameFlags and gfArtillery) = 0) then cArtillery := false;
+ Gear^.doStep := @doStepShotIdle
end;
end;
procedure doStepDEagleShot(Gear: PGear);
begin
-PlaySound(sndGun);
-Gear^.doStep:= @doStepBulletWork
+ PlaySound(sndGun);
+ Gear^.doStep := @doStepBulletWork
end;
procedure doStepSniperRifleShot(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
shell: PVisualGear;
begin
-cArtillery:= true;
-HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.State:= HHGear^.State or gstNotKickable;
-HedgehogChAngle(HHGear);
-if not cLaserSighting then // game does not have default laser sight. turn it on and give them a chance to aim
+ cArtillery := true;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ HedgehogChAngle(HHGear);
+ if not cLaserSighting then
+ // game does not have default laser sight. turn it on and give them a chance to aim
begin
- cLaserSighting:= true;
- HHGear^.Message:= 0;
- if(HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32)
+ cLaserSighting := true;
+ HHGear^.Message := 0;
+ if (HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32)
end;
-if (HHGear^.Message and gm_Attack) <> 0 then
+ if (HHGear^.Message and gm_Attack) <> 0 then
begin
- shell:= AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
- if shell <> nil then
- begin
- shell^.dX:= gear^.dX / -2;
- shell^.dY:= gear^.dY / -2;
- shell^.Frame:= 1
- end;
- Gear^.State:= Gear^.State or gstAnimation;
- Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
- Gear^.dY:= -AngleCos(HHGear^.Angle) * _0_5;
- PlaySound(sndGun);
- Gear^.doStep:= @doStepBulletWork;
+ shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
+ if shell <> nil then
+ begin
+ shell^.dX := gear^.dX / -2;
+ shell^.dY := gear^.dY / -2;
+ shell^.Frame := 1
+ end;
+ Gear^.State := Gear^.State or gstAnimation;
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
+ Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
+ PlaySound(sndGun);
+ Gear^.doStep := @doStepBulletWork;
end
-else
- if (GameTicks mod 32) = 0 then
- if (GameTicks mod 4096) < 2048 then
+ else
+ if (GameTicks mod 32) = 0 then
+ if (GameTicks mod 4096) < 2048 then
begin
- if(HHGear^.Angle + 1 <= cMaxAngle) then inc(HHGear^.Angle)
+ if (HHGear^.Angle + 1 <= cMaxAngle) then inc(HHGear^.Angle)
end
- else
- if(HHGear^.Angle - 1 >= 0) then dec(HHGear^.Angle);
-
-if (TurnTimeLeft > 0) then
- dec(TurnTimeLeft)
-else
+ else
+ if (HHGear^.Angle - 1 >= 0) then dec(HHGear^.Angle);
+
+ if (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft)
+ else
begin
- DeleteGear(Gear);
- AfterAttack
+ DeleteGear(Gear);
+ AfterAttack
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
-dec(Gear^.Timer);
-case Gear^.Kind of
- gtATStartGame: begin
- AllInactive:= false;
- if Gear^.Timer = 0 then
- begin
- AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
- end
- end;
- gtATSmoothWindCh: begin
- if Gear^.Timer = 0 then
- begin
- if WindBarWidth < Gear^.Tag then inc(WindBarWidth)
- else if WindBarWidth > Gear^.Tag then dec(WindBarWidth);
- if WindBarWidth <> Gear^.Tag then Gear^.Timer:= 10;
- end
- end;
- gtATFinishGame: begin
- AllInactive:= false;
- if Gear^.Timer = 1000 then
- begin
- ScreenFade:= sfToBlack;
- ScreenFadeValue:= 0;
- ScreenFadeSpeed:= 1;
- end;
- if Gear^.Timer = 0 then
- begin
- SendIPC('N');
- SendIPC('q');
- GameState:= gsExit
- end
- end;
- end;
+ dec(Gear^.Timer);
+ case Gear^.Kind of
+ gtATStartGame:
+ begin
+ AllInactive := false;
+ if Gear^.Timer = 0 then
+ begin
+ AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
+ end
+ end;
+ gtATSmoothWindCh:
+begin
+ if Gear^.Timer = 0 then
+ begin
+ if WindBarWidth < Gear^.Tag then inc(WindBarWidth)
+ else if WindBarWidth > Gear^.Tag then dec(WindBarWidth);
+ if WindBarWidth <> Gear^.Tag then Gear^.Timer := 10;
+ end
+end;
+gtATFinishGame:
+begin
+ AllInactive := false;
+ if Gear^.Timer = 1000 then
+ begin
+ ScreenFade := sfToBlack;
+ ScreenFadeValue := 0;
+ ScreenFadeSpeed := 1;
+ end;
+ if Gear^.Timer = 0 then
+ begin
+ SendIPC('N');
+ SendIPC('q');
+ GameState := gsExit
+ end
+end;
+end;
if Gear^.Timer = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
-var i, ei: LongInt;
+var
+ i, ei: LongInt;
HHGear: PGear;
begin
-AllInactive:= false;
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-dec(Gear^.Timer);
-if (Gear^.Timer = 0)or((Gear^.Message and gm_Destroy) <> 0)or((HHGear^.State and gstHHDriven) = 0) then
+ AllInactive := false;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ dec(Gear^.Timer);
+ if (Gear^.Timer = 0)or((Gear^.Message and gm_Destroy) <> 0)or((HHGear^.State and gstHHDriven) =
+ 0) then
begin
- StopSound(Gear^.SoundChannel);
- DeleteGear(Gear);
- AfterAttack;
- exit
+ StopSound(Gear^.SoundChannel);
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
end;
-if (Gear^.Timer mod 33) = 0 then
+ if (Gear^.Timer mod 33) = 0 then
begin
- HHGear^.State:= HHGear^.State or gstNoDamage;
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 7, 6, EXPLDontDraw);
- HHGear^.State:= HHGear^.State and not gstNoDamage
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 7, 6, EXPLDontDraw);
+ HHGear^.State := HHGear^.State and not gstNoDamage
end;
-if (Gear^.Timer mod 47) = 0 then
+ if (Gear^.Timer mod 47) = 0 then
begin
- i:= hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
- ei:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
- while i <= ei do
+ i := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
+ ei := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
+ while i <= ei do
begin
- DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
- inc(i, 1)
+ DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
+ inc(i, 1)
end;
- if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), COLOR_INDESTRUCTIBLE) then
+ if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
+ , COLOR_INDESTRUCTIBLE) then
begin
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + _1_9;
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + _1_9;
end;
- SetAllHHToActive;
+ SetAllHHToActive;
end;
-if TestCollisionYwithGear(Gear, 1) then
+ if TestCollisionYwithGear(Gear, 1) then
begin
- Gear^.dY:= _0;
- SetLittle(HHGear^.dX);
- HHGear^.dY:= _0;
- end else
+ Gear^.dY := _0;
+ SetLittle(HHGear^.dX);
+ HHGear^.dY := _0;
+ end
+ else
begin
- Gear^.dY:= Gear^.dY + cGravity;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer:= 1
+ Gear^.dY := Gear^.dY + cGravity;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer := 1
end;
-Gear^.X:= Gear^.X + HHGear^.dX;
-HHGear^.X:= Gear^.X;
-HHGear^.Y:= Gear^.Y - int2hwFloat(cHHRadius);
-
-if (Gear^.Message and gm_Attack) <> 0 then
- if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer:= 1 else else
- if (Gear^.State and gsttmpFlag) = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
-if ((Gear^.Message and gm_Left) <> 0) then Gear^.dX:= - _0_3 else
- if ((Gear^.Message and gm_Right) <> 0) then Gear^.dX:= _0_3
- else Gear^.dX:= _0;
+ Gear^.X := Gear^.X + HHGear^.dX;
+ HHGear^.X := Gear^.X;
+ HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius);
+
+ if (Gear^.Message and gm_Attack) <> 0 then
+ if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer := 1
+ else
+ else
+ if (Gear^.State and gsttmpFlag) = 0 then Gear^.State := Gear^.State or gsttmpFlag;
+ if ((Gear^.Message and gm_Left) <> 0) then Gear^.dX := - _0_3
+ else
+ if ((Gear^.Message and gm_Right) <> 0) then Gear^.dX := _0_3
+ else Gear^.dX := _0;
end;
procedure doStepPickHammer(Gear: PGear);
-var i, y: LongInt;
+var
+ i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
begin
-i:= 0;
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-
-y:= hwRound(Gear^.Y) - cHHRadius * 2;
-while y < hwRound(Gear^.Y) do
- begin
- ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
- ar[i].Right:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
- inc(y, 2);
- inc(i)
- end;
-
-DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
-Gear^.dY:= HHGear^.dY;
-DeleteCI(HHGear);
-
-Gear^.SoundChannel:= LoopSound(sndPickhammer);
-doStepPickHammerWork(Gear);
-Gear^.doStep:= @doStepPickHammerWork
+ i := 0;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+
+ y := hwRound(Gear^.Y) - cHHRadius * 2;
+ while y < hwRound(Gear^.Y) do
+ begin
+ ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
+ ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
+ inc(y, 2);
+ inc(i)
+ end;
+
+ DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
+ Gear^.dY := HHGear^.dY;
+ DeleteCI(HHGear);
+
+ Gear^.SoundChannel := LoopSound(sndPickhammer);
+ doStepPickHammerWork(Gear);
+ Gear^.doStep := @doStepPickHammerWork
end;
////////////////////////////////////////////////////////////////////////////////
-var BTPrevAngle, BTSteps: LongInt;
+var
+ BTPrevAngle, BTSteps: LongInt;
procedure doStepBlowTorchWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
b: boolean;
prevX: LongInt;
begin
-AllInactive:= false;
-dec(Gear^.Timer);
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-
-HedgehogChAngle(HHGear);
-
-b:= false;
-
-if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
+ AllInactive := false;
+ dec(Gear^.Timer);
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+
+ HedgehogChAngle(HHGear);
+
+ b := false;
+
+ if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
begin
- Gear^.dX:= SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.dX);
- Gear^.dY:= AngleCos(HHGear^.Angle) * ( - _0_5);
- BTPrevAngle:= HHGear^.Angle;
- b:= true
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.dX);
+ Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
+ BTPrevAngle := HHGear^.Angle;
+ b := true
end;
-if ((HHGear^.State and gstMoving) <> 0) then
+ if ((HHGear^.State and gstMoving) <> 0) then
begin
- doStepHedgehogMoving(HHGear);
- if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer:= 0
+ doStepHedgehogMoving(HHGear);
+ if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer := 0
end;
-if Gear^.Timer mod cHHStepTicks = 0 then
+ if Gear^.Timer mod cHHStepTicks = 0 then
begin
- b:= true;
- if Gear^.dX.isNegative then
- HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Left
- else
- HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Right;
-
- if ((HHGear^.State and gstMoving) = 0) then
+ b := true;
+ if Gear^.dX.isNegative then
+ HHGear^.Message := (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Left
+ else
+ HHGear^.Message := (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Right;
+
+ if ((HHGear^.State and gstMoving) = 0) then
begin
- HHGear^.State:= HHGear^.State and not gstAttacking;
- prevX:= hwRound(HHGear^.X);
-
-// why the call to HedgehogStep then a further increment of X?
- if (prevX = hwRound(HHGear^.X)) and
- CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
-
- if (prevX = hwRound(HHGear^.X)) and
- CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HHGear^.X:= HHGear^.X + SignAs(_1, HHGear^.dX);
- HHGear^.State:= HHGear^.State or gstAttacking
+ HHGear^.State := HHGear^.State and not gstAttacking;
+ prevX := hwRound(HHGear^.X);
+
+ // why the call to HedgehogStep then a further increment of X?
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
+ COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
+
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
+ COLOR_INDESTRUCTIBLE) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
+ HHGear^.State := HHGear^.State or gstAttacking
end;
- inc(BTSteps);
- if BTSteps = 7 then
+ inc(BTSteps);
+ if BTSteps = 7 then
begin
- BTSteps:= 0;
- if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)), COLOR_INDESTRUCTIBLE) then
+ BTSteps := 0;
+ if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,
+ Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),
+ COLOR_INDESTRUCTIBLE) then
begin
- Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
- Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
+ Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
+ Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
end;
- HHGear^.State:= HHGear^.State or gstNoDamage;
- AmmoShove(Gear, 2, 15);
- HHGear^.State:= HHGear^.State and not gstNoDamage
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ AmmoShove(Gear, 2, 15);
+ HHGear^.State := HHGear^.State and not gstNoDamage
end;
end;
-if b then
- DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(Gear^.dY) * 7,
- Gear^.dX, Gear^.dY,
- cHHRadius * 5, cHHRadius * 2 + 7);
-
-if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then
+ if b then
+ DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(
+ Gear^.dY) * 7,
+ Gear^.dX, Gear^.dY,
+ cHHRadius * 5, cHHRadius * 2 + 7);
+
+ if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then
begin
- HHGear^.Message:= 0;
- HHGear^.State:= HHGear^.State and (not gstNotKickable);
- DeleteGear(Gear);
- AfterAttack
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State and (not gstNotKickable);
+ DeleteGear(Gear);
+ AfterAttack
end
end;
procedure doStepBlowTorch(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-BTPrevAngle:= High(LongInt);
-BTSteps:= 0;
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.Message:= 0;
-HHGear^.State:= HHGear^.State or gstNotKickable;
-Gear^.doStep:= @doStepBlowTorchWork
+ BTPrevAngle := High(LongInt);
+ BTSteps := 0;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepBlowTorchWork
end;
////////////////////////////////////////////////////////////////////////////////
-procedure doStepRope(Gear: PGear); forward;
+procedure doStepRope(Gear: PGear);
+forward;
procedure doStepRopeAfterAttack(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-if ((HHGear^.State and gstHHDriven) = 0)
- or (CheckGearDrowning(HHGear))
- or TestCollisionYwithGear(HHGear, 1) then
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ if ((HHGear^.State and gstHHDriven) = 0)
+ or (CheckGearDrowning(HHGear))
+ or TestCollisionYwithGear(HHGear, 1) then
begin
- DeleteGear(Gear);
- isCursorVisible:= false;
- ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
- exit
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
+ exit
end;
-HedgehogChAngle(HHGear);
-
-if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
-
-if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
-HHGear^.X:= HHGear^.X + HHGear^.dX;
-HHGear^.Y:= HHGear^.Y + HHGear^.dY;
-HHGear^.dY:= HHGear^.dY + cGravity;
-
-if (Gear^.Message and gm_Attack) <> 0 then
+ HedgehogChAngle(HHGear);
+
+ if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
+
+ if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY := _0;
+ HHGear^.X := HHGear^.X + HHGear^.dX;
+ HHGear^.Y := HHGear^.Y + HHGear^.dY;
+ HHGear^.dY := HHGear^.dY + cGravity;
+
+ if (Gear^.Message and gm_Attack) <> 0 then
begin
- Gear^.X:= HHGear^.X;
- Gear^.Y:= HHGear^.Y;
-
- ApplyAngleBounds(PHedgehog(Gear^.Hedgehog)^, amRope);
-
- Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
- Gear^.dY:= -AngleCos(HHGear^.Angle);
- Gear^.Friction:= _450;
- Gear^.Elasticity:= _0;
- Gear^.State:= Gear^.State and not gsttmpflag;
- Gear^.doStep:= @doStepRope;
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+
+ ApplyAngleBounds(PHedgehog(Gear^.Hedgehog)^, amRope);
+
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
+ Gear^.dY := -AngleCos(HHGear^.Angle);
+ Gear^.Friction := _450;
+ Gear^.Elasticity := _0;
+ Gear^.State := Gear^.State and not gsttmpflag;
+ Gear^.doStep := @doStepRope;
end
end;
procedure doStepRopeWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat;
lx, ly: LongInt;
haveCollision,
haveDivided: boolean;
- procedure DeleteMe;
- begin
+procedure DeleteMe;
+begin
with HHGear^ do
- begin
- Message:= Message and not gm_Attack;
- State:= (State or gstMoving) and not gstWinner;
- end;
- DeleteGear(Gear)
+ begin
+ Message := Message and not gm_Attack;
+ State := (State or gstMoving) and not gstWinner;
end;
-
- procedure WaitCollision;
- begin
+ DeleteGear(Gear)
+end;
+
+procedure WaitCollision;
+begin
with HHGear^ do
- begin
- Message:= Message and not gm_Attack;
- State:= State or gstMoving;
- end;
- RopePoints.Count:= 0;
- Gear^.Elasticity:= _0;
- Gear^.doStep:= @doStepRopeAfterAttack
+ begin
+ Message := Message and not gm_Attack;
+ State := State or gstMoving;
end;
+ RopePoints.Count := 0;
+ Gear^.Elasticity := _0;
+ Gear^.doStep := @doStepRopeAfterAttack
+end;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-
-if ((HHGear^.State and gstHHDriven) = 0)
- or (CheckGearDrowning(HHGear)) then
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+
+ if ((HHGear^.State and gstHHDriven) = 0)
+ or (CheckGearDrowning(HHGear)) then
begin
- PlaySound(sndRopeRelease);
- DeleteMe;
- exit
+ PlaySound(sndRopeRelease);
+ DeleteMe;
+ exit
end;
-if (Gear^.Message and gm_Left <> 0) then HHGear^.dX:= HHGear^.dX - _0_0002 else
