--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsHandlersMess.pas Thu Jun 27 15:51:20 2013 +0400
@@ -0,0 +1,5760 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * 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
+ *)
+
+(*
+ * This file contains the step handlers for gears.
+ *
+ * Important: Since gears change the course of the game, calculations that
+ * lead to different results for different clients/players/machines
+ * should NOT occur!
+ * Use safe functions and data types! (e.g. GetRandom() and hwFloat)
+ *)
+
+ {$INCLUDE "options.inc"}
+
+unit uGearsHandlersMess;
+interface
+uses uTypes, uFloat;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+procedure HideHog(HH: PHedgehog);
+procedure doStepDrowningGear(Gear: PGear);
+procedure doStepFallingGear(Gear: PGear);
+procedure doStepBomb(Gear: PGear);
+procedure doStepMolotov(Gear: PGear);
+procedure doStepCluster(Gear: PGear);
+procedure doStepShell(Gear: PGear);
+procedure doStepSnowball(Gear: PGear);
+procedure doStepSnowflake(Gear: PGear);
+procedure doStepGrave(Gear: PGear);
+procedure doStepBeeWork(Gear: PGear);
+procedure doStepBee(Gear: PGear);
+procedure doStepShotIdle(Gear: PGear);
+procedure doStepShotgunShot(Gear: PGear);
+procedure spawnBulletTrail(Bullet: PGear);
+procedure doStepBulletWork(Gear: PGear);
+procedure doStepDEagleShot(Gear: PGear);
+procedure doStepSniperRifleShot(Gear: PGear);
+procedure doStepActionTimer(Gear: PGear);
+procedure doStepPickHammerWork(Gear: PGear);
+procedure doStepPickHammer(Gear: PGear);
+procedure doStepBlowTorchWork(Gear: PGear);
+procedure doStepBlowTorch(Gear: PGear);
+procedure doStepMine(Gear: PGear);
+procedure doStepSMine(Gear: PGear);
+procedure doStepDynamite(Gear: PGear);
+procedure doStepRollingBarrel(Gear: PGear);
+procedure doStepCase(Gear: PGear);
+procedure doStepTarget(Gear: PGear);
+procedure doStepIdle(Gear: PGear);
+procedure doStepShover(Gear: PGear);
+procedure doStepWhip(Gear: PGear);
+procedure doStepFlame(Gear: PGear);
+procedure doStepFirePunchWork(Gear: PGear);
+procedure doStepFirePunch(Gear: PGear);
+procedure doStepParachuteWork(Gear: PGear);
+procedure doStepParachute(Gear: PGear);
+procedure doStepAirAttackWork(Gear: PGear);
+procedure doStepAirAttack(Gear: PGear);
+procedure doStepAirBomb(Gear: PGear);
+procedure doStepGirder(Gear: PGear);
+procedure doStepTeleportAfter(Gear: PGear);
+procedure doStepTeleportAnim(Gear: PGear);
+procedure doStepTeleport(Gear: PGear);
+procedure doStepSwitcherWork(Gear: PGear);
+procedure doStepSwitcher(Gear: PGear);
+procedure doStepMortar(Gear: PGear);
+procedure doStepKamikazeWork(Gear: PGear);
+procedure doStepKamikazeIdle(Gear: PGear);
+procedure doStepKamikaze(Gear: PGear);
+procedure doStepCakeExpl(Gear: PGear);
+procedure doStepCakeDown(Gear: PGear);
+procedure doStepCakeWork(Gear: PGear);
+procedure doStepCakeUp(Gear: PGear);
+procedure doStepCakeFall(Gear: PGear);
+procedure doStepCake(Gear: PGear);
+procedure doStepSeductionWork(Gear: PGear);
+procedure doStepSeductionWear(Gear: PGear);
+procedure doStepSeduction(Gear: PGear);
+procedure doStepWaterUp(Gear: PGear);
+procedure doStepDrillDrilling(Gear: PGear);
+procedure doStepDrill(Gear: PGear);
+procedure doStepBallgunWork(Gear: PGear);
+procedure doStepBallgun(Gear: PGear);
+procedure doStepRCPlaneWork(Gear: PGear);
+procedure doStepRCPlane(Gear: PGear);
+procedure doStepJetpackWork(Gear: PGear);
+procedure doStepJetpack(Gear: PGear);
+procedure doStepBirdyDisappear(Gear: PGear);
+procedure doStepBirdyFly(Gear: PGear);
+procedure doStepBirdyDescend(Gear: PGear);
+procedure doStepBirdyAppear(Gear: PGear);
+procedure doStepBirdy(Gear: PGear);
+procedure doStepEggWork(Gear: PGear);
+procedure doPortalColorSwitch();
+procedure doStepPortal(Gear: PGear);
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+procedure doStepMovingPortal_real(Gear: PGear);
+procedure doStepMovingPortal(Gear: PGear);
+procedure doStepPortalShot(newPortal: PGear);
+procedure doStepPiano(Gear: PGear);
+procedure doStepSineGunShotWork(Gear: PGear);
+procedure doStepSineGunShot(Gear: PGear);
+procedure doStepFlamethrowerWork(Gear: PGear);
+procedure doStepFlamethrower(Gear: PGear);
+procedure doStepLandGunWork(Gear: PGear);
+procedure doStepLandGun(Gear: PGear);
+procedure doStepPoisonCloud(Gear: PGear);
+procedure doStepHammer(Gear: PGear);
+procedure doStepHammerHitWork(Gear: PGear);
+procedure doStepHammerHit(Gear: PGear);
+procedure doStepResurrectorWork(Gear: PGear);
+procedure doStepResurrector(Gear: PGear);
+procedure doStepNapalmBomb(Gear: PGear);
+procedure doStepStructure(Gear: PGear);
+procedure doStepTardisWarp(Gear: PGear);
+procedure doStepTardis(Gear: PGear);
+procedure updateFuel(Gear: PGear);
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+procedure doStepIceGun(Gear: PGear);
+procedure doStepAddAmmo(Gear: PGear);
+procedure doStepGenericFaller(Gear: PGear);
+procedure doStepCreeper(Gear: PGear);
+procedure doStepKnife(Gear: PGear);
+
+var
+ upd: Longword;
+ snowLeft,snowRight: LongInt;
+
+implementation
+uses uConsts, uVariables, uVisualGearsList, uRandom, uCollisions, uGearsList, uUtils, uSound
+ , SDLh, uScript, uGearsHedgehog, uGearsUtils, uIO, uCaptions, uLandGraphics
+ , uGearsHandlers, uTextures, uRenderUtils, uAmmos, uTeams, uLandTexture, uCommands
+ , uStore, uAI, uStats;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+var
+ dX, dY, sX, sY: hwFloat;
+ i, steps: LongWord;
+ caller: TGearStepProcedure;
+begin
+ dX:= Gear^.dX;
+ dY:= Gear^.dY;
+ steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
+
+ // Gear is still on the same Pixel it was before
+ if steps < 1 then
+ begin
+ if onlyCheckIfChanged then
+ begin
+ Gear^.X := Gear^.X + dX;
+ Gear^.Y := Gear^.Y + dY;
+ EXIT;
+ end
+ else
+ steps := 1;
+ end;
+
+ if steps > 1 then
+ begin
+ sX:= dX / steps;
+ sY:= dY / steps;
+ end
+
+ else
+ begin
+ sX:= dX;
+ sY:= dY;
+ end;
+
+ caller:= Gear^.doStep;
+
+ for i:= 1 to steps do
+ begin
+ Gear^.X := Gear^.X + sX;
+ Gear^.Y := Gear^.Y + sY;
+ step(Gear);
+ if (Gear^.doStep <> caller)
+ or ((Gear^.State and gstCollision) <> 0)
+ or ((Gear^.State and gstMoving) = 0) then
+ break;
+ end;
+end;
+
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+var
+ gi: PGear;
+ d: LongInt;
+begin
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ if (gi^.Kind = gtHedgehog) then
+ begin
+ d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
+ if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
+ begin
+ if (CurrentHedgehog^.Gear = gi) then
+ PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
+
+ else
+ begin
+ if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 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)
+ else
+ PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
+ end;
+ end;
+ end;
+
+ gi := gi^.NextGear
+ end;
+end;
+
+procedure HideHog(HH: PHedgehog);
+begin
+ ScriptCall('onHogHide', HH^.Gear^.Uid);
+ DeleteCI(HH^.Gear);
+ if FollowGear = HH^.Gear then
+ FollowGear:= nil;
+
+ if lastGearByUID = HH^.Gear then
+ lastGearByUID := nil;
+
+ HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
+ with HH^.Gear^ do
+ begin
+ Z := cHHZ;
+ HH^.Gear^.Active:= false;
+ State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
+ Message := Message and (not gmAttack);
+ end;
+ HH^.GearHidden:= HH^.Gear;
+ HH^.Gear:= nil
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrowningGear(Gear: PGear);
+ begin
+ AllInactive := false;
+ Gear^.Y := Gear^.Y + cDrownSpeed;
+ Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
+ // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
+ if ((not SuddenDeathDmg and (WaterOpacity < $FF))
+ or (SuddenDeathDmg and (SDWaterOpacity < $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)
+ else if Random(12) = 0 then
+ AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble);
+ if (not SuddenDeathDmg and (WaterOpacity > $FE))
+ or (SuddenDeathDmg and (SDWaterOpacity > $FE))
+ or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
+ DeleteGear(Gear);
+ end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFallingGear(Gear: PGear);
+var
+ isFalling: boolean;
+ //tmp: QWord;
+ tdX, tdY: hwFloat;
+ collV, collH: LongInt;
+ land: word;
+begin
+ // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
+ if Gear^.dX.Round > 2 then
+ Gear^.dX.QWordValue:= 8589934592;
+ if Gear^.dY.Round > 2 then
+ Gear^.dY.QWordValue:= 8589934592;
+
+ if (Gear^.State and gstSubmersible <> 0) and (hwRound(Gear^.Y) > cWaterLine) then
+ begin
+ Gear^.dX:= Gear^.dX * _0_999;
+ Gear^.dY:= Gear^.dY * _0_999
+ end;
+
+ Gear^.State := Gear^.State and (not gstCollision);
+ collV := 0;
+ collH := 0;
+ tdX := Gear^.dX;
+ tdY := Gear^.dY;
+
+
+
+// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
+ 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
+ begin
+ isFalling := true;
+ land:= TestCollisionYwithGear(Gear, -1);
+ if land <> 0 then
+ begin
+ collV := -1;
+ if land and lfIce <> 0 then
+ Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
+ else
+ Gear^.dX := Gear^.dX * Gear^.Friction;
+
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+ collV := 1;
+ end
+ else
+ begin // Gear^.dY.isNegative is false
+ land:= TestCollisionYwithGear(Gear, 1);
+ if land <> 0 then
+ begin
+ collV := 1;
+ isFalling := false;
+ if land and lfIce <> 0 then
+ Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
+ else
+ Gear^.dX := Gear^.dX * Gear^.Friction;
+
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else
+ begin
+ isFalling := true;
+ if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
+ collV := -1
+ end
+ end;
+
+
+ if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+ begin
+ collH := hwSign(Gear^.dX);
+ Gear^.dX := - Gear^.dX * Gear^.Elasticity;
+ Gear^.dY := Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then
+ collH := -hwSign(Gear^.dX);
+ //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
+ if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1)
+ or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
+ begin
+ Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
+ Gear^.dY := tdX*Gear^.Elasticity;
+ //*Gear^.Friction;
+ Gear^.dY.isNegative := not tdY.isNegative;
+ isFalling := false;
+ Gear^.AdvBounce := 10;
+ end;
+
+ if Gear^.AdvBounce > 1 then
+ dec(Gear^.AdvBounce);
+
+ if isFalling then
+ begin
+ Gear^.dY := Gear^.dY + cGravity;
+ if (GameFlags and gfMoreWind) <> 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
+ end;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if Gear^.Kind <> gtBee then
+ CheckGearDrowning(Gear);
+ //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
+ if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
+ Gear^.State := Gear^.State and (not gstMoving)
+ else
+ Gear^.State := Gear^.State or gstMoving;
+
+ if (Gear^.nImpactSounds > 0) and
+ (Gear^.State and gstCollision <> 0) and
+ (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
+ (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
+ ((Gear^.Radius >= 3) and
+ ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
+ PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBomb(Gear: PGear);
+var
+ i, x, y: LongInt;
+ dX, dY, gdX: hwFloat;
+ vg: PVisualGear;
+begin
+ AllInactive := false;
+
+ doStepFallingGear(Gear);
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 1000 then // might need adjustments
+ case Gear^.Kind of
+ gtGrenade: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+ gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
+ gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
+ gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
+ gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
+ end;
+
+ if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
+ begin
+ CheckCollision(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
+ end;
+
+ if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
+ if vg <> nil then
+ vg^.Tint:= $FFC0C000;
+ end;
+
+ if Gear^.Timer = 0 then
+ begin
+ case Gear^.Kind of
+ gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound);
+ gtClusterBomb:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ gdX:= Gear^.dX;
+ doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 4 do
+ begin
+ dX := rndSign(GetRandomf * _0_1) + gdX / 5;
+ dY := (GetRandomf - _3) * _0_08;
+ FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
+ end
+ end;
+ gtWatermelon:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ gdX:= Gear^.dX;
+ doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 5 do
+ begin
+ dX := rndSign(GetRandomf * _0_1) + gdX / 5;
+ dY := (GetRandomf - _1_5) * _0_3;
+ FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
+ FollowGear^.DirAngle := i * 60
+ end
+ end;
+ gtHellishBomb:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound);
+
+ for i:= 0 to 127 do
+ begin
+ dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
+ dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
+ if i mod 2 = 0 then
+ begin
+ AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
+ AddGear(x, y, gtFlame, 0, dX, -dY, 0)
+ end
+ else
+ begin
+ AddGear(x, y, gtFlame, 0, dX, dY, 0);
+ AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
+ end;
+ end
+ end;
+ gtGasBomb:
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 2 do
+ begin
+ x:= GetRandom(60);
+ y:= GetRandom(40);
+ FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
+ end
+ end;
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+
+ CalcRotationDirAngle(Gear);
+
+ if Gear^.Kind = gtHellishBomb then
+ begin
+
+ if Gear^.Timer = 3000 then
+ begin
+ Gear^.nImpactSounds := 0;
+ PlaySound(sndHellish);
+ end;
+
+ if (GameTicks and $3F) = 0 then
+ if (Gear^.State and gstCollision) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMolotov(Gear: PGear);
+var
+ s: Longword;
+ i, gX, gY: LongInt;
+ dX, dY: hwFloat;
+ smoke, glass: PVisualGear;
+begin
+ AllInactive := false;
+
+ doStepFallingGear(Gear);
+ CalcRotationDirAngle(Gear);
+
+ // let's add some smoke depending on speed
+ s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
+ if (GameTicks mod s) = 0 then
+ begin
+ // adjust angle to match the texture
+ if Gear^.dX.isNegative then
+ i:= 130
+ else i:= 50;
+
+ smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
+ if smoke <> nil then
+ smoke^.Scale:= 0.75;
+ end;
+
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ PlaySound(sndMolotov);
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ for i:= 0 to 4 do
+ begin
+ (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
+ if glass <> nil then
+ begin
+ glass^.Frame:= 2;
+ glass^.Tint:= $41B83ED0 - i * $10081000;
+ glass^.dX:= 1/(10*(random(11)-5));
+ glass^.dY:= -1/(random(4)+5);
+ end;*)
+ glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
+ if glass <> nil then
+ with glass^ do
+ begin
+ Frame:= 2;
+ Tint:= $41B83ED0 - i * $10081000;
+ Angle:= random(360);
+ dx:= 0.0000001;
+ dy:= 0;
+ if random(2) = 0 then
+ dx := -dx;
+ FrameTicks:= 750;
+ State:= ord(sprEgg)
+ end;
+ end;
+ for i:= 0 to 24 do
+ begin
+ dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
+ dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
+ AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
+ AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
+ AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
+ AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+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), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+
+ if (Gear^.Kind = gtMelonPiece)
+ or (Gear^.Kind = gtBall) then
+ CalcRotationDirAngle(Gear)
+ else if (GameTicks and $1F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepShell(Gear: PGear);
+begin
+ AllInactive := false;
+ if (GameFlags and gfMoreWind) = 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ if (GameTicks and $3F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSnowball(Gear: PGear);
+var kick, i: LongInt;
+ particle: PVisualGear;
+ gdX, gdY: hwFloat;
+begin
+ AllInactive := false;
+ if (GameFlags and gfMoreWind) = 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed;
+ gdX := Gear^.dX;
+ gdY := Gear^.dY;
+ doStepFallingGear(Gear);
+ CalcRotationDirAngle(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
+ Gear^.dX:= gdX;
+ Gear^.dY:= gdY;
+ AmmoShove(Gear, 0, kick);
+ for i:= 15 + kick div 10 downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+ if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
+ begin
+ particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSnowflake(Gear: PGear);
+var xx, yy, px, py, rx, ry, lx, ly: LongInt;
+ move, draw, allpx, gun: Boolean;
+ s: PSDL_Surface;
+ p: PLongwordArray;
+ lf: LongWord;
+begin
+inc(Gear^.Pos);
+gun:= (Gear^.State and gstTmpFlag) <> 0;
+move:= false;
+draw:= false;
+if gun then
+ begin
+ Gear^.State:= Gear^.State and (not gstInvisible);
+ doStepFallingGear(Gear);
+ CheckCollision(Gear);
+ if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
+ draw:= true;
+ xx:= hwRound(Gear^.X);
+ yy:= hwRound(Gear^.Y);
+ end
+else if GameTicks and $7 = 0 then
+ begin
+ with Gear^ do
+ begin
+ State:= State and (not gstInvisible);
+ X:= X + cWindSpeed * 3200 + dX;
+ Y:= Y + dY + cGravity * vobFallSpeed * 8; // using same value as flakes to try and get similar results
+ xx:= hwRound(X);
+ yy:= hwRound(Y);
+ if vobVelocity <> 0 then
+ begin
+ DirAngle := DirAngle + (Damage / 1000);
+ if DirAngle < 0 then
+ DirAngle := DirAngle + 360
+ else if 360 < DirAngle then
+ DirAngle := DirAngle - 360;
+ end;
+(*
+We aren't using frametick right now, so just a waste of cycles.
