fix chat SDL surfaces being in wrong color format (didn't play well with copyToXY's new quick pixel copies)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGearsHedgehog;
interface
uses uTypes, uGearsHandlersMess;
procedure doStepHedgehog(Gear: PGear);
procedure AfterAttack;
procedure HedgehogStep(Gear: PGear);
procedure doStepHedgehogMoving(Gear: PGear);
procedure HedgehogChAngle(HHGear: PGear);
procedure PickUp(HH, Gear: PGear);
procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);
procedure CheckIce(Gear: PGear); inline;
implementation
uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions,
uCommands, uLocale, uUtils, uStats, uIO, uScript,
uGearsList, uCollisions, uRandom, uStore, uTeams,
uGearsUtils, uVisualGearsList, uChat;
var GHStepTicks: LongWord = 0;
procedure AFKSkip;
var
t: byte;
begin
t:= 0;
while (TeamsArray[t] <> CurrentTeam) do inc(t);
SendHogSpeech(#1 + char(t) + 'AFK');
ParseCommand('/skip', true)
end;
// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
function ChangeAmmo(HHGear: PGear): boolean;
var slot, i: Longword;
ammoidx: LongInt;
prevAmmo: TAmmoType;
begin
ChangeAmmo:= false;
slot:= HHGear^.MsgParam;
with HHGear^.Hedgehog^ do
begin
HHGear^.Message:= HHGear^.Message and (not gmSlot);
prevAmmo:= CurAmmoType;
ammoidx:= 0;
if (((HHGear^.State and (gstAttacking or gstAttacked)) <> 0) and (GameFlags and gfInfAttack = 0))
or ((HHGear^.State and gstHHDriven) = 0) then
exit;
ChangeAmmo:= true;
while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do
inc(ammoidx);
if (MultiShootAttacks > 0) then
begin
if (CurAmmoType = amSniperRifle) and ((GameFlags and gfArtillery) = 0) then
cArtillery := false;
if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0 then
begin
MultiShootAttacks:= Ammoz[CurAmmoType].Ammo.NumPerTurn;
AfterAttack
end
else OnUsedAmmo(HHGear^.Hedgehog^)
end;
MultiShootAttacks:= 0;
HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
if Ammoz[CurAmmoType].Slot = slot then
begin
i:= 0;
repeat
inc(ammoidx);
if (ammoidx > cMaxSlotAmmoIndex) then
begin
inc(i);
CurAmmoType:= amNothing;
ammoidx:= -1;
//TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
end;
until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0)
and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns))
end
else
begin
i:= 0;
// check whether there is ammo in slot
while (i <= cMaxSlotAmmoIndex) and ((Ammo^[slot, i].Count = 0)
or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns))
do inc(i);
if i <= cMaxSlotAmmoIndex then
ammoidx:= i
else ammoidx:= -1
end;
if ammoidx >= 0 then
CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
// Try again in the next slot
if (CurAmmoType = prevAmmo) and (slot < cMaxSlotIndex) then
begin
inc(slot);
HHGear^.MsgParam:= slot;
ChangeAmmo(HHGear)
end
end
end;
procedure HHSetWeapon(HHGear: PGear);
var t: LongInt;
weap: TAmmoType;
Hedgehog: PHedgehog;
s: boolean;
prevState, newState: LongWord;
begin
s:= false;
weap:= TAmmoType(HHGear^.MsgParam);
Hedgehog:= HHGear^.Hedgehog;
if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then
exit; // weapon is not activated yet
HHGear^.MsgParam:= Ammoz[weap].Slot;
t:= cMaxSlotAmmoIndex;
HHGear^.Message:= HHGear^.Message and (not gmWeapon);
prevState:= HHGear^.State;
newState:= prevState;
with Hedgehog^ do
while (CurAmmoType <> weap) and (t >= 0) do
begin
s:= ChangeAmmo(HHGear);
if HHGear^.State <> prevState then // so we can keep gstAttacked out of consideration when looping
newState:= HHGear^.State;
HHGear^.State:= prevState;
dec(t)
end;
HHGear^.State:= newState;
if s then
ApplyAmmoChanges(HHGear^.Hedgehog^)
end;
procedure HHSetTimer(Gear: PGear);
var CurWeapon: PAmmo;
color: LongWord;
begin
Gear^.Message:= Gear^.Message and (not gmTimer);
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
with Gear^.Hedgehog^ do
if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then
begin
color:= Gear^.Hedgehog^.Team^.Clan^.Color;
case Gear^.MsgParam of
1: begin
AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate);
CurWeapon^.Bounciness:= 350;
end;
2: begin
AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate);
CurWeapon^.Bounciness:= 700;
end;
3: begin
AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate);
CurWeapon^.Bounciness:= 1000;
end;
4: begin
AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate);
CurWeapon^.Bounciness:= 2000;
end;
5: begin
AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate);
CurWeapon^.Bounciness:= 4000;
end
end
end
else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
begin
CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
with CurrentTeam^ do
ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
end;
end;
procedure Attack(Gear: PGear);
var xx, yy, newDx, newDy, lx, ly: hwFloat;
speech: PVisualGear;
newGear: PGear;
CurWeapon: PAmmo;
usedAmmoType: TAmmoType;
altUse: boolean;
elastic: hwFloat;
begin
newGear:= nil;
bShowFinger:= false;
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
with Gear^,
Gear^.Hedgehog^ do
begin
usedAmmoType:= CurAmmoType;
if ((State and gstHHDriven) <> 0) and ((State and (gstAttacked or gstChooseTarget)) = 0) and (((State and gstMoving) = 0)
or (Power > 0)
or (CurAmmoType = amTeleport)
or
// Allow attacks while moving on ammo with AltAttack
