--- a/hedgewars/CMakeLists.txt Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/CMakeLists.txt Thu Jun 27 15:33:02 2013 +0400
@@ -73,9 +73,6 @@
uScript.pas
hwengine.pas
- GSHandlers.inc
- VGSHandlers.inc
- ArgParsers.inc
options.inc
${CMAKE_CURRENT_BINARY_DIR}/config.inc
)
--- a/hedgewars/GSHandlers.inc Thu Jun 27 14:37:03 2013 +0400
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,5638 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 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
- *)
-
-(*
- * This file contains the step handlers for gears.
- *
- * Important: Since gears change the course of the game, calculations that
- * lead to different results for different clients/players/machines
- * should NOT occur!
- * Use safe functions and data types! (e.g. GetRandom() and hwFloat)
- *)
-
-procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
-var
- dX, dY, sX, sY: hwFloat;
- i, steps: LongWord;
- caller: TGearStepProcedure;
-begin
- dX:= Gear^.dX;
- dY:= Gear^.dY;
- steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
-
- // Gear is still on the same Pixel it was before
- if steps < 1 then
- begin
- if onlyCheckIfChanged then
- begin
- Gear^.X := Gear^.X + dX;
- Gear^.Y := Gear^.Y + dY;
- EXIT;
- end
- else
- steps := 1;
- end;
-
- if steps > 1 then
- begin
- sX:= dX / steps;
- sY:= dY / steps;
- end
-
- else
- begin
- sX:= dX;
- sY:= dY;
- end;
-
- caller:= Gear^.doStep;
-
- for i:= 1 to steps do
- begin
- Gear^.X := Gear^.X + sX;
- Gear^.Y := Gear^.Y + sY;
- step(Gear);
- if (Gear^.doStep <> caller)
- or ((Gear^.State and gstCollision) <> 0)
- or ((Gear^.State and gstMoving) = 0) then
- break;
- end;
-end;
-
-procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
-var
- gi: PGear;
- d: LongInt;
-begin
- gi := GearsList;
- while gi <> nil do
- begin
- if (gi^.Kind = gtHedgehog) then
- begin
- d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
- if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
- begin
- if (CurrentHedgehog^.Gear = gi) then
- PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
-
- else
- begin
- if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
- begin
- gi^.dX.isNegative:= X<gi^.X;
- gi^.State := gi^.State or gstLoser;
- end;
-
- if d > r div 2 then
- PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
- else
- PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
- end;
- end;
- end;
-
- gi := gi^.NextGear
- end;
-end;
-
-procedure HideHog(HH: PHedgehog);
-begin
- ScriptCall('onHogHide', HH^.Gear^.Uid);
- DeleteCI(HH^.Gear);
- if FollowGear = HH^.Gear then
- FollowGear:= nil;
-
- if lastGearByUID = HH^.Gear then
- lastGearByUID := nil;
-
- HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
- with HH^.Gear^ do
- begin
- Z := cHHZ;
- HH^.Gear^.Active:= false;
- State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
- Message := Message and (not gmAttack);
- end;
- HH^.GearHidden:= HH^.Gear;
- HH^.Gear:= nil
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrowningGear(Gear: PGear);
- begin
- AllInactive := false;
- Gear^.Y := Gear^.Y + cDrownSpeed;
- Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
- // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
- if ((not SuddenDeathDmg and (WaterOpacity < $FF))
- or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
- if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
- AddVisualGear(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);
- if (not SuddenDeathDmg and (WaterOpacity > $FE))
- or (SuddenDeathDmg and (SDWaterOpacity > $FE))
- or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
- DeleteGear(Gear);
- end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFallingGear(Gear: PGear);
-var
- isFalling: boolean;
- //tmp: QWord;
- tdX, tdY: hwFloat;
- collV, collH: LongInt;
- land: word;
-begin
- // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
- if Gear^.dX.Round > 2 then
- Gear^.dX.QWordValue:= 8589934592;
- if Gear^.dY.Round > 2 then
- Gear^.dY.QWordValue:= 8589934592;
-
- if (Gear^.State and gstSubmersible <> 0) and (hwRound(Gear^.Y) > cWaterLine) then
- begin
- Gear^.dX:= Gear^.dX * _0_999;
- Gear^.dY:= Gear^.dY * _0_999
- end;
-
- 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) < min(LAND_WIDTH div -2, -2048))
- or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) then
- Gear^.State := Gear^.State or gstCollision;
-
- if Gear^.dY.isNegative then
- begin
- isFalling := true;
- land:= TestCollisionYwithGear(Gear, -1);
- if land <> 0 then
- begin
- collV := -1;
- if land and lfIce <> 0 then
- Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
- else
- Gear^.dX := Gear^.dX * Gear^.Friction;
-
- Gear^.dY := - Gear^.dY * Gear^.Elasticity;
- Gear^.State := Gear^.State or gstCollision
- end
- else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
- collV := 1;
- end
- else
- begin // Gear^.dY.isNegative is false
- land:= TestCollisionYwithGear(Gear, 1);
- if land <> 0 then
- begin
- collV := 1;
- isFalling := false;
- if land and lfIce <> 0 then
- Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
- else
- Gear^.dX := Gear^.dX * Gear^.Friction;
-
- Gear^.dY := - Gear^.dY * Gear^.Elasticity;
- Gear^.State := Gear^.State or gstCollision
- end
- else
- begin
- isFalling := true;
- if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
- collV := -1
- end
- 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
- begin
- Gear^.dY := Gear^.dY + cGravity;
- if (GameFlags and gfMoreWind) <> 0 then
- Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
- end;
-
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- if Gear^.Kind <> gtBee then
- CheckGearDrowning(Gear);
- //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
- if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
- Gear^.State := Gear^.State and (not gstMoving)
- else
- Gear^.State := Gear^.State or gstMoving;
-
- if (Gear^.nImpactSounds > 0) and
- (Gear^.State and gstCollision <> 0) and
- (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
- (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
- ((Gear^.Radius >= 3) and
- ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
- PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBomb(Gear: PGear);
-var
- i, x, y: LongInt;
- dX, dY, gdX: hwFloat;
- vg: PVisualGear;
-begin
- AllInactive := false;
-
- doStepFallingGear(Gear);
-
- dec(Gear^.Timer);
- if Gear^.Timer = 1000 then // might need adjustments
- case Gear^.Kind of
- gtGrenade: 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, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
- end;
-
- if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
- begin
- vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
- if vg <> nil then
- vg^.Tint:= $FFC0C000;
- end;
-
- if Gear^.Timer = 0 then
- begin
- case Gear^.Kind of
- gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
- gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound);
- gtClusterBomb:
- begin
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
- gdX:= Gear^.dX;
- doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 4 do
- begin
- dX := rndSign(GetRandomf * _0_1) + gdX / 5;
- dY := (GetRandomf - _3) * _0_08;
- FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
- end
- end;
- gtWatermelon:
- begin
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
- gdX:= Gear^.dX;
- doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 5 do
- begin
- dX := rndSign(GetRandomf * _0_1) + gdX / 5;
- dY := (GetRandomf - _1_5) * _0_3;
- FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
- FollowGear^.DirAngle := i * 60
- end
- end;
- gtHellishBomb:
- begin
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
- doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound);
-
- for i:= 0 to 127 do
- begin
- dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
- dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
- if i mod 2 = 0 then
- begin
- AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
- AddGear(x, y, gtFlame, 0, dX, -dY, 0)
- end
- else
- begin
- AddGear(x, y, gtFlame, 0, dX, dY, 0);
- AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
- end;
- end
- end;
- gtGasBomb:
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 2 do
- begin
- x:= GetRandom(60);
- y:= GetRandom(40);
- FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
- end
- end;
- end;
- DeleteGear(Gear);
- exit
- end;
-
- CalcRotationDirAngle(Gear);
-
- if Gear^.Kind = gtHellishBomb then
- begin
-
- if Gear^.Timer = 3000 then
- begin
- Gear^.nImpactSounds := 0;
- PlaySound(sndHellish);
- end;
-
- if (GameTicks and $3F) = 0 then
- if (Gear^.State and gstCollision) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMolotov(Gear: PGear);
-var
- s: Longword;
- i, gX, gY: LongInt;
- dX, dY: hwFloat;
- smoke, glass: PVisualGear;
-begin
- AllInactive := false;
-
- doStepFallingGear(Gear);
- CalcRotationDirAngle(Gear);
-
- // let's add some smoke depending on speed
- s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
- if (GameTicks mod s) = 0 then
- begin
- // adjust angle to match the texture
- if Gear^.dX.isNegative then
- i:= 130
- else i:= 50;
-
- smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
- if smoke <> nil then
- smoke^.Scale:= 0.75;
- end;
-
- if (Gear^.State and gstCollision) <> 0 then
- begin
- PlaySound(sndMolotov);
- gX := hwRound(Gear^.X);
- gY := hwRound(Gear^.Y);
- for i:= 0 to 4 do
- begin
- (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
- if glass <> nil then
- begin
- glass^.Frame:= 2;
- glass^.Tint:= $41B83ED0 - i * $10081000;
- glass^.dX:= 1/(10*(random(11)-5));
- glass^.dY:= -1/(random(4)+5);
- end;*)
- glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
- if glass <> nil then
- with glass^ do
- begin
- Frame:= 2;
- Tint:= $41B83ED0 - i * $10081000;
- Angle:= random(360);
- dx:= 0.0000001;
- dy:= 0;
- if random(2) = 0 then
- dx := -dx;
- FrameTicks:= 750;
- State:= ord(sprEgg)
- end;
- end;
- for i:= 0 to 24 do
- begin
- dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
- dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
- AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
- AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
- AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
- AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
- end;
- DeleteGear(Gear);
- exit
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepCluster(Gear: PGear);
-begin
- AllInactive := false;
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end;
-
- if (Gear^.Kind = gtMelonPiece)
- or (Gear^.Kind = gtBall) then
- CalcRotationDirAngle(Gear)
- else if (GameTicks and $1F) = 0 then
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShell(Gear: PGear);
-begin
- AllInactive := false;
- if (GameFlags and gfMoreWind) = 0 then
- Gear^.dX := Gear^.dX + cWindSpeed;
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end;
- if (GameTicks and $3F) = 0 then
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowball(Gear: PGear);
-var kick, i: LongInt;
- particle: PVisualGear;
- gdX, gdY: hwFloat;
-begin
- AllInactive := false;
- if (GameFlags and gfMoreWind) = 0 then
- Gear^.dX := Gear^.dX + cWindSpeed;
- gdX := Gear^.dX;
- gdY := Gear^.dY;
- doStepFallingGear(Gear);
- CalcRotationDirAngle(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
- Gear^.dX:= gdX;
- Gear^.dY:= gdY;
- AmmoShove(Gear, 0, kick);
- for i:= 15 + kick div 10 downto 0 do
- begin
- particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
- if particle <> nil then
- particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
- end;
- DeleteGear(Gear);
- exit
- end;
- if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
- begin
- particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
- if particle <> nil then
- particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowflake(Gear: PGear);
-var xx, yy, px, py, rx, ry, lx, ly: LongInt;
- move, draw, allpx, gun: Boolean;
- s: PSDL_Surface;
- p: PLongwordArray;
- lf: LongWord;
-begin
-inc(Gear^.Pos);
-gun:= (Gear^.State and gstTmpFlag) <> 0;
-move:= false;
-draw:= false;
-if gun then
- begin
- Gear^.State:= Gear^.State and (not gstInvisible);
- doStepFallingGear(Gear);
- CheckCollision(Gear);
- if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
- draw:= true;
- xx:= hwRound(Gear^.X);
- yy:= hwRound(Gear^.Y);
- end
-else if GameTicks and $7 = 0 then
- begin
- with Gear^ do
- begin
- State:= State and (not gstInvisible);
- X:= X + cWindSpeed * 3200 + dX;
- Y:= Y + dY + cGravity * vobFallSpeed * 8; // using same value as flakes to try and get similar results
- xx:= hwRound(X);
- yy:= hwRound(Y);
- if vobVelocity <> 0 then
- begin
- DirAngle := DirAngle + (Damage / 1000);
- if DirAngle < 0 then
- DirAngle := DirAngle + 360
- else if 360 < DirAngle then
- DirAngle := DirAngle - 360;
- end;
-(*
-We aren't using frametick right now, so just a waste of cycles.
- inc(Health, 8);
- if longword(Health) > vobFrameTicks then
- begin
- dec(Health, vobFrameTicks);
- inc(Timer);
- if Timer = vobFramesCount then
- Timer:= 0
- end;
-*)
- // move back to cloud layer
- if yy > cWaterLine then
- move:= true
- else if (xx > snowRight) or (xx < snowLeft) then
- move:=true
- // Solid pixel encountered
- else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
- begin
- lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
- if lf = 0 then lf:= lfObject;
- // If there's room below keep falling
- if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
- begin
- X:= X - cWindSpeed * 1600 - dX;
- end
- // If there's room below, on the sides, fill the gaps
- else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
- begin
- X:= X - _0_8 * hwSign(cWindSpeed);
- Y:= Y - dY - cGravity * vobFallSpeed * 8;
- end
- else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
- begin
- X:= X - _0_8 * 2 * hwSign(cWindSpeed);
- Y:= Y - dY - cGravity * vobFallSpeed * 8;
- end
- else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
- begin
- X:= X + _0_8 * hwSign(cWindSpeed);
- Y:= Y - dY - cGravity * vobFallSpeed * 8;
- end
- else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
- begin
- X:= X + _0_8 * 2 * hwSign(cWindSpeed);
- Y:= Y - dY - cGravity * vobFallSpeed * 8;
- end
- // if there's an hog/object below do nothing
- else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
- then move:=true
- else draw:= true
- end
- end
- end;
-if draw then
- with Gear^ do
- begin
- // we've collided with land. draw some stuff and get back into the clouds
- move:= true;
- if (Pos > 20) and ((CurAmmoGear = nil)
- or (CurAmmoGear^.Kind <> gtRope)) then
- begin
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
- if not gun then
- begin
- dec(yy,3);
- dec(xx,1)
- end;
- s:= SpritesData[sprSnow].Surface;
- p:= s^.pixels;
- allpx:= true;
- for py:= 0 to Pred(s^.h) do
- begin
- for px:= 0 to Pred(s^.w) do
- begin
- lx:=xx + px; ly:=yy + py;
- if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
- begin
- rx:= lx;
- ry:= ly;
- if cReducedQuality and rqBlurryLand <> 0 then
- begin
- rx:= rx div 2;ry:= ry div 2;
- end;
- if Land[yy + py, xx + px] <= lfAllObjMask then
- if gun then
- begin
- LandDirty[yy div 32, xx div 32]:= 1;
- if LandPixels[ry, rx] = 0 then
- Land[ly, lx]:= lfDamaged or lfObject
- else Land[ly, lx]:= lfDamaged or lfBasic
- end
- else Land[ly, lx]:= lf;
- if gun then
- LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
- else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
- end
- else allpx:= false
- end;
- p:= @(p^[s^.pitch shr 2])
- end;
-
- // Why is this here. For one thing, there's no test on +1 being safe.
- //Land[py, px+1]:= lfBasic;
-
- if allpx then
- UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
- else
- begin
- UpdateLandTexture(
- max(0, min(LAND_WIDTH, xx)),
- min(LAND_WIDTH - xx, Pred(s^.w)),
- max(0, min(LAND_WIDTH, yy)),
- min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
- );
- end;
-////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
- end
- end;
-
-if move then
- begin
- if gun then
- begin
- DeleteGear(Gear);
- exit
- end;
- Gear^.Pos:= 0;
- Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
- Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
- Gear^.State:= Gear^.State or gstInvisible;
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepGrave(Gear: PGear);
-begin
- if (Gear^.Message and gmDestroy) <> 0 then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- AllInactive := false;
-
- if Gear^.dY.isNegative then
- if TestCollisionY(Gear, -1) 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,i: LongInt;
- uw, nuw: boolean;
- flower: PVisualGear;
-
-begin
- AllInactive := false;
- gX := hwRound(Gear^.X);
- gY := hwRound(Gear^.Y);
- uw := (Gear^.Tag <> 0); // was bee underwater last tick?
- nuw := (cWaterLine < gy + Gear^.Radius); // is bee underwater now?
-
- // if water entered or left
- if nuw <> 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);
- StopSoundChan(Gear^.SoundChannel);
- if nuw then
- begin
- Gear^.SoundChannel := LoopSound(sndBeeWater);
- Gear^.Tag := 1;
- end
- else
- begin
- Gear^.SoundChannel := LoopSound(sndBee);
- Gear^.Tag := 0;
- end;
- end;
-
-
- if Gear^.Timer = 0 then
- Gear^.RenderTimer:= false
- else
- begin
- if (GameTicks and $F) = 0 then
- begin
- if (GameTicks and $30) = 0 then
- AddVisualGear(gX, gY, vgtBeeTrace);
- Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.Target.X - gX));
- Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.Target.Y - gY));
- // make sure new speed isn't higher than original one (which we stored in Friction variable)
- t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
- Gear^.dX := Gear^.dX * t;
- Gear^.dY := Gear^.dY * t;
- end;
-
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
-
- end;
-
-
- CheckCollision(Gear);
- if ((Gear^.State and gstCollision) <> 0) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 31 do
- begin
- flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
- if flower <> nil then
- with flower^ do
- begin
- Scale:= 0.75;
- dx:= 0.001 * (random(200));
- dy:= 0.001 * (random(200));
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= random(250) + 250;
- State:= ord(sprTargetBee);
- end;
- end;
- DeleteGear(Gear);
- end;
-
- if (Gear^.Timer > 0) then
- dec(Gear^.Timer)
- else
- begin
- if nuw then
- begin
- StopSoundChan(Gear^.SoundChannel);
- CheckGearDrowning(Gear);
- end
- else
- doStepFallingGear(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, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end;
- dec(Gear^.Timer);
- if Gear^.Timer = 0 then
- begin
- Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and (not gmAttack);
- Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and (not gstAttacking);
- AttackBar:= 0;
-
- Gear^.SoundChannel := LoopSound(sndBee);
- Gear^.Timer := 5000;
- // save initial speed in otherwise unused Friction variable
- Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
- Gear^.doStep := @doStepBeeWork
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShotIdle(Gear: PGear);
-begin
- AllInactive := false;
- 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.QWordValue / -17179869184;
- shell^.dY := gear^.dY.QWordValue / -17179869184;
- shell^.Frame := 0
- end;
- Gear^.State := Gear^.State or gstAnimation
- end;
- exit
- end else
- if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
- begin
- DeleteGear(Gear);
- AfterAttack;
- exit
- end
- else
- inc(Gear^.Timer);
-
- i := 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 spawnBulletTrail(Bullet: PGear);
-var oX, oY: hwFloat;
- VGear: PVisualGear;
-begin
- if Bullet^.PortalCounter = 0 then
- begin
- ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
- oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
- end
- else
- begin
- ox:= Bullet^.Elasticity;
- oy:= Bullet^.Friction;
- end;
-
- // Bullet trail
- VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
-
- if VGear <> nil then
- begin
- VGear^.X:= hwFloat2Float(ox);
- VGear^.Y:= hwFloat2Float(oy);
- VGear^.dX:= hwFloat2Float(Bullet^.X);
- VGear^.dY:= hwFloat2Float(Bullet^.Y);
-
- // reached edge of land. assume infinite beam. Extend it way out past camera
- if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
- or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
- // only extend if not under water
- if hwRound(Bullet^.Y) < cWaterLine then
- begin
- VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
- VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
- end;
-
- VGear^.Timer := 200;
- end;
-end;
-
-procedure doStepBulletWork(Gear: PGear);
-var
- i, x, y: LongWord;
- oX, oY: hwFloat;
- VGear: PVisualGear;
-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);
- // let's interrupt before a collision to give portals a chance to catch the bullet
- if (Gear^.Damage = 1) and (Gear^.Tag = 0) and not(CheckLandValue(x, y, lfLandMask)) then
- begin
- Gear^.Tag := 1;
- Gear^.Damage := 0;
- Gear^.X := Gear^.X - Gear^.dX;
- Gear^.Y := Gear^.Y - Gear^.dY;
- CheckGearDrowning(Gear);
- break;
- end
- else
- Gear^.Tag := 0;
-
- if Gear^.Damage > 5 then
- if Gear^.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 ((not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $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 (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
- cArtillery := false;
-
- // Bullet Hit
- if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
- begin
- VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
- if VGear <> nil then
- begin
- VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
- end;
- end;
-
- spawnBulletTrail(Gear);
- Gear^.doStep := @doStepShotIdle
- end;
-end;
-
-procedure doStepDEagleShot(Gear: PGear);
-begin
- PlaySound(sndGun);
- // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
- Gear^.X := Gear^.X + Gear^.dX * 3;
- Gear^.Y := Gear^.Y + Gear^.dY * 3;
- Gear^.doStep := @doStepBulletWork
-end;
-
-procedure doStepSniperRifleShot(Gear: PGear);
-var
- HHGear: PGear;
- shell: PVisualGear;
-begin
- cArtillery := true;
- HHGear := 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) then
- dec(HHGear^.Angle,32)
- end;
-
- if (HHGear^.Message and gmAttack) <> 0 then
- begin
- shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
- if shell <> nil then
- begin
- shell^.dX := gear^.dX.QWordValue / -8589934592;
- shell^.dY := gear^.dY.QWordValue / -8589934592;
- 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);
- // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
- Gear^.X := Gear^.X + Gear^.dX * 3;
- Gear^.Y := Gear^.Y + Gear^.dY * 3;
- Gear^.doStep := @doStepBulletWork;
- end
- else
- if (GameTicks mod 32) = 0 then
- if (GameTicks mod 4096) < 2048 then
- begin
- if (HHGear^.Angle + 1 <= cMaxAngle) then
- inc(HHGear^.Angle)
- end
- else
- if (HHGear^.Angle >= 1) then
- dec(HHGear^.Angle);
-
- if (TurnTimeLeft > 0) then
- 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;
- gtATFinishGame:
- begin
- AllInactive := false;
- if Gear^.Timer = 1000 then
- begin
- ScreenFade := sfToBlack;
- ScreenFadeValue := 0;
- ScreenFadeSpeed := 1;
- end;
- if Gear^.Timer = 0 then
- begin
- SendIPC(_S'N');
- SendIPC(_S'q');
- GameState := gsExit
- end
- end;
- end;
-if Gear^.Timer = 0 then
- DeleteGear(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPickHammerWork(Gear: PGear);
-var
- i, ei, x, y: LongInt;
- HHGear: PGear;
-begin
- AllInactive := false;
- HHGear := Gear^.Hedgehog^.Gear;
- dec(Gear^.Timer);
- if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
- dec(TurnTimeLeft);
- if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
- or((Gear^.Message and gmDestroy) <> 0)
- or((HHGear^.State and gstHHDriven) =0) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- DeleteGear(Gear);
- AfterAttack;
- doStepHedgehogMoving(HHGear); // for gfInfAttack
- exit
- end;
-
- x:= hwRound(Gear^.X);
- y:= hwRound(Gear^.Y);
- if (Gear^.Timer mod 33) = 0 then
- begin
- HHGear^.State := HHGear^.State or gstNoDamage;
- doMakeExplosion(x, y + 7, 6, Gear^.Hedgehog, EXPLDontDraw);
- HHGear^.State := HHGear^.State and (not gstNoDamage)
- end;
-
- if (Gear^.Timer mod 47) = 0 then
- begin
- // ok. this was an attempt to turn off dust if not actually drilling land. I have no idea why it isn't working as expected
- if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
- for i:= 0 to 1 do
- AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);
-
- i := x - Gear^.Radius - LongInt(GetRandom(2));
- ei := x + Gear^.Radius + LongInt(GetRandom(2));
- while i <= ei do
- begin
- DrawExplosion(i, y + 3, 3);
- inc(i, 1)
- end;
-
- if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), lfIndestructible) then
- begin
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + _1_9;
- end;
- SetAllHHToActive;
- end;
- if TestCollisionYwithGear(Gear, 1) <> 0 then
- begin
- Gear^.dY := _0;
- SetLittle(HHGear^.dX);
- HHGear^.dY := _0;
- end
- else
- begin
- if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
- begin
- Gear^.dY := Gear^.dY + cGravity;
- Gear^.Y := Gear^.Y + Gear^.dY
- end;
- if hwRound(Gear^.Y) > cWaterLine then
- Gear^.Timer := 1
- end;
-
- Gear^.X := Gear^.X + HHGear^.dX;
- if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
- begin
- HHGear^.X := Gear^.X;
- HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
- end;
-
- if (Gear^.Message and gmAttack) <> 0 then
- if (Gear^.State and gsttmpFlag) <> 0 then
- Gear^.Timer := 1
- else //there would be a mistake.
- else
- if (Gear^.State and gsttmpFlag) = 0 then
- Gear^.State := Gear^.State or gsttmpFlag;
- if ((Gear^.Message and gmLeft) <> 0) then
- Gear^.dX := - _0_3
- else
- if ((Gear^.Message and gmRight) <> 0) then
- Gear^.dX := _0_3
- else Gear^.dX := _0;
-end;
-
-procedure doStepPickHammer(Gear: PGear);
-var
- i, y: LongInt;
- ar: TRangeArray;
- HHGear: PGear;
-begin
- i := 0;
- HHGear := Gear^.Hedgehog^.Gear;
-
- y := hwRound(Gear^.Y) - cHHRadius * 2;
- while y < hwRound(Gear^.Y) do
- begin
- ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
- ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
- inc(y, 2);
- inc(i)
- end;
-
- DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
- Gear^.dY := HHGear^.dY;
- DeleteCI(HHGear);
-
- Gear^.SoundChannel := LoopSound(sndPickhammer);
- doStepPickHammerWork(Gear);
- Gear^.doStep := @doStepPickHammerWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-var
- BTPrevAngle, BTSteps: LongInt;
-
-procedure doStepBlowTorchWork(Gear: PGear);
-var
- HHGear: PGear;
- b: boolean;
- prevX: LongInt;
-begin
- AllInactive := false;
- dec(Gear^.Timer);
- if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
- dec(TurnTimeLeft);
-
- HHGear := Gear^.Hedgehog^.Gear;
-
- HedgehogChAngle(HHGear);
-
- b := false;
-
- if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
- begin
- Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
- Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
- BTPrevAngle := HHGear^.Angle;
- b := true
- end;
-
- if ((HHGear^.State and gstMoving) <> 0) then
- begin
- doStepHedgehogMoving(HHGear);
- if (HHGear^.State and gstHHDriven) = 0 then
- Gear^.Timer := 0
- end;
-
- if Gear^.Timer mod cHHStepTicks = 0 then
- begin
- b := true;
- if Gear^.dX.isNegative then
- HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
- else
- HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;
-
- if ((HHGear^.State and gstMoving) = 0) then
- begin
- HHGear^.State := HHGear^.State and (not gstAttacking);
- prevX := hwRound(HHGear^.X);
-
- // why the call to HedgehogStep then a further increment of X?
- if (prevX = hwRound(HHGear^.X)) and
- CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
- lfIndestructible) then HedgehogStep(HHGear);
-
- if (prevX = hwRound(HHGear^.X)) and
- CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
- lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
- HHGear^.State := HHGear^.State or gstAttacking
- end;
-
- inc(BTSteps);
- if BTSteps = 7 then
- begin
- BTSteps := 0;
- if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),lfIndestructible) then
- begin
- Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
- Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
- end;
- HHGear^.State := HHGear^.State or gstNoDamage;
- AmmoShove(Gear, 2, 15);
- HHGear^.State := HHGear^.State and (not gstNoDamage)
- end;
- end;
-
- if b then
- begin
- DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
- HHGear^.Y + Gear^.dY * cHHRadius - _1 -
- ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
- Gear^.dX, Gear^.dY,
- cHHStepTicks, cHHRadius * 2 + 7);
- end;
-
- if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
- or ((HHGear^.Message and gmAttack) <> 0) then
- begin
- HHGear^.Message := 0;
- HHGear^.State := HHGear^.State and (not gstNotKickable);
- DeleteGear(Gear);
- AfterAttack
- end
-end;
-
-procedure doStepBlowTorch(Gear: PGear);
-var
- HHGear: PGear;
-begin
- BTPrevAngle := High(LongInt);
- BTSteps := 0;
- HHGear := Gear^.Hedgehog^.Gear;
- HedgehogChAngle(HHGear);
- Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
- Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
- DrawTunnel(HHGear^.X,
- HHGear^.Y + Gear^.dY * cHHRadius - _1 -
- ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
- Gear^.dX, Gear^.dY,
- cHHStepTicks, cHHRadius * 2 + 7);
- HHGear^.Message := 0;
- HHGear^.State := HHGear^.State or gstNotKickable;
- Gear^.doStep := @doStepBlowTorchWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMine(Gear: PGear);
-var vg: PVisualGear;
- dxdy: hwFloat;
-begin
- if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
- if (Gear^.State and gstMoving) <> 0 then
- begin
- DeleteCI(Gear);
- doStepFallingGear(Gear);
- if (Gear^.State and gstMoving) = 0 then
- begin
- 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^.Health = 0) then
- begin
- if (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
- inc(Gear^.Damage, hwRound(dxdy * _50));
-
- if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
- begin
- vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
- if vg <> nil then
- vg^.Scale:= 0.5
- end;
-
- if (Gear^.Damage > 35) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end
- end;
-
- if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
- if ((Gear^.State and gstAttacking) = 0) then
- begin
- if ((GameTicks and $1F) = 0) then
- if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
- Gear^.State := Gear^.State or gstAttacking
- end
- else // gstAttacking <> 0
- begin
- AllInactive := false;
- 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, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear)
- end
- else
- begin
- vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
- if vg <> nil then
- vg^.Scale:= 0.5;
- PlaySound(sndVaporize);
- Gear^.Health := 0;
- Gear^.Damage := 0;
- Gear^.State := Gear^.State and (not gstAttacking)
- end;
- exit
- end;
- dec(Gear^.Timer);
- end
- else // gsttmpFlag = 0
- if (TurnTimeLeft = 0)
- or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
- or (Gear^.Hedgehog^.Gear = nil) then
- Gear^.State := Gear^.State or gsttmpFlag;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSMine(Gear: PGear);
-begin
- // TODO: do real calculation?
- if TestCollisionXwithGear(Gear, 2)
- or (TestCollisionYwithGear(Gear, -2) <> 0)
- or TestCollisionXwithGear(Gear, -2)
- or (TestCollisionYwithGear(Gear, 2) <> 0) then
- begin
- if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
- begin
- PlaySound(sndRopeAttach);
- Gear^.dX:= _0;
- Gear^.dY:= _0;
- AddGearCI(Gear);
- end;
- end
- else
- begin
- DeleteCI(Gear);
- doStepFallingGear(Gear);
- AllInactive := false;
- CalcRotationDirAngle(Gear);
- end;
-
- if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
- begin
- if ((Gear^.State and gstAttacking) = 0) 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 = 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end else
- if (Gear^.Timer and $FF) = 0 then
- PlaySound(sndMineTick);
-
- dec(Gear^.Timer);
- end
- end
- else // gsttmpFlag = 0
- if (TurnTimeLeft = 0)
- or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
- or (Gear^.Hedgehog^.Gear = nil) then
- Gear^.State := Gear^.State or gsttmpFlag;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure 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, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end;
- dec(Gear^.Timer);
-end;
-
-///////////////////////////////////////////////////////////////////////////////
-
-procedure doStepRollingBarrel(Gear: PGear);
-var
- i: LongInt;
- particle: PVisualGear;
- dxdy: hwFloat;
-begin
- if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
- SetLittle(Gear^.dY);
- Gear^.State := Gear^.State or gstAnimation;
- if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and not gstFrozen;
-
- if ((Gear^.dX.QWordValue <> 0)
- or (Gear^.dY.QWordValue <> 0)) then
- begin
- DeleteCI(Gear);
- AllInactive := false;
- dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
- begin
- if (TestCollisionYwithGear(Gear, 1) <> 0) then
- begin
- Gear^.State := Gear^.State or gsttmpFlag;
- for i:= min(12, hwRound(dxdy*_10)) downto 0 do
- begin
- particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
- if particle <> nil then
- particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
- end
- end;
- inc(Gear^.Damage, hwRound(dxdy * _50))
- end;
- 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) <> 0) then
- Gear^.dY := _0;
- if hwAbs(Gear^.dX) < _0_001 then
- Gear^.dX := _0;
-
- if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
- if (cBarrelHealth div Gear^.Health) > 2 then
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
- else
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage := 0;
- if Gear^.Health <= 0 then
- doStepCase(Gear);
-end;
-
-procedure doStepCase(Gear: PGear);
-var
- i, x, y: LongInt;
- k: TGearType;
- dX, dY: HWFloat;
- hog: PHedgehog;
- sparkles: PVisualGear;
- gi: PGear;
-begin
- k := Gear^.Kind;
-
- if (Gear^.Message and gmDestroy) > 0 then
- begin
- DeleteGear(Gear);
- FreeActionsList;
- SetAllToActive;
- // something (hh, mine, etc...) could be on top of the case
- with CurrentHedgehog^ do
- if Gear <> nil then
- Gear^.Message := Gear^.Message and (not (gmLJump or gmHJump));
- exit
- end;
- if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and not gstFrozen;
-
- if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
- begin
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
- hog:= Gear^.Hedgehog;
-
- DeleteGear(Gear);
- // <-- delete gear!
