- Move actions stack out of Walk procedure
- Move test for available weapons into Walk procedure
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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;
(*
* This unit defines the behavior of gears.
*
* Gears are "things"/"objects" that may be visible to the player or not,
* but always have an effect on the course of the game.
*
* E.g.: weapons, hedgehogs, etc.
*
* Note: The visual appearance of gears is defined in the unit "uGearsRender".
*
* Note: Gears that do not have an effect on the game but are just visual
* effects are called "Visual Gears" and defined in the respective unit!
*)
interface
uses SDLh, uConsts, uFloat, uTypes;
procedure initModule;
procedure freeModule;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword ): PGear;
function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
function GetAmmo: TAmmoType;
function GetUtility: TAmmoType;
procedure ResurrectHedgehog(gear: PGear);
procedure HideHog(HH: PHedgehog);
procedure RestoreHog(HH: PHedgehog);
procedure ProcessGears;
procedure EndTurnCleanup;
procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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; skipProximity: boolean = false);
procedure DeleteGear(Gear: PGear);
implementation
uses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics,
uAIMisc, uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uMobile, uVariables,
uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord = $FFFFFFFF); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
//procedure AmmoFlameWork(Ammo: PGear); forward;
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): TPGearArray; forward;
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward;
procedure SpawnBoxOfSmth; forward;
procedure AfterAttack; forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure doStepHedgehogMoving(Gear: PGear); forward;
procedure HedgehogChAngle(HHGear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure PickUp(HH, Gear: PGear); forward;
procedure HHSetWeapon(HHGear: PGear); forward;
procedure doStepCase(Gear: PGear); forward;
// For better maintainability the step handlers of gears are stored in
// separate files.
// Note: step handlers of gears that are hedgehogs are in a different file
// than the handlers for all other gears.
{$INCLUDE "GSHandlers.inc"}
{$INCLUDE "HHHandlers.inc"}
const doStepHandlers: array[TGearType] of TGearStepProcedure = (
@doStepBomb,
@doStepHedgehog,
@doStepShell,
@doStepGrave,
@doStepBee,
@doStepShotgunShot,
@doStepPickHammer,
@doStepRope,
@doStepMine,
@doStepCase,
@doStepDEagleShot,
@doStepDynamite,
@doStepBomb,
@doStepCluster,
@doStepShover,
@doStepFlame,
@doStepFirePunch,
@doStepActionTimer,
@doStepActionTimer,
@doStepParachute,
@doStepAirAttack,
@doStepAirBomb,
@doStepBlowTorch,
@doStepGirder,
@doStepTeleport,
@doStepSwitcher,
@doStepTarget,
@doStepMortar,
@doStepWhip,
@doStepKamikaze,
@doStepCake,
@doStepSeduction,
@doStepBomb,
@doStepCluster,
@doStepBomb,
@doStepWaterUp,
@doStepDrill,
@doStepBallgun,
@doStepBomb,
@doStepRCPlane,
@doStepSniperRifleShot,
@doStepJetpack,
@doStepMolotov,
@doStepCase,
@doStepBirdy,
@doStepEggWork,
@doStepPortalShot,
@doStepPiano,
@doStepBomb,
@doStepSineGunShot,
@doStepFlamethrower,
@doStepSMine,
@doStepPoisonCloud,
@doStepHammer,
@doStepHammerHit,
@doStepResurrector,
@doStepNapalmBomb,
@doStepSnowball,
@doStepSnowflake,
@doStepStructure,
@doStepLandGun,
@doStepTardis);
procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
tmp:= GearsList;
ptmp:= GearsList;
while (tmp <> nil) and (tmp^.Z <= Gear^.Z) do
begin
ptmp:= tmp;
tmp:= tmp^.NextGear
end;
if ptmp <> tmp then
begin
Gear^.NextGear:= ptmp^.NextGear;
Gear^.PrevGear:= ptmp;
if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear;
ptmp^.NextGear:= Gear
end
else
begin
Gear^.NextGear:= GearsList;
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear;
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;
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;
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);
AddFileLog('AddGear: #' + inttostr(Counter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
New(gear);
FillChar(gear^, sizeof(TGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Target.X:= NoPointX;
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^.FlightTime:= 0;
gear^.uid:= Counter;
gear^.SoundChannel:= -1;
gear^.ImpactSound:= sndNone;
gear^.nImpactSounds:= 0;
gear^.Density:= _1;
// Define ammo association, if any.
