(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
(*
* This file contains the step handlers for gears.
*
* Important: Since gears change the course of the game, calculations that
* lead to different results for different clients/players/machines
* should NOT occur!
* Use safe functions and data types! (e.g. GetRandom() and hwFloat)
*)
{$INCLUDE "options.inc"}
unit uGearsHandlersMess;
interface
uses uTypes, uFloat;
procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
procedure HideHog(HH: PHedgehog);
procedure doStepDrowningGear(Gear: PGear);
procedure doStepFallingGear(Gear: PGear);
procedure doStepBomb(Gear: PGear);
procedure doStepMolotov(Gear: PGear);
procedure doStepCluster(Gear: PGear);
procedure doStepShell(Gear: PGear);
procedure doStepSnowball(Gear: PGear);
procedure doStepSnowflake(Gear: PGear);
procedure doStepGrave(Gear: PGear);
procedure doStepBeeWork(Gear: PGear);
procedure doStepBee(Gear: PGear);
procedure doStepShotIdle(Gear: PGear);
procedure doStepShotgunShot(Gear: PGear);
procedure spawnBulletTrail(Bullet: PGear; bulletX, bulletY: hwFloat; fadeIn: Boolean);
procedure doStepBulletWork(Gear: PGear);
procedure doStepDEagleShot(Gear: PGear);
procedure doStepSniperRifleShot(Gear: PGear);
procedure doStepActionTimer(Gear: PGear);
procedure doStepPickHammerWork(Gear: PGear);
procedure doStepPickHammer(Gear: PGear);
procedure doStepBlowTorchWork(Gear: PGear);
procedure doStepBlowTorch(Gear: PGear);
procedure doStepMine(Gear: PGear);
procedure doStepAirMine(Gear: PGear);
procedure doStepSMine(Gear: PGear);
procedure doStepDynamite(Gear: PGear);
procedure doStepRollingBarrel(Gear: PGear);
procedure doStepCase(Gear: PGear);
procedure doStepTarget(Gear: PGear);
procedure doStepIdle(Gear: PGear);
procedure doStepShover(Gear: PGear);
procedure doStepWhip(Gear: PGear);
procedure doStepFlame(Gear: PGear);
procedure doStepFirePunchWork(Gear: PGear);
procedure doStepFirePunch(Gear: PGear);
procedure doStepParachuteWork(Gear: PGear);
procedure doStepParachute(Gear: PGear);
procedure doStepAirAttackWork(Gear: PGear);
procedure doStepAirAttack(Gear: PGear);
procedure doStepAirBomb(Gear: PGear);
procedure doStepGirder(Gear: PGear);
procedure doStepTeleportAfter(Gear: PGear);
procedure doStepTeleportAnim(Gear: PGear);
procedure doStepTeleport(Gear: PGear);
procedure doStepSwitcherWork(Gear: PGear);
procedure doStepSwitcher(Gear: PGear);
procedure doStepMortar(Gear: PGear);
procedure doStepKamikazeWork(Gear: PGear);
procedure doStepKamikazeIdle(Gear: PGear);
procedure doStepKamikaze(Gear: PGear);
procedure doStepCakeExpl(Gear: PGear);
procedure doStepCakeDown(Gear: PGear);
procedure doStepCakeWalk(Gear: PGear);
procedure doStepCakeUp(Gear: PGear);
procedure doStepCakeFall(Gear: PGear);
procedure doStepCake(Gear: PGear);
procedure doStepSeductionWork(Gear: PGear);
procedure doStepSeductionWear(Gear: PGear);
procedure doStepSeduction(Gear: PGear);
procedure doStepWaterUp(Gear: PGear);
procedure doStepDrillDrilling(Gear: PGear);
procedure doStepDrill(Gear: PGear);
procedure doStepBallgunWork(Gear: PGear);
procedure doStepBallgun(Gear: PGear);
procedure doStepRCPlaneWork(Gear: PGear);
procedure doStepRCPlane(Gear: PGear);
procedure doStepJetpackWork(Gear: PGear);
procedure doStepJetpack(Gear: PGear);
procedure doStepBirdyDisappear(Gear: PGear);
procedure doStepBirdyFly(Gear: PGear);
procedure doStepBirdyDescend(Gear: PGear);
procedure doStepBirdyAppear(Gear: PGear);
procedure doStepBirdy(Gear: PGear);
procedure doStepEggWork(Gear: PGear);
procedure doPortalColorSwitch();
procedure doStepPortal(Gear: PGear);
procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
procedure doStepMovingPortal_real(Gear: PGear);
procedure doStepMovingPortal(Gear: PGear);
procedure doStepPortalShot(newPortal: PGear);
procedure doStepPiano(Gear: PGear);
procedure doStepSineGunShotWork(Gear: PGear);
procedure doStepSineGunShot(Gear: PGear);
procedure doStepFlamethrowerWork(Gear: PGear);
procedure doStepFlamethrower(Gear: PGear);
procedure doStepLandGunWork(Gear: PGear);
procedure doStepLandGun(Gear: PGear);
procedure doStepPoisonCloud(Gear: PGear);
procedure doStepHammer(Gear: PGear);
procedure doStepHammerHitWork(Gear: PGear);
procedure doStepHammerHit(Gear: PGear);
procedure doStepResurrectorWork(Gear: PGear);
procedure doStepResurrector(Gear: PGear);
procedure doStepNapalmBomb(Gear: PGear);
//procedure doStepStructure(Gear: PGear);
procedure doStepTardisWarp(Gear: PGear);
procedure doStepTardis(Gear: PGear);
procedure updateFuel(Gear: PGear);
procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
procedure doStepIceGun(Gear: PGear);
procedure doStepAddAmmo(Gear: PGear);
procedure doStepGenericFaller(Gear: PGear);
procedure doStepCreeper(Gear: PGear);
procedure doStepKnife(Gear: PGear);
procedure doStepDuck(Gear: PGear);
procedure doStepMinigunWork(Gear: PGear);
procedure doStepMinigun(Gear: PGear);
procedure doStepMinigunBullet(Gear: PGear);
var
upd: Longword;
snowLeft,snowRight: LongInt;
implementation
uses uConsts, uVariables, uVisualGearsList, uRandom, uCollisions, uGearsList, uUtils, uSound
, SDLh, uScript, uGearsHedgehog, uGearsUtils, uIO, uCaptions, uLandGraphics
, uGearsHandlers, uTextures, uRenderUtils, uAmmos, uTeams, uLandTexture
, uStore, uAI, uStats, uLocale;
procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
var
dX, dY, sX, sY: hwFloat;
i, steps: LongWord;
caller: TGearStepProcedure;
begin
dX:= Gear^.dX;
dY:= Gear^.dY;
steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
// Gear is still on the same Pixel it was before
if steps < 1 then
begin
if onlyCheckIfChanged then
begin
Gear^.X := Gear^.X + dX;
Gear^.Y := Gear^.Y + dY;
EXIT;
end
else
steps := 1;
end;
if steps > 1 then
begin
sX:= dX / steps;
sY:= dY / steps;
end
else
begin
sX:= dX;
sY:= dY;
end;
caller:= Gear^.doStep;
for i:= 1 to steps do
begin
Gear^.X := Gear^.X + sX;
Gear^.Y := Gear^.Y + sY;
step(Gear);
if (Gear^.doStep <> caller)
or ((Gear^.State and gstCollision) <> 0)
or ((Gear^.State and gstMoving) = 0) then
break;
end;
end;
procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
var
gi: PGear;
d: LongInt;
begin
gi := GearsList;
while gi <> nil do
begin
if (gi^.Kind = gtHedgehog) then
begin
d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
if (d > 1) and (gi^.Hedgehog^.Effects[heInvulnerable] = 0) and (GetRandom(2) = 0) then
begin
if (CurrentHedgehog^.Gear = gi) then
PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
else
begin
if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
begin
gi^.dX.isNegative:= X<gi^.X;
gi^.State := gi^.State or gstLoser;
end;
if d > r div 2 then
PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
else
PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
end;
end;
end;
gi := gi^.NextGear
end;
end;
procedure HideHog(HH: PHedgehog);
begin
ScriptCall('onHogHide', HH^.Gear^.Uid);
DeleteCI(HH^.Gear);
if FollowGear = HH^.Gear then
FollowGear:= nil;
if lastGearByUID = HH^.Gear then
lastGearByUID := nil;
HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
with HH^.Gear^ do
begin
Z := cHHZ;
HH^.Gear^.Active:= false;
State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
Message := Message and (not gmAttack);
end;
HH^.GearHidden:= HH^.Gear;
HH^.Gear:= nil;
AddVisualGear(0, 0, vgtTeamHealthSorter);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
var i, d, bubbleX, bubbleY: LongInt;
bubble: PVisualGear;
begin
if Gear^.Timer = 0 then
begin
d:= 2 * Gear^.Radius;
for i:= (Gear^.Radius * Gear^.Radius) div 4 downto 0 do
begin
bubble := AddVisualGear(hwRound(Gear^.X) - Gear^.Radius + random(d), hwRound(Gear^.Y) - Gear^.Radius + random(d), vgtBubble);
if bubble <> nil then
bubble^.dY:= 0.1 + random(20)/10;
end;
DeleteGear(Gear);
exit;
end;
AllInactive := false;
dec(Gear^.Timer);
Gear^.Y := Gear^.Y + cDrownSpeed;
if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
begin
if LongInt(leftX) + Gear^.Radius > hwRound(Gear^.X) then
Gear^.X := Gear^.X - cDrownSpeed
else
Gear^.X := Gear^.X + cDrownSpeed;
end
else
Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
if (Gear^.Kind = gtHedgehog) and (Gear^.dX.isNegative) then
bubbleX:= hwRound(Gear^.X) - Gear^.Radius
else
bubbleX:= hwRound(Gear^.X) + Gear^.Radius;
bubbleY:= hwRound(Gear^.Y) - Gear^.Radius;
if ((not SuddenDeathDmg and (WaterOpacity < $FF))
or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
AddVisualGear(bubbleX, bubbleY, vgtBubble)
else if Random(12) = 0 then
AddVisualGear(bubbleX, bubbleY, vgtBubble);
if (not SuddenDeathDmg and (WaterOpacity > $FE))
or (SuddenDeathDmg and (SDWaterOpacity > $FE))
or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
DeleteGear(Gear);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var
isFalling: boolean;
//tmp: QWord;
tX, tdX, tdY: hwFloat;
collV, collH, gX, gY: LongInt;
land, xland: word;
begin
tX:= Gear^.X;
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
Gear^.State := Gear^.State and (not gstCollision);
// World wrap
if (Gear^.Kind <> gtGenericFaller) and WorldWrap(Gear) and (WorldEdge = weWrap) and
((TestCollisionXwithGear(Gear, 1) <> 0) or (TestCollisionXwithGear(Gear, -1) <> 0)) then
begin
// Collision with land that *just* behind the other side of the world wrap edge
if (not Gear^.Sticky) then
begin
Gear^.X:= tX;
Gear^.dX.isNegative:= (gX > LongInt(leftX) + Gear^.Radius*2);
Gear^.dX := Gear^.dX * Gear^.Friction;
end;
Gear^.State := Gear^.State or gstCollision;
end;
// clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
if Gear^.dX.Round > 1 then
Gear^.dX.QWordValue:= 8589934592;
if Gear^.dY.Round > 1 then
Gear^.dY.QWordValue:= 8589934592;
if (Gear^.State and gstSubmersible <> 0) and CheckCoordInWater(gX, gY) then
begin
Gear^.dX:= Gear^.dX * _0_999;
Gear^.dY:= Gear^.dY * _0_999
end;
collV := 0;
collH := 0;
tdX := Gear^.dX;
tdY := Gear^.dY;
// might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips)
if (gX < min(LAND_WIDTH div -2, -2048))
or (gX > max(LAND_WIDTH * 3 div 2, 6144)) then
Gear^.Message := Gear^.Message or gmDestroy;
if Gear^.dY.isNegative then
begin
land:= TestCollisionYwithGear(Gear, -1);
isFalling := land = 0;
if land <> 0 then
begin
collV := -1;
if land and lfIce <> 0 then
Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
else Gear^.dX := Gear^.dX * Gear^.Friction;
if (Gear^.AdvBounce = 0) or (land and lfBouncy = 0) then
begin
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else Gear^.dY := - Gear^.dY * cElastic
end
else if Gear^.AdvBounce = 1 then
begin
land:= TestCollisionYwithGear(Gear, 1);
if land <> 0 then collV := 1
end
end
else
begin // Gear^.dY.isNegative is false
land:= TestCollisionYwithGear(Gear, 1);
if land <> 0 then
begin
collV := 1;
isFalling := false;
if land and lfIce <> 0 then
Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
else
Gear^.dX := Gear^.dX * Gear^.Friction;
if (Gear^.AdvBounce = 0) or (land and lfBouncy = 0) then
begin
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else Gear^.dY := - Gear^.dY * cElastic
end
else
begin
isFalling := true;
if Gear^.AdvBounce = 1 then
begin
land:= TestCollisionYwithGear(Gear, -1);
if land <> 0 then collV := -1
end
end
end;
xland:= TestCollisionXwithGear(Gear, hwSign(Gear^.dX));
if xland <> 0 then
begin
collH := hwSign(Gear^.dX);
if (Gear^.AdvBounce = 0) or (xland and lfBouncy = 0) then
begin
Gear^.dX := - Gear^.dX * Gear^.Elasticity;
Gear^.dY := Gear^.dY * Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else
begin
Gear^.dX := - Gear^.dX * cElastic;
Gear^.dY := Gear^.dY * cElastic
end
end
else if Gear^.AdvBounce = 1 then
begin
xland:= TestCollisionXwithGear(Gear, -hwSign(Gear^.dX));
if xland <> 0 then collH := -hwSign(Gear^.dX)
end;
//if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
if (collV <> 0) and (collH <> 0) and
(((Gear^.AdvBounce=1) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)))) then
//or ((xland or land) and lfBouncy <> 0)) then
begin
if (xland or land) and lfBouncy = 0 then
begin
Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction;
Gear^.dY := tdX*Gear^.Elasticity;
Gear^.State := Gear^.State or gstCollision
end
else
begin
Gear^.dX := tdY*cElastic*Gear^.Friction;
Gear^.dY := tdX*cElastic
end;
Gear^.dX.isNegative:= tdX.isNegative;
Gear^.dY.isNegative:= tdY.isNegative;
if (collV > 0) and (collH > 0) and (not tdX.isNegative) and (not tdY.isNegative) then
begin
Gear^.dX.isNegative := true;
Gear^.dY.isNegative := true
end
else if (collV > 0) and (collH < 0) and (tdX.isNegative or tdY.isNegative) then
begin
Gear^.dY.isNegative := not tdY.isNegative;
if not tdY.isNegative then Gear^.dX.isNegative := false
end
else if (collV < 0) and (collH > 0) and (not tdX.isNegative) then
begin
Gear^.dX.isNegative := true;
Gear^.dY.isNegative := false
end
else if (collV < 0) and (collH < 0) and tdX.isNegative and tdY.isNegative then
Gear^.dX.isNegative := false;
isFalling := false;
Gear^.AdvBounce := 10;
end;
if Gear^.AdvBounce > 1 then
dec(Gear^.AdvBounce);
if isFalling and (Gear^.State and gstNoGravity = 0) then
begin
Gear^.dY := Gear^.dY + cGravity;
if (GameFlags and gfMoreWind <> 0) and (TurnTimeLeft > 0) and
((xland or land) = 0) and
((Gear^.dX.QWordValue + Gear^.dY.QWordValue) > _0_02.QWordValue) then
Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
end;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
//if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
Gear^.State := Gear^.State and (not gstMoving)
else
Gear^.State := Gear^.State or gstMoving;
if ((xland or land) and lfBouncy <> 0) and (Gear^.dX.QWordValue < _0_15.QWordValue) and (Gear^.dY.QWordValue < _0_15.QWordValue) then
Gear^.State := Gear^.State or gstCollision;
if ((xland or land) and lfBouncy <> 0) and (Gear^.Radius >= 3) and
((Gear^.dX.QWordValue > _0_15.QWordValue) or (Gear^.dY.QWordValue > _0_15.QWordValue)) then
begin
AddBounceEffectForGear(Gear);
end
else if (Gear^.nImpactSounds > 0) and
(Gear^.State and gstCollision <> 0) and
(((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
(((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
((Gear^.Radius >= 3) and
((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
var
i, x, y: LongInt;
dX, dY, gdX: hwFloat;
vg: PVisualGear;
begin
AllInactive := false;
doStepFallingGear(Gear);
dec(Gear^.Timer);
if Gear^.Timer = 1000 then // might need adjustments
case Gear^.Kind of
gtGrenade,
gtClusterBomb,
gtWatermelon,
gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, Gear^.Boom);
gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
end;
if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
begin
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
end;
if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
begin
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
if vg <> nil then
vg^.Tint:= $FFC0C000;
end;
if Gear^.Timer = 0 then
begin
case Gear^.Kind of
gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
gtClusterBomb:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
gdX:= Gear^.dX;
doMakeExplosion(x, y, Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
for i:= 0 to 4 do
begin
dX := rndSign(GetRandomf * _0_1) + gdX / 5;
dY := (GetRandomf - _3) * _0_08;
FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
end
end;
gtWatermelon:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
gdX:= Gear^.dX;
doMakeExplosion(x, y, Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
for i:= 0 to 5 do
begin
dX := rndSign(GetRandomf * _0_1) + gdX / 5;
dY := (GetRandomf - _1_5) * _0_3;
FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
FollowGear^.DirAngle := i * 60
end
end;
gtHellishBomb:
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
doMakeExplosion(x, y, Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
for i:= 0 to 127 do
begin
dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
if i mod 2 = 0 then
begin
AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
AddGear(x, y, gtFlame, 0, dX, -dY, 0)
end
else
begin
AddGear(x, y, gtFlame, 0, dX, dY, 0);
AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
end;
end
end;
gtGasBomb:
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
for i:= 0 to 2 do
begin
x:= GetRandom(60);
y:= GetRandom(40);
FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
end
end;
end;
DeleteGear(Gear);
exit
end;
CalcRotationDirAngle(Gear);
if Gear^.Kind = gtHellishBomb then
begin
if Gear^.Timer = 3000 then
begin
Gear^.nImpactSounds := 0;
PlaySound(sndHellish);
end;
if (GameTicks and $3F) = 0 then
if (Gear^.State and gstCollision) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
var
s: Longword;
i, gX, gY: LongInt;
dX, dY: hwFloat;
smoke, glass: PVisualGear;
begin
AllInactive := false;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
// let's add some smoke depending on speed
s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
if (GameTicks mod s) = 0 then
begin
// adjust angle to match the texture
if Gear^.dX.isNegative then
i:= 130
else i:= 50;
smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
if smoke <> nil then
smoke^.Scale:= 0.75;
end;
if (Gear^.State and gstCollision) <> 0 then
begin
PlaySound(sndMolotov);
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
for i:= 0 to 4 do
begin
(*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
if glass <> nil then
begin
glass^.Frame:= 2;
glass^.Tint:= $41B83ED0 - i * $10081000;
glass^.dX:= 1/(10*(random(11)-5));
glass^.dY:= -1/(random(4)+5);
end;*)
glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
if glass <> nil then
with glass^ do
begin
Frame:= 2;
Tint:= $41B83ED0 - i * $10081000;
Angle:= random(360);
dx:= 0.0000001;
dy:= 0;
if random(2) = 0 then
dx := -dx;
FrameTicks:= 750;
State:= ord(sprEgg)
end;
end;
for i:= 0 to 24 do
begin
dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
end;
DeleteGear(Gear);
exit
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCluster(Gear: PGear);
begin
AllInactive := false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (Gear^.Kind = gtMelonPiece) then
CalcRotationDirAngle(Gear)
else if (GameTicks and $1F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShell(Gear: PGear);
begin
AllInactive := false;
if (GameFlags and gfMoreWind) = 0 then
Gear^.dX := Gear^.dX + cWindSpeed;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSnowball(Gear: PGear);
var kick, i: LongInt;
particle: PVisualGear;
gdX, gdY: hwFloat;
begin
AllInactive := false;
if (GameFlags and gfMoreWind) = 0 then
Gear^.dX := Gear^.dX + cWindSpeed;
gdX := Gear^.dX;
gdY := Gear^.dY;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * Gear^.Boom / 10000);
Gear^.dX:= gdX;
Gear^.dY:= gdY;
AmmoShove(Gear, 0, kick);
for i:= 15 + kick div 10 downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
if particle <> nil then
particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
end;
DeleteGear(Gear);
exit
end;
if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
begin
particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
if particle <> nil then
particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSnowflake(Gear: PGear);
var xx, yy, px, py, rx, ry, lx, ly: LongInt;
move, draw, allpx, gun: Boolean;
s: PSDL_Surface;
p: PLongwordArray;
lf: LongWord;
begin
inc(Gear^.Pos);
gun:= (Gear^.State and gstTmpFlag) <> 0;
move:= false;
draw:= false;
if gun then
begin
Gear^.State:= Gear^.State and (not gstInvisible);
doStepFallingGear(Gear);
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
draw:= true;
xx:= hwRound(Gear^.X);
yy:= hwRound(Gear^.Y);
if draw and (WorldEdge = weWrap) and ((xx < LongInt(leftX) + 3) or (xx > LongInt(rightX) - 3)) then
begin
if xx < LongInt(leftX) + 3 then
xx:= rightX-3
else xx:= leftX+3;
Gear^.X:= int2hwFloat(xx)
end
end
else if GameTicks and $7 = 0 then
begin
with Gear^ do
begin
State:= State and (not gstInvisible);
X:= X + cWindSpeed * 3200 + dX;
Y:= Y + dY + cGravity * vobFallSpeed * 8; // using same value as flakes to try and get similar results
xx:= hwRound(X);
yy:= hwRound(Y);
if vobVelocity <> 0 then
begin
DirAngle := DirAngle + (Damage / 1000);
if DirAngle < 0 then
DirAngle := DirAngle + 360
else if 360 < DirAngle then
DirAngle := DirAngle - 360;
end;
(*
We aren't using frametick right now, so just a waste of cycles.
inc(Health, 8);
if longword(Health) > vobFrameTicks then
begin
dec(Health, vobFrameTicks);
inc(Timer);
if Timer = vobFramesCount then
Timer:= 0
end;
*)
// move back to cloud layer
if CheckCoordInWater(xx, yy) then
move:= true
else if (xx > snowRight) or (xx < snowLeft) then
move:=true
else if (cGravity < _0) and (yy < LAND_HEIGHT-1200) then
move:=true
// Solid pixel encountered
else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
begin
lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
if lf = 0 then lf:= lfObject;
// If there's room below keep falling
if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
begin
X:= X - cWindSpeed * 1600 - dX;
end
// If there's room below, on the sides, fill the gaps
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
begin
X:= X - _0_8 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
begin
X:= X - _0_8 * 2 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
begin
X:= X + _0_8 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
begin
X:= X + _0_8 * 2 * hwSign(cWindSpeed);
Y:= Y - dY - cGravity * vobFallSpeed * 8;
end
// if there's an hog/object below do nothing
else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
then move:=true
else draw:= true
end
end
end;
if draw then
with Gear^ do
begin
// we've collided with land. draw some stuff and get back into the clouds
move:= true;
if (Pos > 20) and ((CurAmmoGear = nil)
or (CurAmmoGear^.Kind <> gtRope)) then
begin
////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
if not gun then
begin
dec(yy,3);
dec(xx,1)
end;
s:= SpritesData[sprSnow].Surface;
p:= s^.pixels;
allpx:= true;
for py:= 0 to Pred(s^.h) do
begin
for px:= 0 to Pred(s^.w) do
begin
lx:=xx + px; ly:=yy + py;
if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
begin
rx:= lx;
ry:= ly;
if cReducedQuality and rqBlurryLand <> 0 then
begin
rx:= rx div 2;ry:= ry div 2;
end;
if Land[yy + py, xx + px] <= lfAllObjMask then
if gun then
begin
LandDirty[yy div 32, xx div 32]:= 1;
if LandPixels[ry, rx] = 0 then
Land[ly, lx]:= lfDamaged or lfObject
else Land[ly, lx]:= lfDamaged or lfBasic
end
else Land[ly, lx]:= lf;
if gun then
LandPixels[ry, rx]:= (Gear^.Tint shr 24 shl RShift) or
(Gear^.Tint shr 16 and $FF shl GShift) or
(Gear^.Tint shr 8 and $FF shl BShift) or
(p^[px] and AMask)
else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
end
else allpx:= false
end;
p:= PLongWordArray(@(p^[s^.pitch shr 2]))
end;
// Why is this here. For one thing, there's no test on +1 being safe.
