(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *){$INCLUDE "options.inc"}unit uGearsHedgehog;interfaceuses uTypes, uGearsHandlersMess;procedure doStepHedgehog(Gear: PGear);procedure AfterAttack;procedure HedgehogStep(Gear: PGear);procedure doStepHedgehogMoving(Gear: PGear);procedure HedgehogChAngle(HHGear: PGear);procedure PickUp(HH, Gear: PGear);procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);procedure CheckIce(Gear: PGear); inline;implementationuses uConsts, uVariables, uFloat, uAmmos, uSound, uCaptions, uCommands, uLocale, uUtils, uStats, uIO, uScript, uGearsList, uCollisions, uRandom, uStore, uTeams, uGearsUtils, uVisualGearsList, uChat;var GHStepTicks: LongWord = 0;procedure AFKSkip;var t: byte;begin t:= 0; while (TeamsArray[t] <> CurrentTeam) do inc(t); SendHogSpeech(#1 + char(t) + 'AFK'); ParseCommand('/skip', true)end;// Shouldn't more of this ammo switching stuff be moved to uAmmos ?function ChangeAmmo(HHGear: PGear): boolean;var slot, i: Longword; ammoidx: LongInt; prevAmmo: TAmmoType;beginChangeAmmo:= false;slot:= HHGear^.MsgParam;with HHGear^.Hedgehog^ do begin HHGear^.Message:= HHGear^.Message and (not gmSlot); prevAmmo:= CurAmmoType; ammoidx:= 0; if (((HHGear^.State and (gstAttacking or gstAttacked)) <> 0) and (GameFlags and gfInfAttack = 0)) or ((HHGear^.State and gstHHDriven) = 0) then exit; ChangeAmmo:= true; while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx); if (MultiShootAttacks > 0) then begin if (CurAmmoType = amSniperRifle) and ((GameFlags and gfArtillery) = 0) then cArtillery := false; if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) = 0 then begin MultiShootAttacks:= Ammoz[CurAmmoType].Ammo.NumPerTurn; AfterAttack end else OnUsedAmmo(HHGear^.Hedgehog^) end; MultiShootAttacks:= 0; HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump)); if Ammoz[CurAmmoType].Slot = slot then begin i:= 0; repeat inc(ammoidx); if (ammoidx > cMaxSlotAmmoIndex) then begin inc(i); CurAmmoType:= amNothing; ammoidx:= -1; //TryDo(i < 2, 'Engine bug: no ammo in current slot', true) end; until (i = 1) or ((Ammo^[slot, ammoidx].Count > 0) and (Team^.Clan^.TurnNumber > Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns)) end else begin i:= 0; // check whether there is ammo in slot while (i <= cMaxSlotAmmoIndex) and ((Ammo^[slot, i].Count = 0) or (Team^.Clan^.TurnNumber <= Ammoz[Ammo^[slot, i].AmmoType].SkipTurns)) do inc(i); if i <= cMaxSlotAmmoIndex then ammoidx:= i else ammoidx:= -1 end; if ammoidx >= 0 then CurAmmoType:= Ammo^[slot, ammoidx].AmmoType; // Try again in the next slot if (CurAmmoType = prevAmmo) and (slot < cMaxSlotIndex) then begin inc(slot); HHGear^.MsgParam:= slot; ChangeAmmo(HHGear) end endend;procedure HHSetWeapon(HHGear: PGear);var t: LongInt; weap: TAmmoType; Hedgehog: PHedgehog; s: boolean; prevState, newState: LongWord;begins:= false;weap:= TAmmoType(HHGear^.MsgParam);Hedgehog:= HHGear^.Hedgehog;if Hedgehog^.Team^.Clan^.TurnNumber <= Ammoz[weap].SkipTurns then exit; // weapon is not activated yetHHGear^.MsgParam:= Ammoz[weap].Slot;t:= cMaxSlotAmmoIndex;HHGear^.Message:= HHGear^.Message and (not gmWeapon);prevState:= HHGear^.State;newState:= prevState;with Hedgehog^ do while (CurAmmoType <> weap) and (t >= 0) do begin s:= ChangeAmmo(HHGear); if HHGear^.State <> prevState then // so we can keep gstAttacked out of consideration when looping newState:= HHGear^.State; HHGear^.State:= prevState; dec(t) end;HHGear^.State:= newState;if s then ApplyAmmoChanges(HHGear^.Hedgehog^)end;procedure HHSetTimer(Gear: PGear);var CurWeapon: PAmmo; color: LongWord;beginGear^.Message:= Gear^.Message and (not gmTimer);CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);with Gear^.Hedgehog^ do if ((Gear^.Message and gmPrecise) <> 0) and ((CurWeapon^.Propz and ammoprop_SetBounce) <> 0) then begin color:= Gear^.Hedgehog^.Team^.Clan^.Color; case Gear^.MsgParam of 1: begin AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce1]), color, capgrpAmmostate); CurWeapon^.Bounciness:= 350; end; 2: begin AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce2]), color, capgrpAmmostate); CurWeapon^.Bounciness:= 700; end; 3: begin AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce3]), color, capgrpAmmostate); CurWeapon^.Bounciness:= 1000; end; 4: begin AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce4]), color, capgrpAmmostate); CurWeapon^.Bounciness:= 2000; end; 5: begin AddCaption(FormatA(trmsg[sidBounce], trmsg[sidBounce5]), color, capgrpAmmostate); CurWeapon^.Bounciness:= 4000; end end end else if (CurWeapon^.Propz and ammoprop_Timerable) <> 0 then begin CurWeapon^.Timer:= 1000 * Gear^.MsgParam; with CurrentTeam^ do ApplyAmmoChanges(Hedgehogs[CurrHedgehog]); end;end;procedure Attack(Gear: PGear);var xx, yy, newDx, newDy, lx, ly: hwFloat; speech: PVisualGear; newGear: PGear; CurWeapon: PAmmo; altUse: boolean; elastic: hwFloat;beginnewGear:= nil;bShowFinger:= false;CurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);with Gear^, Gear^.Hedgehog^ do begin if ((State and gstHHDriven) <> 0) and ((State and (gstAttacked or gstChooseTarget)) = 0) and (((State