author | Wuzzy <almikes@aol.com> |
Mon, 10 Apr 2017 20:56:01 +0200 | |
changeset 12216 | 5b525d041fb4 |
parent 12209 | 7e6362c0ba96 |
child 12289 | c20fbf96b853 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *) {$INCLUDE "options.inc"} unit uGearsUtils; interface uses uTypes, uFloat; procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline; procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); procedure AddSplashForGear(Gear: PGear; justSkipping: boolean); procedure AddBounceEffectForGear(Gear: PGear); 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(var 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(var Gear: PGear): boolean; procedure CheckCollision(Gear: PGear); inline; procedure CheckCollisionWithLand(Gear: PGear); inline; procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; procedure SpawnBoxOfSmth; procedure ShotgunShot(Gear: PGear); procedure SetAllToActive; procedure SetAllHHToActive(Ice: boolean); procedure SetAllHHToActive(); inline; function GetAmmo(Hedgehog: PHedgehog): TAmmoType; function GetUtility(Hedgehog: PHedgehog): TAmmoType; function WorldWrap(var Gear: PGear): boolean; function IsHogLocal(HH: PHedgehog): boolean; function MakeHedgehogsStep(Gear: PGear) : boolean; var doStepHandlers: array[TGearType] of TGearStepProcedure; implementation uses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc, uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore, uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGearsList, Math, uVisualGearsList, uGearsHandlersMess, uGearsHedgehog; 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; wrap: boolean; bubble: PVisualGear; s: ansistring; begin if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')'); if Radius > 25 then KickFlakes(Radius, X, Y); if ((Mask and EXPLNoGfx) = 0) then begin vg:= nil; if CheckCoordInWater(X, Y - Radius) then begin cnt:= 2 * Radius; for i:= (Radius * Radius) div 4 downto 0 do begin bubble := AddVisualGear(X - Radius + random(cnt), Y - Radius + random(cnt), vgtBubble); if bubble <> nil then bubble^.dY:= 0.1 + random(20)/10; end end else if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion) else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion); if vg <> nil then vg^.Tint:= Tint; end; if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion); (*if (Mask and EXPLAllDamageInRadius) = 0 then dmgRadius:= Radius shl 1 else dmgRadius:= Radius; dmgBase:= dmgRadius + cHHRadius div 2;*) dmgBase:= Radius shl 1 + cHHRadius div 2; // we might have to run twice if weWrap is enabled wrap:= false; repeat 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, gtAirMine, gtCase, gtTarget, gtFlame, gtKnife, gtExplosives: begin //, //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 LongInt(tdX.Round + tdY.Round + 2) < 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 (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) 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 Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) 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 (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) and (Gear^.Hedgehog^.Effects[heFrozen] = 0) and (Gear^.State and gstHHDeath = 0) then begin if Gear^.Hedgehog^.Effects[hePoisoned] = 0 then begin s:= ansistring(Gear^.Hedgehog^.Name); AddCaption(FormatA(GetEventString(eidPoisoned), s), cWhiteColor, capgrpMessage); uStats.HedgehogPoisoned(Gear, AttackingHog) end; Gear^.Hedgehog^.Effects[hePoisoned] := 5; end end; end; gtGrave: if Mask and EXPLDoNotTouchAny = 0 then // Run the calcs only once we know we have a type that will need damage begin tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if LongInt(tdX.Round + tdY.Round + 2) < 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; if (WorldEdge = weWrap) then begin // already wrapped? let's not wrap again! if wrap then break; // Radius + 5 because that's the actual radius the explosion changes graphically if X + (Radius + 5) > LongInt(rightX) then begin dec(X, playWidth); wrap:= true; end else if X - (Radius + 5) < LongInt(leftX) then begin inc(X, playWidth); wrap:= true; end; end; until (not wrap); 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^.Kind = gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_5 * _0_01) else ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01); 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); s:= '+' + IntToStr(vampDmg); AddCaption(ansistring(s), CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); RenderHealth(CurrentHedgehog^); RecountTeamHealth(CurrentHedgehog^.Team); i:= 