Don't waste CPU cycles trying to find a piece of land when there's no free land left
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2010 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
var
dX, dY, sX, sY: hwFloat;
i, steps: LongWord;
caller: TGearStepProcedure;
begin
dX:= Gear^.dX;
dY:= Gear^.dY;
steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
// Gear is still on the same Pixel it was before
if steps < 1 then
begin
if onlyCheckIfChanged then
begin
Gear^.X := Gear^.X + dX;
Gear^.Y := Gear^.Y + dY;
EXIT;
end
else
steps := 1;
end;
if steps > 1 then
begin
sX:= dX / steps;
sY:= dY / steps;
end
else
begin
sX:= dX;
sY:= dY;
end;
caller:= Gear^.doStep;
for i:= 1 to steps do
begin
Gear^.X := Gear^.X + sX;
Gear^.Y := Gear^.Y + sY;
step(Gear);
if (Gear^.doStep <> caller)
or ((Gear^.State and gstCollision) <> 0)
or ((Gear^.State and gstMoving) = 0) then
break;
end;
end;
procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
var
gi: PGear;
d: LongInt;
begin
gi := GearsList;
while gi <> nil do
begin
if (gi^.Kind = gtHedgehog) then
begin
d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
if (d > 1) and not gi^.Invulnerable and (GetRandom(2) = 0) then
begin
if (CurrentHedgehog^.Gear = gi) then
PlaySound(sndOops, gi^.Hedgehog^.Team^.voicepack)
else
begin
if (gi^.State and gstMoving) = 0 then
gi^.State := gi^.State or gstLoser;
if d > r div 2 then
PlaySound(sndNooo, gi^.Hedgehog^.Team^.voicepack)
else
PlaySound(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
end;
end;
end;
gi := gi^.NextGear
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
forward;
function CheckGearDrowning(Gear: PGear): boolean;
var
skipSpeed, skipAngle, skipDecay: hwFloat;
i, maxDrops: LongInt;
particle: PVisualGear;
isSubmersible: boolean;
begin
isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
// probably needs tweaking. might need to be in a case statement based upon gear type
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
begin
skipSpeed := _0_25;
skipAngle := _1_9;
skipDecay := _0_87;
// this could perhaps be a tiny bit higher.
if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
(hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
begin
Gear^.dY.isNegative := true;
Gear^.dY := Gear^.dY * skipDecay;
Gear^.dX := Gear^.dX * skipDecay;
CheckGearDrowning := false;
PlaySound(sndSkip)
end
else
begin
if not isSubmersible then
begin
CheckGearDrowning := true;
Gear^.State := gstDrowning;
Gear^.RenderTimer := false;
if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and
(Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
if Gear^.Kind = gtHedgehog then
begin
if Gear^.Hedgehog^.Effects[heResurrectable] then
ResurrectHedgehog(Gear)
else
begin
Gear^.doStep := @doStepDrowningGear;
Gear^.State := Gear^.State and (not gstHHDriven);
AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
end
end
else
Gear^.doStep := @doStepDrowningGear
end;
if ((not isSubmersible) and (hwRound(Gear^.Y) < cWaterLine + 64 + Gear^.Radius)) or
(isSubmersible and (hwRound(Gear^.Y) < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01))) then
// don't play splash if they are already way past the surface
PlaySound(sndSplash)
end;
if ((cReducedQuality and rqPlainSplash) = 0) and
(((not isSubmersible) and (hwRound(Gear^.Y) < cWaterLine + 64 + Gear^.Radius)) or
(isSubmersible and (hwRound(Gear^.Y) < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01)))) then
begin
AddVisualGear(hwRound(Gear^.X), cWaterLine, vgtSplash);
maxDrops := (Gear^.Radius div 2) + hwRound(Gear^.dX * Gear^.Radius * 2) + hwRound(Gear^.
dY * Gear^.Radius * 2);
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), cWaterLine, vgtDroplet);
if particle <> nil then
begin
particle^.dX := particle^.dX - (Gear^.dX.QWordValue / 42949672960);
particle^.dY := particle^.dY - (Gear^.dY.QWordValue / 21474836480)
end
end
end;
if isSubmersible and (CurAmmoGear^.Pos = 0) then CurAmmoGear^.Pos := 1000
end
else
CheckGearDrowning := false;
end;
procedure CheckCollision(Gear: PGear); inline;
begin
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, hwSign(Gear^.dY)
)
then Gear^.State := Gear^.State or gstCollision
else Gear^.State := Gear^.State and not gstCollision
end;
procedure CheckCollisionWithLand(Gear: PGear); inline;
begin
if TestCollisionX(Gear, hwSign(Gear^.dX)) or TestCollisionY(Gear, hwSign(Gear^.dY)
)
then Gear^.State := Gear^.State or gstCollision
else Gear^.State := Gear^.State and not gstCollision
end;
procedure CheckHHDamage(Gear: PGear);
var
dmg: Longword;
i: LongInt;
particle: PVisualGear;
begin
if _0_4 < Gear^.dY then
begin
dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
PlaySound(sndBump);
if dmg < 1 then exit;
for i:= min(12, (3 + dmg div 10)) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
end;
if (Gear^.Invulnerable) then exit;
//if _0_6 < Gear^.dY then
// PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
//else
// PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
ApplyDamage(Gear, CurrentHedgehog^.Gear, dmg, dsFall);
end
end;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
var
dAngle: real;
begin
dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
if not Gear^.dX.isNegative then
Gear^.DirAngle := Gear^.DirAngle + dAngle
else
Gear^.DirAngle := Gear^.DirAngle - dAngle;
if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360
else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
begin
AllInactive := false;
Gear^.Y := Gear^.Y + cDrownSpeed;
Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
if (not SuddenDeathDmg and (cWaterOpacity > $FE)) or (SuddenDeathDmg and (cSDWaterOpacity > $FE)) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
DeleteGear(Gear);
// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
if ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cSDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius,
vgtBubble)
else if Random(12) = 0 then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius,
vgtBubble)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var
isFalling: boolean;
//tmp: QWord;
tdX, tdY: hwFloat;
collV, collH: LongInt;
begin
// clip velocity at 1.9 - over 1 per pixel, but really shouldn't cause many actual problems.
if Gear^.dX.QWordValue > 8160437862 then Gear^.dX.QWordValue:= 8160437862;
if Gear^.dY.QWordValue > 8160437862 then Gear^.dY.QWordValue:= 8160437862;
Gear^.State := Gear^.State and not gstCollision;
collV := 0;
collH := 0;
tdX := Gear^.dX;
tdY := Gear^.dY;
// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
if (hwRound(Gear^.X) < LAND_WIDTH div -2) or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then Gear^.State := Gear^.State or gstCollision;
if Gear^.dY.isNegative then
begin
isFalling := true;
if TestCollisionYwithGear(Gear, -1) then
begin
collV := -1;
Gear^.dX := Gear^.dX * Gear^.Friction;
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionYwithGear(Gear, 1) then collV := 1;
end
else if TestCollisionYwithGear(Gear, 1) then
begin
collV := 1;
isFalling := false;
Gear^.dX := Gear^.dX * Gear^.Friction;
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else
begin
isFalling := true;
if (Gear^.AdvBounce=1) and not Gear^.dY.isNegative and TestCollisionYwithGear(Gear, -1) then
collV := -1;
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
collH := hwSign(Gear^.dX);
Gear^.dX := - Gear^.dX * Gear^.Elasticity;
Gear^.dY := Gear^.dY * Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
collH := -hwSign(Gear^.dX);
//if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1) or ((tdX.QWordValue +
tdY.QWordValue) > _0_2.QWordValue)) then
begin
Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
Gear^.dY := tdX*Gear^.Elasticity;
//*Gear^.Friction;
Gear^.dY.isNegative := not tdY.isNegative;
isFalling := false;
Gear^.AdvBounce := 10;
end;
if Gear^.AdvBounce > 1 then dec(Gear^.AdvBounce);
if isFalling then
begin
Gear^.dY := Gear^.dY + cGravity;
if (GameFlags and gfMoreWind) <> 0 then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
end;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
//if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and
(not isFalling) then
Gear^.State := Gear^.State and not gstMoving
else
Gear^.State := Gear^.State or gstMoving;
if (Gear^.nImpactSounds > 0) then
if ((Gear^.Damage <> 0) or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or
gstMoving))) and
((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)) then
PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true
);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
var
i, x, y: LongInt;
dX, dY: hwFloat;
Fire: PGear;
vg: PVisualGear;
begin
AllInactive := false;
doStepFallingGear(Gear);
dec(Gear^.Timer);
if Gear^.Timer = 1000 then // might need adjustments
case Gear^.Kind of
gtBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
end;
if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
begin
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear, EXPLDontDraw or EXPLNoGfx);
end;
if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
begin
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
if vg <> nil then
vg^.Tint:= $FFC0C000;
end;
if Gear^.Timer = 0 then
begin
case Gear^.Kind of
gtBomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear, EXPLAutoSound);
gtClusterBomb:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
doMakeExplosion(x, y, 20, Gear, EXPLAutoSound);
for i:= 0 to 4 do
begin
dX := rndSign(GetRandom * _0_1) + Gear^.dX / 5;
dY := (GetRandom - _3) * _0_08;
AddGear(x, y, gtCluster, 0, dX, dY, 25);
end
end;
gtWatermelon:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
doMakeExplosion(x, y, 75, Gear, EXPLAutoSound);
for i:= 0 to 5 do
begin
dX := rndSign(GetRandom * _0_1) + Gear^.dX / 5;
dY := (GetRandom - _1_5) * _0_3;
AddGear(x, y, gtMelonPiece, 0, dX, dY, 75)^.DirAngle := i * 60;
end
end;
gtHellishBomb:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
doMakeExplosion(x, y, 90, Gear, EXPLAutoSound);
for i:= 0 to 127 do
begin
dX := AngleCos(i * 16) * _0_5 * (GetRandom + _1);
dY := AngleSin(i * 16) * _0_5 * (GetRandom + _1);
Fire := AddGear(x, y, gtFlame, 0, dX, dY, 0);
if i mod 2 = 0 then Fire^.State := Fire^.State or gsttmpFlag;
Fire := AddGear(x, y, gtFlame, 0, dX, -dY, 0);
if i mod 2 <> 0 then Fire^.State := Fire^.State or gsttmpFlag;
end
end;
gtGasBomb:
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear, EXPLAutoSound);
for i:= 0 to 2 do
begin
x:= GetRandom(60);
y:= GetRandom(40);
AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
end
end;
end;
DeleteGear(Gear);
exit
end;
CalcRotationDirAngle(Gear);
if Gear^.Kind = gtHellishBomb then
begin
if Gear^.Timer = 3000 then
begin
Gear^.nImpactSounds := 0;
PlaySound(sndHellish);
end;
if (GameTicks and $3F) = 0 then
if (Gear^.State and gstCollision) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
var
i, gX, gY: LongInt;
dX, dY: hwFloat;
Fire: PGear;
begin
AllInactive := false;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
PlaySound(sndMolotov);
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
//doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 5, EXPLAutoSound);
for i:= 0 to 20 do
begin
dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
dY := AngleSin(i * 8) * _0_5 * (GetRandom + _1);
Fire := AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
Fire^.State := Fire^.State or gsttmpFlag;
Fire := AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
Fire^.State := Fire^.State or gsttmpFlag;
Fire := AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
Fire^.State := Fire^.State or gsttmpFlag;
Fire := AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
Fire^.State := Fire^.State or gsttmpFlag;
end;
DeleteGear(Gear);
exit
end;
end;
procedure doStepWatermelon(Gear: PGear);
begin
AllInactive := false;
Gear^.doStep := @doStepBomb
end;
procedure doStepCluster(Gear: PGear);
begin
AllInactive := false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (Gear^.Kind = gtMelonPiece) or (Gear^.Kind = gtBall) then
CalcRotationDirAngle(Gear)
else if (GameTicks and $1F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShell(Gear: PGear);
begin
AllInactive := false;
if (GameFlags and gfMoreWind) = 0 then Gear^.dX := Gear^.dX + cWindSpeed;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSnowball(Gear: PGear);
var kick, i: LongInt;
particle: PVisualGear;
begin
AllInactive := false;
if (GameFlags and gfMoreWind) = 0 then Gear^.dX := Gear^.dX + cWindSpeed;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
kick:= hwRound((hwAbs(Gear^.dX)+hwAbs(Gear^.dY)) * _20);
Gear^.dY.isNegative:= not Gear^.dY.isNegative;
Gear^.dX.isNegative:= not Gear^.dX.isNegative;
AmmoShove(Gear, 1, kick);
for i:= 15 + kick div 10 downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
end;
DeleteGear(Gear);
exit
end;
if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
begin
particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
end
end;
procedure doStepSnowflake(Gear: PGear);
var xx, yy, px, py, i: LongInt;
move, allpx: Boolean;
s: PSDL_Surface;
p: PLongwordArray;
oAlpha, nAlpha: byte;
begin
if GameTicks and $7 = 0 then
begin
with Gear^ do
begin
X:= X + cWindSpeed * 1600 + dX;
Y:= Y + dY + cGravity * vobFallSpeed * 8; // using same value as flakes to try and get similar results
xx:= hwRound(X);
yy:= hwRound(Y);
if vobVelocity <> 0 then
begin
DirAngle := DirAngle + (Angle / 1250000000);
if DirAngle < 0 then DirAngle := DirAngle + 360
else if 360 < DirAngle then DirAngle := DirAngle - 360;
end;
inc(Health, 8);
if Health > vobFrameTicks then
begin
dec(Health, vobFrameTicks);
inc(Timer);
if Timer = vobFramesCount then Timer:= 0
end;
move:= false;
// move back to cloud layer
