This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2009 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 ChangeAmmo(Gear: PGear);
var slot, i: Longword;
begin
slot:= Gear^.MsgParam;
with PHedgehog(Gear^.Hedgehog)^ do
begin
Gear^.Message:= Gear^.Message and not gm_Slot;
if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0)
or (MultiShootAttacks > 0)
or ((Gear^.State and gstHHDriven) = 0) then exit;
Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump);
if CurSlot = slot then
begin
i:= 0;
repeat
inc(CurAmmo);
if (CurAmmo > cMaxSlotAmmoIndex) then
begin
CurAmmo:= 0;
inc(i);
TryDo(i < 2, 'Engine bug: no ammo in current slot', true)
end;
until (Ammo^[slot, CurAmmo].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, CurAmmo].AmmoType].SkipTurns)
end else
begin
i:= 0;
// check whether there is ammo in slot
while (i <= cMaxSlotAmmoIndex)
and ((Ammo^[slot, i].Count = 0)
or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i);
if i <= cMaxSlotAmmoIndex then
begin
CurSlot:= slot;
CurAmmo:= i
end
end
end
end;
procedure HHSetWeapon(Gear: PGear);
var t: LongInt;
weap: TAmmoType;
begin
weap:= TAmmoType(Gear^.MsgParam);
if PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yet
Gear^.MsgParam:= Ammoz[weap].Slot;
t:= cMaxSlotAmmoIndex;
Gear^.Message:= Gear^.Message and not gm_Weapon;
with PHedgehog(Gear^.Hedgehog)^ do
while (Ammo^[CurSlot, CurAmmo].AmmoType <> weap) and (t >= 0) do
begin
ChangeAmmo(Gear);
dec(t)
end;
ApplyAmmoChanges(PHedgehog(Gear^.Hedgehog)^)
end;
procedure HHSetTimer(Gear: PGear);
begin
Gear^.Message:= Gear^.Message and not gm_Timer;
with PHedgehog(Gear^.Hedgehog)^ do
if (Ammo^[CurSlot, CurAmmo].Propz and ammoprop_Timerable) <> 0 then
begin
Ammo^[CurSlot, CurAmmo].Timer:= 1000 * Gear^.MsgParam;
with CurrentTeam^ do
ApplyAmmoChanges(Hedgehogs[CurrHedgehog]);
end;
end;
procedure Attack(Gear: PGear);
var xx, yy: hwFloat;
tmpGear: PVisualGear;
begin
bShowFinger:= false;
with Gear^,
PHedgehog(Gear^.Hedgehog)^ do
begin
if ((State and gstHHDriven) <> 0)and
((State and (gstAttacked or gstHHChooseTarget)) = 0) and
(((State and gstMoving) = 0) or
// Allow attacks while moving on ammo with AltAttack
((CurAmmoGear <> nil) and ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0)) or
((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_AttackInMove) <> 0)) and
((TargetPoint.X <> NoPointX) or ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_NeedTarget) = 0)) then
begin
State:= State or gstAttacking;
if Power = cMaxPower then Message:= Message and not gm_Attack
else if (Ammo^[CurSlot, CurAmmo].Propz and ammoprop_Power) = 0 then Message:= Message and not gm_Attack
else begin
if Power = 0 then
begin
AttackBar:= CurrentTeam^.AttackBar;
PlaySound(sndThrowPowerUp)
end;
inc(Power)
end;
if ((Message and gm_Attack) <> 0) then exit;
if (Ammo^[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0 then
begin
StopSound(sndThrowPowerUp);
PlaySound(sndThrowRelease);
end;
xx:= SignAs(AngleSin(Angle), dX);
yy:= -AngleCos(Angle);
if ((Gear^.State and gstHHHJump) <> 0) then xx:= - xx;
if Ammo^[CurSlot, CurAmmo].AttackVoice <> sndNone then
PlaySound(Ammo^[CurSlot, CurAmmo].AttackVoice, CurrentTeam^.voicepack);
case Ammo^[CurSlot, CurAmmo].AmmoType of
amGrenade: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtAmmo_Bomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo^[CurSlot, CurAmmo].Timer);