-if (Gear^.Message and gm_Right <> 0) then HHGear^.dX:= HHGear^.dX + _0_0002;
-
-if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY:= HHGear^.dY + cGravity;
-
-ropeDx:= HHGear^.X - Gear^.X; // vector between hedgehog and rope attaching point
-ropeDy:= HHGear^.Y - Gear^.Y;
-
-mdX:= ropeDx + HHGear^.dX;
-mdY:= ropeDy + HHGear^.dY;
-len:= _1 / Distance(mdX, mdY);
-mdX:= mdX * len; // rope vector plus hedgehog direction vector normalized
-mdY:= mdY * len;
-
-Gear^.dX:= mdX; // for visual purposes only
-Gear^.dY:= mdY;
-
-/////
- tx:= HHGear^.X;
- ty:= HHGear^.Y;
+ if (Gear^.Message and gm_Left <> 0) then HHGear^.dX := HHGear^.dX - _0_0002
+ else
+ if (Gear^.Message and gm_Right <> 0) then HHGear^.dX := HHGear^.dX + _0_0002;
+
+ if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY := HHGear^.dY + cGravity;
+
+ ropeDx := HHGear^.X - Gear^.X;
+ // vector between hedgehog and rope attaching point
+ ropeDy := HHGear^.Y - Gear^.Y;
+
+ mdX := ropeDx + HHGear^.dX;
+ mdY := ropeDy + HHGear^.dY;
+ len := _1 / Distance(mdX, mdY);
+ mdX := mdX * len;
+ // rope vector plus hedgehog direction vector normalized
+ mdY := mdY * len;
+
+ Gear^.dX := mdX;
+ // for visual purposes only
+ Gear^.dY := mdY;
+
+ /////
+ tx := HHGear^.X;
+ ty := HHGear^.Y;
if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Elasticity < Gear^.Friction) then
if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx))
- or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then
- Gear^.Elasticity:= Gear^.Elasticity + _0_3;
+ or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then
+ Gear^.Elasticity := Gear^.Elasticity + _0_3;
if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Elasticity > _30) then
if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx))
- or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then
- Gear^.Elasticity:= Gear^.Elasticity - _0_3;
-
- HHGear^.X:= Gear^.X + mdX * Gear^.Elasticity;
- HHGear^.Y:= Gear^.Y + mdY * Gear^.Elasticity;
-
- HHGear^.dX:= HHGear^.X - tx;
- HHGear^.dY:= HHGear^.Y - ty;
-////
-
-
- haveDivided:= false;
+ or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then
+ Gear^.Elasticity := Gear^.Elasticity - _0_3;
+
+ HHGear^.X := Gear^.X + mdX * Gear^.Elasticity;
+ HHGear^.Y := Gear^.Y + mdY * Gear^.Elasticity;
+
+ HHGear^.dX := HHGear^.X - tx;
+ HHGear^.dY := HHGear^.Y - ty;
+ ////
+
+
+ haveDivided := false;
// check whether rope needs dividing
- len:= _1 / Distance(ropeDx, ropeDy); // old rope pos
- nx:= ropeDx * len;
- ny:= ropeDy * len;
-
- len:= Gear^.Elasticity - _5;
+ len := _1 / Distance(ropeDx, ropeDy);
+ // old rope pos
+ nx := ropeDx * len;
+ ny := ropeDy * len;
+
+ len := Gear^.Elasticity - _5;
while len > _3 do
+ begin
+ lx := hwRound(Gear^.X + mdX * len);
+ ly := hwRound(Gear^.Y + mdY * len);
+ if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] <> 0
+ ) then
+ begin
+ with RopePoints.ar[RopePoints.Count] do
+ begin
+ X := Gear^.X;
+ Y := Gear^.Y;
+ if RopePoints.Count = 0 then RopePoints.HookAngle := DxDy2Angle(Gear^.dY, Gear^.dX);
+ b := (nx * HHGear^.dY) > (ny * HHGear^.dX);
+ dLen := len
+ end;
+ with RopePoints.rounded[RopePoints.Count] do
begin
- lx:= hwRound(Gear^.X + mdX * len);
- ly:= hwRound(Gear^.Y + mdY * len);
- if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] <> 0) then
- begin
- with RopePoints.ar[RopePoints.Count] do
- begin
- X:= Gear^.X;
- Y:= Gear^.Y;
- if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle(Gear^.dY, Gear^.dX);
- b:= (nx * HHGear^.dY) > (ny * HHGear^.dX);
- dLen:= len
- end;
- with RopePoints.rounded[RopePoints.Count] do
- begin
- X:= hwRound(Gear^.X);
- Y:= hwRound(Gear^.Y);
- end;
-
- Gear^.X:= Gear^.X + nx * len;
- Gear^.Y:= Gear^.Y + ny * len;
- inc(RopePoints.Count);
- TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
- Gear^.Elasticity:= Gear^.Elasticity - len;
- Gear^.Friction:= Gear^.Friction - len;
- haveDivided:= true;
- break
- end;
- len:= len - _0_3 // should be the same as increase step
+ X := hwRound(Gear^.X);
+ Y := hwRound(Gear^.Y);
end;
-if not haveDivided then
- if RopePoints.Count > 0 then // check whether the last dividing point could be removed
+ Gear^.X := Gear^.X + nx * len;
+ Gear^.Y := Gear^.Y + ny * len;
+ inc(RopePoints.Count);
+ TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
+ Gear^.Elasticity := Gear^.Elasticity - len;
+ Gear^.Friction := Gear^.Friction - len;
+ haveDivided := true;
+ break
+ end;
+ len := len - _0_3 // should be the same as increase step
+ end;
+
+ if not haveDivided then
+ if RopePoints.Count > 0 then // check whether the last dividing point could be removed
begin
- tx:= RopePoints.ar[Pred(RopePoints.Count)].X;
- ty:= RopePoints.ar[Pred(RopePoints.Count)].Y;
- mdX:= tx - Gear^.X;
- mdY:= ty - Gear^.Y;
- if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * (ty - HHGear^.Y) > (tx - HHGear^.X) * mdY) then
+ tx := RopePoints.ar[Pred(RopePoints.Count)].X;
+ ty := RopePoints.ar[Pred(RopePoints.Count)].Y;
+ mdX := tx - Gear^.X;
+ mdY := ty - Gear^.Y;
+ if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * (ty - HHGear^.Y) > (tx - HHGear^.X
+ ) * mdY) then
begin
- dec(RopePoints.Count);
- Gear^.X:= RopePoints.ar[RopePoints.Count].X;
- Gear^.Y:= RopePoints.ar[RopePoints.Count].Y;
- Gear^.Elasticity:= Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
- Gear^.Friction:= Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen;
-
- // restore hog position
- len:= _1 / Distance(mdX, mdY);
- mdX:= mdX * len;
- mdY:= mdY * len;
-
- HHGear^.X:= Gear^.X - mdX * Gear^.Elasticity;
- HHGear^.Y:= Gear^.Y - mdY * Gear^.Elasticity;
+ dec(RopePoints.Count);
+ Gear^.X := RopePoints.ar[RopePoints.Count].X;
+ Gear^.Y := RopePoints.ar[RopePoints.Count].Y;
+ Gear^.Elasticity := Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
+ Gear^.Friction := Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen;
+
+ // restore hog position
+ len := _1 / Distance(mdX, mdY);
+ mdX := mdX * len;
+ mdY := mdY * len;
+
+ HHGear^.X := Gear^.X - mdX * Gear^.Elasticity;
+ HHGear^.Y := Gear^.Y - mdY * Gear^.Elasticity;
end
end;
-haveCollision:= false;
-if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
+ haveCollision := false;
+ if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
begin
- HHGear^.dX:= -_0_6 * HHGear^.dX;
- haveCollision:= true
+ HHGear^.dX := -_0_6 * HHGear^.dX;
+ haveCollision := true
end;
-if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then
+ if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then
begin
- HHGear^.dY:= -_0_6 * HHGear^.dY;
- haveCollision:= true
+ HHGear^.dY := -_0_6 * HHGear^.dY;
+ haveCollision := true
end;
-if haveCollision
- and (Gear^.Message and (gm_Left or gm_Right) <> 0)
- and (Gear^.Message and (gm_Up or gm_Down) <> 0) then
+ if haveCollision
+ and (Gear^.Message and (gm_Left or gm_Right) <> 0)
+ and (Gear^.Message and (gm_Up or gm_Down) <> 0) then
begin
- HHGear^.dX:= SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
- HHGear^.dY:= SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
+ HHGear^.dX := SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
+ HHGear^.dY := SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
end;
-len:= Distance(HHGear^.dX, HHGear^.dY);
-if len > _0_8 then
+ len := Distance(HHGear^.dX, HHGear^.dY);
+ if len > _0_8 then
begin
- len:= _0_8 / len;
- HHGear^.dX:= HHGear^.dX * len;
- HHGear^.dY:= HHGear^.dY * len;
+ len := _0_8 / len;
+ HHGear^.dX := HHGear^.dX * len;
+ HHGear^.dY := HHGear^.dY * len;
end;
-if (Gear^.Message and gm_Attack) <> 0 then
- if (Gear^.State and gsttmpFlag) <> 0 then
- with PHedgehog(Gear^.Hedgehog)^ do
+ if (Gear^.Message and gm_Attack) <> 0 then
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ with PHedgehog(Gear^.Hedgehog)^ do
begin
- PlaySound(sndRopeRelease);
- if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then
- WaitCollision
- else
- DeleteMe
+ PlaySound(sndRopeRelease);
+ if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then
+ WaitCollision
+ else
+ DeleteMe
end
else
-else
- if (Gear^.State and gsttmpFlag) = 0 then
- Gear^.State:= Gear^.State or gsttmpFlag;
+ else
+ if (Gear^.State and gsttmpFlag) = 0 then
+ Gear^.State := Gear^.State or gsttmpFlag;
end;
procedure doStepRopeAttach(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
tx, ty, tt: hwFloat;
- procedure RemoveFromAmmo;
- begin
+procedure RemoveFromAmmo;
+begin
if (Gear^.State and gstAttacked) = 0 then
- begin
+ begin
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
- Gear^.State:= Gear^.State or gstAttacked
- end;
+ Gear^.State := Gear^.State or gstAttacked
+ end;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
- end;
+end;
begin
-Gear^.X:= Gear^.X - Gear^.dX;
-Gear^.Y:= Gear^.Y - Gear^.dY;
-Gear^.Elasticity:= Gear^.Elasticity + _1;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-DeleteCI(HHGear);
-
-if (HHGear^.State and gstMoving) <> 0 then
+ Gear^.X := Gear^.X - Gear^.dX;
+ Gear^.Y := Gear^.Y - Gear^.dY;
+ Gear^.Elasticity := Gear^.Elasticity + _1;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ DeleteCI(HHGear);
+
+ if (HHGear^.State and gstMoving) <> 0 then
begin
- if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
- if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
-
- HHGear^.X:= HHGear^.X + HHGear^.dX;
- Gear^.X:= Gear^.X + HHGear^.dX;
-
- if TestCollisionYwithGear(HHGear, 1) then
+ if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
+ if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY := _0;
+
+ HHGear^.X := HHGear^.X + HHGear^.dX;
+ Gear^.X := Gear^.X + HHGear^.dX;
+
+ if TestCollisionYwithGear(HHGear, 1) then
begin
- CheckHHDamage(HHGear);
- HHGear^.dY:= _0;
- //HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump);
- end else
+ CheckHHDamage(HHGear);
+ HHGear^.dY := _0;
+ //HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump);
+ end
+ else
begin
- HHGear^.Y:= HHGear^.Y + HHGear^.dY;
- Gear^.Y:= Gear^.Y + HHGear^.dY;
- HHGear^.dY:= HHGear^.dY + cGravity;
+ HHGear^.Y := HHGear^.Y + HHGear^.dY;
+ Gear^.Y := Gear^.Y + HHGear^.dY;
+ HHGear^.dY := HHGear^.dY + cGravity;
end;
-
- tt:= Gear^.Elasticity;
- tx:= _0;
- ty:= _0;
- while tt > _20 do
+
+ tt := Gear^.Elasticity;
+ tx := _0;
+ ty := _0;
+ while tt > _20 do
begin
- if TestCollisionXwithXYShift(Gear, tx, hwRound(ty), -hwSign(Gear^.dX))
- or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(Gear^.dY)) then
+ if TestCollisionXwithXYShift(Gear, tx, hwRound(ty), -hwSign(Gear^.dX))
+ or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(Gear^.dY)) then
begin
- Gear^.X:= Gear^.X + tx;
- Gear^.Y:= Gear^.Y + ty;
- Gear^.Elasticity:= tt;
- Gear^.doStep:= @doStepRopeWork;
- PlaySound(sndRopeAttach);
- with HHGear^ do State:= State and not (gstAttacking or gstHHJumping or gstHHHJump);
-
- RemoveFromAmmo;
-
- tt:= _0;
- exit
+ Gear^.X := Gear^.X + tx;
+ Gear^.Y := Gear^.Y + ty;
+ Gear^.Elasticity := tt;
+ Gear^.doStep := @doStepRopeWork;
+ PlaySound(sndRopeAttach);
+ with HHGear^ do
+ State := State and not (gstAttacking or gstHHJumping or gstHHHJump);
+
+ RemoveFromAmmo;
+
+ tt := _0;
+ exit
end;
- tx:= tx + Gear^.dX + Gear^.dX;
- ty:= ty + Gear^.dY + Gear^.dY;
- tt:= tt - _2;
+ tx := tx + Gear^.dX + Gear^.dX;
+ ty := ty + Gear^.dY + Gear^.dY;
+ tt := tt - _2;
end;
end;
-CheckCollision(Gear);
-
-if (Gear^.State and gstCollision) <> 0 then
- if Gear^.Elasticity < _10 then
- Gear^.Elasticity:= _10000
+ CheckCollision(Gear);
+
+ if (Gear^.State and gstCollision) <> 0 then
+ if Gear^.Elasticity < _10 then
+ Gear^.Elasticity := _10000
else
- begin
- Gear^.doStep:= @doStepRopeWork;
+ begin
+ Gear^.doStep := @doStepRopeWork;
PlaySound(sndRopeAttach);
- with HHGear^ do State:= State and not (gstAttacking or gstHHJumping or gstHHHJump);
+ with HHGear^ do
+ State := State and not (gstAttacking or gstHHJumping or gstHHHJump);
RemoveFromAmmo;
exit
- end;
-
-if (Gear^.Elasticity > Gear^.Friction)
-or ((Gear^.Message and gm_Attack) = 0)
-or ((HHGear^.State and gstHHDriven) = 0)
-or (HHGear^.Damage > 0) then
+ end;
+
+ if (Gear^.Elasticity > Gear^.Friction)
+ or ((Gear^.Message and gm_Attack) = 0)
+ or ((HHGear^.State and gstHHDriven) = 0)
+ or (HHGear^.Damage > 0) then
begin
- with PHedgehog(Gear^.Hedgehog)^.Gear^ do
+ with PHedgehog(Gear^.Hedgehog)^.Gear^ do
begin
- State:= State and not gstAttacking;
- Message:= Message and not gm_Attack
+ State := State and not gstAttacking;
+ Message := Message and not gm_Attack
end;
- DeleteGear(Gear)
+ DeleteGear(Gear)
end
end;
procedure doStepRope(Gear: PGear);
begin
-Gear^.dX:= - Gear^.dX;
-Gear^.dY:= - Gear^.dY;
-Gear^.doStep:= @doStepRopeAttach;
-PlaySound(sndRopeShot)
+ Gear^.dX := - Gear^.dX;
+ Gear^.dY := - Gear^.dY;
+ Gear^.doStep := @doStepRopeAttach;
+ PlaySound(sndRopeShot)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
begin
-if (Gear^.State and gstMoving) <> 0 then
+ if (Gear^.State and gstMoving) <> 0 then
begin
- DeleteCI(Gear);
- doStepFallingGear(Gear);
- if (Gear^.State and gstMoving) = 0 then
+ DeleteCI(Gear);
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstMoving) = 0 then
begin
- AddGearCI(Gear);
- Gear^.dX:= _0;
- Gear^.dY:= _0
+ AddGearCI(Gear);
+ Gear^.dX := _0;
+ Gear^.dY := _0
end;
- CalcRotationDirAngle(Gear);
- AllInactive:= false
- end else
- if ((GameTicks and $3F) = 25) then
- doStepFallingGear(Gear);
-
-if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
- if ((Gear^.State and gstAttacking) = 0) then
+ CalcRotationDirAngle(Gear);
+ AllInactive := false
+ end
+ else
+ if ((GameTicks and $3F) = 25) then
+ doStepFallingGear(Gear);
+
+ if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
+ if ((Gear^.State and gstAttacking) = 0) then
begin
- if ((GameTicks and $1F) = 0) then
- if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State:= Gear^.State or gstAttacking
- end else // gstAttacking <> 0
- begin
- AllInactive:= false;
+ if ((GameTicks and $1F) = 0) then
+ if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State := Gear^.State or
+ gstAttacking
+ end
+ else // gstAttacking <> 0
+ begin
+ AllInactive := false;
if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick);
if Gear^.Timer = 0 then
- begin
- if ((Gear^.State and gstWait) <> 0) or
+ begin
+ if ((Gear^.State and gstWait) <> 0) or
(cMineDudPercent = 0) or
(getRandom(100) > cMineDudPercent) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- DeleteGear(Gear)
- end
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ DeleteGear(Gear)
+ end
else
- begin
- AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
- PlaySound(sndVaporize);
- Gear^.Health:= 0;
- end;
+ begin
+ AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4),
+ vgtSmoke);
+ PlaySound(sndVaporize);
+ Gear^.Health := 0;
+ end;
exit
- end;
+ end;
dec(Gear^.Timer);
- end else // gsttmpFlag = 0
- if TurnTimeLeft = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
+ end
+ else // gsttmpFlag = 0
+ if TurnTimeLeft = 0 then Gear^.State := Gear^.State or gsttmpFlag;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
-doStepFallingGear(Gear);
-AllInactive:= false;
-if Gear^.Timer mod 166 = 0 then inc(Gear^.Tag);
-if Gear^.Timer = 1000 then // might need better timing
- makeHogsWorry(Gear^.X, Gear^.Y, 75);
-if Gear^.Timer = 0 then
+ doStepFallingGear(Gear);
+ AllInactive := false;
+ if Gear^.Timer mod 166 = 0 then inc(Gear^.Tag);
+ if Gear^.Timer = 1000 then // might need better timing
+ makeHogsWorry(Gear^.X, Gear^.Y, 75);
+ if Gear^.Timer = 0 then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound);
- DeleteGear(Gear);
- exit
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
end;
-dec(Gear^.Timer);
+ dec(Gear^.Timer);
end;
///////////////////////////////////////////////////////////////////////////////
@@ -1322,40 +1396,46 @@
Try tweaking friction some more
*)
procedure doStepRollingBarrel(Gear: PGear);
-var i: LongInt;
+var
+ i: LongInt;
particle: PVisualGear;
begin
-Gear^.State:= Gear^.State or gstAnimation;
-if ((Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0)) then
+ Gear^.State := Gear^.State or gstAnimation;
+ if ((Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0)) then
begin
- DeleteCI(Gear);
- AllInactive:= false;
- if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then
+ DeleteCI(Gear);
+ AllInactive := false;
+ if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then
begin
- Gear^.State:= Gear^.State or gsttmpFlag;
- inc(Gear^.Damage, hwRound(Gear^.dY * _50));
- for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
+ Gear^.State := Gear^.State or gsttmpFlag;
+ inc(Gear^.Damage, hwRound(Gear^.dY * _50));
+ for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