//Land[py, px+1]:= lfBasic;
if allpx then
UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
else
begin
UpdateLandTexture(
max(0, min(LAND_WIDTH, xx)),
min(LAND_WIDTH - xx, Pred(s^.w)),
max(0, min(LAND_WIDTH, yy)),
min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
);
end;
////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
end
end;
if move then
begin
if gun then
begin
DeleteGear(Gear);
exit
end;
Gear^.Pos:= 0;
Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
if (cGravity < _0) and (yy < LAND_HEIGHT-1200) then
Gear^.Y:= int2hwFloat(LAND_HEIGHT - 50 - LongInt(GetRandom(50)))
else Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1250);
Gear^.State:= Gear^.State or gstInvisible;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
if (Gear^.Message and gmDestroy) <> 0 then
begin
DeleteGear(Gear);
exit
end;
AllInactive := false;
if Gear^.dY.isNegative then
if TestCollisionY(Gear, -1) <> 0 then
Gear^.dY := _0;
if not Gear^.dY.isNegative then
if TestCollisionY(Gear, 1) <> 0 then
begin
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
if Gear^.dY > - _1div1024 then
begin
Gear^.Active := false;
exit
end
else if Gear^.dY < - _0_03 then
PlaySound(Gear^.ImpactSound)
end;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
Gear^.dY := Gear^.dY + cGravity
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeWork(Gear: PGear);
var
t: hwFloat;
gX,gY,i: LongInt;
uw, nuw: boolean;
flower: PVisualGear;
begin
WorldWrap(Gear);
AllInactive := false;
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
uw := (Gear^.Tag <> 0); // was bee underwater last tick?
nuw := CheckCoordInWater(gx, gy + Gear^.Radius); // is bee underwater now?
// if water entered or left
if nuw <> uw then
begin
if Gear^.Timer <> 5000 then
AddSplashForGear(Gear, false);
StopSoundChan(Gear^.SoundChannel);
if nuw then
begin
Gear^.SoundChannel := LoopSound(sndBeeWater);
Gear^.Tag := 1;
end
else
begin
Gear^.SoundChannel := LoopSound(sndBee);
Gear^.Tag := 0;
end;
end;
if Gear^.Timer = 0 then
begin
// no energy? just fall
doStepFallingGear(Gear);
// if drowning, stop bee sound
if (Gear^.State and gstDrowning) <> 0 then
StopSoundChan(Gear^.SoundChannel);
end
else
begin
if (Gear^.Timer and $F) = 0 then
begin
if (Gear^.Timer and $3F) = 0 then
AddVisualGear(gX, gY, vgtBeeTrace);
Gear^.dX := Gear^.dX + _0_000064 * (Gear^.Target.X - gX);
Gear^.dY := Gear^.dY + _0_000064 * (Gear^.Target.Y - gY);
// make sure new speed isn't higher than original one (which we stored in Friction variable)
t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
Gear^.dX := Gear^.dX * t;
Gear^.dY := Gear^.dY * t;
end;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
end;
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) then
begin
StopSoundChan(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
for i:= 0 to 31 do
begin
flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
if flower <> nil then
with flower^ do
begin
Scale:= 0.75;
dx:= 0.001 * (random(200));
dy:= 0.001 * (random(200));
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= random(250) + 250;
State:= ord(sprTargetBee);
end;
end;
DeleteGear(Gear);
exit;
end;
if (Gear^.Timer > 0) then
begin
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
// no need to display remaining time anymore
Gear^.RenderTimer:= false;
// bee can drown when timer reached 0
Gear^.State:= Gear^.State and (not gstSubmersible);
end;
end;
end;
procedure doStepBee(Gear: PGear);
begin
AllInactive := false;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
WorldWrap(Gear);
Gear^.dY := Gear^.dY + cGravity;
CheckGearDrowning(Gear);
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and (not gmAttack);
Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and (not gstAttacking);
AttackBar:= 0;
Gear^.SoundChannel := LoopSound(sndBee);
Gear^.Timer := 5000;
// save initial speed in otherwise unused Friction variable
Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
Gear^.doStep := @doStepBeeWork
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
AllInactive := false;
if (Gear^.Kind <> gtMinigunBullet) then
begin
inc(Gear^.Timer);
if Gear^.Timer > 75 then
begin
DeleteGear(Gear);
AfterAttack
end
end
else
begin
DeleteGear(Gear);
end
end;
procedure CreateShellForGear(Gear: PGear; startFrame: Longword);
var
shell: PVisualGear;
begin
shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX := gear^.dX.QWordValue / -17179869184;
if (gear^.dX.isNegative) then
shell^.dX := -shell^.dX;
shell^.dY := gear^.dY.QWordValue / -17179869184;
shell^.Frame := startFrame;
end;
end;
function ShotgunLineHitHelp(Gear: PGear; oX, oY, tX, tY: hwFloat): Boolean;
var i: LongInt;
Collisions: PGearArray;
begin
ShotgunLineHitHelp := false;
Collisions := CheckAllGearsLineCollision(Gear, oX, oY, tX, tY);
i := Collisions^.Count;
while i > 0 do
begin
dec(i);
if Collisions^.ar[i]^.Kind in
[gtMine, gtSMine, gtAirMine, gtKnife, gtCase, gtTarget, gtExplosives] then
begin
Gear^.X := Collisions^.ar[i]^.X;
Gear^.Y := Collisions^.ar[i]^.Y;
ShotgunShot(Gear);
Gear^.doStep := @doStepShotIdle;
ShotgunLineHitHelp := true;
exit;
end;
end;
end;
procedure doStepShotgunShot(Gear: PGear);
var
i: LongWord;
oX, oY, tmpX, tmpY: hwFloat;
begin
AllInactive := false;
if ((Gear^.State and gstAnimation) = 0) then
begin
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
PlaySound(sndShotgunFire);
CreateShellForGear(Gear, 0);
Gear^.State := Gear^.State or gstAnimation
end;
exit
end else
if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end
else
inc(Gear^.Timer);
i := 100;
oX := Gear^.X;
oY := Gear^.Y;
repeat
if Gear^.Tag = 0 then
begin
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
end;
tmpX := Gear^.X;
tmpY := Gear^.Y;
if (Gear^.PortalCounter < 30) and WorldWrap(Gear) then
begin
inc(Gear^.PortalCounter);
if ShotgunLineHitHelp(Gear, oX, oY, tmpX, tmpY) then
exit;
oX := Gear^.X;
oY := Gear^.Y;
end;
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) then
begin
if Gear^.Tag = 0 then
begin
//Try to align the shot with the land to give portals a chance to catch it
Gear^.X := Gear^.X + Gear^.dX * 2;
Gear^.Y := Gear^.Y + Gear^.dY * 2;
Gear^.Tag := 1
end
else
begin
Gear^.X := Gear^.X + Gear^.dX * 6;
Gear^.Y := Gear^.Y + Gear^.dY * 6;
ShotgunShot(Gear);
Gear^.doStep := @doStepShotIdle;
end;
exit
end
else
Gear^.Tag := 0;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
Gear^.doStep := @doStepShotIdle;
break;
end;
dec(i)
until i = 0;
ShotgunLineHitHelp(Gear, oX, oY, Gear^.X, Gear^.Y);
if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
Gear^.doStep := @doStepShotIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure spawnBulletTrail(Bullet: PGear; bulletX, bulletY: hwFloat; fadeIn: Boolean);
var oX, oY: hwFloat;
fromX, fromY, toX, toY, dX, dY, bLength, stepLength: real;
VGear: PVisualGear;
i, steps: LongWord;
begin
if Bullet^.PortalCounter = 0 then
begin
ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
end
else
begin
ox:= Bullet^.Elasticity;
oy:= Bullet^.Friction;
end;
fromX:= hwFloat2Float(ox);
fromY:= hwFloat2Float(oy);
toX:= hwFloat2Float(bulletX);
toY:= hwFloat2Float(bulletY);
dX:= toX - fromX;
dY:= toY - fromY;
bLength:= sqrt(dX * dX + dY * dY);
dX:= dX / bLength;
dY:= dY / bLength;
if fadeIn then
begin
steps:= 10;
stepLength:= 12;
fromX:= fromX + dX * 45;
fromY:= fromY + dY * 45;
bLength:= bLength - 45;
end
else steps:= 1;
for i:= 0 to steps - 1 do
begin
if i < steps - 1 then
begin
toX:= fromX + dX * minD(stepLength, bLength);
toY:= fromY + dY * minD(stepLength, bLength);
end
else if steps > 1 then
begin
toX:= fromX + dX * bLength;
toY:= fromY + dY * bLength;
end;
if bLength > 0 then
begin
VGear := AddVisualGear(round(fromX), round(fromY), vgtLineTrail);
if VGear <> nil then
begin
VGear^.X:= fromX;
VGear^.Y:= fromY;
VGear^.dX:= toX;
VGear^.dY:= toY;
VGear^.Tint:= $FFFFFF00 or ($FF * (i + 1) div (steps));
// reached edge of land. assume infinite beam. Extend it way out past camera
if ((round(toX) and LAND_WIDTH_MASK <> 0) and (not (WorldEdge in [weBounce, weWrap])))
or (round(toY) and LAND_HEIGHT_MASK <> 0) then
// only extend if not under water
if not CheckCoordInWater(round(toX), round(toY)) then
begin
VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
end;
VGear^.Timer := 200;
end;
end;
if i < steps - 1 then
begin
fromX:= toX;
fromY:= toY;
bLength:= bLength - stepLength;
end
end;
end;
procedure LineShoveHelp(Gear: PGear; oX, oY, tX, tY, dX, dY: hwFloat; count: LongWord);
var dmg,power: LongInt;
begin
if hwSqr(tX - oX) + hwSqr(tY - oY) > _0_25 then
begin
if (Gear^.AmmoType = amDEagle) or (Gear^.AmmoType = amMinigun) then
dmg:= Gear^.Boom
else
dmg:= Gear^.Timer * Gear^.Boom div 100000;
if (Gear^.AmmoType = amMinigun) then
power:= 10
else
power:= 20;
AmmoShoveLine(Gear, dmg, power, oX, oY, tX, tY);
end;
if Gear^.Damage > 0 then
begin
DrawTunnel(oX, oY, dX, dY, count, 1);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0
end;
end;
procedure CheckBulletDrowningHelp(Bullet: PGear);
var dX, dY: hwFloat;
begin
dX := Bullet^.dX;
dY := Bullet^.dY;
CheckGearDrowning(Bullet);
if (dX <> Bullet^.dX) or (dY <> Bullet^.dY) then
begin
SpawnBulletTrail(Bullet, Bullet^.X, Bullet^.Y, Bullet^.FlightTime = 0);
Bullet^.Elasticity := Bullet^.X;
Bullet^.Friction := Bullet^.Y;
Inc(Bullet^.PortalCounter);
Bullet^.FlightTime:= 1;
end;
end;
procedure CreateBubblesForBullet(Gear: PGear);
var i, iInit: LongWord;
begin
if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Health > 0) then
begin
// draw bubbles
if (not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF)) then
begin
case Gear^.Kind of
gtMinigunBullet: iInit:= Gear^.Health * 100;
gtDEagleShot, gtSniperRifleShot: iInit:= Gear^.Health * 4
end;
for i:=iInit downto 0 do
begin
if Random(6) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
end;
end;
// bullet dies underwater
Gear^.Health:= 0;
end;
end;
procedure doStepBulletWork(Gear: PGear);
var
i, x, y, iInit: LongWord;
oX, oY, tX, tY, tDx, tDy: hwFloat;
VGear: PVisualGear;
LandFlags: Word;
isDigging: Boolean;
isDead: Boolean;
begin
AllInactive := false;
inc(Gear^.Timer);
iInit := 100;
i := iInit;
isDigging := false;
isDead := false;
oX := Gear^.X;
oY := Gear^.Y;
repeat
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
tX:= Gear^.X;
tY:= Gear^.Y;
tDx:= Gear^.dX;
tDy:= Gear^.dY;
if (Gear^.PortalCounter < 30) and WorldWrap(Gear) then
begin
LineShoveHelp(Gear, oX, oY, tX, tY, tDx, tDy, iInit + 2 - i);
SpawnBulletTrail(Gear, tX, tY, Gear^.FlightTime = 0);
Gear^.FlightTime:= 1;
iInit:= i;
oX:= Gear^.X;
oY:= Gear^.Y;
inc(Gear^.PortalCounter);
Gear^.Elasticity:= Gear^.X;
Gear^.Friction:= Gear^.Y;
SpawnBulletTrail(Gear, Gear^.X, Gear^.Y, false);
// bullets can now hurt the hog that fired them
if WorldEdge <> weSea then Gear^.Data:= nil;
end;
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
begin
LandFlags:= Land[y, x];
if LandFlags <> 0 then inc(Gear^.Damage);
isDigging:= (LandFlags and lfLandMask) <> 0;
end;
// let's interrupt before a collision with land to give portals a chance to catch the bullet
if isDigging and (Gear^.Tag = 0) then
begin
Gear^.Tag := 1;
dec(Gear^.Damage);
Gear^.X := Gear^.X - Gear^.dX;
Gear^.Y := Gear^.Y - Gear^.dY;
CheckBulletDrowningHelp(Gear);
break;
end
else if (not isDigging) then
Gear^.Tag := 0;
//Shove static gears to remove the mask and stop damaging the bullet
if (not isDigging) and (Gear^.Damage > 5) and (Gear^.Kind <> gtMinigunBullet) then
begin
LineShoveHelp(Gear, oX, oY, tX, tY, tDx, tDy, iInit + 2 - i);
SpawnBulletTrail(Gear, tX, tY, Gear^.FlightTime = 0);
Gear^.FlightTime:= 1;
iInit:= i;
oX:= Gear^.X;
oY:= Gear^.Y;
end;
CheckBulletDrowningHelp(Gear);
case Gear^.Kind of
gtMinigunBullet: isDead:= isDigging or ((Gear^.State and gstDrowning) <> 0);
gtDEagleShot, gtSniperRifleShot: isDead:= (Gear^.Damage >= Gear^.Health) or ((Gear^.State and gstDrowning) <> 0)
end;
dec(i)
until (i = 0) or (isDead);
LineShoveHelp(Gear, oX, oY, Gear^.X, Gear^.Y,
Gear^.dX, Gear^.dY, iInit + 2 - i);
CreateBubblesForBullet(Gear);
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
if (isDead) or (x and LAND_WIDTH_MASK <> 0) or (y and LAND_HEIGHT_MASK <> 0) then
begin
if (Gear^.Kind = gtSniperRifleShot) then
cLaserSightingSniper := false;
if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and (CurrentHedgehog^.Effects[heArtillery] = 2) then
CurrentHedgehog^.Effects[heArtillery]:= 0;
// Bullet Hit
if ((Gear^.State and gstDrowning) = 0) and (x and LAND_WIDTH_MASK = 0) and (y and LAND_HEIGHT_MASK = 0) then
begin
if Gear^.Kind = gtMinigunBullet then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 5,
Gear^.Hedgehog, EXPLNoDamage{ or EXPLDontDraw or EXPLNoGfx});
VGear := AddVisualGear(hwRound(Gear^.X + Gear^.dX * 5), hwRound(Gear^.Y + Gear^.dY * 5), vgtBulletHit);
end
else
VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
if VGear <> nil then
begin
VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
end;
end;
spawnBulletTrail(Gear, Gear^.X, Gear^.Y, Gear^.FlightTime = 0);
Gear^.FlightTime:= 1;
if Gear^.Kind = gtMinigunBullet then
ClearHitOrderLeq(Gear^.Tag);
if (worldEdge = weSea) and (Gear^.Kind = gtMinigunBullet)
and Gear^.Y.isNegative and Gear^.dY.isNegative
and (Gear^.Health > 0) and (not isZero(Gear^.dX)) then
begin
if Gear^.dX.isNegative then
begin
Gear^.X:= int2hwFloat(-1);
iInit:= x - leftX;
end
else
begin
Gear^.X:= int2hwFloat(LAND_WIDTH);
iInit:= rightX - x - 1;
end;
Gear^.Y:= Gear^.Y + Gear^.dY * hwAbs(int2hwFloat(iInit) / Gear^.dX);
CheckGearDrowning(Gear);
CreateBubblesForBullet(Gear);
end;
Gear^.doStep := @doStepShotIdle
end;
end;
procedure doStepDEagleShot(Gear: PGear);
begin
Gear^.Data:= nil;
// remember who fired this
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then
Gear^.Data:= Pointer(Gear^.Hedgehog^.Gear);
PlaySound(sndGun);
ClearHitOrder();
// add 2 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
Gear^.X := Gear^.X + Gear^.dX * 2;
Gear^.Y := Gear^.Y + Gear^.dY * 2;
Gear^.FlightTime := 0;
Gear^.doStep := @doStepBulletWork
end;
procedure doStepSniperRifleShot(Gear: PGear);
var HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
if (Gear^.Hedgehog^.Effects[heArtillery] <> 1) then
Gear^.Hedgehog^.Effects[heArtillery]:= 2;
if HHGear = nil then
begin
DeleteGear(gear);
exit
end;
// remember who fired this
Gear^.Data:= Pointer(Gear^.Hedgehog^.Gear);
HHGear^.State := HHGear^.State or gstNotKickable;
HedgehogChAngle(HHGear);
if cLaserSightingSniper = false then
// Turn sniper's laser sight on and give it a chance to aim
begin
cLaserSightingSniper := true;
HHGear^.Message := 0;
if (HHGear^.Angle >= 32) then
dec(HHGear^.Angle,32)
end;
if (HHGear^.Message and gmAttack) <> 0 then
begin
CreateShellForGear(Gear, 1);
Gear^.State := Gear^.State or gstAnimation;
Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5;
PlaySound(sndGun);
ClearHitOrder();
// add 2 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
Gear^.X := Gear^.X + Gear^.dX * 2;
Gear^.Y := Gear^.Y + Gear^.dY * 2;
Gear^.FlightTime := 0;
Gear^.doStep := @doStepBulletWork;
end
else
if (GameTicks mod 32) = 0 then
if (GameTicks mod 4096) < 2048 then
begin
if (HHGear^.Angle + 1 <= cMaxAngle) then
inc(HHGear^.Angle)
end
else
if (HHGear^.Angle >= 1) then
dec(HHGear^.Angle);
if (TurnTimeLeft = 0) then
begin
HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
dec(Gear^.Timer);
case Gear^.Kind of
gtATStartGame:
begin
AllInactive := false;
if Gear^.Timer = 0 then
begin
AddCaption(GetEventString(eidRoundStart), cWhiteColor, capgrpGameState);
end
end;
gtATFinishGame:
begin
AllInactive := false;
if Gear^.Timer = 1000 then
begin
ScreenFade := sfToBlack;
ScreenFadeValue := 0;
ScreenFadeSpeed := 1;
end;
if Gear^.Timer = 0 then
begin
SendIPC(_S'N');
SendIPC(_S'q');
GameState := gsExit
end
end;
end;
if Gear^.Timer = 0 then
DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var
i, ei, x, y: LongInt;
HHGear: PGear;
begin
AllInactive := false;
WorldWrap(Gear);
HHGear := Gear^.Hedgehog^.Gear;
dec(Gear^.Timer);
if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
or((Gear^.Message and gmDestroy) <> 0)
or((HHGear^.State and gstHHDriven) =0) then
begin
StopSoundChan(Gear^.SoundChannel);
DeleteGear(Gear);
AfterAttack;
doStepHedgehogMoving(HHGear); // for gfInfAttack
exit
end;
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if (Gear^.Timer mod 33) = 0 then
begin
HHGear^.State := HHGear^.State or gstNoDamage;
doMakeExplosion(x, y + 7, Gear^.Boom, Gear^.Hedgehog, EXPLDontDraw);
HHGear^.State := HHGear^.State and (not gstNoDamage)
end;
if (Gear^.Timer mod 47) = 0 then
begin
// ok. this was an attempt to turn off dust if not actually drilling land. I have no idea why it isn't working as expected
if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
for i:= 0 to 1 do
AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);
i := x - Gear^.Radius - LongInt(GetRandom(2));
ei := x + Gear^.Radius + LongInt(GetRandom(2));
while i <= ei do
begin
doMakeExplosion(i, y + 3, 3, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx or EXPLForceDraw);
inc(i, 1)
end;
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), lfIndestructible) then
begin
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + _1_9;
end;
SetAllHHToActive;
end;
if TestCollisionYwithGear(Gear, 1) <> 0 then
begin
Gear^.dY := _0;
SetLittle(HHGear^.dX);
HHGear^.dY := _0;
end
else if Gear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then
begin
Gear^.dY := cGravity;
HHGear^.dY := cGravity;
end
else
begin
if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
begin
Gear^.dY := Gear^.dY + cGravity;
Gear^.Y := Gear^.Y + Gear^.dY
end;
if hwRound(Gear^.Y) > cWaterLine then
Gear^.Timer := 1
end;
Gear^.X := Gear^.X + HHGear^.dX;
if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
begin
HHGear^.X := Gear^.X;
HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
end;
if (Gear^.Message and gmAttack) <> 0 then
if (Gear^.State and gsttmpFlag) <> 0 then
Gear^.Timer := 1
else //there would be a mistake.
else
if (Gear^.State and gsttmpFlag) = 0 then
Gear^.State := Gear^.State or gsttmpFlag;
if ((Gear^.Message and gmLeft) <> 0) then
Gear^.dX := - _0_3
else
if ((Gear^.Message and gmRight) <> 0) then
Gear^.dX := _0_3
else Gear^.dX := _0;
end;
procedure doStepPickHammer(Gear: PGear);
var
i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
begin
i := 0;
HHGear := Gear^.Hedgehog^.Gear;
y := hwRound(Gear^.Y) - cHHRadius * 2;
while y < hwRound(Gear^.Y) do
begin
ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
inc(y, 2);
inc(i)
end;
DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
Gear^.dY := HHGear^.dY;
DeleteCI(HHGear);
Gear^.SoundChannel := LoopSound(sndPickhammer);
doStepPickHammerWork(Gear);
Gear^.doStep := @doStepPickHammerWork
end;
////////////////////////////////////////////////////////////////////////////////
var
BTPrevAngle, BTSteps: LongInt;
procedure doStepBlowTorchWork(Gear: PGear);
var
HHGear: PGear;
b: boolean;
prevX: LongInt;
begin
AllInactive := false;
WorldWrap(Gear);
dec(Gear^.Timer);
if Gear^.Hedgehog^.Gear = nil then
begin
StopSoundChan(Gear^.SoundChannel);
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear := Gear^.Hedgehog^.Gear;
HedgehogChAngle(HHGear);
b := false;
if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
begin
Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
BTPrevAngle := HHGear^.Angle;
b := true
end;
if ((HHGear^.State and gstMoving) <> 0) then
begin
doStepHedgehogMoving(HHGear);
if (HHGear^.State and gstHHDriven) = 0 then
Gear^.Timer := 0
end;
if Gear^.Timer mod cHHStepTicks = 0 then
begin
b := true;
if Gear^.dX.isNegative then
HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
else
HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;
if ((HHGear^.State and gstMoving) = 0) then
begin
HHGear^.State := HHGear^.State and (not gstAttacking);
prevX := hwRound(HHGear^.X);
// why the call to HedgehogStep then a further increment of X?