amMolotov: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtMolotov, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amClusterBomb: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtClusterBomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo^[CurSlot, CurAmmo].Timer);
amBazooka: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtAmmo_Grenade, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amBee: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtBee, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amShotgun: begin
PlaySound(sndShotgunReload);
CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amPickHammer: CurAmmoGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius, gtPickHammer, 0, _0, _0, 0);
amSkip: ParseCommand('/skip', true);
amRope: CurAmmoGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtRope, 0, xx, yy, 0);
amMine: AddGear(hwRound(X) + hwSign(dX) * 7, hwRound(Y), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000);
amDEagle: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0);
amSniperRifle: begin
PlaySound(sndSniperReload);
CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0);
end;
amDynamite: AddGear(hwRound(X) + hwSign(dX) * 7, hwRound(Y), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000);
amFirePunch: CurAmmoGear:= AddGear(hwRound(X) + hwSign(dX) * 10, hwRound(Y), gtFirePunch, 0, xx, _0, 0);
amWhip: begin
CurAmmoGear:= AddGear(hwRound(X) + hwSign(dX) * 10, hwRound(Y), gtWhip, 0, SignAs(_1, dX), - _0_8, 0);
PlaySound(sndWhipCrack)
end;
amBaseballBat: begin
CurAmmoGear:= AddGear(hwRound(X) + hwSign(dX) * 10, hwRound(Y), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0);
PlaySound(sndBaseballBat) // TODO: Only play if something is hit?
end;
amParachute: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtParachute, 0, _0, _0, 0);
amAirAttack: AddGear(Ammo^[CurSlot, CurAmmo].Pos, 0, gtAirAttack, 0, _0, _0, 0);
amMineStrike: AddGear(Ammo^[CurSlot, CurAmmo].Pos, 0, gtAirAttack, 1, _0, _0, 0);
amBlowTorch: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0);
amGirder: CurAmmoGear:= AddGear(0, 0, gtGirder, Ammo^[CurSlot, CurAmmo].Pos, _0, _0, 0);
amTeleport: CurAmmoGear:= AddGear(0, 0, gtTeleport, 0, _0, _0, 0);
amSwitch: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtSwitcher, 0, _0, _0, 0);
amMortar: begin
playSound(sndMortar);
FollowGear:= AddGear(hwRound(X), hwRound(Y), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0);
end;
amRCPlane: begin
CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0);
CurAmmoGear^.SoundChannel:= LoopSound(sndRCPlane, nil)
end;
amKamikaze: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0);
amCake: CurAmmoGear:= AddGear(hwRound(X) + hwSign(dX) * 3, hwRound(Y), gtCake, 0, xx, _0, 0);
amSeduction: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius * 2), hwRound(Y + yy * cHHRadius * 2), gtSeduction, 0, xx * _0_4, yy * _0_4, 0);
amWatermelon: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtWatermelon, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo^[CurSlot, CurAmmo].Timer);
amHellishBomb: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtHellishBomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amNapalm: AddGear(Ammo^[CurSlot, CurAmmo].Pos, 0, gtAirAttack, 2, _0, _0, 0);
