revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy.
probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2010 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
*)
////////////////////////////////////////////////////////////////////////////////
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(Gear: PGear): boolean;
var slot, i: Longword;
ammoidx: LongInt;
begin
ChangeAmmo:= false;
slot:= Gear^.MsgParam;
with PHedgehog(Gear^.Hedgehog)^ do
begin
Gear^.Message:= Gear^.Message and not gmSlot;
ammoidx:= 0;
if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0) or
(TargetPoint.X <> NoPointX) or
((MultiShootAttacks > 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEndHint) = 0)) or
((Gear^.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_NoRoundEndHint) <> 0) and (MultiShootAttacks > 0) then OnUsedAmmo(PHedgehog(Gear^.Hedgehog)^);
MultiShootAttacks:= 0;
Gear^.Message:= Gear^.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 ((Ammo^[slot, ammoidx].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns)) or (i = 1)
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(Gear: PGear);
var t: LongInt;
weap: TAmmoType;
Hedgehog: PHedgehog;
s: boolean;
begin
weap:= TAmmoType(Gear^.MsgParam);
Hedgehog:= PHedgehog(Gear^.Hedgehog);
if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yet
Gear^.MsgParam:= Ammoz[weap].Slot;
t:= cMaxSlotAmmoIndex;
Gear^.Message:= Gear^.Message and not gmWeapon;
with Hedgehog^ do
while (CurAmmoType <> weap) and (t >= 0) do
begin
s:= ChangeAmmo(Gear);
dec(t)
end;
if s then ApplyAmmoChanges(PHedgehog(Gear^.Hedgehog)^)
end;
procedure HHSetTimer(Gear: PGear);
var CurWeapon: PAmmo;
begin
Gear^.Message:= Gear^.Message and not gmTimer;
CurWeapon:= GetAmmoEntry(PHedgehog(Gear^.Hedgehog)^);
with PHedgehog(Gear^.Hedgehog)^ do
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, lx, ly: hwFloat;
tmpGear: PVisualGear;
CurWeapon: PAmmo;
begin
bShowFinger:= false;
CurWeapon:= GetAmmoEntry(PHedgehog(Gear^.Hedgehog)^);
with Gear^,
PHedgehog(Gear^.Hedgehog)^ do
begin
if ((State and gstHHDriven) <> 0)and
((State and (gstAttacked or gstHHChooseTarget)) = 0) and
(((State and gstMoving) = 0) 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
PlaySound(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);
case CurAmmoType of
amGrenade: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtAmmo_Bomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, CurWeapon^.Timer);
amMolotov: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amClusterBomb: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, CurWeapon^.Timer);
amGasBomb: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, CurWeapon^.Timer);
amBazooka: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtAmmo_Grenade, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amBee: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtBee, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amShotgun: begin
PlaySound(sndShotgunReload);
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amPickHammer: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
amSkip: ParseCommand('/skip', true);
amRope: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0);
amMine: AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
amSMine: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amDEagle: CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
amSineGun: CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0);
amPortalGun: AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0);
amSniperRifle: begin
PlaySound(sndSniperReload);
CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amDynamite: AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
amFirePunch: CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0);
amWhip: begin
CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhipCrack)
end;
amHammer: begin
CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhack)
end;
amBaseballBat: begin
CurAmmoGear:= 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
CurAmmoGear:= 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: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0);
amMineStrike: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0);
amBlowTorch: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
amGirder: CurAmmoGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0);
amTeleport: CurAmmoGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0);
amSwitch: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0);
amMortar: begin
playSound(sndMortar);
FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
end;
amRCPlane: begin
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
CurAmmoGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
end;
amKamikaze: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
amCake: CurAmmoGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, xx, _0, 0);
amSeduction: CurAmmoGear:= AddGear(hwRound(lx + xx * cHHRadius * 2), hwRound(ly + yy * cHHRadius * 2), gtSeduction, 0, xx * _0_4, yy * _0_4, 0);