-
- if k = gtCase then
- begin
- doMakeExplosion(x, y, 25, hog, 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, hog, EXPLAutoSound);
- for i:= 0 to 31 do
- begin
- dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
- dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
- AddGear(x, y, gtFlame, 0, dX, dY, 0);
- AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
- end
- end;
- exit
- end;
-
- if k = gtExplosives then
- begin
- //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
- if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
- begin
- Gear^.doStep := @doStepRollingBarrel;
- exit;
- end
- else Gear^.dX:= _0;
-
- if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
- if (cBarrelHealth div Gear^.Health) > 2 then
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
- else
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage := 0;
- end
- else
- begin
- if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
- begin
- gi := GearsList;
- while gi <> nil do
- begin
- if gi^.Kind = gtGenericFaller then
- begin
- gi^.Active:= true;
- gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
- gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
- gi^.dX:= _90-(GetRandomf*_360);
- gi^.dY:= _90-(GetRandomf*_360)
- end;
- gi := gi^.NextGear
- end
- end;
-
- if Gear^.Timer = 500 then
- begin
-(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
- voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that
- has its own complexities. *)
- // Abuse a couple of gear values to track origin
- Gear^.Angle:= hwRound(Gear^.Y);
- Gear^.Tag:= random(2);
- inc(Gear^.Timer)
- end;
- if Gear^.Timer < 1833 then inc(Gear^.Timer);
- if Gear^.Timer = 1000 then
- begin
- sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
- if sparkles <> nil then
- begin
- sparkles^.dX:= 0;
- sparkles^.dY:= 0;
- sparkles^.Angle:= 270;
- if Gear^.Tag = 1 then
- sparkles^.Tint:= $3744D7FF
- else sparkles^.Tint:= $FAB22CFF
- end;
- end;
- if Gear^.Timer < 1000 then
- begin
- AllInactive:= false;
- exit
- end
- end;
-
-
- if (Gear^.dY.QWordValue <> 0)
- or (TestCollisionYwithGear(Gear, 1) = 0) then
- begin
- AllInactive := false;
-
- Gear^.dY := Gear^.dY + cGravity;
-
- if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
- Gear^.dY := _0;
-
- Gear^.Y := Gear^.Y + Gear^.dY;
-
- if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
- SetAllHHToActive(false);
-
- if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
- begin
- if (Gear^.dY > _0_2) and (k = gtExplosives) then
- inc(Gear^.Damage, hwRound(Gear^.dY * _70));
-
- if Gear^.dY > _0_2 then
- for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
- AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
- Gear^.dY := - Gear^.dY * Gear^.Elasticity;
- if Gear^.dY > - _0_001 then
- Gear^.dY := _0
- else if Gear^.dY < - _0_03 then
- PlaySound(Gear^.ImpactSound);
- end;
- //if Gear^.dY > - _0_001 then Gear^.dY:= _0
- CheckGearDrowning(Gear);
- end;
-
- if (Gear^.dY.QWordValue = 0) then
- 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
- Gear^.Tag := 2
- else if Gear^.Tag = 2 then
- if Gear^.Timer > 0 then
- dec(Gear^.Timer)
- else
- begin
- DeleteGear(Gear);
- exit;
- end;
-
- doStepCase(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepIdle(Gear: PGear);
-begin
- AllInactive := false;
- dec(Gear^.Timer);
- if Gear^.Timer = 0 then
- begin
- DeleteGear(Gear);
- AfterAttack
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepShover(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.State := HHGear^.State or gstNoDamage;
- DeleteCI(HHGear);
-
- AmmoShove(Gear, 30, 115);
-
- HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
- Gear^.Timer := 250;
- Gear^.doStep := @doStepIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepWhip(Gear: PGear);
-var
- HHGear: PGear;
- i: LongInt;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.State := HHGear^.State or gstNoDamage;
- DeleteCI(HHGear);
-
- for i:= 0 to 3 do
- begin
- AmmoShove(Gear, 30, 25);
- Gear^.X := Gear^.X + Gear^.dX * 5
- end;
-
- HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
-
- Gear^.Timer := 250;
- Gear^.doStep := @doStepIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFlame(Gear: PGear);
-var
- gX,gY,i: LongInt;
- sticky: Boolean;
- vgt: PVisualGear;
- tdX,tdY: HWFloat;
-begin
- sticky:= (Gear^.State and gsttmpFlag) <> 0;
- if not sticky then AllInactive := false;
-
- if TestCollisionYwithGear(Gear, 1) = 0 then
- begin
- AllInactive := false;
-
- if ((GameTicks mod 100) = 0) then
- begin
- vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
- if vgt <> nil then
- begin
- vgt^.dx:= 0;
- vgt^.dy:= 0;
- vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
- end;
- end;
-
-
- if Gear^.dX.QWordValue > _0_01.QWordValue then
- Gear^.dX := Gear^.dX * _0_995;
-
- Gear^.dY := Gear^.dY + cGravity;
- // if sticky then Gear^.dY := Gear^.dY + cGravity;
-
- if Gear^.dY.QWordValue > _0_2.QWordValue then
- Gear^.dY := Gear^.dY * _0_995;
-
- //if sticky then Gear^.X := Gear^.X + Gear^.dX else
- Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
- Gear^.Y := Gear^.Y + Gear^.dY;
-
- 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 sticky and (GameTicks and $F = 0) then
- begin
- Gear^.Radius := 7;
- tdX:= Gear^.dX;
- tdY:= Gear^.dY;
- Gear^.dX.QWordValue:= 120000000;
- Gear^.dY.QWordValue:= 429496730;
- Gear^.dX.isNegative:= getrandom(2)<>1;
- Gear^.dY.isNegative:= true;
- AmmoShove(Gear, 2, 125);
- Gear^.dX:= tdX;
- Gear^.dY:= tdY;
- Gear^.Radius := 1
- end;
- if Gear^.Timer > 0 then
- begin
- dec(Gear^.Timer);
- inc(Gear^.Damage)
- end
- else
- begin
- gX := hwRound(Gear^.X);
- gY := hwRound(Gear^.Y);
- // Standard fire
- if not sticky then
- begin
- if ((GameTicks and $1) = 0) then
- begin
- Gear^.Radius := 7;
- tdX:= Gear^.dX;
- tdY:= Gear^.dY;
- Gear^.dX.QWordValue:= 214748365;
- Gear^.dY.QWordValue:= 429496730;
- Gear^.dX.isNegative:= getrandom(2)<>1;
- Gear^.dY.isNegative:= true;
- AmmoShove(Gear, 6, 100);
- Gear^.dX:= tdX;
- Gear^.dY:= tdY;
- Gear^.Radius := 1;
- end
- else if ((GameTicks and $3) = 3) then
- doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
- //DrawExplosion(gX, gY, 4);
-
- if ((GameTicks and $7) = 0) and (Random(2) = 0) then
- for i:= Random(2) downto 0 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
- if Gear^.Health > 0 then
- dec(Gear^.Health);
- Gear^.Timer := 450 - Gear^.Tag * 8
- end
- else
- begin
- // Modified fire
- if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
- begin
- DrawExplosion(gX, gY, 4);
-
- for i:= Random(3) downto 0 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
- end;
-
-// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
- Gear^.Timer := 100 - Gear^.Tag * 3;
- if (Gear^.Damage > 3000+Gear^.Tag*1500) then
- Gear^.Health := 0
- end
- end
- end;
- if Gear^.Health = 0 then
- begin
- gX := hwRound(Gear^.X);
- gY := hwRound(Gear^.Y);
- if not sticky then
- begin
- if ((GameTicks and $3) = 0) and (Random(1) = 0) then
- for i:= Random(2) downto 0 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
- end
- else
- for i:= Random(3) downto 0 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
- DeleteGear(Gear)
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFirePunchWork(Gear: PGear);
-var
- HHGear: PGear;
-begin
- AllInactive := false;
- if ((Gear^.Message and gmDestroy) <> 0) then
- begin
- DeleteGear(Gear);
- AfterAttack;
- exit
- end;
-
- HHGear := Gear^.Hedgehog^.Gear;
- if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
- begin
- Gear^.Tag := hwRound(HHGear^.Y);
- DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
- 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)),
- lfIndestructible) then
- HHGear^.Y := HHGear^.Y + HHGear^.dY
-end;
-
-procedure doStepFirePunch(Gear: PGear);
-var
- HHGear: PGear;
-begin
- AllInactive := false;
- HHGear := Gear^.Hedgehog^.Gear;
- DeleteCI(HHGear);
- //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
- HHGear^.dX := SignAs(cLittle, Gear^.dX);
-
- HHGear^.dY := - _0_3;
-
- Gear^.X := HHGear^.X;
- Gear^.dX := SignAs(_0_45, Gear^.dX);
- Gear^.dY := - _0_9;
- Gear^.doStep := @doStepFirePunchWork;
- DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
-
- PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepParachuteWork(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
-
- inc(Gear^.Timer);
-
- if (TestCollisionYwithGear(HHGear, 1) <> 0)
- or ((HHGear^.State and gstHHDriven) = 0)
- or CheckGearDrowning(HHGear)
- or ((Gear^.Message and gmAttack) <> 0) then
- begin
- with HHGear^ do
- begin
- Message := 0;
- SetLittle(dX);
- dY := _0;
- State := State or gstMoving;
- end;
- DeleteGear(Gear);
- isCursorVisible := false;
- ApplyAmmoChanges(HHGear^.Hedgehog^);
- exit
- end;
-
- HHGear^.X := HHGear^.X + cWindSpeed * 200;
-
- if (Gear^.Message and gmLeft) <> 0 then
- HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
-
- else if (Gear^.Message and gmRight) <> 0 then
- HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
-
- if (Gear^.Message and gmUp) <> 0 then
- HHGear^.Y := HHGear^.Y - cGravity * 40
-
- else if (Gear^.Message and gmDown) <> 0 then
- HHGear^.Y := HHGear^.Y + cGravity * 40;
-
- // don't drift into obstacles
- if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
- HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
- HHGear^.Y := HHGear^.Y + cGravity * 100;
- Gear^.X := HHGear^.X;
- Gear^.Y := HHGear^.Y
-end;
-
-procedure doStepParachute(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
-
- DeleteCI(HHGear);
-
- AfterAttack;
-
- HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving));
- HHGear^.Message := HHGear^.Message and (not gmAttack);
-
- Gear^.doStep := @doStepParachuteWork;
-
- Gear^.Message := HHGear^.Message;
- doStepParachuteWork(Gear)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepAirAttackWork(Gear: PGear);
-begin
- AllInactive := false;
- Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
-
- if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
- begin
- dec(Gear^.Health);
- case Gear^.State of
- 0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
- 1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
- 2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
- 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
- //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
- // Gear^.Tag, _0, 5000);
- end;
- Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag);
- StopSoundChan(Gear^.SoundChannel, 4000);
- end;
-
- if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
- if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
- begin
- // avoid to play forever (is this necessary?)
- StopSoundChan(Gear^.SoundChannel);
- DeleteGear(Gear)
- end;
-end;
-
-procedure doStepAirAttack(Gear: PGear);
-begin
- AllInactive := false;
-
- if Gear^.X.QWordValue = 0 then
- begin
- Gear^.Tag := 1;
- Gear^.X := -_2048;
- end
- else
- begin
- Gear^.Tag := -1;
- Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
- end;
-
- Gear^.Y := int2hwFloat(topY-300);
- Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15);
-
- // calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
- if (Gear^.State = 2) then
- Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
- // calcs for regular falling gears
- else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
- Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
- cGravity) * Gear^.Tag;
-
- Gear^.Health := 6;
- Gear^.doStep := @doStepAirAttackWork;
- Gear^.SoundChannel := LoopSound(sndPlane, 4000);
-
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepAirBomb(Gear: PGear);
-begin
- AllInactive := false;
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- with mobileRecord do
- if (performRumble <> nil) and (not fastUntilLag) then
- performRumble(kSystemSoundID_Vibrate);
- exit
- end;
- if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-procedure doStepGirder(Gear: PGear);
-var
- HHGear: PGear;
- x, y, tx, ty: hwFloat;
-begin
- AllInactive := false;
-
- HHGear := Gear^.Hedgehog^.Gear;
- tx := int2hwFloat(Gear^.Target.X);
- ty := int2hwFloat(Gear^.Target.Y);
- x := HHGear^.X;
- y := HHGear^.Y;
-
- if (Distance(tx - x, ty - y) > _256)
- or (not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprAmGirder].Width div 2, Gear^.Target.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true, false)) then
- begin
- PlaySound(sndDenied);
- HHGear^.Message := HHGear^.Message and (not gmAttack);
- HHGear^.State := HHGear^.State and (not gstAttacking);
- HHGear^.State := HHGear^.State or gstHHChooseTarget;
- isCursorVisible := true;
- DeleteGear(Gear)
- end
- else
- begin
- PlaySound(sndPlaced);
- DeleteGear(Gear);
- AfterAttack;
- end;
-
- HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked));
- HHGear^.Message := HHGear^.Message and (not gmAttack);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepTeleportAfter(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- doStepHedgehogMoving(HHGear);
- // if not infattack mode wait for hedgehog finish falling to collect cases
- if ((GameFlags and gfInfAttack) <> 0)
- or ((HHGear^.State and gstMoving) = 0)
- or (Gear^.Hedgehog^.Gear^.Damage > 0)
- or ((HHGear^.State and gstDrowning) = 1) then
- begin
- DeleteGear(Gear);
- AfterAttack
- end
-end;
-
-procedure doStepTeleportAnim(Gear: PGear);
-begin
- if (Gear^.Hedgehog^.Gear^.Damage > 0) then
- begin
- DeleteGear(Gear);
- AfterAttack;
- end;
- inc(Gear^.Timer);
- if Gear^.Timer = 65 then
- begin
- Gear^.Timer := 0;
- inc(Gear^.Pos);
- if Gear^.Pos = 11 then
- Gear^.doStep := @doStepTeleportAfter
- end;
-end;
-
-procedure doStepTeleport(Gear: PGear);
-var
- HHGear: PGear;
-begin
- AllInactive := false;
-
- HHGear := Gear^.Hedgehog^.Gear;
- if not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2,
- Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2,
- sprHHTelepMask, 0, false, false) then
- begin
- HHGear^.Message := HHGear^.Message and (not gmAttack);
- 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(Gear^.Target.X);
- HHGear^.Y := int2hwFloat(Gear^.Target.Y);
- HHGear^.State := HHGear^.State or gstMoving;
- Gear^.Hedgehog^.Unplaced := false;
- isCursorVisible := false;
- playSound(sndWarp)
- end;
- Gear^.Target.X:= NoPointX
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSwitcherWork(Gear: PGear);
-var
- HHGear: PGear;
- hedgehog: PHedgehog;
- State: Longword;
-begin
- AllInactive := false;
-
- if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
- begin
- hedgehog := Gear^.Hedgehog;
- //Msg := Gear^.Message and (not gmSwitch);
- DeleteGear(Gear);
- ApplyAmmoChanges(hedgehog^);
-
- HHGear := CurrentHedgehog^.Gear;
- ApplyAmmoChanges(HHGear^.Hedgehog^);
- //HHGear^.Message := Msg;
- exit
- end;
-
- if (Gear^.Message and gmSwitch) <> 0 then
- begin
- HHGear := CurrentHedgehog^.Gear;
- HHGear^.Message := HHGear^.Message and (not gmSwitch);
- Gear^.Message := Gear^.Message and (not gmSwitch);
- State := HHGear^.State;
- HHGear^.State := 0;
- HHGear^.Z := cHHZ;
- HHGear^.Active := false;
- HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
-
- PlaySound(sndSwitchHog);
-
- repeat
- CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
- until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
- (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
- (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
-
- SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
- AmmoMenuInvalidated:= true;
-
- HHGear := CurrentHedgehog^.Gear;
- HHGear^.State := State;
- HHGear^.Active := true;
- FollowGear := HHGear;
- HHGear^.Z := cCurrHHZ;
- HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
- Gear^.X := HHGear^.X;
- Gear^.Y := HHGear^.Y
- end;
-end;
-
-procedure doStepSwitcher(Gear: PGear);
-var
- HHGear: PGear;
-begin
- Gear^.doStep := @doStepSwitcherWork;
-
- HHGear := Gear^.Hedgehog^.Gear;
- OnUsedAmmo(HHGear^.Hedgehog^);
- with HHGear^ do
- begin
- State := State and (not gstAttacking);
- Message := Message and (not gmAttack)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMortar(Gear: PGear);
-var
- dX, dY, gdX, gdY: hwFloat;
- i: LongInt;
-begin
- AllInactive := false;
- gdX := Gear^.dX;
- gdY := Gear^.dY;
-
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
- gdX.isNegative := not gdX.isNegative;
- gdY.isNegative := not gdY.isNegative;
- gdX:= gdX*_0_2;
- gdY:= gdY*_0_2;
-
- for i:= 0 to 4 do
- begin
- dX := gdX + rndSign(GetRandomf) * _0_03;
- dY := gdY + rndSign(GetRandomf) * _0_03;
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
- end;
-
- DeleteGear(Gear);
- exit
- end;
-
- if (GameTicks and $3F) = 0 then
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKamikazeWork(Gear: PGear);
-var
- i: LongWord;
- HHGear: PGear;
- sparkles: PVisualGear;
- hasWishes: boolean;
-begin
- AllInactive := false;
- hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
- if hasWishes then
- Gear^.AdvBounce:= 1;
-
- HHGear := Gear^.Hedgehog^.Gear;
- if HHGear = nil then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- HHGear^.State := HHGear^.State or gstNoDamage;
- DeleteCI(HHGear);
-
- Gear^.X := HHGear^.X;
- Gear^.Y := HHGear^.Y;
- if (GameTicks mod 2 = 0) and hasWishes then
- begin
- sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
- if sparkles <> nil then
- begin
- sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
- sparkles^.Angle:= random(360);
- end
- end;
-
- i := 2;
- repeat
-
- Gear^.X := Gear^.X + HHGear^.dX;
- Gear^.Y := Gear^.Y + HHGear^.dY;
- HHGear^.X := Gear^.X;
- HHGear^.Y := Gear^.Y;
-
- inc(Gear^.Damage, 2);
-
- // if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
- // or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
-
- dec(i)
- until (i = 0)
- or (Gear^.Damage > Gear^.Health);
-
- inc(upd);
- if upd > 3 then
- begin
- if Gear^.Health < 1500 then
- begin
- if Gear^.AdvBounce <> 0 then
- Gear^.Pos := 3
- else
- Gear^.Pos := 2;
- end;
-
- AmmoShove(Gear, 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 + 7);
-
- upd := 0
- end;
-
- if Gear^.Health < Gear^.Damage then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
- if hasWishes then
- for i:= 0 to 31 do
- begin
- sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
- if sparkles <> nil then
- with sparkles^ do
- begin
- Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
- Angle:= random(360);
- dx:= 0.001 * (random(200));
- dy:= 0.001 * (random(200));
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= random(400) + 250
- end
- end;
- AfterAttack;
- HHGear^.Message:= HHGear^.Message or gmDestroy;
- DeleteGear(Gear);
- end
- else
- begin
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage := 0
- end
-end;
-
-procedure doStepKamikazeIdle(Gear: PGear);
-begin
- AllInactive := false;
- dec(Gear^.Timer);
- if Gear^.Timer = 0 then
- begin
- Gear^.Pos := 1;
- PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
- Gear^.doStep := @doStepKamikazeWork
- end
-end;
-
-procedure doStepKamikaze(Gear: PGear);
-var
- HHGear: PGear;
-begin
- AllInactive := false;
-
- HHGear := Gear^.Hedgehog^.Gear;
-
- HHGear^.dX := Gear^.dX;
- HHGear^.dY := Gear^.dY;
-
- Gear^.dX := SignAs(_0_45, Gear^.dX);
- Gear^.dY := - _0_9;
-
- Gear^.Timer := 550;
-
- Gear^.doStep := @doStepKamikazeIdle
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-const cakeh = 27;
-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, Gear^.Hedgehog, EXPLAutoSound);
- AfterAttack;
- DeleteGear(Gear)
-end;
-
-procedure doStepCakeDown(Gear: PGear);
-var
- gi: PGear;
- dmg, dmgBase: LongInt;
- fX, fY, tdX, tdY: hwFloat;
-begin
- AllInactive := false;
-
- inc(Gear^.Tag);
- if Gear^.Tag < 100 then
- exit;
- Gear^.Tag := 0;
-
- if Gear^.Pos = 0 then
- begin
-///////////// adapted from doMakeExplosion ///////////////////////////
- //fX:= Gear^.X;
- //fY:= Gear^.Y;
- //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
- //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
- fX:= int2hwFloat(hwRound(Gear^.X));
- fY:= int2hwFloat(hwRound(Gear^.Y));
- dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
- gi := GearsList;
- while gi <> nil do
- begin
- if gi^.Kind = gtHedgehog then
- begin
- dmg:= 0;
- tdX:= gi^.X-fX;
- tdY:= gi^.Y-fY;
- if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
- dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
- if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
- if (dmg > 1) then
- if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
- gi^.State := gi^.State or gstLoser
- else
- gi^.State := gi^.State or gstWinner;
- end;
- gi := gi^.NextGear
- end;
-//////////////////////////////////////////////////////////////////////
- Gear^.doStep := @doStepCakeExpl;
- PlaySound(sndCake)
- end
- else dec(Gear^.Pos)
-end;
-
-
-procedure doStepCakeWork(Gear: PGear);
-var
- tdx, tdy: hwFloat;
-begin
- AllInactive := false;
-
- inc(Gear^.Tag);
- if Gear^.Tag < 7 then
- exit;
-
- dec(Gear^.Health);
- Gear^.Timer := Gear^.Health*10;
- if Gear^.Health mod 100 = 0 then
- Gear^.PortalCounter:= 0;
- // This is not seconds, but at least it is *some* feedback
- if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
- begin
- FollowGear := Gear;
- Gear^.RenderTimer := false;
- Gear^.doStep := @doStepCakeDown;
- exit
- end;
-
- cakeStep(Gear);
-
- 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;
-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) <> 0 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 := Gear^.Hedgehog^.Gear;
- HHGear^.Message := HHGear^.Message and (not gmAttack);
- Gear^.CollisionMask:= lfNotCurrentMask;
-
- FollowGear := Gear;
-
- Gear^.doStep := @doStepCakeFall
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSeductionWork(Gear: PGear);
-var i: LongInt;
- hogs: PGearArrayS;
-begin
- AllInactive := false;
- hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
- if hogs.size > 0 then
- begin
- for i:= 0 to hogs.size - 1 do
- with hogs.ar^[i]^ do
- begin
- if hogs.ar^[i] <> CurrentHedgehog^.Gear then
- begin
- dX:= _50 * cGravity * (Gear^.X - X) / _25;
- dY:= -_450 * cGravity;
- Active:= true;
- end
- end;
- end ;
- AfterAttack;
- DeleteGear(Gear);
-(*
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
-
- if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
- if (Land[y, x] <> 0) then
- begin
- Gear^.dX.isNegative := not Gear^.dX.isNegative;
- Gear^.dY.isNegative := not Gear^.dY.isNegative;
- Gear^.dX := Gear^.dX * _1_5;
- Gear^.dY := Gear^.dY * _1_5 - _0_3;
- AmmoShove(Gear, 0, 40);
- AfterAttack;
- DeleteGear(Gear)
- end
- else
- else
- begin
- AfterAttack;
- DeleteGear(Gear)
- end*)
-end;
-
-procedure doStepSeductionWear(Gear: PGear);
-var heart: PVisualGear;
-begin
- AllInactive := false;
- inc(Gear^.Timer);
- if Gear^.Timer > 250 then
- begin
- Gear^.Timer := 0;
- inc(Gear^.Pos);
- if Gear^.Pos = 5 then
- PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
- end;
-
- if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
- begin
- heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
- if heart <> nil then
- with heart^ do
- begin
- dx:= 0.001 * (random(200));
- dy:= 0.001 * (random(200));
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= random(750) + 1000;
- State:= ord(sprSeduction)
- end;
- end;
-
- if Gear^.Pos = 15 then
- Gear^.doStep := @doStepSeductionWork
-end;
-
-procedure doStepSeduction(Gear: PGear);
-begin
- AllInactive := false;
- //DeleteCI(Gear^.Hedgehog^.Gear);
- Gear^.doStep := @doStepSeductionWear
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepWaterUp(Gear: PGear);
-var
- i: LongWord;
-begin
- if (Gear^.Tag = 0)
- or (cWaterLine = 0) then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- AllInactive := false;
-
- inc(Gear^.Timer);
- if Gear^.Timer = 17 then
- Gear^.Timer := 0
- else
- exit;
-
- if cWaterLine > 0 then
- begin
- dec(cWaterLine);
- for i:= 0 to LAND_WIDTH - 1 do
- Land[cWaterLine, i] := 0;
- SetAllToActive
- end;
-
- dec(Gear^.Tag);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepDrill(Gear: PGear);
-forward;
-
-procedure doStepDrillDrilling(Gear: PGear);
-var
- t: PGearArray;
- tempColl: Word;
-begin
- AllInactive := false;
- if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
- begin
- dec(Gear^.Timer);
- exit;
- end;
-
- DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- if (Gear^.Timer mod 30) = 0 then
- AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
- if (CheckGearDrowning(Gear)) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- exit
- end;
-
- tempColl:= Gear^.CollisionMask;
- Gear^.CollisionMask:= $007F;
- if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
- t := CheckGearsCollision(Gear)
- else t := nil;
- Gear^.CollisionMask:= tempColl;
- //fixes drill not exploding when touching HH bug
-
- if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
- or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))))
-// CheckLandValue returns true if the type isn't matched
- or (not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible)) then
- begin
- //out of time or exited ground
- StopSoundChan(Gear^.SoundChannel);
- if (Gear^.State and gsttmpFlag) <> 0 then
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
- else
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end
-
- else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- Gear^.Tag := 1;
- Gear^.doStep := @doStepDrill
- end;
-
- dec(Gear^.Timer);
-end;
-
-procedure doStepDrill(Gear: PGear);
-var
- t: PGearArray;
- oldDx, oldDy: hwFloat;
- t2: hwFloat;
-begin
- AllInactive := false;
-
- if (Gear^.State and gsttmpFlag) = 0 then
- Gear^.dX := Gear^.dX + cWindSpeed;
-
- oldDx := Gear^.dX;
- oldDy := Gear^.dY;
-
- doStepFallingGear(Gear);
-
- if (GameTicks and $3F) = 0 then
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end;
-
- if ((Gear^.State and gstCollision) <> 0) then
- begin
- //hit
- Gear^.dX := oldDx;
- Gear^.dY := oldDy;
-
- if GameTicks > Gear^.FlightTime then
- t := CheckGearsCollision(Gear)
- else
- t := nil;
- if (t = nil) or (t^.Count = 0) then
- begin
- //hit the ground not the HH
- t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
- Gear^.dX := Gear^.dX * t2;
- Gear^.dY := Gear^.dY * t2;
- end
-
- else if (t <> nil) then
- begin
- //explode right on contact with HH
- if (Gear^.State and gsttmpFlag) <> 0 then
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
- else
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit;
- end;
-
- Gear^.SoundChannel := LoopSound(sndDrillRocket);
- Gear^.doStep := @doStepDrillDrilling;
-
- if (Gear^.State and gsttmpFlag) <> 0 then
- gear^.RenderTimer:= true;
- if Gear^.Timer > 0 then dec(Gear^.Timer)
- end
- else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
- begin
- if Gear^.Timer > 0 then
- dec(Gear^.Timer)
- else
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- end
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBallgunWork(Gear: PGear);
-var
- HHGear, ball: PGear;
- rx, ry: hwFloat;
- gX, gY: LongInt;
-begin
- AllInactive := false;
- dec(Gear^.Timer);
- HHGear := Gear^.Hedgehog^.Gear;
- HedgehogChAngle(HHGear);
- gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
- gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
- if (Gear^.Timer mod 100) = 0 then
- begin
- rx := rndSign(getRandomf * _0_1);
- ry := rndSign(getRandomf * _0_1);
-
- ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
- ball^.CollisionMask:= lfNotCurrentMask;
-
- PlaySound(sndGun);
- end;
-
- if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
- begin
- DeleteGear(Gear);
- AfterAttack
- end
-end;
-
-procedure doStepBallgun(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
- HHGear^.State := HHGear^.State or gstNotKickable;
- Gear^.doStep := @doStepBallgunWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepRCPlaneWork(Gear: PGear);
-
-const cAngleSpeed = 3;
-var
- HHGear: PGear;
- i: LongInt;
- dX, dY: hwFloat;
- fChanged: boolean;
- trueAngle: Longword;
- t: PGear;
-begin
- AllInactive := false;
-
- HHGear := Gear^.Hedgehog^.Gear;
- FollowGear := Gear;
-
- if Gear^.Timer > 0 then
- dec(Gear^.Timer);
-
- 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 gmLeft) <> 0) then
- begin
- fChanged := true;
- Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
- end;
-
- if ((Gear^.Message and gmRight) <> 0) then
- begin
- fChanged := true;
- Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
- end
- end;
-
- if fChanged then
- begin
- Gear^.dX.isNegative := (Gear^.Angle > 2048);
- if Gear^.dX.isNegative then
- trueAngle := 4096 - Gear^.Angle
- else
- trueAngle := Gear^.Angle;
-
- Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
- Gear^.dY := AngleCos(trueAngle) * -_0_25;
- end;
-
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
-
- if (GameTicks and $FF) = 0 then
- if Gear^.Timer < 3500 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
- else
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
- if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then
- begin
- HHGear^.Message := HHGear^.Message and (not gmAttack);
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
- _0_5, 0);
- dec(Gear^.Health)
- end;
-
- if ((HHGear^.Message and gmLJump) <> 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);
-
- CheckCollision(Gear);
-
- if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- StopSound(sndRideOfTheValkyries);
- ResumeMusic;
-
- if ((Gear^.State and gstCollision) <> 0) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 15 do
- begin
- dX := AngleCos(i * 64) * _0_5 * (GetRandomf + _1);
- dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _1);
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
- end;
- DeleteGear(Gear)
- end;
-
- AfterAttack;
- CurAmmoGear := nil;
- if (GameFlags and gfInfAttack) = 0 then
- begin
- if TagTurnTimeLeft = 0 then
- TagTurnTimeLeft:= TurnTimeLeft;
-
- TurnTimeLeft:= 14 * 125;
- end;
-
- HHGear^.Message := 0;
- ParseCommand('/taunt ' + #1, true)
- end
-end;
-
-procedure doStepRCPlane(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.Message := 0;
- HHGear^.State := HHGear^.State or gstNotKickable;
- Gear^.Angle := HHGear^.Angle;
- Gear^.Tag := hwSign(HHGear^.dX);
-
- if HHGear^.dX.isNegative then
- Gear^.Angle := 4096 - Gear^.Angle;
- Gear^.doStep := @doStepRCPlaneWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepJetpackWork(Gear: PGear);
-var
- HHGear: PGear;
- fuel, i: LongInt;
- move: hwFloat;
- isUnderwater: Boolean;
- bubble: PVisualGear;
-begin
- isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
- if Gear^.Pos > 0 then
- dec(Gear^.Pos);
- AllInactive := false;
- HHGear := Gear^.Hedgehog^.Gear;
- //dec(Gear^.Timer);
- move := _0_2;
- fuel := 50;
-(*if (HHGear^.Message and gmPrecise) <> 0 then
- begin
- move:= _0_02;
- fuel:= 5;
- end;*)
- if HHGear^.Message and gmPrecise <> 0 then
- HedgehogChAngle(HHGear)
- else if Gear^.Health > 0 then
- begin
- if HHGear^.Message and gmUp <> 0 then
- begin
- if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
- begin
- if isUnderwater then
- begin
- HHGear^.dY := HHGear^.dY - (move * _0_7);
- for i:= random(10)+10 downto 0 do
- begin
- bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
- if bubble <> nil then
- bubble^.dY:= random(20)/10+0.1;
- end
- end
- else HHGear^.dY := HHGear^.dY - move;
- end;
- dec(Gear^.Health, fuel);
- Gear^.MsgParam := Gear^.MsgParam or gmUp;
- Gear^.Timer := GameTicks
- end;
- move.isNegative := (HHGear^.Message and gmLeft) <> 0;
- if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
- begin
- HHGear^.dX := HHGear^.dX + (move * _0_1);
- if isUnderwater then
- begin
- for i:= random(5)+5 downto 0 do
- begin
- bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
- if bubble <> nil then
- begin
- bubble^.dX:= (random(10)/10 + 0.02) * -1;
- if (move.isNegative) then
- begin
- bubble^.X := bubble^.X + 28;
- bubble^.dX:= bubble^.dX * (-1)
- end
- else bubble^.X := bubble^.X - 28;
- end;
- end
- end;
- dec(Gear^.Health, fuel div 5);
- Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
- Gear^.Timer := GameTicks
- end
- end;
-
- // erases them all at once :-/
- if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
- begin
- Gear^.Timer := 0;
- Gear^.MsgParam := 0
- end;
-
- if Gear^.Health < 0 then
- Gear^.Health := 0;
-
- i:= Gear^.Health div 20;
-
- if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
- begin
- Gear^.Damage:= i;
- //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
- FreeTexture(Gear^.Tex);
- Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
- end;
-
- if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
- (HHGear^.Message and gmPrecise = 0) then
- Gear^.State := Gear^.State and (not gsttmpFlag);
-
- if HHGear^.Message and gmPrecise = 0 then
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
- HHGear^.State := HHGear^.State or gstMoving;
-
- Gear^.X := HHGear^.X;
- Gear^.Y := HHGear^.Y;
-
- if not isUnderWater and hasBorder and ((HHGear^.X < _0)
- or (hwRound(HHGear^.X) > LAND_WIDTH)) then
- HHGear^.dY.isNegative:= false;
-
- if ((Gear^.State and gsttmpFlag) = 0)
- or (HHGear^.dY < _0) then
- doStepHedgehogMoving(HHGear);
-
- if // (Gear^.Health = 0)
- (HHGear^.Damage <> 0)
- //or CheckGearDrowning(HHGear)
- or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
- or (TurnTimeLeft = 0)
- // allow brief ground touches - to be fair on this, might need another counter
- or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
- or ((Gear^.Message and gmAttack) <> 0) then
- begin
- with HHGear^ do
- begin
- Message := 0;
- Active := true;
- State := State or gstMoving
- end;
- DeleteGear(Gear);
- isCursorVisible := false;
- ApplyAmmoChanges(HHGear^.Hedgehog^);
- // if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
-
-// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
-
-//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
- end
-end;
-
-procedure doStepJetpack(Gear: PGear);
-var
- HHGear: PGear;
-begin
- Gear^.Pos:= 0;
- Gear^.doStep := @doStepJetpackWork;
-
- HHGear := Gear^.Hedgehog^.Gear;
- FollowGear := HHGear;
- AfterAttack;
- with HHGear^ do
- begin
- State := State and (not gstAttacking);
- Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
-
- if (dY < _0_1) and (dY > -_0_1) then
- begin
- Gear^.State := Gear^.State or gsttmpFlag;
- 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 := Gear^.Hedgehog^.Gear;
- if HHGear = nil then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- move := _0_2;
- fuel := 50;
-
- if Gear^.Pos > 0 then
- dec(Gear^.Pos, 1)
- else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
- Gear^.Pos := 500;
-
- if HHGear^.dX.isNegative then
- Gear^.Tag := -1
- else
- Gear^.Tag := 1;
-
- if (HHGear^.Message and gmUp) <> 0 then
- begin
- if (not HHGear^.dY.isNegative)
- or (HHGear^.Y > -_256) then
- HHGear^.dY := HHGear^.dY - move;
-
- dec(Gear^.Health, fuel);
- Gear^.MsgParam := Gear^.MsgParam or gmUp;
- end;
-
- if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
- if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
- begin
- HHGear^.dX := HHGear^.dX + (move * _0_1);
- dec(Gear^.Health, fuel div 5);
- Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
- 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 gmAttack <> 0) then
- begin
- HHGear^.Message := HHGear^.Message and (not gmAttack);
- if Gear^.FlightTime > 0 then
- begin
- AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
- PlaySound(sndBirdyLay);
- dec(Gear^.FlightTime)
- end;
- end;
-
- if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
- Gear^.State := Gear^.State and (not gsttmpFlag);
-
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
- HHGear^.State := HHGear^.State or gstMoving;
-
- Gear^.X := HHGear^.X;
- Gear^.Y := HHGear^.Y - int2hwFloat(32);
- // For some reason I need to reapply followgear here, something else grabs it otherwise.
