--- a/hedgewars/GSHandlers.inc Fri Dec 31 03:22:30 2010 +0100
+++ b/hedgewars/GSHandlers.inc Fri Dec 31 03:29:41 2010 +0100
@@ -233,10 +233,10 @@
AllInactive := false;
Gear^.Y := Gear^.Y + cDrownSpeed;
Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
- if (cWaterOpacity > $FE) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
+ if (not SuddenDeathDmg and (cWaterOpacity > $FE)) or (SuddenDeathDmg and (cSDWaterOpacity > $FE)) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
DeleteGear(Gear);
// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
- if (cWaterOpacity < $FF) and ((GameTicks and $1F) = 0) then
+ if ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cSDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius,
vgtBubble)
@@ -563,6 +563,7 @@
move, allpx: Boolean;
s: PSDL_Surface;
p: PLongwordArray;
+ oAlpha, nAlpha: byte;
begin
if GameTicks and $7 = 0 then
begin
@@ -590,49 +591,89 @@
move:= false;
// move back to cloud layer
if yy > cWaterLine then move:= true
- else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] > 255) then
+ else if ((yy and LAND_HEIGHT_MASK) <> 0) or ((xx and LAND_WIDTH_MASK) <> 0) then move:=true
+ // Solid pixel encountered
+ else if (Land[yy, xx] > 255) then
begin
- // we've collided with land. draw some stuff and get back into the clouds
- move:= true;
- if (CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtRope) then
+ // If there's room below keep falling
+ if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
+ begin
+ X:= X - cWindSpeed * 1600 - dX;
+ end
+ // If there's room below, on the sides, fill the gaps
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X - _0_8 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X - _0_8 * 2 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X + _0_8 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X + _0_8 * 2 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else
begin
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
- if cWindSpeed * 1600 + dX < _0 then i:= -1
- else i:= 1;
- if (yy > 0) and ((Land[yy-1, xx] and $FF00) = 0) then dec(yy)
- else dec(xx, i);
- dec(yy,2);
- dec(xx,i);
- s:= SpritesData[sprSnow].Surface;
- p:= s^.pixels;
- allpx:= true;
- for py:= 0 to Pred(s^.h) do
+ // we've collided with land. draw some stuff and get back into the clouds
+ move:= true;
+ if (CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtRope) then
begin
- for px:= 0 to Pred(s^.w) do
- if (((yy + py) and LAND_HEIGHT_MASK) = 0) and (((xx + px) and LAND_WIDTH_MASK) = 0) and
- ((Land[yy + py, xx + px] and $FF00) = 0) then
+ ////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+ dec(yy,3);
+ dec(xx,2);
+ s:= SpritesData[sprSnow].Surface;
+ p:= s^.pixels;
+ allpx:= true;
+ for py:= 0 to Pred(s^.h) do
+ begin
+ for px:= 0 to Pred(s^.w) do
+ if (((yy + py) and LAND_HEIGHT_MASK) = 0) and (((xx + px) and LAND_WIDTH_MASK) = 0) then
+ begin
+ if (cReducedQuality and rqBlurryLand) = 0 then
+ begin
+ LandPixels[yy + py, xx + px]:= addBgColor(LandPixels[yy + py, xx + px], p^[px]);
+ Land[yy + py, xx + px]:= Land[yy + py, xx + px] or lfObject;
+ end
+ else
+ begin
+ LandPixels[(yy + py) div 2, (xx + px) div 2]:= addBgColor(LandPixels[(yy + py) div 2, (xx + px) div 2], p^[px]);
+ Land[(yy + py) div 2, (xx + px) div 2]:= Land[(yy + py) div 2, (xx + px) div 2] or lfObject;
+ end;
+ end
+ else allpx:= false;
+ p:= @(p^[s^.pitch shr 2])
+ end;
+
+ for py:= (yy) to (yy+1) do
+ begin
+ for px:= (xx+2) to (xx+3) do
begin
- if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[yy + py, xx + px]:= p^[px]
- else
- LandPixels[(yy + py) div 2, (xx + px) div 2]:= p^[px]
- end
- else allpx:= false;
- p:= @(p^[s^.pitch shr 2])
- end;
- if allpx then UpdateLandTexture(xx, 4, yy, 4)
- else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) then UpdateLandTexture(xx, 1, yy, 1);
- inc(yy,2);
- inc(xx,i);
- if ((xx and LAND_WIDTH_MASK) = 0) and ((yy and LAND_HEIGHT_MASK) = 0) then Land[yy, xx]:= Land[yy, xx] or lfObject;
- if yy > 0 then
- begin
- Land[yy-1, xx]:= Land[yy-1, xx] or lfObject;
- if ((xx-i and LAND_WIDTH_MASK) = 0) then Land[yy-1, xx-i]:= Land[yy-1, xx-i] or lfObject;
- end;
- if ((xx-i and LAND_WIDTH_MASK) = 0) and ((yy and LAND_HEIGHT_MASK) = 0) then Land[yy, xx-i]:= Land[yy, xx-i] or lfObject
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
- end
+ Land[py, px]:= lfBasic;
+ end;
+ end;
+
+ if allpx then UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w))
+ else
+ begin
+ UpdateLandTexture(
+ max(0, min(LAND_WIDTH, xx)),
+ min(LAND_WIDTH - xx, Pred(s^.w)),
