(* * Hedgewars, a worms-like game * Copyright (c) 2004, 2005, 2006 Andrey Korotaev * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *) procedure doStepDrowningGear(Gear: PGear); forward; function CheckGearDrowning(Gear: PGear): boolean; begin Result:= Gear.Y + Gear.Radius >= cWaterLine; if Result then begin Gear.State:= gstDrowning; Gear.doStep:= doStepDrowningGear; PlaySound(sndSplash) end end; procedure CheckCollision(Gear: PGear); begin if TestCollisionXwithGear(Gear, hwSign(Gear.X)) or TestCollisionYwithGear(Gear, hwSign(Gear.Y)) then Gear.State:= Gear.State or gstCollision else Gear.State:= Gear.State and not gstCollision end; procedure CheckHHDamage(Gear: PGear); begin if Gear.dY > 0.40 then Gear.Damage:= Gear.Damage + 1 + round(70 * (abs(Gear.dY) - 0.40)); end; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// procedure CalcRotationDirAngle(Gear: PGear); var dAngle: Double; begin dAngle:= (abs(Gear.dX) + abs(Gear.dY))*0.1; if Gear.dX >= 0 then Gear.DirAngle:= Gear.DirAngle + dAngle else Gear.DirAngle:= Gear.DirAngle - dAngle; if Gear.DirAngle < 0 then Gear.DirAngle:= Gear.DirAngle + 16 else if Gear.DirAngle >= 16 then Gear.DirAngle:= Gear.DirAngle - 16 end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDrowningGear(Gear: PGear); begin AllInactive:= false; Gear.Y:= Gear.Y + cDrownSpeed; if round(Gear.Y) > Gear.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFallingGear(Gear: PGear); var b: boolean; begin if TestCollisionYwithGear(Gear, hwSign(Gear.dY)) then begin Gear.dX:= Gear.dX * Gear.Friction; Gear.dY:= - Gear.dY * Gear.Elasticity; b:= false end else b:= true; if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then begin Gear.dX:= - Gear.dX * Gear.Elasticity; // Gear.dY:= Gear.dY; b:= false end; if b then begin Gear.dY:= Gear.dY + cGravity; Gear.State:= Gear.State and not gstCollision end else begin if sqr(Gear.dX) + sqr(Gear.dY) < 0.00001 then if (Gear.Timer = 0) then Gear.Active:= false else begin Gear.dX:= 0; Gear.dY:= 0 end; Gear.State:= Gear.State or gstCollision end; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; CheckGearDrowning(Gear); if (sqr(Gear.dX) + sqr(Gear.dY) < 0.003) then Gear.State:= Gear.State and not gstMoving else Gear.State:= Gear.State or gstMoving end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCloud(Gear: PGear); begin Gear.X:= Gear.X + cWindSpeed * 200 + Gear.dX; if Gear.Y > -160 then Gear.dY:= Gear.dY - 0.00002 else Gear.dY:= Gear.dY + 0.00002; Gear.Y:= Gear.Y + Gear.dY; if Gear.X < -cScreenWidth - 256 then Gear.X:= cScreenWidth + 2048 else if Gear.X > cScreenWidth + 2048 then Gear.X:= -cScreenWidth - 256 end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBomb(Gear: PGear); var i: integer; begin AllInactive:= false; doStepFallingGear(Gear); dec(Gear.Timer); if Gear.Timer = 0 then begin case Gear.Kind of gtAmmo_Bomb: doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); gtClusterBomb: begin doMakeExplosion(round(Gear.X), round(Gear.Y), 30, EXPLAutoSound); for i:= 0 to 4 do AddGear(round(Gear.X), round(Gear.Y), gtCluster, 0, (getrandom - 0.5)*0.2, (getrandom - 3) * 0.08); end end; DeleteGear(Gear); exit end; CalcRotationDirAngle(Gear); if (Gear.