Comment out this drawing of hat - I'm pretty sure it is redundant, did try to check various combinations
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2010 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
procedure makeHogsWorry(x, y: hwFloat; r: LongInt);
var gi: PGear;
d: LongInt;
begin
gi:= GearsList;
while gi <> nil do
begin
if (gi^.Kind = gtHedgehog) then
begin
d:= r - hwRound(Distance(gi^.X - x, gi^.Y - y));
if (d > 1) and not gi^.Invulnerable and (GetRandom(2) = 0) then
begin
if (CurrentHedgehog^.Gear = gi) then
PlaySound(sndOops, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
else
begin
if (gi^.State and gstMoving) = 0 then
gi^.State:= gi^.State or gstLoser;
if d > r div 2 then
PlaySound(sndNooo, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
else
PlaySound(sndUhOh, PHedgehog(gi^.Hedgehog)^.Team^.voicepack);
end;
end;
end;
gi:= gi^.NextGear
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear); forward;
function CheckGearDrowning(Gear: PGear): boolean;
var skipSpeed, skipAngle, skipDecay: hwFloat;
i, maxDrops: LongInt;
particle: PVisualGear;
begin
// probably needs tweaking. might need to be in a case statement based upon gear type
//(not Gear^.dY.isNegative) and this should not be necessary
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
begin
skipSpeed:= _0_25; // was 0.36 - couldn't manage baseball bat. Tiy's build is 0.36...
skipAngle:= _1 + _0_9; // these should perhaps also be constants, once work out what proper values are
skipDecay:= _0_87; // this could perhaps be a tiny bit higher.
if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
(hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
begin
Gear^.dY.isNegative:= true;
Gear^.dY:= Gear^.dY * skipDecay;
Gear^.dX:= Gear^.dX * skipDecay;
CheckGearDrowning:= false
end
else
begin
CheckGearDrowning:= true;
Gear^.State:= gstDrowning;
Gear^.RenderTimer:= false;
if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) then
Gear^.doStep:= @doStepDrowningGear;
if Gear^.Kind = gtHedgehog then
begin
Gear^.State:= Gear^.State and (not gstHHDriven);
AddCaption(Format(GetEventString(eidDrowned), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
end
end;
PlaySound(sndSplash);
if not cReducedQuality then
begin
AddVisualGear(hwRound(Gear^.X), cWaterLine, vgtSplash);
maxDrops := (Gear^.Radius div 2) + hwRound(Gear^.dX * Gear^.Radius * 2) + hwRound(Gear^.dY * Gear^.Radius * 2);
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), cWaterLine, vgtDroplet);
if particle <> nil then
begin
particle^.dX := particle^.dX - (Gear^.dX / 10);
particle^.dY := particle^.dY - (Gear^.dY / 5)
end
end
end;
end
else
CheckGearDrowning:= false
end;
procedure CheckCollision(Gear: PGear);
begin
if TestCollisionXwithGear(Gear, hwSign(Gear^.X)) or TestCollisionYwithGear(Gear, hwSign(Gear^.Y))
then Gear^.State:= Gear^.State or gstCollision
else Gear^.State:= Gear^.State and not gstCollision
end;
procedure CheckHHDamage(Gear: PGear);
var
dmg: Longword;
i: LongInt;
particle: PVisualGear;
begin
if _0_4 < Gear^.dY then
begin
dmg:= ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
if dmg < 1 then exit;
for i:= min(12, (3 + dmg div 10)) downto 0 do begin
particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5);
end;
if(Gear^.Invulnerable) then exit;
if _0_6 < Gear^.dY then
PlaySound(sndOw4, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
else
PlaySound(sndOw1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
ApplyDamage(Gear, dmg);
end
end;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
var dAngle: real;
begin
dAngle:= (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
if not Gear^.dX.isNegative then
Gear^.DirAngle:= Gear^.DirAngle + dAngle
else
Gear^.DirAngle:= Gear^.DirAngle - dAngle;
if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360
else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
begin
AllInactive:= false;
Gear^.Y:= Gear^.Y + cDrownSpeed;
Gear^.X:= Gear^.X + Gear^.dX * cDrownSpeed;
if (cWaterOpacity > $FE) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then DeleteGear(Gear);
// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
if (cWaterOpacity < $FF) and ((GameTicks and $1F) = 0) then
if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
else if Random(12) = 0 then
AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var isFalling: boolean;
//tmp: QWord;
tdX, tdY: hwFloat;
collV, collH: LongInt;
begin
Gear^.State:= Gear^.State and not gstCollision;
collV:= 0;
collH:= 0;
tdX:= Gear^.dX;
tdY:= Gear^.dY;
if Gear^.dY.isNegative then
begin
isFalling:= true;
if TestCollisionYwithGear(Gear, -1) then
begin
collV:= -1;
Gear^.dX:= Gear^.dX * Gear^.Friction;
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionYwithGear(Gear, 1) then collV:= 1;
end
else if TestCollisionYwithGear(Gear, 1) then
begin
collV:= 1;
isFalling:= false;
Gear^.dX:= Gear^.dX * Gear^.Friction;
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
else
begin
isFalling:= true;
if (Gear^.AdvBounce=1) and not Gear^.dY.isNegative and TestCollisionYwithGear(Gear, -1) then collV:= -1;
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
collH:= hwSign(Gear^.dX);
Gear^.dX:= - Gear^.dX * Gear^.Elasticity;
Gear^.dY:= Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then collH:= -hwSign(Gear^.dX);
//if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then
if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then
begin
Gear^.dX:= tdY*Gear^.Elasticity*Gear^.Friction;
Gear^.dY:= tdX*Gear^.Elasticity;//*Gear^.Friction;
Gear^.dY.isNegative:= not tdY.isNegative;
isFalling:= false;
Gear^.AdvBounce:= 10;
end;
if Gear^.AdvBounce > 1 then dec(Gear^.AdvBounce);
if isFalling then Gear^.dY:= Gear^.dY + cGravity;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
//if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and
(not isFalling) then
Gear^.State:= Gear^.State and not gstMoving
else
Gear^.State:= Gear^.State or gstMoving;
if (Gear^.nImpactSounds > 0) then
if ((Gear^.Damage <> 0) or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving))) and
((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)) then
PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true);
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
var i, x, y: LongInt;
dX, dY: hwFloat;
Fire: PGear;
begin
AllInactive:= false;
doStepFallingGear(Gear);
dec(Gear^.Timer);
if Gear^.Timer = 1000 then // might need adjustments
case Gear^.Kind of
gtAmmo_Bomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
end;
if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then
begin
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLDontDraw or EXPLNoGfx);
end;
if Gear^.Timer = 0 then
begin
case Gear^.Kind of
gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, EXPLAutoSound);
gtClusterBomb: begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
doMakeExplosion(x, y, 20, EXPLAutoSound);
for i:= 0 to 4 do
begin
dX:= rndSign(GetRandom * _0_1);
dY:= (GetRandom - _3) * _0_08;
AddGear(x, y, gtCluster, 0, dX, dY, 25);
end
end;
gtWatermelon: begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
doMakeExplosion(x, y, 75, EXPLAutoSound);
for i:= 0 to 5 do
begin
dX:= rndSign(GetRandom * _0_1);
dY:= (GetRandom - _1_5) * _0_3;
AddGear(x, y, gtMelonPiece, 0, dX, dY, 75)^.DirAngle:= i * 60;
end
end;
gtHellishBomb: begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
doMakeExplosion(x, y, 90, EXPLAutoSound);
for i:= 0 to 127 do
begin
dX:= AngleCos(i * 16) * _0_5 * (GetRandom + _1);
dY:= AngleSin(i * 16) * _0_5 * (GetRandom + _1);
Fire:= AddGear(x, y, gtFlame, 0, dX, dY, 0);
if i mod 2 = 0 then Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(x, y, gtFlame, 0, dX, -dY, 0);
if i mod 2 <> 0 then Fire^.State:= Fire^.State or gsttmpFlag;
end
end;
end;
DeleteGear(Gear);
exit
end;
CalcRotationDirAngle(Gear);
if Gear^.Kind = gtHellishBomb then
begin
if Gear^.Timer = 3000 then
begin
Gear^.nImpactSounds:= 0;
PlaySound(sndHellish);
end;
if (GameTicks and $3F) = 0 then
if (Gear^.State and gstCollision) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
var i, gX, gY: LongInt;
dX, dY: hwFloat;
Fire: PGear;