if yy > cWaterLine then move:= true
else if ((yy and LAND_HEIGHT_MASK) <> 0) or ((xx and LAND_WIDTH_MASK) <> 0) then move:=true
// Solid pixel encountered
else if (Land[yy, xx] <> 0) then
begin
// If there's room below keep falling
if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
begin
X:= X - cWindSpeed * 1600 - dX;
end
// If there's room below, on the sides, fill the gaps
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
begin
X:= X - _0_8 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
begin
X:= X - _0_8 * 2 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
begin
X:= X + _0_8 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
begin
X:= X + _0_8 * 2 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
// if there's an hog/object below do nothing
else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
then move:=true
else
begin
// we've collided with land. draw some stuff and get back into the clouds
move:= true;
if (CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtRope) then
begin
////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
dec(yy,3);
dec(xx,1);
s:= SpritesData[sprSnow].Surface;
p:= s^.pixels;
allpx:= true;
for py:= 0 to Pred(s^.h) do
begin
for px:= 0 to Pred(s^.w) do
if ((((yy + py) and LAND_HEIGHT_MASK) = 0) and (((xx + px) and LAND_WIDTH_MASK) = 0)) and ((Land[yy + py, xx + px] and $FF) = 0) then
begin
Land[yy + py, xx + px]:= Land[yy + py, xx + px] or lfObject;
if (cReducedQuality and rqBlurryLand) = 0 then
begin
LandPixels[yy + py, xx + px]:= addBgColor(LandPixels[yy + py, xx + px], p^[px]);
end
else
begin
LandPixels[(yy + py) div 2, (xx + px) div 2]:= addBgColor(LandPixels[(yy + py) div 2, (xx + px) div 2], p^[px]);
end;
end
else allpx:= false;
p:= @(p^[s^.pitch shr 2])
end;
Land[py, px+1]:= lfBasic;
if allpx then UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w))
else
begin
UpdateLandTexture(
max(0, min(LAND_WIDTH, xx)),
min(LAND_WIDTH - xx, Pred(s^.w)),
max(0, min(LAND_WIDTH, yy)),
min(LAND_HEIGHT - yy, Pred(s^.h))
);
end;
////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
end
end;
end;
if move then
begin
X:= int2hwFloat(GetRandom(LAND_WIDTH+1024)-512);
Y:= int2hwFloat(750+(GetRandom(50)-25))
end
end
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
AllInactive := false;
if Gear^.dY.isNegative then
if TestCollisionY(Gear, -1) then Gear^.dY := _0;
if not Gear^.dY.isNegative then
if TestCollisionY(Gear, 1) then
begin
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
if Gear^.dY > - _1div1024 then
begin
Gear^.Active := false;
exit
end
else if Gear^.dY < - _0_03 then PlaySound(Gear^.ImpactSound)
end;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
Gear^.dY := Gear^.dY + cGravity
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeWork(Gear: PGear);
var
t: hwFloat;
gX,gY: LongInt;
nuw: boolean;
const uw: boolean = false;
begin
AllInactive := false;
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
nuw := (cWaterLine < gy + Gear^.Radius);
if nuw and not uw then
begin
AddVisualGear(gX, cWaterLine, vgtSplash);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
StopSound(Gear^.SoundChannel);
Gear^.SoundChannel := LoopSound(sndBeeWater);
uw := nuw
end
else if not nuw and uw then
begin
AddVisualGear(gX, cWaterLine, vgtSplash);
StopSound(Gear^.SoundChannel);
Gear^.SoundChannel := LoopSound(sndBee);
uw := nuw
end;
if (GameTicks and $F) = 0 then
begin
if (GameTicks and $30) = 0 then
AddVisualGear(gX, gY, vgtBeeTrace);
Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (TargetPoint.X - gX));
Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (TargetPoint.Y - gY));
// make sure new speed isn't higher than original one (which we stored in Friction variable)
t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
Gear^.dX := Gear^.dX * t;
Gear^.dY := Gear^.dY * t;
end;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckCollision(Gear);
dec(Gear^.Timer);
if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
begin
StopSound(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
DeleteGear(Gear);
end;
end;
procedure doStepBee(Gear: PGear);
begin
AllInactive := false;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
Gear^.dY := Gear^.dY + cGravity;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and not gmAttack;
Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and not gstAttacking;
AttackBar:= 0;
Gear^.SoundChannel := LoopSound(sndBee);
Gear^.Timer := 5000;
// save initial speed in otherwise unused Friction variable
Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
Gear^.doStep := @doStepBeeWork
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
AllInactive := false;
inc(Gear^.Timer);
if Gear^.Timer > 75 then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepShotgunShot(Gear: PGear);
var
i: LongWord;
shell: PVisualGear;
begin
AllInactive := false;
if ((Gear^.State and gstAnimation) = 0) then
begin
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
PlaySound(sndShotgunFire);
shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX := gear^.dX.QWordValue / -17179869184;
shell^.dY := gear^.dY.QWordValue / -17179869184;
shell^.Frame := 0
end;
Gear^.State := Gear^.State or gstAnimation
end;
exit
end
else inc(Gear^.Timer);
i := 200;
repeat
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
Gear^.X := Gear^.X + Gear^.dX * 8;
Gear^.Y := Gear^.Y + Gear^.dY * 8;
ShotgunShot(Gear);
Gear^.doStep := @doStepShotIdle;
exit
end;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
Gear^.doStep := @doStepShotIdle;
exit
end;
dec(i)
until i = 0;
if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0)
then
Gear^.doStep := @doStepShotIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletWork(Gear: PGear);
var
i, x, y: LongWord;
oX, oY: hwFloat;
VGear: PVisualGear;
begin
AllInactive := false;
inc(Gear^.Timer);
i := 80;
oX := Gear^.X;
oY := Gear^.Y;
repeat
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
and (Land[y, x] <> 0) then inc(Gear^.Damage);
if Gear^.Damage > 5 then
if Gear^.AmmoType = amDEagle then
AmmoShove(Gear, 7, 20)
else
AmmoShove(Gear, Gear^.Timer, 20);
CheckGearDrowning(Gear);
dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
if Gear^.Damage > 0 then
begin
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0
end;
if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cSDWaterOpacity < $FF))) then
begin
for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
begin
if Random(6) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
end;
end;
if (Gear^.Health <= 0)
or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
begin
if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
cLaserSighting := false;
if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and
((GameFlags and gfArtillery) = 0) then cArtillery := false;
// Bullet Hit
if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0)
and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
begin
VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
if VGear <> nil then
begin
VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
end;
end;
// Bullet trail
VGear := AddVisualGear(
hwround(CurrentHedgehog^.Gear^.X) + GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle),
hwround(CurrentHedgehog^.Gear^.Y) + GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle),
vgtLineTrail
);
if VGear <> nil then
begin
// http://mantis.freepascal.org/view.php?id=17714 hits again
VGear^.dX := Gear^.X.QWordValue / SignAs(_1,_1).QWordValue;
VGear^.dY := Gear^.Y.QWordValue / SignAs(_1,_1).QWordValue;
// reached edge of land. assume infinite beam. Extend it way out past camera
if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
begin
VGear^.dX := VGear^.dX + (CurrentHedgehog^.Gear^.dX * LAND_WIDTH).QWordValue / SignAs(_1,_1).QWordValue;
VGear^.dY := VGear^.dY + (CurrentHedgehog^.Gear^.dY * LAND_WIDTH).QWordValue / SignAs(_1,_1).QWordValue;
end;
VGear^.Timer := 200;
end;
Gear^.doStep := @doStepShotIdle
end;
end;
procedure doStepDEagleShot(Gear: PGear);
begin
PlaySound(sndGun);
// add an initial step to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
Gear^.doStep := @doStepBulletWork
end;
procedure doStepSniperRifleShot(Gear: PGear);
var
HHGear: PGear;
shell: PVisualGear;
begin
cArtillery := true;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.State := HHGear^.State or gstNotKickable;
HedgehogChAngle(HHGear);
if not cLaserSighting then
// game does not have default laser sight. turn it on and give them a chance to aim
begin
cLaserSighting := true;
HHGear^.Message := 0;
if (HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32)
end;
if (HHGear^.Message and gmAttack) <> 0 then
begin
shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX := gear^.dX.QWordValue / -8589934592;
shell^.dY := gear^.dY.QWordValue / -8589934592;
shell^.Frame := 1
end;
Gear^.State := Gear^.State or gstAnimation;
Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
PlaySound(sndGun);
// add an initial step to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
Gear^.doStep := @doStepBulletWork;
end
else
if (GameTicks mod 32) = 0 then
if (GameTicks mod 4096) < 2048 then
begin
if (HHGear^.Angle + 1 <= cMaxAngle) then inc(HHGear^.Angle)
end
else
if (HHGear^.Angle - 1 >= 0) then dec(HHGear^.Angle);
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft)
else
begin
DeleteGear(Gear);
AfterAttack
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
dec(Gear^.Timer);
case Gear^.Kind of
gtATStartGame:
begin
AllInactive := false;
if Gear^.Timer = 0 then
begin
AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
end
end;
gtATSmoothWindCh:
begin
if Gear^.Timer = 0 then
begin
if WindBarWidth < Gear^.Tag then inc(WindBarWidth)
else if WindBarWidth > Gear^.Tag then dec(WindBarWidth);
if WindBarWidth <> Gear^.Tag then Gear^.Timer := 10;
end
end;
gtATFinishGame:
begin
AllInactive := false;
if Gear^.Timer = 1000 then
begin
ScreenFade := sfToBlack;
ScreenFadeValue := 0;
ScreenFadeSpeed := 1;
end;
if Gear^.Timer = 0 then
begin
SendIPC('N');
SendIPC('q');
GameState := gsExit
end
end;
end;
if Gear^.Timer = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var
i, ei, x, y: LongInt;
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
dec(Gear^.Timer);
if (Gear^.Timer = 0)or((Gear^.Message and gmDestroy) <> 0)or((HHGear^.State and gstHHDriven) =
0) then
begin
StopSound(Gear^.SoundChannel);
DeleteGear(Gear);
AfterAttack;
doStepHedgehogMoving(HHGear); // for gfInfAttack
exit
end;
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if (Gear^.Timer mod 33) = 0 then
begin
HHGear^.State := HHGear^.State or gstNoDamage;
doMakeExplosion(x, y + 7, 6, Gear, EXPLDontDraw);
HHGear^.State := HHGear^.State and not gstNoDamage
end;
if (Gear^.Timer mod 47) = 0 then
begin
// ok. this was an attempt to turn off dust if not actually drilling land. I have no idea why it isn't working as expected
if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
for i:= 0 to 1 do
AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);
i := x - Gear^.Radius - LongInt(GetRandom(2));
ei := x + Gear^.Radius + LongInt(GetRandom(2));
while i <= ei do
begin
DrawExplosion(i, y + 3, 3);
inc(i, 1)
end;
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
, lfIndestructible) then
begin
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + _1_9;
end;
SetAllHHToActive;
end;
if TestCollisionYwithGear(Gear, 1) then
begin
Gear^.dY := _0;
SetLittle(HHGear^.dX);
HHGear^.dY := _0;
end
else
begin
Gear^.dY := Gear^.dY + cGravity;
Gear^.Y := Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer := 1
end;
Gear^.X := Gear^.X + HHGear^.dX;
HHGear^.X := Gear^.X;
HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius);
if (Gear^.Message and gmAttack) <> 0 then
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer := 1
else
else
if (Gear^.State and gsttmpFlag) = 0 then Gear^.State := Gear^.State or gsttmpFlag;
if ((Gear^.Message and gmLeft) <> 0) then Gear^.dX := - _0_3
else
if ((Gear^.Message and gmRight) <> 0) then Gear^.dX := _0_3
else Gear^.dX := _0;
end;
procedure doStepPickHammer(Gear: PGear);
var
i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
begin
i := 0;
HHGear := Gear^.Hedgehog^.Gear;
y := hwRound(Gear^.Y) - cHHRadius * 2;
while y < hwRound(Gear^.Y) do
begin
ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
inc(y, 2);
inc(i)
end;
DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
Gear^.dY := HHGear^.dY;
DeleteCI(HHGear);
Gear^.SoundChannel := LoopSound(sndPickhammer);
doStepPickHammerWork(Gear);
Gear^.doStep := @doStepPickHammerWork
end;
////////////////////////////////////////////////////////////////////////////////
var
BTPrevAngle, BTSteps: LongInt;
procedure doStepBlowTorchWork(Gear: PGear);
var
HHGear: PGear;
b: boolean;
prevX: LongInt;
begin
AllInactive := false;
dec(Gear^.Timer);
HHGear := Gear^.Hedgehog^.Gear;
HedgehogChAngle(HHGear);
b := false;
if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
begin
Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.dX);
Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
BTPrevAngle := HHGear^.Angle;
b := true
end;
if ((HHGear^.State and gstMoving) <> 0) then
begin
doStepHedgehogMoving(HHGear);
if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer := 0
end;
if Gear^.Timer mod cHHStepTicks = 0 then
begin
b := true;
if Gear^.dX.isNegative then
HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
else
HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;
if ((HHGear^.State and gstMoving) = 0) then
begin
HHGear^.State := HHGear^.State and not gstAttacking;
prevX := hwRound(HHGear^.X);
// why the call to HedgehogStep then a further increment of X?