begin
- particle:= AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
- if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5)
+ particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,
+ vgtDust);
+ if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5)
end
end
- else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * _50))
- else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1) then
- inc(Gear^.Damage, hwRound(Gear^.dY * -_50))
- else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * -_50));
-
- doStepFallingGear(Gear);
- CalcRotationDirAngle(Gear);
- //CheckGearDrowning(Gear)
+ else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1)
+ then
+ inc(Gear^.Damage, hwRound(Gear^.dX * _50))
+ else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1)
+ then
+ inc(Gear^.Damage, hwRound(Gear^.dY * -_50))
+ else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1)
+ then
+ inc(Gear^.Damage, hwRound(Gear^.dX * -_50));
+
+ doStepFallingGear(Gear);
+ CalcRotationDirAngle(Gear);
+ //CheckGearDrowning(Gear)
end
-else
+ else
begin
- Gear^.State:= Gear^.State or gsttmpFlag;
- AddGearCI(Gear)
+ Gear^.State := Gear^.State or gsttmpFlag;
+ AddGearCI(Gear)
end;
+
(*
Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage
begin
@@ -1372,1363 +1452,1461 @@
if Gear^.dX.QWordValue = 0 then AddGearCI(Gear)
end; *)
-if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and TestCollisionYwithGear(Gear, 1) then Gear^.dY:= _0;
-if hwAbs(Gear^.dX) < _0_001 then Gear^.dX:= _0;
-
-if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
- if (cBarrelHealth div Gear^.Health) > 2 then
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+ if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and TestCollisionYwithGear(Gear, 1) then Gear
+ ^.dY := _0;
+ if hwAbs(Gear^.dX) < _0_001 then Gear^.dX := _0;
+
+ if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+ if (cBarrelHealth div Gear^.Health) > 2 then
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
-dec(Gear^.Health, Gear^.Damage);
-Gear^.Damage:= 0;
-if Gear^.Health <= 0 then Gear^.doStep:= @doStepCase; // Hand off to doStepCase for the explosion
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+ if Gear^.Health <= 0 then Gear^.doStep := @doStepCase;
+ // Hand off to doStepCase for the explosion
end;
procedure doStepCase(Gear: PGear);
-var i, x, y: LongInt;
+var
+ i, x, y: LongInt;
k: TGearType;
exBoom: boolean;
dX, dY: HWFloat;
begin
-k:= Gear^.Kind;
-exBoom:= false;
-
-if (Gear^.Message and gm_Destroy) > 0 then
+ k := Gear^.Kind;
+ exBoom := false;
+
+ if (Gear^.Message and gm_Destroy) > 0 then
begin
- DeleteGear(Gear);
- FreeActionsList;
- SetAllToActive; // something (hh, mine, etc...) could be on top of the case
- with CurrentHedgehog^ do
- if Gear <> nil then Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump);
- exit
+ DeleteGear(Gear);
+ FreeActionsList;
+ SetAllToActive;
+ // something (hh, mine, etc...) could be on top of the case
+ with CurrentHedgehog^ do
+ if Gear <> nil then Gear^.Message := Gear^.Message and not (gm_LJump or gm_HJump);
+ exit
end;
-if k = gtExplosives then
+ if k = gtExplosives then
begin
- //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
- if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then Gear^.doStep:= @doStepRollingBarrel;
-
- if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
- if (cBarrelHealth div Gear^.Health) > 2 then
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+ //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
+ if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02))
+ then Gear^.doStep := @doStepRollingBarrel;
+
+ if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+ if (cBarrelHealth div Gear^.Health) > 2 then
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage:= 0;
- if Gear^.Health <= 0 then
- exBoom:= true;
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+ if Gear^.Health <= 0 then
+ exBoom := true;
end;
-if (Gear^.Damage > 0) or exBoom then
+ if (Gear^.Damage > 0) or exBoom then
begin
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- DeleteGear(Gear); // <-- delete gear!
-
- if k = gtCase then
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ DeleteGear(Gear);
+ // <-- delete gear!
+
+ if k = gtCase then
begin
- doMakeExplosion(x, y, 25, EXPLAutoSound);
- for i:= 0 to 63 do
- AddGear(x, y, gtFlame, 0, _0, _0, 0);
+ doMakeExplosion(x, y, 25, EXPLAutoSound);
+ for i:= 0 to 63 do
+ AddGear(x, y, gtFlame, 0, _0, _0, 0);
end
- else if k = gtExplosives then
+ else if k = gtExplosives then
+ begin
+ doMakeExplosion(x, y, 75, EXPLAutoSound);
+ for i:= 0 to 31 do
+ begin
+ dX := AngleCos(i * 64) * _0_5 * (getrandom + _1);
+ dY := AngleSin(i * 64) * _0_5 * (getrandom + _1);
+ AddGear(x, y, gtFlame, 0, dX, dY, 0);
+ AddGear(x, y, gtFlame, 0, -dX, -dY, 0)^.State := gsttmpFlag;
+ end
+ end;
+ exit
+ end;
+
+ if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
+ begin
+ AllInactive := false;
+ Gear^.dY := Gear^.dY + cGravity;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then SetAllHHToActive;
+ if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY := _0;
+ if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then
begin
- doMakeExplosion(x, y, 75, EXPLAutoSound);
- for i:= 0 to 31 do
- begin
- dX:= AngleCos(i * 64) * _0_5 * (getrandom + _1);
- dY:= AngleSin(i * 64) * _0_5 * (getrandom + _1);
- AddGear(x, y, gtFlame, 0, dX, dY, 0);
- AddGear(x, y, gtFlame, 0, -dX, -dY, 0)^.State:= gsttmpFlag;
- end
+ if (Gear^.dY > _0_02) and (k = gtExplosives) then
+ inc(Gear^.Damage, hwRound(Gear^.dY * _40));
+
+ if Gear^.dY > _0_2 then
+ for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust)
+ ;
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ if Gear^.dY > - _0_001 then Gear^.dY := _0
+ else if Gear^.dY < - _0_03 then
+ PlaySound(Gear^.ImpactSound);
end;
- exit
+ //if Gear^.dY > - _0_001 then Gear^.dY:= _0
+ CheckGearDrowning(Gear);
end;
-if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
- begin
- AllInactive:= false;
- Gear^.dY:= Gear^.dY + cGravity;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then SetAllHHToActive;
- if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0;
- if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then
- begin
- if (Gear^.dY > _0_02) and (k = gtExplosives) then
- inc(Gear^.Damage, hwRound(Gear^.dY * _40));
-
- if Gear^.dY > _0_2 then
- for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
- AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
- Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
- if Gear^.dY > - _0_001 then Gear^.dY:= _0
- else if Gear^.dY < - _0_03 then
- PlaySound(Gear^.ImpactSound);
- end;
- //if Gear^.dY > - _0_001 then Gear^.dY:= _0
- CheckGearDrowning(Gear);
- end;
-
-if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear)
- else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)
+ if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear)
+ else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTarget(Gear: PGear);
begin
-if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
- PlaySound(sndWarp);
-
-if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
- inc(Gear^.Timer)
-else if Gear^.Tag = 1 then
- begin
- Gear^.Tag:= 2;
- if (TrainingFlags and tfTimeTrial) <> 0 then
+ if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
+ PlaySound(sndWarp);
+
+ if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
+ inc(Gear^.Timer)
+ else if Gear^.Tag = 1 then
+ begin
+ Gear^.Tag := 2;
+ if (TrainingFlags and tfTimeTrial) <> 0 then
begin
- inc(TurnTimeLeft, TrainingTimeInc);
-
- if TrainingTimeInc > TrainingTimeInM then
- dec(TrainingTimeInc, TrainingTimeInD);
- if TurnTimeLeft > TrainingTimeMax then
- TurnTimeLeft:= TrainingTimeMax;
+ inc(TurnTimeLeft, TrainingTimeInc);
+
+ if TrainingTimeInc > TrainingTimeInM then
+ dec(TrainingTimeInc, TrainingTimeInD);
+ if TurnTimeLeft > TrainingTimeMax then
+ TurnTimeLeft := TrainingTimeMax;
end;
- end
-else if Gear^.Tag = 2 then
- if Gear^.Timer > 0 then
- dec(Gear^.Timer)
+ end
+ else if Gear^.Tag = 2 then
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
else
+ begin
+ if (TrainingFlags and tfTargetRespawn) <> 0 then
begin
- if (TrainingFlags and tfTargetRespawn) <> 0 then
- begin
- TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0);
- FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
- end;
- DeleteGear(Gear);
- exit;
+ TrainingTargetGear := AddGear(0, 0, gtTarget, 0, _0, _0, 0);
+ FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
end;
-
-doStepCase(Gear)
+ DeleteGear(Gear);
+ exit;
+ end;
+
+ doStepCase(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepIdle(Gear: PGear);
begin
-AllInactive:= false;
-dec(Gear^.Timer);
-if Gear^.Timer = 0 then
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
begin
- DeleteGear(Gear);
- AfterAttack
+ DeleteGear(Gear);
+ AfterAttack
end
end;
procedure doStepShover(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.State:= HHGear^.State or gstNoDamage;
-DeleteCI(HHGear);
-
-AmmoShove(Gear, 30, 115);
-
-HHGear^.State:= HHGear^.State and not gstNoDamage;
-Gear^.Timer:= 250;
-Gear^.doStep:= @doStepIdle
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ AmmoShove(Gear, 30, 115);
+
+ HHGear^.State := HHGear^.State and not gstNoDamage;
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
i: LongInt;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.State:= HHGear^.State or gstNoDamage;
-DeleteCI(HHGear);
-
-for i:= 0 to 3 do
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ for i:= 0 to 3 do
begin
- AmmoShove(Gear, 30, 25);
- Gear^.X:= Gear^.X + Gear^.dX * 5
+ AmmoShove(Gear, 30, 25);
+ Gear^.X := Gear^.X + Gear^.dX * 5
end;
-HHGear^.State:= HHGear^.State and not gstNoDamage;
-Gear^.Timer:= 250;
-Gear^.doStep:= @doStepIdle
+ HHGear^.State := HHGear^.State and not gstNoDamage;
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
-var gX,gY,i: LongInt;
+var
+ gX,gY,i: LongInt;
begin
- if (Gear^.State and gsttmpFlag) = 0 then AllInactive:= false;
-
-if not TestCollisionYwithGear(Gear, 1) then
+ if (Gear^.State and gsttmpFlag) = 0 then AllInactive := false;
+
+ if not TestCollisionYwithGear(Gear, 1) then
begin
- AllInactive:= false;
- if Gear^.dX.QWordValue > _0_01.QWordValue then
- Gear^.dX:= Gear^.dX * _0_995;
- Gear^.dY:= Gear^.dY + cGravity;
- if (Gear^.State and gsttmpFlag) <> 0 then Gear^.dY:= Gear^.dY + cGravity;
- if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY:= Gear^.dY * _0_995;
-
- if (Gear^.State and gsttmpFlag) <> 0 then Gear^.X:= Gear^.X + Gear^.dX else
- Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 640;
- Gear^.Y:= Gear^.Y + Gear^.dY;
-
- if (hwRound(Gear^.Y) > cWaterLine) then
+ AllInactive := false;
+ if Gear^.dX.QWordValue > _0_01.QWordValue then
+ Gear^.dX := Gear^.dX * _0_995;
+ Gear^.dY := Gear^.dY + cGravity;
+ if (Gear^.State and gsttmpFlag) <> 0 then Gear^.dY := Gear^.dY + cGravity;
+ if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY := Gear^.dY * _0_995;
+
+ if (Gear^.State and gsttmpFlag) <> 0 then Gear^.X := Gear^.X + Gear^.dX
+ else
+ Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (hwRound(Gear^.Y) > cWaterLine) then
begin
- gX:= hwRound(Gear^.X);
- for i:= 0 to 3 do
- AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
- PlaySound(sndVaporize);
- DeleteGear(Gear);
- exit
+ gX := hwRound(Gear^.X);
+ for i:= 0 to 3 do
+ AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
+ PlaySound(sndVaporize);
+ DeleteGear(Gear);
+ exit
end
- end else begin
- if (Gear^.State and gsttmpFlag) <> 0 then
- begin
- Gear^.Radius:= 9;
+ end
+ else
+ begin
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ begin
+ Gear^.Radius := 9;
AmmoShove(Gear, 2, 30);
- Gear^.Radius:= 1
- end;
+ Gear^.Radius := 1
+ end;
if Gear^.Timer > 0 then
- begin
+ begin
dec(Gear^.Timer);
inc(Gear^.Damage)
- end
- else begin
-// Standard fire
+ end
+ else
+ begin
+ // Standard fire
if (Gear^.State and gsttmpFlag) = 0 then
- begin
- Gear^.Radius:= 9;
+ begin
+ Gear^.Radius := 9;
AmmoShove(Gear, 4, 100);
- gX:= hwRound(Gear^.X);
- gY:= hwRound(Gear^.Y);
- Gear^.Radius:= 1;
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ Gear^.Radius := 1;
doMakeExplosion(gX, gY, 4, EXPLNoDamage);
if ((GameTicks and $7) = 0) and (Random(2) = 0) then
- for i:= 1 to Random(2)+1 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ for i:= 1 to Random(2)+1 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
if Gear^.Health > 0 then dec(Gear^.Health);
- Gear^.Timer:= 450 - Gear^.Tag * 8
- end
- else begin
-// Modified fire
- if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then begin
+ Gear^.Timer := 450 - Gear^.Tag * 8
+ end
+ else
+ begin
+ // Modified fire
+ if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
+ begin
DrawExplosion(gX, gY, 4);
-
+
for i:= 0 to Random(3) do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
- // This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
- Gear^.Timer:= 100 - Gear^.Tag * 3;
- if (Gear^.Damage > 3000+Gear^.Tag*1500) then Gear^.Health:= 0
- end
+
+// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
+ Gear^.Timer := 100 - Gear^.Tag * 3;
+ if (Gear^.Damage > 3000+Gear^.Tag*1500) then Gear^.Health := 0
end
+ end
+ end;
+ if Gear^.Health = 0 then
+ begin
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ if (Gear^.State and gsttmpFlag) = 0 then
+ begin
+ if ((GameTicks and $3) = 0) and (Random(1) = 0) then
+ begin
+ for i:= 1 to Random(2)+1 do
+ begin
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ end;
+ end;
+ end
+ else
+ begin
+ for i:= 0 to Random(3) do
+ begin
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ end;
end;
-if Gear^.Health = 0 then begin
- gX:= hwRound(Gear^.X);
- gY:= hwRound(Gear^.Y);
- if (Gear^.State and gsttmpFlag) = 0 then begin
- if ((GameTicks and $3) = 0) and (Random(1) = 0) then begin
- for i:= 1 to Random(2)+1 do begin
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
- end;
+
+ DeleteGear(Gear)
end;
- end else begin
- for i:= 0 to Random(3) do begin
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
- end;
- end;
-
- DeleteGear(Gear)
- end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-AllInactive:= false;
-if ((Gear^.Message and gm_Destroy) <> 0) then
+ AllInactive := false;
+ if ((Gear^.Message and gm_Destroy) <> 0) then
begin
- DeleteGear(Gear);
- AfterAttack;
- exit
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
end;
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
begin
- Gear^.Tag:= hwRound(HHGear^.Y);
- DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
- HHGear^.State:= HHGear^.State or gstNoDamage;
- Gear^.Y:= HHGear^.Y;
- AmmoShove(Gear, 30, 40);
- HHGear^.State:= HHGear^.State and not gstNoDamage
+ Gear^.Tag := hwRound(HHGear^.Y);
+ DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ Gear^.Y := HHGear^.Y;
+ AmmoShove(Gear, 30, 40);
+ HHGear^.State := HHGear^.State and not gstNoDamage
end;
-HHGear^.dY:= HHGear^.dY + cGravity;
-if not (HHGear^.dY.isNegative) then
+ HHGear^.dY := HHGear^.dY + cGravity;
+ if not (HHGear^.dY.isNegative) then
begin
- HHGear^.State:= HHGear^.State or gstMoving;
- DeleteGear(Gear);
- AfterAttack;
- exit
+ HHGear^.State := HHGear^.State or gstMoving;
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
end;
-if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)), COLOR_INDESTRUCTIBLE) then
- HHGear^.Y:= HHGear^.Y + HHGear^.dY
+ if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
+ COLOR_INDESTRUCTIBLE) then
+ HHGear^.Y := HHGear^.Y + HHGear^.dY
end;
procedure doStepFirePunch(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-AllInactive:= false;
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-DeleteCI(HHGear);
-HHGear^.X:= int2hwFloat(hwRound(HHGear^.X)) - _0_5;
-HHGear^.dX:= SignAs(cLittle, Gear^.dX);
-
-HHGear^.dY:= - _0_3;
-
-Gear^.X:= HHGear^.X;
-Gear^.dX:= SignAs(_0_45, Gear^.dX);
-Gear^.dY:= - _0_9;
-Gear^.doStep:= @doStepFirePunchWork;
-DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
-
-PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), PHedgehog(HHGear^.Hedgehog)^.Team^.voicepack)
+ AllInactive := false;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ DeleteCI(HHGear);
+ HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5;
+ HHGear^.dX := SignAs(cLittle, Gear^.dX);
+
+ HHGear^.dY := - _0_3;
+
+ Gear^.X := HHGear^.X;
+ Gear^.dX := SignAs(_0_45, Gear^.dX);
+ Gear^.dY := - _0_9;
+ Gear^.doStep := @doStepFirePunchWork;
+ DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
+
+ PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), PHedgehog(HHGear^.Hedgehog)^.Team^.
