(* * Hedgewars, a worms-like game * Copyright (c) 2004-2008 Andrey Korotaev * * 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 doStepDrowningGear(Gear: PGear); forward; function CheckGearDrowning(Gear: PGear): boolean; begin if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then begin CheckGearDrowning:= true; Gear^.State:= gstDrowning; Gear^.doStep:= @doStepDrowningGear; PlaySound(sndSplash, false) end else CheckGearDrowning:= false end; procedure CheckCollision(Gear: PGear); begin if TestCollisionXwithGear(Gear, hwSign(Gear^.X)) or TestCollisionYwithGear(Gear, hwSign(Gear^.Y)) then Gear^.State:= Gear^.State or gstCollision else Gear^.State:= Gear^.State and not gstCollision end; procedure CheckHHDamage(Gear: PGear); var dmg: Longword; begin if _0_4 < Gear^.dY then begin dmg:= 1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70); inc(Gear^.Damage, dmg); AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius, dmg, Gear); end end; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// procedure CalcRotationDirAngle(Gear: PGear); var dAngle: real; begin dAngle:= (hwAbs(Gear^.dX) + hwAbs(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; if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFallingGear(Gear: PGear); var isFalling: boolean; begin Gear^.State:= Gear^.State and not gstCollision; if Gear^.dY.isNegative then begin isFalling:= true; if TestCollisionYwithGear(Gear, -1) then begin Gear^.dX:= Gear^.dX * Gear^.Friction; Gear^.dY:= - Gear^.dY * Gear^.Elasticity; Gear^.State:= Gear^.State or gstCollision end end else if TestCollisionYwithGear(Gear, 1) then begin isFalling:= false; Gear^.dX:= Gear^.dX * Gear^.Friction; Gear^.dY:= - Gear^.dY * Gear^.Elasticity; Gear^.State:= Gear^.State or gstCollision end else isFalling:= true; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin Gear^.dX:= - Gear^.dX * Gear^.Elasticity; Gear^.dY:= Gear^.dY * Gear^.Elasticity; Gear^.State:= Gear^.State or gstCollision end; if isFalling then Gear^.dY:= Gear^.dY + cGravity; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; CheckGearDrowning(Gear); if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and (not isFalling) then Gear^.State:= Gear^.State and not gstMoving else Gear^.State:= Gear^.State or gstMoving end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBomb(Gear: PGear); var i: LongInt; dX, dY: hwFloat; begin AllInactive:= false; doStepFallingGear(Gear); dec(Gear^.Timer); if Gear^.Timer = 0 then begin case Gear^.Kind of gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); gtClusterBomb: begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound); for i:= 0 to 4 do begin dX:= rndSign(GetRandom * _0_1); dY:= (GetRandom - _3) * _0_08; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 0); end end end; DeleteGear(Gear); exit end; CalcRotationDirAngle(Gear); if (Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact, false) 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), 25, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $1F) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGrenade(Gear: PGear); begin AllInactive:= false; Gear^.dX:= Gear^.dX + cWindSpeed; doStepFallingGear(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepHealthTagWork(Gear: PGear); begin if Gear^.Kind = gtHealthTag then AllInactive:= false; dec(Gear^.Timer); Gear^.Y:= Gear^.Y + Gear^.dY; if Gear^.Timer = 0 then begin if Gear^.Kind = gtHealthTag then PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die DeleteGear(Gear) end end; procedure doStepHealthTagWorkUnderWater(Gear: PGear); begin AllInactive:= false; Gear^.Y:= Gear^.Y - _0_08; if hwRound(Gear^.Y) < cWaterLine + 10 then DeleteGear(Gear) end; procedure doStepHealthTag(Gear: PGear); var s: shortstring; font: THWFont; begin if Gear^.Kind = gtHealthTag then begin AllInactive:= false; font:= fnt16; Gear^.dY:= -_0_08 end else begin font:= fntSmall; Gear^.dY:= -_0_02 end; str(Gear^.State, s); Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, font); if hwRound(Gear^.Y) < cWaterLine then Gear^.doStep:= @doStepHealthTagWork else Gear^.doStep:= @doStepHealthTagWorkUnderWater; Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h) 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(sndGraveImpact, false) end; Gear^.Y:= Gear^.Y + Gear^.dY; CheckGearDrowning(Gear); Gear^.dY:= Gear^.dY + cGravity