and gstMoving) = 0) or (Power > 0) or (CurAmmoType = amTeleport) or // Allow attacks while moving on ammo with AltAttack ((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0)) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AttackInMove) <> 0)) and ((TargetPoint.X <> NoPointX) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) = 0)) then begin State:= State or gstAttacking; if (Power = cMaxPower) or ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) = 0) then Message:= Message and (not gmAttack) else begin if Power = 0 then begin AttackBar:= CurrentTeam^.AttackBar; PlaySound(sndThrowPowerUp) end; inc(Power) end; if ((Message and gmAttack) <> 0) then exit; if (Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0 then begin StopSound(sndThrowPowerUp); PlaySound(sndThrowRelease); end; xx:= SignAs(AngleSin(Angle), dX); yy:= -AngleCos(Angle); lx:= X + int2hwfloat(round(GetLaunchX(CurAmmoType, hwSign(dX), Angle))); ly:= Y + int2hwfloat(round(GetLaunchY(CurAmmoType, Angle))); if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) then xx:= - xx; if Ammoz[CurAmmoType].Ammo.AttackVoice <> sndNone then AddVoice(Ammoz[CurAmmoType].Ammo.AttackVoice, CurrentTeam^.voicepack);// Initiating alt attack if (CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and ((Gear^.Message and gmLJump) <> 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then begin if (CurAmmoGear^.AmmoType = amJetpack) and (Gear^.Message and gmPrecise <> 0) then begin newDx:= xx*cMaxPower/cPowerDivisor; newDy:= yy*cMaxPower/cPowerDivisor end else begin newDx:= dX; newDy:= dY end; altUse:= true end else begin newDx:= xx*Power/cPowerDivisor; newDy:= yy*Power/cPowerDivisor; altUse:= false end; case CurAmmoType of amGrenade: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGrenade, 0, newDx, newDy, CurWeapon^.Timer); amAirMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtAirMine, 0, newDx, newDy, 0); amMolotov: newGear:= AddGear(hwRound(lx), hwRound(ly), gtMolotov, 0, newDx, newDy, 0); amClusterBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtClusterBomb, 0, newDx, newDy, CurWeapon^.Timer); amGasBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtGasBomb, 0, newDx, newDy, CurWeapon^.Timer); amBazooka: newGear:= AddGear(hwRound(lx), hwRound(ly), gtShell, 0, newDx, newDy, 0); amSnowball: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSnowball, 0, newDx, newDy, 0); amBee: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBee, 0, newDx, newDy, 0); amShotgun: begin PlaySound(sndShotgunReload); newGear:= AddGear(hwRound(lx), hwRound(ly), gtShotgunShot, 0, xx * _0_5, yy * _0_5, 0); end; amPickHammer: newGear:= AddGear(hwRound(lx), hwRound(ly) + cHHRadius, gtPickHammer, 0, _0, _0, 0); amSkip: ParseCommand('/skip', true); amRope: newGear:= AddGear(hwRound(lx), hwRound(ly), gtRope, 0, xx, yy, 0); amMine: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtMine, gstWait, SignAs(_0_02, dX), _0, 3000); amSMine: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSMine, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0); amKnife: begin newGear:= AddGear(hwRound(lx), hwRound(ly), gtKnife, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, 0); newGear^.State:= newGear^.State or gstMoving; newGear^.Radius:= 4 // temporarily shrink so it doesn't instantly embed in the ground end; amDEagle: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtDEagleShot, 0, xx * _0_5, yy * _0_5, 0); amSineGun: newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSineGunShot, 0, xx * _0_5, yy * _0_5, 0); amPortalGun: begin newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtPortal, 0, xx * _0_6, yy * _0_6, // set selected color CurWeapon^.Pos); end; amSniperRifle: begin PlaySound(sndSniperReload); newGear:= AddGear(hwRound(lx + xx * cHHRadius), hwRound(ly + yy * cHHRadius), gtSniperRifleShot, 0, xx * _0_5, yy * _0_5, 0); end; amDynamite: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtDynamite, 0, SignAs(_0_03, dX), _0, 5000); amFirePunch: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtFirePunch, 0, xx, _0, 0); amWhip: begin newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtWhip, 0, SignAs(_1, dX), - _0_8, 0); PlaySound(sndWhipCrack) end; amHammer: begin newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtHammer, 0, SignAs(_1, dX), - _0_8, 0); PlaySound(sndWhack) end; amBaseballBat: begin newGear:= AddGear(hwRound(lx) + hwSign(dX) * 10, hwRound(ly), gtShover, gsttmpFlag, xx * _0_5, yy * _0_5, 0); PlaySound(sndBaseballBat) // TODO: Only play if something is hit? end; amParachute: begin newGear:= AddGear(hwRound(lx), hwRound(ly), gtParachute, 0, _0, _0, 0); PlaySound(sndParachute) end; // we save CurWeapon^.Pos (in this case: cursor direction) by using it as (otherwise irrelevant) X value of the new gear. amAirAttack: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 0, _0, _0, 0); amMineStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 1, _0, _0, 0); amDrillStrike: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 3, _0, _0, CurWeapon^.Timer); amNapalm: newGear:= AddGear(CurWeapon^.Pos, 0, gtAirAttack, 