--- a/hedgewars/GSHandlers.inc Wed Jun 26 21:40:10 2013 -0400
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,5638 +0,0 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 2 of the License
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-(*
- * 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
- PlaySoundV(sndOops, gi^.Hedgehog^.Team^.voicepack)
-
- else
- begin
- if ((gi^.State and gstMoving) = 0) and (gi^.Hedgehog^.Effects[heFrozen] = 0) then
- begin
- gi^.dX.isNegative:= X<gi^.X;
- gi^.State := gi^.State or gstLoser;
- end;
-
- if d > r div 2 then
- PlaySoundV(sndNooo, gi^.Hedgehog^.Team^.voicepack)
- else
- PlaySoundV(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;
-
- HH^.Gear^.Message:= HH^.Gear^.Message or gmRemoveFromList;
- with HH^.Gear^ do
- begin
- Z := cHHZ;
- HH^.Gear^.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 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 (WaterOpacity < $FF))
- or (SuddenDeathDmg and (SDWaterOpacity < $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 (WaterOpacity > $FE))
- or (SuddenDeathDmg and (SDWaterOpacity > $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 2 - over 1 per pixel, but really shouldn't cause many actual problems.
- if Gear^.dX.Round > 2 then
- Gear^.dX.QWordValue:= 8589934592;
- if Gear^.dY.Round > 2 then
- Gear^.dY.QWordValue:= 8589934592;
-
- if (Gear^.State and gstSubmersible <> 0) and (hwRound(Gear^.Y) > cWaterLine) then
- begin
- Gear^.dX:= Gear^.dX * _0_999;
- Gear^.dY:= Gear^.dY * _0_999
- end;
-
- 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) < min(LAND_WIDTH div -2, -2048))
- or (hwRound(Gear^.X) > max(LAND_WIDTH * 3 div 2, 6144)) 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 * (_0_9 + Gear^.Friction * _0_1)
- 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 // Gear^.dY.isNegative is false
- land:= TestCollisionYwithGear(Gear, 1);
- if land <> 0 then
- begin
- collV := 1;
- isFalling := false;
- if land and lfIce <> 0 then
- Gear^.dX := Gear^.dX * (_0_9 + Gear^.Friction * _0_1)
- 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 (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 (not isFalling) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) < _0_02.QWordValue) then
- Gear^.State := Gear^.State and (not gstMoving)
- else
- Gear^.State := Gear^.State or gstMoving;
-
- if (Gear^.nImpactSounds > 0) and
- (Gear^.State and gstCollision <> 0) and
- (((Gear^.Kind <> gtMine) and (Gear^.Damage <> 0)) or (Gear^.State and gstMoving <> 0)) 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, gdX: 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);
- gdX:= Gear^.dX;
- doMakeExplosion(x, y, 20, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 4 do
- begin
- dX := rndSign(GetRandomf * _0_1) + gdX / 5;
- dY := (GetRandomf - _3) * _0_08;
- FollowGear := AddGear(x, y, gtCluster, 0, dX, dY, 25)
- end
- end;
- gtWatermelon:
- begin
- x := hwRound(Gear^.X);
- y := hwRound(Gear^.Y);
- gdX:= Gear^.dX;
- doMakeExplosion(x, y, 75, Gear^.Hedgehog, EXPLAutoSound);
- for i:= 0 to 5 do
- begin
- dX := rndSign(GetRandomf * _0_1) + gdX / 5;
- dY := (GetRandomf - _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 * (GetRandomf + _1);
- dY := AngleSin(i * 16) * _0_5 * (GetRandomf + _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 - round((abs(hwFloat2FLoat(Gear^.dX))+abs(hwFloat2Float(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))) * (GetRandomf + _1);
- dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _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
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end
-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
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSnowball(Gear: PGear);
-var kick, i: LongInt;
- particle: PVisualGear;
- gdX, gdY: hwFloat;
-begin
- AllInactive := false;
- if (GameFlags and gfMoreWind) = 0 then
- Gear^.dX := Gear^.dX + cWindSpeed;
- gdX := Gear^.dX;
- gdY := Gear^.dY;
- doStepFallingGear(Gear);
- CalcRotationDirAngle(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- kick:= hwRound((hwAbs(gdX)+hwAbs(gdY)) * _20);
- Gear^.dX:= gdX;
- Gear^.dY:= gdY;
- AmmoShove(Gear, 0, 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, rx, ry, lx, ly: 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 + (Damage / 1000);
- if DirAngle < 0 then
- DirAngle := DirAngle + 360
- else if 360 < DirAngle then
- DirAngle := DirAngle - 360;
- end;
-(*
-We aren't using frametick right now, so just a waste of cycles.
- 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 (xx > snowRight) or (xx < snowLeft) then
- move:=true
- // Solid pixel encountered
- else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
- begin
- lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
- if lf = 0 then lf:= lfObject;
- // 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
- begin
- lx:=xx + px; ly:=yy + py;
- if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
- begin
- rx:= lx;
- ry:= ly;
- if cReducedQuality and rqBlurryLand <> 0 then
- begin
- rx:= rx div 2;ry:= ry div 2;
- end;
- if Land[yy + py, xx + px] <= lfAllObjMask then
- if gun then
- begin
- LandDirty[yy div 32, xx div 32]:= 1;
- if LandPixels[ry, rx] = 0 then
- Land[ly, lx]:= lfDamaged or lfObject
- else Land[ly, lx]:= lfDamaged or lfBasic
- end
- else Land[ly, lx]:= lf;
- if gun then
- LandPixels[ry, rx]:= (ExplosionBorderColor and (not AMask)) or (p^[px] and AMask)
- else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
- end
- else allpx:= false
- end;
- p:= @(p^[s^.pitch shr 2])
- end;
-
- // Why is this here. For one thing, there's no test on +1 being safe.
- //Land[py, px+1]:= lfBasic;
-
- if allpx then
- UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
- 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)), false // could this be true without unnecessarily creating blanks?
- );
- 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(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft);
- Gear^.Y:= int2hwFloat(LAND_HEIGHT + LongInt(GetRandom(50)) - 1325);
- Gear^.State:= Gear^.State or gstInvisible;
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepGrave(Gear: PGear);
-begin
- if (Gear^.Message and gmDestroy) <> 0 then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- 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);
- StopSoundChan(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
- StopSoundChan(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
- StopSoundChan(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
- if(Gear^.Hedgehog^.Gear = nil) or ((Gear^.Hedgehog^.Gear^.State and gstMoving) <> 0) then
- begin
- DeleteGear(Gear);
- AfterAttack;
- 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 + max(LAND_WIDTH,4096) * (VGear^.dX - VGear^.X);
- VGear^.dY := VGear^.dY + max(LAND_WIDTH,4096) * (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 not(CheckLandValue(x, y, lfLandMask)) 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 (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $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) 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) 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(_S'N');
- SendIPC(_S'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
- StopSoundChan(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
- if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
- begin
- Gear^.dY := Gear^.dY + cGravity;
- Gear^.Y := Gear^.Y + Gear^.dY
- end;
- if hwRound(Gear^.Y) > cWaterLine then
- Gear^.Timer := 1
- end;
-
- Gear^.X := Gear^.X + HHGear^.dX;
- if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
- begin
- HHGear^.X := Gear^.X;
- HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
- end;
-
- if (Gear^.Message and gmAttack) <> 0 then
- if (Gear^.State and gsttmpFlag) <> 0 then
- Gear^.Timer := 1
- else //there would be a mistake.