end; //////////////////////////////////////////////////////////////////////////////// procedure doStepUFOWork(Gear: PGear); var t: hwFloat; y: LongInt; begin AllInactive:= false; t:= Distance(Gear^.dX, Gear^.dY); Gear^.dX:= Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - hwRound(Gear^.X))); Gear^.dY:= Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - hwRound(Gear^.Y))); t:= t / Distance(Gear^.dX, Gear^.dY); Gear^.dX:= Gear^.dX * t; Gear^.dY:= Gear^.dY * t; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; if (GameTicks and $3F) = 0 then begin y:= hwRound(Gear^.Y); if y + Gear^.Radius < cWaterLine then AddGear(hwRound(Gear^.X), y, gtSmokeTrace, 0, _0, _0, 0); end; CheckCollision(Gear); dec(Gear^.Timer); if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then begin StopSound(sndUFO); doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear); end; end; procedure doStepUFO(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, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear^.Timer); if Gear^.Timer = 0 then begin PlaySound(sndUFO, true); Gear^.Timer:= 5000; Gear^.doStep:= @doStepUFOWork 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; begin AllInactive:= false; if ((Gear^.State and gstAnimation) = 0) then begin dec(Gear^.Timer); if Gear^.Timer = 0 then begin PlaySound(sndShotgunFire, false); 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; dec(i) until i = 0; if (Gear^.X < _0) or (Gear^.Y < _0) or (Gear^.X > _2048) or (Gear^.Y > _1024) then Gear^.doStep:= @doStepShotIdle end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDEagleShotWork(Gear: PGear); var i, x, y: LongWord; oX, oY: hwFloat; 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 $FFFFFC00) = 0) and ((x and $FFFFF800) = 0) and (Land[y, x] <> 0) then inc(Gear^.Damage); if Gear^.Damage > 5 then AmmoShove(Gear, 7, 20); dec(i) until (i = 0) or (Gear^.Damage > Gear^.Health); 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^.Health <= 0) or (Gear^.X < _0) or (Gear^.Y < _0) or (Gear^.X > _2048) or (Gear^.Y > _1024) then Gear^.doStep:= @doStepShotIdle end; procedure doStepDEagleShot(Gear: PGear); begin PlaySound(sndGun, false); Gear^.doStep:= @doStepDEagleShotWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepActionTimer(Gear: PGear); begin dec(Gear^.Timer); case Gear^.Kind of gtATStartGame: begin AllInactive:= false; if Gear^.Timer = 0 then AddCaption(trmsg[sidStartFight], $FFFFFF, capgrpGameState); 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 = 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: LongInt; HHGear: PGear; begin AllInactive:= false; HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; dec(Gear^.Timer); if (Gear^.Timer = 0)or((Gear^.Message and gm_Destroy) <> 0)or((HHGear^.State and gstHHDriven) = 0) then begin StopSound(sndPickhammer); DeleteGear(Gear); AfterAttack; exit end; if (Gear^.Timer mod 33) = 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 6, 6, EXPLDontDraw); if (Gear^.Timer mod 47) = 0 then begin 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; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + _1_9; 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 Gear^.Y > _1024 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 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: LongInt; ar: TRangeArray; HHGear: PGear; begin i:= 0; HHGear:= PHedgehog(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); PlaySound(sndPickhammer, true); doStepPickHammerWork(Gear); Gear^.doStep:= @doStepPickHammerWork end; //////////////////////////////////////////////////////////////////////////////// var BTPrevAngle, BTSteps: LongInt; procedure doStepBlowTorchWork(Gear: PGear); var HHGear: PGear; b: boolean; begin AllInactive:= false; dec(Gear^.Timer); HHGear:= PHedgehog(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 Gear^.Timer mod cHHStepTicks = 0 then begin b:= true; if Gear^.dX.isNegative then HHGear^.Message:= (HHGear^.Message or gm_Left) and not gm_Right else HHGear^.Message:= (HHGear^.Message or gm_Right) and not gm_Left; HHGear^.State:= HHGear^.State and not gstAttacking; HedgehogStep(HHGear); HHGear^.State:= HHGear^.State or gstAttacking; inc(BTSteps); if BTSteps = 7 then begin BTSteps:= 0; Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC); Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC); HHGear^.State:= HHGear^.State or gstNoDamage; AmmoShove(Gear, 2, 14); HHGear^.State:= HHGear^.State