Graphics:
* Added a team colored tophat as a "fixed colors with tinted areas" example
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2010 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *)procedure makeHogsWorry(x, y: hwFloat; r: LongInt);var gi: PGear; d: LongInt;begin gi:= GearsList; while gi <> nil do begin if (gi^.Kind = gtHedgehog) 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 if (gi^.State and gstMoving) = 0 then 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;end;////////////////////////////////////////////////////////////////////////////////procedure doStepDrowningGear(Gear: PGear); forward;function CheckGearDrowning(Gear: PGear): boolean;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 typeif 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 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 begin 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) end; 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 begin 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) end end end; endelse CheckGearDrowning:= falseend;procedure CheckCollision(Gear: PGear);beginif 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 gstCollisionend;procedure CheckHHDamage(Gear: PGear);var dmg: Longword; i: LongInt; particle: PVisualGear;beginif _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); 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); endend;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////procedure CalcRotationDirAngle(Gear: PGear);var dAngle: real;begindAngle:= (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;if not Gear^.dX.isNegative then Gear^.DirAngle:= Gear^.DirAngle + dAngleelse Gear^.DirAngle:= Gear^.DirAngle - dAngle;if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360end;////////////////////////////////////////////////////////////////////////////////procedure doStepDrowningGear(Gear: PGear);beginAllInactive:= 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)end;////////////////////////////////////////////////////////////////////////////////procedure doStepFallingGear(Gear: PGear);var isFalling: boolean; //tmp: QWord; tdX, tdY: hwFloat; collV, collH: LongInt;beginif 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 begin Gear^.State:= Gear^.State or gstCollision; exit end;if Gear^.dY.isNegative then begin 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 end 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 endelse begin 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 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) thenif (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; 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) andif ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and (not isFalling) then Gear^.State:= Gear^.State and not gstMovingelse 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; dX, dY: hwFloat; Fire: PGear;beginAllInactive:= 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^.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); end; DeleteGear(Gear); exit end;CalcRotationDirAngle(Gear);if Gear^.Kind = gtHellishBomb then begin if Gear^.Timer = 3000 then begin Gear^.nImpactSounds:= 0; PlaySound(sndHellish); end; if (GameTicks and $3F) = 0 then if (Gear^.State and gstCollision) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace); end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepMolotov(Gear: PGear);var i, gX, gY: LongInt; dX, dY: hwFloat; Fire: PGear;begin AllInactive:= false; doStepFallingGear(Gear); CalcRotationDirAngle(Gear); if (Gear^.State and gstCollision) <> 0 then begin PlaySound(sndMolotov); 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; end; DeleteGear(Gear); exit end;end;procedure doStepWatermelon(Gear: PGear);beginAllInactive:= false;Gear^.doStep:= @doStepBombend;procedure doStepCluster(Gear: PGear);beginAllInactive:= false;doStepFallingGear(Gear);if (Gear^.State and gstCollision) <> 0 then begin 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 AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)end;////////////////////////////////////////////////////////////////////////////////procedure doStepGrenade(Gear: PGear);beginAllInactive:= 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 end;if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)end;////////////////////////////////////////////////////////////////////////////////procedure doStepGrave(Gear: PGear);beginAllInactive:= 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 + cGravityend;////////////////////////////////////////////////////////////////////////////////procedure doStepBeeWork(Gear: PGear);var t: hwFloat; gX,gY: LongInt; nuw: boolean;const uw: boolean = false;beginAllInactive:= 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 endelse 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(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;end;procedure doStepBee(Gear: PGear);beginAllInactive:= 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);beginAllInactive:= false;inc(Gear^.Timer);if Gear^.Timer > 75 then begin DeleteGear(Gear); AfterAttack endend;procedure doStepShotgunShot(Gear: PGear);var i: LongWord; shell: PVisualGear;beginAllInactive:= false;if ((Gear^.State and gstAnimation) = 0) then begin 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 end; Gear^.State:= Gear^.State or gstAnimation end; exit end else inc(Gear^.Timer);i:= 200;repeatGear^.