Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
There is probably some better way to do this. Weapons still need fixing.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2010 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
var sign: float;
begin
if vobCount = 0 then exit;
sign:= 1;
with Gear^ do
begin
inc(FrameTicks, Steps);
if FrameTicks > vobFrameTicks then
begin
dec(FrameTicks, vobFrameTicks);
inc(Frame);
if Frame = vobFramesCount then Frame:= 0
end;
X:= X + (cWindSpeedf * 200 + dX + tdX) * Steps;
Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps;
Angle:= Angle + dAngle * Steps;
if (round(X) >= cLeftScreenBorder) and
(round(X) <= cRightScreenBorder) and
(round(Y) <= (LAND_HEIGHT + 75)) and
(Timer > 0) and (Timer-Steps > 0) then
begin
if tdX > 0 then sign := 1
else sign:= -1;
tdX:= tdX - 0.005*Steps*sign;
if ((sign < 0) and (tdX > 0)) or ((sign > 0) and (tdX < 0)) then tdX:= 0;
if tdX > 0 then sign := 1
else sign:= -1;
tdY:= tdY - 0.005*Steps*sign;
if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then tdY:= 0;
dec(Timer, Steps)
end
else
begin
if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else
if round(X) > cRightScreenBorder then X:= X - cScreenSpace;
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + float(25); // For if flag is set for flakes rising upwards?
if round(Y) > (LAND_HEIGHT + 75) then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
Timer:= 0;
tdX:= 0;
tdY:= 0
end;
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeTrace(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks > Steps then
dec(Gear^.FrameTicks, Steps)
else
DeleteVisualGear(Gear);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCloud(Gear: PVisualGear; Steps: Longword);
var s: Longword;
t: float;
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 200 + Gear^.dX) * Steps;
// up-and-down-bounce magic
s := (GameTicks + Gear^.Timer) mod 4096;
t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296;
if (s < 2048) then t := -t;
Gear^.Y := LAND_HEIGHT-1184 + Gear^.Timer mod 8 + t;
if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else
if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
//Gear^.dY:= Gear^.dY + cGravityf;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepNote(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps / 2;
Gear^.Angle:= Gear^.Angle + (Gear^.Frame + 1) * Steps / 10;
while Gear^.Angle > cMaxAngle do
Gear^.Angle:= Gear^.Angle - cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEgg(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFire(Gear: PVisualGear; Steps: Longword);
var vgt: PVisualGear;
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
if (Gear^.State and gstTmpFlag) = 0 then
begin
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if ((GameTicks mod 200) < Steps + 1) then
begin
vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
if vgt <> nil then
begin
vgt^.dx:= 0;
vgt^.dy:= 0;
vgt^.State:= gstTmpFlag;
end;
end
end
else
inc(Steps, Steps);
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShell(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
procedure doStepSmallDamage(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - 0.02 * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBubble(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.dX /= (1.001 * Steps);
Gear^.dY /= (1.001 * Steps);
if (Gear^.FrameTicks <= Steps) or (round(Gear^.Y) < cWaterLine) then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealth(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y - Gear^.dY * Steps;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSteam(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf * 100 + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAmmo(Gear: PVisualGear; Steps: Longword);
begin
Gear^.Y:= Gear^.Y - cDrownSpeedf * Steps;
Gear^.scale:= Gear^.scale + 0.0025 * Steps;