and not gstNoDamage end; if (HHGear^.State and gstMoving) <> 0 then Gear^.Timer:= 0 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 + 6); if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then begin HHGear^.Message:= 0; DeleteGear(Gear); AfterAttack end end; procedure doStepBlowTorch(Gear: PGear); var HHGear: PGear; begin BTPrevAngle:= High(LongInt); BTSteps:= 0; HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; HHGear^.Message:= 0; Gear^.doStep:= @doStepBlowTorchWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepRopeWork(Gear: PGear); const flCheck: boolean = false; var HHGear: PGear; len, cs, cc, tx, ty, nx, ny: hwFloat; lx, ly: LongInt; procedure DeleteMe; begin with HHGear^ do begin Message:= Message and not gm_Attack; State:= State or gstMoving; end; DeleteGear(Gear) end; begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) 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 else if (Gear^.Message and gm_Right <> 0) then HHGear^.dX:= HHGear^.dX + _0_0002; if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY:= HHGear^.dY + cGravity; cs:= Gear^.dY + HHGear^.dY; cc:= Gear^.dX + HHGear^.dX; len:= _1 / Distance(cc, cs); cc:= cc * len; // rope vector plus hedgehog direction vector normalized cs:= cs * len; nx:= hwAbs(cs) * hwSign(HHGear^.dX) * 5; // hedgehog direction normalized with length 3 ny:= hwAbs(cc) * hwSign(HHGear^.dY) * 5; 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; lx:= hwRound(Gear^.X + tx + nx); ly:= hwRound(Gear^.Y + ty + ny); 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:= DxDy2Angle(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); TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true); Gear^.Elasticity:= Gear^.Elasticity - len; Gear^.Friction:= Gear^.Friction - len; break end; len:= len - _2 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; cs:= Gear^.dY + HHGear^.dY; cc:= Gear^.dX + HHGear^.dX; len:= _1 / Distance(cc, cs); cc:= cc * len; cs:= cs * len; 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, hwSign(Gear^.dX)) or TestCollisionYwithGear(HHGear, hwSign(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, -hwSign(Gear^.dX)) or TestCollisionYwithGear(HHGear, -hwSign(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, hwSign(HHGear^.dX)) then HHGear^.dX:= -_0_6 * HHGear^.dX; if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then HHGear^.dY:= -_0_6 * HHGear^.dY; len:= Distance(HHGear^.dX, HHGear^.dY); if len > _0_8 then begin len:= _0_8 / len; HHGear^.dX:= HHGear^.dX * len; HHGear^.dY:= HHGear^.dY * len; end; if (Gear^.Message and gm_Attack) <> 0 then if (Gear^.State and gsttmpFlag) <> 0 then DeleteMe else 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; begin Gear^.X:= Gear^.X - Gear^.dX; Gear^.Y:= Gear^.Y - Gear^.dY; Gear^.Elasticity:= Gear^.Elasticity + _1; HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; DeleteCI(HHGear); if (HHGear^.State and gstMoving) <> 0 then if TestCollisionYwithGear(HHGear, 1) then begin CheckHHDamage(HHGear); HHGear^.dY:= _0; HHGear^.State:= HHGear^.State and not (gstMoving or gstHHJumping); end else begin if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(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, tx, hwRound(ty), -hwSign(Gear^.dX)) or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(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; end; end; CheckCollision(Gear); if (Gear^.State and gstCollision) <> 0 then begin Gear^.doStep:= @doStepRopeWork; with HHGear^ do State:= State and not (gstAttacking or gstHHHJump); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); 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) end end; procedure doStepRope(Gear: PGear); begin Gear^.dX:= - Gear^.dX; Gear^.dY:= - Gear^.dY; Gear^.doStep:= @doStepRopeAttach end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSmokeTrace(Gear: PGear); begin inc(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); begin inc(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); 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) 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, false); if Gear^.Timer = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, 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 = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear^.Timer); end; /////////////////////////////////////////////////////////////////////////////// procedure