+ voicepack)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachuteWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-
-inc(Gear^.Timer);
-
-if TestCollisionYwithGear(HHGear, 1)
- or ((HHGear^.State and gstHHDriven) = 0)
- or CheckGearDrowning(HHGear)
- or ((Gear^.Message and gm_Attack) <> 0) then
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+
+ inc(Gear^.Timer);
+
+ if TestCollisionYwithGear(HHGear, 1)
+ or ((HHGear^.State and gstHHDriven) = 0)
+ or CheckGearDrowning(HHGear)
+ or ((Gear^.Message and gm_Attack) <> 0) then
begin
- with HHGear^ do
+ with HHGear^ do
begin
- Message:= 0;
- SetLittle(dX);
- dY:= _0;
- State:= State or gstMoving;
+ Message := 0;
+ SetLittle(dX);
+ dY := _0;
+ State := State or gstMoving;
end;
- DeleteGear(Gear);
- isCursorVisible:= false;
- ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
- exit
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
+ exit
end;
-if not TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
- HHGear^.X:= HHGear^.X + cWindSpeed * 200;
-
-if (Gear^.Message and gm_Left) <> 0 then HHGear^.X:= HHGear^.X - cMaxWindSpeed * 80
-else if (Gear^.Message and gm_Right) <> 0 then HHGear^.X:= HHGear^.X + cMaxWindSpeed * 80;
-if (Gear^.Message and gm_Up) <> 0 then HHGear^.Y:= HHGear^.Y - cGravity * 40
-else if (Gear^.Message and gm_Down) <> 0 then HHGear^.Y:= HHGear^.Y + cGravity * 40;
-
-HHGear^.Y:= HHGear^.Y + cGravity * 100;
-Gear^.X:= HHGear^.X;
-Gear^.Y:= HHGear^.Y
+ if not TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
+ HHGear^.X := HHGear^.X + cWindSpeed * 200;
+
+ if (Gear^.Message and gm_Left) <> 0 then HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
+ else if (Gear^.Message and gm_Right) <> 0 then HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
+ if (Gear^.Message and gm_Up) <> 0 then HHGear^.Y := HHGear^.Y - cGravity * 40
+ else if (Gear^.Message and gm_Down) <> 0 then HHGear^.Y := HHGear^.Y + cGravity * 40;
+
+ HHGear^.Y := HHGear^.Y + cGravity * 100;
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y
end;
procedure doStepParachute(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-
-DeleteCI(HHGear);
-
-AfterAttack;
-
-HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked or gstMoving);
-HHGear^.Message:= HHGear^.Message and not gm_Attack;
-
-Gear^.doStep:= @doStepParachuteWork;
-
-Gear^.Message:= HHGear^.Message;
-doStepParachuteWork(Gear)
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+
+ DeleteCI(HHGear);
+
+ AfterAttack;
+
+ HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked or gstMoving);
+ HHGear^.Message := HHGear^.Message and not gm_Attack;
+
+ Gear^.doStep := @doStepParachuteWork;
+
+ Gear^.Message := HHGear^.Message;
+ doStepParachuteWork(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirAttackWork(Gear: PGear);
-var i: Longint;
+var
+ i: Longint;
begin
-AllInactive:= false;
-Gear^.X:= Gear^.X + cAirPlaneSpeed * Gear^.Tag;
-
-if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
+ AllInactive := false;
+ Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
+
+ if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
begin
- dec(Gear^.Health);
- case Gear^.State of
- 0: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
- 1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+ dec(Gear^.Health);
+ case Gear^.State of
+ 0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed *
+ Gear^.Tag, _0, 0);
+ 1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed *
+ Gear^.Tag, _0, 0);
2: for i:= -19 to 19 do
- FollowGear:= AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
- end;
- Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
+ FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0,
+ _0_001 * i, _0, 0);
+ end;
+ Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag)
end;
-if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
-if (hwRound(Gear^.X) > (LAND_WIDTH+1024)) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ if (hwRound(Gear^.X) > (LAND_WIDTH+1024)) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;
procedure doStepAirAttack(Gear: PGear);
begin
-AllInactive:= false;
-
-if Gear^.X.QWordValue = 0 then
+ AllInactive := false;
+
+ if Gear^.X.QWordValue = 0 then
begin
- Gear^.Tag:= 1;
- Gear^.X:= -_1024;
+ Gear^.Tag := 1;
+ Gear^.X := -_1024;
end
-else
+ else
begin
- Gear^.Tag:= -1;
- Gear^.X:= int2hwFloat(LAND_WIDTH + 1024);
+ Gear^.Tag := -1;
+ Gear^.X := int2hwFloat(LAND_WIDTH + 1024);
end;
-Gear^.Y:= int2hwFloat(topY-300);
-Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
-
-if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) and (Gear^.State <> 2) then
- Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;
-
-Gear^.Health:= 6;
-Gear^.doStep:= @doStepAirAttackWork;
+ Gear^.Y := int2hwFloat(topY-300);
+ Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
+
+ if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) and (Gear^.State <> 2) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 /
+ cGravity) * Gear^.Tag;
+
+ Gear^.Health := 6;
+ Gear^.doStep := @doStepAirAttackWork;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirBomb(Gear: PGear);
begin
-AllInactive:= false;
-doStepFallingGear(Gear);
-if (Gear^.State and gstCollision) <> 0 then
+ AllInactive := false;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
- DeleteGear(Gear);
- exit
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
end;
-if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGirder(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
x, y, tx, ty: hwFloat;
begin
-AllInactive:= false;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-tx:= int2hwFloat(TargetPoint.X);
-ty:= int2hwFloat(TargetPoint.Y);
-x:= HHGear^.X;
-y:= HHGear^.Y;
-
-if (Distance(tx - x, ty - y) > _256) or
- not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
- TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
- sprAmGirder, Gear^.State, true) then
+ AllInactive := false;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ tx := int2hwFloat(TargetPoint.X);
+ ty := int2hwFloat(TargetPoint.Y);
+ x := HHGear^.X;
+ y := HHGear^.Y;
+
+ if (Distance(tx - x, ty - y) > _256) or
+ not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
+ TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
+ sprAmGirder, Gear^.State, true) then
begin
- PlaySound(sndDenied);
- HHGear^.Message:= HHGear^.Message and not gm_Attack;
- HHGear^.State:= HHGear^.State and not gstAttacking;
- HHGear^.State:= HHGear^.State or gstHHChooseTarget;
- isCursorVisible:= true;
- DeleteGear(Gear)
+ PlaySound(sndDenied);
+ HHGear^.Message := HHGear^.Message and not gm_Attack;
+ HHGear^.State := HHGear^.State and not gstAttacking;
+ HHGear^.State := HHGear^.State or gstHHChooseTarget;
+ isCursorVisible := true;
+ DeleteGear(Gear)
end
-else begin
- PlaySound(sndPlaced);
- DeleteGear(Gear);
- AfterAttack;
+ else
+ begin
+ PlaySound(sndPlaced);
+ DeleteGear(Gear);
+ AfterAttack;
end;
-HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked);
-HHGear^.Message:= HHGear^.Message and not gm_Attack;
-TargetPoint.X:= NoPointX
+ HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked);
+ HHGear^.Message := HHGear^.Message and not gm_Attack;
+ TargetPoint.X := NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-PHedgehog(Gear^.Hedgehog)^.Unplaced:= false;
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.Y:= HHGear^.Y + HHGear^.dY; // hedgehog falling to collect cases
-HHGear^.dY:= HHGear^.dY + cGravity;
-if TestCollisionYwithGear(HHGear, 1)
- or CheckGearDrowning(HHGear) then
+ PHedgehog(Gear^.Hedgehog)^.Unplaced := false;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.Y := HHGear^.Y + HHGear^.dY;
+ // hedgehog falling to collect cases
+ HHGear^.dY := HHGear^.dY + cGravity;
+ if TestCollisionYwithGear(HHGear, 1)
+ or CheckGearDrowning(HHGear) then
begin
- DeleteGear(Gear);
- AfterAttack
+ DeleteGear(Gear);
+ AfterAttack
end
end;
procedure doStepTeleportAnim(Gear: PGear);
begin
-inc(Gear^.Timer);
-if Gear^.Timer = 65 then
+ inc(Gear^.Timer);
+ if Gear^.Timer = 65 then
begin
- Gear^.Timer:= 0;
- inc(Gear^.Pos);
- if Gear^.Pos = 11 then
- Gear^.doStep:= @doStepTeleportAfter
+ Gear^.Timer := 0;
+ inc(Gear^.Pos);
+ if Gear^.Pos = 11 then
+ Gear^.doStep := @doStepTeleportAfter
end;
end;
procedure doStepTeleport(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-AllInactive:= false;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
- TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
- sprHHTelepMask, 0, false) then
- begin
- HHGear^.Message:= HHGear^.Message and not gm_Attack;
- HHGear^.State:= HHGear^.State and not gstAttacking;
- HHGear^.State:= HHGear^.State or gstHHChooseTarget;
+ AllInactive := false;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
+ TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
+ sprHHTelepMask, 0, false) then
+ begin
+ HHGear^.Message := HHGear^.Message and not gm_Attack;
+ HHGear^.State := HHGear^.State and not gstAttacking;
+ HHGear^.State := HHGear^.State or gstHHChooseTarget;
DeleteGear(Gear);
- isCursorVisible:= true;
+ isCursorVisible := true;
PlaySound(sndDenied)
- end
- else begin
+ end
+ else
+ begin
DeleteCI(HHGear);
SetAllHHToActive;
- Gear^.doStep:= @doStepTeleportAnim;
- // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
- Gear^.dX:= HHGear^.dX;
- // retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
- HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
- Gear^.X:= HHGear^.X;
- Gear^.Y:= HHGear^.Y;
- HHGear^.X:= int2hwFloat(TargetPoint.X);
- HHGear^.Y:= int2hwFloat(TargetPoint.Y);
- HHGear^.State:= HHGear^.State or gstMoving;
+ Gear^.doStep := @doStepTeleportAnim;
+
+ // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
+ Gear^.dX := HHGear^.dX;
+ // retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
+ HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+ HHGear^.X := int2hwFloat(TargetPoint.X);
+ HHGear^.Y := int2hwFloat(TargetPoint.Y);
+ HHGear^.State := HHGear^.State or gstMoving;
playSound(sndWarp)
- end;
-TargetPoint.X:= NoPointX;
+ end;
+ TargetPoint.X := NoPointX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
Msg, State: Longword;
begin
-AllInactive:= false;
-
-if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then
+ AllInactive := false;
+
+ if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then
begin
- HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
- Msg:= Gear^.Message and not gm_Switch;
- DeleteGear(Gear);
- OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
- ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
-
- HHGear:= CurrentHedgehog^.Gear;
- ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
- HHGear^.Message:= Msg;
- exit
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ Msg := Gear^.Message and not gm_Switch;
+ DeleteGear(Gear);
+ OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
+ ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
+
+ HHGear := CurrentHedgehog^.Gear;
+ ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
+ HHGear^.Message := Msg;
+ exit
end;
-if (Gear^.Message and gm_Switch) <> 0 then
+ if (Gear^.Message and gm_Switch) <> 0 then
begin
- HHGear:= CurrentHedgehog^.Gear;
- HHGear^.Message:= HHGear^.Message and not gm_Switch;
- Gear^.Message:= Gear^.Message and not gm_Switch;
- State:= HHGear^.State;
- HHGear^.State:= 0;
- HHGear^.Active:= false;
- HHGear^.Z:= cHHZ;
- RemoveGearFromList(HHGear);
- InsertGearToList(HHGear);
-
- PlaySound(sndSwitchHog);
-
- repeat
- CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
- until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
-
- CurrentHedgehog:= @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];
-
- HHGear:= CurrentHedgehog^.Gear;
- HHGear^.State:= State;
- HHGear^.Active:= true;
- FollowGear:= HHGear;
- HHGear^.Z:= cCurrHHZ;
- RemoveGearFromList(HHGear);
- InsertGearToList(HHGear);
- Gear^.X:= HHGear^.X;
- Gear^.Y:= HHGear^.Y
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and not gm_Switch;
+ Gear^.Message := Gear^.Message and not gm_Switch;
+ State := HHGear^.State;
+ HHGear^.State := 0;
+ HHGear^.Active := false;
+ HHGear^.Z := cHHZ;
+ RemoveGearFromList(HHGear);
+ InsertGearToList(HHGear);
+
+ PlaySound(sndSwitchHog);
+
+ repeat
+ CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.
