Fix rare condition when hog's gear stucks in an infinite loop which adds 1 to its Y coordinate not checking for drowning
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 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 uGearsUtils;interfaceuses uTypes;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); function ModifyDamage(dmg: Longword; Gear: PGear): Longword;procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);procedure CheckHHDamage(Gear: PGear);procedure CalcRotationDirAngle(Gear: PGear);procedure ResurrectHedgehog(gear: PGear);procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;function CheckGearDrowning(Gear: PGear): boolean;var doStepHandlers: array[TGearType] of TGearStepProcedure;implementationuses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc, uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore, uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears, uGearsList, Math;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;begin doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);end;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);var Gear: PGear; dmg, dmgBase: LongInt; fX, fY, tdX, tdY: hwFloat; vg: PVisualGear; i, cnt: LongInt;beginif Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');if Radius > 25 then KickFlakes(Radius, X, Y);if ((Mask and EXPLNoGfx) = 0) then begin vg:= nil; if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion) else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion); if vg <> nil then vg^.Tint:= Tint; end;if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);(*if (Mask and EXPLAllDamageInRadius) = 0 then dmgRadius:= Radius shl 1else dmgRadius:= Radius;dmgBase:= dmgRadius + cHHRadius div 2;*)dmgBase:= Radius shl 1 + cHHRadius div 2;fX:= int2hwFloat(X);fY:= int2hwFloat(Y);Gear:= GearsList;while Gear <> nil do begin dmg:= 0; //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); //if (dmg > 1) and if (Gear^.State and gstNoDamage) = 0 then begin case Gear^.Kind of gtHedgehog, gtMine, gtBall, gtMelonPiece, gtGrenade, gtClusterBomb, // gtCluster, too game breaking I think gtSMine, gtCase, gtTarget, gtFlame, gtExplosives, gtStructure: begin// Run the calcs only once we know we have a type that will need damage tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); //AddFileLog('Damage: ' + inttostr(dmg)); if (Mask and EXPLNoDamage) = 0 then begin if not Gear^.Invulnerable then ApplyDamage(Gear, AttackingHog, dmg, dsExplosion) else Gear^.State:= Gear^.State or gstWinner; end; if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then begin DeleteCI(Gear); Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); if not Gear^.Invulnerable then Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); Gear^.Active:= true; if Gear^.Kind <> gtFlame then FollowGear:= Gear end; if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then Gear^.Hedgehog^.Effects[hePoisoned] := 1; end; end; gtGrave: begin// Run the calcs only once we know we have a type that will need damage tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if hwRound(hwAbs(tdX)+hwAbs(tdY)) < dmgBase then dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); Gear^.dY:= - _0_004 * dmg; Gear^.Active:= true end end; end; end; Gear:= Gear^.NextGear end;if (Mask and EXPLDontDraw) = 0 then if (GameFlags and gfSolidLand) = 0 then begin cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then for i:= 0 to cnt do AddVisualGear(X, Y, vgtChunk) end;uAIMisc.AwareOfExplosion(0, 0, 0)end;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 (Gear^.Hedgehog^.King) then ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)else ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)end;procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);var s: shortstring; vampDmg, tmpDmg, i: Longword; vg: PVisualGear;begin if Damage = 0 then exit; // nothing to apply if (Gear^.Kind = gtHedgehog) then begin Gear^.LastDamage := AttackerHog; Gear^.Hedgehog^.Team^.Clan^.Flawless:= false; HHHurt(Gear^.Hedgehog, Source); AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, 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), vgtStraightShot); if vg <> nil then with vg^ do begin Tint:= $FF0000FF; State:= ord(sprHealth) end; 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); CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog; spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg); end; uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false); end; end else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure begin Gear^.Hedgehog:= AttackerHog; end; inc(Gear^.Damage, Damage); ScriptCall('onGearDamage', Gear^.UID, Damage);end;procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);var tag: PVisualGear;begintag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);if (tag <> nil) then tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text colorAllInactive:= false;HHGear^.Active:= true;end;procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);beginif (Source = dsFall) or (Source = dsExplosion) then case random(3) of 0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack); 2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack); endelse if (Source = dsPoison) then case random(2) of 0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack); endelse case random(4) of 0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack); 2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack); 3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack); endend;procedure CheckHHDamage(Gear: PGear);var dmg: Longword; i: LongInt; particle: PVisualGear;begin if _0_4 < Gear^.dY then begin dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear); PlaySound(sndBump); if dmg < 1 then exit; for i:= min(12, (3 + dmg div 10)) downto 0 do begin particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480); end; if (Gear^.Invulnerable) then exit; //if _0_6 < Gear^.dY then // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack) //else // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack); if Gear^.LastDamage <> nil then ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall) else ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall); endend;procedure CalcRotationDirAngle(Gear: PGear);var dAngle: real;begin dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; if not Gear^.dX.isNegative then Gear^.DirAngle := Gear^.DirAngle + dAngle else Gear^.DirAngle := Gear^.DirAngle - dAngle; if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360 