--- a/hedgewars/HHHandlers.inc Tue Nov 29 17:42:42 2011 +0400
+++ b/hedgewars/HHHandlers.inc Fri Dec 30 13:54:39 2011 +0400
@@ -17,1138 +17,3 @@
*)
////////////////////////////////////////////////////////////////////////////////
-
-procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
-begin
-if (Source = dsFall) or (Source = dsExplosion) then
- case random(3) of
- 0: PlaySound(sndOoff1, Hedgehog^.Team^.voicepack);
- 1: PlaySound(sndOoff2, Hedgehog^.Team^.voicepack);
- 2: PlaySound(sndOoff3, Hedgehog^.Team^.voicepack);
- end
-else if (Source = dsPoison) then
- case random(2) of
- 0: PlaySound(sndPoisonCough, Hedgehog^.Team^.voicepack);
- 1: PlaySound(sndPoisonMoan, Hedgehog^.Team^.voicepack);
- end
-else
- case random(4) of
- 0: PlaySound(sndOw1, Hedgehog^.Team^.voicepack);
- 1: PlaySound(sndOw2, Hedgehog^.Team^.voicepack);
- 2: PlaySound(sndOw3, Hedgehog^.Team^.voicepack);
- 3: PlaySound(sndOw4, Hedgehog^.Team^.voicepack);
- end
-end;
-
-// Shouldn't more of this ammo switching stuff be moved to uAmmos ?
-function ChangeAmmo(HHGear: PGear): boolean;
-var slot, i: Longword;
- ammoidx: LongInt;
-begin
-ChangeAmmo:= false;
-slot:= HHGear^.MsgParam;
-
-with HHGear^.Hedgehog^ do
- begin
- HHGear^.Message:= HHGear^.Message and (not gmSlot);
- ammoidx:= 0;
- if ((HHGear^.State and (gstAttacking or gstAttacked)) <> 0) or
- ((MultiShootAttacks > 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0)) or
- ((HHGear^.State and gstHHDriven) = 0) then exit;
- ChangeAmmo:= true;
-
- while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx);
-
- if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (MultiShootAttacks > 0) then OnUsedAmmo(HHGear^.Hedgehog^);
-
- MultiShootAttacks:= 0;
- HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
-
- if Ammoz[CurAmmoType].Slot = slot then
- begin
- i:= 0;
- repeat
- inc(ammoidx);
- if (ammoidx > cMaxSlotAmmoIndex) then
- begin
- inc(i);
- CurAmmoType:= amNothing;
- ammoidx:= -1;
- //TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
- end;
- until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns))
- end
- else
- begin
- i:= 0;
- // check whether there is ammo in slot
- while (i <= cMaxSlotAmmoIndex)
- and ((Ammo^[slot, i].Count = 0)
- or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i);
-
- if i <= cMaxSlotAmmoIndex then ammoidx:= i
- else ammoidx:= -1
- end;
- if ammoidx >= 0 then CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
- end
-end;
-
-procedure HHSetWeapon(HHGear: PGear);
-var t: LongInt;
- weap: TAmmoType;
- Hedgehog: PHedgehog;
- s: boolean;
-begin
-s:= false;
-
-weap:= TAmmoType(HHGear^.MsgParam);
-Hedgehog:= HHGear^.Hedgehog;
-
-if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yet
-
-HHGear^.MsgParam:= Ammoz[weap].Slot;
-
-t:= cMaxSlotAmmoIndex;
-
-HHGear^.Message:= HHGear^.Message and (not gmWeapon);
-
-with Hedgehog^ do
- while (CurAmmoType <> weap) and (t >= 0) do
- begin
- s:= ChangeAmmo(HHGear);
- dec(t)
- end;
-
-if s then ApplyAmmoChanges(HHGear^.Hedgehog^)
-end;
-
-procedure HHSetTimer(Gear: PGear);
-var CurWeapon: PAmmo;
- color: LongWord;
-begin
-Gear^.Message:= Gear^.Message and (not gmTimer);
-CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
-with Gear^.Hedgehog^ do
- if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then
- begin
- color:= Gear^.Hedgehog^.Team^.Clan^.Color;
- case Gear^.MsgParam of
- 1: begin
- AddCaption(format(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate);
- CurWeapon^.Bounciness:= 350;
- end;
- 2: begin
- AddCaption(format(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate);
- CurWeapon^.Bounciness:= 700;
- end;
- 3: begin
- AddCaption(format(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate);
- CurWeapon^.Bounciness:= 1000;
- end;
- 4: begin
- AddCaption(format(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate);
- CurWeapon^.Bounciness:= 2000;
- end;
- 5: begin
- AddCaption(format(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate);
- CurWeapon^.Bounciness:= 4000;
- end
- end
- end
- else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then
- begin
- CurWeapon^.Timer:= 1000 * Gear^.MsgParam;
- with CurrentTeam^ do
- ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
- end;
-end;