amDrill: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtDrill, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0);
amBallgun: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0);
amJetpack: CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtJetpack, 0, _0, _0, 0);
amBirdy: begin
PlaySound(sndWhistle);
CurAmmoGear:= AddGear(hwRound(X), hwRound(Y) - 32, gtBirdy, 0, _0, _0, 0);
end;
amLowGravity: begin
PlaySound(sndLowGravity);
cGravity:= cMaxWindSpeed / 2
end;
amExtraDamage: cDamageModifier:= _1_5;
amInvulnerable: Invulnerable:= true;
amExtraTime: TurnTimeLeft:= TurnTimeLeft + 30000;
amLaserSight: cLaserSighting:= true;
amVampiric: cVampiric:= true;
end;
uStats.AmmoUsed(Ammo^[CurSlot, CurAmmo].AmmoType);
if not (SpeechText = '') then
begin
tmpGear:= AddVisualGear(0, 0, vgtSpeechBubble);
if tmpGear <> nil then
begin
tmpGear^.Text:= SpeechText;
tmpGear^.Hedgehog:= Gear^.Hedgehog;
tmpGear^.FrameTicks:= SpeechType;
end;
SpeechText:= ''
end;
Power:= 0;
if (CurAmmoGear <> nil)
and (((Ammo^[CurSlot, CurAmmo].Propz) and ammoprop_AltUse) = 0){check for dropping ammo from rope} then
begin
CurAmmoGear^.Ammo:= @(Ammo^[CurSlot, CurAmmo]);
Message:= Message or gm_Attack;
CurAmmoGear^.Message:= Message
end else begin
if not CurrentTeam^.ExtDriven and
((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0) then SendIPC('a');
AfterAttack;
end
end else Message:= Message and not gm_Attack;
end
end;
procedure AfterAttack;
var s: shortstring;
begin
with CurrentHedgehog^.Gear^,
CurrentHedgehog^ do
begin
State:= State and not gstAttacking;
if ((Ammo^[CurSlot, CurAmmo].Propz) and ammoprop_Effect) = 0 then
begin
Inc(MultiShootAttacks);
if (Ammo^[CurSlot, CurAmmo].NumPerTurn >= MultiShootAttacks) then
begin
s:= inttostr(Ammo^[CurSlot, CurAmmo].NumPerTurn + 1 - MultiShootAttacks);
AddCaption(format(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate);
end;
if (Ammo^[CurSlot, CurAmmo].NumPerTurn >= MultiShootAttacks) or
((GameFlags and gfMultiWeapon) <> 0) then
begin
isInMultiShoot:= true
end
else
begin
TurnTimeLeft:= Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].TimeAfterTurn;
State:= State or gstAttacked;
OnUsedAmmo(CurrentHedgehog^);
end;
end
else
begin
OnUsedAmmo(CurrentHedgehog^);
ApplyAmmoChanges(CurrentHedgehog^);
end;
AttackBar:= 0;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogDead(Gear: PGear);
const frametime = 200;
timertime = frametime * 6;
begin
if PHedgehog(Gear^.Hedgehog)^.Unplaced then exit;
if Gear^.Timer > 1 then
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos)
end else
if Gear^.Timer = 1 then
begin
Gear^.State:= Gear^.State or gstNoDamage;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
DeleteGear(Gear);
SetAllToActive
end else // Gear^.Timer = 0
begin
AllInactive:= false;
Gear^.Z:= cCurrHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
PlaySound(sndByeBye, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
Gear^.Pos:= 0;
Gear^.Timer:= timertime
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure PickUp(HH, Gear: PGear);
var s: shortstring;
a: TAmmoType;
i: LongInt;
vga: PVisualGear;
begin
Gear^.Message:= gm_Destroy;
PlaySound(sndShotgunReload);
case Gear^.Pos of
posCaseUtility,
posCaseAmmo: begin
a:= TAmmoType(Gear^.State);
AddAmmo(PHedgehog(HH^.Hedgehog)^, a);
// Possibly needs to check shared clan ammo game flag once added.