- 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
- begin
- DrawTunnel(HHGear^.X + Gear^.dX * cHHRadius,
- HHGear^.Y + Gear^.dY * cHHRadius - _1 -
- ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
- Gear^.dX, Gear^.dY,
- cHHStepTicks, cHHRadius * 2 + 7);
- end;
-
- 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;
- HedgehogChAngle(HHGear);
- Gear^.dX := SignAs(AngleSin(HHGear^.Angle) * _0_5, Gear^.dX);
- Gear^.dY := AngleCos(HHGear^.Angle) * ( - _0_5);
- DrawTunnel(HHGear^.X,
- HHGear^.Y + Gear^.dY * cHHRadius - _1 -
- ((hwAbs(Gear^.dX) / (hwAbs(Gear^.dX) + hwAbs(Gear^.dY))) * _0_5 * 7),
- Gear^.dX, Gear^.dY,
- cHHStepTicks, cHHRadius * 2 + 7);
- HHGear^.Message := 0;
- HHGear^.State := HHGear^.State or gstNotKickable;
- Gear^.doStep := @doStepBlowTorchWork
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepMine(Gear: PGear);
-var vg: PVisualGear;
- dxdy: hwFloat;
-begin
- if Gear^.Health = 0 then dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
- 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 (dxdy > _0_4) and (Gear^.State and gstCollision <> 0) then
- inc(Gear^.Damage, hwRound(dxdy * _50));
-
- if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) 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 (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) 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 = 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- exit
- end else
- if (Gear^.Timer and $FF) = 0 then
- PlaySound(sndMineTick);
-
- 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;
-
-///////////////////////////////////////////////////////////////////////////////
-
-procedure doStepRollingBarrel(Gear: PGear);
-var
- i: LongInt;
- particle: PVisualGear;
- dxdy: hwFloat;
-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^.Health < cBarrelHealth then Gear^.State:= Gear^.State and not gstFrozen;
-
- if ((Gear^.dX.QWordValue <> 0)
- or (Gear^.dY.QWordValue <> 0)) then
- begin
- DeleteCI(Gear);
- AllInactive := false;
- dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision <> 0) and(dxdy > _0_4) then
- begin
- if (TestCollisionYwithGear(Gear, 1) <> 0) then
- begin
- Gear^.State := Gear^.State or gsttmpFlag;
- for i:= min(12, hwRound(dxdy*_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;
- inc(Gear^.Damage, hwRound(dxdy * _50))
- end;
- 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
- doStepCase(Gear);
-end;
-
-procedure doStepCase(Gear: PGear);
-var
- i, x, y: LongInt;
- k: TGearType;
- dX, dY: HWFloat;
- hog: PHedgehog;
- sparkles: PVisualGear;
- gi: PGear;
-begin
- k := Gear^.Kind;
-
- 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) and (Gear^.Health < cBarrelHealth) then Gear^.State:= Gear^.State and not gstFrozen;
-
- if ((k <> gtExplosives) and (Gear^.Damage > 0)) or ((k = gtExplosives) and (Gear^.Health<=0)) 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 * (getrandomf + _1);
- dY := AngleSin(i * 64) * _0_5 * (getrandomf + _1);
- AddGear(x, y, gtFlame, 0, dX, dY, 0);
- AddGear(x, y, gtFlame, gstTmpFlag, -dX, -dY, 0);
- end
- end;
- 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
- begin
- Gear^.doStep := @doStepRollingBarrel;
- exit;
- end
- else Gear^.dX:= _0;
-
- if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
- if (cBarrelHealth div Gear^.Health) > 2 then
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmoke)
- else
- AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 2, vgtSmokeWhite);
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage := 0;
- end
- else
- begin
- if (Gear^.Pos <> posCaseHealth) and (GameTicks and $1FFF = 0) then // stir 'em up periodically
- begin
- gi := GearsList;
- while gi <> nil do
- begin
- if gi^.Kind = gtGenericFaller then
- begin
- gi^.Active:= true;
- gi^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
- gi^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
- gi^.dX:= _90-(GetRandomf*_360);
- gi^.dY:= _90-(GetRandomf*_360)
- end;
- gi := gi^.NextGear
- end
- end;
-
- if Gear^.Timer = 500 then
- begin
-(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
- voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that
- has its own complexities. *)
- // Abuse a couple of gear values to track origin
- Gear^.Angle:= hwRound(Gear^.Y);
- Gear^.Tag:= random(2);
- inc(Gear^.Timer)
- end;
- if Gear^.Timer < 1833 then inc(Gear^.Timer);
- if Gear^.Timer = 1000 then
- begin
- sparkles:= AddVisualGear(hwRound(Gear^.X), Gear^.Angle, vgtDust, 1);
- if sparkles <> nil then
- begin
- sparkles^.dX:= 0;
- sparkles^.dY:= 0;
- sparkles^.Angle:= 270;
- if Gear^.Tag = 1 then
- sparkles^.Tint:= $3744D7FF
- else sparkles^.Tint:= $FAB22CFF
- end;
- end;
- if Gear^.Timer < 1000 then
- begin
- AllInactive:= false;
- exit
- end
- end;
-
-
- if (Gear^.dY.QWordValue <> 0)
- or (TestCollisionYwithGear(Gear, 1) = 0) then
- begin
- AllInactive := false;
-
- Gear^.dY := Gear^.dY + cGravity;
-
- if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
- Gear^.dY := _0;
-
- Gear^.Y := Gear^.Y + Gear^.dY;
-
- if (not Gear^.dY.isNegative) and (Gear^.dY > _0_001) then
- SetAllHHToActive(false);
-
- 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 and (GameTicks and $F = 0) then
- begin
- Gear^.Radius := 7;
- tdX:= Gear^.dX;
- tdY:= Gear^.dY;
- Gear^.dX.QWordValue:= 120000000;
- 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:= Random(2) downto 0 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:= Random(3) downto 0 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
- for i:= Random(2) downto 0 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
- end
- else
- for i:= Random(3) downto 0 do
- AddVisualGear(gX - 3 + Random(6), gY - 2, vgtSmoke);
-
- 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);
-
- PlaySoundV(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);
- StopSoundChan(Gear^.SoundChannel, 4000);
- end;
-
- if (GameTicks and $3F) = 0 then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace);
-
- if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then
- begin
- // avoid to play forever (is this necessary?)