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
lfIndestructible) then HedgehogStep(HHGear);
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
HHGear^.State := HHGear^.State or gstAttacking
end;
inc(BTSteps);
if BTSteps = 7 then
begin
BTSteps := 0;
if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,
Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),
lfIndestructible) then
begin
Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
end;
HHGear^.State := HHGear^.State or gstNoDamage;
AmmoShove(Gear, 2, 15);
HHGear^.State := HHGear^.State and not gstNoDamage
end;
end;
if b then
DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(
Gear^.dY) * 7,
Gear^.dX, Gear^.dY,
cHHRadius * 5, cHHRadius * 2 + 7);
if (Gear^.Timer = 0) or ((HHGear^.Message and gmAttack) <> 0) then
begin
HHGear^.Message := 0;
HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBlowTorch(Gear: PGear);
var
HHGear: PGear;
begin
BTPrevAngle := High(LongInt);
BTSteps := 0;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := 0;
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.doStep := @doStepBlowTorchWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRope(Gear: PGear);
forward;
procedure doStepRopeAfterAttack(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear))
or TestCollisionYwithGear(HHGear, 1) then
begin
DeleteGear(Gear);
isCursorVisible := false;
ApplyAmmoChanges(HHGear^.Hedgehog^);
exit
end;
HedgehogChAngle(HHGear);
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY := _0;
HHGear^.X := HHGear^.X + HHGear^.dX;
HHGear^.Y := HHGear^.Y + HHGear^.dY;
HHGear^.dY := HHGear^.dY + cGravity;
if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density;
if (Gear^.Message and gmAttack) <> 0 then
begin
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
ApplyAngleBounds(Gear^.Hedgehog^, amRope);
Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
Gear^.dY := -AngleCos(HHGear^.Angle);
Gear^.Friction := _450 * _0_01 * cRopePercent;
Gear^.Elasticity := _0;
Gear^.State := Gear^.State and not gsttmpflag;
Gear^.doStep := @doStepRope;
end
end;
procedure doStepRopeWork(Gear: PGear);
var
HHGear: PGear;
len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat;
lx, ly: LongInt;
haveCollision,
haveDivided: boolean;
procedure DeleteMe;
begin
with HHGear^ do
begin
Message := Message and not gmAttack;
State := (State or gstMoving) and not gstWinner;
end;
DeleteGear(Gear)
end;
procedure WaitCollision;
begin
with HHGear^ do
begin
Message := Message and not gmAttack;
State := State or gstMoving;
end;
RopePoints.Count := 0;
Gear^.Elasticity := _0;
Gear^.doStep := @doStepRopeAfterAttack
end;
begin
HHGear := Gear^.Hedgehog^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear)) then
begin
PlaySound(sndRopeRelease);
DeleteMe;
exit
end;
if (Gear^.Message and gmLeft <> 0) then HHGear^.dX := HHGear^.dX - _0_0002
else
if (Gear^.Message and gmRight <> 0) then HHGear^.dX := HHGear^.dX + _0_0002;
if not TestCollisionYwithGear(HHGear, 1) then
begin
HHGear^.dY := HHGear^.dY + cGravity;
if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density;
end;
// vector between hedgehog and rope attaching point
ropeDx := HHGear^.X - Gear^.X;
ropeDy := HHGear^.Y - Gear^.Y;
mdX := ropeDx + HHGear^.dX;
mdY := ropeDy + HHGear^.dY;
len := _1 / Distance(mdX, mdY);
// rope vector plus hedgehog direction vector normalized
mdX := mdX * len;
mdY := mdY * len;
// for visual purposes only
Gear^.dX := mdX;
Gear^.dY := mdY;
/////
tx := HHGear^.X;
ty := HHGear^.Y;
if ((Gear^.Message and gmDown) <> 0) and (Gear^.Elasticity < Gear^.Friction) then
if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx))
or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then
Gear^.Elasticity := Gear^.Elasticity + _0_3;
if ((Gear^.Message and gmUp) <> 0) and (Gear^.Elasticity > _30) then
if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx))
or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then
Gear^.Elasticity := Gear^.Elasticity - _0_3;
HHGear^.X := Gear^.X + mdX * Gear^.Elasticity;
HHGear^.Y := Gear^.Y + mdY * Gear^.Elasticity;
HHGear^.dX := HHGear^.X - tx;
HHGear^.dY := HHGear^.Y - ty;
////
haveDivided := false;
// check whether rope needs dividing
len := Gear^.Elasticity - _5;
nx := Gear^.X + mdX * len;
ny := Gear^.Y + mdY * len;
tx := mdX * _0_3; // should be the same as increase step
ty := mdY * _0_3;
while len > _3 do
begin
lx := hwRound(nx);
ly := hwRound(ny);
if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and ((Land[ly, lx] and $FF00) <> 0) then
begin
ny := _1 / Distance(ropeDx, ropeDy);
// old rope pos
nx := ropeDx * ny;
ny := ropeDy * ny;
with RopePoints.ar[RopePoints.Count] do
begin
X := Gear^.X;
Y := Gear^.Y;
if RopePoints.Count = 0 then RopePoints.HookAngle := DxDy2Angle(Gear^.dY, Gear^.dX);
b := (nx * HHGear^.dY) > (ny * HHGear^.dX);
dLen := len
end;
with RopePoints.rounded[RopePoints.Count] do
begin
X := hwRound(Gear^.X);
Y := hwRound(Gear^.Y);
end;
Gear^.X := Gear^.X + nx * len;
Gear^.Y := Gear^.Y + ny * len;
inc(RopePoints.Count);
TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
Gear^.Elasticity := Gear^.Elasticity - len;
Gear^.Friction := Gear^.Friction - len;
haveDivided := true;
break
end;
nx := nx - tx;
ny := ny - ty;
// len := len - _0_3 // should be the same as increase step
len.QWordValue := len.QWordValue - _0_3.QWordValue;
end;
if not haveDivided then
if RopePoints.Count > 0 then // check whether the last dividing point could be removed
begin
tx := RopePoints.ar[Pred(RopePoints.Count)].X;
ty := RopePoints.ar[Pred(RopePoints.Count)].Y;
mdX := tx - Gear^.X;
mdY := ty - Gear^.Y;
if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * (ty - HHGear^.Y) > (tx - HHGear^.X) * mdY) then
begin
dec(RopePoints.Count);
Gear^.X := RopePoints.ar[RopePoints.Count].X;
Gear^.Y := RopePoints.ar[RopePoints.Count].Y;
Gear^.Elasticity := Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
Gear^.Friction := Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen;
// restore hog position
len := _1 / Distance(mdX, mdY);
mdX := mdX * len;
mdY := mdY * len;
HHGear^.X := Gear^.X - mdX * Gear^.Elasticity;
HHGear^.Y := Gear^.Y - mdY * Gear^.Elasticity;
end
end;
haveCollision := false;
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
begin
HHGear^.dX := -_0_6 * HHGear^.dX;
haveCollision := true
end;
if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then
begin
HHGear^.dY := -_0_6 * HHGear^.dY;
haveCollision := true
end;
if haveCollision
and (Gear^.Message and (gmLeft or gmRight) <> 0)
and (Gear^.Message and (gmUp or gmDown) <> 0) then
begin
HHGear^.dX := SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
HHGear^.dY := SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
end;
len := hwSqr(HHGear^.dX) + hwSqr(HHGear^.dY);
if len > _0_64 then
begin
len := _0_8 / hwSqrt(len);
HHGear^.dX := HHGear^.dX * len;
HHGear^.dY := HHGear^.dY * len;
end;
haveCollision:= ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)] and $FF00) <> 0);
if not haveCollision then
begin
// backup gear location
tx:= Gear^.X;
ty:= Gear^.Y;
if RopePoints.Count > 0 then
begin
// set gear location to the remote end of the rope, the attachment point
Gear^.X:= RopePoints.ar[0].X;
Gear^.Y:= RopePoints.ar[0].Y;
end;
CheckCollisionWithLand(Gear);
// if we haven't found any collision yet then check the otheer side too
if (Gear^.State and gstCollision) = 0 then
begin
Gear^.dX.isNegative:= not Gear^.dX.isNegative;
Gear^.dY.isNegative:= not Gear^.dY.isNegative;
CheckCollisionWithLand(Gear);
Gear^.dX.isNegative:= not Gear^.dX.isNegative;
Gear^.dY.isNegative:= not Gear^.dY.isNegative;
end;
haveCollision:= (Gear^.State and gstCollision) <> 0;
// restore gear location
Gear^.X:= tx;
Gear^.Y:= ty;
end;
// if the attack key is pressed, lose rope contact as well
if (Gear^.Message and gmAttack) <> 0 then
haveCollision:= false;
if not haveCollision then
begin
if (Gear^.State and gsttmpFlag) <> 0 then
with Gear^.Hedgehog^ do
begin
PlaySound(sndRopeRelease);
if CurAmmoType <> amParachute then
WaitCollision
else
DeleteMe
end
end
else
if (Gear^.State and gsttmpFlag) = 0 then
Gear^.State := Gear^.State or gsttmpFlag;
end;
procedure doStepRopeAttach(Gear: PGear);
var
HHGear: PGear;
tx, ty, tt: hwFloat;
procedure RemoveFromAmmo;
begin
if (Gear^.State and gstAttacked) = 0 then
begin
OnUsedAmmo(HHGear^.Hedgehog^);
Gear^.State := Gear^.State or gstAttacked
end;
ApplyAmmoChanges(HHGear^.Hedgehog^)
end;
begin
Gear^.X := Gear^.X - Gear^.dX;
Gear^.Y := Gear^.Y - Gear^.dY;
Gear^.Elasticity := Gear^.Elasticity + _1;
HHGear := Gear^.Hedgehog^.Gear;
DeleteCI(HHGear);
if (HHGear^.State and gstMoving) <> 0 then
begin
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY := _0;
HHGear^.X := HHGear^.X + HHGear^.dX;
Gear^.X := Gear^.X + HHGear^.dX;
if TestCollisionYwithGear(HHGear, 1) then
begin
CheckHHDamage(HHGear);
HHGear^.dY := _0
//HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump);
end
else
begin
HHGear^.Y := HHGear^.Y + HHGear^.dY;
Gear^.Y := Gear^.Y + HHGear^.dY;
HHGear^.dY := HHGear^.dY + cGravity;
if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density
end;
tt := Gear^.Elasticity;
tx := _0;
ty := _0;
while tt > _20 do
begin
if ((hwRound(Gear^.Y+ty) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X+tx) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y+ty), hwRound(Gear^.X+tx)] and $FF00) <> 0) then
begin
Gear^.X := Gear^.X + tx;
Gear^.Y := Gear^.Y + ty;
Gear^.Elasticity := tt;
Gear^.doStep := @doStepRopeWork;
PlaySound(sndRopeAttach);
with HHGear^ do
begin
State := State and not (gstAttacking or gstHHJumping or gstHHHJump);
Message := Message and not gmAttack
end;
RemoveFromAmmo;
tt := _0;
exit
end;
tx := tx + Gear^.dX + Gear^.dX;
ty := ty + Gear^.dY + Gear^.dY;
tt := tt - _2;
end;
end;
CheckCollisionWithLand(Gear);
if (Gear^.State and gstCollision) <> 0 then
if Gear^.Elasticity < _10 then
Gear^.Elasticity := _10000
else
begin
Gear^.doStep := @doStepRopeWork;
PlaySound(sndRopeAttach);
with HHGear^ do
begin
State := State and not (gstAttacking or gstHHJumping or gstHHHJump);
Message := Message and not gmAttack
end;
RemoveFromAmmo;
exit
end;
if (Gear^.Elasticity > Gear^.Friction)
or ((Gear^.Message and gmAttack) = 0)
or ((HHGear^.State and gstHHDriven) = 0)
or (HHGear^.Damage > 0) then
begin
with Gear^.Hedgehog^.Gear^ do
begin
State := State and not gstAttacking;
Message := Message and not gmAttack
end;
DeleteGear(Gear)
end
end;
procedure doStepRope(Gear: PGear);
begin
Gear^.dX := - Gear^.dX;
Gear^.dY := - Gear^.dY;
Gear^.doStep := @doStepRopeAttach;
PlaySound(sndRopeShot)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
begin
if (Gear^.State and gstMoving) <> 0 then
begin
DeleteCI(Gear);
doStepFallingGear(Gear);
if (Gear^.State and gstMoving) = 0 then
begin
AddGearCI(Gear);
Gear^.dX := _0;
Gear^.dY := _0
end;
CalcRotationDirAngle(Gear);
AllInactive := false
end
else
if ((GameTicks and $3F) = 25) then
doStepFallingGear(Gear);
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
if ((Gear^.State and gstAttacking) = 0) then
begin
if ((GameTicks and $1F) = 0) then
if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State := Gear^.State or
gstAttacking
end
else // gstAttacking <> 0
begin
AllInactive := false;
if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick);
if Gear^.Timer = 0 then
begin
if ((Gear^.State and gstWait) <> 0) or
(cMineDudPercent = 0) or
(getRandom(100) > cMineDudPercent) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
DeleteGear(Gear)
end
else
begin
AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4),
vgtSmoke);
PlaySound(sndVaporize);
Gear^.Health := 0;
end;
exit
end;
dec(Gear^.Timer);
end
else // gsttmpFlag = 0
if (TurnTimeLeft = 0) or ((GameFlags and gfInfAttack) <> 0) then Gear^.State := Gear^.State or gsttmpFlag;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSMine(Gear: PGear);
begin
DeleteCI(Gear);
// TODO: do real calculation?
