(*
* Hedgewars, a worms-like game
* Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
procedure doStepDrowningGear(Gear: PGear); forward;
function CheckGearDrowning(Gear: PGear): boolean;
begin
Result:= Gear.Y + Gear.Radius >= cWaterLine;
if Result then
begin
Gear.State:= gstDrowning;
Gear.doStep:= doStepDrowningGear;
PlaySound(sndSplash)
end
end;
procedure CheckCollision(Gear: PGear);
begin
if TestCollisionXwithGear(Gear, hwSign(Gear.X)) or TestCollisionYwithGear(Gear, hwSign(Gear.Y))
then Gear.State:= Gear.State or gstCollision
else Gear.State:= Gear.State and not gstCollision
end;
procedure CheckHHDamage(Gear: PGear);
begin
if Gear.dY > 0.40 then Gear.Damage:= Gear.Damage + 1 + round(70 * (abs(Gear.dY) - 0.40));
end;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
var dAngle: Double;
begin
dAngle:= (abs(Gear.dX) + abs(Gear.dY))*0.1;
if Gear.dX >= 0 then Gear.DirAngle:= Gear.DirAngle + dAngle
else Gear.DirAngle:= Gear.DirAngle - dAngle;
if Gear.DirAngle < 0 then Gear.DirAngle:= Gear.DirAngle + 16
else if Gear.DirAngle >= 16 then Gear.DirAngle:= Gear.DirAngle - 16
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
begin
AllInactive:= false;
Gear.Y:= Gear.Y + cDrownSpeed;
if round(Gear.Y) > Gear.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var b: boolean;
begin
if TestCollisionYwithGear(Gear, hwSign(Gear.dY)) then
begin
Gear.dX:= Gear.dX * Gear.Friction;
Gear.dY:= - Gear.dY * Gear.Elasticity;
b:= false
end else b:= true;
if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
begin
Gear.dX:= - Gear.dX * Gear.Elasticity;
// Gear.dY:= Gear.dY;
b:= false
end;
if b then
begin
Gear.dY:= Gear.dY + cGravity;
Gear.State:= Gear.State and not gstCollision
end else
begin
if sqr(Gear.dX) + sqr(Gear.dY) < 0.00001 then
if (Gear.Timer = 0) then Gear.Active:= false
else begin
Gear.dX:= 0;
Gear.dY:= 0
end;
Gear.State:= Gear.State or gstCollision
end;
Gear.X:= Gear.X + Gear.dX;
Gear.Y:= Gear.Y + Gear.dY;
CheckGearDrowning(Gear);
if (sqr(Gear.dX) + sqr(Gear.dY) < 0.003) then Gear.State:= Gear.State and not gstMoving
else Gear.State:= Gear.State or gstMoving
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCloud(Gear: PGear);
begin
Gear.X:= Gear.X + cWindSpeed * 200 + Gear.dX;
if Gear.Y > -160 then Gear.dY:= Gear.dY - 0.00002
else Gear.dY:= Gear.dY + 0.00002;
Gear.Y:= Gear.Y + Gear.dY;
if Gear.X < -cScreenWidth - 256 then Gear.X:= cScreenWidth + 2048 else
if Gear.X > cScreenWidth + 2048 then Gear.X:= -cScreenWidth - 256
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
var i: integer;
begin
AllInactive:= false;
doStepFallingGear(Gear);
dec(Gear.Timer);
if Gear.Timer = 0 then
begin
case Gear.Kind of
gtAmmo_Bomb: doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound);
gtClusterBomb: begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 30, EXPLAutoSound);
for i:= 0 to 4 do
AddGear(round(Gear.X), round(Gear.Y), gtCluster, 0, (getrandom - 0.5)*0.2, (getrandom - 3) * 0.08);
end
end;
DeleteGear(Gear);
exit
end;
CalcRotationDirAngle(Gear);
if (Gear.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact)
end;
procedure doStepCluster(Gear: PGear);