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact) end; procedure doStepCluster(Gear: PGear); begin AllInactive:= false; doStepFallingGear(Gear); if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 20, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $1F) = 0 then AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGrenade(Gear: PGear); begin AllInactive:= false; Gear.dX:= Gear.dX + cWindSpeed; doStepFallingGear(Gear); if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepHealthTagWork(Gear: PGear); begin AllInactive:= false; dec(Gear.Timer); Gear.Y:= Gear.Y - 0.07; if Gear.Timer = 0 then begin PHedgehog(Gear.Hedgehog).Gear.Active:= true; // to let current hh die DeleteGear(Gear) end end; procedure doStepHealthTagWorkUnderWater(Gear: PGear); begin AllInactive:= false; Gear.Y:= Gear.Y - 0.07; if Gear.Y <= cWaterLine + 10 then DeleteGear(Gear) end; procedure doStepHealthTag(Gear: PGear); var s: shortstring; begin AllInactive:= false; str(Gear.State, s); Gear.Surf:= RenderString(s, PHedgehog(Gear.Hedgehog).Team.Color, fnt16); if Gear.Y < cWaterLine then Gear.doStep:= doStepHealthTagWork else Gear.doStep:= doStepHealthTagWorkUnderWater end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGrave(Gear: PGear); begin AllInactive:= false; if Gear.dY < 0 then if TestCollisionY(Gear, -1) then Gear.dY:= 0; if Gear.dY >=0 then if TestCollisionY(Gear, 1) then begin Gear.dY:= - Gear.dY * Gear.Elasticity; if Gear.dY > - 0.001 then begin Gear.Active:= false; exit end else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact) end; Gear.Y:= Gear.Y + Gear.dY; CheckGearDrowning(Gear); Gear.dY:= Gear.dY + cGravity end; //////////////////////////////////////////////////////////////////////////////// procedure doStepUFOWork(Gear: PGear); var t: Double; begin AllInactive:= false; t:= sqrt(sqr(Gear.dX) + sqr(Gear.dY)); Gear.dX:= Gear.Elasticity * (Gear.dX + 0.000004 * (TargetPoint.X - trunc(Gear.X))); Gear.dY:= Gear.Elasticity * (Gear.dY + 0.000004 * (TargetPoint.Y - trunc(Gear.Y))); t:= t / (sqrt(sqr(Gear.dX) + sqr(Gear.dY))); Gear.dX:= Gear.dX * t; Gear.dY:= Gear.dY * t; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; CheckCollision(Gear); dec(Gear.Timer); if ((Gear.State and gstCollision) <> 0) or (Gear.Timer = 0) then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); end; end; procedure doStepUFO(Gear: PGear); begin AllInactive:= false; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; Gear.dY:= Gear.dY + cGravity; CheckCollision(Gear); if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear.Timer); if Gear.Timer = 0 then begin Gear.Timer:= 5000; Gear.doStep:= doStepUFOWork end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShotgunShot(Gear: PGear); var i: LongWord; begin AllInactive:= false; if Gear.Timer > 0 then begin dec(Gear.Timer); if Gear.Timer = 0 then PlaySound(sndShotgunFire); exit end; i:= 200; repeat Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; CheckCollision(Gear); if (Gear.State and gstCollision) <> 0 then begin AmmoShove(Gear, 25, 25); doMakeExplosion(round(Gear.X), round(Gear.Y), 25, EXPLNoDamage or EXPLDoNotTouchHH); DeleteGear(Gear); AfterAttack; exit end; dec(i) until i = 0; if (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then begin DeleteGear(Gear); AfterAttack