hedgewars/uGearUtils.pas
changeset 6468 da1e7fe7cff7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearUtils.pas	Fri Dec 30 13:54:39 2011 +0400
@@ -0,0 +1,126 @@
+unit uGearUtils;
+interface
+uses uTypes;
+
+procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord = $FFFFFFFF); 
+
+implementation
+uses uGearsList;
+
+procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
+var Gear: PGear;
+    dmg, dmgRadius, dmgBase: LongInt;
+    fX, fY: hwFloat;
+    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 ((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
+        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
+                                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;
+
+                                    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;
+
+    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)
+end;
+
+end.