- // this is probably not needed anymore
- if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
-
- if ((Gear^.State and gsttmpFlag) = 0)
- or (HHGear^.dY < _0) then
- doStepHedgehogMoving(HHGear);
-
- if (Gear^.Health = 0)
- or (HHGear^.Damage <> 0)
- or CheckGearDrowning(HHGear)
- or (TurnTimeLeft = 0)
- // allow brief ground touches - to be fair on this, might need another counter
- or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
- or ((Gear^.Message and gmAttack) <> 0) then
- begin
- with HHGear^ do
- begin
- Message := 0;
- Active := true;
- State := State or gstMoving
- end;
- Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
- if HHGear^.dY < _0 then
- begin
- Gear^.dX := HHGear^.dX;
- Gear^.dY := HHGear^.dY;
- end;
- Gear^.Timer := 0;
- Gear^.doStep := @doStepBirdyDisappear;
- CurAmmoGear := nil;
- isCursorVisible := false;
- AfterAttack;
- end
-end;
-
-procedure doStepBirdyDescend(Gear: PGear);
-var
- HHGear: PGear;
-begin
- if Gear^.Timer > 0 then
- dec(Gear^.Timer, 1)
- else if Gear^.Hedgehog^.Gear = nil then
- begin
- DeleteGear(Gear);
- AfterAttack;
- exit
- end;
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
- if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
- begin
- if Gear^.Timer = 0 then
- Gear^.Y := Gear^.Y + _0_1
- end
- else if Gear^.Timer = 0 then
- begin
- Gear^.doStep := @doStepBirdyFly;
- HHGear^.dY := -_0_2
- end
-end;
-
-procedure doStepBirdyAppear(Gear: PGear);
-begin
- Gear^.Pos := 0;
- if Gear^.Timer < 2000 then
- inc(Gear^.Timer, 1)
- else
- begin
- Gear^.Timer := 500;
- Gear^.dX := _0;
- Gear^.dY := _0;
- Gear^.State := Gear^.State and (not gstAnimation);
- Gear^.doStep := @doStepBirdyDescend;
- end
-end;
-
-procedure doStepBirdy(Gear: PGear);
-var
- HHGear: PGear;
-begin
- gear^.State := gear^.State or gstAnimation and (not gstTmpFlag);
- Gear^.doStep := @doStepBirdyAppear;
-
- if CurrentHedgehog = nil then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- HHGear := CurrentHedgehog^.Gear;
-
- if HHGear^.dX.isNegative then
- Gear^.Tag := -1
- else
- Gear^.Tag := 1;
- Gear^.Pos := 0;
- AllInactive := false;
- FollowGear := HHGear;
- with HHGear^ do
- begin
- State := State and (not gstAttacking);
- Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepEggWork(Gear: PGear);
-var
- vg: PVisualGear;
- i: LongInt;
-begin
- AllInactive := false;
- Gear^.dX := Gear^.dX;
- doStepFallingGear(Gear);
- // CheckGearDrowning(Gear); // already checked for in doStepFallingGear
- CalcRotationDirAngle(Gear);
-
- if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLPoisoned, $C0E0FFE0);
- PlaySound(sndEggBreak);
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
- vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
- if vg <> nil then
- vg^.Frame := 2;
-
- for i:= 10 downto 0 do
- begin
- vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
- vgtDust);
- if vg <> nil then
- vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480);
- end;
-
- DeleteGear(Gear);
- exit
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doPortalColorSwitch();
-var CurWeapon: PAmmo;
-begin
- if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then
- with CurrentHedgehog^ do
- if (CurAmmoType = amPortalGun) then
- begin
- CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSwitch);
-
- CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
- if CurWeapon^.Pos <> 0 then
- CurWeapon^.Pos := 0
-
- else
- CurWeapon^.Pos := 1;
- end;
-end;
-
-procedure doStepPortal(Gear: PGear);
-var
- iterator, conPortal: PGear;
- s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed,
- resetx, resety, resetdx, resetdy: hwFloat;
- sx, sy, rh, resetr: LongInt;
- hasdxy, isbullet, iscake, isCollision: Boolean;
-begin
- doPortalColorSwitch();
-
- // destroy portal if ground it was attached too is gone
- if (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] <= lfAllObjMask)
- or (Gear^.Timer < 1)
- or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
- or (hwRound(Gear^.Y) > cWaterLine) then
- begin
- deleteGear(Gear);
- EXIT;
- end;
-
- if (TurnTimeLeft < 1)
- or (Gear^.Health < 1) then
- dec(Gear^.Timer);
-
- if Gear^.Timer < 10000 then
- gear^.RenderTimer := true;
-
- // abort if there is no other portal connected to this one
- if (Gear^.LinkedGear = nil) then
- exit;
- if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
- exit;
-
- conPortal := Gear^.LinkedGear;
-
- // check all gears for stuff to port through
- iterator := nil;
- while true do
- begin
-
- // iterate through GearsList
- if iterator = nil then
- iterator := GearsList
- else
- iterator := iterator^.NextGear;
-
- // end of list?
- if iterator = nil then
- break;
-
- // don't port portals or other gear that wouldn't make sense
- if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
- or (iterator^.PortalCounter > 32) then
- continue;
-
- // don't port hogs on rope
- // TODO: this will also prevent hogs while falling after rope use from
- // falling through portals... fix that!
-
- // check if gear fits through portal
- if (iterator^.Radius > Gear^.Radius) then
- continue;
-
- // this is the max range we accept incoming gears in
- r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
-
- // too far away?
- if (iterator^.X < Gear^.X - r)
- or (iterator^.X > Gear^.X + r)
- or (iterator^.Y < Gear^.Y - r)
- or (iterator^.Y > Gear^.Y + r) then
- continue;
-
- hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0));
-
- // in case the object is not moving, let's asume it's falling towards the portal
- if not hasdxy then
- begin
- if Gear^.Y < iterator^.Y then
- continue;
- ox:= Gear^.X - iterator^.X;
- oy:= Gear^.Y - iterator^.Y;
- end
- else
- begin
- ox:= iterator^.dX;
- oy:= iterator^.dY;
- end;
-
- // cake will need extra treatment... it's so delicious and moist!
- iscake:= (iterator^.Kind = gtCake);
-
- // won't port stuff that does not move towards the front/portal entrance
- if iscake then
- begin
- if not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative) then
- continue;
- end
- else
- if not ((Gear^.dX*ox + Gear^.dY*oy).isNegative) then
- continue;
-
- isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
-
- r:= int2hwFloat(iterator^.Radius);
-
- if not (isbullet or iscake) then
- begin
- // wow! good candidate there, let's see if the distance and direction is okay!
- if hasdxy then
- begin
- s := Distance(iterator^.dX, iterator^.dY);
- // if the resulting distance is 0 skip this gear
- if s.QWordValue = 0 then
- continue;
- s := r / s;
- ox:= iterator^.X + s * iterator^.dX;
- oy:= iterator^.Y + s * iterator^.dY;
- end
- else
- begin
- ox:= iterator^.X;
- oy:= iterator^.Y + r;
- end;
-
- if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
- continue;
- end;
-
- // draw bullet trail
- if isbullet then
- spawnBulletTrail(iterator);
-
- // calc gear offset in portal vector direction
- ox := (iterator^.X - Gear^.X);
- oy := (iterator^.Y - Gear^.Y);
- poffs:= (Gear^.dX * ox + Gear^.dY * oy);
-
- if not isBullet and poffs.isNegative then
- continue;
-
- // only port bullets close to the portal
- if isBullet and (not (hwAbs(poffs) < _3)) then
- continue;
-
- //
- // gears that make it till here will definately be ported
- //
- // (but old position/movement vector might be restored in case there's
- // not enough space on the other side)
- //
-
- resetr := iterator^.Radius;
- resetx := iterator^.X;
- resety := iterator^.Y;
- resetdx := iterator^.dX;
- resetdy := iterator^.dY;
-
- // create a normal of the portal vector, but ...
- nx := Gear^.dY;
- ny := Gear^.dX;
- // ... decide where the top is based on the hog's direction when firing the portal
- if Gear^.Elasticity.isNegative then
- nx.isNegative := (not nx.isNegative)
- else
- ny.isNegative := not ny.isNegative;
-
- // calc gear offset in portal normal vector direction
- noffs:= (nx * ox + ny * oy);
-
- if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
- continue;
-
- // avoid gravity related loops of not really moving gear
- if not (iscake or isbullet)
- and (Gear^.dY.isNegative)
- and (conPortal^.dY.isNegative)
- and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
- and (iterator^.PortalCounter > 0) then
- continue;
-
- // calc gear speed along to the vector and the normal vector of the portal
- if hasdxy then
- begin
- pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
- nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
- end
- else
- begin
- pspeed:= hwAbs(cGravity * oy);
- nspeed:= _0;
- end;
-
- // creating normal vector of connected (exit) portal
- nx := conPortal^.dY;
- ny := conPortal^.dX;
- if conPortal^.Elasticity.isNegative then
- nx.isNegative := (not nx.isNegative)
- else
- ny.isNegative := not ny.isNegative;
-
- // inverse cake's normal movement direction,
- // as if it just walked through a hole
- //if iscake then nspeed.isNegative:= not nspeed.isNegative;
-
-//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
- iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
- iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
-
- // make the gear's exit position close to the portal while
- // still respecting the movement direction
-
- // determine the distance (in exit vector direction)
- // that we want the gear at
- if iscake then
- ox:= (r - _0_7)
- else
- ox:= (r * _1_5);
- s:= ox / poffs;
- poffs:= ox;
- if (nspeed.QWordValue <> 0)
- and (pspeed > _0) then
- noffs:= noffs * s * (nspeed / pspeed);
-
- // move stuff with high normal offset closer to the portal's center
- if not isbullet then
- begin
- s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
- if s > _0 then
- noffs:= noffs - SignAs(s,noffs)
- end;
-
- iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
- iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
-
- if not hasdxy and (not (conPortal^.dY.isNegative)) then
- begin
- iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
- end;
-
- // see if the space on the exit side actually is enough
-
- if not (isBullet or isCake) then
- begin
- // TestCollisionXwithXYShift requires a hwFloat for xShift
- ox.QWordValue := _1.QWordValue;
- ox.isNegative := not iterator^.dX.isNegative;
-
- sx := hwSign(iterator^.dX);
- sy := hwSign(iterator^.dY);
-
- if iterator^.Radius > 1 then
- iterator^.Radius := iterator^.Radius - 1;
-
- // check front
- isCollision := TestCollisionY(iterator, sy)
- or TestCollisionX(iterator, sx);
-
- if not isCollision then
- begin
- // check center area (with half the radius so that the
- // the square check won't check more pixels than we want to)
- iterator^.Radius := 1 + resetr div 2;
- rh := resetr div 4;
- isCollision := TestCollisionYwithXYShift(iterator, 0, -sy * rh, sy, false)
- or TestCollisionXwithXYShift(iterator, ox * rh, 0, sx, false);
- end;
-
- iterator^.Radius := resetr;
-
- if isCollision then
- begin
- // collision! oh crap! go back!
- iterator^.X := resetx;
- iterator^.Y := resety;
- iterator^.dX := resetdx;
- iterator^.dY := resetdy;
- continue;
- end;
- end;
-
- //
- // You're now officially portaled!
- //
-
- // Until loops are reliably broken
- if iscake then
- iterator^.PortalCounter:= 33
- else
- begin
- inc(iterator^.PortalCounter);
- iterator^.Active:= true;
- iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
- end;
-
- // is it worth adding an arcsin table? Just how often would we end up doing something like this?
- // SYNCED ANGLE UPDATE
- if iterator^.Kind = gtRCPlane then
- begin
- // recycling as temp vars
- resety.isNegative:= false;
- resety.QWordValue:= 4294967296 * 112;
- resetx.isNegative:= false;
- resetx.QWordValue:= 4294967296 * 35;
- resetdx.isNegative:= false;
- resetdx.QWordValue:= 4294967296 * 1152;
-
- resetdy:=hwAbs(iterator^.dX*4);
- resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
- iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
- if not iterator^.dY.isNegative then iterator^.Angle:= 2048-iterator^.Angle;
- if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
- end
- // VISUAL USE OF ANGLE ONLY
- else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
- begin
- iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
- iterator^.Angle:= 2048-iterator^.Angle;
- if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
- end;
-
- if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
- and (iterator = CurrentHedgehog^.Gear)
- and (CurAmmoGear <> nil)
- and (CurAmmoGear^.Kind =gtRope) then
- CurAmmoGear^.PortalCounter:= 1;
-
- if not isbullet and (iterator^.State and gstInvisible = 0)
- and (iterator^.Kind <> gtFlake) then
- FollowGear := iterator;
-
- // store X/Y values of exit for net bullet trail
- if isbullet then
- begin
- iterator^.Elasticity:= iterator^.X;
- iterator^.Friction := iterator^.Y;
- end;
-
- if Gear^.Health > 1 then
- dec(Gear^.Health);
- end;
-end;
-
-
-
-procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
-var
- CurWeapon: PAmmo;
-begin
- if CurrentHedgehog <> nil then
- with CurrentHedgehog^ do
- begin
- CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
- if (CurAmmoType = amPortalGun) then
- begin
- if not destroyGear then
- begin
- // switch color of ball to opposite of oldPortal
- if (oldPortal^.Tag and 2) = 0 then
- CurWeapon^.Pos:= 1
- else
- CurWeapon^.Pos:= 0;
- end;
-
- // make the ball visible
- CurWeapon^.Timer := 0;
- end
- end;
- if destroyGear then
- oldPortal^.Timer:= 0;
-end;
-
-procedure doStepMovingPortal_real(Gear: PGear);
-var
- x, y, tx, ty: LongInt;
- s: hwFloat;
-begin
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
- tx := 0;
- ty := 0;
- // avoid compiler hints
-
- if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
- begin
- Gear^.State := Gear^.State or gstCollision;
- Gear^.State := Gear^.State and (not gstMoving);
-
- if (Land[y, x] and lfBouncy <> 0)
- or (not CalcSlopeTangent(Gear, x, y, tx, ty, 255))
- or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
- begin
- loadNewPortalBall(Gear, true);
- EXIT;
- end;
-
- // making a normalized normal vector
- s := _1/DistanceI(tx,ty);
- Gear^.dX := s * ty;
- Gear^.dY := -s * tx;
-
- Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
- if not Gear^.dX.isNegative then
- Gear^.DirAngle := 180-Gear^.DirAngle;
-
- if ((Gear^.LinkedGear = nil)
- or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
- begin
- loadNewPortalBall(Gear, false);
- inc(Gear^.Tag);
- Gear^.doStep := @doStepPortal;
- end
- else
- loadNewPortalBall(Gear, true);
- end
-
- else if (y > cWaterLine)
- or (y < -max(LAND_WIDTH,4096))
- or (x > 2*max(LAND_WIDTH,4096))
- or (x < -max(LAND_WIDTH,4096)) then
- loadNewPortalBall(Gear, true);
-end;
-
-procedure doStepMovingPortal(Gear: PGear);
-begin
- doPortalColorSwitch();
- doStepPerPixel(Gear, @doStepMovingPortal_real, true);
- if (Gear^.Timer < 1)
- or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
- deleteGear(Gear);
-end;
-
-procedure doStepPortalShot(newPortal: PGear);
-var
- iterator: PGear;
- s: hwFloat;
- CurWeapon: PAmmo;
-begin
- s:= Distance (newPortal^.dX, newPortal^.dY);
-
- // Adds the hog speed (only that part in/directly against shot direction)
- // to the shot speed (which we triple previously btw)
- // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
- // to the scaler)
- s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
- newPortal^.dX := newPortal^.dX * s;
- newPortal^.dY := newPortal^.dY * s;
-
- newPortal^.LinkedGear := nil;
-
- if CurrentHedgehog <> nil then
- with CurrentHedgehog^ do
- begin
- CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
- // let's save the HH's dX's direction so we can decide where the "top" of the portal hole
- newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
- // when doing a backjump the dx is the opposite of the facing direction
- if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
- newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
-
- // make portal gun look unloaded
- if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
- CurWeapon^.Timer := CurWeapon^.Timer or 2;
-
- iterator := GearsList;
- while iterator <> nil do
- begin
- if (iterator^.Kind = gtPortal) then
- if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
- begin
- if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
- begin
- iterator^.Timer:= 0;
- end
- else
- begin
- // link portals with each other
- newPortal^.LinkedGear := iterator;
- iterator^.LinkedGear := newPortal;
- iterator^.Health := newPortal^.Health;
- end;
- end;
- iterator^.PortalCounter:= 0;
- iterator := iterator^.NextGear
- end;
-
- if newPortal^.LinkedGear <> nil then
- begin
- // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
- iterator:= GearsList;
- while iterator <> nil do
- begin
- if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
- or ((iterator^.Message and gmAllStoppable) = 0)) then
- begin
- iterator^.Active:= true;
- if iterator^.dY.QWordValue = 0 then
- iterator^.dY.isNegative:= false;
- iterator^.State:= iterator^.State or gstMoving;
- DeleteCI(iterator);
- //inc(iterator^.dY.QWordValue,10);
- end;
- iterator:= iterator^.NextGear
- end
- end
- end;
- newPortal^.State := newPortal^.State and (not gstCollision);
- newPortal^.State := newPortal^.State or gstMoving;
- newPortal^.doStep := @doStepMovingPortal;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPiano(Gear: PGear);
-var
- r0, r1: LongInt;
- odY: hwFloat;
-begin
- AllInactive := false;
- if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
- ((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
- begin
- case CurrentHedgehog^.Gear^.MsgParam of
- 0: PlaySound(sndPiano0);
- 1: PlaySound(sndPiano1);
- 2: PlaySound(sndPiano2);
- 3: PlaySound(sndPiano3);
- 4: PlaySound(sndPiano4);
- 5: PlaySound(sndPiano5);
- 6: PlaySound(sndPiano6);
- 7: PlaySound(sndPiano7);
- else PlaySound(sndPiano8);
- end;
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
- CurrentHedgehog^.Gear^.MsgParam := 0;
- CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
- end;
-
- if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
- begin
- Gear^.dY := Gear^.dY + cGravity * 2;
- Gear^.Y := Gear^.Y + Gear^.dY;
- if CheckGearDrowning(Gear) then
- begin
- Gear^.Y:= Gear^.Y + _50;
- OnUsedAmmo(CurrentHedgehog^);
- if CurrentHedgehog^.Gear <> nil then
- begin
- // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
- CurrentHedgehog^.Gear^.Active := true;
- CurrentHedgehog^.Gear^.X := Gear^.X;
- CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
- CurrentHedgehog^.Unplaced := false;
- if TagTurnTimeLeft = 0 then
- TagTurnTimeLeft:= TurnTimeLeft;
- TurnTimeLeft:= 0
- end;
- ResumeMusic
- end;
- exit
- end;
-
- odY:= Gear^.dY;
- doStepFallingGear(Gear);
-
- if (Gear^.State and gstDrowning) <> 0 then
- begin
- Gear^.Y:= Gear^.Y + _50;
- OnUsedAmmo(CurrentHedgehog^);
- if CurrentHedgehog^.Gear <> nil then
- begin
- // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
- CurrentHedgehog^.Gear^.Active := true;
- CurrentHedgehog^.Gear^.X := Gear^.X;
- CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
- CurrentHedgehog^.Unplaced := false;
- if TagTurnTimeLeft = 0 then
- TagTurnTimeLeft:= TurnTimeLeft;
- TurnTimeLeft:= 0
- end;
- ResumeMusic
- end
- else if (Gear^.State and gstCollision) <> 0 then
- begin
- r0 := GetRandom(21);
- r1 := GetRandom(21);
- doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0);
- doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0);
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound);
- for r0:= 0 to 4 do
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
- Gear^.dY := cGravity * 2 - odY;
- Gear^.Pos := Gear^.Pos + 1;
- end
- else
- Gear^.dY := Gear^.dY + cGravity * 2;
- // let it fall faster so itdoesn't take too long for the whole attack
-end;
-
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSineGunShotWork(Gear: PGear);
-var
- x, y, rX, rY, t, tmp, initHealth: LongInt;
- oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
- justCollided: boolean;
-begin
- AllInactive := false;
- initHealth := Gear^.Health;
- lX := Gear^.X;
- lY := Gear^.Y;
- ldX := Gear^.dX;
- ldY := Gear^.dY;
- sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
- ldX := ldX * sdy;
- ldY := ldY * sdy;
- sdY := hwAbs(ldX) + hwAbs(ldY);
- sdX := _1 - hwAbs(ldX/sdY);
- sdY := _1 - hwAbs(ldY/sdY);
- if (ldX.isNegative = ldY.isNegative) then
- sdY := -sdY;
-
- // initial angle depends on current GameTicks
- t := getRandom(4096);
-
-
- // used for a work-around detection of area that is within land array, but outside borders
- justCollided := false;
-
- 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
- begin
- tmp:= GetRandom(2 * Gear^.Radius);
- AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
- end
- end;
-
- if random(100) = 0 then
- AddVisualGear(x, y, vgtSmokeTrace);
- end
- else dec(Gear^.Health, 5); // if underwater get additional damage
- 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;
- with mobileRecord do
- if (performRumble <> nil) and (not fastUntilLag) then
- performRumble(kSystemSoundID_Vibrate);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFlamethrowerWork(Gear: PGear);
-var
- HHGear, flame: PGear;
- rx, ry, speed: hwFloat;
- i, gX, gY: LongInt;
-begin
- AllInactive := false;
- HHGear := Gear^.Hedgehog^.Gear;
- HedgehogChAngle(HHGear);
- gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
- gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-
- if (GameTicks and $FF) = 0 then
- begin
- if (HHGear^.Message and gmRight) <> 0 then
- begin
- if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
- inc(Gear^.Tag)
- else if Gear^.Tag > 5 then
- dec(Gear^.Tag);
- end
- else if (HHGear^.Message and gmLeft) <> 0 then
- begin
- if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
- dec(Gear^.Tag)
- else if Gear^.Tag < 20 then
- inc(Gear^.Tag);
- end
- end;
-
- dec(Gear^.Timer);
- if Gear^.Timer = 0 then
- begin
- dec(Gear^.Health);
- if (Gear^.Health mod 5) = 0 then
- begin
- rx := rndSign(getRandomf * _0_1);
- ry := rndSign(getRandomf * _0_1);
- speed := _0_5 * (_10 / Gear^.Tag);
-
- flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- flame^.CollisionMask:= lfNotCurrentMask;
-
- if (Gear^.Health mod 30) = 0 then
- begin
- flame:= AddGear(gx, gy, gtFlame, 0,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- flame^.CollisionMask:= lfNotCurrentMask;
- end
- end;
- Gear^.Timer:= Gear^.Tag
- end;
-
- if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
- begin
- DeleteGear(Gear);
- AfterAttack
- end
- else
- begin
- i:= Gear^.Health div 5;
- if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
- begin
- Gear^.Damage:= i;
- FreeTexture(Gear^.Tex);
- Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
- '%', cWhiteColor, fntSmall)
- end
- end
-end;
-
-procedure doStepFlamethrower(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
- HHGear^.State := HHGear^.State or gstNotKickable;
- Gear^.doStep := @doStepFlamethrowerWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepLandGunWork(Gear: PGear);
-var
- HHGear, land: PGear;
- rx, ry, speed: hwFloat;
- i, gX, gY: LongInt;
-begin
- AllInactive := false;
- HHGear := Gear^.Hedgehog^.Gear;
- HedgehogChAngle(HHGear);
- gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
- gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
-
- if (GameTicks and $FF) = 0 then
- begin
- if (HHGear^.Message and gmRight) <> 0 then
- begin
- if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
- inc(Gear^.Tag)
- else if Gear^.Tag > 5 then
- dec(Gear^.Tag);
- end
- else if (HHGear^.Message and gmLeft) <> 0 then
- begin
- if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
- dec(Gear^.Tag)
- else if Gear^.Tag < 20 then
- inc(Gear^.Tag);
- end
- end;
-
- dec(Gear^.Timer);
- if Gear^.Timer = 0 then
- begin
- dec(Gear^.Health);
-
- rx := rndSign(getRandomf * _0_1);
- ry := rndSign(getRandomf * _0_1);
- speed := (_3 / Gear^.Tag);
-
- land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- land^.CollisionMask:= lfNotCurrentMask;
-
- Gear^.Timer:= Gear^.Tag
- end;
-
- if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
- begin
- HHGear^.Message:= HHGear^.Message and (not gmAttack);
- DeleteGear(Gear);
- AfterAttack
- end
- else
- begin
- i:= Gear^.Health div 10;
- if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
- begin
- Gear^.Damage:= i;
- FreeTexture(Gear^.Tex);
- Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
- '%', cWhiteColor, fntSmall)
- end
- end
-end;
-
-procedure doStepLandGun(Gear: PGear);
-var
- HHGear: PGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
- HHGear^.State := HHGear^.State or gstNotKickable;
- Gear^.doStep := @doStepLandGunWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepPoisonCloud(Gear: PGear);
-begin
- if Gear^.Timer = 0 then
- begin
- DeleteGear(Gear);
- exit
- end;
- dec(Gear^.Timer);
- Gear^.X:= Gear^.X + Gear^.dX;
- Gear^.Y:= Gear^.Y + Gear^.dY;
- Gear^.dX := Gear^.dX + cWindSpeed / 4;
- Gear^.dY := Gear^.dY + cGravity / 100;
- if (GameTicks and $FF) = 0 then
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
- AllInactive:= false;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepHammer(Gear: PGear);
-var HHGear, tmp, tmp2: PGear;
- t: PGearArray;
- i: LongInt;
-begin
-HHGear:= Gear^.Hedgehog^.Gear;
-HHGear^.State:= HHGear^.State or gstNoDamage;
-DeleteCI(HHGear);
-
-t:= CheckGearsCollision(Gear);
-
-for i:= 5 downto 0 do
- AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
-i:= t^.Count;
-while i > 0 do
- begin
- dec(i);
- tmp:= t^.ar[i];
- if (tmp^.State and gstNoDamage) = 0 then
- if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
- begin
- //tmp^.State:= tmp^.State or gstFlatened;
- if not tmp^.Invulnerable then
- ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
- //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
- tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
- tmp2^.LinkedGear:= tmp;
- SetAllToActive
- end
- else
- begin
- end
- end;
-
-HHGear^.State:= HHGear^.State and (not gstNoDamage);
-Gear^.Timer:= 250;
-Gear^.doStep:= @doStepIdle
-end;
-
-procedure doStepHammerHitWork(Gear: PGear);
-var
- i, j, ei: LongInt;
- HitGear: PGear;
-begin
- AllInactive := false;
- HitGear := Gear^.LinkedGear;
- dec(Gear^.Timer);
- if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- if (Gear^.Timer mod 5) = 0 then
- begin
- AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
-
- i := hwRound(Gear^.X) - HitGear^.Radius + 2;
- ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
- for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3);
- for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3);
- while i <= ei do
- begin
- for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3);
- inc(i, 1)
- end;
-
- if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
- , lfIndestructible) then
- begin
- //Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + _1_9
- end;
- end;
- if TestCollisionYwithGear(Gear, 1) <> 0 then
- begin
- Gear^.dY := _0;
- SetLittle(HitGear^.dX);
- HitGear^.dY := _0;
- end
- else
- begin
- //Gear^.dY := Gear^.dY + cGravity;
- //Gear^.Y := Gear^.Y + Gear^.dY;
- if hwRound(Gear^.Y) > cWaterLine then
- Gear^.Timer := 1
- end;
-
- //Gear^.X := Gear^.X + HitGear^.dX;
- HitGear^.X := Gear^.X;
- HitGear^.Y := Gear^.Y;
- SetLittle(HitGear^.dY);
- HitGear^.Active:= true;
-end;
-
-procedure doStepHammerHit(Gear: PGear);
-var
- i, y: LongInt;
- ar: TRangeArray;
- HHGear: PGear;
-begin
- i := 0;
- HHGear := Gear^.Hedgehog^.Gear;
-
- y := hwRound(Gear^.Y) - cHHRadius * 2;
- while y < hwRound(Gear^.Y) do
- begin
- ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
- ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
- inc(y, 2);
- inc(i)
- end;
-
- DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
- Gear^.dY := HHGear^.dY;
- DeleteCI(HHGear);
-
- doStepHammerHitWork(Gear);
- Gear^.doStep := @doStepHammerHitWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepResurrectorWork(Gear: PGear);
-var
- graves: PGearArrayS;
- resgear: PGear;
- hh: PHedgehog;
- i: LongInt;
-begin
- if (TurnTimeLeft > 0) then
- dec(TurnTimeLeft);
-
- AllInactive := false;
- hh := Gear^.Hedgehog;
-
- // no, you can't do that here
- {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
- cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
- }
- (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
- $FF);*)
-
- if ((Gear^.Message and gmUp) <> 0) then
- begin
- if (GameTicks and $F) <> 0 then
- exit;
- end
- else if (GameTicks and $1FF) <> 0 then
- exit;
-
- if Gear^.Power < 45 then
- begin
- inc(Gear^.Power);
- if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
- hh^.Gear^.Y := hh^.Gear^.Y - _1;
- end;
-
- graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
- if graves.size = 0 then
- begin
- StopSoundChan(Gear^.SoundChannel);
- Gear^.Timer := 250;
- Gear^.doStep := @doStepIdle;
- exit;
- end;
-
- if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
- begin
- if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
- dec(hh^.Gear^.Health);
- if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
- hh^.Gear^.Damage:= 1;
- RenderHealth(hh^);
- RecountTeamHealth(hh^.Team);
- inc(graves.ar^[Gear^.Tag]^.Health);
- inc(Gear^.Tag)
-{-for i:= 0 to High(graves) do begin
- if hh^.Gear^.Health > 0 then begin
- dec(hh^.Gear^.Health);
- inc(graves[i]^.Health);
- end;
- end; -}
- end
- else
- begin
- // now really resurrect the hogs with the hp saved in the graves
- for i:= 0 to graves.size - 1 do
- if graves.ar^[i]^.Health > 0 then
- begin
- resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
- resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
- resgear^.Health := graves.ar^[i]^.Health;
- PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
- graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
- graves.ar^[i]^.Active:= true;
- RenderHealth(resgear^.Hedgehog^);
- RecountTeamHealth(resgear^.Hedgehog^.Team);
- resgear^.Hedgehog^.Effects[heResurrected]:= 1;
- // only make hat-less hedgehogs look like zombies, preserve existing hats
-
- if resgear^.Hedgehog^.Hat = 'NoHat' then
- LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
- end;
-
- hh^.Gear^.dY := _0;
- hh^.Gear^.dX := _0;
- doStepHedgehogMoving(hh^.Gear);
- StopSoundChan(Gear^.SoundChannel);
- Gear^.Timer := 250;
- Gear^.doStep := @doStepIdle;
- end
- //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
-end;
-
-procedure doStepResurrector(Gear: PGear);
-var
- graves: PGearArrayS;
- hh: PHedgehog;
- i: LongInt;
-begin
- AllInactive := false;
- graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
- if graves.size > 0 then
- begin
- hh := Gear^.Hedgehog;
- for i:= 0 to graves.size - 1 do
- begin
- PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
- graves.ar^[i]^.Health := 0;
- end;
- Gear^.doStep := @doStepResurrectorWork;
- if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
- begin
- if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
- dec(hh^.Gear^.Health);
- if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
- hh^.Gear^.Damage:= 1;
- RenderHealth(hh^);
- RecountTeamHealth(hh^.Team);
- inc(graves.ar^[Gear^.Tag]^.Health);
- inc(Gear^.Tag)
- end
- end
- else
- begin
- StopSoundChan(Gear^.SoundChannel);
- Gear^.Timer := 250;
- Gear^.doStep := @doStepIdle;
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepNapalmBomb(Gear: PGear);
-var
- i, gX, gY: LongInt;
- dX, dY: hwFloat;
-begin
- AllInactive := false;
- doStepFallingGear(Gear);
- if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
- gX := hwRound(Gear^.X);
- gY := hwRound(Gear^.Y);
- for i:= 0 to 10 do
- begin
- dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
- dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
- AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
- AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
- AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
- AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
- end;
- DeleteGear(Gear);
- exit
- end;
- if (Gear^.Timer = 0) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
- for i:= -19 to 19 do
- FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
- DeleteGear(Gear);
- exit
- end;
- if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
- dec(Gear^.Timer)
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepStructure(Gear: PGear);
-var
- x, y: LongInt;
- HH: PHedgehog;
- t: PGear;
-begin
- HH:= Gear^.Hedgehog;
-
- if (Gear^.State and gstMoving) <> 0 then
- begin
- AddGearCI(Gear);
- Gear^.dX:= _0;
- Gear^.dY:= _0;
- Gear^.State:= Gear^.State and (not gstMoving);
- end;
-
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage:= 0;
-
- if Gear^.Pos = 1 then
- begin
- AddGearCI(Gear);
- AfterAttack;
- if Gear = CurAmmoGear then
- CurAmmoGear:= nil;
- if HH^.Gear <> nil then
- HideHog(HH);
- Gear^.Pos:= 2
- end;
-
- if Gear^.Pos = 2 then
- begin
- if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
- begin
- if (Gear^.Timer mod 10) = 0 then
- begin
- DeleteCI(Gear);
- Gear^.Y:= Gear^.Y - _0_5;
- AddGearCI(Gear);
- end;
- inc(Gear^.Timer);
- end;
- if Gear^.Tag <= TotalRounds then
- Gear^.Pos:= 3;
- end;
-
- if Gear^.Pos = 3 then
- if Gear^.Timer < 1000 then
- begin
- if (Gear^.Timer mod 10) = 0 then
- begin
- DeleteCI(Gear);
- Gear^.Y:= Gear^.Y - _0_5;
- AddGearCI(Gear);
- end;
- inc(Gear^.Timer);
- end
- else
- begin
- if HH^.GearHidden <> nil then
- RestoreHog(HH);
- Gear^.Pos:= 4;
- end;
-
- if Gear^.Pos = 4 then
- if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
- begin
- t:= GearsList;
- while t <> nil do
- begin
- if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
- t^.Invulnerable:= true;
- t:= t^.NextGear;
- end;
- end;
-
- if Gear^.Health <= 0 then
- begin
- if HH^.GearHidden <> nil then
- RestoreHog(HH);
-
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
-
- DeleteCI(Gear);
- DeleteGear(Gear);
-
- doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound);
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-(*
- TARDIS needs
- Warp in. Pos = 1
- Pause. Pos = 2
- Hide gear (TARDIS hedgehog was nil)
- Warp out. Pos = 3
- ... idle active for some time period ... Pos = 4
- Warp in. Pos = 1
- Pause. Pos = 2
- Restore gear (TARDIS hedgehog was not nil)
- Warp out. Pos = 3
-*)
-
-procedure doStepTardisWarp(Gear: PGear);
-var HH: PHedgehog;
- i,j,cnt: LongWord;
-begin
-HH:= Gear^.Hedgehog;
-if Gear^.Pos = 2 then
- begin
- StopSoundChan(Gear^.SoundChannel);
- if (Gear^.Timer = 0) then
- begin
- if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then
- begin
- AfterAttack;
- if Gear = CurAmmoGear then CurAmmoGear := nil;
- if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
- ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
- HideHog(HH)
- end
- //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
- else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
- RestoreHog(HH)
- end;
-
- inc(Gear^.Timer);
- if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then
- begin
- Gear^.SoundChannel := LoopSound(sndTardis);
- Gear^.Pos:= 3
- end
- end;
-
-if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then
- begin
- inc(Gear^.Power);
- if (Gear^.Power = 172) and (HH^.Gear <> nil) and
- (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
- ((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
- with HH^.Gear^ do
- begin
- State:= State or gstAnimation;
- Tag:= 2;
- Timer:= 0;
- Pos:= 0
- end
- end;
-if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then
- dec(Gear^.Power);
-if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then
- Gear^.Pos:= 2;
-if (Gear^.Pos = 3) and (Gear^.Power = 0) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- if HH^.GearHidden = nil then
- begin
- DeleteGear(Gear);
- exit
- end;
- Gear^.Pos:= 4;
- // This condition might need tweaking
- Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime
- end;
-
-if (Gear^.Pos = 4) then
- begin
- cnt:= 0;
- for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
- for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
- if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
- and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
- and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
- inc(cnt);
- if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
- begin
- if HH^.GearHidden <> nil then
- FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true);
-
- if HH^.GearHidden <> nil then
- begin
- Gear^.X:= HH^.GearHidden^.X;
- Gear^.Y:= HH^.GearHidden^.Y;
- end;
- Gear^.Timer:= 0;
-
- if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
- begin
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
- Gear^.Pos:= 2;
- Gear^.Power:= 255;
- end
- else begin
- Gear^.SoundChannel := LoopSound(sndTardis);
- Gear^.Pos:= 1;
- Gear^.Power:= 0;
- end
- end
- else if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
- end;
-
-end;
-
-procedure doStepTardis(Gear: PGear);
-var i,j,cnt: LongWord;
- HH: PHedgehog;
-begin
-(*
- Conditions for not activating.