+ inc(Health, 8);
+ if longword(Health) > vobFrameTicks then
+ begin
+ dec(Health, vobFrameTicks);
+ inc(Timer);
+ if Timer = vobFramesCount then
+ Timer:= 0
+ end;
+*)
+ // move back to cloud layer
+ if yy > cWaterLine then
+ move:= true
+ else if (xx > snowRight) or (xx < snowLeft) then
+ move:=true
+ // Solid pixel encountered
+ else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
+ begin
+ lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
+ if lf = 0 then lf:= lfObject;
+ // 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
+ // if there's an hog/object below do nothing
+ else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
+ then move:=true
+ else draw:= true
+ end
+ end
+ end;
+if draw then
+ with Gear^ do
+ begin
+ // we've collided with land. draw some stuff and get back into the clouds
+ move:= true;
+ if (Pos > 20) and ((CurAmmoGear = nil)
+ or (CurAmmoGear^.Kind <> gtRope)) then
+ begin
+////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+ if not gun then
+ begin
+ dec(yy,3);
+ dec(xx,1)
+ end;
+ 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
+ begin
+ lx:=xx + px; ly:=yy + py;
+ if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
+ begin
+ rx:= lx;
+ ry:= ly;
+ if cReducedQuality and rqBlurryLand <> 0 then
+ begin
+ rx:= rx div 2;ry:= ry div 2;
+ end;
+ if Land[yy + py, xx + px] <= lfAllObjMask then
+ if gun then
+ begin
+ LandDirty[yy div 32, xx div 32]:= 1;
+ if LandPixels[ry, rx] = 0 then
+ Land[ly, lx]:= lfDamaged or lfObject
+ else Land[ly, lx]:= lfDamaged or lfBasic
+ end
+ else Land[ly, lx]:= lf;
+ if gun then
+ LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
+ else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
+ end
+ else allpx:= false
+ end;
+ p:= @(p^[s^.pitch shr 2])
+ end;
+
+ // Why is this here. For one thing, there's no test on +1 being safe.
+ //Land[py, px+1]:= lfBasic;
+
+ if allpx then
+ UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
+ 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)), false // could this be true without unnecessarily creating blanks?
+ );
+ end;
+////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+ end
+ end;
+
+if move then
+ begin
+ if gun then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+ Gear^.Pos:= 0;
+ Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
+ Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
+ Gear^.State:= Gear^.State or gstInvisible;
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepGrave(Gear: PGear);
+begin
+ if (Gear^.Message and gmDestroy) <> 0 then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ 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(Gear^.ImpactSound)
+ end;
+
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckGearDrowning(Gear);
+ Gear^.dY := Gear^.dY + cGravity
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBeeWork(Gear: PGear);
+var
+ t: hwFloat;
+ gX,gY,i: LongInt;
+ uw, nuw: boolean;
+ flower: PVisualGear;
+
+begin
+ AllInactive := false;
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ uw := (Gear^.Tag <> 0); // was bee underwater last tick?
+ nuw := (cWaterLine < gy + Gear^.Radius); // is bee underwater now?
+
+ // if water entered or left
+ if nuw <> uw then
+ begin
+ AddVisualGear(gX, cWaterLine, vgtSplash);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
+ StopSoundChan(Gear^.SoundChannel);
+ if nuw then
+ begin
+ Gear^.SoundChannel := LoopSound(sndBeeWater);
+ Gear^.Tag := 1;
+ end
+ else
+ begin
+ Gear^.SoundChannel := LoopSound(sndBee);
+ Gear^.Tag := 0;
+ end;
+ end;
+
+
+ if Gear^.Timer = 0 then
+ Gear^.RenderTimer:= false
+ else
+ begin
+ if (GameTicks and $F) = 0 then
+ begin
+ if (GameTicks and $30) = 0 then
+ AddVisualGear(gX, gY, vgtBeeTrace);
+ Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.Target.X - gX));
+ Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.Target.Y - gY));
+ // make sure new speed isn't higher than original one (which we stored in Friction variable)
+ t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.dX * t;
+ Gear^.dY := Gear^.dY * t;
+ end;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ end;
+
+
+ CheckCollision(Gear);
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 31 do
+ begin
+ flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if flower <> nil then
+ with flower^ do
+ begin
+ Scale:= 0.75;
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= random(250) + 250;
+ State:= ord(sprTargetBee);
+ end;
+ end;
+ DeleteGear(Gear);
+ end;
+
+ if (Gear^.Timer > 0) then
+ dec(Gear^.Timer)
+ else
+ begin
+ if nuw then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ CheckGearDrowning(Gear);
+ end
+ else
+ doStepFallingGear(Gear);
+ end;
+end;
+
+procedure doStepBee(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, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and (not gmAttack);
+ Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and (not gstAttacking);
+ AttackBar:= 0;
+
+ Gear^.SoundChannel := LoopSound(sndBee);
+ Gear^.Timer := 5000;
+ // save initial speed in otherwise unused Friction variable
+ Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
+ Gear^.doStep := @doStepBeeWork
+ 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;
+ shell: PVisualGear;
+begin
+ AllInactive := false;
+
+ if ((Gear^.State and gstAnimation) = 0) then
+ begin
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ PlaySound(sndShotgunFire);
+ shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
+ if shell <> nil then
+ begin
+ shell^.dX := gear^.dX.QWordValue / -17179869184;
+ shell^.dY := gear^.dY.QWordValue / -17179869184;
+ shell^.Frame := 0
+ end;
+ Gear^.State := Gear^.State or gstAnimation
+ end;
+ exit
+ end else
+ if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ 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;
+
+ CheckGearDrowning(Gear);
+ if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ Gear^.doStep := @doStepShotIdle;
+ exit
+ end;
+ dec(i)
+ until i = 0;
+ if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
+ Gear^.doStep := @doStepShotIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure spawnBulletTrail(Bullet: PGear);
+var oX, oY: hwFloat;
+ VGear: PVisualGear;
+begin
+ if Bullet^.PortalCounter = 0 then
+ begin
+ ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
+ oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
+ end
+ else
+ begin
+ ox:= Bullet^.Elasticity;
+ oy:= Bullet^.Friction;
+ end;
+
+ // Bullet trail
+ VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
+
+ if VGear <> nil then
+ begin
+ VGear^.X:= hwFloat2Float(ox);
+ VGear^.Y:= hwFloat2Float(oy);
+ VGear^.dX:= hwFloat2Float(Bullet^.X);
+ VGear^.dY:= hwFloat2Float(Bullet^.Y);
+
+ // reached edge of land. assume infinite beam. Extend it way out past camera
+ if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
+ or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
+ // only extend if not under water
+ if hwRound(Bullet^.Y) < cWaterLine then
+ begin
+ 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;
+ end;
+end;
+
+procedure doStepBulletWork(Gear: PGear);
+var
+ i, x, y: LongWord;
+ oX, oY: hwFloat;
+ VGear: PVisualGear;
+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 LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then
+ inc(Gear^.Damage);
+ // let's interrupt before a collision to give portals a chance to catch the bullet
+ if (Gear^.Damage = 1) and (Gear^.Tag = 0) and not(CheckLandValue(x, y, lfLandMask)) then
+ begin
+ Gear^.Tag := 1;
+ Gear^.Damage := 0;
+ Gear^.X := Gear^.X - Gear^.dX;
+ Gear^.Y := Gear^.Y - Gear^.dY;
+ CheckGearDrowning(Gear);
+ break;
+ end
+ else
+ Gear^.Tag := 0;
+
+ if Gear^.Damage > 5 then
+ if Gear^.AmmoType = amDEagle then
+ AmmoShove(Gear, 7, 20)
+ else
+ AmmoShove(Gear, Gear^.Timer, 20);
+ CheckGearDrowning(Gear);
+ dec(i)
+ until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
+
+ 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^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then
+ begin
+ for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
+ begin
+ if Random(6) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ end;
+ end;
+
+ if (Gear^.Health <= 0)
+ or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
+ or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
+ begin
+ if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then
+ cLaserSighting := false;
+ if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
+ cArtillery := false;
+
+ // Bullet Hit
+ if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
+ begin
+ VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
+ if VGear <> nil then
+ begin
+ VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
+ end;
+ end;
+
+ spawnBulletTrail(Gear);
+ Gear^.doStep := @doStepShotIdle
+ end;
+end;
+
+procedure doStepDEagleShot(Gear: PGear);
+begin
+ PlaySound(sndGun);
+ // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
+ Gear^.X := Gear^.X + Gear^.dX * 3;
+ Gear^.Y := Gear^.Y + Gear^.dY * 3;
+ Gear^.doStep := @doStepBulletWork
+end;
+
+procedure doStepSniperRifleShot(Gear: PGear);
+var
+ HHGear: PGear;
+ shell: PVisualGear;
+begin
+ cArtillery := true;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ HedgehogChAngle(HHGear);
+ if not cLaserSighting then
+ // game does not have default laser sight. turn it on and give them a chance to aim
+ begin
+ cLaserSighting := true;
+ HHGear^.Message := 0;
+ if (HHGear^.Angle >= 32) then
+ dec(HHGear^.Angle,32)
+ end;
+
+ if (HHGear^.Message and gmAttack) <> 0 then
+ begin
+ shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
+ if shell <> nil then
+ begin
+ shell^.dX := gear^.dX.QWordValue / -8589934592;
+ shell^.dY := gear^.dY.QWordValue / -8589934592;
+ shell^.Frame := 1
+ end;
+ Gear^.State := Gear^.State or gstAnimation;
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
+ Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
+ PlaySound(sndGun);
+ // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
+ Gear^.X := Gear^.X + Gear^.dX * 3;
+ Gear^.Y := Gear^.Y + Gear^.dY * 3;
+ Gear^.doStep := @doStepBulletWork;
+ end
+ else
+ if (GameTicks mod 32) = 0 then
+ if (GameTicks mod 4096) < 2048 then
+ begin
+ if (HHGear^.Angle + 1 <= cMaxAngle) then
+ inc(HHGear^.Angle)
+ end
+ else
+ if (HHGear^.Angle >= 1) then
+ dec(HHGear^.Angle);
+
+ if (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft)
+ else
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepActionTimer(Gear: PGear);
+begin
+dec(Gear^.Timer);
+case Gear^.Kind of
+ gtATStartGame:
+ begin
+ AllInactive := false;
+ if Gear^.Timer = 0 then
+ begin
+ AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
+ end
+ end;
+ gtATFinishGame:
+ begin
+ AllInactive := false;
+ if Gear^.Timer = 1000 then
+ begin
+ ScreenFade := sfToBlack;
+ ScreenFadeValue := 0;
+ ScreenFadeSpeed := 1;
+ end;
+ if Gear^.Timer = 0 then
+ begin
+ SendIPC(_S'N');
+ SendIPC(_S'q');
+ GameState := gsExit
+ end
+ end;
+ end;
+if Gear^.Timer = 0 then
+ DeleteGear(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPickHammerWork(Gear: PGear);
+var
+ i, ei, x, y: LongInt;
+ HHGear: PGear;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ dec(Gear^.Timer);
+ if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft);
+ if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
+ or((Gear^.Message and gmDestroy) <> 0)
+ or((HHGear^.State and gstHHDriven) =0) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ DeleteGear(Gear);
+ AfterAttack;
+ doStepHedgehogMoving(HHGear); // for gfInfAttack
+ exit
+ end;
+
+ x:= hwRound(Gear^.X);
+ y:= hwRound(Gear^.Y);
+ if (Gear^.Timer mod 33) = 0 then
+ begin
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ doMakeExplosion(x, y + 7, 6, Gear^.Hedgehog, EXPLDontDraw);
+ HHGear^.State := HHGear^.State and (not gstNoDamage)
+ end;
+
+ if (Gear^.Timer mod 47) = 0 then
+ begin
+ // ok. this was an attempt to turn off dust if not actually drilling land. I have no idea why it isn't working as expected
+ if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
+ for i:= 0 to 1 do
+ AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);
+
+ i := x - Gear^.Radius - LongInt(GetRandom(2));
+ ei := x + Gear^.Radius + LongInt(GetRandom(2));
+ while i <= ei do
+ begin
+ DrawExplosion(i, y + 3, 3);
+ inc(i, 1)
+ end;
+
+ if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), lfIndestructible) then
+ begin
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + _1_9;
+ end;
+ SetAllHHToActive;
+ end;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then
+ begin
+ Gear^.dY := _0;
+ SetLittle(HHGear^.dX);
+ HHGear^.dY := _0;
+ end
+ else
+ begin
+ if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
+ begin
+ Gear^.dY := Gear^.dY + cGravity;
+ Gear^.Y := Gear^.Y + Gear^.dY
+ end;
+ if hwRound(Gear^.Y) > cWaterLine then
+ Gear^.Timer := 1
+ end;
+
+ Gear^.X := Gear^.X + HHGear^.dX;
+ if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
+ begin
+ HHGear^.X := Gear^.X;
+ HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
+ end;
+
+ if (Gear^.Message and gmAttack) <> 0 then
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ Gear^.Timer := 1
+ else //there would be a mistake.
+ else
+ if (Gear^.State and gsttmpFlag) = 0 then
+ Gear^.State := Gear^.State or gsttmpFlag;
+ if ((Gear^.Message and gmLeft) <> 0) then
+ Gear^.dX := - _0_3
+ else
+ if ((Gear^.Message and gmRight) <> 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 := 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);
+
+ Gear^.SoundChannel := LoopSound(sndPickhammer);
+ doStepPickHammerWork(Gear);
+ Gear^.doStep := @doStepPickHammerWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+var
+ BTPrevAngle, BTSteps: LongInt;
+
+procedure doStepBlowTorchWork(Gear: PGear);
+var
+ HHGear: PGear;
+ b: boolean;
+ prevX: LongInt;
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft);
+
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ HedgehogChAngle(HHGear);
+
+ b := false;
+
+ if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
+ begin
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
+ Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
+ BTPrevAngle := HHGear^.Angle;
+ b := true
+ end;
+
+ if ((HHGear^.State and gstMoving) <> 0) then
+ begin
+ doStepHedgehogMoving(HHGear);
+ if (HHGear^.State and gstHHDriven) = 0 then
+ Gear^.Timer := 0
+ end;
+
+ if Gear^.Timer mod cHHStepTicks = 0 then
+ begin
+ b := true;
+ if Gear^.dX.isNegative then
+ HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
+ else
+ HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;
+
+ if ((HHGear^.State and gstMoving) = 0) then
+ begin
+ HHGear^.State := HHGear^.State and (not gstAttacking);
+ prevX := hwRound(HHGear^.X);
+
+ // why the call to HedgehogStep then a further increment of X?
