author | koda |
Sat, 27 Mar 2010 16:57:18 +0000 | |
changeset 3113 | 2829ea0dd47c |
parent 3112 | f1bbe35ddb83 |
child 3114 | 3a3d1ee2ebd0 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2009 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *) {$INCLUDE "options.inc"} unit uGears; interface uses SDLh, uConsts, uFloat, Math; type PGear = ^TGear; TGearStepProcedure = procedure (Gear: PGear); TGear = record NextGear, PrevGear: PGear; Active: Boolean; AdvBounce: Longword; Invulnerable: Boolean; RenderTimer: Boolean; Ammo : PAmmo; State : Longword; X : hwFloat; Y : hwFloat; dX: hwFloat; dY: hwFloat; Kind: TGearType; Pos: Longword; doStep: TGearStepProcedure; Radius: LongInt; Angle, Power : Longword; DirAngle: real; Timer : LongWord; Elasticity: hwFloat; Friction : hwFloat; Message, MsgParam : Longword; Hedgehog: pointer; Health, Damage, Karma: LongInt; CollisionIndex: LongInt; Tag: LongInt; Tex: PTexture; Z: Longword; IntersectGear: PGear; FlightTime: Longword; uid: Longword; ImpactSound: TSound; SoundChannel: LongInt end; var AllInactive: boolean; PrvInactive: boolean; CurAmmoGear: PGear; GearsList: PGear; KilledHHs: Longword; SuddenDeathDmg: Boolean; SpeechType: Longword; SpeechText: shortstring; TrainingTargetGear: PGear; skipFlag: boolean; PlacingHogs: boolean; // a convenience flag to indicate placement of hogs is still in progress StepSoundTimer: LongInt; StepSoundChannel: LongInt; procedure initModule; procedure freeModule; function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear; procedure ProcessGears; procedure ResetUtilities; procedure ApplyDamage(Gear: PGear; Damage: Longword); procedure SetAllToActive; procedure SetAllHHToActive; procedure DrawGears; procedure FreeGearsList; procedure AddMiscGears; procedure AssignHHCoords; function GearByUID(uid : Longword) : PGear; 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); implementation uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions, uLand, uIO, uLandGraphics, uAIMisc, uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, {$IFDEF GLES11} gles11; {$ELSE} GL; {$ENDIF} const MAXROPEPOINTS = 384; var RopePoints: record Count: Longword; HookAngle: GLfloat; ar: array[0..MAXROPEPOINTS] of record X, Y: hwFloat; dLen: hwFloat; b: boolean; end; rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f; end; procedure DeleteGear(Gear: PGear); forward; procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward; procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward; //procedure AmmoFlameWork(Ammo: PGear); forward; function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward; procedure SpawnBoxOfSmth; forward; procedure AfterAttack; forward; procedure HedgehogStep(Gear: PGear); forward; procedure doStepHedgehogMoving(Gear: PGear); forward; procedure HedgehogChAngle(Gear: PGear); forward; procedure ShotgunShot(Gear: PGear); forward; procedure PickUp(HH, Gear: PGear); forward; procedure HHSetWeapon(Gear: PGear); forward; procedure doStepCase(Gear: PGear); forward; {$INCLUDE "GSHandlers.inc"} {$INCLUDE "HHHandlers.inc"} const doStepHandlers: array[TGearType] of TGearStepProcedure = ( @doStepBomb, @doStepHedgehog, @doStepGrenade, @doStepHealthTag, @doStepGrave, @doStepBee, @doStepShotgunShot, @doStepPickHammer, @doStepRope, @doStepSmokeTrace, @doStepExplosion, @doStepMine, @doStepCase, @doStepDEagleShot, @doStepDynamite, @doStepBomb, @doStepCluster, @doStepShover, @doStepFlame, @doStepFirePunch, @doStepActionTimer, @doStepActionTimer, @doStepActionTimer, @doStepParachute, @doStepAirAttack, @doStepAirBomb, @doStepBlowTorch, @doStepGirder, @doStepTeleport, @doStepSwitcher, @doStepTarget, @doStepMortar, @doStepWhip, @doStepKamikaze, @doStepCake, @doStepSeduction, @doStepWatermelon, @doStepCluster, @doStepBomb, @doStepSmokeTrace, @doStepWaterUp, @doStepDrill, @doStepBallgun, @doStepBomb, @doStepRCPlane, @doStepSniperRifleShot, @doStepJetpack, @doStepMolotov, @doStepCase, @doStepBirdy, @doStepBigExplosion, @doStepEggWork ); procedure InsertGearToList(Gear: PGear); var tmp, ptmp: PGear; begin if GearsList = nil then GearsList:= Gear else begin tmp:= GearsList; ptmp:= GearsList; while (tmp <> nil) and (tmp^.Z <= Gear^.Z) do begin ptmp:= tmp; tmp:= tmp^.NextGear end; if ptmp <> nil then begin Gear^.NextGear:= ptmp^.NextGear; Gear^.PrevGear:= ptmp; if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear; ptmp^.NextGear:= Gear end else GearsList:= Gear end end; procedure RemoveGearFromList(Gear: PGear); begin if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear; if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear else GearsList:= Gear^.NextGear end; function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear; const Counter: Longword = 0; var gear: PGear; begin inc(Counter); {$IFDEF DEBUGFILE} AddFileLog('AddGear: #' + inttostr(Counter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + inttostr(ord(Kind))); {$ENDIF} New(gear); FillChar(gear^, sizeof(TGear), 0); gear^.X:= int2hwFloat(X); gear^.Y:= int2hwFloat(Y); gear^.Kind := Kind; gear^.State:= State; gear^.Active:= true; gear^.dX:= dX; gear^.dY:= dY; gear^.doStep:= doStepHandlers[Kind]; gear^.CollisionIndex:= -1; gear^.Timer:= Timer; gear^.Z:= cUsualZ; gear^.FlightTime:= 0; gear^.uid:= Counter; gear^.SoundChannel:= -1; gear^.ImpactSound:= sndNone; if CurrentTeam <> nil then begin gear^.Hedgehog:= CurrentHedgehog; gear^.IntersectGear:= CurrentHedgehog^.Gear end; case Kind of gtAmmo_Bomb, gtClusterBomb: begin gear^.ImpactSound:= sndGrenadeImpact; gear^.AdvBounce:= 1; gear^.Radius:= 4; gear^.Elasticity:= _0_6; gear^.Friction:= _0_96; gear^.RenderTimer:= true; if gear^.Timer = 0 then gear^.Timer:= 3000 end; gtWatermelon: begin gear^.ImpactSound:= sndMelonImpact; gear^.AdvBounce:= 1; gear^.Radius:= 4; gear^.Elasticity:= _0_8; gear^.Friction:= _0_995; gear^.RenderTimer:= true; if gear^.Timer = 0 then gear^.Timer:= 3000 end; gtHedgehog: begin gear^.AdvBounce:= 1; gear^.Radius:= cHHRadius; gear^.Elasticity:= _0_35; gear^.Friction:= _0_999; gear^.Angle:= cMaxAngle div 2; gear^.Z:= cHHZ; end; gtAmmo_Grenade: begin // bazooka gear^.Radius:= 4; end; gtHealthTag: begin gear^.Timer:= 1500; gear^.Z:= 2002; end; gtGrave: begin gear^.ImpactSound:= sndGraveImpact; gear^.Radius:= 10; gear^.Elasticity:= _0_6; end; gtBee: begin gear^.Radius:= 5; gear^.Timer:= 500; gear^.RenderTimer:= true; gear^.Elasticity:= _0_9; gear^.Tag:= getRandom(32); end; gtShotgunShot: begin gear^.Timer:= 900; gear^.Radius:= 2 end; gtPickHammer: begin gear^.Radius:= 10; gear^.Timer:= 4000 end; gtSmokeTrace, gtEvilTrace: begin gear^.X:= gear^.X - _16; gear^.Y:= gear^.Y - _16; gear^.State:= 8; gear^.Z:= cSmokeZ end; gtRope: begin gear^.Radius:= 3; gear^.Friction:= _450; RopePoints.Count:= 0; end; gtMine: begin gear^.Health:= 10; gear^.State:= gear^.State or gstMoving; gear^.Radius:= 2; gear^.Elasticity:= _0_55; gear^.Friction:= _0_995; if cMinesTime < 0 then gear^.Timer:= getrandom(4)*1000 else gear^.Timer:= cMinesTime*1; end; gtCase: begin gear^.ImpactSound:= sndGraveImpact; gear^.Radius:= 16; gear^.Elasticity:= _0_3 end; gtExplosives: begin gear^.ImpactSound:= sndGrenadeImpact; gear^.Radius:= 16; gear^.Elasticity:= _0_4; gear^.Friction:= _0_995; gear^.Health:= cBarrelHealth end; gtDEagleShot: begin gear^.Radius:= 1; gear^.Health:= 50 end; gtSniperRifleShot: begin gear^.Radius:= 1; gear^.Health:= 50 end; gtDynamite: begin gear^.Radius:= 3; gear^.Elasticity:= _0_55; gear^.Friction:= _0_03; gear^.Timer:= 5000; end; gtCluster: begin gear^.Radius:= 2; gear^.RenderTimer:= true end; gtShover: gear^.Radius:= 20; gtFlame: begin gear^.Tag:= GetRandom(32); gear^.Radius:= 1; gear^.Health:= 5; if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then begin gear^.dY:= (getrandom - _0_8) * _0_03; gear^.dX:= (getrandom - _0_5) * _0_4 end end; gtFirePunch: begin gear^.Radius:= 15; gear^.Tag:= Y end; gtAirBomb: begin gear^.Radius:= 5; end; gtBlowTorch: begin gear^.Radius:= cHHRadius + cBlowTorchC; gear^.Timer:= 7500 end; gtSwitcher: begin gear^.Z:= cCurrHHZ end; gtTarget: begin gear^.Radius:= 10; gear^.Elasticity:= _0_3; gear^.Timer:= 0 end; gtMortar: begin gear^.Radius:= 4; gear^.Elasticity:= _0_2; gear^.Friction:= _0_08 end; gtWhip: gear^.Radius:= 20; gtKamikaze: begin gear^.Health:= 2048; gear^.Radius:= 20 end; gtCake: begin gear^.Health:= 2048; gear^.Radius:= 7; gear^.Z:= cOnHHZ; gear^.RenderTimer:= true; if not dX.isNegative then gear^.Angle:= 1 else gear^.Angle:= 3 end; gtHellishBomb: begin gear^.ImpactSound:= sndHellishImpact; gear^.AdvBounce:= 1; gear^.Radius:= 4; gear^.Elasticity:= _0_5; gear^.Friction:= _0_96; gear^.RenderTimer:= true; gear^.Timer:= 5000 end; gtDrill: begin gear^.Timer:= 5000; gear^.Radius:= 4 end; gtBall: begin gear^.ImpactSound:= sndGrenadeImpact; gear^.AdvBounce:= 1; gear^.Radius:= 5; gear^.Tag:= random(8); gear^.Timer:= 5000; gear^.Elasticity:= _0_7; gear^.Friction:= _0_995; end; gtBallgun: begin gear^.Timer:= 5001; end; gtRCPlane: begin gear^.Timer:= 15000; gear^.Health:= 3; gear^.Radius:= 8 end; gtJetpack: begin gear^.Health:= 2000; end; gtMolotov: begin gear^.Radius:= 6; end; gtBirdy: begin gear^.Radius:= 16; // todo: check gear^.Timer:= 500; gear^.Health := 2000; gear^.FlightTime := 2; end; gtBigExplosion: begin gear^.Angle:= random(360); end; gtEgg: begin gear^.Radius:= 4; gear^.Elasticity:= _0_6; gear^.Friction:= _0_96; if gear^.Timer = 0 then gear^.Timer:= 3000 end; end; InsertGearToList(gear); AddGear:= gear; ScriptCall('onGearAdd', gear^.uid); end; procedure DeleteGear(Gear: PGear); var team: PTeam; t,i: Longword; k: boolean; begin ScriptCall('onGearDelete', gear^.uid); DeleteCI(Gear); if Gear^.Tex <> nil then begin FreeTexture(Gear^.Tex); Gear^.Tex:= nil end; if Gear^.Kind = gtHedgehog then if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then begin Gear^.Message:= gm_Destroy; CurAmmoGear^.Message:= gm_Destroy; exit end else begin if (hwRound(Gear^.Y) >= cWaterLine) then begin t:= max(Gear^.Damage, Gear^.Health); Gear^.Damage:= t; if cWaterOpacity < $FF then AddGear(hwRound(Gear^.X), min(hwRound(Gear^.Y),cWaterLine+cVisibleWater+32), gtHealthTag, t, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog; uStats.HedgehogDamaged(Gear) end; team:= PHedgehog(Gear^.Hedgehog)^.Team; if CurrentHedgehog^.Gear = Gear then FreeActionsList; // to avoid ThinkThread on drawned gear PHedgehog(Gear^.Hedgehog)^.Gear:= nil; if PHedgehog(Gear^.Hedgehog)^.King then begin // are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough k:= false; for i:= 0 to Pred(team^.Clan^.TeamsNumber) do if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true; if not k then for i:= 0 to Pred(team^.Clan^.TeamsNumber) do TeamGoneEffect(team^.Clan^.Teams[i]^) end; inc(KilledHHs); RecountTeamHealth(team) end; {$IFDEF DEBUGFILE} with Gear^ do AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + inttostr(ord(Kind))); {$ENDIF} if CurAmmoGear = Gear then CurAmmoGear:= nil; if FollowGear = Gear then FollowGear:= nil; RemoveGearFromList(Gear); Dispose(Gear) end; function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs var Gear: PGear; dmg: LongInt; begin CheckNoDamage:= true; Gear:= GearsList; while Gear <> nil do begin if Gear^.Kind = gtHedgehog then begin if (not isInMultiShoot) then inc(Gear^.Damage, Gear^.Karma); if (Gear^.Damage <> 0) and (not Gear^.Invulnerable) then begin CheckNoDamage:= false; uStats.HedgehogDamaged(Gear); dmg:= Gear^.Damage; if Gear^.Health < dmg then Gear^.Health:= 0 else dec(Gear^.Health, dmg); if (PHedgehog(Gear^.Hedgehog)^.Team = CurrentTeam) and (Gear^.Damage <> Gear^.Karma) and not PHedgehog(Gear^.Hedgehog)^.King and not SuddenDeathDmg then Gear^.State:= Gear^.State or gstLoser; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) - cHHRadius - 12, gtHealthTag, dmg, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog; RenderHealth(PHedgehog(Gear^.Hedgehog)^); RecountTeamHealth(PHedgehog(Gear^.Hedgehog)^.Team); end; if (not isInMultiShoot) then Gear^.Karma:= 0; Gear^.Damage:= 0 end; Gear:= Gear^.NextGear end; SuddenDeathDmg:= false; end; procedure HealthMachine; var Gear: PGear; team: PTeam; i: LongWord; flag: Boolean; begin Gear:= GearsList; while Gear <> nil do begin if Gear^.Kind = gtHedgehog then begin if PHedgehog(Gear^.Hedgehog)^.Effects[hePoisoned] then inc(Gear^.Damage, min(5, max(0,Gear^.Health - 1 - Gear^.Damage))); inc(Gear^.Damage, min(cHealthDecrease, max(0,Gear^.Health - 1 - Gear^.Damage))); if PHedgehog(Gear^.Hedgehog)^.King then begin flag:= false; team:= PHedgehog(Gear^.Hedgehog)^.Team; for i:= 0 to Pred(team^.HedgehogsNumber) do if (team^.Hedgehogs[i].Gear <> nil) and (not team^.Hedgehogs[i].King) and (team^.Hedgehogs[i].Gear^.Health > team^.Hedgehogs[i].Gear^.Damage) then flag:= true; if not flag then inc(Gear^.Damage, min(5, max(0,Gear^.Health - 1 - Gear^.Damage))) end; end; Gear:= Gear^.NextGear