begin
AllInactive:= false;
doStepFallingGear(Gear);
if (Gear.State and gstCollision) <> 0 then
begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 20, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $1F) = 0 then
AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrenade(Gear: PGear);
begin
AllInactive:= false;
Gear.dX:= Gear.dX + cWindSpeed;
doStepFallingGear(Gear);
if (Gear.State and gstCollision) <> 0 then
begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PGear);
begin
AllInactive:= false;
dec(Gear.Timer);
Gear.Y:= Gear.Y - 0.07;
if Gear.Timer = 0 then
begin
PHedgehog(Gear.Hedgehog).Gear.Active:= true; // to let current hh die
DeleteGear(Gear)
end
end;
procedure doStepHealthTagWorkUnderWater(Gear: PGear);
begin
AllInactive:= false;
Gear.Y:= Gear.Y - 0.07;
if Gear.Y <= cWaterLine + 10 then
DeleteGear(Gear)
end;
procedure doStepHealthTag(Gear: PGear);
var s: shortstring;
begin
AllInactive:= false;
str(Gear.State, s);
Gear.Surf:= RenderString(s, PHedgehog(Gear.Hedgehog).Team.Color, fnt16);
if Gear.Y < cWaterLine then Gear.doStep:= doStepHealthTagWork
else Gear.doStep:= doStepHealthTagWorkUnderWater
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
AllInactive:= false;
if Gear.dY < 0 then
if TestCollisionY(Gear, -1) then Gear.dY:= 0;
if Gear.dY >=0 then
if TestCollisionY(Gear, 1) then
begin
Gear.dY:= - Gear.dY * Gear.Elasticity;
if Gear.dY > - 0.001 then
begin
Gear.Active:= false;
exit
end else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact)
end;
Gear.Y:= Gear.Y + Gear.dY;
CheckGearDrowning(Gear);
Gear.dY:= Gear.dY + cGravity
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepUFOWork(Gear: PGear);
var t: Double;
begin
AllInactive:= false;
t:= sqrt(sqr(Gear.dX) + sqr(Gear.dY));
Gear.dX:= Gear.Elasticity * (Gear.dX + 0.000004 * (TargetPoint.X - trunc(Gear.X)));
Gear.dY:= Gear.Elasticity * (Gear.dY + 0.000004 * (TargetPoint.Y - trunc(Gear.Y)));
t:= t / (sqrt(sqr(Gear.dX) + sqr(Gear.dY)));
Gear.dX:= Gear.dX * t;
Gear.dY:= Gear.dY * t;
Gear.X:= Gear.X + Gear.dX;
Gear.Y:= Gear.Y + Gear.dY;
CheckCollision(Gear);
dec(Gear.Timer);
if ((Gear.State and gstCollision) <> 0) or (Gear.Timer = 0) then
begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
end;
end;
procedure doStepUFO(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(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear.Timer);
if Gear.Timer = 0 then
begin
Gear.Timer:= 5000;
Gear.doStep:= doStepUFOWork
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShotgunShot(Gear: PGear);
var i: LongWord;
begin
AllInactive:= false;
if Gear.Timer > 0 then
begin
dec(Gear.Timer);
if Gear.Timer = 0 then PlaySound(sndShotgunFire);
exit
end;
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
AmmoShove(Gear, 25, 25);
doMakeExplosion(round(Gear.X), round(Gear.Y), 25, EXPLNoDamage or EXPLDoNotTouchHH);
DeleteGear(Gear);
AfterAttack;
exit
end;
dec(i)
until i = 0;
if (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDEagleShot(Gear: PGear);
var i, x, y: LongWord;
oX, oY: Double;
begin
AllInactive:= false;
i:= 80;
oX:= Gear.X;
oY:= Gear.Y;
repeat
Gear.X:= Gear.X + Gear.dX;