((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0))
or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0))
and ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
begin
State:= State or gstAttacking;
if (Power = cMaxPower) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0) then
Message:= Message and (not gmAttack)
else
begin
if Power = 0 then
begin
AttackBar:= CurrentTeam^.AttackBar;
PlaySound(sndThrowPowerUp)
end;
inc(Power)
end;
if ((Message and gmAttack) <> 0) then
exit;
if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
begin
StopSound(sndThrowPowerUp);
PlaySound(sndThrowRelease);
end;
xx:= SignAs(AngleSin(Angle), dX);
yy:= -AngleCos(Angle);
lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
xx:= - xx;
if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
// Initiating alt attack
if (CurAmmoGear <> nil)
and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
and ((Gear^.Message and gmLJump) <> 0)
and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
begin
if (CurAmmoGear^.AmmoType = amJetpack) and (Gear^.Message and gmPrecise <> 0) then
begin
newDx:= xx*cMaxPower/cPowerDivisor;
newDy:= yy*cMaxPower/cPowerDivisor
end
else
begin
newDx:= dX;
newDy:= dY
end;
altUse:= true
end
else
begin
newDx:= xx*Power/cPowerDivisor;
newDy:= yy*Power/cPowerDivisor;
altUse:= false
end;
case CurAmmoType of
amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade, 0, newDx, newDy, CurWeapon^.Timer);
amAirMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtAirMine, 0, newDx, newDy, 0);
amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov, 0, newDx, newDy, 0);
amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb, 0, newDx, newDy, CurWeapon^.Timer);
amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb, 0, newDx, newDy, CurWeapon^.Timer);
amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell, 0, newDx, newDy, 0);
amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball, 0, newDx, newDy, 0);
amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee, 0, newDx, newDy, 0);
amShotgun: begin
PlaySound(sndShotgunReload);
newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
amSkip: ParseCommand('/skip', true);
amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
amMine: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 0);
amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amKnife: begin
newGear:= AddGear(hwRound(lx), hwRound(ly), gtKnife, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
newGear^.State:= newGear^.State or gstMoving;
newGear^.Radius:= 4 // temporarily shrink so it doesn't instantly embed in the ground
end;
amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
amPortalGun: begin
newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6,
// set selected color
CurWeapon^.Pos);
end;
amSniperRifle: begin
PlaySound(sndSniperReload);
newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
amWhip: begin
newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhipCrack)
end;
amHammer: begin
newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhack)
end;
amBaseballBat: begin
newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
end;
amParachute: begin
newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
PlaySound(sndParachute)
end;
// we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer);
amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
amRubber: begin
newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
newGear^.AmmoType:= amRubber
end;
amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
amMortar: begin
playSound(sndMortar);
newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
end;
amRCPlane: begin
newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
newGear^.SoundChannel:= LoopSound(sndRCPlane)
end;
amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, SignAs(cLittle, xx), _0, 0);
amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0);
amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon, 0, newDx, newDy, CurWeapon^.Timer);
amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb, 0, newDx, newDy, 0);
amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0);
amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
amBirdy: begin
PlaySound(sndWhistle);
newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
end;
amLowGravity: begin
PlaySound(sndLowGravity);
cGravity:= cMaxWindSpeed;
cGravityf:= 0.00025;
cLowGravity := true
end;
amExtraDamage: begin
PlaySound(sndHellishImpact4);
cDamageModifier:= _1_5
end;
amInvulnerable: begin
PlaySound(sndInvulnerable);
Effects[heInvulnerable]:= 1
end;
amExtraTime: begin
PlaySound(sndExtraTime);
TurnTimeLeft:= TurnTimeLeft + 30000
end;
amLaserSight: begin
PlaySound(sndLaserSight);
cLaserSighting:= true
end;
amVampiric: begin
PlaySoundV(sndOw1, Team^.voicepack);
cVampiric:= true;
end;
amPiano: begin
// Tuck the hedgehog away until the piano attack is completed
Unplaced:= true;
X:= _0;
Y:= _0;
newGear:= AddGear(TargetPoint.X, -1024, gtPiano, 0, _0, _0, 0);
PauseMusic
end;
amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower, 0, xx * _0_5, yy * _0_5, 0);
amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun, 0, xx * _0_5, yy * _0_5, 0);
amResurrector: begin
