# HG changeset patch # User nemo # Date 1272769139 0 # Node ID e5b3e5f2818e766afe1f9384cc4d20b0c0586a6e # Parent 095273ad0e08f6d1f4218b593c04b8857ec63211 More portal changes. Allows for a multishoot utility. Hopefully not breaking anything. diff -r 095273ad0e08 -r e5b3e5f2818e hedgewars/CCHandlers.inc --- a/hedgewars/CCHandlers.inc Sat May 01 21:54:08 2010 +0000 +++ b/hedgewars/CCHandlers.inc Sun May 02 02:58:59 2010 +0000 @@ -633,8 +633,9 @@ bSelected:= false; if bShowAmmoMenu then bShowAmmoMenu:= false - else if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0) or (MultiShootAttacks > 0) - or ((Gear^.State and gstHHDriven) = 0) then else bShowAmmoMenu:= true + else if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0) or + ((MultiShootAttacks > 0) and ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_NoRoundEndHint) = 0)) or + ((Gear^.State and gstHHDriven) = 0) then else bShowAmmoMenu:= true end end; diff -r 095273ad0e08 -r e5b3e5f2818e hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Sat May 01 21:54:08 2010 +0000 +++ b/hedgewars/GSHandlers.inc Sun May 02 02:58:59 2010 +0000 @@ -173,6 +173,8 @@ tdX, tdY: hwFloat; collV, collH: LongInt; begin +if Gear^.dX > _0_995 then Gear^.dX:= _0_995; +if Gear^.dY > _0_995 then Gear^.dY:= _0_995; Gear^.State:= Gear^.State and not gstCollision; collV:= 0; collH:= 0; @@ -1828,8 +1830,7 @@ DeleteCI(HHGear); -OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); -ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); +AfterAttack; HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked or gstMoving); HHGear^.Message:= HHGear^.Message and not gm_Attack; @@ -1935,8 +1936,7 @@ else begin PlaySound(sndPlaced); DeleteGear(Gear); - OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); - ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^) + AfterAttack; end; HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked); @@ -2019,8 +2019,7 @@ HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; Msg:= Gear^.Message and not gm_Switch; DeleteGear(Gear); - OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); - ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); + AfterAttack; HHGear:= CurrentHedgehog^.Gear; ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); @@ -2798,8 +2797,7 @@ HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; FollowGear:= HHGear; -OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); -ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); +AfterAttack; with HHGear^ do begin State:= State and not gstAttacking; @@ -3042,49 +3040,67 @@ procedure doStepPortal(Gear: PGear); begin + if Gear^.IntersectGear <> nil then + begin +// do portal stuff + end + (* -A portal will have a few things it does. -1) At first, it will move through the air until it collides with a surface. Once it does, it will stop. At this point we might try a check to verify there is enough terrain for it to be spawned against, and delete. Or we could just let it kinda stick out for now. 2) From then on, if doStepPortal is called and a gear of a radius less than or equal to the portal is within X pixels of the portal (we could also check on moving toward the portal I guess, depends how accurate this needs to be) the portal will then locate the first other portal of the opposite type (there should only be one other one), and move that gear's X/Y to that other portal's location, and modify dX/dY to be relative to that other portal's orientation relative to this portal's orientation. This might require some tweaking with offsets of a few pixels to avoid getting gears stuck in land. -3) At end of turn, all gtPortal will be deleted. - -*) -(* -Ok. Here's where I plan to go with this. -1) Restrict portal gun to X shots. -2) If on first shot, delete all existing gtPortal -3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal. *) end; procedure doStepMovingPortal(Gear: PGear); -var i, x, y: LongInt; - oX, oY: hwFloat; +var x, y: LongInt;//, tx, ty, bx, by, tangle: LongInt; begin -oX:= Gear^.X; -oY:= Gear^.Y; 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] and $FF00) <> 0) then + begin (* -Potential issue, portals embedded in land? -Also, will need checks on how well portal is placed -Thought is possibly doing it based on midpoint and two ends, so a bit of rough terrain is still permitted, but not curves. +This is not quite doing what I want, but basically hoping to avoid portals just sitting out in midair +Works ok for right angles, aaaand that's about it. +The opposite approach could be taken, we could determine the angle of the land using sheepluva's code and snap the Angle/DirAngle to it. +tangle:= Gear^.Angle+1024; +if tangle > 2048 