if TestCollisionXwithGear(Gear, 2) or TestCollisionYwithGear(Gear, -2) or TestCollisionXwithGear(Gear, -2) or TestCollisionYwithGear(Gear, 2) then
begin
if (hwAbs(Gear^.dX) > _0) or (hwAbs(Gear^.dY) > _0) then
PlaySound(sndRopeAttach);
Gear^.dX:= _0;
Gear^.dY:= _0;
end
else
begin
doStepFallingGear(Gear);
AllInactive := false;
CalcRotationDirAngle(Gear);
end;
AddGearCI(Gear);
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
if ((Gear^.State and gstAttacking) = 0) then
begin
if ((GameTicks and $1F) = 0) then
if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State := Gear^.State or
gstAttacking
end
else // gstAttacking <> 0
begin
AllInactive := false;
if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick);
if Gear^.Timer = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end
else // gsttmpFlag = 0
if TurnTimeLeft = 0 then Gear^.State := Gear^.State or gsttmpFlag;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
doStepFallingGear(Gear);
AllInactive := false;
if Gear^.Timer mod 166 = 0 then inc(Gear^.Tag);
if Gear^.Timer = 1000 then // might need better timing
makeHogsWorry(Gear^.X, Gear^.Y, 75);
if Gear^.Timer = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
///////////////////////////////////////////////////////////////////////////////
(*
TODO
Increase damage as barrel smokes?
Try tweaking friction some more
*)
procedure doStepRollingBarrel(Gear: PGear);
var
i: LongInt;
particle: PVisualGear;
begin
Gear^.State := Gear^.State or gstAnimation;
if ((Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0)) then
begin
DeleteCI(Gear);
AllInactive := false;
if not Gear^.dY.isNegative and (Gear^.dY > _0_2) and TestCollisionYwithGear(Gear, 1) then
begin
Gear^.State := Gear^.State or gsttmpFlag;
inc(Gear^.Damage, hwRound(Gear^.dY * _70));
for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,
vgtDust);
if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
end
end
else if not Gear^.dX.isNegative and (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1)
then
inc(Gear^.Damage, hwRound(Gear^.dX * _70))
else if Gear^.dY.isNegative and (Gear^.dY < -_0_2) and TestCollisionYwithGear(Gear, -1)
then
inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1)
then
inc(Gear^.Damage, hwRound(Gear^.dX * -_70));
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
//CheckGearDrowning(Gear)
end
else
begin
Gear^.State := Gear^.State or gsttmpFlag;
AddGearCI(Gear)
end;
(*
Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
if (Land[y+1, x] = 0) then
begin
if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
Gear^.dX:= -_0_08
else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
Gear^.dX:= _0_08;
end;
if Gear^.dX.QWordValue = 0 then AddGearCI(Gear)
end; *)
if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and TestCollisionYwithGear(Gear, 1) then Gear
^.dY := _0;
if hwAbs(Gear^.dX) < _0_001 then Gear^.dX := _0;
if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0;
if Gear^.Health <= 0 then Gear^.doStep := @doStepCase;
// Hand off to doStepCase for the explosion
end;
procedure doStepCase(Gear: PGear);
var
i, x, y: LongInt;
k: TGearType;
exBoom: boolean;
dX, dY: HWFloat;
begin
k := Gear^.Kind;
exBoom := false;
if (Gear^.Message and gmDestroy) > 0 then
begin
DeleteGear(Gear);
FreeActionsList;
SetAllToActive;
// something (hh, mine, etc...) could be on top of the case
with CurrentHedgehog^ do
if Gear <> nil then Gear^.Message := Gear^.Message and not (gmLJump or gmHJump);
exit
end;
if k = gtExplosives then
begin
//if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02))
then Gear^.doStep := @doStepRollingBarrel;
if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0;
if Gear^.Health <= 0 then
exBoom := true;
end;
if (Gear^.Damage > 0) or exBoom then
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
DeleteGear(Gear);
// <-- delete gear!
if k = gtCase then
begin
doMakeExplosion(x, y, 25, Gear, EXPLAutoSound);
for i:= 0 to 63 do
AddGear(x, y, gtFlame, 0, _0, _0, 0);
end
else if k = gtExplosives then
begin
doMakeExplosion(x, y, 75, Gear, EXPLAutoSound);
for i:= 0 to 31 do
begin
dX := AngleCos(i * 64) * _0_5 * (getrandom + _1);
dY := AngleSin(i * 64) * _0_5 * (getrandom + _1);
AddGear(x, y, gtFlame, 0, dX, dY, 0);
AddGear(x, y, gtFlame, 0, -dX, -dY, 0)^.State := gsttmpFlag;
end
end;
exit
end;
if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
begin
AllInactive := false;
Gear^.dY := Gear^.dY + cGravity;
Gear^.Y := Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then SetAllHHToActive;
if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY := _0;
if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then
begin
if (Gear^.dY > _0_2) and (k = gtExplosives) then
inc(Gear^.Damage, hwRound(Gear^.dY * _70));
if Gear^.dY > _0_2 then
for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust)
;
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
if Gear^.dY > - _0_001 then Gear^.dY := _0
else if Gear^.dY < - _0_03 then
PlaySound(Gear^.ImpactSound);
end;
//if Gear^.dY > - _0_001 then Gear^.dY:= _0
CheckGearDrowning(Gear);
end;
if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear)
else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTarget(Gear: PGear);
begin
if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
PlaySound(sndWarp);
if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
inc(Gear^.Timer)
else if Gear^.Tag = 1 then
Gear^.Tag := 2
else if Gear^.Tag = 2 then
if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
DeleteGear(Gear);
exit;
end;
doStepCase(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepIdle(Gear: PGear);
begin
AllInactive := false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepShover(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.State := HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
AmmoShove(Gear, 30, 115);
HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
var
HHGear: PGear;
i: LongInt;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.State := HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
for i:= 0 to 3 do
begin
AmmoShove(Gear, 30, 25);
Gear^.X := Gear^.X + Gear^.dX * 5
end;
HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
var
gX,gY,i: LongInt;
sticky: Boolean;
vgt: PVisualGear;
begin
sticky:= (Gear^.State and gsttmpFlag) <> 0;
if not sticky then AllInactive := false;
if not TestCollisionYwithGear(Gear, 1) then
begin
AllInactive := false;
if ((GameTicks mod 100) = 0) then
begin
vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
if vgt <> nil then
begin
vgt^.dx:= 0;
vgt^.dy:= 0;
vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
end;
end;
if Gear^.dX.QWordValue > _0_01.QWordValue then
Gear^.dX := Gear^.dX * _0_995;
Gear^.dY := Gear^.dY + cGravity;
// if sticky then Gear^.dY := Gear^.dY + cGravity;
if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY := Gear^.dY * _0_995;
//if sticky then Gear^.X := Gear^.X + Gear^.dX else
Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
Gear^.Y := Gear^.Y + Gear^.dY;
if (hwRound(Gear^.Y) > cWaterLine) then
begin
gX := hwRound(Gear^.X);
for i:= 0 to 3 do
AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
PlaySound(sndVaporize);
DeleteGear(Gear);
exit
end
end
else
begin
if sticky then
begin
Gear^.Radius := 7;
AmmoShove(Gear, 2, 30);
Gear^.Radius := 1
end;
if Gear^.Timer > 0 then
begin
dec(Gear^.Timer);
inc(Gear^.Damage)
end
else
begin
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
// Standard fire
if not sticky then
begin
if ((GameTicks and $1) = 0) then
begin
Gear^.Radius := 7;
AmmoShove(Gear, 4, 150);
Gear^.Radius := 1;
end
else if ((GameTicks and $3) = 3) then doMakeExplosion(gX, gY, 6, Gear, 0);//, EXPLNoDamage);
//DrawExplosion(gX, gY, 4);
if ((GameTicks and $7) = 0) and (Random(2) = 0) then
for i:= 1 to Random(2)+1 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
if Gear^.Health > 0 then dec(Gear^.Health);
Gear^.Timer := 450 - Gear^.Tag * 8
end
else
begin
// Modified fire
if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
begin
DrawExplosion(gX, gY, 4);
for i:= 0 to Random(3) do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
Gear^.Timer := 100 - Gear^.Tag * 3;
if (Gear^.Damage > 3000+Gear^.Tag*1500) then Gear^.Health := 0
end
end
end;
if Gear^.Health = 0 then
begin
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
if not sticky then
begin
if ((GameTicks and $3) = 0) and (Random(1) = 0) then
begin
for i:= 1 to Random(2)+1 do
begin
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
end;
end
else
begin
for i:= 0 to Random(3) do
begin
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
end;
DeleteGear(Gear)
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
if ((Gear^.Message and gmDestroy) <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear := Gear^.Hedgehog^.Gear;
if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
begin
Gear^.Tag := hwRound(HHGear^.Y);
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
HHGear^.State := HHGear^.State or gstNoDamage;
Gear^.Y := HHGear^.Y;
AmmoShove(Gear, 30, 40);
HHGear^.State := HHGear^.State and not gstNoDamage
end;
HHGear^.dY := HHGear^.dY + cGravity;
if not (HHGear^.dY.isNegative) then
begin
HHGear^.State := HHGear^.State or gstMoving;
DeleteGear(Gear);
AfterAttack;
exit
end;
if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
lfIndestructible) then
HHGear^.Y := HHGear^.Y + HHGear^.dY
end;
procedure doStepFirePunch(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
DeleteCI(HHGear);
HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5;
HHGear^.dX := SignAs(cLittle, Gear^.dX);
HHGear^.dY := - _0_3;
Gear^.X := HHGear^.X;
Gear^.dX := SignAs(_0_45, Gear^.dX);
Gear^.dY := - _0_9;
Gear^.doStep := @doStepFirePunchWork;
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.