- StopSoundChan(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(max(LAND_WIDTH,4096) + 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);
- with mobileRecord do
- if (performRumble <> nil) and (not fastUntilLag) then
- performRumble(kSystemSoundID_Vibrate);
- 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
- HHGear := Gear^.Hedgehog^.Gear;
- doStepHedgehogMoving(HHGear);
- // if not infattack mode wait for hedgehog finish falling to collect cases
- if ((GameFlags and gfInfAttack) <> 0)
- or ((HHGear^.State and gstMoving) = 0)
- or (Gear^.Hedgehog^.Gear^.Damage > 0)
- or ((HHGear^.State and gstDrowning) = 1) then
- begin
- DeleteGear(Gear);
- AfterAttack
- end
-end;
-
-procedure doStepTeleportAnim(Gear: PGear);
-begin
- if (Gear^.Hedgehog^.Gear^.Damage > 0) then
- begin
- DeleteGear(Gear);
- AfterAttack;
- end;
- 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;
- Gear^.Hedgehog^.Unplaced := false;
- isCursorVisible := false;
- playSound(sndWarp)
- end;
- Gear^.Target.X:= NoPointX
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSwitcherWork(Gear: PGear);
-var
- HHGear: PGear;
- hedgehog: PHedgehog;
- State: Longword;
-begin
- AllInactive := false;
-
- if ((Gear^.Message and (not gmSwitch)) <> 0) or (TurnTimeLeft = 0) then
- begin
- hedgehog := Gear^.Hedgehog;
- //Msg := Gear^.Message and (not gmSwitch);
- DeleteGear(Gear);
- ApplyAmmoChanges(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^.Z := cHHZ;
- HHGear^.Active := false;
- HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
-
- 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) and
- (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen]=0);
-
- SwitchCurrentHedgehog(@CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
- AmmoMenuInvalidated:= true;
-
- HHGear := CurrentHedgehog^.Gear;
- HHGear^.State := State;
- HHGear^.Active := true;
- FollowGear := HHGear;
- HHGear^.Z := cCurrHHZ;
- HHGear^.Message:= HHGear^.Message or gmRemoveFromList or gmAddToList;
- 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, gdX, gdY: hwFloat;
- i: LongInt;
-begin
- AllInactive := false;
- gdX := Gear^.dX;
- gdY := Gear^.dY;
-
- doStepFallingGear(Gear);
- if (Gear^.State and gstCollision) <> 0 then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, Gear^.Hedgehog, EXPLAutoSound);
- gdX.isNegative := not gdX.isNegative;
- gdY.isNegative := not gdY.isNegative;
- gdX:= gdX*_0_2;
- gdY:= gdY*_0_2;
-
- for i:= 0 to 4 do
- begin
- dX := gdX + rndSign(GetRandomf) * _0_03;
- dY := gdY + rndSign(GetRandomf) * _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
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKamikazeWork(Gear: PGear);
-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;
- if HHGear = nil then
- begin
- DeleteGear(Gear);
- exit
- end;
-
- 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;
- HHGear^.Message:= HHGear^.Message or gmDestroy;
- DeleteGear(Gear);
- 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;
- PlaySoundV(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;
-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, dmgBase: LongInt;
- fX, fY, tdX, tdY: hwFloat;
-begin
- AllInactive := false;
-
- inc(Gear^.Tag);
- if Gear^.Tag < 100 then
- exit;
- Gear^.Tag := 0;
-
- if Gear^.Pos = 0 then
- begin
-///////////// adapted from doMakeExplosion ///////////////////////////
- //fX:= Gear^.X;
- //fY:= Gear^.Y;
- //fX.QWordValue:= fX.QWordValue and $FFFFFFFF00000000;
- //fY.QWordValue:= fY.QWordValue and $FFFFFFFF00000000;
- fX:= int2hwFloat(hwRound(Gear^.X));
- fY:= int2hwFloat(hwRound(Gear^.Y));
- dmgBase:= cakeDmg shl 1 + cHHRadius div 2;
- gi := GearsList;
- while gi <> nil do
- begin
- if gi^.Kind = gtHedgehog then
- begin
- dmg:= 0;
- tdX:= gi^.X-fX;
- tdY:= gi^.Y-fY;
- if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then
- dmg:= dmgBase - max(hwRound(Distance(tdX, tdY)),gi^.Radius);
- if (dmg > 1) then dmg:= ModifyDamage(min(dmg div 2, cakeDmg), gi);
- if (dmg > 1) then
- if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
- gi^.State := gi^.State or gstLoser
- else
- gi^.State := gi^.State or gstWinner;
- end;
- gi := gi^.NextGear
- end;
-//////////////////////////////////////////////////////////////////////
- Gear^.doStep := @doStepCakeExpl;
- PlaySound(sndCake)
- end
- else dec(Gear^.Pos)
-end;
-
-
-procedure doStepCakeWork(Gear: PGear);
-var
- tdx, tdy: hwFloat;
-begin
- AllInactive := false;
-
- inc(Gear^.Tag);
- if Gear^.Tag < 7 then
- exit;
-
- 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;
- exit
- end;
-
- cakeStep(Gear);
-
- 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;
-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);
- Gear^.CollisionMask:= lfNotCurrentMask;
-
- FollowGear := Gear;
-
- Gear^.doStep := @doStepCakeFall
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepSeductionWork(Gear: PGear);
-var i: LongInt;
- hogs: PGearArrayS;
-begin
- AllInactive := false;
- hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
- if hogs.size > 0 then
- begin
- for i:= 0 to hogs.size - 1 do
- with hogs.ar^[i]^ do
- begin
- if hogs.ar^[i] <> CurrentHedgehog^.Gear then
- begin
- dX:= _50 * cGravity * (Gear^.X - X) / _25;
- dY:= -_450 * cGravity;
- 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
- PlaySoundV(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;
- tempColl: Word;
-begin
- AllInactive := false;
- if (Gear^.Timer > 0) and (Gear^.Timer mod 10 <> 0) then
- begin
- dec(Gear^.Timer);
- exit;
- end;
-
- DrawTunnel(Gear^.X, Gear^.Y, Gear^.dX, Gear^.dY, 2, 6);
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- 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
- StopSoundChan(Gear^.SoundChannel);
- exit
- end;
-
- tempColl:= Gear^.CollisionMask;
- Gear^.CollisionMask:= $007F;
- if (TestCollisionYWithGear(Gear, hwSign(Gear^.dY)) <> 0) or TestCollisionXWithGear(Gear, hwSign(Gear^.dX)) or (GameTicks > Gear^.FlightTime) then
- t := CheckGearsCollision(Gear)
- else t := nil;
- Gear^.CollisionMask:= tempColl;
- //fixes drill not exploding when touching HH bug
-
- if (Gear^.Timer = 0) or ((t <> nil) and (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
- StopSoundChan(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
- StopSoundChan(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
- begin
- if hwRound(Gear^.Y) > cWaterLine then
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtBubble)
- else AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace)
- end;
-
- if ((Gear^.State and gstCollision) <> 0) then
- begin
- //hit
- Gear^.dX := oldDx;
- Gear^.dY := oldDy;
-
- if GameTicks > Gear^.FlightTime then
- t := CheckGearsCollision(Gear)
- else
- t := nil;
- if (t = nil) or (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 if (t <> nil) then
- 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;
- if Gear^.Timer > 0 then dec(Gear^.Timer)
- end
- else if ((Gear^.State and gsttmpFlag) <> 0) and (Gear^.Tag <> 0) then
- begin
- if Gear^.Timer > 0 then
- dec(Gear^.Timer)
- else
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound);
- DeleteGear(Gear);
- end
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepBallgunWork(Gear: PGear);
-var
- HHGear, ball: 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(getRandomf * _0_1);
- ry := rndSign(getRandomf * _0_1);
-
- ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
- ball^.CollisionMask:= lfNotCurrentMask;
-
- PlaySound(sndGun);
- end;
-
- if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 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
- StopSoundChan(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 * (GetRandomf + _1);
- dY := AngleSin(i * 64) * _0_5 * (GetRandomf + _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 HHGear^.Message and gmPrecise <> 0 then
- HedgehogChAngle(HHGear)
- else 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);
- FreeTexture(Gear^.Tex);
- Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(i) + '%', cWhiteColor, fntSmall)
- end;
-
- if (HHGear^.Message and (gmAttack or gmUp or gmLeft or gmRight) <> 0) and
- (HHGear^.Message and gmPrecise = 0) then
- Gear^.State := Gear^.State and (not gsttmpFlag);
-
- if HHGear^.Message and gmPrecise = 0 then
- HHGear^.Message := HHGear^.Message and (not (gmUp or gmLeft or gmRight));
- HHGear^.State := HHGear^.State or gstMoving;
-
- Gear^.X := HHGear^.X;
- Gear^.Y := HHGear^.Y;
-
- 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 + cVisibleWater * 4 < 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.