newGear:= AddGear(hwRound(lx), hwRound(ly), gtResurrector, 0, _0, _0, 0);
newGear^.SoundChannel := LoopSound(sndResurrector);
end;
//amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000);
amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 0);
amIceGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtIceGun, 0, _0, _0, 0);
end;
if altUse and (newGear <> nil) and
((CurAmmoGear = nil) or (CurAmmoGear^.AmmoType <> amJetpack) or (Gear^.Message and gmPrecise = 0)) then
begin
newGear^.dX:= newDx / newGear^.Density;
newGear^.dY:= newDY / newGear^.Density
end;
if (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack) and
(Gear^.Message and gmPrecise <> 0) and CheckCoordInWater(hwRound(X), hwRound(Y)) then
newGear^.State:= newGear^.State or gstSubmersible;
case CurAmmoType of
amGrenade, amMolotov,
amClusterBomb, amGasBomb,
amBazooka, amSnowball,
amBee, amSMine,
amMortar, amWatermelon,
amHellishBomb, amDrill,
amAirMine: FollowGear:= newGear;
amShotgun, amPickHammer,
amRope, amDEagle,
amSineGun, amSniperRifle,
amFirePunch, amWhip,
amHammer, amBaseballBat,
amParachute, amBlowTorch,
amGirder, amTeleport,
amSwitch, amRCPlane,
amKamikaze, amCake,
amSeduction, amBallgun,
amJetpack, amBirdy,
amFlamethrower, amLandGun,
amResurrector, //amStructure,
amTardis, amPiano,
amIceGun, amRubber: CurAmmoGear:= newGear;
end;
if CurAmmoType = amCake then FollowGear:= newGear;
if CurAmmoType = amAirMine then newGear^.Hedgehog:= nil;
if ((CurAmmoType = amMine) or (CurAmmoType = amSMine) or (CurAmmoType = amAirMine)) and (GameFlags and gfInfAttack <> 0) then
newGear^.FlightTime:= GameTicks + min(TurnTimeLeft,1000)
else if CurAmmoType = amDrill then
newGear^.FlightTime:= GameTicks + 250;
if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then
begin
newGear^.Target.X:= TargetPoint.X;
newGear^.Target.Y:= TargetPoint.Y
end;
if (newGear <> nil) and (newGear^.CollisionMask and lfCurrentHog <> 0) then newGear^.CollisionMask:= newGear^.CollisionMask and (not lfCurrentHog);
// Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement
if altUse then
FollowGear:= nil;
if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then
begin
elastic:= int2hwfloat(CurWeapon^.Bounciness) / _1000;
if elastic < _1 then
newGear^.Elasticity:= newGear^.Elasticity * elastic
else if elastic > _1 then
newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);
(* Experimented with friction modifier. Didn't seem helpful
fric:= int2hwfloat(CurWeapon^.Bounciness) / _250;
if fric < _1 then newGear^.Friction:= newGear^.Friction * fric
else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*)
end;
uStats.AmmoUsed(CurAmmoType);
if not (SpeechText = '') then
begin
speech:= AddVisualGear(0, 0, vgtSpeechBubble);
if speech <> nil then
begin
speech^.Text:= SpeechText;
speech^.Hedgehog:= Gear^.Hedgehog;
speech^.FrameTicks:= SpeechType;
end;
SpeechText:= ''
end;
Power:= 0;
if (CurAmmoGear <> nil) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
begin
if CurAmmoType in [amRope,amResurrector] then
Message:= Message or gmAttack;
CurAmmoGear^.Message:= Message
end
else
begin
if (not CurrentTeam^.ExtDriven) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then
SendIPC(_S'a');
AfterAttack;
end
end
else
Message:= Message and (not gmAttack);
ScriptCall('onHogAttack', ord(usedAmmoType));
end; // of with Gear^, Gear^.Hedgehog^ do
TargetPoint.X := NoPointX;
end;
procedure AfterAttack;
var s: ansistring;
a: TAmmoType;
HHGear: PGear;
begin
with CurrentHedgehog^ do
begin
HHGear:= Gear;
a:= CurAmmoType;
if HHGear <> nil then HHGear^.State:= HHGear^.State and (not gstAttacking);
if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
begin
Inc(MultiShootAttacks);
if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
begin
s:= ansistring(inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1));
AddCaption(formatA(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
end;
if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks)
or ((GameFlags and gfMultiWeapon) <> 0) then
begin
isInMultiShoot:= true
end
else
begin
OnUsedAmmo(CurrentHedgehog^);
if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then
begin
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
if (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0) and CheckCoordInWater(hwRound(CurAmmoGear^.X), hwRound(CurAmmoGear^.Y)) then
TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 25
else TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
IsGetAwayTime := true;
end;
if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (HHGear <> nil) then
HHGear^.State:= HHGear^.State or gstAttacked;
if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then
ApplyAmmoChanges(CurrentHedgehog^)
end;
end
else
begin
OnUsedAmmo(CurrentHedgehog^);
ApplyAmmoChanges(CurrentHedgehog^);
end;
AttackBar:= 0
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogDead(Gear: PGear);
const frametime = 200;
timertime = frametime * 6;
var grave: PGear;
begin
if Gear^.Hedgehog^.Unplaced then
exit;
if Gear^.Timer > 1 then
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer mod frametime) = 0 then
inc(Gear^.Pos)
end
else if Gear^.Timer = 1 then
begin
Gear^.Hedgehog^.Effects[heFrozen]:= 0;
