(*
* Hedgewars, a worms-like game
* Copyright (c) 2004-2007 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
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
begin
CheckGearDrowning:= true;
Gear^.State:= gstDrowning;
Gear^.doStep:= @doStepDrowningGear;
PlaySound(sndSplash, false)
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;
begin
if _0_4 < Gear^.dY then
begin
dmg:= 1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70);
inc(Gear^.Damage, dmg);
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius, dmg, Gear);
end
end;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
var dAngle: real;
begin
dAngle:= (hwAbs(Gear^.dX) + hwAbs(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;
if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var isFalling: boolean;
begin
Gear^.State:= Gear^.State and not gstCollision;
if Gear^.dY.isNegative then
begin
isFalling:= true;
if TestCollisionYwithGear(Gear, -1) then
begin
Gear^.dX:= Gear^.dX * Gear^.Friction;
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end
end else
if TestCollisionYwithGear(Gear, 1) then
begin
isFalling:= false;
Gear^.dX:= Gear^.dX * Gear^.Friction;
Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end else isFalling:= true;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
Gear^.dX:= - Gear^.dX * Gear^.Elasticity;
Gear^.State:= Gear^.State or gstCollision
end;
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
(not isFalling) then Gear^.State:= Gear^.State and not gstMoving
else Gear^.State:= Gear^.State or gstMoving
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
var i: LongInt;
begin
AllInactive:= false;
doStepFallingGear(Gear);
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
case Gear^.Kind of
gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
gtClusterBomb: begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
for i:= 0 to 4 do
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, (getrandom - _0_5) * _0_2, (getrandom - _3) * _0_08, 0);
end
end;
DeleteGear(Gear);
exit
end;
CalcRotationDirAngle(Gear);
if (Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact, false)
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), 20, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
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 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;
font: THWFont;
begin
if Gear^.Kind = gtHealthTag then
begin
AllInactive:= false;
font:= fnt16;
Gear^.dY:= -_0_08
end else
begin
font:= fntSmall;
Gear^.dY:= -_0_02
end;
str(Gear^.State, s);
Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, font);
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(sndGraveImpact, false)
end;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
Gear^.dY:= Gear^.dY + cGravity
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepUFOWork(Gear: PGear);
var t: hwFloat;
y: LongInt;
begin
AllInactive:= false;
t:= Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - hwRound(Gear^.X)));
Gear^.dY:= Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - hwRound(Gear^.Y)));
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
y:= hwRound(Gear^.Y);
if y + Gear^.Radius < cWaterLine then
AddGear(hwRound(Gear^.X), y, gtSmokeTrace, 0, _0, _0, 0);
end;
CheckCollision(Gear);
dec(Gear^.Timer);
if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
begin
StopSound(sndUFO);
doMakeExplosion(hwRound(Gear^.X), hwRound(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(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
begin
PlaySound(sndUFO, true);
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, false);
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
Gear^.X:= Gear^.X + Gear^.dX * 8;
Gear^.Y:= Gear^.Y + Gear^.dY * 8;
ShotgunShot(Gear);
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 doStepDEagleShotWork(Gear: PGear);
var i, x, y: LongWord;
oX, oY: hwFloat;
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:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
if ((y and $FFFFFC00) = 0) and ((x and $FFFFF800) = 0)
and (Land[y, x] <> 0) then inc(Gear^.Damage);
if Gear^.Damage > 5 then 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 doStepDEagleShot(Gear: PGear);
begin
PlaySound(sndGun, false);
Gear^.doStep:= @doStepDEagleShotWork
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');
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(sndPickhammer);
DeleteGear(Gear);
AfterAttack;
exit
end;
if (Gear^.Timer mod 33) = 0 then
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 6, 6, EXPLDontDraw);
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;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + _1_9;
