author | nemo |
Wed, 02 May 2012 19:16:12 -0400 | |
changeset 7007 | 0ccdff4ae8e9 |
parent 7004 | 45d43f372107 |
child 7010 | 10a0a31804f3 |
--- a/QTfrontend/hwconsts.h Wed May 02 18:36:27 2012 -0400 +++ b/QTfrontend/hwconsts.h Wed May 02 19:16:12 2012 -0400 @@ -63,40 +63,40 @@ #define HEDGEHOGS_PER_TEAM 8 -#define AMMOLINE_DEFAULT_QT "939192942219912103223511100120100000021111010101111101" -#define AMMOLINE_DEFAULT_PROB "040504054160065554655446477657666666615551010111541101" -#define AMMOLINE_DEFAULT_DELAY "000000000000020550000004000700400000000022000000060000" -#define AMMOLINE_DEFAULT_CRATE "131111031211111112311411111111111111121111110111111101" +#define AMMOLINE_DEFAULT_QT "9391929422199121032235111001201000000211110101011111011" +#define AMMOLINE_DEFAULT_PROB "0405040541600655546554464776576666666155510101115411011" +#define AMMOLINE_DEFAULT_DELAY "0000000000000205500000040007004000000000220000000600000" +#define AMMOLINE_DEFAULT_CRATE "1311110312111111123114111111111111111211111101111111010" -#define AMMOLINE_CRAZY_QT "999999999999999999299999999999999929999999990999999209" -#define AMMOLINE_CRAZY_PROB "111111011111111111111111111111111111111111110111111101" -#define AMMOLINE_CRAZY_DELAY "000000000000000000000000000000000000000000000000000000" -#define AMMOLINE_CRAZY_CRATE "131111031211111112311411111111111111121111010111111101" +#define AMMOLINE_CRAZY_QT "9999999999999999992999999999999999299999999909999992099" +#define AMMOLINE_CRAZY_PROB "1111110111111111111111111111111111111111111101111111011" +#define AMMOLINE_CRAZY_DELAY "0000000000000000000000000000000000000000000000000000000" +#define AMMOLINE_CRAZY_CRATE "1311110312111111123114111111111111111211110101111111011" -#define AMMOLINE_PROMODE_QT "909000900000000000000900000000000000000000000000000000" -#define AMMOLINE_PROMODE_PROB "000000000000000000000000000000000000000000000000000000" -#define AMMOLINE_PROMODE_DELAY "000000000000020550000004000700400000000020000000000000" -#define AMMOLINE_PROMODE_CRATE "111111111111111111111111111111111111111110010111111101" +#define AMMOLINE_PROMODE_QT "9090009000000000000009000000000000000000000000000000000" +#define AMMOLINE_PROMODE_PROB "0000000000000000000000000000000000000000000000000000000" +#define AMMOLINE_PROMODE_DELAY "0000000000000205500000040007004000000000200000000000000" +#define AMMOLINE_PROMODE_CRATE "1111111111111111111111111111111111111111100101111111011" -#define AMMOLINE_SHOPPA_QT "000000990000000000000000000000000000000000000000000000" -#define AMMOLINE_SHOPPA_PROB "444441004424440221011212122242200000000200040001001100" -#define AMMOLINE_SHOPPA_DELAY "000000000000000000000000000000000000000000000000000000" -#define AMMOLINE_SHOPPA_CRATE "111111111111111111111111111111111111111110110111111100" +#define AMMOLINE_SHOPPA_QT "0000009900000000000000000000000000000000000000000000000" +#define AMMOLINE_SHOPPA_PROB "4444410044244402210112121222422000000002000400010011000" +#define AMMOLINE_SHOPPA_DELAY "0000000000000000000000000000000000000000000000000000000" +#define AMMOLINE_SHOPPA_CRATE "1111111111111111111111111111111111111111101101111111001" -#define AMMOLINE_CLEAN_QT "101000900001000001100000000000000000000000000000100000" -#define AMMOLINE_CLEAN_PROB "040504054160065554655446477657666666615551010111541101" -#define