(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2011 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 *) (* * This file contains the step handlers for gears. * * Important: Since gears change the course of the game, calculations that * lead to different results for different clients/players/machines * should NOT occur! * Use safe functions and data types! (e.g. GetRandom() and hwFloat) *) procedure doStepPerPixel(Gear: PGear; step: TGearStepProcedure; onlyCheckIfChanged: boolean); var dX, dY, sX, sY: hwFloat; i, steps: LongWord; caller: TGearStepProcedure; begin dX:= Gear^.dX; dY:= Gear^.dY; steps:= max(abs(hwRound(Gear^.X+dX)-hwRound(Gear^.X)), abs(hwRound(Gear^.Y+dY)-hwRound(Gear^.Y))); // Gear is still on the same Pixel it was before if steps < 1 then begin if onlyCheckIfChanged then begin Gear^.X := Gear^.X + dX; Gear^.Y := Gear^.Y + dY; EXIT; end else steps := 1; end; if steps > 1 then begin sX:= dX / steps; sY:= dY / steps; end else begin sX:= dX; sY:= dY; end; caller:= Gear^.doStep; for i:= 1 to steps do begin Gear^.X := Gear^.X + sX; Gear^.Y := Gear^.Y + sY; step(Gear); if (Gear^.doStep <> caller) or ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then break; end; end; procedure makeHogsWorry(x, y: hwFloat; r: LongInt); var gi: PGear; d: LongInt; begin gi := GearsList; while gi <> nil do begin if (gi^.Kind = gtHedgehog) then begin d := r - hwRound(Distance(gi^.X - x, gi^.Y - y)); if (d > 1) and not gi^.Invulnerable and (GetRandom(2) = 0) then begin if (CurrentHedgehog^.Gear = gi) then PlaySound(sndOops, gi^.Hedgehog^.Team^.voicepack) else begin if (gi^.State and gstMoving) = 0 then gi^.State := gi^.State or gstLoser; if d > r div 2 then PlaySound(sndNooo, gi^.Hedgehog^.Team^.voicepack) else PlaySound(sndUhOh, gi^.Hedgehog^.Team^.voicepack); end; end; end; gi := gi^.NextGear end; end; procedure HideHog(HH: PHedgehog); begin ScriptCall('onHogHide', HH^.Gear^.Uid); DeleteCI(HH^.Gear); if FollowGear = HH^.Gear then FollowGear:= nil; if lastGearByUID = HH^.Gear then lastGearByUID := nil; RemoveGearFromList(HH^.Gear); with HH^.Gear^ do begin Z := cHHZ; Active := false; State:= State and not (gstHHDriven or gstAttacking or gstAttacked); Message := Message and not gmAttack; end; HH^.GearHidden:= HH^.Gear; HH^.Gear:= nil end; procedure RestoreHog(HH: PHedgehog); begin HH^.Gear:=HH^.GearHidden; HH^.GearHidden:= nil; InsertGearToList(HH^.Gear); HH^.Gear^.State:= (HH^.Gear^.State and not (gstHHDriven or gstInvisible or gstAttacking)) or gstAttacked; AddGearCI(HH^.Gear); HH^.Gear^.Active:= true; ScriptCall('onHogRestore', HH^.Gear^.Uid) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDrowningGear(Gear: PGear); forward; function CheckGearDrowning(Gear: PGear): boolean; var skipSpeed, skipAngle, skipDecay: hwFloat; i, maxDrops, X, Y: LongInt; vdX, vdY: real; particle: PVisualGear; isSubmersible: boolean; begin isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack); // probably needs tweaking. might need to be in a case statement based upon gear type Y:= hwRound(Gear^.Y); if cWaterLine < Y + Gear^.Radius then begin skipSpeed := _0_25; skipAngle := _1_9; skipDecay := _0_87; X:= hwRound(Gear^.X); vdX:= hwFloat2Float(Gear^.dX); vdY:= hwFloat2Float(Gear^.dY); // this could perhaps be a tiny bit higher. if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then begin Gear^.dY.isNegative := true; Gear^.dY := Gear^.dY * skipDecay; Gear^.dX := Gear^.dX * skipDecay; CheckGearDrowning := false; PlaySound(sndSkip) end else begin if not isSubmersible then begin CheckGearDrowning := true; Gear^.State := gstDrowning; Gear^.RenderTimer := false; if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then if Gear^.Kind = gtHedgehog then begin if Gear^.Hedgehog^.Effects[heResurrectable] then ResurrectHedgehog(Gear) else begin Gear^.doStep := @doStepDrowningGear; Gear^.State := Gear^.State and (not gstHHDriven); AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage); end end else Gear^.doStep := @doStepDrowningGear; if Gear^.Kind = gtFlake then exit // skip splashes end; if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01))) then // don't play splash if they are already way past the surface PlaySound(sndSplash) end; if ((cReducedQuality and rqPlainSplash) = 0) and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01)))) then begin AddVisualGear(X, cWaterLine, vgtSplash); maxDrops := (Gear^.Radius div 2) + round(vdX * Gear^.Radius * 2) + round(vdY * Gear^.Radius * 2); for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do begin particle := AddVisualGear(X - 3 + Random(6), cWaterLine, vgtDroplet); if particle <> nil then begin particle^.dX := particle^.dX - vdX / 10; particle^.dY := particle^.dY - vdY / 5; end end end; if isSubmersible and (CurAmmoGear^.Pos = 0) then CurAmmoGear^.Pos := 1000 end else CheckGearDrowning := false; end; procedure CheckCollision(Gear: PGear); inline; begin if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and not gstCollision end; procedure CheckCollisionWithLand(Gear: PGear); inline; begin if TestCollisionX(Gear, hwSign(Gear^.dX)) or TestCollisionY(Gear, hwSign(Gear^.dY) ) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and not gstCollision end; procedure CheckHHDamage(Gear: PGear); var dmg: Longword; i: LongInt; particle: PVisualGear; begin if _0_4 < Gear^.dY then begin dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear); PlaySound(sndBump); if dmg < 1 then exit; for i:= min(12, (3 + dmg div 10)) downto 0 do begin particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480); end; if (Gear^.Invulnerable) then exit; //if _0_6 < Gear^.dY then // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack) //else // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack); if Gear^.LastDamage <> nil then ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall) else ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall); end end; //////////////////////////////////////////////////////////////////////////////// procedure CalcRotationDirAngle(Gear: PGear); var dAngle: real; begin dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; if not Gear^.dX.isNegative then Gear^.DirAngle := Gear^.DirAngle + dAngle else Gear^.DirAngle := Gear^.DirAngle - dAngle; if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360 else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360 end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDrowningGear(Gear: PGear); begin AllInactive := false; Gear^.Y := Gear^.Y + cDrownSpeed; Gear^.X := Gear^.X + Gear^.dX * cDrownSpeed; // Create some bubbles (0.5% might be better but causes too few bubbles sometimes) if ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cSDWaterOpacity < $FF))) and ((GameTicks and $1F) = 0) then if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble) else if Random(12) = 0 then AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble); if (not SuddenDeathDmg and (cWaterOpacity > $FE)) or (SuddenDeathDmg and (cSDWaterOpacity > $FE)) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then DeleteGear(Gear); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFallingGear(Gear: PGear); var isFalling: boolean; //tmp: QWord; tdX, tdY: hwFloat; collV, collH: LongInt; land: word; begin // clip velocity at 1.9 - over 1 per pixel, but really shouldn't cause many actual problems. if Gear^.dX.QWordValue > 8160437862 then Gear^.dX.QWordValue:= 8160437862; if Gear^.dY.QWordValue > 8160437862 then Gear^.dY.QWordValue:= 8160437862; Gear^.State := Gear^.State and not gstCollision; collV := 0; collH := 0; tdX := Gear^.dX; tdY := Gear^.dY; // might need some testing/adjustments - just to avoid projectiles to fly forever (accelerated by wind/skips) if (hwRound(Gear^.X) < LAND_WIDTH div -2) or (hwRound(Gear^.X) > LAND_WIDTH * 3 div 2) then Gear^.State := Gear^.State or gstCollision; if Gear^.dY.isNegative then begin isFalling := true; land:= TestCollisionYwithGear(Gear, -1); if land <> 0 then begin collV := -1; if land and lfIce <> 0 then Gear^.dX := Gear^.dX * (_1 - (_1 - Gear^.Friction) / _10) else Gear^.dX := Gear^.dX * Gear^.Friction; Gear^.dY := - Gear^.dY * Gear^.Elasticity; Gear^.State := Gear^.State or gstCollision end else if (Gear^.AdvBounce=1) and (TestCollisionYwithGear(Gear, 1) <> 0) then collV := 1; end else begin land:= TestCollisionYwithGear(Gear, 1); if land <> 0 then begin collV := 1; isFalling := false; if land and lfIce <> 0 then Gear^.dX := Gear^.dX * (_1 - (_1 - Gear^.Friction) / _10) else Gear^.dX := Gear^.dX * Gear^.Friction; Gear^.dY := - Gear^.dY * Gear^.Elasticity; Gear^.State := Gear^.State or gstCollision end else begin isFalling := true; if (Gear^.AdvBounce=1) and not Gear^.dY.isNegative and (TestCollisionYwithGear(Gear, -1) <> 0) then collV := -1 end end; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin collH := hwSign(Gear^.dX); Gear^.dX := - Gear^.dX * Gear^.Elasticity; Gear^.dY := Gear^.dY * Gear^.Elasticity; Gear^.State := Gear^.State or gstCollision end else if (Gear^.AdvBounce=1) and TestCollisionXwithGear(Gear, -hwSign(Gear^.dX)) then collH := -hwSign(Gear^.dX); //if Gear^.AdvBounce and (collV <>0) and (collH <> 0) and (hwSqr(tdX) + hwSqr(tdY) > _0_08) then if (Gear^.AdvBounce=1) and (collV <>0) and (collH <> 0) and ((collV=-1) or ((tdX.QWordValue + tdY.QWordValue) > _0_2.QWordValue)) then begin Gear^.dX := tdY*Gear^.Elasticity*Gear^.Friction; Gear^.dY := tdX*Gear^.Elasticity; //*Gear^.Friction; Gear^.dY.isNegative := not tdY.isNegative; isFalling := false; Gear^.AdvBounce := 10; end; if Gear^.AdvBounce > 1 then dec(Gear^.AdvBounce); if isFalling then begin Gear^.dY := Gear^.dY + cGravity; if (GameFlags and gfMoreWind) <> 0 then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density end; Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; if Gear^.Kind <> gtBee then CheckGearDrowning(Gear); //if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and if ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) and (not isFalling) then Gear^.State := Gear^.State and not gstMoving else Gear^.State := Gear^.State or gstMoving; if (Gear^.nImpactSounds > 0) and (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or ((Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving))) and (((Gear^.Radius < 3) and (Gear^.dY < -_0_1)) or ((Gear^.Radius >= 3) and ((Gear^.dX.QWordValue > _0_1.QWordValue) or (Gear^.dY.QWordValue > _0_1.QWordValue)))) then PlaySound(TSound(ord(Gear^.ImpactSound) + LongInt(GetRandom(Gear^.nImpactSounds))), true); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBomb(Gear: PGear); var i, x, y: LongInt; dX, dY: hwFloat; vg: PVisualGear; begin AllInactive := false; doStepFallingGear(Gear); dec(Gear^.Timer); if Gear^.Timer = 1000 then // might need adjustments case Gear^.Kind of gtGrenade: makeHogsWorry(Gear^.X, Gear^.Y, 50); gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20); gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75); gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90); gtGasBomb: makeHogsWorry(Gear^.X, Gear^.Y, 50); end; if (Gear^.Kind = gtBall) and ((Gear^.State and gstTmpFlag) <> 0) then begin CheckCollision(Gear); if (Gear^.State and gstCollision) <> 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx); end; if (Gear^.Kind = gtGasBomb) and ((GameTicks mod 200) = 0) then begin vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite); if vg <> nil then vg^.Tint:= $FFC0C000; end; if Gear^.Timer = 0 then begin case Gear^.Kind of gtGrenade: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, Gear^.Hedgehog, EXPLAutoSound); gtClusterBomb: begin x := hwRound(Gear^.X); y := hwRound(Gear^.Y); doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound); for i:= 0 to 4 do begin dX := rndSign(GetRandom * _0_1) + Gear^.dX / 5; dY := (GetRandom - _3) * _0_08; FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25) end end; gtWatermelon: begin x := hwRound(Gear^.X); y := hwRound(Gear^.Y); doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound); for i:= 0 to 5 do begin dX := rndSign(GetRandom * _0_1) + Gear^.dX / 5; dY := (GetRandom - _1_5) * _0_3; FollowGear:= AddGear(x, y, gtMelonPiece, 0, dX, dY, 75); FollowGear^.DirAngle := i * 60 end end; gtHellishBomb: begin x := hwRound(Gear^.X); y := hwRound(Gear^.Y); doMakeExplosion(x, y, 90, Gear^.Hedgehog, EXPLAutoSound); for i:= 0 to 127 do begin dX := AngleCos(i * 16) * _0_5 * (GetRandom + _1); dY := AngleSin(i * 16) * _0_5 * (GetRandom + _1); if i mod 2 = 0 then begin AddGear(x, y, gtFlame, gstTmpFlag, dX, dY, 0); AddGear(x, y, gtFlame, 0, dX, -dY, 0) end else begin AddGear(x, y, gtFlame, 0, dX, dY, 0); AddGear(x, y, gtFlame, gstTmpFlag, dX, -dY, 0) end; end end; gtGasBomb: begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound); for i:= 0 to 2 do begin x:= GetRandom(60); y:= GetRandom(40); FollowGear:= AddGear(hwRound(Gear^.X) - 30 + x, hwRound(Gear^.Y) - 20 + y, gtPoisonCloud, 0, _0, _0, 0); end end; end; DeleteGear(Gear); exit end; CalcRotationDirAngle(Gear); if Gear^.Kind = gtHellishBomb then begin if Gear^.Timer = 3000 then begin Gear^.nImpactSounds := 0; PlaySound(sndHellish); end; if (GameTicks and $3F) = 0 then if (Gear^.State and gstCollision) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace); end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepMolotov(Gear: PGear); var s: Longword; i, gX, gY: LongInt; dX, dY: hwFloat; smoke, glass: PVisualGear; begin AllInactive := false; doStepFallingGear(Gear); CalcRotationDirAngle(Gear); // let's add some smoke depending on speed s:= max(32,152 - hwRound(Distance(Gear^.dX,Gear^.dY)*120))+random(10); if (GameTicks mod s) = 0 then begin // adjust angle to match the texture if Gear^.dX.isNegative then i:= 130 else i:= 50; smoke:= AddVisualGear(hwRound(Gear^.X)-round(cos((Gear^.DirAngle+i) * pi / 180)*20), hwRound(Gear^.Y)-round(sin((Gear^.DirAngle+i) * pi / 180)*20), vgtSmoke); if smoke <> nil then smoke^.Scale:= 0.75; end; if (Gear^.State and gstCollision) <> 0 then begin PlaySound(sndMolotov); gX := hwRound(Gear^.X); gY := hwRound(Gear^.Y); for i:= 0 to 4 do begin (*glass:= AddVisualGear(gx+random(7)-3, gy+random(5)-2, vgtEgg); if glass <> nil then begin glass^.Frame:= 2; glass^.Tint:= $41B83ED0 - i * $10081000; glass^.dX:= 1/(10*(random(11)-5)); glass^.dY:= -1/(random(4)+5); end;*) glass:= AddVisualGear(gx+random(7)-3, gy+random(7)-3, vgtStraightShot); if glass <> nil then with glass^ do begin Frame:= 2; Tint:= $41B83ED0 - i * $10081000; Angle:= random * 360; dx:= 0.0000001; dy:= 0; if random(2) = 0 then dx := -dx; FrameTicks:= 750; State:= ord(sprEgg) end; end; for i:= 0 to 24 do begin dX := AngleCos(i * 2) * ((_0_15*(i div 5))) * (GetRandom + _1); dY := AngleSin(i * 8) * _0_5 * (GetRandom + _1); AddGear(gX, gY, gtFlame, gstTmpFlag, dX, dY, 0); AddGear(gX, gY, gtFlame, gstTmpFlag, dX,-dY, 0); AddGear(gX, gY, gtFlame, gstTmpFlag,-dX, dY, 0); AddGear(gX, gY, gtFlame, gstTmpFlag,-dX,-dY, 0); end; DeleteGear(Gear); exit end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCluster(Gear: PGear); begin AllInactive := false; doStepFallingGear(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end; if (Gear^.Kind = gtMelonPiece) or (Gear^.Kind = gtBall) then CalcRotationDirAngle(Gear) else if (GameTicks and $1F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShell(Gear: PGear); begin AllInactive := false; if (GameFlags and gfMoreWind) = 0 then Gear^.dX := Gear^.dX + cWindSpeed; doStepFallingGear(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSnowball(Gear: PGear); var kick, i: LongInt; particle: PVisualGear; begin AllInactive := false; if (GameFlags and gfMoreWind) = 0 then Gear^.dX := Gear^.dX + cWindSpeed; doStepFallingGear(Gear); CalcRotationDirAngle(Gear); if (Gear^.State and gstCollision) <> 0 then begin kick:= hwRound((hwAbs(Gear^.dX)+hwAbs(Gear^.dY)) * _20); Gear^.dY.isNegative:= not Gear^.dY.isNegative; Gear^.dX.isNegative:= not Gear^.dX.isNegative; AmmoShove(Gear, 1, kick); for i:= 15 + kick div 10 downto 0 do begin particle := AddVisualGear(hwRound(Gear^.X) + Random(25), hwRound(Gear^.Y) + Random(25), vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480) end; DeleteGear(Gear); exit end; if ((GameTicks and $1F) = 0) and (Random(3) = 0) then begin particle:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480) end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSnowflake(Gear: PGear); var xx, yy, px, py: LongInt; move, draw, allpx, gun: Boolean; s: PSDL_Surface; p: PLongwordArray; lf: LongWord; begin inc(Gear^.Pos); gun:= (Gear^.State and gstTmpFlag) <> 0; move:= false; draw:= false; if gun then begin Gear^.State:= Gear^.State and not gstInvisible; doStepFallingGear(Gear); CheckCollision(Gear); if ((Gear^.State and gstCollision) <> 0) or ((Gear^.State and gstMoving) = 0) then draw:= true; xx:= hwRound(Gear^.X); yy:= hwRound(Gear^.Y); end else if GameTicks and $7 = 0 then begin with Gear^ do begin State:= State and not gstInvisible; X:= X + cWindSpeed * 3200 + dX; Y:= Y + dY + cGravity * vobFallSpeed * 8; // using same value as flakes to try and get similar results xx:= hwRound(X); yy:= hwRound(Y); if vobVelocity <> 0 then begin DirAngle := DirAngle + (Angle / 1250000000); if DirAngle < 0 then DirAngle := DirAngle + 360 else if 360 < DirAngle then DirAngle := DirAngle - 360; end; inc(Health, 8); if longword(Health) > vobFrameTicks then begin dec(Health, vobFrameTicks); inc(Timer); if Timer = vobFramesCount then Timer:= 0 end; // move back to cloud layer if yy > cWaterLine then move:= true else if ((yy and LAND_HEIGHT_MASK) <> 0) or (xx > LAND_WIDTH + 512) or (xx < -512) then move:=true // Solid pixel encountered else if ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then begin lf:= Land[yy, xx] and (lfObject or lfBasic); // If there's room below keep falling if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then begin X:= X - cWindSpeed * 1600 - dX; end // If there's room below, on the sides, fill the gaps else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(1*hwSign(cWindSpeed)))] = 0) then begin X:= X - _0_8 * hwSign(cWindSpeed); Y:= Y - dY - cGravity * vobFallSpeed * 8; end else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx-(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx-(2*hwSign(cWindSpeed)))] = 0) then begin X:= X - _0_8 * 2 * hwSign(cWindSpeed); Y:= Y - dY - cGravity * vobFallSpeed * 8; end else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(1*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(1*hwSign(cWindSpeed)))] = 0) then begin X:= X + _0_8 * hwSign(cWindSpeed); Y:= Y - dY - cGravity * vobFallSpeed * 8; end else if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (((xx+(2*hwSign(cWindSpeed))) and LAND_WIDTH_MASK) = 0) and (Land[yy-1, (xx+(2*hwSign(cWindSpeed)))] = 0) then begin X:= X + _0_8 * 2 * hwSign(cWindSpeed); Y:= Y - dY - cGravity * vobFallSpeed * 8; end // if there's an hog/object below do nothing else if ((((yy+1) and LAND_HEIGHT_MASK) = 0) and ((Land[yy+1, xx] and $FF) <> 0)) then move:=true else draw:= true end end end; if draw then with Gear^ do begin // we've collided with land. draw some stuff and get back into the clouds move:= true; if (Pos > 20) and ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtRope)) then begin ////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS //////////////////////////////////// if not gun then begin dec(yy,3); dec(xx,1) end; s:= SpritesData[sprSnow].Surface; p:= s^.pixels; allpx:= true; for py:= 0 to Pred(s^.h) do begin for px:= 0 to Pred(s^.w) do if ((((yy + py) and LAND_HEIGHT_MASK) = 0) and (((xx + px) and LAND_WIDTH_MASK) = 0)) and ((Land[yy + py, xx + px] and $FF) = 0) then begin if gun then begin // try to avoid speckles. might need disabling LandDirty[yy div 32, xx div 32]:= 1; Land[yy + py, xx + px]:= (Land[yy + py, xx + px] or lfDamaged or lfObject) and not lfBasic; end else if Land[yy + py, xx + px] and $FF00 = 0 then Land[yy + py, xx + px]:= lf; if (cReducedQuality and rqBlurryLand) = 0 then begin if gun then LandPixels[yy + py, xx + px]:= (cExplosionBorderColor and not AMask) or (p^[px] and AMask) else LandPixels[yy + py, xx + px]:= addBgColor(LandPixels[yy + py, xx + px], p^[px]); end else begin if gun then LandPixels[(yy + py) div 2, (xx + px) div 2]:= (cExplosionBorderColor and not AMask) or (p^[px] and AMask) else LandPixels[(yy + py) div 2, (xx + px) div 2]:= addBgColor(LandPixels[(yy + py) div 2, (xx + px) div 2], p^[px]); end; end else allpx:= false; p:= @(p^[s^.pitch shr 2]) end; Land[py, px+1]:= lfBasic; if allpx then UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w)) else begin UpdateLandTexture( max(0, min(LAND_WIDTH, xx)), min(LAND_WIDTH - xx, Pred(s^.w)), max(0, min(LAND_WIDTH, yy)), min(LAND_HEIGHT - yy, Pred(s^.h)) ); end; ////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS //////////////////////////////////// end end; if move then begin if gun then begin DeleteGear(Gear); exit end; Gear^.Pos:= 0; Gear^.X:= int2hwFloat(GetRandom(LAND_WIDTH+1024)-512); Gear^.Y:= int2hwFloat(750+(GetRandom(50)-25)); Gear^.State:= Gear^.State or gstInvisible; end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGrave(Gear: PGear); begin AllInactive := false; if Gear^.dY.isNegative then if TestCollisionY(Gear, -1) then Gear^.dY := _0; if not Gear^.dY.isNegative then if TestCollisionY(Gear, 1) then begin Gear^.dY := - Gear^.dY * Gear^.Elasticity; if Gear^.dY > - _1div1024 then begin Gear^.Active := false; exit end else if Gear^.dY < - _0_03 then PlaySound(Gear^.ImpactSound) end; Gear^.Y := Gear^.Y + Gear^.dY; CheckGearDrowning(Gear); Gear^.dY := Gear^.dY + cGravity end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBeeWork(Gear: PGear); var t: hwFloat; gX,gY,i: LongInt; uw, nuw: boolean; flower: PVisualGear; begin AllInactive := false; gX := hwRound(Gear^.X); gY := hwRound(Gear^.Y); uw := (Gear^.Tag <> 0); // was bee underwater last tick? nuw := (cWaterLine < gy + Gear^.Radius); // is bee underwater now? // if water entered or left if nuw <> uw then begin AddVisualGear(gX, cWaterLine, vgtSplash); AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet); AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet); AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet); AddVisualGear(gX - 3 + Random(6), cWaterLine, vgtDroplet); StopSound(Gear^.SoundChannel); if nuw then begin Gear^.SoundChannel := LoopSound(sndBeeWater); Gear^.Tag := 1; end else begin Gear^.SoundChannel := LoopSound(sndBee); Gear^.Tag := 0; end; end; if Gear^.Timer = 0 then Gear^.RenderTimer:= false else begin if (GameTicks and $F) = 0 then begin if (GameTicks and $30) = 0 then AddVisualGear(gX, gY, vgtBeeTrace); Gear^.dX := Gear^.Elasticity * (Gear^.dX + _0_000064 * (Gear^.Target.X - gX)); Gear^.dY := Gear^.Elasticity * (Gear^.dY + _0_000064 * (Gear^.Target.Y - gY)); // make sure new speed isn't higher than original one (which we stored in Friction variable) t := Gear^.Friction / Distance(Gear^.dX, Gear^.dY); Gear^.dX := Gear^.dX * t; Gear^.dY := Gear^.dY * t; end; Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; end; CheckCollision(Gear); if ((Gear^.State and gstCollision) <> 0) then begin StopSound(Gear^.SoundChannel); doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); for i:= 0 to 31 do begin flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot); if flower <> nil then with flower^ do begin Scale:= 0.75; dx:= 0.001 * (random(200)); dy:= 0.001 * (random(200)); if random(2) = 0 then dx := -dx; if random(2) = 0 then dy := -dy; FrameTicks:= random(250) + 250; State:= ord(sprTargetBee); end; end; DeleteGear(Gear); end; if (Gear^.Timer > 0) then dec(Gear^.Timer) else begin if nuw then begin StopSound(Gear^.SoundChannel); CheckGearDrowning(Gear); end else doStepFallingGear(Gear); end; end; procedure doStepBee(Gear: PGear); begin AllInactive := false; Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; Gear^.dY := Gear^.dY + cGravity; CheckCollision(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear^.Timer); if Gear^.Timer = 0 then begin Gear^.Hedgehog^.Gear^.Message:= Gear^.Hedgehog^.Gear^.Message and not gmAttack; Gear^.Hedgehog^.Gear^.State:= Gear^.Hedgehog^.Gear^.State and not gstAttacking; AttackBar:= 0; Gear^.SoundChannel := LoopSound(sndBee); Gear^.Timer := 5000; // save initial speed in otherwise unused Friction variable Gear^.Friction := Distance(Gear^.dX, Gear^.dY); Gear^.doStep := @doStepBeeWork end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShotIdle(Gear: PGear); begin AllInactive := false; inc(Gear^.Timer); if Gear^.Timer > 75 then begin DeleteGear(Gear); AfterAttack end end; procedure doStepShotgunShot(Gear: PGear); var i: LongWord; shell: PVisualGear; begin AllInactive := false; if ((Gear^.State and gstAnimation) = 0) then begin dec(Gear^.Timer); if Gear^.Timer = 0 then begin PlaySound(sndShotgunFire); shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell); if shell <> nil then begin shell^.dX := gear^.dX.QWordValue / -17179869184; shell^.dY := gear^.dY.QWordValue / -17179869184; shell^.Frame := 0 end; Gear^.State := Gear^.State or gstAnimation end; exit end else inc(Gear^.Timer); i := 200; repeat Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; CheckCollision(Gear); if (Gear^.State and gstCollision) <> 0 then begin Gear^.X := Gear^.X + Gear^.dX * 8; Gear^.Y := Gear^.Y + Gear^.dY * 8; ShotgunShot(Gear); Gear^.doStep := @doStepShotIdle; exit end; CheckGearDrowning(Gear); if (Gear^.State and gstDrowning) <> 0 then begin Gear^.doStep := @doStepShotIdle; exit end; dec(i) until i = 0; if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then Gear^.doStep := @doStepShotIdle end; //////////////////////////////////////////////////////////////////////////////// procedure spawnBulletTrail(Bullet: PGear); var oX, oY: hwFloat; VGear: PVisualGear; begin if Bullet^.PortalCounter = 0 then begin ox:= CurrentHedgehog^.Gear^.X + Int2hwFloat(GetLaunchX(CurrentHedgehog^.CurAmmoType, hwSign(CurrentHedgehog^.Gear^.dX), CurrentHedgehog^.Gear^.Angle)); oy:= CurrentHedgehog^.Gear^.Y + Int2hwFloat(GetLaunchY(CurrentHedgehog^.CurAmmoType, CurrentHedgehog^.Gear^.Angle)); end else begin ox:= Bullet^.Elasticity; oy:= Bullet^.Friction; end; // Bullet trail VGear := AddVisualGear(hwRound(ox), hwRound(oy), vgtLineTrail); if VGear <> nil then begin VGear^.X:= hwFloat2Float(ox); VGear^.Y:= hwFloat2Float(oy); VGear^.dX:= hwFloat2Float(Bullet^.X); VGear^.dY:= hwFloat2Float(Bullet^.Y); // reached edge of land. assume infinite beam. Extend it way out past camera if (hwRound(Bullet^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Bullet^.Y) and LAND_HEIGHT_MASK <> 0) then // only extend if not under water if hwRound(Bullet^.Y) < cWaterLine then begin VGear^.dX := VGear^.dX + LAND_WIDTH * (VGear^.dX - VGear^.X); VGear^.dY := VGear^.dY + LAND_WIDTH * (VGear^.dY - VGear^.Y); end; VGear^.Timer := 200; end; end; procedure doStepBulletWork(Gear: PGear); var i, x, y: LongWord; oX, oY: hwFloat; VGear: PVisualGear; begin AllInactive := false; inc(Gear^.Timer); i := 80; oX := Gear^.X; oY := Gear^.Y; repeat Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; x := hwRound(Gear^.X); y := hwRound(Gear^.Y); if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then inc(Gear^.Damage); // let's interrupt before a collision to give portals a chance to catch the bullet if (Gear^.Damage = 1) and (Gear^.Tag = 0) and (Land[y, x] > 255) then begin Gear^.Tag := 1; Gear^.Damage := 0; Gear^.X := Gear^.X - Gear^.dX; Gear^.Y := Gear^.Y - Gear^.dY; CheckGearDrowning(Gear); break; end else Gear^.Tag := 0; if Gear^.Damage > 5 then if Gear^.AmmoType = amDEagle then AmmoShove(Gear, 7, 20) else AmmoShove(Gear, Gear^.Timer, 20); CheckGearDrowning(Gear); dec(i) until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0); if Gear^.Damage > 0 then begin DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1); dec(Gear^.Health, Gear^.Damage); Gear^.Damage := 0 end; if ((Gear^.State and gstDrowning) <> 0) and (Gear^.Damage < Gear^.Health) and ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cSDWaterOpacity < $FF))) then begin for i:=(Gear^.Health - Gear^.Damage) * 4 downto 0 do begin if Random(6) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble); Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; end; end; if (Gear^.Health <= 0) or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then begin if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then cLaserSighting := false; if (Ammoz[Gear^.AmmoType].Ammo.NumPerTurn <= CurrentHedgehog^.MultiShootAttacks) and ((GameFlags and gfArtillery) = 0) then cArtillery := false; // Bullet Hit if (hwRound(Gear^.X) and LAND_WIDTH_MASK = 0) and (hwRound(Gear^.Y) and LAND_HEIGHT_MASK = 0) then begin VGear := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBulletHit); if VGear <> nil then begin VGear^.Angle := DxDy2Angle(-Gear^.dX, Gear^.dY); end; end; spawnBulletTrail(Gear); Gear^.doStep := @doStepShotIdle end; end; procedure doStepDEagleShot(Gear: PGear); begin PlaySound(sndGun); // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just plain old weird angles Gear^.X := Gear^.X + Gear^.dX * 3; Gear^.Y := Gear^.Y + Gear^.dY * 3; Gear^.doStep := @doStepBulletWork end; procedure doStepSniperRifleShot(Gear: PGear); var HHGear: PGear; shell: PVisualGear; begin cArtillery := true; HHGear := Gear^.Hedgehog^.Gear; HHGear^.State := HHGear^.State or gstNotKickable; HedgehogChAngle(HHGear); if not cLaserSighting then // game does not have default laser sight. turn it on and give them a chance to aim begin cLaserSighting := true; HHGear^.Message := 0; if (HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32) end; if (HHGear^.Message and gmAttack) <> 0 then begin shell := AddVisualGear(hwRound(Gear^.x), hwRound(Gear^.y), vgtShell); if shell <> nil then begin shell^.dX := gear^.dX.QWordValue / -8589934592; shell^.dY := gear^.dY.QWordValue / -8589934592; shell^.Frame := 1 end; Gear^.State := Gear^.State or gstAnimation; Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5; Gear^.dY := -AngleCos(HHGear^.Angle) * _0_5; PlaySound(sndGun); // add 3 initial steps to avoid problem with ammoshove related to calculation of radius + 1 radius as gear widths, and also just weird angles Gear^.X := Gear^.X + Gear^.dX * 3; Gear^.Y := Gear^.Y + Gear^.dY * 3; Gear^.doStep := @doStepBulletWork; end else if (GameTicks mod 32) = 0 then if (GameTicks mod 4096) < 2048 then begin if (HHGear^.Angle + 1 <= cMaxAngle) then inc(HHGear^.Angle) end else if (HHGear^.Angle - 1 >= 0) then dec(HHGear^.Angle); if (TurnTimeLeft > 0) then dec(TurnTimeLeft) else begin DeleteGear(Gear); AfterAttack end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepActionTimer(Gear: PGear); begin dec(Gear^.Timer); case Gear^.Kind of gtATStartGame: begin AllInactive := false; if Gear^.Timer = 0 then begin AddCaption(trmsg[sidStartFight], cWhiteColor, capgrpGameState); end end; gtATFinishGame: begin AllInactive := false; if Gear^.Timer = 1000 then begin ScreenFade := sfToBlack; ScreenFadeValue := 0; ScreenFadeSpeed := 1; end; if Gear^.Timer = 0 then begin SendIPC('N'); SendIPC('q'); GameState := gsExit end end; end; if Gear^.Timer = 0 then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepPickHammerWork(Gear: PGear); var i, ei, x, y: LongInt; HHGear: PGear; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; dec(Gear^.Timer); if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then