(*
* Hedgewars, a worms-like game
* Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
*
* Distributed under the terms of the BSD-modified licence:
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* with the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*)
////////////////////////////////////////////////////////////////////////////////
procedure Attack(Gear: PGear);
var xx, yy: real;
begin
with Gear^,
PHedgehog(Gear.Hedgehog)^ do
begin
if ((State and gstHHDriven) <> 0)and
// (((State and gstAttacking) <> 0) or ((Message and gm_Attack) <> 0))and
((State and (gstAttacked or gstMoving or gstHHChooseTarget)) = 0)and
(((State and gstFalling ) = 0)or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_AttackInFall) <> 0))and
(((State and gstHHJumping) = 0)or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_AttackInJump) <> 0))and
((TargetPoint.X <> NoPointX) or((Ammo[CurSlot, CurAmmo].Propz and ammoprop_NeedTarget) = 0)) then
begin
State:= State or gstAttacking;
if Power = cMaxPower then Message:= Message and not gm_Attack
else if (Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) = 0 then Message:= Message and not gm_Attack
else begin
if Power = 0 then
begin
AttackBar:= CurrentTeam.AttackBar;
PlaySound(sndThrowPowerUp)
end;
inc(Power)
end;
if ((Message and gm_Attack) <> 0) then exit;
if (Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0 then
begin
StopTPUSound;
PlaySound(sndThrowRelease);
end;
xx:= Sign(dX)*Sin(Angle*pi/cMaxAngle);
yy:= -Cos(Angle*pi/cMaxAngle);
case Ammo[CurSlot, CurAmmo].AmmoType of
amGrenade: FollowGear:= AddGear(round(X), round(Y), gtAmmo_Bomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo[CurSlot, CurAmmo].Timer);
amClusterBomb: FollowGear:= AddGear(round(X), round(Y), gtClusterBomb, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor, Ammo[CurSlot, CurAmmo].Timer);
amBazooka: FollowGear:= AddGear(round(X), round(Y), gtAmmo_Grenade, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor);
amUFO: FollowGear:= AddGear(round(X), round(Y), gtUFO, 0, xx*Power/cPowerDivisor, yy*Power/cPowerDivisor);
amShotgun: begin
PlaySound(sndShotgunReload);
CurAmmoGear:= AddGear(round(X), round(Y), gtShotgunShot, 0, xx * 0.5, yy * 0.5);
end;
amPickHammer: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y) + cHHRadius, gtPickHammer, 0);
amSkip: TurnTimeLeft:= 0;
amRope: CurAmmoGear:= AddGear(round(Gear.X), round(Gear.Y), gtRope, 0, xx, yy);
amMine: AddGear(round(X) + Sign(dX) * 7, round(Y), gtMine, 0, Sign(dX) * 0.02, 0, 3000);
amDEagle: AddGear(round(X), round(Y), gtDEagleShot, 0, xx * 0.5, yy * 0.5);
amDynamite: AddGear(round(X) + Sign(dX) * 7, round(Y), gtDynamite, 0, Sign(dX) * 0.035, 0, 5000);
amBaseballBat: AddGear(round(X) + Sign(dX) * 10, round(Y), gtShover, 0, xx * 0.5, yy * 0.5).Radius:= 20;
amFirePunch: CurAmmoGear:= AddGear(round(X) + Sign(dX) * 10, round(Y), gtFirePunch, 0);
end;
Power:= 0;
if CurAmmoGear <> nil then
begin
Message:= Message or gm_Attack;
CurAmmoGear.Message:= Message
end else begin
if not CurrentTeam.ExtDriven and
((Ammo[CurSlot, CurAmmo].Propz and ammoprop_Power) <> 0) then SendIPC('a');
AfterAttack
end
end else Message:= Message and not gm_Attack
end
end;
procedure AfterAttack;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear^,
CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
begin
Inc(AttacksNum);
State:= State and not gstAttacking;
if Ammo[CurSlot, CurAmmo].NumPerTurn >= AttacksNum then isInMultiShoot:= true
else begin
TurnTimeLeft:= Ammoz[Ammo[CurSlot, CurAmmo].AmmoType].TimeAfterTurn;
State:= State or gstAttacked;
OnUsedAmmo(Ammo)
end;
AttackBar:= 0;