end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDEagleShot(Gear: PGear); var i, x, y: LongWord; oX, oY: Double; begin AllInactive:= false; i:= 80; oX:= Gear.X; oY:= Gear.Y; repeat Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; x:= round(Gear.X); y:= round(Gear.Y); if ((y and $FFFFFC00) = 0) and ((x and $FFFFF800) = 0) and (Land[y, x] <> 0) then inc(Gear.Damage); AmmoShove(Gear, 7, 20); dec(i) until (i = 0) or (Gear.Damage > Gear.Health); if Gear.Damage > 0 then begin DrawTunnel(oX, oY, Gear.dX, Gear.dY, 82 - i, 1); dec(Gear.Health, Gear.Damage); Gear.Damage:= 0 end; if (Gear.Health <= 0) or (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepActionTimer(Gear: PGear); begin dec(Gear.Timer); case Gear.Kind of gtATStartGame: begin AllInactive:= false; if Gear.Timer = 0 then AddCaption(trmsg[sidStartFight], $FFFFFF, capgrpGameState); end; gtATSmoothWindCh: begin if Gear.Timer = 0 then begin if WindBarWidth < Gear.Tag then inc(WindBarWidth) else if WindBarWidth > Gear.Tag then dec(WindBarWidth); if WindBarWidth <> Gear.Tag then Gear.Timer:= 10; end end; gtATFinishGame: begin AllInactive:= false; if Gear.Timer = 0 then begin SendIPC('N'); GameState:= gsExit end end; end; if Gear.Timer = 0 then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepPickHammerWork(Gear: PGear); var i, ei: integer; HHGear: PGear; begin AllInactive:= false; HHGear:= PHedgehog(Gear.Hedgehog).Gear; dec(Gear.Timer); if (Gear.Timer = 0)or((Gear.Message and gm_Destroy) <> 0)or((HHGear.State and gstHHDriven) = 0) then begin DeleteGear(Gear); AfterAttack; exit end; if (Gear.Timer and $3F) = 0 then begin i:= round(Gear.X) - Gear.Radius - GetRandom(2); ei:= round(Gear.X) + Gear.Radius + GetRandom(2); while i <= ei do begin doMakeExplosion(i, round(Gear.Y) + 3, 3, 0); inc(i, 1) end; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + 1.9; SetAllHHToActive; end; if TestCollisionYwithGear(Gear, 1) then begin Gear.dY:= 0; HHGear.dX:= 0.0000001 * hwSign(HHGear.dX); HHGear.dY:= 0; end else begin Gear.dY:= Gear.dY + cGravity; Gear.Y:= Gear.Y + Gear.dY; if Gear.Y > 1024 then Gear.Timer:= 1 end; Gear.X:= Gear.X + HHGear.dX; HHGear.X:= Gear.X; HHGear.Y:= Gear.Y - cHHRadius; if (Gear.Message and gm_Attack) <> 0 then if (Gear.State and gsttmpFlag) <> 0 then Gear.Timer:= 1 else else if (Gear.State and gsttmpFlag) = 0 then Gear.State:= Gear.State or gsttmpFlag; if ((Gear.Message and gm_Left) <> 0) then Gear.dX:= -0.3 else if ((Gear.Message and gm_Right) <> 0) then Gear.dX:= 0.3 else Gear.dX:= 0; end; procedure doStepPickHammer(Gear: PGear); var i, y: integer; ar: TRangeArray; begin i:= 0; y:= round(Gear.Y) - cHHRadius*2; while y < round(Gear.Y) do begin ar[i].Left := round(Gear.X) - Gear.Radius - GetRandom(2); ar[i].Right:= round(Gear.X) + Gear.Radius + GetRandom(2); inc(y, 2); inc(i) end; DrawHLinesExplosions(@ar, 3, round(Gear.Y) - cHHRadius*2, 2, Pred(i)); Gear.dY:= PHedgehog(Gear.Hedgehog).Gear.dY; doStepPickHammerWork(Gear); Gear.doStep:= doStepPickHammerWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepRopeWork(Gear: PGear); const flCheck: boolean = false; var HHGear: PGear; len, cs, cc, tx, ty: Double; lx, ly: LongInt; procedure DeleteMe; begin with HHGear^ do begin Message:= Message and not gm_Attack; State:= State or gstFalling; end; DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear.Hedgehog)^.Ammo); ApplyAmmoChanges(PHedgehog(HHGear.Hedgehog)^) end; begin HHGear:= PHedgehog(Gear.Hedgehog).Gear; if ((HHGear.