* added some comments
* added some nil checks
* removed unused and incorrect _0_998
* added sine-gun (early alpha)
(*
* 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 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 not gi^.Invulnerable and (GetRandom(2) = 0) then
begin
if (CurrentHedgehog^.Gear = gi) then
PlaySound(sndOops, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
else
begin
if (gi^.State and gstMoving) = 0 then
gi^.State:= gi^.State or gstLoser;
if d > r div 2 then
PlaySound(sndNooo, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
else
PlaySound(sndUhOh, PHedgehog(gi^.Hedgehog)^.Team^.voicepack);
end;
end;
end;
gi:= gi^.NextGear
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear); forward;
function CheckGearDrowning(Gear: PGear): boolean;
var skipSpeed, skipAngle, skipDecay: hwFloat;
i, maxDrops: LongInt;
particle: PVisualGear;
begin
// probably needs tweaking. might need to be in a case statement based upon gear type
//(not Gear^.dY.isNegative) and this should not be necessary
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
begin
skipSpeed:= _0_25; // was 0.36 - couldn't manage baseball bat. Tiy's build is 0.36...
skipAngle:= _1 + _0_9; // these should perhaps also be constants, once work out what proper values are
skipDecay:= _0_87; // this could perhaps be a tiny bit higher.
if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
(hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
begin
Gear^.dY.isNegative:= true;
Gear^.dY:= Gear^.dY * skipDecay;
Gear^.dX:= Gear^.dX * skipDecay;
CheckGearDrowning:= false;
PlaySound(sndSkip)
end
else
begin
CheckGearDrowning:= true;
Gear^.State:= gstDrowning;
Gear^.RenderTimer:= false;
if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
Gear^.doStep:= @doStepDrowningGear;
if Gear^.Kind = gtHedgehog then
begin
Gear^.State:= Gear^.State and (not gstHHDriven);
AddCaption(Format(GetEventString(eidDrowned), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
end;
PlaySound(sndSplash)
end;
if not cReducedQuality then
begin
AddVisualGear(hwRound(Gear^.X), cWaterLine, vgtSplash);
maxDrops := (Gear^.Radius div 2) + hwRound(Gear^.dX * Gear^.Radius * 2) + hwRound(Gear^.dY * Gear^.Radius * 2);
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), cWaterLine, vgtDroplet);
if particle <> nil then
begin
particle^.dX := particle^.dX - (Gear^.dX / 10);
particle^.dY := particle^.dY - (Gear^.dY / 5)
end
end
end;
end
else
CheckGearDrowning:= false
end;
procedure CheckCollision(Gear: PGear);
begin
if TestCollisionXwithGear(Gear, hwSign(Gear^.X)) or TestCollisionYwithGear(Gear, hwSign(Gear^.Y))
then Gear^.State:= Gear^.State or gstCollision
else Gear^.State:= Gear^.State and not gstCollision
end;
procedure CheckHHDamage(Gear: PGear);
var
dmg: Longword;
i: LongInt;
particle: PVisualGear;
begin
if _0_4 < Gear^.dY then
begin
dmg:= ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
if dmg < 1 then exit;
for i:= min(12, (3 + dmg div 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 / 5);
end;
if(Gear^.Invulnerable) then exit;
if _0_6 < Gear^.dY then
PlaySound(sndOw4, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
else
PlaySound(sndOw1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
ApplyDamage(Gear, dmg);
end
end;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
var dAngle: real;
begin
dAngle:= (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
if not Gear^.dX.isNegative then
Gear^.DirAngle:= Gear^.DirAngle + dAngle
else
Gear^.DirAngle:= Gear^.DirAngle - dAngle;
if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360
else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
begin
AllInactive:= false;
Gear^.Y:= Gear^.Y + cDrownSpeed;
Gear^.X:= Gear^.X + Gear^.dX * cDrownSpeed;
if (cWaterOpacity > $FE) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then DeleteGear(Gear);
// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
if (cWaterOpacity < $FF) and ((GameTicks and $1F) = 0) then
if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
else if Random(12) = 0 then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var isFalling: boolean;
//tmp: QWord;
tdX, tdY: hwFloat;
collV, collH: LongInt;
begin
Gear^.State:= Gear^.State and not gstCollision;
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 (hwRound(Gear^.X) < LAND_WIDTH div -2) or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then
begin
Gear^.State:= Gear^.State or gstCollision;
exit
end;
if Gear^.dY.isNegative then
begin
isFalling:= true;
if TestCollisionYwithGear(Gear, -1) then
begin
collV:= -1;
Gear^.dX:= Gear^.dX * Gear^.Friction;
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionYwithGear(Gear, 1) then collV:= 1;
end
else if TestCollisionYwithGear(Gear, 1) then
begin
collV:= 1;
isFalling:= false;
Gear^.dX:= Gear^.dX * Gear^.Friction;
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
else
begin
isFalling:= true;
if (Gear^.AdvBounce=1) and not Gear^.dY.isNegative and TestCollisionYwithGear(Gear, -1) then collV:= -1;
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
collH:= hwSign(Gear^.dX);
Gear^.dX:= - Gear^.dX * Gear^.Elasticity;
Gear^.dY:= Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then collH:= -hwSign(Gear^.dX);
//if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
begin
Gear^.dX:= tdY*Gear^.Elasticity*Gear^.Friction;
Gear^.dY:= tdX*Gear^.Elasticity;//*Gear^.Friction;
Gear^.dY.isNegative:= not tdY.isNegative;
isFalling:= false;
Gear^.AdvBounce:= 10;
end;
if Gear^.AdvBounce > 1 then dec(Gear^.AdvBounce);
if isFalling then Gear^.dY:= Gear^.dY + cGravity;
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 ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and
(not isFalling) then
Gear^.State:= Gear^.State and not gstMoving
else
Gear^.State:= Gear^.State or gstMoving;
if (Gear^.nImpactSounds > 0) then
if ((Gear^.Damage <> 0) or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving))) 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: hwFloat;
Fire: PGear;
begin
AllInactive:= false;
doStepFallingGear(Gear);
dec(Gear^.Timer);
if Gear^.Timer = 1000 then // might need adjustments
case Gear^.Kind of
gtAmmo_Bomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
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), 20, EXPLDontDraw or EXPLNoGfx);
end;
if Gear^.Timer = 0 then
begin
case Gear^.Kind of
gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, EXPLAutoSound);
gtClusterBomb: begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
doMakeExplosion(x, y, 20, EXPLAutoSound);
for i:= 0 to 4 do
begin
dX:= rndSign(GetRandom * _0_1);
dY:= (GetRandom - _3) * _0_08;
AddGear(x, y, gtCluster, 0, dX, dY, 25);
end
end;