begin
AllInactive:= false;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then begin
PlaySound(sndMolotov);
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
//doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 5, EXPLAutoSound);
for i:= 0 to 20 do begin
dX:= AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
dY:= AngleSin(i * 8) * _0_5 * (GetRandom + _1);
Fire:= AddGear(gX, gY, gtFlame, 0, dX, dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(gX, gY, gtFlame, 0, dX, -dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(gX, gY, gtFlame, 0, -dX, dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
Fire:= AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0);
Fire^.State:= Fire^.State or gsttmpFlag;
end;
DeleteGear(Gear);
exit
end;
end;
procedure doStepWatermelon(Gear: PGear);
begin
AllInactive:= false;
Gear^.doStep:= @doStepBomb
end;
procedure doStepCluster(Gear: PGear);
begin
AllInactive:= false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (Gear^.Kind = gtMelonPiece) or (Gear^.Kind = gtBall) then
CalcRotationDirAngle(Gear)
else
if (GameTicks and $1F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrenade(Gear: PGear);
begin
AllInactive:= false;
Gear^.dX:= Gear^.dX + cWindSpeed;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PGear);
begin
if Gear^.Kind = gtHealthTag then
AllInactive:= false;
dec(Gear^.Timer);
Gear^.Y:= Gear^.Y + Gear^.dY;
if Gear^.Timer = 0 then
begin
if (Gear^.Kind = gtHealthTag) and (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die
DeleteGear(Gear)
end
end;
procedure doStepHealthTagWorkUnderWater(Gear: PGear);
begin
AllInactive:= false;
Gear^.Y:= Gear^.Y - _0_08;
if hwRound(Gear^.Y) < cWaterLine + 10 then
DeleteGear(Gear)
end;
procedure doStepHealthTag(Gear: PGear);
var s: shortstring;
begin
AllInactive:= false;
Gear^.dY:= -_0_08;
str(Gear^.State, s);
Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, fnt16);
if hwRound(Gear^.Y) < cWaterLine then
Gear^.doStep:= @doStepHealthTagWork
else
Gear^.doStep:= @doStepHealthTagWorkUnderWater;
Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
AllInactive:= false;
if Gear^.dY.isNegative then
if TestCollisionY(Gear, -1) then Gear^.dY:= _0;
if not Gear^.dY.isNegative then
if TestCollisionY(Gear, 1) then
begin
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
if Gear^.dY > - _1div1024 then
begin
Gear^.Active:= false;
exit
end else if Gear^.dY < - _0_03 then PlaySound(Gear^.ImpactSound)
end;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
Gear^.dY:= Gear^.dY + cGravity
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBeeWork(Gear: PGear);
var t: hwFloat;
gX,gY: LongInt;
nuw: boolean;
const uw: boolean = false;
begin
AllInactive:= false;
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
nuw:= (cWaterLine < hwRound(Gear^.Y) + Gear^.Radius);
if nuw and not uw then
begin
AddVisualGear(gX, cWaterLine, vgtSplash);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet);
StopSound(Gear^.SoundChannel);
Gear^.SoundChannel:= LoopSound(sndBeeWater);
uw:= nuw
end
else if not nuw and uw then
begin
AddVisualGear(gX, cWaterLine, vgtSplash);
StopSound(Gear^.SoundChannel);
Gear^.SoundChannel:= LoopSound(sndBee);
uw:= nuw
end;
t:= Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - gX));
Gear^.dY:= Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - gY));
t:= t / Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.dX * t;
Gear^.dY:= Gear^.dY * t;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (GameTicks and $3F) = 0 then
begin
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBeeTrace);
end;
CheckCollision(Gear);
dec(Gear^.Timer);
if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
begin
StopSound(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
end;
end;
procedure doStepBee(Gear: PGear);
begin
AllInactive:= false;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
Gear^.dY:= Gear^.dY + cGravity;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.SoundChannel:= LoopSound(sndBee);
Gear^.Timer:= 5000;
Gear^.doStep:= @doStepBeeWork
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer > 75 then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepShotgunShot(Gear: PGear);
var i: LongWord;
shell: PVisualGear;
begin
AllInactive:= false;
if ((Gear^.State and gstAnimation) = 0) then
begin
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
PlaySound(sndShotgunFire);
shell:= AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX:= gear^.dX / -4;
shell^.dY:= gear^.dY / -4;
shell^.Frame:= 0
end;
Gear^.State:= Gear^.State or gstAnimation
end;
exit
end
else inc(Gear^.Timer);
i:= 200;
repeat
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
Gear^.X:= Gear^.X + Gear^.dX * 8;
Gear^.Y:= Gear^.Y + Gear^.dY * 8;
ShotgunShot(Gear);
Gear^.doStep:= @doStepShotIdle;
exit
end;
CheckGearDrowning(Gear);
if (Gear^.State and gstDrowning) <> 0 then
begin
Gear^.doStep:= @doStepShotIdle;
exit
end;
dec(i)
until i = 0;
if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
Gear^.doStep:= @doStepShotIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletWork(Gear: PGear);
var i, x, y: LongWord;
oX, oY: hwFloat;
begin
AllInactive:= false;
inc(Gear^.Timer);
i:= 80;
oX:= Gear^.X;
oY:= Gear^.Y;
repeat
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
and (Land[y, x] <> 0) then inc(Gear^.Damage);
if Gear^.Damage > 5 then
if Gear^.Ammo^.AmmoType = amDEagle then
AmmoShove(Gear, 7, 20)
else
AmmoShove(Gear, Gear^.Timer, 20);
CheckGearDrowning(Gear);
dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
if Gear^.Damage > 0 then
begin
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0
end;
if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and (cWaterOpacity < $FF) then
begin
for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do
begin
if Random(6) = 0 then
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble);
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
end;
end;
if (Gear^.Health <= 0)
or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
begin
if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then cLaserSighting:= false;
if (Gear^.Ammo^.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and
((GameFlags and gfArtillery) = 0) then cArtillery:= false;
Gear^.doStep:= @doStepShotIdle
end;
end;
procedure doStepDEagleShot(Gear: PGear);
begin
PlaySound(sndGun);
Gear^.doStep:= @doStepBulletWork
end;
procedure doStepSniperRifleShot(Gear: PGear);
var HHGear: PGear;
shell: PVisualGear;
begin
cArtillery:= true;
HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNotKickable;
HedgehogChAngle(HHGear);
if not cLaserSighting then // game does not have default laser sight. turn it on and give them a chance to aim
begin
cLaserSighting:= true;
HHGear^.Message:= 0;
if(HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32)
end;
if (HHGear^.Message and gm_Attack) <> 0 then
begin
shell:= AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell);
if shell <> nil then
begin
shell^.dX:= gear^.dX / -2;
shell^.dY:= gear^.dY / -2;
shell^.Frame:= 1
end;
Gear^.State:= Gear^.State or gstAnimation;
Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
Gear^.dY:= -AngleCos(HHGear^.Angle) * _0_5;
PlaySound(sndGun);
Gear^.doStep:= @doStepBulletWork;
end
else
if (GameTicks mod 32) = 0 then
if (GameTicks mod 4096) < 2048 then
begin
if(HHGear^.Angle + 1 <= cMaxAngle) then inc(HHGear^.Angle)
end
else
if(HHGear^.Angle - 1 >= 0) then dec(HHGear^.Angle);
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft)
else
begin
DeleteGear(Gear);
AfterAttack
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
dec(Gear^.Timer);
case Gear^.Kind of
gtATStartGame: begin
AllInactive:= false;
if Gear^.Timer = 0 then
begin
AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState);
end
end;
gtATSmoothWindCh: begin
if Gear^.Timer = 0 then
begin
if WindBarWidth < Gear^.Tag then inc(WindBarWidth)
else if WindBarWidth > Gear^.Tag then dec(WindBarWidth);
if WindBarWidth <> Gear^.Tag then Gear^.Timer:= 10;
end
end;
gtATFinishGame: begin
AllInactive:= false;
if Gear^.Timer = 1000 then
begin
ScreenFade:= sfToBlack;
ScreenFadeValue:= 0;
