hedgewars/GSHandlers.inc
branch0.9.18
changeset 7884 60132c558c05
parent 7874 c8aba48f38dc
child 7958 c031c3e2eb2a
child 7992 0b7dc27b2baf
--- a/hedgewars/GSHandlers.inc	Fri Oct 26 14:13:09 2012 +0100
+++ b/hedgewars/GSHandlers.inc	Mon Oct 29 21:46:50 2012 +0100
@@ -93,7 +93,10 @@
                 else
                     begin
                     if (gi^.State and gstMoving) = 0 then
+                        begin
+                        gi^.dX.isNegative:= X<gi^.X;
                         gi^.State := gi^.State or gstLoser;
+                        end;
                         
                     if d > r div 2 then
                         PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack) 
@@ -195,8 +198,8 @@
 
 
 // might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
-    if (hwRound(Gear^.X) < LAND_WIDTH div -2)
-    or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then
+    if (hwRound(Gear^.X) < min(LAND_WIDTH div -2, -2048))
+    or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) then
         Gear^.State := Gear^.State or gstCollision;
 
     if Gear^.dY.isNegative then
@@ -986,8 +989,8 @@
                     // only extend if not under water
                     if hwRound(Bullet^.Y) < cWaterLine then
                         begin
-                        VGear^.dX := VGear^.dX + LAND_WIDTH * (VGear^.dX - VGear^.X);
-                        VGear^.dY := VGear^.dY + LAND_WIDTH * (VGear^.dY - VGear^.Y);
+                        VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
+                        VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
                         end;
 
             VGear^.Timer := 200;
@@ -2170,7 +2173,7 @@
     if (GameTicks and $3F) = 0 then
         AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
 
-    if (hwRound(Gear^.X) > (LAND_WIDTH+2048)) or (hwRound(Gear^.X) < -2048) then
+    if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
         begin
         // avoid to play forever (is this necessary?)
         StopSoundChan(Gear^.SoundChannel);
@@ -2190,7 +2193,7 @@
     else
         begin
         Gear^.Tag := -1;
-        Gear^.X := int2hwFloat(LAND_WIDTH + 2048);
+        Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
         end;
 
     Gear^.Y := int2hwFloat(topY-300);
@@ -3969,9 +3972,9 @@
     end
     
     else if (y > cWaterLine)
-    or (y < -LAND_WIDTH)
-    or (x > 2*LAND_WIDTH)
-    or (x < -LAND_WIDTH) then
+    or (y < -max(LAND_WIDTH,4096))
+    or (x > 2*max(LAND_WIDTH,4096))
+    or (x < -max(LAND_WIDTH,4096)) then
         loadNewPortalBall(Gear, true);
 end;
 
@@ -5111,10 +5114,10 @@
                 X:= HHGear^.X;
                 Y:= HHGear^.Y
                 end;
-            if (gX > LAND_WIDTH*2) or
-                    (gX < -LAND_WIDTH) or
-                    (gY < -LAND_HEIGHT) or
-                    (gY > LAND_HEIGHT+512) then
+            if (gX > max(LAND_WIDTH,4096)*2) or
+                    (gX < -max(LAND_WIDTH,4096)) or
+                    (gY < -max(LAND_HEIGHT,4096)) or
+                    (gY > max(LAND_HEIGHT,4096)+512) then
                 begin
                 X:= HHGear^.X;
                 Y:= HHGear^.Y
@@ -5246,9 +5249,14 @@
 procedure doStepKnife(Gear: PGear);
 var ox, oy: LongInt;
     la: hwFloat;
+    a: real;
 begin
     // Gear is shrunk so it can actually escape the hog without carving into the terrain
     if (Gear^.Radius = 6) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 16;
+    if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
+    else if Gear^.Damage > 30 then
+        if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
+    Gear^.Damage:= 0;
     if Gear^.Timer > 0 then dec(Gear^.Timer);
     if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
         begin
@@ -5257,7 +5265,9 @@
         Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
         doStepFallingGear(Gear);
         AllInactive := false;
-        CalcRotationDirAngle(Gear)
+        a:= Gear^.DirAngle;
+        CalcRotationDirAngle(Gear);
+        Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
         end
     else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
         begin