gtWatermelon: begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
doMakeExplosion(x, y, 75, EXPLAutoSound);
for i:= 0 to 5 do
begin
dX:= rndSign(GetRandom * _0_1);
dY:= (GetRandom - _1_5) * _0_3;
AddGear(x, y, gtMelonPiece, 0, dX, dY, 75)^.DirAngle:= i * 60;
end
end;
gtHellishBomb: begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
doMakeExplosion(x, y, 90, EXPLAutoSound);
for i:= 0 to 127 do
begin
dX:= AngleCos(i * 16) * _0_5 * (GetRandom + _1);
dY:= AngleSin(i * 16) * _0_5 * (GetRandom + _1);
Fire:= AddGear(x, y, gtFlame, 0, dX, dY, 0);
if i mod 2 = 0 then Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(x, y, gtFlame, 0, dX, -dY, 0);
if i mod 2 <> 0 then Fire^.State:= Fire^.State or gsttmpFlag;
end
end;
gtGasBomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound or EXPLPoisoned);
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
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
var i, gX, gY: LongInt;
dX, dY: hwFloat;
Fire: PGear;
begin
AllInactive:= false;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then begin
PlaySound(sndMolotov);
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
//doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 5, EXPLAutoSound);
for i:= 0 to 20 do begin
dX:= AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
dY:= AngleSin(i * 8) * _0_5 * (GetRandom + _1);
Fire:= AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
end;
DeleteGear(Gear);
exit
end;
end;
procedure doStepWatermelon(Gear: PGear);
begin
AllInactive:= false;
Gear^.doStep:= @doStepBomb
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^.Timer, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (Gear^.Kind = gtMelonPiece) or (Gear^.Kind = gtBall) then
CalcRotationDirAngle(Gear)
else
if (GameTicks and $1F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrenade(Gear: PGear);
begin
AllInactive:= false;
Gear^.dX:= Gear^.dX + cWindSpeed;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PGear);
begin
if Gear^.Kind = gtHealthTag then
AllInactive:= false;
dec(Gear^.Timer);
Gear^.Y:= Gear^.Y + Gear^.dY;
if Gear^.Timer = 0 then
begin
if (Gear^.Kind = gtHealthTag) and (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die
DeleteGear(Gear)
end
end;
procedure doStepHealthTagWorkUnderWater(Gear: PGear);
begin
AllInactive:= false;
Gear^.Y:= Gear^.Y - _0_08;
if hwRound(Gear^.Y) < cWaterLine + 10 then
DeleteGear(Gear)
end;
procedure doStepHealthTag(Gear: PGear);
var s: shortstring;
begin
AllInactive:= false;
Gear^.dY:= -_0_08;
str(Gear^.State, s);
Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, fnt16);
if hwRound(Gear^.Y) < cWaterLine then
Gear^.doStep:= @doStepHealthTagWork
else
Gear^.doStep:= @doStepHealthTagWorkUnderWater;
Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
AllInactive:= false;
if Gear^.dY.isNegative then
if TestCollisionY(Gear, -1) then Gear^.dY:= _0;
if not Gear^.dY.isNegative then
if TestCollisionY(Gear, 1) 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: LongInt;
nuw: boolean;
const uw: boolean = false;
begin
AllInactive:= false;
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
nuw:= (cWaterLine < hwRound(Gear^.Y) + Gear^.Radius);
if nuw and not uw then
begin
AddVisualGear(gX, cWaterLine, vgtSplash);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
StopSound(Gear^.SoundChannel);
Gear^.SoundChannel:= LoopSound(sndBeeWater);
uw:= nuw
end
else if not nuw and uw then
begin
AddVisualGear(gX, cWaterLine, vgtSplash);
StopSound(Gear^.SoundChannel);
Gear^.SoundChannel:= LoopSound(sndBee);
uw:= nuw
end;
t:= Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - gX));
Gear^.dY:= Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - gY));
t:= t / Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.dX * t;
Gear^.dY:= Gear^.dY * t;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (GameTicks and $3F) = 0 then
begin
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBeeTrace);
end;
CheckCollision(Gear);
dec(Gear^.Timer);
if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
begin
StopSound(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
end;
end;
procedure doStepBee(Gear: PGear);
begin
AllInactive:= false;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
Gear^.dY:= Gear^.dY + cGravity;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.SoundChannel:= LoopSound(sndBee);
Gear^.Timer:= 5000;
Gear^.doStep:= @doStepBeeWork
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer > 75 then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepShotgunShot(Gear: PGear);
var i: LongWord;
shell: PVisualGear;
begin
AllInactive:= false;
if ((Gear^.State and gstAnimation) = 0) then
begin
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
PlaySound(sndShotgunFire);
shell:= AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX:= gear^.dX / -4;
shell^.dY:= gear^.dY / -4;
shell^.Frame:= 0
end;
Gear^.State:= Gear^.State or gstAnimation
end;
exit
end
else inc(Gear^.Timer);
i:= 200;
repeat
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
Gear^.X:= Gear^.X + Gear^.dX * 8;
Gear^.Y:= Gear^.Y + Gear^.dY * 8;
ShotgunShot(Gear);
Gear^.doStep:= @doStepShotIdle;
exit
end;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
Gear^.doStep:= @doStepShotIdle;
exit
end;
dec(i)
until i = 0;
if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
Gear^.doStep:= @doStepShotIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletWork(Gear: PGear);
var i, x, y: LongWord;
oX, oY: hwFloat;
begin
AllInactive:= false;
inc(Gear^.Timer);
i:= 80;
oX:= Gear^.X;
oY:= Gear^.Y;
repeat
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)
and (Land[y, x] <> 0) then inc(Gear^.Damage);
if Gear^.Damage > 5 then
if Gear^.Ammo^.AmmoType = amDEagle then
AmmoShove(Gear, 7, 20)
else
AmmoShove(Gear, Gear^.Timer, 20);
CheckGearDrowning(Gear);
dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
if Gear^.Damage > 0 then
begin
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0
end;
if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and (cWaterOpacity < $FF) then
begin
for i:=(Gear^.Health - Gear^.Damage) * 4 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;
if (Gear^.Health <= 0)
or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
begin
if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then cLaserSighting:= false;
if (Gear^.Ammo^.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and
((GameFlags and gfArtillery) = 0) then cArtillery:= false;
Gear^.doStep:= @doStepShotIdle
end;
end;
procedure doStepDEagleShot(Gear: PGear);
begin
PlaySound(sndGun);
Gear^.doStep:= @doStepBulletWork
end;
procedure doStepSniperRifleShot(Gear: PGear);
var HHGear: PGear;
shell: PVisualGear;
begin