Gear^.State:= Gear^.State or gstNoDamage;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, CurrentHedgehog, EXPLAutoSound);
grave:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0);
grave^.Hedgehog:= Gear^.Hedgehog;
grave^.Pos:= Gear^.uid;
DeleteGear(Gear);
SetAllToActive
end
else // Gear^.Timer = 0
begin
AllInactive:= false;
Gear^.Z:= cCurrHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogGone(Gear: PGear);
const frametime = 65;
timertime = frametime * 11;
var i: LongInt;
begin
if Gear^.Hedgehog^.Unplaced then
exit;
if Gear^.Timer > 1 then
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer mod frametime) = 0 then
inc(Gear^.Pos)
end
else
if Gear^.Timer = 1 then
begin
DeleteGear(Gear);
SetAllToActive
end
else // Gear^.Timer = 0
begin
AllInactive:= false;
Gear^.Z:= cCurrHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
// only play sound for one alive hedgehog
with Gear^.Hedgehog^.Team^ do
for i:= 0 to cMaxHHIndex do
begin
if (Hedgehogs[i].Gear <> nil) then
begin
if (Hedgehogs[i].Gear = Gear) then
begin
PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
PlaySound(sndWarp);
end;
break;
end;
end;
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);
var s: ansistring;
name: ansistring;
vga: PVisualGear;
begin
if cnt <> 0 then AddAmmo(HH, ammo, cnt)
else AddAmmo(HH, ammo);
if IsHogLocal(@HH) then
begin
if length(trluaammo[Ammoz[ammo].NameId]) > 0 then
name:= trluaammo[Ammoz[ammo].NameId]
else
name:= trammo[Ammoz[ammo].NameId];
if cnt <> 0 then
s:= name + ansistring(' (+' + IntToStr(cnt) + ')')
else
s:= name + ansistring(' (+' + IntToStr(Ammoz[ammo].NumberInCase) + ')');
AddCaption(s, HH.Team^.Clan^.Color, capgrpAmmoinfo);
// show ammo icon
vga:= AddVisualGear(X, Y, vgtAmmo);
if vga <> nil then
vga^.Frame:= Longword(ammo);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure PickUp(HH, Gear: PGear);
var s: shortstring;
i: LongInt;
vga: PVisualGear;
ag, gi: PGear;
begin
if Gear^.State and gstFrozen <> 0 then exit;
Gear^.Message:= gmDestroy;
if (Gear^.Pos and posCaseExplode) <> 0 then
if (Gear^.Pos and posCasePoison) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned)
else
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)
else if (Gear^.Pos and posCasePoison) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)
else
case Gear^.Pos of
posCaseUtility,
posCaseAmmo: begin
PlaySound(sndShotgunReload);
if Gear^.AmmoType <> amNothing then
begin
AddPickup(HH^.Hedgehog^, Gear^.AmmoType, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
end
else
begin
// Add spawning here...
AddRandomness(GameTicks);
gi := GearsList;
while gi <> nil do
begin
if (gi^.Kind = gtGenericFaller) and (gi^.State and gstInvisible <> 0) then
begin
gi^.Active:= true;
gi^.State:= gi^.State or gstTmpFlag;
gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
gi^.dX:= _90-(GetRandomf*_360);
gi^.dY:= _90-(GetRandomf*_360)
end;
gi := gi^.NextGear
end;
ag:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAddAmmo, gstInvisible, _0, _0, GetRandom(125)+25);
ag^.Pos:= Gear^.Pos;
ag^.Power:= Gear^.Power
end;
end;
posCaseHealth: begin
PlaySound(sndShotgunReload);
inc(HH^.Health, Gear^.Health);
HH^.Hedgehog^.Effects[hePoisoned] := 0;
s:= '+' + IntToStr(Gear^.Health);
AddCaption(ansistring(s), HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
RenderHealth(HH^.Hedgehog^);
RecountTeamHealth(HH^.Hedgehog^.Team);
i:= 0;
while (i < Gear^.Health) and (i <= 1000) do
begin
vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot);
if vga <> nil then
with vga^ do
begin
Tint:= $00FF00FF;
State:= ord(sprHealth)
end;
inc(i, 5);
end;
end;
end
end;
procedure HedgehogStep(Gear: PGear);
var PrevdX: LongInt;
CurWeapon: PAmmo;
portals: PGearArrayS;
begin
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
begin
if isCursorVisible then
with Gear^.Hedgehog^ do
with CurWeapon^ do
begin
if (Gear^.Message and gmLeft ) <> 0 then
Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
else
if (Gear^.Message and gmRight ) <> 0 then
Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
else
exit;
GHStepTicks:= 200;
exit
end;
if ((Gear^.Message and gmAnimate) <> 0) then
begin
Gear^.Message:= 0;
Gear^.State:= Gear^.State or gstAnimation;
Gear^.Tag:= Gear^.MsgParam;
Gear^.Timer:= 0;
Gear^.Pos:= 0
end;
if ((Gear^.Message and gmLJump ) <> 0) then
begin
Gear^.Message:= Gear^.Message and (not gmLJump);
DeleteCI(Gear);
if TestCollisionYwithGear(Gear, -1) = 0 then
if TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0 then
Gear^.Y:= Gear^.Y - _2
else
if TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0 then
Gear^.Y:= Gear^.Y - _1;
if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.dY:= -_0_15;
if not cArtillery then
Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
PlaySoundV(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
exit
end;
end;
if ((Gear^.Message and gmHJump ) <> 0) then
begin
DeleteCI(Gear);
Gear^.Message:= Gear^.Message and (not gmHJump);
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
PlaySoundV(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
exit
end;
if (Gear^.Message and (gmLeft or gmRight) <> 0) and (Gear^.State and gstMoving = 0) then
begin
// slightly inefficient since it doesn't halt after one portal, maybe could add a param to GearsNear for number desired.