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 Gear^.Y > _1024 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;
begin
i:= 0;
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:= PHedgehog(Gear^.Hedgehog)^.Gear^.dY;
PlaySound(sndPickhammer, true);
doStepPickHammerWork(Gear);
Gear^.doStep:= @doStepPickHammerWork
end;
////////////////////////////////////////////////////////////////////////////////
var BTPrevAngle, BTSteps: LongInt;
procedure doStepBlowTorchWork(Gear: PGear);
var HHGear: PGear;
b: boolean;
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 Gear^.Timer mod cHHStepTicks = 0 then
begin
b:= true;
if Gear^.dX.isNegative then HHGear^.Message:= (HHGear^.Message or gm_Left) and not gm_Right
else HHGear^.Message:= (HHGear^.Message or gm_Right) and not gm_Left;
HHGear^.State:= HHGear^.State and not gstAttacking;
HedgehogStep(HHGear);
HHGear^.State:= HHGear^.State or gstAttacking;
inc(BTSteps);
if BTSteps = 7 then
begin
BTSteps:= 0;
Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
HHGear^.State:= HHGear^.State or gstNoDamage;
AmmoShove(Gear, 2, 14);
HHGear^.State:= HHGear^.State and not gstNoDamage
end;
if (HHGear^.State and gstMoving) <> 0 then Gear^.Timer:= 0
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 + 6);
if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then
begin
HHGear^.Message:= 0;
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;
Gear^.doStep:= @doStepBlowTorchWork
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepRopeWork(Gear: PGear);
const flCheck: boolean = false;
var HHGear: PGear;
len, cs, cc, tx, ty, nx, ny: hwFloat;
lx, ly: LongInt;
procedure DeleteMe;
begin
with HHGear^ do
begin
Message:= Message and not gm_Attack;
State:= State or gstMoving;
end;
DeleteGear(Gear);
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
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 / Distance(cc, cs);
cc:= cc * len; // rope vector plus hedgehog direction vector normalized
cs:= cs * len;
nx:= hwAbs(cs) * hwSign(HHGear^.dX) * 3; // hedgehog direction normalized with length 3
ny:= hwAbs(cc) * hwSign(HHGear^.dY) * 3;
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:= hwRound(Gear^.X + tx + nx);
ly:= hwRound(Gear^.Y + ty + ny);
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:= DxDy2Angle(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);
TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
Gear^.Elasticity:= Gear^.Elasticity - len;
Gear^.Friction:= Gear^.Friction - len;
break
end;
len:= len - _2
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 / Distance(cc, 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;
len:= Distance(HHGear^.dX, HHGear^.dY);
if len > _0_5 then
begin
len:= _0_5 / 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 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;
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
if TestCollisionYwithGear(HHGear, 1) then
begin
HHGear^.dY:= _0;
CheckHHDamage(HHGear);
HHGear^.State:= HHGear^.State and not (gstMoving or gstHHJumping);
end else
begin
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(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, 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;
tt:= _0
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
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^.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;
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, false);
if Gear^.Timer = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
DeleteGear(Gear);
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 = 0 then
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound);
DeleteGear(Gear);
exit
end;
dec(Gear^.Timer);
end;
///////////////////////////////////////////////////////////////////////////////
procedure doStepCase(Gear: PGear);
var i, x, y: LongInt;
begin
if (Gear^.Message and gm_Destroy) > 0 then
begin
DeleteGear(Gear);
FreeActionsList;
with CurrentHedgehog^ do
if Gear <> nil then Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump);
exit
end;
if Gear^.Damage > 0 then
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
DeleteGear(Gear);
if Gear^.Kind = gtCase then
begin
doMakeExplosion(x, y, 25, EXPLAutoSound);
for i:= 0 to 63 do
AddGear(x, y, gtFlame, 0, _0, _0, 0);
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 (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0 else
if (not Gear^.dY.isNegative) 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, false);
end;
CheckGearDrowning(Gear);
end;
if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear)
else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)