- // this is probably not needed anymore
- if not CurrentTeam^.ExtDriven 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:= GetCurAmmoEntry(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)] <= lfAllObjMask)
- or (Gear^.Timer < 1)
- or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
- 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^.LinkedGear = nil) then
- exit;
- if ((Gear^.LinkedGear^.Tag and 1) = 0) then // or if it's still moving;
- exit;
-
- conPortal := Gear^.LinkedGear;
-
- // 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, gtAirAttack, gtIceGun])
- 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!
-
- // 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 := Distance(iterator^.dX, iterator^.dY);
- // if the resulting distance is 0 skip this gear
- if s.QWordValue = 0 then
- continue;
- s := r / s;
- 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 (noffs.Round >= Longword(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^.Active:= true;
- iterator^.State:= iterator^.State and (not gstHHHJump) or gstMoving;
- end;
-
- // is it worth adding an arcsin table? Just how often would we end up doing something like this?
- // SYNCED ANGLE UPDATE
- if iterator^.Kind = gtRCPlane then
- begin
- // recycling as temp vars
- resety.isNegative:= false;
- resety.QWordValue:= 4294967296 * 112;
- resetx.isNegative:= false;
- resetx.QWordValue:= 4294967296 * 35;
- resetdx.isNegative:= false;
- resetdx.QWordValue:= 4294967296 * 1152;
-
- resetdy:=hwAbs(iterator^.dX*4);
- resetdy:= resetdy + hwPow(resetdy,3)/_6 + _3 * hwPow(resetdy,5) / _40 + _5 * hwPow(resetdy,7) / resety + resetx * hwPow(resetdy,9) / resetdx;
- iterator^.Angle:= hwRound(resetdy*_2048 / _PI);
- if not iterator^.dY.isNegative then iterator^.Angle:= 2048-iterator^.Angle;
- if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
- end
- // VISUAL USE OF ANGLE ONLY
- else if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtKamikaze) and (CurAmmoGear^.Hedgehog = iterator^.Hedgehog) then
- begin
- iterator^.Angle:= DxDy2AttackAngle(iterator^.dX, iterator^.dY);
- iterator^.Angle:= 2048-iterator^.Angle;
- if iterator^.dX.isNegative then iterator^.Angle:= 4096-iterator^.Angle;
- end;
-
- if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
- and (iterator = CurrentHedgehog^.Gear)
- and (CurAmmoGear <> nil)
- and (CurAmmoGear^.Kind =gtRope) then
- CurAmmoGear^.PortalCounter:= 1;
-
- if not isbullet and (iterator^.State and gstInvisible = 0)
- 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;
-
- if Gear^.Health > 1 then
- dec(Gear^.Health);
- end;
-end;
-
-
-
-procedure loadNewPortalBall(oldPortal: PGear; destroyGear: Boolean);
-var
- CurWeapon: PAmmo;
-begin
- if CurrentHedgehog <> nil then
- with CurrentHedgehog^ do
- begin
- CurWeapon:= GetCurAmmoEntry(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;
-
-procedure doStepMovingPortal_real(Gear: PGear);
-var
- x, y, tx, ty: LongInt;
- s: hwFloat;
-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 (Land[y, x] and lfBouncy <> 0)
- or (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^.LinkedGear = nil)
- or (hwRound(Distance(Gear^.X - Gear^.LinkedGear^.X,Gear^.Y-Gear^.LinkedGear^.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 < -max(LAND_WIDTH,4096))
- or (x > 2*max(LAND_WIDTH,4096))
- or (x < -max(LAND_WIDTH,4096)) then
- loadNewPortalBall(Gear, true);
-end;
-
-procedure doStepMovingPortal(Gear: PGear);
-begin
- doPortalColorSwitch();
- doStepPerPixel(Gear, @doStepMovingPortal_real, true);
- if (Gear^.Timer < 1)
- or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team) 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^.LinkedGear := nil;
-
- if CurrentHedgehog <> nil then
- with CurrentHedgehog^ do
- begin
- CurWeapon:= GetCurAmmoEntry(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) and (iterator^.Hedgehog = CurrentHedgehog) 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^.LinkedGear := iterator;
- iterator^.LinkedGear := newPortal;
- iterator^.Health := newPortal^.Health;
- end;
- end;
- iterator^.PortalCounter:= 0;
- iterator := iterator^.NextGear
- end;
-
- if newPortal^.LinkedGear <> nil then
- begin
- // This jiggles gears, to ensure a portal connection just placed under a gear takes effect.
