Oops
authorunc0rr
Fri, 30 Dec 2011 22:20:57 +0300 (2011-12-30)
changeset 6542 936956dfa6c9
parent 6541 08ed346ed341
child 6543 697e9b730189
Oops
hedgewars/uGearUtils.pas
--- a/hedgewars/uGearUtils.pas	Thu Dec 29 23:02:40 2011 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,126 +0,0 @@
-unit uGearUtils;
-interface
-uses uTypes;
-
-procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord = $FFFFFFFF); 
-
-implementation
-uses uGearsList;
-
-procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
-var Gear: PGear;
-    dmg, dmgRadius, dmgBase: LongInt;
-    fX, fY: hwFloat;
-    vg: PVisualGear;
-    i, cnt: LongInt;
-begin
-    if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
-    if Radius > 25 then KickFlakes(Radius, X, Y);
-
-    if ((Mask and EXPLNoGfx) = 0) then
-        begin
-        vg:= nil;
-        if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
-        else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
-        if vg <> nil then
-            vg^.Tint:= Tint;
-        end;
-    if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
-
-    if (Mask and EXPLAllDamageInRadius) = 0 then
-        dmgRadius:= Radius shl 1
-    else
-        dmgRadius:= Radius;
-    dmgBase:= dmgRadius + cHHRadius div 2;
-    fX:= int2hwFloat(X);
-    fY:= int2hwFloat(Y);
-    Gear:= GearsList;
-    while Gear <> nil do
-        begin
-        dmg:= 0;
-        //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
-        //if (dmg > 1) and
-        if (Gear^.State and gstNoDamage) = 0 then
-            begin
-            case Gear^.Kind of
-                gtHedgehog,
-                    gtMine,
-                    gtBall,
-                    gtMelonPiece,
-                    gtGrenade,
-                    gtClusterBomb,
-                //    gtCluster, too game breaking I think
-                    gtSMine,
-                    gtCase,
-                    gtTarget,
-                    gtFlame,
-                    gtExplosives,
-                    gtStructure: begin
-    // Run the calcs only once we know we have a type that will need damage
-                            if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
-                                dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
-                            if dmg > 1 then
-                                begin
-                                dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
-                                //AddFileLog('Damage: ' + inttostr(dmg));
-                                if (Mask and EXPLNoDamage) = 0 then
-                                    begin
-                                    if not Gear^.Invulnerable then
-                                        ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
-                                    else
-                                        Gear^.State:= Gear^.State or gstWinner;
-                                    end;
-                                if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
-                                    begin
-                                    DeleteCI(Gear);
-                                    if Gear^.Kind <> gtHedgehog then
-                                        begin
-                                        Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/Gear^.Density;
-                                        Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/Gear^.Density;
-                                        end
-                                    else
-                                        begin
-                                        Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX);
-                                        Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
-                                        end;
-
-                                    Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
-                                    if not Gear^.Invulnerable then
-                                        Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
-                                    Gear^.Active:= true;
-                                    if Gear^.Kind <> gtFlame then FollowGear:= Gear
-                                    end;
-                                if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
-                                    Gear^.Hedgehog^.Effects[hePoisoned] := true;
-                                end;
-
-                            end;
-                    gtGrave: begin
-    // Run the calcs only once we know we have a type that will need damage
-                            if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
-                                dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
-                            if dmg > 1 then
-                                begin
-                                dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
-                                Gear^.dY:= - _0_004 * dmg;
-                                Gear^.Active:= true
-                                end
-                            end;
-                end;
-            end;
-        Gear:= Gear^.NextGear
-        end;
-
-    if (Mask and EXPLDontDraw) = 0 then
-        if (GameFlags and gfSolidLand) = 0 then
-            begin
-            cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
-            if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
-                for i:= 0 to cnt do
-                    AddVisualGear(X, Y, vgtChunk)
-            end;
-
-    uAIMisc.AwareOfExplosion(0, 0, 0)
-end;
-
-end.