dec(TurnTimeLeft); if (TurnTimeLeft = 0) or (Gear^.Timer = 0)or((Gear^.Message and gmDestroy) <> 0)or((HHGear^.State and gstHHDriven) = 0) then begin StopSound(Gear^.SoundChannel); DeleteGear(Gear); AfterAttack; doStepHedgehogMoving(HHGear); // for gfInfAttack exit end; x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); if (Gear^.Timer mod 33) = 0 then begin HHGear^.State := HHGear^.State or gstNoDamage; doMakeExplosion(x, y + 7, 6, Gear^.Hedgehog, EXPLDontDraw); HHGear^.State := HHGear^.State and not gstNoDamage end; if (Gear^.Timer mod 47) = 0 then begin // ok. this was an attempt to turn off dust if not actually drilling land. I have no idea why it isn't working as expected if (( (y + 12) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y + 12, x] > 255) then for i:= 0 to 1 do AddVisualGear(x - 5 + Random(10), y + 12, vgtDust); i := x - Gear^.Radius - LongInt(GetRandom(2)); ei := x + Gear^.Radius + LongInt(GetRandom(2)); while i <= ei do begin DrawExplosion(i, y + 3, 3); inc(i, 1) end; if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9) , lfIndestructible) then begin Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + _1_9; end; SetAllHHToActive; end; if TestCollisionYwithGear(Gear, 1) <> 0 then begin Gear^.dY := _0; SetLittle(HHGear^.dX); HHGear^.dY := _0; end else begin Gear^.dY := Gear^.dY + cGravity; Gear^.Y := Gear^.Y + Gear^.dY; if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer := 1 end; Gear^.X := Gear^.X + HHGear^.dX; HHGear^.X := Gear^.X; HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius); if (Gear^.Message and gmAttack) <> 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 gmLeft) <> 0) then Gear^.dX := - _0_3 else if ((Gear^.Message and gmRight) <> 0) then Gear^.dX := _0_3 else Gear^.dX := _0; end; procedure doStepPickHammer(Gear: PGear); var i, y: LongInt; ar: TRangeArray; HHGear: PGear; begin i := 0; HHGear := Gear^.Hedgehog^.Gear; y := hwRound(Gear^.Y) - cHHRadius * 2; while y < hwRound(Gear^.Y) do begin ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2)); ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2)); inc(y, 2); inc(i) end; DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i)); Gear^.dY := HHGear^.dY; DeleteCI(HHGear); Gear^.SoundChannel := LoopSound(sndPickhammer); doStepPickHammerWork(Gear); Gear^.doStep := @doStepPickHammerWork end; //////////////////////////////////////////////////////////////////////////////// var BTPrevAngle, BTSteps: LongInt; procedure doStepBlowTorchWork(Gear: PGear); var HHGear: PGear; b: boolean; prevX: LongInt; begin AllInactive := false; dec(Gear^.Timer); if ((GameFlags and gfInfAttack) <> 0) and (TurnTimeLeft > 0) then dec(TurnTimeLeft); HHGear := Gear^.Hedgehog^.Gear; HedgehogChAngle(HHGear); b := false; if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then begin Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX); Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5); BTPrevAngle := HHGear^.Angle; b := true end; if ((HHGear^.State and gstMoving) <> 0) then begin doStepHedgehogMoving(HHGear); if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer := 0 end; if Gear^.Timer mod cHHStepTicks = 0 then begin b := true; if Gear^.dX.isNegative then HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmLeft else HHGear^.Message := (HHGear^.Message and (gmAttack or gmUp or gmDown)) or gmRight; if ((HHGear^.State and gstMoving) = 0) then begin HHGear^.State := HHGear^.State and not gstAttacking; prevX := hwRound(HHGear^.X); // why the call to HedgehogStep then a further increment of X? if (prevX = hwRound(HHGear^.X)) and CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), lfIndestructible) then HedgehogStep(HHGear); if (prevX = hwRound(HHGear^.X)) and CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), lfIndestructible) then HHGear^.X := HHGear^.X + SignAs(_1, HHGear^.dX); HHGear^.State := HHGear^.State or gstAttacking end; inc(BTSteps); if BTSteps = 7 then begin BTSteps := 0; if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6, Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)), lfIndestructible) then begin Gear^.X := HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC); Gear^.Y := HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC); end; HHGear^.State := HHGear^.State or gstNoDamage; AmmoShove(Gear, 2, 15); HHGear^.State := HHGear^.State and not gstNoDamage end; end; if b then DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs( Gear^.dY) * 7, Gear^.dX, Gear^.dY, cHHRadius * 5, cHHRadius * 2 + 7); if (TurnTimeLeft = 0) or (Gear^.Timer = 0) or ((HHGear^.Message and gmAttack) <> 0) then begin HHGear^.Message := 0; HHGear^.State := HHGear^.State and (not gstNotKickable); DeleteGear(Gear); AfterAttack end end; procedure doStepBlowTorch(Gear: PGear); var HHGear: PGear; begin BTPrevAngle := High(LongInt); BTSteps := 0; HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := 0; HHGear^.State := HHGear^.State or gstNotKickable; Gear^.doStep := @doStepBlowTorchWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepRope(Gear: PGear); forward; procedure doStepRopeAfterAttack(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) or (TestCollisionYwithGear(HHGear, 1) <> 0) then begin DeleteGear(Gear); isCursorVisible := false; ApplyAmmoChanges(HHGear^.Hedgehog^); exit end; HedgehogChAngle(HHGear); if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX); if HHGear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then HHGear^.dY := _0; HHGear^.X := HHGear^.X + HHGear^.dX; HHGear^.Y := HHGear^.Y + HHGear^.dY; HHGear^.dY := HHGear^.dY + cGravity; if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density; if (Gear^.Message and gmAttack) <> 0 then begin Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y; ApplyAngleBounds(Gear^.Hedgehog^, amRope); Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX); Gear^.dY := -AngleCos(HHGear^.Angle); Gear^.Friction := _450 * _0_01 * cRopePercent; Gear^.Elasticity := _0; Gear^.State := Gear^.State and not gsttmpflag; Gear^.doStep := @doStepRope; end end; procedure doStepRopeWork(Gear: PGear); var HHGear: PGear; len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat; lx, ly, cd: LongInt; haveCollision, haveDivided: boolean; procedure DeleteMe; begin with HHGear^ do begin Message := Message and not gmAttack; State := (State or gstMoving) and not gstWinner; end; DeleteGear(Gear) end; procedure WaitCollision; begin with HHGear^ do begin Message := Message and not gmAttack; State := State or gstMoving; end; RopePoints.Count := 0; Gear^.Elasticity := _0; Gear^.doStep := @doStepRopeAfterAttack end; begin HHGear := Gear^.Hedgehog^.Gear; if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) then begin PlaySound(sndRopeRelease); DeleteMe; exit end; if (Gear^.Message and gmLeft <> 0) and not TestCollisionXwithGear(HHGear, -1) then HHGear^.dX := HHGear^.dX - _0_0002; if (Gear^.Message and gmRight <> 0) and not TestCollisionXwithGear(HHGear, 1) then HHGear^.dX := HHGear^.dX + _0_0002; // vector between hedgehog and rope attaching point ropeDx := HHGear^.X - Gear^.X; ropeDy := HHGear^.Y - Gear^.Y; if TestCollisionYwithGear(HHGear, 1) = 0 then begin // depending on the rope vector we know which X-side to check for collision // in order to find out if the hog can still be moved by gravity if ropeDx.isNegative = RopeDy.IsNegative then cd:= -1 else cd:= 1; // apply gravity if there is no obstacle if not TestCollisionXwithGear(HHGear, cd) then HHGear^.dY := HHGear^.dY + cGravity; if (GameFlags and gfMoreWind) <> 0 then // apply wind if there's no obstacle if not TestCollisionXwithGear(HHGear, hwSign(cWindSpeed)) then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density; end; mdX := ropeDx + HHGear^.dX; mdY := ropeDy + HHGear^.dY; len := _1 / Distance(mdX, mdY); // rope vector plus hedgehog direction vector normalized mdX := mdX * len; mdY := mdY * len; // for visual purposes only Gear^.dX := mdX; Gear^.dY := mdY; ///// tx := HHGear^.X; ty := HHGear^.Y; if ((Gear^.Message and gmDown) <> 0) and (Gear^.Elasticity < Gear^.Friction) then if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx)) or (TestCollisionYwithGear(HHGear, hwSign(ropeDy)) <> 0)) then Gear^.Elasticity := Gear^.Elasticity + _0_3; if ((Gear^.Message and gmUp) <> 0) and (Gear^.Elasticity > _30) then if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx)) or (TestCollisionYwithGear(HHGear, -hwSign(ropeDy)) <> 0)) then Gear^.Elasticity := Gear^.Elasticity - _0_3; HHGear^.X := Gear^.X + mdX * Gear^.Elasticity; HHGear^.Y := Gear^.Y + mdY * Gear^.Elasticity; HHGear^.dX := HHGear^.X - tx; HHGear^.dY := HHGear^.Y - ty; //// haveDivided := false; // check whether rope needs dividing len := Gear^.Elasticity - _5; nx := Gear^.X + mdX * len; ny := Gear^.Y + mdY * len; tx := mdX * _0_3; // should be the same as increase step ty := mdY * _0_3; while len > _3 do begin lx := hwRound(nx); ly := hwRound(ny); if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and ((Land[ly, lx] and $FF00) <> 0) then begin ny := _1 / Distance(ropeDx, ropeDy); // old rope pos nx := ropeDx * ny; ny := ropeDy * ny; with RopePoints.ar[RopePoints.Count] do begin X := Gear^.X; Y := Gear^.Y; if RopePoints.Count = 0 then RopePoints.HookAngle := DxDy2Angle(Gear^.dY, Gear^.dX); b := (nx * HHGear^.dY) > (ny * HHGear^.dX); dLen := len end; with RopePoints.rounded[RopePoints.Count] do begin X := hwRound(Gear^.X); Y := hwRound(Gear^.Y); end; Gear^.X := Gear^.X + nx * len; Gear^.Y := Gear^.Y + ny * len; inc(RopePoints.Count); TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true); Gear^.Elasticity := Gear^.Elasticity - len; Gear^.Friction := Gear^.Friction - len; haveDivided := true; break end; nx := nx - tx; ny := ny - ty; // len := len - _0_3 // should be the same as increase step len.QWordValue := len.QWordValue - _0_3.QWordValue; end; if not haveDivided then if RopePoints.Count > 0 then // check whether the last dividing point could be removed begin tx := RopePoints.ar[Pred(RopePoints.Count)].X; ty := RopePoints.ar[Pred(RopePoints.Count)].Y; mdX := tx - Gear^.X; mdY := ty - Gear^.Y; if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * (ty - HHGear^.Y) > (tx - HHGear^.X) * mdY) 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; // restore hog position len := _1 / Distance(mdX, mdY); mdX := mdX * len; mdY := mdY * len; HHGear^.X := Gear^.X - mdX * Gear^.Elasticity; HHGear^.Y := Gear^.Y - mdY * Gear^.Elasticity; end end; haveCollision := false; if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then begin HHGear^.dX := -_0_6 * HHGear^.dX; haveCollision := true end; if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) <> 0 then begin HHGear^.dY := -_0_6 * HHGear^.dY; haveCollision := true end; if haveCollision and (Gear^.Message and (gmLeft or gmRight) <> 0) and (Gear^.Message and (gmUp or gmDown) <> 0) then begin HHGear^.dX := SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX); HHGear^.dY := SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY) end; len := hwSqr(HHGear^.dX) + hwSqr(HHGear^.dY); if len > _0_64 then begin len := _0_8 / hwSqrt(len); HHGear^.dX := HHGear^.dX * len; HHGear^.dY := HHGear^.dY * len; end; haveCollision:= ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)]) <> 0); if not haveCollision then begin // backup gear location tx:= Gear^.X; ty:= Gear^.Y; if RopePoints.Count > 0 then begin // set gear location to the remote end of the rope, the attachment point Gear^.X:= RopePoints.ar[0].X; Gear^.Y:= RopePoints.ar[0].Y; end; CheckCollision(Gear); // if we haven't found any collision yet then check the other side too if (Gear^.State and gstCollision) = 0 then begin Gear^.dX.isNegative:= not Gear^.dX.isNegative; Gear^.dY.isNegative:= not Gear^.dY.isNegative; CheckCollision(Gear); Gear^.dX.isNegative:= not Gear^.dX.isNegative; Gear^.dY.isNegative:= not Gear^.dY.isNegative; end; haveCollision:= (Gear^.State and gstCollision) <> 0; // restore gear location Gear^.X:= tx; Gear^.Y:= ty; end; // if the attack key is pressed, lose rope contact as well if (Gear^.Message and gmAttack) <> 0 then haveCollision:= false; if not haveCollision then begin if (Gear^.State and gsttmpFlag) <> 0 then with Gear^.Hedgehog^ do begin PlaySound(sndRopeRelease); if CurAmmoType <> amParachute then WaitCollision else DeleteMe end end else if (Gear^.State and gsttmpFlag) = 0 then Gear^.State := Gear^.State or gsttmpFlag; end; procedure doStepRopeAttach(Gear: PGear); var HHGear: PGear; tx, ty, tt: hwFloat; procedure RemoveFromAmmo; begin if (Gear^.State and gstAttacked) = 0 then begin OnUsedAmmo(HHGear^.Hedgehog^); Gear^.State := Gear^.State or gstAttacked end; ApplyAmmoChanges(HHGear^.Hedgehog^) end; begin Gear^.X := Gear^.X - Gear^.dX; Gear^.Y := Gear^.Y - Gear^.dY; Gear^.Elasticity := Gear^.Elasticity + _1; HHGear := Gear^.Hedgehog^.Gear; DeleteCI(HHGear); if (HHGear^.State and gstMoving) <> 0 then begin if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX); if HHGear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then HHGear^.dY := _0; HHGear^.X := HHGear^.X + HHGear^.dX; Gear^.X := Gear^.X + HHGear^.dX; if TestCollisionYwithGear(HHGear, 1) <> 0 then begin CheckHHDamage(HHGear); HHGear^.dY := _0 //HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump); end else begin HHGear^.Y := HHGear^.Y + HHGear^.dY; Gear^.Y := Gear^.Y + HHGear^.dY; HHGear^.dY := HHGear^.dY + cGravity; if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density end; tt := Gear^.Elasticity; tx := _0; ty := _0; while tt > _20 do begin if ((hwRound(Gear^.Y+ty) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X+tx) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y+ty), hwRound(Gear^.X+tx)] and $FF00) <> 0) then begin Gear^.X := Gear^.X + tx; Gear^.Y := Gear^.Y + ty; Gear^.Elasticity := tt; Gear^.doStep := @doStepRopeWork; PlaySound(sndRopeAttach); with HHGear^ do begin State := State and not (gstAttacking or gstHHJumping or gstHHHJump); Message := Message and not gmAttack end; RemoveFromAmmo; tt := _0; exit end; tx := tx + Gear^.dX + Gear^.dX; ty := ty + Gear^.dY + Gear^.dY; tt := tt - _2; end; end; CheckCollision(Gear); if (Gear^.State and gstCollision) <> 0 then if Gear^.Elasticity < _10 then Gear^.Elasticity := _10000 else begin Gear^.doStep := @doStepRopeWork; PlaySound(sndRopeAttach); with HHGear^ do begin State := State and not (gstAttacking or gstHHJumping or gstHHHJump); Message := Message and not gmAttack end; RemoveFromAmmo; exit end; if (Gear^.Elasticity > Gear^.Friction) or ((Gear^.Message and gmAttack) = 0) or ((HHGear^.State and gstHHDriven) = 0) or (HHGear^.Damage > 0) then begin with Gear^.Hedgehog^.Gear^ do begin State := State and not gstAttacking; Message := Message and not gmAttack end; DeleteGear(Gear) end; CheckGearDrowning(HHGear) end; procedure doStepRope(Gear: PGear); begin Gear^.dX := - Gear^.dX; Gear^.dY := - Gear^.dY; Gear^.doStep := @doStepRopeAttach; PlaySound(sndRopeShot) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepMine(Gear: PGear); var vg: PVisualGear; begin if (Gear^.State and gstMoving) <> 0 then begin DeleteCI(Gear); doStepFallingGear(Gear); if (Gear^.State and gstMoving) = 0 then begin AddGearCI(Gear); Gear^.dX := _0; Gear^.dY := _0 end; CalcRotationDirAngle(Gear); AllInactive := false end else if ((GameTicks and $3F) = 25) then doStepFallingGear(Gear); if (Gear^.Health = 0) then begin if not Gear^.dY.isNegative and (Gear^.dY > _0_2) and (TestCollisionYwithGear(Gear, 1) <> 0) then inc(Gear^.Damage, hwRound(Gear^.dY * _70)) else if not Gear^.dX.isNegative and (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then inc(Gear^.Damage, hwRound(Gear^.dX * _70)) else if Gear^.dY.isNegative and (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then inc(Gear^.Damage, hwRound(Gear^.dY * -_70)) else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then inc(Gear^.Damage, hwRound(Gear^.dX * -_70)); if (Gear^.Damage > random(30)) and ((GameTicks and $FF) = 0) then begin vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke); if vg <> nil then vg^.Scale:= 0.5 end; if (Gear^.Damage > 35) then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end end; if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then if ((Gear^.State and gstAttacking) = 0) then begin if ((GameTicks and $1F) = 0) then if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State := Gear^.State or gstAttacking end else // gstAttacking <> 0 begin AllInactive := false; if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick); if Gear^.Timer = 0 then begin if ((Gear^.State and gstWait) <> 0) or (cMineDudPercent = 0) or (getRandom(100) > cMineDudPercent) then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear) end else begin vg:= AddVisualGear(hwRound(Gear^.X) - 4 + Random(8), hwRound(Gear^.Y) - 4 - Random(4), vgtSmoke); if vg <> nil then vg^.Scale:= 0.5; PlaySound(sndVaporize); Gear^.Health := 0; Gear^.Damage := 0; Gear^.State := Gear^.State and not gstAttacking end; exit end; dec(Gear^.Timer); end else // gsttmpFlag = 0 if (TurnTimeLeft = 0) or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime)) or (Gear^.Hedgehog^.Gear = nil) then Gear^.State := Gear^.State or gsttmpFlag; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSMine(Gear: PGear); begin // TODO: do real calculation? if TestCollisionXwithGear(Gear, 2) or (TestCollisionYwithGear(Gear, -2) <> 0) or TestCollisionXwithGear(Gear, -2) or (TestCollisionYwithGear(Gear, 2) <> 0) then begin if (hwAbs(Gear^.dX) > _0) or (hwAbs(Gear^.dY) > _0) then begin PlaySound(sndRopeAttach); Gear^.dX:= _0; Gear^.dY:= _0; AddGearCI(Gear); end; end else begin DeleteCI(Gear); doStepFallingGear(Gear); AllInactive := false; CalcRotationDirAngle(Gear); end; if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Health <> 0) then begin if ((Gear^.State and gstAttacking) = 0) then begin if ((GameTicks and $1F) = 0) then if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State := Gear^.State or gstAttacking end else // gstAttacking <> 0 begin AllInactive := false; if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick); if Gear^.Timer = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear^.Timer); end end else // gsttmpFlag = 0 if (TurnTimeLeft = 0) or ((GameFlags and gfInfAttack <> 0) and (GameTicks > Gear^.FlightTime)) or (Gear^.Hedgehog^.Gear = nil) then Gear^.State := Gear^.State or gsttmpFlag; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDynamite(Gear: PGear); begin doStepFallingGear(Gear); AllInactive := false; if Gear^.Timer mod 166 = 0 then inc(Gear^.Tag); if Gear^.Timer = 1000 then // might need better timing makeHogsWorry(Gear^.X, Gear^.Y, 75); if Gear^.Timer = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear^.Timer); end; /////////////////////////////////////////////////////////////////////////////// (* TODO Increase damage as barrel smokes? Try tweaking friction some more *) procedure doStepRollingBarrel(Gear: PGear); var i: LongInt; particle: PVisualGear; begin if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then SetLittle(Gear^.dY); Gear^.State := Gear^.State or gstAnimation; if ((Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0)) then begin DeleteCI(Gear); AllInactive := false; if not Gear^.dY.isNegative and (Gear^.dY > _0_2) and (TestCollisionYwithGear(Gear, 1) <> 0) then begin Gear^.State := Gear^.State or gsttmpFlag; inc(Gear^.Damage, hwRound(Gear^.dY * _70)); for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do begin particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480) end end else if not Gear^.dX.isNegative and (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then inc(Gear^.Damage, hwRound(Gear^.dX * _70)) else if Gear^.dY.isNegative and (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then inc(Gear^.Damage, hwRound(Gear^.dY * -_70)) else if Gear^.dX.isNegative and (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then inc(Gear^.Damage, hwRound(Gear^.dX * -_70)); doStepFallingGear(Gear); CalcRotationDirAngle(Gear); //CheckGearDrowning(Gear) end else begin Gear^.State := Gear^.State or gsttmpFlag; AddGearCI(Gear) end; (* Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage begin x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then if (Land[y+1, x] = 0) then begin if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then Gear^.dX:= -_0_08 else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then Gear^.dX:= _0_08; end; if Gear^.dX.QWordValue = 0 then AddGearCI(Gear) end; *) if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and (TestCollisionYwithGear(Gear, 1) <> 0) then Gear ^.dY := _0; if hwAbs(Gear^.dX) < _0_001 then Gear^.dX := _0; if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then if (cBarrelHealth div Gear^.Health) > 2 then AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke) else AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite); dec(Gear^.Health, Gear^.Damage); Gear^.Damage := 0; if Gear^.Health <= 0 then Gear^.doStep := @doStepCase; // Hand off to doStepCase for the explosion end; procedure doStepCase(Gear: PGear); var i, x, y: LongInt; k: TGearType; exBoom: boolean; dX, dY: HWFloat; hog: PHedgehog; begin k := Gear^.Kind; exBoom := false; if (Gear^.Message and gmDestroy) > 0 then begin DeleteGear(Gear); FreeActionsList; SetAllToActive; // something (hh, mine, etc...) could be on top of the case with CurrentHedgehog^ do if Gear <> nil then Gear^.Message := Gear^.Message and not (gmLJump or gmHJump); exit end; if k = gtExplosives then begin //if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation; if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then Gear^.doStep := @doStepRollingBarrel; if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then if (cBarrelHealth div Gear^.Health) > 2 then AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke) else AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite); dec(Gear^.Health, Gear^.Damage); Gear^.Damage := 0; if Gear^.Health <= 0 then exBoom := true; end; if (Gear^.Damage > 0) or exBoom then begin x := hwRound(Gear^.X); y := hwRound(Gear^.Y); hog:= Gear^.Hedgehog; DeleteGear(Gear); // <-- delete gear! if k = gtCase then begin doMakeExplosion(x, y, 25, hog, EXPLAutoSound); for i:= 0 to 63 do AddGear(x, y, gtFlame, 0, _0, _0, 0); end else if k = gtExplosives then begin doMakeExplosion(x, y, 75, hog, EXPLAutoSound); for i:= 0 to 31 do begin dX := AngleCos(i * 64) * _0_5 * (getrandom + _1); dY := AngleSin(i * 64) * _0_5 * (getrandom + _1); AddGear(x, y, gtFlame, 0, dX, dY, 0); AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0); end end; exit end; if (Gear^.dY.QWordValue <> 0) or (TestCollisionYwithGear(Gear, 1) = 0) then begin AllInactive := false; Gear^.dY := Gear^.dY + cGravity; Gear^.Y := Gear^.Y + Gear^.dY; if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then SetAllHHToActive; if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then Gear^.dY := _0; if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then begin if (Gear^.dY > _0_2) and (k = gtExplosives) then inc(Gear^.Damage, hwRound(Gear^.dY * _70)); if Gear^.dY > _0_2 then for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust) ; Gear^.dY := - Gear^.dY * Gear^.Elasticity; if Gear^.dY > - _0_001 then Gear^.dY := _0 else if Gear^.dY < - _0_03 then PlaySound(Gear^.ImpactSound); end; //if Gear^.dY > - _0_001 then Gear^.dY:= _0 CheckGearDrowning(Gear); end; if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear) else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepTarget(Gear: PGear); begin if (Gear^.Timer = 0) and (Gear^.Tag = 0) then PlaySound(sndWarp); if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then inc(Gear^.Timer) else if Gear^.Tag = 1 then Gear^.Tag := 2 else if Gear^.Tag = 2 then if Gear^.Timer > 0 then dec(Gear^.Timer) else begin DeleteGear(Gear); exit; end; doStepCase(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepIdle(Gear: PGear); begin AllInactive := false; dec(Gear^.Timer); if Gear^.Timer = 0 then begin DeleteGear(Gear); AfterAttack end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShover(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; HHGear^.State := HHGear^.State or gstNoDamage; DeleteCI(HHGear); AmmoShove(Gear, 30, 115); HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving; Gear^.Timer := 250; Gear^.doStep := @doStepIdle end; //////////////////////////////////////////////////////////////////////////////// procedure doStepWhip(Gear: PGear); var HHGear: PGear; i: LongInt; begin HHGear := Gear^.Hedgehog^.Gear; HHGear^.State := HHGear^.State or gstNoDamage; DeleteCI(HHGear); for i:= 0 to 3 do begin AmmoShove(Gear, 30, 25); Gear^.X := Gear^.X + Gear^.dX * 5 end; HHGear^.State := (HHGear^.State and (not gstNoDamage)) or gstMoving; Gear^.Timer := 250; Gear^.doStep := @doStepIdle end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFlame(Gear: PGear); var gX,gY,i: LongInt; sticky: Boolean; vgt: PVisualGear; tdX,tdY: HWFloat; begin sticky:= (Gear^.State and gsttmpFlag) <> 0; if not sticky then AllInactive := false; if TestCollisionYwithGear(Gear, 1) = 0 then begin AllInactive := false; if ((GameTicks mod 100) = 0) then begin vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag); if vgt <> nil then begin vgt^.dx:= 0; vgt^.dy:= 0; vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2); end; end; if Gear^.dX.QWordValue > _0_01.QWordValue then Gear^.dX := Gear^.dX * _0_995; Gear^.dY := Gear^.dY + cGravity; // if sticky then Gear^.dY := Gear^.dY + cGravity; if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY := Gear^.dY * _0_995; //if sticky then Gear^.X := Gear^.X + Gear^.dX else Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640; Gear^.Y := Gear^.Y + Gear^.dY; if (hwRound(Gear^.Y) > cWaterLine) then begin gX := hwRound(Gear^.X); for i:= 0 to 3 do AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam); PlaySound(sndVaporize); DeleteGear(Gear); exit end end else begin if sticky then begin Gear^.Radius := 7; tdX:= Gear^.dX; tdY:= Gear^.dY; Gear^.dX.QWordValue:= 214748365; Gear^.dY.QWordValue:= 429496730; Gear^.dX.isNegative:= getrandom(2)<>1; Gear^.dY.isNegative:= true; AmmoShove(Gear, 2, 125); Gear^.dX:= tdX; Gear^.dY:= tdY; Gear^.Radius := 1 end; if Gear^.Timer > 0 then begin dec(Gear^.Timer); inc(Gear^.Damage) end else begin gX := hwRound(Gear^.X); gY := hwRound(Gear^.Y); // Standard fire if not sticky then begin if ((GameTicks and $1) = 0) then begin Gear^.Radius := 7; tdX:= Gear^.dX; tdY:= Gear^.dY; Gear^.dX.QWordValue:= 214748365; Gear^.dY.QWordValue:= 429496730; Gear^.dX.isNegative:= getrandom(2)<>1; Gear^.dY.isNegative:= true; AmmoShove(Gear, 6, 100); Gear^.dX:= tdX; Gear^.dY:= tdY; Gear^.Radius := 1; end else if ((GameTicks and $3) = 3) then doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage); //DrawExplosion(gX, gY, 4); if ((GameTicks and $7) = 0) and (Random(2) = 0) then for i:= 1 to Random(2)+1 do AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke); if Gear^.Health > 0 then dec(Gear^.Health); Gear^.Timer := 450 - Gear^.Tag * 8 end else begin // Modified fire if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then begin DrawExplosion(gX, gY, 4); for i:= 0 to Random(3) do AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke); end; // This one is interesting. I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom. Gear^.Timer := 100 - Gear^.Tag * 3; if (Gear^.Damage > 3000+Gear^.Tag*1500) then Gear^.Health := 0 end end end; if Gear^.Health = 0 then begin gX := hwRound(Gear^.X); gY := hwRound(Gear^.Y); if not sticky then begin if ((GameTicks and $3) = 0) and (Random(1) = 0) then begin for i:= 1 to Random(2)+1 do begin AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke); end; end; end else begin for i:= 0 to Random(3) do begin AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke); end; end; DeleteGear(Gear) end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFirePunchWork(Gear: PGear); var HHGear: PGear; begin AllInactive := false; if ((Gear^.Message and gmDestroy) <> 0) then begin DeleteGear(Gear); AfterAttack; exit end; HHGear := Gear^.Hedgehog^.Gear; if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then begin Gear^.Tag := hwRound(HHGear^.Y); DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2); HHGear^.State := HHGear^.State or gstNoDamage; Gear^.Y := HHGear^.Y; AmmoShove(Gear, 30, 40); HHGear^.State := HHGear^.State and not gstNoDamage end; HHGear^.dY := HHGear^.dY + cGravity; if not (HHGear^.dY.isNegative) then begin HHGear^.State := HHGear^.State or gstMoving; DeleteGear(Gear); AfterAttack; exit end; if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)), lfIndestructible) then HHGear^.Y := HHGear^.Y + HHGear^.dY end; procedure doStepFirePunch(Gear: PGear); var HHGear: PGear; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; DeleteCI(HHGear); //HHGear^.X := int2hwFloat(hwRound(HHGear^.X)) - _0_5; WTF? HHGear^.dX := SignAs(cLittle, Gear^.dX); HHGear^.dY := - _0_3; Gear^.X := HHGear^.X; Gear^.dX := SignAs(_0_45, Gear^.dX); Gear^.dY := - _0_9; Gear^.doStep := @doStepFirePunchWork; DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5); AddVoice(TSound(ord(sndFirePunch1) + GetRandom(6)), HHGear^.Hedgehog^.Team^.voicepack) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepParachuteWork(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; inc(Gear^.Timer); if (TestCollisionYwithGear(HHGear, 1) <> 0) or ((HHGear^.State and gstHHDriven) = 0) or CheckGearDrowning(HHGear) or ((Gear^.Message and gmAttack) <> 0) then begin with HHGear^ do begin Message := 0; SetLittle(dX); dY := _0; State := State or gstMoving; end; DeleteGear(Gear); isCursorVisible := false; ApplyAmmoChanges(HHGear^.Hedgehog^); exit end; HHGear^.X := HHGear^.X + cWindSpeed * 200; if (Gear^.Message and gmLeft) <> 0 then HHGear^.X := HHGear^.X - cMaxWindSpeed * 80 else if (Gear^.Message and gmRight) <> 0 then HHGear^.X := HHGear^.X + cMaxWindSpeed * 80; if (Gear^.Message and gmUp) <> 0 then HHGear^.Y := HHGear^.Y - cGravity * 40 else if (Gear^.Message and gmDown) <> 0 then HHGear^.Y := HHGear^.Y + cGravity * 40; // don't drift into obstacles if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then HHGear^.X := HHGear^.X - int2hwFloat(hwSign(HHGear^.dX)); HHGear^.Y := HHGear^.Y + cGravity * 100; Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y end; procedure doStepParachute(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; DeleteCI(HHGear); AfterAttack; HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked or gstMoving); HHGear^.Message := HHGear^.Message and not gmAttack; Gear^.doStep := @doStepParachuteWork; Gear^.Message := HHGear^.Message; doStepParachuteWork(Gear) 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); 2: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtNapalmBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0); 3: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtDrill, gsttmpFlag, cBombsSpeed * Gear^.Tag, _0, Gear^.Timer + 1); //4: FollowGear := AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtWaterMelon, 0, cBombsSpeed * // Gear^.Tag, _0, 5000); end; Gear^.dX := Gear^.dX + int2hwFloat(30 * Gear^.Tag); StopSound(Gear^.SoundChannel, 4000); end; if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); if (hwRound(Gear^.X) > (LAND_WIDTH+2048)) or (hwRound(Gear^.X) < -2048) then begin // avoid to play forever (is this necessary?) StopSound(Gear^.SoundChannel); DeleteGear(Gear) end; end; procedure doStepAirAttack(Gear: PGear); begin AllInactive := false; if Gear^.X.QWordValue = 0 then begin Gear^.Tag := 1; Gear^.X := -_2048; end else begin Gear^.Tag := -1; Gear^.X := int2hwFloat(LAND_WIDTH + 2048); end; Gear^.Y := int2hwFloat(topY-300); Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15); // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) if (Gear^.State = 2) then Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900 // calcs for regular falling gears else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag; Gear^.Health := 6; Gear^.doStep := @doStepAirAttackWork; Gear^.SoundChannel := LoopSound(sndPlane, 4000); 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, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); performRumble(); exit end; if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGirder(Gear: PGear); var HHGear: PGear; x, y, tx, ty: hwFloat; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; tx := int2hwFloat(Gear^.Target.X); ty := int2hwFloat(Gear^.Target.Y); x := HHGear^.X; y := HHGear^.Y; if (Distance(tx - x, ty - y) > _256) or not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprAmGirder].Width div 2, Gear^.Target.