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 HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
begin
if (Source = dsFall) or (Source = dsExplosion) then
case random(3) of
0: PlaySound(sndOoff1, Hedgehog^.Team^.voicepack);
1: PlaySound(sndOoff2, Hedgehog^.Team^.voicepack);
2: PlaySound(sndOoff3, Hedgehog^.Team^.voicepack);
end
else if (Source = dsPoison) then
case random(2) of
0: PlaySound(sndPoisonCough, Hedgehog^.Team^.voicepack);
1: PlaySound(sndPoisonMoan, Hedgehog^.Team^.voicepack);
end
else
case random(4) of
0: PlaySound(sndOw1, Hedgehog^.Team^.voicepack);
1: PlaySound(sndOw2, Hedgehog^.Team^.voicepack);
2: PlaySound(sndOw3, Hedgehog^.Team^.voicepack);
3: PlaySound(sndOw4, Hedgehog^.Team^.voicepack);
end
end;
// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
function ChangeAmmo(Gear: PGear): boolean;
var slot, i: Longword;
ammoidx: LongInt;
begin
ChangeAmmo:= false;
slot:= Gear^.MsgParam;
with Gear^.Hedgehog^ do
begin
Gear^.Message:= Gear^.Message and not gmSlot;
ammoidx:= 0;
if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0) or
(TargetPoint.X <> NoPointX) or
((MultiShootAttacks > 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0)) or
((Gear^.State and gstHHDriven) = 0) then exit;
ChangeAmmo:= true;
while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx);
if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (MultiShootAttacks > 0) then OnUsedAmmo(Gear^.Hedgehog^);
MultiShootAttacks:= 0;
Gear^.Message:= Gear^.Message and not (gmLJump or gmHJump);
if Ammoz[CurAmmoType].Slot = slot then
begin
i:= 0;
repeat
inc(ammoidx);
if (ammoidx > cMaxSlotAmmoIndex) then
begin
inc(i);
CurAmmoType:= amNothing;
ammoidx:= -1;
//TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
end;
until ((Ammo^[slot, ammoidx].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns)) or (i = 1)
end
else
begin
i:= 0;
// check whether there is ammo in slot
while (i <= cMaxSlotAmmoIndex)
and ((Ammo^[slot, i].Count = 0)
or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i);
if i <= cMaxSlotAmmoIndex then ammoidx:= i
else ammoidx:= -1
end;
if ammoidx >= 0 then CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
end
end;
procedure HHSetWeapon(Gear: PGear);
var t: LongInt;
weap: TAmmoType;
Hedgehog: PHedgehog;
s: boolean;
begin
s:= false;
weap:= TAmmoType(Gear^.MsgParam);
Hedgehog:= Gear^.Hedgehog;
if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yet
Gear^.MsgParam:= Ammoz[weap].Slot;
t:= cMaxSlotAmmoIndex;
Gear^.Message:= Gear^.Message and not gmWeapon;
with Hedgehog^ do
while (CurAmmoType <> weap) and (t >= 0) do
begin
s:= ChangeAmmo(Gear);
dec(t)
end;
if s then ApplyAmmoChanges(Gear^.Hedgehog^)
end;
procedure HHSetTimer(Gear: PGear);
var CurWeapon: PAmmo;
begin
Gear^.Message:= Gear^.Message and not gmTimer;
CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
with Gear^.Hedgehog^ do
if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
begin
CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
with CurrentTeam^ do
ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
end;
end;
procedure Attack(Gear: PGear);
var xx, yy, newDx, newDy, lx, ly: hwFloat;
tmpGear: PVisualGear;
CurWeapon: PAmmo;
altUse: boolean;
begin
bShowFinger:= false;
CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
with Gear^,
Gear^.Hedgehog^ do
begin
if ((State and gstHHDriven) <> 0)and
((State and (gstAttacked or gstHHChooseTarget)) = 0) and
(((State and gstMoving) = 0) or
// Allow attacks while moving on ammo with AltAttack
((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)) or
((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0)) and
((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
begin
State:= State or gstAttacking;
if Power = cMaxPower then Message:= Message and not gmAttack
else if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0 then Message:= Message and not gmAttack
else begin
if Power = 0 then
begin
AttackBar:= CurrentTeam^.AttackBar;
PlaySound(sndThrowPowerUp)
end;
inc(Power)
end;
if ((Message and gmAttack) <> 0) then exit;
if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
begin
StopSound(sndThrowPowerUp);
PlaySound(sndThrowRelease);