end; end; procedure ProcessGears; const delay: LongWord = 0; step: (stDelay, stChDmg, stSweep, stTurnReact, stAfterDelay, stChWin, stWater, stChWin2, stHealth, stSpawn, stNTurn) = stDelay; var Gear, t: PGear; begin PrvInactive:= AllInactive; AllInactive:= true; if (StepSoundTimer > 0) and (StepSoundChannel < 0) then StepSoundChannel:= LoopSound(sndSteps) else if (StepSoundTimer = 0) and (StepSoundChannel > -1) then begin StopSound(StepSoundChannel); StepSoundChannel:= -1 end; if StepSoundTimer > 0 then dec(StepSoundTimer, 1); t:= GearsList; while t <> nil do begin Gear:= t; t:= Gear^.NextGear; if Gear^.Active then begin if Gear^.RenderTimer and (Gear^.Timer > 500) and ((Gear^.Timer mod 1000) = 0) then begin if Gear^.Tex <> nil then FreeTexture(Gear^.Tex); Gear^.Tex:= RenderStringTex(inttostr(Gear^.Timer div 1000), cWhiteColor, fntSmall); end; Gear^.doStep(Gear); end end; if AllInactive then case step of stDelay: begin if delay = 0 then delay:= cInactDelay else dec(delay); if delay = 0 then inc(step) end; stChDmg: if CheckNoDamage then inc(step) else step:= stDelay; stSweep: if SweepDirty then begin SetAllToActive; step:= stChDmg end else inc(step); stTurnReact: begin if (not bBetweenTurns) and (not isInMultiShoot) then begin uStats.TurnReaction; inc(step) end else inc(step, 2); end; stAfterDelay: begin if delay = 0 then delay:= cInactDelay else dec(delay); if delay = 0 then inc(step) end; stChWin: begin CheckForWin; inc(step) end; stWater: if (not bBetweenTurns) and (not isInMultiShoot) then begin if TotalRounds = cSuddenDTurns + 2 then bWaterRising:= true; if bWaterRising then AddGear(0, 0, gtWaterUp, 0, _0, _0, 0); inc(step) end else inc(step); stChWin2: begin CheckForWin; inc(step) end; stHealth: begin if (TotalRounds = cSuddenDTurns) and (cHealthDecrease = 0) then begin cHealthDecrease:= 5; AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState); playSound(sndSuddenDeath) end; if bBetweenTurns or isInMultiShoot or (TotalRounds = -1) then inc(step) else begin bBetweenTurns:= true; HealthMachine; if cHealthDecrease > 0 then SuddenDeathDmg:= true; step:= stChDmg end end; stSpawn: begin if not isInMultiShoot then SpawnBoxOfSmth; inc(step) end; stNTurn: begin if isInMultiShoot then isInMultiShoot:= false else begin // delayed till after 0.9.12 // reset to default zoom //ZoomValue:= ZoomDefault; with CurrentHedgehog^ do if (Gear <> nil) and ((Gear^.State and gstAttacked) = 0) and (MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^); ResetUtilities; FreeActionsList; // could send -left, -right and similar commands, so should be called before /nextturn ParseCommand('/nextturn', true); SwitchHedgehog; AfterSwitchHedgehog; bBetweenTurns:= false end; step:= Low(step) end; end; if TurnTimeLeft > 0 then if CurrentHedgehog^.Gear <> nil then if ((CurrentHedgehog^.Gear^.State and gstAttacking) = 0) and not isInMultiShoot then begin if (TurnTimeLeft = 5000) and (not PlacingHogs) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then PlaySound(sndHurry, CurrentTeam^.voicepack); dec(TurnTimeLeft) end; if skipFlag then begin TurnTimeLeft:= 0; skipFlag:= false end; if ((GameTicks and $FFFF) = $FFFF) then begin if (not CurrentTeam^.ExtDriven) then SendIPCTimeInc; if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then inc(hiTicks) // we do not recieve a message for this end; inc(GameTicks) end; //Purpose, to reset all transient attributes toggled by a utility. //If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here. procedure ResetUtilities; var i: LongInt; begin SpeechText:= ''; // in case it has not been consumed if (GameFlags and gfLowGravity) = 0 then cGravity:= cMaxWindSpeed; if (GameFlags and gfVampiric) = 0 then cVampiric:= false; cDamageModifier:= _1; if (GameFlags and gfLaserSight) = 0 then cLaserSighting:= false; if (GameFlags and gfArtillery) = 0 then cArtillery:= false; // have to sweep *all* current team hedgehogs since it is theoretically possible if you have enough invulnerabilities and switch turns to make your entire team invulnerable if (CurrentTeam <> nil) then with CurrentTeam^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do begin if (SpeechGear <> nil) then begin DeleteVisualGear(SpeechGear); // remove to restore persisting beyond end of turn. Tiy says was too much of a gameplay issue SpeechGear:= nil end; if (Gear <> nil) then if (GameFlags and gfInvulnerable) = 0 then Gear^.Invulnerable:= false; end; end; procedure ApplyDamage(Gear: PGear; Damage: Longword); var s: shortstring; vampDmg, tmpDmg, i: Longword; vg: PVisualGear; begin if (Gear^.Kind = gtHedgehog) and (Damage>=1) then begin AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color); tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage)); if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then begin if cVampiric then begin vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8); if vampDmg >= 1 then begin // was considering pulsing on attack, Tiy thinks it should be permanent while in play //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric; inc(CurrentHedgehog^.Gear^.Health,vampDmg); str(vampDmg, s); s:= '+' + s; AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); RenderHealth(CurrentHedgehog^); RecountTeamHealth(CurrentHedgehog^.Team); i:= 0; while i < vampDmg do begin vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtHealth); if vg <> nil then vg^.Frame:= 10; inc(i, 5); end; end end; if ((GameFlags and gfKarma) <> 0) and ((GameFlags and gfInvulnerable) = 0) and not CurrentHedgehog^.Gear^.Invulnerable then begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid inc(CurrentHedgehog^.Gear^.Karma, tmpDmg); AddGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), gtHealthTag, tmpDmg, _0, _0, 0)^.Hedgehog:= CurrentHedgehog; end; end; end; inc(Gear^.Damage, Damage); end; procedure SetAllToActive; var t: PGear; begin AllInactive:= false; t:= GearsList; while t <> nil do begin t^.Active:= true; t:= t^.NextGear end end; procedure SetAllHHToActive; var t: PGear; begin AllInactive:= false; t:= GearsList; while t <> nil do begin if t^.Kind = gtHedgehog then t^.Active:= true; t:= t^.NextGear end end; procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt); begin with PHedgehog(Gear^.Hedgehog)^ do begin if not (((Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then exit; DrawTexture(round(sx + 16), round(sy + 