0; while (i < vampDmg) and (i < 1000) 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 (CurrentHedgehog^.Effects[heInvulnerable] = 0) 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; if AprilOne and (Gear^.Hedgehog^.Hat = 'fr_tomato') and (Damage > 2) then for i := 0 to random(min(Damage,20))+5 do begin vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot); if vg <> nil then with vg^ do begin dx:= 0.001 * (random(100)+10); dy:= 0.001 * (random(100)+10); tdy:= -cGravityf; if random(2) = 0 then dx := -dx; //if random(2) = 0 then // dy := -dy; FrameTicks:= random(500) + 1000; State:= ord(sprBubbles); //Tint:= $bd2f03ff Tint:= $ff0000ff end end end else //else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure Gear^.Hedgehog:= AttackerHog; inc(Gear^.Damage, Damage); ScriptCall('onGearDamage', Gear^.UID, Damage); end; procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword); var tag: PVisualGear; begin tag:= 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 color AllInactive:= false; HHGear^.Active:= true; end; procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource); begin if Hedgehog^.Effects[heFrozen] <> 0 then exit; if (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); end else if (Source = dsPoison) then case random(2) of 0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack); end else 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); end end; procedure CheckHHDamage(Gear: PGear); var dmg: LongInt; i: LongWord; particle: PVisualGear; begin if _0_4 < Gear^.dY then begin dmg := ModifyDamage(1 + hwRound((Gear^.dY - _0_4) * 70), Gear); if Gear^.Hedgehog^.Effects[heFrozen] = 0 then PlaySound(sndBump) else PlaySound(sndFrozenHogImpact); 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^.Hedgehog^.Effects[heInvulnerable] <> 0)) 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); end end; procedure CalcRotationDirAngle(Gear: PGear); var dAngle: real; begin // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64 //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000); 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 - 360 end; procedure AddSplashForGear(Gear: PGear; justSkipping: boolean); var x, y, i, distL, distR, distB, minDist, maxDrops: LongInt; splash, particle: PVisualGear; speed, hwTmp: hwFloat; vi, vs, tmp: real; // impact speed and sideways speed isImpactH, isImpactRight: boolean; const dist2surf = 4; begin x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); // find position for splash and impact speed distB:= cWaterline - y; if WorldEdge <> weSea then minDist:= distB else begin distL:= x - leftX; distR:= rightX - x; minDist:= min(distB, min(distL, distR)); end; isImpactH:= (minDist <> distB); if not isImpactH then begin y:= cWaterline - dist2surf; speed:= hwAbs(Gear^.dY); end else begin isImpactRight := minDist = distR; if isImpactRight then x:= rightX - dist2surf else x:= leftX + dist2surf; speed:= hwAbs(Gear^.dX); end; // splash sound if justSkipping then PlaySound(sndSkip) else begin // adjust water impact sound based on gear speed and density hwTmp:= hwAbs(Gear^.Density * speed); if hwTmp > _1 then PlaySound(sndSplash) else if hwTmp > _0_5 then PlaySound(sndSkip) else if hwTmp > _0_0002 then // arbitrary sanity cutoff. mostly for airmines PlaySound(sndDroplet2); end; // splash visuals if ((cReducedQuality and rqPlainSplash) <> 0) then exit; splash:= AddVisualGear(x, y, vgtSplash); if splash = nil then exit; if not isImpactH then vs:= abs(hwFloat2Float(Gear^.dX)) else begin if isImpactRight then splash^.Angle:= -90 else splash^.Angle:= 90; vs:= abs(hwFloat2Float(Gear^.dY)); end; vi:= hwFloat2Float(speed); with splash^ do begin Scale:= abs(hwFloat2Float(Gear^.Density / _3 * speed)); if Scale > 1 then Scale:= power(Scale,0.3333) else Scale:= Scale + ((1-Scale) / 2); if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4)) else Timer:= 1; // Low Gravity FrameTicks:= FrameTicks*Timer; end; // eject water drops maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round((vi + vs) * hwRound(Gear^.Density) * 6); for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do begin if isImpactH then particle := AddVisualGear(x, y - 3 + Random(7), vgtDroplet) else particle := AddVisualGear(x - 3 + Random(7), y, vgtDroplet); if particle <> nil then with particle^ do begin // dX and dY were initialized to have a random value on creation (see uVisualGearsList) if isImpactH then begin tmp:= dX; if isImpactRight then dX:= dY - vi / 5 else dX:= -dy + vi / 5; dY:= tmp * (1 + vs / 10); end else begin dX:= dX * (1 + vs / 10); dY:= dY - vi / 5; end; if splash <> nil then begin if splash^.Scale > 1 then begin dX:= dX * power(splash^.Scale, 0.3333); // tone down the droplet height further dY:= dY * power(splash^.Scale, 0.3333); end else begin dX:= dX * splash^.Scale; dY:= dY * splash^.Scale; end; end; end end; end; procedure DrownGear(Gear: PGear); begin Gear^.doStep := @doStepDrowningGear; Gear^.Timer := 5000; // how long game should wait end; function CheckGearDrowning(var Gear: PGear): boolean; var skipSpeed, skipAngle, skipDecay: hwFloat; tmp, X, Y, dist2Water: LongInt; isSubmersible, isDirH, isImpact, isSkip: boolean; s: ansistring; begin // probably needs tweaking. might need to be in a case statement based upon gear type X:= hwRound(Gear^.X); Y:= hwRound(Gear^.Y); dist2Water:= cWaterLine - (Y + Gear^.Radius); isDirH:= false; if WorldEdge = weSea then begin tmp:= dist2Water; dist2Water:= min(dist2Water, min(X - Gear^.Radius - LongInt(leftX), LongInt(rightX) - (X + Gear^.Radius))); // if water on sides is closer than on bottom -> horizontal direction isDirH:= tmp <> dist2Water; end; isImpact:= false; if dist2Water < 0 then begin // invisible gears will just be deleted // unless they are generic fallers, then they will be "respawned" if Gear^.State and gstInvisible <> 0 then begin if Gear^.Kind = gtGenericFaller then begin Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX); Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY); Gear^.dX:= _90-(GetRandomf*_360); Gear^.dY:= _90-(GetRandomf*_360) end else DeleteGear(Gear); exit(true) end; isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0); skipSpeed := _0_25; skipAngle := _1_9; skipDecay := _0_87; // skipping if (not isSubmersible) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and ( ((not isDirH) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY))) or (isDirH and (hwAbs(Gear^.dY) > skipAngle * hwAbs(Gear^.dX))) ) then begin isSkip:= true; // if skipping we move the gear out of water if isDirH then begin Gear^.dX.isNegative := (not Gear^.dX.isNegative); Gear^.X:= Gear^.X + Gear^.dX; end else begin Gear^.dY.isNegative := (not Gear^.dY.isNegative); Gear^.Y:= Gear^.Y + Gear^.dY; end; Gear^.dY := Gear^.dY * skipDecay; Gear^.dX := Gear^.dX * skipDecay; CheckGearDrowning := false; end else // not skipping begin isImpact:= true; isSkip:= false; if not isSubmersible then begin CheckGearDrowning := true; Gear^.State := gstDrowning; if Gear = CurrentHedgehog^.Gear then TurnTimeLeft := 0; 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 begin // Gear could become nil after this, just exit to skip splashes ResurrectHedgehog(Gear); exit(true) end else begin DrownGear(Gear); Gear^.State := Gear^.State and (not gstHHDriven); s:= ansistring(Gear^.Hedgehog^.Name); if Gear^.Hedgehog^.King then AddCaption(FormatA(GetEventString(eidKingDied), s), cWhiteColor, capgrpMessage) else AddCaption(FormatA(GetEventString(eidDrowned), s), cWhiteColor, capgrpMessage); end end else DrownGear(Gear); if Gear^.Kind = gtFlake then exit(true); // skip splashes end else // submersible begin // drown submersible grears if far below map if (Y > cWaterLine + cVisibleWater*4) then begin DrownGear(Gear); exit(true); // no splashes needed end; CheckGearDrowning := false; // check if surface was penetrated // no penetration if center's water distance not smaller than radius if abs(dist2Water + Gear^.Radius) >= Gear^.Radius then isImpact:= false else begin // get distance to water of last tick if isDirH then begin tmp:= hwRound(Gear^.X - Gear^.dX); tmp:= abs(min(tmp - leftX, rightX - tmp)); end else begin tmp:= hwRound(Gear^.Y - Gear^.dY); tmp:= abs(cWaterLine - tmp); end; // there was an impact if distance was >= radius isImpact:= (tmp >= Gear^.Radius) end; end; // end of submersible end; // end of not skipping // splash sound animation and droplets if isImpact or isSkip then addSplashForGear(Gear, isSkip); if isSkip then ScriptCall('onGearWaterSkip', Gear^.uid); end else CheckGearDrowning := false end; procedure ResurrectHedgehog(var gear: PGear); var tempTeam : PTeam; sparkles: PVisualGear; gX, gY: LongInt; s: ansistring; 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); FreeAndNilTexture(Team^.AIKillsTex); Team^.AIKillsTex := RenderStringTex(ansistring(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^); s:= ansistring(gear^.Hedgehog^.Name); AddCaption(FormatA(GetEventString(eidResurrected), s), cWhiteColor, capgrpMessage); 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 - 1) 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 isSteadyPosition(x, y, r, c: LongInt; mask: Longword): boolean; var cnt, i: LongInt; begin cnt:= 0; isSteadyPosition:= false; if ((y and LAND_HEIGHT_MASK) = 0) and (x - r >= 0) and (x + r < LAND_WIDTH) then begin for i:= r - c + 2 to r do begin if (Land[y, x - i] and mask <> 0) then inc(cnt); if (Land[y, x + i] and mask <> 0) then inc(cnt); if cnt >= c then begin isSteadyPosition:= true; exit end; end; end; end; function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean; var t: PGear; begin NoGearsToAvoid:= 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:= true end; 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, dir: LongInt; ar: array[0..1023] of TPoint; ar2: array[0..2047] of TPoint; temp: TPoint; cnt, cnt2: Longword; delta: LongInt; ignoreNearObjects, ignoreOverlap, tryAgain: boolean; begin ignoreNearObjects:= false; // try not skipping proximity at first 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 tryAgain:= true; if WorldEdge <> weNone then begin Left:= max(Left, LongInt(leftX) + Gear^.Radius); Right:= min(Right,rightX-Gear^.Radius) end; while tryAgain do begin delta:= LAND_WIDTH div 16; cnt2:= 0; repeat if GetRandom(2) = 0 then dir:= -1 else dir:= 1; x:= max(LAND_WIDTH div 2048, LongInt(GetRandom(Delta))); if dir = 1 then x:= Left + x else x:= Right - x; repeat cnt:= 0; y:= min(1024, topY) - Gear^.Radius shl 1; 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, lfLandMask) = 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, lfLandMask) <> 0)); if (y - sy > Gear^.Radius * 2) and (y < cWaterLine) and (((Gear^.Kind = gtExplosives) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60)) and (isSteadyPosition(x, y+1, Gear^.Radius - 1, 3, $FFFF) or (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius) )) or ((Gear^.Kind <> gtExplosives) 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, 10) end; if cnt > 0 then begin temp := ar[GetRandom(cnt)]; with temp do begin ar2[cnt2].x:= x; ar2[cnt2].y:= y; inc(cnt2) end; end; inc(x, Delta*dir) until ((dir = 1) and (x > Right)) or ((dir = -1) and (x < Left)); 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 begin temp := ar2[GetRandom(cnt2)]; with temp do begin Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')'); end end else begin OutError('Can''t find place for Gear', false); if Gear^.Kind = gtHedgehog then begin cnt:= 0; if GameTicks = 0 then begin //AddFileLog('Trying to make a hole'); while (cnt < 1000) do begin inc(cnt); x:= left+GetRandom(right-left-2*cHHRadius)+cHHRadius; y:= topY+GetRandom(LAND_HEIGHT-topY-64)+48; if NoGearsToAvoid(x, y, 100 div max(1,cnt div 100), 100 div max(1,cnt div 100)) then begin Gear^.State:= Gear^.State or gsttmpFlag; Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); AddFileLog('Picked a spot for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')'); cnt:= 2000 end end; end; if cnt < 2000 then begin Gear^.Hedgehog^.Effects[heResurrectable] := 0; DeleteGear(Gear); Gear:= nil end end else begin DeleteGear(Gear); Gear:= nil 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 begin CheckGearNear:= t; exit; end; t:= t^.NextGear end; CheckGearNear:= nil end; procedure CheckCollision(Gear: PGear); inline; begin if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0) or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and (not gstCollision) end; procedure CheckCollisionWithLand(Gear: PGear); inline; begin if (TestCollisionX(Gear, hwSign(Gear^.dX)) <> 0) or (TestCollisionY(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and (not gstCollision) end; function MakeHedgehogsStep(Gear: PGear) : boolean; begin if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then Gear^.Y:= Gear^.Y + _6 end else Gear^.Y:= Gear^.Y + _5 else end else Gear^.Y:= Gear^.Y + _4 else end else Gear^.Y:= Gear^.Y + _3 else end else Gear^.Y:= Gear^.Y + _2 else end else Gear^.Y:= Gear^.Y + _1 end; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0 then begin Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX); MakeHedgehogsStep:= true end else MakeHedgehogsStep:= false; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y - _6; Gear^.dY:= _0; Gear^.State:= Gear^.State or gstMoving; exit end; end end end end end end; end; procedure ShotgunShot(Gear: PGear); var t: PGear; dmg, r, dist: LongInt; dx, dy: hwFloat; begin Gear^.Radius:= cShotgunRadius; t:= GearsList; while t <> nil do begin case t^.Kind of gtHedgehog, gtMine, gtSMine, gtKnife, gtCase, gtTarget, gtExplosives: begin//, // gtStructure: begin //addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg)); dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, Gear^.Boom), t); end; if dmg > 0 then begin if (t^.Kind <> gtHedgehog) or (t^.Hedgehog^.Effects[heInvulnerable] = 0) then ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet) 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; if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision); t^.Active:= true; FollowGear:= t end end; gtGrave: begin dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, Gear^.Boom), t); end; if dmg > 0 then begin t^.dY:= - _0_1; t^.Active:= true end 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, j, tmpDmg: LongInt; VGear: PVisualGear; begin t:= CheckGearsCollision(Ammo); // Just to avoid hogs on rope dodging fire. if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy)) 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]; if (Ammo^.Data <> nil) and (Ammo^.Kind in [gtDEagleShot, gtSniperRifleShot]) and (PGear(Ammo^.Data) = Gear) then continue; if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000); tmpDmg:= ModifyDamage(Damage, Gear); if (Gear^.State and gstNoDamage) = 0 then begin if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then begin VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit); if VGear <> nil then VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY); end; if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1; case Gear^.Kind of gtHedgehog, gtMine, gtSMine, gtKnife, gtTarget, gtCase, gtExplosives: //, //gtStructure: begin if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end; if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then begin if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then for j:= 1 to max(1,min(3,tmpDmg div 5)) do begin VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot); if VGear <> nil then with VGear^ do begin Tint:= $FFCC00FF; Angle:= random(360); dx:= 0.0005 * (random(100)); dy:= 0.0005 * (random(100)); if random(2) = 0 then dx := -dx; if random(2) = 0 then dy := -dy; FrameTicks:= 600+random(200); State:= ord(sprStar) end end; ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove) end else Gear^.State:= Gear^.State or gstWinner; if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then begin if (Ammo^.Hedgehog^.Gear <> nil) then Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable); ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch end; if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then begin Gear^.dX:= Ammo^.dX * Power * _0_005; Gear^.dY:= Ammo^.dY * Power * _0_005 end else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then begin Gear^.dX:= Ammo^.dX * Power * _0_01; Gear^.dY:= Ammo^.dY * Power * _0_01 end; if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then begin Gear^.Active:= true; DeleteCI(Gear); Gear^.State:= Gear^.State or gstMoving; if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); // move the gear upwards a bit to throw it over tiny obstacles at start if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then begin if (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; end end; if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear end; end end; end; if i <> 0 then SetAllToActive 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 SetAllToActive; var t: PGear; begin AllInactive:= false; t:= GearsList; while t <> nil do begin t^.Active:= true; t:= t^.NextGear end end; procedure SetAllHHToActive; inline; begin SetAllHHToActive(true) end; procedure SetAllHHToActive(Ice: boolean); var t: PGear; begin AllInactive:= false; t:= GearsList; while t <> nil do begin if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then begin if (t^.Kind = gtHedgehog) and Ice then CheckIce(t); t^.Active:= true end; t:= t^.NextGear end end; var GearsNearArray : TPGearArray; function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; var t: PGear; s: Longword; begin r:= r*r; s:= 0; SetLength(GearsNearArray, s); t := GearsList; while t <> nil do begin if (t^.Kind = Kind) and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then begin inc(s); SetLength(GearsNearArray, s); GearsNearArray[s - 1] := t; end; t := t^.NextGear; end; GearsNear.size:= s; GearsNear.ar:= @GearsNearArray end; procedure SpawnBoxOfSmth; var t, aTot, uTot, a, h: LongInt; i: TAmmoType; begin if (PlacingHogs) or (cCaseFactor = 0) or (CountGears(gtCase) >= 5) or (GetRandom(cCaseFactor) <> 0) then exit; FollowGear:= nil; aTot:= 0; uTot:= 