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
+ lfIndestructible) then HedgehogStep(HHGear);
+
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
+ lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
+ HHGear^.State := HHGear^.State or gstAttacking
+ end;
+
+ inc(BTSteps);
+ if BTSteps = 7 then
+ begin
+ BTSteps := 0;
+ if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),lfIndestructible) then
+ begin
+ Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
+ Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
+ end;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ AmmoShove(Gear, 2, 15);
+ HHGear^.State := HHGear^.State and (not gstNoDamage)
+ end;
+ end;
+
+ if b then
+ begin
+ DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
+ HHGear^.Y + Gear^.dY * cHHRadius - _1 -
+ ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
+ Gear^.dX, Gear^.dY,
+ cHHStepTicks, cHHRadius * 2 + 7);
+ end;
+
+ if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
+ or ((HHGear^.Message and gmAttack) <> 0) then
+ begin
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State and (not gstNotKickable);
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+procedure doStepBlowTorch(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ BTPrevAngle := High(LongInt);
+ BTSteps := 0;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
+ Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
+ DrawTunnel(HHGear^.X,
+ HHGear^.Y + Gear^.dY * cHHRadius - _1 -
+ ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
+ Gear^.dX, Gear^.dY,
+ cHHStepTicks, cHHRadius * 2 + 7);
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepBlowTorchWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMine(Gear: PGear);
+var vg: PVisualGear;
+ dxdy: hwFloat;
+begin
+ if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+ 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^.Health = 0) then
+ begin
+ if (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
+ inc(Gear^.Damage, hwRound(dxdy * _50));
+
+ if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
+ if vg <> nil then
+ vg^.Scale:= 0.5
+ end;
+
+ if (Gear^.Damage > 35) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end
+ end;
+
+ if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 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);
+ if Gear^.Timer = 0 then
+ begin
+ if ((Gear^.State and gstWait) <> 0)
+ or (cMineDudPercent = 0)
+ or (getRandom(100) > cMineDudPercent) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear)
+ end
+ else
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
+ if vg <> nil then
+ vg^.Scale:= 0.5;
+ PlaySound(sndVaporize);
+ Gear^.Health := 0;
+ Gear^.Damage := 0;
+ Gear^.State := Gear^.State and (not gstAttacking)
+ end;
+ exit
+ end;
+ dec(Gear^.Timer);
+ end
+ else // gsttmpFlag = 0
+ if (TurnTimeLeft = 0)
+ or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
+ or (Gear^.Hedgehog^.Gear = nil) then
+ Gear^.State := Gear^.State or gsttmpFlag;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSMine(Gear: PGear);
+begin
+ // TODO: do real calculation?
+ if TestCollisionXwithGear(Gear, 2)
+ or (TestCollisionYwithGear(Gear, -2) <> 0)
+ or TestCollisionXwithGear(Gear, -2)
+ or (TestCollisionYwithGear(Gear, 2) <> 0) then
+ begin
+ if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
+ begin
+ PlaySound(sndRopeAttach);
+ Gear^.dX:= _0;
+ Gear^.dY:= _0;
+ AddGearCI(Gear);
+ end;
+ end
+ else
+ begin
+ DeleteCI(Gear);
+ doStepFallingGear(Gear);
+ AllInactive := false;
+ CalcRotationDirAngle(Gear);
+ end;
+
+ if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
+ begin
+ 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 = 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end else
+ if (Gear^.Timer and $FF) = 0 then
+ PlaySound(sndMineTick);
+
+ dec(Gear^.Timer);
+ end
+ end
+ else // gsttmpFlag = 0
+ if (TurnTimeLeft = 0)
+ or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
+ or (Gear^.Hedgehog^.Gear = nil) 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 = 1000 then // might need better timing
+ makeHogsWorry(Gear^.X, Gear^.Y, 75);
+ if Gear^.Timer = 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+end;
+
+///////////////////////////////////////////////////////////////////////////////
+
+procedure doStepRollingBarrel(Gear: PGear);
+var
+ i: LongInt;
+ particle: PVisualGear;
+ dxdy: hwFloat;
+begin
+ if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
+ SetLittle(Gear^.dY);
+ Gear^.State := Gear^.State or gstAnimation;
+ if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and not gstFrozen;
+
+ if ((Gear^.dX.QWordValue <> 0)
+ or (Gear^.dY.QWordValue <> 0)) then
+ begin
+ DeleteCI(Gear);
+ AllInactive := false;
+ dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
+ begin
+ if (TestCollisionYwithGear(Gear, 1) <> 0) then
+ begin
+ Gear^.State := Gear^.State or gsttmpFlag;
+ for i:= min(12, hwRound(dxdy*_10)) downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end
+ end;
+ inc(Gear^.Damage, hwRound(dxdy * _50))
+ end;
+ CalcRotationDirAngle(Gear);
+ //CheckGearDrowning(Gear)
+ end
+ else
+ begin
+ Gear^.State := Gear^.State or gsttmpFlag;
+ AddGearCI(Gear)
+ end;
+
+(*
+Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage
+ begin
+ x:= hwRound(Gear^.X);
+ y:= hwRound(Gear^.Y);
+ if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
+ if (Land[y+1, x] = 0) then
+ begin
+ if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
+ Gear^.dX:= -_0_08
+ else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
+ Gear^.dX:= _0_08;
+ end;
+ if Gear^.dX.QWordValue = 0 then AddGearCI(Gear)
+ end; *)
+
+ if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+ Gear^.dY := _0;
+ if hwAbs(Gear^.dX) < _0_001 then
+ Gear^.dX := _0;
+
+ if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+ if (cBarrelHealth div Gear^.Health) > 2 then
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+ else
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+ if Gear^.Health <= 0 then
+ doStepCase(Gear);
+end;
+
+procedure doStepCase(Gear: PGear);
+var
+ i, x, y: LongInt;
+ k: TGearType;
+ dX, dY: HWFloat;
+ hog: PHedgehog;
+ sparkles: PVisualGear;
+ gi: PGear;
+begin
+ k := Gear^.Kind;
+
+ if (Gear^.Message and gmDestroy) > 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 (gmLJump or gmHJump));
+ exit
+ end;
+ if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and not gstFrozen;
+
+ if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ hog:= Gear^.Hedgehog;
+
+ DeleteGear(Gear);
+ // <-- delete gear!
+
+ if k = gtCase then
+ begin
+ doMakeExplosion(x, y, 25, hog, EXPLAutoSound);
+ for i:= 0 to 63 do
+ AddGear(x, y, gtFlame, 0, _0, _0, 0);
+ end
+ else if k = gtExplosives then
+ begin
+ doMakeExplosion(x, y, 75, hog, EXPLAutoSound);
+ for i:= 0 to 31 do
+ begin
+ dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
+ dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
+ AddGear(x, y, gtFlame, 0, dX, dY, 0);
+ AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
+ end
+ end;
+ exit
+ end;
+
+ if k = gtExplosives then
+ begin
+ //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
+ if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
+ begin
+ Gear^.doStep := @doStepRollingBarrel;
+ exit;
+ end
+ else Gear^.dX:= _0;
+
+ if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+ if (cBarrelHealth div Gear^.Health) > 2 then
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+ else
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+ end
+ else
+ begin
+ if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
+ begin
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ if gi^.Kind = gtGenericFaller then
+ begin
+ gi^.Active:= true;
+ gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
+ gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
+ gi^.dX:= _90-(GetRandomf*_360);
+ gi^.dY:= _90-(GetRandomf*_360)
+ end;
+ gi := gi^.NextGear
+ end
+ end;
+
+ if Gear^.Timer = 500 then
+ begin
+(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
+ voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that
+ has its own complexities. *)
+ // Abuse a couple of gear values to track origin
+ Gear^.Angle:= hwRound(Gear^.Y);
+ Gear^.Tag:= random(2);
+ inc(Gear^.Timer)
+ end;
+ if Gear^.Timer < 1833 then inc(Gear^.Timer);
+ if Gear^.Timer = 1000 then
+ begin
+ sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
+ if sparkles <> nil then
+ begin
+ sparkles^.dX:= 0;
+ sparkles^.dY:= 0;
+ sparkles^.Angle:= 270;
+ if Gear^.Tag = 1 then
+ sparkles^.Tint:= $3744D7FF
+ else sparkles^.Tint:= $FAB22CFF
+ end;
+ end;
+ if Gear^.Timer < 1000 then
+ begin
+ AllInactive:= false;
+ exit
+ end
+ end;
+
+
+ if (Gear^.dY.QWordValue <> 0)
+ or (TestCollisionYwithGear(Gear, 1) = 0) then
+ begin
+ AllInactive := false;
+
+ Gear^.dY := Gear^.dY + cGravity;
+
+ if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
+ Gear^.dY := _0;
+
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
+ SetAllHHToActive(false);
+
+ if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+ begin
+ if (Gear^.dY > _0_2) and (k = gtExplosives) then
+ inc(Gear^.Damage, hwRound(Gear^.dY * _70));
+
+ if Gear^.dY > _0_2 then
+ for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ if Gear^.dY > - _0_001 then
+ Gear^.dY := _0
+ else if Gear^.dY < - _0_03 then
+ PlaySound(Gear^.ImpactSound);
+ end;
+ //if Gear^.dY > - _0_001 then Gear^.dY:= _0
+ CheckGearDrowning(Gear);
+ end;
+
+ if (Gear^.dY.QWordValue = 0) then
+ AddGearCI(Gear)
+ else if (Gear^.dY.QWordValue <> 0) then
+ DeleteCI(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepTarget(Gear: PGear);
+begin
+ if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
+ PlaySound(sndWarp);
+
+ if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
+ inc(Gear^.Timer)
+ else if Gear^.Tag = 1 then
+ Gear^.Tag := 2
+ else if Gear^.Tag = 2 then
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
+ else
+ begin
+ DeleteGear(Gear);
+ exit;
+ end;
+
+ doStepCase(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 := Gear^.Hedgehog^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ AmmoShove(Gear, 30, 115);
+
+ HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepWhip(Gear: PGear);
+var
+ HHGear: PGear;
+ i: LongInt;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ 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)) or gstMoving;
+
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFlame(Gear: PGear);
+var
+ gX,gY,i: LongInt;
+ sticky: Boolean;
+ vgt: PVisualGear;
+ tdX,tdY: HWFloat;
+begin
+ sticky:= (Gear^.State and gsttmpFlag) <> 0;
+ if not sticky then AllInactive := false;
+
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ AllInactive := false;
+
+ if ((GameTicks mod 100) = 0) then
+ begin
+ vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
+ if vgt <> nil then
+ begin
+ vgt^.dx:= 0;
+ vgt^.dy:= 0;
+ vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
+ end;
+ end;
+
+
+ if Gear^.dX.QWordValue > _0_01.QWordValue then
+ Gear^.dX := Gear^.dX * _0_995;
+
+ Gear^.dY := Gear^.dY + cGravity;
+ // if sticky then Gear^.dY := Gear^.dY + cGravity;
+
+ if Gear^.dY.QWordValue > _0_2.QWordValue then
+ Gear^.dY := Gear^.dY * _0_995;
+
+ //if sticky then Gear^.X := Gear^.X + Gear^.dX else
+ Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (hwRound(Gear^.Y) > cWaterLine) then
+ begin
+ gX := hwRound(Gear^.X);
+ for i:= 0 to 3 do
+ AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
+ PlaySound(sndVaporize);
+ DeleteGear(Gear);
+ exit
+ end
+ end
+ else
+ begin
+ if sticky and (GameTicks and $F = 0) then
+ begin
+ Gear^.Radius := 7;
+ tdX:= Gear^.dX;
+ tdY:= Gear^.dY;
+ Gear^.dX.QWordValue:= 120000000;
+ Gear^.dY.QWordValue:= 429496730;
+ Gear^.dX.isNegative:= getrandom(2)<>1;
+ Gear^.dY.isNegative:= true;
+ AmmoShove(Gear, 2, 125);
+ Gear^.dX:= tdX;
+ Gear^.dY:= tdY;
+ Gear^.Radius := 1
+ end;
+ if Gear^.Timer > 0 then
+ begin
+ dec(Gear^.Timer);
+ inc(Gear^.Damage)
+ end
+ else
+ begin
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ // Standard fire
+ if not sticky then
+ begin
+ if ((GameTicks and $1) = 0) then
+ begin
+ Gear^.Radius := 7;
+ tdX:= Gear^.dX;
+ tdY:= Gear^.dY;
+ Gear^.dX.QWordValue:= 214748365;
+ Gear^.dY.QWordValue:= 429496730;
+ Gear^.dX.isNegative:= getrandom(2)<>1;
+ Gear^.dY.isNegative:= true;
+ AmmoShove(Gear, 6, 100);
+ Gear^.dX:= tdX;
+ Gear^.dY:= tdY;
+ Gear^.Radius := 1;
+ end
+ else if ((GameTicks and $3) = 3) then
+ doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
+ //DrawExplosion(gX, gY, 4);
+
+ if ((GameTicks and $7) = 0) and (Random(2) = 0) then
+ for i:= Random(2) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+
+ if Gear^.Health > 0 then
+ dec(Gear^.Health);
+ Gear^.Timer := 450 - Gear^.Tag * 8
+ end
+ else
+ begin
+ // Modified fire
+ if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
+ begin
+ DrawExplosion(gX, gY, 4);
+
+ for i:= Random(3) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ end;
+
+// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
+ Gear^.Timer := 100 - Gear^.Tag * 3;
+ if (Gear^.Damage > 3000+Gear^.Tag*1500) then
+ Gear^.Health := 0
+ end
+ end
+ end;
+ if Gear^.Health = 0 then
+ begin
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ if not sticky then
+ begin
+ if ((GameTicks and $3) = 0) and (Random(1) = 0) then
+ for i:= Random(2) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ end
+ else
+ for i:= Random(3) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+
+ DeleteGear(Gear)
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFirePunchWork(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+ if ((Gear^.Message and gmDestroy) <> 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+
+ HHGear := 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;
+
+ if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
+ lfIndestructible) then
+ HHGear^.Y := HHGear^.Y + HHGear^.dY
+end;
+
+procedure doStepFirePunch(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ DeleteCI(HHGear);
+ //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
+ HHGear^.dX := SignAs(cLittle, Gear^.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);
+
+ PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepParachuteWork(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ inc(Gear^.Timer);
+
+ if (TestCollisionYwithGear(HHGear, 1) <> 0)
+ or ((HHGear^.State and gstHHDriven) = 0)
+ or CheckGearDrowning(HHGear)
+ or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ with HHGear^ do
+ begin
+ Message := 0;
+ SetLittle(dX);
+ dY := _0;
+ State := State or gstMoving;
+ end;
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(HHGear^.Hedgehog^);
+ exit
+ end;
+
+ 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
+end;
+
+procedure doStepParachute(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ DeleteCI(HHGear);
+
+ AfterAttack;
+
+ HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving));
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+
+ 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);
+ 2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+ 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
+ //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
+ // Gear^.Tag, _0, 5000);
+ end;
+ Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag);
+ StopSoundChan(Gear^.SoundChannel, 4000);
+ end;
+
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ 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);
+ DeleteGear(Gear)
+ end;
+end;
+
+procedure doStepAirAttack(Gear: PGear);
+begin
+ AllInactive := false;
+
+ if Gear^.X.QWordValue = 0 then