cArtillery:= true;
HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNotKickable;
HedgehogChAngle(HHGear);
if not cLaserSighting then // game does not have default laser sight. turn it on and give them a chance to aim
begin
cLaserSighting:= true;
HHGear^.Message:= 0;
if(HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32)
end;
if (HHGear^.Message and gm_Attack) <> 0 then
begin
shell:= AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX:= gear^.dX / -2;
shell^.dY:= gear^.dY / -2;
shell^.Frame:= 1
end;
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);
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 >= 0) then dec(HHGear^.Angle);
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft)
else
begin
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(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
end
end;
gtATSmoothWindCh: begin
if Gear^.Timer = 0 then
begin
if WindBarWidth < Gear^.Tag then inc(WindBarWidth)
else if WindBarWidth > Gear^.Tag then dec(WindBarWidth);
if WindBarWidth <> Gear^.Tag then Gear^.Timer:= 10;
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('N');
SendIPC('q');
GameState:= gsExit
end
end;
end;
if Gear^.Timer = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var i, ei: LongInt;
HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
dec(Gear^.Timer);
if (Gear^.Timer = 0)or((Gear^.Message and gm_Destroy) <> 0)or((HHGear^.State and gstHHDriven) = 0) then
begin
StopSound(Gear^.SoundChannel);
DeleteGear(Gear);
AfterAttack;
exit
end;
if (Gear^.Timer mod 33) = 0 then
begin
HHGear^.State:= HHGear^.State or gstNoDamage;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 7, 6, EXPLDontDraw);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
if (Gear^.Timer mod 47) = 0 then
begin
i:= hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ei:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
while i <= ei do
begin
DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
inc(i, 1)
end;
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), COLOR_INDESTRUCTIBLE) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + _1_9;
end;
SetAllHHToActive;
end;
if TestCollisionYwithGear(Gear, 1) then
begin
Gear^.dY:= _0;
SetLittle(HHGear^.dX);
HHGear^.dY:= _0;
end else
begin
Gear^.dY:= Gear^.dY + cGravity;
Gear^.Y:= Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer:= 1
end;
Gear^.X:= Gear^.X + HHGear^.dX;
HHGear^.X:= Gear^.X;
HHGear^.Y:= Gear^.Y - int2hwFloat(cHHRadius);
if (Gear^.Message and gm_Attack) <> 0 then
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer:= 1 else else
if (Gear^.State and gsttmpFlag) = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
if ((Gear^.Message and gm_Left) <> 0) then Gear^.dX:= - _0_3 else
if ((Gear^.Message and gm_Right) <> 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:= PHedgehog(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;
dec(Gear^.Timer);
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HedgehogChAngle(HHGear);
b:= false;
if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
begin
Gear^.dX:= SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.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 (gm_Attack or gm_Up or gm_Down)) or gm_Left
else
HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Right;
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), COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) 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)), COLOR_INDESTRUCTIBLE) 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, 2, 15);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
end;
if b then
DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(Gear^.dY) * 7,
Gear^.dX, Gear^.dY,
cHHRadius * 5, cHHRadius * 2 + 7);
if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then
begin
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:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= 0;
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.doStep:= @doStepBlowTorchWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRope(Gear: PGear); forward;
procedure doStepRopeAfterAttack(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear))
or TestCollisionYwithGear(HHGear, 1) then
begin
DeleteGear(Gear);
isCursorVisible:= false;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
exit
end;
HedgehogChAngle(HHGear);
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
HHGear^.X:= HHGear^.X + HHGear^.dX;
HHGear^.Y:= HHGear^.Y + HHGear^.dY;
HHGear^.dY:= HHGear^.dY + cGravity;
if (Gear^.Message and gm_Attack) <> 0 then
begin
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y;
ApplyAngleBounds(PHedgehog(Gear^.Hedgehog)^, amRope);
Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
Gear^.dY:= -AngleCos(HHGear^.Angle);
Gear^.Friction:= _450;
Gear^.Elasticity:= _0;
Gear^.State:= Gear^.State and not gsttmpflag;
Gear^.doStep:= @doStepRope;
end
end;
procedure doStepRopeWork(Gear: PGear);
var HHGear: PGear;
len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat;
lx, ly: LongInt;
haveCollision,
haveDivided: boolean;
procedure DeleteMe;
begin
with HHGear^ do
begin
Message:= Message and not gm_Attack;
State:= (State or gstMoving) and not gstWinner;
end;
DeleteGear(Gear)
end;
procedure WaitCollision;
begin
with HHGear^ do
begin
Message:= Message and not gm_Attack;
State:= State or gstMoving;
end;
RopePoints.Count:= 0;
Gear^.Elasticity:= _0;
Gear^.doStep:= @doStepRopeAfterAttack
end;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear)) then
begin
PlaySound(sndRopeRelease);
DeleteMe;
exit
end;
if (Gear^.Message and gm_Left <> 0) then HHGear^.dX:= HHGear^.dX - _0_0002 else
if (Gear^.Message and gm_Right <> 0) then HHGear^.dX:= HHGear^.dX + _0_0002;
if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY:= HHGear^.dY + cGravity;
ropeDx:= HHGear^.X - Gear^.X; // vector between hedgehog and rope attaching point
ropeDy:= HHGear^.Y - Gear^.Y;
mdX:= ropeDx + HHGear^.dX;
mdY:= ropeDy + HHGear^.dY;
len:= _1 / Distance(mdX, mdY);
mdX:= mdX * len; // rope vector plus hedgehog direction vector normalized
mdY:= mdY * len;
Gear^.dX:= mdX; // for visual purposes only
Gear^.dY:= mdY;
/////
tx:= HHGear^.X;
ty:= HHGear^.Y;
if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Elasticity < Gear^.Friction) then
if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx))
or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then
Gear^.Elasticity:= Gear^.Elasticity + _0_3;
if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Elasticity > _30) then
if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx))
or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then
Gear^.Elasticity:= Gear^.Elasticity - _0_3;