-
-
-procedure Attack(Gear: PGear);
-var xx, yy, newDx, newDy, lx, ly: hwFloat;
- speech: PVisualGear;
- newGear: PGear;
- CurWeapon: PAmmo;
- altUse: boolean;
- elastic: hwFloat;
-begin
-newGear:= nil;
-bShowFinger:= false;
-CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
-with Gear^,
- Gear^.Hedgehog^ do
- begin
- if ((State and gstHHDriven) <> 0)and
- ((State and (gstAttacked or gstHHChooseTarget)) = 0) and
- (((State and gstMoving) = 0) or
- (Power > 0) or
- (CurAmmoType = amTeleport) or
- // Allow attacks while moving on ammo with AltAttack
- ((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)) or
- ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0)) and
- ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then
- begin
- State:= State or gstAttacking;
- if Power = cMaxPower then Message:= Message and (not gmAttack)
- else if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0 then Message:= Message and (not gmAttack)
- else begin
- if Power = 0 then
- begin
- AttackBar:= CurrentTeam^.AttackBar;
- PlaySound(sndThrowPowerUp)
- end;
- inc(Power)
- end;
- if ((Message and gmAttack) <> 0) then exit;
-
- if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then
- begin
- StopSound(sndThrowPowerUp);
- PlaySound(sndThrowRelease);
- end;
-
- xx:= SignAs(AngleSin(Angle), dX);
- yy:= -AngleCos(Angle);
-
- lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle)));
- ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle)));
-
- if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then xx:= - xx;
- if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then
- AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
-
-// Initiating alt attack
- if (CurAmmoGear <> nil) and
- ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and
- ((Gear^.Message and gmLJump) <> 0) and
- ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
- begin
- newDx:= dX / _2;
- newDy:= dY / _2;
- altUse:= true;
- end
- else
- begin
- newDx:= xx*Power/cPowerDivisor;
- newDy:= yy*Power/cPowerDivisor;
- altUse:= false
- end;
-
- case CurAmmoType of
- amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade, 0, newDx, newDy, CurWeapon^.Timer);
- amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov, 0, newDx, newDy, 0);
- amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb, 0, newDx, newDy, CurWeapon^.Timer);
- amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb, 0, newDx, newDy, CurWeapon^.Timer);
- amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell, 0, newDx, newDy, 0);
- amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball, 0, newDx, newDy, 0);
- amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee, 0, newDx, newDy, 0);
- amShotgun: begin
- PlaySound(sndShotgunReload);
- newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0);
- end;
- amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
- amSkip: ParseCommand('/skip', true);
- amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
- amMine: if altUse then
- newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, newDx, newDy, 3000)
- else
- newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
- amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
- amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
- amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
- amPortalGun: begin
- newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6,
- // set selected color
- CurWeapon^.Pos);
- end;
- amSniperRifle: begin
- PlaySound(sndSniperReload);
- newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
- end;
- amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
- amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
- amWhip: begin
- newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
- PlaySound(sndWhipCrack)
- end;
- amHammer: begin
- newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
- PlaySound(sndWhack)
- end;
- amBaseballBat: begin
- newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
- PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
- end;
- amParachute: begin
- newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0);
- PlaySound(sndParachute)
- end;
- // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear.
- amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
- amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
- amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer);
- amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
- amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
- amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
- amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
- amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
- amMortar: begin
- playSound(sndMortar);
- newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
- end;
- amRCPlane: begin
- newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
- newGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
- end;
- amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
- amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, xx, _0, 0);
- amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0);
- amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon, 0, newDx, newDy, CurWeapon^.Timer);
- amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb, 0, newDx, newDy, 0);
- amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0);
- amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0);
- amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
- amBirdy: begin
- PlaySound(sndWhistle);
- newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
- end;
- amLowGravity: begin
- PlaySound(sndLowGravity);
- cGravity:= cMaxWindSpeed;
- cGravityf:= 0.00025
- end;
- amExtraDamage:begin
- PlaySound(sndHellishImpact4);
- cDamageModifier:= _1_5
- end;
- amInvulnerable: Invulnerable:= true;
- amExtraTime: begin
- PlaySound(sndSwitchHog);
- TurnTimeLeft:= TurnTimeLeft + 30000
- end;
- amLaserSight: cLaserSighting:= true;
- amVampiric: begin
- PlaySound(sndOw1, Team^.voicepack);
- cVampiric:= true;
- end;
- amPiano: begin
- // Tuck the hedgehog away until the piano attack is completed
- Unplaced:= true;
- X:= _0;
- Y:= _0;
- newGear:= AddGear(TargetPoint.X, 0, gtPiano, 0, _0, _0, 0);
- PauseMusic
- end;
- amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower, 0, xx * _0_5, yy * _0_5, 0);
- amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun, 0, xx * _0_5, yy * _0_5, 0);
- amResurrector: begin
- newGear:= AddGear(hwRound(lx), hwRound(ly),
- gtResurrector, 0, _0, _0, 0);
- newGear^.SoundChannel := LoopSound(sndResurrector);
- end;
- //amMelonStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 4, _0, _0, 0);
- amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000);
- amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 5000);
- end;
- case CurAmmoType of
- amGrenade, amMolotov,
- amClusterBomb, amGasBomb,
- amBazooka, amSnowball,
- amBee, amSMine,
- amMortar, amWatermelon,
- amHellishBomb, amDrill: FollowGear:= newGear;
-
- amShotgun, amPickHammer,
- amRope, amDEagle,
- amSineGun, amSniperRifle,
- amFirePunch, amWhip,
- amHammer, amBaseballBat,
- amParachute, amBlowTorch,
- amGirder, amTeleport,
- amSwitch, amRCPlane,
- amKamikaze, amCake,
- amSeduction, amBallgun,
- amJetpack, amBirdy,
- amFlamethrower, amLandGun,
- amResurrector, amStructure,
- amTardis, amPiano: CurAmmoGear:= newGear;
- end;
- if (CurAmmoType = amMine) or (CurAmmoType = amSMine) and (GameFlags and gfInfAttack <> 0) then newGear^.FlightTime:= GameTicks + 1000;
- if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then
- begin
- newGear^.Target.X:= TargetPoint.X;
- newGear^.Target.Y:= TargetPoint.Y
- end;
-
- // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement
- if altUse then FollowGear:= nil;
-
- if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then
- begin
- elastic:= int2hwfloat(CurWeapon^.Bounciness) / _1000;
-
- if elastic < _1 then newGear^.Elasticity:= newGear^.Elasticity * elastic
- else if elastic > _1 then newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);
-(* Experimented with friction modifier. Didn't seem helpful
- fric:= int2hwfloat(CurWeapon^.Bounciness) / _250;
- if fric < _1 then newGear^.Friction:= newGear^.Friction * fric
- else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*)
- end;
-
-
- uStats.AmmoUsed(CurAmmoType);
-
- if not (SpeechText = '') then
- begin
- speech:= AddVisualGear(0, 0, vgtSpeechBubble);