16), ropeIconTex); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, round(sx + 30), round(sy + 30), ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1, 1, 32, 32); end; end; procedure DrawHH(Gear: PGear); var i, t: LongInt; amt: TAmmoType; hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real; // laser, change defaultPos, HatVisible: boolean; VertexBuffer: array [0..1] of TVertex2f; HH: PHedgehog; begin HH:= PHedgehog(Gear^.Hedgehog); if HH^.Unplaced then exit; m:= 1; if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1; if (Gear^.State and gstHHDeath) <> 0 then begin DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos); exit end; defaultPos:= true; HatVisible:= false; sx:= hwRound(Gear^.X) + 1 + WorldDx; sy:= hwRound(Gear^.Y) - 3 + WorldDy; if HH^.Effects[hePoisoned] then begin glColor4f(0.25, 1, 0, 0.25); DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360); glColor4f(1, 1, 1, 1) end; if ((Gear^.State and gstWinner) <> 0) and ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 0, 0); defaultPos:= false end; if (Gear^.State and gstDrowning) <> 0 then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 7, 0); defaultPos:= false end else if (Gear^.State and gstLoser) <> 0 then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 3, 0); defaultPos:= false end else if (Gear^.State and gstHHDriven) <> 0 then begin if ((Gear^.State and gstHHThinking) = 0) and (ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then begin (* These calculations are a little complex for a few reasons: 1: I need to draw the laser from weapon origin to nearest land 2: I need to start the beam outside the hedgie for attractiveness. 3: I need to extend the beam beyond land. This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function. *) dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle); dy:= - Cos(Gear^.Angle * pi / cMaxAngle); if cLaserSighting then begin lx:= hwRound(Gear^.X); ly:= hwRound(Gear^.Y); lx:= lx + dx * 16; ly:= ly + dy * 16; ax:= dx * 4; ay:= dy * 4; tx:= round(lx); ty:= round(ly); hx:= tx; hy:= ty; while ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and (Land[ty, tx] = 0) do begin lx:= lx + ax; ly:= ly + ay; tx:= round(lx); ty:= round(ly) end; // reached edge of land. assume infinite beam. Extend it way out past camera if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then begin tx:= round(lx + ax * (LAND_WIDTH div 4)); ty:= round(ly + ay * (LAND_WIDTH div 4)); end; //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then begin glDisable(GL_TEXTURE_2D); glEnable(GL_LINE_SMOOTH); glLineWidth(1.0); glColor4ub($FF, $00, $00, $C0); VertexBuffer[0].X:= hx + WorldDx; VertexBuffer[0].Y:= hy + WorldDy; VertexBuffer[1].X:= tx + WorldDx; VertexBuffer[1].Y:= ty + WorldDy; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_LINES, 0, Length(VertexBuffer)); glColor4f(1, 1, 1, 1); glEnable(GL_TEXTURE_2D); glDisable(GL_LINE_SMOOTH); end; end; // draw crosshair cx:= Round(hwRound(Gear^.X) + dx * 80); cy:= Round(hwRound(Gear^.Y) + dy * 80); DrawRotatedTex(HH^.Team^.CrosshairTex, 12, 12, cx + WorldDx, cy + WorldDy, 0, hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle); end; hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx; hy:= hwRound(Gear^.Y) - 2 + WorldDy; aangle:= Gear^.Angle * 180 / cMaxAngle - 90; if CurAmmoGear <> nil then begin case CurAmmoGear^.Kind of gtShotgunShot: begin if (CurAmmoGear^.State and gstAnimation <> 0) then DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle) else DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); end; gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle); gtSniperRifleShot: begin if (CurAmmoGear^.State and gstAnimation <> 0) then DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle) else DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle) end; gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle); gtRCPlane: begin DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0); defaultPos:= false end; gtRope: begin if Gear^.X < CurAmmoGear^.X then begin dAngle:= 0; hAngle:= 180; i:= 1 end else begin dAngle:= 180; hAngle:= 0; i:= -1 end; sx:= hwRound(Gear^.X) + WorldDx; sy:= hwRound(Gear^.Y) + WorldDy; if ((Gear^.State and gstWinner) = 0) then begin DrawHedgehog(sx, sy, i, 1, 0, DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle); with HH^ do if (HatTex <> nil) then DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32, i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle); end; DrawAltWeapon(Gear, sx, sy); defaultPos:= false end; gtBlowTorch: begin DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); DrawHedgehog(sx, sy, hwSign(Gear^.dX), 3, HH^.visStepPos div 2, 0); with HH^ do if (HatTex <> nil) then DrawTextureF(HatTex, 1, sx, hwRound(Gear^.Y) - 8 + WorldDy, 0, hwSign(Gear^.dX), 32, 32); defaultPos:= false end; gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180); gtFirePunch: begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 4, 0); defaultPos:= false end; gtPickHammer: begin defaultPos:= false; dec(sy,20); end; gtTeleport: defaultPos:= false; gtWhip: begin DrawRotatedF(sprWhip, sx, sy, 1, hwSign(Gear^.dX), 0); defaultPos:= false end; gtKamikaze: begin if CurAmmoGear^.Pos = 0 then DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 6, 0) else DrawRotatedF(sprKamikaze, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, CurAmmoGear^.Pos - 1, hwSign(Gear^.dX), aangle); defaultPos:= false end; gtSeduction: begin if CurAmmoGear^.Pos >= 6 then DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 2, 0) else begin DrawRotatedF(sprDress, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, CurAmmoGear^.Pos, hwSign(Gear^.dX), 0); DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0) end; defaultPos:= false end; end; case CurAmmoGear^.Kind of gtShotgunShot, gtDEagleShot, gtSniperRifleShot, gtShover: begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 0, 4, 0); defaultPos:= false; HatVisible:= true end end end else if ((Gear^.State and gstHHJumping) <> 0) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX)*m, 1, 1, 0); HatVisible:= true; defaultPos:= false end else if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 0, HH^.visStepPos div 2, 0); defaultPos:= false; HatVisible:= true end else if ((Gear^.State and gstAnimation) <> 0) then begin DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite, sx, sy, Gear^.Pos, hwSign(Gear^.dX), 