voicepack)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachuteWork(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
inc(Gear^.Timer);
if TestCollisionYwithGear(HHGear, 1)
or ((HHGear^.State and gstHHDriven) = 0)
or CheckGearDrowning(HHGear)
or ((Gear^.Message and gmAttack) <> 0) then
begin
with HHGear^ do
begin
Message := 0;
SetLittle(dX);
dY := _0;
State := State or gstMoving;
end;
DeleteGear(Gear);
isCursorVisible := false;
ApplyAmmoChanges(HHGear^.Hedgehog^);
exit
end;
HHGear^.X := HHGear^.X + cWindSpeed * 200;
if (Gear^.Message and gmLeft) <> 0 then HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
else if (Gear^.Message and gmRight) <> 0 then HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
if (Gear^.Message and gmUp) <> 0 then HHGear^.Y := HHGear^.Y - cGravity * 40
else if (Gear^.Message and gmDown) <> 0 then HHGear^.Y := HHGear^.Y + cGravity * 40;
// don't drift into obstacles
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
HHGear^.Y := HHGear^.Y + cGravity * 100;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y
end;
procedure doStepParachute(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
DeleteCI(HHGear);
AfterAttack;
HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked or gstMoving);
HHGear^.Message := HHGear^.Message and not gmAttack;
Gear^.doStep := @doStepParachuteWork;
Gear^.Message := HHGear^.Message;
doStepParachuteWork(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirAttackWork(Gear: PGear);
begin
AllInactive := false;
Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
begin
dec(Gear^.Health);
case Gear^.State of
0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed *
Gear^.Tag, _0, 0);
1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed *
Gear^.Tag, _0, 0);
2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed *
Gear^.Tag, _0, 0);
3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed *
Gear^.Tag, _0, 0);
//4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
// Gear^.Tag, _0, 5000);
end;
Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag)
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
if (hwRound(Gear^.X) > (LAND_WIDTH+1024)) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;
procedure doStepAirAttack(Gear: PGear);
begin
AllInactive := false;
if Gear^.X.QWordValue = 0 then
begin
Gear^.Tag := 1;
Gear^.X := -_1024;
end
else
begin
Gear^.Tag := -1;
Gear^.X := int2hwFloat(LAND_WIDTH + 1024);
end;
Gear^.Y := int2hwFloat(topY-300);
Gear^.dX := int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
// calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
if (Gear^.State = 2) then
Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 1000 // ^.Timer of gtNapalmBomb, make it a constant var if you prefer that :P
// calcs for regular falling gears
else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then
Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 /
cGravity) * Gear^.Tag;
Gear^.Health := 6;
Gear^.doStep := @doStepAirAttackWork;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirBomb(Gear: PGear);
begin
AllInactive := false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear, EXPLAutoSound);
DeleteGear(Gear);
performRumble();
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGirder(Gear: PGear);
var
HHGear: PGear;
x, y, tx, ty: hwFloat;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
tx := int2hwFloat(TargetPoint.X);
ty := int2hwFloat(TargetPoint.Y);
x := HHGear^.X;
y := HHGear^.Y;
if (Distance(tx - x, ty - y) > _256) or
not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, Gear^.State, true) then
begin
PlaySound(sndDenied);
HHGear^.Message := HHGear^.Message and not gmAttack;
HHGear^.State := HHGear^.State and not gstAttacking;
HHGear^.State := HHGear^.State or gstHHChooseTarget;
isCursorVisible := true;
DeleteGear(Gear)
end
else
begin
PlaySound(sndPlaced);
DeleteGear(Gear);
AfterAttack;
end;
HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked);
HHGear^.Message := HHGear^.Message and not gmAttack;
TargetPoint.X := NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
var
HHGear: PGear;
begin
Gear^.Hedgehog^.Unplaced := false;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Y := HHGear^.Y + HHGear^.dY;
// hedgehog falling to collect cases
HHGear^.dY := HHGear^.dY + cGravity;
if TestCollisionYwithGear(HHGear, 1)
or CheckGearDrowning(HHGear) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepTeleportAnim(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer = 65 then
begin
Gear^.Timer := 0;
inc(Gear^.Pos);
if Gear^.Pos = 11 then
Gear^.doStep := @doStepTeleportAfter
end;
end;
procedure doStepTeleport(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
sprHHTelepMask, 0, false) then
begin
HHGear^.Message := HHGear^.Message and not gmAttack;
HHGear^.State := HHGear^.State and not gstAttacking;
HHGear^.State := HHGear^.State or gstHHChooseTarget;
DeleteGear(Gear);
isCursorVisible := true;
PlaySound(sndDenied)
end
else
begin
DeleteCI(HHGear);
SetAllHHToActive;
Gear^.doStep := @doStepTeleportAnim;
// copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
Gear^.dX := HHGear^.dX;
// retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
HHGear^.X := int2hwFloat(TargetPoint.X);
HHGear^.Y := int2hwFloat(TargetPoint.Y);
HHGear^.State := HHGear^.State or gstMoving;
playSound(sndWarp)
end;
TargetPoint.X := NoPointX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
var
HHGear: PGear;
Msg, State: Longword;
begin
AllInactive := false;
if ((Gear^.Message and not gmSwitch) <> 0) or (TurnTimeLeft = 0) then
begin
HHGear := Gear^.Hedgehog^.Gear;
Msg := Gear^.Message and not gmSwitch;
DeleteGear(Gear);
OnUsedAmmo(HHGear^.Hedgehog^);
ApplyAmmoChanges(HHGear^.Hedgehog^);
HHGear := CurrentHedgehog^.Gear;
ApplyAmmoChanges(HHGear^.Hedgehog^);
HHGear^.Message := Msg;
exit
end;
if (Gear^.Message and gmSwitch) <> 0 then
begin
HHGear := CurrentHedgehog^.Gear;
HHGear^.Message := HHGear^.Message and not gmSwitch;
Gear^.Message := Gear^.Message and not gmSwitch;
State := HHGear^.State;
HHGear^.State := 0;
HHGear^.Active := false;
HHGear^.Z := cHHZ;
RemoveGearFromList(HHGear);
InsertGearToList(HHGear);
PlaySound(sndSwitchHog);
repeat
CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.
HedgehogsNumber);
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
CurrentHedgehog := @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];
HHGear := CurrentHedgehog^.Gear;
HHGear^.State := State;
HHGear^.Active := true;
FollowGear := HHGear;
HHGear^.Z := cCurrHHZ;
RemoveGearFromList(HHGear);
InsertGearToList(HHGear);
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y
end;
end;
procedure doStepSwitcher(Gear: PGear);
var
HHGear: PGear;
begin
Gear^.doStep := @doStepSwitcherWork;
HHGear := Gear^.Hedgehog^.Gear;
with HHGear^ do
begin
State := State and not gstAttacking;
Message := Message and not gmAttack
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
var
dX, dY: hwFloat;
i: LongInt;
dxn, dyn: boolean;
begin
AllInactive := false;
dxn := Gear^.dX.isNegative;
dyn := Gear^.dY.isNegative;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear, EXPLAutoSound);
Gear^.dX.isNegative := not dxn;
Gear^.dY.isNegative := not dyn;
for i:= 0 to 4 do
begin
dX := Gear^.dX + (GetRandom - _0_5) * _0_03;
dY := Gear^.dY + (GetRandom - _0_5) * _0_03;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
end;
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
const upd: Longword = 0;
var
i: LongWord;
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.State := HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
i := 2;
repeat
Gear^.X := Gear^.X + HHGear^.dX;
Gear^.Y := Gear^.Y + HHGear^.dY;
HHGear^.X := Gear^.X;
HHGear^.Y := Gear^.Y;
inc(Gear^.Damage, 2);
// if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
// or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health);
inc(upd);
if upd > 3 then
begin
if Gear^.Health < 1500 then Gear^.Pos := 2;
AmmoShove(Gear, 30, 40);
DrawTunnel(HHGear^.X - HHGear^.dX * 10,
HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
HHGear^.dX,
HHGear^.dY,
20 + cHHRadius * 2,
cHHRadius * 2 + 6);
upd := 0
end;
if Gear^.Health < Gear^.Damage then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear);
DeleteGear(HHGear);
end
else
begin
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0
end
end;
procedure doStepKamikazeIdle(Gear: PGear);
begin
AllInactive := false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.Pos := 1;
PlaySound(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
Gear^.doStep := @doStepKamikazeWork
end
end;
procedure doStepKamikaze(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.dX := Gear^.dX;
HHGear^.dY := Gear^.dY;
Gear^.dX := SignAs(_0_45, Gear^.dX);
Gear^.dY := - _0_9;
Gear^.Timer := 550;
Gear^.doStep := @doStepKamikazeIdle
end;
////////////////////////////////////////////////////////////////////////////////
const cakeh = 27;
cakeDmg = 75;
var
CakePoints: array[0..Pred(cakeh)] of record
x, y: hwFloat;
end;
CakeI: Longword;
procedure doStepCakeExpl(Gear: PGear);
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 2250 then exit;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, Gear, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear)
end;
procedure doStepCakeDown(Gear: PGear);
var
gi: PGear;
dmg: LongInt;
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag := 0;
if Gear^.Pos = 0 then
begin
gi := GearsList;
while gi <> nil do
begin
dmg := cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
if (dmg > 1) and (gi^.Kind = gtHedgehog) then
if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
gi^.State := gi^.State or gstLoser
else
gi^.State := gi^.State or gstWinner;
gi := gi^.NextGear
end;
Gear^.doStep := @doStepCakeExpl;
PlaySound(sndCake)
end
else dec(Gear^.Pos)
end;
procedure doStepCakeWork(Gear: PGear);
const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));
var
xx, yy, xxn, yyn: LongInt;
da: LongInt;
tdx, tdy: hwFloat;
procedure PrevAngle;
begin
Gear^.Angle := (LongInt(Gear^.Angle) + 4 - dA) mod 4
end;
procedure NextAngle;
begin
Gear^.Angle := (LongInt(Gear^.Angle) + 4 + dA) mod 4
end;
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 7 then exit;
dA := hwSign(Gear^.dX);
xx := dirs[Gear^.Angle].x;
yy := dirs[Gear^.Angle].y;
xxn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
yyn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;
if (xx = 0) then
if TestCollisionYwithGear(Gear, yy) then
PrevAngle
else
begin
Gear^.Tag := 0;
Gear^.Y := Gear^.Y + int2hwFloat(yy);
if not TestCollisionXwithGear(Gear, xxn) then
begin
Gear^.X := Gear^.X + int2hwFloat(xxn);
NextAngle
end;
end;
if (yy = 0) then
if TestCollisionXwithGear(Gear, xx) then
PrevAngle
else
begin
Gear^.Tag := 0;
Gear^.X := Gear^.X + int2hwFloat(xx);
if not TestCollisionY(Gear, yyn) then
begin
Gear^.Y := Gear^.Y + int2hwFloat(yyn);
NextAngle
end;
end;
if Gear^.Tag = 0 then
begin
CakeI := (CakeI + 1) mod cakeh;
tdx := CakePoints[CakeI].x - Gear^.X;
tdy := - CakePoints[CakeI].y + Gear^.Y;
CakePoints[CakeI].x := Gear^.X;
CakePoints[CakeI].y := Gear^.Y;
Gear^.DirAngle := DxDy2Angle(tdx, tdy);
end;
dec(Gear^.Health);
Gear^.Timer := Gear^.Health*10;
Gear^.PortalCounter:= 0;
// This is not seconds, but at least it is *some* feedback
if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
begin
FollowGear := Gear;
Gear^.RenderTimer := false;
Gear^.doStep := @doStepCakeDown
end
end;
procedure doStepCakeUp(Gear: PGear);
var
i: Longword;
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag := 0;
if Gear^.Pos = 6 then
begin
for i:= 0 to Pred(cakeh) do
begin
CakePoints[i].x := Gear^.X;
CakePoints[i].y := Gear^.Y
end;
CakeI := 0;
Gear^.doStep := @doStepCakeWork
end
else inc(Gear^.Pos)
end;
procedure doStepCakeFall(Gear: PGear);
begin
AllInactive := false;
Gear^.dY := Gear^.dY + cGravity;
if TestCollisionYwithGear(Gear, 1) then
Gear^.doStep := @doStepCakeUp
else
begin
Gear^.Y := Gear^.Y + Gear^.dY;
if CheckGearDrowning(Gear) then AfterAttack
end
end;
procedure doStepCake(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not gmAttack);
DeleteCI(HHGear);
Gear^.IntersectGear:= nil;
FollowGear := Gear;
Gear^.doStep := @doStepCakeFall