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure PickUp(HH, Gear: PGear);
begin
Gear.Message:= gm_Destroy;
case Gear.Pos of
posCaseHealth: begin
inc(HH.Health, Gear.Health);
RenderHealth(PHedgehog(HH.Hedgehog)^);
RecountTeamHealth(PHedgehog(HH.Hedgehog)^.Team)
end;
end;
end;
procedure doStepHedgehog(Gear: PGear); forward;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogDriven(Gear: PGear);
const StepTicks: LongWord = 0;
var t: PGear;
PrevdX: integer;
begin
if isInMultiShoot and (Gear.Damage = 0) then
begin
exit
end;
AllInactive:= false;
DeleteCI(Gear);
if (TurnTimeLeft = 0) or (Gear.Damage > 0) then
begin
TurnTimeLeft:= 0;
if ((Gear.State and (gstMoving or gstFalling)) = 0)
and (CurAmmoGear = nil) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.State:= Gear.State and not gstHHDriven;
if Gear.Damage > 0 then
Gear.State:= Gear.State and not gstHHJumping;
exit
end;
if ((Gear.State and gstFalling) <> 0) or (StepTicks = cHHStepTicks)
or (CurAmmoGear <> nil) then // we're moving
begin
// check for case with ammo
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
PickUp(Gear, t)
end;
if CurAmmoGear <> nil then
begin
CurAmmoGear.Message:= Gear.Message;
exit
end;
if ((Gear.Message and gm_Attack) <> 0) or
((Gear.State and gstAttacking) <> 0)then Attack(Gear);
if (Gear.State and gstFalling) <> 0 then
begin
// it could be the source to trick: double-backspace jump -> vertical wall
// collision - > (abs(Gear.dX) < 0.0000002) -> backspace -> even more high jump
if ((Gear.Message and gm_HJump) <> 0) and ((Gear.State and gstHHJumping) <> 0) then
if (abs(Gear.dX) < 0.0000002) and (Gear.dY < -0.02) then
begin
Gear.dY:= -0.25;
Gear.dX:= Sign(Gear.dX) * 0.02
end;
Gear.Message:= Gear.Message and not (gm_LJump or gm_HJump);
if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.X:= Gear.X + Gear.dX;
Gear.dY:= Gear.dY + cGravity;
if (Gear.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0;
Gear.Y:= Gear.Y + Gear.dY;
if (Gear.dY >= 0)and TestCollisionYwithGear(Gear, 1) then
begin
CheckHHDamage(Gear);
if ((abs(Gear.dX) + abs(Gear.dY)) < 0.55)
and ((Gear.State and gstHHJumping) <> 0) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
StepTicks:= 300;
Gear.dY:= 0
end;
CheckGearDrowning(Gear);
exit
end ;//else if Gear.CollIndex = High(Longword) then AddIntersectorsCR(Gear);
if StepTicks > 0 then dec(StepTicks);
if ((Gear.State and (gstMoving or gstFalling)) = 0) then
if (Gear.Message and gm_Up )<>0 then if Gear.Angle > 0 then dec(Gear.Angle)
else else
if (Gear.Message and gm_Down )<>0 then if Gear.Angle < cMaxAngle then inc(Gear.Angle);
if ((Gear.State and (gstAttacking or gstMoving or gstFalling)) = 0)and(StepTicks = 0) then
begin
if ((Gear.Message and gm_LJump ) <> 0) then
begin
Gear.Message:= 0;
if not TestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
if not TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithGear(Gear, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then
begin
Gear.dY:= -0.15;
Gear.dX:= Sign(Gear.dX) * 0.15;
Gear.State:= Gear.State or gstFalling or gstHHJumping;
exit
end;
end;
if ((Gear.Message and gm_HJump ) <> 0) then
begin
Gear.Message:= 0;
if not TestCollisionYwithGear(Gear, -1) then
begin
Gear.dY:= -0.20;
Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.X:= Gear.X - Sign(Gear.dX)*0.00008; // shift compensation
Gear.State:= Gear.State or gstFalling or gstHHJumping;
exit
end;
end;
PrevdX:= Sign(Gear.dX);
if (Gear.Message and gm_Left )<>0 then Gear.dX:= -1.0 else
if (Gear.Message and gm_Right )<>0 then Gear.dX:= 1.0 else exit;
StepTicks:= cHHStepTicks;
if PrevdX <> Sign(Gear.dX) then exit;
PHedgehog(Gear.Hedgehog).visStepPos:= (PHedgehog(Gear.Hedgehog).visStepPos + 1) and 7;