- iterator:= GearsList;
- while iterator <> nil do
- begin
- if not (iterator^.Kind in [gtPortal, gtAirAttack, gtKnife]) and ((iterator^.Hedgehog <> CurrentHedgehog)
- or ((iterator^.Message and gmAllStoppable) = 0)) then
- begin
- iterator^.Active:= true;
- if iterator^.dY.QWordValue = 0 then
- iterator^.dY.isNegative:= false;
- iterator^.State:= iterator^.State or gstMoving;
- DeleteCI(iterator);
- //inc(iterator^.dY.QWordValue,10);
- end;
- iterator:= iterator^.NextGear
- end
- 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
- begin
- Gear^.dY := Gear^.dY + cGravity * 2;
- Gear^.Y := Gear^.Y + Gear^.dY;
- if CheckGearDrowning(Gear) then
- begin
- Gear^.Y:= Gear^.Y + _50;
- OnUsedAmmo(CurrentHedgehog^);
- 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
- Gear^.Y:= Gear^.Y + _50;
- OnUsedAmmo(CurrentHedgehog^);
- 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 := cGravity * 2 - odY;
- 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 := getRandom(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
- begin
- tmp:= GetRandom(2 * Gear^.Radius);
- AddGear(x - Gear^.Radius + tmp, y - GetRandom(Gear^.Radius + 1), gtFlame, gsttmpFlag, _0, _0, 0)
- end
- end;
-
- if random(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;
- with mobileRecord do
- if (performRumble <> nil) and (not fastUntilLag) then
- performRumble(kSystemSoundID_Vibrate);
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepFlamethrowerWork(Gear: PGear);
-var
- HHGear, flame: 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(getRandomf * _0_1);
- ry := rndSign(getRandomf * _0_1);
- speed := _0_5 * (_10 / Gear^.Tag);
-
- flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- flame^.CollisionMask:= lfNotCurrentMask;
-
- if (Gear^.Health mod 30) = 0 then
- begin
- flame:= AddGear(gx, gy, gtFlame, 0,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- flame^.CollisionMask:= lfNotCurrentMask;
- end
- end;
- Gear^.Timer:= Gear^.Tag
- end;
-
- if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 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;
- 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, land: 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(getRandomf * _0_1);
- ry := rndSign(getRandomf * _0_1);
- speed := (_3 / Gear^.Tag);
-
- land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
- SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
- AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- land^.CollisionMask:= lfNotCurrentMask;
-
- Gear^.Timer:= Gear^.Tag
- end;
-
- if (Gear^.Health = 0) or ((HHGear^.State and gstHHDriven) = 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;
- 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;
- if not tmp^.Invulnerable then
- 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^.LinkedGear:= 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^.LinkedGear;
- 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;
- HitGear^.Y := Gear^.Y;
- 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: PGearArrayS;
- 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 graves.size = 0 then
- begin
- StopSoundChan(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 LongInt(graves.size) <= 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^);
- RecountTeamHealth(hh^.Team);
- inc(graves.ar^[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 graves.size - 1 do
- if graves.ar^[i]^.Health > 0 then
- begin
- resgear := AddGear(hwRound(graves.ar^[i]^.X), hwRound(graves.ar^[i]^.Y), gtHedgehog, gstWait, _0, _0, 0);
- resgear^.Hedgehog := graves.ar^[i]^.Hedgehog;
- resgear^.Health := graves.ar^[i]^.Health;
- PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := resgear;
- graves.ar^[i]^.Message:= graves.ar^[i]^.Message or gmDestroy;
- graves.ar^[i]^.Active:= true;
- RenderHealth(resgear^.Hedgehog^);
- RecountTeamHealth(resgear^.Hedgehog^.Team);
- resgear^.Hedgehog^.Effects[heResurrected]:= 1;
- // only make hat-less hedgehogs look like zombies, preserve existing hats
-
- if resgear^.Hedgehog^.Hat = 'NoHat' then
- LoadHedgehogHat(resgear^.Hedgehog^, 'Reserved/Zombie');
- end;
-
- hh^.Gear^.dY := _0;
- hh^.Gear^.dX := _0;
- doStepHedgehogMoving(hh^.Gear);
- StopSoundChan(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: PGearArrayS;
- hh: PHedgehog;
- i: LongInt;
-begin
- AllInactive := false;
- graves := GearsNear(Gear^.X, Gear^.Y, gtGrave, Gear^.Radius);
-
- if graves.size > 0 then
- begin
- hh := Gear^.Hedgehog;
- for i:= 0 to graves.size - 1 do
- begin
- PHedgehog(graves.ar^[i]^.Hedgehog)^.Gear := nil;
- graves.ar^[i]^.Health := 0;
- end;
- Gear^.doStep := @doStepResurrectorWork;
- if ((Gear^.Message and gmAttack) <> 0) and (hh^.Gear^.Health > 0) and (TurnTimeLeft > 0) then
- begin
- if LongInt(graves.size) <= 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^);
- RecountTeamHealth(hh^.Team);
- inc(graves.ar^[Gear^.Tag]^.Health);
- inc(Gear^.Tag)
- end
- end
- else
- begin
- StopSoundChan(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))) * (GetRandomf + _1);
- dY := AngleSin(i * 8) * _0_5 * (GetRandomf + _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;
- HH: PHedgehog;
- t: PGear;
-begin
- HH:= Gear^.Hedgehog;
-
- if (Gear^.State and gstMoving) <> 0 then
- begin
- AddGearCI(Gear);
- Gear^.dX:= _0;
- Gear^.dY:= _0;
- Gear^.State:= Gear^.State and (not gstMoving);
- end;
-
- dec(Gear^.Health, Gear^.Damage);
- Gear^.Damage:= 0;
-
- if Gear^.Pos = 1 then
- begin
- AddGearCI(Gear);
- AfterAttack;
- if Gear = CurAmmoGear then
- CurAmmoGear:= nil;
- if HH^.Gear <> nil then
- HideHog(HH);
- Gear^.Pos:= 2
- end;
-
- if Gear^.Pos = 2 then
- begin
- if ((GameTicks mod 100) = 0) and (Gear^.Timer < 1000) then
- begin
- if (Gear^.Timer mod 10) = 0 then
- begin
- DeleteCI(Gear);
- Gear^.Y:= Gear^.Y - _0_5;
- AddGearCI(Gear);
- end;
- inc(Gear^.Timer);
- end;
- if Gear^.Tag <= TotalRounds then
- Gear^.Pos:= 3;
- end;
-
- if Gear^.Pos = 3 then
- if Gear^.Timer < 1000 then
- begin
- if (Gear^.Timer mod 10) = 0 then
- begin
- DeleteCI(Gear);
- Gear^.Y:= Gear^.Y - _0_5;
- AddGearCI(Gear);
- end;
- inc(Gear^.Timer);
- end
- else
- begin
- if HH^.GearHidden <> nil then
- RestoreHog(HH);
- Gear^.Pos:= 4;
- end;
-
- if Gear^.Pos = 4 then
- if ((GameTicks mod 1000) = 0) and ((GameFlags and gfInvulnerable) = 0) then
- begin
- t:= GearsList;
- while t <> nil do
- begin
- if (t^.Kind = gtHedgehog) and (t^.Hedgehog^.Team^.Clan = HH^.Team^.Clan) then
- t^.Invulnerable:= true;
- t:= t^.NextGear;
- end;
- end;
-
- if Gear^.Health <= 0 then
- begin
- if HH^.GearHidden <> nil then
- RestoreHog(HH);
-
- 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
- StopSoundChan(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
- StopSoundChan(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
- 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;
- end;
- Gear^.Timer:= 0;
-
- if (HH^.GearHidden <> nil) and (cnt = 0) then // do an emergency jump back in this case. the team needs you!
- begin
- AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplosion);
- Gear^.Pos:= 2;
- Gear^.Power:= 255;
- end
- else begin
- Gear^.SoundChannel := LoopSound(sndTardis);
- Gear^.Pos:= 1;
- Gear^.Power:= 0;
- end
- end
- else if (CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan) then 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;
-
-////////////////////////////////////////////////////////////////////////////////
-
-(*
-WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezer
-spewing ice cubes. The cubes will be visual gears only. The scatter from them and the impact snow dust should help hide imprecisions in things like the GearsNear effect.