end;
xx:= SignAs(AngleSin(Angle), dX);
yy:= -AngleCos(Angle);
lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then xx:= - xx;
if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
PlaySound(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
// Initiating alt attack
if (CurAmmoGear <> nil) and
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
((Gear^.Message and gmLJump) <> 0) and
((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
begin
newDx:= dX / _2;
newDy:= dY / _2;
altUse:= true;
end
else
begin
newDx:= xx*Power/cPowerDivisor;
newDy:= yy*Power/cPowerDivisor;
altUse:= false
end;
case CurAmmoType of
amGrenade: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtBomb, 0, newDx, newDy, CurWeapon^.Timer);
amMolotov: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov, 0, newDx, newDy, 0);
amClusterBomb: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb, 0, newDx, newDy, CurWeapon^.Timer);
amGasBomb: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb, 0, newDx, newDy, CurWeapon^.Timer);
amBazooka: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtShell, 0, newDx, newDy, 0);
amSnowball: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball, 0, newDx, newDy, 0);
amBee: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtBee, 0, newDx, newDy, 0);
amShotgun: begin
PlaySound(sndShotgunReload);
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amPickHammer: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
amSkip: ParseCommand('/skip', true);
amRope: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
amMine: if altUse then
AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, newDx, newDy, 3000)
else
AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
amSMine: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amDEagle: CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
amSineGun: CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
amPortalGun: begin
AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6,
// set selected color
CurWeapon^.Pos);
end;
amSniperRifle: begin
PlaySound(sndSniperReload);
CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amDynamite: AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
amFirePunch: CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
amWhip: begin
CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhipCrack)
end;
amHammer: begin
CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhack)
end;
amBaseballBat: begin
CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
end;
amParachute: begin
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
PlaySound(sndParachute)
end;
// we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
amAirAttack: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
amMineStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
amBlowTorch: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
amGirder: CurAmmoGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
amTeleport: CurAmmoGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
amSwitch: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
amMortar: begin
playSound(sndMortar);
FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
end;
amRCPlane: begin
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
CurAmmoGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
end;
amKamikaze: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
amCake: CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, xx, _0, 0);
amSeduction: CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius * 2), hwRound(ly + yy * cHHRadius * 2), gtSeduction, 0, xx * _0_4, yy * _0_4, 0);
amWatermelon: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon, 0, newDx, newDy, CurWeapon^.Timer);
amHellishBomb: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb, 0, newDx, newDy, 0);
amNapalm: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
amDrill: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
amBallgun: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0);
amJetpack: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
amBirdy: begin
PlaySound(sndWhistle);
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