if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, 0, -6, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
end;
if not TestCollisionXwithGear(Gear, Sign(Gear.dX)) then Gear.X:= Gear.X + Gear.dX;
Gear.dX:= 0.0000001 * Sign(Gear.dX);
SetAllHHToActive;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y - 6;
Gear.dY:= 0;
Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.State:= Gear.State or gstFalling
end;
end
end
end
end
end
end
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehogFree(Gear: PGear);
begin
//DeleteCI(Gear);
if not TestCollisionYwithGear(Gear, 1) then
begin
if (Gear.dY < 0) and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0;
Gear.State:= Gear.State or gstFalling or gstMoving;
Gear.dY:= Gear.dY + cGravity
end else begin
CheckHHDamage(Gear);
if ((abs(Gear.dX) + abs(Gear.dY)) < 0.55)
and ((Gear.State and gstHHJumping) <> 0) then Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
if Gear.dY > 0 then Gear.dY:= 0;
if ((Gear.State and gstMoving) <> 0) then Gear.dX:= Gear.dX * Gear.Friction
end;
if (Gear.State <> 0) then DeleteCI(Gear);
if (Gear.State and gstMoving) <> 0 then
if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
if ((Gear.State and gstFalling) = 0) then
if abs(Gear.dX) > 0.01 then
if not TestCollisionXwithXYShift(Gear, Sign(Gear.dX) - Gear.dX, -1, Sign(Gear.dX)) then begin Gear.X:= Gear.X + Gear.dX; Gear.dX:= Gear.dX * 0.96; Gear.Y:= Gear.Y - 1 end else
if not TestCollisionXwithXYShift(Gear, Sign(Gear.dX) - Gear.dX, -2, Sign(Gear.dX)) then begin Gear.X:= Gear.X + Gear.dX; Gear.dX:= Gear.dX * 0.93; Gear.Y:= Gear.Y - 2 end else
if not TestCollisionXwithXYShift(Gear, Sign(Gear.dX) - Gear.dX, -3, Sign(Gear.dX)) then begin Gear.X:= Gear.X + Gear.dX; Gear.dX:= Gear.dX * 0.90; Gear.Y:= Gear.Y - 3 end else
if not TestCollisionXwithXYShift(Gear, Sign(Gear.dX) - Gear.dX, -4, Sign(Gear.dX)) then begin Gear.X:= Gear.X + Gear.dX; Gear.dX:= Gear.dX * 0.87; Gear.Y:= Gear.Y - 4 end else
if not TestCollisionXwithXYShift(Gear, Sign(Gear.dX) - Gear.dX, -5, Sign(Gear.dX)) then begin Gear.X:= Gear.X + Gear.dX; Gear.dX:= Gear.dX * 0.84; Gear.Y:= Gear.Y - 5 end else
if abs(Gear.dX) > 0.02 then Gear.dX:= -0.5 * Gear.dX
else begin
Gear.State:= Gear.State and not gstMoving;
Gear.dX:= 0.0000001 * Sign(Gear.dX)
end
else begin
Gear.State:= Gear.State and not gstMoving;
Gear.dX:= 0.0000001 * Sign(Gear.dX)
end
else Gear.dX:= -Gear.dX;
if ((Gear.State and gstFalling) = 0)and
(sqr(Gear.dX) + sqr(Gear.dY) < 0.0008) then
begin
Gear.State:= Gear.State and not gstMoving;
Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.dY:= 0
end else Gear.State:= Gear.State or gstMoving;
if (Gear.State and gstMoving) <> 0 then
begin
Gear.X:= Gear.X + Gear.dX;
Gear.Y:= Gear.Y + Gear.dY;
if (Gear.dY > 0) and not TestCollisionYwithGear(Gear, 1) and TestCollisionYwithXYShift(Gear, 0, 1, 1) then
begin
CheckHHDamage(Gear);
Gear.dY:= 0;
Gear.Y:= Gear.Y + 1
end;
end else
if Gear.Health = 0 then
begin
if AllInactive then
begin
doMakeExplosion(round(Gear.X), round(Gear.Y), 30, EXPLAutoSound);
AddGear(round(Gear.X), round(Gear.Y), gtGrave, 0).Hedgehog:= Gear.Hedgehog;
DeleteGear(Gear);
SetAllToActive
end;
AllInactive:= false;
exit
end;
AllInactive:= false;
if (not CheckGearDrowning(Gear)) and
((Gear.State and gstMoving) = 0) then
begin
Gear.State:= 0;
Gear.Active:= false;
AddGearCI(Gear);
exit
end
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepHedgehog(Gear: PGear);
begin
if (Gear.Message and gm_Destroy) <> 0 then
begin
DeleteGear(Gear);
exit
end;
if (Gear.State and gstHHDriven) = 0 then doStepHedgehogFree(Gear)
else doStepHedgehogDriven(Gear)
end;