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
lfIndestructible) then HedgehogStep(HHGear);
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
HHGear^.State := HHGear^.State or gstAttacking
end;
inc(BTSteps);
if BTSteps = 7 then
begin
BTSteps := 0;
if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),lfIndestructible) then
begin
Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
end;
HHGear^.State := HHGear^.State or gstNoDamage;
AmmoShove(Gear, Gear^.Boom, 15);
HHGear^.State := HHGear^.State and (not gstNoDamage)
end;
end;
if b then
begin
DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
HHGear^.Y + Gear^.dY * cHHRadius - _1 -
((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
Gear^.dX, Gear^.dY,
cHHStepTicks, cHHRadius * 2 + 7);
end;
if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
or ((HHGear^.Message and gmAttack) <> 0) then
begin
StopSoundChan(Gear^.SoundChannel);
HHGear^.Message := 0;
HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBlowTorch(Gear: PGear);
var
HHGear: PGear;
begin
BTPrevAngle := High(LongInt);
BTSteps := 0;
HHGear := Gear^.Hedgehog^.Gear;
HedgehogChAngle(HHGear);
Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
DrawTunnel(HHGear^.X,
HHGear^.Y + Gear^.dY * cHHRadius - _1 -
((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
Gear^.dX, Gear^.dY,
cHHStepTicks, cHHRadius * 2 + 7);
HHGear^.Message := 0;
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.SoundChannel := LoopSound(sndBlowTorch);
Gear^.doStep := @doStepBlowTorchWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
var vg: PVisualGear;
dxdy: hwFloat;
dmg: LongWord;
begin
if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
if (Gear^.State and gstMoving) <> 0 then
begin
DeleteCI(Gear);
doStepFallingGear(Gear);
if (Gear^.State and gstMoving) = 0 then
begin
AddCI(Gear);
Gear^.dX := _0;
Gear^.dY := _0
end;
CalcRotationDirAngle(Gear);
AllInactive := false
end
else if (GameTicks and $3F) = 25 then
doStepFallingGear(Gear);
if (Gear^.Health = 0) then
begin
if (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
begin
dmg:= hwRound(dxdy * _50);
inc(Gear^.Damage, dmg);
ScriptCall('onGearDamage', Gear^.UID, dmg)
end;
if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
begin
vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
if vg <> nil then
vg^.Scale:= 0.5
end;
if (Gear^.Damage > 35) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end
end;
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
if ((Gear^.State and gstAttacking) = 0) then
begin
if ((GameTicks and $1F) = 0) then
if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
Gear^.State := Gear^.State or gstAttacking
end
else // gstAttacking <> 0
begin
AllInactive := false;
// tag of 1 means this mine has a random timer
if (Gear^.Tag = 1) and (Gear^.Timer = 0) then
begin
if (GameTicks mod 2 = 0) then GetRandom(2);
if (GameTicks mod 3 = 0) then GetRandom(2);
Gear^.Timer:= GetRandom(51) * 100;
Gear^.Tag:= 0;
end;
if (Gear^.Timer and $FF) = 0 then
PlaySound(sndMineTick);
if Gear^.Timer = 0 then
begin
if ((Gear^.State and gstWait) <> 0)
or (cMineDudPercent = 0)
or (getRandom(100) > cMineDudPercent) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear)
end
else
begin
vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
if vg <> nil then
vg^.Scale:= 0.5;
PlaySound(sndVaporize);
Gear^.Health := 0;
Gear^.Damage := 0;
Gear^.State := Gear^.State and (not gstAttacking)
end;
exit
end;
dec(Gear^.Timer);
end
else // gsttmpFlag = 0
if (TurnTimeLeft = 0)
or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
or (Gear^.Hedgehog^.Gear = nil) then
Gear^.State := Gear^.State or gsttmpFlag;
end;
procedure doStepAirMine(Gear: PGear);
var i,t,targDist,tmpDist: LongWord;
targ, tmpG: PGear;
trackSpeed, airFriction, tX, tY: hwFloat;
isUnderwater: Boolean;
begin
if (Gear^.State and gstFrozen) <> 0 then
begin
if Gear^.Damage > 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear)
end;
exit
end;
isUnderwater:= CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + Gear^.Radius);
if Gear^.Pos > 0 then
begin
airFriction:= _1;
if isUnderwater then
dec(airFriction.QWordValue,Gear^.Pos*2)
else
dec(airFriction.QWordValue,Gear^.Pos);
Gear^.dX:= Gear^.dX*airFriction;
Gear^.dY:= Gear^.dY*airFriction
end;
doStepFallingGear(Gear);
if (TurnTimeLeft = 0) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) > _0_02.QWordValue) then
AllInactive := false;
if (TurnTimeLeft = 0) or (Gear^.Angle = 0) or (Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Gear = nil) then
begin
Gear^.Hedgehog:= nil;
targ:= nil;
end
else if Gear^.Hedgehog <> nil then
targ:= Gear^.Hedgehog^.Gear;
if targ <> nil then
begin
tX:=Gear^.X-targ^.X;
tY:=Gear^.Y-targ^.Y;
// allow escaping - should maybe flag this too
if (GameTicks > Gear^.FlightTime+10000) or
((tX.Round+tY.Round > Gear^.Angle*6) and
(hwRound(hwSqr(tX) + hwSqr(tY)) > sqr(Gear^.Angle*6))) then
targ:= nil
end;
// If in ready timer, or after turn, or in first 5 seconds of turn (really a window due to extra time utility)
// or mine is inactive due to lack of gsttmpflag or hunting is disabled due to seek radius of 0
// then we aren't hunting
if (ReadyTimeLeft > 0) or (TurnTimeLeft = 0) or
((TurnTimeLeft < cHedgehogTurnTime) and (cHedgehogTurnTime-TurnTimeLeft < 5000)) or
(Gear^.State and gsttmpFlag = 0) or
(Gear^.Angle = 0) then
gear^.State:= gear^.State and (not gstChooseTarget)
else if
// todo, allow not finding new target, set timeout on target retention
(Gear^.State and gstAttacking = 0) and
((GameTicks and $FF) = 17) and
(GameTicks > Gear^.FlightTime) then // recheck hunted hog
begin
gear^.State:= gear^.State or gstChooseTarget;
if targ <> nil then
targDist:= Distance(Gear^.X-targ^.X,Gear^.Y-targ^.Y).Round
else targDist:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
begin
tmpG:= Hedgehogs[i].Gear;
tX:=Gear^.X-tmpG^.X;
tY:=Gear^.Y-tmpG^.Y;
if (Gear^.Angle = $FFFFFFFF) or
((tX.Round+tY.Round < Gear^.Angle) and
(hwRound(hwSqr(tX) + hwSqr(tY)) < sqr(Gear^.Angle))) then
begin
if targ <> nil then tmpDist:= Distance(tX,tY).Round;
if (targ = nil) or (tmpDist < targDist) then
begin
if targ = nil then targDist:= Distance(tX,tY).Round
else targDist:= tmpDist;
Gear^.Hedgehog:= @Hedgehogs[i];
targ:= tmpG;
end
end
end;
if targ <> nil then Gear^.FlightTime:= GameTicks + 5000
end;
if targ <> nil then
begin
trackSpeed:= _0;
if isUnderwater then
trackSpeed.QWordValue:= Gear^.Power div 2
else
trackSpeed.QWordValue:= Gear^.Power;
if (Gear^.X < targ^.X) and (Gear^.dX < _0_1) then
if (WorldEdge = weWrap) and ((targ^.X - Gear^.X) > ((Gear^.X - int2hwFloat(LeftX)) + (int2hwFloat(RightX) - targ^.X))) then
Gear^.dX:= Gear^.dX-trackSpeed
else
Gear^.dX:= Gear^.dX+trackSpeed // please leave as an add. I like the effect
else if (Gear^.X > targ^.X) and (Gear^.dX > -_0_1) then
if (WorldEdge = weWrap) and ((Gear^.X - targ^.X) > ((targ^.X - int2hwFloat(LeftX)) + (int2hwFloat(RightX) - Gear^.X))) then
Gear^.dX:= Gear^.dX+trackSpeed
else
Gear^.dX:= Gear^.dX-trackSpeed;
if (Gear^.Y < targ^.Y) and (Gear^.dY < _0_1) then
Gear^.dY:= Gear^.dY+trackSpeed
else if (Gear^.Y > targ^.Y) and (Gear^.dY > -_0_1) then
Gear^.dY:= Gear^.dY-trackSpeed
end
else Gear^.Hedgehog:= nil;
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
begin
if ((Gear^.State and gstAttacking) = 0) then
begin
if ((GameTicks and $1F) = 0) then
begin
if targ <> nil then
begin
tX:=Gear^.X-targ^.X;
tY:=Gear^.Y-targ^.Y;
if (tX.Round+tY.Round < Gear^.Boom) and
(hwRound(hwSqr(tX) + hwSqr(tY)) < sqr(Gear^.Boom)) then
Gear^.State := Gear^.State or gstAttacking
end
else if (Gear^.Angle > 0) and (CheckGearNear(Gear, gtHedgehog, Gear^.Boom, Gear^.Boom) <> nil) then
Gear^.State := Gear^.State or gstAttacking
end
end
else // gstAttacking <> 0
begin
AllInactive := false;
if (Gear^.Timer and $FF) = 0 then
PlaySound(sndMineTick);
if Gear^.Timer = 0 then
begin
// recheck
if targ <> nil then
begin
tX:=Gear^.X-targ^.X;
tY:=Gear^.Y-targ^.Y;
if (tX.Round+tY.Round < Gear^.Boom) and
(hwRound(hwSqr(tX) + hwSqr(tY)) < sqr(Gear^.Boom)) then
begin
Gear^.Hedgehog:= CurrentHedgehog;
tmpG:= FollowGear;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
FollowGear:= tmpG;
DeleteGear(Gear);
exit
end
end
else if (Gear^.Angle > 0) and (CheckGearNear(Gear, gtHedgehog, Gear^.Boom, Gear^.Boom) <> nil) then
begin
Gear^.Hedgehog:= CurrentHedgehog;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
Gear^.State:= Gear^.State and (not gstAttacking);
Gear^.Timer:= Gear^.WDTimer
end;
if Gear^.Timer > 0 then
dec(Gear^.Timer);
end
end
else // gsttmpFlag = 0
if (TurnTimeLeft = 0)
or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
or (CurrentHedgehog^.Gear = nil) then
begin
Gear^.FlightTime:= GameTicks;
Gear^.State := Gear^.State or gsttmpFlag
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSMine(Gear: PGear);
var land: Word;
begin
// TODO: do real calculation?
land:= TestCollisionXwithGear(Gear, 2);
if land = 0 then land:= TestCollisionYwithGear(Gear,-2);
if land = 0 then land:= TestCollisionXwithGear(Gear,-2);
if land = 0 then land:= TestCollisionYwithGear(Gear, 2);
if (land <> 0) and ((land and lfBouncy = 0) or ((Gear^.State and gstMoving) = 0)) then
begin
if ((Gear^.State and gstMoving) <> 0) or (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
begin
PlaySound(sndRopeAttach);
Gear^.dX:= _0;
Gear^.dY:= _0;
Gear^.State:= Gear^.State and (not gstMoving);
AddCI(Gear);
end;
end
else
begin
Gear^.State:= Gear^.State or gstMoving;
DeleteCI(Gear);
doStepFallingGear(Gear);
AllInactive := false;
CalcRotationDirAngle(Gear);
end;
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
begin
if ((Gear^.State and gstAttacking) = 0) and ((Gear^.State and gstFrozen) = 0) then
begin
if ((GameTicks and $1F) = 0) then
// FIXME - values taken from mine. use a gear val and set both to same
if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
Gear^.State := Gear^.State or gstAttacking
end
else if (Gear^.State and gstFrozen) = 0 then // gstAttacking <> 0
begin
AllInactive := false;
if Gear^.Timer = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end
else
if (Gear^.Timer and $FF) = 0 then
PlaySound(sndMineTick);
dec(Gear^.Timer);
end
end
else // gsttmpFlag = 0
if ((GameFlags and gfInfAttack = 0) and ((TurnTimeLeft = 0) or (Gear^.Hedgehog^.Gear = nil)))
or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime)) then
Gear^.State := Gear^.State or gsttmpFlag;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
doStepFallingGear(Gear);
AllInactive := false;
if Gear^.Timer mod 166 = 0 then
inc(Gear^.Tag);
if Gear^.Timer = 1000 then // might need better timing
makeHogsWorry(Gear^.X, Gear^.Y, 75);
if Gear^.Timer = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
///////////////////////////////////////////////////////////////////////////////
procedure doStepRollingBarrel(Gear: PGear);
var
i, dmg: LongInt;
particle: PVisualGear;
dxdy: hwFloat;
begin
if (Gear^.dX.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
SetLittle(Gear^.dY);
Gear^.State := Gear^.State or gstAnimation;
if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and (not gstFrozen);
if ((Gear^.dX.QWordValue <> 0)
or (Gear^.dY.QWordValue <> 0)) then
begin
DeleteCI(Gear);
AllInactive := false;
dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
doStepFallingGear(Gear);
if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
begin
if (TestCollisionYwithGear(Gear, 1) <> 0) then
begin
Gear^.State := Gear^.State or gsttmpFlag;
for i:= min(12, hwRound(dxdy*_10)) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
if particle <> nil then
particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
end
end;
dmg:= hwRound(dxdy * _50);
inc(Gear^.Damage, dmg);
ScriptCall('onGearDamage', Gear^.UID, dmg)
end;
CalcRotationDirAngle(Gear);
//CheckGearDrowning(Gear)
end
else
begin
Gear^.State := Gear^.State or gsttmpFlag;
AddCI(Gear)
end;
(*
Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
if (Land[y+1, x] = 0) then
begin
if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
Gear^.dX:= -_0_08
else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
Gear^.dX:= _0_08;
end;
if Gear^.dX.QWordValue = 0 then AddCI(Gear)
end; *)
if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then
Gear^.dY := _0;
if hwAbs(Gear^.dX) < _0_001 then
Gear^.dX := _0;
if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0;
if Gear^.Health <= 0 then
doStepCase(Gear);
end;
procedure doStepCase(Gear: PGear);
var
i, x, y: LongInt;
k: TGearType;
dX, dY: HWFloat;
hog: PHedgehog;
sparkles: PVisualGear;
begin
k := Gear^.Kind;
if (Gear^.Message and gmDestroy) > 0 then
begin
DeleteGear(Gear);
FreeActionsList;
SetAllToActive;
// something (hh, mine, etc...) could be on top of the case
with CurrentHedgehog^ do
if Gear <> nil then
Gear^.Message := Gear^.Message and (not (gmLJump or gmHJump));
exit
end;
if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and (not gstFrozen);
if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
begin
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
hog:= Gear^.Hedgehog;
DeleteGear(Gear);
// <-- delete gear!