then dec(tangle,2048); +tx:= hwRound(Gear^.X+SignAs(AngleSin(tangle), Gear^.dX)*_6); +ty:= hwRound(Gear^.Y-AngleCos(tangle)*_6); +bx:= hwRound(Gear^.X-SignAs(AngleSin(tangle), Gear^.dX)*_6); +by:= hwRound(Gear^.Y+AngleCos(tangle)*_6); *) -if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then - begin - inc(Gear^.Tag); - Gear^.doStep:= @doStepPortal; -// AfterAttack; + if ((Gear^.IntersectGear <> nil) and (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.Y)) < Gear^.Radius*2)) +(*or +(((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and ((Land[ty, tx] and $FF00) = 0)) or +(((by and LAND_HEIGHT_MASK) = 0) and ((bx and LAND_WIDTH_MASK) = 0) and ((Land[by, bx] and $FF00) = 0))*) + then + begin + if CurrentHedgehog <> nil then + if Gear^.IntersectGear = nil then CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 1 + else if Gear^.Tag = 2 then CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 2 + else CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 1; + DeleteGear(Gear) + end + else + begin + if CurrentHedgehog <> nil then + if Gear^.Tag = 2 then CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 1 + else CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 2; + inc(Gear^.Tag); + Gear^.doStep:= @doStepPortal + end end -// How laser checks for infinite else if (y > cWaterLine + cVisibleWater + Gear^.Radius) or (y < -LAND_WIDTH) or (x > LAND_WIDTH + LAND_WIDTH) or (x < -LAND_WIDTH) then begin + if CurrentHedgehog <> nil then + if Gear^.IntersectGear = nil then CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 1 + else if Gear^.Tag = 2 then CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 2 + else CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].Timer:= 1; DeleteGear(Gear); -// AfterAttack end; end; diff -r 095273ad0e08 -r e5b3e5f2818e hedgewars/GearDrawing.inc --- a/hedgewars/GearDrawing.inc Sat May 01 21:54:08 2010 +0000 +++ b/hedgewars/GearDrawing.inc Sun May 02 02:58:59 2010 +0000 @@ -347,7 +347,10 @@ amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle); amSineGun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); - amPortalGun: DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle); + amPortalGun: if HH^.MultiShootAttacks = 0 then // Add a new Hedgehog value instead of abusing timer? + DrawRotatedF(sprPortalGun, hx, hy, 0, hwSign(Gear^.dX), aangle) + else + DrawRotatedF(sprPortalGun, hx, hy, HH^.Ammo^[HH^.CurSlot, HH^.CurAmmo].Timer, hwSign(Gear^.dX), aangle); amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle); amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle); @@ -599,7 +602,7 @@ end; gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle); // Still need portal types and states - gtPortal: DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0,0, Gear^.DirAngle); + gtPortal: DrawRotatedf(sprPortal, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle); gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); diff -r 095273ad0e08 -r e5b3e5f2818e hedgewars/HHHandlers.inc --- a/hedgewars/HHHandlers.inc Sat May 01 21:54:08 2010 +0000 +++ b/hedgewars/HHHandlers.inc Sun May 02 02:58:59 2010 +0000 @@ -26,10 +26,11 @@ begin Gear^.Message:= Gear^.Message and not gm_Slot; - if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0) - or (MultiShootAttacks > 0) - or ((Gear^.State and gstHHDriven) = 0) then exit; + if ((Gear^.State and (gstAttacking or gstAttacked)) <> 0) or + ((MultiShootAttacks > 0) and ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_NoRoundEndHint) = 0)) or + ((Gear^.State and gstHHDriven) = 0) then exit; + MultiShootAttacks:= 0; Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump); if CurSlot = slot then @@ -101,6 +102,7 @@ procedure Attack(Gear: PGear); var xx, yy: hwFloat; tmpGear: PVisualGear; + newGear, iterator, portal: PGear; begin bShowFinger:= false; with Gear^, @@ -148,34 +150,53 @@ amBee: FollowGear:= AddGear(hwRound(X), hwRound(Y), gtBee, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0); amShotgun: begin PlaySound(sndShotgunReload); - CurAmmoGear:= AddGear(hwRound(X), hwRound(Y), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0); + AddGear(hwRound(X), hwRound(Y), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0); end; amPickHammer: CurAmmoGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius, gtPickHammer, 0, _0, _0, 0); amSkip: ParseCommand('/skip', true); amRope: CurAmmoGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtRope, 0, xx, yy, 0); amMine: AddGear(hwRound(X) + hwSign(dX) * 7, hwRound(Y), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000); - amDEagle: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0); + amDEagle: AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0); amSineGun: CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0); -(* -Ok. Here's where I plan to go with this. -1) Restrict portal gun to X shots. -2) If on first shot, delete all existing gtPortal -3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal. -*) amPortalGun: begin - //if (Ammo^[CurSlot, CurAmmo].NumPerTurn >= MultiShootAttacks) then - - -//CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0); -AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0); - + iterator:= GearsList; + portal:= nil; + while iterator <> nil do + begin + if (iterator^.Kind = gtPortal) then + begin + newGear:= iterator; + iterator:= iterator^.NextGear; + if (portal <> nil) then + begin + if (portal^.uid < newGear^.uid) then + begin + DeleteGear(portal); + portal:= newGear + end + else + begin + if newGear^.NextGear = nil then iterator:= nil; + DeleteGear(newGear); + end + end + else portal:= newGear + end + else iterator:= iterator^.NextGear + end; - + newGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, 0); + if portal <> nil then + begin + newGear^.IntersectGear:= portal; + if portal^.Tag < 2 then newGear^.Tag:= 2 + end; + newGear^.Angle:= Angle; + newGear^.DirAngle:= Angle * 180 / cMaxAngle - 90; + if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360 + else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360; + Ammo^[CurSlot, CurAmmo].Timer:= 0 end; - - - - amSniperRifle: begin PlaySound(sndSniperReload); CurAmmoGear:= AddGear(hwRound(X + xx * cHHRadius), hwRound(Y + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0); @@ -289,8 +310,11 @@ end else begin - TurnTimeLeft:= Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].TimeAfterTurn; - State:= State or gstAttacked; + if ((Ammo^[CurSlot, CurAmmo].Propz) and ammoprop_NoRoundEndHint) = 0 then + begin + TurnTimeLeft:= Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].TimeAfterTurn; + State:= State or gstAttacked + end; OnUsedAmmo(CurrentHedgehog^); end; end @@ -565,6 +589,8 @@ procedure doStepHedgehogMoving(Gear: PGear); var isFalling: boolean; begin +if Gear^.dX > _0_995 then Gear^.dX:= _0_995; +if Gear^.dY > _0_995 then Gear^.dY:= _0_995; if PHedgehog(Gear^.Hedgehog)^.Unplaced then begin Gear^.dY:= _0; diff -r 095273ad0e08 -r e5b3e5f2818e hedgewars/uConsts.pas --- a/hedgewars/uConsts.pas Sat May 01 21:54:08 2010 +0000 +++ b/hedgewars/uConsts.pas Sun May 02 02:58:59 2010 +0000 @@ -1904,6 +1904,7 @@ Probability: 20; NumberInCase: 1; Ammo: (Propz: ammoprop_NoRoundEndHint or + ammoprop_AttackInMove or ammoprop_DontHold or ammoprop_Utility; Count: 1; diff -r 095273ad0e08 -r e5b3e5f2818e hedgewars/uGears.pas --- a/hedgewars/uGears.pas Sat May 01 21:54:08 2010 +0000 +++ b/hedgewars/uGears.pas Sun May 02 02:58:59 2010 +0000 @@ -81,7 +81,7 @@ procedure freeModule; function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear; procedure ProcessGears; -procedure ResetUtilities; +procedure EndTurnCleanup; procedure ApplyDamage(Gear: PGear; Damage: Longword); procedure SetAllToActive; procedure SetAllHHToActive; @@ -736,7 +736,7 @@ AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState); playSound(sndSuddenDeath) end - else if (TotalRounds < cSuddenDTurns - 1) then + else if (TotalRounds < cSuddenDTurns - 1) and not isInMultiShoot then begin i:= cSuddenDTurns - TotalRounds - 1; s:= inttostr(i); @@ -771,7 +771,7 @@ and ((Gear^.State and gstAttacked) = 0) and (MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^); - ResetUtilities; + EndTurnCleanup; FreeActionsList; // could send -left, -right and similar commands, so should be called before /nextturn @@ -816,10 +816,11 @@ inc(GameTicks) end; -//Purpose, to reset all transient attributes toggled by a utility. +//Purpose, to reset all transient attributes toggled by a utility and clean up various gears and effects at end of turn //If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here. -procedure ResetUtilities; +procedure EndTurnCleanup; var i: LongInt; + tmpGear, iterator: PGear; begin SpeechText:= ''; // in case it has not been consumed @@ -853,6 +854,18 @@ if (GameFlags and gfInvulnerable) = 0 then Gear^.Invulnerable:= false; end; + iterator:= GearsList; + tmpGear:= nil; + while iterator <> nil do + begin + if (iterator^.Kind = gtPortal) then + begin + tmpGear:= iterator; + if iterator^.NextGear <> nil then iterator:= iterator^.NextGear; + DeleteGear(tmpGear) + end + else iterator:= iterator^.NextGear; + end; end; procedure ApplyDamage(Gear: PGear; Damage: Longword); diff -r 095273ad0e08 -r e5b3e5f2818e share/hedgewars/Data/Graphics/Hedgehog/amPortalGun.png Binary file share/hedgewars/Data/Graphics/Hedgehog/amPortalGun.png has changed