- 1. Hog is last of his clan
- 2. Sudden Death is in play
- 3. Hog is a king
-*)
- HH:= Gear^.Hedgehog;
- if HH^.Gear <> nil then
- if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then
- begin
- if HH^.Gear <> nil then
- begin
- HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
- HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
- end;
- PlaySound(sndDenied);
- DeleteGear(gear);
- exit
- end;
- cnt:= 0;
- for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
- for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
- if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
- and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
- and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
- inc(cnt);
- if cnt < 2 then
- begin
- if HH^.Gear <> nil then
- begin
- HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
- HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
- end;
- PlaySound(sndDenied);
- DeleteGear(gear);
- exit
- end;
- Gear^.SoundChannel := LoopSound(sndTardis);
- Gear^.doStep:= @doStepTardisWarp
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-
-(*
-WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer
-spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
-For now we assume a "ray" like a deagle projected out from the gun.
-All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target".
- * When fired at water a layer of ice textured land is added above the water.
- * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
- * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared.
-A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though.
-A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
-*)
-
-
-procedure updateFuel(Gear: PGear);
-var
- t:LongInt;
-begin
- t:= Gear^.Health div 10;
- if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
- begin
- Gear^.Damage:= t;
- FreeTexture(Gear^.Tex);
- Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
- '%', cWhiteColor, fntSmall)
- end;
- if Gear^.Message and (gmUp or gmDown) <> 0 then
- begin
- StopSoundChan(Gear^.SoundChannel);
- Gear^.SoundChannel:= -1;
- if GameTicks mod 40 = 0 then dec(Gear^.Health)
- end
- else
- begin
- if Gear^.SoundChannel = -1 then
- Gear^.SoundChannel := LoopSound(sndIceBeam);
- if GameTicks mod 10 = 0 then dec(Gear^.Health)
- end
-end;
-
-
-procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-// var
-// iter:PGear;
-begin
- with Gear^ do
- begin
- dX:= newX;
- dY:= newY;
- Pos:= 0;
- Target.X:= NoPointX;
- LastDamage:= nil;
- X:= Hedgehog^.Gear^.X;
- Y:= Hedgehog^.Gear^.Y;
- end;
-end;
-
-procedure doStepIceGun(Gear: PGear);
-const iceWaitCollision = 0;
-const iceCollideWithGround = 1;
-//const iceWaitNextTarget:Longint = 2;
-//const iceCollideWithHog:Longint = 4;
-const iceCollideWithWater = 5;
-//const waterFreezingTime:Longint = 500;
-const groundFreezingTime = 1000;
-const iceRadius = 32;
-const iceHeight = 40;
-var
- HHGear, iter: PGear;
- landRect: TSDL_Rect;
- ndX, ndY: hwFloat;
- i, t, gX, gY: LongInt;
- hogs: PGearArrayS;
- vg: PVisualGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- DeleteGear(Gear);
- AfterAttack;
- exit
- end;
- updateFuel(Gear);
-
- with Gear^ do
- begin
- HedgehogChAngle(HHGear);
- ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
- ndY:= -AngleCos(HHGear^.Angle) * _4;
- if (ndX <> dX) or (ndY <> dY) or
- ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
- (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
- begin
- updateTarget(Gear, ndX, ndY);
- Timer := iceWaitCollision;
- end
- else
- begin
- X:= X + dX;
- Y:= Y + dY;
- gX:= hwRound(X);
- gY:= hwRound(Y);
- if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
-
- if Target.X <> NoPointX then
- begin
- CheckCollision(Gear);
- if (State and gstCollision) <> 0 then
- begin
- if Timer = iceWaitCollision then
- begin
- Timer := iceCollideWithGround;
- Power := GameTicks;
- end
- end
- else if (target.y >= cWaterLine) then
- begin
- if Timer = iceWaitCollision then
- begin
- Timer := iceCollideWithWater;
- Power := GameTicks;
- end;
- end;
-
- if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
- begin
- X:= HHGear^.X;
- Y:= HHGear^.Y
- end;
-
- if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
- begin
- FillRoundInLand(target.x, target.y, iceRadius, icePixel);
- landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
- landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
- landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
- landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
- UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
-
- // Freeze nearby mines/explosives/cases too
- iter := GearsList;
- while iter <> nil do
- begin
- if (iter^.State and gstFrozen = 0) and
- ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and
- (abs(iter^.X.Round-target.x)+abs(iter^.Y.Round-target.y)+2<2*iceRadius) and (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
- begin
- for t:= 0 to 5 do
- begin
- vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
- if vg <> nil then
- begin
- i:= random(100) + 155;
- vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
- vg^.Angle:= random(360);
- vg^.dx:= 0.001 * random(80);
- vg^.dy:= 0.001 * random(80)
- end
- end;
- PlaySound(sndHogFreeze);
- if iter^.Kind = gtMine then // dud mine block
- begin
- iter^.State:= iter^.State or gstFrozen;
- vg:= AddVisualGear(hwRound(iter^.X) - 4 + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
- if vg <> nil then
- vg^.Scale:= 0.5;
- PlaySound(sndVaporize);
- iter^.Health := 0;
- iter^.Damage := 0;
- iter^.State := iter^.State and (not gstAttacking)
- end
- else if iter^.Kind = gtCase then
- begin
- DeleteCI(iter);
- iter^.State:= iter^.State or gstFrozen;
- AddGearCI(iter)
- end
- else // gtExplosives
- begin
- iter^.State:= iter^.State or gstFrozen;
- iter^.Health:= iter^.Health + cBarrelHealth
- end
- end;
- iter:= iter^.NextGear
- end;
-
- // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
- SetAllHHToActive;
- Timer := iceWaitCollision;
- end;
-
- if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
- begin
- PlaySound(sndHogFreeze);
- DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
- SetAllHHToActive;
- Timer := iceWaitCollision;
- end;
-(*
- Any ideas for something that would look good here?
- if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
- begin
- vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
- if vg <> nil then
- begin
- i:= random(100) + 155;
- vg^.Tint:= IceColor or $FF;
- vg^.Angle:= random(360);
- vg^.dx:= 0.001 * random(80);
- vg^.dy:= 0.001 * random(80)
- end
- end;
-*)
-
-// freeze nearby hogs
- hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
- if hogs.size > 0 then
- for i:= 0 to hogs.size - 1 do
- if hogs.ar^[i] <> HHGear then
- if GameTicks mod 5 = 0 then
- begin
- hogs.ar^[i]^.Active:= true;
- if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
- hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
- else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
- begin
- hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
- PlaySound(sndHogFreeze);
- end;
- end;
- inc(Pos)
- end
- else if (t > 400) and ((gY > cWaterLine) or
- (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
- and (Land[gY, gX] <> 0))) then
- begin
- Target.X:= gX;
- Target.Y:= gY;
- X:= HHGear^.X;
- Y:= HHGear^.Y
- end;
- if (gX > max(LAND_WIDTH,4096)*2) or
- (gX < -max(LAND_WIDTH,4096)) or
- (gY < -max(LAND_HEIGHT,4096)) or
- (gY > max(LAND_HEIGHT,4096)+512) then
- begin
- //X:= HHGear^.X;
- //Y:= HHGear^.Y
- Target.X:= gX;
- Target.Y:= gY;
- end
- end
- end;
-end;
-
-procedure doStepAddAmmo(Gear: PGear);
-var a: TAmmoType;
- gi: PGear;
-begin
-if Gear^.Timer > 0 then dec(Gear^.Timer)
-else
- begin
- if Gear^.Pos = posCaseUtility then
- a:= GetUtility(Gear^.Hedgehog)
- else
- a:= GetAmmo(Gear^.Hedgehog);
- CheckSum:= CheckSum xor GameTicks;
- gi := GearsList;
- while gi <> nil do
- begin
- with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
- AddRandomness(CheckSum);
- if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and not gstTmpFlag;
- gi := gi^.NextGear
- end;
- AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
- DeleteGear(Gear)
- end;
-end;
-
-procedure doStepGenericFaller(Gear: PGear);
-begin
-if Gear^.Timer < $FFFFFFFF then
- if Gear^.Timer > 0 then
- dec(Gear^.Timer)
- else
- begin
- DeleteGear(Gear);
- exit
- end;
-if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
- begin
- doStepFallingGear(Gear);
- if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
- begin
- Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
- Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
- Gear^.dX:= _90-(GetRandomf*_360);
- Gear^.dY:= _90-(GetRandomf*_360)
- end;
- end
-end;
-
-procedure doStepCreeper(Gear: PGear);
-var hogs: PGearArrayS;
- HHGear: PGear;
- tdX: hwFloat;
- dir: LongInt;
-begin
-doStepFallingGear(Gear);
-if Gear^.Timer > 0 then dec(Gear^.Timer);
-// creeper sleep phase
-if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
-
-if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
-else HHGear:= nil;
-
-// creeper boom phase
-if (Gear^.State and gstTmpFlag <> 0) then
- begin
- if (Gear^.Timer = 0) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
- DeleteGear(Gear)
- end;
- // ssssss he essssscaped
- if (Gear^.Timer > 250) and ((HHGear = nil) or
- (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > 180) and
- (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
- begin
- Gear^.State:= Gear^.State and (not gstTmpFlag);
- Gear^.Timer:= 0
- end;
- exit
- end;
-
-// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
-if (HHGear = nil) or (Gear^.Timer = 0) or
- (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > Gear^.Angle) and
- (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle)))
- then
- begin
- hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
- if hogs.size > 1 then
- Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
- else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
- else Gear^.Hedgehog:= nil;
- if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
- exit
- end;
-
-// we have a target. move the creeper.
-if HHGear <> nil then
- begin
- // GOTCHA
- if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) < 50) and
- (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
- begin
- // hisssssssssss
- Gear^.State:= Gear^.State or gstTmpFlag;
- Gear^.Timer:= 1500;
- exit
- end;
- if (Gear^.State and gstMoving <> 0) then
- begin
- Gear^.dY:= _0;
- Gear^.dX:= _0;
- end
- else if (GameTicks and $FF = 0) then
- begin
- tdX:= HHGear^.X-Gear^.X;
- dir:= hwSign(tdX);
- if not TestCollisionX(Gear, dir) then
- Gear^.X:= Gear^.X + signAs(_1,tdX);
- if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
- begin
- Gear^.dX:= SignAs(_0_15, tdX);
- Gear^.dY:= -_0_3;
- Gear^.State:= Gear^.State or gstMoving
- end
- end;
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKnife(Gear: PGear);
-//var ox, oy: LongInt;
-// la: hwFloat;
-var a: real;
-begin
- // Gear is shrunk so it can actually escape the hog without carving into the terrain
- if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
- if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
- else if Gear^.Damage > 30 then
- if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
- Gear^.Damage:= 0;
- if Gear^.Timer > 0 then dec(Gear^.Timer);
- if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
- begin
- DeleteCI(Gear);
- Gear^.Radius:= 7;
- // used for damage and impact calc. needs balancing I think
- Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
- doStepFallingGear(Gear);
- AllInactive := false;
- a:= Gear^.DirAngle;
- CalcRotationDirAngle(Gear);
- Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
- end
- else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
- begin
- (*ox:= 0; oy:= 0;
- if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
- if TestCollisionXwithGear(Gear, 1) then ox:= 1;
- if TestCollisionXwithGear(Gear, -1) then ox:= -1;
- if TestCollisionYwithGear(Gear, 1) <> 0 then oy:= 1;
- if Gear^.Health > 0 then
- PlaySound(sndRopeAttach);
-
- la:= _10000;
- if (ox <> 0) or (oy <> 0) then
- la:= CalcSlopeNearGear(Gear, ox, oy);
- if la = _10000 then
- begin
- // debug for when we couldn't get an angle
- //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-*)
- Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
- if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
- ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
- // end
- // else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
- // AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
- Gear^.dX:= _0;
- Gear^.dY:= _0;
- Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
- Gear^.Radius:= 16;
- if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
- Gear^.Health:= 0;
- Gear^.Timer:= 500;
- AddGearCI(Gear)
- end
- else if GameTicks and $3F = 0 then
- begin
- if (TestCollisionYwithGear(Gear, -1) = 0)
- and (not TestCollisionXwithGear(Gear, 1))
- and (not TestCollisionXwithGear(Gear, -1))
- and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
- end
-end;
-(*
- This didn't end up getting used, but, who knows, might be reasonable for javellin or something
-// Make the knife initial angle based on the hog attack angle, or is that too hard?
-procedure doStepKnife(Gear: PGear);
-var t,
- gx, gy, ga, // gear x,y,angle
- lx, ly, la, // land x,y,angle
- ox, oy, // x,y offset
- w, h, // wXh of clip area
- tx, ty // tip position in sprite
- : LongInt;
- surf: PSDL_Surface;
- s: hwFloat;
-
-begin
- Gear^.dY := Gear^.dY + cGravity;
- if (GameFlags and gfMoreWind) <> 0 then
- Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- CheckGearDrowning(Gear);
- gx:= hwRound(Gear^.X);
- gy:= hwRound(Gear^.Y);
- if Gear^.State and gstDrowning <> 0 then exit;
- with Gear^ do
- begin
- if CheckLandValue(gx, gy, lfLandMask) then
- begin
- t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
-
- if t < 0 then inc(t, 4096)
- else if 4095 < t then dec(t, 4096);
- Angle:= t;
-
- DirAngle:= Angle / 4096 * 360
- end
- else
- begin
-//This is the set of postions for the knife.
-//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
- t:= Angle mod 1024;
- case t div 128 of
- 0: begin
- ox:= 2; oy:= 5;
- w := 25; h:= 5;
- tx:= 0; ty:= 2
- end;
- 1: begin
- ox:= 2; oy:= 15;
- w:= 24; h:= 8;
- tx:= 0; ty:= 7
- end;
- 2: begin
- ox:= 2; oy:= 27;
- w:= 23; h:= 12;
- tx:= -12; ty:= -5
- end;
- 3: begin
- ox:= 2; oy:= 43;
- w:= 21; h:= 15;
- tx:= 0; ty:= 14
- end;
- 4: begin
- ox:= 29; oy:= 8;
- w:= 19; h:= 19;
- tx:= 0; ty:= 17
- end;
- 5: begin
- ox:= 29; oy:= 32;
- w:= 15; h:= 21;
- tx:= 0; ty:= 20
- end;
- 6: begin
- ox:= 51; oy:= 3;
- w:= 11; h:= 23;
- tx:= 0; ty:= 22
- end;
- 7: begin
- ox:= 51; oy:= 34;
- w:= 7; h:= 24;
- tx:= 0; ty:= 23
- end
- end;
-
- surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
- copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
- // try to make the knife hit point first
- lx := 0;
- ly := 0;
- if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
- begin
- la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
- ga:= vector2Angle(dX, dY);
- AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
- // change to 0 to 4096 forced by LongWord in Gear
- if la < 0 then la:= 4096+la;
- if ga < 0 then ga:= 4096+ga;
- if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
- begin
- if Angle >= 2048 then dec(Angle, 2048)
- else if Angle < 2048 then inc(Angle, 2048)
- end;
- AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
- end;
- case Angle div 1024 of
- 0: begin
- flipSurface(surf, true);
- flipSurface(surf, true);
- BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
- end;
- 1: begin
- flipSurface(surf, false);
- BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
- end;
- 2: begin // knife was actually drawn facing this way...
- BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
- end;
- 3: begin
- flipSurface(surf, true);
- BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
- end
- end;
- SDL_FreeSurface(surf);
- // this needs to calculate actual width/height + land clipping since update texture doesn't.
- // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
- UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
- DeleteGear(Gear);
- exit
- end
- end;
-end;
-*)
--- a/hedgewars/uGears.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uGears.pas Thu Jun 27 15:33:02 2013 +0400
@@ -33,61 +33,37 @@
* effects are called "Visual Gears" and defined in the respective unit!
*)
interface
-uses SDLh, uConsts, uFloat, uTypes;
+uses uConsts, uFloat, uTypes;
procedure initModule;
procedure freeModule;
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
-function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
-function GetUtility(Hedgehog: PHedgehog): TAmmoType;
-procedure HideHog(HH: PHedgehog);
procedure ProcessGears;
procedure EndTurnCleanup;
-procedure SetAllToActive;
-procedure SetAllHHToActive; inline;
-procedure SetAllHHToActive(Ice: boolean);
procedure DrawGears;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
function GearByUID(uid : Longword) : PGear;
-procedure doStepDrowningGear(Gear: PGear);
-
implementation
-uses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics, {$IFDEF SDL13}uTouch,{$ENDIF}
+uses uStore, uSound, uTeams, uRandom, uIO, uLandGraphics, {$IFDEF SDL13}uTouch,{$ENDIF}
uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uVariables,
uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture,
- uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlers, uGearsHandlersRope
- , uVisualGearsList;
+ uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlersRope
+ , uVisualGearsList, uGearsHandlersMess;
var skipFlag: boolean;
-procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
-//procedure AmmoFlameWork(Ammo: PGear); forward;
-function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; forward;
-procedure SpawnBoxOfSmth; forward;
-procedure ShotgunShot(Gear: PGear); forward;
-procedure doStepCase(Gear: PGear); forward;
-
-
var delay: LongWord;
delay2: LongWord;
step: (stDelay, stChDmg, stSweep, stTurnReact,
stAfterDelay, stChWin, stWater, stChWin2, stHealth,
stSpawn, stNTurn);
- upd: Longword;
- snowLeft,snowRight: LongInt;
NewTurnTick: LongWord;
//SDMusic: shortstring;
-// For better maintainability the step handlers of gears are stored in
-// separate files.
-// Note: step handlers of gears that are hedgehogs are in a different file
-// than the handlers for all other gears.
-{$INCLUDE "GSHandlers.inc"}
-
function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
dmg: LongInt;
@@ -551,39 +527,6 @@
RecountTeamHealth(TeamsArray[i])
end;
-procedure SetAllToActive;
-var t: PGear;
-begin
-AllInactive:= false;
-t:= GearsList;
-while t <> nil do
- begin
- t^.Active:= true;
- t:= t^.NextGear
- end
-end;
-
-procedure SetAllHHToActive; inline;
-begin
-SetAllHHToActive(true)
-end;
-
-procedure SetAllHHToActive(Ice: boolean);
-var t: PGear;
-begin
-AllInactive:= false;
-t:= GearsList;
-while t <> nil do
- begin
- if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
- begin
- if (t^.Kind = gtHedgehog) and Ice then CheckIce(t);
- t^.Active:= true
- end;
- t:= t^.NextGear
- end
-end;
-
procedure DrawGears;
var Gear: PGear;
x, y: LongInt;
@@ -678,210 +621,6 @@
AddGear(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft, LAND_HEIGHT + LongInt(GetRandom(750)) - 1300, gtFlake, 0, _0, _0, 0);
end;
-
-procedure ShotgunShot(Gear: PGear);
-var t: PGear;
- dmg, r, dist: LongInt;
- dx, dy: hwFloat;
-begin
-Gear^.Radius:= cShotgunRadius;
-t:= GearsList;
-while t <> nil do
- begin
- case t^.Kind of
- gtHedgehog,
- gtMine,
- gtSMine,
- gtKnife,
- gtCase,
- gtTarget,
- gtExplosives: begin//,
-// gtStructure: begin
-//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
- dmg:= 0;
- r:= Gear^.Radius + t^.Radius;
- dx:= Gear^.X-t^.X;
- dx.isNegative:= false;
- dy:= Gear^.Y-t^.Y;
- dy.isNegative:= false;
- if r-hwRound(dx+dy) > 0 then
- begin
- dist:= hwRound(Distance(dx, dy));
- dmg:= ModifyDamage(min(r - dist, 25), t);
- end;
- if dmg > 0 then
- begin
- if (not t^.Invulnerable) then
- ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
- else
- Gear^.State:= Gear^.State or gstWinner;
-
- DeleteCI(t);
- t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
- t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
- t^.State:= t^.State or gstMoving;
- if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision);
- t^.Active:= true;
- FollowGear:= t
- end
- end;
- gtGrave: begin
- dmg:= 0;
- r:= Gear^.Radius + t^.Radius;
- dx:= Gear^.X-t^.X;
- dx.isNegative:= false;
- dy:= Gear^.Y-t^.Y;
- dy.isNegative:= false;
- if r-hwRound(dx+dy) > 0 then
- begin
- dist:= hwRound(Distance(dx, dy));
- dmg:= ModifyDamage(min(r - dist, 25), t);
- end;
- if dmg > 0 then
- begin
- t^.dY:= - _0_1;
- t^.Active:= true
- end
- end;
- end;
- t:= t^.NextGear
- end;
-if (GameFlags and gfSolidLand) = 0 then
- DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
-end;
-
-procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
-var t: PGearArray;
- Gear: PGear;
- i, j, tmpDmg: LongInt;
- VGear: PVisualGear;
-begin
-t:= CheckGearsCollision(Ammo);
-// Just to avoid hogs on rope dodging fire.
-if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))
-and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)
-and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
- begin
- t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
- inc(t^.Count)
- end;
-
-i:= t^.Count;
-
-if (Ammo^.Kind = gtFlame) and (i > 0) then
- Ammo^.Health:= 0;
-while i > 0 do
- begin
- dec(i);
- Gear:= t^.ar[i];
- if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and
- (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then
- Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000);
- tmpDmg:= ModifyDamage(Damage, Gear);
- if (Gear^.State and gstNoDamage) = 0 then
- begin
-
- if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then
- begin
- VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
- if VGear <> nil then
- VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
- end;
-
- if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then
- Gear^.FlightTime:= 1;
-
-
- case Gear^.Kind of
- gtHedgehog,
- gtMine,
- gtSMine,
- gtKnife,
- gtTarget,
- gtCase,
- gtExplosives: //,
- //gtStructure:
- begin
- if (Ammo^.Kind = gtDrill) then
- begin
- Ammo^.Timer:= 0;
- exit;
- end;
- if (not Gear^.Invulnerable) then
- begin
- if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then
- for j:= 1 to max(1,min(3,tmpDmg div 5)) do
- begin
- VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot);
- if VGear <> nil then
- with VGear^ do
- begin
- Tint:= $FFCC00FF;
- Angle:= random(360);
- dx:= 0.0005 * (random(100));
- dy:= 0.0005 * (random(100));
- if random(2) = 0 then
- dx := -dx;
- if random(2) = 0 then
- dy := -dy;
- FrameTicks:= 600+random(200);
- State:= ord(sprStar)
- end
- end;
- ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
- end
- else
- Gear^.State:= Gear^.State or gstWinner;
- if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then
- begin
- if (Ammo^.Hedgehog^.Gear <> nil) then
- Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable);
- ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch
- end;
-
- if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
- begin
- Gear^.dX:= Ammo^.dX * Power * _0_005;
- Gear^.dY:= Ammo^.dY * Power * _0_005
- end
- else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then
- begin
- Gear^.dX:= Ammo^.dX * Power * _0_01;
- Gear^.dY:= Ammo^.dY * Power * _0_01
- end;
-
- if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
- begin
- Gear^.Active:= true;
- DeleteCI(Gear);
- Gear^.State:= Gear^.State or gstMoving;
- if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
- // move the gear upwards a bit to throw it over tiny obstacles at start
- if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
- begin
- if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then
- Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then
- Gear^.Y:= Gear^.Y - _1;
- if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
- or (TestCollisionYwithGear(Gear, -1) <> 0)) then
- Gear^.Y:= Gear^.Y - _1;
- end
- end;
-
-
- if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
- FollowGear:= Gear
- end;
- end
- end;
- end;
-if i <> 0 then
- SetAllToActive
-end;
-
procedure AssignHHCoords;
var i, t, p, j: LongInt;
ar: array[0..Pred(cMaxHHs)] of PHedgehog;
@@ -946,31 +685,6 @@
end
end;
-var GearsNearArray : TPGearArray;
-function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
-var
- t: PGear;
- s: Longword;
-begin
- r:= r*r;
- s:= 0;
- SetLength(GearsNearArray, s);
- t := GearsList;
- while t <> nil do
- begin
- if (t^.Kind = Kind)
- and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then
- begin
- inc(s);
- SetLength(GearsNearArray, s);
- GearsNearArray[s - 1] := t;
- end;
- t := t^.NextGear;
- end;
-
- GearsNear.size:= s;
- GearsNear.ar:= @GearsNearArray
-end;
{procedure AmmoFlameWork(Ammo: PGear);
var t: PGear;
@@ -993,21 +707,6 @@
end;}
-function CountGears(Kind: TGearType): Longword;
-var t: PGear;
- count: Longword = 0;
-begin
-
-t:= GearsList;
-while t <> nil do
- begin
- if t^.Kind = Kind then
- inc(count);
- t:= t^.NextGear
- end;
-CountGears:= count;
-end;
-
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
begin
FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
@@ -1080,142 +779,6 @@
SpawnFakeCrateAt := FollowGear;
end;
-function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
-var t, aTot: LongInt;
- i: TAmmoType;
-begin
-Hedgehog:= Hedgehog; // avoid hint
-
-aTot:= 0;
-for i:= Low(TAmmoType) to High(TAmmoType) do
- if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
- inc(aTot, Ammoz[i].Probability);
-
-t:= aTot;
-i:= Low(TAmmoType);
-if (t > 0) then
- begin
- t:= GetRandom(t);
- while t >= 0 do
- begin
- inc(i);
- if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
- dec(t, Ammoz[i].Probability)
- end
- end;
-GetAmmo:= i
-end;
-
-function GetUtility(Hedgehog: PHedgehog): TAmmoType;
-var t, uTot: LongInt;
- i: TAmmoType;
-begin
-
-uTot:= 0;
-for i:= Low(TAmmoType) to High(TAmmoType) do
- if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0)
- and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
- inc(uTot, Ammoz[i].Probability);
-
-t:= uTot;
-i:= Low(TAmmoType);
-if (t > 0) then
- begin
- t:= GetRandom(t);
- while t >= 0 do
- begin
- inc(i);
- if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1)
- or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
- dec(t, Ammoz[i].Probability)
- end
- end;
-GetUtility:= i
-end;
-
-
-
-procedure SpawnBoxOfSmth;
-var t, aTot, uTot, a, h: LongInt;
- i: TAmmoType;
-begin
-if (PlacingHogs) or
- (cCaseFactor = 0)
- or (CountGears(gtCase) >= 5)
- or (GetRandom(cCaseFactor) <> 0) then
- exit;
-
-FollowGear:= nil;
-aTot:= 0;
-uTot:= 0;
-for i:= Low(TAmmoType) to High(TAmmoType) do
- if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
- inc(aTot, Ammoz[i].Probability)
- else
- inc(uTot, Ammoz[i].Probability);
-
-t:=0;
-a:=aTot;
-h:= 1;
-
-if (aTot+uTot) <> 0 then
- if ((GameFlags and gfInvulnerable) = 0) then
- begin
- h:= cHealthCaseProb * 100;
- t:= GetRandom(10000);
- a:= (10000-h)*aTot div (aTot+uTot)
- end
- else
- begin
- t:= GetRandom(aTot+uTot);
- h:= 0
- end;
-
-
-if t<h then
- begin
- FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
- FollowGear^.Health:= cHealthCaseAmount;
- FollowGear^.Pos:= posCaseHealth;
- AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
- end
-else if (t<a+h) then
- begin
- t:= aTot;
- if (t > 0) then
- begin
- FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
- t:= GetRandom(t);
- i:= Low(TAmmoType);
- FollowGear^.Pos:= posCaseAmmo;
- FollowGear^.AmmoType:= i;
- AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
- end
- end
-else
- begin
- t:= uTot;
- if (t > 0) then
- begin
- FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
- t:= GetRandom(t);
- i:= Low(TAmmoType);
- FollowGear^.Pos:= posCaseUtility;
- FollowGear^.AmmoType:= i;
- AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
- end
- end;
-
-// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
-if (FollowGear <> nil) then
- begin
- FindPlace(FollowGear, true, 0, LAND_WIDTH);
-
- if (FollowGear <> nil) then
- AddVoice(sndReinforce, CurrentTeam^.voicepack)
- end
-end;
-
function GearByUID(uid : Longword) : PGear;
var gear: PGear;
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uGearsHandlersMess.pas Thu Jun 27 15:33:02 2013 +0400
@@ -0,0 +1,5760 @@
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2013 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
+ *)
+
+(*
+ * This file contains the step handlers for gears.
+ *
+ * Important: Since gears change the course of the game, calculations that
+ * lead to different results for different clients/players/machines
+ * should NOT occur!
+ * Use safe functions and data types! (e.g. GetRandom() and hwFloat)
+ *)
+
+ {$INCLUDE "options.inc"}
+
+unit uGearsHandlersMess;
+interface
+uses uTypes, uFloat;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+procedure HideHog(HH: PHedgehog);
+procedure doStepDrowningGear(Gear: PGear);
+procedure doStepFallingGear(Gear: PGear);
+procedure doStepBomb(Gear: PGear);
+procedure doStepMolotov(Gear: PGear);
+procedure doStepCluster(Gear: PGear);
+procedure doStepShell(Gear: PGear);
+procedure doStepSnowball(Gear: PGear);
+procedure doStepSnowflake(Gear: PGear);
+procedure doStepGrave(Gear: PGear);
+procedure doStepBeeWork(Gear: PGear);
+procedure doStepBee(Gear: PGear);
+procedure doStepShotIdle(Gear: PGear);
+procedure doStepShotgunShot(Gear: PGear);
+procedure spawnBulletTrail(Bullet: PGear);
+procedure doStepBulletWork(Gear: PGear);
+procedure doStepDEagleShot(Gear: PGear);
+procedure doStepSniperRifleShot(Gear: PGear);
+procedure doStepActionTimer(Gear: PGear);
+procedure doStepPickHammerWork(Gear: PGear);
+procedure doStepPickHammer(Gear: PGear);
+procedure doStepBlowTorchWork(Gear: PGear);
+procedure doStepBlowTorch(Gear: PGear);
+procedure doStepMine(Gear: PGear);
+procedure doStepSMine(Gear: PGear);
+procedure doStepDynamite(Gear: PGear);
+procedure doStepRollingBarrel(Gear: PGear);
+procedure doStepCase(Gear: PGear);
+procedure doStepTarget(Gear: PGear);
+procedure doStepIdle(Gear: PGear);
+procedure doStepShover(Gear: PGear);
+procedure doStepWhip(Gear: PGear);
+procedure doStepFlame(Gear: PGear);
+procedure doStepFirePunchWork(Gear: PGear);
+procedure doStepFirePunch(Gear: PGear);
+procedure doStepParachuteWork(Gear: PGear);
+procedure doStepParachute(Gear: PGear);
+procedure doStepAirAttackWork(Gear: PGear);
+procedure doStepAirAttack(Gear: PGear);
+procedure doStepAirBomb(Gear: PGear);
+procedure doStepGirder(Gear: PGear);
+procedure doStepTeleportAfter(Gear: PGear);
+procedure doStepTeleportAnim(Gear: PGear);
+procedure doStepTeleport(Gear: PGear);
+procedure doStepSwitcherWork(Gear: PGear);
+procedure doStepSwitcher(Gear: PGear);
+procedure doStepMortar(Gear: PGear);
+procedure doStepKamikazeWork(Gear: PGear);
+procedure doStepKamikazeIdle(Gear: PGear);
+procedure doStepKamikaze(Gear: PGear);
+procedure doStepCakeExpl(Gear: PGear);
+procedure doStepCakeDown(Gear: PGear);
+procedure doStepCakeWork(Gear: PGear);
+procedure doStepCakeUp(Gear: PGear);
+procedure doStepCakeFall(Gear: PGear);
+procedure doStepCake(Gear: PGear);
+procedure doStepSeductionWork(Gear: PGear);
+procedure doStepSeductionWear(Gear: PGear);
+procedure doStepSeduction(Gear: PGear);
+procedure doStepWaterUp(Gear: PGear);
+procedure doStepDrillDrilling(Gear: PGear);
+procedure doStepDrill(Gear: PGear);
+procedure doStepBallgunWork(Gear: PGear);
+procedure doStepBallgun(Gear: PGear);
+procedure doStepRCPlaneWork(Gear: PGear);
+procedure doStepRCPlane(Gear: PGear);
+procedure doStepJetpackWork(Gear: PGear);
+procedure doStepJetpack(Gear: PGear);
+procedure doStepBirdyDisappear(Gear: PGear);
+procedure doStepBirdyFly(Gear: PGear);
+procedure doStepBirdyDescend(Gear: PGear);
+procedure doStepBirdyAppear(Gear: PGear);
+procedure doStepBirdy(Gear: PGear);
+procedure doStepEggWork(Gear: PGear);
+procedure doPortalColorSwitch();
+procedure doStepPortal(Gear: PGear);
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+procedure doStepMovingPortal_real(Gear: PGear);
+procedure doStepMovingPortal(Gear: PGear);
+procedure doStepPortalShot(newPortal: PGear);
+procedure doStepPiano(Gear: PGear);
+procedure doStepSineGunShotWork(Gear: PGear);
+procedure doStepSineGunShot(Gear: PGear);
+procedure doStepFlamethrowerWork(Gear: PGear);
+procedure doStepFlamethrower(Gear: PGear);
+procedure doStepLandGunWork(Gear: PGear);
+procedure doStepLandGun(Gear: PGear);
+procedure doStepPoisonCloud(Gear: PGear);
+procedure doStepHammer(Gear: PGear);
+procedure doStepHammerHitWork(Gear: PGear);
+procedure doStepHammerHit(Gear: PGear);
+procedure doStepResurrectorWork(Gear: PGear);
+procedure doStepResurrector(Gear: PGear);
+procedure doStepNapalmBomb(Gear: PGear);
+procedure doStepStructure(Gear: PGear);
+procedure doStepTardisWarp(Gear: PGear);
+procedure doStepTardis(Gear: PGear);
+procedure updateFuel(Gear: PGear);
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+procedure doStepIceGun(Gear: PGear);
+procedure doStepAddAmmo(Gear: PGear);
+procedure doStepGenericFaller(Gear: PGear);
+procedure doStepCreeper(Gear: PGear);
+procedure doStepKnife(Gear: PGear);
+
+var
+ upd: Longword;
+ snowLeft,snowRight: LongInt;
+
+implementation
+uses uConsts, uVariables, uVisualGearsList, uRandom, uCollisions, uGearsList, uUtils, uSound
+ , SDLh, uScript, uGearsHedgehog, uGearsUtils, uIO, uCaptions, uLandGraphics
+ , uGearsHandlers, uTextures, uRenderUtils, uAmmos, uTeams, uLandTexture, uCommands
+ , uStore, uAI, uStats;
+
+procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean);
+var
+ dX, dY, sX, sY: hwFloat;
+ i, steps: LongWord;
+ caller: TGearStepProcedure;
+begin
+ dX:= Gear^.dX;
+ dY:= Gear^.dY;
+ steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y)));
+
+ // Gear is still on the same Pixel it was before
+ if steps < 1 then
+ begin
+ if onlyCheckIfChanged then
+ begin
+ Gear^.X := Gear^.X + dX;
+ Gear^.Y := Gear^.Y + dY;
+ EXIT;
+ end
+ else
+ steps := 1;
+ end;
+
+ if steps > 1 then
+ begin
+ sX:= dX / steps;
+ sY:= dY / steps;
+ end
+
+ else
+ begin
+ sX:= dX;
+ sY:= dY;
+ end;
+
+ caller:= Gear^.doStep;
+
+ for i:= 1 to steps do
+ begin
+ Gear^.X := Gear^.X + sX;
+ Gear^.Y := Gear^.Y + sY;
+ step(Gear);
+ if (Gear^.doStep <> caller)
+ or ((Gear^.State and gstCollision) <> 0)
+ or ((Gear^.State and gstMoving) = 0) then
+ break;
+ end;
+end;
+
+procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
+var
+ gi: PGear;
+ d: LongInt;
+begin
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ if (gi^.Kind = gtHedgehog) then
+ begin
+ d := r - hwRound(Distance(gi^.X - x, gi^.Y - y));
+ if (d > 1) and (not gi^.Invulnerable) and (GetRandom(2) = 0) then
+ begin
+ if (CurrentHedgehog^.Gear = gi) then
+ PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
+
+ else
+ begin
+ if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
+ begin
+ gi^.dX.isNegative:= X<gi^.X;
+ gi^.State := gi^.State or gstLoser;
+ end;
+
+ if d > r div 2 then
+ PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
+ else
+ PlaySoundV(sndUhOh, gi^.Hedgehog^.Team^.voicepack);
+ end;
+ end;
+ end;
+
+ gi := gi^.NextGear
+ end;
+end;
+
+procedure HideHog(HH: PHedgehog);
+begin
+ ScriptCall('onHogHide', HH^.Gear^.Uid);
+ DeleteCI(HH^.Gear);
+ if FollowGear = HH^.Gear then
+ FollowGear:= nil;
+
+ if lastGearByUID = HH^.Gear then
+ lastGearByUID := nil;
+
+ HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
+ with HH^.Gear^ do
+ begin
+ Z := cHHZ;
+ HH^.Gear^.Active:= false;
+ State:= State and (not (gstHHDriven or gstAttacking or gstAttacked));
+ Message := Message and (not gmAttack);
+ end;
+ HH^.GearHidden:= HH^.Gear;
+ HH^.Gear:= nil
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrowningGear(Gear: PGear);
+ begin
+ AllInactive := false;
+ Gear^.Y := Gear^.Y + cDrownSpeed;
+ Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed;
+ // Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
+ if ((not SuddenDeathDmg and (WaterOpacity < $FF))
+ or (SuddenDeathDmg and (SDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then
+ if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
+ AddVisualGear(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);
+ if (not SuddenDeathDmg and (WaterOpacity > $FE))
+ or (SuddenDeathDmg and (SDWaterOpacity > $FE))
+ or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then
+ DeleteGear(Gear);
+ end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFallingGear(Gear: PGear);
+var
+ isFalling: boolean;
+ //tmp: QWord;
+ tdX, tdY: hwFloat;
+ collV, collH: LongInt;
+ land: word;
+begin
+ // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.