end;
amLowGravity: begin
PlaySound(sndLowGravity);
cGravity:= cMaxWindSpeed;
cGravityf:= 0.00025
end;
amExtraDamage:begin
PlaySound(sndHellishImpact4);
cDamageModifier:= _1_5
end;
amInvulnerable: Invulnerable:= true;
amExtraTime: begin
PlaySound(sndSwitchHog);
TurnTimeLeft:= TurnTimeLeft + 30000
end;
amLaserSight: cLaserSighting:= true;
amVampiric: begin
PlaySound(sndOw1, Team^.voicepack);
cVampiric:= true;
end;
amPiano: begin
// Tuck the hedgehog away until the piano attack is completed
Unplaced:= true;
X:= _0;
Y:= _0;
FollowGear:= AddGear(TargetPoint.X, 0, gtPiano, 0, _0, _0, 0);
PauseMusic
end;
amFlamethrower: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower, 0, xx * _0_5, yy * _0_5, 0);
amResurrector: begin
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly),
gtResurrector, 0, _0, _0, 0);
CurAmmoGear^.SoundChannel := LoopSound(sndResurrector);
end;
amDrillStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, 0);
//amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0);
end;
uStats.AmmoUsed(CurAmmoType);
if not (SpeechText = '') then
begin
tmpGear:= AddVisualGear(0, 0, vgtSpeechBubble);
if tmpGear <> nil then
begin
tmpGear^.Text:= SpeechText;
tmpGear^.Hedgehog:= Gear^.Hedgehog;
tmpGear^.FrameTicks:= SpeechType;
end;
SpeechText:= ''
end;
Power:= 0;
if (CurAmmoGear <> nil)
and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
begin
CurAmmoGear^.AmmoType:= CurAmmoType;
Message:= Message or gmAttack;
CurAmmoGear^.Message:= Message
end else begin
if not CurrentTeam^.ExtDriven and
((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then SendIPC('a');
AfterAttack;
end
end else Message:= Message and not gmAttack;
end
end;
procedure AfterAttack;
var s: shortstring;
a: TAmmoType;
begin
with CurrentHedgehog^.Gear^,
CurrentHedgehog^ do
begin
a:= CurAmmoType;
State:= State and not gstAttacking;
if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
begin
Inc(MultiShootAttacks);
if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
begin
s:= inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1);
AddCaption(format(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
end;
if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) or
((GameFlags and gfMultiWeapon) <> 0) then
begin
isInMultiShoot:= true
end
else
begin
OnUsedAmmo(CurrentHedgehog^);
if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and ((GameFlags and gfInfAttack) = 0) then
TurnTimeLeft:= Ammoz[a].TimeAfterTurn;
if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) then State:= State or gstAttacked;
if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then ApplyAmmoChanges(CurrentHedgehog^)
end;
end
else
begin
OnUsedAmmo(CurrentHedgehog^);
ApplyAmmoChanges(CurrentHedgehog^);
end;
AttackBar:= 0
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogDead(Gear: PGear);
const frametime = 200;
timertime = frametime * 6;
begin
if Gear^.Hedgehog^.Unplaced then exit;
if Gear^.Timer > 1 then
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
end else
if Gear^.Timer = 1 then
begin
Gear^.State:= Gear^.State or gstNoDamage;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear, EXPLAutoSound);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
DeleteGear(Gear);
SetAllToActive
end else // Gear^.Timer = 0
begin
AllInactive:= false;
Gear^.Z:= cCurrHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogGone(Gear: PGear);
const frametime = 65;
timertime = frametime * 11;
begin
if Gear^.Hedgehog^.Unplaced then exit;
if Gear^.Timer > 1 then
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
end else
if Gear^.Timer = 1 then
begin
DeleteGear(Gear);
SetAllToActive
end else // Gear^.Timer = 0
begin
AllInactive:= false;
Gear^.Z:= cCurrHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
PlaySound(sndWarp);
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure PickUp(HH, Gear: PGear);
var s: shortstring;
a: TAmmoType;
i: LongInt;
vga: PVisualGear;
begin
Gear^.Message:= gmDestroy;
PlaySound(sndShotgunReload);
case Gear^.Pos of
posCaseUtility,
posCaseAmmo: begin
a:= Gear^.AmmoType;
AddAmmo(HH^.Hedgehog^, a);
// Possibly needs to check shared clan ammo game flag once added.