+ HedgehogsNumber);
+ until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
+
+ CurrentHedgehog := @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];
+
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.State := State;
+ HHGear^.Active := true;
+ FollowGear := HHGear;
+ HHGear^.Z := cCurrHHZ;
+ RemoveGearFromList(HHGear);
+ InsertGearToList(HHGear);
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y
end;
end;
procedure doStepSwitcher(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-Gear^.doStep:= @doStepSwitcherWork;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-with HHGear^ do
+ Gear^.doStep := @doStepSwitcherWork;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ with HHGear^ do
begin
- State:= State and not gstAttacking;
- Message:= Message and not gm_Attack
+ State := State and not gstAttacking;
+ Message := Message and not gm_Attack
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
-var dX, dY: hwFloat;
+var
+ dX, dY: hwFloat;
i: LongInt;
dxn, dyn: boolean;
begin
-AllInactive:= false;
-dxn:= Gear^.dX.isNegative;
-dyn:= Gear^.dY.isNegative;
-
-doStepFallingGear(Gear);
-if (Gear^.State and gstCollision) <> 0 then
+ AllInactive := false;
+ dxn := Gear^.dX.isNegative;
+ dyn := Gear^.dY.isNegative;
+
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);
-
- Gear^.dX.isNegative:= not dxn;
- Gear^.dY.isNegative:= not dyn;
- for i:= 0 to 4 do
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);
+
+ Gear^.dX.isNegative := not dxn;
+ Gear^.dY.isNegative := not dyn;
+ for i:= 0 to 4 do
begin
- dX:= Gear^.dX + (GetRandom - _0_5) * _0_03;
- dY:= Gear^.dY + (GetRandom - _0_5) * _0_03;
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
+ dX := Gear^.dX + (GetRandom - _0_5) * _0_03;
+ dY := Gear^.dY + (GetRandom - _0_5) * _0_03;
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
end;
- DeleteGear(Gear);
- exit
+ DeleteGear(Gear);
+ exit
end;
-if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
-const upd: Longword = 0;
-var i: LongWord;
+
+const upd: Longword = 0;
+var
+ i: LongWord;
HHGear: PGear;
begin
-AllInactive:= false;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.State:= HHGear^.State or gstNoDamage;
-DeleteCI(HHGear);
-
-i:= 2;
-repeat
- Gear^.X:= Gear^.X + HHGear^.dX;
- Gear^.Y:= Gear^.Y + HHGear^.dY;
- HHGear^.X:= Gear^.X;
- HHGear^.Y:= Gear^.Y;
-
- inc(Gear^.Damage, 2);
-
-// if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
-// or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
-
- dec(i)
-until (i = 0) or (Gear^.Damage > Gear^.Health);
-
-inc(upd);
-if upd > 3 then
+ AllInactive := false;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ i := 2;
+ repeat
+ Gear^.X := Gear^.X + HHGear^.dX;
+ Gear^.Y := Gear^.Y + HHGear^.dY;
+ HHGear^.X := Gear^.X;
+ HHGear^.Y := Gear^.Y;
+
+ inc(Gear^.Damage, 2);
+
+ // if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
+ // or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
+
+ dec(i)
+ until (i = 0) or (Gear^.Damage > Gear^.Health);
+
+ inc(upd);
+ if upd > 3 then
begin
- if Gear^.Health < 1500 then Gear^.Pos:= 2;
-
- AmmoShove(Gear, 30, 40);
-
- DrawTunnel(HHGear^.X - HHGear^.dX * 10,
- HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
- HHGear^.dX,
- HHGear^.dY,
- 20 + cHHRadius * 2,
- cHHRadius * 2 + 6);
-
- upd:= 0
+ if Gear^.Health < 1500 then Gear^.Pos := 2;
+
+ AmmoShove(Gear, 30, 40);
+
+ DrawTunnel(HHGear^.X - HHGear^.dX * 10,
+ HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
+ HHGear^.dX,
+ HHGear^.dY,
+ 20 + cHHRadius * 2,
+ cHHRadius * 2 + 6);
+
+ upd := 0
end;
-if Gear^.Health < Gear^.Damage then
+ if Gear^.Health < Gear^.Damage then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
- AfterAttack;
- DeleteGear(Gear);
- DeleteGear(HHGear);
- end else
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
+ AfterAttack;
+ DeleteGear(Gear);
+ DeleteGear(HHGear);
+ end
+ else
begin
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage:= 0
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0
end
end;
procedure doStepKamikazeIdle(Gear: PGear);
begin
-AllInactive:= false;
-dec(Gear^.Timer);
-if Gear^.Timer = 0 then
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
begin
- Gear^.Pos:= 1;
- PlaySound(sndKamikaze, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
- Gear^.doStep:= @doStepKamikazeWork
+ Gear^.Pos := 1;
+ PlaySound(sndKamikaze, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
+ Gear^.doStep := @doStepKamikazeWork
end
end;
procedure doStepKamikaze(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-AllInactive:= false;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-
-HHGear^.dX:= Gear^.dX;
-HHGear^.dY:= Gear^.dY;
-
-Gear^.dX:= SignAs(_0_45, Gear^.dX);
-Gear^.dY:= - _0_9;
-
-Gear^.Timer:= 550;
-
-Gear^.doStep:= @doStepKamikazeIdle
+ AllInactive := false;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+
+ HHGear^.dX := Gear^.dX;
+ HHGear^.dY := Gear^.dY;
+
+ Gear^.dX := SignAs(_0_45, Gear^.dX);
+ Gear^.dY := - _0_9;
+
+ Gear^.Timer := 550;
+
+ Gear^.doStep := @doStepKamikazeIdle
end;
////////////////////////////////////////////////////////////////////////////////
-const cakeh = 27;
- cakeDmg = 75;
-var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end;
+
+const cakeh = 27;
+ cakeDmg = 75;
+var
+ CakePoints: array[0..Pred(cakeh)] of record
+ x, y: hwFloat;
+ end;
CakeI: Longword;
procedure doStepCakeExpl(Gear: PGear);
begin
-AllInactive:= false;
-
-inc(Gear^.Tag);
-if Gear^.Tag < 2250 then exit;
-
-doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, EXPLAutoSound);
-AfterAttack;
-DeleteGear(Gear)
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 2250 then exit;
+
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, EXPLAutoSound);
+ AfterAttack;
+ DeleteGear(Gear)
end;
procedure doStepCakeDown(Gear: PGear);
-var gi: PGear;
+var
+ gi: PGear;
dmg: LongInt;
begin
-AllInactive:= false;
-
-inc(Gear^.Tag);
-if Gear^.Tag < 100 then exit;
-Gear^.Tag:= 0;
-
-if Gear^.Pos = 0 then
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 100 then exit;
+ Gear^.Tag := 0;
+
+ if Gear^.Pos = 0 then
begin
- gi:= GearsList;
- while gi <> nil do
+ gi := GearsList;
+ while gi <> nil do
begin
- dmg:= cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
- if (dmg > 1) and (gi^.Kind = gtHedgehog) then
- if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
- gi^.State:= gi^.State or gstLoser
+ dmg := cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
+ if (dmg > 1) and (gi^.Kind = gtHedgehog) then
+ if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
+ gi^.State := gi^.State or gstLoser
else
- gi^.State:= gi^.State or gstWinner;
- gi:= gi^.NextGear
+ gi^.State := gi^.State or gstWinner;
+ gi := gi^.NextGear
end;
- Gear^.doStep:= @doStepCakeExpl;
- PlaySound(sndCake)
- end else dec(Gear^.Pos)
+ Gear^.doStep := @doStepCakeExpl;
+ PlaySound(sndCake)
+ end
+ else dec(Gear^.Pos)
end;
procedure doStepCakeWork(Gear: PGear);
-const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));
-var xx, yy, xxn, yyn: LongInt;
+
+const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));
+var
+ xx, yy, xxn, yyn: LongInt;
da: LongInt;
tdx, tdy: hwFloat;
- procedure PrevAngle;
- begin
- Gear^.Angle:= (LongInt(Gear^.Angle) + 4 - dA) mod 4
- end;
-
- procedure NextAngle;
- begin
- Gear^.Angle:= (LongInt(Gear^.Angle) + 4 + dA) mod 4
- end;
+procedure PrevAngle;
+begin
+ Gear^.Angle := (LongInt(Gear^.Angle) + 4 - dA) mod 4
+end;
+
+procedure NextAngle;
+begin
+ Gear^.Angle := (LongInt(Gear^.Angle) + 4 + dA) mod 4
+end;
begin
-AllInactive:= false;
-
-inc(Gear^.Tag);
-if Gear^.Tag < 7 then exit;
-
-dA:= hwSign(Gear^.dX);
-xx:= dirs[Gear^.Angle].x;
-yy:= dirs[Gear^.Angle].y;
-xxn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
-yyn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;
-
-if (xx = 0) then
- if TestCollisionYwithGear(Gear, yy) then
- PrevAngle
- else begin
- Gear^.Tag:= 0;
- Gear^.Y:= Gear^.Y + int2hwFloat(yy);
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 7 then exit;
+
+ dA := hwSign(Gear^.dX);
+ xx := dirs[Gear^.Angle].x;
+ yy := dirs[Gear^.Angle].y;
+ xxn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
+ yyn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;
+
+ if (xx = 0) then
+ if TestCollisionYwithGear(Gear, yy) then
+ PrevAngle
+ else
+ begin
+ Gear^.Tag := 0;
+ Gear^.Y := Gear^.Y + int2hwFloat(yy);
if not TestCollisionXwithGear(Gear, xxn) then
- begin
- Gear^.X:= Gear^.X + int2hwFloat(xxn);
+ begin
+ Gear^.X := Gear^.X + int2hwFloat(xxn);
NextAngle
- end;
end;
-
-if (yy = 0) then
- if TestCollisionXwithGear(Gear, xx) then
- PrevAngle
- else begin
- Gear^.Tag:= 0;
- Gear^.X:= Gear^.X + int2hwFloat(xx);
- if not TestCollisionYwithGear(Gear, yyn) then
- begin
- Gear^.Y:= Gear^.Y + int2hwFloat(yyn);
- NextAngle
- end;
- end;
-
-if Gear^.Tag = 0 then
+ end;
+
+ if (yy = 0) then
+ if TestCollisionXwithGear(Gear, xx) then
+ PrevAngle
+ else
begin
- CakeI:= (CakeI + 1) mod cakeh;
- tdx:= CakePoints[CakeI].x - Gear^.X;
- tdy:= - CakePoints[CakeI].y + Gear^.Y;
- CakePoints[CakeI].x:= Gear^.X;
- CakePoints[CakeI].y:= Gear^.Y;
- Gear^.DirAngle:= DxDy2Angle(tdx, tdy);
+ Gear^.Tag := 0;
+ Gear^.X := Gear^.X + int2hwFloat(xx);
+ if not TestCollisionYwithGear(Gear, yyn) then
+ begin
+ Gear^.Y := Gear^.Y + int2hwFloat(yyn);
+ NextAngle
+ end;
end;
-dec(Gear^.Health);
-Gear^.Timer:= Gear^.Health*10; // This is not seconds, but at least it is *some* feedback
-if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then
+ if Gear^.Tag = 0 then
begin
- FollowGear:= Gear;
- Gear^.RenderTimer:= false;
- Gear^.doStep:= @doStepCakeDown
+ CakeI := (CakeI + 1) mod cakeh;
+ tdx := CakePoints[CakeI].x - Gear^.X;
+ tdy := - CakePoints[CakeI].y + Gear^.Y;
+ CakePoints[CakeI].x := Gear^.X;
+ CakePoints[CakeI].y := Gear^.Y;
+ Gear^.DirAngle := DxDy2Angle(tdx, tdy);
+ end;
+
+ dec(Gear^.Health);
+ Gear^.Timer := Gear^.Health*10;
+ // This is not seconds, but at least it is *some* feedback
+ if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then
+ begin
+ FollowGear := Gear;
+ Gear^.RenderTimer := false;
+ Gear^.doStep := @doStepCakeDown
end
end;
procedure doStepCakeUp(Gear: PGear);
-var i: Longword;
+var
+ i: Longword;
begin
-AllInactive:= false;
-
-inc(Gear^.Tag);
-if Gear^.Tag < 100 then exit;
-Gear^.Tag:= 0;
-
-if Gear^.Pos = 6 then
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 100 then exit;
+ Gear^.Tag := 0;
+
+ if Gear^.Pos = 6 then
begin
- for i:= 0 to Pred(cakeh) do
+ for i:= 0 to Pred(cakeh) do
begin
- CakePoints[i].x:= Gear^.X;
- CakePoints[i].y:= Gear^.Y
+ CakePoints[i].x := Gear^.X;
+ CakePoints[i].y := Gear^.Y
end;
- CakeI:= 0;
- Gear^.doStep:= @doStepCakeWork
- end else inc(Gear^.Pos)
+ CakeI := 0;
+ Gear^.doStep := @doStepCakeWork
+ end
+ else inc(Gear^.Pos)
end;
procedure doStepCakeFall(Gear: PGear);
begin
-AllInactive:= false;
-
-Gear^.dY:= Gear^.dY + cGravity;
-if TestCollisionYwithGear(Gear, 1) then
- Gear^.doStep:= @doStepCakeUp
-else
+ AllInactive := false;
+
+ Gear^.dY := Gear^.dY + cGravity;
+ if TestCollisionYwithGear(Gear, 1) then
+ Gear^.doStep := @doStepCakeUp
+ else
begin
- Gear^.Y:= Gear^.Y + Gear^.dY;
- if CheckGearDrowning(Gear) then AfterAttack
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if CheckGearDrowning(Gear) then AfterAttack
end
end;
procedure doStepCake(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-AllInactive:= false;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.Message:= HHGear^.Message and (not gm_Attack);
-DeleteCI(HHGear);
-
-FollowGear:= Gear;
-
-Gear^.doStep:= @doStepCakeFall
+ AllInactive := false;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.Message := HHGear^.Message and (not gm_Attack);
+ DeleteCI(HHGear);
+
+ FollowGear := Gear;
+
+ Gear^.doStep := @doStepCakeFall
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
-var x, y: LongInt;
+var
+ x, y: LongInt;
begin
-AllInactive:= false;
-
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-x:= hwRound(Gear^.X);
-y:= hwRound(Gear^.Y);
-
-if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
- if (Land[y, x] <> 0) then
+ AllInactive := false;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
+ if (Land[y, x] <> 0) then
begin
- Gear^.dX.isNegative:= not Gear^.dX.isNegative;
- Gear^.dY.isNegative:= not Gear^.dY.isNegative;
- Gear^.dX:= Gear^.dX * _1_5;
- Gear^.dY:= Gear^.dY * _1_5 - _0_3;
- AmmoShove(Gear, 0, 40);
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+ Gear^.dX := Gear^.dX * _1_5;
+ Gear^.dY := Gear^.dY * _1_5 - _0_3;
+ AmmoShove(Gear, 0, 40);
+ AfterAttack;
+ DeleteGear(Gear)
+ end
+ else
+ else
+ begin
AfterAttack;
DeleteGear(Gear)
- end
- else
-else
- begin
- AfterAttack;
- DeleteGear(Gear)
end
end;
procedure doStepSeductionWear(Gear: PGear);
begin
-AllInactive:= false;
-inc(Gear^.Timer);
-if Gear^.Timer > 250 then
+ AllInactive := false;
+ inc(Gear^.Timer);
+ if Gear^.Timer > 250 then
begin
- Gear^.Timer:= 0;
- inc(Gear^.Pos);
- if Gear^.Pos = 5 then
- PlaySound(sndYoohoo, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
+ Gear^.Timer := 0;
+ inc(Gear^.Pos);
+ if Gear^.Pos = 5 then
+ PlaySound(sndYoohoo, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
end;
-if Gear^.Pos = 14 then
- Gear^.doStep:= @doStepSeductionWork
+ if Gear^.Pos = 14 then
+ Gear^.doStep := @doStepSeductionWork
end;
procedure doStepSeduction(Gear: PGear);
begin
-AllInactive:= false;
-DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);
-Gear^.doStep:= @doStepSeductionWear
+ AllInactive := false;
+ DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);
+ Gear^.doStep := @doStepSeductionWear
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
-var i: LongWord;
+var
+ i: LongWord;
begin
-AllInactive:= false;
-
-inc(Gear^.Timer);
-if Gear^.Timer = 17 then
- Gear^.Timer:= 0
-else
- exit;
-
-if cWaterLine > 0 then
+ AllInactive := false;
+
+ inc(Gear^.Timer);
+ if Gear^.Timer = 17 then
+ Gear^.Timer := 0
+ else
+ exit;
+
+ if cWaterLine > 0 then
begin
- dec(cWaterLine);
- for i:= 0 to LAND_WIDTH - 1 do
- Land[cWaterLine, i]:= 0;
- SetAllToActive
+ dec(cWaterLine);
+ for i:= 0 to LAND_WIDTH - 1 do
+ Land[cWaterLine, i] := 0;
+ SetAllToActive
end;
-inc(Gear^.Tag);
-if (Gear^.Tag = 47) or (cWaterLine = 0) then
- DeleteGear(Gear)
+ inc(Gear^.Tag);
+ if (Gear^.Tag = 47) or (cWaterLine = 0) then
+ DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrillDrilling(Gear: PGear);
-var t: PGearArray;
+var
+ t: PGearArray;
ox, oy: hwFloat;
begin
-AllInactive:= false;
-
-if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
+ AllInactive := false;
+
+ if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
begin
- ox:= Gear^.X;
- oy:= Gear^.Y;
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
- if(CheckGearDrowning(Gear)) then
+ ox := Gear^.X;
+ oy := Gear^.Y;
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
+ if (CheckGearDrowning(Gear)) then
begin
- StopSound(Gear^.SoundChannel);
- exit
+ StopSound(Gear^.SoundChannel);
+ exit
end
end;
-t:= CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bug
-if (Gear^.Timer = 0)
-or (t^.Count <> 0)
-or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
-and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))
-or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] = COLOR_INDESTRUCTIBLE) then
- begin //out of time or exited ground
- StopSound(Gear^.SoundChannel);
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- DeleteGear(Gear);
- exit
+ t := CheckGearsCollision(Gear);
+ //fixes drill not exploding when touching HH bug
+ if (Gear^.Timer = 0)
+ or (t^.Count <> 0)
+ or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
+ and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))
+ or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] = COLOR_INDESTRUCTIBLE) then
+ begin
+ //out of time or exited ground
+ StopSound(Gear^.SoundChannel);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
end;
-dec(Gear^.Timer);
+ dec(Gear^.Timer);
end;
procedure doStepDrill(Gear: PGear);
-var t: PGearArray;
+var
+ t: PGearArray;
oldDx, oldDy: hwFloat;
t2: hwFloat;
begin
-AllInactive:= false;
-
-Gear^.dX:= Gear^.dX + cWindSpeed;
-oldDx:= Gear^.dX;
-oldDy:= Gear^.dY;
-
-doStepFallingGear(Gear);
-
-if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
-if ((Gear^.State and gstCollision) <> 0) then begin //hit
- Gear^.dX:= oldDx;
- Gear^.dY:= oldDy;
-
- t:= CheckGearsCollision(Gear);
- if (t^.Count = 0) then begin //hit the ground not the HH
- t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
- Gear^.dX:= Gear^.dX * t2;
- Gear^.dY:= Gear^.dY * t2;
- end else begin //explode right on contact with HH
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
- DeleteGear(Gear);
- exit;
+ AllInactive := false;
+
+ Gear^.dX := Gear^.dX + cWindSpeed;
+ oldDx := Gear^.dX;
+ oldDy := Gear^.dY;
+
+ doStepFallingGear(Gear);
+
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ //hit
+ Gear^.dX := oldDx;
+ Gear^.dY := oldDy;
+
+ t := CheckGearsCollision(Gear);
+ if (t^.Count = 0) then
+ begin
+ //hit the ground not the HH
+ t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.dX * t2;