+ if Gear^.dX.Round > 2 then
+ Gear^.dX.QWordValue:= 8589934592;
+ if Gear^.dY.Round > 2 then
+ Gear^.dY.QWordValue:= 8589934592;
+
+ if (Gear^.State and gstSubmersible <> 0) and (hwRound(Gear^.Y) > cWaterLine) then
+ begin
+ Gear^.dX:= Gear^.dX * _0_999;
+ Gear^.dY:= Gear^.dY * _0_999
+ end;
+
+ 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) < min(LAND_WIDTH div -2, -2048))
+ or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) then
+ Gear^.State := Gear^.State or gstCollision;
+
+ if Gear^.dY.isNegative then
+ begin
+ isFalling := true;
+ land:= TestCollisionYwithGear(Gear, -1);
+ if land <> 0 then
+ begin
+ collV := -1;
+ if land and lfIce <> 0 then
+ Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
+ else
+ Gear^.dX := Gear^.dX * Gear^.Friction;
+
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+ collV := 1;
+ end
+ else
+ begin // Gear^.dY.isNegative is false
+ land:= TestCollisionYwithGear(Gear, 1);
+ if land <> 0 then
+ begin
+ collV := 1;
+ isFalling := false;
+ if land and lfIce <> 0 then
+ Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
+ else
+ Gear^.dX := Gear^.dX * Gear^.Friction;
+
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ Gear^.State := Gear^.State or gstCollision
+ end
+ else
+ begin
+ isFalling := true;
+ if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, -1) <> 0) then
+ collV := -1
+ end
+ 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
+ begin
+ Gear^.dY := Gear^.dY + cGravity;
+ if (GameFlags and gfMoreWind) <> 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
+ end;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if Gear^.Kind <> gtBee then
+ CheckGearDrowning(Gear);
+ //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
+ if (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
+ Gear^.State := Gear^.State and (not gstMoving)
+ else
+ Gear^.State := Gear^.State or gstMoving;
+
+ if (Gear^.nImpactSounds > 0) and
+ (Gear^.State and gstCollision <> 0) and
+ (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) and
+ (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or
+ ((Gear^.Radius >= 3) and
+ ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then
+ PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBomb(Gear: PGear);
+var
+ i, x, y: LongInt;
+ dX, dY, gdX: hwFloat;
+ vg: PVisualGear;
+begin
+ AllInactive := false;
+
+ doStepFallingGear(Gear);
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 1000 then // might need adjustments
+ case Gear^.Kind of
+ gtGrenade: 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, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx);
+ end;
+
+ if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
+ if vg <> nil then
+ vg^.Tint:= $FFC0C000;
+ end;
+
+ if Gear^.Timer = 0 then
+ begin
+ case Gear^.Kind of
+ gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound);
+ gtClusterBomb:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ gdX:= Gear^.dX;
+ doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 4 do
+ begin
+ dX := rndSign(GetRandomf * _0_1) + gdX / 5;
+ dY := (GetRandomf - _3) * _0_08;
+ FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
+ end
+ end;
+ gtWatermelon:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ gdX:= Gear^.dX;
+ doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 5 do
+ begin
+ dX := rndSign(GetRandomf * _0_1) + gdX / 5;
+ dY := (GetRandomf - _1_5) * _0_3;
+ FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75);
+ FollowGear^.DirAngle := i * 60
+ end
+ end;
+ gtHellishBomb:
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound);
+
+ for i:= 0 to 127 do
+ begin
+ dX := AngleCos(i * 16) * _0_5 * (GetRandomf + _1);
+ dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _1);
+ if i mod 2 = 0 then
+ begin
+ AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0);
+ AddGear(x, y, gtFlame, 0, dX, -dY, 0)
+ end
+ else
+ begin
+ AddGear(x, y, gtFlame, 0, dX, dY, 0);
+ AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0)
+ end;
+ end
+ end;
+ gtGasBomb:
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 2 do
+ begin
+ x:= GetRandom(60);
+ y:= GetRandom(40);
+ FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0);
+ end
+ end;
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+
+ CalcRotationDirAngle(Gear);
+
+ if Gear^.Kind = gtHellishBomb then
+ begin
+
+ if Gear^.Timer = 3000 then
+ begin
+ Gear^.nImpactSounds := 0;
+ PlaySound(sndHellish);
+ end;
+
+ if (GameTicks and $3F) = 0 then
+ if (Gear^.State and gstCollision) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace);
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMolotov(Gear: PGear);
+var
+ s: Longword;
+ i, gX, gY: LongInt;
+ dX, dY: hwFloat;
+ smoke, glass: PVisualGear;
+begin
+ AllInactive := false;
+
+ doStepFallingGear(Gear);
+ CalcRotationDirAngle(Gear);
+
+ // let's add some smoke depending on speed
+ s:= max(32,152 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(Gear^.dY)))*120))+random(10);
+ if (GameTicks mod s) = 0 then
+ begin
+ // adjust angle to match the texture
+ if Gear^.dX.isNegative then
+ i:= 130
+ else i:= 50;
+
+ smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke);
+ if smoke <> nil then
+ smoke^.Scale:= 0.75;
+ end;
+
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ PlaySound(sndMolotov);
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ for i:= 0 to 4 do
+ begin
+ (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg);
+ if glass <> nil then
+ begin
+ glass^.Frame:= 2;
+ glass^.Tint:= $41B83ED0 - i * $10081000;
+ glass^.dX:= 1/(10*(random(11)-5));
+ glass^.dY:= -1/(random(4)+5);
+ end;*)
+ glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot);
+ if glass <> nil then
+ with glass^ do
+ begin
+ Frame:= 2;
+ Tint:= $41B83ED0 - i * $10081000;
+ Angle:= random(360);
+ dx:= 0.0000001;
+ dy:= 0;
+ if random(2) = 0 then
+ dx := -dx;
+ FrameTicks:= 750;
+ State:= ord(sprEgg)
+ end;
+ end;
+ for i:= 0 to 24 do
+ begin
+ dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandomf + _1);
+ dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
+ AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0);
+ AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0);
+ AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0);
+ AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0);
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepCluster(Gear: PGear);
+begin
+ AllInactive := false;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+
+ if (Gear^.Kind = gtMelonPiece)
+ or (Gear^.Kind = gtBall) then
+ CalcRotationDirAngle(Gear)
+ else if (GameTicks and $1F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepShell(Gear: PGear);
+begin
+ AllInactive := false;
+ if (GameFlags and gfMoreWind) = 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ if (GameTicks and $3F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSnowball(Gear: PGear);
+var kick, i: LongInt;
+ particle: PVisualGear;
+ gdX, gdY: hwFloat;
+begin
+ AllInactive := false;
+ if (GameFlags and gfMoreWind) = 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed;
+ gdX := Gear^.dX;
+ gdY := Gear^.dY;
+ doStepFallingGear(Gear);
+ CalcRotationDirAngle(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
+ Gear^.dX:= gdX;
+ Gear^.dY:= gdY;
+ AmmoShove(Gear, 0, kick);
+ for i:= 15 + kick div 10 downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+ if ((GameTicks and $1F) = 0) and (Random(3) = 0) then
+ begin
+ particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSnowflake(Gear: PGear);
+var xx, yy, px, py, rx, ry, lx, ly: LongInt;
+ move, draw, allpx, gun: Boolean;
+ s: PSDL_Surface;
+ p: PLongwordArray;
+ lf: LongWord;
+begin
+inc(Gear^.Pos);
+gun:= (Gear^.State and gstTmpFlag) <> 0;
+move:= false;
+draw:= false;
+if gun then
+ begin
+ Gear^.State:= Gear^.State and (not gstInvisible);
+ doStepFallingGear(Gear);
+ CheckCollision(Gear);
+ if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then
+ draw:= true;
+ xx:= hwRound(Gear^.X);
+ yy:= hwRound(Gear^.Y);
+ end
+else if GameTicks and $7 = 0 then
+ begin
+ with Gear^ do
+ begin
+ State:= State and (not gstInvisible);
+ X:= X + cWindSpeed * 3200 + dX;
+ Y:= Y + dY + cGravity * vobFallSpeed * 8; // using same value as flakes to try and get similar results
+ xx:= hwRound(X);
+ yy:= hwRound(Y);
+ if vobVelocity <> 0 then
+ begin
+ DirAngle := DirAngle + (Damage / 1000);
+ if DirAngle < 0 then
+ DirAngle := DirAngle + 360
+ else if 360 < DirAngle then
+ DirAngle := DirAngle - 360;
+ end;
+(*
+We aren't using frametick right now, so just a waste of cycles.
+ inc(Health, 8);
+ if longword(Health) > vobFrameTicks then
+ begin
+ dec(Health, vobFrameTicks);
+ inc(Timer);
+ if Timer = vobFramesCount then
+ Timer:= 0
+ end;
+*)
+ // move back to cloud layer
+ if yy > cWaterLine then
+ move:= true
+ else if (xx > snowRight) or (xx < snowLeft) then
+ move:=true
+ // Solid pixel encountered
+ else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
+ begin
+ lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
+ if lf = 0 then lf:= lfObject;
+ // If there's room below keep falling
+ if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
+ begin
+ X:= X - cWindSpeed * 1600 - dX;
+ end
+ // If there's room below, on the sides, fill the gaps
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X - _0_8 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X - _0_8 * 2 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X + _0_8 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then
+ begin
+ X:= X + _0_8 * 2 * hwSign(cWindSpeed);
+ Y:= Y - dY - cGravity * vobFallSpeed * 8;
+ end
+ // if there's an hog/object below do nothing
+ else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0))
+ then move:=true
+ else draw:= true
+ end
+ end
+ end;
+if draw then
+ with Gear^ do
+ begin
+ // we've collided with land. draw some stuff and get back into the clouds
+ move:= true;
+ if (Pos > 20) and ((CurAmmoGear = nil)
+ or (CurAmmoGear^.Kind <> gtRope)) then
+ begin
+////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+ if not gun then
+ begin
+ dec(yy,3);
+ dec(xx,1)
+ end;
+ s:= SpritesData[sprSnow].Surface;
+ p:= s^.pixels;
+ allpx:= true;
+ for py:= 0 to Pred(s^.h) do
+ begin
+ for px:= 0 to Pred(s^.w) do
+ begin
+ lx:=xx + px; ly:=yy + py;
+ if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
+ begin
+ rx:= lx;
+ ry:= ly;
+ if cReducedQuality and rqBlurryLand <> 0 then
+ begin
+ rx:= rx div 2;ry:= ry div 2;
+ end;
+ if Land[yy + py, xx + px] <= lfAllObjMask then
+ if gun then
+ begin
+ LandDirty[yy div 32, xx div 32]:= 1;
+ if LandPixels[ry, rx] = 0 then
+ Land[ly, lx]:= lfDamaged or lfObject
+ else Land[ly, lx]:= lfDamaged or lfBasic
+ end
+ else Land[ly, lx]:= lf;
+ if gun then
+ LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
+ else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
+ end
+ else allpx:= false
+ end;
+ p:= @(p^[s^.pitch shr 2])
+ end;
+
+ // Why is this here. For one thing, there's no test on +1 being safe.
+ //Land[py, px+1]:= lfBasic;
+
+ if allpx then
+ UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
+ else
+ begin
+ UpdateLandTexture(
+ max(0, min(LAND_WIDTH, xx)),
+ min(LAND_WIDTH - xx, Pred(s^.w)),
+ max(0, min(LAND_WIDTH, yy)),
+ min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
+ );
+ end;
+////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
+ end
+ end;
+
+if move then
+ begin
+ if gun then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+ Gear^.Pos:= 0;
+ Gear^.X:= int2hwFloat(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
+ Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
+ Gear^.State:= Gear^.State or gstInvisible;
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepGrave(Gear: PGear);
+begin
+ if (Gear^.Message and gmDestroy) <> 0 then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ AllInactive := false;
+
+ if Gear^.dY.isNegative then
+ if TestCollisionY(Gear, -1) 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,i: LongInt;
+ uw, nuw: boolean;
+ flower: PVisualGear;
+
+begin
+ AllInactive := false;
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ uw := (Gear^.Tag <> 0); // was bee underwater last tick?
+ nuw := (cWaterLine < gy + Gear^.Radius); // is bee underwater now?
+
+ // if water entered or left
+ if nuw <> 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);
+ StopSoundChan(Gear^.SoundChannel);
+ if nuw then
+ begin
+ Gear^.SoundChannel := LoopSound(sndBeeWater);
+ Gear^.Tag := 1;
+ end
+ else
+ begin
+ Gear^.SoundChannel := LoopSound(sndBee);
+ Gear^.Tag := 0;
+ end;
+ end;
+
+
+ if Gear^.Timer = 0 then
+ Gear^.RenderTimer:= false
+ else
+ begin
+ if (GameTicks and $F) = 0 then
+ begin
+ if (GameTicks and $30) = 0 then
+ AddVisualGear(gX, gY, vgtBeeTrace);
+ Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.Target.X - gX));
+ Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.Target.Y - gY));
+ // make sure new speed isn't higher than original one (which we stored in Friction variable)
+ t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.dX * t;
+ Gear^.dY := Gear^.dY * t;
+ end;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ end;
+
+
+ CheckCollision(Gear);
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 31 do
+ begin
+ flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if flower <> nil then
+ with flower^ do
+ begin
+ Scale:= 0.75;
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= random(250) + 250;
+ State:= ord(sprTargetBee);
+ end;
+ end;
+ DeleteGear(Gear);
+ end;
+
+ if (Gear^.Timer > 0) then
+ dec(Gear^.Timer)
+ else
+ begin
+ if nuw then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ CheckGearDrowning(Gear);
+ end
+ else
+ doStepFallingGear(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, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and (not gmAttack);
+ Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and (not gstAttacking);
+ AttackBar:= 0;
+
+ Gear^.SoundChannel := LoopSound(sndBee);
+ Gear^.Timer := 5000;
+ // save initial speed in otherwise unused Friction variable
+ Gear^.Friction := Distance(Gear^.dX, Gear^.dY);
+ Gear^.doStep := @doStepBeeWork
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepShotIdle(Gear: PGear);
+begin
+ AllInactive := false;
+ 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.QWordValue / -17179869184;
+ shell^.dY := gear^.dY.QWordValue / -17179869184;
+ shell^.Frame := 0
+ end;
+ Gear^.State := Gear^.State or gstAnimation
+ end;
+ exit
+ end else
+ if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end
+ else
+ inc(Gear^.Timer);
+
+ i := 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 spawnBulletTrail(Bullet: PGear);
+var oX, oY: hwFloat;
+ VGear: PVisualGear;
+begin
+ if Bullet^.PortalCounter = 0 then
+ begin
+ ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle));
+ oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle));
+ end
+ else
+ begin
+ ox:= Bullet^.Elasticity;
+ oy:= Bullet^.Friction;
+ end;
+
+ // Bullet trail
+ VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail);
+
+ if VGear <> nil then
+ begin
+ VGear^.X:= hwFloat2Float(ox);
+ VGear^.Y:= hwFloat2Float(oy);
+ VGear^.dX:= hwFloat2Float(Bullet^.X);
+ VGear^.dY:= hwFloat2Float(Bullet^.Y);
+
+ // reached edge of land. assume infinite beam. Extend it way out past camera
+ if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0)
+ or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then
+ // only extend if not under water
+ if hwRound(Bullet^.Y) < cWaterLine then
+ begin
+ VGear^.dX := VGear^.dX + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
+ VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (VGear^.dY - VGear^.Y);
+ end;
+
+ VGear^.Timer := 200;
+ end;
+end;
+
+procedure doStepBulletWork(Gear: PGear);
+var
+ i, x, y: LongWord;
+ oX, oY: hwFloat;
+ VGear: PVisualGear;
+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);
+ // let's interrupt before a collision to give portals a chance to catch the bullet
+ if (Gear^.Damage = 1) and (Gear^.Tag = 0) and not(CheckLandValue(x, y, lfLandMask)) then
+ begin
+ Gear^.Tag := 1;
+ Gear^.Damage := 0;
+ Gear^.X := Gear^.X - Gear^.dX;
+ Gear^.Y := Gear^.Y - Gear^.dY;
+ CheckGearDrowning(Gear);
+ break;
+ end
+ else
+ Gear^.Tag := 0;
+
+ if Gear^.Damage > 5 then
+ if Gear^.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 ((not SuddenDeathDmg and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $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 (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then
+ cArtillery := false;
+
+ // Bullet Hit
+ if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then
+ begin
+ VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit);
+ if VGear <> nil then
+ begin
+ VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY);
+ end;
+ end;
+
+ spawnBulletTrail(Gear);
+ Gear^.doStep := @doStepShotIdle
+ end;
+end;
+
+procedure doStepDEagleShot(Gear: PGear);
+begin
+ PlaySound(sndGun);
+ // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles
+ Gear^.X := Gear^.X + Gear^.dX * 3;
+ Gear^.Y := Gear^.Y + Gear^.dY * 3;
+ Gear^.doStep := @doStepBulletWork
+end;
+
+procedure doStepSniperRifleShot(Gear: PGear);
+var
+ HHGear: PGear;
+ shell: PVisualGear;
+begin
+ cArtillery := true;
+ HHGear := 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) then
+ dec(HHGear^.Angle,32)
+ end;
+
+ if (HHGear^.Message and gmAttack) <> 0 then
+ begin
+ shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
+ if shell <> nil then
+ begin
+ shell^.dX := gear^.dX.QWordValue / -8589934592;
+ shell^.dY := gear^.dY.QWordValue / -8589934592;
+ 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);
+ // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles
+ Gear^.X := Gear^.X + Gear^.dX * 3;
+ Gear^.Y := Gear^.Y + Gear^.dY * 3;
+ Gear^.doStep := @doStepBulletWork;
+ end
+ else
+ if (GameTicks mod 32) = 0 then
+ if (GameTicks mod 4096) < 2048 then
+ begin
+ if (HHGear^.Angle + 1 <= cMaxAngle) then
+ inc(HHGear^.Angle)
+ end
+ else
+ if (HHGear^.Angle >= 1) then
+ dec(HHGear^.Angle);
+
+ if (TurnTimeLeft > 0) then
+ 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;
+ gtATFinishGame:
+ begin
+ AllInactive := false;
+ if Gear^.Timer = 1000 then
+ begin
+ ScreenFade := sfToBlack;
+ ScreenFadeValue := 0;
+ ScreenFadeSpeed := 1;
+ end;
+ if Gear^.Timer = 0 then
+ begin
+ SendIPC(_S'N');
+ SendIPC(_S'q');
+ GameState := gsExit
+ end
+ end;
+ end;
+if Gear^.Timer = 0 then
+ DeleteGear(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPickHammerWork(Gear: PGear);
+var
+ i, ei, x, y: LongInt;
+ HHGear: PGear;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ dec(Gear^.Timer);
+ if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft);
+ if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
+ or((Gear^.Message and gmDestroy) <> 0)
+ or((HHGear^.State and gstHHDriven) =0) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ DeleteGear(Gear);
+ AfterAttack;
+ doStepHedgehogMoving(HHGear); // for gfInfAttack
+ exit
+ end;
+
+ x:= hwRound(Gear^.X);
+ y:= hwRound(Gear^.Y);
+ if (Gear^.Timer mod 33) = 0 then
+ begin
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ doMakeExplosion(x, y + 7, 6, Gear^.Hedgehog, EXPLDontDraw);
+ HHGear^.State := HHGear^.State and (not gstNoDamage)
+ end;
+
+ if (Gear^.Timer mod 47) = 0 then
+ begin
+ // ok. this was an attempt to turn off dust if not actually drilling land. I have no idea why it isn't working as expected
+ if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then
+ for i:= 0 to 1 do
+ AddVisualGear(x - 5 + Random(10), y + 12, vgtDust);
+
+ i := x - Gear^.Radius - LongInt(GetRandom(2));
+ ei := x + Gear^.Radius + LongInt(GetRandom(2));
+ while i <= ei do
+ begin
+ DrawExplosion(i, y + 3, 3);
+ inc(i, 1)
+ end;
+
+ if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), lfIndestructible) then
+ begin
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + _1_9;
+ end;
+ SetAllHHToActive;
+ end;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then
+ begin
+ Gear^.dY := _0;
+ SetLittle(HHGear^.dX);
+ HHGear^.dY := _0;
+ end
+ else
+ begin
+ if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
+ begin
+ Gear^.dY := Gear^.dY + cGravity;
+ Gear^.Y := Gear^.Y + Gear^.dY
+ end;
+ if hwRound(Gear^.Y) > cWaterLine then
+ Gear^.Timer := 1
+ end;
+
+ Gear^.X := Gear^.X + HHGear^.dX;
+ if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
+ begin
+ HHGear^.X := Gear^.X;
+ HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
+ end;
+
+ if (Gear^.Message and gmAttack) <> 0 then
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ Gear^.Timer := 1
+ else //there would be a mistake.
+ else
+ if (Gear^.State and gsttmpFlag) = 0 then
+ Gear^.State := Gear^.State or gsttmpFlag;
+ if ((Gear^.Message and gmLeft) <> 0) then
+ Gear^.dX := - _0_3
+ else
+ if ((Gear^.Message and gmRight) <> 0) then
+ Gear^.dX := _0_3
+ else Gear^.dX := _0;
+end;
+
+procedure doStepPickHammer(Gear: PGear);
+var
+ i, y: LongInt;
+ ar: TRangeArray;
+ HHGear: PGear;
+begin
+ i := 0;
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ y := hwRound(Gear^.Y) - cHHRadius * 2;
+ while y < hwRound(Gear^.Y) do
+ begin
+ ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
+ ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
+ inc(y, 2);
+ inc(i)
+ end;
+
+ DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
+ Gear^.dY := HHGear^.dY;
+ DeleteCI(HHGear);
+
+ Gear^.SoundChannel := LoopSound(sndPickhammer);
+ doStepPickHammerWork(Gear);
+ Gear^.doStep := @doStepPickHammerWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+var
+ BTPrevAngle, BTSteps: LongInt;
+
+procedure doStepBlowTorchWork(Gear: PGear);
+var
+ HHGear: PGear;
+ b: boolean;
+ prevX: LongInt;
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft);
+
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ HedgehogChAngle(HHGear);
+
+ b := false;
+
+ if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
+ begin
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
+ Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
+ BTPrevAngle := HHGear^.Angle;
+ b := true
+ end;
+
+ if ((HHGear^.State and gstMoving) <> 0) then
+ begin
+ doStepHedgehogMoving(HHGear);
+ if (HHGear^.State and gstHHDriven) = 0 then
+ Gear^.Timer := 0
+ end;
+
+ if Gear^.Timer mod cHHStepTicks = 0 then
+ begin
+ b := true;
+ if Gear^.dX.isNegative then
+ HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft
+ else
+ HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight;
+
+ if ((HHGear^.State and gstMoving) = 0) then
+ begin
+ HHGear^.State := HHGear^.State and (not gstAttacking);
+ prevX := hwRound(HHGear^.X);
+
+ // why the call to HedgehogStep then a further increment of X?
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
+ lfIndestructible) then HedgehogStep(HHGear);
+
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y),
+ lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX);
+ HHGear^.State := HHGear^.State or gstAttacking
+ end;
+
+ inc(BTSteps);
+ if BTSteps = 7 then
+ begin
+ BTSteps := 0;
+ if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)),lfIndestructible) then
+ begin
+ Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
+ Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
+ end;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ AmmoShove(Gear, 2, 15);
+ HHGear^.State := HHGear^.State and (not gstNoDamage)
+ end;
+ end;
+
+ if b then
+ begin
+ DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
+ HHGear^.Y + Gear^.dY * cHHRadius - _1 -
+ ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
+ Gear^.dX, Gear^.dY,
+ cHHStepTicks, cHHRadius * 2 + 7);
+ end;
+
+ if (TurnTimeLeft = 0) or (Gear^.Timer = 0)
+ or ((HHGear^.Message and gmAttack) <> 0) then
+ begin
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State and (not gstNotKickable);
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+procedure doStepBlowTorch(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ BTPrevAngle := High(LongInt);
+ BTSteps := 0;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
+ Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
+ DrawTunnel(HHGear^.X,
+ HHGear^.Y + Gear^.dY * cHHRadius - _1 -
+ ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
+ Gear^.dX, Gear^.dY,
+ cHHStepTicks, cHHRadius * 2 + 7);
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepBlowTorchWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMine(Gear: PGear);
+var vg: PVisualGear;
+ dxdy: hwFloat;
+begin
+ if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+ if (Gear^.State and gstMoving) <> 0 then
+ begin
+ DeleteCI(Gear);
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstMoving) = 0 then
+ begin
+ 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^.Health = 0) then
+ begin
+ if (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
+ inc(Gear^.Damage, hwRound(dxdy * _50));
+
+ if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
+ if vg <> nil then
+ vg^.Scale:= 0.5
+ end;
+
+ if (Gear^.Damage > 35) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end
+ end;
+
+ if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
+ if ((Gear^.State and gstAttacking) = 0) then
+ begin
+ if ((GameTicks and $1F) = 0) then
+ if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then
+ Gear^.State := Gear^.State or gstAttacking
+ end
+ else // gstAttacking <> 0
+ begin
+ AllInactive := false;
+ 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, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear)
+ end
+ else
+ begin
+ vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
+ if vg <> nil then
+ vg^.Scale:= 0.5;
+ PlaySound(sndVaporize);
+ Gear^.Health := 0;
+ Gear^.Damage := 0;
+ Gear^.State := Gear^.State and (not gstAttacking)
+ end;
+ exit
+ end;
+ dec(Gear^.Timer);
+ end
+ else // gsttmpFlag = 0
+ if (TurnTimeLeft = 0)
+ or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
+ or (Gear^.Hedgehog^.Gear = nil) then
+ Gear^.State := Gear^.State or gsttmpFlag;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSMine(Gear: PGear);
+begin
+ // TODO: do real calculation?
+ if TestCollisionXwithGear(Gear, 2)
+ or (TestCollisionYwithGear(Gear, -2) <> 0)
+ or TestCollisionXwithGear(Gear, -2)
+ or (TestCollisionYwithGear(Gear, 2) <> 0) then
+ begin
+ if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
+ begin
+ PlaySound(sndRopeAttach);
+ Gear^.dX:= _0;
+ Gear^.dY:= _0;
+ AddGearCI(Gear);
+ end;
+ end
+ else
+ begin
+ DeleteCI(Gear);
+ doStepFallingGear(Gear);
+ AllInactive := false;
+ CalcRotationDirAngle(Gear);
+ end;
+
+ if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
+ begin
+ if ((Gear^.State and gstAttacking) = 0) 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 = 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end else
+ if (Gear^.Timer and $FF) = 0 then
+ PlaySound(sndMineTick);
+
+ dec(Gear^.Timer);
+ end
+ end
+ else // gsttmpFlag = 0
+ if (TurnTimeLeft = 0)
+ or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime))
+ or (Gear^.Hedgehog^.Gear = nil) then
+ Gear^.State := Gear^.State or gsttmpFlag;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure 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, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+end;
+
+///////////////////////////////////////////////////////////////////////////////
+
+procedure doStepRollingBarrel(Gear: PGear);
+var
+ i: LongInt;
+ particle: PVisualGear;
+ dxdy: hwFloat;
+begin
+ if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
+ SetLittle(Gear^.dY);
+ Gear^.State := Gear^.State or gstAnimation;
+ if Gear^.Health < cBarrelHealth then Gear^.State:= Gear^.State and not gstFrozen;
+
+ if ((Gear^.dX.QWordValue <> 0)
+ or (Gear^.dY.QWordValue <> 0)) then
+ begin
+ DeleteCI(Gear);
+ AllInactive := false;
+ dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
+ begin
+ if (TestCollisionYwithGear(Gear, 1) <> 0) then
+ begin
+ Gear^.State := Gear^.State or gsttmpFlag;
+ for i:= min(12, hwRound(dxdy*_10)) downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end
+ end;
+ inc(Gear^.Damage, hwRound(dxdy * _50))
+ end;
+ 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) <> 0) then
+ Gear^.dY := _0;
+ if hwAbs(Gear^.dX) < _0_001 then
+ Gear^.dX := _0;
+
+ if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+ if (cBarrelHealth div Gear^.Health) > 2 then
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+ else
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+ if Gear^.Health <= 0 then
+ doStepCase(Gear);
+end;
+
+procedure doStepCase(Gear: PGear);
+var
+ i, x, y: LongInt;
+ k: TGearType;
+ dX, dY: HWFloat;
+ hog: PHedgehog;
+ sparkles: PVisualGear;
+ gi: PGear;
+begin
+ k := Gear^.Kind;
+
+ if (Gear^.Message and gmDestroy) > 0 then
+ begin
+ DeleteGear(Gear);
+ FreeActionsList;
+ SetAllToActive;
+ // something (hh, mine, etc...) could be on top of the case
+ with CurrentHedgehog^ do
+ if Gear <> nil then
+ Gear^.Message := Gear^.Message and (not (gmLJump or gmHJump));
+ exit
+ end;
+ if (k = gtExplosives) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and not gstFrozen;
+
+ if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) then
+ begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ hog:= Gear^.Hedgehog;
+
+ DeleteGear(Gear);
+ // <-- delete gear!