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
var
x, y: LongInt;
begin
AllInactive := false;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
if (Land[y, x] <> 0) then
begin
Gear^.dX.isNegative := not Gear^.dX.isNegative;
Gear^.dY.isNegative := not Gear^.dY.isNegative;
Gear^.dX := Gear^.dX * _1_5;
Gear^.dY := Gear^.dY * _1_5 - _0_3;
AmmoShove(Gear, 0, 40);
AfterAttack;
DeleteGear(Gear)
end
else
else
begin
AfterAttack;
DeleteGear(Gear)
end
end;
procedure doStepSeductionWear(Gear: PGear);
begin
AllInactive := false;
inc(Gear^.Timer);
if Gear^.Timer > 250 then
begin
Gear^.Timer := 0;
inc(Gear^.Pos);
if Gear^.Pos = 5 then
PlaySound(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
end;
if Gear^.Pos = 14 then
Gear^.doStep := @doStepSeductionWork
end;
procedure doStepSeduction(Gear: PGear);
begin
AllInactive := false;
DeleteCI(Gear^.Hedgehog^.Gear);
Gear^.doStep := @doStepSeductionWear
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
var
i: LongWord;
begin
if (Gear^.Tag = 0) or (cWaterLine = 0) then
begin
DeleteGear(Gear);
exit
end;
AllInactive := false;
inc(Gear^.Timer);
if Gear^.Timer = 17 then
Gear^.Timer := 0
else
exit;
if cWaterLine > 0 then
begin
dec(cWaterLine);
for i:= 0 to LAND_WIDTH - 1 do
Land[cWaterLine, i] := 0;
SetAllToActive
end;
dec(Gear^.Tag);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrill(Gear: PGear);
forward;
procedure doStepDrillDrilling(Gear: PGear);
var
t: PGearArray;
ox, oy: hwFloat;
begin
AllInactive := false;
if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
begin
ox := Gear^.X;
oy := Gear^.Y;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
if (Gear^.Timer mod 30) = 0 then
AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
if (CheckGearDrowning(Gear)) then
begin
StopSound(Gear^.SoundChannel);
exit
end
end;
t := CheckGearsCollision(Gear);
//fixes drill not exploding when touching HH bug
if (Gear^.Timer = 0)
or (t^.Count <> 0)
or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))
and ((Gear^.State and gsttmpFlag) = 0))
// CheckLandValue returns true if the type isn't matched
or not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible) then
begin
//out of time or exited ground
StopSound(Gear^.SoundChannel);
if (Gear^.State and gsttmpFlag) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear, EXPLAutoSound)
else
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit
end
else if not TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) then
begin
StopSound(Gear^.SoundChannel);
Gear^.doStep := @doStepDrill
end;
dec(Gear^.Timer);
end;
procedure doStepDrill(Gear: PGear);
var
t: PGearArray;
oldDx, oldDy: hwFloat;
t2: hwFloat;
begin
AllInactive := false;
if (Gear^.State and gsttmpFlag) = 0 then
Gear^.dX := Gear^.dX + cWindSpeed;
oldDx := Gear^.dX;
oldDy := Gear^.dY;
doStepFallingGear(Gear);
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
if ((Gear^.State and gstCollision) <> 0) then
begin
//hit
Gear^.dX := oldDx;
Gear^.dY := oldDy;
t := CheckGearsCollision(Gear);
if (t^.Count = 0) then
begin
//hit the ground not the HH
t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
Gear^.dX := Gear^.dX * t2;
Gear^.dY := Gear^.dY * t2;
end
else
begin
//explode right on contact with HH
if (Gear^.State and gsttmpFlag) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear, EXPLAutoSound)
else
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear, EXPLAutoSound);
DeleteGear(Gear);
exit;
end;
Gear^.SoundChannel := LoopSound(sndDrillRocket);
Gear^.doStep := @doStepDrillDrilling;
dec(Gear^.Timer)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
var
HHGear: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
begin
AllInactive := false;
dec(Gear^.Timer);
HHGear := Gear^.Hedgehog^.Gear;
HedgehogChAngle(HHGear);
gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
if (Gear^.Timer mod 100) = 0 then
begin
rx := rndSign(getRandom * _0_1);
ry := rndSign(getRandom * _0_1);
AddGear(gx, gy, gtBall, 0,
SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - _0_8) + ry,
0);
PlaySound(sndGun);
end;
if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBallgun(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and not (gmUp or gmDown);
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.doStep := @doStepBallgunWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);
const cAngleSpeed = 3;
var
HHGear: PGear;
i: LongInt;
dX, dY: hwFloat;
fChanged: boolean;
trueAngle: Longword;
t: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
FollowGear := Gear;
fChanged := false;
if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
begin
fChanged := true;
if Gear^.Angle > 2048 then dec(Gear^.Angle)
else
if Gear^.Angle < 2048 then inc(Gear^.Angle)
else fChanged := false
end
else
begin
if ((Gear^.Message and gmLeft) <> 0) then
begin
fChanged := true;
Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
end;
if ((Gear^.Message and gmRight) <> 0) then
begin
fChanged := true;
Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
end
end;
if fChanged then
begin
Gear^.dX.isNegative := (Gear^.Angle > 2048);
if Gear^.dX.isNegative then
trueAngle := 4096 - Gear^.Angle
else
trueAngle := Gear^.Angle;
Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
Gear^.dY := AngleCos(trueAngle) * -_0_25;
end;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
if (GameTicks and $FF) = 0 then
if Gear^.Timer < 3500 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
else
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then
begin
HHGear^.Message := HHGear^.Message and not gmAttack;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
_0_5, 0);
dec(Gear^.Health)
end;
if ((HHGear^.Message and gmLJump) <> 0)
and ((Gear^.State and gsttmpFlag) = 0) then
begin
Gear^.State := Gear^.State or gsttmpFlag;
PauseMusic;
playSound(sndRideOfTheValkyries);
end;
// pickup bonuses
t := CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(HHGear, t);
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
begin
StopSound(Gear^.SoundChannel);
StopSound(sndRideOfTheValkyries);
ResumeMusic;
if ((Gear^.State and gstCollision) <> 0) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear, EXPLAutoSound);
for i:= 0 to 32 do
begin
dX := AngleCos(i * 64) * _0_5 * (GetRandom + _1);
dY := AngleSin(i * 64) * _0_5 * (GetRandom + _1);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
end;
DeleteGear(Gear)
end;
AfterAttack;
CurAmmoGear := nil;
if (GameFlags and gfInfAttack) = 0 then TurnTimeLeft := 14 * 125;
HHGear^.Message := 0;
ParseCommand('/taunt '#1, true)
end
end;
procedure doStepRCPlane(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := 0;
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.Angle := HHGear^.Angle;
Gear^.Tag := hwSign(HHGear^.dX);
if HHGear^.dX.isNegative then Gear^.Angle := 4096 - Gear^.Angle;
Gear^.doStep := @doStepRCPlaneWork
end;
procedure doStepJetpackWork(Gear: PGear);
var
HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
isUnderwater: Boolean;
bubble: PVisualGear;
begin
isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
if Gear^.Pos > 0 then dec(Gear^.Pos);
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
//dec(Gear^.Timer);
move := _0_2;
fuel := 50;
(*if (HHGear^.Message and gmPrecise) <> 0 then
begin
move:= _0_02;
fuel:= 5;
end;*)
if Gear^.Health > 0 then
begin
if (HHGear^.Message and gmUp) <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
begin
if isUnderwater then
begin
HHGear^.dY := HHGear^.dY - (move * _0_7);
for i:= random(10)+10 downto 0 do
begin
bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
if bubble <> nil then bubble^.dY:= random(20)/10+0.1;
end
end
else HHGear^.dY := HHGear^.dY - move;
end;
dec(Gear^.Health, fuel);
Gear^.MsgParam := Gear^.MsgParam or gmUp;
Gear^.Timer := GameTicks
end;
move.isNegative := (HHGear^.Message and gmLeft) <> 0;
if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
begin
HHGear^.dX := HHGear^.dX + (move * _0_1);
if isUnderwater then
begin
for i:= random(5)+5 downto 0 do
begin
bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
if bubble <> nil then
begin
bubble^.dX:= (random(10)/10 + 0.02) * -1;
if (move.isNegative) then
begin
bubble^.X := bubble^.X + 28;
bubble^.dX:= bubble^.dX * (-1)
end
else bubble^.X := bubble^.X - 28;
end;
end
end;
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
Gear^.Timer := GameTicks
end
end;
// erases them all at once :-/
if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
begin
Gear^.Timer := 0;
Gear^.MsgParam := 0
end;
if Gear^.Health < 0 then Gear^.Health := 0;
i:= Gear^.Health div 20;
if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
begin
Gear^.Damage:= i;
//AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
'%', cWhiteColor, fntSmall)
end;
if HHGear^.Message and (gmAttack or gmUp or gmPrecise or gmLeft or gmRight) <> 0 then Gear^
.State := Gear^.State and not gsttmpFlag;
HHGear^.Message := HHGear^.Message and not (gmUp or gmPrecise or gmLeft or gmRight);
HHGear^.State := HHGear^.State or gstMoving;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
// For some reason I need to reapply followgear here, something else grabs it otherwise.
if not bShowAmmoMenu and not CurrentTeam^.ExtDriven then FollowGear := HHGear;
if not isUnderWater and hasBorder and ((HHGear^.X < _0) or (hwRound(HHGear^.X) > LAND_WIDTH)) then HHGear^.dY.isNegative:= false;
if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
if // (Gear^.Health = 0)
(HHGear^.Damage <> 0)
//or CheckGearDrowning(HHGear)
or (cWaterLine + 512 < hwRound(HHGear^.Y))
or (TurnTimeLeft = 0)
// allow brief ground touches - to be fair on this, might need another counter
or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(
HHGear, 1))
or ((Gear^.Message and gmAttack) <> 0) then
begin
with HHGear^ do
begin
Message := 0;
Active := true;
State := State or gstMoving
end;
DeleteGear(Gear);
isCursorVisible := false;
ApplyAmmoChanges(HHGear^.Hedgehog^);
// if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpack(Gear: PGear);
var
HHGear: PGear;
begin
Gear^.Pos:= 0;
Gear^.doStep := @doStepJetpackWork;
HHGear := Gear^.Hedgehog^.Gear;
FollowGear := HHGear;
AfterAttack;
with HHGear^ do
begin
State := State and not gstAttacking;
Message := Message and not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight);
if (dY < _0_1) and (dY > -_0_1) then
begin
Gear^.State := Gear^.State or gsttmpFlag;
dY := dY - _0_2
end
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDisappear(Gear: PGear);
begin
AllInactive := false;
Gear^.Pos := 0;
if Gear^.Timer < 2000 then
inc(Gear^.Timer, 1)
else
begin
DeleteGear(Gear);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyFly(Gear: PGear);
var
HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
begin
HHGear := CurrentHedgehog^.Gear;
move := _0_2;
fuel := 50;
if Gear^.Pos > 0 then
dec(Gear^.Pos, 1)
else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
Gear^.Pos := 500;
if HHGear^.dX.isNegative then
Gear^.Tag := -1
else
Gear^.Tag := 1;
if (HHGear^.Message and gmUp) <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
HHGear^.dY := HHGear^.dY - move;
dec(Gear^.Health, fuel);
Gear^.MsgParam := Gear^.MsgParam or gmUp;
end;
if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
begin
HHGear^.dX := HHGear^.dX + (move * _0_1);
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
end;
if Gear^.Health < 0 then Gear^.Health := 0;
if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
for i:= ((500-Gear^.Health) div 250) downto 0 do
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
if (HHGear^.Message and gmAttack <> 0) then
begin
HHGear^.Message := HHGear^.Message and not gmAttack;
if Gear^.FlightTime > 0 then
begin
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
PlaySound(sndBirdyLay);
dec(Gear^.FlightTime)
end;
end;
if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
Gear^.State := Gear^.State and not gsttmpFlag;
HHGear^.Message := HHGear^.Message and not (gmUp or gmPrecise or gmLeft or gmRight);
HHGear^.State := HHGear^.State or gstMoving;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y - int2hwFloat(32);
// For some reason I need to reapply followgear here, something else grabs it otherwise.
