(* * 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:= nilend;////////////////////////////////////////////////////////////////////////////////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 > $FE)) or (hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater) then DeleteGear(Gear); end;////////////////////////////////////////////////////////////////////////////////procedure doStepFallingGear(Gear: PGear);var isFalling: boolean; //tmp: QWord; tdX, tdY: hwFloat; collV, collH: LongInt; land: word;begin // clip velocity at 2 - over 1 per pixel, but really shouldn't cause many actual problems.{$IFNDEF WEBGL} if Gear^.dX.Round > 2 then Gear^.dX.QWordValue:= 8589934592; if Gear^.dY.Round > 2 then Gear^.dY.QWordValue:= 8589934592;{$ELSE} if Gear^.dX.Round > 2 then begin Gear^.dX.Round:= 2; Gear^.dX.Frac:= 0 end; if Gear^.dY.QWordValue > 2 then begin Gear^.dY.Round:= 2; Gear^.dY.Frac:= 0 end;{$ENDIF} 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) endend;////////////////////////////////////////////////////////////////////////////////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) endend;////////////////////////////////////////////////////////////////////////////////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) endend;////////////////////////////////////////////////////////////////////////////////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;begininc(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); endelse 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; endend;////////////////////////////////////////////////////////////////////////////////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 + cGravityend;////////////////////////////////////////////////////////////////////////////////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 endend;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 := @doStepShotIdleend;////////////////////////////////////////////////////////////////////////////////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: LongInt; 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 := @doStepBulletWorkend;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);begindec(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(true); 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 := @doStepPickHammerWorkend;////////////////////////////////////////////////////////////////////////////////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 endend;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 := @doStepBlowTorchWorkend;////////////////////////////////////////////////////////////////////////////////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 endend;////////////////////////////////////////////////////////////////////////////////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 := @doStepIdleend;////////////////////////////////////////////////////////////////////////////////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 := @doStepIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepFlame(Gear: PGear);var gX,gY,i: LongInt; sticky: Boolean; vgt: PVisualGear; tdX,tdY: HWFloat;begin sticky:= (Gear^.State and gsttmpFlag) <> 0; if (not sticky) then AllInactive := false; if TestCollisionYwithGear(Gear, 1) = 0 then begin AllInactive := false; if ((GameTicks mod 100) = 0) then begin vgt:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire, gstTmpFlag); if vgt <> nil then begin vgt^.dx:= 0; vgt^.dy:= 0; vgt^.FrameTicks:= 1800 div (Gear^.Tag mod 3 + 2); end; end; if Gear^.dX.QWordValue > _0_01.QWordValue then Gear^.dX := Gear^.dX * _0_995; Gear^.dY := Gear^.dY + cGravity; // if sticky then Gear^.dY := Gear^.dY + cGravity; if Gear^.dY.QWordValue > _0_2.QWordValue then Gear^.dY := Gear^.dY * _0_995; //if sticky then Gear^.X := Gear^.X + Gear^.dX else Gear^.X := Gear^.X + Gear^.dX + cWindSpeed * 640; Gear^.Y := Gear^.Y + Gear^.dY; if (hwRound(Gear^.Y) > cWaterLine) then begin gX := hwRound(Gear^.X); for i:= 0 to 3 do AddVisualGear(gX - 16 + Random(32), cWaterLine - 16 + Random(16), vgtSteam); PlaySound(sndVaporize); DeleteGear(Gear); exit end end else begin if sticky then begin Gear^.Radius := 7; tdX:= Gear^.dX; tdY:= Gear^.dY; Gear^.dX.QWordValue:= 214748365; Gear^.dY.QWordValue:= 429496730; Gear^.dX.isNegative:= getrandom(2)<>1; Gear^.dY.isNegative:= true; AmmoShove(Gear, 2, 125); Gear^.dX:= tdX; Gear^.dY:= tdY; Gear^.Radius := 1 end; if Gear^.Timer > 0 then begin dec(Gear^.Timer); inc(Gear^.Damage) end else begin gX := hwRound(Gear^.X); gY := hwRound(Gear^.Y); // Standard fire if (not sticky) then begin if ((GameTicks and $1) = 0) then begin Gear^.Radius := 7; tdX:= Gear^.dX; tdY:= Gear^.dY; Gear^.dX.QWordValue:= 