HHGear^.X:= Gear^.X + mdX * Gear^.Elasticity;
HHGear^.Y:= Gear^.Y + mdY * Gear^.Elasticity;
HHGear^.dX:= HHGear^.X - tx;
HHGear^.dY:= HHGear^.Y - ty;
////
haveDivided:= false;
// check whether rope needs dividing
len:= _1 / Distance(ropeDx, ropeDy); // old rope pos
nx:= ropeDx * len;
ny:= ropeDy * len;
len:= Gear^.Elasticity - _5;
while len > _3 do
begin
lx:= hwRound(Gear^.X + mdX * len);
ly:= hwRound(Gear^.Y + mdY * len);
if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] <> 0) then
begin
with RopePoints.ar[RopePoints.Count] do
begin
X:= Gear^.X;
Y:= Gear^.Y;
if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle(Gear^.dY, Gear^.dX);
b:= (nx * HHGear^.dY) > (ny * HHGear^.dX);
dLen:= len
end;
with RopePoints.rounded[RopePoints.Count] do
begin
X:= hwRound(Gear^.X);
Y:= hwRound(Gear^.Y);
end;
Gear^.X:= Gear^.X + nx * len;
Gear^.Y:= Gear^.Y + ny * len;
inc(RopePoints.Count);
TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
Gear^.Elasticity:= Gear^.Elasticity - len;
Gear^.Friction:= Gear^.Friction - len;
haveDivided:= true;
break
end;
len:= len - _0_3 // should be the same as increase step
end;
if not haveDivided then
if RopePoints.Count > 0 then // check whether the last dividing point could be removed
begin
tx:= RopePoints.ar[Pred(RopePoints.Count)].X;
ty:= RopePoints.ar[Pred(RopePoints.Count)].Y;
mdX:= tx - Gear^.X;
mdY:= ty - Gear^.Y;
if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * (ty - HHGear^.Y) > (tx - HHGear^.X) * mdY) then
begin
dec(RopePoints.Count);
Gear^.X:= RopePoints.ar[RopePoints.Count].X;
Gear^.Y:= RopePoints.ar[RopePoints.Count].Y;
Gear^.Elasticity:= Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
Gear^.Friction:= Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen;
// restore hog position
len:= _1 / Distance(mdX, mdY);
mdX:= mdX * len;
mdY:= mdY * len;
HHGear^.X:= Gear^.X - mdX * Gear^.Elasticity;
HHGear^.Y:= Gear^.Y - mdY * Gear^.Elasticity;
end
end;
haveCollision:= false;
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
begin
HHGear^.dX:= -_0_6 * HHGear^.dX;
haveCollision:= true
end;
if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then
begin
HHGear^.dY:= -_0_6 * HHGear^.dY;
haveCollision:= true
end;
if haveCollision
and (Gear^.Message and (gm_Left or gm_Right) <> 0)
and (Gear^.Message and (gm_Up or gm_Down) <> 0) then
begin
HHGear^.dX:= SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
HHGear^.dY:= SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
end;
len:= Distance(HHGear^.dX, HHGear^.dY);
if len > _0_8 then
begin
len:= _0_8 / len;
HHGear^.dX:= HHGear^.dX * len;
HHGear^.dY:= HHGear^.dY * len;
end;
if (Gear^.Message and gm_Attack) <> 0 then
if (Gear^.State and gsttmpFlag) <> 0 then
with PHedgehog(Gear^.Hedgehog)^ do
begin
PlaySound(sndRopeRelease);
if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then
WaitCollision
else
DeleteMe
end
else
else
if (Gear^.State and gsttmpFlag) = 0 then
Gear^.State:= Gear^.State or gsttmpFlag;
end;
procedure doStepRopeAttach(Gear: PGear);
var HHGear: PGear;
tx, ty, tt: hwFloat;
procedure RemoveFromAmmo;
begin
if (Gear^.State and gstAttacked) = 0 then
begin
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
Gear^.State:= Gear^.State or gstAttacked
end;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
end;
begin
Gear^.X:= Gear^.X - Gear^.dX;
Gear^.Y:= Gear^.Y - Gear^.dY;
Gear^.Elasticity:= Gear^.Elasticity + _1;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
if (HHGear^.State and gstMoving) <> 0 then
begin
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
HHGear^.X:= HHGear^.X + HHGear^.dX;
Gear^.X:= Gear^.X + HHGear^.dX;
if TestCollisionYwithGear(HHGear, 1) then
begin
CheckHHDamage(HHGear);
HHGear^.dY:= _0;
//HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump);
end else
begin
HHGear^.Y:= HHGear^.Y + HHGear^.dY;
Gear^.Y:= Gear^.Y + HHGear^.dY;
HHGear^.dY:= HHGear^.dY + cGravity;
end;
tt:= Gear^.Elasticity;
tx:= _0;
ty:= _0;
while tt > _20 do
begin
if TestCollisionXwithXYShift(Gear, tx, hwRound(ty), -hwSign(Gear^.dX))
or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(Gear^.dY)) then
begin
Gear^.X:= Gear^.X + tx;
Gear^.Y:= Gear^.Y + ty;
Gear^.Elasticity:= tt;
Gear^.doStep:= @doStepRopeWork;
PlaySound(sndRopeAttach);
with HHGear^ do State:= State and not (gstAttacking or gstHHJumping or gstHHHJump);
RemoveFromAmmo;
tt:= _0;
exit
end;
tx:= tx + Gear^.dX + Gear^.dX;
ty:= ty + Gear^.dY + Gear^.dY;
tt:= tt - _2;
end;
end;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
if Gear^.Elasticity < _10 then
Gear^.Elasticity:= _10000
else
begin
Gear^.doStep:= @doStepRopeWork;
PlaySound(sndRopeAttach);
with HHGear^ do State:= State and not (gstAttacking or gstHHJumping or gstHHHJump);
RemoveFromAmmo;
exit
end;
if (Gear^.Elasticity > Gear^.Friction)
or ((Gear^.Message and gm_Attack) = 0)
or ((HHGear^.State and gstHHDriven) = 0)
or (HHGear^.Damage > 0) then
begin
with PHedgehog(Gear^.Hedgehog)^.Gear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not gm_Attack
end;
DeleteGear(Gear)
end
end;
procedure doStepRope(Gear: PGear);
begin
Gear^.dX:= - Gear^.dX;
Gear^.dY:= - Gear^.dY;
Gear^.doStep:= @doStepRopeAttach;
PlaySound(sndRopeShot)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer > 64 then
begin
Gear^.Timer:= 0;
dec(Gear^.State)
end;
Gear^.dX:= Gear^.dX + cWindSpeed;
Gear^.X:= Gear^.X + Gear^.dX;
if Gear^.State = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer > 75 then
begin
inc(Gear^.State);
Gear^.Timer:= 0;
if Gear^.State > 5 then DeleteGear(Gear)
end;
end;
procedure doStepExplosion(Gear: PGear);
var i: LongWord;
begin
for i:= 0 to 31 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire);
for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart);
for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
begin
if (Gear^.State and gstMoving) <> 0 then
begin
DeleteCI(Gear);
doStepFallingGear(Gear);
if (Gear^.State and gstMoving) = 0 then
begin
AddGearCI(Gear);
Gear^.dX:= _0;
Gear^.dY:= _0
end;
CalcRotationDirAngle(Gear);
AllInactive:= false
end else
if ((GameTicks and $3F) = 25) then
doStepFallingGear(Gear);
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;
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), 50, EXPLAutoSound);
DeleteGear(Gear)
end
else
begin
AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
PlaySound(sndVaporize);
Gear^.Health:= 0;
end;
exit
end;
dec(Gear^.Timer);
end else // gsttmpFlag = 0
if TurnTimeLeft = 0 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), 75, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
///////////////////////////////////////////////////////////////////////////////
(*
TODO
Increase damage as barrel smokes?