-For now we assume a "ray" like a deagle projected out from the gun.
-All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target".
- * When fired at water a layer of ice textured land is added above the water.
- * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
- * When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared.
-A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though.
-A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
-*)
-
-
-procedure updateFuel(Gear: PGear);
-var
- t:LongInt;
-begin
- t:= Gear^.Health div 10;
- if (t <> Gear^.Damage) and ((GameTicks and $3F) = 0) then
- begin
- Gear^.Damage:= t;
- FreeTexture(Gear^.Tex);
- Gear^.Tex := RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(t) +
- '%', cWhiteColor, fntSmall)
- end;
- if Gear^.Message and (gmUp or gmDown) <> 0 then
- begin
- StopSoundChan(Gear^.SoundChannel);
- Gear^.SoundChannel:= -1;
- if GameTicks mod 40 = 0 then dec(Gear^.Health)
- end
- else
- begin
- if Gear^.SoundChannel = -1 then
- Gear^.SoundChannel := LoopSound(sndIceBeam);
- if GameTicks mod 10 = 0 then dec(Gear^.Health)
- end
-end;
-
-
-procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-// var
-// iter:PGear;
-begin
- with Gear^ do
- begin
- dX:= newX;
- dY:= newY;
- Pos:= 0;
- Target.X:= NoPointX;
- LastDamage:= nil;
- X:= Hedgehog^.Gear^.X;
- Y:= Hedgehog^.Gear^.Y;
- end;
-end;
-
-procedure doStepIceGun(Gear: PGear);
-const iceWaitCollision = 0;
-const iceCollideWithGround = 1;
-//const iceWaitNextTarget:Longint = 2;
-//const iceCollideWithHog:Longint = 4;
-const iceCollideWithWater = 5;
-//const waterFreezingTime:Longint = 500;
-const groundFreezingTime = 1000;
-const iceRadius = 32;
-const iceHeight = 40;
-var
- HHGear, iter: PGear;
- landRect: TSDL_Rect;
- ndX, ndY: hwFloat;
- i, t, gX, gY: LongInt;
- hogs: PGearArrayS;
- vg: PVisualGear;
-begin
- HHGear := Gear^.Hedgehog^.Gear;
- if (Gear^.Message and gmAttack <> 0) or (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) or (HHGear^.dX.QWordValue > 4294967) then
- begin
- StopSoundChan(Gear^.SoundChannel);
- DeleteGear(Gear);
- AfterAttack;
- exit
- end;
- updateFuel(Gear);
-
- with Gear^ do
- begin
- HedgehogChAngle(HHGear);
- ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
- ndY:= -AngleCos(HHGear^.Angle) * _4;
- if (ndX <> dX) or (ndY <> dY) or
- ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
- (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
- begin
- updateTarget(Gear, ndX, ndY);
- Timer := iceWaitCollision;
- end
- else
- begin
- X:= X + dX;
- Y:= Y + dY;
- gX:= hwRound(X);
- gY:= hwRound(Y);
- if Target.X = NoPointX then t:= hwRound(hwSqr(X-HHGear^.X)+hwSqr(Y-HHGear^.Y));
-
- if Target.X <> NoPointX then
- begin
- CheckCollision(Gear);
- if (State and gstCollision) <> 0 then
- begin
- if Timer = iceWaitCollision then
- begin
- Timer := iceCollideWithGround;
- Power := GameTicks;
- end
- end
- else if (target.y >= cWaterLine) then
- begin
- if Timer = iceWaitCollision then
- begin
- Timer := iceCollideWithWater;
- Power := GameTicks;
- end;
- end;
-
- if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
- begin
- X:= HHGear^.X;
- Y:= HHGear^.Y
- end;
-
- if (Timer = iceCollideWithGround) and ((GameTicks - Power) > groundFreezingTime) then
- begin
- FillRoundInLand(target.x, target.y, iceRadius, icePixel);
- landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1);
- landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1);
- landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
- landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
- UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
-
- // Freeze nearby mines/explosives/cases too
- iter := GearsList;
- while iter <> nil do
- begin
- if (iter^.State and gstFrozen = 0) and
- ((iter^.Kind = gtExplosives) or (iter^.Kind = gtCase) or (iter^.Kind = gtMine)) and
- (abs(iter^.X.Round-target.x)+abs(iter^.Y.Round-target.y)+2<2*iceRadius) and (Distance(iter^.X-int2hwFloat(target.x),iter^.Y-int2hwFloat(target.y))<int2hwFloat(iceRadius*2)) then
- begin
- for t:= 0 to 5 do
- begin
- vg:= AddVisualGear(hwRound(iter^.X)+random(4)-8, hwRound(iter^.Y)+random(8), vgtDust, 1);
- if vg <> nil then
- begin
- i:= random(100) + 155;
- vg^.Tint:= (i shl 24) or (i shl 16) or ($FF shl 8) or (random(200) + 55);
- vg^.Angle:= random(360);
- vg^.dx:= 0.001 * random(80);
- vg^.dy:= 0.001 * random(80)
- end
- end;
- PlaySound(sndHogFreeze);
- if iter^.Kind = gtMine then // dud mine block
- begin
- iter^.State:= iter^.State or gstFrozen;
- vg:= AddVisualGear(hwRound(iter^.X) - 4 + Random(8), hwRound(iter^.Y) - 4 - Random(4), vgtSmoke);
- if vg <> nil then
- vg^.Scale:= 0.5;
- PlaySound(sndVaporize);
- iter^.Health := 0;
- iter^.Damage := 0;
- iter^.State := iter^.State and (not gstAttacking)
- end
- else if iter^.Kind = gtCase then
- begin
- DeleteCI(iter);
- iter^.State:= iter^.State or gstFrozen;
- AddGearCI(iter)
- end
- else // gtExplosives
- begin
- iter^.State:= iter^.State or gstFrozen;
- iter^.Health:= iter^.Health + cBarrelHealth
- end
- end;
- iter:= iter^.NextGear
- end;
-
- // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
- SetAllHHToActive;
- Timer := iceWaitCollision;
- end;
-
- if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then
- begin
- PlaySound(sndHogFreeze);
- DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
- SetAllHHToActive;
- Timer := iceWaitCollision;
- end;
-(*
- Any ideas for something that would look good here?