doStepCase(Gear: PGear); var i, x, y: LongInt; begin if (Gear^.Message and gm_Destroy) > 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 (gm_LJump or gm_HJump); exit end; if Gear^.Damage > 0 then begin x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); DeleteGear(Gear); if Gear^.Kind = gtCase then begin doMakeExplosion(x, y, 25, EXPLAutoSound); for i:= 0 to 63 do AddGear(x, y, gtFlame, 0, _0, _0, 0); 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 (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0 else if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then begin Gear^.dY:= - Gear^.dY * Gear^.Elasticity; if Gear^.dY > - _0_001 then Gear^.dY:= _0 else if Gear^.dY < - _0_03 then PlaySound(sndGraveImpact, false); end; CheckGearDrowning(Gear); end; if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear) else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear) end; //////////////////////////////////////////////////////////////////////////////// const cSorterWorkTime = 640; var thexchar: array[0..cMaxTeams] of record dy, ny, dw: LongInt; team: PTeam; SortFactor: QWord; end; currsorter: PGear = nil; procedure doStepTeamHealthSorterWork(Gear: PGear); var i: LongInt; begin AllInactive:= false; dec(Gear^.Timer); if (Gear^.Timer and 15) = 0 then for i:= 0 to Pred(TeamsCount) do with thexchar[i] do begin {$WARNINGS OFF} team^.DrawHealthY:= ny + dy * Gear^.Timer div 640; team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * Gear^.Timer div cSorterWorkTime; {$WARNINGS ON} end; if (Gear^.Timer = 0) or (currsorter <> Gear) then begin if currsorter = Gear then currsorter:= nil; DeleteGear(Gear) end end; procedure doStepTeamHealthSorter(Gear: PGear); var i, t: Longword; b: boolean; begin AllInactive:= false; for t:= 0 to Pred(TeamsCount) do with thexchar[t] do begin dy:= TeamsArray[t]^.DrawHealthY; dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth; team:= TeamsArray[t]; SortFactor:= TeamsArray[t]^.Clan^.ClanHealth; SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex; SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth; end; if TeamsCount > 1 then repeat b:= true; for t:= 0 to TeamsCount - 2 do if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then begin thexchar[cMaxTeams]:= thexchar[t]; thexchar[t]:= thexchar[Succ(t)]; thexchar[Succ(t)]:= thexchar[cMaxTeams]; b:= false end until b; t:= cScreenHeight - 4; for i:= 0 to Pred(TeamsCount) do with thexchar[i] do begin dec(t, team^.HealthTex^.h + 2); ny:= t; dy:= dy - ny end; Gear^.Timer:= cSorterWorkTime; Gear^.doStep:= @doStepTeamHealthSorterWork; currsorter:= 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:= PHedgehog(Gear^.Hedgehog)^.Gear; HHGear^.State:= HHGear^.State or gstNoDamage; AmmoShove(Gear, 30, 115); HHGear^.State:= HHGear^.State and not gstNoDamage; Gear^.Timer:= 250; Gear^.doStep:= @doStepIdle end; //////////////////////////////////////////////////////////////////////////////// procedure doStepWhip(Gear: PGear); var HHGear: PGear; i: LongInt; begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; HHGear^.State:= HHGear^.State or gstNoDamage; 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; Gear^.Timer:= 250; Gear^.doStep:= @doStepIdle end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFlame(Gear: PGear); begin AllInactive:= false; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.dX:= Gear^.dX + cWindSpeed; Gear^.dY:= Gear^.dY + cGravity; if hwAbs(Gear^.dX) > _0_1 then Gear^.dX:= Gear^.dX * _0_5; if Gear^.dY > _0_1 then Gear^.dY:= Gear^.dY * _0_995; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; if not (Gear^.Y < _1024) then begin DeleteGear(Gear); exit end end else begin if Gear^.Timer > 0 then dec(Gear^.Timer) else begin // doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 2, 0); dec(Gear^.Health); Gear^.Timer:= 1250 - Gear^.Angle * 12 end end; if (((GameTicks div 8) mod 64) = Gear^.Angle) then AmmoFlameWork(Gear); if Gear^.Health = 0 then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFirePunchWork(Gear: PGear); var HHGear: PGear; begin AllInactive:= false; if ((Gear^.Message and gm_Destroy) <> 0) then begin DeleteGear(Gear); AfterAttack; exit end; HHGear:= PHedgehog(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; HHGear^.Y:= HHGear^.Y + HHGear^.dY end; procedure doStepFirePunch(Gear: PGear); var HHGear: PGear; begin AllInactive:= false; HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; DeleteCI(HHGear); HHGear^.X:= int2hwFloat(hwRound(HHGear^.X)) - _0_5; SetLittle(HHGear^.