else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360end;function CheckGearDrowning(Gear: PGear): boolean;var skipSpeed, skipAngle, skipDecay: hwFloat; i, maxDrops, X, Y: LongInt; vdX, vdY: real; particle, splash: PVisualGear; isSubmersible: boolean;begin // probably needs tweaking. might need to be in a case statement based upon gear type Y:= hwRound(Gear^.Y); if cWaterLine < Y + Gear^.Radius then begin isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack); skipSpeed := _0_25; skipAngle := _1_9; skipDecay := _0_87; X:= hwRound(Gear^.X); vdX:= hwFloat2Float(Gear^.dX); vdY:= hwFloat2Float(Gear^.dY); // this could perhaps be a tiny bit higher. if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then begin Gear^.dY.isNegative := true; Gear^.dY := Gear^.dY * skipDecay; Gear^.dX := Gear^.dX * skipDecay; CheckGearDrowning := false; PlaySound(sndSkip) end else begin if not isSubmersible then begin CheckGearDrowning := true; Gear^.State := gstDrowning; Gear^.RenderTimer := false; if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then if Gear^.Kind = gtHedgehog then begin if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then ResurrectHedgehog(Gear) else begin Gear^.doStep := @doStepDrowningGear; Gear^.State := Gear^.State and (not gstHHDriven); AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage); end end else Gear^.doStep := @doStepDrowningGear; if Gear^.Kind = gtFlake then exit // skip splashes end; if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01))) then if Gear^.Density * Gear^.dY > _1 then PlaySound(sndSplash) else if Gear^.Density * Gear^.dY > _0_5 then PlaySound(sndSkip) else PlaySound(sndDroplet2); end; if ((cReducedQuality and rqPlainSplash) = 0) and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01)))) then begin splash:= AddVisualGear(X, cWaterLine, vgtSplash); if splash <> nil then begin splash^.Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY); if splash^.Scale > 1 then splash^.Scale:= power(splash^.Scale,0.3333) else splash^.Scale:= splash^.Scale + ((1-splash^.Scale) / 2); end; maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6); for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do begin particle := AddVisualGear(X - 3 + Random(6), cWaterLine, vgtDroplet); if particle <> nil then begin particle^.dX := particle^.dX - vdX / 10; particle^.dY := particle^.dY - vdY / 5; if splash <> nil then begin if splash^.Scale > 1 then begin particle^.dX:= particle^.dX * power(splash^.Scale,0.3333); // tone down the droplet height further particle^.dY:= particle^.dY * power(splash^.Scale, 0.3333) end else begin particle^.dX:= particle^.dX * splash^.Scale; particle^.dY:= particle^.dY * splash^.Scale end end end end end; if isSubmersible and (CurAmmoGear^.Pos = 0) then CurAmmoGear^.Pos := 1000 end else CheckGearDrowning := false;end;procedure ResurrectHedgehog(gear: PGear);var tempTeam : PTeam; sparkles: PVisualGear; gX, gY: LongInt;begin if (Gear^.LastDamage <> nil) then uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true) else uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true); AttackBar:= 0; gear^.dX := _0; gear^.dY := _0; gear^.Damage := 0; gear^.Health := gear^.Hedgehog^.InitialHealth; gear^.Hedgehog^.Effects[hePoisoned] := 0; if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0) and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then with CurrentHedgehog^ do begin inc(Team^.stats.AIKills); FreeTexture(Team^.AIKillsTex); Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16); end; tempTeam := gear^.Hedgehog^.Team; DeleteCI(gear); gX := hwRound(gear^.X); gY := hwRound(gear^.Y); // might need more sparkles for a column sparkles:= AddVisualGear(gX, gY, vgtDust, 1); if sparkles <> nil then begin sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF; //sparkles^.Angle:= random(360); end; FindPlace(gear, false, 0, LAND_WIDTH, true); if gear <> nil then begin AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion); PlaySound(sndWarp); RenderHealth(gear^.Hedgehog^); ScriptCall('onGearResurrect', gear^.uid); gear^.State := gstWait; end; RecountTeamHealth(tempTeam);end;function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): 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] and mask <> 0 then begin inc(count); if count = c then begin CountNonZeroz:= count; exit end; end; CountNonZeroz:= count;end;function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;var t: PGear;beginNoGearsToAvoid:= false;t:= GearsList;rX:= sqr(rX);rY:= sqr(rY);while t <> nil do begin if t^.Kind <= gtExplosives then if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then exit; t:= t^.NextGear end;NoGearsToAvoid:= trueend;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;begin FindPlace(Gear, withFall, Left, Right, false);end;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);var x: LongInt; y, sy: LongInt; ar: array[0..511] of TPoint; ar2: array[0..1023] of TPoint; cnt, cnt2: Longword; delta: LongInt; ignoreNearObjects, ignoreOverlap, tryAgain: boolean;beginignoreNearObjects:= false; // try not skipping proximity at firstignoreOverlap:= 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 impossibilitytryAgain:= true;while tryAgain do begin delta:= 250; cnt2:= 0; repeat 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 (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0)); sy:= y; repeat inc(y); until (y >= cWaterLine) or (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0)); if (y - sy > Gear^.Radius * 2) and (((Gear^.Kind = gtExplosives) and (y < cWaterLine) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60)) and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius)) or ((Gear^.Kind <> gtExplosives) and (y < cWaterLine) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110)) )) 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 either of these has not been tried, do another pass if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then tryAgain:= true else tryAgain:= false; if ignoreNearObjects then ignoreOverlap:= true; ignoreNearObjects:= true; end;if cnt2 > 0 then with ar2[GetRandom(cnt2)] do begin Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')'); end else begin OutError('Can''t find place for Gear', false); if Gear^.Kind = gtHedgehog then Gear^.Hedgehog^.Effects[heResurrectable] := 0; DeleteGear(Gear); Gear:= nil endend;function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;var t: PGear;begint:= 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 begin CheckGearNear:= t; exit; end; t:= t^.NextGear end;CheckGearNear:= nilend;end.