ScreenFadeSpeed:= 1;
end;
if Gear^.Timer = 0 then
begin
SendIPC('N');
SendIPC('q');
GameState:= gsExit
end
end;
end;
if Gear^.Timer = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var i, ei: LongInt;
HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
dec(Gear^.Timer);
if (Gear^.Timer = 0)or((Gear^.Message and gm_Destroy) <> 0)or((HHGear^.State and gstHHDriven) = 0) then
begin
StopSound(Gear^.SoundChannel);
DeleteGear(Gear);
AfterAttack;
exit
end;
if (Gear^.Timer mod 33) = 0 then
begin
HHGear^.State:= HHGear^.State or gstNoDamage;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 7, 6, EXPLDontDraw);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
if (Gear^.Timer mod 47) = 0 then
begin
i:= hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ei:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
while i <= ei do
begin
DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
inc(i, 1)
end;
if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), COLOR_INDESTRUCTIBLE) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + _1_9;
end;
SetAllHHToActive;
end;
if TestCollisionYwithGear(Gear, 1) then
begin
Gear^.dY:= _0;
SetLittle(HHGear^.dX);
HHGear^.dY:= _0;
end else
begin
Gear^.dY:= Gear^.dY + cGravity;
Gear^.Y:= Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer:= 1
end;
Gear^.X:= Gear^.X + HHGear^.dX;
HHGear^.X:= Gear^.X;
HHGear^.Y:= Gear^.Y - int2hwFloat(cHHRadius);
if (Gear^.Message and gm_Attack) <> 0 then
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer:= 1 else else
if (Gear^.State and gsttmpFlag) = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
if ((Gear^.Message and gm_Left) <> 0) then Gear^.dX:= - _0_3 else
if ((Gear^.Message and gm_Right) <> 0) then Gear^.dX:= _0_3
else Gear^.dX:= _0;
end;
procedure doStepPickHammer(Gear: PGear);
var i, y: LongInt;
ar: TRangeArray;
HHGear: PGear;
begin
i:= 0;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
y:= hwRound(Gear^.Y) - cHHRadius * 2;
while y < hwRound(Gear^.Y) do
begin
ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
ar[i].Right:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
inc(y, 2);
inc(i)
end;
DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
Gear^.dY:= HHGear^.dY;
DeleteCI(HHGear);
Gear^.SoundChannel:= LoopSound(sndPickhammer);
doStepPickHammerWork(Gear);
Gear^.doStep:= @doStepPickHammerWork
end;
////////////////////////////////////////////////////////////////////////////////
var BTPrevAngle, BTSteps: LongInt;
procedure doStepBlowTorchWork(Gear: PGear);
var HHGear: PGear;
b: boolean;
prevX: LongInt;
begin
AllInactive:= false;
dec(Gear^.Timer);
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HedgehogChAngle(HHGear);
b:= false;
if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then
begin
Gear^.dX:= SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.dX);
Gear^.dY:= AngleCos(HHGear^.Angle) * ( - _0_5);
BTPrevAngle:= HHGear^.Angle;
b:= true
end;
if ((HHGear^.State and gstMoving) <> 0) then
begin
doStepHedgehogMoving(HHGear);
if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer:= 0
end;
if Gear^.Timer mod cHHStepTicks = 0 then
begin
b:= true;
if Gear^.dX.isNegative then
HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Left
else
HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Right;
if ((HHGear^.State and gstMoving) = 0) then
begin
HHGear^.State:= HHGear^.State and not gstAttacking;
prevX:= hwRound(HHGear^.X);
// why the call to HedgehogStep then a further increment of X?
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
if (prevX = hwRound(HHGear^.X)) and
CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HHGear^.X:= HHGear^.X + SignAs(_1, HHGear^.dX);
HHGear^.State:= HHGear^.State or gstAttacking
end;
inc(BTSteps);
if BTSteps = 7 then
begin
BTSteps:= 0;
if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)), COLOR_INDESTRUCTIBLE) then
begin
Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
end;
HHGear^.State:= HHGear^.State or gstNoDamage;
AmmoShove(Gear, 2, 15);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
end;
if b then
DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(Gear^.dY) * 7,
Gear^.dX, Gear^.dY,
cHHRadius * 5, cHHRadius * 2 + 7);
if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then
begin
HHGear^.Message:= 0;
HHGear^.State:= HHGear^.State and (not gstNotKickable);
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBlowTorch(Gear: PGear);
var HHGear: PGear;
begin
BTPrevAngle:= High(LongInt);
BTSteps:= 0;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= 0;
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.doStep:= @doStepBlowTorchWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRope(Gear: PGear); forward;
procedure doStepRopeAfterAttack(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear))
or TestCollisionYwithGear(HHGear, 1) then
begin
DeleteGear(Gear);
isCursorVisible:= false;
ApplyAmmoChanges(PHedgehog(Gear^.Hedgehog)^);
exit
end;
HedgehogChAngle(HHGear);
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
HHGear^.X:= HHGear^.X + HHGear^.dX;
HHGear^.Y:= HHGear^.Y + HHGear^.dY;
HHGear^.dY:= HHGear^.dY + cGravity;
if (Gear^.Message and gm_Attack) <> 0 then
begin
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y;
ApplyAngleBounds(PHedgehog(Gear^.Hedgehog)^, amRope);
Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
Gear^.dY:= -AngleCos(HHGear^.Angle);
Gear^.Friction:= _450;
Gear^.Elasticity:= _0;
Gear^.State:= Gear^.State and not gsttmpflag;
Gear^.doStep:= @doStepRope
end
end;
procedure doStepRopeWork(Gear: PGear);
var HHGear: PGear;
len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat;
lx, ly: LongInt;
haveCollision,
haveDivided: boolean;
procedure DeleteMe;
begin
with HHGear^ do
begin
Message:= Message and not gm_Attack;
State:= (State or gstMoving) and not gstWinner;
end;
DeleteGear(Gear)
end;
procedure WaitCollision;
begin
with HHGear^ do
begin
Message:= Message and not gm_Attack;
State:= State or gstMoving;
end;
RopePoints.Count:= 0;
Gear^.Elasticity:= _0;
Gear^.doStep:= @doStepRopeAfterAttack
end;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
or (CheckGearDrowning(HHGear)) then
begin
DeleteMe;
exit
end;
if (Gear^.Message and gm_Left <> 0) then HHGear^.dX:= HHGear^.dX - _0_0002 else
if (Gear^.Message and gm_Right <> 0) then HHGear^.dX:= HHGear^.dX + _0_0002;
if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY:= HHGear^.dY + cGravity;
ropeDx:= HHGear^.X - Gear^.X; // vector between hedgehog and rope attaching point
ropeDy:= HHGear^.Y - Gear^.Y;
mdX:= ropeDx + HHGear^.dX;
mdY:= ropeDy + HHGear^.dY;
len:= _1 / Distance(mdX, mdY);
mdX:= mdX * len; // rope vector plus hedgehog direction vector normalized
mdY:= mdY * len;
Gear^.dX:= mdX; // for visual purposes only
Gear^.dY:= mdY;
/////
tx:= HHGear^.X;
ty:= HHGear^.Y;
if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Elasticity < Gear^.Friction) then
if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx))
or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then
Gear^.Elasticity:= Gear^.Elasticity + _0_3;
if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Elasticity > _30) then
if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx))
or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then
Gear^.Elasticity:= Gear^.Elasticity - _0_3;
HHGear^.X:= Gear^.X + mdX * Gear^.Elasticity;
HHGear^.Y:= Gear^.Y + mdY * Gear^.Elasticity;
HHGear^.dX:= HHGear^.X - tx;
HHGear^.dY:= HHGear^.Y - ty;
////
haveDivided:= false;
// check whether rope needs dividing
len:= _1 / Distance(ropeDx, ropeDy); // old rope pos
nx:= ropeDx * len;
ny:= ropeDy * len;
len:= Gear^.Elasticity - _0_3x70;
while len > _3 do
begin
lx:= hwRound(Gear^.X + mdX * len);
ly:= hwRound(Gear^.Y + mdY * len);
if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] <> 0) then
begin
with RopePoints.ar[RopePoints.Count] do
begin
X:= Gear^.X;
Y:= Gear^.Y;
if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle(Gear^.dY, Gear^.dX);
b:= (nx * HHGear^.dY) > (ny * HHGear^.dX);
dLen:= len
end;
with RopePoints.rounded[RopePoints.Count] do
begin
X:= hwRound(Gear^.X);
Y:= hwRound(Gear^.Y);
end;
Gear^.X:= Gear^.X + nx * len;