0.0); defaultPos:= false end else if ((Gear^.State and gstAttacked) = 0) then begin if HH^.Timer > 0 then begin // There must be a tidier way to do this. Anyone? if aangle <= 90 then aangle:= aangle+360; if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10) else aangle:= aangle+((240-aangle)*HH^.Timer/10); dec(HH^.Timer) end; amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType; case amt of amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle); amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle); amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle); amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle); amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle); amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle); amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle); amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle); amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle); amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle); amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle); amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle); amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle); amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle); amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle); amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle); amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle); amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle); amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle); amVampiric: DrawRotated(sprHandVamp, hx, hy, hwSign(Gear^.dX), aangle); amRCPlane: begin DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0); defaultPos:= false end; amGirder: begin DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle); DrawSpriteClipped(sprGirder, sx-256, sy-256, LongInt(topY)+WorldDy, LongInt(rightX)+WorldDx, cWaterLine+WorldDy, LongInt(leftX)+WorldDx) end; amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle); end; case amt of amAirAttack, amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0); amPickHammer: DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 2, 0); amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0); amKamikaze: DrawHedgehog(sx, sy, hwSign(Gear^.dX), 1, 5, 0); amWhip: DrawRotatedF(sprWhip, sx, sy, 0, hwSign(Gear^.dX), 0); else DrawHedgehog(sx, sy, hwSign(Gear^.dX), 0, 4, 0); HatVisible:= true; with HH^ do if (HatTex <> nil) and (HatVisibility > 0) then DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, 0, hwSign(Gear^.dX), 32, 32); end; case amt of amBaseballBat: DrawRotated(sprHandBaseball, hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx, hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle); end; defaultPos:= false end; end else // not gstHHDriven begin if (Gear^.Damage > 0) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX), 2, 1, Gear^.DirAngle); defaultPos:= false end else if ((Gear^.State and gstHHJumping) <> 0) then begin DrawHedgehog(sx, sy, hwSign(Gear^.dX)*m, 1, 1, 0); defaultPos:= false end; end; with HH^ do begin if defaultPos then begin DrawRotatedF(sprHHIdle, sx, sy, (RealTicks div 128 + Gear^.Pos) mod 19, hwSign(Gear^.dX), 0); HatVisible:= true; end; if HatVisible then if HatVisibility < 1.0 then HatVisibility:= HatVisibility + 0.2 else else if HatVisibility > 0.0 then HatVisibility:= HatVisibility - 0.2; if (HatTex <> nil) and (HatVisibility > 0) then if DefaultPos then DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, (RealTicks div 128 + Gear^.Pos) mod 19, hwSign(Gear^.dX), 32, 32) else DrawTextureF(HatTex, HatVisibility, sx, hwRound(Gear^.Y) - 8 + WorldDy, 0, hwSign(Gear^.dX)*m, 32, 32); end; if (Gear^.State and gstHHDriven) <> 0 then begin (* if (CurAmmoGear = nil) then begin amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType; case amt of amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0); end end; *) if CurAmmoGear <> nil then begin case CurAmmoGear^.Kind of gtJetpack: begin DrawSprite(sprJetpack, sx-32, sy-32, 0); if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1); if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2); if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3); if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex); DrawAltWeapon(Gear, sx, sy) end; end; end end; with HH^ do begin if ((Gear^.State and not gstWinner) = 0) or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then begin t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy; if (cTagsMask and htTransparent) <> 0 then glColor4f(1, 1, 1, 0.5); if ((cTagsMask and htHealth) <> 0) then begin dec(t, HealthTagTex^.h + 2); DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex) end; if (cTagsMask and htName) <> 0 then begin dec(t, NameTagTex^.h + 2); DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex) end; if (cTagsMask and htTeamName) <> 0 then begin dec(t, Team^.NameTagTex^.h + 2); DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex) end; if (cTagsMask and htTransparent) <> 0 then glColor4f(1, 1, 1, 1) end; if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog begin if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy, GameTicks div 32 mod 16); if (Gear^.State and gstDrowning) = 0 then if (Gear^.State and gstHHThinking) <> 0 then DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8) end end; if HH^.Effects[hePoisoned] then begin glColor4f(0.25, 1, 0, 0.5); DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360); glColor4f(1, 1, 1, 1) end; if Gear^.Invulnerable then begin glColor4f(1, 1, 1, 0.25 + abs(1 - ((RealTicks div 2) mod 1500) / 750)); DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0); glColor4f(1, 1, 1, 1); end; if cVampiric and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear = Gear) then begin glColor4f(1, 1, 1, 0.25 + abs(1 - (RealTicks mod 1500) / 750)); DrawSprite(sprVampiric, sx - 24, sy - 24, 0); glColor4f(1, 1, 1, 1); end; end; procedure DrawRopeLinesRQ(Gear: PGear); begin with RopePoints do begin rounded[Count].X:= hwRound(Gear^.X); rounded[Count].Y:= hwRound(Gear^.Y); rounded[Count + 1].X:= hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X); rounded[Count + 1].Y:= hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y); end; if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then begin glDisable(GL_TEXTURE_2D); //glEnable(GL_LINE_SMOOTH); glPushMatrix; glTranslatef(WorldDx, WorldDy, 