Try tweaking friction some more
*)
procedure doStepRollingBarrel(Gear: PGear);
var i: LongInt;
particle: PVisualGear;
begin
Gear^.State:= Gear^.State or gstAnimation;
if ((Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0)) then
begin
DeleteCI(Gear);
AllInactive:= false;
if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
inc(Gear^.Damage, hwRound(Gear^.dY * _50));
for i:= min(12, hwRound(Gear^.dY*_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 / 5)
end
end
else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1) then
inc(Gear^.Damage, hwRound(Gear^.dX * _50))
else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1) then
inc(Gear^.Damage, hwRound(Gear^.dY * -_50))
else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1) then
inc(Gear^.Damage, hwRound(Gear^.dX * -_50));
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
//CheckGearDrowning(Gear)
end
else
begin
Gear^.State:= Gear^.State or gsttmpFlag;
AddGearCI(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 AddGearCI(Gear)
end; *)
if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and TestCollisionYwithGear(Gear, 1) then Gear^.dY:= _0;
if hwAbs(Gear^.dX) < _0_001 then 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;
if Gear^.Health <= 0 then Gear^.doStep:= @doStepCase; // Hand off to doStepCase for the explosion
end;
procedure doStepCase(Gear: PGear);
var i, x, y: LongInt;
k: TGearType;
exBoom: boolean;
dX, dY: HWFloat;
begin
k:= Gear^.Kind;
exBoom:= false;
if (Gear^.Message and gm_Destroy) > 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 (gm_LJump or gm_HJump);
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 Gear^.doStep:= @doStepRollingBarrel;
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;
if Gear^.Health <= 0 then
exBoom:= true;
end;
if (Gear^.Damage > 0) or exBoom then
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
DeleteGear(Gear); // <-- delete gear!
if k = gtCase then
begin
doMakeExplosion(x, y, 25, EXPLAutoSound);
for i:= 0 to 63 do
AddGear(x, y, gtFlame, 0, _0, _0, 0);
end
else if k = gtExplosives then
begin
doMakeExplosion(x, y, 75, EXPLAutoSound);
for i:= 0 to 31 do
begin
dX:= AngleCos(i * 64) * _0_5 * (getrandom + _1);
dY:= AngleSin(i * 64) * _0_5 * (getrandom + _1);
AddGear(x, y, gtFlame, 0, dX, dY, 0);
AddGear(x, y, gtFlame, 0, -dX, -dY, 0)^.State:= gsttmpFlag;
end
end;
exit
end;
if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
begin
AllInactive:= false;
Gear^.dY:= Gear^.dY + cGravity;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then SetAllHHToActive;
if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0;
if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then
begin
if (Gear^.dY > _0_02) and (k = gtExplosives) then
inc(Gear^.Damage, hwRound(Gear^.dY * _40));
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 AddGearCI(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
PlaySound(sndWarp);
if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
inc(Gear^.Timer)
else if Gear^.Tag = 1 then
begin
Gear^.Tag:= 2;
if (TrainingFlags and tfTimeTrial) <> 0 then
begin
inc(TurnTimeLeft, TrainingTimeInc);
if TrainingTimeInc > TrainingTimeInM then
dec(TrainingTimeInc, TrainingTimeInD);
if TurnTimeLeft > TrainingTimeMax then
TurnTimeLeft:= TrainingTimeMax;
end;
end
else if Gear^.Tag = 2 then
if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
if (TrainingFlags and tfTargetRespawn) <> 0 then
begin
TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0);
FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
end;
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
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
AmmoShove(Gear, 30, 115);
HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
var HHGear: PGear;
i: LongInt;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
for i:= 0 to 3 do
begin
AmmoShove(Gear, 30, 25);
Gear^.X:= Gear^.X + Gear^.dX * 5
end;
HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
var gX,gY,i: LongInt;
begin
if (Gear^.State and gsttmpFlag) = 0 then AllInactive:= false;
if not TestCollisionYwithGear(Gear, 1) then
begin
AllInactive:= false;
if Gear^.dX.QWordValue > _0_01.QWordValue then
Gear^.dX:= Gear^.dX * _0_995;
Gear^.dY:= Gear^.dY + cGravity;
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.dY:= Gear^.dY + cGravity;
if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY:= Gear^.dY * _0_995;
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.X:= Gear^.X + Gear^.dX else
Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 640;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (hwRound(Gear^.Y) > cWaterLine) then
begin
gX:= hwRound(Gear^.X);
for i:= 0 to 3 do
AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
PlaySound(sndVaporize);
DeleteGear(Gear);
exit
end
end else begin
if (Gear^.State and gsttmpFlag) <> 0 then
begin
Gear^.Radius:= 9;
AmmoShove(Gear, 2, 30);
Gear^.Radius:= 1
end;
if Gear^.Timer > 0 then
begin
dec(Gear^.Timer);
inc(Gear^.Damage)
end
else begin
// Standard fire
if (Gear^.State and gsttmpFlag) = 0 then
begin
Gear^.Radius:= 9;
AmmoShove(Gear, 4, 100);
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
Gear^.Radius:= 1;
doMakeExplosion(gX, gY, 4, EXPLNoDamage);
if ((GameTicks and $7) = 0) and (Random(2) = 0) then
for i:= 1 to Random(2)+1 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
if Gear^.Health > 0 then dec(Gear^.Health);
Gear^.Timer:= 450 - Gear^.Tag * 8
end
else begin
// Modified fire
if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then begin
DrawExplosion(gX, gY, 4);
for i:= 0 to Random(3) 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;
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 (Gear^.State and gsttmpFlag) = 0 then begin
if ((GameTicks and $3) = 0) and (Random(1) = 0) then begin
for i:= 1 to Random(2)+1 do begin
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
end;
end else begin
for i:= 0 to Random(3) do begin
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
end;
DeleteGear(Gear)
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
if ((Gear^.Message and gm_Destroy) <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear:= PHedgehog(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);
HHGear^.State:= HHGear^.State or gstNoDamage;
Gear^.Y:= HHGear^.Y;
AmmoShove(Gear, 30, 40);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
HHGear^.dY:= HHGear^.dY + cGravity;
if not (HHGear^.dY.isNegative) 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)), COLOR_INDESTRUCTIBLE) then
HHGear^.Y:= HHGear^.Y + HHGear^.dY
end;
procedure doStepFirePunch(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
HHGear^.X:= int2hwFloat(hwRound(HHGear^.X)) - _0_5;
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);
PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), PHedgehog(HHGear^.Hedgehog)^.Team^.voicepack)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachuteWork(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
inc(Gear^.Timer);
if TestCollisionYwithGear(HHGear, 1)
or ((HHGear^.State and gstHHDriven) = 0)
or CheckGearDrowning(HHGear)
or ((Gear^.Message and gm_Attack) <> 0) then
begin
with HHGear^ do
begin
Message:= 0;
SetLittle(dX);
dY:= _0;
State:= State or gstMoving;
end;
DeleteGear(Gear);
isCursorVisible:= false;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
exit
end;
if not TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
HHGear^.X:= HHGear^.X + cWindSpeed * 200;
if (Gear^.Message and gm_Left) <> 0 then HHGear^.X:= HHGear^.X - cMaxWindSpeed * 80
else if (Gear^.Message and gm_Right) <> 0 then HHGear^.X:= HHGear^.X + cMaxWindSpeed * 80;
if (Gear^.Message and gm_Up) <> 0 then HHGear^.Y:= HHGear^.Y - cGravity * 40
else if (Gear^.Message and gm_Down) <> 0 then HHGear^.Y:= HHGear^.Y + cGravity * 40;