if not bShowAmmoMenu then FollowGear := HHGear;
if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
if (Gear^.Health = 0)
or (HHGear^.Damage <> 0)
or CheckGearDrowning(HHGear)
or (TurnTimeLeft = 0)
// allow brief ground touches - to be fair on this, might need another counter
or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(
HHGear, 1))
or ((Gear^.Message and gmAttack) <> 0) then
begin
with HHGear^ do
begin
Message := 0;
Active := true;
State := State or gstMoving
end;
Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
if HHGear^.dY < _0 then
begin
Gear^.dX := HHGear^.dX;
Gear^.dY := HHGear^.dY;
end;
Gear^.Timer := 0;
Gear^.doStep := @doStepBirdyDisappear;
CurAmmoGear := nil;
isCursorVisible := false;
AfterAttack;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDescend(Gear: PGear);
var
HHGear: PGear;
begin
if Gear^.Timer > 0 then
dec(Gear^.Timer, 1)
else if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear := CurrentHedgehog^.Gear;
HHGear^.Message := HHGear^.Message and not (gmUp or gmPrecise or gmLeft or gmRight);
if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
begin
if Gear^.Timer = 0 then
Gear^.Y := Gear^.Y + _0_1
end
else if Gear^.Timer = 0 then
begin
Gear^.doStep := @doStepBirdyFly;
HHGear^.dY := -_0_2
end
end;
procedure doStepBirdyAppear(Gear: PGear);
begin
Gear^.Pos := 0;
if Gear^.Timer < 2000 then
inc(Gear^.Timer, 1)
else
begin
Gear^.Timer := 500;
Gear^.dX := _0;
Gear^.dY := _0;
Gear^.State := Gear^.State and not gstAnimation;
Gear^.doStep := @doStepBirdyDescend;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdy(Gear: PGear);
var
HHGear: PGear;
begin
gear^.State := gear^.State or gstAnimation and not gstTmpFlag;
Gear^.doStep := @doStepBirdyAppear;
if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
exit
end;
HHGear := CurrentHedgehog^.Gear;
if HHGear^.dX.isNegative then
Gear^.Tag := -1
else
Gear^.Tag := 1;
Gear^.Pos := 0;
AllInactive := false;
FollowGear := HHGear;
with HHGear^ do
begin
State := State and not gstAttacking;
Message := Message and not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEggWork(Gear: PGear);
var
vg: PVisualGear;
i: LongInt;
begin
AllInactive := false;
Gear^.dX := Gear^.dX;
doStepFallingGear(Gear);
// CheckGearDrowning(Gear); // already checked for in doStepFallingGear
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear, EXPLPoisoned, $C0E0FFE0);
PlaySound(sndEggBreak);
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
if vg <> nil then vg^.Frame := 2;
for i:= 10 downto 0 do
begin
vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
vgtDust);
if vg <> nil then vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480);
end;
DeleteGear(Gear);
exit
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doPortalColorSwitch();
var CurWeapon: PAmmo;
begin
if (CurrentHedgehog <> nil)
and (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then
With CurrentHedgehog^ do
if (CurAmmoType = amPortalGun) then
begin
CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gmSwitch;
CurWeapon:= GetAmmoEntry(CurrentHedgehog^);
if CurWeapon^.Pos <> 0 then
CurWeapon^.Pos := 0
else
CurWeapon^.Pos := 1;
end;
end;
procedure doStepPortal(Gear: PGear);
var
iterator, conPortal: PGear;
s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed: hwFloat;
hasdxy, isbullet, iscake: Boolean;
begin
doPortalColorSwitch();
// destroy portal if ground it was attached too is gone
if ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)] and $FF00) = 0)
or (Gear^.Timer < 1)
or (Gear^.Hedgehog <> CurrentHedgehog)
or (hwRound(Gear^.Y) > cWaterLine) then
begin
deleteGear(Gear);
EXIT;
end;
if (TurnTimeLeft < 1)
or (Gear^.Health < 1) then
dec(Gear^.Timer);
if Gear^.Timer < 10000 then
gear^.RenderTimer := true;
// abort if there is no other portal connected to this one
if (Gear^.IntersectGear = nil) then
exit;
if ((Gear^.IntersectGear^.Tag and 1) = 0) then // or if it's still moving;
exit;
conPortal := Gear^.IntersectGear;
// check all gears for stuff to port through
iterator := nil;
while true do
begin
// iterate through GearsList
if iterator = nil then
iterator := GearsList
else
iterator := iterator^.NextGear;
// end of list?
if iterator = nil then
break;
// don't port portals or other gear that wouldn't make sense
if (iterator^.Kind in [gtPortal, gtRope, gtRCPlane])
or (iterator^.PortalCounter > 32) then
continue;
// don't port hogs on rope
// TODO: this will also prevent hogs while falling after rope use from
// falling through portals... fix that!
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
and (iterator = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.Kind =
gtRope) then
continue;
// check if gear fits through portal
if (iterator^.Radius > Gear^.Radius) then
continue;
// this is the max range we accept incoming gears in
r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
// too far away?
if (iterator^.X < Gear^.X - r)
or (iterator^.X > Gear^.X + r)
or (iterator^.Y < Gear^.Y - r)
or (iterator^.Y > Gear^.Y + r) then
continue;
hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0))
or ((iterator^.State or gstMoving) = 0));
// in case the object is not moving, let's asume it's falling towards the portal
if not hasdxy then
begin
if Gear^.Y < iterator^.Y then
continue;
ox:= Gear^.X - iterator^.X;
oy:= Gear^.Y - iterator^.Y;
end
else
begin
ox:= iterator^.dX;
oy:= iterator^.dY;
end;
// cake will need extra treatment... it's so delicious and moist!
iscake:= (iterator^.Kind = gtCake);
// won't port stuff that does not move towards the front/portal entrance
if iscake then
begin
if not ((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative then
continue;
end
else
if not (Gear^.dX*ox + Gear^.dY*oy).isNegative then
continue;
isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
r:= int2hwFloat(iterator^.Radius);
if not (isbullet or iscake) then
begin
// wow! good candidate there, let's see if the distance and direction is okay!
if hasdxy then
begin
s := r / Distance(iterator^.dX, iterator^.dY);
ox:= iterator^.X + s * iterator^.dX;
oy:= iterator^.Y + s * iterator^.dY;
end
else
begin
ox:= iterator^.X;
oy:= iterator^.Y + r;
end;
if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
continue;
end;
// calc gear offset in portal vector direction
ox := (iterator^.X - Gear^.X);
oy := (iterator^.Y - Gear^.Y);
poffs:= (Gear^.dX * ox + Gear^.dY * oy);
if poffs < _0 then
continue;
//
// gears that make it till here will definately be ported
//
// create a normal of the portal vector, but ...
nx := Gear^.dY;
ny := Gear^.dX;
// ... decide where the top is based on the hog's direction when firing the portal
if Gear^.Elasticity.isNegative then
nx.isNegative := not nx.isNegative
else
ny.isNegative := not ny.isNegative;
// calc gear offset in portal normal vector direction
noffs:= (nx * ox + ny * oy);
// avoid gravity related loops of not really moving gear
if not iscake and (Gear^.dY.isNegative) and (conPortal^.dY.isNegative)
and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
and (iterator^.PortalCounter > 0) then
continue;
// Until loops are reliably broken
inc(iterator^.PortalCounter);
// calc gear speed along to the vector and the normal vector of the portal
if hasdxy then
begin
pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
end
else
begin
pspeed:= hwAbs(cGravity * oy);
nspeed:= _0;
end;
// creating normal vector of connected (exit) portal
nx := conPortal^.dY;
ny := conPortal^.dX;
if conPortal^.Elasticity.isNegative then
nx.isNegative := not nx.isNegative
else
ny.isNegative := not ny.isNegative;
// inverse cake's normal movement direction,
// as if it just walked through a hole
if iscake then
nspeed.isNegative:= not nspeed.isNegative;
//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
// make the gear's exit position close to the portal while
// still respecting the movement direction
// determine the distance (in exit vector direction)
// that we want the gear at
if iscake then
ox:= (r - _0_7)
else
ox:= (r + _1_9);
s:= ox / poffs;
poffs:= ox;
if (nspeed.QWordValue <> 0) and (pspeed > _0) then
noffs:= noffs * s * (nspeed / pspeed);
// move stuff with high normal offset closer to the portal's center
if not isbullet then
begin
s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
if s > _0 then
noffs:= noffs - SignAs(s,noffs)
end;
iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
if not hasdxy and not (conPortal^.dY.isNegative) then
begin
iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
end;
if not isbullet and (iterator^.Kind <> gtFlake) then
FollowGear := iterator;
//AddFileLog('portal''d');
{
s := _0_2 + _0_008 * Gear^.Health;
iterator^.dX := s * iterator^.dX;
iterator^.dY := s * iterator^.dY;
}
// This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
iterator:= GearsList;
while iterator <> nil do
begin
if iterator^.Kind <> gtPortal then
begin
iterator^.Active:= true;
if iterator^.dY.QWordValue = _0.QWordValue then iterator^.dY.isNegative:= false;
iterator^.State:= iterator^.State or gstMoving;
DeleteCI(iterator);
//inc(iterator^.dY.QWordValue,10);
end;
iterator:= iterator^.NextGear
end;
if Gear^.Health > 1 then dec(Gear^.Health);
{ // breaks (some) loops
if Distance(iterator^.dX, iterator^.dY) > _0_96 then
begin
iterator^.dX := iterator^.dX + signAs(cGravity * getRandom(1000),iterator^.dX);
iterator^.dY := iterator^.dY + signAs(cGravity * getRandom(1000),iterator^.dY);
s := _0_96 / Distance(iterator^.dX, iterator^.dY);
iterator^.dX := s * iterator^.dX;
iterator^.dY := s * iterator^.dX;
end;
}
end;
end;
procedure doStepMovingPortal_real(Gear: PGear);
var
x, y, tx, ty: LongInt;
s: hwFloat;
procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
var
CurWeapon: PAmmo;
begin
if CurrentHedgehog <> nil then
with CurrentHedgehog^ do
begin
CurWeapon:= GetAmmoEntry(CurrentHedgehog^);
if (CurAmmoType = amPortalGun) then
begin
if not destroyGear then
begin
// switch color of ball to opposite of oldPortal
if (oldPortal^.Tag and 2) = 0 then
CurWeapon^.Pos:= 1
else
CurWeapon^.Pos:= 0;
end;
// make the ball visible
CurWeapon^.Timer := 0;
end
end;
if destroyGear then oldPortal^.Timer:= 0;
end;
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
tx := 0;
ty := 0;
// avoid compiler hints
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
begin
Gear^.State := Gear^.State or gstCollision;
Gear^.State := Gear^.State and not gstMoving;
if not calcSlopeTangent(Gear, x, y, tx, ty, 255)
or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
begin
loadNewPortalBall(Gear, true);
EXIT;
end;
// making a normalized normal vector
s := _1/DistanceI(tx,ty);
Gear^.dX := s * ty;
Gear^.dY := -s * tx;
Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
if not Gear^.dX.isNegative then Gear^.DirAngle := 180-Gear^.DirAngle;
if ((Gear^.IntersectGear = nil)
or (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.Y)) >=
Gear^.Radius*2))
then
begin
loadNewPortalBall(Gear, false);
inc(Gear^.Tag);
Gear^.doStep := @doStepPortal;
end
else
loadNewPortalBall(Gear, true);
end
else if (y > cWaterLine) or (y < -LAND_WIDTH)
or (x > 2*LAND_WIDTH) or (x < -LAND_WIDTH) then
loadNewPortalBall(Gear, true);
end;
procedure doStepMovingPortal(Gear: PGear);
begin
doPortalColorSwitch();
doStepPerPixel(Gear, @doStepMovingPortal_real, true);
if (Gear^.Timer < 1)
or (Gear^.Hedgehog <> CurrentHedgehog) then
deleteGear(Gear);
end;
procedure doStepPortalShot(newPortal: PGear);
var
iterator: PGear;
s: hwFloat;
CurWeapon: PAmmo;
begin
s:= Distance (newPortal^.dX, newPortal^.dY);
// Adds the hog speed (only that part in/directly against shot direction)
// to the shot speed (which we triple previously btw)
// (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
// to the scaler)
s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
newPortal^.dX := newPortal^.dX * s;
newPortal^.dY := newPortal^.dY * s;
newPortal^.IntersectGear := nil;
if CurrentHedgehog <> nil then
With CurrentHedgehog^ do
begin
CurWeapon:= GetAmmoEntry(CurrentHedgehog^);
// let's save the HH's dX's direction so we can decide where the "top" of the portal hole
newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
// when doing a backjump the dx is the opposite of the facing direction
if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then
newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
// make portal gun look unloaded
if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
CurWeapon^.Timer := CurWeapon^.Timer or 2;
iterator := GearsList;
while iterator <> nil do
begin
if (iterator^.Kind = gtPortal) then
if (iterator <> newPortal) and (iterator^.Timer > 0) then
begin
if (iterator^.Tag and 2) = (newPortal^.Tag and 2) then
begin
iterator^.Timer:= 0;
end
else
begin
// link portals with each other
newPortal^.IntersectGear := iterator;
iterator^.IntersectGear := newPortal;
iterator^.Health := newPortal^.Health;
end;
end;
iterator^.PortalCounter:= 0;
iterator := iterator^.NextGear
end;
end;
newPortal^.State := newPortal^.State and not gstCollision;
newPortal^.State := newPortal^.State or gstMoving;
newPortal^.doStep := @doStepMovingPortal;
end;
procedure doStepPiano(Gear: PGear);
var
r0, r1: LongInt;
odY: hwFloat;
begin
AllInactive := false;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.