AMMOLINE_CLEAN_DELAY "000000000000000000000000000000000000000000000000000000" -#define AMMOLINE_CLEAN_CRATE "131111031211111112311411111111111111121111110111111101" +#define AMMOLINE_CLEAN_QT "1010009000010000011000000000000000000000000000001000000" +#define AMMOLINE_CLEAN_PROB "0405040541600655546554464776576666666155510101115411011" +#define AMMOLINE_CLEAN_DELAY "0000000000000000000000000000000000000000000000000000000" +#define AMMOLINE_CLEAN_CRATE "1311110312111111123114111111111111111211111101111111011" -#define AMMOLINE_MINES_QT "000000990009000000030000000000000000000000000000000000" -#define AMMOLINE_MINES_PROB "000000000000000000000000000000000000000000000000000000" -#define AMMOLINE_MINES_DELAY "000000000000020550000004000700400000000020000000060000" -#define AMMOLINE_MINES_CRATE "111111111111111111111111111111111111111111110111111101" +#define AMMOLINE_MINES_QT "0000009900090000000300000000000000000000000000000000000" +#define AMMOLINE_MINES_PROB "0000000000000000000000000000000000000000000000000000000" +#define AMMOLINE_MINES_DELAY "0000000000000205500000040007004000000000200000000600000" +#define AMMOLINE_MINES_CRATE "1111111111111111111111111111111111111111111101111111011" -#define AMMOLINE_PORTALS_QT "900000900200000000210000000000000011000009000000000000" -#define AMMOLINE_PORTALS_PROB "040504054160065554655446477657666666615551010111541101" -#define AMMOLINE_PORTALS_DELAY "000000000000020550000004000700400000000020000000060000" -#define AMMOLINE_PORTALS_CRATE "131111031211111112311411111111111111121111110111111101" +#define AMMOLINE_PORTALS_QT "9000009002000000002100000000000000110000090000000000000" +#define AMMOLINE_PORTALS_PROB "0405040541600655546554464776576666666155510101115411011" +#define AMMOLINE_PORTALS_DELAY "0000000000000205500000040007004000000000200000000600000" +#define AMMOLINE_PORTALS_CRATE "1311110312111111123114111111111111111211111101111111011" //Different seasons; assigned to season (int) #define SEASON_NONE 0
--- a/hedgewars/GSHandlers.inc Wed May 02 18:36:27 2012 -0400 +++ b/hedgewars/GSHandlers.inc Wed May 02 19:16:12 2012 -0400 @@ -5418,3 +5418,17 @@ //////////////////////////////////////////////////////////////////////////////// +(* +WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer +spewing ice cubes. The cubes will probably be visual gears only, although if they were gear particles, it could allow for impacting targets in a spray. +For now we assume a "ray" like a deagle projected out from the gun. +All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target". + * When fired at water a layer of ice textured land is added above the water. + * When fired at non-ice land (land and $FF00 and not lfIce) the land is overlaid with a thin layer of ice textured land near that point. For attractiveness, a slope would probably be needed. + * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared. +A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though. +A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again. +*) +procedure doStepIceGun(Gear: PGear); +begin +end;