if k = gtCase then
begin
doMakeExplosion(x, y, Gear^.Boom, hog, EXPLAutoSound);
for i:= 0 to 63 do
AddGear(x, y, gtFlame, 0, _0, _0, 0);
end
else if k = gtTarget then
uStats.TargetHit()
else if k = gtExplosives then
begin
doMakeExplosion(x, y, Gear^.Boom, hog, EXPLAutoSound);
for i:= 0 to 31 do
begin
dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
AddGear(x, y, gtFlame, 0, dX, dY, 0);
AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
end
end;
exit
end;
if k = gtExplosives then
begin
//if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
begin
Gear^.doStep := @doStepRollingBarrel;
exit;
end
else Gear^.dX:= _0;
if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0;
end
else
begin
if Gear^.Timer = 500 then
begin
(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that
has its own complexities. *)
// Abuse a couple of gear values to track origin
Gear^.Angle:= hwRound(Gear^.Y);
Gear^.Tag:= random(2);
inc(Gear^.Timer)
end;
if Gear^.Timer < 1833 then inc(Gear^.Timer);
if Gear^.Timer = 1000 then
begin
sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
if sparkles <> nil then
begin
sparkles^.dX:= 0;
sparkles^.dY:= 0;
sparkles^.Angle:= 270;
if Gear^.Tag = 1 then
sparkles^.Tint:= $3744D7FF
else sparkles^.Tint:= $FAB22CFF
end;
end;
if Gear^.Timer < 1000 then
begin
AllInactive:= false;
exit
end
end;
if (Gear^.dY.QWordValue <> 0)
or (TestCollisionYwithGear(Gear, 1) = 0) then
begin
AllInactive := false;
Gear^.dY := Gear^.dY + cGravity;
if ((not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0)) or
(Gear^.dY.isNegative and (TestCollisionYwithGear(Gear, -1) <> 0)) then
Gear^.dY := _0
else Gear^.Y := Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
SetAllHHToActive(false);
if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
begin
if (Gear^.dY > _0_2) and (k = gtExplosives) then
inc(Gear^.Damage, hwRound(Gear^.dY * _70));
if Gear^.dY > _0_2 then
for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
Gear^.dY := - Gear^.dY * Gear^.Elasticity;
if Gear^.dY > - _0_001 then
Gear^.dY := _0
else if Gear^.dY < - _0_03 then
PlaySound(Gear^.ImpactSound);
end;
//if Gear^.dY > - _0_001 then Gear^.dY:= _0
CheckGearDrowning(Gear);
end;
if (Gear^.dY.QWordValue = 0) then
AddCI(Gear)
else if (Gear^.dY.QWordValue <> 0) then
DeleteCI(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTarget(Gear: PGear);
begin
if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
begin
PlaySound(sndWarp);
// workaround: save spawn Y for doStepCase (which is a mess atm)
Gear^.Angle:= hwRound(Gear^.Y);
end;
if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
inc(Gear^.Timer)
else if Gear^.Tag = 1 then
Gear^.Tag := 2
else if Gear^.Tag = 2 then
if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
DeleteGear(Gear);
exit;
end;
doStepCase(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepIdle(Gear: PGear);
begin
AllInactive := false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
DeleteGear(Gear);
AfterAttack
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShover(Gear: PGear);
var
HHGear: PGear;
begin
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
inc(Gear^.Tag);
Gear^.Timer := 50
end;
if Gear^.Tag = 3 then
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.State := HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
AmmoShove(Gear, Gear^.Boom, 115);
HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
end
else if Gear^.Tag = 4 then
begin
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
var
HHGear: PGear;
i: LongInt;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.State := HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
for i:= 0 to 3 do
begin
AddVisualGear(hwRound(Gear^.X) + hwSign(Gear^.dX) * (10 + 6 * i), hwRound(Gear^.Y) + 12 + Random(6), vgtDust);
AmmoShove(Gear, Gear^.Boom, 25);
Gear^.X := Gear^.X + Gear^.dX * 5
end;
HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
var
gX,gY,i: LongInt;
sticky: Boolean;
vgt: PVisualGear;
tdX,tdY, f: HWFloat;
landPixel: Word;
begin
WorldWrap(Gear);
if Gear^.FlightTime > 0 then dec(Gear^.FlightTime);
sticky:= (Gear^.State and gsttmpFlag) <> 0;
if not sticky then AllInactive := false;
landPixel:= TestCollisionYwithGear(Gear, 1);
if landPixel = 0 then
begin
AllInactive := false;
if (GameTicks and $F = 0) and (Gear^.FlightTime = 0) then
begin
Gear^.Radius := 7;
tdX:= Gear^.dX;
tdY:= Gear^.dY;
Gear^.dX.QWordValue:= 120000000;
Gear^.dY.QWordValue:= 429496730;
Gear^.dX.isNegative:= getrandom(2)<>1;
Gear^.dY.isNegative:= true;
AmmoShove(Gear, Gear^.Boom, 125);
Gear^.dX:= tdX;
Gear^.dY:= tdY;
Gear^.Radius := 1
end;
if ((GameTicks mod 100) = 0) then
begin
vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
if vgt <> nil then
begin
vgt^.dx:= 0;
vgt^.dy:= 0;
vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
end;
end;
if (Gear^.dX.QWordValue > _2.QWordValue)
or (Gear^.dY.QWordValue > _2.QWordValue)
then
begin
// norm speed vector to length of 2 for fire particles to keep flying in the same direction
f:= _1_9 / Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.dX * f;
Gear^.dY:= Gear^.dY * f;
end
else begin
if Gear^.dX.QWordValue > _0_01.QWordValue then
Gear^.dX := Gear^.dX * _0_995;
Gear^.dY := Gear^.dY + cGravity;
// if sticky then Gear^.dY := Gear^.dY + cGravity;
if Gear^.dY.QWordValue > _0_2.QWordValue then
Gear^.dY := Gear^.dY * _0_995;
//if sticky then Gear^.X := Gear^.X + Gear^.dX else
Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
Gear^.Y := Gear^.Y + Gear^.dY;
end;
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
if CheckCoordInWater(gX, gY) then
begin
for i:= 0 to 3 do
AddVisualGear(gX - 8 + Random(16), gY - 8 + Random(16), vgtSteam);
PlaySound(sndVaporize);
DeleteGear(Gear);
exit
end
end
else
begin
if (Gear^.Timer = 1) and (GameTicks and $3 = 0) then
begin
Gear^.Y:= Gear^.Y+_6;
if (landPixel and lfIce <> 0) or (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then
begin
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y) - 6;
doMakeExplosion(gX, gY, 4, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx);
PlaySound(sndVaporize);
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSteam);
DeleteGear(Gear);
exit
end;
Gear^.Y:= Gear^.Y-_6
end;
if sticky and (GameTicks and $F = 0) then
begin
Gear^.Radius := 7;
tdX:= Gear^.dX;
tdY:= Gear^.dY;
Gear^.dX.QWordValue:= 120000000;
Gear^.dY.QWordValue:= 429496730;
Gear^.dX.isNegative:= getrandom(2)<>1;
Gear^.dY.isNegative:= true;
AmmoShove(Gear, Gear^.Boom, 125);
Gear^.dX:= tdX;
Gear^.dY:= tdY;
Gear^.Radius := 1
end;
if Gear^.Timer > 0 then
begin
dec(Gear^.Timer);
inc(Gear^.Damage)
end
else
begin
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
// Standard fire
if not sticky then
begin
if ((GameTicks and $1) = 0) then
begin
Gear^.Radius := 7;
tdX:= Gear^.dX;
tdY:= Gear^.dY;
Gear^.dX.QWordValue:= 214748365;
Gear^.dY.QWordValue:= 429496730;
Gear^.dX.isNegative:= getrandom(2)<>1;
Gear^.dY.isNegative:= true;
AmmoShove(Gear, Gear^.Boom * 3, 100);
Gear^.dX:= tdX;
Gear^.dY:= tdY;
Gear^.Radius := 1;
end
else if ((GameTicks and $3) = 3) then
doMakeExplosion(gX, gY, Gear^.Boom * 4, Gear^.Hedgehog, 0);//, EXPLNoDamage);
if ((GameTicks and $7) = 0) and (Random(2) = 0) then
for i:= Random(2) downto 0 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
if Gear^.Health > 0 then
dec(Gear^.Health);
Gear^.Timer := 450 - Gear^.Tag * 8 + LongInt(GetRandom(2))
end
else
begin
// Modified fire
if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
begin
doMakeExplosion(gX, gY, 4, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx);
for i:= Random(3) downto 0 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
Gear^.Timer := 100 - Gear^.Tag * 3 + LongInt(GetRandom(2));
if (Gear^.Damage > 3000+Gear^.Tag*1500) then
Gear^.Health := 0
end
end
end;
if Gear^.Health = 0 then
begin
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
if not sticky then
begin
if ((GameTicks and $3) = 0) and (Random(1) = 0) then
for i:= Random(2) downto 0 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end
else
for i:= Random(3) downto 0 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
DeleteGear(Gear)
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
if ((Gear^.Message and gmDestroy) <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear := Gear^.Hedgehog^.Gear;
if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
begin
Gear^.Tag := hwRound(HHGear^.Y);
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4+2, 2);
HHGear^.State := HHGear^.State or gstNoDamage;
Gear^.Y := HHGear^.Y;
AmmoShove(Gear, Gear^.Boom, 40);
HHGear^.State := HHGear^.State and (not gstNoDamage)
end;
HHGear^.dY := HHGear^.dY + cGravity;
if Gear^.Timer > 0 then dec(Gear^.Timer);
if not (HHGear^.dY.isNegative) or (Gear^.Timer = 0) then
begin
HHGear^.State := HHGear^.State or gstMoving;
DeleteGear(Gear);
AfterAttack;
exit
end;
if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)),
lfIndestructible) then
HHGear^.Y := HHGear^.Y + HHGear^.dY
end;
procedure doStepFirePunch(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
DeleteCI(HHGear);
//HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
HHGear^.dX := SignAs(cLittle, Gear^.dX);
HHGear^.dY := - _0_3;
Gear^.X := HHGear^.X;
Gear^.dX := SignAs(_0_45, Gear^.dX);
Gear^.dY := - _0_9;
Gear^.doStep := @doStepFirePunchWork;
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachuteWork(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
inc(Gear^.Timer);
if (TestCollisionYwithGear(HHGear, 1) <> 0)
or ((HHGear^.State and gstHHDriven) = 0)
or CheckGearDrowning(HHGear)
or ((Gear^.Message and gmAttack) <> 0) then
begin
with HHGear^ do
begin
Message := 0;
SetLittle(dX);
dY := _0;
State := State or gstMoving;
end;
DeleteGear(Gear);
if (GetAmmoEntry(HHGear^.Hedgehog^, amParachute)^.Count >= 1) and ((Ammoz[HHGear^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
HHGear^.Hedgehog^.CurAmmoType:= amParachute;
isCursorVisible := false;
ApplyAmmoChanges(HHGear^.Hedgehog^);
exit
end;
HHGear^.X := HHGear^.X + cWindSpeed * 200;
if (Gear^.Message and gmLeft) <> 0 then
HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
else if (Gear^.Message and gmRight) <> 0 then
HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
if (Gear^.Message and gmUp) <> 0 then
HHGear^.Y := HHGear^.Y - cGravity * 40
else if (Gear^.Message and gmDown) <> 0 then
HHGear^.Y := HHGear^.Y + cGravity * 40;
// don't drift into obstacles
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) <> 0 then
HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
HHGear^.Y := HHGear^.Y + cGravity * 100;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y
end;
procedure doStepParachute(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
DeleteCI(HHGear);
AfterAttack;
// make sure hog doesn't end up facing in wrong direction due to high jump
if (HHGear^.State and gstHHHJump) <> 0 then
HHGear^.dX.isNegative := (not HHGear^.dX.isNegative);
HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving or gstHHJumping or gstHHHJump));
HHGear^.Message := HHGear^.Message and (not gmAttack);
Gear^.doStep := @doStepParachuteWork;
Gear^.Message := HHGear^.Message;
doStepParachuteWork(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirAttackWork(Gear: PGear);
begin
AllInactive := false;
Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
if (Gear^.Health > 0) and (not (Gear^.X < Gear^.dX)) and (Gear^.X < Gear^.dX + cAirPlaneSpeed) then
begin
dec(Gear^.Health);
case Gear^.State of
0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
//4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
// Gear^.Tag, _0, 5000);
end;
Gear^.dX := Gear^.dX + int2hwFloat(Gear^.Damage * Gear^.Tag);
if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
FollowGear^.State:= FollowGear^.State or gstSubmersible;
StopSoundChan(Gear^.SoundChannel, 4000);
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
begin
// avoid to play forever (is this necessary?)
StopSoundChan(Gear^.SoundChannel);
DeleteGear(Gear)
end;
end;
procedure doStepAirAttack(Gear: PGear);
begin
AllInactive := false;
if Gear^.X.QWordValue = 0 then
begin
Gear^.Tag := 1;
Gear^.X := -_2048;
end
else
begin
Gear^.Tag := -1;
Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
end;
Gear^.Y := int2hwFloat(topY-300);
Gear^.dX := int2hwFloat(Gear^.Target.X) - int2hwFloat(Gear^.Tag * (Gear^.Health-1) * Gear^.Damage) / 2;
// calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
if (Gear^.State = 2) then
Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
// calcs for regular falling gears
else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
cGravity) * Gear^.Tag;
Gear^.doStep := @doStepAirAttackWork;
Gear^.SoundChannel := LoopSound(sndPlane, 4000);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirBomb(Gear: PGear);
begin
AllInactive := false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
{$IFNDEF PAS2C}
with mobileRecord do
if (performRumble <> nil) and (not fastUntilLag) then
performRumble(kSystemSoundID_Vibrate);
{$ENDIF}
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGirder(Gear: PGear);
var
HHGear: PGear;
x, y, tx, ty: hwFloat;
rx: LongInt;
LandFlags: Word;
warn: PVisualGear;
distFail: boolean;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
tx := int2hwFloat(Gear^.Target.X);
ty := int2hwFloat(Gear^.Target.Y);
x := HHGear^.X;
y := HHGear^.Y;
rx:= hwRound(x);
LandFlags:= 0;
if Gear^.AmmoType = amRubber then LandFlags:= lfBouncy
else if cIce then LandFlags:= lfIce;
distFail:= (cBuildMaxDist > 0) and ((hwRound(Distance(tx - x, ty - y)) > cBuildMaxDist) and ((WorldEdge <> weWrap) or
(
(hwRound(Distance(tx - int2hwFloat(rightX+(rx-leftX)), ty - y)) > cBuildMaxDist) and
(hwRound(Distance(tx - int2hwFloat(leftX-(rightX-rx)), ty - y)) > cBuildMaxDist)
)));
if distFail
or (not TryPlaceOnLand(Gear^.Target.X - SpritesData[Ammoz[Gear^.AmmoType].PosSprite].Width div 2, Gear^.Target.Y - SpritesData[Ammoz[Gear^.AmmoType].PosSprite].Height div 2, Ammoz[Gear^.AmmoType].PosSprite, Gear^.State, true, LandFlags)) then
begin
PlaySound(sndDenied);
if not distFail then
begin
warn:= AddVisualGear(Gear^.Target.X, Gear^.Target.Y, vgtNoPlaceWarn, 0, true);
if warn <> nil then
warn^.Tex := GetPlaceCollisionTex(Gear^.Target.X - SpritesData[Ammoz[Gear^.AmmoType].PosSprite].Width div 2, Gear^.Target.Y - SpritesData[Ammoz[Gear^.AmmoType].PosSprite].Height div 2, Ammoz[Gear^.AmmoType].PosSprite, Gear^.State);
end;
HHGear^.Message := HHGear^.Message and (not gmAttack);
HHGear^.State := HHGear^.State and (not gstAttacking);
HHGear^.State := HHGear^.State or gstChooseTarget;
isCursorVisible := true;
DeleteGear(Gear)
end
else
begin
PlaySound(sndPlaced);
DeleteGear(Gear);
AfterAttack;
end;
HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked));
HHGear^.Message := HHGear^.Message and (not gmAttack);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
if HHGear <> nil then doStepHedgehogMoving(HHGear);
// if not infattack mode wait for hedgehog finish falling to collect cases
if ((GameFlags and gfInfAttack) <> 0)
or (HHGear = nil)
or ((HHGear^.State and gstMoving) = 0)
or (HHGear^.Damage > 0)
or ((HHGear^.State and gstDrowning) = 1) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepTeleportAnim(Gear: PGear);
begin
if (Gear^.Hedgehog^.Gear = nil) or (Gear^.Hedgehog^.Gear^.Damage > 0) then
begin
DeleteGear(Gear);
AfterAttack;
end;
inc(Gear^.Timer);
if Gear^.Timer = 65 then
begin
Gear^.Timer := 0;
inc(Gear^.Pos);
if Gear^.Pos = 11 then
Gear^.doStep := @doStepTeleportAfter
end;
end;
procedure doStepTeleport(Gear: PGear);
var
lx, ty, y, oy: LongInt;
HHGear : PGear;
valid : Boolean;
warn : PVisualGear;
const
ytol = cHHRadius;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
DeleteGear(Gear);
exit
end;
valid:= false;
lx:= Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2; // left
if WorldEdge <> weBounce then
lx:= CalcWorldWrap(lx, SpritesData[sprHHTelepMask].Width div 2); // Take world edge into account
ty:= Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2; // top
// remember original target location
oy:= Gear^.Target.Y;
for y:= ty downto ty - ytol do
begin
if TryPlaceOnLand(lx, y, sprHHTelepMask, 0, false, not hasBorder, false, false, false, false, 0, $FFFFFFFF) then
begin
valid:= true;
break;
end;
dec(Gear^.Target.Y);
end;
if (WorldEdge = weBounce) and ((Gear^.Target.X < LeftX) or (Gear^.Target.X > RightX)) then
valid:= false;
if not valid then
begin
HHGear^.Message := HHGear^.Message and (not gmAttack);
HHGear^.State := HHGear^.State and (not gstAttacking);
HHGear^.State := HHGear^.State or gstChooseTarget;
isCursorVisible := true;
warn:= AddVisualGear(Gear^.Target.X, oy, vgtNoPlaceWarn, 0, true);
if warn <> nil then
warn^.Tex := GetPlaceCollisionTex(lx, ty, sprHHTelepMask, 0);
DeleteGear(Gear);
PlaySound(sndDenied);
exit
end
else
begin
DeleteCI(HHGear);
SetAllHHToActive;
Gear^.doStep := @doStepTeleportAnim;
// copy old HH position and direction to Gear (because we need them for drawing the vanishing hog)
Gear^.dX := HHGear^.dX;
// retrieve the cursor direction (it was previously copied to X so it doesn't get lost)
HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0);
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
HHGear^.X := int2hwFloat(Gear^.Target.X);
HHGear^.Y := int2hwFloat(Gear^.Target.Y);
HHGear^.State := HHGear^.State or gstMoving;
if not Gear^.Hedgehog^.Unplaced then
Gear^.State:= Gear^.State or gstAnimation;
Gear^.Hedgehog^.Unplaced := false;
isCursorVisible := false;
playSound(sndWarp)
end;
Gear^.Target.X:= NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
var
HHGear: PGear;
hedgehog: PHedgehog;
State: Longword;
switchDir: Longword;
begin
AllInactive := false;
if ((Gear^.Message and (not (gmSwitch or gmPrecise))) <> 0) or (TurnTimeLeft = 0) then
begin
hedgehog := Gear^.Hedgehog;
//Msg := Gear^.Message and (not gmSwitch);
DeleteGear(Gear);
ApplyAmmoChanges(hedgehog^);
HHGear := CurrentHedgehog^.Gear;
ApplyAmmoChanges(HHGear^.Hedgehog^);
//HHGear^.Message := Msg;
exit
end;
if (Gear^.Message and gmSwitch) <> 0 then
begin
HHGear := CurrentHedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not gmSwitch);
Gear^.Message := Gear^.Message and (not gmSwitch);
// switching in reverse direction
if (Gear^.Message and gmPrecise) <> 0 then
begin
HHGear^.Message := HHGear^.Message and (not gmPrecise);
switchDir:= CurrentTeam^.HedgehogsNumber - 1;
end
else
switchDir:= 1;
State := HHGear^.State;
HHGear^.State := 0;
HHGear^.Z := cHHZ;
HHGear^.Active := false;
HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
PlaySound(sndSwitchHog);
repeat
CurrentTeam^.CurrHedgehog := (CurrentTeam^.CurrHedgehog + switchDir) mod CurrentTeam^.HedgehogsNumber;
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Health > 0) and
((CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.State and gstHHDeath) = 0) and
(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
AmmoMenuInvalidated:= true;
HHGear := CurrentHedgehog^.Gear;
HHGear^.State := State;
HHGear^.Active := true;
FollowGear := HHGear;
HHGear^.Z := cCurrHHZ;
// restore precise key
if (switchDir <> 1) then
HHGear^.Message:= HHGear^.Message or gmPrecise;
HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y
end;
end;
procedure doStepSwitcher(Gear: PGear);
var
HHGear: PGear;
begin
Gear^.doStep := @doStepSwitcherWork;
HHGear := Gear^.Hedgehog^.Gear;
OnUsedAmmo(HHGear^.Hedgehog^);
with HHGear^ do
begin
State := State and (not gstAttacking);
Message := Message and (not gmAttack)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
var
dX, dY, gdX, gdY: hwFloat;
i: LongInt;
begin
AllInactive := false;
gdX := Gear^.dX;
gdY := Gear^.dY;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
gdX.isNegative := not gdX.isNegative;
gdY.isNegative := not gdY.isNegative;
gdX:= gdX*_0_2;
gdY:= gdY*_0_2;
for i:= 0 to 4 do
begin
dX := gdX + rndSign(GetRandomf) * _0_03;
dY := gdY + rndSign(GetRandomf) * _0_03;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
end;
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
var
i: LongWord;
HHGear: PGear;
sparkles: PVisualGear;
hasWishes: boolean;
s: ansistring;
begin
AllInactive := false;
hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
if hasWishes then
Gear^.AdvBounce:= 1;
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
DeleteGear(Gear);
exit
end;
HHGear^.State := HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
if (GameTicks mod 2 = 0) and hasWishes then
begin
sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
if sparkles <> nil then
begin
sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
sparkles^.Angle:= random(360);
end
end;
i := 2;
repeat
Gear^.X := Gear^.X + HHGear^.dX;
Gear^.Y := Gear^.Y + HHGear^.dY;
HHGear^.X := Gear^.X;
HHGear^.Y := Gear^.Y;
// check for drowning
if CheckGearDrowning(HHGear) then
begin
AfterAttack;
DeleteGear(Gear);
exit;
end;
inc(Gear^.Damage, 2);
// if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
// or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
dec(i)
until (i = 0)
or (Gear^.Damage > Gear^.Health);
inc(upd);
if upd > 3 then
begin
if Gear^.Health < 1500 then
begin
if Gear^.AdvBounce <> 0 then
Gear^.Pos := 3
else
Gear^.Pos := 2;
end;
AmmoShove(Gear, Gear^.Boom, 40);
DrawTunnel(HHGear^.X - HHGear^.dX * 10,
HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
HHGear^.dX,
HHGear^.dY,
20 + cHHRadius * 2,
cHHRadius * 2 + 7);
upd := 0
end;
if Gear^.Health < Gear^.Damage then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
if hasWishes then
for i:= 0 to 31 do
begin
sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
if sparkles <> nil then
with sparkles^ do
begin
Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
Angle:= random(360);
dx:= 0.001 * (random(200));
dy:= 0.001 * (random(200));
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= random(400) + 250
end
end;
s:= ansistring(Gear^.Hedgehog^.Name);
AddCaption(FormatA(GetEventString(eidKamikaze), s), cWhiteColor, capgrpMessage);
uStats.HedgehogSacrificed(Gear^.Hedgehog);
AfterAttack;
HHGear^.Message:= HHGear^.Message or gmDestroy;
DeleteGear(Gear);
end
else
begin
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage := 0
end
end;
procedure doStepKamikazeIdle(Gear: PGear);
begin
AllInactive := false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.Pos := 1;
PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
Gear^.doStep := @doStepKamikazeWork
end
end;
procedure doStepKamikaze(Gear: PGear);
var
HHGear: PGear;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.dX := Gear^.dX;
HHGear^.dY := Gear^.dY;
Gear^.dX := SignAs(_0_45, Gear^.dX);
Gear^.dY := - _0_9;
Gear^.Timer := 550;
Gear^.doStep := @doStepKamikazeIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCakeExpl(Gear: PGear);
var gi: PGear;
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 2250 then
exit;
InCinematicMode:= false;
gi := GearsList;
while gi <> nil do
begin
if gi^.Kind = gtHedgehog then
gi^.State := gi^.State and (not gstLoser);
gi:= gi^.NextGear;
end;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear)
end;
procedure doStepCakeDown(Gear: PGear);
var
gi: PGear;
dmg, dmgBase, partyEpicness, i: LongInt;
fX, fY, tdX, tdY: hwFloat;
sparkles: PVisualGear;
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then
exit;
Gear^.Tag := 0;
if Gear^.Pos = 0 then
begin
///////////// adapted from doMakeExplosion ///////////////////////////
//fX:= Gear^.X;
//fY:= Gear^.Y;
//fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
//fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
fX:= int2hwFloat(hwRound(Gear^.X));
fY:= int2hwFloat(hwRound(Gear^.Y));
dmgBase:= Gear^.Boom shl 1 + cHHRadius div 2;
partyEpicness:= 0;
gi := GearsList;
while gi <> nil do
begin
if gi^.Kind = gtHedgehog then
begin
dmg:= 0;
tdX:= gi^.X-fX;
tdY:= gi^.Y-fY;
if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, Gear^.Boom), gi);
if (dmg > 1) then
if (CurrentHedgehog^.Gear = gi) and (gi^.Hedgehog^.Effects[heInvulnerable] = 0) then
begin
gi^.State := gi^.State or gstLoser;
// probably not too epic if hitting self too...
dec(partyEpicness, 45);
end
else
begin
gi^.State := gi^.State or gstWinner;
if CurrentHedgehog^.Gear = gi then
dec(partyEpicness, 45)
else
inc(partyEpicness);
end;
end;
gi := gi^.NextGear
end;
//////////////////////////////////////////////////////////////////////
Gear^.doStep := @doStepCakeExpl;
if (partyEpicness > 6) and (abs(90 - abs(trunc(Gear^.DirAngle))) < 20) then
begin
for i := 0 to (2 * partyEpicness) do
begin
sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg, 1);
if sparkles <> nil then
begin
sparkles^.dX:= 0.008 * (random(100) - 50);
sparkles^.dY:= -0.3 + 0.002 * (random(100) - 50);
sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
sparkles^.Angle:= random(360);
end
end;
InCinematicMode:= true;
end;
PlaySound(sndCake)
end
else dec(Gear^.Pos)
end;
procedure doStepCakeWalk(Gear: PGear);
var
tdx, tdy: hwFloat;
cakeData: PCakeData;
i: Longword;
begin
AllInactive := false;
inc(Gear^.Tag);
if Gear^.Tag < 7 then
exit;
dec(Gear^.Health);
Gear^.Timer := Gear^.Health*10;
if Gear^.Health mod 100 = 0 then
Gear^.PortalCounter:= 0;
// This is not seconds, but at least it is *some* feedback
if (Gear^.Health <= 0) or ((Gear^.Message and gmAttack) <> 0) then
begin
FollowGear := Gear;
Gear^.RenderTimer := false;
Gear^.doStep := @doStepCakeDown;
exit
end
else if Gear^.Timer < 6000 then
Gear^.RenderTimer:= true;
if not cakeStep(Gear) then Gear^.doStep:= @doStepCakeFall;
// Cake passed world edge.
if (Gear^.Karma = 1) then
(* This code is not ideal, but at least not horribly broken.
The cake tries to reach the other side and continue to walk,
but there are some exceptions.
This code is called *after* the X coordinate have been wrapped.
Depending on terrain on the other side, the cake does this:
* Cake collides horizontally (even by 1 pixel): Turn around
* Cake does not see walkable ground above or below: Fall
* Otherwise: Walk normally
*)
begin
// Update coordinates
tdx:=Gear^.X;
if (hwRound(Gear^.X) < LongInt(leftX)) then
Gear^.X:= Gear^.X + int2hwfloat(rightX - leftX)
else Gear^.X:= Gear^.X - int2hwfloat(rightX - leftX);
Gear^.Tag:= 0;
if ((TestCollisionXwithGear(Gear, 1) <> 0) or (TestCollisionXwithGear(Gear, -1) <> 0)) then
// Cake collided horizontally, turn around. Prevents cake from being stuck in infinite loop.
// This can also happen if the terrain is just a slight slope. :-(
begin
Gear^.X := tdx;
Gear^.Karma := 3;
end
else
begin
// Check if cake has something to walk on the other side. If not, make it drop.