+ Gear^.dY := Gear^.dY * t2;
+ end
+ else
+ begin
+ //explode right on contact with HH
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit;
end;
- Gear^.SoundChannel:= LoopSound(sndDrillRocket);
- Gear^.doStep:= @doStepDrillDrilling;
- dec(Gear^.Timer)
+ Gear^.SoundChannel := LoopSound(sndDrillRocket);
+ Gear^.doStep := @doStepDrillDrilling;
+ dec(Gear^.Timer)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
begin
- AllInactive:= false;
+ AllInactive := false;
dec(Gear^.Timer);
- HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
HedgehogChAngle(HHGear);
- gX:= hwRound(Gear^.X);
- gY:= hwRound(Gear^.Y);
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
if (Gear^.Timer mod 100) = 0 then
- begin
- rx:= rndSign(getRandom * _0_1);
- ry:= rndSign(getRandom * _0_1);
+ begin
+ rx := rndSign(getRandom * _0_1);
+ ry := rndSign(getRandom * _0_1);
AddGear(gx, gy, gtBall, 0,
SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - _0_8) + ry,
- 0);
+ AngleCos(HHGear^.Angle) * ( - _0_8) + ry,
+ 0);
PlaySound(sndGun);
- end;
+ end;
if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then
- begin
+ begin
DeleteGear(Gear);
AfterAttack
- end
+ end
end;
procedure doStepBallgun(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Down);
-HHGear^.State:= HHGear^.State or gstNotKickable;
-Gear^.doStep:= @doStepBallgunWork
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.Message := HHGear^.Message and not (gm_Up or gm_Down);
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepBallgunWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);
-const cAngleSpeed = 3;
-var HHGear: PGear;
+
+const cAngleSpeed = 3;
+var
+ HHGear: PGear;
i: LongInt;
dX, dY: hwFloat;
fChanged: boolean;
trueAngle: Longword;
t: PGear;
begin
-AllInactive:= false;
-
-if ((TrainingFlags and tfRCPlane) = 0) and (Gear^.Timer > 0) then dec(Gear^.Timer);
-
-if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStartTime = 0) then TimeTrialStartTime:= RealTicks;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-FollowGear:= Gear;
-
-fChanged:= false;
-if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
+ AllInactive := false;
+
+ if ((TrainingFlags and tfRCPlane) = 0) and (Gear^.Timer > 0) then dec(Gear^.Timer);
+
+ if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (
+ TimeTrialStartTime = 0) then TimeTrialStartTime := RealTicks;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ FollowGear := Gear;
+
+ fChanged := false;
+ if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
begin
- fChanged:= true;
- if Gear^.Angle > 2048 then dec(Gear^.Angle) else
- if Gear^.Angle < 2048 then inc(Gear^.Angle) else fChanged:= false
+ fChanged := true;
+ if Gear^.Angle > 2048 then dec(Gear^.Angle)
+ else
+ if Gear^.Angle < 2048 then inc(Gear^.Angle)
+ else fChanged := false
end
-else
+ else
begin
- if ((Gear^.Message and gm_Left) <> 0) then
+ if ((Gear^.Message and gm_Left) <> 0) then
begin
- fChanged:= true;
- Gear^.Angle:= (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
+ fChanged := true;
+ Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
end;
- if ((Gear^.Message and gm_Right) <> 0) then
+ if ((Gear^.Message and gm_Right) <> 0) then
begin
- fChanged:= true;
- Gear^.Angle:= (Gear^.Angle + cAngleSpeed) mod 4096
+ fChanged := true;
+ Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
end
end;
-if fChanged then
+ if fChanged then
begin
- Gear^.dX.isNegative:= (Gear^.Angle > 2048);
- if Gear^.dX.isNegative then
- trueAngle:= 4096 - Gear^.Angle
- else
- trueAngle:= Gear^.Angle;
-
- Gear^.dX:= SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
- Gear^.dY:= AngleCos(trueAngle) * -_0_25;
+ Gear^.dX.isNegative := (Gear^.Angle > 2048);
+ if Gear^.dX.isNegative then
+ trueAngle := 4096 - Gear^.Angle
+ else
+ trueAngle := Gear^.Angle;
+
+ Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
+ Gear^.dY := AngleCos(trueAngle) * -_0_25;
end;
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-
-if (TrainingFlags and tfRCPlane) = 0 then
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (TrainingFlags and tfRCPlane) = 0 then
begin
- if (GameTicks and $FF) = 0 then
- if Gear^.Timer < 3500 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
+ if (GameTicks and $FF) = 0 then
+ if Gear^.Timer < 3500 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
else
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
- if ((HHGear^.Message and gm_Attack) <> 0) and (Gear^.Health <> 0) then
+ if ((HHGear^.Message and gm_Attack) <> 0) and (Gear^.Health <> 0) then
begin
- HHGear^.Message := HHGear^.Message and not gm_Attack;
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY * _0_5, 0);
- dec(Gear^.Health)
+ HHGear^.Message := HHGear^.Message and not gm_Attack;
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
+ _0_5, 0);
+ dec(Gear^.Health)
end;
- if ((HHGear^.Message and gm_LJump) <> 0)
- and ((Gear^.State and gsttmpFlag) = 0) then
+ if ((HHGear^.Message and gm_LJump) <> 0)
+ and ((Gear^.State and gsttmpFlag) = 0) then
begin
- Gear^.State:= Gear^.State or gsttmpFlag;
- PauseMusic;
- playSound(sndRideOfTheValkyries);
+ Gear^.State := Gear^.State or gsttmpFlag;
+ PauseMusic;
+ playSound(sndRideOfTheValkyries);
end;
- // pickup bonuses
- t:= CheckGearNear(Gear, gtCase, 36, 36);
- if t <> nil then
- PickUp(HHGear, t);
+ // pickup bonuses
+ t := CheckGearNear(Gear, gtCase, 36, 36);
+ if t <> nil then
+ PickUp(HHGear, t);
end
-else
+ else
begin
- if (GameTicks and $FF) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
- // pickup targets
- t:= CheckGearNear(Gear, gtTarget, 36, 36);
- if t <> nil then
+ if (GameTicks and $FF) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ // pickup targets
+ t := CheckGearNear(Gear, gtTarget, 36, 36);
+ if t <> nil then
begin
- if t^.Tag <> 0 then // collect it only once
+ if t^.Tag <> 0 then // collect it only once
+ exit;
+ PlaySound(sndShotgunReload);
+ t^.Tag := 1;
+ TrainingTargetGear := nil;
+ // remove target cursor
exit;
- PlaySound(sndShotgunReload);
- t^.Tag:= 1;
- TrainingTargetGear:= nil; // remove target cursor
- exit;
end;
- if (TurnTimeLeft > 0) then
- dec(TurnTimeLeft)
+ if (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft)
end;
-
-CheckCollision(Gear);
-
-if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0))
- or CheckGearDrowning(Gear) then
+
+ CheckCollision(Gear);
+
+ if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (
+ TurnTimeLeft = 0))
+ or CheckGearDrowning(Gear) then
begin
- if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStopTime = 0) then TimeTrialStopTime:= RealTicks;
- StopSound(Gear^.SoundChannel);
- StopSound(sndRideOfTheValkyries);
- ResumeMusic;
-
- if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0)) then
+ if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (
+ TimeTrialStopTime = 0) then TimeTrialStopTime := RealTicks;
+ StopSound(Gear^.SoundChannel);
+ StopSound(sndRideOfTheValkyries);
+ ResumeMusic;
+
+ if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (
+ TurnTimeLeft = 0)) then
begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLAutoSound);
- for i:= 0 to 32 do
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLAutoSound);
+ for i:= 0 to 32 do
begin
- dX:= AngleCos(i * 64) * _0_5 * (GetRandom + _1);
- dY:= AngleSin(i * 64) * _0_5 * (GetRandom + _1);
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
+ dX := AngleCos(i * 64) * _0_5 * (GetRandom + _1);
+ dY := AngleSin(i * 64) * _0_5 * (GetRandom + _1);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
end;
- DeleteGear(Gear)
+ DeleteGear(Gear)
end;
- AfterAttack;
- CurAmmoGear:= nil;
- TurnTimeLeft:= 14 * 125;
-
- if (TrainingFlags and tfRCPlane) <> 0 then
- TurnTimeLeft:= 0; // HACK: RCPlane training allows unlimited plane starts in last 2 seconds
-
- HHGear^.Message:= 0;
- ParseCommand('/taunt '#1, true)
+ AfterAttack;
+ CurAmmoGear := nil;
+ TurnTimeLeft := 14 * 125;
+
+ if (TrainingFlags and tfRCPlane) <> 0 then
+ TurnTimeLeft := 0;
+ // HACK: RCPlane training allows unlimited plane starts in last 2 seconds
+
+ HHGear^.Message := 0;
+ ParseCommand('/taunt '#1, true)
end
end;
procedure doStepRCPlane(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-HHGear^.Message:= 0;
-HHGear^.State:= HHGear^.State or gstNotKickable;
-Gear^.Angle:= HHGear^.Angle;
-Gear^.Tag:= hwSign(HHGear^.dX);
-if HHGear^.dX.isNegative then Gear^.Angle:= 4096 - Gear^.Angle;
-Gear^.doStep:= @doStepRCPlaneWork
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.Angle := HHGear^.Angle;
+ Gear^.Tag := hwSign(HHGear^.dX);
+ if HHGear^.dX.isNegative then Gear^.Angle := 4096 - Gear^.Angle;
+ Gear^.doStep := @doStepRCPlaneWork
end;
procedure doStepJetpackWork(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
fuel: LongInt;
move: hwFloat;
begin
-AllInactive:= false;
-HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
-//dec(Gear^.Timer);
-move:= _0_1;
-fuel:= 50;
+ AllInactive := false;
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ //dec(Gear^.Timer);
+ move := _0_1;
+ fuel := 50;
(*if (HHGear^.Message and gm_Precise) <> 0 then
begin
move:= _0_02;
fuel:= 5;
end;*)
-if (HHGear^.Message and gm_Up) <> 0 then
+ if (HHGear^.Message and gm_Up) <> 0 then
begin
- if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
- HHGear^.dY:= HHGear^.dY - move;
- HHGear^.dY:= HHGear^.dY - move;
- dec(Gear^.Health, fuel);
- Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
- Gear^.Timer:= GameTicks
+ if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
+ HHGear^.dY := HHGear^.dY - move;
+ HHGear^.dY := HHGear^.dY - move;
+ dec(Gear^.Health, fuel);
+ Gear^.MsgParam := Gear^.MsgParam or gm_Up;
+ Gear^.Timer := GameTicks
end;
-if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
-if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
+ if (HHGear^.Message and gm_Left) <> 0 then move.isNegative := true;
+ if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
- HHGear^.dX:= HHGear^.dX + (move * _0_2);
- dec(Gear^.Health, fuel div 5);
- Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
- Gear^.Timer:= GameTicks
+ HHGear^.dX := HHGear^.dX + (move * _0_2);
+ dec(Gear^.Health, fuel div 5);
+ Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
+ Gear^.Timer := GameTicks
end;
-// erases them all at once :-/
-if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
+ // erases them all at once :-/
+ if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
begin
- Gear^.Timer:= 0;
- Gear^.MsgParam:= 0
+ Gear^.Timer := 0;
+ Gear^.MsgParam := 0
+ end;
+
+ if Gear^.Health < 0 then Gear^.Health := 0;
+ if (GameTicks and $3F) = 0 then
+ begin
+ //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+ if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) +
+ '%', cWhiteColor, fntSmall)
end;
-if Gear^.Health < 0 then Gear^.Health:= 0;
-if (GameTicks and $3F) = 0 then
- begin
-//AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
- if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
- Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
- end;
-
-if HHGear^.Message and (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
-HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
-HHGear^.State:= HHGear^.State or gstMoving;
-
-Gear^.X:= HHGear^.X;
-Gear^.Y:= HHGear^.Y;
-// For some reason I need to reapply followgear here, something else grabs it otherwise.
-if not bShowAmmoMenu then FollowGear:= HHGear;
-
-if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
-
-if (Gear^.Health = 0)
- or (HHGear^.Damage <> 0)
- or CheckGearDrowning(HHGear)
- or (TurnTimeLeft = 0)
- // allow brief ground touches - to be fair on this, might need another counter
- or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(HHGear, 1))
- or ((Gear^.Message and gm_Attack) <> 0) then
+ if HHGear^.Message and (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^
+ .State := Gear^.State and not gsttmpFlag;
+ HHGear^.Message := HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
+ HHGear^.State := HHGear^.State or gstMoving;
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+ // For some reason I need to reapply followgear here, something else grabs it otherwise.
+ if not bShowAmmoMenu then FollowGear := HHGear;
+
+ if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
+
+ if (Gear^.Health = 0)
+ or (HHGear^.Damage <> 0)
+ or CheckGearDrowning(HHGear)
+ or (TurnTimeLeft = 0)
+ // allow brief ground touches - to be fair on this, might need another counter
+ or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(
+ HHGear, 1))
+ or ((Gear^.Message and gm_Attack) <> 0) then
begin
- with HHGear^ do
+ with HHGear^ do
begin
- Message:= 0;
- Active:= true;
- State:= State or gstMoving
+ Message := 0;
+ Active := true;
+ State := State or gstMoving
end;
- DeleteGear(Gear);
- isCursorVisible:= false;
- ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
-// if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
+ // if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
+
// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
- //AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+
+//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpack(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-Gear^.doStep:= @doStepJetpackWork;
-
-HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
-FollowGear:= HHGear;
-AfterAttack;
-with HHGear^ do
+ Gear^.doStep := @doStepJetpackWork;
+
+ HHGear := PHedgehog(Gear^.Hedgehog)^.Gear;
+ FollowGear := HHGear;
+ AfterAttack;
+ with HHGear^ do
begin
- State:= State and not gstAttacking;
- Message:= Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right);
- if (dY < _0_1) and (dY > -_0_1) then
+ State := State and not gstAttacking;
+ Message := Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right);
+ if (dY < _0_1) and (dY > -_0_1) then
begin
- Gear^.State:= Gear^.State or gsttmpFlag;
- dY:= dY - _0_2
+ Gear^.State := Gear^.State or gsttmpFlag;
+ dY := dY - _0_2
end
end
end;
@@ -2736,184 +2914,199 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDisappear(Gear: PGear);
begin
-AllInactive:= false;
-Gear^.Pos:= 0;
-if Gear^.Timer < 2000 then
- inc(Gear^.Timer, 1)
-else
+ AllInactive := false;
+ Gear^.Pos := 0;
+ if Gear^.Timer < 2000 then
+ inc(Gear^.Timer, 1)
+ else
begin
- DeleteGear(Gear);
+ DeleteGear(Gear);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyFly(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
begin
-HHGear:= CurrentHedgehog^.Gear;
-
-move:= _0_1;
-fuel:= 50;
-
-if Gear^.Pos > 0 then
- dec(Gear^.Pos, 1)
-else if (HHGear^.Message and (gm_Left or gm_Right or gm_Up)) <> 0 then
- Gear^.Pos:= 500;
-
-if HHGear^.dX.isNegative then
- Gear^.Tag:= -1
-else
- Gear^.Tag:= 1;
-
-if (HHGear^.Message and gm_Up) <> 0 then
+ HHGear := CurrentHedgehog^.Gear;
+
+ move := _0_1;
+ fuel := 50;
+
+ if Gear^.Pos > 0 then
+ dec(Gear^.Pos, 1)
+ else if (HHGear^.Message and (gm_Left or gm_Right or gm_Up)) <> 0 then
+ Gear^.Pos := 500;
+
+ if HHGear^.dX.isNegative then
+ Gear^.Tag := -1
+ else
+ Gear^.Tag := 1;
+
+ if (HHGear^.Message and gm_Up) <> 0 then
begin
- if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
- HHGear^.dY:= HHGear^.dY - move;
- HHGear^.dY:= HHGear^.dY - move;
- dec(Gear^.Health, fuel);
- Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
+ if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
+ HHGear^.dY := HHGear^.dY - move;
+ HHGear^.dY := HHGear^.dY - move;
+ dec(Gear^.Health, fuel);
+ Gear^.MsgParam := Gear^.MsgParam or gm_Up;
end;
-if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
-if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
+ if (HHGear^.Message and gm_Left) <> 0 then move.isNegative := true;
+ if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
- HHGear^.dX:= HHGear^.dX + (move * _0_2);
- dec(Gear^.Health, fuel div 5);
- Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
+ HHGear^.dX := HHGear^.dX + (move * _0_2);
+ dec(Gear^.Health, fuel div 5);
+ Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
end;
-if Gear^.Health < 0 then Gear^.Health:= 0;
-if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
- for i:= ((500-Gear^.Health) div 250) downto 0 do
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
-
-if (HHGear^.Message and gm_Attack <> 0) then begin
+ if Gear^.Health < 0 then Gear^.Health := 0;
+ if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
+ for i:= ((500-Gear^.Health) div 250) downto 0 do
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
+
+ if (HHGear^.Message and gm_Attack <> 0) then
+ begin
HHGear^.Message := HHGear^.Message and not gm_Attack;
- if Gear^.FlightTime > 0 then begin
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
+ if Gear^.FlightTime > 0 then
+ begin
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0)
+ ;
PlaySound(sndBirdyLay);
dec(Gear^.FlightTime)
end;
-end;
-
-if HHGear^.Message and (gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
-HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
-HHGear^.State:= HHGear^.State or gstMoving;
-
-Gear^.X:= HHGear^.X;
-Gear^.Y:= HHGear^.Y - int2hwFloat(32);
-// For some reason I need to reapply followgear here, something else grabs it otherwise.