+ begin
+ Gear^.Tag := 1;
+ Gear^.X := -_2048;
+ end
+ else
+ begin
+ Gear^.Tag := -1;
+ Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
+ end;
+
+ Gear^.Y := int2hwFloat(topY-300);
+ Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15);
+
+ // 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 * 900
+ // calcs for regular falling gears
+ else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
+ cGravity) * Gear^.Tag;
+
+ Gear^.Health := 6;
+ Gear^.doStep := @doStepAirAttackWork;
+ Gear^.SoundChannel := LoopSound(sndPlane, 4000);
+
+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, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ with mobileRecord do
+ if (performRumble <> nil) and (not fastUntilLag) then
+ performRumble(kSystemSoundID_Vibrate);
+ exit
+ end;
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepGirder(Gear: PGear);
+var
+ HHGear: PGear;
+ x, y, tx, ty: hwFloat;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ tx := int2hwFloat(Gear^.Target.X);
+ ty := int2hwFloat(Gear^.Target.Y);
+ x := HHGear^.X;
+ y := HHGear^.Y;
+
+ if (Distance(tx - x, ty - y) > _256)
+ or (not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprAmGirder].Width div 2, Gear^.Target.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true, false)) then
+ begin
+ PlaySound(sndDenied);
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ HHGear^.State := HHGear^.State and (not gstAttacking);
+ HHGear^.State := HHGear^.State or gstHHChooseTarget;
+ isCursorVisible := true;
+ DeleteGear(Gear)
+ end
+ else
+ begin
+ PlaySound(sndPlaced);
+ DeleteGear(Gear);
+ AfterAttack;
+ end;
+
+ HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked));
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepTeleportAfter(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ doStepHedgehogMoving(HHGear);
+ // if not infattack mode wait for hedgehog finish falling to collect cases
+ if ((GameFlags and gfInfAttack) <> 0)
+ or ((HHGear^.State and gstMoving) = 0)
+ or (Gear^.Hedgehog^.Gear^.Damage > 0)
+ or ((HHGear^.State and gstDrowning) = 1) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+procedure doStepTeleportAnim(Gear: PGear);
+begin
+ if (Gear^.Hedgehog^.Gear^.Damage > 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ end;
+ 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 := Gear^.Hedgehog^.Gear;
+ if not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2,
+ Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2,
+ sprHHTelepMask, 0, false, false) then
+ begin
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ HHGear^.State := HHGear^.State and (not gstAttacking);
+ HHGear^.State := HHGear^.State or gstHHChooseTarget;
+ DeleteGear(Gear);
+ isCursorVisible := true;
+ PlaySound(sndDenied)
+ end
+ else
+ begin
+ DeleteCI(HHGear);
+ SetAllHHToActive;
+ Gear^.doStep := @doStepTeleportAnim;
+
+ // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
+ Gear^.dX := HHGear^.dX;
+ // retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
+ HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+ HHGear^.X := int2hwFloat(Gear^.Target.X);
+ HHGear^.Y := int2hwFloat(Gear^.Target.Y);
+ HHGear^.State := HHGear^.State or gstMoving;
+ Gear^.Hedgehog^.Unplaced := false;
+ isCursorVisible := false;
+ playSound(sndWarp)
+ end;
+ Gear^.Target.X:= NoPointX
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSwitcherWork(Gear: PGear);
+var
+ HHGear: PGear;
+ hedgehog: PHedgehog;
+ State: Longword;
+begin
+ AllInactive := false;
+
+ if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
+ begin
+ hedgehog := Gear^.Hedgehog;
+ //Msg := Gear^.Message and (not gmSwitch);
+ DeleteGear(Gear);
+ ApplyAmmoChanges(hedgehog^);
+
+ HHGear := CurrentHedgehog^.Gear;
+ ApplyAmmoChanges(HHGear^.Hedgehog^);
+ //HHGear^.Message := Msg;
+ exit
+ end;
+
+ if (Gear^.Message and gmSwitch) <> 0 then
+ begin
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not gmSwitch);
+ Gear^.Message := Gear^.Message and (not gmSwitch);
+ State := HHGear^.State;
+ HHGear^.State := 0;
+ HHGear^.Z := cHHZ;
+ HHGear^.Active := false;
+ HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
+
+ PlaySound(sndSwitchHog);
+
+ repeat
+ CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
+ until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
+ (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
+ (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
+
+ SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
+ AmmoMenuInvalidated:= true;
+
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.State := State;
+ HHGear^.Active := true;
+ FollowGear := HHGear;
+ HHGear^.Z := cCurrHHZ;
+ HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y
+ end;
+end;
+
+procedure doStepSwitcher(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ Gear^.doStep := @doStepSwitcherWork;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ OnUsedAmmo(HHGear^.Hedgehog^);
+ with HHGear^ do
+ begin
+ State := State and (not gstAttacking);
+ Message := Message and (not gmAttack)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMortar(Gear: PGear);
+var
+ dX, dY, gdX, gdY: hwFloat;
+ i: LongInt;
+begin
+ AllInactive := false;
+ gdX := Gear^.dX;
+ gdY := Gear^.dY;
+
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
+ gdX.isNegative := not gdX.isNegative;
+ gdY.isNegative := not gdY.isNegative;
+ gdX:= gdX*_0_2;
+ gdY:= gdY*_0_2;
+
+ for i:= 0 to 4 do
+ begin
+ dX := gdX + rndSign(GetRandomf) * _0_03;
+ dY := gdY + rndSign(GetRandomf) * _0_03;
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
+ end;
+
+ DeleteGear(Gear);
+ exit
+ end;
+
+ if (GameTicks and $3F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepKamikazeWork(Gear: PGear);
+var
+ i: LongWord;
+ HHGear: PGear;
+ sparkles: PVisualGear;
+ hasWishes: boolean;
+begin
+ AllInactive := false;
+ hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
+ if hasWishes then
+ Gear^.AdvBounce:= 1;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ if HHGear = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+ if (GameTicks mod 2 = 0) and hasWishes then
+ begin
+ sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
+ if sparkles <> nil then
+ begin
+ sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
+ sparkles^.Angle:= random(360);
+ end
+ end;
+
+ i := 2;
+ repeat
+
+ Gear^.X := Gear^.X + HHGear^.dX;
+ Gear^.Y := Gear^.Y + HHGear^.dY;
+ HHGear^.X := Gear^.X;
+ HHGear^.Y := Gear^.Y;
+
+ inc(Gear^.Damage, 2);
+
+ // if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
+ // or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
+
+ dec(i)
+ until (i = 0)
+ or (Gear^.Damage > Gear^.Health);
+
+ inc(upd);
+ if upd > 3 then
+ begin
+ if Gear^.Health < 1500 then
+ begin
+ if Gear^.AdvBounce <> 0 then
+ Gear^.Pos := 3
+ else
+ Gear^.Pos := 2;
+ end;
+
+ AmmoShove(Gear, 30, 40);
+
+ DrawTunnel(HHGear^.X - HHGear^.dX * 10,
+ HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
+ HHGear^.dX,
+ HHGear^.dY,
+ 20 + cHHRadius * 2,
+ cHHRadius * 2 + 7);
+
+ upd := 0
+ end;
+
+ if Gear^.Health < Gear^.Damage then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ if hasWishes then
+ for i:= 0 to 31 do
+ begin
+ sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if sparkles <> nil then
+ with sparkles^ do
+ begin
+ Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
+ Angle:= random(360);
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= random(400) + 250
+ end
+ end;
+ AfterAttack;
+ HHGear^.Message:= HHGear^.Message or gmDestroy;
+ DeleteGear(Gear);
+ end
+ else
+ begin
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0
+ end
+end;
+
+procedure doStepKamikazeIdle(Gear: PGear);
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ Gear^.Pos := 1;
+ PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
+ Gear^.doStep := @doStepKamikazeWork
+ end
+end;
+
+procedure doStepKamikaze(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ HHGear^.dX := Gear^.dX;
+ HHGear^.dY := Gear^.dY;
+
+ Gear^.dX := SignAs(_0_45, Gear^.dX);
+ Gear^.dY := - _0_9;
+
+ Gear^.Timer := 550;
+
+ Gear^.doStep := @doStepKamikazeIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+const cakeh = 27;
+var
+ CakePoints: array[0..Pred(cakeh)] of record
+ x, y: hwFloat;
+ end;
+ CakeI: Longword;
+
+procedure doStepCakeExpl(Gear: PGear);
+begin
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 2250 then
+ exit;
+
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, Gear^.Hedgehog, EXPLAutoSound);
+ AfterAttack;
+ DeleteGear(Gear)
+end;
+
+procedure doStepCakeDown(Gear: PGear);
+var
+ gi: PGear;
+ dmg, dmgBase: LongInt;
+ fX, fY, tdX, tdY: hwFloat;
+begin
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 100 then
+ exit;
+ Gear^.Tag := 0;
+
+ if Gear^.Pos = 0 then
+ begin
+///////////// adapted from doMakeExplosion ///////////////////////////
+ //fX:= Gear^.X;
+ //fY:= Gear^.Y;
+ //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
+ //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
+ fX:= int2hwFloat(hwRound(Gear^.X));
+ fY:= int2hwFloat(hwRound(Gear^.Y));
+ dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ if gi^.Kind = gtHedgehog then
+ begin
+ dmg:= 0;
+ tdX:= gi^.X-fX;
+ tdY:= gi^.Y-fY;
+ if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
+ dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
+ if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
+ if (dmg > 1) then
+ if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
+ gi^.State := gi^.State or gstLoser
+ else
+ gi^.State := gi^.State or gstWinner;
+ end;
+ gi := gi^.NextGear
+ end;
+//////////////////////////////////////////////////////////////////////
+ Gear^.doStep := @doStepCakeExpl;
+ PlaySound(sndCake)
+ end
+ else dec(Gear^.Pos)
+end;
+
+
+procedure doStepCakeWork(Gear: PGear);
+var
+ tdx, tdy: hwFloat;
+begin
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 7 then
+ exit;
+
+ dec(Gear^.Health);
+ Gear^.Timer := Gear^.Health*10;
+ if Gear^.Health mod 100 = 0 then
+ Gear^.PortalCounter:= 0;
+ // This is not seconds, but at least it is *some* feedback
+ if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ FollowGear := Gear;
+ Gear^.RenderTimer := false;
+ Gear^.doStep := @doStepCakeDown;
+ exit
+ end;
+
+ cakeStep(Gear);
+
+ if Gear^.Tag = 0 then
+ begin
+ CakeI := (CakeI + 1) mod cakeh;
+ tdx := CakePoints[CakeI].x - Gear^.X;
+ tdy := - CakePoints[CakeI].y + Gear^.Y;
+ CakePoints[CakeI].x := Gear^.X;
+ CakePoints[CakeI].y := Gear^.Y;
+ Gear^.DirAngle := DxDy2Angle(tdx, tdy);
+ end;
+end;
+
+procedure doStepCakeUp(Gear: PGear);
+var
+ i: Longword;
+begin
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 100 then
+ exit;
+ Gear^.Tag := 0;
+
+ if Gear^.Pos = 6 then
+ begin
+ for i:= 0 to Pred(cakeh) do
+ begin
+ CakePoints[i].x := Gear^.X;
+ CakePoints[i].y := Gear^.Y
+ end;
+ CakeI := 0;
+ Gear^.doStep := @doStepCakeWork
+ end
+ else
+ inc(Gear^.Pos)
+end;
+
+procedure doStepCakeFall(Gear: PGear);
+begin
+ AllInactive := false;
+
+ Gear^.dY := Gear^.dY + cGravity;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then
+ Gear^.doStep := @doStepCakeUp
+ else
+ begin
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if CheckGearDrowning(Gear) then
+ AfterAttack
+ end
+end;
+
+procedure doStepCake(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ Gear^.CollisionMask:= lfNotCurrentMask;
+
+ FollowGear := Gear;
+
+ Gear^.doStep := @doStepCakeFall
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSeductionWork(Gear: PGear);
+var i: LongInt;
+ hogs: PGearArrayS;
+begin
+ AllInactive := false;
+ hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
+ if hogs.size > 0 then
+ begin
+ for i:= 0 to hogs.size - 1 do
+ with hogs.ar^[i]^ do
+ begin
+ if hogs.ar^[i] <> CurrentHedgehog^.Gear then
+ begin
+ dX:= _50 * cGravity * (Gear^.X - X) / _25;
+ dY:= -_450 * cGravity;
+ Active:= true;
+ end
+ end;
+ end ;
+ AfterAttack;
+ DeleteGear(Gear);
+(*
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
+ if (Land[y, x] <> 0) then
+ begin
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+ Gear^.dX := Gear^.dX * _1_5;
+ Gear^.dY := Gear^.dY * _1_5 - _0_3;
+ AmmoShove(Gear, 0, 40);
+ AfterAttack;
+ DeleteGear(Gear)
+ end
+ else
+ else
+ begin
+ AfterAttack;
+ DeleteGear(Gear)
+ end*)
+end;
+
+procedure doStepSeductionWear(Gear: PGear);
+var heart: PVisualGear;
+begin
+ AllInactive := false;
+ inc(Gear^.Timer);
+ if Gear^.Timer > 250 then
+ begin
+ Gear^.Timer := 0;
+ inc(Gear^.Pos);
+ if Gear^.Pos = 5 then
+ PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
+ end;
+
+ if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
+ begin
+ heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if heart <> nil then
+ with heart^ do
+ begin
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= random(750) + 1000;
+ State:= ord(sprSeduction)
+ end;
+ end;
+
+ if Gear^.Pos = 15 then
+ Gear^.doStep := @doStepSeductionWork
+end;
+
+procedure doStepSeduction(Gear: PGear);
+begin
+ AllInactive := false;
+ //DeleteCI(Gear^.Hedgehog^.Gear);
+ Gear^.doStep := @doStepSeductionWear
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepWaterUp(Gear: PGear);
+var
+ i: LongWord;
+begin
+ if (Gear^.Tag = 0)
+ or (cWaterLine = 0) then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ AllInactive := false;
+
+ inc(Gear^.Timer);
+ if Gear^.Timer = 17 then
+ Gear^.Timer := 0
+ else
+ exit;
+
+ if cWaterLine > 0 then
+ begin
+ dec(cWaterLine);
+ for i:= 0 to LAND_WIDTH - 1 do
+ Land[cWaterLine, i] := 0;
+ SetAllToActive
+ end;
+
+ dec(Gear^.Tag);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrillDrilling(Gear: PGear);
+var
+ t: PGearArray;
+ tempColl: Word;
+begin
+ AllInactive := false;
+ if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
+ begin
+ dec(Gear^.Timer);
+ exit;
+ end;
+
+ DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if (Gear^.Timer mod 30) = 0 then
+ AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
+ if (CheckGearDrowning(Gear)) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ exit
+ end;
+
+ tempColl:= Gear^.CollisionMask;
+ Gear^.CollisionMask:= $007F;
+ if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
+ t := CheckGearsCollision(Gear)
+ else t := nil;
+ Gear^.CollisionMask:= tempColl;
+ //fixes drill not exploding when touching HH bug
+
+ if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
+ or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))))
+// CheckLandValue returns true if the type isn't matched
+ or (not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible)) then
+ begin
+ //out of time or exited ground
+ StopSoundChan(Gear^.SoundChannel);
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
+ else
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end
+
+ else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Tag := 1;
+ Gear^.doStep := @doStepDrill
+ end;
+
+ dec(Gear^.Timer);
+end;
+
+procedure doStepDrill(Gear: PGear);
+var
+ t: PGearArray;
+ oldDx, oldDy: hwFloat;
+ t2: hwFloat;
+begin
+ AllInactive := false;
+
+ if (Gear^.State and gsttmpFlag) = 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed;
+
+ oldDx := Gear^.dX;
+ oldDy := Gear^.dY;
+
+ doStepFallingGear(Gear);
+
+ if (GameTicks and $3F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end;
+
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ //hit
+ Gear^.dX := oldDx;
+ Gear^.dY := oldDy;
+
+ if GameTicks > Gear^.FlightTime then
+ t := CheckGearsCollision(Gear)
+ else
+ t := nil;
+ if (t = nil) or (t^.Count = 0) then
+ begin
+ //hit the ground not the HH
+ t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.dX * t2;
+ Gear^.dY := Gear^.dY * t2;
+ end