Gear.Y:= Gear.Y + Gear.dY;
x:= round(Gear.X);
y:= round(Gear.Y);
if ((y and $FFFFFC00) = 0) and ((x and $FFFFF800) = 0)
and (Land[y, x] <> 0) then inc(Gear.Damage);
AmmoShove(Gear, 7, 20);
dec(i)
until (i = 0) or (Gear.Damage > Gear.Health);
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.Health <= 0) or (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then
DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
dec(Gear.Timer);
case Gear.Kind of
gtATStartGame: begin
AllInactive:= false;
if Gear.Timer = 0 then
AddCaption(trmsg[sidStartFight], $FFFFFF, capgrpGameState);
end;
gtATSmoothWindCh: begin
if Gear.Timer = 0 then
begin
if WindBarWidth < Gear.Tag then inc(WindBarWidth)
else if WindBarWidth > Gear.Tag then dec(WindBarWidth);
if WindBarWidth <> Gear.Tag then Gear.Timer:= 10;
end
end;
gtATFinishGame: begin
AllInactive:= false;
if Gear.Timer = 0 then
begin
SendIPC('N');
GameState:= gsExit
end
end;
end;
if Gear.Timer = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var i, ei: integer;
HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear.Hedgehog).Gear;
dec(Gear.Timer);
if (Gear.Timer = 0)or((Gear.Message and gm_Destroy) <> 0)or((HHGear.State and gstHHDriven) = 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
if (Gear.Timer and $3F) = 0 then
begin
i:= round(Gear.X) - Gear.Radius - GetRandom(2);
ei:= round(Gear.X) + Gear.Radius + GetRandom(2);
while i <= ei do
begin
doMakeExplosion(i, round(Gear.Y) + 3, 3, 0);
inc(i, 1)
end;
Gear.X:= Gear.X + Gear.dX;
Gear.Y:= Gear.Y + 1.9;
SetAllHHToActive;
end;
if TestCollisionYwithGear(Gear, 1) then
begin
Gear.dY:= 0;
HHGear.dX:= 0.0000001 * hwSign(HHGear.dX);
HHGear.dY:= 0;
end else
begin
Gear.dY:= Gear.dY + cGravity;
Gear.Y:= Gear.Y + Gear.dY;
if Gear.Y > 1024 then Gear.Timer:= 1
end;
Gear.X:= Gear.X + HHGear.dX;
HHGear.X:= Gear.X;
HHGear.Y:= Gear.Y - cHHRadius;
if (Gear.Message and gm_Attack) <> 0 then
if (Gear.State and gsttmpFlag) <> 0 then Gear.Timer:= 1 else else
if (Gear.State and gsttmpFlag) = 0 then Gear.State:= Gear.State or gsttmpFlag;
if ((Gear.Message and gm_Left) <> 0) then Gear.dX:= -0.3 else
if ((Gear.Message and gm_Right) <> 0) then Gear.dX:= 0.3
else Gear.dX:= 0;
end;
procedure doStepPickHammer(Gear: PGear);
var i, y: integer;
ar: TRangeArray;
begin
i:= 0;
y:= round(Gear.Y) - cHHRadius*2;
while y < round(Gear.Y) do
begin
ar[i].Left := round(Gear.X) - Gear.Radius - GetRandom(2);
ar[i].Right:= round(Gear.X) + Gear.Radius + GetRandom(2);
inc(y, 2);
inc(i)
end;
DrawHLinesExplosions(@ar, 3, round(Gear.Y) - cHHRadius*2, 2, Pred(i));
Gear.dY:= PHedgehog(Gear.Hedgehog).Gear.dY;
doStepPickHammerWork(Gear);
Gear.doStep:= doStepPickHammerWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRopeWork(Gear: PGear);
const flCheck: boolean = false;
var HHGear: PGear;
len, cs, cc, tx, ty: Double;
lx, ly: LongInt;
procedure DeleteMe;
begin
with HHGear^ do
begin
Message:= Message and not gm_Attack;
State:= State or gstFalling;
end;
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear.Hedgehog)^.Ammo);
ApplyAmmoChanges(PHedgehog(HHGear.Hedgehog)^)
end;
begin