+
+ if k = gtCase then
+ begin
+ doMakeExplosion(x, y, 25, hog, 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, hog, EXPLAutoSound);
+ for i:= 0 to 31 do
+ begin
+ dX := AngleCos(i * 64) * _0_5 * (getrandomf + _1);
+ dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
+ AddGear(x, y, gtFlame, 0, dX, dY, 0);
+ AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
+ end
+ end;
+ exit
+ end;
+
+ if k = gtExplosives then
+ begin
+ //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
+ if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
+ begin
+ Gear^.doStep := @doStepRollingBarrel;
+ exit;
+ end
+ else Gear^.dX:= _0;
+
+ if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
+ if (cBarrelHealth div Gear^.Health) > 2 then
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
+ else
+ AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0;
+ end
+ else
+ begin
+ if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
+ begin
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ if gi^.Kind = gtGenericFaller then
+ begin
+ gi^.Active:= true;
+ gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
+ gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
+ gi^.dX:= _90-(GetRandomf*_360);
+ gi^.dY:= _90-(GetRandomf*_360)
+ end;
+ gi := gi^.NextGear
+ end
+ end;
+
+ if Gear^.Timer = 500 then
+ begin
+(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
+ voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that
+ has its own complexities. *)
+ // Abuse a couple of gear values to track origin
+ Gear^.Angle:= hwRound(Gear^.Y);
+ Gear^.Tag:= random(2);
+ inc(Gear^.Timer)
+ end;
+ if Gear^.Timer < 1833 then inc(Gear^.Timer);
+ if Gear^.Timer = 1000 then
+ begin
+ sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
+ if sparkles <> nil then
+ begin
+ sparkles^.dX:= 0;
+ sparkles^.dY:= 0;
+ sparkles^.Angle:= 270;
+ if Gear^.Tag = 1 then
+ sparkles^.Tint:= $3744D7FF
+ else sparkles^.Tint:= $FAB22CFF
+ end;
+ end;
+ if Gear^.Timer < 1000 then
+ begin
+ AllInactive:= false;
+ exit
+ end
+ end;
+
+
+ if (Gear^.dY.QWordValue <> 0)
+ or (TestCollisionYwithGear(Gear, 1) = 0) then
+ begin
+ AllInactive := false;
+
+ Gear^.dY := Gear^.dY + cGravity;
+
+ if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
+ Gear^.dY := _0;
+
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
+ SetAllHHToActive(false);
+
+ if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+ begin
+ if (Gear^.dY > _0_2) and (k = gtExplosives) then
+ inc(Gear^.Damage, hwRound(Gear^.dY * _70));
+
+ if Gear^.dY > _0_2 then
+ for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+ Gear^.dY := - Gear^.dY * Gear^.Elasticity;
+ if Gear^.dY > - _0_001 then
+ Gear^.dY := _0
+ else if Gear^.dY < - _0_03 then
+ PlaySound(Gear^.ImpactSound);
+ end;
+ //if Gear^.dY > - _0_001 then Gear^.dY:= _0
+ CheckGearDrowning(Gear);
+ end;
+
+ if (Gear^.dY.QWordValue = 0) then
+ 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
+ Gear^.Tag := 2
+ else if Gear^.Tag = 2 then
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
+ else
+ begin
+ DeleteGear(Gear);
+ exit;
+ end;
+
+ doStepCase(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepIdle(Gear: PGear);
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepShover(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ AmmoShove(Gear, 30, 115);
+
+ HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepWhip(Gear: PGear);
+var
+ HHGear: PGear;
+ i: LongInt;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ for i:= 0 to 3 do
+ begin
+ AmmoShove(Gear, 30, 25);
+ Gear^.X := Gear^.X + Gear^.dX * 5
+ end;
+
+ HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving;
+
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFlame(Gear: PGear);
+var
+ gX,gY,i: LongInt;
+ sticky: Boolean;
+ vgt: PVisualGear;
+ tdX,tdY: HWFloat;
+begin
+ sticky:= (Gear^.State and gsttmpFlag) <> 0;
+ if not sticky then AllInactive := false;
+
+ if TestCollisionYwithGear(Gear, 1) = 0 then
+ begin
+ AllInactive := false;
+
+ if ((GameTicks mod 100) = 0) then
+ begin
+ vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag);
+ if vgt <> nil then
+ begin
+ vgt^.dx:= 0;
+ vgt^.dy:= 0;
+ vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2);
+ end;
+ end;
+
+
+ if Gear^.dX.QWordValue > _0_01.QWordValue then
+ Gear^.dX := Gear^.dX * _0_995;
+
+ Gear^.dY := Gear^.dY + cGravity;
+ // if sticky then Gear^.dY := Gear^.dY + cGravity;
+
+ if Gear^.dY.QWordValue > _0_2.QWordValue then
+ Gear^.dY := Gear^.dY * _0_995;
+
+ //if sticky then Gear^.X := Gear^.X + Gear^.dX else
+ Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ 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 sticky and (GameTicks and $F = 0) then
+ begin
+ Gear^.Radius := 7;
+ tdX:= Gear^.dX;
+ tdY:= Gear^.dY;
+ Gear^.dX.QWordValue:= 120000000;
+ Gear^.dY.QWordValue:= 429496730;
+ Gear^.dX.isNegative:= getrandom(2)<>1;
+ Gear^.dY.isNegative:= true;
+ AmmoShove(Gear, 2, 125);
+ Gear^.dX:= tdX;
+ Gear^.dY:= tdY;
+ Gear^.Radius := 1
+ end;
+ if Gear^.Timer > 0 then
+ begin
+ dec(Gear^.Timer);
+ inc(Gear^.Damage)
+ end
+ else
+ begin
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ // Standard fire
+ if not sticky then
+ begin
+ if ((GameTicks and $1) = 0) then
+ begin
+ Gear^.Radius := 7;
+ tdX:= Gear^.dX;
+ tdY:= Gear^.dY;
+ Gear^.dX.QWordValue:= 214748365;
+ Gear^.dY.QWordValue:= 429496730;
+ Gear^.dX.isNegative:= getrandom(2)<>1;
+ Gear^.dY.isNegative:= true;
+ AmmoShove(Gear, 6, 100);
+ Gear^.dX:= tdX;
+ Gear^.dY:= tdY;
+ Gear^.Radius := 1;
+ end
+ else if ((GameTicks and $3) = 3) then
+ doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage);
+ //DrawExplosion(gX, gY, 4);
+
+ if ((GameTicks and $7) = 0) and (Random(2) = 0) then
+ for i:= Random(2) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+
+ if Gear^.Health > 0 then
+ dec(Gear^.Health);
+ Gear^.Timer := 450 - Gear^.Tag * 8
+ end
+ else
+ begin
+ // Modified fire
+ if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then
+ begin
+ DrawExplosion(gX, gY, 4);
+
+ for i:= Random(3) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ end;
+
+// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
+ Gear^.Timer := 100 - Gear^.Tag * 3;
+ if (Gear^.Damage > 3000+Gear^.Tag*1500) then
+ Gear^.Health := 0
+ end
+ end
+ end;
+ if Gear^.Health = 0 then
+ begin
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ if not sticky then
+ begin
+ if ((GameTicks and $3) = 0) and (Random(1) = 0) then
+ for i:= Random(2) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+ end
+ else
+ for i:= Random(3) downto 0 do
+ AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
+
+ DeleteGear(Gear)
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFirePunchWork(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+ if ((Gear^.Message and gmDestroy) <> 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
+ begin
+ Gear^.Tag := hwRound(HHGear^.Y);
+ DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
+ 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)),
+ lfIndestructible) then
+ HHGear^.Y := HHGear^.Y + HHGear^.dY
+end;
+
+procedure doStepFirePunch(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ DeleteCI(HHGear);
+ //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF?
+ HHGear^.dX := SignAs(cLittle, Gear^.dX);
+
+ HHGear^.dY := - _0_3;
+
+ Gear^.X := HHGear^.X;
+ Gear^.dX := SignAs(_0_45, Gear^.dX);
+ Gear^.dY := - _0_9;
+ Gear^.doStep := @doStepFirePunchWork;
+ DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
+
+ PlaySoundV(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepParachuteWork(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ inc(Gear^.Timer);
+
+ if (TestCollisionYwithGear(HHGear, 1) <> 0)
+ or ((HHGear^.State and gstHHDriven) = 0)
+ or CheckGearDrowning(HHGear)
+ or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ with HHGear^ do
+ begin
+ Message := 0;
+ SetLittle(dX);
+ dY := _0;
+ State := State or gstMoving;
+ end;
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(HHGear^.Hedgehog^);
+ exit
+ end;
+
+ HHGear^.X := HHGear^.X + cWindSpeed * 200;
+
+ if (Gear^.Message and gmLeft) <> 0 then
+ HHGear^.X := HHGear^.X - cMaxWindSpeed * 80
+
+ else if (Gear^.Message and gmRight) <> 0 then
+ HHGear^.X := HHGear^.X + cMaxWindSpeed * 80;
+
+ if (Gear^.Message and gmUp) <> 0 then
+ HHGear^.Y := HHGear^.Y - cGravity * 40
+
+ else if (Gear^.Message and gmDown) <> 0 then
+ HHGear^.Y := HHGear^.Y + cGravity * 40;
+
+ // don't drift into obstacles
+ if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
+ HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX));
+ HHGear^.Y := HHGear^.Y + cGravity * 100;
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y
+end;
+
+procedure doStepParachute(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ DeleteCI(HHGear);
+
+ AfterAttack;
+
+ HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked or gstMoving));
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+
+ Gear^.doStep := @doStepParachuteWork;
+
+ Gear^.Message := HHGear^.Message;
+ doStepParachuteWork(Gear)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepAirAttackWork(Gear: PGear);
+begin
+ AllInactive := false;
+ Gear^.X := Gear^.X + cAirPlaneSpeed * Gear^.Tag;
+
+ if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
+ begin
+ dec(Gear^.Health);
+ case Gear^.State of
+ 0: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+ 1: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+ 2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
+ 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1);
+ //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed *
+ // Gear^.Tag, _0, 5000);
+ end;
+ Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag);
+ StopSoundChan(Gear^.SoundChannel, 4000);
+ end;
+
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
+ begin
+ // avoid to play forever (is this necessary?)
+ StopSoundChan(Gear^.SoundChannel);
+ DeleteGear(Gear)
+ end;
+end;
+
+procedure doStepAirAttack(Gear: PGear);
+begin
+ AllInactive := false;
+
+ if Gear^.X.QWordValue = 0 then
+ begin
+ Gear^.Tag := 1;
+ Gear^.X := -_2048;
+ end
+ else
+ begin
+ Gear^.Tag := -1;
+ Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048);
+ end;
+
+ Gear^.Y := int2hwFloat(topY-300);
+ Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15);
+
+ // calcs for Napalm Strike, so that it will hit the target (without wind at least :P)
+ if (Gear^.State = 2) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900
+ // calcs for regular falling gears
+ else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then
+ Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 /
+ cGravity) * Gear^.Tag;
+
+ Gear^.Health := 6;
+ Gear^.doStep := @doStepAirAttackWork;
+ Gear^.SoundChannel := LoopSound(sndPlane, 4000);
+
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepAirBomb(Gear: PGear);
+begin
+ AllInactive := false;
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ with mobileRecord do
+ if (performRumble <> nil) and (not fastUntilLag) then
+ performRumble(kSystemSoundID_Vibrate);
+ exit
+ end;
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+procedure doStepGirder(Gear: PGear);
+var
+ HHGear: PGear;
+ x, y, tx, ty: hwFloat;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ tx := int2hwFloat(Gear^.Target.X);
+ ty := int2hwFloat(Gear^.Target.Y);
+ x := HHGear^.X;
+ y := HHGear^.Y;
+
+ if (Distance(tx - x, ty - y) > _256)
+ or (not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprAmGirder].Width div 2, Gear^.Target.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true, false)) then
+ begin
+ PlaySound(sndDenied);
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ HHGear^.State := HHGear^.State and (not gstAttacking);
+ HHGear^.State := HHGear^.State or gstHHChooseTarget;
+ isCursorVisible := true;
+ DeleteGear(Gear)
+ end
+ else
+ begin
+ PlaySound(sndPlaced);
+ DeleteGear(Gear);
+ AfterAttack;
+ end;
+
+ HHGear^.State := HHGear^.State and (not (gstAttacking or gstAttacked));
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepTeleportAfter(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ doStepHedgehogMoving(HHGear);
+ // if not infattack mode wait for hedgehog finish falling to collect cases
+ if ((GameFlags and gfInfAttack) <> 0)
+ or ((HHGear^.State and gstMoving) = 0)
+ or (Gear^.Hedgehog^.Gear^.Damage > 0)
+ or ((HHGear^.State and gstDrowning) = 1) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+procedure doStepTeleportAnim(Gear: PGear);
+begin
+ if (Gear^.Hedgehog^.Gear^.Damage > 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ end;
+ inc(Gear^.Timer);
+ if Gear^.Timer = 65 then
+ begin
+ Gear^.Timer := 0;
+ inc(Gear^.Pos);
+ if Gear^.Pos = 11 then
+ Gear^.doStep := @doStepTeleportAfter
+ end;
+end;
+
+procedure doStepTeleport(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ if not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2,
+ Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2,
+ sprHHTelepMask, 0, false, false) then
+ begin
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ 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(Gear^.Target.X);
+ HHGear^.Y := int2hwFloat(Gear^.Target.Y);
+ HHGear^.State := HHGear^.State or gstMoving;
+ Gear^.Hedgehog^.Unplaced := false;
+ isCursorVisible := false;
+ playSound(sndWarp)
+ end;
+ Gear^.Target.X:= NoPointX
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSwitcherWork(Gear: PGear);
+var
+ HHGear: PGear;
+ hedgehog: PHedgehog;
+ State: Longword;
+begin
+ AllInactive := false;
+
+ if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
+ begin
+ hedgehog := Gear^.Hedgehog;
+ //Msg := Gear^.Message and (not gmSwitch);
+ DeleteGear(Gear);
+ ApplyAmmoChanges(hedgehog^);
+
+ HHGear := CurrentHedgehog^.Gear;
+ ApplyAmmoChanges(HHGear^.Hedgehog^);
+ //HHGear^.Message := Msg;
+ exit
+ end;
+
+ if (Gear^.Message and gmSwitch) <> 0 then
+ begin
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not gmSwitch);
+ Gear^.Message := Gear^.Message and (not gmSwitch);
+ State := HHGear^.State;
+ HHGear^.State := 0;
+ HHGear^.Z := cHHZ;
+ HHGear^.Active := false;
+ HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
+
+ PlaySound(sndSwitchHog);
+
+ repeat
+ CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
+ until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and
+ (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0) and
+ (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
+
+ SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
+ AmmoMenuInvalidated:= true;
+
+ HHGear := CurrentHedgehog^.Gear;
+ HHGear^.State := State;
+ HHGear^.Active := true;
+ FollowGear := HHGear;
+ HHGear^.Z := cCurrHHZ;
+ HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y
+ end;
+end;
+
+procedure doStepSwitcher(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ Gear^.doStep := @doStepSwitcherWork;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ OnUsedAmmo(HHGear^.Hedgehog^);
+ with HHGear^ do
+ begin
+ State := State and (not gstAttacking);
+ Message := Message and (not gmAttack)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepMortar(Gear: PGear);
+var
+ dX, dY, gdX, gdY: hwFloat;
+ i: LongInt;
+begin
+ AllInactive := false;
+ gdX := Gear^.dX;
+ gdY := Gear^.dY;
+
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
+ gdX.isNegative := not gdX.isNegative;
+ gdY.isNegative := not gdY.isNegative;
+ gdX:= gdX*_0_2;
+ gdY:= gdY*_0_2;
+
+ for i:= 0 to 4 do
+ begin
+ dX := gdX + rndSign(GetRandomf) * _0_03;
+ dY := gdY + rndSign(GetRandomf) * _0_03;
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
+ end;
+
+ DeleteGear(Gear);
+ exit
+ end;
+
+ if (GameTicks and $3F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepKamikazeWork(Gear: PGear);
+var
+ i: LongWord;
+ HHGear: PGear;
+ sparkles: PVisualGear;
+ hasWishes: boolean;
+begin
+ AllInactive := false;
+ hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch));
+ if hasWishes then
+ Gear^.AdvBounce:= 1;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ if HHGear = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ HHGear^.State := HHGear^.State or gstNoDamage;
+ DeleteCI(HHGear);
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+ if (GameTicks mod 2 = 0) and hasWishes then
+ begin
+ sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
+ if sparkles <> nil then
+ begin
+ sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
+ sparkles^.Angle:= random(360);
+ end
+ end;
+
+ i := 2;
+ repeat
+
+ Gear^.X := Gear^.X + HHGear^.dX;
+ Gear^.Y := Gear^.Y + HHGear^.dY;
+ HHGear^.X := Gear^.X;
+ HHGear^.Y := Gear^.Y;
+
+ inc(Gear^.Damage, 2);
+
+ // if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
+ // or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
+
+ dec(i)
+ until (i = 0)
+ or (Gear^.Damage > Gear^.Health);
+
+ inc(upd);
+ if upd > 3 then
+ begin
+ if Gear^.Health < 1500 then
+ begin
+ if Gear^.AdvBounce <> 0 then
+ Gear^.Pos := 3
+ else
+ Gear^.Pos := 2;
+ end;
+
+ AmmoShove(Gear, 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 + 7);
+
+ upd := 0
+ end;
+
+ if Gear^.Health < Gear^.Damage then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ if hasWishes then
+ for i:= 0 to 31 do
+ begin
+ sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if sparkles <> nil then
+ with sparkles^ do
+ begin
+ Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF;
+ Angle:= random(360);
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= random(400) + 250
+ end
+ end;
+ AfterAttack;
+ HHGear^.Message:= HHGear^.Message or gmDestroy;
+ DeleteGear(Gear);
+ end
+ else
+ begin
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage := 0
+ end
+end;
+
+procedure doStepKamikazeIdle(Gear: PGear);
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ Gear^.Pos := 1;
+ PlaySoundV(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack);
+ Gear^.doStep := @doStepKamikazeWork
+ end
+end;
+
+procedure doStepKamikaze(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ HHGear^.dX := Gear^.dX;
+ HHGear^.dY := Gear^.dY;
+
+ Gear^.dX := SignAs(_0_45, Gear^.dX);
+ Gear^.dY := - _0_9;
+
+ Gear^.Timer := 550;
+
+ Gear^.doStep := @doStepKamikazeIdle
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+const cakeh = 27;
+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, Gear^.Hedgehog, EXPLAutoSound);
+ AfterAttack;
+ DeleteGear(Gear)
+end;
+
+procedure doStepCakeDown(Gear: PGear);
+var
+ gi: PGear;
+ dmg, dmgBase: LongInt;
+ fX, fY, tdX, tdY: hwFloat;
+begin
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 100 then
+ exit;
+ Gear^.Tag := 0;
+
+ if Gear^.Pos = 0 then
+ begin
+///////////// adapted from doMakeExplosion ///////////////////////////
+ //fX:= Gear^.X;
+ //fY:= Gear^.Y;
+ //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
+ //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
+ fX:= int2hwFloat(hwRound(Gear^.X));
+ fY:= int2hwFloat(hwRound(Gear^.Y));
+ dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ if gi^.Kind = gtHedgehog then
+ begin
+ dmg:= 0;
+ tdX:= gi^.X-fX;
+ tdY:= gi^.Y-fY;
+ if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
+ dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
+ if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
+ if (dmg > 1) then
+ if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
+ gi^.State := gi^.State or gstLoser
+ else
+ gi^.State := gi^.State or gstWinner;
+ end;
+ gi := gi^.NextGear
+ end;
+//////////////////////////////////////////////////////////////////////
+ Gear^.doStep := @doStepCakeExpl;
+ PlaySound(sndCake)
+ end
+ else dec(Gear^.Pos)
+end;
+
+
+procedure doStepCakeWork(Gear: PGear);
+var
+ tdx, tdy: hwFloat;
+begin
+ AllInactive := false;
+
+ inc(Gear^.Tag);
+ if Gear^.Tag < 7 then
+ exit;
+
+ dec(Gear^.Health);
+ Gear^.Timer := Gear^.Health*10;
+ if Gear^.Health mod 100 = 0 then
+ Gear^.PortalCounter:= 0;
+ // This is not seconds, but at least it is *some* feedback
+ if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ FollowGear := Gear;
+ Gear^.RenderTimer := false;
+ Gear^.doStep := @doStepCakeDown;
+ exit
+ end;
+
+ cakeStep(Gear);
+
+ 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;
+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) <> 0 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 := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ Gear^.CollisionMask:= lfNotCurrentMask;
+
+ FollowGear := Gear;
+
+ Gear^.doStep := @doStepCakeFall
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSeductionWork(Gear: PGear);
+var i: LongInt;
+ hogs: PGearArrayS;
+begin
+ AllInactive := false;
+ hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
+ if hogs.size > 0 then
+ begin
+ for i:= 0 to hogs.size - 1 do
+ with hogs.ar^[i]^ do
+ begin
+ if hogs.ar^[i] <> CurrentHedgehog^.Gear then
+ begin
+ dX:= _50 * cGravity * (Gear^.X - X) / _25;
+ dY:= -_450 * cGravity;
+ Active:= true;
+ end
+ end;
+ end ;
+ AfterAttack;
+ DeleteGear(Gear);
+(*
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
+ if (Land[y, x] <> 0) then
+ begin
+ Gear^.dX.isNegative := not Gear^.dX.isNegative;
+ Gear^.dY.isNegative := not Gear^.dY.isNegative;
+ Gear^.dX := Gear^.dX * _1_5;
+ Gear^.dY := Gear^.dY * _1_5 - _0_3;
+ AmmoShove(Gear, 0, 40);
+ AfterAttack;
+ DeleteGear(Gear)
+ end
+ else
+ else
+ begin
+ AfterAttack;
+ DeleteGear(Gear)
+ end*)
+end;
+
+procedure doStepSeductionWear(Gear: PGear);
+var heart: PVisualGear;
+begin
+ AllInactive := false;
+ inc(Gear^.Timer);
+ if Gear^.Timer > 250 then
+ begin
+ Gear^.Timer := 0;
+ inc(Gear^.Pos);
+ if Gear^.Pos = 5 then
+ PlaySoundV(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack)
+ end;
+
+ if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then
+ begin
+ heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if heart <> nil then
+ with heart^ do
+ begin
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= random(750) + 1000;
+ State:= ord(sprSeduction)
+ end;
+ end;
+
+ if Gear^.Pos = 15 then
+ Gear^.doStep := @doStepSeductionWork
+end;
+
+procedure doStepSeduction(Gear: PGear);
+begin
+ AllInactive := false;
+ //DeleteCI(Gear^.Hedgehog^.Gear);
+ Gear^.doStep := @doStepSeductionWear
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepWaterUp(Gear: PGear);
+var
+ i: LongWord;
+begin
+ if (Gear^.Tag = 0)
+ or (cWaterLine = 0) then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ AllInactive := false;
+
+ inc(Gear^.Timer);
+ if Gear^.Timer = 17 then
+ Gear^.Timer := 0
+ else
+ exit;
+
+ if cWaterLine > 0 then
+ begin
+ dec(cWaterLine);
+ for i:= 0 to LAND_WIDTH - 1 do
+ Land[cWaterLine, i] := 0;
+ SetAllToActive
+ end;
+
+ dec(Gear^.Tag);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepDrillDrilling(Gear: PGear);
+var
+ t: PGearArray;
+ tempColl: Word;
+begin
+ AllInactive := false;
+ if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
+ begin
+ dec(Gear^.Timer);
+ exit;
+ end;
+
+ DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if (Gear^.Timer mod 30) = 0 then
+ AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust);
+ if (CheckGearDrowning(Gear)) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ exit
+ end;
+
+ tempColl:= Gear^.CollisionMask;
+ Gear^.CollisionMask:= $007F;
+ if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
+ t := CheckGearsCollision(Gear)
+ else t := nil;
+ Gear^.CollisionMask:= tempColl;
+ //fixes drill not exploding when touching HH bug
+
+ if (Gear^.Timer = 0) or ((t <> nil) and (t^.Count <> 0))
+ or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))))
+// CheckLandValue returns true if the type isn't matched
+ or (not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible)) then
+ begin
+ //out of time or exited ground
+ StopSoundChan(Gear^.SoundChannel);
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
+ else
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit
+ end
+
+ else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and (not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Tag := 1;
+ Gear^.doStep := @doStepDrill
+ end;
+
+ dec(Gear^.Timer);
+end;
+
+procedure doStepDrill(Gear: PGear);
+var
+ t: PGearArray;
+ oldDx, oldDy: hwFloat;
+ t2: hwFloat;
+begin
+ AllInactive := false;
+
+ if (Gear^.State and gsttmpFlag) = 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed;
+
+ oldDx := Gear^.dX;
+ oldDy := Gear^.dY;
+
+ doStepFallingGear(Gear);
+
+ if (GameTicks and $3F) = 0 then
+ begin
+ if hwRound(Gear^.Y) > cWaterLine then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
+ else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
+ end;
+
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ //hit
+ Gear^.dX := oldDx;
+ Gear^.dY := oldDy;
+
+ if GameTicks > Gear^.FlightTime then
+ t := CheckGearsCollision(Gear)
+ else
+ t := nil;
+ if (t = nil) or (t^.Count = 0) then
+ begin
+ //hit the ground not the HH
+ t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
+ Gear^.dX := Gear^.dX * t2;
+ Gear^.dY := Gear^.dY * t2;
+ end
+
+ else if (t <> nil) then
+ begin
+ //explode right on contact with HH
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound)
+ else
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ exit;
+ end;
+
+ Gear^.SoundChannel := LoopSound(sndDrillRocket);
+ Gear^.doStep := @doStepDrillDrilling;
+
+ if (Gear^.State and gsttmpFlag) <> 0 then
+ gear^.RenderTimer:= true;
+ if Gear^.Timer > 0 then dec(Gear^.Timer)
+ end
+ else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
+ begin
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
+ else
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
+ DeleteGear(Gear);
+ end
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepBallgunWork(Gear: PGear);
+var
+ HHGear, ball: PGear;
+ rx, ry: hwFloat;
+ gX, gY: LongInt;
+begin
+ AllInactive := false;
+ dec(Gear^.Timer);
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+ gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+ if (Gear^.Timer mod 100) = 0 then
+ begin
+ rx := rndSign(getRandomf * _0_1);
+ ry := rndSign(getRandomf * _0_1);
+
+ ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
+ ball^.CollisionMask:= lfNotCurrentMask;
+
+ PlaySound(sndGun);
+ end;
+
+ if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+end;
+
+procedure doStepBallgun(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown));
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepBallgunWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepRCPlaneWork(Gear: PGear);
+
+const cAngleSpeed = 3;
+var
+ HHGear: PGear;
+ i: LongInt;
+ dX, dY: hwFloat;
+ fChanged: boolean;
+ trueAngle: Longword;
+ t: PGear;
+begin
+ AllInactive := false;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ FollowGear := Gear;
+
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer);
+
+ 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 gmLeft) <> 0) then
+ begin
+ fChanged := true;
+ Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
+ end;
+
+ if ((Gear^.Message and gmRight) <> 0) then
+ begin
+ fChanged := true;
+ Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096
+ end
+ end;
+
+ if fChanged then
+ begin
+ Gear^.dX.isNegative := (Gear^.Angle > 2048);
+ if Gear^.dX.isNegative then
+ trueAngle := 4096 - Gear^.Angle
+ else
+ trueAngle := Gear^.Angle;
+
+ Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
+ Gear^.dY := AngleCos(trueAngle) * -_0_25;
+ end;
+
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+
+ if (GameTicks and $FF) = 0 then
+ if Gear^.Timer < 3500 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace)
+ else
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+
+ if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then
+ begin
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY *
+ _0_5, 0);
+ dec(Gear^.Health)
+ end;
+
+ if ((HHGear^.Message and gmLJump) <> 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);
+
+ CheckCollision(Gear);
+
+ if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ StopSound(sndRideOfTheValkyries);
+ ResumeMusic;
+
+ if ((Gear^.State and gstCollision) <> 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 15 do
+ begin
+ dX := AngleCos(i * 64) * _0_5 * (GetRandomf + _1);
+ dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _1);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
+ end;
+ DeleteGear(Gear)
+ end;
+
+ AfterAttack;
+ CurAmmoGear := nil;
+ if (GameFlags and gfInfAttack) = 0 then
+ begin
+ if TagTurnTimeLeft = 0 then
+ TagTurnTimeLeft:= TurnTimeLeft;
+
+ TurnTimeLeft:= 14 * 125;
+ end;
+
+ HHGear^.Message := 0;
+ ParseCommand('/taunt ' + #1, true)
+ end
+end;
+
+procedure doStepRCPlane(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := 0;
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.Angle := HHGear^.Angle;
+ Gear^.Tag := hwSign(HHGear^.dX);
+
+ if HHGear^.dX.isNegative then
+ Gear^.Angle := 4096 - Gear^.Angle;
+ Gear^.doStep := @doStepRCPlaneWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepJetpackWork(Gear: PGear);
+var
+ HHGear: PGear;
+ fuel, i: LongInt;
+ move: hwFloat;
+ isUnderwater: Boolean;
+ bubble: PVisualGear;
+begin
+ isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius;
+ if Gear^.Pos > 0 then
+ dec(Gear^.Pos);
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ //dec(Gear^.Timer);
+ move := _0_2;
+ fuel := 50;
+(*if (HHGear^.Message and gmPrecise) <> 0 then
+ begin
+ move:= _0_02;
+ fuel:= 5;
+ end;*)
+ if HHGear^.Message and gmPrecise <> 0 then
+ HedgehogChAngle(HHGear)
+ else if Gear^.Health > 0 then
+ begin
+ if HHGear^.Message and gmUp <> 0 then
+ begin
+ if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
+ begin
+ if isUnderwater then
+ begin
+ HHGear^.dY := HHGear^.dY - (move * _0_7);
+ for i:= random(10)+10 downto 0 do
+ begin
+ bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble);
+ if bubble <> nil then
+ bubble^.dY:= random(20)/10+0.1;
+ end
+ end
+ else HHGear^.dY := HHGear^.dY - move;
+ end;
+ dec(Gear^.Health, fuel);
+ Gear^.MsgParam := Gear^.MsgParam or gmUp;
+ Gear^.Timer := GameTicks
+ end;
+ move.isNegative := (HHGear^.Message and gmLeft) <> 0;
+ if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
+ begin
+ HHGear^.dX := HHGear^.dX + (move * _0_1);
+ if isUnderwater then
+ begin
+ for i:= random(5)+5 downto 0 do
+ begin
+ bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble);
+ if bubble <> nil then
+ begin
+ bubble^.dX:= (random(10)/10 + 0.02) * -1;
+ if (move.isNegative) then
+ begin
+ bubble^.X := bubble^.X + 28;
+ bubble^.dX:= bubble^.dX * (-1)
+ end
+ else bubble^.X := bubble^.X - 28;
+ end;
+ end
+ end;
+ dec(Gear^.Health, fuel div 5);
+ Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
+ Gear^.Timer := GameTicks
+ end
+ end;
+
+ // erases them all at once :-/
+ if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
+ begin
+ Gear^.Timer := 0;
+ Gear^.MsgParam := 0
+ end;
+
+ if Gear^.Health < 0 then
+ Gear^.Health := 0;
+
+ i:= Gear^.Health div 20;
+
+ if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= i;
+ //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
+ end;
+
+ if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
+ (HHGear^.Message and gmPrecise = 0) then
+ Gear^.State := Gear^.State and (not gsttmpFlag);
+
+ if HHGear^.Message and gmPrecise = 0 then
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
+ HHGear^.State := HHGear^.State or gstMoving;
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y;
+
+ if not isUnderWater and hasBorder and ((HHGear^.X < _0)
+ or (hwRound(HHGear^.X) > LAND_WIDTH)) then
+ HHGear^.dY.isNegative:= false;
+
+ if ((Gear^.State and gsttmpFlag) = 0)
+ or (HHGear^.dY < _0) then
+ doStepHedgehogMoving(HHGear);
+
+ if // (Gear^.Health = 0)
+ (HHGear^.Damage <> 0)
+ //or CheckGearDrowning(HHGear)
+ or (cWaterLine + cVisibleWater * 4 < hwRound(HHGear^.Y))
+ or (TurnTimeLeft = 0)
+ // allow brief ground touches - to be fair on this, might need another counter
+ or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
+ or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ with HHGear^ do
+ begin
+ Message := 0;
+ Active := true;
+ State := State or gstMoving
+ end;
+ DeleteGear(Gear);
+ isCursorVisible := false;
+ ApplyAmmoChanges(HHGear^.Hedgehog^);
+ // if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
+
+// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
+
+//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
+ end
+end;
+
+procedure doStepJetpack(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ Gear^.Pos:= 0;
+ Gear^.doStep := @doStepJetpackWork;
+
+ HHGear := Gear^.Hedgehog^.Gear;
+ FollowGear := HHGear;
+ AfterAttack;
+ with HHGear^ do
+ begin
+ State := State and (not gstAttacking);
+ Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight));
+
+ if (dY < _0_1) and (dY > -_0_1) then
+ begin
+ Gear^.State := Gear^.State or gsttmpFlag;
+ 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 := Gear^.Hedgehog^.Gear;
+ if HHGear = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ move := _0_2;
+ fuel := 50;
+
+ if Gear^.Pos > 0 then
+ dec(Gear^.Pos, 1)
+ else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then
+ Gear^.Pos := 500;
+
+ if HHGear^.dX.isNegative then
+ Gear^.Tag := -1
+ else
+ Gear^.Tag := 1;
+
+ if (HHGear^.Message and gmUp) <> 0 then
+ begin
+ if (not HHGear^.dY.isNegative)
+ or (HHGear^.Y > -_256) then
+ HHGear^.dY := HHGear^.dY - move;
+
+ dec(Gear^.Health, fuel);
+ Gear^.MsgParam := Gear^.MsgParam or gmUp;
+ end;
+
+ if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true;
+ if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then
+ begin
+ HHGear^.dX := HHGear^.dX + (move * _0_1);
+ dec(Gear^.Health, fuel div 5);
+ Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight));
+ 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 gmAttack <> 0) then
+ begin
+ HHGear^.Message := HHGear^.Message and (not gmAttack);
+ if Gear^.FlightTime > 0 then
+ begin
+ AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
+ PlaySound(sndBirdyLay);
+ dec(Gear^.FlightTime)
+ end;
+ end;
+
+ if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then
+ Gear^.State := Gear^.State and (not gsttmpFlag);
+
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
+ HHGear^.State := HHGear^.State or gstMoving;
+
+ Gear^.X := HHGear^.X;
+ Gear^.Y := HHGear^.Y - int2hwFloat(32);
+ // For some reason I need to reapply followgear here, something else grabs it otherwise.