amWatermelon: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, CurWeapon^.Timer);
amHellishBomb: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amNapalm: AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0);
amDrill: FollowGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amBallgun: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0);
amJetpack: CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0);
amBirdy: begin
PlaySound(sndWhistle);
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0);
end;
amLowGravity: begin
PlaySound(sndLowGravity);
cGravity:= cMaxWindSpeed
end;
amExtraDamage: cDamageModifier:= _1_5;
amInvulnerable: Invulnerable:= true;
amExtraTime: TurnTimeLeft:= TurnTimeLeft + 30000;
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;
FollowGear:= AddGear(TargetPoint.X, 0, gtPiano, 0, _0, _0, 0);
PauseMusic
end;
amFlamethrower: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower, 0, xx * _0_5, yy * _0_5, 0);
amResurrector: begin
CurAmmoGear:= AddGear(hwRound(lx), hwRound(ly),
gtResurrector, 0, _0, _0, 0);
CurAmmoGear^.SoundChannel := LoopSound(sndResurrector);
end;
end;
uStats.AmmoUsed(CurAmmoType);
if not (SpeechText = '') then
begin
tmpGear:= AddVisualGear(0, 0, vgtSpeechBubble);
if tmpGear <> nil then
begin
tmpGear^.Text:= SpeechText;
tmpGear^.Hedgehog:= Gear^.Hedgehog;
tmpGear^.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
CurAmmoGear^.AmmoType:= CurAmmoType;
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
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_NoRoundEndHint) = 0) and ((GameFlags and gfInfAttack) = 0) then
TurnTimeLeft:= Ammoz[a].TimeAfterTurn;
if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEndHint) = 0) then State:= State or gstAttacked;
if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEndHint) <> 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 PHedgehog(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, 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, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogGone(Gear: PGear);
const frametime = 65;
timertime = frametime * 11;
begin
if PHedgehog(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, PHedgehog(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);
case Gear^.Pos of
posCaseUtility,
posCaseAmmo: begin
a:= TAmmoType(Gear^.State);
AddAmmo(PHedgehog(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 (PHedgehog(HH^.Hedgehog)^.Team^.ExtDriven
or (PHedgehog(HH^.Hedgehog)^.BotLevel > 0)))
or (PHedgehog(HH^.Hedgehog)^.Team^.Clan^.ClanIndex = LocalClan)
or (GameType = gmtDemo) then
begin
s:= trammo[Ammoz[a].NameId] + ' (+' + IntToStr(Ammoz[a].NumberInCase) + ')';
AddCaption(s, PHedgehog(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);
PHedgehog(HH^.Hedgehog)^.Effects[hePoisoned] := false;
str(Gear^.Health, s);
s:= '+' + s;
AddCaption(s, PHedgehog(HH^.Hedgehog)^.Team^.Clan^.Color, capgrpAmmoinfo);
RenderHealth(PHedgehog(HH^.Hedgehog)^);
RecountTeamHealth(PHedgehog(HH^.Hedgehog)^.Team);
i:= 0;
while i < Gear^.Health do
begin
AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtHealth);
inc(i, 5);
end;
end;
end
end;
const StepTicks: LongWord = 0;
procedure HedgehogStep(Gear: PGear);
var PrevdX: LongInt;
CurWeapon: PAmmo;
begin
CurWeapon:= GetAmmoEntry(PHedgehog(Gear^.Hedgehog)^);
if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
begin
if isCursorVisible then
with PHedgehog(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 not TestCollisionYwithGear(Gear, -1) 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)) 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, PHedgehog(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, PHedgehog(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)
PHedgehog(Gear^.Hedgehog)^.visStepPos:= (PHedgehog(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)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) 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 not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) 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(Gear: PGear);
var da: LongWord;
begin
with PHedgehog(Gear^.Hedgehog)^ do
if (CurAmmoType = amRope)
and ((Gear^.State and (gstMoving or gstHHJumping)) = gstMoving) then da:= 2 else da:= 1;
if (((Gear^.Message and gmPrecise) = 0) or ((GameTicks mod 5) = 1)) then
if ((Gear^.Message and gmUp) <> 0) and (Gear^.Angle >= CurMinAngle + da) then dec(Gear^.Angle, da)
else
if ((Gear^.Message and gmDown) <> 0) and (Gear^.Angle + da <= CurMaxAngle) then inc(Gear^.Angle, da)
end;
procedure doStepHedgehog(Gear: PGear); forward;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogMoving(Gear: PGear);
var isFalling, isUnderwater: boolean;
begin
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 PHedgehog(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 isUnderwater then Gear^.dY:= Gear^.dY + cGravity / _2
else Gear^.dY:= Gear^.dY + cGravity
end
else
begin
if ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_55)
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 Gear^.dX:= Gear^.dX * Gear^.Friction
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;
SetLittle(Gear^.dX)
end
else begin
Gear^.State:= Gear^.State and not gstMoving;
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;
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);
if (Gear^.State and gstDrowning) <> 0 then isCursorVisible:= false
end;
if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
begin
inc(Gear^.FlightTime, 1);
if Gear^.FlightTime = 3000 then
begin
AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
PlaySound(sndHomerun)
end;
end
else
begin
Gear^.FlightTime:= 0;
end;
end;
procedure doStepHedgehogDriven(Gear: PGear);
var t: PGear;
wasJumping: boolean;
Hedgehog: PHedgehog;
begin
Hedgehog:= PHedgehog(Gear^.Hedgehog);
if not isInMultiShoot then
AllInactive:= false
else
Gear^.Message:= 0;
if (TurnTimeLeft = 0) or (Gear^.Damage > 0) then
begin
TurnTimeLeft:= 0;
isCursorVisible:= false;
Gear^.State:= Gear^.State and not (gstHHDriven or gstAnimation or gstAttacking);
AttackBar:= 0;
if Gear^.Damage > 0 then
Gear^.State:= Gear^.State and not (gstHHJumping or gstHHHJump);
exit
end;
if (Gear^.State and gstAnimation) <> 0 then
begin
Gear^.Message:= 0;
if (Gear^.Pos = Wavez[TWave(Gear^.Tag)].VoiceDelay) and (Gear^.Timer = 0) then PlaySound(Wavez[TWave(Gear^.Tag)].Voice, Hedgehog^.Team^.voicepack);
inc(Gear^.Timer);
if Gear^.Timer = Wavez[TWave(Gear^.Tag)].Interval then
begin
Gear^.Timer:= 0;
inc(Gear^.Pos);
if Gear^.Pos = Wavez[TWave(Gear^.Tag)].FramesCount then
Gear^.State:= Gear^.State and not gstAnimation
end;
exit
end;
if ((Gear^.State and gstMoving) <> 0)
or (StepTicks = cHHStepTicks)
or (CurAmmoGear <> nil) then // we are moving
begin
with Hedgehog^ do
if (CurAmmoGear = nil)
and (Gear^.dY > _0_39)
and (CurAmmoType = amParachute) then Gear^.Message:= Gear^.Message or gmAttack;
// check for case with ammo
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(Gear, t)
end;
if (CurAmmoGear = nil) then
if (((Gear^.Message and gmAttack) <> 0)
or ((Gear^.State and gstAttacking) <> 0)) then
Attack(Gear) // 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 ((Gear^.Message and gmLJump) <> 0)
and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
begin
Gear^.Message:= Gear^.Message and not gmLJump;
Attack(Gear)
end;
if (CurAmmoGear = nil)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoRoundEndHint) <> 0) then
begin
if ((Gear^.Message and gmSlot) <> 0) then
if ChangeAmmo(Gear) then ApplyAmmoChanges(Hedgehog^);
if ((Gear^.Message and gmWeapon) <> 0) then HHSetWeapon(Gear);
if ((Gear^.Message and gmTimer) <> 0) then HHSetTimer(Gear);
end;
if CurAmmoGear <> nil then
begin
CurAmmoGear^.Message:= Gear^.Message;
exit
end;
if not isInMultiShoot then
HedgehogChAngle(Gear);
if (Gear^.State and gstMoving) <> 0 then
begin
wasJumping:= ((Gear^.State and gstHHJumping) <> 0);
if ((Gear^.Message and gmHJump) <> 0) and
wasJumping and
((Gear^.State and gstHHHJump) = 0) then
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
begin
Gear^.State:= Gear^.State or gstHHHJump;
Gear^.dY:= -_0_25;
if not cArtillery then Gear^.dX:= -SignAs(_0_02, Gear^.dX);
PlaySound(sndJump2, Hedgehog^.Team^.voicepack)
end;
Gear^.Message:= Gear^.Message and not (gmLJump or gmHJump);
if (not cArtillery) and wasJumping and
TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
doStepHedgehogMoving(Gear);
if ((Gear^.State and (gstMoving or gstDrowning)) = 0) then
begin
AddGearCI(Gear);
if wasJumping then
StepTicks:= 410
else
StepTicks:= 95
end;
exit
end;
if not isInMultiShoot then
begin
if StepTicks > 0 then dec(StepTicks);
if (StepTicks = 0) then HedgehogStep(Gear)
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 then
begin
Gear^.Timer:= 0;
FollowGear:= Gear;
PrvInactive:= false;
AllInactive:= false;
if not PHedgehog(Gear^.Hedgehog)^.Team^.hasGone then
begin
PHedgehog(Gear^.Hedgehog)^.Effects[hePoisoned] := false;
if PHedgehog(Gear^.Hedgehog)^.Effects[heResurrectable] then begin
ResurrectHedgehog(Gear);
end else begin
Gear^.State:= Gear^.State or gstHHDeath;
Gear^.doStep:= @doStepHedgehogDead;
// Death message
AddCaption(Format(GetEventString(eidDied), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
end;
end
else
begin
Gear^.State:= Gear^.State or gstHHGone;
Gear^.doStep:= @doStepHedgehogGone;
// Gone message
AddCaption(Format(GetEventString(eidGone), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
end
end;
exit
end;
if ((Gear^.State and gstWait) = 0) and
(prevState <> Gear^.State) then
begin
Gear^.State:= gstWait;
Gear^.Timer:= 150
end else
begin
if Gear^.Timer = 0 then
begin
Gear^.State:= 0;
Gear^.Active:= false;
AddGearCI(Gear);
exit
end else dec(Gear^.Timer)
end;
AllInactive:= false
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehog(Gear: PGear);
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 PHedgehog(Gear^.Hedgehog)^ do
if Team^.hasGone then TeamGoneEffect(Team^);
doStepHedgehogDriven(Gear)
end;
end;