HHGear:= PHedgehog(Gear.Hedgehog).Gear;
if ((HHGear.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear)) then
begin
DeleteMe;
exit
end;
Gear.dX:= HHGear.X - Gear.X;
Gear.dY:= HHGear.Y - Gear.Y;
if (Gear.Message and gm_Left <> 0) then HHGear.dX:= HHGear.dX - 0.0002 else
if (Gear.Message and gm_Right <> 0) then HHGear.dX:= HHGear.dX + 0.0002;
if not TestCollisionYwithGear(HHGear, 1) then HHGear.dY:= HHGear.dY + cGravity;
cs:= Gear.dY + HHGear.dY;
cc:= Gear.dX + HHGear.dX;
len:= 1 / sqrt(sqr(cc)+sqr(cs));
cc:= cc * len;
cs:= cs * len;
flCheck:= not flCheck;
if flCheck then // check whether rope needs dividing
begin
len:= Gear.Elasticity - 20;
while len > 5 do
begin
tx:= cc*len;
ty:= cs*len;
lx:= round(Gear.X + tx) + hwSign(HHGear.dX);
ly:= round(Gear.Y + ty) + hwSign(HHGear.dY);
if ((ly and $FFFFFC00) = 0) and ((lx and $FFFFF800) = 0)and (Land[ly, lx] <> 0) then
begin
with RopePoints.ar[RopePoints.Count] do
begin
X:= Gear.X;
Y:= Gear.Y;
if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle32(Gear.dY, Gear.dX);
b:= (cc * HHGear.dY) > (cs * HHGear.dX);
dLen:= len
end;
Gear.X:= Gear.X + tx;
Gear.Y:= Gear.Y + ty;
inc(RopePoints.Count);
Gear.Elasticity:= Gear.Elasticity - len;
Gear.Friction:= Gear.Friction - len;
break
end;
len:= len - 3
end;
end else
if RopePoints.Count > 0 then // check whether the last dividing point could be removed
begin
tx:= RopePoints.ar[Pred(RopePoints.Count)].X;
ty:= RopePoints.ar[Pred(RopePoints.Count)].Y;
if RopePoints.ar[Pred(RopePoints.Count)].b xor ((tx - Gear.X) * (ty - HHGear.Y) > (tx - HHGear.X) * (ty - Gear.Y)) then
begin
dec(RopePoints.Count);
Gear.X:=RopePoints.ar[RopePoints.Count].X;
Gear.Y:=RopePoints.ar[RopePoints.Count].Y;
Gear.Elasticity:= Gear.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
Gear.Friction:= Gear.Friction + RopePoints.ar[RopePoints.Count].dLen
end
end;
Gear.dX:= HHGear.X - Gear.X;
Gear.dY:= HHGear.Y - Gear.Y;
cs:= Gear.dY + HHGear.dY;
cc:= Gear.dX + HHGear.dX;
len:= 1 / sqrt(sqr(cc)+sqr(cs));
cc:= cc * len;
cs:= cs * len;
HHGear.dX:= HHGear.X;
HHGear.dY:= HHGear.Y;
if ((Gear.Message and gm_Down) <> 0) and (Gear.Elasticity < Gear.Friction) then
if not (TestCollisionXwithGear(HHGear, hwSign(Gear.dX))
or TestCollisionYwithGear(HHGear, hwSign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity + 0.3;
if ((Gear.Message and gm_Up) <> 0) and (Gear.Elasticity > 30) then
if not (TestCollisionXwithGear(HHGear, -hwSign(Gear.dX))
or TestCollisionYwithGear(HHGear, -hwSign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity - 0.3;
HHGear.X:= Gear.X + cc*Gear.Elasticity;
HHGear.Y:= Gear.Y + cs*Gear.Elasticity;
HHGear.dX:= HHGear.X - HHGear.dX;
HHGear.dY:= HHGear.Y - HHGear.dY;
if TestCollisionXwithGear(HHGear, hwSign(HHGear.dX)) then
HHGear.dX:= -0.6 * HHGear.dX;
if TestCollisionYwithGear(HHGear, hwSign(HHGear.dY)) then
HHGear.dY:= -0.6 * HHGear.dY;
if (Gear.Message and gm_Attack) <> 0 then
if (Gear.State and gsttmpFlag) <> 0 then DeleteMe else
else if (Gear.State and gsttmpFlag) = 0 then Gear.State:= Gear.State or gsttmpFlag;
end;
procedure doStepRopeAttach(Gear: PGear);
var HHGear: PGear;
tx, ty, tt: Double;