portals:= GearsNear(Gear^.X, Gear^.Y, gtPortal, 26);
if portals.size = 0 then Gear^.PortalCounter:= 0
end;
PrevdX:= hwSign(Gear^.dX);
if (Gear^.Message and gmLeft )<>0 then
Gear^.dX:= -cLittle else
if (Gear^.Message and gmRight )<>0 then
Gear^.dX:= cLittle
else exit;
StepSoundTimer:= cHHStepTicks;
GHStepTicks:= cHHStepTicks;
if PrevdX <> hwSign(Gear^.dX) then
begin
FollowGear:= Gear;
exit
end;
DeleteCI(Gear); // must be after exit!! (see previous line)
Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;
if (not cArtillery or
((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtBlowTorch))) and
((Gear^.Message and gmPrecise) = 0) then
MakeHedgehogsStep(Gear);
SetAllHHToActive(false);
AddCI(Gear)
end
end;
procedure HedgehogChAngle(HHGear: PGear);
var da: LongWord;
begin
with HHGear^.Hedgehog^ do
if (((CurAmmoType = amRope) or ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amRope))) and
((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving))
or ((CurAmmoType = amPortalGun) and ((HHGear^.State and gstMoving) <> 0)) then
da:= 2
else da:= 1;
if ((HHGear^.Message and gmPrecise = 0) or ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack))) or (GameTicks mod 5 = 1) then
if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then
dec(HHGear^.Angle, da)
else
if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then
inc(HHGear^.Angle, da)
end;
////////////////////////////////////////////////////////////////////////////////
procedure moveHedgehogOutOfWall(Gear: PGear);
var
hx: hwFloat;
colly, collxl, collxr: boolean;
begin
colly:= (TestCollisionYwithGear(Gear, 1) <> 0);
while colly do
begin
// don't use TestCollisionXwithXYShift, because it checks for gears
// save real x-position
hx:= Gear^.X;
Gear^.X:= hx + _1;
collxl:= (TestCollisionX(Gear, -1) <> 0);
Gear^.X:= hx - _1;
collxr:= (TestCollisionX(Gear, 1) <> 0);
// restore original value
Gear^.X:= hx;
// do nothing if trapped between 2 walls
if collxl = collxr then
break;
// if we in a wall - fix that
if collxl then
begin
// check for obstacle
if (TestCollisionX(Gear, 1) <> 0) then
break;
Gear^.X:= Gear^.X + _1;
end
else
begin
// check for obstacle
if (TestCollisionX(Gear, -1) <> 0) then
break;
Gear^.X:= Gear^.X - _1;
end;
colly:= (TestCollisionYwithGear(Gear, 1) <> 0);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogMoving(Gear: PGear);
var isFalling, isUnderwater: boolean;
land: Word;
cnt: LongWord;
begin
if Gear^.Hedgehog^.Unplaced then
begin
Gear^.dY:= _0;
Gear^.dX:= _0;
Gear^.State:= Gear^.State and (not gstMoving);
exit
end;
land:= 0;
isUnderwater:= CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + Gear^.Radius);
if Gear^.dX.QWordValue > 8160437862 then
Gear^.dX.QWordValue:= 8160437862;
if Gear^.dY.QWordValue > 8160437862 then
Gear^.dY.QWordValue:= 8160437862;
isFalling:= (Gear^.dY.isNegative);
if (not isFalling) then
begin
// make sure we're not just stuck in wall
moveHedgehogOutOfWall(Gear);
// test for floor/obstacle below
isFalling:= (TestCollisionYKick(Gear, 1) = 0);
end;
if isFalling then
begin
land:= TestCollisionYKick(Gear, -1);
if (Gear^.dY.isNegative) and (land <> 0) then
begin
if land and lfBouncy <> 0 then
begin
doStepFallingGear(Gear);
Gear^.AdvBounce:= 1;
Gear^.dX:= Gear^.dX * _0_8
end;
if (land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0) then
Gear^.dY:= _0;
Gear^.State:= Gear^.State and (not gstCollision)
end;
Gear^.State:= Gear^.State or gstMoving;
if (Gear^.State and gstHHDriven <> 0) and
(FollowGear <> nil) and
(not CurrentTeam^.ExtDriven) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
// TODO: why so aggressive at setting FollowGear when falling?