Gear^.Y:= Gear^.Y + ny * len;
inc(RopePoints.Count);
TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
Gear^.Elasticity:= Gear^.Elasticity - len;
Gear^.Friction:= Gear^.Friction - len;
haveDivided:= true;
break
end;
len:= len - _0_3 // should be the same as increase step
end;
if not haveDivided then
if RopePoints.Count > 0 then // check whether the last dividing point could be removed
begin
tx:= RopePoints.ar[Pred(RopePoints.Count)].X;
ty:= RopePoints.ar[Pred(RopePoints.Count)].Y;
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;
haveCollision:= false;
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
begin
HHGear^.dX:= -_0_6 * HHGear^.dX;
haveCollision:= true
end;
if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then
begin
HHGear^.dY:= -_0_6 * HHGear^.dY;
haveCollision:= true
end;
if haveCollision
and (Gear^.Message and (gm_Left or gm_Right) <> 0)
and (Gear^.Message and (gm_Up or gm_Down) <> 0) then
begin
HHGear^.dX:= SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
HHGear^.dY:= SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
end;
len:= Distance(HHGear^.dX, HHGear^.dY);
if len > _0_8 then
begin
len:= _0_8 / len;
HHGear^.dX:= HHGear^.dX * len;
HHGear^.dY:= HHGear^.dY * len;
end;
if (Gear^.Message and gm_Attack) <> 0 then
if (Gear^.State and gsttmpFlag) <> 0 then
with PHedgehog(Gear^.Hedgehog)^ do
if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then
WaitCollision
else
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: hwFloat;
procedure RemoveFromAmmo;
begin
if (Gear^.State and gstAttacked) = 0 then
begin
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
Gear^.State:= Gear^.State or gstAttacked
end;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
end;
begin
Gear^.X:= Gear^.X - Gear^.dX;
Gear^.Y:= Gear^.Y - Gear^.dY;
Gear^.Elasticity:= Gear^.Elasticity + _1;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
if (HHGear^.State and gstMoving) <> 0 then
begin
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
HHGear^.X:= HHGear^.X + HHGear^.dX;
Gear^.X:= Gear^.X + HHGear^.dX;
if TestCollisionYwithGear(HHGear, 1) then
begin
CheckHHDamage(HHGear);
HHGear^.dY:= _0;
//HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump);
end else
begin
HHGear^.Y:= HHGear^.Y + HHGear^.dY;
Gear^.Y:= Gear^.Y + HHGear^.dY;
HHGear^.dY:= HHGear^.dY + cGravity;
end;
tt:= Gear^.Elasticity;
tx:= _0;
ty:= _0;
while tt > _20 do
begin
if TestCollisionXwithXYShift(Gear, tx, hwRound(ty), -hwSign(Gear^.dX))
or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(Gear^.dY)) then
begin
Gear^.X:= Gear^.X + tx;
Gear^.Y:= Gear^.Y + ty;
Gear^.Elasticity:= tt;
Gear^.doStep:= @doStepRopeWork;
with HHGear^ do State:= State and not (gstAttacking or gstHHJumping or gstHHHJump);
RemoveFromAmmo;
tt:= _0;
exit
end;
tx:= tx + Gear^.dX + Gear^.dX;
ty:= ty + Gear^.dY + Gear^.dY;
tt:= tt - _2;
end;
end;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
if Gear^.Elasticity < _10 then
Gear^.Elasticity:= _10000
else
begin
Gear^.doStep:= @doStepRopeWork;
with HHGear^ do State:= State and not (gstAttacking or gstHHJumping or gstHHHJump);
RemoveFromAmmo;
exit
end;
if (Gear^.Elasticity > Gear^.Friction)
or ((Gear^.Message and gm_Attack) = 0)
or ((HHGear^.State and gstHHDriven) = 0)
or (HHGear^.Damage > 0) then
begin
with PHedgehog(Gear^.Hedgehog)^.Gear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not gm_Attack
end;
DeleteGear(Gear)
end
end;
procedure doStepRope(Gear: PGear);
begin
Gear^.dX:= - Gear^.dX;
Gear^.dY:= - Gear^.dY;
Gear^.doStep:= @doStepRopeAttach
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer > 64 then
begin
Gear^.Timer:= 0;
dec(Gear^.State)
end;
Gear^.dX:= Gear^.dX + cWindSpeed;
Gear^.X:= Gear^.X + Gear^.dX;
if Gear^.State = 0 then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer > 75 then
begin
inc(Gear^.State);
Gear^.Timer:= 0;
if Gear^.State > 5 then DeleteGear(Gear)
end;
end;
procedure doStepExplosion(Gear: PGear);
var i: LongWord;
begin
for i:= 0 to 31 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire);
for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart);
for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
begin
if (Gear^.State and gstMoving) <> 0 then
begin
DeleteCI(Gear);
doStepFallingGear(Gear);
if (Gear^.State and gstMoving) = 0 then
begin
AddGearCI(Gear);
Gear^.dX:= _0;
Gear^.dY:= _0
end;
CalcRotationDirAngle(Gear);
AllInactive:= false
end else
if ((GameTicks and $3F) = 25) then
doStepFallingGear(Gear);
if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then
if ((Gear^.State and gstAttacking) = 0) then
begin
if ((GameTicks and $1F) = 0) then
if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State:= Gear^.State or gstAttacking
end else // gstAttacking <> 0
begin
AllInactive:= false;
if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick);
if Gear^.Timer = 0 then
begin
if ((Gear^.State and gstWait) <> 0) or
(cMineDudPercent = 0) or
(getRandom(100) > cMineDudPercent) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear)
end
else
begin
AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke);
PlaySound(sndVaporize);
Gear^.Health:= 0;
end;
exit
end;
dec(Gear^.Timer);
end else // gsttmpFlag = 0
if TurnTimeLeft = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
doStepFallingGear(Gear);
AllInactive:= false;
if Gear^.Timer mod 166 = 0 then inc(Gear^.Tag);
if Gear^.Timer = 1000 then // might need better timing
makeHogsWorry(Gear^.X, Gear^.Y, 75);
if Gear^.Timer = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
///////////////////////////////////////////////////////////////////////////////
(*
TODO
Increase damage as barrel smokes?
Try tweaking friction some more
*)
procedure doStepRollingBarrel(Gear: PGear);
var i: LongInt;
particle: PVisualGear;
begin
Gear^.State:= Gear^.State or gstAnimation;
if ((Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0)) then
begin
DeleteCI(Gear);
AllInactive:= false;
if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
inc(Gear^.Damage, hwRound(Gear^.dY * _50));
for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
begin
particle:= AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5)
end
end
else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1) then
inc(Gear^.Damage, hwRound(Gear^.dX * _50))
else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1) then
inc(Gear^.Damage, hwRound(Gear^.dY * -_50))
else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1) then
inc(Gear^.Damage, hwRound(Gear^.dX * -_50));
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
//CheckGearDrowning(Gear)
end
else
begin
Gear^.State:= Gear^.State or gsttmpFlag;
AddGearCI(Gear)
end;
(*
Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
if (Land[y+1, x] = 0) then
begin
if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then
Gear^.dX:= -_0_08
else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then
Gear^.dX:= _0_08;
end;
if Gear^.dX.QWordValue = 0 then AddGearCI(Gear)
end; *)
if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and TestCollisionYwithGear(Gear, 1) then Gear^.dY:= _0;
if hwAbs(Gear^.dX) < _0_001 then Gear^.dX:= _0;
if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0;
if Gear^.Health <= 0 then Gear^.doStep:= @doStepCase; // Hand off to doStepCase for the explosion
end;
procedure doStepCase(Gear: PGear);
var i, x, y: LongInt;
k: TGearType;
exBoom: boolean;
dX, dY: HWFloat;
begin
k:= Gear^.Kind;
exBoom:= false;
if (Gear^.Message and gm_Destroy) > 0 then
begin
DeleteGear(Gear);
FreeActionsList;
SetAllToActive; // something (hh, mine, etc...) could be on top of the case
with CurrentHedgehog^ do
if Gear <> nil then Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump);
exit
end;
if k = gtExplosives then
begin
//if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then Gear^.doStep:= @doStepRollingBarrel;
if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
else
AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0;
if Gear^.Health <= 0 then
exBoom:= true;
end;
if (Gear^.Damage > 0) or exBoom then
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
DeleteGear(Gear); // <-- delete gear!
