hedgewars/uGearsUtils.pas
author nemo
Fri, 29 Mar 2013 10:54:12 -0400
changeset 8818 8f317ba10675
parent 8763 988901d27abf
child 8833 c13ebed437cb
child 8947 e906ebd59612
permissions -rw-r--r--
This should ensure rope can still be aimed quickly when an alt weapon is active.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uGearsUtils;
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interface
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uses uTypes;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); 
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function  ModifyDamage(dmg: Longword; Gear: PGear): Longword;
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procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
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procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
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procedure CheckHHDamage(Gear: PGear);
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procedure CalcRotationDirAngle(Gear: PGear);
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procedure ResurrectHedgehog(gear: PGear);
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procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
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procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
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function  CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
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function  CheckGearDrowning(Gear: PGear): boolean;
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procedure CheckCollision(Gear: PGear); inline;
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procedure CheckCollisionWithLand(Gear: PGear); inline;
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function MakeHedgehogsStep(Gear: PGear) : boolean;
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var doStepHandlers: array[TGearType] of TGearStepProcedure;
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implementation
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uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
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    uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
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    uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
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    uGearsList, Math;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
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begin
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    doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);
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end;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
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var Gear: PGear;
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    dmg, dmgBase: LongInt;
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    fX, fY, tdX, tdY: hwFloat;
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    vg: PVisualGear;
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    i, cnt: LongInt;
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begin
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if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
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if Radius > 25 then KickFlakes(Radius, X, Y);
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if ((Mask and EXPLNoGfx) = 0) then
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    begin
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    vg:= nil;
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    if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
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    else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
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    if vg <> nil then
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        vg^.Tint:= Tint;
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    end;
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if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
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(*if (Mask and EXPLAllDamageInRadius) = 0 then
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    dmgRadius:= Radius shl 1
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else
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    dmgRadius:= Radius;
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dmgBase:= dmgRadius + cHHRadius div 2;*)
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dmgBase:= Radius shl 1 + cHHRadius div 2;
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fX:= int2hwFloat(X);
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fY:= int2hwFloat(Y);
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Gear:= GearsList;
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while Gear <> nil do
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    begin
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    dmg:= 0;
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    //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
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    //if (dmg > 1) and
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    if (Gear^.State and gstNoDamage) = 0 then
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        begin
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        case Gear^.Kind of
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            gtHedgehog,
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                gtMine,
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                gtBall,
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                gtMelonPiece,
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                gtGrenade,
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                gtClusterBomb,
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            //    gtCluster, too game breaking I think
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                gtSMine,
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                gtCase,
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                gtTarget,
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                gtFlame,
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                gtKnife,
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                gtExplosives: begin //,
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                //gtStructure: begin
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// Run the calcs only once we know we have a type that will need damage
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                        tdX:= Gear^.X-fX;
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                        tdY:= Gear^.Y-fY;
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                        if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
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                            dmg:= dmgBase - hwRound(Distance(tdX, tdY));
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                        if dmg > 1 then
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                            begin
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                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
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                            //AddFileLog('Damage: ' + inttostr(dmg));
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                            if (Mask and EXPLNoDamage) = 0 then
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                                begin
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                                if not Gear^.Invulnerable then
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                                    ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
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                                else
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                                    Gear^.State:= Gear^.State or gstWinner;
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                                end;
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                            if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
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                                begin
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                                DeleteCI(Gear);
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                                Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3);
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                                Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3);
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                                Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
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                                if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
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                                if not Gear^.Invulnerable then
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                                    Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
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                                Gear^.Active:= true;
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                                if Gear^.Kind <> gtFlame then FollowGear:= Gear
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                                end;
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                            if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) and ((Gear^.State and gstHHDeath) = 0) then
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                                Gear^.Hedgehog^.Effects[hePoisoned] := 1;
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                            end;
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                        end;
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                gtGrave: begin
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// Run the calcs only once we know we have a type that will need damage
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                        tdX:= Gear^.X-fX;
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                        tdY:= Gear^.Y-fY;
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                        if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
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                            dmg:= dmgBase - hwRound(Distance(tdX, tdY));
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                        if dmg > 1 then
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                            begin
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                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
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                            Gear^.dY:= - _0_004 * dmg;
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                            Gear^.Active:= true
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                            end
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                        end;
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            end;
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        end;
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    Gear:= Gear^.NextGear
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    end;
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if (Mask and EXPLDontDraw) = 0 then
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    if (GameFlags and gfSolidLand) = 0 then
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        begin
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        cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
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        if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
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            for i:= 0 to cnt do
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                AddVisualGear(X, Y, vgtChunk)
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        end;
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uAIMisc.AwareOfExplosion(0, 0, 0)
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end;
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function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
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var i: hwFloat;
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begin
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(* Invulnerability cannot be placed in here due to still needing kicks
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   Not without a new damage machine.