-if not bShowAmmoMenu then FollowGear:= HHGear;
-
-if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
-
-if (Gear^.Health = 0)
- or (HHGear^.Damage <> 0)
- or CheckGearDrowning(HHGear)
- or (TurnTimeLeft = 0)
- // allow brief ground touches - to be fair on this, might need another counter
- or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(HHGear, 1))
- or ((Gear^.Message and gm_Attack) <> 0) then
+ end;
+
+ if HHGear^.Message and (gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State :=
+ Gear
+ ^.
+ State
+ and
+ not
+ gsttmpFlag
+ ;
+ HHGear^.Message := HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
+ HHGear^.State := HHGear^.State or gstMoving;
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y - int2hwFloat(32);
+ // For some reason I need to reapply followgear here, something else grabs it otherwise.
+ if not bShowAmmoMenu then FollowGear := HHGear;
+
+ if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
+
+ if (Gear^.Health = 0)
+ or (HHGear^.Damage <> 0)
+ or CheckGearDrowning(HHGear)
+ or (TurnTimeLeft = 0)
+ // allow brief ground touches - to be fair on this, might need another counter
+ or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(
+ HHGear, 1))
+ or ((Gear^.Message and gm_Attack) <> 0) then
begin
- with HHGear^ do
+ with HHGear^ do
begin
- Message:= 0;
- Active:= true;
- State:= State or gstMoving
+ Message := 0;
+ Active := true;
+ State := State or gstMoving
end;
- Gear^.State:= Gear^.State or gstAnimation or gstTmpFlag;
- if HHGear^.dY < _0 then
+ Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
+ if HHGear^.dY < _0 then
begin
- Gear^.dX:= HHGear^.dX;
- Gear^.dY:= HHGear^.dY;
+ Gear^.dX := HHGear^.dX;
+ Gear^.dY := HHGear^.dY;
end;
- Gear^.Timer:= 0;
- Gear^.doStep:= @doStepBirdyDisappear;
- CurAmmoGear:= nil;
- isCursorVisible:= false;
- AfterAttack;
+ Gear^.Timer := 0;
+ Gear^.doStep := @doStepBirdyDisappear;
+ CurAmmoGear := nil;
+ isCursorVisible := false;
+ AfterAttack;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDescend(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-if Gear^.Timer > 0 then
- dec(Gear^.Timer, 1)
-else if CurrentHedgehog = nil then
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer, 1)
+ else if CurrentHedgehog = nil then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
+ if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
begin
- DeleteGear(Gear);
- AfterAttack;
- exit
- end;
-HHGear:= CurrentHedgehog^.Gear;
-HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
-if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
- begin
- if Gear^.Timer = 0 then
- Gear^.Y:= Gear^.Y + _0_1
+ if Gear^.Timer = 0 then
+ Gear^.Y := Gear^.Y + _0_1
end
-else if Gear^.Timer = 0 then
- begin
- Gear^.doStep:= @doStepBirdyFly;
- HHGear^.dY:= -_0_2
- end
+ else if Gear^.Timer = 0 then
+ begin
+ Gear^.doStep := @doStepBirdyFly;
+ HHGear^.dY := -_0_2
+ end
end;
procedure doStepBirdyAppear(Gear: PGear);
begin
-Gear^.Pos:= 0;
-if Gear^.Timer < 2000 then
- inc(Gear^.Timer, 1)
-else
+ Gear^.Pos := 0;
+ if Gear^.Timer < 2000 then
+ inc(Gear^.Timer, 1)
+ else
begin
- Gear^.Timer:= 500;
- Gear^.dX:= _0;
- Gear^.dY:= _0;
- Gear^.State:= Gear^.State and not gstAnimation;
- Gear^.doStep:= @doStepBirdyDescend;
+ Gear^.Timer := 500;
+ Gear^.dX := _0;
+ Gear^.dY := _0;
+ Gear^.State := Gear^.State and not gstAnimation;
+ Gear^.doStep := @doStepBirdyDescend;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdy(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-gear^.State:= gear^.State or gstAnimation and not gstTmpFlag;
-Gear^.doStep:= @doStepBirdyAppear;
-if CurrentHedgehog = nil then
+ gear^.State := gear^.State or gstAnimation and not gstTmpFlag;
+ Gear^.doStep := @doStepBirdyAppear;
+ if CurrentHedgehog = nil then
begin
- DeleteGear(Gear);
- exit
+ DeleteGear(Gear);
+ exit
end;
-HHGear:= CurrentHedgehog^.Gear;
-
-if HHGear^.dX.isNegative then
- Gear^.Tag:= -1
-else
- Gear^.Tag:= 1;
-Gear^.Pos:= 0;
-AllInactive:= false;
-FollowGear:= HHGear;
-with HHGear^ do
+ HHGear := CurrentHedgehog^.Gear;
+
+ if HHGear^.dX.isNegative then
+ Gear^.Tag := -1
+ else
+ Gear^.Tag := 1;
+ Gear^.Pos := 0;
+ AllInactive := false;
+ FollowGear := HHGear;
+ with HHGear^ do
begin
- State:= State and not gstAttacking;
- Message:= Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right)
+ State := State and not gstAttacking;
+ Message := Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEggWork(Gear: PGear);
-var vg: PVisualGear;
- i: LongInt;
+var
+ vg: PVisualGear;
+ i: LongInt;
begin
- AllInactive:= false;
- Gear^.dX:= Gear^.dX;
+ AllInactive := false;
+ Gear^.dX := Gear^.dX;
doStepFallingGear(Gear);
-// CheckGearDrowning(Gear); // already checked for in doStepFallingGear
+ // CheckGearDrowning(Gear); // already checked for in doStepFallingGear
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
@@ -2922,12 +3115,14 @@
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, EXPLPoisoned or EXPLNoGfx);
PlaySound(sndEggBreak);
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
- vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
- if vg <> nil then vg^.Frame:= 2;
-
- for i:= 10 downto 0 do begin
- vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6), vgtDust);
- if vg <> nil then vg^.dX := vg^.dX + (Gear^.dX / 5);
+ vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
+ if vg <> nil then vg^.Frame := 2;
+
+ for i:= 10 downto 0 do
+ begin
+ vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
+ vgtDust);
+ if vg <> nil then vg^.dX := vg^.dX + (Gear^.dX / 5);
end;
DeleteGear(Gear);
@@ -2937,26 +3132,28 @@
////////////////////////////////////////////////////////////////////////////////
procedure doPortalColorSwitch();
-var flags: LongWord;
+var
+ flags: LongWord;
begin
- if (CurrentHedgehog <> nil)
- and (CurrentHedgehog^.Gear <> nil)
- and ((CurrentHedgehog^.Gear^.Message and gm_Switch) <> 0) then
- With CurrentHedgehog^ do
- if (Ammo^[CurSlot, CurAmmo].AmmoType = amPortalGun) then
- begin
- CurrentHedgehog^.Gear^.Message:= CurrentHedgehog^.Gear^.Message and not gm_Switch;
-
- flags:= Ammo^[CurSlot, CurAmmo].Timer and not 2;
- if (flags and 1) = 0 then
- Ammo^[CurSlot, CurAmmo].Timer:= flags or 1
- else
- Ammo^[CurSlot, CurAmmo].Timer:= flags and not 1;
- end;
+ if (CurrentHedgehog <> nil)
+ and (CurrentHedgehog^.Gear <> nil)
+ and ((CurrentHedgehog^.Gear^.Message and gm_Switch) <> 0) then
+ With CurrentHedgehog^ do
+ if (Ammo^[CurSlot, CurAmmo].AmmoType = amPortalGun) then
+ begin
+ CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gm_Switch;
+
+ flags := Ammo^[CurSlot, CurAmmo].Timer and not 2;
+ if (flags and 1) = 0 then
+ Ammo^[CurSlot, CurAmmo].Timer := flags or 1
+ else
+ Ammo^[CurSlot, CurAmmo].Timer := flags and not 1;
+ end;
end;
procedure doStepPortal(Gear: PGear);
-var iterator, conPortal: PGear;
+var
+ iterator, conPortal: PGear;
s, acptRadius, cdxy: hwFloat;
noTrap, hasdxy: Boolean;
begin
@@ -2964,438 +3161,459 @@
// destroy portal if ground it was attached too is gone
if ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)] and $FF00) = 0)
- or (Gear^.Timer < 1)
- or (hwRound(Gear^.Y) > cWaterLine) then
- begin
+ or (Gear^.Timer < 1)
+ or (hwRound(Gear^.Y) > cWaterLine) then
+ begin
deleteGear(Gear);
EXIT;
- end;
+ end;
if (TurnTimeLeft < 1)
- or (Gear^.Health < 1) then
+ or (Gear^.Health < 1) then
dec(Gear^.Timer);
if Gear^.Timer < 10000 then
- gear^.RenderTimer:= true;
+ gear^.RenderTimer := true;
// abort if there is no other portal connected to this one
- if (Gear^.IntersectGear = nil) then
+ if (Gear^.IntersectGear = nil) then
exit;
if ((Gear^.IntersectGear^.Tag and 1) = 0) then // or if it's still moving;
exit;
- conPortal:= Gear^.IntersectGear;
+ conPortal := Gear^.IntersectGear;
// check all gears for stuff to port through
- iterator:= nil;
+ iterator := nil;
while true do
- begin
+ begin
if iterator = nil then
- iterator:= GearsList // start
+ iterator := GearsList // start
else
- iterator:= iterator^.NextGear; // iterate through GearsList
-
+ iterator := iterator^.NextGear;
+ // iterate through GearsList
+
if iterator = nil then
- break; // end of list
+ break;
+ // end of list
// don't port portals or other gear that wouldn't make sense
- if (iterator^.Kind = gtPortal)
- or (iterator^.Kind = gtRope) then
+ if (iterator^.Kind = gtPortal) or (iterator^.Kind = gtRope) then
continue;
-
+
// don't port hogs on rope
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
- and (iterator = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope) then
- continue;
+ and (iterator = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.Kind =
+ gtRope) then
+ continue;
if (iterator^.Radius > Gear^.Radius) then
- continue; // sorry, you're too fat!
+ continue;
+ // sorry, you're too fat!
// this is the range we accept incoming gears in
- acptRadius:= Int2hwFloat(iterator^.Radius+Gear^.Radius);
+ acptRadius := Int2hwFloat(iterator^.Radius+Gear^.Radius);
if (iterator^.X < Gear^.X - acptRadius)
- or (iterator^.X > Gear^.X + acptRadius)
- or (iterator^.Y < Gear^.Y - acptRadius)
- or (iterator^.Y > Gear^.Y + acptRadius) then
- continue; // too far away!
-
- hasdxy:= ((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0));
+ or (iterator^.X > Gear^.X + acptRadius)
+ or (iterator^.Y < Gear^.Y - acptRadius)
+ or (iterator^.Y > Gear^.Y + acptRadius) then
+ continue;
+ // too far away!
+
+ hasdxy := ((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0));
if hasdxy and not (Gear^.dX*iterator^.dX + Gear^.dY*iterator^.dY).isNegative then
- continue; // won't port stuff that moves away from me!
+ continue;
+ // won't port stuff that moves away from me!
// wow! good candidate there, let's see if the distance really is small enough!
if (Distance(Gear^.X-iterator^.X,Gear^.Y-iterator^.Y) > acptRadius) then
continue;
- noTrap:= ((not Gear^.dY.isNegative or (Gear^.dY.QWordValue = 0)) // can't be entered from above
- or ((conPortal^.dY.isNegative and not (conPortal^.dY.QWordValue = 0)))); // can't be left downwards;
-
+ noTrap := ((not Gear^.dY.isNegative or (Gear^.dY.QWordValue = 0))
+ // can't be entered from above
+ or ((conPortal^.dY.isNegative and not (conPortal^.dY.QWordValue = 0))));
+ // can't be left downwards;
+
// prevent getting stuck in a ground portal loop
if noTrap and (iterator^.dY.QWordValue < _0_08.QWordValue) then
continue;
- iterator^.Active:= true;
- iterator^.State:= iterator^.State or gstMoving;
+ iterator^.Active := true;
+ iterator^.State := iterator^.State or gstMoving;
DeleteCI(iterator);
-// TODO: more accurate porting
- cdxy:= Distance(conPortal^.dX, conPortal^.dY);
- s:= (Int2hwFloat(Gear^.Radius)) / cdxy;
-
- iterator^.X:= conPortal^.X + s * conPortal^.dX;
- iterator^.Y:= conPortal^.Y + s * conPortal^.dY;
-
- s:= Distance(iterator^.dX, iterator^.dY) / cdxy;
-
- iterator^.dX:= s * conPortal^.dX;
- iterator^.dY:= s * conPortal^.dY;
-
- FollowGear:= iterator;
-
- s:= _0_2 + _0_008 * Gear^.Health;
- iterator^.dX:= s * iterator^.dX;
- iterator^.dY:= s * iterator^.dY;
-
+ // TODO: more accurate porting
+ cdxy := Distance(conPortal^.dX, conPortal^.dY);
+ s := (Int2hwFloat(Gear^.Radius)) / cdxy;
+
+ iterator^.X := conPortal^.X + s * conPortal^.dX;
+ iterator^.Y := conPortal^.Y + s * conPortal^.dY;
+
+ s := Distance(iterator^.dX, iterator^.dY) / cdxy;
+
+ iterator^.dX := s * conPortal^.dX;
+ iterator^.dY := s * conPortal^.dY;
+
+ FollowGear := iterator;
+
+ s := _0_2 + _0_008 * Gear^.Health;
+ iterator^.dX := s * iterator^.dX;
+ iterator^.dY := s * iterator^.dY;
+
if Gear^.Health > 1 then
- begin
+ begin
dec(Gear^.Health);
dec(iterator^.Health);
- end;
+ end;
// breaks (some) loops
if Distance(iterator^.dX, iterator^.dY) > _0_96 then
- begin
- iterator^.dX:= iterator^.dX + signAs(cGravity * getRandom(1000),iterator^.dX);
- iterator^.dY:= iterator^.dY + signAs(cGravity * getRandom(1000),iterator^.dY);
- s:= _0_96 / Distance(iterator^.dX, iterator^.dY);
- iterator^.dX:= s * iterator^.dX;
- iterator^.dY:= s * iterator^.dX;
- end;
+ begin
+ iterator^.dX := iterator^.dX + signAs(cGravity * getRandom(1000),iterator^.dX);
+ iterator^.dY := iterator^.dY + signAs(cGravity * getRandom(1000),iterator^.dY);
+ s := _0_96 / Distance(iterator^.dX, iterator^.dY);
+ iterator^.dX := s * iterator^.dX;
+ iterator^.dY := s * iterator^.dX;
end;
+ end;
end;
procedure doStepMovingPortal(Gear: PGear);
-var x, y, tx, ty: LongInt;//, bx, by, tangle: LongInt;
+var
+ x, y, tx, ty: LongInt;
+ //, bx, by, tangle: LongInt;
s, dx, dy: hwFloat;
procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
-var flags: LongWord;
+var
+ flags: LongWord;
begin
-if CurrentHedgehog <> nil then
- With CurrentHedgehog^ do
- if (Ammo^[CurSlot, CurAmmo].AmmoType = amPortalGun) then
+ if CurrentHedgehog <> nil then
+ With CurrentHedgehog^ do
+ if (Ammo^[CurSlot, CurAmmo].AmmoType = amPortalGun) then
begin
- flags:= Ammo^[CurSlot, CurAmmo].Timer;
-
- if destroyGear xor ((oldPortal^.Tag and 2) = 0) then
- flags:= flags or 1
- else
- flags:= flags and not 1;
-
- Ammo^[CurSlot, CurAmmo].Timer:= flags and not 2; // make the ball visible
+ flags := Ammo^[CurSlot, CurAmmo].Timer;
+
+ if destroyGear xor ((oldPortal^.Tag and 2) = 0) then
+ flags := flags or 1
+ else
+ flags := flags and not 1;
+
+ Ammo^[CurSlot, CurAmmo].Timer := flags and not 2;
+ // make the ball visible
end;
-if destroyGear then deleteGear(oldPortal);
+ if destroyGear then deleteGear(oldPortal);
end;
begin
-doPortalColorSwitch();
-
-Gear^.X:= Gear^.X + Gear^.dX;
-Gear^.Y:= Gear^.Y + Gear^.dY;
-x:= hwRound(Gear^.X);
-y:= hwRound(Gear^.Y);
-tx:= 0; ty:= 0; // avoid compiler hints
-
-if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
+ doPortalColorSwitch();
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ tx := 0;
+ ty := 0;
+ // avoid compiler hints
+
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
begin
- if not calcSlopeTangent(Gear, x, y, tx, ty, 255)
- or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
- begin
+ if not calcSlopeTangent(Gear, x, y, tx, ty, 255)
+ or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
+ begin
loadNewPortalBall(Gear, true);
EXIT;
- end;
-
- // making a normalized normal vector
- s:= _1/DistanceI(tx,ty);
- dx:= -s * ty;
- dy:= s * tx;
-
- // make sure the vector is pointing outwards
- if not (Gear^.dX*dx + Gear^.dY*dy).isNegative then
+ end;
+
+ // making a normalized normal vector
+ s := _1/DistanceI(tx,ty);
+ dx := -s * ty;
+ dy := s * tx;
+
+ // make sure the vector is pointing outwards
+ if not (Gear^.dX*dx + Gear^.dY*dy).isNegative then
begin
- dx:= -dx;
- dy:= -dy;
+ dx := -dx;
+ dy := -dy;
end;
- Gear^.dX:= dx;
- Gear^.dY:= dy;
-
- Gear^.DirAngle:= DxDy2Angle(-dy,dx);
- if not Gear^.dX.isNegative then Gear^.DirAngle:= 180-Gear^.DirAngle;
-
- if ((Gear^.IntersectGear = nil)
- or (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.Y)) >= Gear^.Radius*2))
- then
+ Gear^.dX := dx;
+ Gear^.dY := dy;
+
+ Gear^.DirAngle := DxDy2Angle(-dy,dx);
+ if not Gear^.dX.isNegative then Gear^.DirAngle := 180-Gear^.DirAngle;
+
+ if ((Gear^.IntersectGear = nil)
+ or (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.Y)) >=
+ Gear^.Radius*2))
+ then
begin
- loadNewPortalBall(Gear, false);
- inc(Gear^.Tag);
- Gear^.doStep:= @doStepPortal;
+ loadNewPortalBall(Gear, false);
+ inc(Gear^.Tag);
+ Gear^.doStep := @doStepPortal;
end
- else
- loadNewPortalBall(Gear, true);
+ else
+ loadNewPortalBall(Gear, true);
end
-else if (y > cWaterLine) or (y < -LAND_WIDTH)
- or (x > 2*LAND_WIDTH) or (x < -LAND_WIDTH) then
- loadNewPortalBall(Gear, true);
+ else if (y > cWaterLine) or (y < -LAND_WIDTH)
+ or (x > 2*LAND_WIDTH) or (x < -LAND_WIDTH) then
+ loadNewPortalBall(Gear, true);
end;
procedure doStepPortalShot(newPortal: PGear);
-var iterator: PGear;
+var
+ iterator: PGear;
begin
-newPortal^.IntersectGear:= nil;
-
-if CurrentHedgehog <> nil then
- With CurrentHedgehog^ do
- begin
- // make portal gun look unloaded
- Ammo^[CurSlot, CurAmmo].Timer:= Ammo^[CurSlot, CurAmmo].Timer or 2;
-
- // set portal to the currently chosen color
- if ((Ammo^[CurSlot, CurAmmo].Timer and 1) <> 0) then
- newPortal^.Tag:= newPortal^.Tag or 2;
-
- iterator:= GearsList;
- while iterator <> nil do
+ newPortal^.IntersectGear := nil;
+
+ if CurrentHedgehog <> nil then
+ With CurrentHedgehog^ do
begin
- if (iterator^.Kind = gtPortal) then
- if (iterator <> newPortal) then
- begin
- if (iterator^.Tag and 2) = (newPortal^.Tag and 2) then
+ // make portal gun look unloaded
+ Ammo^[CurSlot, CurAmmo].Timer := Ammo^[CurSlot, CurAmmo].Timer or 2;
+
+ // set portal to the currently chosen color
+ if ((Ammo^[CurSlot, CurAmmo].Timer and 1) <> 0) then
+ newPortal^.Tag := newPortal^.Tag or 2;
+
+ iterator := GearsList;
+ while iterator <> nil do
+ begin
+ if (iterator^.Kind = gtPortal) then
+ if (iterator <> newPortal) then
begin
- iterator:= iterator^.PrevGear;
- deleteGear(iterator^.NextGear);
- continue;
- end
- else
- begin // link portals with each other
- newPortal^.IntersectGear:= iterator;
- iterator^.IntersectGear:= newPortal;
- iterator^.Health:= newPortal^.Health;
+ if (iterator^.Tag and 2) = (newPortal^.Tag and 2) then
+ begin
+ iterator := iterator^.PrevGear;
+ deleteGear(iterator^.NextGear);
+ continue;
+ end
+ else
+ begin
+ // link portals with each other
+ newPortal^.IntersectGear := iterator;
+ iterator^.IntersectGear := newPortal;
+ iterator^.Health := newPortal^.Health;
+ end;
end;
- end;
- iterator:= iterator^.NextGear
+ iterator := iterator^.NextGear
+ end;
end;
- end;
-newPortal^.doStep:= @doStepMovingPortal;
+ newPortal^.doStep := @doStepMovingPortal;
end;
procedure doStepPiano(Gear: PGear);
-var r0, r1: LongInt;
+var
+ r0, r1: LongInt;
begin
-AllInactive:= false;
-if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gm_Slot) <> 0) then
+ AllInactive := false;
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.