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:= @doStepShotIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepBulletWork(Gear: PGear);var i, x, y: LongWord; oX, oY: hwFloat;beginAllInactive:= 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 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; 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 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 end;end;procedure doStepDEagleShot(Gear: PGear);beginPlaySound(sndGun);Gear^.doStep:= @doStepBulletWorkend;procedure doStepSniperRifleShot(Gear: PGear);var HHGear: PGear; shell: PVisualGear;begincArtillery:= 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) end;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; endelse if (GameTicks mod 32) = 0 then if (GameTicks mod 4096) < 2048 then begin 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 begin DeleteGear(Gear); AfterAttack end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepActionTimer(Gear: PGear);begindec(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; HHGear: PGear;beginAllInactive:= 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 end;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 end;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 begin 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 begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + _1_9; end; SetAllHHToActive; end;if TestCollisionYwithGear(Gear, 1) then begin 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 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;end;procedure doStepPickHammer(Gear: PGear);var i, y: LongInt; ar: TRangeArray; HHGear: PGear;begini:= 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:= @doStepPickHammerWorkend;////////////////////////////////////////////////////////////////////////////////var BTPrevAngle, BTSteps: LongInt;procedure doStepBlowTorchWork(Gear: PGear);var HHGear: PGear; b: boolean; prevX: LongInt;beginAllInactive:= 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 end;if ((HHGear^.State and gstMoving) <> 0) then begin doStepHedgehogMoving(HHGear); if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer:= 0 end;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 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 end; 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 begin 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 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 begin HHGear^.Message:= 0; HHGear^.State:= HHGear^.State and (not gstNotKickable); DeleteGear(Gear); AfterAttack endend;procedure doStepBlowTorch(Gear: PGear);var HHGear: PGear;beginBTPrevAngle:= High(LongInt);BTSteps:= 0;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= 0;HHGear^.State:= HHGear^.State or gstNotKickable;Gear^.doStep:= @doStepBlowTorchWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepRope(Gear: PGear); forward;procedure doStepRopeAfterAttack(Gear: PGear);var HHGear: PGear;beginHHGear:= 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 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 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; endend;procedure doStepRopeWork(Gear: PGear);var HHGear: PGear; len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat; lx, ly: LongInt; haveCollision, haveDivided: boolean; procedure DeleteMe; begin with HHGear^ do begin Message:= Message and not gm_Attack; State:= (State or gstMoving) and not gstWinner; end; 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 end;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) then begin PlaySound(sndRopeRelease); DeleteMe; exit end;if (Gear^.Message and gm_Left <> 0) then HHGear^.dX:= HHGear^.dX - _0_0002 elseif (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 pointropeDy:= 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 normalizedmdY:= mdY * len;Gear^.dX:= mdX; // for visual purposes onlyGear^.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; 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; // check whether rope needs dividing 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 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 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 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; end end;haveCollision:= false;if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then begin HHGear^.dX:= -_0_6 * HHGear^.dX; haveCollision:= true end;if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then begin 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 begin 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 begin 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 begin PlaySound(sndRopeRelease); if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then WaitCollision else DeleteMe end elseelse if (Gear^.State and gsttmpFlag) = 0 then Gear^.State:= Gear^.State or gsttmpFlag;end;procedure doStepRopeAttach(Gear: PGear);var HHGear: PGear; tx, ty, tt: hwFloat; procedure RemoveFromAmmo; begin if (Gear^.State and gstAttacked) = 0 then begin OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); Gear^.State:= Gear^.State or gstAttacked end; ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^) end;beginGear^.