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true, false) then begin PlaySound(sndDenied); HHGear^.Message := HHGear^.Message and not gmAttack; HHGear^.State := HHGear^.State and not gstAttacking; HHGear^.State := HHGear^.State or gstHHChooseTarget; isCursorVisible := true; DeleteGear(Gear) end else begin PlaySound(sndPlaced); DeleteGear(Gear); AfterAttack; end; HHGear^.State := HHGear^.State and not (gstAttacking or gstAttacked); HHGear^.Message := HHGear^.Message and not gmAttack; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepTeleportAfter(Gear: PGear); var HHGear: PGear; begin Gear^.Hedgehog^.Unplaced := false; HHGear := Gear^.Hedgehog^.Gear; HHGear^.Y := HHGear^.Y + HHGear^.dY; HHGear^.X := HHGear^.X + HHGear^.dX; // hedgehog falling to collect cases HHGear^.dY := HHGear^.dY + cGravity; if (TestCollisionYwithGear(HHGear, 1) <> 0) or CheckGearDrowning(HHGear) then begin DeleteGear(Gear); AfterAttack end end; procedure doStepTeleportAnim(Gear: PGear); begin inc(Gear^.Timer); if Gear^.Timer = 65 then begin Gear^.Timer := 0; inc(Gear^.Pos); if Gear^.Pos = 11 then Gear^.doStep := @doStepTeleportAfter end; end; procedure doStepTeleport(Gear: PGear); var HHGear: PGear; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; if not TryPlaceOnLand(Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2, Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2, sprHHTelepMask, 0, false, false) then begin HHGear^.Message := HHGear^.Message and not gmAttack; HHGear^.State := HHGear^.State and not gstAttacking; HHGear^.State := HHGear^.State or gstHHChooseTarget; DeleteGear(Gear); isCursorVisible := true; PlaySound(sndDenied) end else begin DeleteCI(HHGear); SetAllHHToActive; Gear^.doStep := @doStepTeleportAnim; // copy old HH position and direction to Gear (because we need them for drawing the vanishing hog) Gear^.dX := HHGear^.dX; // retrieve the cursor direction (it was previously copied to X so it doesn't get lost) HHGear^.dX.isNegative := (Gear^.X.QWordValue <> 0); Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y; HHGear^.X := int2hwFloat(Gear^.Target.X); HHGear^.Y := int2hwFloat(Gear^.Target.Y); HHGear^.State := HHGear^.State or gstMoving; playSound(sndWarp) end; Gear^.Target.X:= NoPointX end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSwitcherWork(Gear: PGear); var HHGear: PGear; Msg, State: Longword; begin AllInactive := false; if ((Gear^.Message and not gmSwitch) <> 0) or (TurnTimeLeft = 0) then begin HHGear := Gear^.Hedgehog^.Gear; Msg := Gear^.Message and not gmSwitch; DeleteGear(Gear); ApplyAmmoChanges(HHGear^.Hedgehog^); HHGear := CurrentHedgehog^.Gear; ApplyAmmoChanges(HHGear^.Hedgehog^); HHGear^.Message := Msg; exit end; if (Gear^.Message and gmSwitch) <> 0 then begin HHGear := CurrentHedgehog^.Gear; HHGear^.Message := HHGear^.Message and not gmSwitch; Gear^.Message := Gear^.Message and not gmSwitch; State := HHGear^.State; HHGear^.State := 0; HHGear^.Active := false; HHGear^.Z := cHHZ; RemoveGearFromList(HHGear); InsertGearToList(HHGear); PlaySound(sndSwitchHog); repeat CurrentTeam^.CurrHedgehog := Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^. HedgehogsNumber); until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear^.Damage = 0); 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 := Gear^.Hedgehog^.Gear; OnUsedAmmo(HHGear^.Hedgehog^); with HHGear^ do begin State := State and not gstAttacking; Message := Message and not gmAttack end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepMortar(Gear: PGear); var dX, dY: hwFloat; i: LongInt; dxn, dyn: boolean; begin AllInactive := false; dxn := Gear^.dX.isNegative; dyn := Gear^.dY.isNegative; doStepFallingGear(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound); Gear^.dX.isNegative := not dxn; Gear^.dY.isNegative := not dyn; for i:= 0 to 4 do begin dX := Gear^.dX + (GetRandom - _0_5) * _0_03; dY := Gear^.dY + (GetRandom - _0_5) * _0_03; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25); end; DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepKamikazeWork(Gear: PGear); const upd: Longword = 0; var i: LongWord; HHGear: PGear; sparkles: PVisualGear; hasWishes: boolean; begin AllInactive := false; hasWishes:= ((Gear^.Message and (gmPrecise or gmSwitch)) = (gmPrecise or gmSwitch)); if hasWishes then Gear^.AdvBounce:= 1; HHGear := Gear^.Hedgehog^.Gear; HHGear^.State := HHGear^.State or gstNoDamage; DeleteCI(HHGear); Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y; if (GameTicks mod 2 = 0) and hasWishes then begin sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1); if sparkles <> nil then begin sparkles^.Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF; sparkles^.Angle:= random * 360; end end; i := 2; repeat Gear^.X := Gear^.X + HHGear^.dX; Gear^.Y := Gear^.Y + HHGear^.dY; HHGear^.X := Gear^.X; HHGear^.Y := Gear^.Y; inc(Gear^.Damage, 2); // if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX)) // or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3); dec(i) until (i = 0) or (Gear^.Damage > Gear^.Health); inc(upd); if upd > 3 then begin if Gear^.Health < 1500 then begin if Gear^.AdvBounce <> 0 then Gear^.Pos := 3 else Gear^.Pos := 2; end; AmmoShove(Gear, 30, 40); DrawTunnel(HHGear^.X - HHGear^.dX * 10, HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2, HHGear^.dX, HHGear^.dY, 20 + cHHRadius * 2, cHHRadius * 2 + 7); upd := 0 end; if Gear^.Health < Gear^.Damage then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound); if hasWishes then for i:= 0 to 31 do begin sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot); if sparkles <> nil then with sparkles^ do begin Tint:= ((random(210)+45) shl 24) or ((random(210)+45) shl 16) or ((random(210)+45) shl 8) or $FF; Angle:= random * 360; dx:= 0.001 * (random(200)); dy:= 0.001 * (random(200)); if random(2) = 0 then dx := -dx; if random(2) = 0 then dy := -dy; FrameTicks:= random(400) + 250 end end; AfterAttack; DeleteGear(Gear); DeleteGear(HHGear); end else begin dec(Gear^.Health, Gear^.Damage); Gear^.Damage := 0 end end; procedure doStepKamikazeIdle(Gear: PGear); begin AllInactive := false; dec(Gear^.Timer); if Gear^.Timer = 0 then begin Gear^.Pos := 1; PlaySound(sndKamikaze, Gear^.Hedgehog^.Team^.voicepack); Gear^.doStep := @doStepKamikazeWork end end; procedure doStepKamikaze(Gear: PGear); var HHGear: PGear; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; HHGear^.dX := Gear^.dX; HHGear^.dY := Gear^.dY; Gear^.dX := SignAs(_0_45, Gear^.dX); Gear^.dY := - _0_9; Gear^.Timer := 550; Gear^.doStep := @doStepKamikazeIdle end; //////////////////////////////////////////////////////////////////////////////// const cakeh = 27; cakeDmg = 75; var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end; CakeI: Longword; procedure doStepCakeExpl(Gear: PGear); begin AllInactive := false; inc(Gear^.Tag); if Gear^.Tag < 2250 then exit; doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, Gear^.Hedgehog, EXPLAutoSound); AfterAttack; DeleteGear(Gear) end; procedure doStepCakeDown(Gear: PGear); var gi: PGear; dmg: LongInt; begin AllInactive := false; inc(Gear^.Tag); if Gear^.Tag < 100 then exit; Gear^.Tag := 0; if Gear^.Pos = 0 then begin gi := GearsList; while gi <> nil do begin dmg := cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y)); if (dmg > 1) and (gi^.Kind = gtHedgehog) then if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then gi^.State := gi^.State or gstLoser else gi^.State := gi^.State or gstWinner; gi := gi^.NextGear end; Gear^.doStep := @doStepCakeExpl; PlaySound(sndCake) end else dec(Gear^.Pos) end; procedure doStepCakeWork(Gear: PGear); const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0)); var xx, yy, xxn, yyn: LongInt; da: LongInt; tdx, tdy: hwFloat; procedure PrevAngle; begin Gear^.Angle := (LongInt(Gear^.Angle) + 4 - dA) mod 4 end; procedure NextAngle; begin Gear^.Angle := (LongInt(Gear^.Angle) + 4 + dA) mod 4 end; begin AllInactive := false; inc(Gear^.Tag); if Gear^.Tag < 7 then exit; dA := hwSign(Gear^.dX); xx := dirs[Gear^.Angle].x; yy := dirs[Gear^.Angle].y; xxn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x; yyn := dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y; if (xx = 0) then if TestCollisionYwithGear(Gear, yy) <> 0 then PrevAngle else begin Gear^.Tag := 0; Gear^.Y := Gear^.Y + int2hwFloat(yy); if not TestCollisionXwithGear(Gear, xxn) then begin Gear^.X := Gear^.X + int2hwFloat(xxn); NextAngle end; end; if (yy = 0) then if TestCollisionXwithGear(Gear, xx) then PrevAngle else begin Gear^.Tag := 0; Gear^.X := Gear^.X + int2hwFloat(xx); if not TestCollisionY(Gear, yyn) then begin Gear^.Y := Gear^.Y + int2hwFloat(yyn); NextAngle end; end; if Gear^.Tag = 0 then begin CakeI := (CakeI + 1) mod cakeh; tdx := CakePoints[CakeI].x - Gear^.X; tdy := - CakePoints[CakeI].y + Gear^.Y; CakePoints[CakeI].x := Gear^.X; CakePoints[CakeI].y := Gear^.Y; Gear^.DirAngle := DxDy2Angle(tdx, tdy); end; dec(Gear^.Health); Gear^.Timer := Gear^.Health*10; if Gear^.Health mod 100 = 0 then Gear^.PortalCounter:= 0; // This is not seconds, but at least it is *some* feedback if (Gear^.Health = 0) or ((Gear^.Message and gmAttack) <> 0) then begin FollowGear := Gear; Gear^.RenderTimer := false; Gear^.doStep := @doStepCakeDown end end; procedure doStepCakeUp(Gear: PGear); var i: Longword; begin AllInactive := false; inc(Gear^.Tag); if Gear^.Tag < 100 then exit; Gear^.Tag := 0; if Gear^.Pos = 6 then begin for i:= 0 to Pred(cakeh) do begin CakePoints[i].x := Gear^.X; CakePoints[i].y := Gear^.Y end; CakeI := 0; Gear^.doStep := @doStepCakeWork end else inc(Gear^.Pos) end; procedure doStepCakeFall(Gear: PGear); begin AllInactive := false; Gear^.dY := Gear^.dY + cGravity; if TestCollisionYwithGear(Gear, 1) <> 0 then Gear^.doStep := @doStepCakeUp else begin Gear^.Y := Gear^.Y + Gear^.dY; if CheckGearDrowning(Gear) then AfterAttack end end; procedure doStepCake(Gear: PGear); var HHGear: PGear; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := HHGear^.Message and (not gmAttack); DeleteCI(HHGear); Gear^.IntersectGear:= nil; FollowGear := Gear; Gear^.doStep := @doStepCakeFall end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSeductionWork(Gear: PGear); var i: LongInt; hogs: TPGearArray; begin AllInactive := false; hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius); if Length(hogs) > 0 then begin for i:= 0 to High(hogs) do begin if hogs[i] <> CurrentHedgehog^.Gear then begin //d:= Distance(Gear^.X - hogs[i]^.X, Gear^.Y - hogs[i]^.Y); hogs[i]^.dX:= _50 * cGravity * (Gear^.X - hogs[i]^.X) / _25; //if Gear^.X < hogs[i]^.X then hogs[i]^.dX.isNegative:= true; hogs[i]^.dY:= -_450 * cGravity; hogs[i]^.Active:= true; end end; end ; AfterAttack; DeleteGear(Gear); (* Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; x := hwRound(Gear^.X); y := hwRound(Gear^.Y); if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then if (Land[y, x] <> 0) then begin Gear^.dX.isNegative := not Gear^.dX.isNegative; Gear^.dY.isNegative := not Gear^.dY.isNegative; Gear^.dX := Gear^.dX * _1_5; Gear^.dY := Gear^.dY * _1_5 - _0_3; AmmoShove(Gear, 0, 40); AfterAttack; DeleteGear(Gear) end else else begin AfterAttack; DeleteGear(Gear) end*) end; procedure doStepSeductionWear(Gear: PGear); var heart: PVisualGear; begin AllInactive := false; inc(Gear^.Timer); if Gear^.Timer > 250 then begin Gear^.Timer := 0; inc(Gear^.Pos); if Gear^.Pos = 5 then PlaySound(sndYoohoo, Gear^.Hedgehog^.Team^.voicepack) end; if (Gear^.Pos = 14) and (RealTicks and $3 = 0) then begin heart:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot); if heart <> nil then with heart^ do begin dx:= 0.001 * (random(200)); dy:= 0.001 * (random(200)); if random(2) = 0 then dx := -dx; if random(2) = 0 then dy := -dy; FrameTicks:= random(750) + 1000; State:= ord(sprSeduction) end; end; if Gear^.Pos = 15 then Gear^.doStep := @doStepSeductionWork end; procedure doStepSeduction(Gear: PGear); begin AllInactive := false; //DeleteCI(Gear^.Hedgehog^.Gear); Gear^.doStep := @doStepSeductionWear end; //////////////////////////////////////////////////////////////////////////////// procedure doStepWaterUp(Gear: PGear); var i: LongWord; begin if (Gear^.Tag = 0) or (cWaterLine = 0) then begin DeleteGear(Gear); exit end; AllInactive := false; inc(Gear^.Timer); if Gear^.Timer = 17 then Gear^.Timer := 0 else exit; if cWaterLine > 0 then begin dec(cWaterLine); for i:= 0 to LAND_WIDTH - 1 do Land[cWaterLine, i] := 0; SetAllToActive end; dec(Gear^.Tag); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDrill(Gear: PGear); forward; procedure doStepDrillDrilling(Gear: PGear); var t: PGearArray; ox, oy: hwFloat; begin AllInactive := false; if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then begin ox := Gear^.X; oy := Gear^.Y; Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6); if (Gear^.Timer mod 30) = 0 then AddVisualGear(hwRound(Gear^.X + _20 * Gear^.dX), hwRound(Gear^.Y + _20 * Gear^.dY), vgtDust); if (CheckGearDrowning(Gear)) then begin StopSound(Gear^.SoundChannel); exit end end; t := CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bug if (Gear^.Timer = 0) or (t^.Count <> 0) or ( ((Gear^.State and gsttmpFlag) = 0) and (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX))) // CheckLandValue returns true if the type isn't matched or not CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y), lfIndestructible) then begin //out of time or exited ground StopSound(Gear^.SoundChannel); if (Gear^.State and gsttmpFlag) <> 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound) else doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit end else if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) = 0) and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) then begin StopSound(Gear^.SoundChannel); Gear^.Tag := 1; Gear^.doStep := @doStepDrill end; dec(Gear^.Timer); end; procedure doStepDrill(Gear: PGear); var t: PGearArray; oldDx, oldDy: hwFloat; t2: hwFloat; begin AllInactive := false; if (Gear^.State and gsttmpFlag) = 0 then Gear^.dX := Gear^.dX + cWindSpeed; oldDx := Gear^.dX; oldDy := Gear^.dY; doStepFallingGear(Gear); if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); if ((Gear^.State and gstCollision) <> 0) then begin //hit Gear^.dX := oldDx; Gear^.dY := oldDy; t := CheckGearsCollision(Gear); if (t^.Count = 0) then begin //hit the ground not the HH t2 := _0_5 / Distance(Gear^.dX, Gear^.dY); Gear^.dX := Gear^.dX * t2; Gear^.dY := Gear^.dY * t2; end else begin //explode right on contact with HH if (Gear^.State and gsttmpFlag) <> 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound) else doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); exit; end; Gear^.SoundChannel := LoopSound(sndDrillRocket); Gear^.doStep := @doStepDrillDrilling; if (Gear^.State and gsttmpFlag) <> 0 then gear^.RenderTimer:= true; dec(Gear^.Timer) end else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then begin if Gear^.Timer = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); end else dec(Gear^.Timer); end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBallgunWork(Gear: PGear); var HHGear: PGear; rx, ry: hwFloat; gX, gY: LongInt; begin AllInactive := false; dec(Gear^.Timer); HHGear := Gear^.Hedgehog^.Gear; HedgehogChAngle(HHGear); gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle); gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle); if (Gear^.Timer mod 100) = 0 then begin rx := rndSign(getRandom * _0_1); ry := rndSign(getRandom * _0_1); AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0); PlaySound(sndGun); end; if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then begin DeleteGear(Gear); AfterAttack end end; procedure doStepBallgun(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := HHGear^.Message and not (gmUp or gmDown); HHGear^.State := HHGear^.State or gstNotKickable; Gear^.doStep := @doStepBallgunWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepRCPlaneWork(Gear: PGear); const cAngleSpeed = 3; var HHGear: PGear; i: LongInt; dX, dY: hwFloat; fChanged: boolean; trueAngle: Longword; t: PGear; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; FollowGear := Gear; if Gear^.Timer > 0 then dec(Gear^.Timer); fChanged := false; if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then begin fChanged := true; if Gear^.Angle > 2048 then dec(Gear^.Angle) else if Gear^.Angle < 2048 then inc(Gear^.Angle) else fChanged := false end else begin if ((Gear^.Message and gmLeft) <> 0) then begin fChanged := true; Gear^.Angle := (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096 end; if ((Gear^.Message and gmRight) <> 0) then begin fChanged := true; Gear^.Angle := (Gear^.Angle + cAngleSpeed) mod 4096 end end; if fChanged then begin Gear^.dX.isNegative := (Gear^.Angle > 2048); if Gear^.dX.isNegative then trueAngle := 4096 - Gear^.Angle else trueAngle := Gear^.Angle; Gear^.dX := SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25; Gear^.dY := AngleCos(trueAngle) * -_0_25; end; Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + Gear^.dY; if (GameTicks and $FF) = 0 then if Gear^.Timer < 3500 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEvilTrace) else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); if ((HHGear^.Message and gmAttack) <> 0) and (Gear^.Health <> 0) then begin HHGear^.Message := HHGear^.Message and not gmAttack; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY * _0_5, 0); dec(Gear^.Health) end; if ((HHGear^.Message and gmLJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then begin Gear^.State := Gear^.State or gsttmpFlag; PauseMusic; playSound(sndRideOfTheValkyries); end; // pickup bonuses t := CheckGearNear(Gear, gtCase, 36, 36); if t <> nil then PickUp(HHGear, t); CheckCollision(Gear); if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then begin StopSound(Gear^.SoundChannel); StopSound(sndRideOfTheValkyries); ResumeMusic; if ((Gear^.State and gstCollision) <> 0) then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, Gear^.Hedgehog, EXPLAutoSound); for i:= 0 to 15 do begin dX := AngleCos(i * 64) * _0_5 * (GetRandom + _1); dY := AngleSin(i * 64) * _0_5 * (GetRandom + _1); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0); end; DeleteGear(Gear) end; AfterAttack; CurAmmoGear := nil; if (GameFlags and gfInfAttack) = 0 then begin if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 14 * 125; end; HHGear^.Message := 0; ParseCommand('/taunt '#1, true) end end; procedure doStepRCPlane(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := 0; HHGear^.State := HHGear^.State or gstNotKickable; Gear^.Angle := HHGear^.Angle; Gear^.Tag := hwSign(HHGear^.dX); if HHGear^.dX.isNegative then Gear^.Angle := 4096 - Gear^.Angle; Gear^.doStep := @doStepRCPlaneWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepJetpackWork(Gear: PGear); var HHGear: PGear; fuel, i: LongInt; move: hwFloat; isUnderwater: Boolean; bubble: PVisualGear; begin isUnderwater:= cWaterLine < hwRound(Gear^.Y) + Gear^.Radius; if Gear^.Pos > 0 then dec(Gear^.Pos); AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; //dec(Gear^.Timer); move := _0_2; fuel := 50; (*if (HHGear^.Message and gmPrecise) <> 0 then begin move:= _0_02; fuel:= 5; end;*) if Gear^.Health > 0 then begin if (HHGear^.Message and gmUp) <> 0 then begin if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then begin if isUnderwater then begin HHGear^.dY := HHGear^.dY - (move * _0_7); for i:= random(10)+10 downto 0 do begin bubble := AddVisualGear(hwRound(HHGear^.X) - 8 + random(16), hwRound(HHGear^.Y) + 16 + random(8), vgtBubble); if bubble <> nil then bubble^.dY:= random(20)/10+0.1; end end else HHGear^.dY := HHGear^.dY - move; end; dec(Gear^.Health, fuel); Gear^.MsgParam := Gear^.MsgParam or gmUp; Gear^.Timer := GameTicks end; move.isNegative := (HHGear^.Message and gmLeft) <> 0; if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then begin HHGear^.dX := HHGear^.dX + (move * _0_1); if isUnderwater then begin for i:= random(5)+5 downto 0 do begin bubble := AddVisualGear(hwRound(HHGear^.X)+random(8), hwRound(HHGear^.Y) - 8 + random(16), vgtBubble); if bubble <> nil then begin bubble^.dX:= (random(10)/10 + 0.02) * -1; if (move.isNegative) then begin bubble^.X := bubble^.X + 28; bubble^.dX:= bubble^.dX * (-1) end else bubble^.X := bubble^.X - 28; end; end end; dec(Gear^.Health, fuel div 5); Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight)); Gear^.Timer := GameTicks end end; // erases them all at once :-/ if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then begin Gear^.Timer := 0; Gear^.MsgParam := 0 end; if Gear^.Health < 0 then Gear^.Health := 0; i:= Gear^.Health div 20; if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then begin Gear^.Damage:= i; //AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate); if Gear^.Tex <> nil then FreeTexture(Gear^.Tex); Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall) end; if HHGear^.Message and (gmAttack or gmUp or gmPrecise or gmLeft or gmRight) <> 0 then Gear^ .State := Gear^.State and not gsttmpFlag; HHGear^.Message := HHGear^.Message and not (gmUp or gmPrecise or gmLeft or gmRight); HHGear^.State := HHGear^.State or gstMoving; Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y; // For some reason I need to reapply followgear here, something else grabs it otherwise. if not bShowAmmoMenu and not CurrentTeam^.ExtDriven then FollowGear := HHGear; if not isUnderWater and hasBorder and ((HHGear^.X < _0) or (hwRound(HHGear^.X) > LAND_WIDTH)) then HHGear^.dY.isNegative:= false; if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear); if // (Gear^.Health = 0) (HHGear^.Damage <> 0) //or CheckGearDrowning(HHGear) or (cWaterLine + 512 < hwRound(HHGear^.Y)) or (TurnTimeLeft = 0) // allow brief ground touches - to be fair on this, might need another counter or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0)) or ((Gear^.Message and gmAttack) <> 0) then begin with HHGear^ do begin Message := 0; Active := true; State := State or gstMoving end; DeleteGear(Gear); isCursorVisible := false; ApplyAmmoChanges(HHGear^.Hedgehog^); // if Gear^.Tex <> nil then FreeTexture(Gear^.Tex); // Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall) //AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate); end end; procedure doStepJetpack(Gear: PGear); var HHGear: PGear; begin Gear^.Pos:= 0; Gear^.doStep := @doStepJetpackWork; HHGear := Gear^.Hedgehog^.Gear; FollowGear := HHGear; AfterAttack; with HHGear^ do begin State := State and not gstAttacking; Message := Message and not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight); if (dY < _0_1) and (dY > -_0_1) then begin Gear^.State := Gear^.State or gsttmpFlag; dY := dY - _0_2 end end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBirdyDisappear(Gear: PGear); begin AllInactive := false; Gear^.Pos := 0; if Gear^.Timer < 2000 then inc(Gear^.Timer, 1) else begin DeleteGear(Gear); end; end; procedure doStepBirdyFly(Gear: PGear); var HHGear: PGear; fuel, i: LongInt; move: hwFloat; begin HHGear := Gear^.Hedgehog^.Gear; if HHGear = nil then begin DeleteGear(Gear); exit end; move := _0_2; fuel := 50; if Gear^.Pos > 0 then dec(Gear^.Pos, 1) else if (HHGear^.Message and (gmLeft or gmRight or gmUp)) <> 0 then Gear^.Pos := 500; if HHGear^.dX.isNegative then Gear^.Tag := -1 else Gear^.Tag := 1; if (HHGear^.Message and gmUp) <> 0 then begin if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then HHGear^.dY := HHGear^.dY - move; dec(Gear^.Health, fuel); Gear^.MsgParam := Gear^.MsgParam or gmUp; end; if (HHGear^.Message and gmLeft) <> 0 then move.isNegative := true; if (HHGear^.Message and (gmLeft or gmRight)) <> 0 then begin HHGear^.dX := HHGear^.dX + (move * _0_1); dec(Gear^.Health, fuel div 5); Gear^.MsgParam := Gear^.MsgParam or (HHGear^.Message and (gmLeft or gmRight)); end; if Gear^.Health < 0 then Gear^.Health := 0; if ((GameTicks and $FF) = 0) and (Gear^.Health < 500) then for i:= ((500-Gear^.Health) div 250) downto 0 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFeather); if (HHGear^.Message and gmAttack <> 0) then begin HHGear^.Message := HHGear^.Message and not gmAttack; if Gear^.FlightTime > 0 then begin AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) + 32, gtEgg, 0, Gear^.dX * _0_5, Gear^.dY, 0); PlaySound(sndBirdyLay); dec(Gear^.FlightTime) end; end; if HHGear^.Message and (gmUp or gmPrecise or gmLeft or gmRight) <> 0 then Gear^.State := Gear^.State and not gsttmpFlag; HHGear^.Message := HHGear^.Message and not (gmUp or gmPrecise or gmLeft or gmRight); HHGear^.State := HHGear^.State or gstMoving; Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y - int2hwFloat(32); // For some reason I need to reapply followgear here, something else grabs it otherwise. if not bShowAmmoMenu then FollowGear := HHGear; if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear); if (Gear^.Health = 0) or (HHGear^.Damage <> 0) or CheckGearDrowning(HHGear) or (TurnTimeLeft = 0) // allow brief ground touches - to be fair on this, might need another counter or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0)) or ((Gear^.Message and gmAttack) <> 0) then begin with HHGear^ do begin Message := 0; Active := true; State := State or gstMoving end; Gear^.State := Gear^.State or gstAnimation or gstTmpFlag; if HHGear^.dY < _0 then begin Gear^.dX := HHGear^.dX; Gear^.dY := HHGear^.dY; end; Gear^.Timer := 0; Gear^.doStep := @doStepBirdyDisappear; CurAmmoGear := nil; isCursorVisible := false; AfterAttack; end end; procedure doStepBirdyDescend(Gear: PGear); var HHGear: PGear; begin if Gear^.Timer > 0 then dec(Gear^.Timer, 1) else if Gear^.Hedgehog^.Gear = nil then begin DeleteGear(Gear); AfterAttack; exit end; HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := HHGear^.Message and not (gmUp or gmPrecise or gmLeft or gmRight); if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then begin if Gear^.Timer = 0 then Gear^.Y := Gear^.Y + _0_1 end else if Gear^.Timer = 0 then begin Gear^.doStep := @doStepBirdyFly; HHGear^.dY := -_0_2 end end; procedure doStepBirdyAppear(Gear: PGear); begin Gear^.Pos := 0; if Gear^.Timer < 2000 then inc(Gear^.Timer, 1) else begin Gear^.Timer := 500; Gear^.dX := _0; Gear^.dY := _0; Gear^.State := Gear^.State and not gstAnimation; Gear^.doStep := @doStepBirdyDescend; end end; procedure doStepBirdy(Gear: PGear); var HHGear: PGear; begin gear^.State := gear^.State or gstAnimation and not gstTmpFlag; Gear^.doStep := @doStepBirdyAppear; if CurrentHedgehog = nil then begin DeleteGear(Gear); exit end; HHGear := CurrentHedgehog^.Gear; if HHGear^.dX.isNegative then Gear^.Tag := -1 else Gear^.Tag := 1; Gear^.Pos := 0; AllInactive := false; FollowGear := HHGear; with HHGear^ do begin State := State and not gstAttacking; Message := Message and not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight) end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepEggWork(Gear: PGear); var vg: PVisualGear; i: LongInt; begin AllInactive := false; Gear^.dX := Gear^.dX; doStepFallingGear(Gear); // CheckGearDrowning(Gear); // already checked for in doStepFallingGear CalcRotationDirAngle(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLPoisoned, $C0E0FFE0); PlaySound(sndEggBreak); AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg); vg := AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtEgg); if vg <> nil then vg^.Frame := 2; for i:= 10 downto 0 do begin vg := AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 3 + Random(6), vgtDust); if vg <> nil then vg^.dX := vg^.dX + (Gear^.dX.QWordValue / 21474836480); end; DeleteGear(Gear); exit end; end; //////////////////////////////////////////////////////////////////////////////// procedure doPortalColorSwitch(); var CurWeapon: PAmmo; begin if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.Message and gmSwitch) <> 0) then With CurrentHedgehog^ do if (CurAmmoType = amPortalGun) then begin CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gmSwitch; CurWeapon:= GetAmmoEntry(CurrentHedgehog^); if CurWeapon^.Pos <> 0 then CurWeapon^.Pos := 0 else CurWeapon^.Pos := 1; end; end; procedure doStepPortal(Gear: PGear); var iterator, conPortal: PGear; s, r, nx, ny, ox, oy, poffs, noffs, pspeed, nspeed, resetx, resety, resetdx, resetdy: hwFloat; sx, sy, rh, resetr: LongInt; hasdxy, isbullet, iscake, isCollision: Boolean; begin doPortalColorSwitch(); // destroy portal if ground it was attached too is gone if ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)] and $FF00) = 0) or (Gear^.Timer < 1) or (Gear^.Hedgehog <> CurrentHedgehog) or (hwRound(Gear^.Y) > cWaterLine) then begin deleteGear(Gear); EXIT; end; if (TurnTimeLeft < 1) or (Gear^.Health < 1) then dec(Gear^.Timer); if Gear^.Timer < 10000 then gear^.RenderTimer := true; // abort if there is no other portal connected to this one if (Gear^.IntersectGear = nil) then exit; if ((Gear^.IntersectGear^.Tag and 1) = 0) then // or if it's still moving; exit; conPortal := Gear^.IntersectGear; // check all gears for stuff to port through iterator := nil; while true do begin // iterate through GearsList if iterator = nil then iterator := GearsList else iterator := iterator^.NextGear; // end of list? if iterator = nil then break; // don't port portals or other gear that wouldn't make sense if (iterator^.Kind in [gtPortal, gtRope, gtRCPlane]) or (iterator^.PortalCounter > 32) then continue; // don't port hogs on rope // TODO: this will also prevent hogs while falling after rope use from // falling through portals... fix that! if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (iterator = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope) then continue; // check if gear fits through portal if (iterator^.Radius > Gear^.Radius) then continue; // this is the max range we accept incoming gears in r := Int2hwFloat(iterator^.Radius+Gear^.Radius); // too far away? if (iterator^.X < Gear^.X - r) or (iterator^.X > Gear^.X + r) or (iterator^.Y < Gear^.Y - r) or (iterator^.Y > Gear^.Y + r) then continue; hasdxy := (((iterator^.dX.QWordValue <> 0) or (iterator^.dY.QWordValue <> 0)) or ((iterator^.State or gstMoving) = 0)); // in case the object is not moving, let's asume it's