+ // this is probably not needed anymore
+ if not CurrentTeam^.ExtDriven then FollowGear := HHGear;
+
+ if ((Gear^.State and gsttmpFlag) = 0)
+ or (HHGear^.dY < _0) then
+ doStepHedgehogMoving(HHGear);
+
+ if (Gear^.Health = 0)
+ or (HHGear^.Damage <> 0)
+ or CheckGearDrowning(HHGear)
+ or (TurnTimeLeft = 0)
+ // allow brief ground touches - to be fair on this, might need another counter
+ or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0))
+ or ((Gear^.Message and gmAttack) <> 0) then
+ begin
+ with HHGear^ do
+ begin
+ Message := 0;
+ Active := true;
+ State := State or gstMoving
+ end;
+ Gear^.State := Gear^.State or gstAnimation or gstTmpFlag;
+ if HHGear^.dY < _0 then
+ begin
+ Gear^.dX := HHGear^.dX;
+ Gear^.dY := HHGear^.dY;
+ end;
+ Gear^.Timer := 0;
+ Gear^.doStep := @doStepBirdyDisappear;
+ CurAmmoGear := nil;
+ isCursorVisible := false;
+ AfterAttack;
+ end
+end;
+
+procedure doStepBirdyDescend(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer, 1)
+ else if Gear^.Hedgehog^.Gear = nil then
+ begin
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight));
+ if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
+ begin
+ if Gear^.Timer = 0 then
+ Gear^.Y := Gear^.Y + _0_1
+ end
+ else if Gear^.Timer = 0 then
+ begin
+ Gear^.doStep := @doStepBirdyFly;
+ HHGear^.dY := -_0_2
+ end
+end;
+
+procedure doStepBirdyAppear(Gear: PGear);
+begin
+ Gear^.Pos := 0;
+ if Gear^.Timer < 2000 then
+ inc(Gear^.Timer, 1)
+ else
+ begin
+ Gear^.Timer := 500;
+ Gear^.dX := _0;
+ Gear^.dY := _0;
+ Gear^.State := Gear^.State and (not gstAnimation);
+ Gear^.doStep := @doStepBirdyDescend;
+ end
+end;
+
+procedure doStepBirdy(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ gear^.State := gear^.State or gstAnimation and (not gstTmpFlag);
+ Gear^.doStep := @doStepBirdyAppear;
+
+ if CurrentHedgehog = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ HHGear := CurrentHedgehog^.Gear;
+
+ if HHGear^.dX.isNegative then
+ Gear^.Tag := -1
+ else
+ Gear^.Tag := 1;
+ Gear^.Pos := 0;
+ AllInactive := false;
+ FollowGear := HHGear;
+ with HHGear^ do
+ begin
+ State := State and (not gstAttacking);
+ Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight))
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepEggWork(Gear: PGear);
+var
+ vg: PVisualGear;
+ i: LongInt;
+begin
+ AllInactive := false;
+ Gear^.dX := Gear^.dX;
+ doStepFallingGear(Gear);
+ // CheckGearDrowning(Gear); // already checked for in doStepFallingGear
+ CalcRotationDirAngle(Gear);
+
+ if (Gear^.State and gstCollision) <> 0 then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLPoisoned, $C0E0FFE0);
+ PlaySound(sndEggBreak);
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
+ vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
+ if vg <> nil then
+ vg^.Frame := 2;
+
+ for i:= 10 downto 0 do
+ begin
+ vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6),
+ vgtDust);
+ if vg <> nil then
+ vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480);
+ end;
+
+ DeleteGear(Gear);
+ exit
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doPortalColorSwitch();
+var CurWeapon: PAmmo;
+begin
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then
+ with CurrentHedgehog^ do
+ if (CurAmmoType = amPortalGun) then
+ begin
+ CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSwitch);
+
+ CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+ if CurWeapon^.Pos <> 0 then
+ CurWeapon^.Pos := 0
+
+ else
+ CurWeapon^.Pos := 1;
+ end;
+end;
+
+procedure doStepPortal(Gear: PGear);
+var
+ iterator, conPortal: PGear;
+ s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed,
+ resetx, resety, resetdx, resetdy: hwFloat;
+ sx, sy, rh, resetr: LongInt;
+ hasdxy, isbullet, iscake, isCollision: Boolean;
+begin
+ doPortalColorSwitch();
+
+ // destroy portal if ground it was attached too is gone
+ if (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] <= lfAllObjMask)
+ or (Gear^.Timer < 1)
+ or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
+ or (hwRound(Gear^.Y) > cWaterLine) then
+ begin
+ deleteGear(Gear);
+ EXIT;
+ end;
+
+ if (TurnTimeLeft < 1)
+ or (Gear^.Health < 1) then
+ dec(Gear^.Timer);
+
+ if Gear^.Timer < 10000 then
+ gear^.RenderTimer := true;
+
+ // abort if there is no other portal connected to this one
+ if (Gear^.LinkedGear = nil) then
+ exit;
+ if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
+ exit;
+
+ conPortal := Gear^.LinkedGear;
+
+ // check all gears for stuff to port through
+ iterator := nil;
+ while true do
+ begin
+
+ // iterate through GearsList
+ if iterator = nil then
+ iterator := GearsList
+ else
+ iterator := iterator^.NextGear;
+
+ // end of list?
+ if iterator = nil then
+ break;
+
+ // don't port portals or other gear that wouldn't make sense
+ if (iterator^.Kind in [gtPortal, gtRope, gtAirAttack, gtIceGun])
+ or (iterator^.PortalCounter > 32) then
+ continue;
+
+ // don't port hogs on rope
+ // TODO: this will also prevent hogs while falling after rope use from
+ // falling through portals... fix that!
+
+ // check if gear fits through portal
+ if (iterator^.Radius > Gear^.Radius) then
+ continue;
+
+ // this is the max range we accept incoming gears in
+ r := Int2hwFloat(iterator^.Radius+Gear^.Radius);
+
+ // too far away?
+ if (iterator^.X < Gear^.X - r)
+ or (iterator^.X > Gear^.X + r)
+ or (iterator^.Y < Gear^.Y - r)
+ or (iterator^.Y > Gear^.Y + r) then
+ continue;
+
+ hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0));
+
+ // in case the object is not moving, let's asume it's falling towards the portal
+ if not hasdxy then
+ begin
+ if Gear^.Y < iterator^.Y then
+ continue;
+ ox:= Gear^.X - iterator^.X;
+ oy:= Gear^.Y - iterator^.Y;
+ end
+ else
+ begin
+ ox:= iterator^.dX;
+ oy:= iterator^.dY;
+ end;
+
+ // cake will need extra treatment... it's so delicious and moist!
+ iscake:= (iterator^.Kind = gtCake);
+
+ // won't port stuff that does not move towards the front/portal entrance
+ if iscake then
+ begin
+ if not (((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative) then
+ continue;
+ end
+ else
+ if not ((Gear^.dX*ox + Gear^.dY*oy).isNegative) then
+ continue;
+
+ isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]);
+
+ r:= int2hwFloat(iterator^.Radius);
+
+ if not (isbullet or iscake) then
+ begin
+ // wow! good candidate there, let's see if the distance and direction is okay!
+ if hasdxy then
+ begin
+ s := Distance(iterator^.dX, iterator^.dY);
+ // if the resulting distance is 0 skip this gear
+ if s.QWordValue = 0 then
+ continue;
+ s := r / s;
+ ox:= iterator^.X + s * iterator^.dX;
+ oy:= iterator^.Y + s * iterator^.dY;
+ end
+ else
+ begin
+ ox:= iterator^.X;
+ oy:= iterator^.Y + r;
+ end;
+
+ if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then
+ continue;
+ end;
+
+ // draw bullet trail
+ if isbullet then
+ spawnBulletTrail(iterator);
+
+ // calc gear offset in portal vector direction
+ ox := (iterator^.X - Gear^.X);
+ oy := (iterator^.Y - Gear^.Y);
+ poffs:= (Gear^.dX * ox + Gear^.dY * oy);
+
+ if not isBullet and poffs.isNegative then
+ continue;
+
+ // only port bullets close to the portal
+ if isBullet and (not (hwAbs(poffs) < _3)) then
+ continue;
+
+ //
+ // gears that make it till here will definately be ported
+ //
+ // (but old position/movement vector might be restored in case there's
+ // not enough space on the other side)
+ //
+
+ resetr := iterator^.Radius;
+ resetx := iterator^.X;
+ resety := iterator^.Y;
+ resetdx := iterator^.dX;
+ resetdy := iterator^.dY;
+
+ // create a normal of the portal vector, but ...
+ nx := Gear^.dY;
+ ny := Gear^.dX;
+ // ... decide where the top is based on the hog's direction when firing the portal
+ if Gear^.Elasticity.isNegative then
+ nx.isNegative := (not nx.isNegative)
+ else
+ ny.isNegative := not ny.isNegative;
+
+ // calc gear offset in portal normal vector direction
+ noffs:= (nx * ox + ny * oy);
+
+ if isBullet and (noffs.Round >= Longword(Gear^.Radius)) then
+ continue;
+
+ // avoid gravity related loops of not really moving gear
+ if not (iscake or isbullet)
+ and (Gear^.dY.isNegative)
+ and (conPortal^.dY.isNegative)
+ and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue)
+ and (iterator^.PortalCounter > 0) then
+ continue;
+
+ // calc gear speed along to the vector and the normal vector of the portal
+ if hasdxy then
+ begin
+ pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY);
+ nspeed:= (nx * iterator^.dX + ny * iterator^.dY);
+ end
+ else
+ begin
+ pspeed:= hwAbs(cGravity * oy);
+ nspeed:= _0;
+ end;
+
+ // creating normal vector of connected (exit) portal
+ nx := conPortal^.dY;
+ ny := conPortal^.dX;
+ if conPortal^.Elasticity.isNegative then
+ nx.isNegative := (not nx.isNegative)
+ else
+ ny.isNegative := not ny.isNegative;
+
+ // inverse cake's normal movement direction,
+ // as if it just walked through a hole
+ //if iscake then nspeed.isNegative:= not nspeed.isNegative;
+
+//AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed));
+ iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx;
+ iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny;
+
+ // make the gear's exit position close to the portal while
+ // still respecting the movement direction
+
+ // determine the distance (in exit vector direction)
+ // that we want the gear at
+ if iscake then
+ ox:= (r - _0_7)
+ else
+ ox:= (r * _1_5);
+ s:= ox / poffs;
+ poffs:= ox;
+ if (nspeed.QWordValue <> 0)
+ and (pspeed > _0) then
+ noffs:= noffs * s * (nspeed / pspeed);
+
+ // move stuff with high normal offset closer to the portal's center
+ if not isbullet then
+ begin
+ s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius);
+ if s > _0 then
+ noffs:= noffs - SignAs(s,noffs)
+ end;
+
+ iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx;
+ iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny;
+
+ if not hasdxy and (not (conPortal^.dY.isNegative)) then
+ begin
+ iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y))
+ end;
+
+ // see if the space on the exit side actually is enough
+
+ if not (isBullet or isCake) then
+ begin
+ // TestCollisionXwithXYShift requires a hwFloat for xShift
+ ox.QWordValue := _1.QWordValue;
+ ox.isNegative := not iterator^.dX.isNegative;
+
+ sx := hwSign(iterator^.dX);
+ sy := hwSign(iterator^.dY);
+
+ if iterator^.Radius > 1 then
+ iterator^.Radius := iterator^.Radius - 1;
+
+ // check front
+ isCollision := TestCollisionY(iterator, sy)
+ or TestCollisionX(iterator, sx);
+
+ if not isCollision then
+ begin
+ // check center area (with half the radius so that the
+ // the square check won't check more pixels than we want to)
+ iterator^.Radius := 1 + resetr div 2;
+ rh := resetr div 4;
+ isCollision := TestCollisionYwithXYShift(iterator, 0, -sy * rh, sy, false)
+ or TestCollisionXwithXYShift(iterator, ox * rh, 0, sx, false);
+ end;
+
+ iterator^.Radius := resetr;
+
+ if isCollision then
+ begin
+ // collision! oh crap! go back!
+ iterator^.X := resetx;
+ iterator^.Y := resety;
+ iterator^.dX := resetdx;
+ iterator^.dY := resetdy;
+ continue;
+ end;
+ end;
+
+ //
+ // You're now officially portaled!
+ //
+
+ // Until loops are reliably broken
+ if iscake then
+ iterator^.PortalCounter:= 33
+ else
+ begin
+ inc(iterator^.PortalCounter);
+ iterator^.Active:= true;
+ iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
+ end;
+
+ // is it worth adding an arcsin table? Just how often would we end up doing something like this?
+ // SYNCED ANGLE UPDATE
+ if iterator^.Kind = gtRCPlane then
+ begin
+ // recycling as temp vars
+ resety.isNegative:= false;
+ resety.QWordValue:= 4294967296 * 112;
+ resetx.isNegative:= false;
+ resetx.QWordValue:= 4294967296 * 35;
+ resetdx.isNegative:= false;
+ resetdx.QWordValue:= 4294967296 * 1152;
+
+ resetdy:=hwAbs(iterator^.dX*4);
+ resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
+ iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
+ if not iterator^.dY.isNegative then iterator^.Angle:= 2048-iterator^.Angle;
+ if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
+ end
+ // VISUAL USE OF ANGLE ONLY
+ else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
+ begin
+ iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
+ iterator^.Angle:= 2048-iterator^.Angle;
+ if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
+ end;
+
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
+ and (iterator = CurrentHedgehog^.Gear)
+ and (CurAmmoGear <> nil)
+ and (CurAmmoGear^.Kind =gtRope) then
+ CurAmmoGear^.PortalCounter:= 1;
+
+ if not isbullet and (iterator^.State and gstInvisible = 0)
+ and (iterator^.Kind <> gtFlake) then
+ FollowGear := iterator;
+
+ // store X/Y values of exit for net bullet trail
+ if isbullet then
+ begin
+ iterator^.Elasticity:= iterator^.X;
+ iterator^.Friction := iterator^.Y;
+ end;
+
+ if Gear^.Health > 1 then
+ dec(Gear^.Health);
+ end;
+end;
+
+
+
+procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
+var
+ CurWeapon: PAmmo;
+begin
+ if CurrentHedgehog <> nil then
+ with CurrentHedgehog^ do
+ begin
+ CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+ if (CurAmmoType = amPortalGun) then
+ begin
+ if not destroyGear then
+ begin
+ // switch color of ball to opposite of oldPortal
+ if (oldPortal^.Tag and 2) = 0 then
+ CurWeapon^.Pos:= 1
+ else
+ CurWeapon^.Pos:= 0;
+ end;
+
+ // make the ball visible
+ CurWeapon^.Timer := 0;
+ end
+ end;
+ if destroyGear then
+ oldPortal^.Timer:= 0;
+end;
+
+procedure doStepMovingPortal_real(Gear: PGear);
+var
+ x, y, tx, ty: LongInt;
+ s: hwFloat;
+begin
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+ tx := 0;
+ ty := 0;
+ // avoid compiler hints
+
+ if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then
+ begin
+ Gear^.State := Gear^.State or gstCollision;
+ Gear^.State := Gear^.State and (not gstMoving);
+
+ if (Land[y, x] and lfBouncy <> 0)
+ or (not CalcSlopeTangent(Gear, x, y, tx, ty, 255))
+ or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain
+ begin
+ loadNewPortalBall(Gear, true);
+ EXIT;
+ end;
+
+ // making a normalized normal vector
+ s := _1/DistanceI(tx,ty);
+ Gear^.dX := s * ty;
+ Gear^.dY := -s * tx;
+
+ Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX);
+ if not Gear^.dX.isNegative then
+ Gear^.DirAngle := 180-Gear^.DirAngle;
+
+ if ((Gear^.LinkedGear = nil)
+ or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.Y)) >=Gear^.Radius*2)) then
+ begin
+ loadNewPortalBall(Gear, false);
+ inc(Gear^.Tag);
+ Gear^.doStep := @doStepPortal;
+ end
+ else
+ loadNewPortalBall(Gear, true);
+ end
+
+ else if (y > cWaterLine)
+ or (y < -max(LAND_WIDTH,4096))
+ or (x > 2*max(LAND_WIDTH,4096))
+ or (x < -max(LAND_WIDTH,4096)) then
+ loadNewPortalBall(Gear, true);
+end;
+
+procedure doStepMovingPortal(Gear: PGear);
+begin
+ doPortalColorSwitch();
+ doStepPerPixel(Gear, @doStepMovingPortal_real, true);
+ if (Gear^.Timer < 1)
+ or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) then
+ deleteGear(Gear);
+end;
+
+procedure doStepPortalShot(newPortal: PGear);
+var
+ iterator: PGear;
+ s: hwFloat;
+ CurWeapon: PAmmo;
+begin
+ s:= Distance (newPortal^.dX, newPortal^.dY);
+
+ // Adds the hog speed (only that part in/directly against shot direction)
+ // to the shot speed (which we triple previously btw)
+ // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length
+ // to the scaler)
+ s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s;
+ newPortal^.dX := newPortal^.dX * s;
+ newPortal^.dY := newPortal^.dY * s;
+
+ newPortal^.LinkedGear := nil;
+
+ if CurrentHedgehog <> nil then
+ with CurrentHedgehog^ do
+ begin
+ CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
+ // let's save the HH's dX's direction so we can decide where the "top" of the portal hole
+ newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative;
+ // when doing a backjump the dx is the opposite of the facing direction
+ if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then
+ newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative;
+
+ // make portal gun look unloaded
+ if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then
+ CurWeapon^.Timer := CurWeapon^.Timer or 2;
+
+ iterator := GearsList;
+ while iterator <> nil do
+ begin
+ if (iterator^.Kind = gtPortal) then
+ if (iterator <> newPortal) and (iterator^.Timer > 0) and (iterator^.Hedgehog = CurrentHedgehog) then
+ begin
+ if ((iterator^.Tag and 2) = (newPortal^.Tag and 2)) then
+ begin
+ iterator^.Timer:= 0;
+ end
+ else
+ begin
+ // link portals with each other
+ newPortal^.LinkedGear := iterator;
+ iterator^.LinkedGear := newPortal;
+ iterator^.Health := newPortal^.Health;
+ end;
+ end;
+ iterator^.PortalCounter:= 0;
+ iterator := iterator^.NextGear
+ end;
+
+ if newPortal^.LinkedGear <> nil then
+ begin
+ // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
+ iterator:= GearsList;
+ while iterator <> nil do
+ begin
+ if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
+ or ((iterator^.Message and gmAllStoppable) = 0)) then
+ begin
+ iterator^.Active:= true;
+ if iterator^.dY.QWordValue = 0 then
+ iterator^.dY.isNegative:= false;
+ iterator^.State:= iterator^.State or gstMoving;
+ DeleteCI(iterator);
+ //inc(iterator^.dY.QWordValue,10);
+ end;
+ iterator:= iterator^.NextGear
+ end
+ end
+ end;
+ newPortal^.State := newPortal^.State and (not gstCollision);
+ newPortal^.State := newPortal^.State or gstMoving;
+ newPortal^.doStep := @doStepMovingPortal;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPiano(Gear: PGear);
+var
+ r0, r1: LongInt;
+ odY: hwFloat;
+begin
+ AllInactive := false;
+ if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and
+ ((CurrentHedgehog^.Gear^.Message and gmSlot) <> 0) then
+ begin
+ case CurrentHedgehog^.Gear^.MsgParam of
+ 0: PlaySound(sndPiano0);
+ 1: PlaySound(sndPiano1);
+ 2: PlaySound(sndPiano2);
+ 3: PlaySound(sndPiano3);
+ 4: PlaySound(sndPiano4);
+ 5: PlaySound(sndPiano5);
+ 6: PlaySound(sndPiano6);
+ 7: PlaySound(sndPiano7);
+ else PlaySound(sndPiano8);
+ end;
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
+ CurrentHedgehog^.Gear^.MsgParam := 0;
+ CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and (not gmSlot);
+ end;
+
+ if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then
+ begin
+ Gear^.dY := Gear^.dY + cGravity * 2;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ if CheckGearDrowning(Gear) then
+ begin
+ Gear^.Y:= Gear^.Y + _50;
+ OnUsedAmmo(CurrentHedgehog^);
+ if CurrentHedgehog^.Gear <> nil then
+ begin
+ // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
+ CurrentHedgehog^.Gear^.Active := true;
+ CurrentHedgehog^.Gear^.X := Gear^.X;
+ CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+ CurrentHedgehog^.Unplaced := false;
+ if TagTurnTimeLeft = 0 then
+ TagTurnTimeLeft:= TurnTimeLeft;
+ TurnTimeLeft:= 0
+ end;
+ ResumeMusic
+ end;
+ exit
+ end;
+
+ odY:= Gear^.dY;
+ doStepFallingGear(Gear);
+
+ if (Gear^.State and gstDrowning) <> 0 then
+ begin
+ Gear^.Y:= Gear^.Y + _50;
+ OnUsedAmmo(CurrentHedgehog^);
+ if CurrentHedgehog^.Gear <> nil then
+ begin
+ // Drown the hedgehog. Could also just delete it, but hey, this gets a caption
+ CurrentHedgehog^.Gear^.Active := true;
+ CurrentHedgehog^.Gear^.X := Gear^.X;
+ CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128;
+ CurrentHedgehog^.Unplaced := false;
+ if TagTurnTimeLeft = 0 then
+ TagTurnTimeLeft:= TurnTimeLeft;
+ TurnTimeLeft:= 0
+ end;
+ ResumeMusic
+ end
+ else if (Gear^.State and gstCollision) <> 0 then
+ begin
+ r0 := GetRandom(21);
+ r1 := GetRandom(21);
+ doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0);
+ doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0);
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound);
+ for r0:= 0 to 4 do
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote);
+ Gear^.dY := cGravity * 2 - odY;
+ Gear^.Pos := Gear^.Pos + 1;
+ end
+ else
+ Gear^.dY := Gear^.dY + cGravity * 2;
+ // let it fall faster so itdoesn't take too long for the whole attack
+end;
+
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepSineGunShotWork(Gear: PGear);
+var
+ x, y, rX, rY, t, tmp, initHealth: LongInt;
+ oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat;
+ justCollided: boolean;
+begin
+ AllInactive := false;
+ initHealth := Gear^.Health;
+ lX := Gear^.X;
+ lY := Gear^.Y;
+ ldX := Gear^.dX;
+ ldY := Gear^.dY;
+ sdy := _0_5/Distance(Gear^.dX,Gear^.dY);
+ ldX := ldX * sdy;
+ ldY := ldY * sdy;
+ sdY := hwAbs(ldX) + hwAbs(ldY);
+ sdX := _1 - hwAbs(ldX/sdY);
+ sdY := _1 - hwAbs(ldY/sdY);
+ if (ldX.isNegative = ldY.isNegative) then
+ sdY := -sdY;
+
+ // initial angle depends on current GameTicks
+ t := getRandom(4096);
+
+
+ // used for a work-around detection of area that is within land array, but outside borders
+ justCollided := false;
+
+ 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
+ begin
+ tmp:= GetRandom(2 * Gear^.Radius);
+ AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
+ end
+ end;
+
+ if random(100) = 0 then
+ AddVisualGear(x, y, vgtSmokeTrace);
+ end
+ else dec(Gear^.Health, 5); // if underwater get additional damage
+ 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;
+ with mobileRecord do
+ if (performRumble <> nil) and (not fastUntilLag) then
+ performRumble(kSystemSoundID_Vibrate);
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepFlamethrowerWork(Gear: PGear);
+var
+ HHGear, flame: PGear;
+ rx, ry, speed: hwFloat;
+ i, gX, gY: LongInt;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+ gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+
+ if (GameTicks and $FF) = 0 then
+ begin
+ if (HHGear^.Message and gmRight) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
+ inc(Gear^.Tag)
+ else if Gear^.Tag > 5 then
+ dec(Gear^.Tag);
+ end
+ else if (HHGear^.Message and gmLeft) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
+ dec(Gear^.Tag)
+ else if Gear^.Tag < 20 then
+ inc(Gear^.Tag);
+ end
+ end;
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ dec(Gear^.Health);
+ if (Gear^.Health mod 5) = 0 then
+ begin
+ rx := rndSign(getRandomf * _0_1);
+ ry := rndSign(getRandomf * _0_1);
+ speed := _0_5 * (_10 / Gear^.Tag);
+
+ flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
+ SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+ flame^.CollisionMask:= lfNotCurrentMask;
+
+ if (Gear^.Health mod 30) = 0 then
+ begin
+ flame:= AddGear(gx, gy, gtFlame, 0,
+ SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+ flame^.CollisionMask:= lfNotCurrentMask;
+ end
+ end;
+ Gear^.Timer:= Gear^.Tag
+ end;
+
+ if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) then
+ begin
+ DeleteGear(Gear);
+ AfterAttack
+ end
+ else
+ begin
+ i:= Gear^.Health div 5;
+ if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= i;
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
+ '%', cWhiteColor, fntSmall)
+ end
+ end
+end;
+
+procedure doStepFlamethrower(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight));
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepFlamethrowerWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepLandGunWork(Gear: PGear);
+var
+ HHGear, land: PGear;
+ rx, ry, speed: hwFloat;
+ i, gX, gY: LongInt;
+begin
+ AllInactive := false;
+ HHGear := Gear^.Hedgehog^.Gear;
+ HedgehogChAngle(HHGear);
+ gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle);
+ gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle);
+
+ if (GameTicks and $FF) = 0 then
+ begin
+ if (HHGear^.Message and gmRight) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag < 20) then
+ inc(Gear^.Tag)
+ else if Gear^.Tag > 5 then
+ dec(Gear^.Tag);
+ end
+ else if (HHGear^.Message and gmLeft) <> 0 then
+ begin
+ if HHGear^.dX.isNegative and (Gear^.Tag > 5) then
+ dec(Gear^.Tag)
+ else if Gear^.Tag < 20 then
+ inc(Gear^.Tag);
+ end
+ end;
+
+ dec(Gear^.Timer);
+ if Gear^.Timer = 0 then
+ begin
+ dec(Gear^.Health);
+
+ rx := rndSign(getRandomf * _0_1);
+ ry := rndSign(getRandomf * _0_1);
+ speed := (_3 / Gear^.Tag);
+
+ land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
+ SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
+ AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
+ land^.CollisionMask:= lfNotCurrentMask;
+
+ Gear^.Timer:= Gear^.Tag
+ end;
+
+ if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 0) or ((HHGear^.Message and gmAttack) <> 0) then
+ begin
+ HHGear^.Message:= HHGear^.Message and (not gmAttack);
+ DeleteGear(Gear);
+ AfterAttack
+ end
+ else
+ begin
+ i:= Gear^.Health div 10;
+ if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= i;
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) +
+ '%', cWhiteColor, fntSmall)
+ end
+ end
+end;
+
+procedure doStepLandGun(Gear: PGear);
+var
+ HHGear: PGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ HHGear^.Message := HHGear^.Message and (not (gmUp or gmDown or gmLeft or gmRight or gmAttack));
+ HHGear^.State := HHGear^.State or gstNotKickable;
+ Gear^.doStep := @doStepLandGunWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepPoisonCloud(Gear: PGear);
+begin
+ if Gear^.Timer = 0 then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+ dec(Gear^.Timer);
+ Gear^.X:= Gear^.X + Gear^.dX;
+ Gear^.Y:= Gear^.Y + Gear^.dY;
+ Gear^.dX := Gear^.dX + cWindSpeed / 4;
+ Gear^.dY := Gear^.dY + cGravity / 100;
+ if (GameTicks and $FF) = 0 then
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned);
+ AllInactive:= false;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepHammer(Gear: PGear);
+var HHGear, tmp, tmp2: PGear;
+ t: PGearArray;
+ i: LongInt;
+begin
+HHGear:= Gear^.Hedgehog^.Gear;
+HHGear^.State:= HHGear^.State or gstNoDamage;
+DeleteCI(HHGear);
+
+t:= CheckGearsCollision(Gear);
+
+for i:= 5 downto 0 do
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+i:= t^.Count;
+while i > 0 do
+ begin
+ dec(i);
+ tmp:= t^.ar[i];
+ if (tmp^.State and gstNoDamage) = 0 then
+ if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then
+ begin
+ //tmp^.State:= tmp^.State or gstFlatened;
+ if not tmp^.Invulnerable then
+ ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown);
+ //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3);
+ tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0);
+ tmp2^.LinkedGear:= tmp;
+ SetAllToActive
+ end
+ else
+ begin
+ end
+ end;
+
+HHGear^.State:= HHGear^.State and (not gstNoDamage);
+Gear^.Timer:= 250;
+Gear^.doStep:= @doStepIdle
+end;
+
+procedure doStepHammerHitWork(Gear: PGear);
+var
+ i, j, ei: LongInt;
+ HitGear: PGear;
+begin
+ AllInactive := false;
+ HitGear := Gear^.LinkedGear;
+ dec(Gear^.Timer);
+ if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+
+ if (Gear^.Timer mod 5) = 0 then
+ begin
+ AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+
+ i := hwRound(Gear^.X) - HitGear^.Radius + 2;
+ ei := hwRound(Gear^.X) + HitGear^.Radius - 2;
+ for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3);
+ for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3);
+ while i <= ei do
+ begin
+ for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3);
+ inc(i, 1)
+ end;
+
+ if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9)
+ , lfIndestructible) then
+ begin
+ //Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + _1_9
+ end;
+ end;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then
+ begin
+ Gear^.dY := _0;
+ SetLittle(HitGear^.dX);
+ HitGear^.dY := _0;
+ end
+ else
+ begin
+ //Gear^.dY := Gear^.dY + cGravity;
+ //Gear^.Y := Gear^.Y + Gear^.dY;
+ if hwRound(Gear^.Y) > cWaterLine then
+ Gear^.Timer := 1
+ end;
+
+ //Gear^.X := Gear^.X + HitGear^.dX;
+ HitGear^.X := Gear^.X;
+ HitGear^.Y := Gear^.Y;
+ SetLittle(HitGear^.dY);
+ HitGear^.Active:= true;
+end;
+
+procedure doStepHammerHit(Gear: PGear);
+var
+ i, y: LongInt;
+ ar: TRangeArray;
+ HHGear: PGear;
+begin
+ i := 0;
+ HHGear := Gear^.Hedgehog^.Gear;
+
+ y := hwRound(Gear^.Y) - cHHRadius * 2;
+ while y < hwRound(Gear^.Y) do
+ begin
+ ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
+ ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
+ inc(y, 2);
+ inc(i)
+ end;
+
+ DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
+ Gear^.dY := HHGear^.dY;
+ DeleteCI(HHGear);
+
+ doStepHammerHitWork(Gear);
+ Gear^.doStep := @doStepHammerHitWork
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepResurrectorWork(Gear: PGear);
+var
+ graves: PGearArrayS;
+ resgear: PGear;
+ hh: PHedgehog;
+ i: LongInt;
+begin
+ if (TurnTimeLeft > 0) then
+ dec(TurnTimeLeft);
+
+ AllInactive := false;
+ hh := Gear^.Hedgehog;
+
+ // no, you can't do that here
+ {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy -
+ cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex);
+ }
+ (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF,
+ $FF);*)
+
+ if ((Gear^.Message and gmUp) <> 0) then
+ begin
+ if (GameTicks and $F) <> 0 then
+ exit;
+ end
+ else if (GameTicks and $1FF) <> 0 then
+ exit;
+
+ if Gear^.Power < 45 then
+ begin
+ inc(Gear^.Power);
+ if TestCollisionYwithGear(hh^.Gear, -1) = 0 then
+ hh^.Gear^.Y := hh^.Gear^.Y - _1;
+ end;
+
+ graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
+
+ if graves.size = 0 then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle;
+ exit;
+ end;
+
+ if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
+ begin
+ if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
+ dec(hh^.Gear^.Health);
+ if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
+ hh^.Gear^.Damage:= 1;
+ RenderHealth(hh^);
+ RecountTeamHealth(hh^.Team);
+ inc(graves.ar^[Gear^.Tag]^.Health);
+ inc(Gear^.Tag)
+{-for i:= 0 to High(graves) do begin
+ if hh^.Gear^.Health > 0 then begin
+ dec(hh^.Gear^.Health);
+ inc(graves[i]^.Health);
+ end;
+ end; -}
+ end
+ else
+ begin
+ // now really resurrect the hogs with the hp saved in the graves
+ for i:= 0 to graves.size - 1 do
+ if graves.ar^[i]^.Health > 0 then
+ begin
+ resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
+ resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
+ resgear^.Health := graves.ar^[i]^.Health;
+ PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
+ graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
+ graves.ar^[i]^.Active:= true;
+ RenderHealth(resgear^.Hedgehog^);
+ RecountTeamHealth(resgear^.Hedgehog^.Team);
+ resgear^.Hedgehog^.Effects[heResurrected]:= 1;
+ // only make hat-less hedgehogs look like zombies, preserve existing hats
+
+ if resgear^.Hedgehog^.Hat = 'NoHat' then
+ LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
+ end;
+
+ hh^.Gear^.dY := _0;
+ hh^.Gear^.dX := _0;
+ doStepHedgehogMoving(hh^.Gear);
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle;
+ end
+ //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear);
+end;
+
+procedure doStepResurrector(Gear: PGear);
+var
+ graves: PGearArrayS;
+ hh: PHedgehog;
+ i: LongInt;
+begin
+ AllInactive := false;
+ graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
+
+ if graves.size > 0 then
+ begin
+ hh := Gear^.Hedgehog;
+ for i:= 0 to graves.size - 1 do
+ begin
+ PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
+ graves.ar^[i]^.Health := 0;
+ end;
+ Gear^.doStep := @doStepResurrectorWork;
+ if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
+ begin
+ if LongInt(graves.size) <= Gear^.Tag then Gear^.Tag:= 0;
+ dec(hh^.Gear^.Health);
+ if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then
+ hh^.Gear^.Damage:= 1;
+ RenderHealth(hh^);
+ RecountTeamHealth(hh^.Team);
+ inc(graves.ar^[Gear^.Tag]^.Health);
+ inc(Gear^.Tag)
+ end
+ end
+ else
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.Timer := 250;
+ Gear^.doStep := @doStepIdle;
+ end
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepNapalmBomb(Gear: PGear);
+var
+ i, gX, gY: LongInt;
+ dX, dY: hwFloat;
+begin
+ AllInactive := false;
+ doStepFallingGear(Gear);
+ if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
+ gX := hwRound(Gear^.X);
+ gY := hwRound(Gear^.Y);
+ for i:= 0 to 10 do
+ begin
+ dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandomf + _1);
+ dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _1);
+ AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
+ AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
+ AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
+ AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
+ end;
+ DeleteGear(Gear);
+ exit
+ end;
+ if (Gear^.Timer = 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= -19 to 19 do
+ FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
+ DeleteGear(Gear);
+ exit
+ end;
+ if (GameTicks and $3F) = 0 then
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
+ dec(Gear^.Timer)
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepStructure(Gear: PGear);
+var
+ x, y: LongInt;
+ HH: PHedgehog;
+ t: PGear;
+begin
+ HH:= Gear^.Hedgehog;
+
+ if (Gear^.State and gstMoving) <> 0 then
+ begin
+ AddGearCI(Gear);
+ Gear^.dX:= _0;
+ Gear^.dY:= _0;
+ Gear^.State:= Gear^.State and (not gstMoving);
+ end;
+
+ dec(Gear^.Health, Gear^.Damage);
+ Gear^.Damage:= 0;
+
+ if Gear^.Pos = 1 then
+ begin
+ AddGearCI(Gear);
+ AfterAttack;
+ if Gear = CurAmmoGear then
+ CurAmmoGear:= nil;
+ if HH^.Gear <> nil then
+ HideHog(HH);
+ Gear^.Pos:= 2
+ end;
+
+ if Gear^.Pos = 2 then
+ begin
+ if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
+ begin
+ if (Gear^.Timer mod 10) = 0 then
+ begin
+ DeleteCI(Gear);
+ Gear^.Y:= Gear^.Y - _0_5;
+ AddGearCI(Gear);
+ end;
+ inc(Gear^.Timer);
+ end;
+ if Gear^.Tag <= TotalRounds then
+ Gear^.Pos:= 3;
+ end;
+
+ if Gear^.Pos = 3 then
+ if Gear^.Timer < 1000 then
+ begin
+ if (Gear^.Timer mod 10) = 0 then
+ begin
+ DeleteCI(Gear);
+ Gear^.Y:= Gear^.Y - _0_5;
+ AddGearCI(Gear);
+ end;
+ inc(Gear^.Timer);
+ end
+ else
+ begin
+ if HH^.GearHidden <> nil then
+ RestoreHog(HH);
+ Gear^.Pos:= 4;
+ end;
+
+ if Gear^.Pos = 4 then
+ if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
+ begin
+ t:= GearsList;
+ while t <> nil do
+ begin
+ if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
+ t^.Invulnerable:= true;
+ t:= t^.NextGear;
+ end;
+ end;
+
+ if Gear^.Health <= 0 then
+ begin
+ if HH^.GearHidden <> nil then
+ RestoreHog(HH);
+
+ x := hwRound(Gear^.X);
+ y := hwRound(Gear^.Y);
+
+ DeleteCI(Gear);
+ DeleteGear(Gear);
+
+ doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound);
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+(*
+ TARDIS needs
+ Warp in. Pos = 1
+ Pause. Pos = 2
+ Hide gear (TARDIS hedgehog was nil)
+ Warp out. Pos = 3
+ ... idle active for some time period ... Pos = 4
+ Warp in. Pos = 1
+ Pause. Pos = 2
+ Restore gear (TARDIS hedgehog was not nil)
+ Warp out. Pos = 3
+*)
+
+procedure doStepTardisWarp(Gear: PGear);
+var HH: PHedgehog;
+ i,j,cnt: LongWord;
+begin
+HH:= Gear^.Hedgehog;
+if Gear^.Pos = 2 then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ if (Gear^.Timer = 0) then
+ begin
+ if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then
+ begin
+ AfterAttack;
+ if Gear = CurAmmoGear then CurAmmoGear := nil;
+ if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
+ ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
+ HideHog(HH)
+ end
+ //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then
+ else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then
+ RestoreHog(HH)
+ end;
+
+ inc(Gear^.Timer);
+ if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then
+ begin
+ Gear^.SoundChannel := LoopSound(sndTardis);
+ Gear^.Pos:= 3
+ end
+ end;
+
+if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then
+ begin
+ inc(Gear^.Power);
+ if (Gear^.Power = 172) and (HH^.Gear <> nil) and
+ (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and
+ ((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then
+ with HH^.Gear^ do
+ begin
+ State:= State or gstAnimation;
+ Tag:= 2;
+ Timer:= 0;
+ Pos:= 0
+ end
+ end;
+if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then
+ dec(Gear^.Power);
+if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then
+ Gear^.Pos:= 2;
+if (Gear^.Pos = 3) and (Gear^.Power = 0) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ if HH^.GearHidden = nil then
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+ Gear^.Pos:= 4;
+ // This condition might need tweaking
+ Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime
+ end;
+
+if (Gear^.Pos = 4) then
+ begin
+ cnt:= 0;
+ for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
+ for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
+ if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
+ and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
+ and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
+ inc(cnt);
+ if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
+ begin
+ if HH^.GearHidden <> nil then
+ FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true);
+
+ if HH^.GearHidden <> nil then
+ begin
+ Gear^.X:= HH^.GearHidden^.X;
+ Gear^.Y:= HH^.GearHidden^.Y;
+ end;
+ Gear^.Timer:= 0;
+
+ if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
+ begin
+ AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
+ Gear^.Pos:= 2;
+ Gear^.Power:= 255;
+ end
+ else begin
+ Gear^.SoundChannel := LoopSound(sndTardis);
+ Gear^.Pos:= 1;
+ Gear^.Power:= 0;
+ end
+ end
+ else if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Timer)
+ end;
+
+end;
+
+procedure doStepTardis(Gear: PGear);
+var i,j,cnt: LongWord;
+ HH: PHedgehog;
+begin
+(*
+ Conditions for not activating.