--- a/hedgewars/uAIAmmoTests.pas Wed May 02 18:36:27 2012 -0400 +++ b/hedgewars/uAIAmmoTests.pas Wed May 02 19:16:12 2012 -0400 @@ -109,7 +109,8 @@ (proc: @TestSnowball; flags: 0), // amSnowball (proc: nil; flags: 0), // amTardis (proc: nil; flags: 0), // amStructure - (proc: nil; flags: 0) // amLandGun + (proc: nil; flags: 0), // amLandGun + (proc: nil; flags: 0) // amIceGun ); const BadTurn = Low(LongInt) div 4;
--- a/hedgewars/uGears.pas Wed May 02 18:36:27 2012 -0400 +++ b/hedgewars/uGears.pas Wed May 02 19:16:12 2012 -0400 @@ -1302,7 +1302,8 @@ @doStepSnowflake, @doStepStructure, @doStepLandGun, - @doStepTardis); + @doStepTardis, + @doStepIceGun); begin doStepHandlers:= handlers;
--- a/hedgewars/uTypes.pas Wed May 02 18:36:27 2012 -0400 +++ b/hedgewars/uTypes.pas Wed May 02 19:16:12 2012 -0400 @@ -102,7 +102,7 @@ gtSniperRifleShot, gtJetpack, gtMolotov, gtBirdy, // 44 gtEgg, gtPortal, gtPiano, gtGasBomb, gtSineGunShot, gtFlamethrower, // 50 gtSMine, gtPoisonCloud, gtHammer, gtHammerHit, gtResurrector, // 55 - gtNapalmBomb, gtSnowball, gtFlake, gtStructure, gtLandGun, gtTardis); // 61 + gtNapalmBomb, gtSnowball, gtFlake, gtStructure, gtLandGun, gtTardis, gtIceGun); // 62 // Gears that are _only_ of visual nature (e.g. background stuff, visual effects, speechbubbles, etc.) TVisualGearType = (vgtFlake, vgtCloud, vgtExplPart, vgtExplPart2, vgtFire, @@ -150,7 +150,7 @@ amRCPlane, amLowGravity, amExtraDamage, amInvulnerable, amExtraTime, // 35 amLaserSight, amVampiric, amSniperRifle, amJetpack, amMolotov, amBirdy, amPortalGun, // 42 amPiano, amGasBomb, amSineGun, amFlamethrower, amSMine, amHammer, // 48 - amResurrector, amDrillStrike, amSnowball, amTardis, amStructure, amLandGun); // 54 + amResurrector, amDrillStrike, amSnowball, amTardis, amStructure, amLandGun, amIceGun); // 54 // Different kind of crates that e.g. hedgehogs can pick up TCrateType = (HealthCrate, AmmoCrate, UtilityCrate); @@ -400,7 +400,8 @@ sidLowGravity, sidExtraDamage, sidInvulnerable, sidExtraTime, sidLaserSight, sidVampiric, sidSniperRifle, sidJetpack, sidMolotov, sidBirdy, sidPortalGun, sidPiano, sidGasBomb, sidSineGun, sidFlamethrower, - sidSMine, sidHammer, sidResurrector, sidDrillStrike, sidSnowball, sidNothing, sidTardis, sidStructure, sidLandGun); + sidSMine, sidHammer, sidResurrector, sidDrillStrike, sidSnowball, sidNothing, sidTardis, + sidStructure, sidLandGun, sidIceGun); TMsgStrId = (sidStartFight, sidDraw, sidWinner, sidVolume, sidPaused, sidConfirm, sidSuddenDeath, sidRemaining, sidFuel, sidSync,
--- a/hedgewars/uVariables.pas Wed May 02 18:36:27 2012 -0400 +++ b/hedgewars/uVariables.pas Wed May 02 19:16:12 2012 -0400 @@ -2305,6 +2305,31 @@ PosCount: 1; PosSprite: sprWater; ejectX: 0; //20; + ejectY: -3), +// Freezer + (NameId: sidIceGun; + NameTex: nil; + Probability: 20; + NumberInCase: 1; + Ammo: (Propz: ammoprop_ForwMsgs or + ammoprop_NeedUpDown or + ammoprop_DontHold; + Count: 1; + NumPerTurn: 0; + Timer: 5001; + Pos: 0; + AmmoType: amFlamethrower; + AttackVoice: sndNone; + Bounciness: 1000); + Slot: 2; + TimeAfterTurn: 0; + minAngle: 0; + maxAngle: 0; + isDamaging: true; + SkipTurns: 0; + PosCount: 1; + PosSprite: sprWater; + ejectX: 0; //20; ejectY: -3) ); @@ -2372,6 +2397,7 @@ (* gtStructure *) , amStructure // TODO - This will undoubtedly change once there is more than one structure (* gtLandGun *) , amLandGun (* gtTardis *) , amTardis +(* gtIceGun *) , amIceGun ); var