- Mine weapon
- Random mines on map
- Refactored code that places weapons to slots
- Generating more spawn points
- cMaxSlot -> cMaxSlotIndex, cMaxSlotAmmo -> cMaxSlotAmmoIndex
- Changed weapons to slots mapping
(* * Hedgewars, a worms-like game * Copyright (c) 2004, 2005 Andrey Korotaev <unC0Rr@gmail.com> * * Distributed under the terms of the BSD-modified licence: * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * with the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *)procedure doStepDrowningGear(Gear: PGear); forward;function CheckGearDrowning(Gear: PGear): boolean;beginResult:= Gear.Y + Gear.HalfHeight >= cWaterLine;if Result then begin Gear.State:= gstDrowning; Gear.doStep:= doStepDrowningGear; PlaySound(sndSplash) endend;procedure CheckCollision(Gear: PGear);beginif TestCollisionXwithGear(Gear, Sign(Gear.X)) or TestCollisionYwithGear(Gear, Sign(Gear.Y)) then Gear.State:= Gear.State or gstCollision else Gear.State:= Gear.State and not gstCollisionend;procedure CheckHHDamage(Gear: PGear);beginif Gear.dY > 0.35 then Gear.Damage:= Gear.Damage + round(25 * (abs(Gear.dY) - 0.35));end;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////procedure CalcRotationDirAngle(Gear: PGear);var dAngle: real;begindAngle:= (abs(Gear.dX) + abs(Gear.dY))*0.1;if Gear.dX >= 0 then Gear.DirAngle:= Gear.DirAngle + dAngle else Gear.DirAngle:= Gear.DirAngle - dAngle;if Gear.DirAngle < 0 then Gear.DirAngle:= Gear.DirAngle + 16else if Gear.DirAngle >= 16 then Gear.DirAngle:= Gear.DirAngle - 16end;////////////////////////////////////////////////////////////////////////////////procedure doStepDrowningGear(Gear: PGear);beginAllInactive:= false;Gear.Y:= Gear.Y + cDrownSpeed;if round(Gear.Y) > Gear.HalfHeight + cWaterLine + 48 + cVisibleWater then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepFallingGear(Gear: PGear);var b: boolean;beginif TestCollisionYwithGear(Gear, Sign(Gear.dY)) then begin Gear.dX:= Gear.dX * Gear.Friction; Gear.dY:= - Gear.dY * Gear.Elasticity; b:= false end else b:= true;if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then begin Gear.dX:= - Gear.dX * Gear.Elasticity;// Gear.dY:= Gear.dY; b:= false end;if b then begin Gear.dY:= Gear.dY + cGravity; Gear.State:= Gear.State and not gstCollision end else begin if sqr(Gear.dX) + sqr(Gear.dY) < 0.00001 then if (Gear.Timer = 0) then Gear.Active:= false else begin Gear.dX:= 0; Gear.dY:= 0 end; Gear.State:= Gear.State or gstCollision end;Gear.X:= Gear.X + Gear.dX;Gear.Y:= Gear.Y + Gear.dY;CheckGearDrowning(Gear);if (sqr(Gear.dX) + sqr(Gear.dY) < 0.003) then Gear.State:= Gear.State and not gstMoving else Gear.State:= Gear.State or gstMovingend;////////////////////////////////////////////////////////////////////////////////procedure doStepCloud(Gear: PGear);beginGear.X:= Gear.X + cWindSpeed * 200 + Gear.dX;if Gear.X < -cScreenWidth-256 then Gear.X:= cScreenWidth + 2048 elseif Gear.X > cScreenWidth + 2048 then Gear.X:= -cScreenWidth - 256end;////////////////////////////////////////////////////////////////////////////////procedure doStepBomb(Gear: PGear);beginAllInactive:= false;doStepFallingGear(Gear);dec(Gear.Timer);if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); SetAllToActive; exit end;CalcRotationDirAngle(Gear);if (Gear.