214748365; Gear^.dY.QWordValue:= 429496730; Gear^.dX.isNegative:= getrandom(2)<>1; Gear^.dY.isNegative:= true; AmmoShove(Gear, 6, 100); Gear^.dX:= tdX; Gear^.dY:= tdY; Gear^.Radius := 1; end else if ((GameTicks and $3) = 3) then doMakeExplosion(gX, gY, 8, Gear^.Hedgehog, 0);//, EXPLNoDamage); //DrawExplosion(gX, gY, 4); if ((GameTicks and $7) = 0) and (Random(2) = 0) then for i:= 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^.dYend;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^.Yend;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 $3F) = 0 then AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtSmokeTrace); if (hwRound(Gear^.X) > (max(LAND_WIDTH,4096)+2048)) or (hwRound(Gear^.X) < -2048) then begin // avoid to play forever (is this necessary?) StopSoundChan(Gear^.SoundChannel); DeleteGear(Gear) end;end;procedure doStepAirAttack(Gear: PGear);begin AllInactive := false; if Gear^.X.QWordValue = 0 then begin Gear^.Tag := 1; Gear^.X := -_2048; end else begin Gear^.Tag := -1; Gear^.X := int2hwFloat(max(LAND_WIDTH,4096) + 2048); end; Gear^.Y := int2hwFloat(topY-300); Gear^.dX := int2hwFloat(Gear^.Target.X - 5 * Gear^.Tag * 15); // calcs for Napalm Strike, so that it will hit the target (without wind at least :P) if (Gear^.State = 2) then Gear^.dX := Gear^.dX - cBombsSpeed * Gear^.Tag * 900 // calcs for regular falling gears else if (int2hwFloat(Gear^.Target.Y) - Gear^.Y > _0) then Gear^.dX := Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(Gear^.Target.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag; Gear^.Health := 6; Gear^.doStep := @doStepAirAttackWork; Gear^.SoundChannel := LoopSound(sndPlane, 4000);end;////////////////////////////////////////////////////////////////////////////////procedure doStepAirBomb(Gear: PGear);begin AllInactive := false; doStepFallingGear(Gear); if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, Gear^.Hedgehog, EXPLAutoSound); DeleteGear(Gear); {$IFNDEF PAS2C} with mobileRecord do if (performRumble <> nil) and (not fastUntilLag) then performRumble(kSystemSoundID_Vibrate); {$ENDIF} 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 endend;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(true); 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:= NoPointXend;////////////////////////////////////////////////////////////////////////////////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) endend;////////////////////////////////////////////////////////////////////////////////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) endend;////////////////////////////////////////////////////////////////////////////////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 endend;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 endend;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 := @doStepKamikazeIdleend;////////////////////////////////////////////////////////////////////////////////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 endend;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 := @doStepCakeFallend;////////////////////////////////////////////////////////////////////////////////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 := @doStepSeductionWorkend;procedure doStepSeduction(Gear: PGear);begin AllInactive := false; //DeleteCI(Gear^.Hedgehog^.Gear); Gear^.doStep := @doStepSeductionWearend;////////////////////////////////////////////////////////////////////////////////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 endend;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 := @doStepBallgunWorkend;////////////////////////////////////////////////////////////////////////////////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) endend;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 := @doStepRCPlaneWorkend;////////////////////////////////////////////////////////////////////////////////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); endend;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 endend;////////////////////////////////////////////////////////////////////////////////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 $1FF) = 0) and (not HHGear^.dY.isNegative) and (TestCollisionYwithGear(HHGear, 1) <> 0)) or ((Gear^.Message and gmAttack) <> 0) then begin with HHGear^ do begin Message := 0; Active := true; State := State or gstMoving end; Gear^.State := Gear^.State or gstAnimation or gstTmpFlag; if HHGear^.dY < _0 then begin Gear^.dX := HHGear^.dX; Gear^.dY := HHGear^.dY; end; Gear^.Timer := 0; Gear^.doStep := @doStepBirdyDisappear; CurAmmoGear := nil; isCursorVisible := false; AfterAttack; endend;procedure doStepBirdyDescend(Gear: PGear);var HHGear: PGear;begin if Gear^.Timer > 0 then dec(Gear^.Timer, 1) else if Gear^.Hedgehog^.Gear = nil then begin DeleteGear(Gear); AfterAttack; exit end; HHGear := Gear^.Hedgehog^.Gear; HHGear^.Message := HHGear^.Message and (not (gmUp or gmPrecise or gmLeft or gmRight)); if abs(hwRound(HHGear^.Y - Gear^.Y)) > 32 then begin if Gear^.Timer = 0 then Gear^.Y := Gear^.Y + _0_1 end else if Gear^.Timer = 0 then begin Gear^.doStep := @doStepBirdyFly; HHGear^.dY := -_0_2 endend;procedure doStepBirdyAppear(Gear: PGear);begin Gear^.Pos := 0; if Gear^.Timer < 2000 then inc(Gear^.Timer, 1) else begin Gear^.Timer := 500; Gear^.dX := _0; Gear^.dY := _0; Gear^.State := Gear^.State and (not gstAnimation); Gear^.doStep := @doStepBirdyDescend; endend;procedure doStepBirdy(Gear: PGear);var HHGear: PGear;begin gear^.State := gear^.State or gstAnimation and (not gstTmpFlag); Gear^.doStep := @doStepBirdyAppear; if CurrentHedgehog = nil then begin DeleteGear(Gear); exit end; HHGear := CurrentHedgehog^.Gear; if HHGear^.dX.isNegative then Gear^.Tag := -1 else Gear^.Tag := 1; Gear^.Pos := 0; AllInactive := false; FollowGear := HHGear; with HHGear^ do begin State := State and (not gstAttacking); Message := Message and (not (gmAttack or gmUp or gmPrecise or gmLeft or gmRight)) endend;////////////////////////////////////////////////////////////////////////////////procedure doStepEggWork(Gear: PGear);var vg: PVisualGear; i: LongInt;begin AllInactive := false; {$IFNDEF PAS2C} Gear^.dX := Gear^.dX; {$ENDIF} 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 attackend;////////////////////////////////////////////////////////////////////////////////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; {$IFNDEF PAS2C} with mobileRecord do if (performRumble <> nil) and (not fastUntilLag) then performRumble(kSystemSoundID_Vibrate); {$ENDIF}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 endend;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 := @doStepFlamethrowerWorkend;////////////////////////////////////////////////////////////////////////////////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 endend;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 := @doStepLandGunWorkend;////////////////////////////////////////////////////////////////////////////////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;beginHHGear:= 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:= @doStepIdleend;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 := @doStepHammerHitWorkend;////////////////////////////////////////////////////////////////////////////////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; endend;////////////////////////////////////////////////////////////////////////////////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;beginHH:= 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:= @doStepTardisWarpend;////////////////////////////////////////////////////////////////////////////////(*WIP. The ice gun will have the following effects. It has been proposed by sheepluva that it take the appearance of a large freezerspewing 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) endend;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 FillRoundInLand2(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 (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); iter^.State:= iter^.State or gstFrozen; if iter^.Kind = gtMine then // dud mine block begin 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); AddGearCI(iter) end else // gtExplosives iter^.Health:= iter^.Health + cBarrelHealth end; iter:= iter^.NextGear end; // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius); SetAllHHToActive(true); Timer := iceWaitCollision; end; if (Timer = iceCollideWithWater) and ((GameTicks - Power) > groundFreezingTime) then begin PlaySound(sndHogFreeze); DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight); SetAllHHToActive(true); 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;beginif 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);beginif 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; endend;procedure doStepCreeper(Gear: PGear);var hogs: PGearArrayS; HHGear: PGear; tdX: hwFloat; dir: LongInt;begindoStepFallingGear(Gear);if Gear^.Timer > 0 then dec(Gear^.Timer);// creeper sleep phaseif (Gear^.Hedgehog = nil) and (Gear^.Timer > 0) then exit;if Gear^.Hedgehog <> nil then HHGear:= Gear^.Hedgehog^.Gearelse HHGear:= nil;// creeper boom phaseif (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 targetif (HHGear = nil) or (Gear^.Timer = 0) or (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; endend;(* 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;*)