// There is nothing for the cake to stand on.
if (TestCollisionYwithGear(Gear, 1) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.doStep:= @doStepCakeFall;
Gear^.Karma := 4;
end;
end;
// Cake bounced!
if (Gear^.Karma = 2) or (Gear^.Karma = 3) then
begin
// Turn cake around
Gear^.dX.isNegative := (not Gear^.dX.isNegative);
Gear^.WDTimer := 0;
Gear^.Angle := (LongInt(Gear^.Angle) + 2) and 3;
// Bounce effect
if (Gear^.Karma = 2) and (Gear^.Radius > 2) then
AddBounceEffectForGear(Gear, 0.55);
Gear^.Tag:= 0;
Gear^.Karma := 4;
end;
if (Gear^.Karma = 4) then
begin
// Reset CakePoints to fix cake angle
cakeData:= PCakeData(Gear^.Data);
with cakeData^ do
begin
for i:= 0 to Pred(cakeh) do
begin
CakePoints[i].x := Gear^.X;
CakePoints[i].y := Gear^.Y;
end;
CakeI:= 0;
end;
Gear^.Karma := 0;
end;
if Gear^.Tag = 0 then
begin
cakeData:= PCakeData(Gear^.Data);
with cakeData^ do
begin
CakeI := (CakeI + 1) mod cakeh;
tdx := CakePoints[CakeI].x - Gear^.X;
tdy := - CakePoints[CakeI].y + Gear^.Y;
CakePoints[CakeI].x := Gear^.X;
CakePoints[CakeI].y := Gear^.Y;
Gear^.DirAngle := DxDy2Angle(tdx, tdy);
end;
end;
end;
procedure doStepCakeUp(Gear: PGear);
var
i: Longword;
cakeData: PCakeData;
begin
AllInactive := false;
inc(Gear^.Tag);
// Animation delay. Skipped if cake only dropped a very short distance.
if (Gear^.Tag < 100) and (Gear^.FlightTime > 1) then
exit;
Gear^.Tag := 0;
if (Gear^.Pos = 6) or (Gear^.FlightTime <= 1) then
begin
Gear^.Pos := 6;
cakeData:= PCakeData(Gear^.Data);
with cakeData^ do
begin
for i:= 0 to Pred(cakeh) do
begin
CakePoints[i].x := Gear^.X;
CakePoints[i].y := Gear^.Y
end;
CakeI := 0;
end;
(* This is called frequently if the cake is completely stuck.
With this a stuck cake takes equally long to explode then
a normal cake. Removing this code just makes the cake walking
for a few seconds longer. *)
if (Gear^.FlightTime <= 1) and (Gear^.Health > 2) then
dec(Gear^.Health);
Gear^.FlightTime := 0;
Gear^.doStep := @doStepCakeWalk
end
else
inc(Gear^.Pos)
end;
procedure doStepCakeFall(Gear: PGear);
begin
AllInactive := false;
Gear^.dY := Gear^.dY + cGravity;
// FlightTime remembers the drop time
inc(Gear^.FlightTime);
if TestCollisionYwithGear(Gear, 1) <> 0 then
Gear^.doStep := @doStepCakeUp
else
begin
Gear^.Y := Gear^.Y + Gear^.dY;
if CheckGearDrowning(Gear) then
AfterAttack
end
end;
procedure doStepCake(Gear: PGear);
begin
AllInactive := false;
Gear^.CollisionMask:= lfNotCurHogCrate;
Gear^.dY:= cMaxWindSpeed * 100;
Gear^.doStep := @doStepCakeFall
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
var i: LongInt;
hogs: PGearArrayS;
begin
AllInactive := false;
hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
if hogs.size > 0 then
begin
for i:= 0 to hogs.size - 1 do
with hogs.ar^[i]^ do
if (hogs.ar^[i] <> CurrentHedgehog^.Gear) and (Hedgehog^.Effects[heFrozen] = 0) then
begin
if (WorldEdge <> weWrap) or (not (hwAbs(Gear^.X - X) > int2hwFloat(Gear^.Radius))) then
dX:= _50 * cGravity * (Gear^.X - X) / _25
else if (not (hwAbs(Gear^.X + int2hwFloat(RightX-LeftX) - X) > int2hwFloat(Gear^.Radius))) then
dX:= _50 * cGravity * ((Gear^.X + int2hwFloat(RightX-LeftX)) - X) / _25
else
dX:= _50 * cGravity * ((Gear^.X - int2hwFloat(RightX-LeftX)) - X) / _25;
dY:= -_450 * cMaxWindSpeed * 2;
Active:= true;
end
else if Hedgehog^.Effects[heFrozen] > 255 then
Hedgehog^.Effects[heFrozen]:= 255
end ;
AfterAttack;
DeleteGear(Gear);
(*
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
if (Land[y, x] <> 0) then
begin
Gear^.dX.isNegative := not Gear^.dX.isNegative;
Gear^.dY.isNegative := not Gear^.dY.isNegative;
Gear^.dX := Gear^.dX * _1_5;
Gear^.dY := Gear^.dY * _1_5 - _0_3;
AmmoShove(Gear, 0, 40);
AfterAttack;
DeleteGear(Gear)
end
else
else
begin
AfterAttack;
DeleteGear(Gear)
end*)
end;
procedure doStepSeductionWear(Gear: PGear);
var heart: PVisualGear;
begin
AllInactive := false;
inc(Gear^.Timer);
if Gear^.Timer > 250 then
begin
Gear^.Timer := 0;
inc(Gear^.Pos);
if Gear^.Pos = 5 then
PlaySound(sndYoohoo);
end;
// note: use GameTicks, not RealTicks, otherwise amount can vary greatly
if (Gear^.Pos = 14) and (GameTicks and $1 = 0) then
begin
heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
if heart <> nil then
with heart^ do
begin
{ // old calcs
dx:= 0.001 * (random(200));
dy:= 0.001 * (random(200));
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
}
// randomize speed in both directions
dx:= 0.001 * (random(201));
dy:= 0.001 * (random(201));
// half of hearts go down
if random(2) = 0 then
begin
// create a pointy shape
if 0.2 < dx + dy then
begin
dy:= 0.2 - dy;
dx:= 0.2 - dx;
end;
// sin bulge it out a little to avoid corners on the side
dx:= dx + (dx/0.2) * ((0.2 * sin(pi * ((0.2 - dy) / 0.4))) - (0.2 - dy));
// change sign
dy:= -dy;
end
else // shape hearts on top into 2 arcs
dy:= dy * (0.3 + 0.7 * sin(pi * dx / 0.2));
// half of the hearts go left
if random(2) = 0 then
dx := -dx;
FrameTicks:= random(750) + 1000;
State:= ord(sprSeduction)
end;
end;
if Gear^.Pos = 15 then
Gear^.doStep := @doStepSeductionWork
end;
procedure doStepSeduction(Gear: PGear);
begin
AllInactive := false;
//DeleteCI(Gear^.Hedgehog^.Gear);
Gear^.doStep := @doStepSeductionWear
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
var
i: LongWord;
begin
if (Gear^.Tag = 0)
or (cWaterLine = 0) then
begin
DeleteGear(Gear);
exit
end;
AllInactive := false;
inc(Gear^.Timer);
if Gear^.Timer = 17 then
Gear^.Timer := 0
else
exit;
if (WorldEdge = weSea) and (playWidth > cMinPlayWidth) then
begin
inc(leftX);
dec(rightX);
dec(playWidth, 2);
for i:= 0 to LAND_HEIGHT - 1 do
begin
Land[i, leftX] := 0;
Land[i, rightX] := 0;
end;
end;
if cWaterLine > 0 then
begin
dec(cWaterLine);
for i:= 0 to LAND_WIDTH - 1 do
Land[cWaterLine, i] := 0;
SetAllToActive
end;
dec(Gear^.Tag);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrillDrilling(Gear: PGear);
var
t: PGearArray;
tempColl: Word;
begin
AllInactive := false;
if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
begin
dec(Gear^.Timer);
exit;
end;
DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
if (Gear^.Timer mod 30) = 0 then
AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
if (CheckGearDrowning(Gear)) then
begin
StopSoundChan(Gear^.SoundChannel);
exit
end;
tempColl:= Gear^.CollisionMask;
Gear^.CollisionMask:= lfObjMask;
if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or (TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) <> 0) or (GameTicks > Gear^.FlightTime) then
t := CheckGearsCollision(Gear)
else t := nil;
Gear^.CollisionMask:= tempColl;
//fixes drill not exploding when touching HH bug
if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) = 0))
// CheckLandValue returns true if the type isn't matched
or (not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible)) then
begin
//out of time or exited ground
StopSoundChan(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end
else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) = 0) then
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.Tag := 1;
Gear^.AdvBounce:= 50;
Gear^.doStep := @doStepDrill
end;
dec(Gear^.Timer);
end;
procedure doStepDrill(Gear: PGear);
var
t: PGearArray;
oldX, oldY, oldDx, oldDy: hwFloat;
t2: hwFloat;
begin
AllInactive := false;
if (Gear^.State and gsttmpFlag = 0) and (GameFlags and gfMoreWind = 0) then
Gear^.dX := Gear^.dX + cWindSpeed;
oldDx := Gear^.dX;
oldDy := Gear^.dY;
oldX := Gear^.X;
oldY := Gear^.Y;
doStepFallingGear(Gear);
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
if ((Gear^.State and gstCollision) <> 0) then
begin
//hit
Gear^.dX := oldDx;
Gear^.dY := oldDy;
Gear^.X := oldX;
Gear^.Y := oldY;
if GameTicks > Gear^.FlightTime then
t := CheckGearsCollision(Gear)
else
t := nil;
if (t = nil) or (t^.Count = 0) then
begin
//hit the ground not the HH
t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
Gear^.dX := Gear^.dX * t2;
Gear^.dY := Gear^.dY * t2;
end
else if (t <> nil) then
begin
//explode right on contact with HH
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit;
end;
Gear^.X:= Gear^.X+Gear^.dX*4;
Gear^.Y:= Gear^.Y+Gear^.dY*4;
Gear^.SoundChannel := LoopSound(sndDrillRocket);
Gear^.doStep := @doStepDrillDrilling;
if (Gear^.State and gsttmpFlag) <> 0 then
gear^.RenderTimer:= true;
if Gear^.Timer > 0 then dec(Gear^.Timer)
end
else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
begin
if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
end
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
var
HHGear, ball: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
begin
AllInactive := false;
dec(Gear^.Timer);
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
DeleteGear(gear);
exit
end;
HedgehogChAngle(HHGear);
gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
if (Gear^.Timer mod 100) = 0 then
begin
rx := rndSign(getRandomf * _0_1);
ry := rndSign(getRandomf * _0_1);
ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
ball^.CollisionMask:= lfNotCurHogCrate;
PlaySound(sndGun);
end;
if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
begin
HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBallgun(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.doStep := @doStepBallgunWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);
const cAngleSpeed = 3;
var
HHGear: PGear;
i: LongInt;
s: ansistring;
dX, dY : hwFloat;
fChanged: boolean;
trueAngle: Longword;
t: PGear;
begin
if WorldWrap(Gear) then
begin
if (WorldEdge = weBounce) then // mirror
Gear^.Angle:= 4096 - Gear^.Angle
else if (WorldEdge = weSea) then // rotate 90 degree
begin
// sea-wrapped gears move upwards, so let's mirror angle if needed
if Gear^.Angle < 2048 then
Gear^.Angle:= 4096 - Gear^.Angle;
Gear^.Angle:= (Gear^.Angle + 1024) mod 4096;
end;
end;
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
FollowGear := Gear;
if Gear^.Timer > 0 then
begin
if Gear^.Timer = 1 then
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.SoundChannel:= -1;
end;
dec(Gear^.Timer);
end;
fChanged := false;
if (HHGear = nil) or ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
begin
fChanged := true;
if Gear^.Angle > 2048 then
dec(Gear^.Angle)
else if Gear^.Angle < 2048 then
inc(Gear^.Angle)
else fChanged := false
end
else
begin
if ((Gear^.Message and gmLeft) <> 0) then
begin
fChanged := true;
Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
end;
if ((Gear^.Message and gmRight) <> 0) then
begin
fChanged := true;
Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
end
end;
if fChanged then
begin
Gear^.dX.isNegative := (Gear^.Angle > 2048);
if Gear^.dX.isNegative then
trueAngle := 4096 - Gear^.Angle
else
trueAngle := Gear^.Angle;
Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
Gear^.dY := AngleCos(trueAngle) * -_0_25;
end;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
if (GameTicks and $FF) = 0 then
if Gear^.Timer < 3500 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
else
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
if (HHGear <> nil) and ((HHGear^.Message and gmAttack) <> 0) then
begin
if (Gear^.Health) <> 0 then
begin
HHGear^.Message := HHGear^.Message and (not gmAttack);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
_0_5, 0);
dec(Gear^.Health)
end;
s:= ansistring(inttostr(Gear^.Health));
AddCaption(formatA(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
end;
if (HHGear <> nil) and ((HHGear^.Message and gmLJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then
begin
Gear^.State := Gear^.State or gsttmpFlag;
PauseMusic;
playSound(sndRideOfTheValkyries);
inCinematicMode:= true;
end;
// pickup bonuses
t := CheckGearNear(Gear, gtCase, 36, 36);
if (t <> nil) and (HHGear <> nil) then
PickUp(HHGear, t);
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
begin
inCinematicMode:= false;
StopSoundChan(Gear^.SoundChannel);
StopSound(sndRideOfTheValkyries);
ResumeMusic;
if ((Gear^.State and gstCollision) <> 0) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
for i:= 0 to 15 do
begin
dX := AngleCos(i * 64) * _0_5 * (GetRandomf + _1);
dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _1);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
end;
if HHGear <> nil then HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear)
end;
AfterAttack;
CurAmmoGear := nil;
if (GameFlags and gfInfAttack) = 0 then
begin
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 14 * 125;
end;
if HHGear <> nil then
begin
HHGear^.Message := 0;
PlayTaunt(1)
end
end
end;
procedure doStepRCPlane(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := 0;
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.Angle := HHGear^.Angle;
Gear^.Tag := hwSign(HHGear^.dX);
if HHGear^.dX.isNegative then
Gear^.Angle := 4096 - Gear^.Angle;
Gear^.doStep := @doStepRCPlaneWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpackWork(Gear: PGear);
var
HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
isUnderwater: Boolean;
bubble: PVisualGear;
begin
isUnderwater:= CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + Gear^.Radius);
if Gear^.Pos > 0 then
dec(Gear^.Pos);
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
//dec(Gear^.Timer);
move := _0_2;
fuel := 50;
(*if (HHGear^.Message and gmPrecise) <> 0 then
begin
move:= _0_02;
fuel:= 5;
end;*)
if HHGear^.Message and gmPrecise <> 0 then
HedgehogChAngle(HHGear)
else if (Gear^.Health > 0) or (Gear^.Health = JETPACK_FUEL_INFINITE) then
begin
if HHGear^.Message and gmUp <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
begin
if isUnderwater then
begin
HHGear^.dY := HHGear^.dY - (move * _0_7);
for i:= random(10)+10 downto 0 do
begin
bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
if bubble <> nil then
bubble^.dY:= random(20)/10+0.1;
end
end
else
begin
PlaySound(sndJetpackBoost);
HHGear^.dY := HHGear^.dY - move;
end
end;
if Gear^.Health <> JETPACK_FUEL_INFINITE then
dec(Gear^.Health, fuel);
Gear^.MsgParam := Gear^.MsgParam or gmUp;
Gear^.Timer := GameTicks
end;
move.isNegative := (HHGear^.Message and gmLeft) <> 0;
if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
begin
HHGear^.dX := HHGear^.dX + (move * _0_1);
if isUnderwater then
begin
for i:= random(5)+5 downto 0 do
begin
bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
if bubble <> nil then
begin
bubble^.dX:= (random(10)/10 + 0.02) * -1;
if (move.isNegative) then
begin
bubble^.X := bubble^.X + 28;
bubble^.dX:= bubble^.dX * (-1)
end
else bubble^.X := bubble^.X - 28;
end;
end
end
else PlaySound(sndJetpackBoost);
if Gear^.Health <> JETPACK_FUEL_INFINITE then
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
Gear^.Timer := GameTicks
end
end;
// erases them all at once :-/
if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
begin
Gear^.Timer := 0;
Gear^.MsgParam := 0
end;
if (Gear^.Health < 0) and (Gear^.Health <> JETPACK_FUEL_INFINITE) then
Gear^.Health := 0;
i:= Gear^.Health div 20;
if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
begin
Gear^.Damage:= i;
FreeAndNilTexture(Gear^.Tex);
if Gear^.Health <> JETPACK_FUEL_INFINITE then
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ansistring(': ' + inttostr(i) + '%'), cWhiteColor, fntSmall)
end;
if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
(HHGear^.Message and gmPrecise = 0) then
Gear^.State := Gear^.State and (not gsttmpFlag);
if HHGear^.Message and gmPrecise = 0 then
HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
HHGear^.State := HHGear^.State or gstMoving;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y;
if not isUnderWater and hasBorder and ((HHGear^.X < _0)
or (hwRound(HHGear^.X) > LAND_WIDTH)) then
HHGear^.dY.isNegative:= false;
if ((Gear^.State and gsttmpFlag) = 0)
or (HHGear^.dY < _0) then
doStepHedgehogMoving(HHGear);
if // (Gear^.Health = 0)
(HHGear^.Damage <> 0)
//or CheckGearDrowning(HHGear)
// drown if too deep under water
or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
or (TurnTimeLeft = 0)
// allow brief ground touches - to be fair on this, might need another counter
or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
or ((Gear^.Message and gmAttack) <> 0) then
begin
with HHGear^ do
begin
Message := 0;
Active := true;
State := State or gstMoving
end;
DeleteGear(Gear);
if (GetAmmoEntry(HHGear^.Hedgehog^, amJetpack)^.Count >= 1) and ((Ammoz[HHGear^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then
HHGear^.Hedgehog^.CurAmmoType:= amJetpack;
isCursorVisible := false;
ApplyAmmoChanges(HHGear^.Hedgehog^);
// if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
end
end;
procedure doStepJetpack(Gear: PGear);
var
HHGear: PGear;
begin
Gear^.Pos:= 0;
Gear^.doStep := @doStepJetpackWork;
HHGear := Gear^.Hedgehog^.Gear;
PlaySound(sndJetpackLaunch);
FollowGear := HHGear;
AfterAttack;
with HHGear^ do
begin
State := State and (not gstAttacking);
Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
if (dY < _0_1) and (dY > -_0_1) then
begin
Gear^.State := Gear^.State or gsttmpFlag;
dX := SignAs(_0, dX);
dY := dY - _0_2
end
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDisappear(Gear: PGear);
begin
AllInactive := false;
Gear^.Pos := 0;
if Gear^.Timer < 2000 then
inc(Gear^.Timer, 1)
else
begin
DeleteGear(Gear);
end;
end;
procedure doStepBirdyFly(Gear: PGear);
var
HHGear: PGear;
energy, i: LongInt;
move: hwFloat;
s: ansistring;
begin
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
Gear^.Timer := 0;
Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
Gear^.Timer := 0;
Gear^.doStep := @doStepBirdyDisappear;
CurAmmoGear := nil;
isCursorVisible := false;
AfterAttack;
exit
end;
move := _0_2;
energy:= 50;
if Gear^.Pos > 0 then
dec(Gear^.Pos, 1)
else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
Gear^.Pos := 500;
if HHGear^.dX.isNegative then
Gear^.Tag := -1
else
Gear^.Tag := 1;
if (HHGear^.Message and gmUp) <> 0 then
begin
if (not HHGear^.dY.isNegative)
or (HHGear^.Y > -_256) then
HHGear^.dY := HHGear^.dY - move;
if (Gear^.Health <> BIRDY_ENERGY_INFINITE) then
dec(Gear^.Health, energy);
Gear^.MsgParam := Gear^.MsgParam or gmUp;
end;
if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
begin
HHGear^.dX := HHGear^.dX + (move * _0_1);
if (Gear^.Health <> BIRDY_ENERGY_INFINITE) then
dec(Gear^.Health, energy div 5);
Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
end;
if (Gear^.Health < 0) and (Gear^.Health <> BIRDY_ENERGY_INFINITE) then
Gear^.Health := 0;
if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) and (Gear^.Health <> BIRDY_ENERGY_INFINITE) then
for i:= ((500-Gear^.Health) div 250) downto 0 do
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
if (HHGear^.Message and gmAttack <> 0) then
begin
HHGear^.Message := HHGear^.Message and (not gmAttack);
if Gear^.FlightTime > 0 then
begin
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
PlaySound(sndBirdyLay);
dec(Gear^.FlightTime)
end;
s:= ansistring(inttostr(Gear^.FlightTime));
AddCaption(formatA(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
end;
if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
Gear^.State := Gear^.State and (not gsttmpFlag);
HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
HHGear^.State := HHGear^.State or gstMoving;
Gear^.X := HHGear^.X;
Gear^.Y := HHGear^.Y - int2hwFloat(32);
// For some reason I need to reapply followgear here, something else grabs it otherwise.