0); glLineWidth(4.0); glColor4f(0.8, 0.8, 0.8, 1); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]); glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2); glColor4f(1, 1, 1, 1); glPopMatrix; glEnable(GL_TEXTURE_2D); //glDisable(GL_LINE_SMOOTH) end end; procedure DrawRope(Gear: PGear); var roplen: LongInt; i: Longword; procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt); var eX, eY, dX, dY: LongInt; i, sX, sY, x, y, d: LongInt; b: boolean; begin if (X1 = X2) and (Y1 = Y2) then begin //OutError('WARNING: zero length rope line!', false); exit end; eX:= 0; eY:= 0; dX:= X2 - X1; dY:= Y2 - Y1; if (dX > 0) then sX:= 1 else if (dX < 0) then begin sX:= -1; dX:= -dX end else sX:= dX; if (dY > 0) then sY:= 1 else if (dY < 0) then begin sY:= -1; dY:= -dY end else sY:= dY; if (dX > dY) then d:= dX else d:= dY; x:= X1; y:= Y1; for i:= 0 to d do begin inc(eX, dX); inc(eY, dY); b:= false; if (eX > d) then begin dec(eX, d); inc(x, sX); b:= true end; if (eY > d) then begin dec(eY, d); inc(y, sY); b:= true end; if b then begin inc(roplen); if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0) end end end; begin if cReducedQuality then DrawRopeLinesRQ(Gear) else begin roplen:= 0; if RopePoints.Count > 0 then begin i:= 0; while i < Pred(RopePoints.Count) do begin DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy); inc(i) end; DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy); DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy); end else if Gear^.Elasticity.QWordValue > 0 then DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy); end; if RopePoints.Count > 0 then DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle) else if Gear^.Elasticity.QWordValue > 0 then DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); end; procedure DrawGears; var Gear, HHGear: PGear; i: Longword; begin Gear:= GearsList; while Gear<>nil do begin case Gear^.Kind of gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtRCPlane: begin if (Gear^.Tag = -1) then DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90) else DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX)); if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y)); end; gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle); gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtHedgehog: DrawHH(Gear); gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex); gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7) and 7, 1, 32, 32); gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0); gtRope: DrawRope(Gear); gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State); gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State); gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle) else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtCase: case Gear^.Pos of posCaseAmmo : begin i:= (GameTicks shr 6) mod 64; if i > 18 then i:= 0; DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); end; posCaseHealth: begin i:= ((GameTicks shr 6) + 38) mod 64; if i > 13 then i:= 0; DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); end; posCaseUtility: begin i:= (GameTicks shr 6) mod 70; if i > 23 then i:= 0; i:= i mod 12; DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i); end; end; gtExplosives: begin if ((Gear^.State and gstDrowning) <> 0) then DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0) else if Gear^.State and gstAnimation = 0 then begin i:= (GameTicks shr 6 + Gear^.uid*3) mod 64; if i > 18 then i:= 0; DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i) end else if Gear^.State and gsttmpFlag = 0 then DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle) else DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle); end; gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1); gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0); gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16); gtParachute: begin DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0); DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy) end; gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0) else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1); gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtTeleport: begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(HHGear^.dX), 0); DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0); end; gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12); gtTarget: begin glColor4f(1, 1, 1, Gear^.Timer / 1000); DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0); glColor4f(1, 1, 1, 1); end; gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX)); gtCake: if Gear^.Pos = 6 then DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90) else DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), 0); gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0); gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle); gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle); gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); gtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State); gtBirdy: DrawTextureF(SpritesData[sprBirdy].Texture, 1 - Gear^.Timer / 500, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75); gtBigExplosion: begin glColor4f(1, 1, 1, 1.0 * (power(2, -5 * (Gear^.Timer-200)/200))); DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -4 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle); glColor4f(1, 1, 1, 1); end; gtEgg: DrawRotated(sprEgg, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle); end; if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex); Gear:= Gear^.NextGear end; end; procedure FreeGearsList; var t, tt: PGear; begin tt:= GearsList; GearsList:= nil; while tt <> nil do begin t:= tt; tt:= tt^.NextGear; Dispose(t) end; end; procedure AddMiscGears; var i: LongInt; Gear: PGear; begin AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000); if (TrainingFlags and tfSpawnTargets) <> 0 then begin TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0); FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH); end; if ((GameFlags and gfForts) = 0) then begin // TODO: exclude each other or allow both, mines and explosives, on same map? if ((GameFlags and gfMines) <> 0) then for i:= 0 to Pred(cLandAdditions) do begin Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0); FindPlace(Gear, false, 0, LAND_WIDTH); end; // No game flag for this for now // if ((GameFlags and gfExplosives) <> 0) then for i:= 0 to Pred(cExplosives) do begin Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0); FindPlace(Gear, false, 0, LAND_WIDTH); end; end; if (GameFlags and gfLowGravity) <> 0 then cGravity:= cMaxWindSpeed / 2; if (GameFlags and gfVampiric) <> 0 then cVampiric:= true; Gear:= GearsList; if (GameFlags and gfInvulnerable) <> 0 then while Gear <> nil do begin Gear^.Invulnerable:= true; // this is only checked on hogs right now, so no need for gear type check Gear:= Gear^.NextGear end; if (GameFlags and gfLaserSight) <> 0 then cLaserSighting:= true; if (GameFlags and gfArtillery) <> 0 then cArtillery:= true end; procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); var Gear: PGear; dmg, dmgRadius, dmgBase: LongInt; begin TargetPoint.X:= NoPointX; {$IFDEF DEBUGFILE}if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF} if Radius > 25 then KickFlakes(Radius, X, Y); if ((Mask and EXPLNoGfx) = 0) then begin if Radius > 50 then AddGear(X, Y, gtBigExplosion, 0, _0, _0, 0) else if Radius > 10 then AddGear(X, Y, gtExplosion, 0, _0, _0, 0); end; if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion); if (Mask and EXPLAllDamageInRadius) = 0 then dmgRadius:= Radius shl 1 else dmgRadius:= Radius; dmgBase:= dmgRadius + cHHRadius div 2; Gear:= GearsList; while Gear <> nil do begin dmg:= 0; //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); //if (dmg > 1) and if (Gear^.State and gstNoDamage) = 0 then begin case Gear^.Kind of gtHedgehog, gtMine, gtCase, gtTarget, gtFlame, gtExplosives: begin // Run the calcs only once we know we have a type that will need damage if hwRound(hwAbs(Gear^.X-int2hwFloat(X))+hwAbs(Gear^.Y-int2hwFloat(Y))) < dmgBase then dmg:= dmgBase - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); //{$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF} if (Mask and EXPLNoDamage) = 0 then begin if not Gear^.Invulnerable then ApplyDamage(Gear, dmg) else Gear^.State:= Gear^.State or gstWinner; end; if ((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog) then begin DeleteCI(Gear); Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - int2hwFloat(X)); Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y)); Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); if not Gear^.Invulnerable then Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); Gear^.Active:= true; FollowGear:= Gear end; if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) then PHedgehog(Gear^.Hedgehog)^.Effects[hePoisoned] := true; end; end; gtGrave: begin // Run the calcs only once we know we have a type that will need damage if hwRound(hwAbs(Gear^.X-int2hwFloat(X))+hwAbs(Gear^.Y-int2hwFloat(Y))) < dmgBase then dmg:= dmgBase - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); Gear^.dY:= - _0_004 * dmg; Gear^.Active:= true end end; end; end; Gear:= Gear^.NextGear end; if (Mask and EXPLDontDraw) = 0 then if (GameFlags and gfSolidLand) = 0 then DrawExplosion(X, Y, Radius); uAIMisc.AwareOfExplosion(0, 0, 0) end; procedure ShotgunShot(Gear: PGear); var t: PGear; dmg: LongInt; begin Gear^.Radius:= cShotgunRadius; t:= GearsList; while t <> nil do begin dmg:= ModifyDamage(min(Gear^.Radius + t^.Radius - hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y)), 25), t); if dmg > 0 then case t^.Kind of gtHedgehog, gtMine, gtCase, gtTarget, gtExplosives: begin if (not t^.Invulnerable) then ApplyDamage(t, dmg) else Gear^.State:= Gear^.State or gstWinner; DeleteCI(t); t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX); t^.dY:= t^.dY + Gear^.dY * dmg * _0_01; t^.State:= t^.State or gstMoving; t^.Active:= true; FollowGear:= t end; gtGrave: begin t^.dY:= - _0_1; t^.Active:= true end; end; t:= t^.NextGear end; if (GameFlags and gfSolidLand) = 0 then DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius) end; procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); var t: PGearArray; Gear: PGear; i, tmpDmg: LongInt; begin t:= CheckGearsCollision(Ammo); // Just to avoid hogs on rope dodging fire. if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1) and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then begin t^.ar[t^.Count]:= CurrentHedgehog^.Gear; inc(t^.Count) end; i:= t^.Count; if (Ammo^.Kind = gtFlame) and (i > 0) then Ammo^.Health:= 0; while i > 0 do begin dec(i); Gear:= t^.ar[i]; tmpDmg:= ModifyDamage(Damage, Gear); if (Gear^.State and gstNoDamage) = 0 then begin if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1; case Gear^.Kind of gtHedgehog, gtMine, gtTarget, gtCase, gtExplosives: begin if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end; if (not Gear^.Invulnerable) then ApplyDamage(Gear, tmpDmg) else Gear^.State:= Gear^.State or gstWinner; if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then ApplyDamage(Gear, tmpDmg * 100); // crank up damage for explosives + blowtorch DeleteCI(Gear); if (Gear^.Kind = gtHedgehog) and PHedgehog(Gear^.Hedgehog)^.King then begin Gear^.dX:= Ammo^.dX * Power * _0_005; Gear^.dY:= Ammo^.dY * Power * _0_005 end else begin Gear^.dX:= Ammo^.dX * Power * _0_01; Gear^.dY:= Ammo^.dY * Power * _0_01 end; Gear^.Active:= true; Gear^.State:= Gear^.State or gstMoving; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; end; if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear end; end end; end; if i <> 0 then SetAllToActive end; procedure AssignHHCoords; var i, t, p, j: LongInt; ar: array[0..Pred(cMaxHHs)] of PHedgehog; Count: Longword; begin if (GameFlags and gfPlaceHog) <> 0 then PlacingHogs:= true; if (GameFlags and (gfForts or gfDivideTeams)) <> 0 then begin t:= 0; TryDo(ClansCount = 2, 'More or less than 2 clans on map in divided teams mode!', true); for p:= 0 to 1 do begin with ClansArray[p]^ do for j:= 0 to Pred(TeamsNumber) do with Teams[j]^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if (Gear <> nil) and (Gear^.X.QWordValue = 0) then begin if PlacingHogs then Unplaced:= true else FindPlace(Gear, false, t, t + LAND_WIDTH div 2);// could make Gear == nil; if Gear <> nil then begin Gear^.Pos:= GetRandom(49); Gear^.dX.isNegative:= p = 1; end end; t:= LAND_WIDTH div 2 end end else // mix hedgehogs begin Count:= 0; for p:= 0 to Pred(TeamsCount) do with TeamsArray[p]^ do begin for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if (Gear <> nil) and (Gear^.X.QWordValue = 0) then begin ar[Count]:= @Hedgehogs[i]; inc(Count) end; end; // unC0Rr, while it is