falling towards the portal if not hasdxy then begin if Gear^.Y < iterator^.Y then continue; ox:= Gear^.X - iterator^.X; oy:= Gear^.Y - iterator^.Y; end else begin ox:= iterator^.dX; oy:= iterator^.dY; end; // cake will need extra treatment... it's so delicious and moist! iscake:= (iterator^.Kind = gtCake); // won't port stuff that does not move towards the front/portal entrance if iscake then begin if not ((iterator^.X - Gear^.X)*ox + (iterator^.Y - Gear^.Y)*oy).isNegative then continue; end else if not (Gear^.dX*ox + Gear^.dY*oy).isNegative then continue; isbullet:= (iterator^.Kind in [gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtSineGunShot]); r:= int2hwFloat(iterator^.Radius); if not (isbullet or iscake) then begin // wow! good candidate there, let's see if the distance and direction is okay! if hasdxy then begin s := r / Distance(iterator^.dX, iterator^.dY); ox:= iterator^.X + s * iterator^.dX; oy:= iterator^.Y + s * iterator^.dY; end else begin ox:= iterator^.X; oy:= iterator^.Y + r; end; if (hwRound(Distance(Gear^.X-ox,Gear^.Y-oy)) > Gear^.Radius + 1 ) then continue; end; // draw bullet trail if isbullet then spawnBulletTrail(iterator); // calc gear offset in portal vector direction ox := (iterator^.X - Gear^.X); oy := (iterator^.Y - Gear^.Y); poffs:= (Gear^.dX * ox + Gear^.dY * oy); if not isBullet and poffs.isNegative then continue; // only port bullets close to the portal if isBullet and not (hwAbs(poffs) < _3) then continue; // // gears that make it till here will definately be ported // // (but old position/movement vector might be restored in case there's // not enough space on the other side) // resetr := iterator^.Radius; resetx := iterator^.X; resety := iterator^.Y; resetdx := iterator^.dX; resetdy := iterator^.dY; // create a normal of the portal vector, but ... nx := Gear^.dY; ny := Gear^.dX; // ... decide where the top is based on the hog's direction when firing the portal if Gear^.Elasticity.isNegative then nx.isNegative := not nx.isNegative else ny.isNegative := not ny.isNegative; // calc gear offset in portal normal vector direction noffs:= (nx * ox + ny * oy); if isBullet and (hwRound(hwAbs(noffs)) >= Gear^.Radius) then continue; // avoid gravity related loops of not really moving gear if not (iscake or isbullet) and (Gear^.dY.isNegative) and (conPortal^.dY.isNegative) and ((iterator^.dX.QWordValue + iterator^.dY.QWordValue) < _0_08.QWordValue) and (iterator^.PortalCounter > 0) then continue; // calc gear speed along to the vector and the normal vector of the portal if hasdxy then begin pspeed:= (Gear^.dX * iterator^.dX + Gear^.dY * iterator^.dY); nspeed:= (nx * iterator^.dX + ny * iterator^.dY); end else begin pspeed:= hwAbs(cGravity * oy); nspeed:= _0; end; // creating normal vector of connected (exit) portal nx := conPortal^.dY; ny := conPortal^.dX; if conPortal^.Elasticity.isNegative then nx.isNegative := not nx.isNegative else ny.isNegative := not ny.isNegative; // inverse cake's normal movement direction, // as if it just walked through a hole //if iscake then nspeed.isNegative:= not nspeed.isNegative; //AddFileLog('poffs:'+cstr(poffs)+' noffs:'+cstr(noffs)+' pspeed:'+cstr(pspeed)+' nspeed:'+cstr(nspeed)); iterator^.dX := -pspeed * conPortal^.dX + nspeed * nx; iterator^.dY := -pspeed * conPortal^.dY + nspeed * ny; // make the gear's exit position close to the portal while // still respecting the movement direction // determine the distance (in exit vector direction) // that we want the gear at if iscake then ox:= (r - _0_7) else ox:= (r * _1_5); s:= ox / poffs; poffs:= ox; if (nspeed.QWordValue <> 0) and (pspeed > _0) then noffs:= noffs * s * (nspeed / pspeed); // move stuff with high normal offset closer to the portal's center if not isbullet then begin s := hwAbs(noffs) + r - int2hwFloat(Gear^.Radius); if s > _0 then noffs:= noffs - SignAs(s,noffs) end; iterator^.X := conPortal^.X + poffs * conPortal^.dX + noffs * nx; iterator^.Y := conPortal^.Y + poffs * conPortal^.dY + noffs * ny; if not hasdxy and not (conPortal^.dY.isNegative) then begin iterator^.dY:= iterator^.dY + hwAbs(cGravity * (iterator^.Y - conPortal^.Y)) end; // see if the space on the exit side actually is enough if not (isBullet or isCake) then begin // TestCollisionXwithXYShift requires a hwFloat for xShift ox.QWordValue := _1.QWordValue; ox.isNegative := not iterator^.dX.isNegative; sx := hwSign(iterator^.dX); sy := hwSign(iterator^.dY); if iterator^.Radius > 1 then iterator^.Radius := iterator^.Radius - 1; // check front isCollision := TestCollisionY(iterator, sy) or TestCollisionX(iterator, sx); if not isCollision then begin // check center area (with half the radius so that the // the square check won't check more pixels than we want to) iterator^.Radius := 1 + resetr div 2; rh := resetr div 4; isCollision := TestCollisionYwithXYShift(iterator, 0, -sy * rh, sy, false) or TestCollisionXwithXYShift(iterator, ox * rh, 0, sx, false); end; iterator^.Radius := resetr; if isCollision then begin // collision! oh crap! go back! iterator^.X := resetx; iterator^.Y := resety; iterator^.dX := resetdx; iterator^.dY := resetdy; continue; end; end; // // You're now officially portaled! // // Until loops are reliably broken if iscake then iterator^.PortalCounter:= 33 else begin inc(iterator^.PortalCounter); iterator^.State:= iterator^.State and not gstHHHJump end; if not isbullet and (iterator^.Kind <> gtFlake) then FollowGear := iterator; // store X/Y values of exit for net bullet trail if isbullet then begin iterator^.Elasticity:= iterator^.X; iterator^.Friction := iterator^.Y; end; // This jiggles gears, to ensure a portal connection just placed under a gear takes effect. iterator:= GearsList; while iterator <> nil do begin if (iterator^.Kind <> gtPortal) and ((iterator^.Hedgehog <> CurrentHedgehog) or ((iterator^.Message and gmAllStoppable) = 0)) then begin iterator^.Active:= true; if iterator^.dY.QWordValue = _0.QWordValue then iterator^.dY.isNegative:= false; iterator^.State:= iterator^.State or gstMoving; DeleteCI(iterator); //inc(iterator^.dY.QWordValue,10); end; iterator:= iterator^.NextGear end; if Gear^.Health > 1 then dec(Gear^.Health); end; end; procedure doStepMovingPortal_real(Gear: PGear); var x, y, tx, ty: LongInt; s: hwFloat; procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean); var CurWeapon: PAmmo; begin if CurrentHedgehog <> nil then with CurrentHedgehog^ do begin CurWeapon:= GetAmmoEntry(CurrentHedgehog^); if (CurAmmoType = amPortalGun) then begin if not destroyGear then begin // switch color of ball to opposite of oldPortal if (oldPortal^.Tag and 2) = 0 then CurWeapon^.Pos:= 1 else CurWeapon^.Pos:= 0; end; // make the ball visible CurWeapon^.Timer := 0; end end; if destroyGear then oldPortal^.Timer:= 0; end; begin x := hwRound(Gear^.X); y := hwRound(Gear^.Y); tx := 0; ty := 0; // avoid compiler hints if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] > 255) then begin Gear^.State := Gear^.State or gstCollision; Gear^.State := Gear^.State and not gstMoving; if not CalcSlopeTangent(Gear, x, y, tx, ty, 255) or (DistanceI(tx,ty) < _12) then // reject shots at too irregular terrain begin loadNewPortalBall(Gear, true); EXIT; end; // making a normalized normal vector s := _1/DistanceI(tx,ty); Gear^.dX := s * ty; Gear^.dY := -s * tx; Gear^.DirAngle := DxDy2Angle(-Gear^.dY,Gear^.dX); if not Gear^.dX.isNegative then Gear^.DirAngle := 180-Gear^.DirAngle; if ((Gear^.IntersectGear = nil) or (hwRound(Distance(Gear^.X - Gear^.IntersectGear^.X,Gear^.Y-Gear^.IntersectGear^.Y)) >= Gear^.Radius*2)) then begin loadNewPortalBall(Gear, false); inc(Gear^.Tag); Gear^.doStep := @doStepPortal; end else loadNewPortalBall(Gear, true); end else if (y > cWaterLine) or (y < -LAND_WIDTH) or (x > 2*LAND_WIDTH) or (x < -LAND_WIDTH) then loadNewPortalBall(Gear, true); end; procedure doStepMovingPortal(Gear: PGear); begin doPortalColorSwitch(); doStepPerPixel(Gear, @doStepMovingPortal_real, true); if (Gear^.Timer < 1) or (Gear^.Hedgehog <> CurrentHedgehog) then deleteGear(Gear); end; procedure doStepPortalShot(newPortal: PGear); var iterator: PGear; s: hwFloat; CurWeapon: PAmmo; begin s:= Distance (newPortal^.dX, newPortal^.dY); // Adds the hog speed (only that part in/directly against shot direction) // to the shot speed (which we triple previously btw) // (This is done my projecting the hog movement vector onto the shot movement vector and then adding the resulting length // to the scaler) s := (_2 * s + (newPortal^.dX * CurrentHedgehog^.Gear^.dX + newPortal^.dY * CurrentHedgehog^.Gear^.dY ) / s) / s; newPortal^.dX := newPortal^.dX * s; newPortal^.dY := newPortal^.dY * s; newPortal^.IntersectGear := nil; if CurrentHedgehog <> nil then With CurrentHedgehog^ do begin CurWeapon:= GetAmmoEntry(CurrentHedgehog^); // let's save the HH's dX's direction so we can decide where the "top" of the portal hole newPortal^.Elasticity.isNegative := CurrentHedgehog^.Gear^.dX.isNegative; // when doing a backjump the dx is the opposite of the facing direction if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then newPortal^.Elasticity.isNegative := not newPortal^.Elasticity.isNegative; // make portal gun look unloaded if (CurWeapon <> nil) and (CurAmmoType = amPortalGun) then CurWeapon^.Timer := CurWeapon^.Timer or 2; iterator := GearsList; while iterator <> nil do begin if (iterator^.Kind = gtPortal) then if (iterator <> newPortal) and (iterator^.Timer > 0) then begin if (iterator^.Tag and 2) = (newPortal^.Tag and 2) then begin iterator^.Timer:= 0; end else begin // link portals with each other newPortal^.IntersectGear := iterator; iterator^.IntersectGear := newPortal; iterator^.Health := newPortal^.Health; end; end; iterator^.PortalCounter:= 0; iterator := iterator^.NextGear end; end; newPortal^.State := newPortal^.State and not gstCollision; newPortal^.State := newPortal^.State or gstMoving; newPortal^.doStep := @doStepMovingPortal; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepPiano(Gear: PGear); var r0, r1: LongInt; odY: hwFloat; begin AllInactive := false; if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^. Message and gmSlot) <> 0) then begin case CurrentHedgehog^.Gear^.MsgParam of 0: PlaySound(sndPiano0); 1: PlaySound(sndPiano1); 2: PlaySound(sndPiano2); 3: PlaySound(sndPiano3); 4: PlaySound(sndPiano4); 5: PlaySound(sndPiano5); 6: PlaySound(sndPiano6); 7: PlaySound(sndPiano7); else PlaySound(sndPiano8); end; AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote); CurrentHedgehog^.Gear^.MsgParam := 0; CurrentHedgehog^.Gear^.Message := CurrentHedgehog^.Gear^.Message and not gmSlot; end; if (*((Gear^.Pos = 3) and ((GameFlags and gfSolidLand) <> 0)) or*) (Gear^.Pos = 5) then // bounce up to 10 times (3 times on gameflagged solid land) before dropping past landscape begin Gear^.dY := Gear^.dY + cGravity * 2; Gear^.Y := Gear^.Y + Gear^.dY; CheckGearDrowning(Gear); if (Gear^.State and gstDrowning) <> 0 then begin if CurrentHedgehog^.Gear <> nil then begin // Drown the hedgehog. Could also just delete it, but hey, this gets a caption CurrentHedgehog^.Gear^.Active := true; CurrentHedgehog^.Gear^.X := Gear^.X; CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128; CurrentHedgehog^.Unplaced := false; if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0 end; ResumeMusic end; exit end; odY:= Gear^.dY; doStepFallingGear(Gear); if (Gear^.State and gstDrowning) <> 0 then begin if CurrentHedgehog^.Gear <> nil then begin // Drown the hedgehog. Could also just delete it, but hey, this gets a caption CurrentHedgehog^.Gear^.Active := true; CurrentHedgehog^.Gear^.X := Gear^.X; CurrentHedgehog^.Gear^.Y := int2hwFloat(cWaterLine+cVisibleWater)+_128; CurrentHedgehog^.Unplaced := false; if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0 end; ResumeMusic end else if (Gear^.State and gstCollision) <> 0 then begin r0 := GetRandom(21); r1 := GetRandom(21); doMakeExplosion(hwRound(Gear^.X) - 30 - r0, hwRound(Gear^.Y) + 40, 40 + r1, Gear^.Hedgehog, 0); doMakeExplosion(hwRound(Gear^.X) + 30 + r1, hwRound(Gear^.Y) + 40, 40 + r0, Gear^.Hedgehog, 0); doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 80 + r0, Gear^.Hedgehog, EXPLAutoSound); for r0:= 0 to 4 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtNote); Gear^.dY := odY * -1 + cGravity * 2; Gear^.Pos := Gear^.Pos + 1; end else Gear^.dY := Gear^.dY + cGravity * 2; // let it fall faster so itdoesn't take too long for the whole attack end; //////////////////////////////////////////////////////////////////////////////// procedure doStepSineGunShotWork(Gear: PGear); var x, y, rX, rY, t, tmp, initHealth: LongInt; oX, oY, ldX, ldY, sdX, sdY, sine, lx, ly, amp: hwFloat; justCollided: boolean; begin AllInactive := false; initHealth := Gear^.Health; lX := Gear^.X; lY := Gear^.Y; ldX := Gear^.dX; ldY := Gear^.dY; sdy := _0_5/Distance(Gear^.dX,Gear^.dY); ldX := ldX * sdy; ldY := ldY * sdy; sdY := hwAbs(ldX) + hwAbs(ldY); sdX := _1 - hwAbs(ldX/sdY); sdY := _1 - hwAbs(ldY/sdY); if (ldX.isNegative = ldY.isNegative) then sdY := -sdY; // initial angle depends on current GameTicks t := GameTicks mod 4096; // used for a work-around detection of area that is within land array, but outside borders justCollided := false; repeat lX := lX + ldX; lY := lY + ldY; oX := Gear^.X; oY := Gear^.Y; rX := hwRound(oX); rY := hwRound(oY); tmp := t mod 4096; amp := _128 * (_1 - hwSqr(int2hwFloat(Gear^.Health)/initHealth)); sine := amp * AngleSin(tmp mod 2048); sine.isNegative := (tmp < 2048); inc(t,Gear^.Health div 313); Gear^.X := lX + (sine * sdX); Gear^.Y := ly + (sine * sdY); Gear^.dX := Gear^.X - oX; Gear^.dY := Gear^.Y - oY; x := hwRound(Gear^.X); y := hwRound(Gear^.Y); // if borders are on, stop outside land array if hasBorder and (((x and LAND_WIDTH_MASK) <> 0) or ((y and LAND_HEIGHT_MASK) <> 0)) then begin Gear^.Damage := 0; Gear^.Health := 0; end else begin if (rY <= cWaterLine) or (y <= cWaterLine) then begin if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then begin if justCollided then begin Gear^.Damage := 0; Gear^.Health := 0; end else begin inc(Gear^.Damage,3); justCollided := true; end; end else justCollided := false; // kick nearby hogs, dig tunnel and add some fire // if at least 5 collisions occured if Gear^.Damage > 0 then begin DrawExplosion(rX,rY,Gear^.Radius); // kick nearby hogs AmmoShove(Gear, 35, 50); dec(Gear^.Health, Gear^.Damage); Gear^.Damage := 0; // add some fire to the tunnel if getRandom(6) = 0 then AddGear(x - Gear^.Radius + LongInt(getRandom(2 * Gear^.Radius)), y - getRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0); end; if getRandom(100) = 0 then AddVisualGear(x, y, vgtSmokeTrace); end else dec(Gear^.Health, 5); // if underwater get additional damage end; dec(Gear^.Health); // decrease bullet size towards the end if (Gear^.Radius > 4) then begin if (Gear^.Health <= (initHealth div 3)) then dec(Gear^.Radius) end else if (Gear^.Radius > 3) then begin if (Gear^.Health <= (initHealth div 4)) then dec(Gear^.Radius) end else if (Gear^.Radius > 2) then begin if (Gear^.Health <= (initHealth div 5)) then dec(Gear^.Radius) end else if (Gear^.Radius > 1) then begin if (Gear^.Health <= (initHealth div 6)) then dec(Gear^.Radius) end; until (Gear^.Health <= 0); DeleteGear(Gear); AfterAttack; end; procedure doStepSineGunShot(Gear: PGear); var HHGear: PGear; begin PlaySound(sndSineGun); // push the shooting Hedgehog back HHGear := CurrentHedgehog^.Gear; Gear^.dX.isNegative := not Gear^.dX.isNegative; Gear^.dY.isNegative := not Gear^.dY.isNegative; HHGear^.dX := Gear^.dX; HHGear^.dY := Gear^.dY; AmmoShove(Gear, 0, 80); Gear^.dX.isNegative := not Gear^.dX.isNegative; Gear^.dY.isNegative := not