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact)end;////////////////////////////////////////////////////////////////////////////////procedure doStepGrenade(Gear: PGear);beginAllInactive:= false;Gear.dX:= Gear.dX + cWindSpeed;doStepFallingGear(Gear);if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); SetAllToActive; exit end;if (GameTicks and $3F) = 0 then AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0)end;////////////////////////////////////////////////////////////////////////////////procedure doStepHealthTag(Gear: PGear);beginAllInactive:= false;dec(Gear.Timer);Gear.Y:= Gear.Y - 0.07;if Gear.Timer = 0 then begin PHedgehog(Gear.Hedgehog).Gear.Active:= true; DeleteGear(Gear) endend;////////////////////////////////////////////////////////////////////////////////procedure doStepGrave(Gear: PGear);beginAllInactive:= false;if Gear.dY < 0 then if TestCollisionY(Gear, -1) then Gear.dY:= 0;if Gear.dY >=0 then if TestCollisionY(Gear, 1) then begin Gear.dY:= - Gear.dY * Gear.Elasticity; if Gear.dY > - 0.001 then begin Gear.Active:= false; exit end else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact) end;Gear.Y:= Gear.Y + Gear.dY;CheckGearDrowning(Gear);Gear.dY:= Gear.dY + cGravityend;////////////////////////////////////////////////////////////////////////////////procedure doStepUFOWork(Gear: PGear);var t: real;beginAllInactive:= false;t:= sqrt(sqr(Gear.dX) + sqr(Gear.dY));Gear.dX:= Gear.Elasticity * (Gear.dX + 0.000004 * (TargetPoint.X - trunc(Gear.X)));Gear.dY:= Gear.Elasticity * (Gear.dY + 0.000004 * (TargetPoint.Y - trunc(Gear.Y)));t:= t / (sqrt(sqr(Gear.dX) + sqr(Gear.dY)));Gear.dX:= Gear.dX * t;Gear.dY:= Gear.dY * t;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 doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); SetAllToActive end;end;procedure doStepUFO(Gear: PGear);beginAllInactive:= 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(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); SetAllToActive; exit end;dec(Gear.Timer);if Gear.Timer = 0 then begin Gear.Timer:= 5000; Gear.doStep:= doStepUFOWork end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepShotgunShot(Gear: PGear);var i: LongWord;beginAllInactive:= false;if Gear.Timer > 0 then begin dec(Gear.Timer); if Gear.Timer = 1 then PlaySound(sndShotgunFire); exit end;i:= 200;repeatGear.X:= Gear.X + Gear.dX;Gear.Y:= Gear.Y + Gear.dY;CheckCollision(Gear);if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 25, EXPLAllDamageInRadius); DeleteGear(Gear); SetAllToActive; exit end;dec(i)until i = 0;if (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepActionTimer(Gear: PGear);begincase Gear.State of gtsStartGame: begin dec(Gear.Timer); AllInactive:= false; if Gear.Timer > 0 then exit; AddCaption('Let''s fight!', $FFFFFF, capgrpStartGame); DeleteGear(Gear) end; gtsSmoothWindCh: begin if Gear.Timer = 0 then begin Gear.Timer:= 10; if WindBarWidth < Gear.Tag then inc(WindBarWidth) else if WindBarWidth > Gear.Tag then dec(WindBarWidth) else DeleteGear(Gear) end else dec(Gear.Timer) end; end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepPickHammerWork(Gear: PGear);var i, ei: integer; HHGear: PGear;beginAllinactive:= false;dec(Gear.Timer);if (Gear.Timer = 0)or((Gear.Message and gm_Destroy) <> 0) then begin DeleteGear(Gear); AfterAttack; SetAllToActive; exit end;HHGear:= PHedgehog(Gear.Hedgehog).Gear;if (Gear.Timer and $3F) = 0 then begin i:= round(Gear.X) - Gear.HalfWidth - GetRandom(2); ei:= round(Gear.X) + Gear.HalfWidth + GetRandom(2); while i <= ei do begin doMakeExplosion(i, round(Gear.Y) + 3, 3, 0); inc(i, 1) end; SetAllToActive; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + 1.9 