// because hog was being yanked out of frame by other stuff when doing a complicated jump/chute/saucer/roping.
// added a couple more conditions to make it a bit less aggressive, at cost of possibly spectator failing to follow a maneuver
FollowGear:= Gear;
end;
if isUnderwater then
Gear^.dY:= Gear^.dY + cGravity / _2
else
begin
Gear^.dY:= Gear^.dY + cGravity;
// this set of circumstances could be less complex if jumping was more clearly identified
if ((GameFlags and gfMoreWind) <> 0) and (((Gear^.Damage <> 0)
or ((CurAmmoGear <> nil) and ((CurAmmoGear^.AmmoType = amJetpack) or (CurAmmoGear^.AmmoType = amBirdy)))
or ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue))) then
Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
end
end
else
begin
land:= TestCollisionYwithGear(Gear, 1);
if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0)
and ((land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0))
and (Gear^.Damage = 0)
and ((Gear^.State and gstHHJumping) <> 0) then
SetLittle(Gear^.dX);
if not Gear^.dY.isNegative then
begin
if land and lfBouncy <> 0 then
begin
doStepFallingGear(Gear);
Gear^.AdvBounce:= 1;
// hogs for some reason have very low friction. slippery little buggers
Gear^.dX:= Gear^.dX * _0_8
end;
CheckHHDamage(Gear);
if (land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0) then
begin
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery)
and (Gear^.dX.QWordValue < _0_02.QWordValue) then
begin
if land and lfBouncy <> 0 then
Gear^.dY:= _0;
Gear^.dX.isNegative:= not Gear^.dX.isNegative // landing after high jump
end;
Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
if (land and lfBouncy = 0) or (Gear^.dX.QWordValue < _0_02.QWordValue) then
Gear^.dY:= _0
end;
Gear^.State:= Gear^.State and (not gstCollision)
end
else
Gear^.dY:= Gear^.dY + cGravity;
if ((Gear^.State and gstMoving) <> 0) then
begin
if land and lfIce <> 0 then
begin
Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2)
end
else
Gear^.dX:= Gear^.dX * Gear^.Friction;
end
end;
if (Gear^.State and (gstMoving or gstHHJumping or gstHHHJump)) <> 0 then
DeleteCI(Gear);
if isUnderwater then
begin
Gear^.dY:= Gear^.dY * _0_999;
Gear^.dX:= Gear^.dX * _0_999;
end;
if (Gear^.State and gstMoving) <> 0 then
if TestCollisionXKick(Gear, hwSign(Gear^.dX)) <> 0 then
if not isFalling then
if hwAbs(Gear^.dX) > _0_01 then
if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_96;
Gear^.Y:= Gear^.Y - _1
end
else
if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_93;
Gear^.Y:= Gear^.Y - _2
end
else
if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_9 ;
Gear^.Y:= Gear^.Y - _3
end
else
if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_87;
Gear^.Y:= Gear^.Y - _4
end
else
if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_84;
Gear^.Y:= Gear^.Y - _5
end
else
if hwAbs(Gear^.dX) > _0_02 then
Gear^.dX:= -Gear^.Elasticity * Gear^.dX
else
begin
Gear^.State:= Gear^.State and (not gstMoving);
cnt:= 0;
while (cnt < 6) and (not CheckGearDrowning(Gear)) and (Gear <> nil) and (TestCollisionYWithGear(Gear,1) = 0) do
begin
Gear^.Y:= Gear^.Y + _1;
inc(cnt)
end;
SetLittle(Gear^.dX)
end
else
begin
Gear^.State:= Gear^.State and (not gstMoving);
cnt:= 0;
while (cnt < 6) and (not CheckGearDrowning(Gear)) and (Gear <> nil) and (TestCollisionYWithGear(Gear,1) = 0) do
begin
Gear^.Y:= Gear^.Y + _1;
inc(cnt)
end;
SetLittle(Gear^.dX)
end
else if (hwAbs(Gear^.dX) > cLittle)
and ((Gear^.State and gstHHJumping) = 0) then
Gear^.dX:= -Gear^.Elasticity * Gear^.dX
else
SetLittle(Gear^.dX);
if (not isFalling)
and (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
begin
Gear^.State:= Gear^.State and (not gstWinner);
Gear^.State:= Gear^.State and (not gstMoving);
cnt:= 0;
while (cnt < 6) and (not CheckGearDrowning(Gear)) and (Gear <> nil) and (TestCollisionYWithGear(Gear,1) = 0) do
begin
Gear^.Y:= Gear^.Y + _1;
inc(cnt)
end;
// could become nil in CheckGearDrowning if ai's hog fails to respawn in ai survival
if Gear = nil then exit;
SetLittle(Gear^.dX);
Gear^.dY:= _0
end
else
Gear^.State:= Gear^.State or gstMoving;
if (Gear^.State and gstMoving) <> 0 then
begin
Gear^.State:= Gear^.State and (not gstAnimation);
// ARTILLERY but not being moved by explosions
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (TestCollisionYKick(Gear, 1) = 0) then
begin
land:= TestCollisionYwithXYShift(Gear, 0, 1, 1);
if land and lfBouncy <> 0 then
doStepFallingGear(Gear);
Gear^.AdvBounce:= 1;
if (land <> 0) and ((land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0)) then