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); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepParachuteWork(Gear: PGear); var HHGear: PGear; begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; inc(Gear^.Timer); if TestCollisionYwithGear(HHGear, 1) or ((HHGear^.State and gstHHDriven) = 0) or CheckGearDrowning(HHGear) or ((Gear^.Message and gm_Attack) <> 0) then begin with HHGear^ do begin Message:= 0; SetLittle(dX); dY:= _0; State:= State or gstMoving; end; DeleteGear(Gear); exit end; if not TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then HHGear^.X:= HHGear^.X + cWindSpeed * 200; if (Gear^.Message and gm_Left) <> 0 then HHGear^.X:= HHGear^.X - cMaxWindSpeed * 40 else if (Gear^.Message and gm_Right) <> 0 then HHGear^.X:= HHGear^.X + cMaxWindSpeed * 40; if (Gear^.Message and gm_Up) <> 0 then HHGear^.Y:= HHGear^.Y - cGravity * 40 else if (Gear^.Message and gm_Down) <> 0 then HHGear^.Y:= HHGear^.Y + cGravity * 40; HHGear^.Y:= HHGear^.Y + cGravity * 100; Gear^.X:= HHGear^.X; Gear^.Y:= HHGear^.Y end; procedure doStepParachute(Gear: PGear); var HHGear: PGear; begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; DeleteCI(HHGear); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked or gstMoving); HHGear^.Message:= HHGear^.Message and not gm_Attack; 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); end; Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag) end; if (hwRound(Gear^.X) > 3072) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear) end; procedure doStepAirAttack(Gear: PGear); begin AllInactive:= false; if Gear^.X.QWordValue = 0 then Gear^.Tag:= 1 else Gear^.Tag:= -1; Gear^.X:= _1024 - _2048 * Gear^.Tag; Gear^.Y:= -_128; Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15); 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; PlaySound(sndIncoming, false) 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, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGirder(Gear: PGear); var HHGear: PGear; begin AllInactive:= false; HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2, TargetPoint.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true) then begin HHGear^.Message:= HHGear^.Message and not gm_Attack; HHGear^.State:= HHGear^.State and not gstAttacking; HHGear^.State:= HHGear^.State or gstHHChooseTarget; DeleteGear(Gear); isCursorVisible:= true end else begin DeleteGear(Gear); AfterAttack end; TargetPoint.X:= NoPointX end; //////////////////////////////////////////////////////////////////////////////// procedure doStepTeleportAfter(Gear: PGear); var HHGear: PGear; begin HHGear:= PHedgehog(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:= PHedgehog(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 gm_Attack; HHGear^.State:= HHGear^.State and not gstAttacking; HHGear^.State:= HHGear^.State or gstHHChooseTarget; DeleteGear(Gear); isCursorVisible:= true end else begin DeleteCI(HHGear); SetAllHHToActive; Gear^.doStep:= @doStepTeleportAnim; Gear^.X:= HHGear^.X; Gear^.Y:= HHGear^.Y; HHGear^.X:= int2hwFloat(TargetPoint.X); HHGear^.Y:= int2hwFloat(TargetPoint.Y); HHGear^.State:= HHGear^.State or gstMoving end; TargetPoint.X:= NoPointX end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSwitcherWork(Gear: PGear); var HHGear: PGear; Msg, State: Longword; begin AllInactive:= false; if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; Msg:= Gear^.Message and not gm_Switch; DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); HHGear:= CurrentHedgehog^.Gear; ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); HHGear^.Message:= Msg; exit end; if (Gear^.Message and gm_Switch) <> 0 then begin HHGear:= CurrentHedgehog^.Gear; HHGear^.Message:= HHGear^.Message and not gm_Switch; Gear^.Message:= Gear^.Message and not gm_Switch; State:= HHGear^.State; HHGear^.State:= 0; HHGear^.Active:= false; HHGear^.Z:= cHHZ; RemoveGearFromList(HHGear); InsertGearToList(HHGear); 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:= PHedgehog(Gear^.Hedgehog)^.Gear; with HHGear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack 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, 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, 0); end; DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0) end;