begin
Gear.X:= Gear.X - Gear.dX;
Gear.Y:= Gear.Y - Gear.dY;
Gear.Elasticity:= Gear.Elasticity + 1.0;
HHGear:= PHedgehog(Gear.Hedgehog)^.Gear;
if (HHGear.State and gstFalling) <> 0 then
if TestCollisionYwithGear(HHGear, 1) then
begin
HHGear.dY:= 0;
CheckHHDamage(HHGear);
HHGear.State:= HHGear.State and not (gstFalling or gstHHJumping);
end else
begin
if TestCollisionXwithGear(HHGear, hwSign(HHGear.dX)) then HHGear.dX:= 0.0000001 * hwSign(HHGear.dX);
HHGear.X:= HHGear.X + HHGear.dX;
HHGear.Y:= HHGear.Y + HHGear.dY;
Gear.X:= Gear.X + HHGear.dX;
Gear.Y:= Gear.Y + HHGear.dY;
HHGear.dY:= HHGear.dY + cGravity;
tt:= Gear.Elasticity;
tx:= 0;
ty:= 0;
while tt > 20 do
begin
if TestCollisionXwithXYShift(Gear, round(tx), round(ty), hwSign(Gear.dX))
or TestCollisionYwithXYShift(Gear, round(tx), round(ty), hwSign(Gear.dY)) then
begin
Gear.X:= Gear.X + tx;
Gear.Y:= Gear.Y + ty;
Gear.Elasticity:= tt;
Gear.doStep:= doStepRopeWork;
with HHGear^ do State:= State and not gstAttacking;
tt:= 0
end;
tx:= tx + Gear.dX - Gear.dX;
ty:= ty + Gear.dY - Gear.dY;
tt:= tt - 2.0;
end;
end;
CheckCollision(Gear);
if (Gear.State and gstCollision) <> 0 then
begin
Gear.doStep:= doStepRopeWork;
with HHGear^ do State:= State and not gstAttacking;
if Gear.Elasticity < 10 then
Gear.Elasticity:= 10000;
end;
if (Gear.Elasticity >= Gear.Friction) or ((Gear.Message and gm_Attack) = 0) then
begin
with PHedgehog(Gear.Hedgehog).Gear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not gm_Attack
end;
DeleteGear(Gear)
end
end;
procedure doStepRope(Gear: PGear);
begin
Gear.dX:= - Gear.dX;
Gear.dY:= - Gear.dY;
Gear.doStep:= doStepRopeAttach
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PGear);
begin
inc(Gear.Timer);
if Gear.Timer > 64 then
begin
Gear.Timer:= 0;
dec(Gear.State)
end;
Gear.dX:= Gear.dX + cWindSpeed;
Gear.X:= Gear.X + Gear.dX;
if Gear.State = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosion(Gear: PGear);
begin
inc(Gear.Timer);
if Gear.Timer > 75 then
begin
inc(Gear.State);
Gear.Timer:= 0;
if Gear.State > 5 then DeleteGear(Gear)
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
begin
if (Gear.dX <> 0) or (Gear.dY <> 0) then
begin
if Gear.CollIndex < High(Longword) then DeleteCI(Gear);
doStepFallingGear(Gear);
if Gear.Active = false then
begin
if Gear.CollIndex = High(Longword) then AddGearCI(Gear);
Gear.dX:= 0;
Gear.dY:= 0
end;
CalcRotationDirAngle(Gear);
AllInactive:= false
end;
if ((Gear.State and gsttmpFlag) <> 0) then
if ((Gear.State and gstAttacking) = 0) then
begin
if ((GameTicks and $F) = 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
doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound);
DeleteGear(Gear)
end;
dec(Gear.Timer);
end else // gsttmpFlag = 0
if TurnTimeLeft = 0 then Gear.State:= Gear.State or gsttmpFlag;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
doStepFallingGear(Gear);
AllInactive:= false;
if Gear.Timer mod 166 = 0 then inc(Gear.Tag);
if Gear.Timer = 0 then
begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 75, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear.Timer);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepCase(Gear: PGear);