+ Message and gm_Slot) <> 0) then
+ begin
+ case CurrentHedgehog^.Gear^.MsgParam of
+ 0: PlaySound(sndPiano0);
+ 1: PlaySound(sndPiano1);
+ 2: PlaySound(sndPiano2);
+ 3: PlaySound(sndPiano3);
+ 4: PlaySound(sndPiano4);
+ 5: PlaySound(sndPiano5);
+ 6: PlaySound(sndPiano6);
+ 7: PlaySound(sndPiano7);
+ else PlaySound(sndPiano8);
+ end;
+ CurrentHedgehog^.Gear^.MsgParam := 0;
+ CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gm_Slot;
+ end;
+
+ if ((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or (Gear^.Pos = 20) then
+ // bounce up to 20 times (3 times on gameflagged solid land) before dropping past landscape
begin
- case CurrentHedgehog^.Gear^.MsgParam of
- 0: PlaySound(sndPiano0);
- 1: PlaySound(sndPiano1);
- 2: PlaySound(sndPiano2);
- 3: PlaySound(sndPiano3);
- 4: PlaySound(sndPiano4);
- 5: PlaySound(sndPiano5);
- 6: PlaySound(sndPiano6);
- 7: PlaySound(sndPiano7);
- else PlaySound(sndPiano8);
+ Gear^.dY := Gear^.dY + cGravity * 3;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckGearDrowning(Gear);
+ if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ if CurrentHedgehog^.Gear <> nil then
+ begin
+ // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
+ CurrentHedgehog^.Gear^.Active := true;
+ CurrentHedgehog^.Gear^.X := Gear^.X;
+ CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+ CurrentHedgehog^.Unplaced := false
+ end;
+ ResumeMusic
end;
- CurrentHedgehog^.Gear^.MsgParam:= 0;
- CurrentHedgehog^.Gear^.Message:= CurrentHedgehog^.Gear^.Message and not gm_Slot;
+ exit
end;
-if ((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or (Gear^.Pos = 20) then // bounce up to 20 times (3 times on gameflagged solid land) before dropping past landscape
+ doStepFallingGear(Gear);
+
+ if (Gear^.State and gstDrowning) <> 0 then
begin
- Gear^.dY:= Gear^.dY + cGravity * 3;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- CheckGearDrowning(Gear);
- if (Gear^.State and gstDrowning) <> 0 then
+ if CurrentHedgehog^.Gear <> nil then
begin
- if CurrentHedgehog^.Gear <> nil then
- begin
// Drown the hedgehog. Could also just delete it, but hey, this gets a caption
- CurrentHedgehog^.Gear^.Active:= true;
- CurrentHedgehog^.Gear^.X:= Gear^.X;
- CurrentHedgehog^.Gear^.Y:=int2hwFloat(cWaterLine+cVisibleWater)+_128;
- CurrentHedgehog^.Unplaced:= false
- end;
- ResumeMusic
+ CurrentHedgehog^.Gear^.Active := true;
+ CurrentHedgehog^.Gear^.X := Gear^.X;
+ CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+ CurrentHedgehog^.Unplaced := false
end;
- exit
- end;
-
-doStepFallingGear(Gear);
-
-if (Gear^.State and gstDrowning) <> 0 then
- begin
- if CurrentHedgehog^.Gear <> nil then
+ ResumeMusic
+ end
+ else if (Gear^.State and gstCollision) <> 0 then
begin
- // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
- CurrentHedgehog^.Gear^.Active:= true;
- CurrentHedgehog^.Gear^.X:= Gear^.X;
- CurrentHedgehog^.Gear^.Y:=int2hwFloat(cWaterLine+cVisibleWater)+_128;
- CurrentHedgehog^.Unplaced:= false
- end;
- ResumeMusic
- end
-else if (Gear^.State and gstCollision) <> 0 then
- begin
- r0:= GetRandom(21);
- r1:= GetRandom(21);
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, EXPLAutoSound);
- doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, EXPLAutoSound);
- doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, EXPLAutoSound);
- Gear^.dY:= -_1;
- Gear^.Pos:= Gear^.Pos + 1;
- end
-else
- Gear^.dY:= Gear^.dY + cGravity * 2; // let it fall faster so itdoesn't take too long for the whole attack
+ r0 := GetRandom(21);
+ r1 := GetRandom(21);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, EXPLAutoSound);
+ doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1,
+ EXPLAutoSound);
+ doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0,
+ EXPLAutoSound);
+ Gear^.dY := -_1;
+ Gear^.Pos := Gear^.Pos + 1;
+ end
+ else
+ Gear^.dY := Gear^.dY + cGravity * 2;
+ // let it fall faster so itdoesn't take too long for the whole attack
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSineGunShotWork(Gear: PGear);
-var x, y, rX, rY, t, tmp, initHealth: LongInt;
+var
+ x, y, rX, rY, t, tmp, initHealth: LongInt;
oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
justCollided: boolean;
begin
-AllInactive:= false;
-initHealth:= Gear^.Health;
-lX:= Gear^.X;
-lY:= Gear^.Y;
-ldX:= Gear^.dX;
-ldY:= Gear^.dY;
-sdy:= _0_5/Distance(Gear^.dX,Gear^.dY);
-ldX:= ldX * sdy;
-ldY:= ldY * sdy;
-sdY:= hwAbs(ldX) + hwAbs(ldY);
-sdX:= _1 - hwAbs(ldX/sdY);
-sdY:= _1 - hwAbs(ldY/sdY);
-if (ldX.isNegative = ldY.isNegative) then sdY:= -sdY;
-
-// initial angle depends on current GameTicks
-t:= GameTicks mod 4096;
-
-
-// used for a work-around detection of area that is within land array, but outside borders
-justCollided:= false;
-
-repeat
- lX:= lX + ldX;
- lY:= lY + ldY;
- oX:= Gear^.X;
- oY:= Gear^.Y;
- rX:= hwRound(oX);
- rY:= hwRound(oY);
- tmp:= t mod 4096;
- amp:= _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
- sine:= amp * AngleSin(tmp mod 2048);
- sine.isNegative:= (tmp < 2048);
- inc(t,Gear^.Health div 313);
- Gear^.X:= lX + (sine * sdX);
- Gear^.Y:= ly + (sine * sdY);
- Gear^.dX:= Gear^.X - oX;
- Gear^.dY:= Gear^.Y - oY;
-
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
-
- // if borders are on, stop outside land array
- if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
+ AllInactive := false;
+ initHealth := Gear^.Health;
+ lX := Gear^.X;
+ lY := Gear^.Y;
+ ldX := Gear^.dX;
+ ldY := Gear^.dY;
+ sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
+ ldX := ldX * sdy;
+ ldY := ldY * sdy;
+ sdY := hwAbs(ldX) + hwAbs(ldY);
+ sdX := _1 - hwAbs(ldX/sdY);
+ sdY := _1 - hwAbs(ldY/sdY);
+ if (ldX.isNegative = ldY.isNegative) then sdY := -sdY;
+
+ // initial angle depends on current GameTicks
+ t := GameTicks mod 4096;
+
+
+ // used for a work-around detection of area that is within land array, but outside borders
+ justCollided := false;
+
+ repeat
+ lX := lX + ldX;
+ lY := lY + ldY;
+ oX := Gear^.X;
+ oY := Gear^.Y;
+ rX := hwRound(oX);
+ rY := hwRound(oY);
+ tmp := t mod 4096;
+ amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
+ sine := amp * AngleSin(tmp mod 2048);
+ sine.isNegative := (tmp < 2048);
+ inc(t,Gear^.Health div 313);
+ Gear^.X := lX + (sine * sdX);
+ Gear^.Y := ly + (sine * sdY);
+ Gear^.dX := Gear^.X - oX;
+ Gear^.dY := Gear^.Y - oY;
+
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ // if borders are on, stop outside land array
+ if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
+ begin
+ Gear^.Damage := 0;
+ Gear^.Health := 0;
+ end
+ else
+ begin
+ if (rY <= cWaterLine) or (y <= cWaterLine) then
begin
- Gear^.Damage:= 0;
- Gear^.Health:= 0;
- end
- else
- begin
- if (rY <= cWaterLine) or (y <= cWaterLine) then
- begin
- if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
- and (Land[y, x] <> 0) then
- begin
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
+ and (Land[y, x] <> 0) then
+ begin
if justCollided then
- begin
- Gear^.Damage:= 0;
- Gear^.Health:= 0;
- end
+ begin
+ Gear^.Damage := 0;
+ Gear^.Health := 0;
+ end
else
- begin
+ begin
inc(Gear^.Damage,3);
- justCollided:= true;
- end;
- end
+ justCollided := true;
+ end;
+ end
else
- justCollided:= false;
-
- // kick nearby hogs, dig tunnel and add some fire
- // if at least 5 collisions occured
- if Gear^.Damage > 0 then
- begin
- DrawExplosion(rX,rY,Gear^.Radius);
-
- // kick nearby hogs
- AmmoShove(Gear, 35, 50);
-
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage:= 0;
-
- // add some fire to the tunnel
- if getRandom(6) = 0 then
- AddGear(x - Gear^.Radius + LongInt(getRandom(2 * Gear^.Radius)), y - getRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0);
- end;
-
- if getRandom(100) = 0 then
- AddVisualGear(x, y, vgtSmokeTrace);
-
- end
- // if underwater get additional damage
- else dec(Gear^.Health, 5);
- end;
-
- dec(Gear^.Health);
-
- // decrease bullet size towards the end
- if (Gear^.Radius > 4) then begin
- if (Gear^.Health <= (initHealth div 3)) then dec(Gear^.Radius) end
- else if (Gear^.Radius > 3) then begin
- if (Gear^.Health <= (initHealth div 4)) then dec(Gear^.Radius) end
- else if (Gear^.Radius > 2) then begin
- if (Gear^.Health <= (initHealth div 5)) then dec(Gear^.Radius) end
- else if (Gear^.Radius > 1) then begin
- if (Gear^.Health <= (initHealth div 6)) then dec(Gear^.Radius) end;
-
-until (Gear^.Health <= 0);
-
-DeleteGear(Gear);
-AfterAttack;
+ justCollided := false;
+
+ // kick nearby hogs, dig tunnel and add some fire
+ // if at least 5 collisions occured
+ if Gear^.Damage > 0 then
+ begin
+ DrawExplosion(rX,rY,Gear^.Radius);
+
+ // kick nearby hogs
+ AmmoShove(Gear, 35, 50);
+
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+
+ // add some fire to the tunnel
+ if getRandom(6) = 0 then
+ AddGear(x - Gear^.Radius + LongInt(getRandom(2 * Gear^.Radius)), y -
+ getRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0);
+ end;
+
+ if getRandom(100) = 0 then
+ AddVisualGear(x, y, vgtSmokeTrace);
+ end
+ else dec(Gear^.Health, 5); // if underwater get additional damage
+ end;
+
+ dec(Gear^.Health);
+
+ // decrease bullet size towards the end
+ if (Gear^.Radius > 4) then begin
+ if (Gear^.Health <= (initHealth div 3)) then dec(Gear^.Radius) end
+ else if (Gear^.Radius > 3) then begin
+ if (Gear^.Health <= (initHealth div 4)) then dec(Gear^.Radius) end
+ else if (Gear^.Radius > 2) then begin
+ if (Gear^.Health <= (initHealth div 5)) then dec(Gear^.Radius) end
+ else if (Gear^.Radius > 1) then begin
+ if (Gear^.Health <= (initHealth div 6)) then dec(Gear^.Radius) end;
+
+ until (Gear^.Health <= 0);
+
+ DeleteGear(Gear);
+ AfterAttack;
end;
procedure doStepSineGunShot(Gear: PGear);
-var HHGear: PGear;
+var
+ HHGear: PGear;
begin
-PlaySound(sndSineGun);
-
-
-// push the shooting Hedgehog back
-HHGear:= CurrentHedgehog^.Gear;
-Gear^.dX.isNegative:= not Gear^.dX.isNegative;
-Gear^.dY.isNegative:= not Gear^.dY.isNegative;
-HHGear^.dX:= Gear^.dX;
-HHGear^.dY:= Gear^.dY;
-AmmoShove(Gear, 0, 80);
-Gear^.dX.isNegative:= not Gear^.dX.isNegative;
-Gear^.dY.isNegative:= not Gear^.dY.isNegative;
-
-Gear^.doStep:= @doStepSineGunShotWork
-
+ PlaySound(sndSineGun);
+
+ // push the shooting Hedgehog back
+ HHGear := CurrentHedgehog^.Gear;
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+ HHGear^.dX := Gear^.dX;
+ HHGear^.dY := Gear^.dY;
+ AmmoShove(Gear, 0, 80);
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+
+ Gear^.doStep := @doStepSineGunShotWork;
end;