// On the other hand, no obvious reason that clan members shouldn't know what ammo another clan member picked up
if (not (PHedgehog(HH^.Hedgehog)^.Team^.ExtDriven
or (PHedgehog(HH^.Hedgehog)^.BotLevel > 0)))
or (PHedgehog(HH^.Hedgehog)^.Team^.Clan^.ClanIndex = LocalClan)
or (GameType = gmtDemo) then
begin
s:= trammo[Ammoz[a].NameId] + '(+' + IntToStr(Ammoz[a].NumberInCase) + ')';
AddCaption(s, PHedgehog(HH^.Hedgehog)^.Team^.Clan^.Color, capgrpAmmoinfo);
// show ammo icon
vga:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtAmmo);
if vga <> nil then
vga^.Frame:= Longword(a);
end;
end;
posCaseHealth: begin
inc(HH^.Health, Gear^.Health);
PHedgehog(HH^.Hedgehog)^.Effects[hePoisoned] := false;
str(Gear^.Health, s);
s:= '+' + s;
AddCaption(s, PHedgehog(HH^.Hedgehog)^.Team^.Clan^.Color, capgrpAmmoinfo);
RenderHealth(PHedgehog(HH^.Hedgehog)^);
RecountTeamHealth(PHedgehog(HH^.Hedgehog)^.Team);
i:= 0;
while i < Gear^.Health do
begin
AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtHealth);
inc(i, 5);
end;
end;
end
end;
const StepTicks: LongWord = 0;
procedure HedgehogStep(Gear: PGear);
var PrevdX: LongInt;
begin
if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then
begin
if isCursorVisible then
with PHedgehog(Gear^.Hedgehog)^ do
with Ammo^[CurSlot, CurAmmo] do
begin
if (Gear^.Message and gm_Left ) <> 0 then
Pos:= (Pos + Ammoz[AmmoType].PosCount - 1) mod Ammoz[AmmoType].PosCount
else
if (Gear^.Message and gm_Right ) <> 0 then
Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount
else exit;
StepTicks:= 200;
exit
end;
if ((Gear^.Message and gm_Animate) <> 0) then
begin
Gear^.Message:= 0;
Gear^.State:= Gear^.State or gstAnimation;
Gear^.Tag:= Gear^.MsgParam;
Gear^.Timer:= 0;
Gear^.Pos:= 0
end;
if ((Gear^.Message and gm_LJump ) <> 0) then
begin
Gear^.Message:= Gear^.Message and not gm_LJump;
DeleteCI(Gear);
if not TestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _2 else
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then
begin
Gear^.dY:= -_0_15;
if not cArtillery then Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
PlaySound(sndJump1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
exit
end;
end;
if ((Gear^.Message and gm_HJump ) <> 0) then
begin
DeleteCI(Gear);
Gear^.Message:= Gear^.Message and not gm_HJump;
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
PlaySound(sndJump3, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
exit
end;
PrevdX:= hwSign(Gear^.dX);
if (Gear^.Message and gm_Left )<>0 then Gear^.dX:= -cLittle else
if (Gear^.Message and gm_Right )<>0 then Gear^.dX:= cLittle else exit;
if (Gear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
StepSoundTimer:= cHHStepTicks;
end;
StepTicks:= cHHStepTicks;
if PrevdX <> hwSign(Gear^.dX) then
begin
FollowGear:= Gear;
exit
end;
DeleteCI(Gear); // must be after exit!! (see previous line)
PHedgehog(Gear^.Hedgehog)^.visStepPos:= (PHedgehog(Gear^.Hedgehog)^.visStepPos + 1) and 7;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
end;
if (not cArtillery) and ((Gear^.Message and gm_Precise) = 0) and (not TestCollisionXwithGear(Gear, hwSign(Gear^.dX))) then
Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
SetAllHHToActive;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y - _6;
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
exit
end;
end
end
end
end
end
end;
AddGearCI(Gear)
end
end;
procedure HedgehogChAngle(Gear: PGear);
var da: LongWord;
begin
with PHedgehog(Gear^.Hedgehog)^ do
if (Ammo^[CurSlot, CurAmmo].AmmoType = amRope)
and ((Gear^.State and (gstMoving or gstHHJumping)) = gstMoving) then da:= 2 else da:= 1;
if (((Gear^.Message and gm_Precise) = 0) or ((GameTicks mod 5) = 1)) then
if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Angle >= CurMinAngle + da) then dec(Gear^.Angle, da)
else
if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Angle + da <= CurMaxAngle) then inc(Gear^.Angle, da)