end;
////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
record
dy, ny, dw: LongInt;
team: PTeam;
SortFactor: QWord;
end;
currsorter: PGear = nil;
procedure doStepTeamHealthSorterWork(Gear: PGear);
var i: LongInt;
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer and 15) = 0 then
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
{$WARNINGS OFF}
team^.DrawHealthY:= ny + dy * Gear^.Timer div 640;
team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * Gear^.Timer div cSorterWorkTime;
{$WARNINGS ON}
end;
if (Gear^.Timer = 0) or (currsorter <> Gear) then
begin
if currsorter = Gear then currsorter:= nil;
DeleteGear(Gear)
end
end;
procedure doStepTeamHealthSorter(Gear: PGear);
var i, t: Longword;
b: boolean;
begin
AllInactive:= false;
for t:= 0 to Pred(TeamsCount) do
with thexchar[t] do
begin
dy:= TeamsArray[t]^.DrawHealthY;
dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
team:= TeamsArray[t];
SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
SortFactor:= (SortFactor shl 3) + TeamsArray[t]^.Clan^.ClanIndex;
SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
end;
if TeamsCount > 1 then
repeat
b:= true;
for t:= 0 to TeamsCount - 2 do
if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
begin
thexchar[cMaxTeams]:= thexchar[t];
thexchar[t]:= thexchar[Succ(t)];
thexchar[Succ(t)]:= thexchar[cMaxTeams];
b:= false
end
until b;
t:= cScreenHeight - 4;
for i:= 0 to Pred(TeamsCount) do
with thexchar[i] do
begin
dec(t, team^.HealthTex^.h + 2);
ny:= t;
dy:= dy - ny
end;
Gear^.Timer:= cSorterWorkTime;
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 hwAbs(Gear^.dX) > _0_1 then Gear^.dX:= Gear^.dX * _0_5;
if Gear^.dY > _0_1 then Gear^.dY:= Gear^.dY * _0_995;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
if not (Gear^.Y < _1024) then
begin
DeleteGear(Gear);
exit
end
end else begin
if Gear^.Timer > 0 then dec(Gear^.Timer)
else begin
// doMakeExplosion(hwRound(Gear^.X), hwRound(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 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;
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;
SetLittle(HHGear^.dX);
HHGear^.dY:= - _0_3;
Gear^.X:= HHGear^.X;
Gear^.dX:= SignAs(_0_45, HHGear^.dX);
Gear^.dY:= - _0_9;
Gear^.doStep:= @doStepFirePunchWork;
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _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;
DeleteCI(HHGear);
inc(Gear^.Timer);
if TestCollisionYwithGear(HHGear, 1)
or ((HHGear^.State and gstHHDriven) = 0)
or CheckGearDrowning(HHGear) then
begin
with HHGear^ do
begin
Message:= 0;
SetLittle(dX);
dY:= _0;
State:= State and not (gstAttacking or gstAttacked);
State:= State or gstMoving;
end;
DeleteGear(Gear);
if Gear^.Timer > 10 then
begin
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
end;
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 doStepAirAttackWork(Gear: PGear);
begin
AllInactive:= false;
Gear^.X:= Gear^.X + cAirPlaneSpeed * Gear^.Tag;
if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
begin
dec(Gear^.Health);
case Gear^.State of
0: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, cBombsSpeed * Gear^.Tag, _0, 0);
end;
Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
end;
if (hwRound(Gear^.X) > 3072) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;
procedure doStepAirAttack(Gear: PGear);
begin
AllInactive:= false;
if Gear^.X.QWordValue = 0 then Gear^.Tag:= 1
else Gear^.Tag:= -1;
Gear^.X:= _1024 - _2048 * Gear^.Tag;
Gear^.Y:= -_128;
Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);
if int2hwFloat(TargetPoint.Y) - Gear^.Y > _0 then
Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;
Gear^.Health:= 6;
Gear^.doStep:= @doStepAirAttackWork;
PlaySound(sndIncoming, false)
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;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, Gear^.State, true) 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
end
else begin
DeleteGear(Gear);
AfterAttack
end;
TargetPoint.X:= NoPointX
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
//var HHGear: PGear;
begin
//HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
//HHGear^.Y:= HHGear^.Y + HHGear^.dY;
//HHGear^.dY:= HHGear^.dY + cGravity;
//if TestCollisionYwithGear(HHGear, 1) then
// begin
DeleteGear(Gear);
AfterAttack
// 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
end
else begin
DeleteCI(HHGear);
Gear^.doStep:= @doStepTeleportAfter;
HHGear^.X:= int2hwFloat(TargetPoint.X);
HHGear^.Y:= int2hwFloat(TargetPoint.Y);
HHGear^.State:= HHGear^.State or gstMoving
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);
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;