- if speech <> nil then
- begin
- speech^.Text:= SpeechText;
- speech^.Hedgehog:= Gear^.Hedgehog;
- speech^.FrameTicks:= SpeechType;
- end;
- SpeechText:= ''
- end;
-
- Power:= 0;
- if (CurAmmoGear <> nil)
- and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
- begin
- Message:= Message or gmAttack;
- CurAmmoGear^.Message:= Message
- end else begin
- if not CurrentTeam^.ExtDriven and
- ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then SendIPC('a');
- AfterAttack;
- end
- end else Message:= Message and (not gmAttack);
- end;
- TargetPoint.X := NoPointX;
- ScriptCall('onHogAttack');
-end;
-
-procedure AfterAttack;
-var s: shortstring;
- a: TAmmoType;
-begin
-with CurrentHedgehog^.Gear^,
- CurrentHedgehog^ do
- begin
- a:= CurAmmoType;
- State:= State and (not gstAttacking);
- if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then
- begin
- Inc(MultiShootAttacks);
-
- if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then
- begin
- s:= inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1);
- AddCaption(format(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
- end;
-
- if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) or
- ((GameFlags and gfMultiWeapon) <> 0) then
- begin
- isInMultiShoot:= true
- end
- else
- begin
- OnUsedAmmo(CurrentHedgehog^);
- if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then
- begin
- if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft;
- TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100;
- end;
- if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) then State:= State or gstAttacked;
- if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then ApplyAmmoChanges(CurrentHedgehog^)
- end;
- end
- else
- begin
- OnUsedAmmo(CurrentHedgehog^);
- ApplyAmmoChanges(CurrentHedgehog^);
- end;
- AttackBar:= 0
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogDead(Gear: PGear);
-const frametime = 200;
- timertime = frametime * 6;
-begin
-if Gear^.Hedgehog^.Unplaced then exit;
-if Gear^.Timer > 1 then
- begin
- AllInactive:= false;
- dec(Gear^.Timer);
- if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
- end
-else if Gear^.Timer = 1 then
- begin
- Gear^.State:= Gear^.State or gstNoDamage;
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, CurrentHedgehog, EXPLAutoSound);
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
- DeleteGear(Gear);
- SetAllToActive
- end
-else // Gear^.Timer = 0
- begin
- AllInactive:= false;
- Gear^.Z:= cCurrHHZ;
- RemoveGearFromList(Gear);
- InsertGearToList(Gear);
- PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
- Gear^.Pos:= 0;
- Gear^.Timer:= timertime
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogGone(Gear: PGear);
-const frametime = 65;
- timertime = frametime * 11;
-begin
-if Gear^.Hedgehog^.Unplaced then exit;
-if Gear^.Timer > 1 then
- begin
- AllInactive:= false;
- dec(Gear^.Timer);
- if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
- end else
-if Gear^.Timer = 1 then
- begin
- DeleteGear(Gear);
- SetAllToActive
- end else // Gear^.Timer = 0
- begin
- AllInactive:= false;
- Gear^.Z:= cCurrHHZ;
- RemoveGearFromList(Gear);
- InsertGearToList(Gear);
- PlaySound(sndByeBye, Gear^.Hedgehog^.Team^.voicepack);
- PlaySound(sndWarp);
- Gear^.Pos:= 0;
- Gear^.Timer:= timertime
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure PickUp(HH, Gear: PGear);
-var s: shortstring;
- a: TAmmoType;
- i: LongInt;
- vga: PVisualGear;
-begin
-Gear^.Message:= gmDestroy;
-PlaySound(sndShotgunReload);
-if (Gear^.Pos and posCaseExplode) <> 0 then
- if (Gear^.Pos and posCasePoison) <> 0 then
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned)
- else
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)
-else if (Gear^.Pos and posCasePoison) <> 0 then
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)
-else
-case Gear^.Pos of
- posCaseUtility,
- posCaseAmmo: begin
- if Gear^.AmmoType <> amNothing then a:= Gear^.AmmoType
- else
- begin
- for i:= 0 to GameTicks and $7F do GetRandom(2); // Burn some random numbers
- if Gear^.Pos = posCaseUtility then a:= GetUtility
- else a:= GetAmmo
- end;
- AddAmmo(HH^.Hedgehog^, a);
-// Possibly needs to check shared clan ammo game flag once added.