2, _0, _0, 0); amBlowTorch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtBlowTorch, 0, SignAs(_0_5, dX), _0, 0); amGirder: newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0); amRubber: begin newGear:= AddGear(0, 0, gtGirder, CurWeapon^.Pos, _0, _0, 0); newGear^.AmmoType:= amRubber end; amTeleport: newGear:= AddGear(CurWeapon^.Pos, 0, gtTeleport, 0, _0, _0, 0); amSwitch: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSwitcher, 0, _0, _0, 0); amMortar: begin playSound(sndMortar); newGear:= AddGear(hwRound(lx), hwRound(ly), gtMortar, 0, xx*cMaxPower/cPowerDivisor, yy*cMaxPower/cPowerDivisor, 0); end; amRCPlane: begin newGear:= AddGear(hwRound(lx), hwRound(ly), gtRCPlane, 0, xx * cMaxPower / cPowerDivisor / 4, yy * cMaxPower / cPowerDivisor / 4, 0); newGear^.SoundChannel:= LoopSound(sndRCPlane) end; amKamikaze: newGear:= AddGear(hwRound(lx), hwRound(ly), gtKamikaze, 0, xx * _0_5, yy * _0_5, 0); amCake: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 3, hwRound(ly), gtCake, 0, SignAs(cLittle, xx), _0, 0); amSeduction: newGear:= AddGear(hwRound(lx), hwRound(ly), gtSeduction, 0, _0, _0, 0); amWatermelon: newGear:= AddGear(hwRound(lx), hwRound(ly), gtWatermelon, 0, newDx, newDy, CurWeapon^.Timer); amHellishBomb: newGear:= AddGear(hwRound(lx), hwRound(ly), gtHellishBomb, 0, newDx, newDy, 0); amDrill: newGear:= AddGear(hwRound(lx), hwRound(ly), gtDrill, 0, newDx, newDy, 0); amBallgun: newGear:= AddGear(hwRound(X), hwRound(Y), gtBallgun, 0, xx * _0_5, yy * _0_5, 0); amJetpack: newGear:= AddGear(hwRound(lx), hwRound(ly), gtJetpack, 0, _0, _0, 0); amBirdy: begin PlaySound(sndWhistle); newGear:= AddGear(hwRound(lx), hwRound(ly) - 32, gtBirdy, 0, _0, _0, 0); end; amLowGravity: begin PlaySound(sndLowGravity); cGravity:= cMaxWindSpeed; cGravityf:= 0.00025 end; amExtraDamage: begin PlaySound(sndHellishImpact4); cDamageModifier:= _1_5 end; amInvulnerable: Effects[heInvulnerable]:= 1; amExtraTime: begin PlaySound(sndSwitchHog); TurnTimeLeft:= TurnTimeLeft + 30000 end; amLaserSight: cLaserSighting:= true; amVampiric: begin PlaySoundV(sndOw1, Team^.voicepack); cVampiric:= true; end; amPiano: begin // Tuck the hedgehog away until the piano attack is completed Unplaced:= true; X:= _0; Y:= _0; newGear:= AddGear(TargetPoint.X, -1024, gtPiano, 0, _0, _0, 0); PauseMusic end; amFlamethrower: newGear:= AddGear(hwRound(X), hwRound(Y), gtFlamethrower, 0, xx * _0_5, yy * _0_5, 0); amLandGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtLandGun, 0, xx * _0_5, yy * _0_5, 0); amResurrector: begin newGear:= AddGear(hwRound(lx), hwRound(ly), gtResurrector, 0, _0, _0, 0); newGear^.SoundChannel := LoopSound(sndResurrector); end; //amStructure: newGear:= AddGear(hwRound(lx) + hwSign(dX) * 7, hwRound(ly), gtStructure, gstWait, SignAs(_0_02, dX), _0, 3000); amTardis: newGear:= AddGear(hwRound(X), hwRound(Y), gtTardis, 0, _0, _0, 0); amIceGun: newGear:= AddGear(hwRound(X), hwRound(Y), gtIceGun, 0, _0, _0, 0); end; if altUse and (newGear <> nil) and ((CurAmmoGear = nil) or (CurAmmoGear^.AmmoType <> amJetpack) or (Gear^.Message and gmPrecise = 0)) then begin newGear^.dX:= newDx / newGear^.Density; newGear^.dY:= newDY / newGear^.Density end; if (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack) and (Gear^.Message and gmPrecise <> 0) and CheckCoordInWater(hwRound(X), hwRound(Y)) then newGear^.State:= newGear^.State or gstSubmersible; case CurAmmoType of amGrenade, amMolotov, amClusterBomb, amGasBomb, amBazooka, amSnowball, amBee, amSMine, amMortar, amWatermelon, amHellishBomb, amDrill, amAirMine: FollowGear:= newGear; amShotgun, amPickHammer, amRope, amDEagle, amSineGun, amSniperRifle, amFirePunch, amWhip, amHammer, amBaseballBat, amParachute, amBlowTorch, amGirder, amTeleport, amSwitch, amRCPlane, amKamikaze, amCake, amSeduction, amBallgun, amJetpack, amBirdy, amFlamethrower, amLandGun, amResurrector, //amStructure, amTardis, amPiano, amIceGun, amRubber: CurAmmoGear:= newGear; end; if CurAmmoType = amCake then FollowGear:= newGear; if CurAmmoType = amAirMine then newGear^.Hedgehog:= nil; if ((CurAmmoType = amMine) or (CurAmmoType = amSMine) or (CurAmmoType = amAirMine)) and (GameFlags and gfInfAttack <> 0) then newGear^.FlightTime:= GameTicks + 1000 else if CurAmmoType = amDrill then newGear^.FlightTime:= GameTicks + 250; if Ammoz[CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then begin newGear^.Target.X:= TargetPoint.X; newGear^.Target.Y:= TargetPoint.Y end; if (newGear <> nil) and (newGear^.CollisionMask and lfCurrentHog <> 0) then newGear^.CollisionMask:= newGear^.CollisionMask and (not lfCurrentHog); // Clear FollowGear if using on a rope/parachute/saucer etc so focus stays with the hog's movement if altUse then FollowGear:= nil; if (newGear <> nil) and ((Ammoz[newGear^.AmmoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then begin elastic:= int2hwfloat(CurWeapon^.Bounciness) / _1000; if elastic < _1 then newGear^.Elasticity:= newGear^.Elasticity * elastic else if elastic > _1 then newGear^.Elasticity:= _1 - ((_1-newGear^.Elasticity) / elastic);(* Experimented with friction modifier. Didn't seem helpful