+ 1. Hog is last of his clan
+ 2. Sudden Death is in play
+ 3. Hog is a king
+*)
+ HH:= Gear^.Hedgehog;
+ if HH^.Gear <> nil then
+ if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then
+ begin
+ if HH^.Gear <> nil then
+ begin
+ HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
+ HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
+ end;
+ PlaySound(sndDenied);
+ DeleteGear(gear);
+ exit
+ end;
+ cnt:= 0;
+ for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do
+ for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do
+ if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil)
+ and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0)
+ and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then
+ inc(cnt);
+ if cnt < 2 then
+ begin
+ if HH^.Gear <> nil then
+ begin
+ HH^.Gear^.Message := HH^.Gear^.Message and (not gmAttack);
+ HH^.Gear^.State:= HH^.Gear^.State and (not gstAttacking);
+ end;
+ PlaySound(sndDenied);
+ DeleteGear(gear);
+ exit
+ end;
+ Gear^.SoundChannel := LoopSound(sndTardis);
+ Gear^.doStep:= @doStepTardisWarp
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+
+(*
+WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer
+spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
+For now we assume a "ray" like a deagle projected out from the gun.
+All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target".
+ * When fired at water a layer of ice textured land is added above the water.
+ * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
+ * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared.
+A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though.
+A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
+*)
+
+
+procedure updateFuel(Gear: PGear);
+var
+ t:LongInt;
+begin
+ t:= Gear^.Health div 10;
+ if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
+ begin
+ Gear^.Damage:= t;
+ FreeTexture(Gear^.Tex);
+ Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
+ '%', cWhiteColor, fntSmall)
+ end;
+ if Gear^.Message and (gmUp or gmDown) <> 0 then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ Gear^.SoundChannel:= -1;
+ if GameTicks mod 40 = 0 then dec(Gear^.Health)
+ end
+ else
+ begin
+ if Gear^.SoundChannel = -1 then
+ Gear^.SoundChannel := LoopSound(sndIceBeam);
+ if GameTicks mod 10 = 0 then dec(Gear^.Health)
+ end
+end;
+
+
+procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
+// var
+// iter:PGear;
+begin
+ with Gear^ do
+ begin
+ dX:= newX;
+ dY:= newY;
+ Pos:= 0;
+ Target.X:= NoPointX;
+ LastDamage:= nil;
+ X:= Hedgehog^.Gear^.X;
+ Y:= Hedgehog^.Gear^.Y;
+ end;
+end;
+
+procedure doStepIceGun(Gear: PGear);
+const iceWaitCollision = 0;
+const iceCollideWithGround = 1;
+//const iceWaitNextTarget:Longint = 2;
+//const iceCollideWithHog:Longint = 4;
+const iceCollideWithWater = 5;
+//const waterFreezingTime:Longint = 500;
+const groundFreezingTime = 1000;
+const iceRadius = 32;
+const iceHeight = 40;
+var
+ HHGear, iter: PGear;
+ landRect: TSDL_Rect;
+ ndX, ndY: hwFloat;
+ i, t, gX, gY: LongInt;
+ hogs: PGearArrayS;
+ vg: PVisualGear;
+begin
+ HHGear := Gear^.Hedgehog^.Gear;
+ if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967) then
+ begin
+ StopSoundChan(Gear^.SoundChannel);
+ DeleteGear(Gear);
+ AfterAttack;
+ exit
+ end;
+ updateFuel(Gear);
+
+ with Gear^ do
+ begin
+ HedgehogChAngle(HHGear);
+ ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
+ ndY:= -AngleCos(HHGear^.Angle) * _4;
+ if (ndX <> dX) or (ndY <> dY) or
+ ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
+ (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
+ begin
+ updateTarget(Gear, ndX, ndY);
+ Timer := iceWaitCollision;
+ end
+ else
+ begin
+ X:= X + dX;
+ Y:= Y + dY;
+ gX:= hwRound(X);
+ gY:= hwRound(Y);
+ if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
+
+ if Target.X <> NoPointX then
+ begin
+ CheckCollision(Gear);
+ if (State and gstCollision) <> 0 then
+ begin
+ if Timer = iceWaitCollision then
+ begin
+ Timer := iceCollideWithGround;
+ Power := GameTicks;
+ end
+ end
+ else if (target.y >= cWaterLine) then
+ begin
+ if Timer = iceWaitCollision then
+ begin
+ Timer := iceCollideWithWater;
+ Power := GameTicks;
+ end;
+ end;
+
+ if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
+ begin
+ X:= HHGear^.X;
+ Y:= HHGear^.Y
+ end;
+
+ if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
+ begin
+ FillRoundInLand(target.x, target.y, iceRadius, icePixel);
+ landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
+ landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
+ landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
+ landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
+ UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
+
+ // Freeze nearby mines/explosives/cases too
+ iter := GearsList;
+ while iter <> nil do
+ begin
+ if (iter^.State and gstFrozen = 0) and
+ ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and
+ (abs(iter^.X.Round-target.x)+abs(iter^.Y.Round-target.y)+2<2*iceRadius) and (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
+ begin
+ for t:= 0 to 5 do
+ begin
+ vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
+ if vg <> nil then
+ begin
+ i:= random(100) + 155;
+ vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
+ vg^.Angle:= random(360);
+ vg^.dx:= 0.001 * random(80);
+ vg^.dy:= 0.001 * random(80)
+ end
+ end;
+ PlaySound(sndHogFreeze);
+ if iter^.Kind = gtMine then // dud mine block
+ begin
+ iter^.State:= iter^.State or gstFrozen;
+ vg:= AddVisualGear(hwRound(iter^.X) - 4 + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
+ if vg <> nil then
+ vg^.Scale:= 0.5;
+ PlaySound(sndVaporize);
+ iter^.Health := 0;
+ iter^.Damage := 0;
+ iter^.State := iter^.State and (not gstAttacking)
+ end
+ else if iter^.Kind = gtCase then
+ begin
+ DeleteCI(iter);
+ iter^.State:= iter^.State or gstFrozen;
+ AddGearCI(iter)
+ end
+ else // gtExplosives
+ begin
+ iter^.State:= iter^.State or gstFrozen;
+ iter^.Health:= iter^.Health + cBarrelHealth
+ end
+ end;
+ iter:= iter^.NextGear
+ end;
+
+ // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
+ SetAllHHToActive;
+ Timer := iceWaitCollision;
+ end;
+
+ if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
+ begin
+ PlaySound(sndHogFreeze);
+ DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
+ SetAllHHToActive;
+ Timer := iceWaitCollision;
+ end;
+(*
+ Any ideas for something that would look good here?
+ if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
+ begin
+ vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
+ if vg <> nil then
+ begin
+ i:= random(100) + 155;
+ vg^.Tint:= IceColor or $FF;
+ vg^.Angle:= random(360);
+ vg^.dx:= 0.001 * random(80);
+ vg^.dy:= 0.001 * random(80)
+ end
+ end;
+*)
+
+// freeze nearby hogs
+ hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
+ if hogs.size > 0 then
+ for i:= 0 to hogs.size - 1 do
+ if hogs.ar^[i] <> HHGear then
+ if GameTicks mod 5 = 0 then
+ begin
+ hogs.ar^[i]^.Active:= true;
+ if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
+ hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
+ else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
+ begin
+ hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
+ PlaySound(sndHogFreeze);
+ end;
+ end;
+ inc(Pos)
+ end
+ else if (t > 400) and ((gY > cWaterLine) or
+ (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
+ and (Land[gY, gX] <> 0))) then
+ begin
+ Target.X:= gX;
+ Target.Y:= gY;
+ X:= HHGear^.X;
+ Y:= HHGear^.Y
+ end;
+ if (gX > max(LAND_WIDTH,4096)*2) or
+ (gX < -max(LAND_WIDTH,4096)) or
+ (gY < -max(LAND_HEIGHT,4096)) or
+ (gY > max(LAND_HEIGHT,4096)+512) then
+ begin
+ //X:= HHGear^.X;
+ //Y:= HHGear^.Y
+ Target.X:= gX;
+ Target.Y:= gY;
+ end
+ end
+ end;
+end;
+
+procedure doStepAddAmmo(Gear: PGear);
+var a: TAmmoType;
+ gi: PGear;
+begin
+if Gear^.Timer > 0 then dec(Gear^.Timer)
+else
+ begin
+ if Gear^.Pos = posCaseUtility then
+ a:= GetUtility(Gear^.Hedgehog)
+ else
+ a:= GetAmmo(Gear^.Hedgehog);
+ CheckSum:= CheckSum xor GameTicks;
+ gi := GearsList;
+ while gi <> nil do
+ begin
+ with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
+ AddRandomness(CheckSum);
+ if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and not gstTmpFlag;
+ gi := gi^.NextGear
+ end;
+ AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
+ DeleteGear(Gear)
+ end;
+end;
+
+procedure doStepGenericFaller(Gear: PGear);
+begin
+if Gear^.Timer < $FFFFFFFF then
+ if Gear^.Timer > 0 then
+ dec(Gear^.Timer)
+ else
+ begin
+ DeleteGear(Gear);
+ exit
+ end;
+if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
+ begin
+ doStepFallingGear(Gear);
+ if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
+ begin
+ Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
+ Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
+ Gear^.dX:= _90-(GetRandomf*_360);
+ Gear^.dY:= _90-(GetRandomf*_360)
+ end;
+ end
+end;
+
+procedure doStepCreeper(Gear: PGear);
+var hogs: PGearArrayS;
+ HHGear: PGear;
+ tdX: hwFloat;
+ dir: LongInt;
+begin
+doStepFallingGear(Gear);
+if Gear^.Timer > 0 then dec(Gear^.Timer);
+// creeper sleep phase
+if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
+
+if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
+else HHGear:= nil;
+
+// creeper boom phase
+if (Gear^.State and gstTmpFlag <> 0) then
+ begin
+ if (Gear^.Timer = 0) then
+ begin
+ doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
+ DeleteGear(Gear)
+ end;
+ // ssssss he essssscaped
+ if (Gear^.Timer > 250) and ((HHGear = nil) or
+ (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > 180) and
+ (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
+ begin
+ Gear^.State:= Gear^.State and (not gstTmpFlag);
+ Gear^.Timer:= 0
+ end;
+ exit
+ end;
+
+// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
+if (HHGear = nil) or (Gear^.Timer = 0) or
+ (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > Gear^.Angle) and
+ (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle)))
+ then
+ begin
+ hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
+ if hogs.size > 1 then
+ Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
+ else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
+ else Gear^.Hedgehog:= nil;
+ if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
+ exit
+ end;
+
+// we have a target. move the creeper.
+if HHGear <> nil then
+ begin
+ // GOTCHA
+ if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) < 50) and
+ (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
+ begin
+ // hisssssssssss
+ Gear^.State:= Gear^.State or gstTmpFlag;
+ Gear^.Timer:= 1500;
+ exit
+ end;
+ if (Gear^.State and gstMoving <> 0) then
+ begin
+ Gear^.dY:= _0;
+ Gear^.dX:= _0;
+ end
+ else if (GameTicks and $FF = 0) then
+ begin
+ tdX:= HHGear^.X-Gear^.X;
+ dir:= hwSign(tdX);
+ if not TestCollisionX(Gear, dir) then
+ Gear^.X:= Gear^.X + signAs(_1,tdX);
+ if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
+ begin
+ Gear^.dX:= SignAs(_0_15, tdX);
+ Gear^.dY:= -_0_3;
+ Gear^.State:= Gear^.State or gstMoving
+ end
+ end;
+ end;
+end;
+
+////////////////////////////////////////////////////////////////////////////////
+procedure doStepKnife(Gear: PGear);
+//var ox, oy: LongInt;
+// la: hwFloat;
+var a: real;
+begin
+ // Gear is shrunk so it can actually escape the hog without carving into the terrain
+ if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
+ if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
+ else if Gear^.Damage > 30 then
+ if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
+ Gear^.Damage:= 0;
+ if Gear^.Timer > 0 then dec(Gear^.Timer);
+ if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
+ begin
+ DeleteCI(Gear);
+ Gear^.Radius:= 7;
+ // used for damage and impact calc. needs balancing I think
+ Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
+ doStepFallingGear(Gear);
+ AllInactive := false;
+ a:= Gear^.DirAngle;
+ CalcRotationDirAngle(Gear);
+ Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
+ end
+ else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
+ begin
+ (*ox:= 0; oy:= 0;
+ if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
+ if TestCollisionXwithGear(Gear, 1) then ox:= 1;
+ if TestCollisionXwithGear(Gear, -1) then ox:= -1;
+ if TestCollisionYwithGear(Gear, 1) <> 0 then oy:= 1;
+ if Gear^.Health > 0 then
+ PlaySound(sndRopeAttach);
+
+ la:= _10000;
+ if (ox <> 0) or (oy <> 0) then
+ la:= CalcSlopeNearGear(Gear, ox, oy);
+ if la = _10000 then
+ begin
+ // debug for when we couldn't get an angle
+ //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
+*)
+ Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
+ if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
+ ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
+ // end
+ // else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
+ // AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
+ Gear^.dX:= _0;
+ Gear^.dY:= _0;
+ Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
+ Gear^.Radius:= 16;
+ if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
+ Gear^.Health:= 0;
+ Gear^.Timer:= 500;
+ AddGearCI(Gear)
+ end
+ else if GameTicks and $3F = 0 then
+ begin
+ if (TestCollisionYwithGear(Gear, -1) = 0)
+ and (not TestCollisionXwithGear(Gear, 1))
+ and (not TestCollisionXwithGear(Gear, -1))
+ and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
+ end
+end;
+(*
+ This didn't end up getting used, but, who knows, might be reasonable for javellin or something
+// Make the knife initial angle based on the hog attack angle, or is that too hard?
+procedure doStepKnife(Gear: PGear);
+var t,
+ gx, gy, ga, // gear x,y,angle
+ lx, ly, la, // land x,y,angle
+ ox, oy, // x,y offset
+ w, h, // wXh of clip area
+ tx, ty // tip position in sprite
+ : LongInt;
+ surf: PSDL_Surface;
+ s: hwFloat;
+
+begin
+ Gear^.dY := Gear^.dY + cGravity;
+ if (GameFlags and gfMoreWind) <> 0 then
+ Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
+ Gear^.X := Gear^.X + Gear^.dX;
+ Gear^.Y := Gear^.Y + Gear^.dY;
+ CheckGearDrowning(Gear);
+ gx:= hwRound(Gear^.X);
+ gy:= hwRound(Gear^.Y);
+ if Gear^.State and gstDrowning <> 0 then exit;
+ with Gear^ do
+ begin
+ if CheckLandValue(gx, gy, lfLandMask) then
+ begin
+ t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
+
+ if t < 0 then inc(t, 4096)
+ else if 4095 < t then dec(t, 4096);
+ Angle:= t;
+
+ DirAngle:= Angle / 4096 * 360
+ end
+ else
+ begin
+//This is the set of postions for the knife.
+//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
+ t:= Angle mod 1024;
+ case t div 128 of
+ 0: begin
+ ox:= 2; oy:= 5;
+ w := 25; h:= 5;
+ tx:= 0; ty:= 2
+ end;
+ 1: begin
+ ox:= 2; oy:= 15;
+ w:= 24; h:= 8;
+ tx:= 0; ty:= 7
+ end;
+ 2: begin
+ ox:= 2; oy:= 27;
+ w:= 23; h:= 12;
+ tx:= -12; ty:= -5
+ end;
+ 3: begin
+ ox:= 2; oy:= 43;
+ w:= 21; h:= 15;
+ tx:= 0; ty:= 14
+ end;
+ 4: begin
+ ox:= 29; oy:= 8;
+ w:= 19; h:= 19;
+ tx:= 0; ty:= 17
+ end;
+ 5: begin
+ ox:= 29; oy:= 32;
+ w:= 15; h:= 21;
+ tx:= 0; ty:= 20
+ end;
+ 6: begin
+ ox:= 51; oy:= 3;
+ w:= 11; h:= 23;
+ tx:= 0; ty:= 22
+ end;
+ 7: begin
+ ox:= 51; oy:= 34;
+ w:= 7; h:= 24;
+ tx:= 0; ty:= 23
+ end
+ end;
+
+ surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
+ copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
+ // try to make the knife hit point first
+ lx := 0;
+ ly := 0;
+ if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
+ begin
+ la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
+ ga:= vector2Angle(dX, dY);
+ AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
+ // change to 0 to 4096 forced by LongWord in Gear
+ if la < 0 then la:= 4096+la;
+ if ga < 0 then ga:= 4096+ga;
+ if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
+ begin
+ if Angle >= 2048 then dec(Angle, 2048)
+ else if Angle < 2048 then inc(Angle, 2048)
+ end;
+ AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
+ end;
+ case Angle div 1024 of
+ 0: begin
+ flipSurface(surf, true);
+ flipSurface(surf, true);
+ BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
+ end;
+ 1: begin
+ flipSurface(surf, false);
+ BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
+ end;
+ 2: begin // knife was actually drawn facing this way...
+ BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
+ end;
+ 3: begin
+ flipSurface(surf, true);
+ BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
+ end
+ end;
+ SDL_FreeSurface(surf);
+ // this needs to calculate actual width/height + land clipping since update texture doesn't.
+ // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
+ UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
+ DeleteGear(Gear);
+ exit
+ end
+ end;
+end;
+*)
+
+end.
--- a/hedgewars/uGearsHedgehog.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uGearsHedgehog.pas Thu Jun 27 15:33:02 2013 +0400
@@ -33,8 +33,8 @@
implementation
uses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions,
- uCommands, uLocale, uUtils, uVisualGears, uStats, uIO, uScript,
- uGearsList, uGears, uCollisions, uRandom, uStore, uTeams,
+ uCommands, uLocale, uUtils, uStats, uIO, uScript,
+ uGearsList, uCollisions, uRandom, uStore, uTeams,
uGearsUtils, uVisualGearsList;
var GHStepTicks: LongWord = 0;
--- a/hedgewars/uGearsRender.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uGearsRender.pas Thu Jun 27 15:33:02 2013 +0400
@@ -38,7 +38,7 @@
end;
implementation
-uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGears, uVisualGearsList;
+uses uRender, uUtils, uVariables, uAmmos, Math, uVisualGearsList;
procedure DrawRopeLinesRQ(Gear: PGear);
begin
--- a/hedgewars/uGearsUtils.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uGearsUtils.pas Thu Jun 27 15:33:02 2013 +0400
@@ -20,7 +20,7 @@
unit uGearsUtils;
interface
-uses uTypes;
+uses uTypes, uFloat;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
@@ -41,16 +41,31 @@
procedure CheckCollision(Gear: PGear); inline;
procedure CheckCollisionWithLand(Gear: PGear); inline;
+procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
+function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
+procedure SpawnBoxOfSmth;
+procedure ShotgunShot(Gear: PGear);
+
+procedure SetAllToActive;
+procedure SetAllHHToActive; inline;
+procedure SetAllHHToActive(Ice: boolean);
+
+function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
+function GetUtility(Hedgehog: PHedgehog): TAmmoType;
+
+
+
function MakeHedgehogsStep(Gear: PGear) : boolean;
var doStepHandlers: array[TGearType] of TGearStepProcedure;
implementation
-uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
+uses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
- uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
- uGearsList, Math, uVisualGearsList;
+ uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug,
+ uGearsList, Math, uVisualGearsList, uGearsHandlersMess,
+ uGearsHedgehog;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
begin
@@ -766,4 +781,422 @@
end;
end;
+
+procedure ShotgunShot(Gear: PGear);
+var t: PGear;
+ dmg, r, dist: LongInt;
+ dx, dy: hwFloat;
+begin
+Gear^.Radius:= cShotgunRadius;
+t:= GearsList;
+while t <> nil do
+ begin
+ case t^.Kind of
+ gtHedgehog,
+ gtMine,
+ gtSMine,
+ gtKnife,
+ gtCase,
+ gtTarget,
+ gtExplosives: begin//,
+// gtStructure: begin
+//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
+ dmg:= 0;
+ r:= Gear^.Radius + t^.Radius;
+ dx:= Gear^.X-t^.X;
+ dx.isNegative:= false;
+ dy:= Gear^.Y-t^.Y;
+ dy.isNegative:= false;
+ if r-hwRound(dx+dy) > 0 then
+ begin
+ dist:= hwRound(Distance(dx, dy));
+ dmg:= ModifyDamage(min(r - dist, 25), t);
+ end;
+ if dmg > 0 then
+ begin
+ if (not t^.Invulnerable) then
+ ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
+ else
+ Gear^.State:= Gear^.State or gstWinner;
+
+ DeleteCI(t);
+ t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
+ t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
+ t^.State:= t^.State or gstMoving;
+ if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision);
+ t^.Active:= true;
+ FollowGear:= t
+ end
+ end;
+ gtGrave: begin
+ dmg:= 0;
+ r:= Gear^.Radius + t^.Radius;
+ dx:= Gear^.X-t^.X;
+ dx.isNegative:= false;
+ dy:= Gear^.Y-t^.Y;
+ dy.isNegative:= false;
+ if r-hwRound(dx+dy) > 0 then
+ begin
+ dist:= hwRound(Distance(dx, dy));
+ dmg:= ModifyDamage(min(r - dist, 25), t);
+ end;
+ if dmg > 0 then
+ begin
+ t^.dY:= - _0_1;
+ t^.Active:= true
+ end
+ end;
+ end;
+ t:= t^.NextGear
+ end;
+if (GameFlags and gfSolidLand) = 0 then
+ DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
+end;
+
+procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
+var t: PGearArray;
+ Gear: PGear;
+ i, j, tmpDmg: LongInt;
+ VGear: PVisualGear;
+begin
+t:= CheckGearsCollision(Ammo);
+// Just to avoid hogs on rope dodging fire.
+if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))
+and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)
+and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
+ begin
+ t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
+ inc(t^.Count)
+ end;
+
+i:= t^.Count;
+
+if (Ammo^.Kind = gtFlame) and (i > 0) then
+ Ammo^.Health:= 0;
+while i > 0 do
+ begin
+ dec(i);
+ Gear:= t^.ar[i];
+ if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and
+ (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then
+ Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000);
+ tmpDmg:= ModifyDamage(Damage, Gear);
+ if (Gear^.State and gstNoDamage) = 0 then
+ begin
+
+ if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then
+ begin
+ VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
+ if VGear <> nil then
+ VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
+ end;
+
+ if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then
+ Gear^.FlightTime:= 1;
+
+
+ case Gear^.Kind of
+ gtHedgehog,
+ gtMine,
+ gtSMine,
+ gtKnife,
+ gtTarget,
+ gtCase,
+ gtExplosives: //,
+ //gtStructure:
+ begin
+ if (Ammo^.Kind = gtDrill) then
+ begin
+ Ammo^.Timer:= 0;
+ exit;
+ end;
+ if (not Gear^.Invulnerable) then
+ begin
+ if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then
+ for j:= 1 to max(1,min(3,tmpDmg div 5)) do
+ begin
+ VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot);
+ if VGear <> nil then
+ with VGear^ do
+ begin
+ Tint:= $FFCC00FF;
+ Angle:= random(360);
+ dx:= 0.0005 * (random(100));
+ dy:= 0.0005 * (random(100));
+ if random(2) = 0 then
+ dx := -dx;
+ if random(2) = 0 then
+ dy := -dy;
+ FrameTicks:= 600+random(200);
+ State:= ord(sprStar)
+ end
+ end;
+ ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
+ end
+ else
+ Gear^.State:= Gear^.State or gstWinner;
+ if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then
+ begin
+ if (Ammo^.Hedgehog^.Gear <> nil) then
+ Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable);
+ ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch
+ end;
+
+ if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
+ begin
+ Gear^.dX:= Ammo^.dX * Power * _0_005;
+ Gear^.dY:= Ammo^.dY * Power * _0_005
+ end
+ else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then
+ begin
+ Gear^.dX:= Ammo^.dX * Power * _0_01;
+ Gear^.dY:= Ammo^.dY * Power * _0_01
+ end;
+
+ if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
+ begin
+ Gear^.Active:= true;
+ DeleteCI(Gear);
+ Gear^.State:= Gear^.State or gstMoving;
+ if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
+ // move the gear upwards a bit to throw it over tiny obstacles at start
+ if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
+ begin
+ if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+ Gear^.Y:= Gear^.Y - _1;
+ if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+ Gear^.Y:= Gear^.Y - _1;
+ if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
+ or (TestCollisionYwithGear(Gear, -1) <> 0)) then
+ Gear^.Y:= Gear^.Y - _1;
+ end
+ end;
+
+
+ if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
+ FollowGear:= Gear
+ end;
+ end
+ end;
+ end;
+if i <> 0 then
+ SetAllToActive
+end;
+
+
+function CountGears(Kind: TGearType): Longword;
+var t: PGear;
+ count: Longword = 0;
+begin
+
+t:= GearsList;
+while t <> nil do
+ begin
+ if t^.Kind = Kind then
+ inc(count);
+ t:= t^.NextGear
+ end;
+CountGears:= count;
+end;
+
+procedure SetAllToActive;
+var t: PGear;
+begin
+AllInactive:= false;
+t:= GearsList;
+while t <> nil do
+ begin
+ t^.Active:= true;
+ t:= t^.NextGear
+ end
+end;
+
+procedure SetAllHHToActive; inline;
+begin
+SetAllHHToActive(true)
+end;
+
+
+procedure SetAllHHToActive(Ice: boolean);
+var t: PGear;
+begin
+AllInactive:= false;
+t:= GearsList;
+while t <> nil do
+ begin
+ if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
+ begin
+ if (t^.Kind = gtHedgehog) and Ice then CheckIce(t);
+ t^.Active:= true
+ end;
+ t:= t^.NextGear
+ end
+end;
+
+
+var GearsNearArray : TPGearArray;
+function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
+var
+ t: PGear;
+ s: Longword;
+begin
+ r:= r*r;
+ s:= 0;
+ SetLength(GearsNearArray, s);
+ t := GearsList;
+ while t <> nil do
+ begin
+ if (t^.Kind = Kind)
+ and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then
+ begin
+ inc(s);
+ SetLength(GearsNearArray, s);
+ GearsNearArray[s - 1] := t;
+ end;
+ t := t^.NextGear;
+ end;
+
+ GearsNear.size:= s;
+ GearsNear.ar:= @GearsNearArray
+end;
+
+
+procedure SpawnBoxOfSmth;
+var t, aTot, uTot, a, h: LongInt;
+ i: TAmmoType;
+begin
+if (PlacingHogs) or
+ (cCaseFactor = 0)
+ or (CountGears(gtCase) >= 5)
+ or (GetRandom(cCaseFactor) <> 0) then
+ exit;
+
+FollowGear:= nil;
+aTot:= 0;
+uTot:= 0;
+for i:= Low(TAmmoType) to High(TAmmoType) do
+ if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
+ inc(aTot, Ammoz[i].Probability)
+ else
+ inc(uTot, Ammoz[i].Probability);
+
+t:=0;
+a:=aTot;
+h:= 1;
+
+if (aTot+uTot) <> 0 then
+ if ((GameFlags and gfInvulnerable) = 0) then
+ begin
+ h:= cHealthCaseProb * 100;
+ t:= GetRandom(10000);
+ a:= (10000-h)*aTot div (aTot+uTot)
+ end
+ else
+ begin
+ t:= GetRandom(aTot+uTot);
+ h:= 0
+ end;
+
+
+if t<h then
+ begin
+ FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
+ FollowGear^.Health:= cHealthCaseAmount;
+ FollowGear^.Pos:= posCaseHealth;
+ AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
+ end
+else if (t<a+h) then
+ begin
+ t:= aTot;
+ if (t > 0) then
+ begin
+ FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
+ t:= GetRandom(t);
+ i:= Low(TAmmoType);
+ FollowGear^.Pos:= posCaseAmmo;
+ FollowGear^.AmmoType:= i;
+ AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
+ end
+ end
+else
+ begin
+ t:= uTot;
+ if (t > 0) then
+ begin
+ FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
+ t:= GetRandom(t);
+ i:= Low(TAmmoType);
+ FollowGear^.Pos:= posCaseUtility;
+ FollowGear^.AmmoType:= i;
+ AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
+ end
+ end;
+
+// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
+if (FollowGear <> nil) then
+ begin
+ FindPlace(FollowGear, true, 0, LAND_WIDTH);
+
+ if (FollowGear <> nil) then
+ AddVoice(sndReinforce, CurrentTeam^.voicepack)
+ end
+end;
+
+
+function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
+var t, aTot: LongInt;
+ i: TAmmoType;
+begin
+Hedgehog:= Hedgehog; // avoid hint
+
+aTot:= 0;
+for i:= Low(TAmmoType) to High(TAmmoType) do
+ if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
+ inc(aTot, Ammoz[i].Probability);
+
+t:= aTot;
+i:= Low(TAmmoType);
+if (t > 0) then
+ begin
+ t:= GetRandom(t);
+ while t >= 0 do
+ begin
+ inc(i);
+ if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
+ dec(t, Ammoz[i].Probability)
+ end
+ end;
+GetAmmo:= i
+end;
+
+function GetUtility(Hedgehog: PHedgehog): TAmmoType;
+var t, uTot: LongInt;
+ i: TAmmoType;
+begin
+
+uTot:= 0;
+for i:= Low(TAmmoType) to High(TAmmoType) do
+ if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0)
+ and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
+ inc(uTot, Ammoz[i].Probability);
+
+t:= uTot;
+i:= Low(TAmmoType);
+if (t > 0) then
+ begin
+ t:= GetRandom(t);
+ while t >= 0 do
+ begin
+ inc(i);
+ if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1)
+ or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
+ dec(t, Ammoz[i].Probability)
+ end
+ end;
+GetUtility:= i
+end;
+
+
end.
--- a/hedgewars/uScript.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uScript.pas Thu Jun 27 15:33:02 2013 +0400
@@ -58,7 +58,6 @@
uses LuaPas,
uConsole,
uConsts,
- uVisualGears,
uGears,
uGearsList,
uGearsUtils,
@@ -85,6 +84,7 @@
SysUtils,
uIO,
uVisualGearsList,
+ uGearsHandlersMess,
uPhysFSLayer,
typinfo
;
--- a/hedgewars/uTeams.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uTeams.pas Thu Jun 27 15:33:02 2013 +0400
@@ -1,4 +1,4 @@
-(*
+ (*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
*
@@ -20,7 +20,7 @@
unit uTeams;
interface
-uses uConsts, uInputHandler, uRandom, uFloat, uStats, uVisualGears,
+uses uConsts, uInputHandler, uRandom, uFloat, uStats,
uCollisions, GLunit, uSound, uStore, uTypes, uScript
{$IFDEF USE_TOUCH_INTERFACE}, uWorld{$ENDIF};
--- a/hedgewars/uVisualGears.pas Thu Jun 27 14:37:03 2013 +0400
+++ b/hedgewars/uVisualGears.pas Thu Jun 27 15:33:02 2013 +0400
@@ -29,7 +29,7 @@
* E.g.: background flakes, visual effects: explosion, smoke trails, etc.
*)
interface
-uses uConsts, uFloat, GLunit, uTypes, uWorld;
+uses uConsts, GLunit, uTypes;
procedure initModule;
procedure freeModule;
@@ -47,8 +47,8 @@
procedure KickFlakes(Radius, X, Y: LongInt);
implementation
-uses uSound, uVariables, uTextures, uRender, Math, uRenderUtils, uStore, uUtils
- , uVisualGearsHandlers, uVisualGearsList;
+uses uVariables, uRender, Math, uRenderUtils, uStore, uUtils
+ , uVisualGearsList;
procedure AddDamageTag(X, Y, Damage, Color: LongWord);
var s: shortstring;