--- /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.