HHGear^.Y:= HHGear^.Y + cGravity * 100;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y
end;
procedure doStepParachute(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked or gstMoving);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
Gear^.doStep:= @doStepParachuteWork;
Gear^.Message:= HHGear^.Message;
doStepParachuteWork(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirAttackWork(Gear: PGear);
var i: Longint;
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: for i:= -19 to 19 do
FollowGear:= AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
end;
Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
if (hwRound(Gear^.X) > (LAND_WIDTH+1024)) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;
procedure doStepAirAttack(Gear: PGear);
begin
AllInactive:= false;
if Gear^.X.QWordValue = 0 then
begin
Gear^.Tag:= 1;
Gear^.X:= -_1024;
end
else
begin
Gear^.Tag:= -1;
Gear^.X:= int2hwFloat(LAND_WIDTH + 1024);
end;
Gear^.Y:= int2hwFloat(topY-300);
Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) and (Gear^.State <> 2) then
Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;
Gear^.Health:= 6;
Gear^.doStep:= @doStepAirAttackWork;
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), 30, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGirder(Gear: PGear);
var HHGear: PGear;
x, y, tx, ty: hwFloat;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
tx:= int2hwFloat(TargetPoint.X);
ty:= int2hwFloat(TargetPoint.Y);
x:= HHGear^.X;
y:= HHGear^.Y;
if (Distance(tx - x, ty - y) > _256) or
not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, Gear^.State, true) then
begin
PlaySound(sndDenied);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
HHGear^.State:= HHGear^.State and not gstAttacking;
HHGear^.State:= HHGear^.State or gstHHChooseTarget;
isCursorVisible:= true;
DeleteGear(Gear)
end
else begin
PlaySound(sndPlaced);
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
end;
HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
TargetPoint.X:= NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
var HHGear: PGear;
begin
PHedgehog(Gear^.Hedgehog)^.Unplaced:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Y:= HHGear^.Y + HHGear^.dY; // hedgehog falling to collect cases
HHGear^.dY:= HHGear^.dY + cGravity;
if TestCollisionYwithGear(HHGear, 1)
or CheckGearDrowning(HHGear) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepTeleportAnim(Gear: PGear);
begin
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 HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
sprHHTelepMask, 0, false) then
begin
HHGear^.Message:= HHGear^.Message and not gm_Attack;
HHGear^.State:= HHGear^.State and not gstAttacking;
HHGear^.State:= HHGear^.State or gstHHChooseTarget;
DeleteGear(Gear);
isCursorVisible:= true;
PlaySound(sndDenied)
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(TargetPoint.X);
HHGear^.Y:= int2hwFloat(TargetPoint.Y);
HHGear^.State:= HHGear^.State or gstMoving;
playSound(sndWarp)
end;
TargetPoint.X:= NoPointX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
var HHGear: PGear;
Msg, State: Longword;
begin
AllInactive:= false;
if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
Msg:= Gear^.Message and not gm_Switch;
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
HHGear:= CurrentHedgehog^.Gear;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
HHGear^.Message:= Msg;
exit
end;
if (Gear^.Message and gm_Switch) <> 0 then
begin
HHGear:= CurrentHedgehog^.Gear;
HHGear^.Message:= HHGear^.Message and not gm_Switch;
Gear^.Message:= Gear^.Message and not gm_Switch;
State:= HHGear^.State;
HHGear^.State:= 0;
HHGear^.Active:= false;
HHGear^.Z:= cHHZ;
RemoveGearFromList(HHGear);
InsertGearToList(HHGear);
PlaySound(sndSwitchHog);
repeat
CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
CurrentHedgehog:= @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];
HHGear:= CurrentHedgehog^.Gear;
HHGear^.State:= State;
HHGear^.Active:= true;
FollowGear:= HHGear;
HHGear^.Z:= cCurrHHZ;
RemoveGearFromList(HHGear);
InsertGearToList(HHGear);
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y
end;
end;
procedure doStepSwitcher(Gear: PGear);
var HHGear: PGear;
begin
Gear^.doStep:= @doStepSwitcherWork;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
with HHGear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not gm_Attack
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
var dX, dY: hwFloat;
i: LongInt;
dxn, dyn: boolean;
begin
AllInactive:= false;
dxn:= Gear^.dX.isNegative;
dyn:= Gear^.dY.isNegative;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);
Gear^.dX.isNegative:= not dxn;
Gear^.dY.isNegative:= not dyn;
for i:= 0 to 4 do
begin
dX:= Gear^.dX + (GetRandom - _0_5) * _0_03;
dY:= Gear^.dY + (GetRandom - _0_5) * _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
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
const upd: Longword = 0;
var i: LongWord;
HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
i:= 2;
repeat
Gear^.X:= Gear^.X + HHGear^.dX;
Gear^.Y:= Gear^.Y + HHGear^.dY;
HHGear^.X:= Gear^.X;
HHGear^.Y:= Gear^.Y;
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 Gear^.Pos:= 2;
AmmoShove(Gear, 30, 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 + 6);
upd:= 0
end;
if Gear^.Health < Gear^.Damage then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear);
DeleteGear(HHGear);
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;
PlaySound(sndKamikaze, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
Gear^.doStep:= @doStepKamikazeWork
end
end;
procedure doStepKamikaze(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(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;
////////////////////////////////////////////////////////////////////////////////
const cakeh = 27;
cakeDmg = 75;
var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end;
CakeI: Longword;
procedure doStepCakeExpl(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 2250 then exit;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear)
end;
procedure doStepCakeDown(Gear: PGear);
var gi: PGear;
dmg: LongInt;
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag:= 0;
if Gear^.Pos = 0 then
begin
gi:= GearsList;
while gi <> nil do
begin
dmg:= cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
if (dmg > 1) and (gi^.Kind = gtHedgehog) then
if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
gi^.State:= gi^.State or gstLoser
else
gi^.State:= gi^.State or gstWinner;
gi:= gi^.NextGear
end;
Gear^.doStep:= @doStepCakeExpl;
PlaySound(sndCake)
end else dec(Gear^.Pos)
end;
procedure doStepCakeWork(Gear: PGear);
const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));
var xx, yy, xxn, yyn: LongInt;
da: LongInt;
tdx, tdy: hwFloat;
procedure PrevAngle;
begin
Gear^.Angle:= (LongInt(Gear^.Angle) + 4 - dA) mod 4
end;
procedure NextAngle;
begin
Gear^.Angle:= (LongInt(Gear^.Angle) + 4 + dA) mod 4
end;
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 7 then exit;
dA:= hwSign(Gear^.dX);
xx:= dirs[Gear^.Angle].x;
yy:= dirs[Gear^.Angle].y;
xxn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
yyn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;
if (xx = 0) then
if TestCollisionYwithGear(Gear, yy) then
PrevAngle
else begin
Gear^.Tag:= 0;
Gear^.Y:= Gear^.Y + int2hwFloat(yy);
if not TestCollisionXwithGear(Gear, xxn) then
begin
Gear^.X:= Gear^.X + int2hwFloat(xxn);
NextAngle
end;
end;
if (yy = 0) then
if TestCollisionXwithGear(Gear, xx) then
PrevAngle
else begin
Gear^.Tag:= 0;
Gear^.X:= Gear^.X + int2hwFloat(xx);
if not TestCollisionYwithGear(Gear, yyn) then
begin
Gear^.Y:= Gear^.Y + int2hwFloat(yyn);
NextAngle
end;
end;
if Gear^.Tag = 0 then
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;
dec(Gear^.Health);
Gear^.Timer:= Gear^.Health*10; // This is not seconds, but at least it is *some* feedback