begin
CheckHHDamage(Gear);
Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + _1
end;
Gear^.State:= Gear^.State and (not gstCollision)
end;
// could become nil if ai's hog fails to respawn in ai survival
if Gear = nil then exit;
// hide target cursor if current hog is drowning
if (Gear^.State and gstDrowning) <> 0 then
if (CurrentHedgehog^.Gear = Gear) then
isCursorVisible:= false
end;
if (not isZero(Gear^.dY)) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
begin
inc(Gear^.FlightTime);
if (Gear^.FlightTime > 1500) and ((hwRound(Gear^.X) < LongInt(leftX)-250) or (hwRound(Gear^.X) > LongInt(rightX)+250)) then
begin
Gear^.FlightTime:= 0;
AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
PlaySound(sndHomerun)
end;
end
else
begin
uStats.hedgehogFlight(Gear, Gear^.FlightTime);
Gear^.FlightTime:= 0;
end;
end;
procedure doStepHedgehogDriven(HHGear: PGear);
var t: PGear;
wasJumping: boolean;
Hedgehog: PHedgehog;
begin
Hedgehog:= HHGear^.Hedgehog;
if not isInMultiShoot then
AllInactive:= false
else if Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle] then
HHGear^.Message:= 0;
if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then
AllInactive:= true
else if not isInMultiShoot then
AllInactive:= false;
if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then
begin
if (Hedgehog^.CurAmmoType = amKnife) then
LoadHedgehogHat(Hedgehog^, Hedgehog^.Hat);
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 0;
if ((HHGear^.State and gstAttacked) = 0) and (HHGear^.Damage = 0) then
AddVoice(sndBoring, Hedgehog^.Team^.voicepack);
isCursorVisible:= false;
HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
AttackBar:= 0;
if HHGear^.Damage > 0 then
HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
exit
end;
if isAFK and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
begin
AFKSkip;
exit
end;
if (HHGear^.State and gstAnimation) <> 0 then
begin
HHGear^.Message:= 0;
if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then
PlaySoundV(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
inc(HHGear^.Timer);
if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then
begin
HHGear^.Timer:= 0;
inc(HHGear^.Pos);
if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then
HHGear^.State:= HHGear^.State and (not gstAnimation)
end;
exit
end;
if ((HHGear^.State and gstMoving) <> 0)
or (GHStepTicks = cHHStepTicks)
or (CurAmmoGear <> nil) then // we are moving
begin
with Hedgehog^ do
if (CurAmmoGear = nil)
and (HHGear^.dY > _0_39)
and (CurAmmoType = amParachute) then
HHGear^.Message:= HHGear^.Message or gmAttack;
// check for case with ammo
t:= CheckGearNear(HHGear, gtCase, 36, 36);
if (t <> nil) then
PickUp(HHGear, t)
end;
if (CurAmmoGear = nil) then
if (((HHGear^.Message and gmAttack) <> 0)
or ((HHGear^.State and gstAttacking) <> 0)) then
Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
else
else
with Hedgehog^ do
if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
and ((HHGear^.Message and gmLJump) <> 0)
and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
begin
Attack(HHGear);
HHGear^.Message:= HHGear^.Message and (not gmLJump)
end;
if (CurAmmoGear = nil)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) then
begin
if ((HHGear^.Message and gmSlot) <> 0) then
if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^);
if ((HHGear^.Message and gmWeapon) <> 0) then
HHSetWeapon(HHGear);
if ((HHGear^.Message and gmTimer) <> 0) then
HHSetTimer(HHGear);
end;
if CurAmmoGear <> nil then
begin
CurAmmoGear^.Message:= HHGear^.Message;
exit
end;
HedgehogChAngle(HHGear);
if (HHGear^.State and gstMoving) <> 0 then
begin
wasJumping:= ((HHGear^.State and gstHHJumping) <> 0);
if ((HHGear^.Message and gmHJump) <> 0) and wasJumping and ((HHGear^.State and gstHHHJump) = 0) then
if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then
begin
HHGear^.State:= HHGear^.State or gstHHHJump;
HHGear^.dY:= -_0_25;
if not cArtillery then
HHGear^.dX:= -SignAs(_0_02, HHGear^.dX);
PlaySoundV(sndJump2, Hedgehog^.Team^.voicepack)
end;
HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
if (not cArtillery) and wasJumping and (TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) <> 0) then
SetLittle(HHGear^.dX);
if Hedgehog^.Gear <> nil then
doStepHedgehogMoving(HHGear);
if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
begin
AddCI(HHGear);
if wasJumping then
GHStepTicks:= 410
else
GHStepTicks:= 95
end;
exit
end;
if not(isInMultiShoot and (Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])) and (Hedgehog^.Gear <> nil) then