var i, x, y: integer;
begin
if (Gear.Message and gm_Destroy) > 0 then
begin
DeleteGear(Gear);
exit
end;
if Gear.Damage > 0 then
begin
x:= round(Gear.X);
y:= round(Gear.Y);
DeleteGear(Gear);
doMakeExplosion(x, y, 25, EXPLAutoSound);
for i:= 0 to 63 do
AddGear(x, y, gtFlame, 0);
exit
end;
if (Gear.dY <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
begin
AllInactive:= false;
Gear.dY:= Gear.dY + cGravity;
Gear.Y:= Gear.Y + Gear.dY;
if (Gear.dY < 0) and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0 else
if (Gear.dY >= 0) and TestCollisionYwithGear(Gear, 1) then
begin
Gear.dY:= - Gear.dY * Gear.Elasticity;
if Gear.dY > - 0.001 then Gear.dY:= 0
else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact);
end;
CheckGearDrowning(Gear);
end;
if (Gear.CollIndex = High(Longword)) and (Gear.dY = 0) then AddGearCI(Gear)
else if (Gear.CollIndex < High(Longword)) and (Gear.dY <> 0) then DeleteCI(Gear);
end;
////////////////////////////////////////////////////////////////////////////////
var thexchar: array[0..5] of record
oy, ny: integer;
team: PTeam;
end;
thexchcnt: Longword;
currsorter: PGear;
procedure doStepTeamHealthSorterWork(Gear: PGear);
var i: integer;
begin
AllInactive:= false;
dec(Gear.Timer);
if (Gear.Timer and 15) = 0 then
for i:= 0 to Pred(thexchcnt) do
with thexchar[i] do
{$WARNINGS OFF}
team.DrawHealthY:= ny + (oy - ny) * Gear.Timer div 640;
{$WARNINGS ON}
if (Gear.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then currsorter:= nil;
DeleteGear(Gear)
end
end;
procedure doStepTeamHealthSorter(Gear: PGear);
var team: PTeam;
i, t: Longword;
begin
AllInactive:= false;
team:= TeamsList;
i:= 0;
while team <> nil do
begin
thexchar[i].oy:= team.DrawHealthY;
thexchar[i].team:= team;
inc(i);
team:= team.Next
end;
thexchcnt:= i;
for i:= 1 to thexchcnt do
for t:= 0 to thexchcnt - 2 do
if thexchar[t].team.TeamHealthBarWidth > thexchar[Succ(t)].team.TeamHealthBarWidth then
begin
thexchar[5]:= thexchar[t];
thexchar[t]:= thexchar[Succ(t)];
thexchar[Succ(t)]:= thexchar[5]
end;
t:= cScreenHeight - 4;
for i:= 0 to Pred(thexchcnt) do
with thexchar[i] do
begin
dec(t, team.HealthRect.h + 2);
ny:= t
end;
Gear.Timer:= 640;
Gear.doStep:= doStepTeamHealthSorterWork;
currsorter:= Gear
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShover(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear.Hedgehog)^.Gear;
HHGear.State:= HHGear.State or gstNoDamage;
AmmoShove(Gear, 30, 115);
HHGear.State:= HHGear.State and not gstNoDamage;
DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
begin
AllInactive:= false;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.dX:= Gear.dX + cWindSpeed;
Gear.dY:= Gear.dY + cGravity;
if abs(Gear.dX) > 0.12 then Gear.dX:= Gear.dX * 0.5;
if Gear.dY > 0.12 then Gear.dY:= Gear.dY * 0.995;
Gear.X:= Gear.X + Gear.dX;
Gear.Y:= Gear.Y + Gear.dY;
if Gear.Y > 1023 then
begin
DeleteGear(Gear);
exit
end
end else begin
if Gear.Timer > 0 then dec(Gear.Timer)
else begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 2, 0);
dec(Gear.Health);
Gear.Timer:= 1250 - Gear.Angle * 12
end
end;