0; for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability) else inc(uTot, Ammoz[i].Probability); t:=0; a:=aTot; h:= 1; if (aTot+uTot) <> 0 then if ((GameFlags and gfInvulnerable) = 0) then begin h:= cHealthCaseProb * 100; t:= GetRandom(10000); a:= (10000-h)*aTot div (aTot+uTot) end else begin t:= GetRandom(aTot+uTot); h:= 0 end; if t<h then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); FollowGear^.Health:= cHealthCaseAmount; FollowGear^.Pos:= posCaseHealth; // health crate is smaller than the other crates FollowGear^.Radius := cCaseHealthRadius; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); end else if (t<a+h) then begin t:= aTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseAmmo; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end end else begin t:= uTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseUtility; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); 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 AddVoice(sndReinforce, CurrentTeam^.voicepack) end end; function GetAmmo(Hedgehog: PHedgehog): TAmmoType; var t, aTot: LongInt; i: TAmmoType; begin Hedgehog:= Hedgehog; // avoid hint aTot:= 0; for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability); t:= aTot; i:= Low(TAmmoType); if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then dec(t, Ammoz[i].Probability) end end; GetAmmo:= i end; function GetUtility(Hedgehog: PHedgehog): TAmmoType; var t, uTot: LongInt; i: TAmmoType; begin uTot:= 0; for i:= Low(TAmmoType) to High(TAmmoType) do if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then inc(uTot, Ammoz[i].Probability); t:= uTot; i:= Low(TAmmoType); if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then dec(t, Ammoz[i].Probability) end end; GetUtility:= i end; (* Intended to check Gear X/Y against the map left/right edges and apply one of the world modes * Normal - infinite world, do nothing * Wrap (entering left edge exits at same height on right edge) * Bounce (striking edge is treated as a 100% elasticity bounce) * From the depths (same as from sky, but from sea, with submersible flag set) Trying to make the checks a little broader than on first pass to catch things that don't move normally. *) function WorldWrap(var Gear: PGear): boolean; //var tdx: hwFloat; begin WorldWrap:= false; if WorldEdge = weNone then exit(false); if (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) then begin // bullets can now hurt the hog that fired them if (WorldEdge <> weSea) and (Gear^.Kind in [gtDEagleShot, gtSniperRifleShot]) then Gear^.Data:= nil; if WorldEdge = weWrap then begin if (hwRound(Gear^.X) < LongInt(leftX)) then Gear^.X:= Gear^.X + int2hwfloat(rightX - leftX) else Gear^.X:= Gear^.X - int2hwfloat(rightX - leftX); LeftImpactTimer:= 150; RightImpactTimer:= 150 end else if WorldEdge = weBounce then begin if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) then begin LeftImpactTimer:= 333; Gear^.dX.isNegative:= false; Gear^.X:= int2hwfloat(LongInt(leftX) + Gear^.Radius) end else begin RightImpactTimer:= 333; Gear^.dX.isNegative:= true; Gear^.X:= int2hwfloat(rightX-Gear^.Radius) end; if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then AddBounceEffectForGear(Gear); end{ else if WorldEdge = weSea then begin if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then Gear^.State:= Gear^.State and (not gstSubmersible) else begin Gear^.State:= Gear^.State or gstSubmersible; Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2); tdx:= Gear^.dX; Gear^.dX:= -Gear^.dY; Gear^.dY:= tdx; Gear^.dY.isNegative:= true end end}; (* * Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neat This one would be really easy to freeze game unless it was flagged unfortunately. else begin Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; Gear^.Y:= -_2048-_256-_256; tdx:= Gear^.dX; Gear^.dX:= Gear^.dY; Gear^.dY:= tdx; Gear^.dY.isNegative:= false end *) WorldWrap:= true end; end; procedure AddBounceEffectForGear(Gear: PGear); var boing: PVisualGear; begin boing:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot, 0, false, 1); if boing <> nil then with boing^ do begin Angle:= random(360); dx:= 0; dy:= 0; FrameTicks:= 200; Scale:= hwFloat2Float(Gear^.Density * hwAbs(Gear^.dY) + hwAbs(Gear^.dX)) / 1.5; State:= ord(sprBoing) end; if Gear^.Kind = gtDuck then PlaySound(sndDuckDrop, true) else PlaySound(sndMelonImpact, true) end; function IsHogLocal(HH: PHedgehog): boolean; begin IsHogLocal:= (not (HH^.Team^.ExtDriven or (HH^.BotLevel > 0))) or (HH^.Team^.Clan^.ClanIndex = LocalClan) or (GameType = gmtDemo); end; end.