-// On the other hand, no obvious reason that clan members shouldn't know what ammo another clan member picked up
- if (not (HH^.Hedgehog^.Team^.ExtDriven
- or (HH^.Hedgehog^.BotLevel > 0)))
- or (HH^.Hedgehog^.Team^.Clan^.ClanIndex = LocalClan)
- or (GameType = gmtDemo) then
- begin
- s:= trammo[Ammoz[a].NameId] + ' (+' + IntToStr(Ammoz[a].NumberInCase) + ')';
- AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
-
- // show ammo icon
- vga:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtAmmo);
- if vga <> nil then
- vga^.Frame:= Longword(a);
- end;
-
- end;
- posCaseHealth: begin
- inc(HH^.Health, Gear^.Health);
- HH^.Hedgehog^.Effects[hePoisoned] := false;
- str(Gear^.Health, s);
- s:= '+' + s;
- AddCaption(s, HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
- RenderHealth(HH^.Hedgehog^);
- RecountTeamHealth(HH^.Hedgehog^.Team);
-
- i:= 0;
- while i < Gear^.Health do
- begin
- vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot);
- if vga <> nil then
- with vga^ do
- begin
- Tint:= $00FF00FF;
- State:= ord(sprHealth)
- end;
- inc(i, 5);
- end;
- end;
- end
-end;
-
-const StepTicks: LongWord = 0;
-
-procedure HedgehogStep(Gear: PGear);
-var PrevdX: LongInt;
- CurWeapon: PAmmo;
-begin
-CurWeapon:= GetAmmoEntry(Gear^.Hedgehog^);
-if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
- begin
- if isCursorVisible then
- with Gear^.Hedgehog^ do
- with CurWeapon^ do
- begin
- if (Gear^.Message and gmLeft ) <> 0 then
- Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount
- else
- if (Gear^.Message and gmRight ) <> 0 then
- Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
- else exit;
- StepTicks:= 200;
- exit
- end;
-
- if ((Gear^.Message and gmAnimate) <> 0) then
- begin
- Gear^.Message:= 0;
- Gear^.State:= Gear^.State or gstAnimation;
- Gear^.Tag:= Gear^.MsgParam;
- Gear^.Timer:= 0;
- Gear^.Pos:= 0
- end;
-
- if ((Gear^.Message and gmLJump ) <> 0) then
- begin
- Gear^.Message:= Gear^.Message and (not gmLJump);
- DeleteCI(Gear);
- if TestCollisionYwithGear(Gear, -1) = 0 then
- if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _2 else
- if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then
- begin
- Gear^.dY:= -_0_15;
- if not cArtillery then Gear^.dX:= SignAs(_0_15, Gear^.dX);
- Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
- PlaySound(sndJump1, Gear^.Hedgehog^.Team^.voicepack);
- exit
- end;
- end;
-
- if ((Gear^.Message and gmHJump ) <> 0) then
- begin
- DeleteCI(Gear);
- Gear^.Message:= Gear^.Message and (not gmHJump);
-
- Gear^.dY:= -_0_2;
- SetLittle(Gear^.dX);
- Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
- PlaySound(sndJump3, Gear^.Hedgehog^.Team^.voicepack);
- exit
- end;
-
- PrevdX:= hwSign(Gear^.dX);
- if (Gear^.Message and gmLeft )<>0 then Gear^.dX:= -cLittle else
- if (Gear^.Message and gmRight )<>0 then Gear^.dX:= cLittle else exit;
-
- if (Gear^.Message and (gmLeft or gmRight)) <> 0 then
- begin
- StepSoundTimer:= cHHStepTicks;
- end;
-
- StepTicks:= cHHStepTicks;
- if PrevdX <> hwSign(Gear^.dX) then
- begin
- FollowGear:= Gear;
- exit
- end;
- DeleteCI(Gear); // must be after exit!! (see previous line)
-
- Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7;
- if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
- begin
- if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
- end;
-
- if (not cArtillery) and ((Gear^.Message and gmPrecise) = 0) and (not TestCollisionXwithGear(Gear, hwSign(Gear^.dX))) then
- Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
-
- SetAllHHToActive;
-
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y + _1;
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y + _1;
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y + _1;
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y + _1;
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y + _1;
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y + _1;
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- Gear^.Y:= Gear^.Y - _6;
- Gear^.dY:= _0;
- Gear^.State:= Gear^.State or gstMoving;
- exit
- end;
- end
- end
- end
- end
- end
- end;