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 begin 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; end; 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 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 end; 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 else begin Gear^.doStep:= @doStepRopeWork; PlaySound(sndRopeAttach); 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 begin with PHedgehog(Gear^.Hedgehog)^.Gear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack end; DeleteGear(Gear) endend;procedure doStepRope(Gear: PGear);beginGear^.dX:= - Gear^.dX;Gear^.dY:= - Gear^.dY;Gear^.doStep:= @doStepRopeAttach;PlaySound(sndRopeShot)end;////////////////////////////////////////////////////////////////////////////////procedure doStepMine(Gear: PGear);beginif (Gear^.State and gstMoving) <> 0 then begin DeleteCI(Gear); doStepFallingGear(Gear); if (Gear^.State and gstMoving) = 0 then begin 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 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 (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick); if Gear^.Timer = 0 then 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 else begin AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke); PlaySound(sndVaporize); Gear^.Health:= 0; end; exit end; dec(Gear^.Timer); end else // gsttmpFlag = 0 if TurnTimeLeft = 0 then Gear^.State:= Gear^.State or gsttmpFlag;end;////////////////////////////////////////////////////////////////////////////////procedure doStepDynamite(Gear: PGear);begindoStepFallingGear(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 end;dec(Gear^.Timer);end;///////////////////////////////////////////////////////////////////////////////(*TODOIncrease damage as barrel smokes?Try tweaking friction some more*)procedure doStepRollingBarrel(Gear: PGear);var i: LongInt; particle: PVisualGear;beginGear^.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 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 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 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) endelse begin 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 x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then if (Land[y+1, x] = 0) then begin if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then Gear^.dX:= -_0_08 else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then Gear^.dX:= _0_08; end; 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) 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 explosionend;procedure doStepCase(Gear: PGear);var i, x, y: LongInt; k: TGearType; exBoom: boolean; dX, dY: HWFloat;begink:= 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 end;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) 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; end;if (Gear^.Damage > 0) or exBoom then begin 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); end 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 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)end;////////////////////////////////////////////////////////////////////////////////procedure doStepTarget(Gear: PGear);beginif (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; end; endelse if Gear^.Tag = 2 then if Gear^.Timer > 0 then dec(Gear^.Timer) else 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; end;doStepCase(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepIdle(Gear: PGear);beginAllInactive:= false;dec(Gear^.Timer);if Gear^.Timer = 0 then begin DeleteGear(Gear); AfterAttack endend;procedure doStepShover(Gear: PGear);var HHGear: PGear;beginHHGear:= 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:= @doStepIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepWhip(Gear: PGear);var HHGear: PGear; i: LongInt;beginHHGear:= 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 end;HHGear^.State:= HHGear^.State and not gstNoDamage;Gear^.Timer:= 250;Gear^.doStep:= @doStepIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepFlame(Gear: PGear);var gX,gY,i: LongInt;begin 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 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 end end else begin if (Gear^.State and gsttmpFlag) <> 0 then begin Gear^.Radius:= 9; AmmoShove(Gear, 2, 30); Gear^.Radius:= 1 end; if Gear^.Timer > 0 then begin dec(Gear^.Timer); inc(Gear^.Damage) end else begin// Standard fire if (Gear^.State and gsttmpFlag) = 0 then begin Gear^.Radius:= 9; AmmoShove(Gear, 4, 100); 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); 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 DrawExplosion(gX, gY, 4); for i:= 0 to Random(3) do 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 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; DeleteGear(Gear) end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepFirePunchWork(Gear: PGear);var HHGear: PGear;beginAllInactive:= false;if ((Gear^.Message and gm_Destroy) <> 0) then begin DeleteGear(Gear); AfterAttack; exit end;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 end;HHGear^.dY:= HHGear^.dY + cGravity;if not (HHGear^.dY.isNegative) then begin 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^.dYend;procedure doStepFirePunch(Gear: PGear);var HHGear: PGear;beginAllInactive:= 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;beginHHGear:= 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 begin Message:= 0; SetLittle(dX); dY:= _0; State:= State or gstMoving; end; 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 * 80else 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 * 40else 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^.Yend;procedure doStepParachute(Gear: PGear);var HHGear: PGear;beginHHGear:= 