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   King check should be in here instead of ApplyDamage since Tiy wants them kicked less
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*)
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i:= _1;
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if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then
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    i:= _1_5;
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b5ed76d2a1f9 Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
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if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
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    ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
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else
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    ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
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end;
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procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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var s: shortstring;
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    vampDmg, tmpDmg, i: Longword;
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    vg: PVisualGear;
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begin
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    if Damage = 0 then
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        exit; // nothing to apply
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    if (Gear^.Kind = gtHedgehog) then
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        begin
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        Gear^.LastDamage := AttackerHog;
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        Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
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        HHHurt(Gear^.Hedgehog, Source);
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        AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color);
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        tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
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        if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
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            begin
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            if cVampiric then
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                begin
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                vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
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                if vampDmg >= 1 then
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                    begin
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                    // was considering pulsing on attack, Tiy thinks it should be permanent while in play
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                    //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
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                    inc(CurrentHedgehog^.Gear^.Health,vampDmg);
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                    str(vampDmg, s);
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                    s:= '+' + s;
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                    AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
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                    RenderHealth(CurrentHedgehog^);
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                    RecountTeamHealth(CurrentHedgehog^.Team);
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                    i:= 0;
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                    while i < vampDmg do
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                        begin
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                        vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot);
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                        if vg <> nil then
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                            with vg^ do
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                                begin
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                                Tint:= $FF0000FF;
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                                State:= ord(sprHealth)
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                                end;
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                        inc(i, 5);
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                        end;
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                    end
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                end;
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        if ((GameFlags and gfKarma) <> 0) and 
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        ((GameFlags and gfInvulnerable) = 0)
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        and (not CurrentHedgehog^.Gear^.Invulnerable) then
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            begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
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            inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
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            CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
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            spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
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            end;
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        uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);    
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        end;
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886ed135665b Fix crashes and wtf behaviour introduced in r0b8beacff8a5
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    end else
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0b8beacff8a5 GCI2012: Remove Structure Weapon Code
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    //else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
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        Gear^.Hedgehog:= AttackerHog;
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    inc(Gear^.Damage, Damage);
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    ScriptCall('onGearDamage', Gear^.UID, Damage);
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end;
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procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
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var tag: PVisualGear;
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begin
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tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
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if (tag <> nil) then
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    tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
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AllInactive:= false;
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HHGear^.Active:= true;
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end;
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procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
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begin
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if (Source = dsFall) or (Source = dsExplosion) then
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    case random(3) of
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        0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack);
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        1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack);
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        2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack);
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    end
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else if (Source = dsPoison) then
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    case random(2) of
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        0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack);
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        1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack);
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    end
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else
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    case random(4) of
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        0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack);
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        1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack);
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        2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack);
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        3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack);
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    end
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end;
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   285
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procedure CheckHHDamage(Gear: PGear);
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var 
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    dmg: Longword;
8003
7d8bce524daf LongInt Land width/height, mouse coords
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    i: LongWord;
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    particle: PVisualGear;
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begin
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    if _0_4 < Gear^.dY then