gear^.AmmoType:= GearKindAmmoTypeMap[Kind];
if Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0 then gear^.Z:= cHHZ+1
else gear^.Z:= cUsualZ;
if CurrentHedgehog <> nil then
begin
gear^.Hedgehog:= CurrentHedgehog;
gear^.IntersectGear:= CurrentHedgehog^.Gear
end;
case Kind of
gtGrenade,
gtClusterBomb,
gtGasBomb: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Density:= _1_5;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then gear^.Timer:= 3000
end;
gtWatermelon: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 6;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_995;
gear^.Density:= _2;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then gear^.Timer:= 3000
end;
gtMelonPiece: begin
gear^.Density:= _2;
end;
gtHedgehog: begin
gear^.AdvBounce:= 1;
gear^.Radius:= cHHRadius;
gear^.Elasticity:= _0_35;
gear^.Friction:= _0_999;
gear^.Angle:= cMaxAngle div 2;
gear^.Density:= _3;
gear^.Z:= cHHZ;
if (GameFlags and gfAISurvival) <> 0 then
if gear^.Hedgehog^.BotLevel > 0 then
gear^.Hedgehog^.Effects[heResurrectable] := true;
end;
gtShell: begin
gear^.Radius:= 4;
gear^.Density:= _1;
end;
gtSnowball: begin
gear^.ImpactSound:= sndMudballImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _1;
gear^.Friction:= _1;
gear^.Density:= _0_5;
end;
gtFlake: begin
with Gear^ do
begin
Pos:= 0;
Radius:= 1;
DirAngle:= random * 360;
if State and gstTmpFlag = 0 then
begin
dx.isNegative:= GetRandom(2) = 0;
dx.QWordValue:= GetRandom(100000000);
dy.isNegative:= false;
dy.QWordValue:= GetRandom(70000000);
if GetRandom(2) = 0 then dx := -dx
end;
State:= State or gstInvisible;
Health:= random(vobFrameTicks);
Timer:= random(vobFramesCount);
Angle:= (random(2) * 2 - 1) * (1 + random(10000)) * vobVelocity
end
end;
gtGrave: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
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:= 0;
end;
gtSeduction: begin
gear^.Radius:= 250;
end;
gtShotgunShot: begin
gear^.Timer:= 900;
gear^.Radius:= 2
end;
gtPickHammer: begin
gear^.Radius:= 10;
gear^.Timer:= 4000
end;
gtHammerHit: begin
gear^.Radius:= 8;
gear^.Timer:= 125
end;
gtRope: begin
gear^.Radius:= 3;
gear^.Friction:= _450 * _0_01 * cRopePercent;
RopePoints.Count:= 0;
end;
gtMine: begin
gear^.ImpactSound:= sndMineImpact;
gear^.nImpactSounds:= 1;
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _0_9;
if cMinesTime < 0 then
gear^.Timer:= getrandom(51)*100
else
gear^.Timer:= cMinesTime;
end;
gtSMine: begin
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _0_9;
gear^.Timer:= 500;
end;
gtCase: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_3
end;
gtExplosives: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_4;
gear^.Friction:= _0_995;
gear^.Density:= _6;
gear^.Health:= cBarrelHealth;
gear^.Z:= cHHZ-1
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^.Density:= _2;
gear^.Timer:= 5000;
end;
gtCluster: begin
gear^.Radius:= 2;
gear^.Density:= _1_5;
gear^.RenderTimer:= true
end;
gtShover: gear^.Radius:= 20;
gtFlame: begin
gear^.Tag:= GetRandom(32);
gear^.Radius:= 1;
gear^.Health:= 5;
gear^.Density:= _1;
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;
gear^.Density:= _2;
end;
gtBlowTorch: begin
gear^.Radius:= cHHRadius + cBlowTorchC;
gear^.Timer:= 7500
end;
gtSwitcher: begin
gear^.Z:= cCurrHHZ
end;
gtTarget: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 10;
gear^.Elasticity:= _0_3;
gear^.Timer:= 0
end;
gtTardis: begin
gear^.Timer:= 0;
gear^.Pos:= 1;
gear^.Z:= cCurrHHZ+1;
end;
gtMortar: begin
gear^.Radius:= 4;
gear^.Elasticity:= _0_2;
gear^.Friction:= _0_08;
gear^.Density:= _1;
end;
gtWhip: gear^.Radius:= 20;
gtHammer: 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;
gear^.DirAngle:= -90 * hwSign(Gear^.dX);
if not dX.isNegative then gear^.Angle:= 1 else gear^.Angle:= 3
end;
gtHellishBomb: begin
gear^.ImpactSound:= sndHellishImpact1;
gear^.nImpactSounds:= 4;
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_5;
gear^.Friction:= _0_96;
gear^.Density:= _1_5;
gear^.RenderTimer:= true;
gear^.Timer:= 5000
end;
gtDrill: begin
if gear^.Timer = 0 then gear^.Timer:= 5000;
// Tag for drill strike. if 1 then first impact occured already
gear^.Tag := 0;
gear^.Radius:= 4;
gear^.Density:= _1;
end;
gtBall: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Tag:= random(8);