- AddGearCI(Gear)
- end
-end;
-
-procedure HedgehogChAngle(HHGear: PGear);
-var da: LongWord;
-begin
-with HHGear^.Hedgehog^ do
- if ((CurAmmoType = amRope) and
- ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving)) or
- ((CurAmmoType = amPortalGun) and
- ((HHGear^.State and gstMoving) <> 0)) then da:= 2
- else da:= 1;
-
-if (((HHGear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
- if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then dec(HHGear^.Angle, da)
- else
- if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then inc(HHGear^.Angle, da)
-end;
-
-procedure doStepHedgehog(Gear: PGear); forward;
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogMoving(Gear: PGear);
-var isFalling, isUnderwater: boolean;
- land: Word;
-begin
-land:= 0;
-isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
-if Gear^.dX.QWordValue > 8160437862 then Gear^.dX.QWordValue:= 8160437862;
-if Gear^.dY.QWordValue > 8160437862 then Gear^.dY.QWordValue:= 8160437862;
-
-if Gear^.Hedgehog^.Unplaced then
- begin
- Gear^.dY:= _0;
- Gear^.dX:= _0;
- Gear^.State:= Gear^.State and (not gstMoving);
- exit
- end;
-isFalling:= (Gear^.dY.isNegative) or not TestCollisionYKick(Gear, 1);
-if isFalling then
- begin
- if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then Gear^.dY:= _0;
- Gear^.State:= Gear^.State or gstMoving;
- if (CurrentHedgehog^.Gear = Gear)
- and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
- begin
- FollowGear:= Gear;
- end;
- if isUnderwater then Gear^.dY:= Gear^.dY + cGravity / _2
- else
- begin
- Gear^.dY:= Gear^.dY + cGravity;
-// this set of circumstances could be less complex if jumping was more clearly identified
- if ((GameFlags and gfMoreWind) <> 0) and
- (((Gear^.Damage <> 0) or
- ((CurAmmoGear <> nil) and
- ((CurAmmoGear^.AmmoType = amJetpack) or
- (CurAmmoGear^.AmmoType = amBirdy))) or
- ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue)))
- then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
- end
- end
-else
- begin
- land:= TestCollisionYwithGear(Gear, 1);
- if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0)
- and ((Gear^.State and gstHHJumping) <> 0) then SetLittle(Gear^.dX);
-
- if not Gear^.dY.isNegative then
- begin
- CheckHHDamage(Gear);
-
- if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) and
- (Gear^.dX.QWordValue < _0_02.QWordValue) then Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
-
- Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump));
- Gear^.dY:= _0;
- end else Gear^.dY:= Gear^.dY + cGravity;
-
- if ((Gear^.State and gstMoving) <> 0) then
- begin
- if land and lfIce <> 0 then
- begin
- Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2)
- end
- else Gear^.dX:= Gear^.dX * Gear^.Friction;
- end
- end;
-
-if (Gear^.State <> 0) then DeleteCI(Gear);
-
-if isUnderwater then
- begin
- Gear^.dY:= Gear^.dY * _0_999;
- Gear^.dX:= Gear^.dX * _0_999;
- end;
-
-if (Gear^.State and gstMoving) <> 0 then
- if TestCollisionXKick(Gear, hwSign(Gear^.dX)) then
- if not isFalling then
- if hwAbs(Gear^.dX) > _0_01 then
- if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_96; Gear^.Y:= Gear^.Y - _1 end else
- if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_93; Gear^.Y:= Gear^.Y - _2 end else
- if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_9 ; Gear^.Y:= Gear^.Y - _3 end else
- if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_87; Gear^.Y:= Gear^.Y - _4 end else
- if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_84; Gear^.Y:= Gear^.Y - _5 end else
- if hwAbs(Gear^.dX) > _0_02 then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
- else begin
- Gear^.State:= Gear^.State and (not gstMoving);
- while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1;
- SetLittle(Gear^.dX)
- end
- else begin
- Gear^.State:= Gear^.State and (not gstMoving);
- while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1;
- SetLittle(Gear^.dX)
- end
- else if (hwAbs(Gear^.dX) > cLittle)
- and ((Gear^.State and gstHHJumping) = 0)
- then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
- else SetLittle(Gear^.dX);