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        begin
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        dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
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        PlaySound(sndBump);
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        if dmg < 1 then
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            exit;
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   298
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        for i:= min(12, (3 + dmg div 10)) downto 0 do
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            begin
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            particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
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            if particle <> nil then
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                particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
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            end;
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   305
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        if (Gear^.Invulnerable) then
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            exit;
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        //if _0_6 < Gear^.dY then
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        //    PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
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        //else
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        //    PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
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   313
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        if Gear^.LastDamage <> nil then
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            ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
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        else
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            ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
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    end
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end;
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   320
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   321
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procedure CalcRotationDirAngle(Gear: PGear);
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var 
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    dAngle: real;
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begin
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1b96361a7ef4 issue #445 spin math
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    // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
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    //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
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    dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
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    if not Gear^.dX.isNegative then
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        Gear^.DirAngle := Gear^.DirAngle + dAngle
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    else
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        Gear^.DirAngle := Gear^.DirAngle - dAngle;
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   333
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   334
    if Gear^.DirAngle < 0 then
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        Gear^.DirAngle := Gear^.DirAngle + 360
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   336
    else if 360 < Gear^.DirAngle then
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        Gear^.DirAngle := Gear^.DirAngle - 360
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end;
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   339
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   340
function CheckGearDrowning(Gear: PGear): boolean;
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var 
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    skipSpeed, skipAngle, skipDecay: hwFloat;
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    i, maxDrops, X, Y: LongInt;
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    vdX, vdY: real;
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
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    particle, splash: PVisualGear;
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    isSubmersible: boolean;
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begin
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diff changeset
   348
    // probably needs tweaking. might need to be in a case statement based upon gear type
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   349
    Y:= hwRound(Gear^.Y);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   350
    if cWaterLine < Y + Gear^.Radius then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   351
        begin
7389
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents: 7372
diff changeset
   352
        if Gear^.State and gstInvisible <> 0 then
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents: 7372
diff changeset
   353
            begin
7406
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   354
            if Gear^.Kind = gtGenericFaller then
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   355
                begin
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   356
                Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   357
                Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   358
                Gear^.dX:= _90-(GetRandomf*_360);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   359
                Gear^.dY:= _90-(GetRandomf*_360)
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   360
                end
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   361
            else DeleteGear(Gear);
7389
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents: 7372
diff changeset
   362
            exit
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents: 7372
diff changeset
   363
            end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   364
        isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   365
        skipSpeed := _0_25;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   366
        skipAngle := _1_9;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   367
        skipDecay := _0_87;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   368
        X:= hwRound(Gear^.X);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   369
        vdX:= hwFloat2Float(Gear^.dX);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   370
        vdY:= hwFloat2Float(Gear^.dY);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   371
        // this could perhaps be a tiny bit higher.
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   372
        if  (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   373
        and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   374
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   375
            Gear^.dY.isNegative := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   376
            Gear^.dY := Gear^.dY * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   377
            Gear^.dX := Gear^.dX * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   378
            CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   379
            PlaySound(sndSkip)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   380
            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   381
        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   382
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   383
            if not isSubmersible then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   384
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   385
                CheckGearDrowning := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   386
                Gear^.State := gstDrowning;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   387
                Gear^.RenderTimer := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   388
                if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   389
                and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   390
                    if Gear^.Kind = gtHedgehog then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   391
                        begin
7010
10a0a31804f3 Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents: 6990
diff changeset
   392
                        if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   393
                            ResurrectHedgehog(Gear)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   394
                        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   395
                            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   396
                            Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   397
                            Gear^.State := Gear^.State and (not gstHHDriven);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   398
                            AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   399
                            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   400
                        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   401
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   402
                        Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   403
                        if Gear^.Kind = gtFlake then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   404
                            exit // skip splashes 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   405
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   406
            if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   407