end;
procedure doStepHedgehog(Gear: PGear); forward;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogMoving(Gear: PGear);
var isFalling: boolean;
begin
if PHedgehog(Gear^.Hedgehog)^.Unplaced then
begin
Gear^.dY:= _0;
Gear^.dX:= _0;
Gear^.State:= Gear^.State and not gstMoving;
exit
end;
isFalling:= (Gear^.dY.isNegative) or not TestCollisionYKick(Gear, 1);
if isFalling then
begin
if (Gear^.dY.isNegative) and TestCollisionYKick(Gear, -1) then Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
Gear^.dY:= Gear^.dY + cGravity
end else
begin
if ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_55)
and ((Gear^.State and gstHHJumping) <> 0) then SetLittle(Gear^.dX);
if not Gear^.dY.isNegative then
begin
CheckHHDamage(Gear);
if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) and
(Gear^.dX.QWordValue < _0_02.QWordValue) then Gear^.dX.isNegative:= not Gear^.dX.isNegative; // landing after high jump
Gear^.State:= Gear^.State and not (gstHHJumping or gstHHHJump);
Gear^.dY:= _0;
end else Gear^.dY:= Gear^.dY + cGravity;
if ((Gear^.State and gstMoving) <> 0) then Gear^.dX:= Gear^.dX * Gear^.Friction
end;
if (Gear^.State <> 0) then DeleteCI(Gear);
if (Gear^.State and gstMoving) <> 0 then
if TestCollisionXKick(Gear, hwSign(Gear^.dX)) then
if not isFalling then
if hwAbs(Gear^.dX) > _0_01 then
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_96; Gear^.Y:= Gear^.Y - _1 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_93; Gear^.Y:= Gear^.Y - _2 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_9 ; Gear^.Y:= Gear^.Y - _3 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_87; Gear^.Y:= Gear^.Y - _4 end else
if not TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_84; Gear^.Y:= Gear^.Y - _5 end else
if hwAbs(Gear^.dX) > _0_02 then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
else begin
Gear^.State:= Gear^.State and not gstMoving;
SetLittle(Gear^.dX)
end
else begin
Gear^.State:= Gear^.State and not gstMoving;
SetLittle(Gear^.dX)
end
else if (hwAbs(Gear^.dX) > cLittle)
and ((Gear^.State and gstHHJumping) = 0)
then Gear^.dX:= -Gear^.Elasticity * Gear^.dX
else SetLittle(Gear^.dX);
if (not isFalling) and
(hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then
begin
Gear^.State:= Gear^.State and not gstWinner;
Gear^.State:= Gear^.State and not gstMoving;
SetLittle(Gear^.dX);
Gear^.dY:= _0
end else Gear^.State:= Gear^.State or gstMoving;
if (Gear^.State and gstMoving) <> 0 then
begin
Gear^.State:= Gear^.State and not gstAnimation;
// ARTILLERY but not being moved by explosions
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and
(not TestCollisionYKick(Gear, 1)) and
TestCollisionYwithXYShift(Gear, 0, 1, 1) then
begin
CheckHHDamage(Gear);
Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + _1
end;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then isCursorVisible:= false
end;
if (hwAbs(Gear^.dY) > _0) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then
begin
inc(Gear^.FlightTime, 1);
if Gear^.FlightTime = 2000 then
begin
AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage);
PlaySound(sndHomerun)
end;
end
else
begin
Gear^.FlightTime:= 0;
end;
end;
procedure doStepHedgehogDriven(Gear: PGear);
var t: PGear;
wasJumping: boolean;
begin
if not isInMultiShoot then
AllInactive:= false
else
Gear^.Message:= 0;
if (TurnTimeLeft = 0) or (Gear^.Damage > 0) then
begin
TurnTimeLeft:= 0;
isCursorVisible:= false;
Gear^.State:= Gear^.State and not (gstHHDriven or gstAnimation or gstAttacking);
AttackBar:= 0;
if Gear^.Damage > 0 then
Gear^.State:= Gear^.State and not (gstHHJumping or gstHHHJump);
exit
end;
if (Gear^.State and gstAnimation) <> 0 then
begin
Gear^.Message:= 0;
if (Gear^.Pos = Wavez[TWave(Gear^.Tag)].VoiceDelay) and (Gear^.Timer = 0) then PlaySound(Wavez[TWave(Gear^.Tag)].Voice, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