- if (Target.X <> NoPointX) and ((Timer = iceCollideWithGround) or (Timer = iceCollideWithWater)) and (GameTicks mod max((groundFreezingTime-((GameTicks - Power)*2)),2) = 0) then //and CheckLandValue(Target.X, Target.Y, lfIce) then
- begin
- vg:= AddVisualGear(Target.X+random(20)-10, Target.Y+random(40)-10, vgtDust, 1);
- if vg <> nil then
- begin
- i:= random(100) + 155;
- vg^.Tint:= IceColor or $FF;
- vg^.Angle:= random(360);
- vg^.dx:= 0.001 * random(80);
- vg^.dy:= 0.001 * random(80)
- end
- end;
-*)
-
-// freeze nearby hogs
- hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
- if hogs.size > 0 then
- for i:= 0 to hogs.size - 1 do
- if hogs.ar^[i] <> HHGear then
- if GameTicks mod 5 = 0 then
- begin
- hogs.ar^[i]^.Active:= true;
- if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] < 256 then
- hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] := hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] + 1
- else if hogs.ar^[i]^.Hedgehog^.Effects[heFrozen] = 256 then
- begin
- hogs.ar^[i]^.Hedgehog^.Effects[heFrozen]:= 200000-1;//cHedgehogTurnTime + cReadyDelay
- PlaySound(sndHogFreeze);
- end;
- end;
- inc(Pos)
- end
- else if (t > 400) and ((gY > cWaterLine) or
- (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
- and (Land[gY, gX] <> 0))) then
- begin
- Target.X:= gX;
- Target.Y:= gY;
- X:= HHGear^.X;
- Y:= HHGear^.Y
- end;
- if (gX > max(LAND_WIDTH,4096)*2) or
- (gX < -max(LAND_WIDTH,4096)) or
- (gY < -max(LAND_HEIGHT,4096)) or
- (gY > max(LAND_HEIGHT,4096)+512) then
- begin
- //X:= HHGear^.X;
- //Y:= HHGear^.Y
- Target.X:= gX;
- Target.Y:= gY;
- end
- end
- end;
-end;
-
-procedure doStepAddAmmo(Gear: PGear);
-var a: TAmmoType;
- gi: PGear;
-begin
-if Gear^.Timer > 0 then dec(Gear^.Timer)
-else
- begin
- if Gear^.Pos = posCaseUtility then
- a:= GetUtility(Gear^.Hedgehog)
- else
- a:= GetAmmo(Gear^.Hedgehog);
- CheckSum:= CheckSum xor GameTicks;
- gi := GearsList;
- while gi <> nil do
- begin
- with gi^ do CheckSum:= CheckSum xor X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac;
- AddRandomness(CheckSum);
- if gi^.Kind = gtGenericFaller then gi^.State:= gi^.State and not gstTmpFlag;
- gi := gi^.NextGear
- end;
- AddPickup(Gear^.Hedgehog^, a, Gear^.Power, hwRound(Gear^.X), hwRound(Gear^.Y));
- DeleteGear(Gear)
- end;
-end;
-
-procedure doStepGenericFaller(Gear: PGear);
-begin
-if Gear^.Timer < $FFFFFFFF then
- if Gear^.Timer > 0 then
- dec(Gear^.Timer)
- else
- begin
- DeleteGear(Gear);
- exit
- end;
-if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
- begin
- doStepFallingGear(Gear);
- if (Gear^.State and gstInvisible <> 0) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) or (hwRound(Gear^.Y) < LongInt(topY)) then
- begin
- Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
- Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
- Gear^.dX:= _90-(GetRandomf*_360);
- Gear^.dY:= _90-(GetRandomf*_360)
- end;
- end
-end;
-
-procedure doStepCreeper(Gear: PGear);
-var hogs: PGearArrayS;
- HHGear: PGear;
- tdX: hwFloat;
- dir: LongInt;
-begin
-doStepFallingGear(Gear);
-if Gear^.Timer > 0 then dec(Gear^.Timer);
-// creeper sleep phase
-if (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;
-
-if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gear
-else HHGear:= nil;
-
-// creeper boom phase
-if (Gear^.State and gstTmpFlag <> 0) then
- begin
- if (Gear^.Timer = 0) then
- begin
- doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 300, CurrentHedgehog, EXPLAutoSound);
- DeleteGear(Gear)
- end;
- // ssssss he essssscaped
- if (Gear^.Timer > 250) and ((HHGear = nil) or
- (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > 180) and
- (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > _180))) then
- begin
- Gear^.State:= Gear^.State and (not gstTmpFlag);
- Gear^.Timer:= 0
- end;
- exit
- end;
-
-// Search out a new target, as target seek time has expired, target is dead, target is out of range, or we did not have a target
-if (HHGear = nil) or (Gear^.Timer = 0) or
- (((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) > Gear^.Angle) and
- (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) > int2hwFloat(Gear^.Angle)))
- then
- begin
- hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Angle);
- if hogs.size > 1 then
- Gear^.Hedgehog:= hogs.ar^[GetRandom(hogs.size)]^.Hedgehog
- else if hogs.size = 1 then Gear^.Hedgehog:= hogs.ar^[0]^.Hedgehog
- else Gear^.Hedgehog:= nil;
- if Gear^.Hedgehog <> nil then Gear^.Timer:= 5000;
- exit
- end;
-
-// we have a target. move the creeper.
-if HHGear <> nil then
- begin
- // GOTCHA
- if ((abs(HHGear^.X.Round-Gear^.X.Round) + abs(HHGear^.Y.Round-Gear^.Y.Round) + 2) < 50) and
- (Distance(HHGear^.X-Gear^.X,HHGear^.Y-Gear^.Y) < _50) then
- begin
- // hisssssssssss
- Gear^.State:= Gear^.State or gstTmpFlag;
- Gear^.Timer:= 1500;
- exit
- end;
- if (Gear^.State and gstMoving <> 0) then
- begin
- Gear^.dY:= _0;
- Gear^.dX:= _0;
- end
- else if (GameTicks and $FF = 0) then
- begin
- tdX:= HHGear^.X-Gear^.X;
- dir:= hwSign(tdX);
- if not TestCollisionX(Gear, dir) then
- Gear^.X:= Gear^.X + signAs(_1,tdX);
- if TestCollisionXwithXYShift(Gear, signAs(_10,tdX), 0, dir) then
- begin
- Gear^.dX:= SignAs(_0_15, tdX);
- Gear^.dY:= -_0_3;
- Gear^.State:= Gear^.State or gstMoving
- end
- end;
- end;
-end;
-
-////////////////////////////////////////////////////////////////////////////////
-procedure doStepKnife(Gear: PGear);
-//var ox, oy: LongInt;
-// la: hwFloat;
-var a: real;
-begin
- // Gear is shrunk so it can actually escape the hog without carving into the terrain
- if (Gear^.Radius = 4) and (Gear^.CollisionMask = $FFFF) then Gear^.Radius:= 7;
- if Gear^.Damage > 100 then Gear^.CollisionMask:= 0
- else if Gear^.Damage > 30 then
- if GetRandom(max(4,18-Gear^.Damage div 10)) < 3 then Gear^.CollisionMask:= 0;
- Gear^.Damage:= 0;
- if Gear^.Timer > 0 then dec(Gear^.Timer);
- if (Gear^.State and gstMoving <> 0) and (Gear^.State and gstCollision = 0) then
- begin
- DeleteCI(Gear);
- Gear^.Radius:= 7;
- // used for damage and impact calc. needs balancing I think
- Gear^.Health:= hwRound(hwSqr((hwAbs(Gear^.dY)+hwAbs(Gear^.dX))*_4));
- doStepFallingGear(Gear);
- AllInactive := false;
- a:= Gear^.DirAngle;
- CalcRotationDirAngle(Gear);
- Gear^.DirAngle:= a+(Gear^.DirAngle-a)*2*hwSign(Gear^.dX) // double rotation
- end
- else if (Gear^.CollisionIndex = -1) and (Gear^.Timer = 0) then
- begin
- (*ox:= 0; oy:= 0;
- if TestCollisionYwithGear(Gear, -1) <> 0 then oy:= -1;
- if TestCollisionXwithGear(Gear, 1) then ox:= 1;
- if TestCollisionXwithGear(Gear, -1) then ox:= -1;
- if TestCollisionYwithGear(Gear, 1) <> 0 then oy:= 1;
- if Gear^.Health > 0 then
- PlaySound(sndRopeAttach);
-
- la:= _10000;
- if (ox <> 0) or (oy <> 0) then
- la:= CalcSlopeNearGear(Gear, ox, oy);
- if la = _10000 then
- begin
- // debug for when we couldn't get an angle
- //AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeWhite);
-*)
- Gear^.DirAngle:= DxDy2Angle(Gear^.dX, Gear^.dY) + (random(30)-15);
- if (Gear^.dX.isNegative and Gear^.dY.isNegative) or
- ((not Gear^.dX.isNegative) and (not Gear^.dY.isNegative)) then Gear^.DirAngle:= Gear^.DirAngle-90;
- // end
- // else Gear^.DirAngle:= hwFloat2Float(la)*90; // sheepluva's comment claims 45deg = 0.5 - yet orientation doesn't seem consistent?