// On the other hand, no obvious reason that clan members shouldn't know what ammo another clan member picked up
if (not (HH^.Hedgehog^.Team^.ExtDriven
or (HH^.Hedgehog^.BotLevel > 0)))
or (HH^.Hedgehog^.Team^.Clan^.ClanIndex = LocalClan)
or (GameType = gmtDemo) then
begin
s:= trammo[Ammoz[a].NameId] + ' (+' + IntToStr(Ammoz[a].NumberInCase) + ')';
AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
// show ammo icon
vga:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtAmmo);
if vga <> nil then
vga^.Frame:= Longword(a);
end;
end;
posCaseHealth: begin
inc(HH^.Health, Gear^.Health);
HH^.Hedgehog^.Effects[hePoisoned] := false;
str(Gear^.Health, s);
s:= '+' + s;
AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
RenderHealth(HH^.Hedgehog^);
RecountTeamHealth(HH^.Hedgehog^.Team);
i:= 0;
while i < Gear^.Health do
begin
AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtHealth);
inc(i, 5);
end;
end;
end
end;
const StepTicks: LongWord = 0;
procedure HedgehogStep(Gear: PGear);
var PrevdX: LongInt;
CurWeapon: PAmmo;
begin
CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
begin
if isCursorVisible then
with Gear^.Hedgehog^ do
with CurWeapon^ do
begin
if (Gear^.Message and gmLeft ) <> 0 then
Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
else
if (Gear^.Message and gmRight ) <> 0 then
Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
else exit;
StepTicks:= 200;
exit
end;
if ((Gear^.Message and gmAnimate) <> 0) then
begin
Gear^.Message:= 0;
Gear^.State:= Gear^.State or gstAnimation;
Gear^.Tag:= Gear^.MsgParam;
Gear^.Timer:= 0;
Gear^.Pos:= 0
end;
if ((Gear^.Message and gmLJump ) <> 0) then
begin
Gear^.Message:= Gear^.Message and not gmLJump;
DeleteCI(Gear);
if not TestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _2 else
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then
begin
Gear^.dY:= -_0_15;
if not cArtillery then Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
PlaySound(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
exit
end;
end;
if ((Gear^.Message and gmHJump ) <> 0) then
begin
DeleteCI(Gear);
Gear^.Message:= Gear^.Message and not gmHJump;
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
PlaySound(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
exit
end;
PrevdX:= hwSign(Gear^.dX);
if (Gear^.Message and gmLeft )<>0 then Gear^.dX:= -cLittle else
if (Gear^.Message and gmRight )<>0 then Gear^.dX:= cLittle else exit;
if (Gear^.Message and (gmLeft or gmRight)) <> 0 then
begin
StepSoundTimer:= cHHStepTicks;
end;
StepTicks:= cHHStepTicks;
if PrevdX <> hwSign(Gear^.dX) then
begin
FollowGear:= Gear;
exit
end;
DeleteCI(Gear); // must be after exit!! (see previous line)
Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
end;
if (not cArtillery) and ((Gear^.Message and gmPrecise) = 0) and (not TestCollisionXwithGear(Gear, hwSign(Gear^.dX))) then
Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
SetAllHHToActive;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y - _6;
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
exit
end;
end
end
end
end
end
end;
AddGearCI(Gear)
end
end;
procedure HedgehogChAngle(Gear: PGear);
var da: LongWord;
begin
with Gear^.Hedgehog^ do
if (CurAmmoType = amRope)
and ((Gear^.State and (gstMoving or gstHHJumping)) = gstMoving) then da:= 2 else da:= 1;
if (((Gear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
if ((Gear^.Message and gmUp) <> 0) and (Gear^.Angle >= CurMinAngle + da) then dec(Gear^.Angle, da)
else
if ((Gear^.Message and gmDown) <> 0) and (Gear^.Angle + da <= CurMaxAngle) then inc(Gear^.Angle, da)
end;
procedure doStepHedgehog(Gear: PGear); forward;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogMoving(Gear: PGear);
var isFalling, isUnderwater: boolean;
begin
isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
if Gear^.dX.QWordValue > 8160437862 then Gear^.dX.QWordValue:= 8160437862;
if Gear^.dY.QWordValue > 8160437862 then Gear^.dY.QWordValue:= 8160437862;
if Gear^.Hedgehog^.Unplaced then
begin
Gear^.dY:= _0;
Gear^.dX:= _0;
