Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session
This was because the bool isDeleting is not initialized, so its initial value is unpredictable.
Which means there's chance it starts with true, confusing the frontend.
(*
* 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);
amDuck: begin
// Does duck spawn inside water?
if (LeftX > hwRound(Gear^.X) - Gear^.Karma) or (RightX < hwRound(Gear^.X) + Gear^.Karma) or (cWaterLine < hwRound(Gear^.Y) + Gear^.Karma) then
PlaySound(sndDroplet2)
else
// Duck spawned in air, normal drop sound
PlaySound(sndDuckDrop);
newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDuck, 0, SignAs(_0_03, dX), _0, 0);
if not ((not dX.isNegative) xor ((State and gstHHHJump) <> 0)) then
newGear^.Tag:= -1
else
newGear^.Tag:= 1;
end;
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 (a = amNothing) or ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) or
(((GameFlags and gfInfAttack) <> 0) and ((Ammoz[a].Ammo.Propz and ammoprop_ForceTurnEnd) = 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
cnt:= Ammoz[ammo].NumberInCase;
if (ammo = amNothing) or (cnt = 0) then
s:= trmsg[sidEmptyCrate]
else if cnt >= AMMO_INFINITE then
s:= name + ansistring(' (+∞)')
else
s:= name + ansistring(' (+' + IntToStr(cnt) + ')');
AddCaption(s, HH.Team^.Clan^.Color, capgrpAmmoinfo);
// show ammo icon (if not empty)
if (ammo <> amNothing) and (cnt <> 0) then
begin
vga:= AddVisualGear(X, Y, vgtAmmo);
if vga <> nil then
vga^.Frame:= Longword(ammo);
end
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure PickUp(HH, Gear: PGear);
var s: ansistring;
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(FormatA(trmsg[sidHealthGain], 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;
s: ansistring;
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;
s:= ansistring(CurrentHedgehog^.Name);
AddCaption(FormatA(GetEventString(eidHomerun), s), 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;
s: ansistring;
begin
Hedgehog:= HHGear^.Hedgehog;
if not isInMultiShoot then
AllInactive:= false
else if Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle] then
HHGear^.Message:= HHGear^.Message and gmPrecise;
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) or (LuaEndTurnRequested = true) then
begin
if (Hedgehog^.CurAmmoType = amKnife) then
LoadHedgehogHat(Hedgehog^, Hedgehog^.Hat);
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 0;
if (GameOver = false) and ((HHGear^.State and gstAttacked) = 0) and (HHGear^.Damage = 0) and (LuaNoEndTurnTaunts = false) then
begin
AddVoice(sndBoring, Hedgehog^.Team^.voicepack);
if (GameFlags and gfInfAttack = 0) then
begin
s:= Hedgehog^.Name;
AddCaption(FormatA(GetEventString(eidTimeout), s), cWhiteColor, capgrpMessage);
end;
end;
isCursorVisible:= false;
HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
AttackBar:= 0;
StopSound(sndThrowPowerUp);
LuaEndTurnRequested:= false;
LuaNoEndTurnTaunts:= false;
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);
if Gear^.Hedgehog^.King then
AddCaption(FormatA(GetEventString(eidKingDied), s), cWhiteColor, capgrpMessage)
else
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.