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;beginAllInactive:= 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); 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) 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)end;procedure doStepAirAttack(Gear: PGear);beginAllInactive:= false;if Gear^.X.QWordValue = 0 then begin Gear^.Tag:= 1; Gear^.X:= -_1024; endelse begin 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;end;////////////////////////////////////////////////////////////////////////////////procedure doStepAirBomb(Gear: PGear);beginAllInactive:= false;doStepFallingGear(Gear);if (Gear^.State and gstCollision) <> 0 then begin 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)end;////////////////////////////////////////////////////////////////////////////////procedure doStepGirder(Gear: PGear);var HHGear: PGear; x, y, tx, ty: hwFloat;beginAllInactive:= 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) endelse 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:= NoPointXend;////////////////////////////////////////////////////////////////////////////////procedure doStepTeleportAfter(Gear: PGear);var HHGear: PGear;beginPHedgehog(Gear^.Hedgehog)^.Unplaced:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Y:= HHGear^.Y + HHGear^.dY; // hedgehog falling to collect casesHHGear^.dY:= HHGear^.dY + cGravity;if TestCollisionYwithGear(HHGear, 1) or CheckGearDrowning(HHGear) then begin DeleteGear(Gear); AfterAttack endend;procedure doStepTeleportAnim(Gear: PGear);begininc(Gear^.Timer);if Gear^.Timer = 65 then begin Gear^.Timer:= 0; inc(Gear^.Pos); if Gear^.Pos = 11 then Gear^.doStep:= @doStepTeleportAfter end;end;procedure doStepTeleport(Gear: PGear);var HHGear: PGear;beginAllInactive:= 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; PlaySound(sndDenied) 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; playSound(sndWarp) end;TargetPoint.X:= NoPointX;end;////////////////////////////////////////////////////////////////////////////////procedure doStepSwitcherWork(Gear: PGear);var HHGear: PGear; Msg, State: Longword;beginAllInactive:= 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 end;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 end;end;procedure doStepSwitcher(Gear: PGear);var HHGear: PGear;beginGear^.doStep:= @doStepSwitcherWork;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;with HHGear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack endend;////////////////////////////////////////////////////////////////////////////////procedure doStepMortar(Gear: PGear);var dX, dY: hwFloat; i: LongInt; dxn, dyn: boolean;beginAllInactive:= 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 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); end; DeleteGear(Gear); exit end;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; HHGear: PGear;beginAllInactive:= 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 end;if Gear^.Health < Gear^.Damage then begin 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 endend;procedure doStepKamikazeIdle(Gear: PGear);beginAllInactive:= false;dec(Gear^.Timer);if Gear^.Timer = 0 then begin Gear^.Pos:= 1; PlaySound(sndKamikaze, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack); Gear^.doStep:= @doStepKamikazeWork endend;procedure doStepKamikaze(Gear: PGear);var HHGear: PGear;beginAllInactive:= 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:= @doStepKamikazeIdleend;////////////////////////////////////////////////////////////////////////////////const cakeh = 27; cakeDmg = 75;var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end; CakeI: Longword;procedure doStepCakeExpl(Gear: PGear);beginAllInactive:= 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; dmg: LongInt;beginAllInactive:= 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 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 else gi^.State:= gi^.State or gstWinner; gi:= gi^.NextGear end; 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; 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;beginAllInactive:= 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); 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 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); end;dec(Gear^.Health);Gear^.Timer:= Gear^.Health*10; // This is not seconds, but at least it is *some* feedbackif (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then begin FollowGear:= Gear; Gear^.RenderTimer:= false; Gear^.doStep:= @doStepCakeDown endend;procedure doStepCakeUp(Gear: PGear);var i: Longword;beginAllInactive:= 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 begin CakePoints[i].x:= Gear^.X; CakePoints[i].y:= Gear^.Y end; CakeI:= 0; Gear^.doStep:= @doStepCakeWork end else inc(Gear^.Pos)end;procedure doStepCakeFall(Gear: PGear);beginAllInactive:= false;Gear^.dY:= Gear^.dY + cGravity;if TestCollisionYwithGear(Gear, 1) then Gear^.doStep:= @doStepCakeUpelse begin Gear^.Y:= Gear^.Y + Gear^.dY; if CheckGearDrowning(Gear) then AfterAttack endend;procedure doStepCake(Gear: PGear);var HHGear: PGear;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= HHGear^.Message and (not gm_Attack);DeleteCI(HHGear);FollowGear:= Gear;Gear^.doStep:= @doStepCakeFallend;////////////////////////////////////////////////////////////////////////////////procedure doStepSeductionWork(Gear: PGear);var x, y: LongInt;beginAllInactive:= 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); AfterAttack; DeleteGear(Gear) end elseelse begin