begin
if GHStepTicks > 0 then
dec(GHStepTicks);
if (GHStepTicks = 0) then
HedgehogStep(HHGear)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogFree(Gear: PGear);
var prevState: Longword;
s: ansistring;
begin
prevState:= Gear^.State;
doStepHedgehogMoving(Gear);
if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
begin
if Gear^.Damage > 0 then
CalcRotationDirAngle(Gear);
AllInactive:= false;
exit
end;
if (Gear^.Health = 0) then
begin
if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
begin
Gear^.Timer:= 0;
FollowGear:= Gear;
PrvInactive:= false;
AllInactive:= false;
if (Gear^.State and gstHHGone) = 0 then
begin
Gear^.Hedgehog^.Effects[hePoisoned] := 0;
if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
begin
ResurrectHedgehog(Gear);
end
else
begin
Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation);
Gear^.doStep:= @doStepHedgehogDead;
// Death message
s:= ansistring(Gear^.Hedgehog^.Name);
AddCaption(FormatA(GetEventString(eidDied), s), cWhiteColor, capgrpMessage);
end;
end
else
begin
Gear^.State:= Gear^.State and (not gstAnimation);
Gear^.doStep:= @doStepHedgehogGone;
// Gone message
s:= ansistring(Gear^.Hedgehog^.Name);
AddCaption(FormatA(GetEventString(eidGone), s), cWhiteColor, capgrpMessage);
end
end;
exit
end;
if ((Gear^.State and gstWait) = 0) and
(prevState <> Gear^.State) then
begin
Gear^.State:= Gear^.State or gstWait;
Gear^.Timer:= 150
end
else
begin
if Gear^.Timer = 0 then
begin
Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstChooseTarget));
if Gear^.Hedgehog^.Effects[heFrozen] = 0 then Gear^.Active:= false;
AddCI(Gear);
exit
end
else dec(Gear^.Timer)
end;
AllInactive:= false
end;
procedure CheckIce(Gear: PGear); inline;
(*
var x,y,tx,ty: LongInt;
tdX, tdY, slope: hwFloat;
land: Word; *)
var slope: hwFloat;
begin
if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0)
and (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0)
and ((Gear^.Hedgehog = nil) or ((Gear^.Hedgehog^.Effects[heFrozen] = 0) or (Gear^.Hedgehog^.Effects[heFrozen] > 255)))
and (not Gear^.dY.isNegative) and TurnClockActive and (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
begin
slope:= CalcSlopeBelowGear(Gear);
if slope.QWordValue > 730144440 then // ignore mild slopes
begin
Gear^.dX:=Gear^.dX+slope*cGravity*_256;
Gear^.State:= Gear^.State or gstMoving
end
end;
(*
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
AddVisualGear(x, y, vgtSmokeTrace);
AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace);
AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace);
AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace);
AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace);
AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace);
AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace);
AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace);
AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace);
AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace);
AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehog(Gear: PGear);
var tX: hwFloat;
begin
// it might make sense to skip more than just drowning check here
if (not Gear^.Hedgehog^.Unplaced) then
CheckGearDrowning(Gear);
if Gear = nil then exit;
tX:= Gear^.X;
if WorldWrap(Gear) then
begin
if (WorldEdge <> weBounce) and (Gear = CurrentHedgehog^.Gear) and
(CurAmmoGear <> nil) and (CurAmmoGear^.Kind =gtRope) and (CurAmmoGear^.Elasticity <> _0) then
CurAmmoGear^.PortalCounter:= 1;
if (WorldEdge = weWrap) and ((TestCollisionXwithGear(Gear, 1) <> 0) or (TestCollisionXwithGear(Gear, -1) <> 0)) then
begin
Gear^.X:= tX;
Gear^.dX.isNegative:= (hwRound(tX) > LongInt(leftX) + Gear^.Radius * 2)
end
end;
CheckSum:= CheckSum xor Gear^.Hedgehog^.BotLevel;
if (Gear^.Message and gmDestroy) <> 0 then
begin
DeleteGear(Gear);
exit
end;
if GameTicks mod 128 = 0 then CheckIce(Gear);
(*
if Gear^.Hedgehog^.Effects[heFrozen] > 0 then
begin
if (Gear^.Hedgehog^.Effects[heFrozen] > 256) and (CurrentHedgehog^.Team^.Clan <> Gear^.Hedgehog^.Team^.Clan) then
dec(Gear^.Hedgehog^.Effects[heFrozen])
else if GameTicks mod 10 = 0 then
dec(Gear^.Hedgehog^.Effects[heFrozen])
end;
*)
if (GameTicks mod 10 = 0) and (Gear^.Hedgehog^.Effects[heFrozen] > 0) and (Gear^.Hedgehog^.Effects[heFrozen] < 256) then
dec(Gear^.Hedgehog^.Effects[heFrozen]);
if (Gear^.State and gstHHDriven) = 0 then
doStepHedgehogFree(Gear)
else
begin
with Gear^.Hedgehog^ do
if Team^.hasGone then
TeamGoneEffect(Team^)
else
doStepHedgehogDriven(Gear)
end;
end;
end.