end;if TestCollisionYwithGear(Gear, 1) then begin Gear.dY:= 0; HHGear.dX:= 0.0000001 * Sign(PGear(Gear.Hedgehog).dX); HHGear.dY:= 0; end else begin Gear.dY:= Gear.dY + cGravity; Gear.Y:= Gear.Y + Gear.dY; if Gear.Y > 1024 then Gear.Timer:= 1 end;Gear.X:= Gear.X + HHGear.dX;HHGear.X:= Gear.X;HHGear.Y:= Gear.Y - cHHHalfHeight;if (Gear.Message and gm_Attack) <> 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 gm_Left) <> 0) then Gear.dX:= -0.3 else if ((Gear.Message and gm_Right) <> 0) then Gear.dX:= 0.3 else Gear.dX:= 0;end;procedure doStepPickHammer(Gear: PGear);var i, y: integer; ar: TRangeArray;begini:= 0;y:= round(Gear.Y) - cHHHalfHeight*2;while y < round(Gear.Y) do begin ar[i].Left := round(Gear.X) - Gear.HalfWidth - GetRandom(2); ar[i].Right:= round(Gear.X) + Gear.HalfWidth + GetRandom(2); inc(y, 2); inc(i) end;DrawLineExplosions(@ar, 3, round(Gear.Y) - cHHHalfHeight*2, 2, Pred(i));Gear.dY:= PHedgehog(Gear.Hedgehog).Gear.dY;doStepPickHammerWork(Gear);Gear.doStep:= doStepPickHammerWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepRopeWork(Gear: PGear);const pidiv2: real = pi/2; flCheck: boolean = false;var HHGear: PGear; len, cs, cc, tx, ty: real; lx, ly: integer; procedure DeleteMe; begin with HHGear^ do begin Message:= Message and not gm_Attack; State:= State or gstFalling; end; DeleteGear(Gear); OnUsedAmmo(PHedgehog(Gear.Hedgehog)^.Ammo); ApplyAmmoChanges(PHedgehog(Gear.Hedgehog)) end;beginHHGear:= PHedgehog(Gear.Hedgehog).Gear;if (HHGear.State and gstHHDriven) = 0 then begin DeleteMe; exit end;Gear.dX:= HHGear.X - Gear.X;Gear.dY:= HHGear.Y - Gear.Y;if (Gear.Message and gm_Left <> 0) then HHGear.dX:= HHGear.dX - 0.0002 elseif (Gear.Message and gm_Right <> 0) then HHGear.dX:= HHGear.dX + 0.0002;if not TestCollisionYwithGear(HHGear, 1) then HHGear.dY:= HHGear.dY + cGravity;HHGear.DirAngle:= arctan(Gear.dY + HHGear.dY, Gear.dX + HHGear.dX);cs:= sin(HHGear.DirAngle);cc:= cos(HHGear.DirAngle);flCheck:= not flCheck;if flCheck then // check whether rope needs dividing begin len:= Gear.Elasticity - 20; while len > 5 do begin tx:= cc*len; ty:= cs*len;// if TestCollisionXwithXYShift(Gear, round(tx), round(ty), Sign(HHGear.dX))/// or TestCollisionYwithXYShift(Gear, round(tx), round(ty), Sign(HHGear.dY)) then lx:= round(Gear.X + tx) + sign(HHGear.dX); ly:= round(Gear.Y + ty) + sign(HHGear.dY); if ((ly and $FFFFFC00) = 0) and ((lx and $FFFFF800) = 0)and (Land[ly, lx] <> 0) then begin with RopePoints.ar[RopePoints.Count] do begin X:= Gear.X; Y:= Gear.Y; if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle32(Gear.dY, Gear.dX); b:= (cc * HHGear.dY) > (cs * HHGear.dX); dLen:= len end; Gear.X:= Gear.X + tx; Gear.Y:= Gear.Y + ty; inc(RopePoints.Count); Gear.Elasticity:= Gear.Elasticity - len; Gear.Friction:= Gear.Friction - len; break end; len:= len - 3 end; end else 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; if RopePoints.ar[Pred(RopePoints.Count)].b xor ((tx - Gear.X) * (ty - HHGear.Y) > (tx - HHGear.X) * (ty - Gear.Y)) 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 end end;Gear.dX:= HHGear.X - Gear.X;Gear.dY:= HHGear.Y - Gear.Y;HHGear.DirAngle:= arctan(Gear.dY + HHGear.dY, Gear.dX + HHGear.dX);cs:= sin(HHGear.DirAngle);cc:= cos(HHGear.DirAngle);HHGear.dX:= HHGear.X;HHGear.dY:= HHGear.Y;if ((Gear.Message and gm_Down) <> 0) and (Gear.Elasticity < Gear.Friction) then if not (TestCollisionXwithGear(HHGear, Sign(Gear.dX)) or TestCollisionYwithGear(HHGear, Sign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity + 0.3;if ((Gear.Message and gm_Up) <> 0) and (Gear.Elasticity > 30) then if not (TestCollisionXwithGear(HHGear, -Sign(Gear.dX)) or TestCollisionYwithGear(HHGear, -Sign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity - 0.3;HHGear.X:= Gear.X + cc*Gear.Elasticity;HHGear.Y:= Gear.Y + cs*Gear.Elasticity;HHGear.dX:= HHGear.X - HHGear.dX;HHGear.dY:= HHGear.Y - HHGear.dY;if TestCollisionXwithGear(HHGear, Sign(HHGear.dX)) then HHGear.dX:= -0.9 * HHGear.dX;if TestCollisionYwithGear(HHGear, Sign(HHGear.dY)) then HHGear.dY:= -0.9 * HHGear.dY;if (Gear.Message and gm_Attack) <> 0 then if (Gear.State and gsttmpFlag) <> 0 then DeleteMe elseelse if (Gear.State and gsttmpFlag) = 0 then Gear.State:= Gear.State or gsttmpFlag;end;procedure doStepRopeAttach(Gear: PGear);var HHGear: PGear; tx, ty, tt: real;beginGear.X:= Gear.X + Gear.dX;Gear.Y:= Gear.Y + Gear.dY;Gear.Elasticity:= Gear.Elasticity + 1.0;HHGear:= PHedgehog(Gear.Hedgehog)^.Gear;if (HHGear.State and gstFalling) <> 0 then if HHTestCollisionYwithGear(HHGear, 1) then begin HHGear.dY:= 0; CheckHHDamage(HHGear); HHGear.State:= HHGear.State and not (gstFalling or gstHHJumping); end else begin if TestCollisionXwithGear(HHGear, Sign(HHGear.dX)) then HHGear.dX:= 0.0000001 * Sign(HHGear.dX); HHGear.X:= HHGear.X + HHGear.dX; HHGear.Y:= HHGear.Y + HHGear.dY; Gear.X:= Gear.X + HHGear.dX; Gear.Y:= Gear.Y + HHGear.dY; HHGear.dY:= HHGear.dY + cGravity; tt:= Gear.Elasticity; tx:= 0; ty:= 0; while tt > 20 do begin if TestCollisionXwithXYShift(Gear, round(tx), round(ty), Sign(Gear.dX)) or TestCollisionYwithXYShift(Gear, round(tx), round(ty), Sign(Gear.dY)) then begin Gear.X:= Gear.X + tx; Gear.Y:= Gear.Y + ty; Gear.Elasticity:= tt; Gear.doStep:= doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; tt:= 0 end; tx:= tx - Gear.dX - Gear.dX; ty:= ty - Gear.dY - Gear.dY; tt:= tt - 2.0; end; end;CheckCollision(Gear);if (Gear.State and gstCollision) <> 0 then begin Gear.doStep:= doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; if Gear.Elasticity < 10 then Gear.Elasticity:= 10000; end;if (Gear.Elasticity >= Gear.Friction) or ((Gear.Message and gm_Attack) = 0) then begin with PHedgehog(Gear.Hedgehog).Gear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack end; DeleteGear(Gear) endend;procedure doStepRope(Gear: PGear);beginGear.doStep:= doStepRopeAttachend;////////////////////////////////////////////////////////////////////////////////procedure doStepSmokeTrace(Gear: PGear);begininc(Gear.Timer);if Gear.Timer > 64 then begin Gear.Timer:= 0; dec(Gear.State) end;Gear.dX:= Gear.dX + cWindSpeed;Gear.X:= Gear.X + Gear.dX;if Gear.State = 0 then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepExplosion(Gear: PGear);begininc(Gear.Timer);if Gear.Timer > 75 then begin inc(Gear.State); Gear.Timer:= 0; if Gear.State > 5 then DeleteGear(Gear) end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepMine(Gear: PGear);beginif (Gear.dX <> 0) or (Gear.dY <> 0) then begin doStepFallingGear(Gear); AllInactive:= false end;CalcRotationDirAngle(Gear);if TurnTimeLeft = 0 then Gear.State:= Gear.State or gsttmpFlag;if ((Gear.State and gsttmpFlag) <> 0) then if ((Gear.State and gstAttacking) = 0) then if isGearNear(Gear, gtHedgehog, 42, 25) then Gear.State:= Gear.State or gstAttacking else else // gstAttacking <> 0 begin AllInactive:= false; dec(Gear.Timer); if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, 0); DeleteGear(Gear) end; end;end;