--- a/hedgewars/uGears.pas Wed Dec 01 22:06:23 2010 +0300
+++ b/hedgewars/uGears.pas Thu Dec 02 18:45:16 2010 -0500
@@ -40,7 +40,8 @@
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
-procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt);
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean = false);
+procedure DeleteGear(Gear: PGear);
implementation
@@ -49,7 +50,6 @@
uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug;
-procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask, Tint: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
@@ -1459,7 +1459,7 @@
end;
tempTeam := gear^.Hedgehog^.Team;
DeleteCI(gear);
- FindPlace(gear, false, 0, LAND_WIDTH);
+ FindPlace(gear, false, 0, LAND_WIDTH, true);
if gear <> nil then begin
RenderHealth(gear^.Hedgehog^);
ScriptCall('onGearResurrect', gear^.uid);
@@ -1589,7 +1589,7 @@
end
end;
-procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt);
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean = false);
function CountNonZeroz(x, y, r, c: LongInt): LongInt;
var i: LongInt;
@@ -1611,57 +1611,66 @@
ar2: array[0..1023] of TPoint;
cnt, cnt2: Longword;
delta: LongInt;
+ reallySkip, tryAgain: boolean;
begin
-delta:= 250;
-cnt2:= 0;
-repeat
- x:= Left + LongInt(GetRandom(Delta));
+reallySkip:= false; // try not skipping proximity at first
+tryAgain:= true;
+while tryAgain do
+ begin
+ delta:= 250;
+ cnt2:= 0;
repeat
- inc(x, Delta);
- cnt:= 0;
- y:= min(1024, topY) - 2 * Gear^.Radius;
- while y < cWaterLine do
- begin
- repeat
- inc(y, 2);
- until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
+ x:= Left + LongInt(GetRandom(Delta));
+ repeat
+ inc(x, Delta);
+ cnt:= 0;
+ y:= min(1024, topY) - 2 * Gear^.Radius;
+ while y < cWaterLine do
+ begin
+ repeat
+ inc(y, 2);
+ until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
- sy:= y;
+ sy:= y;
- repeat
- inc(y);
- until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
+ repeat
+ inc(y);
+ until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
- if (y - sy > Gear^.Radius * 2) and
- (((Gear^.Kind = gtExplosives)
- and (y < cWaterLine)
- and (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil)
- and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
- or
- ((Gear^.Kind <> gtExplosives)
- and (y < cWaterLine)
- and (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil))) then
- begin
- ar[cnt].X:= x;
- if withFall then ar[cnt].Y:= sy + Gear^.Radius
- else ar[cnt].Y:= y - Gear^.Radius;
- inc(cnt)
+ if (y - sy > Gear^.Radius * 2) and
+ (((Gear^.Kind = gtExplosives)
+ and (y < cWaterLine)
+ and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil))
+ and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
+ or
+ ((Gear^.Kind <> gtExplosives)
+ and (y < cWaterLine)
+ and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)))) then
+ begin
+ ar[cnt].X:= x;
+ if withFall then ar[cnt].Y:= sy + Gear^.Radius
+ else ar[cnt].Y:= y - Gear^.Radius;
+ inc(cnt)
+ end;
+
+ inc(y, 45)
end;
- inc(y, 45)
- end;
+ if cnt > 0 then
+ with ar[GetRandom(cnt)] do
+ begin
+ ar2[cnt2].x:= x;
+ ar2[cnt2].y:= y;
+ inc(cnt2)
+ end
+ until (x + Delta > Right);
- if cnt > 0 then
- with ar[GetRandom(cnt)] do
- begin
- ar2[cnt2].x:= x;
- ar2[cnt2].y:= y;
- inc(cnt2)
- end
- until (x + Delta > Right);
-
- dec(Delta, 60)
-until (cnt2 > 0) or (Delta < 70);
+ dec(Delta, 60)
+ until (cnt2 > 0) or (Delta < 70);
+ if (cnt2 = 0) and skipProximity and not reallySkip then tryAgain:= true
+ else tryAgain:= false;
+ reallySkip:= true;
+ end;
if cnt2 > 0 then
with ar2[GetRandom(cnt2)] do