Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*)
{$INCLUDE "options.inc"}
unit uGearsHedgehog;
interface
uses uTypes;
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, uVisualGears, uStats, uIO, uScript,
uGearsList, uGears, uCollisions, uRandom, uStore, uTeams,
uGearsUtils;
var GHStepTicks: LongWord = 0;
// 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)
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;
if (prevAmmo <> CurAmmoType) then
begin
if CurAmmoType = amKnife then
LoadHedgehogHat(HHGear^.Hedgehog^, 'Reserved/chef')
else if prevAmmo = amKnife then
LoadHedgehogHat(HHGear^.Hedgehog^, Hat);
end;
// Try again in the next slot
if CurAmmoType = prevAmmo then
begin
if slot >= cMaxSlotIndex then slot:= 0 else inc(slot);
HHGear^.MsgParam:= slot;
ChangeAmmo(HHGear)
end
end
end;
procedure HHSetWeapon(HHGear: PGear);
var t: LongInt;
weap: TAmmoType;
Hedgehog: PHedgehog;
s: boolean;
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);
with Hedgehog^ do
while (CurAmmoType <> weap) and (t >= 0) do
begin
s:= ChangeAmmo(HHGear);
dec(t)
end;
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;
altUse: boolean;
elastic: hwFloat;
begin
newGear:= nil;
bShowFinger:= false;
CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);
with Gear^,
Gear^.Hedgehog^ do
begin
if ((State and gstHHDriven) <> 0) and ((State and (gstAttacked or gstHHChooseTarget)) = 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
newDx:= dX;
newDy:= dY;
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);
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, 3000);
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);
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
end;
amExtraDamage: begin
PlaySound(sndHellishImpact4);
cDamageModifier:= _1_5
end;
amInvulnerable: Invulnerable:= true;
amExtraTime: begin
PlaySound(sndSwitchHog);
TurnTimeLeft:= TurnTimeLeft + 30000
end;
amLaserSight: cLaserSighting:= true;
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, 5000);
amIceGun: begin
newGear:= AddGear(hwRound(X), hwRound(Y), gtIceGun, 0, _0, _0, 0);
newGear^.radius := 8;
end;
end;
if altUse and (newGear <> nil) then
begin
newGear^.dX:= newDx / newGear^.Density;
newGear^.dY:= newDY / newGear^.Density
end;
case CurAmmoType of
amGrenade, amMolotov,
amClusterBomb, amGasBomb,
amBazooka, amSnowball,
amBee, amSMine,
amMortar, amWatermelon,
amHellishBomb, amDrill: 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: CurAmmoGear:= newGear;
end;
if ((CurAmmoType = amMine) or (CurAmmoType = amSMine)) and (GameFlags and gfInfAttack <> 0) then
newGear^.FlightTime:= GameTicks + 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 $80 <> 0) then newGear^.CollisionMask:= newGear^.CollisionMask and (not $80);
// 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);
end;
TargetPoint.X := NoPointX;
ScriptCall('onHogAttack');
end;
procedure AfterAttack;
var s: shortstring;
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:= inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1);
AddCaption(format(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;
TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
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;
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^.State:= Gear^.State or gstNoDamage;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, CurrentHedgehog, EXPLAutoSound);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
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;
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);
PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
PlaySound(sndWarp);
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);
var s: shortstring;
vga: PVisualGear;
begin
if cnt <> 0 then AddAmmo(HH, ammo, cnt)
else AddAmmo(HH, ammo);
if (not (HH.Team^.ExtDriven
or (HH.BotLevel > 0)))
or (HH.Team^.Clan^.ClanIndex = LocalClan)
or (GameType = gmtDemo) then
begin
if cnt <> 0 then
s:= trammo[Ammoz[ammo].NameId] + ' (+' + IntToStr(cnt) + ')'
else
s:= trammo[Ammoz[ammo].NameId] + ' (+' + 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
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;
str(Gear^.Health, s);
s:= '+' + s;
AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
RenderHealth(HH^.Hedgehog^);
RecountTeamHealth(HH^.Hedgehog^.Team);
i:= 0;
while i < Gear^.Health 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;
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 not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then