Message and gmSlot) <> 0) then
begin
case CurrentHedgehog^.Gear^.MsgParam of
0: PlaySound(sndPiano0);
1: PlaySound(sndPiano1);
2: PlaySound(sndPiano2);
3: PlaySound(sndPiano3);
4: PlaySound(sndPiano4);
5: PlaySound(sndPiano5);
6: PlaySound(sndPiano6);
7: PlaySound(sndPiano7);
else PlaySound(sndPiano8);
end;
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
CurrentHedgehog^.Gear^.MsgParam := 0;
CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gmSlot;
end;
if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
// bounce up to 10 times (3 times on gameflagged solid land) before dropping past landscape
begin
Gear^.dY := Gear^.dY + cGravity * 2;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
if CurrentHedgehog^.Gear <> nil then
begin
// Drown the hedgehog. Could also just delete it, but hey, this gets a caption
CurrentHedgehog^.Gear^.Active := true;
CurrentHedgehog^.Gear^.X := Gear^.X;
CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
CurrentHedgehog^.Unplaced := false;
TurnTimeLeft:= 0
end;
ResumeMusic
end;
exit
end;
odY:= Gear^.dY;
doStepFallingGear(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
if CurrentHedgehog^.Gear <> nil then
begin
// Drown the hedgehog. Could also just delete it, but hey, this gets a caption
CurrentHedgehog^.Gear^.Active := true;
CurrentHedgehog^.Gear^.X := Gear^.X;
CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
CurrentHedgehog^.Unplaced := false;
TurnTimeLeft:= 0
end;
ResumeMusic
end
else if (Gear^.State and gstCollision) <> 0 then
begin
r0 := GetRandom(21);
r1 := GetRandom(21);
doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear, 0);
doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear, 0);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear, EXPLAutoSound);
for r0:= 0 to 4 do
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
Gear^.dY := odY * -1 + cGravity * 2;
Gear^.Pos := Gear^.Pos + 1;
end
else
Gear^.dY := Gear^.dY + cGravity * 2;
// let it fall faster so itdoesn't take too long for the whole attack
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSineGunShotWork(Gear: PGear);
var
x, y, rX, rY, t, tmp, initHealth: LongInt;
oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
justCollided: boolean;
begin
AllInactive := false;
initHealth := Gear^.Health;
lX := Gear^.X;
lY := Gear^.Y;
ldX := Gear^.dX;
ldY := Gear^.dY;
sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
ldX := ldX * sdy;
ldY := ldY * sdy;
sdY := hwAbs(ldX) + hwAbs(ldY);
sdX := _1 - hwAbs(ldX/sdY);
sdY := _1 - hwAbs(ldY/sdY);
if (ldX.isNegative = ldY.isNegative) then sdY := -sdY;
// initial angle depends on current GameTicks
t := GameTicks mod 4096;
// used for a work-around detection of area that is within land array, but outside borders
justCollided := false;
repeat
lX := lX + ldX;
lY := lY + ldY;
oX := Gear^.X;
oY := Gear^.Y;
rX := hwRound(oX);
rY := hwRound(oY);
tmp := t mod 4096;
amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
sine := amp * AngleSin(tmp mod 2048);
sine.isNegative := (tmp < 2048);
inc(t,Gear^.Health div 313);
Gear^.X := lX + (sine * sdX);
Gear^.Y := ly + (sine * sdY);
Gear^.dX := Gear^.X - oX;
Gear^.dY := Gear^.Y - oY;
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
// if borders are on, stop outside land array
if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
begin
Gear^.Damage := 0;
Gear^.Health := 0;
end
else
begin
if (rY <= cWaterLine) or (y <= cWaterLine) then
begin
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
and (Land[y, x] <> 0) then
begin
if justCollided then
begin
Gear^.Damage := 0;
Gear^.Health := 0;
end
else
begin
inc(Gear^.Damage,3);
justCollided := true;
end;
end
else
justCollided := false;
// kick nearby hogs, dig tunnel and add some fire
// if at least 5 collisions occured
if Gear^.Damage > 0 then
begin
DrawExplosion(rX,rY,Gear^.Radius);
// kick nearby hogs
AmmoShove(Gear, 35, 50);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0;
// add some fire to the tunnel
if getRandom(6) = 0 then
AddGear(x - Gear^.Radius + LongInt(getRandom(2 * Gear^.Radius)), y -
getRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0);
end;
if getRandom(100) = 0 then
AddVisualGear(x, y, vgtSmokeTrace);
end
else dec(Gear^.Health, 5); // if underwater get additional damage
end;
dec(Gear^.Health);
// decrease bullet size towards the end
if (Gear^.Radius > 4) then begin
if (Gear^.Health <= (initHealth div 3)) then dec(Gear^.Radius) end
else if (Gear^.Radius > 3) then begin
if (Gear^.Health <= (initHealth div 4)) then dec(Gear^.Radius) end
else if (Gear^.Radius > 2) then begin
if (Gear^.Health <= (initHealth div 5)) then dec(Gear^.Radius) end
else if (Gear^.Radius > 1) then begin
if (Gear^.Health <= (initHealth div 6)) then dec(Gear^.Radius) end;
until (Gear^.Health <= 0);
DeleteGear(Gear);
AfterAttack;
end;
procedure doStepSineGunShot(Gear: PGear);
var
HHGear: PGear;
begin
PlaySound(sndSineGun);
// push the shooting Hedgehog back
HHGear := CurrentHedgehog^.Gear;
Gear^.dX.isNegative := not Gear^.dX.isNegative;
Gear^.dY.isNegative := not Gear^.dY.isNegative;
HHGear^.dX := Gear^.dX;
HHGear^.dY := Gear^.dY;
AmmoShove(Gear, 0, 80);
Gear^.dX.isNegative := not Gear^.dX.isNegative;
Gear^.dY.isNegative := not Gear^.dY.isNegative;
Gear^.doStep := @doStepSineGunShotWork;
performRumble();
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlamethrowerWork(Gear: PGear);
var
HHGear: PGear;
rx, ry, speed: hwFloat;
i, gX, gY: LongInt;
Fire: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
HedgehogChAngle(HHGear);
gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
if (GameTicks and $FF) = 0 then
begin
if (HHGear^.Message and gmRight) <> 0 then
begin
if HHGear^.dX.isNegative and (Gear^.Tag < 20) then inc(Gear^.Tag)
else if Gear^.Tag > 5 then dec(Gear^.Tag);
end
else if (HHGear^.Message and gmLeft) <> 0 then
begin
if HHGear^.dX.isNegative and (Gear^.Tag > 5) then dec(Gear^.Tag)
else if Gear^.Tag < 20 then inc(Gear^.Tag);
end
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
dec(Gear^.Health);
if (Gear^.Health mod 10) = 0 then
begin
rx := rndSign(getRandom * _0_1);
ry := rndSign(getRandom * _0_1);
speed := _0_8 * (_10 / Gear^.Tag);
Fire := AddGear(gx, gy, gtFlame, 0,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
Fire^.State := Fire^.State or gsttmpFlag;
if (Gear^.Health mod 20) = 0 then
Fire := AddGear(gx, gy, gtFlame, 0,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
end;
Gear^.Timer:= Gear^.Tag
end;
if (Gear^.Health = 0) or (HHGear^.Damage <> 0) then
begin
DeleteGear(Gear);
AfterAttack
end
else
begin
i:= Gear^.Health div 5;
if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
begin
Gear^.Damage:= i;
if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
'%', cWhiteColor, fntSmall)
end
end
end;
procedure doStepFlamethrower(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and not (gmUp or gmDown or gmLeft or gmRight);
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.doStep := @doStepFlamethrowerWork
end;
procedure doStepPoisonCloud(Gear: PGear);
begin
if Gear^.Timer = 0 then
begin
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
Gear^.dX := Gear^.dX + cWindSpeed / 4;
Gear^.dY := Gear^.dY + cGravity / 100;
if (GameTicks mod 250) = 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
AllInactive:= false;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHammer(Gear: PGear);
var HHGear, tmp, tmp2: PGear;
t: PGearArray;
i: LongInt;
begin
HHGear:= Gear^.Hedgehog^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
t:= CheckGearsCollision(Gear);
for i:= 5 downto 0 do
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
i:= t^.Count;
while i > 0 do
begin
dec(i);
tmp:= t^.ar[i];
if (tmp^.State and gstNoDamage) = 0 then
if (tmp^.Kind = gtHedgehog) then
begin
//tmp^.State:= tmp^.State or gstFlatened;
ApplyDamage(tmp, CurrentHedgehog^.Gear, tmp^.Health div 3, dsUnknown);
//DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
tmp2^.Hedgehog:= tmp^.Hedgehog;
SetAllToActive
end
else
begin
end
end;
HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHammerHitWork(Gear: PGear);
var
i, ei: LongInt;
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
dec(Gear^.Timer);
if (HHGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
begin
DeleteGear(Gear);
exit
end;
if (Gear^.Timer mod 5) = 0 then
begin
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
i := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ei := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
while i <= ei do
begin
DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
inc(i, 1)
end;
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
, lfIndestructible) then
begin
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + _1_9;
end;
SetAllHHToActive;
end;
if TestCollisionYwithGear(Gear, 1) then
begin
Gear^.dY := _0;
SetLittle(HHGear^.dX);
HHGear^.dY := _0;
end
else
begin
Gear^.dY := Gear^.dY + cGravity;
Gear^.Y := Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer := 1
end;
Gear^.X := Gear^.X + HHGear^.dX;
HHGear^.X := Gear^.X;
HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius);
end;
procedure doStepHammerHit(Gear: PGear);
var
i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
begin
i := 0;
HHGear := Gear^.Hedgehog^.Gear;
y := hwRound(Gear^.Y) - cHHRadius * 2;
while y < hwRound(Gear^.Y) do
begin
ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
inc(y, 2);
inc(i)
end;
DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
Gear^.dY := HHGear^.dY;
DeleteCI(HHGear);
doStepHammerHitWork(Gear);
Gear^.doStep := @doStepHammerHitWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepResurrectorWork(Gear: PGear);
var
graves: TPGearArray;
resgear: PGear;
hh: PHedgehog;
i: LongInt;
begin
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft);
AllInactive := false;
hh := Gear^.Hedgehog;
// no, you can't do that here
{DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
}
(*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
$FF);*)
if ((Gear^.Message and gmUp) <> 0) then
begin
if (GameTicks and $F) <> 0 then exit;
end
else if (GameTicks and $1FF) <> 0 then exit;
if Gear^.Power < 45 then
begin
inc(Gear^.Power);
if not TestCollisionYwithGear(hh^.Gear, -1) then hh^.Gear^.Y := hh^.Gear^.Y - _1;
end;
graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
if Length(graves) = 0 then
begin
StopSound(Gear^.SoundChannel);
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
exit;
end;
if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
begin
if Length(graves) <= Gear^.Tag then Gear^.Tag:= 0;
dec(hh^.Gear^.Health);
if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
hh^.Gear^.Damage:= 1;
RenderHealth(hh^);
inc(graves[Gear^.Tag]^.Health);
inc(Gear^.Tag)
{-for i:= 0 to High(graves) do begin
if hh^.Gear^.Health > 0 then begin
dec(hh^.Gear^.Health);
inc(graves[i]^.Health);
end;
end; -}
end
else
begin
// now really resurrect the hogs with the hp saved in the graves
for i:= 0 to High(graves) do
if graves[i]^.Health > 0 then
begin
resgear := AddGear(hwRound(graves[i]^.X), hwRound(graves[i]^.Y),
gtHedgehog, gstWait, _0, _0, 0);
resgear^.Hedgehog := graves[i]^.Hedgehog;
resgear^.Health := graves[i]^.Health;
PHedgehog(graves[i]^.Hedgehog)^.Gear := resgear;
DeleteGear(graves[i]);
RenderHealth(resgear^.Hedgehog^);
RecountTeamHealth(resgear^.Hedgehog^.Team);
resgear^.Hedgehog^.Effects[heResurrected]:= true;
if resgear^.Hedgehog^.Hat = 'NoHat' then
begin
FreeTexture(resgear^.Hedgehog^.HatTex);
resgear^.Hedgehog^.HatTex := Surface2Tex(
LoadImage(Pathz[ptHats] + '/Reserved/Zombie', ifNone),
True)
end
end;
hh^.Gear^.dY := _0;
hh^.Gear^.dX := _0;
doStepHedgehogMoving(hh^.Gear);
StopSound(Gear^.SoundChannel);
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
end
//if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
end;
procedure doStepResurrector(Gear: PGear);
var
graves: TPGearArray;
i: LongInt;
begin
AllInactive := false;
graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
if Length(graves) > 0 then
begin
for i:= 0 to High(graves) do
begin
PHedgehog(graves[i]^.Hedgehog)^.Gear := nil;
graves[i]^.Health := 0;
end;
Gear^.doStep := @doStepResurrectorWork;
end
else
begin
StopSound(Gear^.SoundChannel);
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNapalmBomb(Gear: PGear);
var
i, gX, gY: LongInt;
dX, dY: hwFloat;
begin
AllInactive := false;
doStepFallingGear(Gear);
if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear, EXPLAutoSound);
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
for i:= 0 to 10 do
begin
dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
dY := AngleSin(i * 8) * _0_5 * (GetRandom + _1);
AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
end;
DeleteGear(Gear);
exit
end;
if (Gear^.Timer = 0) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear, EXPLAutoSound);
for i:= -19 to 19 do
FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
dec(Gear^.Timer)
end;
////////////////////////////////////////////////////////////////////////////////