Gear^.State:= Gear^.State and not gstMoving;
exit
end;
isFalling:= (Gear^.dY.isNegative) or not TestCollisionYKick(Gear, 1);
if isFalling then
begin
if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
if isUnderwater then Gear^.dY:= Gear^.dY + cGravity / _2
else
begin
Gear^.dY:= Gear^.dY + cGravity;
// this set of circumstances could be less complex if jumping was more clearly identified
if ((GameFlags and gfMoreWind) <> 0) and
(((Gear^.Damage <> 0) or
((CurAmmoGear <> nil) and
((CurAmmoGear^.AmmoType = amJetpack) or
(CurAmmoGear^.AmmoType = amBirdy))) or
((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue)))
then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
end
end
else
begin
if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue)
and ((Gear^.State and gstHHJumping) <> 0) then SetLittle(Gear^.dX);
if not Gear^.dY.isNegative then
begin
CheckHHDamage(Gear);
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) and
(Gear^.dX.QWordValue < _0_02.QWordValue) then Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
Gear^.State:= Gear^.State and not (gstHHJumping or gstHHHJump);
Gear^.dY:= _0;
end else Gear^.dY:= Gear^.dY + cGravity;
if ((Gear^.State and gstMoving) <> 0) then Gear^.dX:= Gear^.dX * Gear^.Friction
end;
if (Gear^.State <> 0) then DeleteCI(Gear);
if isUnderwater then
begin
Gear^.dY:= Gear^.dY * _0_999;
Gear^.dX:= Gear^.dX * _0_999;
end;
if (Gear^.State and gstMoving) <> 0 then
if TestCollisionXKick(Gear, hwSign(Gear^.dX)) then
if not isFalling then
if hwAbs(Gear^.dX) > _0_01 then
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_96; Gear^.Y:= Gear^.Y - _1 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_93; Gear^.Y:= Gear^.Y - _2 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_9 ; Gear^.Y:= Gear^.Y - _3 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_87; Gear^.Y:= Gear^.Y - _4 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_84; Gear^.Y:= Gear^.Y - _5 end else
if hwAbs(Gear^.dX) > _0_02 then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
else begin
Gear^.State:= Gear^.State and not gstMoving;
SetLittle(Gear^.dX)
end
else begin
Gear^.State:= Gear^.State and not gstMoving;
SetLittle(Gear^.dX)
end
else if (hwAbs(Gear^.dX) > cLittle)
and ((Gear^.State and gstHHJumping) = 0)
then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
else SetLittle(Gear^.dX);
if (not isFalling) and
(hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
begin
Gear^.State:= Gear^.State and not gstWinner;
Gear^.State:= Gear^.State and not gstMoving;
SetLittle(Gear^.dX);
Gear^.dY:= _0
end else Gear^.State:= Gear^.State or gstMoving;
if (Gear^.State and gstMoving) <> 0 then
begin
Gear^.State:= Gear^.State and not gstAnimation;
// ARTILLERY but not being moved by explosions
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and
(not TestCollisionYKick(Gear, 1)) and
TestCollisionYwithXYShift(Gear, 0, 1, 1) then
begin
CheckHHDamage(Gear);
Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + _1
end;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then isCursorVisible:= false
end;
if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
begin
inc(Gear^.FlightTime, 1);
if Gear^.FlightTime = 3000 then
begin
AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
PlaySound(sndHomerun)
end;
end
else
begin
Gear^.FlightTime:= 0;
end;
end;
procedure doStepHedgehogDriven(Gear: PGear);
var t: PGear;
wasJumping: boolean;
Hedgehog: PHedgehog;
begin
Hedgehog:= Gear^.Hedgehog;
if not isInMultiShoot then
AllInactive:= false
else
Gear^.Message:= 0;
if (TurnTimeLeft = 0) or (Gear^.Damage > 0) then
begin
TurnTimeLeft:= 0;
isCursorVisible:= false;
Gear^.State:= Gear^.State and not (gstHHDriven or gstAnimation or gstAttacking);
AttackBar:= 0;
if Gear^.Damage > 0 then
Gear^.State:= Gear^.State and not (gstHHJumping or gstHHHJump);
exit
end;
if (Gear^.State and gstAnimation) <> 0 then
begin
Gear^.Message:= 0;
if (Gear^.Pos = Wavez[TWave(Gear^.Tag)].VoiceDelay) and (Gear^.Timer = 0) then PlaySound(Wavez[TWave(Gear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