if k = gtCase then
begin
doMakeExplosion(x, y, 25, EXPLAutoSound);
for i:= 0 to 63 do
AddGear(x, y, gtFlame, 0, _0, _0, 0);
end
else if k = gtExplosives then
begin
doMakeExplosion(x, y, 75, EXPLAutoSound);
for i:= 0 to 31 do
begin
dX:= AngleCos(i * 64) * _0_5 * (getrandom + _1);
dY:= AngleSin(i * 64) * _0_5 * (getrandom + _1);
AddGear(x, y, gtFlame, 0, dX, dY, 0);
AddGear(x, y, gtFlame, 0, -dX, -dY, 0)^.State:= gsttmpFlag;
end
end;
exit
end;
if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
begin
AllInactive:= false;
Gear^.dY:= Gear^.dY + cGravity;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then SetAllHHToActive;
if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0;
if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then
begin
if (Gear^.dY > _0_02) and (k = gtExplosives) then
inc(Gear^.Damage, hwRound(Gear^.dY * _40));
if Gear^.dY > _0_2 then
for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
if Gear^.dY > - _0_001 then Gear^.dY:= _0
else if Gear^.dY < - _0_03 then
PlaySound(Gear^.ImpactSound);
end;
//if Gear^.dY > - _0_001 then Gear^.dY:= _0
CheckGearDrowning(Gear);
end;
if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear)
else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTarget(Gear: PGear);
begin
if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
PlaySound(sndWarp);
if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
inc(Gear^.Timer)
else if Gear^.Tag = 1 then
begin
Gear^.Tag:= 2;
if (TrainingFlags and tfTimeTrial) <> 0 then
begin
inc(TurnTimeLeft, TrainingTimeInc);
if TrainingTimeInc > TrainingTimeInM then
dec(TrainingTimeInc, TrainingTimeInD);
if TurnTimeLeft > TrainingTimeMax then
TurnTimeLeft:= TrainingTimeMax;
end;
end
else if Gear^.Tag = 2 then
if Gear^.Timer > 0 then
dec(Gear^.Timer)
else
begin
if (TrainingFlags and tfTargetRespawn) <> 0 then
begin
TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0);
FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
end;
DeleteGear(Gear);
exit;
end;
doStepCase(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepIdle(Gear: PGear);
begin
AllInactive:= false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepShover(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
AmmoShove(Gear, 30, 115);
HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
var HHGear: PGear;
i: LongInt;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
for i:= 0 to 3 do
begin
AmmoShove(Gear, 30, 25);
Gear^.X:= Gear^.X + Gear^.dX * 5
end;
HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
var gX,gY,i: LongInt;
begin
if (Gear^.State and gsttmpFlag) = 0 then AllInactive:= false;
if not TestCollisionYwithGear(Gear, 1) then
begin
AllInactive:= false;
if Gear^.dX.QWordValue > _0_01.QWordValue then
Gear^.dX:= Gear^.dX * _0_995;
Gear^.dY:= Gear^.dY + cGravity;
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.dY:= Gear^.dY + cGravity;
if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY:= Gear^.dY * _0_995;
if (Gear^.State and gsttmpFlag) <> 0 then Gear^.X:= Gear^.X + Gear^.dX else
Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 640;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (hwRound(Gear^.Y) > cWaterLine) then
begin
gX:= hwRound(Gear^.X);
for i:= 0 to 3 do
AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam);
PlaySound(sndVaporize);
DeleteGear(Gear);
exit
end
end else begin
if (Gear^.State and gsttmpFlag) <> 0 then
begin
Gear^.Radius:= 9;
AmmoShove(Gear, 2, 30);
Gear^.Radius:= 1
end;
if Gear^.Timer > 0 then
begin
dec(Gear^.Timer);
inc(Gear^.Damage)
end
else begin
// Standard fire
if (Gear^.State and gsttmpFlag) = 0 then
begin
Gear^.Radius:= 9;
AmmoShove(Gear, 4, 100);
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
Gear^.Radius:= 1;
doMakeExplosion(gX, gY, 4, EXPLNoDamage);
if ((GameTicks and $7) = 0) and (Random(2) = 0) then
for i:= 1 to Random(2)+1 do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
if Gear^.Health > 0 then dec(Gear^.Health);
Gear^.Timer:= 450 - Gear^.Tag * 8
end
else begin
// Modified fire
if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then begin
DrawExplosion(gX, gY, 4);
for i:= 0 to Random(3) do
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
// This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
Gear^.Timer:= 100 - Gear^.Tag * 3;
if (Gear^.Damage > 3000+Gear^.Tag*1500) then Gear^.Health:= 0
end
end
end;
if Gear^.Health = 0 then begin
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
if (Gear^.State and gsttmpFlag) = 0 then begin
if ((GameTicks and $3) = 0) and (Random(1) = 0) then begin
for i:= 1 to Random(2)+1 do begin
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
end;
end else begin
for i:= 0 to Random(3) do begin
AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
end;
end;
DeleteGear(Gear)
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
if ((Gear^.Message and gm_Destroy) <> 0) then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
begin
Gear^.Tag:= hwRound(HHGear^.Y);
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
HHGear^.State:= HHGear^.State or gstNoDamage;
Gear^.Y:= HHGear^.Y;
AmmoShove(Gear, 30, 40);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
HHGear^.dY:= HHGear^.dY + cGravity;
if not (HHGear^.dY.isNegative) then
begin
HHGear^.State:= HHGear^.State or gstMoving;
DeleteGear(Gear);
AfterAttack;
exit
end;
if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)), COLOR_INDESTRUCTIBLE) then
HHGear^.Y:= HHGear^.Y + HHGear^.dY
end;
procedure doStepFirePunch(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
HHGear^.X:= int2hwFloat(hwRound(HHGear^.X)) - _0_5;
HHGear^.dX:= SignAs(cLittle, Gear^.dX);
HHGear^.dY:= - _0_3;
Gear^.X:= HHGear^.X;
Gear^.dX:= SignAs(_0_45, Gear^.dX);
Gear^.dY:= - _0_9;
Gear^.doStep:= @doStepFirePunchWork;
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);
PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), PHedgehog(HHGear^.Hedgehog)^.Team^.voicepack)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepParachuteWork(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
inc(Gear^.Timer);
if TestCollisionYwithGear(HHGear, 1)
or ((HHGear^.State and gstHHDriven) = 0)
or CheckGearDrowning(HHGear)
or ((Gear^.Message and gm_Attack) <> 0) then
begin
with HHGear^ do
begin
Message:= 0;
SetLittle(dX);
dY:= _0;
State:= State or gstMoving;
end;
DeleteGear(Gear);
isCursorVisible:= false;
ApplyAmmoChanges(PHedgehog(Gear^.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;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y
end;
procedure doStepParachute(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked or gstMoving);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
Gear^.doStep:= @doStepParachuteWork;
Gear^.Message:= HHGear^.Message;
doStepParachuteWork(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirAttackWork(Gear: PGear);
var i: Longint;
begin
AllInactive:= false;
Gear^.X:= Gear^.X + cAirPlaneSpeed * Gear^.Tag;
if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
begin
dec(Gear^.Health);
case Gear^.State of
0: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
2: for i:= -19 to 19 do
FollowGear:= AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
end;
Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
if (hwRound(Gear^.X) > (LAND_WIDTH+1024)) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;
procedure doStepAirAttack(Gear: PGear);
begin
AllInactive:= false;
if Gear^.X.QWordValue = 0 then
begin
Gear^.Tag:= 1;
Gear^.X:= -_1024;
end
else
begin
Gear^.Tag:= -1;
Gear^.X:= int2hwFloat(LAND_WIDTH + 1024);
end;
Gear^.Y:= int2hwFloat(topY-300);
Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
if (int2hwFloat(TargetPoint.Y) - Gear^.Y > _0) and (Gear^.State <> 2) then
Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;
Gear^.Health:= 6;
Gear^.doStep:= @doStepAirAttackWork;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepAirBomb(Gear: PGear);
begin
AllInactive:= false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepGirder(Gear: PGear);
var HHGear: PGear;
x, y, tx, ty: hwFloat;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
tx:= int2hwFloat(TargetPoint.X);
ty:= int2hwFloat(TargetPoint.Y);
x:= HHGear^.X;
y:= HHGear^.Y;
if (Distance(tx - x, ty - y) > _256) or
not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, Gear^.State, true) then