-
-if (not isFalling) and
- (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
- begin
- Gear^.State:= Gear^.State and (not gstWinner);
- Gear^.State:= Gear^.State and (not gstMoving);
- while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1;
- SetLittle(Gear^.dX);
- Gear^.dY:= _0
- end else Gear^.State:= Gear^.State or gstMoving;
-
-if (Gear^.State and gstMoving) <> 0 then
- begin
- Gear^.State:= Gear^.State and (not gstAnimation);
-// ARTILLERY but not being moved by explosions
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- if (not Gear^.dY.isNegative) and
- (not TestCollisionYKick(Gear, 1)) and
- TestCollisionYwithXYShift(Gear, 0, 1, 1) then
- begin
- CheckHHDamage(Gear);
- Gear^.dY:= _0;
- Gear^.Y:= Gear^.Y + _1
- end;
- CheckGearDrowning(Gear);
- // hide target cursor if current hog is drowning
- if (Gear^.State and gstDrowning) <> 0 then
- if (CurrentHedgehog^.Gear = Gear) then
- isCursorVisible:= false
- end;
-
-if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
- begin
- inc(Gear^.FlightTime);
- if Gear^.FlightTime = 3000 then
- begin
- AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
- PlaySound(sndHomerun)
- end;
- end
-else
- begin
- uStats.hedgehogFlight(Gear, Gear^.FlightTime);
- Gear^.FlightTime:= 0;
- end;
-
-end;
-
-procedure doStepHedgehogDriven(HHGear: PGear);
-var t: PGear;
- wasJumping: boolean;
- Hedgehog: PHedgehog;
-begin
-Hedgehog:= HHGear^.Hedgehog;
-if isInMultiShoot then
- HHGear^.Message:= 0;
-
-if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then
- AllInactive:= true
-else if not isInMultiShoot then AllInactive:= false;
-
-if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then
- begin
- if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft;
- TurnTimeLeft:= 0;
- isCursorVisible:= false;
- HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking));
- AttackBar:= 0;
- if HHGear^.Damage > 0 then
- HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump));
- exit
- end;
-
-if (HHGear^.State and gstAnimation) <> 0 then
- begin
- HHGear^.Message:= 0;
- if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then PlaySound(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
- inc(HHGear^.Timer);
- if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then
- begin
- HHGear^.Timer:= 0;
- inc(HHGear^.Pos);
- if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then
- HHGear^.State:= HHGear^.State and (not gstAnimation)
- end;
- exit
- end;
-
-if ((HHGear^.State and gstMoving) <> 0)
- or (StepTicks = cHHStepTicks)
- or (CurAmmoGear <> nil) then // we are moving
- begin
- with Hedgehog^ do
- if (CurAmmoGear = nil)
- and (HHGear^.dY > _0_39)
- and (CurAmmoType = amParachute) then HHGear^.Message:= HHGear^.Message or gmAttack;
- // check for case with ammo
- t:= CheckGearNear(HHGear, gtCase, 36, 36);
- if t <> nil then
- PickUp(HHGear, t)
- end;
-
-if (CurAmmoGear = nil) then
- if (((HHGear^.Message and gmAttack) <> 0)
- or ((HHGear^.State and gstAttacking) <> 0)) then
- Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
- else
-else
- with Hedgehog^ do
- if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
- and ((HHGear^.Message and gmLJump) <> 0)
- and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
- begin
- Attack(HHGear);
- HHGear^.Message:= HHGear^.Message and (not gmLJump)
- end;
-
-if (CurAmmoGear = nil)
- or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
- or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) then
- begin
- if ((HHGear^.Message and gmSlot) <> 0) then
- if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^);
-
- if ((HHGear^.Message and gmWeapon) <> 0) then HHSetWeapon(HHGear);
-
- if ((HHGear^.Message and gmTimer) <> 0) then HHSetTimer(HHGear);
- end;
-
-if CurAmmoGear <> nil then
- begin
- CurAmmoGear^.Message:= HHGear^.Message;
- exit
- end;
-
-if not isInMultiShoot then
- HedgehogChAngle(HHGear);
-
-if (HHGear^.State and gstMoving) <> 0 then
- begin
- wasJumping:= ((HHGear^.State and gstHHJumping) <> 0);
-
- if ((HHGear^.Message and gmHJump) <> 0) and
- wasJumping and