Gear^.Y:= Gear^.Y - _2
else
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then
Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
or (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;
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) and ((Gear^.Message and gmPrecise) = 0) then
MakeHedgehogsStep(Gear);
SetAllHHToActive(false);
AddGearCI(Gear)
end
end;
procedure HedgehogChAngle(HHGear: PGear);
var da: LongWord;
begin
with HHGear^.Hedgehog^ do
if ((CurAmmoType = 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 ((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 doStepHedgehogMoving(Gear: PGear);
var isFalling, isUnderwater: boolean;
land: Word;
begin
land:= 0;
isUnderwater:= cWaterLine < 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;
if Gear^.Hedgehog^.Unplaced then
begin
Gear^.dY:= _0;
Gear^.dX:= _0;
Gear^.State:= Gear^.State and (not gstMoving);
exit
end;
isFalling:= (Gear^.dY.isNegative) or (not TestCollisionYKick(Gear, 1));
if isFalling then
begin
if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
if (CurrentHedgehog^.Gear = Gear)
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
// TODO: why so aggressive at setting FollowGear when falling?
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 ((Gear^.State and gstHHJumping) <> 0) then
SetLittle(Gear^.dX);
if not Gear^.dY.isNegative then
begin
CheckHHDamage(Gear);
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery)
and (Gear^.dX.QWordValue < _0_02.QWordValue) then
Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
Gear^.dY:= _0;
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 <> 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)) then
if not isFalling then
if hwAbs(Gear^.dX) > _0_01 then
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_96;
Gear^.Y:= Gear^.Y - _1
end
else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_93;
Gear^.Y:= Gear^.Y - _2
end
else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_9 ;
Gear^.Y:= Gear^.Y - _3
end
else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.dX:= Gear^.dX * _0_87;
Gear^.Y:= Gear^.Y - _4
end
else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) 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);
while TestCollisionYWithGear(Gear,1) = 0 do
Gear^.Y:= Gear^.Y+_1;
SetLittle(Gear^.dX)
end
else
begin
Gear^.State:= Gear^.State and (not gstMoving);
while TestCollisionYWithGear(Gear,1) = 0 do
Gear^.Y:= Gear^.Y+_1;
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);
while (TestCollisionYWithGear(Gear,1) = 0) and (not CheckGearDrowning(Gear)) do
Gear^.Y:= Gear^.Y+_1;
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 (not TestCollisionYKick(Gear, 1))
and TestCollisionYwithXYShift(Gear, 0, 1, 1) then
begin
CheckHHDamage(Gear);
Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + _1
end;
CheckGearDrowning(Gear);
// 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 isInMultiShoot and not AllInactive and (Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle]) then HHGear^.Message:= HHGear^.Message and not gmAttack;
if isInMultiShoot and (Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle]) then
begin
AllInactive:= true;
HHGear^.Message:= 0
end
else 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;
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 (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)) then
SetLittle(HHGear^.dX);
if Hedgehog^.Gear <> nil then
doStepHedgehogMoving(HHGear);
if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
begin
AddGearCI(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;
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
AddCaption(Format(GetEventString(eidDied), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
end;
end
else
begin
Gear^.State:= Gear^.State and (not gstAnimation);
Gear^.doStep:= @doStepHedgehogGone;
// Gone message
AddCaption(Format(GetEventString(eidGone), Gear^.Hedgehog^.Name), 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 gstHHChooseTarget));
if Gear^.Hedgehog^.Effects[heFrozen] = 0 then Gear^.Active:= false;
AddGearCI(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 (not Gear^.dY.isNegative) and (TurnTimeLeft > 0) 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);
begin
CheckSum:= CheckSum xor Gear^.Hedgehog^.BotLevel;
if (Gear^.Message and gmDestroy) <> 0 then
begin
DeleteGear(Gear);
exit
end;
if GameTicks mod 100 = 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 (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.