inc(Gear^.Timer);
if Gear^.Timer = Wavez[TWave(Gear^.Tag)].Interval then
begin
Gear^.Timer:= 0;
inc(Gear^.Pos);
if Gear^.Pos = Wavez[TWave(Gear^.Tag)].FramesCount then
Gear^.State:= Gear^.State and not gstAnimation
end;
exit
end;
if ((Gear^.State and gstMoving) <> 0)
or (StepTicks = cHHStepTicks)
or (CurAmmoGear <> nil) then // we are moving
begin
with PHedgehog(Gear^.Hedgehog)^ do
if (CurAmmoGear = nil)
and (Gear^.dY > _0_39)
and (Ammo^[CurSlot, CurAmmo].AmmoType = amParachute) then Gear^.Message:= Gear^.Message or gm_Attack;
// check for case with ammo
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(Gear, t)
end;
if (CurAmmoGear = nil) then
if (((Gear^.Message and gm_Attack) <> 0)
or ((Gear^.State and gstAttacking) <> 0)) then
Attack(Gear) // should be before others to avoid desync with '/put' msg and changing weapon msgs
else
else with PHedgehog(Gear^.Hedgehog)^ do
if ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0)
and ((Gear^.Message and gm_LJump) <> 0)
and (((Ammo^[CurSlot, CurAmmo].Propz) and ammoprop_AltUse) <> 0) then
begin
Gear^.Message:= Gear^.Message and not gm_LJump;
Attack(Gear)
end;
if (CurAmmoGear = nil)
or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0) then
begin
if ((Gear^.Message and gm_Slot) <> 0) then
begin
ChangeAmmo(Gear);
ApplyAmmoChanges(PHedgehog(Gear^.Hedgehog)^)
end;
if ((Gear^.Message and gm_Weapon) <> 0) then HHSetWeapon(Gear);
if ((Gear^.Message and gm_Timer) <> 0) then HHSetTimer(Gear);
end;
if CurAmmoGear <> nil then
begin
CurAmmoGear^.Message:= Gear^.Message;
exit
end;
if not isInMultiShoot then
HedgehogChAngle(Gear);
if (Gear^.State and gstMoving) <> 0 then
begin
wasJumping:= ((Gear^.State and gstHHJumping) <> 0);
if ((Gear^.Message and gm_HJump) <> 0) and
wasJumping and
((Gear^.State and gstHHHJump) = 0) then
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
begin
Gear^.State:= Gear^.State or gstHHHJump;
Gear^.dY:= -_0_25;
if not cArtillery then Gear^.dX:= -SignAs(_0_02, Gear^.dX);
PlaySound(sndJump2, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
end;
Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump);
if (not cArtillery) and wasJumping and
TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
doStepHedgehogMoving(Gear);
if ((Gear^.State and (gstMoving or gstDrowning)) = 0) then
begin
AddGearCI(Gear);
if wasJumping then
StepTicks:= 410
else
StepTicks:= 95
end;
exit
end;
if not isInMultiShoot then
begin
if StepTicks > 0 then dec(StepTicks);
if (StepTicks = 0) then HedgehogStep(Gear)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogFree(Gear: PGear);
var prevState: Longword;
begin
prevState:= Gear^.State;
doStepHedgehogMoving(Gear);
if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then
begin
if Gear^.Damage > 0 then CalcRotationDirAngle(Gear);
AllInactive:= false;
exit
end;
if (Gear^.Health = 0) then
begin
if PrvInactive then
begin
Gear^.Timer:= 0;
Gear^.State:= Gear^.State or gstHHDeath;
Gear^.doStep:= @doStepHedgehogDead;
FollowGear:= Gear;
PrvInactive:= false;
AllInactive:= false;
// Death message
AddCaption(Format(GetEventString(eidDied), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
end;
exit
end;
if ((Gear^.State and gstWait) = 0) and
(prevState <> Gear^.State) then
begin
Gear^.State:= gstWait;
Gear^.Timer:= 150
end else
begin
if Gear^.Timer = 0 then
begin
Gear^.State:= 0;
Gear^.Active:= false;
AddGearCI(Gear);
exit
end else dec(Gear^.Timer)
end;
AllInactive:= false
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehog(Gear: PGear);
begin
if (Gear^.Message and gm_Destroy) <> 0 then
begin
DeleteGear(Gear);
exit
end;
if (Gear^.State and gstHHDriven) = 0 then
doStepHedgehogFree(Gear)
else
begin
with PHedgehog(Gear^.Hedgehog)^ do
if Team^.hasGone then TeamGoneEffect(Team^);
doStepHedgehogDriven(Gear)
end;
end;