// this is probably not needed anymore
if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
if ((Gear^.State and gsttmpFlag) = 0)
or (HHGear^.dY < _0) then
doStepHedgehogMoving(HHGear);
if (Gear^.Health = 0)
or (HHGear^.Damage <> 0)
or CheckGearDrowning(HHGear)
or (TurnTimeLeft = 0)
// allow brief ground touches - to be fair on this, might need another counter
or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
or ((Gear^.Message and gmAttack) <> 0) then
begin
with HHGear^ do
begin
Message := 0;
Active := true;
State := State or gstMoving
end;
Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
if HHGear^.dY < _0 then
begin
Gear^.dX := HHGear^.dX;
Gear^.dY := HHGear^.dY;
end;
Gear^.Timer := 0;
Gear^.doStep := @doStepBirdyDisappear;
CurAmmoGear := nil;
isCursorVisible := false;
AfterAttack;
end
end;
procedure doStepBirdyDescend(Gear: PGear);
var
HHGear: PGear;
begin
if Gear^.Timer > 0 then
dec(Gear^.Timer, 1);
HHGear := Gear^.Hedgehog^.Gear;
if (HHGear = nil) or ((HHGear^.State and gstHHDriven) = 0) then
begin
Gear^.Hedgehog := nil;
Gear^.Timer := 0;
Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
Gear^.Timer := 0;
Gear^.doStep := @doStepBirdyDisappear;
CurAmmoGear := nil;
isCursorVisible := false;
AfterAttack;
exit
end;
HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
begin
if Gear^.Timer = 0 then
Gear^.Y := Gear^.Y + _0_1
end
else if Gear^.Timer = 0 then
begin
Gear^.doStep := @doStepBirdyFly;
HHGear^.dY := -_0_2
end
end;
procedure doStepBirdyAppear(Gear: PGear);
begin
Gear^.Pos := 0;
if Gear^.Timer < 2000 then
inc(Gear^.Timer, 1)
else
begin
Gear^.Timer := 500;
Gear^.dX := _0;
Gear^.dY := _0;
Gear^.State := Gear^.State and (not gstAnimation);
Gear^.doStep := @doStepBirdyDescend;
end
end;
procedure doStepBirdy(Gear: PGear);
var
HHGear: PGear;
begin
gear^.State := gear^.State or gstAnimation and (not gstTmpFlag);
Gear^.doStep := @doStepBirdyAppear;
if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
exit
end;
HHGear := CurrentHedgehog^.Gear;
if HHGear^.dX.isNegative then
Gear^.Tag := -1
else
Gear^.Tag := 1;
Gear^.Pos := 0;
AllInactive := false;
FollowGear := HHGear;
with HHGear^ do
begin
State := State and (not gstAttacking);
Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEggWork(Gear: PGear);
var
vg: PVisualGear;
i: LongInt;
begin
AllInactive := false;
Gear^.dX := Gear^.dX;
doStepFallingGear(Gear);
// CheckGearDrowning(Gear); // already checked for in doStepFallingGear
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLPoisoned, $C0E0FFE0);
PlaySound(sndEggBreak);
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
if vg <> nil then
vg^.Frame := 2;
for i:= 10 downto 0 do
begin
vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
vgtDust);
if vg <> nil then
vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480);
end;
DeleteGear(Gear);
exit
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doPortalColorSwitch();
var CurWeapon: PAmmo;
begin
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then
with CurrentHedgehog^ do
if (CurAmmoType = amPortalGun) then
begin
PlaySound(sndPortalSwitch);
CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSwitch);
CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
if CurWeapon^.Pos <> 0 then
CurWeapon^.Pos := 0
else
CurWeapon^.Pos := 1;
end;
end;
procedure doStepPortal(Gear: PGear);
var
iterator, conPortal: PGear;
s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed,
resetx, resety, resetdx, resetdy: hwFloat;
sx, sy, rh, resetr: LongInt;
hasdxy, isbullet, iscake, isCollision: Boolean;
begin
doPortalColorSwitch();
// destroy portal if ground it was attached too is gone
if (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] <= lfAllObjMask)
or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] and lfBouncy <> 0)
or (Gear^.Timer < 1)
or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
or CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
begin
deleteGear(Gear);
EXIT;
end;
if (TurnTimeLeft < 1)
or (Gear^.Health < 1) then
dec(Gear^.Timer);
if Gear^.Timer < 10000 then
gear^.RenderTimer := true;
// abort if there is no other portal connected to this one
if (Gear^.LinkedGear = nil) then
exit;
if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
exit;
conPortal := Gear^.LinkedGear;
// check all gears for stuff to port through
iterator := nil;
while true do
begin
// iterate through GearsList
if iterator = nil then
iterator := GearsList
else
iterator := iterator^.NextGear;
// end of list?
if iterator = nil then
break;
// don't port portals or other gear that wouldn't make sense
if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
or (iterator^.PortalCounter > 32) then
continue;
// don't port hogs on rope
// TODO: this will also prevent hogs while falling after rope use from
// falling through portals... fix that!
// check if gear fits through portal
if (iterator^.Radius > Gear^.Radius) then
continue;
// this is the max range we accept incoming gears in
r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
// too far away?
if (iterator^.X < Gear^.X - r)
or (iterator^.X > Gear^.X + r)
or (iterator^.Y < Gear^.Y - r)
or (iterator^.Y > Gear^.Y + r) then
continue;
hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State and gstMoving) = 0));
// in case the object is not moving, let's asume it's falling towards the portal
if not hasdxy then
begin
if Gear^.Y < iterator^.Y then
continue;
ox:= Gear^.X - iterator^.X;
oy:= Gear^.Y - iterator^.Y;
end
else
begin
ox:= iterator^.dX;
oy:= iterator^.dY;
end;
// cake will need extra treatment... it's so delicious and moist!
iscake:= (iterator^.Kind = gtCake);
// won't port stuff that does not move towards the front/portal entrance
if iscake then
begin
if not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative) then
continue;
end
else
if not ((Gear^.dX*ox + Gear^.dY*oy).isNegative) then
continue;
if iterator^.Kind = gtDuck then
// Make duck go into “falling” mode again
iterator^.Pos:= 0;
isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot, gtMinigunBullet]);
r:= int2hwFloat(iterator^.Radius);
if not (isbullet or iscake) then
begin
// wow! good candidate there, let's see if the distance and direction is okay!
if hasdxy then
begin
s := Distance(iterator^.dX, iterator^.dY);
// if the resulting distance is 0 skip this gear
if s.QWordValue = 0 then
continue;
s := r / s;
ox:= iterator^.X + s * iterator^.dX;
oy:= iterator^.Y + s * iterator^.dY;
end
else
begin
ox:= iterator^.X;
oy:= iterator^.Y + r;
end;
if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
continue;
end;
if (iterator^.Kind in [gtDEagleShot, gtSniperRifleShot, gtMinigunBullet]) then
begin
// draw bullet trail
spawnBulletTrail(iterator, iterator^.X, iterator^.Y, iterator^.FlightTime = 0);
iterator^.FlightTime := 1;
// the bullet can now hurt the hog that fired it
iterator^.Data:= nil;
end;
// calc gear offset in portal vector direction
ox := (iterator^.X - Gear^.X);
oy := (iterator^.Y - Gear^.Y);
poffs:= (Gear^.dX * ox + Gear^.dY * oy);
if not isBullet and poffs.isNegative then
continue;
// only port bullets close to the portal
if isBullet and (not (hwAbs(poffs) < _3)) then
continue;
//
// gears that make it till here will definately be ported
//
// (but old position/movement vector might be restored in case there's
// not enough space on the other side)
//
resetr := iterator^.Radius;
resetx := iterator^.X;
resety := iterator^.Y;
resetdx := iterator^.dX;
resetdy := iterator^.dY;
// create a normal of the portal vector, but ...
nx := Gear^.dY;
ny := Gear^.dX;
// ... decide where the top is based on the hog's direction when firing the portal
if Gear^.Elasticity.isNegative then
nx.isNegative := (not nx.isNegative)
else
ny.isNegative := not ny.isNegative;
// calc gear offset in portal normal vector direction
noffs:= (nx * ox + ny * oy);
if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
continue;
// avoid gravity related loops of not really moving gear
if not (iscake or isbullet)
and (Gear^.dY.isNegative)
and (conPortal^.dY.isNegative)
and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
and (iterator^.PortalCounter > 0) then
continue;
// calc gear speed along to the vector and the normal vector of the portal
if hasdxy then
begin
pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
end
else
begin
pspeed:= hwAbs(cGravity * oy);
nspeed:= _0;
end;
// creating normal vector of connected (exit) portal
nx := conPortal^.dY;
ny := conPortal^.dX;
if conPortal^.Elasticity.isNegative then
nx.isNegative := (not nx.isNegative)
else
ny.isNegative := not ny.isNegative;
// inverse cake's normal movement direction,
// as if it just walked through a hole
//if iscake then nspeed.isNegative:= not nspeed.isNegative;
//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
// make the gear's exit position close to the portal while
// still respecting the movement direction
// determine the distance (in exit vector direction)
// that we want the gear at
if iscake then
ox:= (r - _0_7)
else
ox:= (r * _1_5);
s:= ox / poffs;
poffs:= ox;
if (nspeed.QWordValue <> 0)
and (pspeed > _0) then
noffs:= noffs * s * (nspeed / pspeed);
// move stuff with high normal offset closer to the portal's center
if not isbullet then
begin
s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
if s > _0 then
noffs:= noffs - SignAs(s,noffs)
end;
iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
if not hasdxy and (not (conPortal^.dY.isNegative)) then
begin
iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
end;
// see if the space on the exit side actually is enough
if not (isBullet or isCake) then
begin
// TestCollisionXwithXYShift requires a hwFloat for xShift
ox.QWordValue := _1.QWordValue;
ox.isNegative := not iterator^.dX.isNegative;
sx := hwSign(iterator^.dX);
sy := hwSign(iterator^.dY);
if iterator^.Radius > 1 then
iterator^.Radius := iterator^.Radius - 1;
// check front
isCollision := (TestCollisionY(iterator, sy) <> 0) or (TestCollisionX(iterator, sx) <> 0);
if not isCollision then
begin
// check center area (with half the radius so that the
// the square check won't check more pixels than we want to)
iterator^.Radius := 1 + resetr div 2;
rh := resetr div 4;
isCollision := (TestCollisionYwithXYShift(iterator, 0, -sy * rh, sy, false) <> 0)
or (TestCollisionXwithXYShift(iterator, ox * rh, 0, sx, false) <> 0);
end;
iterator^.Radius := resetr;
if isCollision then
begin
// collision! oh crap! go back!
iterator^.X := resetx;
iterator^.Y := resety;
iterator^.dX := resetdx;
iterator^.dY := resetdy;
continue;
end;
end;
//
// You're now officially portaled!
//
// Until loops are reliably broken
if iscake then
iterator^.PortalCounter:= 33
else
begin
inc(iterator^.PortalCounter);
iterator^.Active:= true;
iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
end;
// is it worth adding an arcsin table? Just how often would we end up doing something like this?
// SYNCED ANGLE UPDATE
if iterator^.Kind = gtRCPlane then
iterator^.Angle:= (1024 + vector2Angle(iterator^.dX, iterator^.dY) mod 4096)
// VISUAL USE OF ANGLE ONLY
else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
begin
iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
iterator^.Angle:= 2048-iterator^.Angle;
if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
end;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
and (iterator = CurrentHedgehog^.Gear)
and (CurAmmoGear <> nil)
and (CurAmmoGear^.Kind = gtRope)
and (CurAmmoGear^.Elasticity <> _0) then
CurAmmoGear^.PortalCounter:= 1;
if not isbullet and (iterator^.State and gstInvisible = 0)
and (iterator^.Kind <> gtFlake) then
FollowGear := iterator;
// store X/Y values of exit for net bullet trail
if isbullet then
begin
iterator^.Elasticity:= iterator^.X;
iterator^.Friction := iterator^.Y;
end;
if Gear^.Health > 1 then
dec(Gear^.Health);
end;
end;
procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
var
CurWeapon: PAmmo;
begin
if CurrentHedgehog <> nil then
with CurrentHedgehog^ do
begin
CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
if (CurAmmoType = amPortalGun) then
begin
if not destroyGear then
begin
// switch color of ball to opposite of oldPortal
if (oldPortal^.Tag and 2) = 0 then
CurWeapon^.Pos:= 1
else
CurWeapon^.Pos:= 0;
end;
// make the ball visible
CurWeapon^.Timer := 0;
end
end;
if destroyGear then
oldPortal^.Timer:= 0;
end;
procedure doStepMovingPortal_real(Gear: PGear);
var
x, y, tx, ty: LongInt;
s: hwFloat;
begin
WorldWrap(Gear);
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
tx := 0;
ty := 0;
// avoid compiler hints
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
begin
Gear^.State := Gear^.State or gstCollision;
Gear^.State := Gear^.State and (not gstMoving);
if (Land[y, x] and lfBouncy <> 0)
or (not CalcSlopeTangent(Gear, x, y, tx, ty, 255))
or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
begin
loadNewPortalBall(Gear, true);
EXIT;
end;
// making a normalized normal vector
s := _1/DistanceI(tx,ty);
Gear^.dX := s * ty;
Gear^.dY := -s * tx;
Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
if not Gear^.dX.isNegative then
Gear^.DirAngle := 180-Gear^.DirAngle;
if ((Gear^.LinkedGear = nil)
or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
begin
PlaySound(sndPortalOpen);
loadNewPortalBall(Gear, false);
inc(Gear^.Tag);
Gear^.doStep := @doStepPortal;
end
else
loadNewPortalBall(Gear, true);
end
else if CheckCoordInWater(x, y)
or (y < -max(LAND_WIDTH,4096))
or (x > 2*max(LAND_WIDTH,4096))
or (x < -max(LAND_WIDTH,4096)) then
loadNewPortalBall(Gear, true);
end;
procedure doStepMovingPortal(Gear: PGear);
begin
doPortalColorSwitch();
doStepPerPixel(Gear, @doStepMovingPortal_real, true);
if (Gear^.Timer < 1)
or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
deleteGear(Gear);
end;
procedure doStepPortalShot(newPortal: PGear);
var
iterator: PGear;
s: hwFloat;
CurWeapon: PAmmo;
begin
s:= Distance (newPortal^.dX, newPortal^.dY);
// Adds the hog speed (only that part in/directly against shot direction)
// to the shot speed (which we triple previously btw)
// (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
// to the scaler)
s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
newPortal^.dX := newPortal^.dX * s;
newPortal^.dY := newPortal^.dY * s;
newPortal^.LinkedGear := nil;
PlaySound(sndPortalShot);
if CurrentHedgehog <> nil then
with CurrentHedgehog^ do
begin
CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
// let's save the HH's dX's direction so we can decide where the "top" of the portal hole
newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
// when doing a backjump the dx is the opposite of the facing direction
if ((Gear^.State and gstHHHJump) <> 0) and (Effects[heArtillery] = 0) then
newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
// make portal gun look unloaded
if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
CurWeapon^.Timer := CurWeapon^.Timer or 2;
iterator := GearsList;
while iterator <> nil do
begin
if (iterator^.Kind = gtPortal) then
if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
begin
if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
begin
iterator^.Timer:= 0;
end
else
begin
// link portals with each other
newPortal^.LinkedGear := iterator;
iterator^.LinkedGear := newPortal;
iterator^.Health := newPortal^.Health;
end;
end;
iterator^.PortalCounter:= 0;
iterator := iterator^.NextGear
end;
if newPortal^.LinkedGear <> nil then
begin
// This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
iterator:= GearsList;
while iterator <> nil do
begin
if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife, gtSMine]) and ((iterator^.Hedgehog <> CurrentHedgehog)
or ((iterator^.Message and gmAllStoppable) = 0)) then
begin
iterator^.Active:= true;
if iterator^.dY.QWordValue = 0 then
iterator^.dY.isNegative:= false;
iterator^.State:= iterator^.State or gstMoving;
DeleteCI(iterator);
//inc(iterator^.dY.QWordValue,10);
end;
iterator:= iterator^.NextGear
end
end
end;
newPortal^.State := newPortal^.State and (not gstCollision);
newPortal^.State := newPortal^.State or gstMoving;
newPortal^.doStep := @doStepMovingPortal;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPiano(Gear: PGear);
var
r0, r1: LongInt;
odY: hwFloat;
begin
AllInactive := false;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
begin
case CurrentHedgehog^.Gear^.MsgParam of
0: PlaySound(sndPiano0);
1: PlaySound(sndPiano1);
2: PlaySound(sndPiano2);
3: PlaySound(sndPiano3);
4: PlaySound(sndPiano4);
5: PlaySound(sndPiano5);
6: PlaySound(sndPiano6);
7: PlaySound(sndPiano7);
else PlaySound(sndPiano8);
end;
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
CurrentHedgehog^.Gear^.MsgParam := 0;
CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
end;
if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
begin
Gear^.dY := Gear^.dY + cGravity * 2;
Gear^.Y := Gear^.Y + Gear^.dY;
if CheckGearDrowning(Gear) then
begin
Gear^.Y:= Gear^.Y + _50;
OnUsedAmmo(CurrentHedgehog^);
uStats.HedgehogSacrificed(CurrentHedgehog);
if CurrentHedgehog^.Gear <> nil then
begin
// Drown the hedgehog. Could also just delete it, but hey, this gets a caption
CurrentHedgehog^.Gear^.Active := true;
CurrentHedgehog^.Gear^.X := Gear^.X;
CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
CurrentHedgehog^.Unplaced := false;
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 0
end;
ResumeMusic
end;
exit
end;
odY:= Gear^.dY;
doStepFallingGear(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
Gear^.Y:= Gear^.Y + _50;
OnUsedAmmo(CurrentHedgehog^);
uStats.HedgehogSacrificed(CurrentHedgehog);
if CurrentHedgehog^.Gear <> nil then
begin
// Drown the hedgehog. Could also just delete it, but hey, this gets a caption
CurrentHedgehog^.Gear^.Active := true;
CurrentHedgehog^.Gear^.X := Gear^.X;
CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
CurrentHedgehog^.Unplaced := false;
if TagTurnTimeLeft = 0 then
TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 0
end;
ResumeMusic
end
else if (Gear^.State and gstCollision) <> 0 then
begin
r0 := GetRandom(Gear^.Boom div 4 + 1);
r1 := GetRandom(Gear^.Boom div 4 + 1);
doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, Gear^.Boom div 2 + r1, Gear^.Hedgehog, 0);
doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, Gear^.Boom div 2 + r0, Gear^.Hedgehog, 0);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom + r0, Gear^.Hedgehog, EXPLAutoSound);
for r0:= 0 to 4 do
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
Gear^.dY := cGravity * 2 - odY;
Gear^.Pos := Gear^.Pos + 1;
end
else
Gear^.dY := Gear^.dY + cGravity * 2;
// let it fall faster so itdoesn't take too long for the whole attack
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSineGunShotWork(Gear: PGear);
var
x, y, rX, rY, t, tmp, initHealth: LongInt;
oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
justCollided, justBounced: boolean;
begin
AllInactive := false;
initHealth := Gear^.Health;
lX := Gear^.X;
lY := Gear^.Y;
ldX := Gear^.dX;
ldY := Gear^.dY;
sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
ldX := ldX * sdy;
ldY := ldY * sdy;
sdY := hwAbs(ldX) + hwAbs(ldY);
sdX := _1 - hwAbs(ldX/sdY);
sdY := _1 - hwAbs(ldY/sdY);
if (ldX.isNegative = ldY.isNegative) then
sdY := -sdY;
// initial angle depends on current GameTicks
t := getRandom(4096);
// used for a work-around detection of area that is within land array, but outside borders
justCollided := false;
// this variable is just to ensure we don't run in infinite loop due to precision errors
justBounced:= false;
repeat
lX := lX + ldX;
lY := lY + ldY;
oX := Gear^.X;
oY := Gear^.Y;
rX := hwRound(oX);
rY := hwRound(oY);
tmp := t mod 4096;
amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth));
sine := amp * AngleSin(tmp mod 2048);
sine.isNegative := (tmp < 2048);
Gear^.X := lX + (sine * sdX);
Gear^.Y := ly + (sine * sdY);
Gear^.dX := Gear^.X - oX;
Gear^.dY := Gear^.Y - oY;
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
if WorldEdge = weWrap then
begin
if x > LongInt(rightX) then
repeat
dec(x, playWidth);
dec(rx, playWidth);
until x <= LongInt(rightX)
else if x < LongInt(leftX) then
repeat
inc(x, playWidth);
inc(rx, playWidth);
until x >= LongInt(leftX);
end
else if (WorldEdge = weBounce) then
begin
if (not justBounced) and ((x > LongInt(rightX)) or (x < LongInt(leftX))) then
begin
// reflect
lX:= lX - ldX + ((oX - lX) * 2);
lY:= lY - ldY;
Gear^.X:= oX;
Gear^.Y:= oY;
ldX.isNegative:= (not ldX.isNegative);
sdX.isNegative:= (not sdX.isNegative);
justBounced:= true;
continue;
end
else
justBounced:= false;
end;
inc(t,Gear^.Health div 313);
// if borders are on, stop outside land array
if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then
begin
Gear^.Damage := 0;
Gear^.Health := 0;
end
else
begin
if (not CheckCoordInWater(rX, rY)) or (not CheckCoordInWater(x, y)) then
begin
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
and (Land[y, x] <> 0) then
begin
if ((GameFlags and gfSolidLand) <> 0) and (Land[y, x] > 255) then
Gear^.Damage := initHealth
else if justCollided then
begin
Gear^.Damage := initHealth;
end
else
begin
inc(Gear^.Damage,3);
justCollided := true;
end;
end
else
justCollided := false;
// kick nearby hogs, dig tunnel and add some fire
// if at least 5 collisions occured
if Gear^.Damage > 0 then
begin
if ((GameFlags and gfSolidLand) = 0) then
begin
doMakeExplosion(rX,rY,Gear^.Radius, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx);
end;
// kick nearby hogs
AmmoShove(Gear, Gear^.Boom, 50);
dec(Gear^.Health, Gear^.Damage);
// explode when impacting on solid land/borders
if Gear^.Damage >= initHealth then
begin
// add some random offset to angles
tmp := getRandom(256);
// spawn some flames
for t:= 0 to 3 do
begin
if not isZero(Gear^.dX) then rX := rx - hwSign(Gear^.dX);
if not isZero(Gear^.dY) then rY := ry - hwSign(Gear^.dY);
lX := AngleCos(tmp + t * 512) * _0_25 * (GetRandomf + _1);
lY := AngleSin(tmp + t * 512) * _0_25 * (GetRandomf + _1);
AddGear(rX, rY, gtFlame, 0, lX, lY, 0);
AddGear(rX, rY, gtFlame, 0, lX, -lY, 0);
end;
end
// add some fire to the tunnel
else if getRandom(6) = 0 then
begin
tmp:= GetRandom(2 * Gear^.Radius);
AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
end;
end;
Gear^.Damage := 0;
if random(100) = 0 then
AddVisualGear(x, y, vgtSmokeTrace);
end
else dec(Gear^.Health, 5);
end;
dec(Gear^.Health);
// decrease bullet size towards the end
if (Gear^.Radius > 4) then
begin
if (Gear^.Health <= (initHealth div 3)) then
dec(Gear^.Radius)
end
else if (Gear^.Radius > 3) then
begin
if (Gear^.Health <= (initHealth div 4)) then
dec(Gear^.Radius)
end
else if (Gear^.Radius > 2) then begin
if (Gear^.Health <= (initHealth div 5)) then
dec(Gear^.Radius)
end
else if (Gear^.Radius > 1) then
begin
if (Gear^.Health <= (initHealth div 6)) then
dec(Gear^.Radius)
end;
until (Gear^.Health <= 0);
DeleteGear(Gear);
AfterAttack;
end;
procedure doStepSineGunShot(Gear: PGear);
var
HHGear: PGear;
begin
PlaySound(sndSineGun);
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then
begin
HHGear := Gear^.Hedgehog^.Gear;
// push the shooting Hedgehog back
Gear^.dX.isNegative := not Gear^.dX.isNegative;
Gear^.dY.isNegative := not Gear^.dY.isNegative;
HHGear^.dX := Gear^.dX;
HHGear^.dY := Gear^.dY;
AmmoShove(Gear, 0, 80);
Gear^.dX.isNegative := not Gear^.dX.isNegative;