+
+ else if (t <> nil) then
+ begin
+ //explode right on contact with HH
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
+ else
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit;
+ end;
+
+ Gear^.SoundChannel := LoopSound(sndDrillRocket);
+ Gear^.doStep := @doStepDrillDrilling;
+
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ gear^.RenderTimer:= true;
+ if Gear^.Timer > 0 then dec(Gear^.Timer)
+ end
+ else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
+ begin
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
+ else
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ end
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBallgunWork(Gear: PGear);
+var
+ HHGear, ball: PGear;
+ rx, ry: hwFloat;
+ gX, gY: LongInt;
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+ gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+ if (Gear^.Timer mod 100) = 0 then
+ begin
+ rx := rndSign(getRandomf * _0_1);
+ ry := rndSign(getRandomf * _0_1);
+
+ ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
+ ball^.CollisionMask:= lfNotCurrentMask;
+
+ PlaySound(sndGun);
+ end;
+
+ if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+procedure doStepBallgun(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepBallgunWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepRCPlaneWork(Gear: PGear);
+
+const cAngleSpeed = 3;
+var
+ HHGear: PGear;
+ i: LongInt;
+ dX, dY: hwFloat;
+ fChanged: boolean;
+ trueAngle: Longword;
+ t: PGear;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ FollowGear := Gear;
+
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer);
+
+ fChanged := false;
+ if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
+ begin
+ fChanged := true;
+ if Gear^.Angle > 2048 then
+ dec(Gear^.Angle)
+ else if Gear^.Angle < 2048 then
+ inc(Gear^.Angle)
+ else fChanged := false
+ end
+ else
+ begin
+ if ((Gear^.Message and gmLeft) <> 0) then
+ begin
+ fChanged := true;
+ Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
+ end;
+
+ if ((Gear^.Message and gmRight) <> 0) then
+ begin
+ fChanged := true;
+ Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
+ end
+ end;
+
+ if fChanged then
+ begin
+ Gear^.dX.isNegative := (Gear^.Angle > 2048);
+ if Gear^.dX.isNegative then
+ trueAngle := 4096 - Gear^.Angle
+ else
+ trueAngle := Gear^.Angle;
+
+ Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
+ Gear^.dY := AngleCos(trueAngle) * -_0_25;
+ end;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (GameTicks and $FF) = 0 then
+ if Gear^.Timer < 3500 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
+ else
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then
+ begin
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
+ _0_5, 0);
+ dec(Gear^.Health)
+ end;
+
+ if ((HHGear^.Message and gmLJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then
+ begin
+ Gear^.State := Gear^.State or gsttmpFlag;
+ PauseMusic;
+ playSound(sndRideOfTheValkyries);
+ end;
+
+ // pickup bonuses
+ t := CheckGearNear(Gear, gtCase, 36, 36);
+ if t <> nil then
+ PickUp(HHGear, t);
+
+ CheckCollision(Gear);
+
+ if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ StopSound(sndRideOfTheValkyries);
+ ResumeMusic;
+
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 15 do
+ begin
+ dX := AngleCos(i * 64) * _0_5 * (GetRandomf + _1);
+ dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _1);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
+ end;
+ DeleteGear(Gear)
+ end;
+
+ AfterAttack;
+ CurAmmoGear := nil;
+ if (GameFlags and gfInfAttack) = 0 then
+ begin
+ if TagTurnTimeLeft = 0 then
+ TagTurnTimeLeft:= TurnTimeLeft;
+
+ TurnTimeLeft:= 14 * 125;
+ end;
+
+ HHGear^.Message := 0;
+ ParseCommand('/taunt ' + #1, true)
+ end
+end;
+
+procedure doStepRCPlane(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.Angle := HHGear^.Angle;
+ Gear^.Tag := hwSign(HHGear^.dX);
+
+ if HHGear^.dX.isNegative then
+ Gear^.Angle := 4096 - Gear^.Angle;
+ Gear^.doStep := @doStepRCPlaneWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepJetpackWork(Gear: PGear);
+var
+ HHGear: PGear;
+ fuel, i: LongInt;
+ move: hwFloat;
+ isUnderwater: Boolean;
+ bubble: PVisualGear;
+begin
+ isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
+ if Gear^.Pos > 0 then
+ dec(Gear^.Pos);
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ //dec(Gear^.Timer);
+ move := _0_2;
+ fuel := 50;
+(*if (HHGear^.Message and gmPrecise) <> 0 then
+ begin
+ move:= _0_02;
+ fuel:= 5;
+ end;*)
+ if HHGear^.Message and gmPrecise <> 0 then
+ HedgehogChAngle(HHGear)
+ else if Gear^.Health > 0 then
+ begin
+ if HHGear^.Message and gmUp <> 0 then
+ begin
+ if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
+ begin
+ if isUnderwater then
+ begin
+ HHGear^.dY := HHGear^.dY - (move * _0_7);
+ for i:= random(10)+10 downto 0 do
+ begin
+ bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
+ if bubble <> nil then
+ bubble^.dY:= random(20)/10+0.1;
+ end
+ end
+ else HHGear^.dY := HHGear^.dY - move;
+ end;
+ dec(Gear^.Health, fuel);
+ Gear^.MsgParam := Gear^.MsgParam or gmUp;
+ Gear^.Timer := GameTicks
+ end;
+ move.isNegative := (HHGear^.Message and gmLeft) <> 0;
+ if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
+ begin
+ HHGear^.dX := HHGear^.dX + (move * _0_1);
+ if isUnderwater then
+ begin
+ for i:= random(5)+5 downto 0 do
+ begin
+ bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
+ if bubble <> nil then
+ begin
+ bubble^.dX:= (random(10)/10 + 0.02) * -1;
+ if (move.isNegative) then
+ begin
+ bubble^.X := bubble^.X + 28;
+ bubble^.dX:= bubble^.dX * (-1)
+ end
+ else bubble^.X := bubble^.X - 28;
+ end;
+ end
+ end;
+ dec(Gear^.Health, fuel div 5);
+ Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
+ Gear^.Timer := GameTicks
+ end
+ end;
+
+ // erases them all at once :-/
+ if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
+ begin
+ Gear^.Timer := 0;
+ Gear^.MsgParam := 0
+ end;
+
+ if Gear^.Health < 0 then
+ Gear^.Health := 0;
+
+ i:= Gear^.Health div 20;
+
+ if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= i;
+ //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
+ end;
+
+ if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
+ (HHGear^.Message and gmPrecise = 0) then
+ Gear^.State := Gear^.State and (not gsttmpFlag);
+
+ if HHGear^.Message and gmPrecise = 0 then
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
+ HHGear^.State := HHGear^.State or gstMoving;
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+
+ if not isUnderWater and hasBorder and ((HHGear^.X < _0)
+ or (hwRound(HHGear^.X) > LAND_WIDTH)) then
+ HHGear^.dY.isNegative:= false;
+
+ if ((Gear^.State and gsttmpFlag) = 0)
+ or (HHGear^.dY < _0) then
+ doStepHedgehogMoving(HHGear);
+
+ if // (Gear^.Health = 0)
+ (HHGear^.Damage <> 0)
+ //or CheckGearDrowning(HHGear)
+ or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
+ or (TurnTimeLeft = 0)
+ // allow brief ground touches - to be fair on this, might need another counter
+ or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
+ or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ with HHGear^ do
+ begin
+ Message := 0;
+ Active := true;
+ State := State or gstMoving
+ end;
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(HHGear^.Hedgehog^);
+ // if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
+
+// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
+
+//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+ end
+end;
+
+procedure doStepJetpack(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ Gear^.Pos:= 0;
+ Gear^.doStep := @doStepJetpackWork;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ FollowGear := HHGear;
+ AfterAttack;
+ with HHGear^ do
+ begin
+ State := State and (not gstAttacking);
+ Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
+
+ if (dY < _0_1) and (dY > -_0_1) then
+ begin
+ Gear^.State := Gear^.State or gsttmpFlag;
+ dY := dY - _0_2
+ end
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBirdyDisappear(Gear: PGear);
+begin
+ AllInactive := false;
+ Gear^.Pos := 0;
+ if Gear^.Timer < 2000 then
+ inc(Gear^.Timer, 1)
+ else
+ begin
+ DeleteGear(Gear);
+ end;
+end;
+
+procedure doStepBirdyFly(Gear: PGear);
+var
+ HHGear: PGear;
+ fuel, i: LongInt;
+ move: hwFloat;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ if HHGear = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ move := _0_2;
+ fuel := 50;
+
+ if Gear^.Pos > 0 then
+ dec(Gear^.Pos, 1)
+ else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
+ Gear^.Pos := 500;
+
+ if HHGear^.dX.isNegative then
+ Gear^.Tag := -1
+ else
+ Gear^.Tag := 1;
+
+ if (HHGear^.Message and gmUp) <> 0 then
+ begin
+ if (not HHGear^.dY.isNegative)
+ or (HHGear^.Y > -_256) then
+ HHGear^.dY := HHGear^.dY - move;
+
+ dec(Gear^.Health, fuel);
+ Gear^.MsgParam := Gear^.MsgParam or gmUp;
+ end;
+
+ if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
+ if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
+ begin
+ HHGear^.dX := HHGear^.dX + (move * _0_1);
+ dec(Gear^.Health, fuel div 5);
+ Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
+ end;
+
+ if Gear^.Health < 0 then
+ Gear^.Health := 0;
+
+ if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
+ for i:= ((500-Gear^.Health) div 250) downto 0 do
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
+
+ if (HHGear^.Message and gmAttack <> 0) then
+ begin
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ if Gear^.FlightTime > 0 then
+ begin
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
+ PlaySound(sndBirdyLay);
+ dec(Gear^.FlightTime)
+ end;
+ end;
+
+ if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
+ Gear^.State := Gear^.State and (not gsttmpFlag);
+
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
+ HHGear^.State := HHGear^.State or gstMoving;
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y - int2hwFloat(32);
+ // For some reason I need to reapply followgear here, something else grabs it otherwise.
+ // this is probably not needed anymore
+ if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
+
+ if ((Gear^.State and gsttmpFlag) = 0)
+ or (HHGear^.dY < _0) then
+ doStepHedgehogMoving(HHGear);
+
+ if (Gear^.Health = 0)
+ or (HHGear^.Damage <> 0)
+ or CheckGearDrowning(HHGear)
+ or (TurnTimeLeft = 0)
+ // allow brief ground touches - to be fair on this, might need another counter
+ or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
+ or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ with HHGear^ do
+ begin
+ Message := 0;
+ Active := true;
+ State := State or gstMoving
+ end;
+ Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
+ if HHGear^.dY < _0 then
+ begin
+ Gear^.dX := HHGear^.dX;
+ Gear^.dY := HHGear^.dY;
+ end;
+ Gear^.Timer := 0;
+ Gear^.doStep := @doStepBirdyDisappear;
+ CurAmmoGear := nil;
+ isCursorVisible := false;
+ AfterAttack;
+ end
+end;
+
+procedure doStepBirdyDescend(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer, 1)
+ else if Gear^.Hedgehog^.Gear = nil then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
+ if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
+ begin
+ if Gear^.Timer = 0 then
+ Gear^.Y := Gear^.Y + _0_1
+ end
+ else if Gear^.Timer = 0 then
+ begin
+ Gear^.doStep := @doStepBirdyFly;
+ HHGear^.dY := -_0_2
+ end
+end;
+
+procedure doStepBirdyAppear(Gear: PGear);
+begin
+ Gear^.Pos := 0;
+ if Gear^.Timer < 2000 then
+ inc(Gear^.Timer, 1)
+ else
+ begin
+ Gear^.Timer := 500;
+ Gear^.dX := _0;
+ Gear^.dY := _0;
+ Gear^.State := Gear^.State and (not gstAnimation);
+ Gear^.doStep := @doStepBirdyDescend;
+ end
+end;
+
+procedure doStepBirdy(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ gear^.State := gear^.State or gstAnimation and (not gstTmpFlag);
+ Gear^.doStep := @doStepBirdyAppear;
+
+ if CurrentHedgehog = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ HHGear := CurrentHedgehog^.Gear;
+
+ if HHGear^.dX.isNegative then
+ Gear^.Tag := -1
+ else
+ Gear^.Tag := 1;
+ Gear^.Pos := 0;
+ AllInactive := false;
+ FollowGear := HHGear;
+ with HHGear^ do
+ begin
+ State := State and (not gstAttacking);
+ Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepEggWork(Gear: PGear);
+var
+ vg: PVisualGear;
+ i: LongInt;
+begin
+ AllInactive := false;
+ Gear^.dX := Gear^.dX;
+ doStepFallingGear(Gear);
+ // CheckGearDrowning(Gear); // already checked for in doStepFallingGear
+ CalcRotationDirAngle(Gear);
+
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLPoisoned, $C0E0FFE0);
+ PlaySound(sndEggBreak);
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
+ vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
+ if vg <> nil then
+ vg^.Frame := 2;
+
+ for i:= 10 downto 0 do
+ begin
+ vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
+ vgtDust);
+ if vg <> nil then
+ vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480);
+ end;
+
+ DeleteGear(Gear);
+ exit
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doPortalColorSwitch();
+var CurWeapon: PAmmo;
+begin
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then
+ with CurrentHedgehog^ do
+ if (CurAmmoType = amPortalGun) then
+ begin
+ CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSwitch);
+
+ CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+ if CurWeapon^.Pos <> 0 then
+ CurWeapon^.Pos := 0
+
+ else
+ CurWeapon^.Pos := 1;
+ end;
+end;
+
+procedure doStepPortal(Gear: PGear);
+var
+ iterator, conPortal: PGear;
+ s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed,
+ resetx, resety, resetdx, resetdy: hwFloat;
+ sx, sy, rh, resetr: LongInt;
+ hasdxy, isbullet, iscake, isCollision: Boolean;
+begin
+ doPortalColorSwitch();
+
+ // destroy portal if ground it was attached too is gone
+ if (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] <= lfAllObjMask)
+ or (Gear^.Timer < 1)
+ or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
+ or (hwRound(Gear^.Y) > cWaterLine) then
+ begin
+ deleteGear(Gear);
+ EXIT;
+ end;
+
+ if (TurnTimeLeft < 1)
+ or (Gear^.Health < 1) then
+ dec(Gear^.Timer);
+
+ if Gear^.Timer < 10000 then
+ gear^.RenderTimer := true;
+
+ // abort if there is no other portal connected to this one
+ if (Gear^.LinkedGear = nil) then
+ exit;
+ if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
+ exit;
+
+ conPortal := Gear^.LinkedGear;
+
+ // check all gears for stuff to port through
+ iterator := nil;
+ while true do
+ begin
+
+ // iterate through GearsList
+ if iterator = nil then
+ iterator := GearsList
+ else
+ iterator := iterator^.NextGear;
+
+ // end of list?
+ if iterator = nil then
+ break;
+
+ // don't port portals or other gear that wouldn't make sense
+ if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
+ or (iterator^.PortalCounter > 32) then
+ continue;
+
+ // don't port hogs on rope
+ // TODO: this will also prevent hogs while falling after rope use from
+ // falling through portals... fix that!
+
+ // check if gear fits through portal
+ if (iterator^.Radius > Gear^.Radius) then
+ continue;
+
+ // this is the max range we accept incoming gears in
+ r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
+
+ // too far away?
+ if (iterator^.X < Gear^.X - r)
+ or (iterator^.X > Gear^.X + r)
+ or (iterator^.Y < Gear^.Y - r)
+ or (iterator^.Y > Gear^.Y + r) then
+ continue;
+
+ hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0));
+
+ // in case the object is not moving, let's asume it's falling towards the portal
+ if not hasdxy then
+ begin
+ if Gear^.Y < iterator^.Y then
+ continue;
+ ox:= Gear^.X - iterator^.X;
+ oy:= Gear^.Y - iterator^.Y;
+ end
+ else
+ begin
+ ox:= iterator^.dX;
+ oy:= iterator^.dY;
+ end;
+
+ // cake will need extra treatment... it's so delicious and moist!