true user can watch value on map screen, IMO this (and check above) should be enforced in UI // - is there a good place to put values for the different widgets to check? Right now they are kind of disconnected. //it would be nice if divide teams, forts mode and hh per map could all be checked by the team widget, or maybe disable start button TryDo(Count <= MaxHedgehogs, 'Too many hedgehogs for this map! (max # is ' + inttostr(MaxHedgehogs) + ')', true); while (Count > 0) do begin i:= GetRandom(Count); if PlacingHogs then ar[i]^.Unplaced:= true else FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH); if ar[i]^.Gear <> nil then begin ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > LAND_WIDTH div 2; ar[i]^.Gear^.Pos:= GetRandom(19) end; ar[i]:= ar[Count - 1]; dec(Count) end end end; function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; var t: PGear; begin t:= GearsList; rX:= sqr(rX); rY:= sqr(rY); while t <> nil do begin if (t <> Gear) and (t^.Kind = Kind) then if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then exit(t); t:= t^.NextGear end; CheckGearNear:= nil end; {procedure AmmoFlameWork(Ammo: PGear); var t: PGear; begin t:= GearsList; while t <> nil do begin if (t^.Kind = gtHedgehog) and (t^.Y < Ammo^.Y) then if not (hwSqr(Ammo^.X - t^.X) + hwSqr(Ammo^.Y - t^.Y - int2hwFloat(cHHRadius)) * 2 > _2) then begin ApplyDamage(t, 5); t^.dX:= t^.dX + (t^.X - Ammo^.X) * _0_02; t^.dY:= - _0_25; t^.Active:= true; DeleteCI(t); FollowGear:= t end; t:= t^.NextGear end; end;} function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear; var t: PGear; begin t:= GearsList; rX:= sqr(rX); rY:= sqr(rY); while t <> nil do begin if t^.Kind in Kind then if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then exit(t); t:= t^.NextGear end; CheckGearsNear:= nil end; function CountGears(Kind: TGearType): Longword; var t: PGear; count: Longword = 0; begin t:= GearsList; while t <> nil do begin if t^.Kind = Kind then inc(count); t:= t^.NextGear end; CountGears:= count; end; procedure SpawnBoxOfSmth; var t: LongInt; i: TAmmoType; begin if (PlacingHogs) or (cCaseFactor = 0) or (CountGears(gtCase) >= 5) or (getrandom(cCaseFactor) <> 0) then exit; FollowGear:= nil; if shoppa then // FIXME - TEMPORARY REMOVE WHEN CRATE PROBABILITY IS ADDED, INCLUDING DISABLING OF HEALTH CRATES t:= 7 else t:= getrandom(20); // avoid health crates if all hogs are invulnerable if (t < 13) and ((GameFlags and gfInvulnerable) <> 0) then t:= t * 13 div 20 + 7; //case getrandom(20) of case t of 0..6: begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); FollowGear^.Health:= 25; FollowGear^.Pos:= posCaseHealth; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpGameState); end; 7..13: begin t:= 0; for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(t, Ammoz[i].Probability); if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then dec(t, Ammoz[i].Probability); while t >= 0 do begin inc(i); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then dec(t, Ammoz[i].Probability) end; FollowGear^.Pos:= posCaseAmmo; FollowGear^.State:= Longword(i); AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpGameState); end end; 14..19: begin t:= 0; for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then inc(t, Ammoz[i].Probability); if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then dec(t, Ammoz[i].Probability); while t >= 0 do begin inc(i); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then dec(t, Ammoz[i].Probability) end; FollowGear^.Pos:= posCaseUtility; FollowGear^.State:= Longword(i); AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpGameState); end end; end; // handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities if (FollowGear <> nil) then begin FindPlace(FollowGear, true, 0, LAND_WIDTH); if (FollowGear <> nil) then PlaySound(sndReinforce, CurrentTeam^.voicepack) end end; procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); function CountNonZeroz(x, y, r, c: LongInt): LongInt; var i: LongInt; count: LongInt = 0; begin if (y and LAND_HEIGHT_MASK) = 0 then for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do if Land[y, i] <> 0 then begin inc(count); if count = c then exit(count) end; CountNonZeroz:= count; end; var x: LongInt; y, sy: LongInt; ar: array[0..511] of TPoint; ar2: array[0..1023] of TPoint; cnt, cnt2: Longword; delta: LongInt; begin delta:= 250; cnt2:= 0; repeat x:= Left + LongInt(GetRandom(Delta)); repeat inc(x, Delta); cnt:= 0; if topY > 1024 then y:= 1024-Gear^.Radius * 2 else y:= topY-Gear^.Radius * 2; while y < LAND_HEIGHT do begin repeat inc(y, 2); until (y >= LAND_HEIGHT) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0); sy:= y; repeat inc(y); until (y >= LAND_HEIGHT) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0); if (y - sy > Gear^.Radius * 2) and (((Gear^.Kind = gtExplosives) and (y < LAND_HEIGHT-1) 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 < LAND_HEIGHT) 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) 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); dec(Delta, 60) until (cnt2 > 0) or (Delta < 70); if cnt2 > 0 then with ar2[GetRandom(cnt2)] do begin Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); {$IFDEF DEBUGFILE} AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')'); {$ENDIF} end else begin OutError('Can''t find place for Gear', false); DeleteGear(Gear); Gear:= nil end end; function ModifyDamage(dmg: Longword; Gear: PGear): Longword; var i: hwFloat; begin (* Invulnerability cannot be placed in here due to still needing kicks Not without a new damage machine. King check should be in here instead of ApplyDamage since Tiy wants them kicked less *) i:= _1; if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then i:= _1_5; if (Gear^.Hedgehog <> nil) and (PHedgehog(Gear^.Hedgehog)^.King) then ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5) else ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent) end; function GearByUID(uid : Longword) : PGear; var gear: PGear; begin GearByUID:= nil; gear:= GearsList; while gear <> nil do begin if gear^.uid = uid then begin GearByUID:= gear; exit end; gear:= gear^.NextGear end end; procedure initModule; begin CurAmmoGear:= nil; GearsList:= nil; KilledHHs:= 0; SuddenDeathDmg:= false; SpeechType:= 1; TrainingTargetGear:= nil; skipFlag:= false; AllInactive:= false; PrvInactive:= false; end; procedure freeModule; begin end; end.