            or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   408
            and (CurAmmoGear^.dY < _0_01))) then
6804
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   409
                if Gear^.Density * Gear^.dY > _1 then
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   410
                    PlaySound(sndSplash)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   411
                else if Gear^.Density * Gear^.dY > _0_5 then 
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   412
                    PlaySound(sndSkip)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   413
                else
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   414
                    PlaySound(sndDroplet2);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   415
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   416
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   417
        if ((cReducedQuality and rqPlainSplash) = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   418
        and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   419
        or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   420
        and (CurAmmoGear^.dY < _0_01)))) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   421
            begin
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   422
            splash:= AddVisualGear(X, cWaterLine, vgtSplash);
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   423
            if splash <> nil then 
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   424
                with splash^ do
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   425
                begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   426
                Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   427
                if Scale > 1 then Scale:= power(Scale,0.3333)
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   428
                else Scale:= Scale + ((1-Scale) / 2);
7420
77567b03cc28 Fix bee crasher, tweak splash values
nemo
parents: 7406
diff changeset
   429
                if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4))
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   430
                else Timer:= 1;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   431
                // Low Gravity
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   432
                FrameTicks:= FrameTicks*Timer;
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   433
                end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   434
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   435
            maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   436
            for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   437
                begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   438
                particle := AddVisualGear(X - 3 + Random(7), cWaterLine, vgtDroplet);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   439
                if particle <> nil then
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   440
                    with particle^ do
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   441
                        begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   442
                        dX := dX - vdX / 10;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   443
                        dY := dY - vdY / 5;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   444
                        if splash <> nil then
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   445
                            begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   446
                            if splash^.Scale > 1 then 
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   447
                                begin
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   448
                                dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   449
                                dY:= dY * power(splash^.Scale, 0.3333)
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   450
                                end
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   451
                            else 
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   452
                                begin
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   453
                                dX:= dX * splash^.Scale;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   454
                                dY:= dY * splash^.Scale
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   455
                                end
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   456
                            end
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   457
                        end
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   458
                end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   459
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   460
        if isSubmersible and (CurAmmoGear^.Pos = 0) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   461
            CurAmmoGear^.Pos := 1000
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   462
        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   463
    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   464
        CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   465
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   466
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   467
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   468
procedure ResurrectHedgehog(gear: PGear);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   469
var tempTeam : PTeam;
7092
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   470
    sparkles: PVisualGear;
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   471
    gX, gY: LongInt;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   472
begin
7357
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   473
    if (Gear^.LastDamage <> nil) then
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   474
        uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   475
    else
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   476
        uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   477
    AttackBar:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   478
    gear^.dX := _0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   479
    gear^.dY := _0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   480
    gear^.Damage := 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   481
    gear^.Health := gear^.Hedgehog^.InitialHealth;
7010
10a0a31804f3 Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents: 6990
diff changeset
   482
    gear^.Hedgehog^.Effects[hePoisoned] := 0;
7176
fb4b0c6dfdbd Make watching AI v AI on ai survival a bit more entertaining
nemo
parents: 7168
diff changeset
   483
    if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
fb4b0c6dfdbd Make watching AI v AI on ai survival a bit more entertaining
nemo
parents: 7168
diff changeset
   484
          and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   485
        with CurrentHedgehog^ do 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   486
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   487
            inc(Team^.stats.AIKills);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   488
            FreeTexture(Team^.AIKillsTex);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   489
            Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   490
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   491
    tempTeam := gear^.Hedgehog^.Team;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   492
    DeleteCI(gear);
7092
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   493
    gX := hwRound(gear^.X);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   494
    gY := hwRound(gear^.Y);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   495
    // might need more sparkles for a column
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   496
    sparkles:= AddVisualGear(gX, gY, vgtDust, 1);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   497
    if sparkles <> nil then
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   498
        begin
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   499
        sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF;
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   500
        //sparkles^.Angle:= random(360);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   501
        end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   502
    FindPlace(gear, false, 0, LAND_WIDTH, true); 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   503
    if gear <> nil then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   504
        begin
7092
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   505
        AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
7168
8defaabce92e warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents: 7092
diff changeset
   506
        PlaySound(sndWarp);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   507
        RenderHealth(gear^.Hedgehog^);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   508
        ScriptCall('onGearResurrect', gear^.uid);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   509
        gear^.State := gstWait;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   510
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   511
    RecountTeamHealth(tempTeam);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   512
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   513
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   514
function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   515
var i: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   516
    count: LongInt = 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   517
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   518
    if (y and LAND_HEIGHT_MASK) = 0 then
7509
76e3a3fc17cd revert 3188794b9d87. does not do what I'd like.