+ iscake:= (iterator^.Kind = gtCake);
+
+ // won't port stuff that does not move towards the front/portal entrance
+ if iscake then
+ begin
+ if not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative) then
+ continue;
+ end
+ else
+ if not ((Gear^.dX*ox + Gear^.dY*oy).isNegative) then
+ continue;
+
+ isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
+
+ r:= int2hwFloat(iterator^.Radius);
+
+ if not (isbullet or iscake) then
+ begin
+ // wow! good candidate there, let's see if the distance and direction is okay!
+ if hasdxy then
+ begin
+ s := Distance(iterator^.dX, iterator^.dY);
+ // if the resulting distance is 0 skip this gear
+ if s.QWordValue = 0 then
+ continue;
+ s := r / s;
+ ox:= iterator^.X + s * iterator^.dX;
+ oy:= iterator^.Y + s * iterator^.dY;
+ end
+ else
+ begin
+ ox:= iterator^.X;
+ oy:= iterator^.Y + r;
+ end;
+
+ if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
+ continue;
+ end;
+
+ // draw bullet trail
+ if isbullet then
+ spawnBulletTrail(iterator);
+
+ // calc gear offset in portal vector direction
+ ox := (iterator^.X - Gear^.X);
+ oy := (iterator^.Y - Gear^.Y);
+ poffs:= (Gear^.dX * ox + Gear^.dY * oy);
+
+ if not isBullet and poffs.isNegative then
+ continue;
+
+ // only port bullets close to the portal
+ if isBullet and (not (hwAbs(poffs) < _3)) then
+ continue;
+
+ //
+ // gears that make it till here will definately be ported
+ //
+ // (but old position/movement vector might be restored in case there's
+ // not enough space on the other side)
+ //
+
+ resetr := iterator^.Radius;
+ resetx := iterator^.X;
+ resety := iterator^.Y;
+ resetdx := iterator^.dX;
+ resetdy := iterator^.dY;
+
+ // create a normal of the portal vector, but ...
+ nx := Gear^.dY;
+ ny := Gear^.dX;
+ // ... decide where the top is based on the hog's direction when firing the portal
+ if Gear^.Elasticity.isNegative then
+ nx.isNegative := (not nx.isNegative)
+ else
+ ny.isNegative := not ny.isNegative;
+
+ // calc gear offset in portal normal vector direction
+ noffs:= (nx * ox + ny * oy);
+
+ if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
+ continue;
+
+ // avoid gravity related loops of not really moving gear
+ if not (iscake or isbullet)
+ and (Gear^.dY.isNegative)
+ and (conPortal^.dY.isNegative)
+ and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
+ and (iterator^.PortalCounter > 0) then
+ continue;
+
+ // calc gear speed along to the vector and the normal vector of the portal
+ if hasdxy then
+ begin
+ pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
+ nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
+ end
+ else
+ begin
+ pspeed:= hwAbs(cGravity * oy);
+ nspeed:= _0;
+ end;
+
+ // creating normal vector of connected (exit) portal
+ nx := conPortal^.dY;
+ ny := conPortal^.dX;
+ if conPortal^.Elasticity.isNegative then
+ nx.isNegative := (not nx.isNegative)
+ else
+ ny.isNegative := not ny.isNegative;
+
+ // inverse cake's normal movement direction,
+ // as if it just walked through a hole
+ //if iscake then nspeed.isNegative:= not nspeed.isNegative;
+
+//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
+ iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
+ iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
+
+ // make the gear's exit position close to the portal while
+ // still respecting the movement direction
+
+ // determine the distance (in exit vector direction)
+ // that we want the gear at
+ if iscake then
+ ox:= (r - _0_7)
+ else
+ ox:= (r * _1_5);
+ s:= ox / poffs;
+ poffs:= ox;
+ if (nspeed.QWordValue <> 0)
+ and (pspeed > _0) then
+ noffs:= noffs * s * (nspeed / pspeed);
+
+ // move stuff with high normal offset closer to the portal's center
+ if not isbullet then
+ begin
+ s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
+ if s > _0 then
+ noffs:= noffs - SignAs(s,noffs)
+ end;
+
+ iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
+ iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
+
+ if not hasdxy and (not (conPortal^.dY.isNegative)) then
+ begin
+ iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
+ end;
+
+ // see if the space on the exit side actually is enough
+
+ if not (isBullet or isCake) then
+ begin
+ // TestCollisionXwithXYShift requires a hwFloat for xShift
+ ox.QWordValue := _1.QWordValue;
+ ox.isNegative := not iterator^.dX.isNegative;
+
+ sx := hwSign(iterator^.dX);
+ sy := hwSign(iterator^.dY);
+
+ if iterator^.Radius > 1 then
+ iterator^.Radius := iterator^.Radius - 1;
+
+ // check front
+ isCollision := TestCollisionY(iterator, sy)
+ or TestCollisionX(iterator, sx);
+
+ if not isCollision then
+ begin
+ // check center area (with half the radius so that the
+ // the square check won't check more pixels than we want to)
+ iterator^.Radius := 1 + resetr div 2;
+ rh := resetr div 4;
+ isCollision := TestCollisionYwithXYShift(iterator, 0, -sy * rh, sy, false)
+ or TestCollisionXwithXYShift(iterator, ox * rh, 0, sx, false);
+ end;
+
+ iterator^.Radius := resetr;
+
+ if isCollision then
+ begin
+ // collision! oh crap! go back!
+ iterator^.X := resetx;
+ iterator^.Y := resety;
+ iterator^.dX := resetdx;
+ iterator^.dY := resetdy;
+ continue;
+ end;
+ end;
+
+ //
+ // You're now officially portaled!
+ //
+
+ // Until loops are reliably broken
+ if iscake then
+ iterator^.PortalCounter:= 33
+ else
+ begin
+ inc(iterator^.PortalCounter);
+ iterator^.Active:= true;
+ iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
+ end;
+
+ // is it worth adding an arcsin table? Just how often would we end up doing something like this?
+ // SYNCED ANGLE UPDATE
+ if iterator^.Kind = gtRCPlane then
+ begin
+ // recycling as temp vars
+ resety.isNegative:= false;
+ resety.QWordValue:= 4294967296 * 112;
+ resetx.isNegative:= false;
+ resetx.QWordValue:= 4294967296 * 35;
+ resetdx.isNegative:= false;
+ resetdx.QWordValue:= 4294967296 * 1152;
+
+ resetdy:=hwAbs(iterator^.dX*4);
+ resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
+ iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
+ if not iterator^.dY.isNegative then iterator^.Angle:= 2048-iterator^.Angle;
+ if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
+ end
+ // VISUAL USE OF ANGLE ONLY
+ else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
+ begin
+ iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
+ iterator^.Angle:= 2048-iterator^.Angle;
+ if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
+ end;
+
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
+ and (iterator = CurrentHedgehog^.Gear)
+ and (CurAmmoGear <> nil)
+ and (CurAmmoGear^.Kind =gtRope) then
+ CurAmmoGear^.PortalCounter:= 1;
+
+ if not isbullet and (iterator^.State and gstInvisible = 0)
+ and (iterator^.Kind <> gtFlake) then
+ FollowGear := iterator;
+
+ // store X/Y values of exit for net bullet trail
+ if isbullet then
+ begin
+ iterator^.Elasticity:= iterator^.X;
+ iterator^.Friction := iterator^.Y;
+ end;
+
+ if Gear^.Health > 1 then
+ dec(Gear^.Health);
+ end;
+end;
+
+
+
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+var
+ CurWeapon: PAmmo;
+begin
+ if CurrentHedgehog <> nil then
+ with CurrentHedgehog^ do
+ begin
+ CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+ if (CurAmmoType = amPortalGun) then
+ begin
+ 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;
+
+procedure doStepMovingPortal_real(Gear: PGear);
+var
+ x, y, tx, ty: LongInt;
+ s: hwFloat;
+begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ tx := 0;
+ ty := 0;
+ // avoid compiler hints
+
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
+ begin
+ Gear^.State := Gear^.State or gstCollision;
+ Gear^.State := Gear^.State and (not gstMoving);
+
+ if (Land[y, x] and lfBouncy <> 0)
+ or (not CalcSlopeTangent(Gear, x, y, tx, ty, 255))
+ or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
+ begin
+ loadNewPortalBall(Gear, true);
+ EXIT;
+ end;
+
+ // making a normalized normal vector
+ s := _1/DistanceI(tx,ty);
+ Gear^.dX := s * ty;
+ Gear^.dY := -s * tx;
+
+ Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
+ if not Gear^.dX.isNegative then
+ Gear^.DirAngle := 180-Gear^.DirAngle;
+
+ if ((Gear^.LinkedGear = nil)
+ or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
+ begin
+ loadNewPortalBall(Gear, false);
+ inc(Gear^.Tag);
+ Gear^.doStep := @doStepPortal;
+ end
+ else
+ loadNewPortalBall(Gear, true);
+ end
+
+ else if (y > cWaterLine)
+ or (y < -max(LAND_WIDTH,4096))
+ or (x > 2*max(LAND_WIDTH,4096))
+ or (x < -max(LAND_WIDTH,4096)) then
+ loadNewPortalBall(Gear, true);
+end;
+
+procedure doStepMovingPortal(Gear: PGear);
+begin
+ doPortalColorSwitch();
+ doStepPerPixel(Gear, @doStepMovingPortal_real, true);
+ if (Gear^.Timer < 1)
+ or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
+ deleteGear(Gear);
+end;
+
+procedure doStepPortalShot(newPortal: PGear);
+var
+ iterator: PGear;
+ s: hwFloat;
+ CurWeapon: PAmmo;
+begin
+ s:= Distance (newPortal^.dX, newPortal^.dY);
+
+ // Adds the hog speed (only that part in/directly against shot direction)
+ // to the shot speed (which we triple previously btw)
+ // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
+ // to the scaler)
+ s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
+ newPortal^.dX := newPortal^.dX * s;
+ newPortal^.dY := newPortal^.dY * s;
+
+ newPortal^.LinkedGear := nil;
+
+ if CurrentHedgehog <> nil then
+ with CurrentHedgehog^ do
+ begin
+ CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+ // let's save the HH's dX's direction so we can decide where the "top" of the portal hole
+ newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
+ // when doing a backjump the dx is the opposite of the facing direction
+ if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
+ newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
+
+ // make portal gun look unloaded
+ if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
+ CurWeapon^.Timer := CurWeapon^.Timer or 2;
+
+ iterator := GearsList;
+ while iterator <> nil do
+ begin
+ if (iterator^.Kind = gtPortal) then
+ if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
+ begin
+ if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
+ begin
+ iterator^.Timer:= 0;
+ end
+ else
+ begin
+ // link portals with each other
+ newPortal^.LinkedGear := iterator;
+ iterator^.LinkedGear := newPortal;
+ iterator^.Health := newPortal^.Health;
+ end;
+ end;
+ iterator^.PortalCounter:= 0;
+ iterator := iterator^.NextGear
+ end;
+
+ if newPortal^.LinkedGear <> nil then
+ begin
+ // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
+ iterator:= GearsList;
+ while iterator <> nil do
+ begin
+ if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
+ or ((iterator^.Message and gmAllStoppable) = 0)) then
+ begin
+ iterator^.Active:= true;
+ if iterator^.dY.QWordValue = 0 then
+ iterator^.dY.isNegative:= false;
+ iterator^.State:= iterator^.State or gstMoving;
+ DeleteCI(iterator);
+ //inc(iterator^.dY.QWordValue,10);
+ end;
+ iterator:= iterator^.NextGear
+ end
+ end
+ end;
+ newPortal^.State := newPortal^.State and (not gstCollision);
+ newPortal^.State := newPortal^.State or gstMoving;
+ newPortal^.doStep := @doStepMovingPortal;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPiano(Gear: PGear);
+var
+ r0, r1: LongInt;
+ odY: hwFloat;
+begin
+ AllInactive := false;
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
+ ((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
+ begin
+ case CurrentHedgehog^.Gear^.MsgParam of
+ 0: PlaySound(sndPiano0);
+ 1: PlaySound(sndPiano1);
+ 2: PlaySound(sndPiano2);
+ 3: PlaySound(sndPiano3);
+ 4: PlaySound(sndPiano4);
+ 5: PlaySound(sndPiano5);
+ 6: PlaySound(sndPiano6);
+ 7: PlaySound(sndPiano7);
+ else PlaySound(sndPiano8);
+ end;
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
+ CurrentHedgehog^.Gear^.MsgParam := 0;
+ CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
+ end;
+
+ if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
+ begin
+ Gear^.dY := Gear^.dY + cGravity * 2;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if CheckGearDrowning(Gear) then
+ begin
+ Gear^.Y:= Gear^.Y + _50;
+ OnUsedAmmo(CurrentHedgehog^);
+ if CurrentHedgehog^.Gear <> nil then
+ begin
+ // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
+ CurrentHedgehog^.Gear^.Active := true;
+ CurrentHedgehog^.Gear^.X := Gear^.X;
+ CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+ CurrentHedgehog^.Unplaced := false;
+ if TagTurnTimeLeft = 0 then
+ TagTurnTimeLeft:= TurnTimeLeft;
+ TurnTimeLeft:= 0
+ end;
+ ResumeMusic
+ end;
+ exit
+ end;
+
+ odY:= Gear^.dY;
+ doStepFallingGear(Gear);
+
+ if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _50;
+ OnUsedAmmo(CurrentHedgehog^);
+ if CurrentHedgehog^.Gear <> nil then
+ begin
+ // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
+ CurrentHedgehog^.Gear^.Active := true;
+ CurrentHedgehog^.Gear^.X := Gear^.X;
+ CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+ CurrentHedgehog^.Unplaced := false;
+ if TagTurnTimeLeft = 0 then
+ TagTurnTimeLeft:= TurnTimeLeft;
+ TurnTimeLeft:= 0
+ end;
+ ResumeMusic
+ end
+ else if (Gear^.State and gstCollision) <> 0 then
+ begin
+ r0 := GetRandom(21);
+ r1 := GetRandom(21);
+ doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0);
+ doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound);
+ for r0:= 0 to 4 do
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
+ Gear^.dY := cGravity * 2 - odY;
+ Gear^.Pos := Gear^.Pos + 1;
+ end
+ else
+ Gear^.dY := Gear^.dY + cGravity * 2;
+ // let it fall faster so itdoesn't take too long for the whole attack
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSineGunShotWork(Gear: PGear);
+var
+ x, y, rX, rY, t, tmp, initHealth: LongInt;
+ oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
+ justCollided: boolean;
+begin
+ AllInactive := false;
+ initHealth := Gear^.Health;
+ lX := Gear^.X;
+ lY := Gear^.Y;
+ ldX := Gear^.dX;
+ ldY := Gear^.dY;
+ sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
+ ldX := ldX * sdy;
+ ldY := ldY * sdy;
+ sdY := hwAbs(ldX) + hwAbs(ldY);
+ sdX := _1 - hwAbs(ldX/sdY);
+ sdY := _1 - hwAbs(ldY/sdY);
+ if (ldX.isNegative = ldY.isNegative) then
+ sdY := -sdY;
+
+ // initial angle depends on current GameTicks
+ t := getRandom(4096);
+
+
+ // used for a work-around detection of area that is within land array, but outside borders
+ justCollided := false;
+
+ repeat
+ lX := lX + ldX;
+ lY := lY + ldY;
+ oX := Gear^.X;
+ oY := Gear^.Y;
+ rX := hwRound(oX);
+ rY := hwRound(oY);
+ tmp := t mod 4096;
+ amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
+ sine := amp * AngleSin(tmp mod 2048);
+ sine.isNegative := (tmp < 2048);
+ inc(t,Gear^.Health div 313);
+ Gear^.X := lX + (sine * sdX);
+ Gear^.Y := ly + (sine * sdY);
+ Gear^.dX := Gear^.X - oX;
+ Gear^.dY := Gear^.Y - oY;
+
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ // if borders are on, stop outside land array
+ if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
+ begin
+ Gear^.Damage := 0;
+ Gear^.Health := 0;
+ end
+ else
+ begin
+ if (rY <= cWaterLine) or (y <= cWaterLine) then
+ begin
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
+ and (Land[y, x] <> 0) then
+ begin
+ if justCollided then
+ begin
+ Gear^.Damage := 0;
+ Gear^.Health := 0;
+ end
+ else
+ begin
+ inc(Gear^.Damage,3);
+ justCollided := true;
+ end;
+ end
+ else
+ justCollided := false;
+
+ // kick nearby hogs, dig tunnel and add some fire
+ // if at least 5 collisions occured
+ if Gear^.Damage > 0 then
+ begin
+ DrawExplosion(rX,rY,Gear^.Radius);
+
+ // kick nearby hogs
+ AmmoShove(Gear, 35, 50);
+
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+
+ // add some fire to the tunnel
+ if getRandom(6) = 0 then
+ begin
+ tmp:= GetRandom(2 * Gear^.Radius);
+ AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
+ end
+ end;
+
+ if random(100) = 0 then
+ AddVisualGear(x, y, vgtSmokeTrace);
+ end
+ else dec(Gear^.Health, 5); // if underwater get additional damage
+ end;
+
+ dec(Gear^.Health);
+
+ // decrease bullet size towards the end