+ max(0, min(LAND_WIDTH, yy)),
+ min(LAND_HEIGHT - yy, Pred(s^.h))
+ );
+ end;
+ ////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+ end
+ end;
end;
if move then
begin
@@ -851,7 +892,7 @@
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0
end;
- if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and (cWaterOpacity < $FF) then
+ if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cSDWaterOpacity < $FF))) then
begin
for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
begin
@@ -2206,14 +2247,16 @@
exit
end;
- if not TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
- HHGear^.X := HHGear^.X + cWindSpeed * 200;
+ HHGear^.X := HHGear^.X + cWindSpeed * 200;
if (Gear^.Message and gmLeft) <> 0 then HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
else if (Gear^.Message and gmRight) <> 0 then HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
if (Gear^.Message and gmUp) <> 0 then HHGear^.Y := HHGear^.Y - cGravity * 40
else if (Gear^.Message and gmDown) <> 0 then HHGear^.Y := HHGear^.Y + cGravity * 40;
+ // don't drift into obstacles
+ if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
+ HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
HHGear^.Y := HHGear^.Y + cGravity * 100;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y
@@ -2286,9 +2329,13 @@
Gear^.Y := int2hwFloat(topY-300);
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;
+ // calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
+ if (Gear^.State = 2) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 1000 // ^.Timer of gtNapalmBomb, make it a constant var if you prefer that :P
+ // calcs for regular falling gears
+ else if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 /
+ cGravity) * Gear^.Tag;
Gear^.Health := 6;
Gear^.doStep := @doStepAirAttackWork;
@@ -2885,6 +2932,9 @@
end;
////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrill(Gear: PGear);
+forward;
+
procedure doStepDrillDrilling(Gear: PGear);
var
t: PGearArray;
@@ -2913,10 +2963,11 @@
if (Gear^.Timer = 0)
or (t^.Count <> 0)
or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
- and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))
+ and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))
+ and ((Gear^.State and gsttmpFlag) = 0))
// CheckLandValue returns true if the type isn't matched
or not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible) then
- begin
+ begin
//out of time or exited ground
StopSound(Gear^.SoundChannel);
if (Gear^.State and gsttmpFlag) <> 0 then
@@ -2925,7 +2976,12 @@
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
- end;
+ end
+ else if not TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) then
+ begin
+ StopSound(Gear^.SoundChannel);
+ Gear^.doStep := @doStepDrill
+ end;
dec(Gear^.Timer);
end;
@@ -3549,8 +3605,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doPortalColorSwitch();
-var flags: LongWord;
- CurWeapon: PAmmo;
+var CurWeapon: PAmmo;
begin
if (CurrentHedgehog <> nil)
and (CurrentHedgehog^.Gear <> nil)
@@ -3561,11 +3616,10 @@
CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gmSwitch;
CurWeapon:= GetAmmoEntry(CurrentHedgehog^);
- flags := CurWeapon^.Timer and not 2;
- if (flags and 1) = 0 then
- CurWeapon^.Timer := flags or 1
+ if CurWeapon^.Pos <> 0 then
+ CurWeapon^.Pos := 0
else
- CurWeapon^.Timer := flags and not 1;
+ CurWeapon^.Pos := 1;
end;
end;
@@ -3834,8 +3888,7 @@
s: hwFloat;
procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
-var
- flags: LongWord;
+var
CurWeapon: PAmmo;
begin
if CurrentHedgehog <> nil then
@@ -3844,18 +3897,19 @@
CurWeapon:= GetAmmoEntry(CurrentHedgehog^);
if (CurAmmoType = amPortalGun) then
begin
- flags := CurWeapon^.Timer;
-
- if destroyGear xor ((oldPortal^.Tag and 2) = 0) then
- flags := flags or 1
- else
- flags := flags and not 1;
-
- CurWeapon^.Timer := flags and not 2;
+ if not destroyGear then
+ begin
+ // switch color of ball to opposite of oldPortal
+ if (oldPortal^.Tag and 2) = 0 then
+ CurWeapon^.Pos:= 1
+ else
+ CurWeapon^.Pos:= 0;
+ end;
+
// make the ball visible
+ CurWeapon^.Timer := 0;
end
end;
-
if destroyGear then oldPortal^.Timer:= 0;
end;
@@ -3940,11 +3994,8 @@
newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
// make portal gun look unloaded
- CurWeapon^.Timer := CurWeapon^.Timer or 2;
-
- // set portal to the currently chosen color
- if ((CurWeapon^.Timer and 1) <> 0) then
- newPortal^.Tag := newPortal^.Tag or 2;
+ if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
+ CurWeapon^.Timer := CurWeapon^.Timer or 2;
iterator := GearsList;
while iterator <> nil do