if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then
begin
FollowGear:= Gear;
Gear^.RenderTimer:= false;
Gear^.doStep:= @doStepCakeDown
end
end;
procedure doStepCakeUp(Gear: PGear);
var i: Longword;
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag:= 0;
if Gear^.Pos = 6 then
begin
for i:= 0 to Pred(cakeh) do
begin
CakePoints[i].x:= Gear^.X;
CakePoints[i].y:= Gear^.Y
end;
CakeI:= 0;
Gear^.doStep:= @doStepCakeWork
end else inc(Gear^.Pos)
end;
procedure doStepCakeFall(Gear: PGear);
begin
AllInactive:= false;
Gear^.dY:= Gear^.dY + cGravity;
if TestCollisionYwithGear(Gear, 1) then
Gear^.doStep:= @doStepCakeUp
else
begin
Gear^.Y:= Gear^.Y + Gear^.dY;
if CheckGearDrowning(Gear) then AfterAttack
end
end;
procedure doStepCake(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= HHGear^.Message and (not gm_Attack);
DeleteCI(HHGear);
FollowGear:= Gear;
Gear^.doStep:= @doStepCakeFall
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
var x, y: LongInt;
begin
AllInactive:= false;
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);
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, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
end;
if Gear^.Pos = 14 then
Gear^.doStep:= @doStepSeductionWork
end;
procedure doStepSeduction(Gear: PGear);
begin
AllInactive:= false;
DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);
Gear^.doStep:= @doStepSeductionWear
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
var i: LongWord;
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer = 17 then
Gear^.Timer:= 0
else
exit;
if cWaterLine > 0 then
begin
dec(cWaterLine);
for i:= 0 to LAND_WIDTH - 1 do
Land[cWaterLine, i]:= 0;
SetAllToActive
end;
inc(Gear^.Tag);
if (Gear^.Tag = 47) or (cWaterLine = 0) then
DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrillDrilling(Gear: PGear);
var t: PGearArray;
ox, oy: hwFloat;
begin
AllInactive:= false;
if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
begin
ox:= Gear^.X;
oy:= Gear^.Y;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
if(CheckGearDrowning(Gear)) then
begin
StopSound(Gear^.SoundChannel);
exit
end
end;
t:= CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bug
if (Gear^.Timer = 0)
or (t^.Count <> 0)
or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))
or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] = COLOR_INDESTRUCTIBLE) then
begin //out of time or exited ground
StopSound(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
procedure doStepDrill(Gear: PGear);
var t: PGearArray;
oldDx, oldDy: hwFloat;
t2: hwFloat;
begin
AllInactive:= false;
Gear^.dX:= Gear^.dX + cWindSpeed;
oldDx:= Gear^.dX;
oldDy:= Gear^.dY;
doStepFallingGear(Gear);
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
if ((Gear^.State and gstCollision) <> 0) then begin //hit
Gear^.dX:= oldDx;
Gear^.dY:= oldDy;
t:= CheckGearsCollision(Gear);
if (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 begin //explode right on contact with HH
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit;
end;
Gear^.SoundChannel:= LoopSound(sndDrillRocket);
Gear^.doStep:= @doStepDrillDrilling;
dec(Gear^.Timer)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
var HHGear: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
begin
AllInactive:= false;
dec(Gear^.Timer);
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HedgehogChAngle(HHGear);
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
if (Gear^.Timer mod 100) = 0 then
begin
rx:= rndSign(getRandom * _0_1);
ry:= rndSign(getRandom * _0_1);
AddGear(gx, gy, gtBall, 0,
SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - _0_8) + ry,
0);
PlaySound(sndGun);
end;
if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBallgun(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Down);
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.doStep:= @doStepBallgunWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);
const cAngleSpeed = 3;
var HHGear: PGear;
i: LongInt;
dX, dY: hwFloat;
fChanged: boolean;
trueAngle: Longword;
t: PGear;
begin
AllInactive:= false;
if ((TrainingFlags and tfRCPlane) = 0) and (Gear^.Timer > 0) then dec(Gear^.Timer);
if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStartTime = 0) then TimeTrialStartTime:= RealTicks;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
FollowGear:= Gear;
fChanged:= false;
if ((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 gm_Left) <> 0) then
begin
fChanged:= true;
Gear^.Angle:= (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
end;
if ((Gear^.Message and gm_Right) <> 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 (TrainingFlags and tfRCPlane) = 0 then
begin
if (GameTicks and $FF) = 0 then
if Gear^.Timer < 3500 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0)
else
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
if ((HHGear^.Message and gm_Attack) <> 0) and (Gear^.Health <> 0) then
begin
HHGear^.Message := HHGear^.Message and not gm_Attack;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY * _0_5, 0);
dec(Gear^.Health)
end;
if ((HHGear^.Message and gm_LJump) <> 0)
and ((Gear^.State and gsttmpFlag) = 0) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
PauseMusic;
playSound(sndRideOfTheValkyries);
end;
// pickup bonuses
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(HHGear, t);
end
else
begin
if (GameTicks and $FF) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
// pickup targets
t:= CheckGearNear(Gear, gtTarget, 36, 36);
if t <> nil then
begin
if t^.Tag <> 0 then // collect it only once
exit;
PlaySound(sndShotgunReload);
t^.Tag:= 1;
TrainingTargetGear:= nil; // remove target cursor
exit;
end;
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft)
end;
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0))
or CheckGearDrowning(Gear) then
begin
if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStopTime = 0) then TimeTrialStopTime:= RealTicks;
StopSound(Gear^.SoundChannel);
StopSound(sndRideOfTheValkyries);
ResumeMusic;
if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0)) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLAutoSound);
for i:= 0 to 32 do
begin
dX:= AngleCos(i * 64) * _0_5 * (GetRandom + _1);
dY:= AngleSin(i * 64) * _0_5 * (GetRandom + _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;
DeleteGear(Gear)
end;
AfterAttack;
CurAmmoGear:= nil;
TurnTimeLeft:= 14 * 125;
if (TrainingFlags and tfRCPlane) <> 0 then
TurnTimeLeft:= 0; // HACK: RCPlane training allows unlimited plane starts in last 2 seconds
HHGear^.Message:= 0;
ParseCommand('/taunt '#1, true)
end
end;
procedure doStepRCPlane(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(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: LongInt;
move: hwFloat;
begin
AllInactive:= false;
HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
//dec(Gear^.Timer);
move:= _0_1;
fuel:= 50;
(*if (HHGear^.Message and gm_Precise) <> 0 then
begin
move:= _0_02;
fuel:= 5;
end;*)
if (HHGear^.Message and gm_Up) <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
HHGear^.dY:= HHGear^.dY - move;
HHGear^.dY:= HHGear^.dY - move;
dec(Gear^.Health, fuel);
Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
Gear^.Timer:= GameTicks
end;
if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
HHGear^.dX:= HHGear^.dX + (move * _0_2);
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
Gear^.Timer:= GameTicks
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 then Gear^.Health:= 0;
if (GameTicks and $3F) = 0 then
begin
//AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
end;
if HHGear^.Message and (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
HHGear^.State:= HHGear^.State or gstMoving;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y;
// For some reason I need to reapply followgear here, something else grabs it otherwise.