AfterAttack; DeleteGear(Gear) endend;procedure doStepSeductionWear(Gear: PGear);beginAllInactive:= 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) end;if Gear^.Pos = 14 then Gear^.doStep:= @doStepSeductionWorkend;procedure doStepSeduction(Gear: PGear);beginAllInactive:= false;DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);Gear^.doStep:= @doStepSeductionWearend;////////////////////////////////////////////////////////////////////////////////procedure doStepWaterUp(Gear: PGear);var i: LongWord;beginAllInactive:= false;inc(Gear^.Timer);if Gear^.Timer = 17 then Gear^.Timer:= 0else exit;if cWaterLine > 0 then begin 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)end;////////////////////////////////////////////////////////////////////////////////procedure doStepDrillDrilling(Gear: PGear);var t: PGearArray; ox, oy: hwFloat;beginAllInactive:= 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 begin StopSound(Gear^.SoundChannel); exit end end;t:= CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bugif (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);end;procedure doStepDrill(Gear: PGear);var t: PGearArray; oldDx, oldDy: hwFloat; t2: hwFloat;beginAllInactive:= 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) endend;////////////////////////////////////////////////////////////////////////////////procedure doStepBallgunWork(Gear: PGear);var HHGear: PGear; rx, ry: hwFloat; gX, gY: LongInt;begin AllInactive:= false; dec(Gear^.Timer); HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; HedgehogChAngle(HHGear); 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); AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0); PlaySound(sndGun); end; if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then begin DeleteGear(Gear); AfterAttack endend;procedure doStepBallgun(Gear: PGear);var HHGear: PGear;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Down);HHGear^.State:= HHGear^.State or gstNotKickable;Gear^.doStep:= @doStepBallgunWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepRCPlaneWork(Gear: PGear);const cAngleSpeed = 3;var HHGear: PGear; i: LongInt; dX, dY: hwFloat; fChanged: boolean; trueAngle: Longword; t: PGear;beginAllInactive:= 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 endelse begin if ((Gear^.Message and gm_Left) <> 0) then begin fChanged:= true; Gear^.Angle:= (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096 end; if ((Gear^.Message and gm_Right) <> 0) then begin fChanged:= true; Gear^.Angle:= (Gear^.Angle + cAngleSpeed) mod 4096 end end;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; end;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) else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); 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) end; if ((HHGear^.Message and gm_LJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then begin 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); endelse 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 begin if t^.Tag <> 0 then // collect it only once exit; PlaySound(sndShotgunReload); t^.Tag:= 1; TrainingTargetGear:= nil; // remove target cursor exit; end; 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 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 begin 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); end; 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) endend;procedure doStepRCPlane(Gear: PGear);var HHGear: PGear;beginHHGear:= 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:= @doStepRCPlaneWorkend;procedure doStepJetpackWork(Gear: PGear);var HHGear: PGear; fuel: LongInt; move: hwFloat;beginAllInactive:= 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 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 end;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 end;// erases them all at once :-/if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then begin 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 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 begin 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);// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall) //AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate); endend;////////////////////////////////////////////////////////////////////////////////procedure doStepJetpack(Gear: PGear);var HHGear: PGear;beginGear^.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 begin Gear^.State:= Gear^.State or gsttmpFlag; dY:= dY - _0_2 end endend;////////////////////////////////////////////////////////////////////////////////procedure doStepBirdyDisappear(Gear: PGear);beginAllInactive:= false;Gear^.Pos:= 0;if Gear^.Timer < 2000 then inc(Gear^.Timer, 1)else begin DeleteGear(Gear); end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepBirdyFly(Gear: PGear);var HHGear: PGear; fuel, i: LongInt; move: hwFloat;beginHHGear:= 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:= -1else 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; end;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)); 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 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); 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 begin with HHGear^ do begin Message:= 0; Active:= true; State:= State or gstMoving end; Gear^.State:= Gear^.State or gstAnimation or gstTmpFlag; if HHGear^.dY < _0 then begin Gear^.dX:= HHGear^.dX; Gear^.dY:= HHGear^.dY; end; Gear^.Timer:= 0; Gear^.doStep:= @doStepBirdyDisappear; CurAmmoGear:= nil; isCursorVisible:= false; AfterAttack; endend;////////////////////////////////////////////////////////////////////////////////procedure doStepBirdyDescend(Gear: PGear);var HHGear: PGear;beginif 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 if Gear^.Timer = 0 then Gear^.Y:= Gear^.Y + _0_1 endelse if Gear^.Timer = 0 then begin Gear^.doStep:= @doStepBirdyFly; HHGear^.dY:= -_0_2 endend;procedure doStepBirdyAppear(Gear: PGear);beginGear^.