begin
PlaySound(sndDenied);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
HHGear^.State:= HHGear^.State and not gstAttacking;
HHGear^.State:= HHGear^.State or gstHHChooseTarget;
isCursorVisible:= true;
DeleteGear(Gear)
end
else begin
PlaySound(sndPlaced);
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
end;
HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
TargetPoint.X:= NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
var HHGear: PGear;
begin
PHedgehog(Gear^.Hedgehog)^.Unplaced:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Y:= HHGear^.Y + HHGear^.dY; // hedgehog falling to collect cases
HHGear^.dY:= HHGear^.dY + cGravity;
if TestCollisionYwithGear(HHGear, 1)
or CheckGearDrowning(HHGear) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepTeleportAnim(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer = 65 then
begin
Gear^.Timer:= 0;
inc(Gear^.Pos);
if Gear^.Pos = 11 then
Gear^.doStep:= @doStepTeleportAfter
end;
end;
procedure doStepTeleport(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
sprHHTelepMask, 0, false) then
begin
HHGear^.Message:= HHGear^.Message and not gm_Attack;
HHGear^.State:= HHGear^.State and not gstAttacking;
HHGear^.State:= HHGear^.State or gstHHChooseTarget;
DeleteGear(Gear);
isCursorVisible:= true;
PlaySound(sndDenied)
end
else begin
DeleteCI(HHGear);
SetAllHHToActive;
Gear^.doStep:= @doStepTeleportAnim;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y;
HHGear^.X:= int2hwFloat(TargetPoint.X);
HHGear^.Y:= int2hwFloat(TargetPoint.Y);
HHGear^.State:= HHGear^.State or gstMoving;
playSound(sndWarp)
end;
TargetPoint.X:= NoPointX;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
var HHGear: PGear;
Msg, State: Longword;
begin
AllInactive:= false;
if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
Msg:= Gear^.Message and not gm_Switch;
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
HHGear:= CurrentHedgehog^.Gear;
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
HHGear^.Message:= Msg;
exit
end;
if (Gear^.Message and gm_Switch) <> 0 then
begin
HHGear:= CurrentHedgehog^.Gear;
HHGear^.Message:= HHGear^.Message and not gm_Switch;
Gear^.Message:= Gear^.Message and not gm_Switch;
State:= HHGear^.State;
HHGear^.State:= 0;
HHGear^.Active:= false;
HHGear^.Z:= cHHZ;
RemoveGearFromList(HHGear);
InsertGearToList(HHGear);
PlaySound(sndSwitchHog);
repeat
CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
CurrentHedgehog:= @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];
HHGear:= CurrentHedgehog^.Gear;
HHGear^.State:= State;
HHGear^.Active:= true;
FollowGear:= HHGear;
HHGear^.Z:= cCurrHHZ;
RemoveGearFromList(HHGear);
InsertGearToList(HHGear);
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y
end;
end;
procedure doStepSwitcher(Gear: PGear);
var HHGear: PGear;
begin
Gear^.doStep:= @doStepSwitcherWork;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
with HHGear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not gm_Attack
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
var dX, dY: hwFloat;
i: LongInt;
dxn, dyn: boolean;
begin
AllInactive:= false;
dxn:= Gear^.dX.isNegative;
dyn:= Gear^.dY.isNegative;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);
Gear^.dX.isNegative:= not dxn;
Gear^.dY.isNegative:= not dyn;
for i:= 0 to 4 do
begin
dX:= Gear^.dX + (GetRandom - _0_5) * _0_03;
dY:= Gear^.dY + (GetRandom - _0_5) * _0_03;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
end;
DeleteGear(Gear);
exit
end;
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
const upd: Longword = 0;
var i: LongWord;
HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);
i:= 2;
repeat
Gear^.X:= Gear^.X + HHGear^.dX;
Gear^.Y:= Gear^.Y + HHGear^.dY;
HHGear^.X:= Gear^.X;
HHGear^.Y:= Gear^.Y;
inc(Gear^.Damage, 2);
// if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
// or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);
dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health);
inc(upd);
if upd > 3 then
begin
if Gear^.Health < 1500 then Gear^.Pos:= 2;
AmmoShove(Gear, 30, 40);
DrawTunnel(HHGear^.X - HHGear^.dX * 10,
HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
HHGear^.dX,
HHGear^.dY,
20 + cHHRadius * 2,
cHHRadius * 2 + 6);
upd:= 0
end;
if Gear^.Health < Gear^.Damage then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear);
DeleteGear(HHGear);
end else
begin
dec(Gear^.Health, Gear^.Damage);
Gear^.Damage:= 0
end
end;
procedure doStepKamikazeIdle(Gear: PGear);
begin
AllInactive:= false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
Gear^.Pos:= 1;
PlaySound(sndKamikaze, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
Gear^.doStep:= @doStepKamikazeWork
end
end;
procedure doStepKamikaze(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.dX:= Gear^.dX;
HHGear^.dY:= Gear^.dY;
Gear^.dX:= SignAs(_0_45, Gear^.dX);
Gear^.dY:= - _0_9;
Gear^.Timer:= 550;
Gear^.doStep:= @doStepKamikazeIdle
end;
////////////////////////////////////////////////////////////////////////////////
const cakeh = 27;
cakeDmg = 75;
var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end;
CakeI: Longword;
procedure doStepCakeExpl(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 2250 then exit;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear)
end;
procedure doStepCakeDown(Gear: PGear);
var gi: PGear;
dmg: LongInt;
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag:= 0;
if Gear^.Pos = 0 then
begin
gi:= GearsList;
while gi <> nil do
begin
dmg:= cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
if (dmg > 1) and (gi^.Kind = gtHedgehog) then
if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
gi^.State:= gi^.State or gstLoser
else
gi^.State:= gi^.State or gstWinner;
gi:= gi^.NextGear
end;
Gear^.doStep:= @doStepCakeExpl;
PlaySound(sndCake)
end else dec(Gear^.Pos)
end;
procedure doStepCakeWork(Gear: PGear);
const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));
var xx, yy, xxn, yyn: LongInt;
da: LongInt;
tdx, tdy: hwFloat;
procedure PrevAngle;
begin
Gear^.Angle:= (LongInt(Gear^.Angle) + 4 - dA) mod 4
end;
procedure NextAngle;
begin
Gear^.Angle:= (LongInt(Gear^.Angle) + 4 + dA) mod 4
end;
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 7 then exit;
dA:= hwSign(Gear^.dX);
xx:= dirs[Gear^.Angle].x;
yy:= dirs[Gear^.Angle].y;
xxn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
yyn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;
if (xx = 0) then
if TestCollisionYwithGear(Gear, yy) then
PrevAngle
else begin
Gear^.Tag:= 0;
Gear^.Y:= Gear^.Y + int2hwFloat(yy);
if not TestCollisionXwithGear(Gear, xxn) then
begin
Gear^.X:= Gear^.X + int2hwFloat(xxn);
NextAngle
end;
end;
if (yy = 0) then
if TestCollisionXwithGear(Gear, xx) then
PrevAngle
else begin
Gear^.Tag:= 0;
Gear^.X:= Gear^.X + int2hwFloat(xx);
if not TestCollisionYwithGear(Gear, yyn) then
begin
Gear^.Y:= Gear^.Y + int2hwFloat(yyn);
NextAngle
end;
end;
if Gear^.Tag = 0 then
begin
CakeI:= (CakeI + 1) mod cakeh;
tdx:= CakePoints[CakeI].x - Gear^.X;
tdy:= - CakePoints[CakeI].y + Gear^.Y;
CakePoints[CakeI].x:= Gear^.X;
CakePoints[CakeI].y:= Gear^.Y;
Gear^.DirAngle:= DxDy2Angle(tdx, tdy);
end;
dec(Gear^.Health);
Gear^.Timer:= Gear^.Health*10; // This is not seconds, but at least it is *some* feedback
if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then
begin
FollowGear:= Gear;
Gear^.RenderTimer:= false;
Gear^.doStep:= @doStepCakeDown
end
end;
procedure doStepCakeUp(Gear: PGear);
var i: Longword;
begin
AllInactive:= false;
inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag:= 0;
if Gear^.Pos = 6 then
begin
for i:= 0 to Pred(cakeh) do
begin
CakePoints[i].x:= Gear^.X;
CakePoints[i].y:= Gear^.Y
end;
CakeI:= 0;
Gear^.doStep:= @doStepCakeWork
end else inc(Gear^.Pos)
end;
procedure doStepCakeFall(Gear: PGear);
begin
AllInactive:= false;
Gear^.dY:= Gear^.dY + cGravity;
if TestCollisionYwithGear(Gear, 1) then
Gear^.doStep:= @doStepCakeUp
else
begin
Gear^.Y:= Gear^.Y + Gear^.dY;
if CheckGearDrowning(Gear) then AfterAttack
end
end;
procedure doStepCake(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= HHGear^.Message and (not gm_Attack);
DeleteCI(HHGear);
FollowGear:= Gear;
Gear^.doStep:= @doStepCakeFall
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
var x, y: LongInt;
begin
