--- a/hedgewars/uGearsUtils.pas Thu Dec 15 11:06:36 2011 -0500
+++ b/hedgewars/uGearsUtils.pas Thu Dec 15 12:57:26 2011 -0500
@@ -47,113 +47,105 @@
vg: PVisualGear;
i, cnt: LongInt;
begin
- if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
- if Radius > 25 then KickFlakes(Radius, X, Y);
+if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
+if Radius > 25 then KickFlakes(Radius, X, Y);
+
+if ((Mask and EXPLNoGfx) = 0) then
+ begin
+ vg:= nil;
+ if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
+ else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
+ if vg <> nil then
+ vg^.Tint:= Tint;
+ end;
+if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
- if ((Mask and EXPLNoGfx) = 0) then
- begin
- vg:= nil;
- if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
- else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
- if vg <> nil then
- vg^.Tint:= Tint;
- end;
- if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
-
- if (Mask and EXPLAllDamageInRadius) = 0 then
- dmgRadius:= Radius shl 1
- else
- dmgRadius:= Radius;
- dmgBase:= dmgRadius + cHHRadius div 2;
- fX:= int2hwFloat(X);
- fY:= int2hwFloat(Y);
- Gear:= GearsList;
- while Gear <> nil do
+if (Mask and EXPLAllDamageInRadius) = 0 then
+ dmgRadius:= Radius shl 1
+else
+ dmgRadius:= Radius;
+dmgBase:= dmgRadius + cHHRadius div 2;
+fX:= int2hwFloat(X);
+fY:= int2hwFloat(Y);
+Gear:= GearsList;
+while Gear <> nil do
+ begin
+ dmg:= 0;
+ //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
+ //if (dmg > 1) and
+ if (Gear^.State and gstNoDamage) = 0 then
begin
- dmg:= 0;
- //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
- //if (dmg > 1) and
- if (Gear^.State and gstNoDamage) = 0 then
- begin
- case Gear^.Kind of
- gtHedgehog,
- gtMine,
- gtBall,
- gtMelonPiece,
- gtGrenade,
- gtClusterBomb,
- // gtCluster, too game breaking I think
- gtSMine,
- gtCase,
- gtTarget,
- gtFlame,
- gtExplosives,
- gtStructure: begin
- // Run the calcs only once we know we have a type that will need damage
- if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
- dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
- if dmg > 1 then
+ case Gear^.Kind of
+ gtHedgehog,
+ gtMine,
+ gtBall,
+ gtMelonPiece,
+ gtGrenade,
+ gtClusterBomb,
+ // gtCluster, too game breaking I think
+ gtSMine,
+ gtCase,
+ gtTarget,
+ gtFlame,
+ gtExplosives,
+ gtStructure: begin
+// Run the calcs only once we know we have a type that will need damage
+ if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
+ dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
+ if dmg > 1 then
+ begin
+ dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
+ //AddFileLog('Damage: ' + inttostr(dmg));
+ if (Mask and EXPLNoDamage) = 0 then
begin
- dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
- //AddFileLog('Damage: ' + inttostr(dmg));
- if (Mask and EXPLNoDamage) = 0 then
- begin
- if not Gear^.Invulnerable then
- ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
- else
- Gear^.State:= Gear^.State or gstWinner;
- end;
- if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
- begin
- DeleteCI(Gear);
- if Gear^.Kind <> gtHedgehog then
- begin
- Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/Gear^.Density;
- Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/Gear^.Density;
- end
- else
- begin
- Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX);
- Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
- end;
+ if not Gear^.Invulnerable then
+ ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
+ else
+ Gear^.State:= Gear^.State or gstWinner;
+ end;
+ if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
+ begin
+ DeleteCI(Gear);
+ Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3);
+ Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3);
+
+ Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
+ if not Gear^.Invulnerable then
+ Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
+ Gear^.Active:= true;
+ if Gear^.Kind <> gtFlame then FollowGear:= Gear
+ end;
+ if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
+ Gear^.Hedgehog^.Effects[hePoisoned] := true;
+ end;
- Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
- if not Gear^.Invulnerable then
- Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
- Gear^.Active:= true;
- if Gear^.Kind <> gtFlame then FollowGear:= Gear
- end;
- if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
- Gear^.Hedgehog^.Effects[hePoisoned] := true;
- end;
+ end;
+ gtGrave: begin
+// Run the calcs only once we know we have a type that will need damage
+ if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
+ dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
+ if dmg > 1 then
+ begin
+ dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
+ Gear^.dY:= - _0_004 * dmg;
+ Gear^.Active:= true
+ end
+ end;
+ end;
+ end;
+ Gear:= Gear^.NextGear
+ end;
- end;
- gtGrave: begin
- // Run the calcs only once we know we have a type that will need damage
- if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
- dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
- if dmg > 1 then
- begin
- dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
- Gear^.dY:= - _0_004 * dmg;
- Gear^.Active:= true
- end
- end;
- end;
- end;
- Gear:= Gear^.NextGear
+if (Mask and EXPLDontDraw) = 0 then
+ if (GameFlags and gfSolidLand) = 0 then
+ begin
+ cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
+ if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
+ for i:= 0 to cnt do
+ AddVisualGear(X, Y, vgtChunk)
end;
- if (Mask and EXPLDontDraw) = 0 then
- if (GameFlags and gfSolidLand) = 0 then
- begin
- cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
- if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
- for i:= 0 to cnt do
- AddVisualGear(X, Y, vgtChunk)
- end;
-
- uAIMisc.AwareOfExplosion(0, 0, 0)
+uAIMisc.AwareOfExplosion(0, 0, 0)
end;
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;