inc(Gear^.Timer);
if Gear^.Timer = Wavez[TWave(Gear^.Tag)].Interval then
begin
Gear^.Timer:= 0;
inc(Gear^.Pos);
if Gear^.Pos = Wavez[TWave(Gear^.Tag)].FramesCount then
Gear^.State:= Gear^.State and not gstAnimation
end;
exit
end;
if ((Gear^.State and gstMoving) <> 0)
or (StepTicks = cHHStepTicks)
or (CurAmmoGear <> nil) then // we are moving
begin
with Hedgehog^ do
if (CurAmmoGear = nil)
and (Gear^.dY > _0_39)
and (CurAmmoType = amParachute) then Gear^.Message:= Gear^.Message or gmAttack;
// check for case with ammo
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(Gear, t)
end;
if (CurAmmoGear = nil) then
if (((Gear^.Message and gmAttack) <> 0)
or ((Gear^.State and gstAttacking) <> 0)) then
Attack(Gear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
else
else
with Hedgehog^ do
if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
and ((Gear^.Message and gmLJump) <> 0)
and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
begin
Attack(Gear);
Gear^.Message:= Gear^.Message and not gmLJump
end;
if (CurAmmoGear = nil)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) then
begin
if ((Gear^.Message and gmSlot) <> 0) then
if ChangeAmmo(Gear) then ApplyAmmoChanges(Hedgehog^);
if ((Gear^.Message and gmWeapon) <> 0) then HHSetWeapon(Gear);
if ((Gear^.Message and gmTimer) <> 0) then HHSetTimer(Gear);
end;
if CurAmmoGear <> nil then
begin
CurAmmoGear^.Message:= Gear^.Message;
exit
end;
if not isInMultiShoot then
HedgehogChAngle(Gear);
if (Gear^.State and gstMoving) <> 0 then
begin
wasJumping:= ((Gear^.State and gstHHJumping) <> 0);
if ((Gear^.Message and gmHJump) <> 0) and
wasJumping and
((Gear^.State and gstHHHJump) = 0) then
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
begin
Gear^.State:= Gear^.State or gstHHHJump;
Gear^.dY:= -_0_25;
if not cArtillery then Gear^.dX:= -SignAs(_0_02, Gear^.dX);
PlaySound(sndJump2, Hedgehog^.Team^.voicepack)
end;
Gear^.Message:= Gear^.Message and not (gmLJump or gmHJump);
if (not cArtillery) and wasJumping and
TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
doStepHedgehogMoving(Gear);
if ((Gear^.State and (gstMoving or gstDrowning)) = 0) then
begin
AddGearCI(Gear);
if wasJumping then
StepTicks:= 410
else
StepTicks:= 95
end;
exit
end;
if not isInMultiShoot then
begin
if StepTicks > 0 then dec(StepTicks);
if (StepTicks = 0) then HedgehogStep(Gear)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogFree(Gear: PGear);
var prevState: Longword;
begin
prevState:= Gear^.State;
doStepHedgehogMoving(Gear);
if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
begin
if Gear^.Damage > 0 then CalcRotationDirAngle(Gear);
AllInactive:= false;
exit
end;
if (Gear^.Health = 0) then
begin
if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
begin
Gear^.Timer:= 0;
FollowGear:= Gear;
PrvInactive:= false;
AllInactive:= false;
if not Gear^.Hedgehog^.Team^.hasGone then
begin
Gear^.Hedgehog^.Effects[hePoisoned] := false;
if Gear^.Hedgehog^.Effects[heResurrectable] then begin
ResurrectHedgehog(Gear);
end else begin
Gear^.State:= Gear^.State or gstHHDeath;
Gear^.doStep:= @doStepHedgehogDead;
// Death message
AddCaption(Format(GetEventString(eidDied), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
end;
end
else
begin
Gear^.State:= Gear^.State or gstHHGone;
Gear^.doStep:= @doStepHedgehogGone;
// Gone message
AddCaption(Format(GetEventString(eidGone), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
end
end;
exit
end;
if ((Gear^.State and gstWait) = 0) and
(prevState <> Gear^.State) then
begin
Gear^.State:= gstWait;
Gear^.Timer:= 150
end else
begin
if Gear^.Timer = 0 then
begin
Gear^.State:= 0;
Gear^.Active:= false;
AddGearCI(Gear);
exit
end else dec(Gear^.Timer)
end;
AllInactive:= false
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehog(Gear: PGear);
begin
if (Gear^.Message and gmDestroy) <> 0 then
begin
DeleteGear(Gear);
exit
end;
if (Gear^.State and gstHHDriven) = 0 then
doStepHedgehogFree(Gear)
else
begin
with Gear^.Hedgehog^ do
if Team^.hasGone then TeamGoneEffect(Team^);
doStepHedgehogDriven(Gear)
end;
end;