- ((HHGear^.State and gstHHHJump) = 0) then
- if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then
- begin
- HHGear^.State:= HHGear^.State or gstHHHJump;
- HHGear^.dY:= -_0_25;
- if not cArtillery then HHGear^.dX:= -SignAs(_0_02, HHGear^.dX);
- PlaySound(sndJump2, Hedgehog^.Team^.voicepack)
- end;
-
- HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump));
-
- if (not cArtillery) and wasJumping and
- TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
-
- if Hedgehog^.Gear <> nil then doStepHedgehogMoving(HHGear);
-
- if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then
- begin
- AddGearCI(HHGear);
- if wasJumping then
- StepTicks:= 410
- else
- StepTicks:= 95
- end;
- exit
- end;
-
- if not isInMultiShoot and (Hedgehog^.Gear <> nil) then
- begin
- if StepTicks > 0 then dec(StepTicks);
- if (StepTicks = 0) then HedgehogStep(HHGear)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehogFree(Gear: PGear);
-var prevState: Longword;
-begin
-prevState:= Gear^.State;
-
-doStepHedgehogMoving(Gear);
-
-if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
- begin
- if Gear^.Damage > 0 then CalcRotationDirAngle(Gear);
- AllInactive:= false;
- exit
- end;
-
-if (Gear^.Health = 0) then
- begin
- if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then
- begin
- Gear^.Timer:= 0;
- FollowGear:= Gear;
- PrvInactive:= false;
- AllInactive:= false;
-
- if (Gear^.State and gstHHGone) = 0 then
- begin
- Gear^.Hedgehog^.Effects[hePoisoned] := false;
- if Gear^.Hedgehog^.Effects[heResurrectable] then begin
- ResurrectHedgehog(Gear);
- end else
- begin
- Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation);
- Gear^.doStep:= @doStepHedgehogDead;
- // Death message
- AddCaption(Format(GetEventString(eidDied), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
- end;
- end
- else
- begin
- Gear^.State:= Gear^.State and (not gstAnimation);
- Gear^.doStep:= @doStepHedgehogGone;
-
- // Gone message
- AddCaption(Format(GetEventString(eidGone), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
- end
- end;
- exit
- end;
-
-if ((Gear^.State and gstWait) = 0) and
- (prevState <> Gear^.State) then
- begin
- Gear^.State:= Gear^.State or gstWait;
- Gear^.Timer:= 150
- end else
- begin
- if Gear^.Timer = 0 then
- begin
- Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstHHChooseTarget));
- Gear^.Active:= false;
- AddGearCI(Gear);
- exit
- end else dec(Gear^.Timer)
- end;
-
-AllInactive:= false
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHedgehog(Gear: PGear);
-(*
-var x,y,tx,ty: LongInt;
- tdX, tdY, slope: hwFloat;
- land: Word; *)
-var slope: hwFloat;
-begin
-if (Gear^.Message and gmDestroy) <> 0 then
- begin
- DeleteGear(Gear);
- exit
- end;
-
-if (Gear^.State and gstHHDriven) = 0 then
- doStepHedgehogFree(Gear)
-else
- begin
- with Gear^.Hedgehog^ do
- if Team^.hasGone then
- TeamGoneEffect(Team^)
- else
- doStepHedgehogDriven(Gear)
- end;
-if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0) and
- (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0) and
- (not Gear^.dY.isNegative) and
- (GameTicks mod (100*LongWOrd(hwRound(cMaxWindSpeed*2/cGravity))) = 0) and
- (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
- begin
- slope:= CalcSlopeBelowGear(Gear);
- Gear^.dX:=Gear^.dX+slope*_0_07;
- if slope.QWordValue <> 0 then Gear^.State:= Gear^.State or gstMoving;
-(*
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- AddVisualGear(x, y, vgtSmokeTrace);
- AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace);
- AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace);
- AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace);
- AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace);
- AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace);
- AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace);
- AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace);
- AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace);
- AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace);
- AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)
- end
-end;