+ if (Gear^.Radius > 4) then
+ begin
+ if (Gear^.Health <= (initHealth div 3)) then
+ dec(Gear^.Radius)
+ end
+ else if (Gear^.Radius > 3) then
+ begin
+ if (Gear^.Health <= (initHealth div 4)) then
+ dec(Gear^.Radius)
+ end
+ else if (Gear^.Radius > 2) then begin
+ if (Gear^.Health <= (initHealth div 5)) then
+ dec(Gear^.Radius)
+ end
+ else if (Gear^.Radius > 1) then
+ begin
+ if (Gear^.Health <= (initHealth div 6)) then
+ dec(Gear^.Radius)
+ end;
+
+ until (Gear^.Health <= 0);
+
+ DeleteGear(Gear);
+ AfterAttack;
+end;
+
+procedure doStepSineGunShot(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ PlaySound(sndSineGun);
+
+ // push the shooting Hedgehog back
+ HHGear := CurrentHedgehog^.Gear;
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+ HHGear^.dX := Gear^.dX;
+ HHGear^.dY := Gear^.dY;
+ AmmoShove(Gear, 0, 80);
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+
+ Gear^.doStep := @doStepSineGunShotWork;
+ with mobileRecord do
+ if (performRumble <> nil) and (not fastUntilLag) then
+ performRumble(kSystemSoundID_Vibrate);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFlamethrowerWork(Gear: PGear);
+var
+ HHGear, flame: PGear;
+ rx, ry, speed: hwFloat;
+ i, gX, gY: LongInt;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+ gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+
+ if (GameTicks and $FF) = 0 then
+ begin
+ if (HHGear^.Message and gmRight) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
+ inc(Gear^.Tag)
+ else if Gear^.Tag > 5 then
+ dec(Gear^.Tag);
+ end
+ else if (HHGear^.Message and gmLeft) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
+ dec(Gear^.Tag)
+ else if Gear^.Tag < 20 then
+ inc(Gear^.Tag);
+ end
+ end;
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ dec(Gear^.Health);
+ if (Gear^.Health mod 5) = 0 then
+ begin
+ rx := rndSign(getRandomf * _0_1);
+ ry := rndSign(getRandomf * _0_1);
+ speed := _0_5 * (_10 / Gear^.Tag);
+
+ flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
+ SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+ flame^.CollisionMask:= lfNotCurrentMask;
+
+ if (Gear^.Health mod 30) = 0 then
+ begin
+ flame:= AddGear(gx, gy, gtFlame, 0,
+ SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+ flame^.CollisionMask:= lfNotCurrentMask;
+ end
+ end;
+ Gear^.Timer:= Gear^.Tag
+ end;
+
+ if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+ else
+ begin
+ i:= Gear^.Health div 5;
+ if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= i;
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
+ '%', cWhiteColor, fntSmall)
+ end
+ end
+end;
+
+procedure doStepFlamethrower(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepFlamethrowerWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepLandGunWork(Gear: PGear);
+var
+ HHGear, land: PGear;
+ rx, ry, speed: hwFloat;
+ i, gX, gY: LongInt;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+ gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+
+ if (GameTicks and $FF) = 0 then
+ begin
+ if (HHGear^.Message and gmRight) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
+ inc(Gear^.Tag)
+ else if Gear^.Tag > 5 then
+ dec(Gear^.Tag);
+ end
+ else if (HHGear^.Message and gmLeft) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
+ dec(Gear^.Tag)
+ else if Gear^.Tag < 20 then
+ inc(Gear^.Tag);
+ end
+ end;
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ dec(Gear^.Health);
+
+ rx := rndSign(getRandomf * _0_1);
+ ry := rndSign(getRandomf * _0_1);
+ speed := (_3 / Gear^.Tag);
+
+ land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
+ SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+ land^.CollisionMask:= lfNotCurrentMask;
+
+ Gear^.Timer:= Gear^.Tag
+ end;
+
+ if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
+ begin
+ HHGear^.Message:= HHGear^.Message and (not gmAttack);
+ DeleteGear(Gear);
+ AfterAttack
+ end
+ else
+ begin
+ i:= Gear^.Health div 10;
+ if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= i;
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
+ '%', cWhiteColor, fntSmall)
+ end
+ end
+end;
+
+procedure doStepLandGun(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepLandGunWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPoisonCloud(Gear: PGear);
+begin
+ if Gear^.Timer = 0 then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+ Gear^.X:= Gear^.X + Gear^.dX;
+ Gear^.Y:= Gear^.Y + Gear^.dY;
+ Gear^.dX := Gear^.dX + cWindSpeed / 4;
+ Gear^.dY := Gear^.dY + cGravity / 100;
+ if (GameTicks and $FF) = 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
+ AllInactive:= false;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHammer(Gear: PGear);
+var HHGear, tmp, tmp2: PGear;
+ t: PGearArray;
+ i: LongInt;
+begin
+HHGear:= Gear^.Hedgehog^.Gear;
+HHGear^.State:= HHGear^.State or gstNoDamage;
+DeleteCI(HHGear);
+
+t:= CheckGearsCollision(Gear);
+
+for i:= 5 downto 0 do
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+i:= t^.Count;
+while i > 0 do
+ begin
+ dec(i);
+ tmp:= t^.ar[i];
+ if (tmp^.State and gstNoDamage) = 0 then
+ if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
+ begin
+ //tmp^.State:= tmp^.State or gstFlatened;
+ if not tmp^.Invulnerable then
+ ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
+ //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
+ tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
+ tmp2^.LinkedGear:= tmp;
+ SetAllToActive
+ end
+ else
+ begin
+ end
+ end;
+
+HHGear^.State:= HHGear^.State and (not gstNoDamage);
+Gear^.Timer:= 250;
+Gear^.doStep:= @doStepIdle
+end;
+
+procedure doStepHammerHitWork(Gear: PGear);
+var
+ i, j, ei: LongInt;
+ HitGear: PGear;
+begin
+ AllInactive := false;
+ HitGear := Gear^.LinkedGear;
+ dec(Gear^.Timer);
+ if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ if (Gear^.Timer mod 5) = 0 then
+ begin
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+ i := hwRound(Gear^.X) - HitGear^.Radius + 2;
+ ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
+ for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3);
+ for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3);
+ while i <= ei do
+ begin
+ for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3);
+ inc(i, 1)
+ end;
+
+ if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
+ , lfIndestructible) then
+ begin
+ //Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + _1_9
+ end;
+ end;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then
+ begin
+ Gear^.dY := _0;
+ SetLittle(HitGear^.dX);
+ HitGear^.dY := _0;
+ end
+ else
+ begin
+ //Gear^.dY := Gear^.dY + cGravity;
+ //Gear^.Y := Gear^.Y + Gear^.dY;
+ if hwRound(Gear^.Y) > cWaterLine then
+ Gear^.Timer := 1
+ end;
+
+ //Gear^.X := Gear^.X + HitGear^.dX;
+ HitGear^.X := Gear^.X;
+ HitGear^.Y := Gear^.Y;
+ SetLittle(HitGear^.dY);
+ HitGear^.Active:= true;
+end;
+
+procedure doStepHammerHit(Gear: PGear);
+var
+ i, y: LongInt;
+ ar: TRangeArray;
+ HHGear: PGear;
+begin
+ i := 0;
+ HHGear := 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);
+
+ doStepHammerHitWork(Gear);
+ Gear^.doStep := @doStepHammerHitWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepResurrectorWork(Gear: PGear);
+var
+ graves: PGearArrayS;
+ resgear: PGear;
+ hh: PHedgehog;
+ i: LongInt;
+begin
+ if (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft);
+
+ AllInactive := false;
+ hh := Gear^.Hedgehog;
+
+ // no, you can't do that here
+ {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
+ cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
+ }
+ (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
+ $FF);*)
+
+ if ((Gear^.Message and gmUp) <> 0) then
+ begin
+ if (GameTicks and $F) <> 0 then
+ exit;
+ end
+ else if (GameTicks and $1FF) <> 0 then
+ exit;
+
+ if Gear^.Power < 45 then
+ begin
+ inc(Gear^.Power);
+ if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
+ hh^.Gear^.Y := hh^.Gear^.Y - _1;
+ end;
+
+ graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
+
+ if graves.size = 0 then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle;
+ exit;
+ end;
+
+ if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
+ begin
+ if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
+ dec(hh^.Gear^.Health);
+ if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
+ hh^.Gear^.Damage:= 1;
+ RenderHealth(hh^);
+ RecountTeamHealth(hh^.Team);
+ inc(graves.ar^[Gear^.Tag]^.Health);
+ inc(Gear^.Tag)
+{-for i:= 0 to High(graves) do begin
+ if hh^.Gear^.Health > 0 then begin
+ dec(hh^.Gear^.Health);
+ inc(graves[i]^.Health);
+ end;
+ end; -}
+ end
+ else
+ begin
+ // now really resurrect the hogs with the hp saved in the graves
+ for i:= 0 to graves.size - 1 do
+ if graves.ar^[i]^.Health > 0 then
+ begin
+ resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
+ resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
+ resgear^.Health := graves.ar^[i]^.Health;
+ PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
+ graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
+ graves.ar^[i]^.Active:= true;
+ RenderHealth(resgear^.Hedgehog^);
+ RecountTeamHealth(resgear^.Hedgehog^.Team);
+ resgear^.Hedgehog^.Effects[heResurrected]:= 1;
+ // only make hat-less hedgehogs look like zombies, preserve existing hats
+
+ if resgear^.Hedgehog^.Hat = 'NoHat' then
+ LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
+ end;
+
+ hh^.Gear^.dY := _0;
+ hh^.Gear^.dX := _0;
+ doStepHedgehogMoving(hh^.Gear);
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle;
+ end
+ //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
+end;
+
+procedure doStepResurrector(Gear: PGear);
+var
+ graves: PGearArrayS;
+ hh: PHedgehog;
+ i: LongInt;
+begin
+ AllInactive := false;
+ graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
+
+ if graves.size > 0 then
+ begin
+ hh := Gear^.Hedgehog;
+ for i:= 0 to graves.size - 1 do
+ begin
+ PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
+ graves.ar^[i]^.Health := 0;
+ end;
+ Gear^.doStep := @doStepResurrectorWork;
+ if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
+ begin
+ if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
+ dec(hh^.Gear^.Health);
+ if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
+ hh^.Gear^.Damage:= 1;
+ RenderHealth(hh^);
+ RecountTeamHealth(hh^.Team);
+ inc(graves.ar^[Gear^.Tag]^.Health);
+ inc(Gear^.Tag)
+ end
+ end
+ else
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle;
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepNapalmBomb(Gear: PGear);
+var
+ i, gX, gY: LongInt;
+ dX, dY: hwFloat;
+begin
+ AllInactive := false;
+ doStepFallingGear(Gear);
+ if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ for i:= 0 to 10 do
+ begin
+ dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
+ dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
+ AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
+ AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
+ AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
+ AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+ if (Gear^.Timer = 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= -19 to 19 do
+ FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
+ DeleteGear(Gear);
+ exit
+ end;
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+ dec(Gear^.Timer)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepStructure(Gear: PGear);
+var
+ x, y: LongInt;
+ HH: PHedgehog;
+ t: PGear;
+begin
+ HH:= Gear^.Hedgehog;
+
+ if (Gear^.State and gstMoving) <> 0 then
+ begin
+ AddGearCI(Gear);
+ Gear^.dX:= _0;
+ Gear^.dY:= _0;
+ Gear^.State:= Gear^.State and (not gstMoving);
+ end;
+
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage:= 0;
+
+ if Gear^.Pos = 1 then
+ begin
+ AddGearCI(Gear);
+ AfterAttack;
+ if Gear = CurAmmoGear then
+ CurAmmoGear:= nil;
+ if HH^.Gear <> nil then
+ HideHog(HH);
+ Gear^.Pos:= 2
+ end;
+
+ if Gear^.Pos = 2 then
+ begin
+ if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
+ begin
+ if (Gear^.Timer mod 10) = 0 then
+ begin
+ DeleteCI(Gear);
+ Gear^.Y:= Gear^.Y - _0_5;
+ AddGearCI(Gear);
+ end;
+ inc(Gear^.Timer);
+ end;
+ if Gear^.Tag <= TotalRounds then
+ Gear^.Pos:= 3;
+ end;
+
+ if Gear^.Pos = 3 then
+ if Gear^.Timer < 1000 then
+ begin
+ if (Gear^.Timer mod 10) = 0 then
+ begin
+ DeleteCI(Gear);
+ Gear^.Y:= Gear^.Y - _0_5;
+ AddGearCI(Gear);
+ end;
+ inc(Gear^.Timer);
+ end
+ else
+ begin
+ if HH^.GearHidden <> nil then
+ RestoreHog(HH);
+ Gear^.Pos:= 4;
+ end;
+
+ if Gear^.Pos = 4 then
+ if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
+ begin
+ t:= GearsList;
+ while t <> nil do
+ begin
+ if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
+ t^.Invulnerable:= true;
+ t:= t^.NextGear;
+ end;
+ end;
+
+ if Gear^.Health <= 0 then
+ begin
+ if HH^.GearHidden <> nil then
+ RestoreHog(HH);
+
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ DeleteCI(Gear);
+ DeleteGear(Gear);
+
+ doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound);
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+(*
+ TARDIS needs
+ Warp in. Pos = 1
+ Pause. Pos = 2
+ Hide gear (TARDIS hedgehog was nil)
+ Warp out. Pos = 3
+ ... idle active for some time period ... Pos = 4
+ Warp in. Pos = 1
+ Pause. Pos = 2
+ Restore gear (TARDIS hedgehog was not nil)
+ Warp out. Pos = 3
+*)
+
+procedure doStepTardisWarp(Gear: PGear);
+var HH: PHedgehog;
+ i,j,cnt: LongWord;
+begin
+HH:= Gear^.Hedgehog;
+if Gear^.Pos = 2 then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ if (Gear^.Timer = 0) then
+ begin
+ if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then
+ begin
+ AfterAttack;
+ if Gear = CurAmmoGear then CurAmmoGear := nil;
+ if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
+ ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
+ HideHog(HH)
+ end
+ //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
+ else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
+ RestoreHog(HH)
+ end;
+
+ inc(Gear^.Timer);
+ if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then
+ begin
+ Gear^.SoundChannel := LoopSound(sndTardis);
+ Gear^.Pos:= 3
+ end
+ end;
+
+if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then
+ begin
+ inc(Gear^.Power);
+ if (Gear^.Power = 172) and (HH^.Gear <> nil) and
+ (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
+ ((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
+ with HH^.Gear^ do
+ begin
+ State:= State or gstAnimation;
+ Tag:= 2;
+ Timer:= 0;
+ Pos:= 0
+ end
+ end;
+if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then
+ dec(Gear^.Power);
+if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then
+ Gear^.Pos:= 2;
+if (Gear^.Pos = 3) and (Gear^.Power = 0) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ if HH^.GearHidden = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+ Gear^.Pos:= 4;
+ // This condition might need tweaking
+ Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime
+ end;
+
+if (Gear^.Pos = 4) then
+ begin
+ cnt:= 0;
+ for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
+ for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
+ if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
+ and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
+ and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
+ inc(cnt);
+ if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
+ begin
+ if HH^.GearHidden <> nil then
+ FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true);
+
+ if HH^.GearHidden <> nil then
+ begin
+ Gear^.X:= HH^.GearHidden^.X;
+ Gear^.Y:= HH^.GearHidden^.Y;
+ end;
+ Gear^.Timer:= 0;
+
+ if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
+ begin
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
+ Gear^.Pos:= 2;
+ Gear^.Power:= 255;
+ end
+ else begin
+ Gear^.SoundChannel := LoopSound(sndTardis);
+ Gear^.Pos:= 1;
+ Gear^.Power:= 0;
+ end
+ end
+ else if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
+ end;
+
+end;
+
+procedure doStepTardis(Gear: PGear);
+var i,j,cnt: LongWord;
+ HH: PHedgehog;
+begin
+(*
+ Conditions for not activating.