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) then begin DeleteMe; exit end; Gear.dX:= HHGear.X - Gear.X; Gear.dY:= HHGear.Y - Gear.Y; if (Gear.Message and gm_Left <> 0) then HHGear.dX:= HHGear.dX - 0.0002 else if (Gear.Message and gm_Right <> 0) then HHGear.dX:= HHGear.dX + 0.0002; if not TestCollisionYwithGear(HHGear, 1) then HHGear.dY:= HHGear.dY + cGravity; cs:= Gear.dY + HHGear.dY; cc:= Gear.dX + HHGear.dX; len:= 1 / sqrt(sqr(cc)+sqr(cs)); cc:= cc * len; cs:= cs * len; flCheck:= not flCheck; if flCheck then // check whether rope needs dividing begin len:= Gear.Elasticity - 20; while len > 5 do begin tx:= cc*len; ty:= cs*len; lx:= round(Gear.X + tx) + hwSign(HHGear.dX); ly:= round(Gear.Y + ty) + hwSign(HHGear.dY); if ((ly and $FFFFFC00) = 0) and ((lx and $FFFFF800) = 0)and (Land[ly, lx] <> 0) then begin with RopePoints.ar[RopePoints.Count] do begin X:= Gear.X; Y:= Gear.Y; if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle32(Gear.dY, Gear.dX); b:= (cc * HHGear.dY) > (cs * HHGear.dX); dLen:= len end; Gear.X:= Gear.X + tx; Gear.Y:= Gear.Y + ty; inc(RopePoints.Count); Gear.Elasticity:= Gear.Elasticity - len; Gear.Friction:= Gear.Friction - len; break end; len:= len - 3 end; end else if RopePoints.Count > 0 then // check whether the last dividing point could be removed begin tx:= RopePoints.ar[Pred(RopePoints.Count)].X; ty:= RopePoints.ar[Pred(RopePoints.Count)].Y; if RopePoints.ar[Pred(RopePoints.Count)].b xor ((tx - Gear.X) * (ty - HHGear.Y) > (tx - HHGear.X) * (ty - Gear.Y)) then begin dec(RopePoints.Count); Gear.X:=RopePoints.ar[RopePoints.Count].X; Gear.Y:=RopePoints.ar[RopePoints.Count].Y; Gear.Elasticity:= Gear.Elasticity + RopePoints.ar[RopePoints.Count].dLen; Gear.Friction:= Gear.Friction + RopePoints.ar[RopePoints.Count].dLen end end; Gear.dX:= HHGear.X - Gear.X; Gear.dY:= HHGear.Y - Gear.Y; cs:= Gear.dY + HHGear.dY; cc:= Gear.dX + HHGear.dX; len:= 1 / sqrt(sqr(cc)+sqr(cs)); cc:= cc * len; cs:= cs * len; HHGear.dX:= HHGear.X; HHGear.dY:= HHGear.Y; if ((Gear.Message and gm_Down) <> 0) and (Gear.Elasticity < Gear.Friction) then if not (TestCollisionXwithGear(HHGear, hwSign(Gear.dX)) or TestCollisionYwithGear(HHGear, hwSign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity + 0.3; if ((Gear.Message and gm_Up) <> 0) and (Gear.Elasticity > 30) then if not (TestCollisionXwithGear(HHGear, -hwSign(Gear.dX)) or TestCollisionYwithGear(HHGear, -hwSign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity - 0.3; HHGear.X:= Gear.X + cc*Gear.Elasticity; HHGear.Y:= Gear.Y + cs*Gear.Elasticity; HHGear.dX:= HHGear.X - HHGear.dX; HHGear.dY:= HHGear.Y - HHGear.dY; if TestCollisionXwithGear(HHGear, hwSign(HHGear.dX)) then HHGear.dX:= -0.6 * HHGear.dX; if TestCollisionYwithGear(HHGear, hwSign(HHGear.dY)) then HHGear.dY:= -0.6 * HHGear.dY; if (Gear.Message and gm_Attack) <> 0 then if (Gear.State and gsttmpFlag) <> 0 then DeleteMe else else if (Gear.State and gsttmpFlag) = 0 then Gear.State:= Gear.State or gsttmpFlag; end; procedure doStepRopeAttach(Gear: PGear); var HHGear: PGear; tx, ty, tt: Double; begin Gear.X:= Gear.X - Gear.dX; Gear.Y:= Gear.Y - Gear.dY; Gear.Elasticity:= Gear.Elasticity + 1.0; HHGear:= PHedgehog(Gear.Hedgehog)^.Gear; if (HHGear.State and gstFalling) <> 0 then if TestCollisionYwithGear(HHGear, 1) then begin HHGear.dY:= 0; CheckHHDamage(HHGear); HHGear.State:= HHGear.State and not (gstFalling or gstHHJumping); end else begin if TestCollisionXwithGear(HHGear, hwSign(HHGear.dX)) then HHGear.dX:= 0.0000001 * hwSign(HHGear.dX); HHGear.X:= HHGear.X + HHGear.dX; HHGear.Y:= HHGear.Y + HHGear.dY; Gear.X:= Gear.X + HHGear.dX; Gear.Y:= Gear.Y + HHGear.dY; HHGear.dY:= HHGear.dY + cGravity; tt:= Gear.Elasticity; tx:= 0; ty:= 0; while tt > 20 do begin if TestCollisionXwithXYShift(Gear, round(tx), round(ty), hwSign(Gear.dX)) or TestCollisionYwithXYShift(Gear, round(tx), round(ty), hwSign(Gear.dY)) then begin Gear.X:= Gear.X + tx; Gear.Y:= Gear.Y + ty; Gear.Elasticity:= tt; Gear.doStep:= doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; tt:= 0 end; tx:= tx + Gear.dX - Gear.dX; ty:= ty + Gear.dY - Gear.dY; tt:= tt - 2.0; end; end; CheckCollision(Gear); if (Gear.State and gstCollision) <> 0 then begin Gear.doStep:= doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; if Gear.Elasticity < 10 then Gear.Elasticity:= 10000; end; if (Gear.Elasticity >= Gear.Friction) or ((Gear.Message and gm_Attack) = 0) then begin with PHedgehog(Gear.Hedgehog).Gear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack end; DeleteGear(Gear) end end; procedure doStepRope(Gear: PGear); begin Gear.dX:= - Gear.dX; Gear.dY:= - Gear.dY; Gear.doStep:= doStepRopeAttach end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSmokeTrace(Gear: PGear); begin inc(Gear.Timer); if Gear.Timer > 64 then begin Gear.Timer:= 0; dec(Gear.State) end; Gear.dX:= Gear.dX + cWindSpeed; Gear.X:= Gear.X + Gear.dX; if Gear.State = 0 then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepExplosion(Gear: PGear); begin inc(Gear.Timer); if Gear.Timer > 75 then begin inc(Gear.State); Gear.Timer:= 0; if Gear.State > 5 then DeleteGear(Gear) end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepMine(Gear: PGear); begin if (Gear.dX <> 0) or (Gear.dY <> 0) then begin if Gear.CollIndex < High(Longword) then DeleteCI(Gear); doStepFallingGear(Gear); if Gear.Active = false then begin if Gear.CollIndex = High(Longword) then AddGearCI(Gear); Gear.dX:= 0; Gear.dY:= 0 end; CalcRotationDirAngle(Gear); AllInactive:= false end; if ((Gear.State and gsttmpFlag) <> 0) then if ((Gear.State and gstAttacking) = 0) then begin if ((GameTicks and $F) = 0) then if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear.State:= Gear.State or gstAttacking end else // gstAttacking <> 0 begin AllInactive:= false; if (Gear.Timer and $FF) = 0 then PlaySound(sndMineTick); if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear) end; dec(Gear.Timer); end else // gsttmpFlag = 0 if TurnTimeLeft = 0 then Gear.State:= Gear.State or gsttmpFlag; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDynamite(Gear: PGear); begin doStepFallingGear(Gear); AllInactive:= false; if Gear.Timer mod 166 = 0 then inc(Gear.Tag); if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 75, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear.Timer); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCase(Gear: PGear); var i, x, y: integer; begin if (Gear.Message and gm_Destroy) > 0 then begin DeleteGear(Gear); exit end; if Gear.Damage > 0 then begin x:= round(Gear.X); y:= round(Gear.Y); DeleteGear(Gear); doMakeExplosion(x, y, 25, EXPLAutoSound); for i:= 0 to 63 do AddGear(x, y, gtFlame, 0); exit end; if (Gear.dY <> 0) or (not TestCollisionYwithGear(Gear, 1)) then begin AllInactive:= false; Gear.dY:= Gear.dY + cGravity; Gear.Y:= Gear.Y + Gear.dY; if (Gear.dY < 0) and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0 else if (Gear.dY >= 0) and TestCollisionYwithGear(Gear, 1) then begin Gear.dY:= - Gear.dY * Gear.Elasticity; if Gear.dY > - 0.001 then Gear.dY:= 0 else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact); end; CheckGearDrowning(Gear); end; if (Gear.CollIndex = High(Longword)) and (Gear.dY = 0) then AddGearCI(Gear) else if (Gear.CollIndex < High(Longword)) and (Gear.dY <> 0) then DeleteCI(Gear); end; //////////////////////////////////////////////////////////////////////////////// var thexchar: array[0..5] of record oy, ny: integer; team: PTeam; end; thexchcnt: Longword; currsorter: PGear; procedure doStepTeamHealthSorterWork(Gear: PGear); var i: integer; begin AllInactive:= false; dec(Gear.Timer); if (Gear.Timer and 15) = 0 then for i:= 0 to Pred(thexchcnt) do with thexchar[i] do {$WARNINGS OFF} team.DrawHealthY:= ny + (oy - ny) * Gear.Timer div 640; {$WARNINGS ON} if (Gear.Timer = 0) or (currsorter <> Gear) then begin if currsorter = Gear then currsorter:= nil; DeleteGear(Gear) end end; procedure doStepTeamHealthSorter(Gear: PGear); var team: PTeam; i, t: Longword; begin AllInactive:= false; team:= TeamsList; i:= 0; while team <> nil do begin thexchar[i].oy:= team.DrawHealthY; thexchar[i].team:= team; inc(i); team:= team.Next end; thexchcnt:= i; for i:= 1 to thexchcnt do for t:= 0 to thexchcnt - 2 do if thexchar[t].team.TeamHealthBarWidth > thexchar[Succ(t)].team.TeamHealthBarWidth then begin thexchar[5]:= thexchar[t]; thexchar[t]:= thexchar[Succ(t)]; thexchar[Succ(t)]:= thexchar[5] end; t:= cScreenHeight - 4; for i:= 0 to Pred(thexchcnt) do with thexchar[i] do begin dec(t, team.HealthRect.h + 2); ny:= t end; Gear.Timer:= 640; Gear.doStep:= doStepTeamHealthSorterWork; currsorter:= Gear end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShover(Gear: PGear); var HHGear: PGear; begin HHGear:= PHedgehog(Gear.Hedgehog)^.Gear; HHGear.State:= HHGear.State or gstNoDamage; AmmoShove(Gear, 30, 115); HHGear.State:= HHGear.State and not gstNoDamage; DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFlame(Gear: PGear); begin AllInactive:= false; if not TestCollisionYwithGear(Gear, 1) then begin Gear.dX:= Gear.dX + cWindSpeed; Gear.dY:= Gear.dY + cGravity; if abs(Gear.dX) > 0.12 then Gear.dX:= Gear.dX * 0.5; if Gear.dY > 0.12 then Gear.dY:= Gear.dY * 0.995; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; if Gear.Y > 1023 then begin DeleteGear(Gear); exit end end else begin if Gear.Timer > 0 then dec(Gear.Timer) else begin doMakeExplosion(round(Gear.X), round(Gear.Y), 2, 0); dec(Gear.Health); Gear.Timer:= 1250 - Gear.Angle * 12 end end; if (((GameTicks div 8) mod 64) = Gear.Angle) then AmmoFlameWork(Gear); if