fric:= int2hwfloat(CurWeapon^.Bounciness) / _250; if fric < _1 then newGear^.Friction:= newGear^.Friction * fric else if fric > _1 then newGear^.Friction:= _1 - ((_1-newGear^.Friction) / fric)*) end; uStats.AmmoUsed(CurAmmoType); if not (SpeechText = '') then begin speech:= AddVisualGear(0, 0, vgtSpeechBubble); if speech <> nil then begin speech^.Text:= SpeechText; speech^.Hedgehog:= Gear^.Hedgehog; speech^.FrameTicks:= SpeechType; end; SpeechText:= '' end; Power:= 0; if (CurAmmoGear <> nil) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) = 0){check for dropping ammo from rope} then begin if CurAmmoType in [amRope,amResurrector] then Message:= Message or gmAttack; CurAmmoGear^.Message:= Message end else begin if (not CurrentTeam^.ExtDriven) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_Power) <> 0) then SendIPC(_S'a'); AfterAttack; end end else Message:= Message and (not gmAttack); ScriptCall('onHogAttack', ord(CurAmmoType)); end; // of with Gear^, Gear^.Hedgehog^ do TargetPoint.X := NoPointX;end;procedure AfterAttack;var s: ansistring; a: TAmmoType; HHGear: PGear;beginwith CurrentHedgehog^ do begin HHGear:= Gear; a:= CurAmmoType; if HHGear <> nil then HHGear^.State:= HHGear^.State and (not gstAttacking); if (Ammoz[a].Ammo.Propz and ammoprop_Effect) = 0 then begin Inc(MultiShootAttacks); if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) then begin s:= ansistring(inttostr(Ammoz[a].Ammo.NumPerTurn - MultiShootAttacks + 1)); AddCaption(formatA(trmsg[sidRemaining], s), cWhiteColor, capgrpAmmostate); end; if (Ammoz[a].Ammo.NumPerTurn >= MultiShootAttacks) or ((GameFlags and gfMultiWeapon) <> 0) then begin isInMultiShoot:= true end else begin OnUsedAmmo(CurrentHedgehog^); if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (((GameFlags and gfInfAttack) = 0) or PlacingHogs) then begin if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; if (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0) and CheckCoordInWater(hwRound(CurAmmoGear^.X), hwRound(CurAmmoGear^.Y)) then TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 25 else TurnTimeLeft:=(Ammoz[a].TimeAfterTurn * cGetAwayTime) div 100; end; if ((Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) = 0) and (HHGear <> nil) then HHGear^.State:= HHGear^.State or gstAttacked; if (Ammoz[a].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then ApplyAmmoChanges(CurrentHedgehog^) end; end else begin OnUsedAmmo(CurrentHedgehog^); ApplyAmmoChanges(CurrentHedgehog^); end; AttackBar:= 0 endend;////////////////////////////////////////////////////////////////////////////////procedure doStepHedgehogDead(Gear: PGear);const frametime = 200; timertime = frametime * 6;beginif Gear^.Hedgehog^.Unplaced then exit;if Gear^.Timer > 1 then begin AllInactive:= false; dec(Gear^.Timer); if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos) endelse if Gear^.Timer = 1 then begin Gear^.Hedgehog^.Effects[heFrozen]:= 0; Gear^.State:= Gear^.State or gstNoDamage; doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, CurrentHedgehog, EXPLAutoSound); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtGrave, 0, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog; DeleteGear(Gear); SetAllToActive endelse // Gear^.Timer = 0 begin AllInactive:= false; Gear^.Z:= cCurrHHZ; RemoveGearFromList(Gear); InsertGearToList(Gear); PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack); Gear^.Pos:= 0; Gear^.Timer:= timertime endend;////////////////////////////////////////////////////////////////////////////////procedure doStepHedgehogGone(Gear: PGear);const frametime = 65; timertime = frametime * 11;var i: LongInt;beginif Gear^.Hedgehog^.Unplaced then exit;if Gear^.Timer > 1 then begin AllInactive:= false; dec(Gear^.Timer); if (Gear^.Timer mod frametime) = 0 then inc(Gear^.Pos) endelseif Gear^.Timer = 1 then begin DeleteGear(Gear); SetAllToActive endelse // Gear^.Timer = 0 begin AllInactive:= false; Gear^.Z:= cCurrHHZ; RemoveGearFromList(Gear); InsertGearToList(Gear); // only play sound for one alive hedgehog with Gear^.Hedgehog^.Team^ do for i:= 0 to cMaxHHIndex do begin if (Hedgehogs[i].Gear <> nil) then begin if (Hedgehogs[i].Gear = Gear) then begin PlaySoundV(sndByeBye, Gear^.Hedgehog^.Team^.voicepack); PlaySound(sndWarp); end; break; end; end; Gear^.Pos:= 0; Gear^.Timer:= timertime endend;procedure AddPickup(HH: THedgehog; ammo: TAmmoType; cnt, X, Y: LongWord);var s: ansistring; vga: PVisualGear;begin if cnt <> 0 then AddAmmo(HH, ammo, cnt) else AddAmmo(HH, ammo); if (not (HH.Team^.ExtDriven or (HH.BotLevel > 0))) or (HH.Team^.Clan^.ClanIndex = LocalClan) or (GameType = gmtDemo) then begin if cnt <> 0 then s:= trammo[Ammoz[ammo].NameId] + ansistring(' (+' + IntToStr(cnt) + ')') else s:= trammo[Ammoz[ammo].NameId] + ansistring(' (+' + IntToStr(Ammoz[ammo].NumberInCase) + ')'); AddCaption(s, HH.Team^.Clan^.Color, capgrpAmmoinfo); // show ammo icon vga:= AddVisualGear(X, Y, vgtAmmo); if vga <> nil then vga^.Frame:= Longword(ammo); end;end;////////////////////////////////////////////////////////////////////////////////procedure PickUp(HH, Gear: PGear);var s: shortstring; i: LongInt; vga: PVisualGear; ag, gi: PGear;beginGear^.Message:= gmDestroy;if (Gear^.Pos and posCaseExplode) <> 0 then if (Gear^.Pos and posCasePoison) <> 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned) else doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound)else if (Gear^.Pos and posCasePoison) <> 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, HH^.Hedgehog, EXPLAutoSound + EXPLPoisoned + EXPLNoDamage)elsecase Gear^.Pos of posCaseUtility, posCaseAmmo: begin PlaySound(sndShotgunReload); if Gear^.AmmoType <> amNothing then begin AddPickup(HH^.Hedgehog^, Gear^.AmmoType, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y)); end else begin// Add spawning here... AddRandomness(GameTicks); gi := GearsList; while gi <> nil do begin if (gi^.Kind = gtGenericFaller) and (gi^.State and gstInvisible <> 0) then begin gi^.Active:= true; gi^.State:= gi^.State or gstTmpFlag; gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX); gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY); gi^.dX:= _90-(GetRandomf*_360); gi^.dY:= _90-(GetRandomf*_360) end; gi := gi^.NextGear end; ag:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAddAmmo, gstInvisible, _0, _0, GetRandom(125)+25); ag^.Pos:= Gear^.Pos; ag^.Power:= Gear^.Power end; end; posCaseHealth: begin PlaySound(sndShotgunReload); inc(HH^.Health, Gear^.Health); HH^.Hedgehog^.Effects[hePoisoned] := 0; str(Gear^.Health, s); s:= '+' + s; AddCaption(ansistring(s), HH^.Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); RenderHealth(HH^.Hedgehog^); RecountTeamHealth(HH^.Hedgehog^.Team); i:= 0; while i < Gear^.Health do begin vga:= AddVisualGear(hwRound(HH^.X), hwRound(HH^.Y), vgtStraightShot); if vga <> nil then with vga^ do begin Tint:= $00FF00FF; State:= ord(sprHealth) end; inc(i, 5); end; end; endend;procedure HedgehogStep(Gear: PGear);var PrevdX: LongInt; CurWeapon: PAmmo; portals: PGearArrayS;beginCurWeapon:= GetCurAmmoEntry(Gear^.Hedgehog^);if ((Gear^.State and (gstAttacking or gstMoving)) = 0) then begin if isCursorVisible then with Gear^.Hedgehog^ do with CurWeapon^ do begin if (Gear^.Message and gmLeft ) <> 0 then Pos:= (Pos - 1 + Ammoz[AmmoType].PosCount) mod Ammoz[AmmoType].PosCount else if (Gear^.Message and gmRight ) <> 0 then Pos:= (Pos + 1) mod Ammoz[AmmoType].PosCount else exit; GHStepTicks:= 200; exit end; if ((Gear^.Message and gmAnimate) <> 0) then begin Gear^.Message:= 0; Gear^.State:= Gear^.State or gstAnimation; Gear^.Tag:= Gear^.MsgParam; Gear^.Timer:= 0; Gear^.Pos:= 0 end; if ((Gear^.Message and gmLJump ) <> 0) then begin Gear^.Message:= Gear^.Message and (not gmLJump); DeleteCI(Gear); if TestCollisionYwithGear(Gear, -1) = 0 then if TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0 then Gear^.Y:= Gear^.Y - _2 else if TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0 then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.dY:= -_0_15; if not cArtillery then Gear^.dX:= SignAs(_0_15, Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping; PlaySoundV(sndJump1, Gear^.Hedgehog^.Team^.voicepack); exit end; end; if ((Gear^.Message and gmHJump ) <> 0) then begin DeleteCI(Gear); Gear^.Message:= Gear^.Message and (not gmHJump); Gear^.dY:= -_0_2; SetLittle(Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping; PlaySoundV(sndJump3, Gear^.Hedgehog^.Team^.voicepack); exit end; if (Gear^.Message and (gmLeft or gmRight) <> 0) and (Gear^.State and gstMoving = 0) then begin // slightly inefficient since it doesn't halt after one portal, maybe could add a param to GearsNear for number desired. portals:= GearsNear(Gear^.X, Gear^.Y, gtPortal, 26); if portals.size = 0 then Gear^.PortalCounter:= 0 end; PrevdX:= hwSign(Gear^.dX); if (Gear^.Message and gmLeft )<>0 then Gear^.dX:= -cLittle else if (Gear^.Message and gmRight )<>0 then Gear^.dX:= cLittle else exit; StepSoundTimer:= cHHStepTicks; GHStepTicks:= cHHStepTicks; if PrevdX <> hwSign(Gear^.dX) then begin FollowGear:= Gear; exit end; DeleteCI(Gear); // must be after exit!! (see previous line) Gear^.Hedgehog^.visStepPos:= (Gear^.Hedgehog^.visStepPos + 1) and 7; if (not cArtillery or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtBlowTorch))) and ((Gear^.Message and gmPrecise) = 0) then MakeHedgehogsStep(Gear); SetAllHHToActive(false); AddCI(Gear) endend;procedure HedgehogChAngle(HHGear: PGear);var da: LongWord;beginwith HHGear^.Hedgehog^ do if (((CurAmmoType = amRope) or ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amRope))) and ((HHGear^.State and (gstMoving or gstHHJumping)) = gstMoving)) or ((CurAmmoType = amPortalGun) and ((HHGear^.State and gstMoving) <> 0)) then da:= 2 else da:= 1;if ((HHGear^.Message and gmPrecise = 0) or ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack))) or (GameTicks mod 5 = 1) then if ((HHGear^.Message and gmUp) <> 0) and (HHGear^.Angle >= CurMinAngle + da) then dec(HHGear^.Angle, da) else if ((HHGear^.Message and gmDown) <> 0) and (HHGear^.Angle + da <= CurMaxAngle) then inc(HHGear^.Angle, da)end;////////////////////////////////////////////////////////////////////////////////procedure doStepHedgehogMoving(Gear: PGear);var isFalling, isUnderwater: boolean; land: Word;beginif Gear^.Hedgehog^.Unplaced then begin Gear^.dY:= _0; Gear^.dX:= _0; Gear^.State:= Gear^.State and (not gstMoving); exit end;land:= 0;isUnderwater:= CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + Gear^.Radius);if Gear^.dX.QWordValue > 8160437862 then Gear^.dX.QWordValue:= 8160437862;if Gear^.dY.QWordValue > 8160437862 then Gear^.dY.QWordValue:= 8160437862;isFalling:= (Gear^.dY.isNegative) or (TestCollisionYKick(Gear, 1) = 0);if isFalling then begin land:= TestCollisionYKick(Gear, -1); if (Gear^.dY.isNegative) and (land <> 0) then begin if land and lfBouncy <> 0 then begin doStepFallingGear(Gear); Gear^.dX:= Gear^.dX * _0_8 end; if (land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0) then Gear^.dY:= _0; Gear^.State:= Gear^.State and (not gstCollision) end; Gear^.State:= Gear^.State or gstMoving; if (Gear^.State and gstHHDriven <> 0) and (not CurrentTeam^.ExtDriven) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then begin // TODO: why so aggressive at setting FollowGear when falling? // because hog was being yanked out of frame by other stuff when doing a complicated jump/chute/saucer/roping. // added a couple more conditions to make it a bit less aggressive, at cost of possibly spectator failing to follow a maneuver FollowGear:= Gear; end; if isUnderwater then Gear^.dY:= Gear^.dY + cGravity / _2 else begin Gear^.dY:= Gear^.dY + cGravity;// this set of circumstances could be less complex if jumping was more clearly identified if ((GameFlags and gfMoreWind) <> 0) and (((Gear^.Damage <> 0) or ((CurAmmoGear <> nil) and ((CurAmmoGear^.AmmoType = amJetpack) or (CurAmmoGear^.AmmoType = amBirdy))) or ((Gear^.dY.QWordValue + Gear^.dX.QWordValue) > _0_55.QWordValue))) then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density end endelse begin land:= TestCollisionYwithGear(Gear, 1); if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_55.QWordValue) and ((land and lfIce) = 0) and ((land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0)) and ((Gear^.State and gstHHJumping) <> 0) then SetLittle(Gear^.dX); if not Gear^.dY.isNegative then begin if land and lfBouncy <> 0 then begin doStepFallingGear(Gear); // hogs for some reason have very low friction. slippery little buggers Gear^.dX:= Gear^.dX * _0_8 end; CheckHHDamage(Gear); if (land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0) then begin if ((Gear^.State and gstHHHJump) <> 0) and (not cArtillery) and (Gear^.dX.QWordValue < _0_02.QWordValue) then begin if land and lfBouncy <> 0 then Gear^.dY:= _0; Gear^.dX.isNegative:= not Gear^.dX.isNegative // landing after high jump end; Gear^.State:= Gear^.State and (not (gstHHJumping or gstHHHJump)); if (land and lfBouncy = 0) or (Gear^.dX.QWordValue < _0_02.QWordValue) then Gear^.dY:= _0 end; Gear^.State:= Gear^.State and (not gstCollision) end else Gear^.dY:= Gear^.dY + cGravity; if ((Gear^.State and gstMoving) <> 0) then begin if land and lfIce <> 0 then begin Gear^.dX:= Gear^.dX * (_1 - (_1 - Gear^.Friction) / _2) end else Gear^.dX:= Gear^.dX * Gear^.Friction; end end;if (Gear^.State and (gstMoving or gstHHJumping or gstHHHJump)) <> 0 then DeleteCI(Gear);if isUnderwater then begin Gear^.dY:= Gear^.dY * _0_999; Gear^.dX:= Gear^.dX * _0_999; end;if (Gear^.State and gstMoving) <> 0 then if TestCollisionXKick(Gear, hwSign(Gear^.dX)) <> 0 then if not isFalling then if hwAbs(Gear^.dX) > _0_01 then if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -1, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_96; Gear^.Y:= Gear^.Y - _1 end else if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -2, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_93; Gear^.Y:= Gear^.Y - _2 end else if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -3, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_9 ; Gear^.Y:= Gear^.Y - _3 end else if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -4, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_87; Gear^.Y:= Gear^.Y - _4 end else if (TestCollisionXwithXYShift(Gear, int2hwFloat(hwSign(Gear^.dX)) - Gear^.dX, -5, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithXYShift(Gear, hwSign(Gear^.dX) - hwRound(Gear^.dX), -1, -1) = 0) then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.dX:= Gear^.dX * _0_84; Gear^.Y:= Gear^.Y - _5 end else if hwAbs(Gear^.dX) > _0_02 then Gear^.dX:= -Gear^.Elasticity * Gear^.dX else begin Gear^.State:= Gear^.State and (not gstMoving); while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1; SetLittle(Gear^.dX) end else begin Gear^.State:= Gear^.State and (not gstMoving); while TestCollisionYWithGear(Gear,1) = 0 do Gear^.Y:= Gear^.Y+_1; SetLittle(Gear^.dX) end else if (hwAbs(Gear^.dX) > cLittle) and ((Gear^.State and gstHHJumping) = 0) then Gear^.dX:= -Gear^.Elasticity * Gear^.dX else SetLittle(Gear^.dX);if (not isFalling) and (hwAbs(Gear^.dX) + hwAbs(Gear^.dY) < _0_03) then begin Gear^.State:= Gear^.State and (not gstWinner); Gear^.State:= Gear^.State and (not gstMoving); while (not CheckGearDrowning(Gear)) and (Gear <> nil) and (TestCollisionYWithGear(Gear,1) = 0) do Gear^.Y:= Gear^.Y + _1; // could become nil in CheckGearDrowning if ai's hog fails to respawn in ai survival if Gear = nil then exit; SetLittle(Gear^.dX); Gear^.dY:= _0 endelse Gear^.State:= Gear^.State or gstMoving;if (Gear^.State and gstMoving) <> 0 then begin Gear^.State:= Gear^.State and (not gstAnimation);// ARTILLERY but not being moved by explosions Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; if (not Gear^.dY.isNegative) and (TestCollisionYKick(Gear, 1) = 0) then begin land:= TestCollisionYwithXYShift(Gear, 0, 1, 1); if land and lfBouncy <> 0 then doStepFallingGear(Gear); if (land <> 0) and ((land and lfBouncy = 0) or (Gear^.State and gstCollision <> 0)) then begin CheckHHDamage(Gear); Gear^.dY:= _0; Gear^.Y:= Gear^.Y + _1 end; Gear^.State:= Gear^.State and (not gstCollision) end; // could become nil if ai's hog fails to respawn in ai survival if Gear = nil then exit; // hide target cursor if current hog is drowning if (Gear^.State and gstDrowning) <> 0 then if (CurrentHedgehog^.Gear = Gear) then isCursorVisible:= false end;if (not isZero(Gear^.dY)) and (Gear^.FlightTime > 0) and ((GameFlags and gfLowGravity) = 0) then begin inc(Gear^.FlightTime); if (Gear^.FlightTime > 1500) and ((hwRound(Gear^.X) < LongInt(leftX)-250) or (hwRound(Gear^.X) > LongInt(rightX)+250)) then begin Gear^.FlightTime:= 0; AddCaption(GetEventString(eidHomerun), cWhiteColor, capgrpMessage); PlaySound(sndHomerun) end; endelse begin uStats.hedgehogFlight(Gear, Gear^.FlightTime); Gear^.FlightTime:= 0; end;end;procedure doStepHedgehogDriven(HHGear: PGear);var t: PGear; wasJumping: boolean; Hedgehog: PHedgehog;beginHedgehog:= HHGear^.Hedgehog;if not isInMultiShoot then AllInactive:= falseelse if Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle] then HHGear^.Message:= 0;if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Utility) <> 0) and isInMultiShoot then AllInactive:= trueelse if not isInMultiShoot then AllInactive:= false;if (TurnTimeLeft = 0) or (HHGear^.Damage > 0) then begin if (Hedgehog^.CurAmmoType = amKnife) then LoadHedgehogHat(Hedgehog^, Hedgehog^.Hat); if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0; isCursorVisible:= false; HHGear^.State:= HHGear^.State and (not (gstHHDriven or gstAnimation or gstAttacking)); AttackBar:= 0; if HHGear^.Damage > 0 then HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump)); exit end;if isAFK and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then begin AFKSkip; exit end;if (HHGear^.State and gstAnimation) <> 0 then begin HHGear^.Message:= 0; if (HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].VoiceDelay) and (HHGear^.Timer = 0) then PlaySoundV(Wavez[TWave(HHGear^.Tag)].Voice, Hedgehog^.Team^.voicepack); inc(HHGear^.Timer); if HHGear^.Timer = Wavez[TWave(HHGear^.Tag)].Interval then begin HHGear^.Timer:= 0; inc(HHGear^.Pos); if HHGear^.Pos = Wavez[TWave(HHGear^.Tag)].FramesCount then HHGear^.State:= HHGear^.State and (not gstAnimation) end; exit end;if ((HHGear^.State and gstMoving) <> 0)or (GHStepTicks = cHHStepTicks)or (CurAmmoGear <> nil) then // we are moving begin with Hedgehog^ do if (CurAmmoGear = nil) and (HHGear^.dY > _0_39) and (CurAmmoType = amParachute) then HHGear^.Message:= HHGear^.Message or gmAttack; // check for case with ammo t:= CheckGearNear(HHGear, gtCase, 36, 36); if (t <> nil) and (t^.State and gstFrozen = 0) then PickUp(HHGear, t) end;if (CurAmmoGear = nil) then if (((HHGear^.Message and gmAttack) <> 0) or ((HHGear^.State and gstAttacking) <> 0)) then Attack(HHGear) // should be before others to avoid desync with '/put' msg and changing weapon msgs elseelse with Hedgehog^ do if ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and ((HHGear^.Message and gmLJump) <> 0) and ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) then begin Attack(HHGear); HHGear^.Message:= HHGear^.Message and (not gmLJump) end;if (CurAmmoGear = nil)or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) then begin if ((HHGear^.Message and gmSlot) <> 0) then if ChangeAmmo(HHGear) then ApplyAmmoChanges(Hedgehog^); if ((HHGear^.Message and gmWeapon) <> 0) then HHSetWeapon(HHGear); if ((HHGear^.Message and gmTimer) <> 0) then HHSetTimer(HHGear); end;if CurAmmoGear <> nil then begin CurAmmoGear^.Message:= HHGear^.Message; exit end; HedgehogChAngle(HHGear);if (HHGear^.State and gstMoving) <> 0 then begin wasJumping:= ((HHGear^.State and gstHHJumping) <> 0); if ((HHGear^.Message and gmHJump) <> 0) and wasJumping and ((HHGear^.State and gstHHHJump) = 0) then if (not (hwAbs(HHGear^.dX) > cLittle)) and (HHGear^.dY < -_0_02) then begin HHGear^.State:= HHGear^.State or gstHHHJump; HHGear^.dY:= -_0_25; if not cArtillery then HHGear^.dX:= -SignAs(_0_02, HHGear^.dX); PlaySoundV(sndJump2, Hedgehog^.Team^.voicepack) end; HHGear^.Message:= HHGear^.Message and (not (gmLJump or gmHJump)); if (not cArtillery) and wasJumping and (TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) <> 0) then SetLittle(HHGear^.dX); if Hedgehog^.Gear <> nil then doStepHedgehogMoving(HHGear); if ((HHGear^.State and (gstMoving or gstDrowning)) = 0) then