if (((GameTicks div 8) mod 64) = Gear.Angle) then
AmmoFlameWork(Gear);
if Gear.Health = 0 then
DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
if ((Gear.Message and gm_Destroy) <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear:= PHedgehog(Gear.Hedgehog).Gear;
if round(HHGear.Y) <= Gear.Tag - 2 then
begin
Gear.Tag:= round(HHGear.Y);
DrawTunnel(HHGear.X - cHHRadius, HHGear.Y - 1, 0.5, 0.0, 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 HHGear.dY >= 0 then
begin
HHGear.State:= HHGear.State or gstFalling;
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear.Y:= HHGear.Y + HHGear.dY
end;
procedure doStepFirePunch(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear.Hedgehog).Gear;
HHGear.X:= round(HHGear.X) - 0.5;
HHGear.dX:= 0.0000001 * hwSign(HHGear.dX);
HHGear.dY:= -0.30;
Gear.X:= HHGear.X;
Gear.dX:= hwSign(HHGear.dX)* 0.45;
Gear.dY:= -0.9;
Gear.doStep:= doStepFirePunchWork;
DrawTunnel(HHGear.X - cHHRadius, HHGear.Y + 1, 0.5, 0.0, cHHRadius * 4, 5);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachute(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear.Hedgehog).Gear;
HHGear.State:= HHGear.State and not gstAttacking;
if TestCollisionYwithGear(HHGear, 1)
or ((HHGear.State and gstHHDriven) = 0)
or CheckGearDrowning(HHGear) then
begin
with HHGear^ do
begin
Message:= 0;
dx:= 0.0000001 * hwSign(dX);
dY:= 0;
State:= State and not (gstAttacking or gstAttacked);
State:= State or gstFalling;
end;
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear.Hedgehog)^.Ammo);
ApplyAmmoChanges(PHedgehog(HHGear.Hedgehog)^);
exit
end;
if not TestCollisionXwithGear(HHGear, hwSign(HHGear.dX)) then
HHGear.X:= HHGear.X + cWindSpeed * 200;
if (Gear.Message and gm_Left) <> 0 then HHGear.X:= HHGear.X - cMaxWindSpeed * 40
else if (Gear.Message and gm_Right) <> 0 then HHGear.X:= HHGear.X + cMaxWindSpeed * 40;
if (Gear.Message and gm_Up) <> 0 then HHGear.Y:= HHGear.Y - cGravity * 40
else if (Gear.Message and gm_Down) <> 0 then HHGear.Y:= HHGear.Y + cGravity * 40;
HHGear.Y:= HHGear.Y + cGravity * 100;
end;
////////////////////////////////////////////////////////////////////////////////
const cAirPlaneSpeed = 0.8;
cBombsDistance = 30;
cBombsSpeed = 0.1;
procedure doStepAirAttackWork(Gear: PGear);
begin
AllInactive:= false;
Gear.X:= Gear.X + cAirPlaneSpeed;
if (Gear.Health > 0)and(Gear.X >= Gear.dX)and(Gear.X < Gear.dX + cAirPlaneSpeed) then
begin
dec(Gear.Health);
AddGear(round(Gear.X), round(Gear.Y), gtAirBomb, 0, cBombsSpeed, 0.0);
Gear.dX:= Gear.dX + cBombsDistance
end;
if Gear.X > 2560 then DeleteGear(Gear)
end;
procedure doStepAirAttack(Gear: PGear);
begin
AllInactive:= false;
Gear.X:= -512;
Gear.Y:= -128;
Gear.dX:= TargetPoint.X -
cBombsDistance * 5 / 2 -
cBombsSpeed * sqrt(2 * (TargetPoint.Y - Gear.Y) / cGravity);
Gear.Health:= 6;
Gear.doStep:= doStepAirAttackWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirBomb(Gear: PGear);
begin
AllInactive:= false;
doStepFallingGear(Gear);
if (Gear.State and gstCollision) <> 0 then
begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 35, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0)
end;