nemo
parents: 7492
diff changeset
   519
        for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   520
            if Land[y, i] and mask <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   521
            begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   522
                inc(count);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   523
                if count = c then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   524
                begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   525
                    CountNonZeroz:= count;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   526
                    exit
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   527
                end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   528
            end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   529
    CountNonZeroz:= count;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   530
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   531
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   532
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   533
function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   534
var t: PGear;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   535
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   536
NoGearsToAvoid:= false;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   537
t:= GearsList;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   538
rX:= sqr(rX);
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   539
rY:= sqr(rY);
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   540
while t <> nil do
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   541
    begin
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   542
    if t^.Kind <= gtExplosives then
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   543
        if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   544
            exit;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   545
    t:= t^.NextGear
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   546
    end;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   547
NoGearsToAvoid:= true
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   548
end;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   549
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   550
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   551
begin
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   552
    FindPlace(Gear, withFall, Left, Right, false);
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   553
end;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   554
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   555
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   556
var x: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   557
    y, sy: LongInt;
8007
b07ce9dfc6bb Make FindPlace more flexible on large maps.
nemo
parents: 8003
diff changeset
   558
    ar: array[0..1023] of TPoint;
b07ce9dfc6bb Make FindPlace more flexible on large maps.
nemo
parents: 8003
diff changeset
   559
    ar2: array[0..2047] of TPoint;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   560
    cnt, cnt2: Longword;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   561
    delta: LongInt;
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   562
    ignoreNearObjects, ignoreOverlap, tryAgain: boolean;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   563
begin
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   564
ignoreNearObjects:= false; // try not skipping proximity at first
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   565
ignoreOverlap:= false; // this not only skips proximity, but allows overlapping objects (barrels, mines, hogs, crates).  Saving it for a 3rd pass.  With this active, winning AI Survival goes back to virtual impossibility
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   566
tryAgain:= true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   567
while tryAgain do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   568
    begin
8007
b07ce9dfc6bb Make FindPlace more flexible on large maps.
nemo
parents: 8003
diff changeset
   569
    delta:= LAND_WIDTH div 16;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   570
    cnt2:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   571
    repeat
8007
b07ce9dfc6bb Make FindPlace more flexible on large maps.
nemo
parents: 8003
diff changeset
   572
        x:= Left + max(LAND_WIDTH div 2048, LongInt(GetRandom(Delta)));
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   573
        repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   574
            inc(x, Delta);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   575
            cnt:= 0;
7603
e9c3c67b5dfd reducing this value is sufficient to ensure crates drop just below top border or a girder
nemo
parents: 7599
diff changeset
   576
            y:= min(1024, topY) - 2 * Gear^.Radius;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   577
            while y < cWaterLine do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   578
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   579
                repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   580
                    inc(y, 2);
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   581
                until (y >= cWaterLine) or
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   582
                        (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or 
8751
4609823efc94 More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents: 8632
diff changeset
   583
                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) = 0));
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   584
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   585
                sy:= y;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   586
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   587
                repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   588
                    inc(y);
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   589
                until (y >= cWaterLine) or
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   590
                        (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or 
8751
4609823efc94 More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents: 8632
diff changeset
   591
                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) <> 0)); 
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   592
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   593
                if (y - sy > Gear^.Radius * 2)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   594
                    and (((Gear^.Kind = gtExplosives)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   595
                    and (y < cWaterLine)
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   596
                    and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   597
                    and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius))
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   598
                or
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   599
                    ((Gear^.Kind <> gtExplosives)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   600
                    and (y < cWaterLine)
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   601
                    and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   602
                    )) then
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   603
                    begin
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   604
                    ar[cnt].X:= x;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   605
                    if withFall then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   606
                        ar[cnt].Y:= sy + Gear^.Radius
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   607
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   608
                        ar[cnt].Y:= y - Gear^.Radius;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   609
                    inc(cnt)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   610
                    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   611
7603
e9c3c67b5dfd reducing this value is sufficient to ensure crates drop just below top border or a girder
nemo
parents: 7599
diff changeset
   612
                inc(y, 10)
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   613
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   614
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   615
            if cnt > 0 then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   616
                with ar[GetRandom(cnt)] do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   617
                    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   618
                    ar2[cnt2].x:= x;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   619
                    ar2[cnt2].y:= y;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   620
                    inc(cnt2)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   621
                    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   622
        until (x + Delta > Right);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   623
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   624
        dec(Delta, 60)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   625
    until (cnt2 > 0) or (Delta < 70);
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   626
    // if either of these has not been tried, do another pass
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   627
    if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   628
        tryAgain:= true
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   629