AllInactive:= false;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
if (Land[y, x] <> 0) then
begin
Gear^.dX.isNegative:= not Gear^.dX.isNegative;
Gear^.dY.isNegative:= not Gear^.dY.isNegative;
Gear^.dX:= Gear^.dX * _1_5;
Gear^.dY:= Gear^.dY * _1_5 - _0_3;
AmmoShove(Gear, 0, 40);
AfterAttack;
DeleteGear(Gear)
end
else
else
begin
AfterAttack;
DeleteGear(Gear)
end
end;
procedure doStepSeductionWear(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer > 250 then
begin
Gear^.Timer:= 0;
inc(Gear^.Pos);
if Gear^.Pos = 5 then
PlaySound(sndYoohoo, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
end;
if Gear^.Pos = 14 then
Gear^.doStep:= @doStepSeductionWork
end;
procedure doStepSeduction(Gear: PGear);
begin
AllInactive:= false;
DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);
Gear^.doStep:= @doStepSeductionWear
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
var i: LongWord;
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer = 17 then
Gear^.Timer:= 0
else
exit;
if cWaterLine > 0 then
begin
dec(cWaterLine);
for i:= 0 to LAND_WIDTH - 1 do
Land[cWaterLine, i]:= 0;
SetAllToActive
end;
inc(Gear^.Tag);
if (Gear^.Tag = 47) or (cWaterLine = 0) then
DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepDrillDrilling(Gear: PGear);
var t: PGearArray;
ox, oy: hwFloat;
begin
AllInactive:= false;
if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
begin
ox:= Gear^.X;
oy:= Gear^.Y;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
if(CheckGearDrowning(Gear)) then
begin
StopSound(Gear^.SoundChannel);
exit
end
end;
t:= CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bug
if (Gear^.Timer = 0)
or (t^.Count <> 0)
or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))
or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] = COLOR_INDESTRUCTIBLE) then
begin //out of time or exited ground
StopSound(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
procedure doStepDrill(Gear: PGear);
var t: PGearArray;
oldDx, oldDy: hwFloat;
t2: hwFloat;
begin
AllInactive:= false;
Gear^.dX:= Gear^.dX + cWindSpeed;
oldDx:= Gear^.dX;
oldDy:= Gear^.dY;
doStepFallingGear(Gear);
if (GameTicks and $3F) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
if ((Gear^.State and gstCollision) <> 0) then begin //hit
Gear^.dX:= oldDx;
Gear^.dY:= oldDy;
t:= CheckGearsCollision(Gear);
if (t^.Count = 0) then begin //hit the ground not the HH
t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.dX * t2;
Gear^.dY:= Gear^.dY * t2;
end else begin //explode right on contact with HH
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit;
end;
Gear^.SoundChannel:= LoopSound(sndDrillRocket);
Gear^.doStep:= @doStepDrillDrilling;
dec(Gear^.Timer)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
var HHGear: PGear;
rx, ry: hwFloat;
gX, gY: LongInt;
begin
AllInactive:= false;
dec(Gear^.Timer);
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HedgehogChAngle(HHGear);
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
if (Gear^.Timer mod 100) = 0 then
begin
rx:= rndSign(getRandom * _0_1);
ry:= rndSign(getRandom * _0_1);
AddGear(gx, gy, gtBall, 0,
SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - _0_8) + ry,
0);
PlaySound(sndGun);
end;
if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then
begin
DeleteGear(Gear);
AfterAttack
end
end;
procedure doStepBallgun(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Down);
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.doStep:= @doStepBallgunWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);
const cAngleSpeed = 3;
var HHGear: PGear;
i: LongInt;
dX, dY: hwFloat;
fChanged: boolean;
trueAngle: Longword;
t: PGear;
begin
AllInactive:= false;
if ((TrainingFlags and tfRCPlane) = 0) and (Gear^.Timer > 0) then dec(Gear^.Timer);
if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStartTime = 0) then TimeTrialStartTime:= RealTicks;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
FollowGear:= Gear;
fChanged:= false;
if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
begin
fChanged:= true;
if Gear^.Angle > 2048 then dec(Gear^.Angle) else
if Gear^.Angle < 2048 then inc(Gear^.Angle) else fChanged:= false
end
else
begin
if ((Gear^.Message and gm_Left) <> 0) then
begin
fChanged:= true;
Gear^.Angle:= (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
end;
if ((Gear^.Message and gm_Right) <> 0) then
begin
fChanged:= true;
Gear^.Angle:= (Gear^.Angle + cAngleSpeed) mod 4096
end
end;
if fChanged then
begin
Gear^.dX.isNegative:= (Gear^.Angle > 2048);
if Gear^.dX.isNegative then
trueAngle:= 4096 - Gear^.Angle
else
trueAngle:= Gear^.Angle;
Gear^.dX:= SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
Gear^.dY:= AngleCos(trueAngle) * -_0_25;
end;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (TrainingFlags and tfRCPlane) = 0 then
begin
if (GameTicks and $FF) = 0 then
if Gear^.Timer < 3500 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0)
else
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
if ((HHGear^.Message and gm_Attack) <> 0) and (Gear^.Health <> 0) then
begin
HHGear^.Message := HHGear^.Message and not gm_Attack;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY * _0_5, 0);
dec(Gear^.Health)
end;
if ((HHGear^.Message and gm_LJump) <> 0)
and ((Gear^.State and gsttmpFlag) = 0) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
PauseMusic;
playSound(sndRideOfTheValkyries);
end;
// pickup bonuses
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(HHGear, t);
end
else
begin
if (GameTicks and $FF) = 0 then
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);
// pickup targets
t:= CheckGearNear(Gear, gtTarget, 36, 36);
if t <> nil then
begin
if t^.Tag <> 0 then // collect it only once
exit;
PlaySound(sndShotgunReload);
t^.Tag:= 1;
TrainingTargetGear:= nil; // remove target cursor
exit;
end;
if (TurnTimeLeft > 0) then
dec(TurnTimeLeft)
end;
CheckCollision(Gear);
if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0))
or CheckGearDrowning(Gear) then
begin
if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStopTime = 0) then TimeTrialStopTime:= RealTicks;
StopSound(Gear^.SoundChannel);
StopSound(sndRideOfTheValkyries);
ResumeMusic;
if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0)) then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLAutoSound);
for i:= 0 to 32 do
begin
dX:= AngleCos(i * 64) * _0_5 * (GetRandom + _1);
dY:= AngleSin(i * 64) * _0_5 * (GetRandom + _1);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
end;
DeleteGear(Gear)
end;
AfterAttack;
CurAmmoGear:= nil;
TurnTimeLeft:= 14 * 125;
if (TrainingFlags and tfRCPlane) <> 0 then
TurnTimeLeft:= 0; // HACK: RCPlane training allows unlimited plane starts in last 2 seconds
HHGear^.Message:= 0;
ParseCommand('/taunt '#1, true)
end
end;
procedure doStepRCPlane(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= 0;
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.Angle:= HHGear^.Angle;
Gear^.Tag:= hwSign(HHGear^.dX);
if HHGear^.dX.isNegative then Gear^.Angle:= 4096 - Gear^.Angle;
Gear^.doStep:= @doStepRCPlaneWork
end;
procedure doStepJetpackWork(Gear: PGear);
var HHGear: PGear;
fuel: LongInt;
move: hwFloat;
begin
AllInactive:= false;
HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
//dec(Gear^.Timer);
move:= _0_1;
fuel:= 50;
(*if (HHGear^.Message and gm_Precise) <> 0 then
begin
move:= _0_02;
fuel:= 5;
end;*)
if (HHGear^.Message and gm_Up) <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
HHGear^.dY:= HHGear^.dY - move;
HHGear^.dY:= HHGear^.dY - move;
dec(Gear^.Health, fuel);
Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
Gear^.Timer:= GameTicks
end;
if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
HHGear^.dX:= HHGear^.dX + (move * _0_2);
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
Gear^.Timer:= GameTicks
end;
// erases them all at once :-/
if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
begin
Gear^.Timer:= 0;
Gear^.MsgParam:= 0
end;
if Gear^.Health < 0 then Gear^.Health:= 0;
if (GameTicks and $3F) = 0 then
begin
//AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
end;
if HHGear^.Message and (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
HHGear^.State:= HHGear^.State or gstMoving;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y;
// For some reason I need to reapply followgear here, something else grabs it otherwise.