Gear^.alpha:= Gear^.alpha - 0.0015 * Steps;
if Gear^.alpha < 0 then DeleteVisualGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmoke(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (cDrownSpeedf + Gear^.dY) * Steps;
Gear^.dX := Gear^.dX + (cWindSpeedf * 0.3 * Steps);
//Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.995);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
if Random(2) = 0 then dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDust(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + (cWindSpeedf + (cWindSpeedf * 0.03 * Steps) + Gear^.dX) * Steps;
Gear^.Y:= Gear^.Y - (Gear^.dY) * Steps;
Gear^.dX := Gear^.dX - (Gear^.dX * 0.005 * Steps);
Gear^.dY := Gear^.dY - (cDrownSpeedf * 0.001 * Steps);
if Gear^.FrameTicks <= Steps then
if Gear^.Frame = 0 then DeleteVisualGear(Gear)
else
begin
dec(Gear^.Frame);
Gear^.FrameTicks:= cExplFrameTicks
end
else dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSplash(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDroplet(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
if round(Gear^.Y) > cWaterLine then begin
DeleteVisualGear(Gear);
PlaySound(TSound(ord(sndDroplet1) + Random(3)));
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeRing(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer >= Gear^.FrameTicks then DeleteVisualGear(Gear)
else
begin
Gear^.scale := 1.25 * (-power(2, -10 * Int(Gear^.Timer)/Gear^.FrameTicks) + 1) + 0.4;
Gear^.alpha := 1 - power(Gear^.Timer / 350, 4);
if Gear^.alpha < 0 then Gear^.alpha:= 0;
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFeather(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if Gear^.FrameTicks <= Steps then
DeleteVisualGear(Gear)
else
dec(Gear^.FrameTicks, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
record
dy, ny, dw: LongInt;
team: PTeam;
SortFactor: QWord;
end;
currsorter: PVisualGear = nil;
procedure doStepTeamHealthSorterWork(Gear: PVisualGear; Steps: Longword);
var i, t: LongInt;
begin
for t:= 1 to Steps do
begin
dec(Gear^.Timer);
if (Gear^.Timer and 15) = 0 then
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
{$WARNINGS OFF}
team^.DrawHealthY:= ny + dy * LongInt(Gear^.Timer) div 640;
team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * LongInt(Gear^.Timer) div cSorterWorkTime;
{$WARNINGS ON}
end;
if (Gear^.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then currsorter:= nil;
DeleteVisualGear(Gear);
exit
end
end
end;
procedure doStepTeamHealthSorter(Gear: PVisualGear; Steps: Longword);
var i: Longword;
b: boolean;
t: LongInt;
begin
Steps:= Steps; // avoid compiler hint
for t:= 0 to Pred(TeamsCount) do
with thexchar[t] do
begin
dy:= TeamsArray[t]^.DrawHealthY;
dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
team:= TeamsArray[t];
SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex;
SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
end;
if TeamsCount > 1 then
repeat
b:= true;
for t:= 0 to TeamsCount - 2 do
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
begin
thexchar[cMaxTeams]:= thexchar[t];
thexchar[t]:= thexchar[Succ(t)];
thexchar[Succ(t)]:= thexchar[cMaxTeams];
b:= false
end
until b;
t:= - 4;
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
dec(t, team^.HealthTex^.h + 2);
ny:= t;
dy:= dy - ny
end;
Gear^.Timer:= cSorterWorkTime;
Gear^.doStep:= @doStepTeamHealthSorterWork;
currsorter:= Gear;
//doStepTeamHealthSorterWork(Gear, Steps)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSpeechBubbleWork(Gear: PVisualGear; Steps: Longword);
begin
if Gear^.Timer > Steps then dec(Gear^.Timer, Steps) else Gear^.Timer:= 0;
if (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
begin
Gear^.X:= PHedgehog(Gear^.Hedgehog)^.Gear^.X.QWordValue/4294967296 + (Gear^.Tex^.w div 2 - Gear^.FrameTicks);
Gear^.Y:= PHedgehog(Gear^.Hedgehog)^.Gear^.Y.QWordValue/4294967296 - (16 + Gear^.Tex^.h);