Gear^.dY.isNegative := not Gear^.dY.isNegative;
end;
Gear^.doStep := @doStepSineGunShotWork;
{$IFNDEF PAS2C}
with mobileRecord do
if (performRumble <> nil) and (not fastUntilLag) then
performRumble(kSystemSoundID_Vibrate);
{$ENDIF}
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlamethrowerWork(Gear: PGear);
var
HHGear, flame: PGear;
rx, ry, speed: hwFloat;
i, gX, gY: LongInt;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
DeleteGear(gear);
exit
end;
HedgehogChAngle(HHGear);
gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
if (GameTicks and $FF) = 0 then
begin
if (HHGear^.Message and gmRight) <> 0 then
begin
if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
inc(Gear^.Tag)
else if Gear^.Tag > 5 then
dec(Gear^.Tag);
end
else if (HHGear^.Message and gmLeft) <> 0 then
begin
if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
dec(Gear^.Tag)
else if Gear^.Tag < 20 then
inc(Gear^.Tag);
end
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
dec(Gear^.Health);
if (Gear^.Health mod 5) = 0 then
begin
rx := rndSign(getRandomf * _0_1);
ry := rndSign(getRandomf * _0_1);
speed := _0_5 * (_10 / Gear^.Tag);
flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
flame^.CollisionMask:= lfNotCurHogCrate;
//flame^.FlightTime:= 500; use the default huge value to avoid sticky flame suddenly being damaging as opposed to other flames
if (Gear^.Health mod 30) = 0 then
begin
flame:= AddGear(gx, gy, gtFlame, 0,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
flame^.CollisionMask:= lfNotCurHogCrate;
//flame^.FlightTime:= 500;
end
end;
Gear^.Timer:= Gear^.Tag
end;
if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
begin
HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end
else
begin
i:= Gear^.Health div 5;
if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
begin
Gear^.Damage:= i;
FreeAndNilTexture(Gear^.Tex);
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ansistring(': ' + inttostr(i) +
'%'), cWhiteColor, fntSmall)
end
end
end;
procedure doStepFlamethrower(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.doStep := @doStepFlamethrowerWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepLandGunWork(Gear: PGear);
var
HHGear, land: PGear;
rx, ry, speed: hwFloat;
i, gX, gY: LongInt;
begin
AllInactive := false;
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
DeleteGear(gear);
exit
end;
HedgehogChAngle(HHGear);
gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
if (GameTicks and $FF) = 0 then
begin
if (HHGear^.Message and gmRight) <> 0 then
begin
if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
inc(Gear^.Tag)
else if Gear^.Tag > 5 then
dec(Gear^.Tag);
end
else if (HHGear^.Message and gmLeft) <> 0 then
begin
if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
dec(Gear^.Tag)
else if Gear^.Tag < 20 then
inc(Gear^.Tag);
end
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
dec(Gear^.Health);
rx := rndSign(getRandomf * _0_1);
ry := rndSign(getRandomf * _0_1);
speed := (_3 / Gear^.Tag);
land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
land^.CollisionMask:= lfNotCurHogCrate;
Gear^.Timer:= Gear^.Tag
end;
if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
begin
HHGear^.Message:= HHGear^.Message and (not gmAttack);
HHGear^.State := HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end
else
begin
i:= Gear^.Health div 10;
if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
begin
Gear^.Damage:= i;
FreeAndNilTexture(Gear^.Tex);
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ansistring(': ' + inttostr(i) +
'%'), cWhiteColor, fntSmall)
end
end
end;
procedure doStepLandGun(Gear: PGear);
var
HHGear: PGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.doStep := @doStepLandGunWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPoisonCloud(Gear: PGear);
begin
// don't bounce
if WorldEdge <> weBounce then
WorldWrap(Gear);
if Gear^.Timer = 0 then
begin
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
Gear^.dX := Gear^.dX + cWindSpeed / 4;
Gear^.dY := Gear^.dY + cGravity / 100;
if (GameTicks and $FF) = 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
if Gear^.State and gstTmpFlag = 0 then
AllInactive:= false;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHammer(Gear: PGear);
var HHGear, tmp, tmp2: PGear;
t: PGearArray;
i, dmg: LongInt;
begin
HHGear:= Gear^.Hedgehog^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
SetLittle(HHGear^.dY);
HHGear^.dY.IsNegative:= true;
HHGear^.State:= HHGear^.State or gstMoving;
t:= CheckGearsCollision(Gear);
for i:= 5 downto 0 do
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
i:= t^.Count;
while i > 0 do
begin
dec(i);
tmp:= t^.ar[i];
if (tmp^.State and gstNoDamage) = 0 then
if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
begin
dmg:= 0;
//tmp^.State:= tmp^.State or gstFlatened;
if (tmp^.Kind <> gtHedgehog) or (tmp^.Hedgehog^.Effects[heInvulnerable] = 0) then
begin
// base damage on remaining health
dmg:= (tmp^.Health - tmp^.Damage);
if dmg > 0 then
begin
// always rounding down
dmg:= dmg div Gear^.Boom;
if dmg > 0 then
ApplyDamage(tmp, CurrentHedgehog, dmg, dsUnknown);
end;
tmp^.dY:= _0_03 * Gear^.Boom
end;
if (tmp^.Kind <> gtHedgehog) or (dmg > 0) or (tmp^.Health > tmp^.Damage) then
begin
//DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
tmp2^.LinkedGear:= tmp;
SetAllToActive
end;
end;
end;
HHGear^.State:= HHGear^.State and (not gstNoDamage);
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;
procedure doStepHammerHitWork(Gear: PGear);
var
i, j, ei: LongInt;
HitGear: PGear;
begin
AllInactive := false;
HitGear := Gear^.LinkedGear;
dec(Gear^.Timer);
if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
begin
DeleteGear(Gear);
exit
end;
if (Gear^.Timer mod 5) = 0 then
begin
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
i := hwRound(Gear^.X) - HitGear^.Radius + 2;
ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
for j := 1 to 4 do doMakeExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx or EXPLForceDraw);
for j := 1 to 4 do doMakeExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx or EXPLForceDraw);
while i <= ei do
begin
for j := 1 to 11 do doMakeExplosion(i, hwRound(Gear^.Y) + 3*j, 3, Gear^.Hedgehog, EXPLNoDamage or EXPLDoNotTouchAny or EXPLNoGfx or EXPLForceDraw);
inc(i, 1)
end;
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
, lfIndestructible) then
begin
//Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + _1_9
end;
end;
if TestCollisionYwithGear(Gear, 1) <> 0 then
begin
Gear^.dY := _0;
SetLittle(HitGear^.dX);
HitGear^.dY := _0;
end
else
begin
//Gear^.dY := Gear^.dY + cGravity;
//Gear^.Y := Gear^.Y + Gear^.dY;
if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
Gear^.Timer := 1
end;
//Gear^.X := Gear^.X + HitGear^.dX;
HitGear^.X := Gear^.X;
HitGear^.Y := Gear^.Y;
SetLittle(HitGear^.dY);
HitGear^.Active:= true;
end;
procedure doStepHammerHit(Gear: PGear);
var
i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
begin
i := 0;
HHGear := Gear^.Hedgehog^.Gear;
y := hwRound(Gear^.Y) - cHHRadius * 2;
while y < hwRound(Gear^.Y) do
begin
ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
inc(y, 2);
inc(i)
end;
DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
Gear^.dY := HHGear^.dY;
DeleteCI(HHGear);
doStepHammerHitWork(Gear);
Gear^.doStep := @doStepHammerHitWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepResurrectorWork(Gear: PGear);
var
graves: PGearArrayS;
resgear: PGear;
hh: PHedgehog;
i: LongInt;
s: ansistring;
begin
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft);
AllInactive := false;
hh := Gear^.Hedgehog;
// no, you can't do that here
{DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
}
(*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
$FF);*)
if ((Gear^.Message and gmUp) <> 0) then
begin
if (GameTicks and $F) <> 0 then
exit;
end
else if (GameTicks and $1FF) <> 0 then
exit;
if Gear^.Power < 45 then
begin
inc(Gear^.Power);
if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
hh^.Gear^.Y := hh^.Gear^.Y - _1;
end;
graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
if graves.size = 0 then
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
exit;
end;
if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
begin
if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
dec(hh^.Gear^.Health);
if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
hh^.Gear^.Damage:= 1;
RenderHealth(hh^);
RecountTeamHealth(hh^.Team);
inc(graves.ar^[Gear^.Tag]^.Health);
inc(Gear^.Tag)
{-for i:= 0 to High(graves) do begin
if hh^.Gear^.Health > 0 then begin
dec(hh^.Gear^.Health);
inc(graves[i]^.Health);
end;
end; -}
end
else
begin
// now really resurrect the hogs with the hp saved in the graves
for i:= 0 to graves.size - 1 do
if graves.ar^[i]^.Health > 0 then
begin
resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0,graves.ar^[i]^.Pos);
resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
resgear^.Health := graves.ar^[i]^.Health;
PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
graves.ar^[i]^.Active:= true;
RenderHealth(resgear^.Hedgehog^);
RecountTeamHealth(resgear^.Hedgehog^.Team);
resgear^.Hedgehog^.Effects[heResurrected]:= 1;
s:= ansistring(resgear^.Hedgehog^.Name);
AddCaption(FormatA(GetEventString(eidResurrected), s), cWhiteColor, capgrpMessage);
// only make hat-less hedgehogs look like zombies, preserve existing hats
if resgear^.Hedgehog^.Hat = 'NoHat' then
LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
end;
hh^.Gear^.dY := _0;
hh^.Gear^.dX := _0;
doStepHedgehogMoving(hh^.Gear);
StopSoundChan(Gear^.SoundChannel);
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
end
//if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
end;
procedure doStepResurrector(Gear: PGear);
var
graves: PGearArrayS;
hh: PHedgehog;
i: LongInt;
begin
AllInactive := false;
graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
if graves.size > 0 then
begin
hh := Gear^.Hedgehog;
for i:= 0 to graves.size - 1 do
begin
PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
graves.ar^[i]^.Health := 0;
end;
Gear^.doStep := @doStepResurrectorWork;
if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
begin
if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
dec(hh^.Gear^.Health);
if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
hh^.Gear^.Damage:= 1;
RenderHealth(hh^);
RecountTeamHealth(hh^.Team);
inc(graves.ar^[Gear^.Tag]^.Health);
inc(Gear^.Tag)
end
end
else
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.Timer := 250;
Gear^.doStep := @doStepIdle;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNapalmBomb(Gear: PGear);
var
i, gX, gY: LongInt;
dX, dY: hwFloat;
begin
AllInactive := false;
doStepFallingGear(Gear);
if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
gX := hwRound(Gear^.X);
gY := hwRound(Gear^.Y);
for i:= 0 to 10 do
begin
dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
end;
DeleteGear(Gear);
exit
end;
if (Gear^.Timer = 0) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
for i:= -19 to 19 do
FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
dec(Gear^.Timer)
end;
(*
////////////////////////////////////////////////////////////////////////////////
procedure doStepStructure(Gear: PGear);
var
x, y: LongInt;
HH: PHedgehog;
t: PGear;
begin
HH:= Gear^.Hedgehog;
if (Gear^.State and gstMoving) <> 0 then
begin
AddCI(Gear);
Gear^.dX:= _0;
Gear^.dY:= _0;
Gear^.State:= Gear^.State and (not gstMoving);
end;
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0;
if Gear^.Pos = 1 then
begin
AddCI(Gear);
AfterAttack;
if Gear = CurAmmoGear then
CurAmmoGear:= nil;
if HH^.Gear <> nil then
HideHog(HH);
Gear^.Pos:= 2
end;
if Gear^.Pos = 2 then
begin
if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
begin
if (Gear^.Timer mod 10) = 0 then
begin
DeleteCI(Gear);
Gear^.Y:= Gear^.Y - _0_5;
AddCI(Gear);
end;
inc(Gear^.Timer);
end;
if Gear^.Tag <= TotalRounds then
Gear^.Pos:= 3;
end;
if Gear^.Pos = 3 then
if Gear^.Timer < 1000 then
begin
if (Gear^.Timer mod 10) = 0 then
begin
DeleteCI(Gear);
Gear^.Y:= Gear^.Y - _0_5;
AddCI(Gear);
end;
inc(Gear^.Timer);
end
else
begin
if HH^.GearHidden <> nil then
RestoreHog(HH);
Gear^.Pos:= 4;
end;
if Gear^.Pos = 4 then
if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
begin
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
t^.Hedgehog^.Effects[heInvulnerable]:= 1;
t:= t^.NextGear;
end;
end;
if Gear^.Health <= 0 then
begin
if HH^.GearHidden <> nil then
RestoreHog(HH);
x := hwRound(Gear^.X);
y := hwRound(Gear^.Y);
DeleteCI(Gear);
DeleteGear(Gear);
doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound);
end;
end;
*)
////////////////////////////////////////////////////////////////////////////////
(*
TARDIS needs
Warp in. Pos = 1
Pause. Pos = 2
Hide gear (TARDIS hedgehog was nil)
Warp out. Pos = 3
... idle active for some time period ... Pos = 4
Warp in. Pos = 1
Pause. Pos = 2
Restore gear (TARDIS hedgehog was not nil)
Warp out. Pos = 3
*)
procedure doStepTardisWarp(Gear: PGear);
var HH: PHedgehog;
i,j,cnt: LongWord;
s: ansistring;
begin
HH:= Gear^.Hedgehog;
if Gear^.Pos = 2 then
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.SoundChannel:= -1;
if (Gear^.Timer = 0) then
begin
if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then
begin
AfterAttack;
if Gear = CurAmmoGear then CurAmmoGear := nil;
if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
HideHog(HH)
end
//else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
begin
RestoreHog(HH);
s:= ansistring(HH^.Name);
AddCaption(FormatA(GetEventString(eidTimeTravelEnd), s), cWhiteColor, capgrpMessage)
end
end;
inc(Gear^.Timer);
if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then
begin
Gear^.SoundChannel := LoopSound(sndTardis);
Gear^.Pos:= 3
end
end;
if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then
begin
inc(Gear^.Power);
if (Gear^.Power = 172) and (HH^.Gear <> nil) and
(HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
with HH^.Gear^ do
begin
State:= State or gstAnimation;
Tag:= 2;
Timer:= 0;
Pos:= 0
end
end;
if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then
dec(Gear^.Power);
if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then
Gear^.Pos:= 2;
if (Gear^.Pos = 3) and (Gear^.Power = 0) then
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.SoundChannel:= -1;
if HH^.GearHidden = nil then
begin
DeleteGear(Gear);
exit
end;
Gear^.Pos:= 4;
// This condition might need tweaking
Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime
end;
if (Gear^.Pos = 4) then
begin
cnt:= 0;
for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
with HH^.Team^.Clan^.Teams[j]^ do
for i:= 0 to Pred(HedgehogsNumber) do
if (Hedgehogs[i].Gear <> nil)
and ((Hedgehogs[i].Gear^.State and gstDrowning) = 0)
and (Hedgehogs[i].Gear^.Health > Hedgehogs[i].Gear^.Damage) then
inc(cnt);
if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
begin
if HH^.GearHidden <> nil then
FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true);
if HH^.GearHidden <> nil then
begin
Gear^.X:= HH^.GearHidden^.X;
Gear^.Y:= HH^.GearHidden^.Y;
end;
Gear^.Timer:= 0;
if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
begin
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
Gear^.Pos:= 2;
Gear^.Power:= 255;
end
else begin
Gear^.SoundChannel := LoopSound(sndTardis);
Gear^.Pos:= 1;
Gear^.Power:= 0;
end
end
else if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
end;
end;
procedure doStepTardis(Gear: PGear);
var HH: PHedgehog;
begin
HH:= Gear^.Hedgehog;
if (not CanUseTardis(HH^.Gear)) then
begin
HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
PlaySound(sndDenied);
DeleteGear(Gear);
exit
end;
Gear^.SoundChannel := LoopSound(sndTardis);
Gear^.doStep:= @doStepTardisWarp
end;
////////////////////////////////////////////////////////////////////////////////
(*
WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer
spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
For now we assume a "ray" like a deagle projected out from the gun.
All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target".
* When fired at water a layer of ice textured land is added above the water.
* When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
* When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen.
As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head.
If the effect is interrupted before reaching the top, the freezing state is cleared.
A frozen hog will animate differently.
To be decided, but possibly in a similar fashion to a grave when it comes to explosions.
The hog might (possibly) not be damaged by explosions.
This might make freezing potentially useful for friendlies in a bad position.
It might be better to allow damage though.
A frozen hog stays frozen for a certain number of turns.
Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
*)
procedure updateFuel(Gear: PGear);
var
t:LongInt;
begin
t:= Gear^.Health div 10;
if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
begin
Gear^.Damage:= t;
FreeAndNilTexture(Gear^.Tex);
Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ansistring(': ' + inttostr(t) +
'%'), cWhiteColor, fntSmall)
end;
if Gear^.Message and (gmUp or gmDown) <> 0 then
begin
StopSoundChan(Gear^.SoundChannel);
Gear^.SoundChannel:= -1;
if GameTicks mod 40 = 0 then dec(Gear^.Health)
end
else
begin
if Gear^.SoundChannel = -1 then
Gear^.SoundChannel := LoopSound(sndIceBeam);
if GameTicks mod 10 = 0 then dec(Gear^.Health)
end
end;
procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
// var
// iter:PGear;
begin
with Gear^ do
begin
dX:= newX;
dY:= newY;
Pos:= 0;
Target.X:= NoPointX;
LastDamage:= nil;
X:= Hedgehog^.Gear^.X;
Y:= Hedgehog^.Gear^.Y;
end;
end;
procedure doStepIceGun(Gear: PGear);
const iceWaitCollision = 0;
const iceCollideWithGround = 1;
//const iceWaitNextTarget:Longint = 2;
//const iceCollideWithHog:Longint = 4;
const iceCollideWithWater = 5;
//const waterFreezingTime:Longint = 500;
const groundFreezingTime = 1000;
const iceRadius = 32;
const iceHeight = 40;
var
HHGear, iter: PGear;
landRect: TSDL_Rect;
ndX, ndY: hwFloat;
i, t, gX, gY: LongInt;
hogs: PGearArrayS;
vg: PVisualGear;
begin
HHGear := Gear^.Hedgehog^.Gear;
if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or ((HHGear^.State and gstHHDriven) = 0) or (HHGear^.dX.QWordValue > 4294967) then
begin
StopSoundChan(Gear^.SoundChannel);
DeleteGear(Gear);
AfterAttack;
exit
end;
updateFuel(Gear);
if WorldWrap(Gear) and (WorldEdge = weWrap) and (Gear^.Target.X = NoPointX) then
// Use FlightTime to count number of times the gear has world-wrapped
inc(Gear^.FlightTime);
with Gear^ do
begin
HedgehogChAngle(HHGear);
ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
ndY:= -AngleCos(HHGear^.Angle) * _4;
if (ndX <> dX) or (ndY <> dY) or
(((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
(Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0)) and
(not CheckCoordInWater(Target.X, Target.Y))) and (CheckGearNear(gtAirMine, int2hwFloat(Target.X),int2hwFloat(Target.Y), Gear^.Radius*3, Gear^.Radius*3) = nil)) then
begin
updateTarget(Gear, ndX, ndY);
Timer := iceWaitCollision;
FlightTime := 0;
end
else
begin
X:= X + dX;
Y:= Y + dY;
gX:= hwRound(X);
gY:= hwRound(Y);
if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
if Target.X <> NoPointX then
begin
CheckCollision(Gear);
if ((State and gstCollision) <> 0) or (CheckGearNear(gtAirMine, int2hwFloat(Target.X),int2hwFloat(Target.Y), Gear^.Radius*4, Gear^.Radius*4) <> nil) then
begin
if Timer = iceWaitCollision then
begin
Timer := iceCollideWithGround;
Power := GameTicks;
end
end
else if CheckCoordInWater(Target.X, Target.Y) or
((Target.X and LAND_WIDTH_MASK = 0) and
(Target.Y and LAND_HEIGHT_MASK = 0) and
(Land[Target.Y, Target.X] = lfIce) and
((Target.Y+iceHeight+5 > cWaterLine) or
((WorldEdge = weSea) and
((Target.X+iceHeight+5 > LongInt(rightX)) or
(Target.X-iceHeight-5 < LongInt(leftX)))))
) then
begin
if Timer = iceWaitCollision then
begin
Timer := iceCollideWithWater;
Power := GameTicks;
end;
end;
if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
begin
X:= HHGear^.X;
Y:= HHGear^.Y
end;
if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
begin
FillRoundInLandFT(target.x, target.y, iceRadius, icePixel);
landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
// Freeze nearby mines/explosives/cases too
iter := GearsList;
while iter <> nil do
begin
if (iter^.State and gstFrozen = 0) and
((iter^.Kind = gtExplosives) or (iter^.Kind = gtAirMine) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine) or (iter^.Kind = gtSMine)) and
(abs(LongInt(iter^.X.Round) - target.x) + abs(LongInt(iter^.Y.Round) - target.y) + 2 < 2 * iceRadius)
and (Distance(iter^.X - int2hwFloat(target.x), iter^.Y - int2hwFloat(target.y)) < int2hwFloat(iceRadius * 2)) then
begin
for t:= 0 to 5 do
begin
vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
if vg <> nil then
begin
i:= random(100) + 155;
vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
vg^.Angle:= random(360);
vg^.dx:= 0.001 * random(80);
vg^.dy:= 0.001 * random(80)
end
end;
PlaySound(sndHogFreeze);
if iter^.Kind = gtMine then // dud mine block
begin
iter^.State:= iter^.State or gstFrozen;
vg:= AddVisualGear(hwRound(iter^.X) - 4 + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
if vg <> nil then
vg^.Scale:= 0.5;
PlaySound(sndVaporize);
iter^.Health := 0;
iter^.Damage := 0;
iter^.State := iter^.State and (not gstAttacking)
end
else if iter^.Kind = gtSMine then // disabe sticky mine and drop it into the water
begin
iter^.State:= iter^.State or gstFrozen;
iter^.CollisionMask:= 0;
vg:= AddVisualGear(hwRound(iter^.X) - 2 + Random(4), hwRound(iter^.Y) - 2 - Random(2), vgtSmoke);
if vg <> nil then
vg^.Scale:= 0.4;
PlaySound(sndVaporize);
iter^.State := iter^.State and (not gstAttacking)
end
else if iter^.Kind = gtCase then
begin
DeleteCI(iter);
iter^.State:= iter^.State or gstFrozen;
AddCI(iter)
end
else if iter^.Kind = gtAirMine then
begin
iter^.Damage:= 0;
iter^.State:= iter^.State or gstFrozen;
if (hwRound(iter^.X) < RightX) and (hwRound(iter^.X) > 0) and
(hwRound(iter^.Y) < LAND_HEIGHT) and (hwRound(iter^.Y) > 0) then
begin
iter^.X:= int2hwFloat(min(RightX-16,max(hwRound(iter^.X), 16)));
iter^.Y:= int2hwFloat(min(LAND_HEIGHT-16,max(hwRound(iter^.Y),16)));
ForcePlaceOnLand(hwRound(iter^.X)-16, hwRound(iter^.Y)-16, sprFrozenAirMine, 0, lfIce, $FFFFFFFF, false, false, false);
iter^.State:= iter^.State or gstInvisible
end
end
else // gtExplosives
begin
iter^.State:= iter^.State or gstFrozen;
iter^.Health:= iter^.Health + cBarrelHealth
end
end;
iter:= iter^.NextGear
end;
// FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
SetAllHHToActive;
Timer := iceWaitCollision;
Power:= GameTicks
end;
if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime div 2) then
begin
PlaySound(sndHogFreeze);
if CheckCoordInWater(Target.X, Target.Y) then
DrawIceBreak(Target.X, Target.Y, iceRadius, iceHeight)
else if Target.Y+iceHeight+5 > cWaterLine then
DrawIceBreak(Target.X, Target.Y+iceHeight+5, iceRadius, iceHeight)
else if Target.X+iceHeight+5 > LongInt(rightX) then
DrawIceBreak(Target.X+iceHeight+5, Target.Y, iceRadius, iceHeight)
else
DrawIceBreak(Target.X-iceHeight-5, Target.Y, iceRadius, iceHeight);
SetAllHHToActive;
Timer := iceWaitCollision;
end;
(*
Any ideas for something that would look good here?