begin AddCI(HHGear); if wasJumping then GHStepTicks:= 410 else GHStepTicks:= 95 end; exit end; if not(isInMultiShoot and (Hedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])) and (Hedgehog^.Gear <> nil) then begin if GHStepTicks > 0 then dec(GHStepTicks); if (GHStepTicks = 0) then HedgehogStep(HHGear) endend;////////////////////////////////////////////////////////////////////////////////procedure doStepHedgehogFree(Gear: PGear);var prevState: Longword; s: ansistring;beginprevState:= Gear^.State;doStepHedgehogMoving(Gear);if (Gear^.State and (gstMoving or gstDrowning)) <> 0 then begin if Gear^.Damage > 0 then CalcRotationDirAngle(Gear); AllInactive:= false; exit end;if (Gear^.Health = 0) then begin if PrvInactive or ((GameFlags and gfInfAttack) <> 0) then begin Gear^.Timer:= 0; FollowGear:= Gear; PrvInactive:= false; AllInactive:= false; if (Gear^.State and gstHHGone) = 0 then begin Gear^.Hedgehog^.Effects[hePoisoned] := 0; if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then begin ResurrectHedgehog(Gear); end else begin Gear^.State:= (Gear^.State or gstHHDeath) and (not gstAnimation); Gear^.doStep:= @doStepHedgehogDead; // Death message s:= ansistring(Gear^.Hedgehog^.Name); AddCaption(FormatA(GetEventString(eidDied), s), cWhiteColor, capgrpMessage); end; end else begin Gear^.State:= Gear^.State and (not gstAnimation); Gear^.doStep:= @doStepHedgehogGone; // Gone message s:= ansistring(Gear^.Hedgehog^.Name); AddCaption(FormatA(GetEventString(eidGone), s), cWhiteColor, capgrpMessage); end end; exit end;if ((Gear^.State and gstWait) = 0) and (prevState <> Gear^.State) then begin Gear^.State:= Gear^.State or gstWait; Gear^.Timer:= 150 endelse begin if Gear^.Timer = 0 then begin Gear^.State:= Gear^.State and (not (gstWait or gstLoser or gstWinner or gstAttacked or gstNotKickable or gstChooseTarget)); if Gear^.Hedgehog^.Effects[heFrozen] = 0 then Gear^.Active:= false; AddCI(Gear); exit end else dec(Gear^.Timer) end;AllInactive:= falseend;procedure CheckIce(Gear: PGear); inline;(*var x,y,tx,ty: LongInt; tdX, tdY, slope: hwFloat; land: Word; *)var slope: hwFloat;begin if (Gear^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0) and (Gear^.State and (gstHHJumping or gstHHHJump or gstAttacking) = 0) and ((Gear^.Hedgehog = nil) or ((Gear^.Hedgehog^.Effects[heFrozen] = 0) or (Gear^.Hedgehog^.Effects[heFrozen] > 255))) and (not Gear^.dY.isNegative) and TurnClockActive and (TestCollisionYwithGear(Gear, 1) and lfIce <> 0) then begin slope:= CalcSlopeBelowGear(Gear); if slope.QWordValue > 730144440 then // ignore mild slopes begin Gear^.dX:=Gear^.dX+slope*cGravity*_256; Gear^.State:= Gear^.State or gstMoving end end;(* x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); AddVisualGear(x, y, vgtSmokeTrace); AddVisualGear(x - hwRound(_5*slope), y + hwRound(_5*slope), vgtSmokeTrace); AddVisualGear(x + hwRound(_5*slope), y - hwRound(_5*slope), vgtSmokeTrace); AddVisualGear(x - hwRound(_20 * slope), y + hwRound(_20 * slope), vgtSmokeTrace); AddVisualGear(x + hwRound(_20 * slope), y - hwRound(_20 * slope), vgtSmokeTrace); AddVisualGear(x - hwRound(_30 * slope), y + hwRound(_30 * slope), vgtSmokeTrace); AddVisualGear(x + hwRound(_30 * slope), y - hwRound(_30 * slope), vgtSmokeTrace); AddVisualGear(x - hwRound(_40 * slope), y + hwRound(_40 * slope), vgtSmokeTrace); AddVisualGear(x + hwRound(_40 * slope), y - hwRound(_40 * slope), vgtSmokeTrace); AddVisualGear(x - hwRound(_50 * slope), y + hwRound(_50 * slope), vgtSmokeTrace); AddVisualGear(x + hwRound(_50 * slope), y - hwRound(_50 * slope), vgtSmokeTrace); *)end;////////////////////////////////////////////////////////////////////////////////procedure doStepHedgehog(Gear: PGear);var tX: hwFloat;begin// it might make sense to skip more than just drowning check hereif (not Gear^.Hedgehog^.Unplaced) then CheckGearDrowning(Gear);if Gear = nil then exit;tX:= Gear^.X;if WorldWrap(Gear) then begin if (WorldEdge <> weBounce) and (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.Kind =gtRope) and (CurAmmoGear^.Elasticity <> _0) then CurAmmoGear^.PortalCounter:= 1; if (WorldEdge = weWrap) and ((TestCollisionXwithGear(Gear, 1) <> 0) or (TestCollisionXwithGear(Gear, -1) <> 0)) then begin Gear^.X:= tX; Gear^.dX.isNegative:= (hwRound(tX) > LongInt(leftX) + Gear^.Radius * 2) end end;CheckSum:= CheckSum xor Gear^.Hedgehog^.BotLevel;if (Gear^.Message and gmDestroy) <> 0 then begin DeleteGear(Gear); exit end;if GameTicks mod 128 = 0 then CheckIce(Gear);(*if Gear^.Hedgehog^.Effects[heFrozen] > 0 then begin if (Gear^.Hedgehog^.Effects[heFrozen] > 256) and (CurrentHedgehog^.Team^.Clan <> Gear^.Hedgehog^.Team^.Clan) then dec(Gear^.Hedgehog^.Effects[heFrozen]) else if GameTicks mod 10 = 0 then dec(Gear^.Hedgehog^.Effects[heFrozen]) end;*)if (GameTicks mod 10 = 0) and (Gear^.Hedgehog^.Effects[heFrozen] > 0) and (Gear^.Hedgehog^.Effects[heFrozen] < 256) then dec(Gear^.Hedgehog^.Effects[heFrozen]);if (Gear^.State and gstHHDriven) = 0 then doStepHedgehogFree(Gear)else begin with Gear^.Hedgehog^ do if Team^.hasGone then TeamGoneEffect(Team^) else doStepHedgehogDriven(Gear) end;end;end.