end;
if Gear^.Timer = 0 then
begin
if PHedgehog(Gear^.Hedgehog)^.SpeechGear = Gear then
PHedgehog(Gear^.Hedgehog)^.SpeechGear:= nil;
DeleteVisualGear(Gear)
end;
end;
procedure doStepSpeechBubble(Gear: PVisualGear; Steps: Longword);
begin
Steps:= Steps; // avoid compiler hint
with PHedgehog(Gear^.Hedgehog)^ do
if SpeechGear <> nil then SpeechGear^.Timer:= 0;
PHedgehog(Gear^.Hedgehog)^.SpeechGear:= Gear;
Gear^.Timer:= max(Length(Gear^.Text) * 150, 3000);
Gear^.Tex:= RenderSpeechBubbleTex(Gear^.Text, Gear^.FrameTicks, fnt16);
case Gear^.FrameTicks of
1: Gear^.FrameTicks:= SpritesData[sprSpeechTail].Width-28;
2: Gear^.FrameTicks:= SpritesData[sprThoughtTail].Width-20;
3: Gear^.FrameTicks:= SpritesData[sprShoutTail].Width-10;
end;
Gear^.doStep:= @doStepSpeechBubbleWork;
Gear^.Y:= Gear^.Y - float(Gear^.Tex^.h)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PVisualGear; Steps: Longword);
begin
if Steps > Gear^.Timer then
DeleteVisualGear(Gear)
else
begin
dec(Gear^.Timer, Steps);
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
end;
end;
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
begin
if round(Gear^.Y) < cWaterLine + 10 then
DeleteVisualGear(Gear)
else
Gear^.Y:= Gear^.Y - 0.08 * Steps;
end;
procedure doStepHealthTag(Gear: PVisualGear; Steps: Longword);
var s: shortstring;
begin
s:= '';
Gear^.dY:= -0.08;
str(Gear^.State, s);
if Gear^.Hedgehog <> nil then
Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, fnt16)
else
Gear^.Tex:= RenderStringTex(s, cWhiteColor, fnt16);
if round(Gear^.Y) < cWaterLine then
Gear^.doStep:= @doStepHealthTagWork
else
Gear^.doStep:= @doStepHealthTagWorkUnderWater;
Gear^.Y:= Gear^.Y - float(Gear^.Tex^.h);
if Steps > 1 then Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps );
if Gear^.Timer > 64 then
begin
dec(Gear^.State, Gear^.Timer div 65);
Gear^.Timer:= Gear^.Timer mod 65;
end;
Gear^.dX:= Gear^.dX + cWindSpeedf * Steps;
Gear^.X:= Gear^.X + Gear^.dX;
if Gear^.State = 0 then DeleteVisualGear(Gear);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PVisualGear; Steps: Longword);
begin
inc(Gear^.Timer, Steps);
if Gear^.Timer > 75 then
begin
inc(Gear^.State, Gear^.Timer div 76);
Gear^.Timer:= Gear^.Timer mod 76;
if Gear^.State > 5 then DeleteVisualGear(Gear);
end;
end;
procedure doStepExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
for i:= 0 to 31 do AddVisualGear(gX, gY, vgtFire);
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 8 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork;
if Steps > 1 then Gear^.doStep(Gear, Steps-1);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PVisualGear; Steps: Longword);
//var maxMovement: LongInt;
begin
inc(Gear^.Timer, Steps);
(*
FIXME - This block desyncs due to the way WorldDx is important for various things network related.
One possible solution is, instead of using WorldDx, to use straight gl/SDL calls to jitter the screen a bit.
if (Gear^.Timer and 5) = 0 then
begin
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
ShakeCamera(maxMovement);
end;
*)
if Gear^.Timer > 250 then DeleteVisualGear(Gear);
end;
procedure doStepBigExplosion(Gear: PVisualGear; Steps: Longword);
var i: LongWord;
gX,gY: LongInt;
begin
gX:= round(Gear^.X);
gY:= round(Gear^.Y);
AddVisualGear(gX, gY, vgtSmokeRing);
for i:= 0 to 46 do AddVisualGear(gX, gY, vgtFire);
for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepBigExplosionWork;
if Steps > 1 then Gear^.doStep(Gear, Steps-1);
end;
procedure doStepChunk(Gear: PVisualGear; Steps: Longword);
begin
Gear^.X:= Gear^.X + Gear^.dX * Steps;
Gear^.Y:= Gear^.Y + Gear^.dY * Steps;
Gear^.dY:= Gear^.dY + cGravityf * Steps;
Gear^.Angle:= round(Gear^.Angle + Steps) mod cMaxAngle;
if round(Gear^.Y) > cWaterLine then
begin
AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtDroplet);
DeleteVisualGear(Gear);
end
end;