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; endend;////////////////////////////////////////////////////////////////////////////////procedure doStepBirdy(Gear: PGear);var HHGear: PGear;begingear^.State:= gear^.State or gstAnimation and not gstTmpFlag;Gear^.doStep:= @doStepBirdyAppear;if CurrentHedgehog = nil then begin DeleteGear(Gear); exit end;HHGear:= CurrentHedgehog^.Gear;if HHGear^.dX.isNegative then Gear^.Tag:= -1else 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) endend;////////////////////////////////////////////////////////////////////////////////procedure doStepEggWork(Gear: PGear);var vg: PVisualGear; i: LongInt;begin AllInactive:= false; Gear^.dX:= Gear^.dX; doStepFallingGear(Gear);// CheckGearDrowning(Gear); // already checked for in doStepFallingGear CalcRotationDirAngle(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, EXPLPoisoned or EXPLNoGfx); 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); end; DeleteGear(Gear); exit end;end;////////////////////////////////////////////////////////////////////////////////procedure doPortalColorSwitch();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;end;procedure doStepPortal(Gear: PGear);var iterator, conPortal: PGear; s, acptRadius, cdxy: hwFloat; noTrap, hasdxy: Boolean;begin doPortalColorSwitch(); // 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 deleteGear(Gear); EXIT; end; if (TurnTimeLeft < 1) or (Gear^.Health < 1) then dec(Gear^.Timer); if Gear^.Timer < 10000 then gear^.RenderTimer:= true; // abort if there is no other portal connected to this one if (Gear^.IntersectGear = nil) then exit; if ((Gear^.IntersectGear^.Tag and 1) = 0) then // or if it's still moving; exit; conPortal:= Gear^.IntersectGear; // check all gears for stuff to port through iterator:= nil; while true do begin if iterator = nil then iterator:= GearsList // start else iterator:= iterator^.NextGear; // iterate through GearsList if iterator = nil then 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 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; if (iterator^.Radius > Gear^.Radius) then continue; // sorry, you're too fat! // this is the range we accept incoming gears in 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)); if hasdxy and not (Gear^.dX*iterator^.dX + Gear^.dY*iterator^.dY).isNegative then 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; // 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; 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; if Gear^.Health > 1 then begin dec(Gear^.Health); dec(iterator^.Health); 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; end;end;procedure doStepMovingPortal(Gear: PGear);var x, y, tx, ty: LongInt;//, bx, by, tangle: LongInt; s, dx, dy: hwFloat;procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);var flags: LongWord;beginif 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 end;if destroyGear then deleteGear(oldPortal);end;begindoPortalColorSwitch();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 hintsif ((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 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 begin 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 begin loadNewPortalBall(Gear, false); inc(Gear^.Tag); Gear^.doStep:= @doStepPortal; end else loadNewPortalBall(Gear, true); endelse 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;beginnewPortal^.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 begin if (iterator^.Kind = gtPortal) then if (iterator <> newPortal) then begin 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; iterator:= iterator^.NextGear end; end;newPortal^.doStep:= @doStepMovingPortal;end;procedure doStepPiano(Gear: PGear);var r0, r1: LongInt;beginAllInactive:= 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 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; exit end;doStepFallingGear(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 endelse 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; endelse Gear^.dY:= Gear^.dY + cGravity * 2; // let it fall faster so itdoesn't take too long for the whole attackend;////////////////////////////////////////////////////////////////////////////////procedure doStepSineGunShotWork(Gear: PGear);var x, y, rX, rY, t, tmp, initHealth: LongInt; oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat; justCollided: boolean;beginAllInactive:= 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 GameTickst:= GameTicks mod 4096;// used for a work-around detection of area that is within land array, but outside bordersjustCollided:= 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 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 else begin inc(Gear^.Damage,3); 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;end;procedure doStepSineGunShot(Gear: PGear);var HHGear: PGear;beginPlaySound(sndSineGun);// push the shooting Hedgehog backHHGear:= 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:= @doStepSineGunShotWorkend;