+ 1. Hog is last of his clan
+ 2. Sudden Death is in play
+ 3. Hog is a king
+*)
+ HH:= Gear^.Hedgehog;
+ if HH^.Gear <> nil then
+ if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then
+ begin
+ if HH^.Gear <> nil then
+ begin
+ HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
+ HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
+ end;
+ PlaySound(sndDenied);
+ DeleteGear(gear);
+ exit
+ end;
+ cnt:= 0;
+ for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
+ for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
+ if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
+ and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
+ and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
+ inc(cnt);
+ if cnt < 2 then
+ begin
+ if HH^.Gear <> nil then
+ begin
+ HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
+ HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
+ end;
+ PlaySound(sndDenied);
+ DeleteGear(gear);
+ exit
+ end;
+ Gear^.SoundChannel := LoopSound(sndTardis);
+ Gear^.doStep:= @doStepTardisWarp
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+(*
+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 be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
+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 lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). 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 updateFuel(Gear: PGear);
+var
+ t:LongInt;
+begin
+ t:= Gear^.Health div 10;
+ if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= t;
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
+ '%', cWhiteColor, fntSmall)
+ end;
+ if Gear^.Message and (gmUp or gmDown) <> 0 then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.SoundChannel:= -1;
+ if GameTicks mod 40 = 0 then dec(Gear^.Health)
+ end
+ else
+ begin
+ if Gear^.SoundChannel = -1 then
+ Gear^.SoundChannel := LoopSound(sndIceBeam);
+ if GameTicks mod 10 = 0 then dec(Gear^.Health)
+ end
+end;
+
+
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+// var
+// iter:PGear;
+begin
+ with Gear^ do
+ begin
+ dX:= newX;
+ dY:= newY;
+ Pos:= 0;
+ Target.X:= NoPointX;
+ LastDamage:= nil;
+ X:= Hedgehog^.Gear^.X;
+ Y:= Hedgehog^.Gear^.Y;
+ end;
+end;
+
+procedure doStepIceGun(Gear: PGear);
+const iceWaitCollision = 0;
+const iceCollideWithGround = 1;
+//const iceWaitNextTarget:Longint = 2;
+//const iceCollideWithHog:Longint = 4;
+const iceCollideWithWater = 5;
+//const waterFreezingTime:Longint = 500;
+const groundFreezingTime = 1000;
+const iceRadius = 32;
+const iceHeight = 40;
+var
+ HHGear, iter: PGear;
+ landRect: TSDL_Rect;
+ ndX, ndY: hwFloat;
+ i, t, gX, gY: LongInt;
+ hogs: PGearArrayS;
+ vg: PVisualGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+ updateFuel(Gear);
+
+ with Gear^ do
+ begin
+ HedgehogChAngle(HHGear);
+ ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
+ ndY:= -AngleCos(HHGear^.Angle) * _4;
+ if (ndX <> dX) or (ndY <> dY) or
+ ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
+ (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
+ begin
+ updateTarget(Gear, ndX, ndY);
+ Timer := iceWaitCollision;
+ end
+ else
+ begin
+ X:= X + dX;
+ Y:= Y + dY;
+ gX:= hwRound(X);
+ gY:= hwRound(Y);
+ if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
+
+ if Target.X <> NoPointX then
+ begin
+ CheckCollision(Gear);
+ if (State and gstCollision) <> 0 then
+ begin
+ if Timer = iceWaitCollision then
+ begin
+ Timer := iceCollideWithGround;
+ Power := GameTicks;
+ end
+ end
+ else if (target.y >= cWaterLine) then
+ begin
+ if Timer = iceWaitCollision then
+ begin
+ Timer := iceCollideWithWater;
+ Power := GameTicks;
+ end;
+ end;
+
+ if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
+ begin
+ X:= HHGear^.X;
+ Y:= HHGear^.Y
+ end;
+
+ if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
+ begin
+ FillRoundInLand(target.x, target.y, iceRadius, icePixel);
+ landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
+ landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
+ landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
+ landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
+ UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
+
+ // Freeze nearby mines/explosives/cases too
+ iter := GearsList;
+ while iter <> nil do
+ begin
+ if (iter^.State and gstFrozen = 0) and
+ ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and
+ (abs(iter^.X.Round-target.x)+abs(iter^.Y.Round-target.y)+2<2*iceRadius) and (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
+ begin
+ for t:= 0 to 5 do
+ begin
+ vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
+ if vg <> nil then
+ begin
+ i:= random(100) + 155;
+ vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
+ vg^.Angle:= random(360);
+ vg^.dx:= 0.001 * random(80);
+ vg^.dy:= 0.001 * random(80)
+ end
+ end;
+ PlaySound(sndHogFreeze);
+ if iter^.Kind = gtMine then // dud mine block
+ begin
+ iter^.State:= iter^.State or gstFrozen;
+ vg:= AddVisualGear(hwRound(iter^.X) - 4 + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
+ if vg <> nil then
+ vg^.Scale:= 0.5;
+ PlaySound(sndVaporize);
+ iter^.Health := 0;
+ iter^.Damage := 0;
+ iter^.State := iter^.State and (not gstAttacking)
+ end
+ else if iter^.Kind = gtCase then
+ begin
+ DeleteCI(iter);
+ iter^.State:= iter^.State or gstFrozen;
+ AddGearCI(iter)
+ end
+ else // gtExplosives
+ begin
+ iter^.State:= iter^.State or gstFrozen;
+ iter^.Health:= iter^.Health + cBarrelHealth
+ end
+ end;
+ iter:= iter^.NextGear
+ end;
+
+ // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
+ SetAllHHToActive;
+ Timer := iceWaitCollision;
+ end;
+
+ if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
+ begin
+ PlaySound(sndHogFreeze);
+ DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
+ SetAllHHToActive;
+ Timer := iceWaitCollision;
+ end;
+(*
+ Any ideas for something that would look good here?
+ if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
+ begin
+ vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
+ if vg <> nil then
+ begin
+ i:= random(100) + 155;
+ vg^.Tint:= IceColor or $FF;
+ vg^.Angle:= random(360);
+ vg^.dx:= 0.001 * random(80);
+ vg^.dy:= 0.001 * random(80)
+ end
+ end;
+*)
+
+// freeze nearby hogs
+ hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
+ if hogs.size > 0 then
+ for i:= 0 to hogs.size - 1 do
+ if hogs.ar^[i] <> HHGear then
+ if GameTicks mod 5 = 0 then
+ begin
+ hogs.ar^[i]^.Active:= true;
+ if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
+ hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
+ else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
+ begin
+ hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
+ PlaySound(sndHogFreeze);
+ end;
+ end;
+ inc(Pos)
+ end
+ else if (t > 400) and ((gY > cWaterLine) or
+ (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
+ and (Land[gY, gX] <> 0))) then
+ begin
+ Target.X:= gX;
+ Target.Y:= gY;
+ X:= HHGear^.X;
+ Y:= HHGear^.Y
+ end;
+ 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
+ Target.X:= gX;
+ Target.Y:= gY;
+ end
+ end
+ end;
+end;
+
+procedure doStepAddAmmo(Gear: PGear);
+var a: TAmmoType;
+ gi: PGear;
+begin
+if Gear^.Timer > 0 then dec(Gear^.Timer)
+else
+ begin
+ if Gear^.Pos = posCaseUtility then
+ a:= GetUtility(Gear^.Hedgehog)
+ else
+ a:= GetAmmo(Gear^.Hedgehog);
+ CheckSum:= CheckSum xor GameTicks;
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
+ AddRandomness(CheckSum);
+ if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and not gstTmpFlag;
+ gi := gi^.NextGear
+ end;
+ AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
+ DeleteGear(Gear)
+ end;
+end;
+
+procedure doStepGenericFaller(Gear: PGear);
+begin
+if Gear^.Timer < $FFFFFFFF then
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
+ else
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
+ begin
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
+ begin
+ Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
+ Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
+ Gear^.dX:= _90-(GetRandomf*_360);
+ Gear^.dY:= _90-(GetRandomf*_360)
+ end;
+ end
+end;
+
+procedure doStepCreeper(Gear: PGear);
+var hogs: PGearArrayS;
+ HHGear: PGear;
+ tdX: hwFloat;
+ dir: LongInt;
+begin
+doStepFallingGear(Gear);
+if Gear^.Timer > 0 then dec(Gear^.Timer);
+// creeper sleep phase
+if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
+
+if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
+else HHGear:= nil;
+
+// creeper boom phase
+if (Gear^.State and gstTmpFlag <> 0) then
+ begin
+ if (Gear^.Timer = 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
+ DeleteGear(Gear)
+ end;
+ // ssssss he essssscaped
+ if (Gear^.Timer > 250) and ((HHGear = nil) or
+ (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > 180) and
+ (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
+ begin
+ Gear^.State:= Gear^.State and (not gstTmpFlag);
+ Gear^.Timer:= 0
+ end;
+ exit
+ end;
+
+// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
+if (HHGear = nil) or (Gear^.Timer = 0) or
+ (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > Gear^.Angle) and
+ (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle)))
+ then
+ begin
+ hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
+ if hogs.size > 1 then
+ Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
+ else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
+ else Gear^.Hedgehog:= nil;
+ if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
+ exit
+ end;
+
+// we have a target. move the creeper.
+if HHGear <> nil then
+ begin
+ // GOTCHA
+ if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) < 50) and
+ (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
+ begin
+ // hisssssssssss
+ Gear^.State:= Gear^.State or gstTmpFlag;
+ Gear^.Timer:= 1500;
+ exit
+ end;
+ if (Gear^.State and gstMoving <> 0) then
+ begin
+ Gear^.dY:= _0;
+ Gear^.dX:= _0;
+ end
+ else if (GameTicks and $FF = 0) then
+ begin
+ tdX:= HHGear^.X-Gear^.X;
+ dir:= hwSign(tdX);
+ if not TestCollisionX(Gear, dir) then
+ Gear^.X:= Gear^.X + signAs(_1,tdX);
+ if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
+ begin
+ Gear^.dX:= SignAs(_0_15, tdX);
+ Gear^.dY:= -_0_3;
+ Gear^.State:= Gear^.State or gstMoving
+ end
+ end;
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepKnife(Gear: PGear);
+//var ox, oy: LongInt;
+// la: hwFloat;
+var a: real;
+begin
+ // Gear is shrunk so it can actually escape the hog without carving into the terrain
+ if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
+ 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
+ DeleteCI(Gear);
+ Gear^.Radius:= 7;
+ // used for damage and impact calc. needs balancing I think
+ Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
+ doStepFallingGear(Gear);
+ AllInactive := false;
+ 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
+ (*ox:= 0; oy:= 0;
+ if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
+ if TestCollisionXwithGear(Gear, 1) then ox:= 1;
+ if TestCollisionXwithGear(Gear, -1) then ox:= -1;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then oy:= 1;
+ if Gear^.Health > 0 then
+ PlaySound(sndRopeAttach);
+
+ la:= _10000;
+ if (ox <> 0) or (oy <> 0) then
+ la:= CalcSlopeNearGear(Gear, ox, oy);
+ if la = _10000 then
+ begin
+ // debug for when we couldn't get an angle
+ //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
+*)
+ Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
+ if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
+ ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
+ // end
+ // else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
+ // AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
+ Gear^.dX:= _0;
+ Gear^.dY:= _0;
+ Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
+ Gear^.Radius:= 16;
+ if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
+ Gear^.Health:= 0;
+ Gear^.Timer:= 500;
+ AddGearCI(Gear)
+ end
+ else if GameTicks and $3F = 0 then
+ begin
+ if (TestCollisionYwithGear(Gear, -1) = 0)
+ and (not TestCollisionXwithGear(Gear, 1))
+ and (not TestCollisionXwithGear(Gear, -1))
+ and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
+ end
+end;
+(*
+ This didn't end up getting used, but, who knows, might be reasonable for javellin or something
+// Make the knife initial angle based on the hog attack angle, or is that too hard?
+procedure doStepKnife(Gear: PGear);
+var t,
+ gx, gy, ga, // gear x,y,angle
+ lx, ly, la, // land x,y,angle
+ ox, oy, // x,y offset
+ w, h, // wXh of clip area
+ tx, ty // tip position in sprite
+ : LongInt;
+ surf: PSDL_Surface;
+ s: hwFloat;
+
+begin
+ Gear^.dY := Gear^.dY + cGravity;
+ if (GameFlags and gfMoreWind) <> 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckGearDrowning(Gear);
+ gx:= hwRound(Gear^.X);
+ gy:= hwRound(Gear^.Y);
+ if Gear^.State and gstDrowning <> 0 then exit;
+ with Gear^ do
+ begin
+ if CheckLandValue(gx, gy, lfLandMask) then
+ begin
+ t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
+
+ if t < 0 then inc(t, 4096)
+ else if 4095 < t then dec(t, 4096);
+ Angle:= t;
+
+ DirAngle:= Angle / 4096 * 360
+ end
+ else
+ begin
+//This is the set of postions for the knife.
+//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
+ t:= Angle mod 1024;
+ case t div 128 of
+ 0: begin
+ ox:= 2; oy:= 5;
+ w := 25; h:= 5;
+ tx:= 0; ty:= 2
+ end;
+ 1: begin
+ ox:= 2; oy:= 15;
+ w:= 24; h:= 8;
+ tx:= 0; ty:= 7
+ end;
+ 2: begin
+ ox:= 2; oy:= 27;
+ w:= 23; h:= 12;
+ tx:= -12; ty:= -5
+ end;
+ 3: begin
+ ox:= 2; oy:= 43;
+ w:= 21; h:= 15;
+ tx:= 0; ty:= 14
+ end;
+ 4: begin
+ ox:= 29; oy:= 8;
+ w:= 19; h:= 19;
+ tx:= 0; ty:= 17
+ end;
+ 5: begin
+ ox:= 29; oy:= 32;
+ w:= 15; h:= 21;
+ tx:= 0; ty:= 20
+ end;
+ 6: begin
+ ox:= 51; oy:= 3;
+ w:= 11; h:= 23;
+ tx:= 0; ty:= 22
+ end;
+ 7: begin
+ ox:= 51; oy:= 34;
+ w:= 7; h:= 24;
+ tx:= 0; ty:= 23
+ end
+ end;
+
+ surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
+ copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
+ // try to make the knife hit point first
+ lx := 0;
+ ly := 0;
+ if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
+ begin
+ la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
+ ga:= vector2Angle(dX, dY);
+ AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
+ // change to 0 to 4096 forced by LongWord in Gear
+ if la < 0 then la:= 4096+la;
+ if ga < 0 then ga:= 4096+ga;
+ if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
+ begin
+ if Angle >= 2048 then dec(Angle, 2048)
+ else if Angle < 2048 then inc(Angle, 2048)
+ end;
+ AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
+ end;
+ case Angle div 1024 of
+ 0: begin
+ flipSurface(surf, true);
+ flipSurface(surf, true);
+ BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
+ end;
+ 1: begin
+ flipSurface(surf, false);
+ BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
+ end;
+ 2: begin // knife was actually drawn facing this way...
+ BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
+ end;
+ 3: begin
+ flipSurface(surf, true);
+ BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
+ end
+ end;
+ SDL_FreeSurface(surf);
+ // this needs to calculate actual width/height + land clipping since update texture doesn't.
+ // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
+ UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
+ DeleteGear(Gear);
+ exit
+ end
+ end;
+end;
+*)
+
+end.