if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
begin
vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
if vg <> nil then
begin
i:= random(100) + 155;
vg^.Tint:= IceColor or $FF;
vg^.Angle:= random(360);
vg^.dx:= 0.001 * random(80);
vg^.dy:= 0.001 * random(80)
end
end;
*)
// freeze nearby hogs
hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
if hogs.size > 0 then
for i:= 0 to hogs.size - 1 do
if hogs.ar^[i] <> HHGear then
if GameTicks mod 5 = 0 then
begin
hogs.ar^[i]^.Active:= true;
if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
begin
hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
PlaySound(sndHogFreeze);
end;
end;
inc(Pos)
end
else if (t > 400) and (CheckCoordInWater(gX, gY) or
(((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
and (Land[gY, gX] <> 0))) then
begin
Target.X:= gX;
Target.Y:= gY;
X:= HHGear^.X;
Y:= HHGear^.Y
end
else
begin
iter:= CheckGearNear(Gear, gtAirMine, Gear^.Radius*2, Gear^.Radius*2);
if (iter <> nil) and (iter^.State <> gstFrozen) then
begin
Target.X:= gX;
Target.Y:= gY;
X:= HHGear^.X;
Y:= HHGear^.Y
end
end;
if (gX > max(LAND_WIDTH,4096)*2) or
(gX < -max(LAND_WIDTH,4096)) or
(gY < -max(LAND_HEIGHT,4096)) or
(gY > max(LAND_HEIGHT,4096)+512) then
begin
//X:= HHGear^.X;
//Y:= HHGear^.Y
Target.X:= gX;
Target.Y:= gY;
end
end
end;
end;
procedure doStepAddAmmo(Gear: PGear);
var a: TAmmoType;
gi: PGear;
begin
if Gear^.Timer > 0 then dec(Gear^.Timer)
else
begin
CheckSum:= CheckSum xor GameTicks;
gi := GearsList;
while gi <> nil do
begin
with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
AddRandomness(CheckSum);
if (gi^.Kind = gtGenericFaller) and (gi^.Tag = 1) then
gi^.State:= gi^.State and (not gstTmpFlag);
gi := gi^.NextGear
end;
if Gear^.Pos = posCaseUtility then
a:= GetUtility(Gear^.Hedgehog)
else a:= GetAmmo(Gear^.Hedgehog);
AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
DeleteGear(Gear)
end;
end;
procedure doStepGenericFaller(Gear: PGear);
begin
if Gear^.Timer < $FFFFFFFF then
if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
DeleteGear(Gear);
exit
end;
if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
begin
doStepFallingGear(Gear);
if (Gear^.Tag = 1) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
begin
Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
Gear^.dX:= _90-(GetRandomf*_360);
Gear^.dY:= _90-(GetRandomf*_360)
end;
end
end;
procedure doStepCreeper(Gear: PGear);
var i,t,targDist,tmpDist: LongWord;
targ, tmpG: PGear;
tX, tY: hwFloat;
vg: PVisualGear;
begin
doStepFallingGear(Gear);
if (Gear^.State and gstFrozen) <> 0 then
begin
if Gear^.Damage > 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear)
end;
exit
end;
if (TurnTimeLeft = 0) or (Gear^.Angle = 0) or (Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.Gear = nil) then
begin
Gear^.Hedgehog:= nil;
targ:= nil;
end
else if Gear^.Hedgehog <> nil then
targ:= Gear^.Hedgehog^.Gear;
if (targ <> nil) and ((GameTicks and $3F) = 0) and (TestCollisionYKick(Gear, 1) <> 0) then
begin
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
if vg <> nil then vg^.Tint:= $FF0000FF;
if (Gear^.X < targ^.X) then // need to add collision checks to avoid walking off edges or getting too close to obstacles where jumping is needed
if (WorldEdge = weWrap) and ((targ^.X - Gear^.X) > ((Gear^.X - int2hwFloat(LeftX)) + (int2hwFloat(RightX) - targ^.X))) then
Gear^.dX:= -cLittle
else
Gear^.dX:= cLittle
else if (Gear^.X > targ^.X) then
if (WorldEdge = weWrap) and ((Gear^.X - targ^.X) > ((targ^.X - int2hwFloat(LeftX)) + (int2hwFloat(RightX) - Gear^.X))) then
Gear^.dX:= cLittle
else
Gear^.dX:= -cLittle;
if (GetRandom(30) = 0) then
begin
Gear^.dY := -_0_15;
Gear^.dX:= SignAs(_0_15, Gear^.dX);
end;
MakeHedgehogsStep(Gear);
end;
if (TurnTimeLeft = 0) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) > _0_02.QWordValue) then
AllInactive := false;
if targ <> nil then
begin
tX:=Gear^.X-targ^.X;
tY:=Gear^.Y-targ^.Y;
// allow escaping - should maybe flag this too
if (GameTicks > Gear^.FlightTime+10000) or
((tX.Round+tY.Round > Gear^.Angle*6) and
(hwRound(hwSqr(tX) + hwSqr(tY)) > sqr(Gear^.Angle*6))) then
targ:= nil
end;
// If in ready timer, or after turn, or in first 5 seconds of turn (really a window due to extra time utility)
// or mine is inactive due to lack of gsttmpflag or hunting is disabled due to seek radius of 0
// then we aren't hunting
if (ReadyTimeLeft > 0) or (TurnTimeLeft = 0) or
((TurnTimeLeft < cHedgehogTurnTime) and (cHedgehogTurnTime-TurnTimeLeft < 5000)) or
(Gear^.State and gsttmpFlag = 0) or
(Gear^.Angle = 0) then
gear^.State:= gear^.State and (not gstChooseTarget)
else if
// todo, allow not finding new target, set timeout on target retention
(Gear^.State and gstAttacking = 0) and
((GameTicks and $FF) = 17) and
(GameTicks > Gear^.FlightTime) then // recheck hunted hog
begin
gear^.State:= gear^.State or gstChooseTarget;
if targ <> nil then
targDist:= Distance(Gear^.X-targ^.X,Gear^.Y-targ^.Y).Round
else targDist:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
begin
tmpG:= Hedgehogs[i].Gear;
tX:=Gear^.X-tmpG^.X;
tY:=Gear^.Y-tmpG^.Y;
if (Gear^.Angle = $FFFFFFFF) or
((tX.Round+tY.Round < Gear^.Angle) and
(hwRound(hwSqr(tX) + hwSqr(tY)) < sqr(Gear^.Angle))) then
begin
if targ <> nil then tmpDist:= Distance(tX,tY).Round;
if (targ = nil) or (tmpDist < targDist) then
begin
if targ = nil then targDist:= Distance(tX,tY).Round
else targDist:= tmpDist;
Gear^.Hedgehog:= @Hedgehogs[i];
targ:= tmpG;
end
end
end;
if targ <> nil then Gear^.FlightTime:= GameTicks + 5000
end;
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
begin
if ((Gear^.State and gstAttacking) = 0) then
begin
if ((GameTicks and $1F) = 0) then
begin
if targ <> nil then
begin
tX:=Gear^.X-targ^.X;
tY:=Gear^.Y-targ^.Y;
if (tX.Round+tY.Round < Gear^.Boom) and
(hwRound(hwSqr(tX) + hwSqr(tY)) < sqr(Gear^.Boom)) then
Gear^.State := Gear^.State or gstAttacking
end
else if (Gear^.Angle > 0) and (CheckGearNear(Gear, gtHedgehog, Gear^.Boom, Gear^.Boom) <> nil) then
Gear^.State := Gear^.State or gstAttacking
end
end
else // gstAttacking <> 0
begin
AllInactive := false;
if (Gear^.Timer and $1FF) = 0 then
PlaySound(sndVaporize);
if Gear^.Timer = 0 then
begin
// recheck
if targ <> nil then
begin
tX:=Gear^.X-targ^.X;
tY:=Gear^.Y-targ^.Y;
if (tX.Round+tY.Round < Gear^.Boom) and
(hwRound(hwSqr(tX) + hwSqr(tY)) < sqr(Gear^.Boom)) then
begin
Gear^.Hedgehog:= CurrentHedgehog;
tmpG:= FollowGear;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
FollowGear:= tmpG;
DeleteGear(Gear);
exit
end
end
else if (Gear^.Angle > 0) and (CheckGearNear(Gear, gtHedgehog, Gear^.Boom, Gear^.Boom) <> nil) then
begin
Gear^.Hedgehog:= CurrentHedgehog;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
Gear^.State:= Gear^.State and (not gstAttacking);
Gear^.Timer:= Gear^.WDTimer
end;
if Gear^.Timer > 0 then
dec(Gear^.Timer);
end
end
else // gsttmpFlag = 0
if (TurnTimeLeft = 0)
or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
or (CurrentHedgehog^.Gear = nil) then
begin
Gear^.FlightTime:= GameTicks;
Gear^.State := Gear^.State or gsttmpFlag
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepKnife(Gear: PGear);
//var ox, oy: LongInt;
// la: hwFloat;
var a: real;
begin
// Gear is shrunk so it can actually escape the hog without carving into the terrain
if (Gear^.Radius = 4) and (Gear^.CollisionMask = lfAll) then Gear^.Radius:= 7;
if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
else if Gear^.Damage > 30 then
if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
Gear^.Damage:= 0;
if Gear^.Timer > 0 then dec(Gear^.Timer);
if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
begin
DeleteCI(Gear);
Gear^.Radius:= 7;
// used for damage and impact calc. needs balancing I think
Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*Gear^.Boom/10000));
doStepFallingGear(Gear);
AllInactive := false;
a:= Gear^.DirAngle;
CalcRotationDirAngle(Gear);
Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
end
else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
begin
(*ox:= 0; oy:= 0;
if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
if TestCollisionXwithGear(Gear, 1) <> 0 then ox:= 1;
if TestCollisionXwithGear(Gear, -1) <> 0 then ox:= -1;
if TestCollisionYwithGear(Gear, 1) <> 0 then oy:= 1;
la:= _10000;
if (ox <> 0) or (oy <> 0) then
la:= CalcSlopeNearGear(Gear, ox, oy);
if la = _10000 then
begin
// debug for when we couldn't get an angle
//AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
*)
if Gear^.Health > 0 then
PlaySound(Gear^.ImpactSound);
Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
// end
// else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
// AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
Gear^.dX:= _0;
Gear^.dY:= _0;
Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
Gear^.Radius:= 16;
if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
Gear^.Health:= 0;
Gear^.Timer:= 500;
AddCI(Gear)
end
else if GameTicks and $3F = 0 then
begin
if (TestCollisionYwithGear(Gear,-1) = 0)
and (TestCollisionXwithGear(Gear, 1) = 0)
and (TestCollisionXwithGear(Gear,-1) = 0)
and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDuck(Gear: PGear);
begin
// Mirror duck on bounce world edge, even turn around later
if WorldWrap(Gear) and (WorldEdge = weBounce) then
begin
Gear^.Tag:= Gear^.Tag * -1;
if Gear^.Pos = 2 then
Gear^.Pos:= 1
else if Gear^.Pos = 1 then
Gear^.Pos:= 2
else if Gear^.Pos = 5 then
Gear^.Pos:= 6
else if Gear^.Pos = 5 then
Gear^.Pos:= 5;
end;
AllInactive := false;
// Duck falls (Pos = 0)
if Gear^.Pos = 0 then
doStepFallingGear(Gear);
(* Check if duck is near water surface
(Karma is distance from water) *)
if (Gear^.Pos <> 1) and (Gear^.Pos <> 2) and (cWaterLine <= hwRound(Gear^.Y) + Gear^.Karma) then
begin
if cWaterLine = hwRound(Gear^.Y) + Gear^.Karma then
begin
// Let's make that duck swim!
// Does the duck come FROM the Sea edge? (left or right)
if (((Gear^.Pos = 3) or (Gear^.Pos = 7)) and (cWindSpeed > _0)) or (((Gear^.Pos = 4) or (Gear^.Pos = 8)) and (cWindSpeed < _0)) then
begin
PlaySound(sndDuckWater);
Gear^.DirAngle:= 0;
Gear^.Pos:= 1;
Gear^.dY:= _0;
end;
// Duck comes either falling (usual case) or was rising from below
if (Gear^.Pos = 0) or (Gear^.Pos = 5) or (Gear^.Pos = 6) then
begin
PlaySound(sndDroplet2);
if Gear^.dY > _0_4 then
PlaySound(sndDuckWater);
Gear^.Pos:= 1;
Gear^.dY:= _0;
end;
end
else if Gear^.Pos = 0 then
Gear^.Pos:= 5;
end;
// Manual speed handling when duck is on water
if Gear^.Pos <> 0 then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
end;
// Handle speed
// 1-4: On water: Let's swim!
if Gear^.Pos = 1 then
// On water (normal)
Gear^.dX:= cWindSpeed * Gear^.Damage
else if Gear^.Pos = 2 then
// On water, mirrored (after bounce edge bounce)
Gear^.dX:= -cWindSpeed * Gear^.Damage
else if Gear^.Pos = 3 then
// On left Sea edge
Gear^.dY:= cWindSpeed * Gear^.Damage
else if Gear^.Pos = 4 then
// On right Sea edge
Gear^.dY:= -cWindSpeed * Gear^.Damage
// 5-8: Underwater: Slowly rise to the surface and slightly follow wind
else if Gear^.Pos = 5 then
// Underwater (normal)
begin
Gear^.dX:= (cWindSpeed / 4) * Gear^.Damage;
Gear^.dY:= -_0_07;
end
else if Gear^.Pos = 6 then
// Underwater, mirrored duck (after bounce edge bounce)
begin
Gear^.dX:= -(cWindSpeed / 4) * Gear^.Damage;
Gear^.dY:= -_0_07;
end
else if Gear^.Pos = 7 then
// Inside left Sea edge
begin
Gear^.dX:= _0_07;
Gear^.dY:= (cWindSpeed / 4) * Gear^.Damage;
end
else if Gear^.Pos = 8 then
// Inside right Sea edge
begin
Gear^.dX:= -_0_07;
Gear^.dY:= -(cWindSpeed / 4) * Gear^.Damage;
end;
// Rotate duck and change direction when reaching Sea world edge (Pos 3 or 4)
if (WorldEdge = weSea) and (Gear^.Pos <> 3) and (Gear^.Pos <> 4) then
// Swimming TOWARDS left edge
if (LeftX >= hwRound(Gear^.X) - Gear^.Karma) and ((cWindSpeed < _0) or ((Gear^.Pos = 0) or (Gear^.Pos = 7))) then
begin
// Turn duck when reaching edge the first time
if (Gear^.Pos <> 3) and (Gear^.Pos <> 7) then
begin
if Gear^.Tag = 1 then
Gear^.DirAngle:= 90
else
Gear^.DirAngle:= 270;
end;
// Reaching the edge surface
if (LeftX = hwRound(Gear^.X) - Gear^.Karma) and (Gear^.Pos <> 3) then
// We are coming from the horizontal side
begin
PlaySound(sndDuckWater);
Gear^.dX:= _0;
Gear^.Pos:= 3;
end
else
// We are coming from inside the Sea, go into “surfacing” mode
Gear^.Pos:= 7;
end
// Swimming TOWARDS right edge (similar to left edge)
else if (RightX <= hwRound(Gear^.X) + Gear^.Karma) and ((cWindSpeed > _0) or ((Gear^.Pos = 0) or (Gear^.Pos = 8))) then
begin
if (Gear^.Pos <> 4) and (Gear^.Pos <> 8) then
begin
if Gear^.Tag = 1 then
Gear^.DirAngle:= 270
else
Gear^.DirAngle:= 90;
end;
if (RightX = hwRound(Gear^.X) + Gear^.Karma) and (Gear^.Pos <> 4) then
begin
PlaySound(sndDuckWater);
Gear^.dX:= _0;
Gear^.Pos:= 4;
end
else
Gear^.Pos:= 8;
end;
if Gear^.Pos <> 0 then
// Manual collision check required because we don't use onStepFallingGear in this case
CheckCollision(Gear);
if (Gear^.Timer = 0) or ((Gear^.State and gstCollision) <> 0) then
// Explode duck
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Boom, Gear^.Hedgehog, EXPLAutoSound);
PlaySound(sndDuckDie);
DeleteGear(Gear);
exit;
end;
// Update timer stuff
if Gear^.Timer < 6000 then
Gear^.RenderTimer:= true
else
Gear^.RenderTimer:= false;
dec(Gear^.Timer);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMinigunWork(Gear: PGear);
var HHGear: PGear;
bullet: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
begin
AllInactive:= false;
HHGear := Gear^.Hedgehog^.Gear;
if HHGear = nil then
begin
ClearHitOrder();
DeleteGear(gear);
exit
end;
HedgehogChAngle(HHGear);
dec(Gear^.Timer);
if (Gear^.Timer mod 50) = 0 then
begin
Gear^.Tag := ((Gear^.Tag - 1) and 1) + 2;
gX := hwRound(Gear^.X) + GetLaunchX(amMinigun, hwSign(HHGear^.dX), HHGear^.Angle);
gY := hwRound(Gear^.Y) + GetLaunchY(amMinigun, HHGear^.Angle);
rx := rndSign(getRandomf * _0_2);
ry := rndSign(getRandomf * _0_2);
bullet:= AddGear(gx, gy, gtMinigunBullet, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
bullet^.CollisionMask:= lfNotCurHogCrate;
bullet^.WDTimer := Gear^.WDTimer;
Inc(Gear^.WDTimer);
CreateShellForGear(Gear, Gear^.Tag and 1);
end;
if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
begin
if (HHGear^.State and gstHHDriven) = 0 then
StopSound(sndMinigun);
HHGear^.State := HHGear^.State and (not gstNotKickable);
ClearHitOrder();
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepMinigun(Gear: PGear);
var HHGear: PGear;
begin
dec(Gear^.Timer);
if (Gear^.Timer mod 100) = 0 then
Gear^.Tag := (Gear^.Tag + 1) and 1;
if Gear^.Timer = 0 then
begin
Gear^.Tag := 2;
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
HHGear^.State := HHGear^.State or gstNotKickable;
Gear^.Timer := Gear^.Karma;
Gear^.WDTimer := 0; // Order of the next bullet;
ClearHitOrder();
Gear^.doStep := @doStepMinigunWork
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMinigunBullet(Gear: PGear);
begin
Gear^.Data:= nil;
// remember who fired this
if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) then
Gear^.Data:= Pointer(Gear^.Hedgehog^.Gear);
Gear^.X := Gear^.X + Gear^.dX * 2;
Gear^.Y := Gear^.Y + Gear^.dY * 2;
Gear^.FlightTime := 0;
Gear^.doStep := @doStepBulletWork
end;
(*
This didn't end up getting used, but, who knows, might be reasonable for javellin or something
// Make the knife initial angle based on the hog attack angle, or is that too hard?
procedure doStepKnife(Gear: PGear);
var t,
gx, gy, ga, // gear x,y,angle
lx, ly, la, // land x,y,angle
ox, oy, // x,y offset
w, h, // wXh of clip area
tx, ty // tip position in sprite
: LongInt;
surf: PSDL_Surface;
s: hwFloat;
begin
Gear^.dY := Gear^.dY + cGravity;
if (GameFlags and gfMoreWind) <> 0 then
Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
Gear^.X := Gear^.X + Gear^.dX;
Gear^.Y := Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
gx:= hwRound(Gear^.X);
gy:= hwRound(Gear^.Y);
if Gear^.State and gstDrowning <> 0 then exit;
with Gear^ do
begin
if CheckLandValue(gx, gy, lfLandMask) then
begin
t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
if t < 0 then inc(t, 4096)
else if 4095 < t then dec(t, 4096);
Angle:= t;
DirAngle:= Angle / 4096 * 360
end
else
begin
//This is the set of postions for the knife.
//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
t:= Angle mod 1024;
case t div 128 of
0: begin
ox:= 2; oy:= 5;
w := 25; h:= 5;
tx:= 0; ty:= 2
end;
1: begin
ox:= 2; oy:= 15;
w:= 24; h:= 8;
tx:= 0; ty:= 7
end;
2: begin
ox:= 2; oy:= 27;
w:= 23; h:= 12;
tx:= -12; ty:= -5
end;
3: begin
ox:= 2; oy:= 43;
w:= 21; h:= 15;
tx:= 0; ty:= 14
end;
4: begin
ox:= 29; oy:= 8;
w:= 19; h:= 19;
tx:= 0; ty:= 17
end;
5: begin
ox:= 29; oy:= 32;
w:= 15; h:= 21;
tx:= 0; ty:= 20
end;
6: begin
ox:= 51; oy:= 3;
w:= 11; h:= 23;
tx:= 0; ty:= 22
end;
7: begin
ox:= 51; oy:= 34;
w:= 7; h:= 24;
tx:= 0; ty:= 23
end
end;
surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
// try to make the knife hit point first
lx := 0;
ly := 0;
if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
begin
la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
ga:= vector2Angle(dX, dY);
AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
// change to 0 to 4096 forced by LongWord in Gear
if la < 0 then la:= 4096+la;
if ga < 0 then ga:= 4096+ga;
if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
begin
if Angle >= 2048 then dec(Angle, 2048)
else if Angle < 2048 then inc(Angle, 2048)
end;
AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
end;
case Angle div 1024 of
0: begin
flipSurface(surf, true);
flipSurface(surf, true);
BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
end;
1: begin
flipSurface(surf, false);
BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
end;
2: begin // knife was actually drawn facing this way...
BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
end;
3: begin
flipSurface(surf, true);
BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
end
end;
SDL_FreeSurface(surf);
// this needs to calculate actual width/height + land clipping since update texture doesn't.
// i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
DeleteGear(Gear);
exit
end
end;
end;
*)
end.