Gear^.dY.isNegative; Gear^.doStep := @doStepSineGunShotWork; performRumble(); end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFlamethrowerWork(Gear: PGear); var HHGear: PGear; rx, ry, speed: hwFloat; i, gX, gY: LongInt; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; HedgehogChAngle(HHGear); gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle); gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle); if (GameTicks and $FF) = 0 then begin if (HHGear^.Message and gmRight) <> 0 then begin if HHGear^.dX.isNegative and (Gear^.Tag < 20) then inc(Gear^.Tag) else if Gear^.Tag > 5 then dec(Gear^.Tag); end else if (HHGear^.Message and gmLeft) <> 0 then begin if HHGear^.dX.isNegative and (Gear^.Tag > 5) then dec(Gear^.Tag) else if Gear^.Tag < 20 then inc(Gear^.Tag); end end; dec(Gear^.Timer); if Gear^.Timer = 0 then begin dec(Gear^.Health); if (Gear^.Health mod 5) = 0 then begin rx := rndSign(getRandom * _0_1); ry := rndSign(getRandom * _0_1); speed := _0_5 * (_10 / Gear^.Tag); AddGear(gx, gy, gtFlame, gstTmpFlag, SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - speed) + ry, 0); if (Gear^.Health mod 30) = 0 then AddGear(gx, gy, gtFlame, 0, SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - speed) + ry, 0); end; Gear^.Timer:= Gear^.Tag end; if (Gear^.Health = 0) or (HHGear^.Damage <> 0) then begin DeleteGear(Gear); AfterAttack end else begin i:= Gear^.Health div 5; if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then begin Gear^.Damage:= i; if Gear^.Tex <> nil then FreeTexture(Gear^.Tex); Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall) end end end; procedure doStepFlamethrower(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := HHGear^.Message and not (gmUp or gmDown or gmLeft or gmRight); HHGear^.State := HHGear^.State or gstNotKickable; Gear^.doStep := @doStepFlamethrowerWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepLandGunWork(Gear: PGear); var HHGear: PGear; rx, ry, speed: hwFloat; i, gX, gY: LongInt; begin AllInactive := false; HHGear := Gear^.Hedgehog^.Gear; HedgehogChAngle(HHGear); gX := hwRound(Gear^.X) + GetLaunchX(amBallgun, hwSign(HHGear^.dX), HHGear^.Angle); gY := hwRound(Gear^.Y) + GetLaunchY(amBallgun, HHGear^.Angle); if (GameTicks and $FF) = 0 then begin if (HHGear^.Message and gmRight) <> 0 then begin if HHGear^.dX.isNegative and (Gear^.Tag < 20) then inc(Gear^.Tag) else if Gear^.Tag > 5 then dec(Gear^.Tag); end else if (HHGear^.Message and gmLeft) <> 0 then begin if HHGear^.dX.isNegative and (Gear^.Tag > 5) then dec(Gear^.Tag) else if Gear^.Tag < 20 then inc(Gear^.Tag); end end; dec(Gear^.Timer); if Gear^.Timer = 0 then begin dec(Gear^.Health); rx := rndSign(getRandom * _0_1); ry := rndSign(getRandom * _0_1); speed := (_3 / Gear^.Tag); AddGear(gx, gy, gtFlake, gstTmpFlag, SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - speed) + ry, 0); Gear^.Timer:= Gear^.Tag end; if (Gear^.Health = 0) or (HHGear^.Damage <> 0) or ((HHGear^.Message and gmAttack) <> 0) then begin HHGear^.Message:= HHGear^.Message and not gmAttack; DeleteGear(Gear); AfterAttack end else begin i:= Gear^.Health div 10; if (i <> Gear^.Damage) and ((GameTicks and $3F) = 0) then begin Gear^.Damage:= i; if Gear^.Tex <> nil then FreeTexture(Gear^.Tex); Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall) end end end; procedure doStepLandGun(Gear: PGear); var HHGear: PGear; begin HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := HHGear^.Message and not (gmUp or gmDown or gmLeft or gmRight or gmAttack); HHGear^.State := HHGear^.State or gstNotKickable; Gear^.doStep := @doStepLandGunWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepPoisonCloud(Gear: PGear); begin if Gear^.Timer = 0 then begin DeleteGear(Gear); exit end; dec(Gear^.Timer); Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; Gear^.dX := Gear^.dX + cWindSpeed / 4; Gear^.dY := Gear^.dY + cGravity / 100; if (GameTicks and $FF) = 0 then doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLDontDraw or EXPLNoGfx or EXPLNoDamage or EXPLDoNotTouchAny or EXPLPoisoned); AllInactive:= false; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepHammer(Gear: PGear); var HHGear, tmp, tmp2: PGear; t: PGearArray; i: LongInt; begin HHGear:= Gear^.Hedgehog^.Gear; HHGear^.State:= HHGear^.State or gstNoDamage; DeleteCI(HHGear); t:= CheckGearsCollision(Gear); for i:= 5 downto 0 do AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); i:= t^.Count; while i > 0 do begin dec(i); tmp:= t^.ar[i]; if (tmp^.State and gstNoDamage) = 0 then if (tmp^.Kind = gtHedgehog) or (tmp^.Kind = gtMine) or (tmp^.Kind = gtExplosives) then begin //tmp^.State:= tmp^.State or gstFlatened; ApplyDamage(tmp, CurrentHedgehog, tmp^.Health div 3, dsUnknown); //DrawTunnel(tmp^.X, tmp^.Y - _1, _0, _0_5, cHHRadius * 6, cHHRadius * 3); tmp2:= AddGear(hwRound(tmp^.X), hwRound(tmp^.Y), gtHammerHit, 0, _0, _0, 0); tmp2^.IntersectGear:= tmp; SetAllToActive end else begin end end; HHGear^.State:= HHGear^.State and not gstNoDamage; Gear^.Timer:= 250; Gear^.doStep:= @doStepIdle end; procedure doStepHammerHitWork(Gear: PGear); var i, j, ei: LongInt; HitGear: PGear; begin AllInactive := false; HitGear := Gear^.IntersectGear; dec(Gear^.Timer); if (HitGear = nil) or (Gear^.Timer = 0) or ((Gear^.Message and gmDestroy) <> 0) then begin DeleteGear(Gear); exit end; if (Gear^.Timer mod 5) = 0 then begin AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); i := hwRound(Gear^.X) - HitGear^.Radius + 2; ei := hwRound(Gear^.X) + HitGear^.Radius - 2; for j := 1 to 4 do DrawExplosion(i - GetRandom(5), hwRound(Gear^.Y) + 6*j, 3); for j := 1 to 4 do DrawExplosion(ei + LongInt(GetRandom(5)), hwRound(Gear^.Y) + 6*j, 3); while i <= ei do begin for j := 1 to 11 do DrawExplosion(i, hwRound(Gear^.Y) + 3*j, 3); inc(i, 1) end; if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9) , lfIndestructible) then begin Gear^.X := Gear^.X + Gear^.dX; Gear^.Y := Gear^.Y + _1_9; end; end; if TestCollisionYwithGear(Gear, 1) <> 0 then begin Gear^.dY := _0; SetLittle(HitGear^.dX); HitGear^.dY := _0; end else begin Gear^.dY := Gear^.dY + cGravity; Gear^.Y := Gear^.Y + Gear^.dY; if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer := 1 end; Gear^.X := Gear^.X + HitGear^.dX; HitGear^.X := Gear^.X; SetLittle(HitGear^.dY); HitGear^.Active:= true; end; procedure doStepHammerHit(Gear: PGear); var i, y: LongInt; ar: TRangeArray; HHGear: PGear; begin i := 0; HHGear := Gear^.Hedgehog^.Gear; y := hwRound(Gear^.Y) - cHHRadius * 2; while y < hwRound(Gear^.Y) do begin ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2)); ar[i].Right := hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2)); inc(y, 2); inc(i) end; DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i)); Gear^.dY := HHGear^.dY; DeleteCI(HHGear); doStepHammerHitWork(Gear); Gear^.doStep := @doStepHammerHitWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepResurrectorWork(Gear: PGear); var graves: TPGearArray; resgear: PGear; hh: PHedgehog; i: LongInt; begin if (TurnTimeLeft > 0) then dec(TurnTimeLeft); AllInactive := false; hh := Gear^.Hedgehog; // no, you can't do that here {DrawCentered(hwRound(hh^.Gear^.X) + WorldDx, hwRound(hh^.Gear^.Y) + WorldDy - cHHRadius - 14 - hh^.HealthTagTex^.h, hh^.HealthTagTex); } (*DrawCircle(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Radius, 1.5, 0, 0, $FF, $FF);*) if ((Gear^.Message and gmUp) <> 0) then begin if (GameTicks and $F) <> 0 then exit; end else if (GameTicks and $1FF) <> 0 then exit; if Gear^.Power < 45 then begin inc(Gear^.Power); if TestCollisionYwithGear(hh^.Gear, -1) = 0 then hh^.Gear^.Y := hh^.Gear^.Y - _1; end; graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius); if Length(graves) = 0 then begin StopSound(Gear^.SoundChannel); Gear^.Timer := 250; Gear^.doStep := @doStepIdle; exit; end; if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then begin if Length(graves) <= Gear^.Tag then Gear^.Tag:= 0; dec(hh^.Gear^.Health); if (hh^.Gear^.Health = 0) and (hh^.Gear^.Damage = 0) then hh^.Gear^.Damage:= 1; RenderHealth(hh^); inc(graves[Gear^.Tag]^.Health); inc(Gear^.Tag) {-for i:= 0 to High(graves) do begin if hh^.Gear^.Health > 0 then begin dec(hh^.Gear^.Health); inc(graves[i]^.Health); end; end; -} end else begin // now really resurrect the hogs with the hp saved in the graves for i:= 0 to High(graves) do if graves[i]^.Health > 0 then begin resgear := AddGear(hwRound(graves[i]^.X), hwRound(graves[i]^.Y), gtHedgehog, gstWait, _0, _0, 0); resgear^.Hedgehog := graves[i]^.Hedgehog; resgear^.Health := graves[i]^.Health; PHedgehog(graves[i]^.Hedgehog)^.Gear := resgear; DeleteGear(graves[i]); RenderHealth(resgear^.Hedgehog^); RecountTeamHealth(resgear^.Hedgehog^.Team); resgear^.Hedgehog^.Effects[heResurrected]:= true; // only make hat-less hedgehogs look like zombies, preserve existing hats if resgear^.Hedgehog^.Hat = 'NoHat' then LoadHedgehogHat(resgear, 'Reserved/Zombie'); end; hh^.Gear^.dY := _0; hh^.Gear^.dX := _0; doStepHedgehogMoving(hh^.Gear); StopSound(Gear^.SoundChannel); Gear^.Timer := 250; Gear^.doStep := @doStepIdle; end //if hh^.Gear^.Health = 0 then doStepHedgehogFree(hh^.Gear); end; procedure doStepResurrector(Gear: PGear); var graves: TPGearArray; i: LongInt; begin AllInactive := false; graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius); if Length(graves) > 0 then begin for i:= 0 to High(graves) do begin PHedgehog(graves[i]^.Hedgehog)^.Gear := nil; graves[i]^.Health := 0; end; Gear^.doStep := @doStepResurrectorWork; end else begin StopSound(Gear^.SoundChannel); Gear^.Timer := 250; Gear^.doStep := @doStepIdle; end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepNapalmBomb(Gear: PGear); var i, gX, gY: LongInt; dX, dY: hwFloat; begin AllInactive := false; doStepFallingGear(Gear); if (Gear^.Timer > 0) and ((Gear^.State and gstCollision) <> 0) then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound); gX := hwRound(Gear^.X); gY := hwRound(Gear^.Y); for i:= 0 to 10 do begin dX := AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1); dY := AngleSin(i * 8) * _0_5 * (GetRandom + _1); AddGear(gX, gY, gtFlame, 0, dX, dY, 0); AddGear(gX, gY, gtFlame, 0, dX, -dY, 0); AddGear(gX, gY, gtFlame, 0, -dX, dY, 0); AddGear(gX, gY, gtFlame, 0, -dX, -dY, 0); end; DeleteGear(Gear); exit end; if (Gear^.Timer = 0) then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 10, Gear^.Hedgehog, EXPLAutoSound); for i:= -19 to 19 do FollowGear := AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); dec(Gear^.Timer) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepStructure(Gear: PGear); var x, y: LongInt; begin if (Gear^.State and gstMoving) <> 0 then begin AddGearCI(Gear); Gear^.dX:= _0; Gear^.dY:= _0; Gear^.State:= Gear^.State and not gstMoving; end; if CurAmmoGear = Gear then begin if (CurrentHedgehog = nil) or (CurrentHedgehog^.Gear = nil) then begin DeleteGear(Gear); exit end; if Gear = CurAmmoGear then CurAmmoGear := nil; Gear^.Hedgehog:= CurrentHedgehog; RemoveGearFromList(CurrentHedgehog^.Gear); CurrentHedgehog^.Gear^.Z := cHHZ; CurrentHedgehog^.Gear^.Active := false; CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and not gstHHDriven; CurrentHedgehog^.GearHidden:= CurrentHedgehog^.Gear; CurrentHedgehog^.Gear:= nil; Gear^.Tag:= TotalRounds + Gear^.Tag; AddGearCI(Gear); end; dec(Gear^.Health, Gear^.Damage); Gear^.Damage := 0; if (Gear^.Tag = TotalRounds) or (Gear^.Health <= 0) then begin if Gear^.Hedgehog <> nil then begin Gear^.Hedgehog^.Gear:= Gear^.Hedgehog^.GearHidden; Gear^.Hedgehog^.GearHidden:= nil; Gear^.Hedgehog^.Gear^.X:= Gear^.X; Gear^.Hedgehog^.Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Radius + cHHRadius); InsertGearToList(Gear^.Hedgehog^.Gear); Gear^.Hedgehog:= nil; SetAllHHToActive; end; end; if Gear^.Health <= 0 then begin x := hwRound(Gear^.X); y := hwRound(Gear^.Y); DeleteCI(Gear); DeleteGear(Gear); doMakeExplosion(x, y, 50, CurrentHedgehog, EXPLAutoSound); end; end; //////////////////////////////////////////////////////////////////////////////// (* TARDIS needs Warp in. Pos = 1 Pause. Pos = 2 Hide gear (TARDIS hedgehog was nil) Warp out. Pos = 3 ... idle active for some time period ... Pos = 4 Warp in. Pos = 1 Pause. Pos = 2 Restore gear (TARDIS hedgehog was not nil) Warp out. Pos = 3 *) procedure doStepTardisWarp(Gear: PGear); var HH: PHedgehog; i,j,cnt: LongWord; begin HH:= Gear^.Hedgehog; if Gear^.Pos = 2 then begin StopSound(Gear^.SoundChannel); if (Gear^.Timer = 0) then begin if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible = 0) then begin AfterAttack; if Gear = CurAmmoGear then CurAmmoGear := nil; if (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and ((Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then HideHog(HH) end //else if (HH^.Gear <> nil) and (HH^.Gear^.State and gstInvisible <> 0) then else if (HH^.GearHidden <> nil) then// and (HH^.Gear^.State and gstInvisible <> 0) then RestoreHog(HH) end; inc(Gear^.Timer); if (Gear^.Timer > 2000) and ((GameTicks mod 2000) = 1000) then begin Gear^.SoundChannel := LoopSound(sndTardis); Gear^.Pos:= 3 end end; if (Gear^.Pos = 1) and (GameTicks and $1F = 0) and (Gear^.Power < 255) then begin inc(Gear^.Power); if (Gear^.Power = 172) and (HH^.Gear <> nil) and (HH^.Gear^.Damage = 0) and (HH^.Gear^.Health > 0) and ((HH^.Gear^.State and (gstMoving or gstHHDeath or gstHHGone)) = 0) then with HH^.Gear^ do begin State:= State or gstAnimation; Tag:= 2; Timer:= 0; Pos:= 0 end end; if (Gear^.Pos = 3) and (GameTicks and $1F = 0) and (Gear^.Power > 0) then dec(Gear^.Power); if (Gear^.Pos = 1) and (Gear^.Power = 255) and ((GameTicks mod 2000) = 1000) then Gear^.Pos:= 2; if (Gear^.Pos = 3) and (Gear^.Power = 0) then begin StopSound(Gear^.SoundChannel); if HH^.GearHidden = nil then begin DeleteGear(Gear); exit end; Gear^.Pos:= 4; // This condition might need tweaking Gear^.Timer:= GetRandom(cHedgehogTurnTime*TeamsCount)+cHedgehogTurnTime end; if (Gear^.Pos = 4) then begin cnt:= 0; for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil) and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0) and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then inc(cnt); if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then begin Gear^.SoundChannel := LoopSound(sndTardis); Gear^.Pos:= 1; Gear^.Power:= 0; Gear^.Timer:= 0; if HH^.GearHidden <> nil then FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH,true); if HH^.GearHidden <> nil then begin Gear^.X:= HH^.GearHidden^.X; Gear^.Y:= HH^.GearHidden^.Y; //HH^.Gear:=HH^.GearHidden; //HH^.GearHidden:= nil; //HH^.Gear^.State:= HH^.Gear^.State or gstInvisible; end end else dec(Gear^.Timer); end; end; procedure doStepTardis(Gear: PGear); var i,j,cnt: LongWord; HH: PHedgehog; begin (* Conditions for not activating. 1. Hog is last of his clan 2. Sudden Death is in play 3. Hog is a king *) HH:= Gear^.Hedgehog; if HH^.Gear <> nil then if (HH^.Gear = nil) or (HH^.King) or (SuddenDeathDmg) then begin if HH^.Gear <> nil then begin HH^.Gear^.Message := HH^.Gear^.Message and not gmAttack; HH^.Gear^.State:= HH^.Gear^.State and not gstAttacking; end; PlaySound(sndDenied); DeleteGear(gear); exit end; cnt:= 0; for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil) and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0) and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then inc(cnt); if cnt < 2 then begin if HH^.Gear <> nil then begin HH^.Gear^.Message := HH^.Gear^.Message and not gmAttack; HH^.Gear^.State:= HH^.Gear^.State and not gstAttacking; end; PlaySound(sndDenied); DeleteGear(gear); exit end; Gear^.SoundChannel := LoopSound(sndTardis); Gear^.doStep:= @doStepTardisWarp end; ////////////////////////////////////////////////////////////////////////////////