    else tryAgain:= false;
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   630
    if ignoreNearObjects then ignoreOverlap:= true;
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   631
    ignoreNearObjects:= true;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   632
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   633
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   634
if cnt2 > 0 then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   635
    with ar2[GetRandom(cnt2)] do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   636
        begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   637
        Gear^.X:= int2hwFloat(x);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   638
        Gear^.Y:= int2hwFloat(y);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   639
        AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   640
        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   641
    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   642
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   643
    OutError('Can''t find place for Gear', false);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   644
    if Gear^.Kind = gtHedgehog then
7010
10a0a31804f3 Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents: 6990
diff changeset
   645
        Gear^.Hedgehog^.Effects[heResurrectable] := 0;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   646
    DeleteGear(Gear);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   647
    Gear:= nil
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   648
    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   649
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   650
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   651
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   652
var t: PGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   653
begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   654
t:= GearsList;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   655
rX:= sqr(rX);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   656
rY:= sqr(rY);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   657
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   658
while t <> nil do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   659
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   660
    if (t <> Gear) and (t^.Kind = Kind) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   661
        if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   662
        begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   663
            CheckGearNear:= t;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   664
            exit;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   665
        end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   666
    t:= t^.NextGear
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   667
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   668
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   669
CheckGearNear:= nil
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   670
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   671
7592
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   672
procedure CheckCollision(Gear: PGear); inline;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   673
begin
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   674
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   675
    or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   676
        Gear^.State := Gear^.State or gstCollision
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   677
    else
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   678
        Gear^.State := Gear^.State and (not gstCollision)
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   679
end;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   680
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   681
procedure CheckCollisionWithLand(Gear: PGear); inline;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   682
begin
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   683
    if TestCollisionX(Gear, hwSign(Gear^.dX))
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   684
    or TestCollisionY(Gear, hwSign(Gear^.dY)) then
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   685
        Gear^.State := Gear^.State or gstCollision
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   686
    else 
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   687
        Gear^.State := Gear^.State and (not gstCollision)
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   688
end;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   689
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   690
function MakeHedgehogsStep(Gear: PGear) : boolean;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   691
begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   692
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   693
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   694
        Gear^.Y:= Gear^.Y - _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   695
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   696
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   697
        Gear^.Y:= Gear^.Y - _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   698
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   699
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   700
        Gear^.Y:= Gear^.Y - _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   701
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   702
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   703
        Gear^.Y:= Gear^.Y - _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   704
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   705
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   706
        Gear^.Y:= Gear^.Y - _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   707
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   708
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   709
        Gear^.Y:= Gear^.Y - _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   710
        if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   711
            Gear^.Y:= Gear^.Y + _6
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   712
        end else Gear^.Y:= Gear^.Y + _5 else
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   713
        end else Gear^.Y:= Gear^.Y + _4 else
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   714
        end else Gear^.Y:= Gear^.Y + _3 else
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   715
        end else Gear^.Y:= Gear^.Y + _2 else
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   716
        end else Gear^.Y:= Gear^.Y + _1
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   717
        end;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   718
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   719
    if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   720
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   721
        Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   722
        MakeHedgehogsStep:= true
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   723
        end else
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   724
        MakeHedgehogsStep:= false;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   725
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   726
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   727
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   728
        Gear^.Y:= Gear^.Y + _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   729
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   730
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   731
        Gear^.Y:= Gear^.Y + _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   732
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   733
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   734
        Gear^.Y:= Gear^.Y + _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   735
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   736
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   737
        Gear^.Y:= Gear^.Y + _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   738
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   739
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   740
        Gear^.Y:= Gear^.Y + _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   741
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   742
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   743
        Gear^.Y:= Gear^.Y + _1;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   744
    if TestCollisionYwithGear(Gear, 1) = 0 then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   745
        begin
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   746
        Gear^.Y:= Gear^.Y - _6;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   747
        Gear^.dY:= _0;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   748
        Gear^.State:= Gear^.State or gstMoving;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   749
        exit
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   750
        end;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   751
        end
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   752
        end
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   753
        end
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   754
        end
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   755
        end
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   756
        end;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   757
end;
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7627
diff changeset
   758
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   759
end.