if not bShowAmmoMenu 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))
or ((Gear^.Message and gm_Attack) <> 0) then
begin
with HHGear^ do
begin
Message:= 0;
Active:= true;
State:= State or gstMoving
end;
DeleteGear(Gear);
isCursorVisible:= false;
ApplyAmmoChanges(PHedgehog(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^.doStep:= @doStepJetpackWork;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
FollowGear:= HHGear;
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
with HHGear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right);
if (dY < _0_1) and (dY > -_0_1) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
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;
fuel, i: LongInt;
move: hwFloat;
begin
HHGear:= CurrentHedgehog^.Gear;
move:= _0_1;
fuel:= 50;
if Gear^.Pos > 0 then
dec(Gear^.Pos, 1)
else if (HHGear^.Message and (gm_Left or gm_Right or gm_Up)) <> 0 then
Gear^.Pos:= 500;
if HHGear^.dX.isNegative then
Gear^.Tag:= -1
else
Gear^.Tag:= 1;
if (HHGear^.Message and gm_Up) <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
HHGear^.dY:= HHGear^.dY - move;
HHGear^.dY:= HHGear^.dY - move;
dec(Gear^.Health, fuel);
Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
end;
if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
HHGear^.dX:= HHGear^.dX + (move * _0_2);
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
end;
if Gear^.Health < 0 then Gear^.Health:= 0;
if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
for i:= ((500-Gear^.Health) div 250) downto 0 do
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
if (HHGear^.Message and gm_Attack <> 0) then begin
HHGear^.Message := HHGear^.Message and not gm_Attack;
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;
end;
if HHGear^.Message and (gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
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.
if not bShowAmmoMenu 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))
or ((Gear^.Message and gm_Attack) <> 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)
else if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear:= CurrentHedgehog^.Gear;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
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 (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PGear);
var maxMovement: LongInt;
begin
inc(Gear^.Timer);
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 DeleteGear(Gear);
end;
procedure doStepBigExplosion(Gear: PGear);
var i: LongWord;
gX,gY: LongInt;
begin
gX:= hwRound(Gear^.X);
gY:= hwRound(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
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), 10, EXPLPoisoned or EXPLNoGfx);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, EXPLPoisoned or EXPLNoGfx);
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 / 5);
end;
DeleteGear(Gear);
exit
end;
end;
procedure doStepPortal(Gear: PGear);
begin
(*
A portal will have a few things it does.
1) At first, it will move through the air until it collides with a surface. Once it does, it will stop. At this point we might try a check to verify there is enough terrain for it to be spawned against, and delete. Or we could just let it kinda stick out for now.
2) From then on, if doStepPortal is called and a gear of a radius less than or equal to the portal is within X pixels of the portal (we could also check on moving toward the portal I guess, depends how accurate this needs to be) the portal will then locate the first other portal of the opposite type (there should only be one other one), and move that gear's X/Y to that other portal's location, and modify dX/dY to be relative to that other portal's orientation relative to this portal's orientation. This might require some tweaking with offsets of a few pixels to avoid getting gears stuck in land.
3) At end of turn, all gtPortal will be deleted.
*)
end;
procedure doStepPortalGun(Gear: PGear);
begin
(*
Ok. Here's where I plan to go with this.
1) Restrict portal gun to X shots.
2) If on first shot, delete all existing gtPortal
3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal.
*)
end;
procedure doStepPiano(Gear: PGear);
var r0, r1: LongInt;
begin
AllInactive:= false;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gm_Slot) <> 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;
CurrentHedgehog^.Gear^.MsgParam:= 0;
CurrentHedgehog^.Gear^.Message:= CurrentHedgehog^.Gear^.Message and not gm_Slot;
end;
if ((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or (Gear^.Pos = 20) then // bounce up to 20 times (3 times on gameflagged solid land) before dropping past landscape
begin
Gear^.dY:= Gear^.dY + cGravity * 3;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
exit
end;
doStepFallingGear(Gear);
if (Gear^.State and gstDrowning) <> 0 then
ResumeMusic
else if (Gear^.State and gstCollision) <> 0 then
begin
r0:= GetRandom(21);
r1:= GetRandom(21);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, EXPLAutoSound);
doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, EXPLAutoSound);
doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, EXPLAutoSound);
Gear^.dY:= -_1;
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: LongWord;
oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
justCollided: 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:= GameTicks mod 4096;
// used for a work-around detection of area that is within land array, but outside borders
justCollided:= 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);
inc(t,Gear^.Health div 313);
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 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 (rY <= cWaterLine) or (y <= cWaterLine) then
begin
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
and (Land[y, x] <> 0) then
begin
if justCollided then
begin
Gear^.Damage:= 0;
Gear^.Health:= 0;
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
DrawExplosion(rX,rY,Gear^.Radius);
// kick nearby hogs
AmmoShove(Gear, 35, 50);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0;
// add some fire to the tunnel
if getRandom(6) = 0 then
AddGear(x-Gear^.Radius+getRandom(2*Gear^.Radius), y-getRandom(Gear^.Radius+1), gtFlame, gsttmpFlag, _0, _0, 0);
end;
if getRandom(100) = 0 then
AddGear(x, y, gtSmokeTrace, 0, _0, _0, 0);
end
// if underwater get additional damage
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);
// push the shooting Hedgehog back
HHGear:= CurrentHedgehog^.Gear;
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;
Gear^.doStep:= @doStepSineGunShotWork
end;