Gear.Health = 0 then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFirePunchWork(Gear: PGear); var HHGear: PGear; begin AllInactive:= false; if ((Gear.Message and gm_Destroy) <> 0) then begin DeleteGear(Gear); AfterAttack; exit end; HHGear:= PHedgehog(Gear.Hedgehog).Gear; if round(HHGear.Y) <= Gear.Tag - 2 then begin Gear.Tag:= round(HHGear.Y); DrawTunnel(HHGear.X - cHHRadius, HHGear.Y - 1, 0.5, 0.0, cHHRadius * 4, 2); HHGear.State:= HHGear.State or gstNoDamage; Gear.Y:= HHGear.Y; AmmoShove(Gear, 30, 40); HHGear.State:= HHGear.State and not gstNoDamage end; HHGear.dY:= HHGear.dY + cGravity; if HHGear.dY >= 0 then begin HHGear.State:= HHGear.State or gstFalling; DeleteGear(Gear); AfterAttack; exit end; HHGear.Y:= HHGear.Y + HHGear.dY end; procedure doStepFirePunch(Gear: PGear); var HHGear: PGear; begin AllInactive:= false; HHGear:= PHedgehog(Gear.Hedgehog).Gear; HHGear.X:= round(HHGear.X) - 0.5; HHGear.dX:= 0.0000001 * hwSign(HHGear.dX); HHGear.dY:= -0.30; Gear.X:= HHGear.X; Gear.dX:= hwSign(HHGear.dX)* 0.45; Gear.dY:= -0.9; Gear.doStep:= doStepFirePunchWork; DrawTunnel(HHGear.X - cHHRadius, HHGear.Y + 1, 0.5, 0.0, cHHRadius * 4, 5); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepParachute(Gear: PGear); var HHGear: PGear; begin HHGear:= PHedgehog(Gear.Hedgehog).Gear; HHGear.State:= HHGear.State and not gstAttacking; if TestCollisionYwithGear(HHGear, 1) or ((HHGear.State and gstHHDriven) = 0) or CheckGearDrowning(HHGear) then begin with HHGear^ do begin Message:= 0; dx:= 0.0000001 * hwSign(dX); dY:= 0; State:= State and not (gstAttacking or gstAttacked); State:= State or gstFalling; end; DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear.Hedgehog)^.Ammo); ApplyAmmoChanges(PHedgehog(HHGear.Hedgehog)^); exit end; if not TestCollisionXwithGear(HHGear, hwSign(HHGear.dX)) then HHGear.X:= HHGear.X + cWindSpeed * 200; if (Gear.Message and gm_Left) <> 0 then HHGear.X:= HHGear.X - cMaxWindSpeed * 40 else if (Gear.Message and gm_Right) <> 0 then HHGear.X:= HHGear.X + cMaxWindSpeed * 40; if (Gear.Message and gm_Up) <> 0 then HHGear.Y:= HHGear.Y - cGravity * 40 else if (Gear.Message and gm_Down) <> 0 then HHGear.Y:= HHGear.Y + cGravity * 40; HHGear.Y:= HHGear.Y + cGravity * 100; end; //////////////////////////////////////////////////////////////////////////////// const cAirPlaneSpeed = 0.8; cBombsDistance = 30; cBombsSpeed = 0.1; procedure doStepAirAttackWork(Gear: PGear); begin AllInactive:= false; Gear.X:= Gear.X + cAirPlaneSpeed; if (Gear.Health > 0)and(Gear.X >= Gear.dX)and(Gear.X < Gear.dX + cAirPlaneSpeed) then begin dec(Gear.Health); AddGear(round(Gear.X), round(Gear.Y), gtAirBomb, 0, cBombsSpeed, 0.0); Gear.dX:= Gear.dX + cBombsDistance end; if Gear.X > 2560 then DeleteGear(Gear) end; procedure doStepAirAttack(Gear: PGear); begin AllInactive:= false; Gear.X:= -512; Gear.Y:= -128; Gear.dX:= TargetPoint.X - cBombsDistance * 5 / 2 - cBombsSpeed * sqrt(2 * (TargetPoint.Y - Gear.Y) / cGravity); Gear.Health:= 6; Gear.doStep:= doStepAirAttackWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepAirBomb(Gear: PGear); begin AllInactive:= false; doStepFallingGear(Gear); if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 35, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0) end;