if not bShowAmmoMenu then FollowGear:= HHGear;
if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
if (Gear^.Health = 0)
or (HHGear^.Damage <> 0)
or CheckGearDrowning(HHGear)
or (TurnTimeLeft = 0)
// allow brief ground touches - to be fair on this, might need another counter
or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(HHGear, 1))
or ((Gear^.Message and gm_Attack) <> 0) then
begin
with HHGear^ do
begin
Message:= 0;
Active:= true;
State:= State or gstMoving
end;
DeleteGear(Gear);
isCursorVisible:= false;
ApplyAmmoChanges(PHedgehog(Gear^.Hedgehog)^);
// if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
// Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
//AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpack(Gear: PGear);
var HHGear: PGear;
begin
Gear^.doStep:= @doStepJetpackWork;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
FollowGear:= HHGear;
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
with HHGear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right);
if (dY < _0_1) and (dY > -_0_1) then
begin
Gear^.State:= Gear^.State or gsttmpFlag;
dY:= dY - _0_2
end
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDisappear(Gear: PGear);
begin
AllInactive:= false;
Gear^.Pos:= 0;
if Gear^.Timer < 2000 then
inc(Gear^.Timer, 1)
else
begin
DeleteGear(Gear);
end;
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyFly(Gear: PGear);
var HHGear: PGear;
fuel, i: LongInt;
move: hwFloat;
begin
HHGear:= CurrentHedgehog^.Gear;
move:= _0_1;
fuel:= 50;
if Gear^.Pos > 0 then
dec(Gear^.Pos, 1)
else if (HHGear^.Message and (gm_Left or gm_Right or gm_Up)) <> 0 then
Gear^.Pos:= 500;
if HHGear^.dX.isNegative then
Gear^.Tag:= -1
else
Gear^.Tag:= 1;
if (HHGear^.Message and gm_Up) <> 0 then
begin
if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
HHGear^.dY:= HHGear^.dY - move;
HHGear^.dY:= HHGear^.dY - move;
dec(Gear^.Health, fuel);
Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
end;
if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
begin
HHGear^.dX:= HHGear^.dX + (move * _0_2);
dec(Gear^.Health, fuel div 5);
Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
end;
if Gear^.Health < 0 then Gear^.Health:= 0;
if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then
for i:= ((500-Gear^.Health) div 250) downto 0 do
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather);
if (HHGear^.Message and gm_Attack <> 0) then begin
HHGear^.Message := HHGear^.Message and not gm_Attack;
if Gear^.FlightTime > 0 then begin
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0);
PlaySound(sndBirdyLay);
dec(Gear^.FlightTime)
end;
end;
if HHGear^.Message and (gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
HHGear^.State:= HHGear^.State or gstMoving;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y - int2hwFloat(32);
// For some reason I need to reapply followgear here, something else grabs it otherwise.
if not bShowAmmoMenu then FollowGear:= HHGear;
if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);
if (Gear^.Health = 0)
or (HHGear^.Damage <> 0)
or CheckGearDrowning(HHGear)
or (TurnTimeLeft = 0)
// allow brief ground touches - to be fair on this, might need another counter
or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(HHGear, 1))
or ((Gear^.Message and gm_Attack) <> 0) then
begin
with HHGear^ do
begin
Message:= 0;
Active:= true;
State:= State or gstMoving
end;
Gear^.State:= Gear^.State or gstAnimation or gstTmpFlag;
if HHGear^.dY < _0 then
begin
Gear^.dX:= HHGear^.dX;
Gear^.dY:= HHGear^.dY;
end;
Gear^.Timer:= 0;
Gear^.doStep:= @doStepBirdyDisappear;
CurAmmoGear:= nil;
isCursorVisible:= false;
AfterAttack;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdyDescend(Gear: PGear);
var HHGear: PGear;
begin
if Gear^.Timer > 0 then
dec(Gear^.Timer, 1)
else if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
AfterAttack;
exit
end;
HHGear:= CurrentHedgehog^.Gear;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then
begin
if Gear^.Timer = 0 then
Gear^.Y:= Gear^.Y + _0_1
end
else if Gear^.Timer = 0 then
begin
Gear^.doStep:= @doStepBirdyFly;
HHGear^.dY:= -_0_2
end
end;
procedure doStepBirdyAppear(Gear: PGear);
begin
Gear^.Pos:= 0;
if Gear^.Timer < 2000 then
inc(Gear^.Timer, 1)
else
begin
Gear^.Timer:= 500;
Gear^.dX:= _0;
Gear^.dY:= _0;
Gear^.State:= Gear^.State and not gstAnimation;
Gear^.doStep:= @doStepBirdyDescend;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBirdy(Gear: PGear);
var HHGear: PGear;
begin
gear^.State:= gear^.State or gstAnimation and not gstTmpFlag;
Gear^.doStep:= @doStepBirdyAppear;
if CurrentHedgehog = nil then
begin
DeleteGear(Gear);
exit
end;
HHGear:= CurrentHedgehog^.Gear;
if HHGear^.dX.isNegative then
Gear^.Tag:= -1
else
Gear^.Tag:= 1;
Gear^.Pos:= 0;
AllInactive:= false;
FollowGear:= HHGear;
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
with HHGear^ do
begin
State:= State and not gstAttacking;
Message:= Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right)
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBigExplosionWork(Gear: PGear);
var maxMovement: LongInt;
begin
inc(Gear^.Timer);
if (Gear^.Timer and 5) = 0 then
begin
maxMovement := max(1, 13 - ((Gear^.Timer * 15) div 250));
ShakeCamera(maxMovement);
end;
if Gear^.Timer > 250 then DeleteGear(Gear);
end;
procedure doStepBigExplosion(Gear: PGear);
var i: LongWord;
gX,gY: LongInt;
begin
gX:= hwRound(Gear^.X);
gY:= hwRound(Gear^.Y);
AddVisualGear(gX, gY, vgtSmokeRing);
for i:= 0 to 46 do AddVisualGear(gX, gY, vgtFire);
for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart);
for i:= 0 to 15 do AddVisualGear(gX, gY, vgtExplPart2);
Gear^.doStep:= @doStepBigExplosionWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepEggWork(Gear: PGear);
var vg: PVisualGear;
i: LongInt;
begin
AllInactive:= false;
Gear^.dX:= Gear^.dX;
doStepFallingGear(Gear);
// CheckGearDrowning(Gear); // already checked for in doStepFallingGear
CalcRotationDirAngle(Gear);
if (Gear^.State and gstCollision) <> 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, EXPLPoisoned or EXPLNoGfx);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, EXPLPoisoned or EXPLNoGfx);
PlaySound(sndEggBreak);
AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg);
if vg <> nil then vg^.Frame:= 2;
for i:= 10 downto 0 do begin
vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6), vgtDust);
if vg <> nil then vg^.dX := vg^.dX + (Gear^.dX / 5);
end;
DeleteGear(Gear);
exit
end;
end;