- // AddFileLog('la: '+floattostr(la)+' DirAngle: '+inttostr(round(Gear^.DirAngle)));
- Gear^.dX:= _0;
- Gear^.dY:= _0;
- Gear^.State:= Gear^.State and (not gstMoving) or gstCollision;
- Gear^.Radius:= 16;
- if Gear^.Health > 0 then AmmoShove(Gear, Gear^.Health, 0);
- Gear^.Health:= 0;
- Gear^.Timer:= 500;
- AddGearCI(Gear)
- end
- else if GameTicks and $3F = 0 then
- begin
- if (TestCollisionYwithGear(Gear, -1) = 0)
- and (not TestCollisionXwithGear(Gear, 1))
- and (not TestCollisionXwithGear(Gear, -1))
- and (TestCollisionYwithGear(Gear, 1) = 0) then Gear^.State:= Gear^.State and (not gstCollision) or gstMoving;
- end
-end;
-(*
- This didn't end up getting used, but, who knows, might be reasonable for javellin or something
-// Make the knife initial angle based on the hog attack angle, or is that too hard?
-procedure doStepKnife(Gear: PGear);
-var t,
- gx, gy, ga, // gear x,y,angle
- lx, ly, la, // land x,y,angle
- ox, oy, // x,y offset
- w, h, // wXh of clip area
- tx, ty // tip position in sprite
- : LongInt;
- surf: PSDL_Surface;
- s: hwFloat;
-
-begin
- Gear^.dY := Gear^.dY + cGravity;
- if (GameFlags and gfMoreWind) <> 0 then
- Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density;
- Gear^.X := Gear^.X + Gear^.dX;
- Gear^.Y := Gear^.Y + Gear^.dY;
- CheckGearDrowning(Gear);
- gx:= hwRound(Gear^.X);
- gy:= hwRound(Gear^.Y);
- if Gear^.State and gstDrowning <> 0 then exit;
- with Gear^ do
- begin
- if CheckLandValue(gx, gy, lfLandMask) then
- begin
- t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
-
- if t < 0 then inc(t, 4096)
- else if 4095 < t then dec(t, 4096);
- Angle:= t;
-
- DirAngle:= Angle / 4096 * 360
- end
- else
- begin
-//This is the set of postions for the knife.
-//Using FlipSurface and copyToXY the knife can be written to the LandPixels at 32 positions, and an appropriate line drawn in Land.
- t:= Angle mod 1024;
- case t div 128 of
- 0: begin
- ox:= 2; oy:= 5;
- w := 25; h:= 5;
- tx:= 0; ty:= 2
- end;
- 1: begin
- ox:= 2; oy:= 15;
- w:= 24; h:= 8;
- tx:= 0; ty:= 7
- end;
- 2: begin
- ox:= 2; oy:= 27;
- w:= 23; h:= 12;
- tx:= -12; ty:= -5
- end;
- 3: begin
- ox:= 2; oy:= 43;
- w:= 21; h:= 15;
- tx:= 0; ty:= 14
- end;
- 4: begin
- ox:= 29; oy:= 8;
- w:= 19; h:= 19;
- tx:= 0; ty:= 17
- end;
- 5: begin
- ox:= 29; oy:= 32;
- w:= 15; h:= 21;
- tx:= 0; ty:= 20
- end;
- 6: begin
- ox:= 51; oy:= 3;
- w:= 11; h:= 23;
- tx:= 0; ty:= 22
- end;
- 7: begin
- ox:= 51; oy:= 34;
- w:= 7; h:= 24;
- tx:= 0; ty:= 23
- end
- end;
-
- surf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
- copyToXYFromRect(SpritesData[sprKnife].Surface, surf, ox, oy, w, h, 0, 0);
- // try to make the knife hit point first
- lx := 0;
- ly := 0;
- if CalcSlopeTangent(Gear, gx, gy, lx, ly, 255) then
- begin
- la:= vector2Angle(int2hwFloat(lx), int2hwFloat(ly));
- ga:= vector2Angle(dX, dY);
- AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle));
- // change to 0 to 4096 forced by LongWord in Gear
- if la < 0 then la:= 4096+la;
- if ga < 0 then ga:= 4096+ga;
- if ((Angle > ga) and (Angle < la)) or ((Angle < ga) and (Angle > la)) then
- begin
- if Angle >= 2048 then dec(Angle, 2048)
- else if Angle < 2048 then inc(Angle, 2048)
- end;
- AddFileLog('la: '+inttostr(la)+' ga: '+inttostr(ga)+' Angle: '+inttostr(Angle))
- end;
- case Angle div 1024 of
- 0: begin
- flipSurface(surf, true);
- flipSurface(surf, true);
- BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-(h-ty), w, surf)
- end;
- 1: begin
- flipSurface(surf, false);
- BlitImageAndGenerateCollisionInfo(gx-(w-tx), gy-ty, w, surf)
- end;
- 2: begin // knife was actually drawn facing this way...
- BlitImageAndGenerateCollisionInfo(gx-tx, gy-ty, w, surf)
- end;
- 3: begin
- flipSurface(surf, true);
- BlitImageAndGenerateCollisionInfo(gx-tx, gy-(h-ty), w, surf)
- end
- end;
- SDL_FreeSurface(surf);
- // this needs to calculate actual width/height + land clipping since update texture doesn't.
- // i.e. this will crash if you fire near sides of map, but until I get the blit right, not going to put real values
- UpdateLandTexture(hwRound(X)-32, 64, hwRound(Y)-32, 64, true);
- DeleteGear(Gear);
- exit
- end
- end;
-end;
-*)