gear^.Timer:= 5000;
gear^.Elasticity:= _0_7;
gear^.Friction:= _0_995;
gear^.Density:= _1_5;
end;
gtBallgun: begin
gear^.Timer:= 5001;
end;
gtRCPlane: begin
gear^.Timer:= 15000;
gear^.Health:= 3;
gear^.Radius:= 8
end;
gtJetpack: begin
gear^.Health:= 2000;
gear^.Damage:= 100
end;
gtMolotov: begin
gear^.Radius:= 6;
gear^.Density:= _2;
end;
gtBirdy: begin
gear^.Radius:= 16; // todo: check
gear^.Timer:= 0;
gear^.Health := 2000;
gear^.FlightTime := 2;
end;
gtEgg: begin
gear^.Radius:= 4;
gear^.Elasticity:= _0_6;
gear^.Friction:= _0_96;
gear^.Density:= _1;
if gear^.Timer = 0 then gear^.Timer:= 3000
end;
gtPortal: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 0;
gear^.Radius:= 17;
// set color
gear^.Tag:= 2 * gear^.Timer;
gear^.Timer:= 15000;
gear^.RenderTimer:= false;
gear^.Health:= 100;
end;
gtPiano: begin
gear^.Radius:= 32;
gear^.Density:= _50;
end;
gtSineGunShot: begin
gear^.Radius:= 5;
gear^.Health:= 6000;
end;
gtFlamethrower: begin
gear^.Tag:= 10;
gear^.Timer:= 10;
gear^.Health:= 500;
gear^.Damage:= 100;
end;
gtLandGun: begin
gear^.Tag:= 10;
gear^.Timer:= 10;
gear^.Health:= 1000;
gear^.Damage:= 100;
end;
gtPoisonCloud: begin
gear^.Timer:= 5000;
gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
end;
gtResurrector: begin
gear^.Radius := 100;
gear^.Tag := 0
end;
gtWaterUp: begin
gear^.Tag := 47;
end;
gtNapalmBomb: begin
gear^.Timer:= 1000;
gear^.Radius:= 5;
gear^.Density:= _1_5;
end;
gtStructure: begin
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _0_9;
gear^.Radius:= 13;
gear^.Health:= 200;
gear^.Tag:= 3;
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);
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil;
// make sure that portals have their link removed before deletion
if (Gear^.Kind = gtPortal) then
begin
if (Gear^.IntersectGear <> nil) then
if (Gear^.IntersectGear^.IntersectGear = Gear) then
Gear^.IntersectGear^.IntersectGear:= nil;
end
else if Gear^.Kind = gtHedgehog then
(*
This behaviour dates back to revision 4, and I accidentally encountered it with TARDIS. I don't think it must apply to any modern weapon, since if it was actually hit, the best the gear could do would be to destroy itself immediately, and you'd still end up with two graves. I believe it should be removed
if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then
begin
AttackBar:= 0;
Gear^.Message:= gmDestroy;
CurAmmoGear^.Message:= gmDestroy;
exit
end
else*)
begin
if (hwRound(Gear^.Y) >= cWaterLine) then
begin
t:= max(Gear^.Damage, Gear^.Health);
Gear^.Damage:= t;
if ((not SuddenDeathDmg and (cWaterOpacity < $FF)) or (SuddenDeathDmg and (cWaterOpacity < $FF))) and (hwRound(Gear^.Y) < cWaterLine + 256) then
spawnHealthTagForHH(Gear, t);
end;
team:= Gear^.Hedgehog^.Team;
if CurrentHedgehog^.Gear = Gear then
begin
AttackBar:= 0;
FreeActionsList; // to avoid ThinkThread on drawned gear
if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (CurrentHedgehog^.MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^);
end;
Gear^.Hedgehog^.Gear:= nil;
if 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
begin
team^.Clan^.Teams[i]^.hasGone:= true;
TeamGoneEffect(team^.Clan^.Teams[i]^)
end
end;
// should be not CurrentHedgehog, but hedgehog of the last gear which caused damage to this hog
// same stand for CheckHHDamage
if (Gear^.LastDamage <> nil) then
uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
else
uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
inc(KilledHHs);
RecountTeamHealth(team);
if (CurrentHedgehog <> nil) and CurrentHedgehog^.Effects[heResurrectable] and not Gear^.Hedgehog^.Effects[heResurrectable] then
with CurrentHedgehog^ do
begin
inc(Team^.stats.AIKills);
FreeTexture(Team^.AIKillsTex);
Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
end
end;
with Gear^ do
AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
if lastGearByUID = Gear then lastGearByUID := 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) and (((GameFlags and gfInfAttack) = 0) or ((Gear^.dX.QWordValue < _0_000004.QWordValue) and (Gear^.dY.QWordValue < _0_000004.QWordValue))) then
begin
if (not isInMultiShoot) then inc(Gear^.Damage, Gear^.Karma);
if (Gear^.Damage <> 0) and
(not Gear^.Invulnerable) then
begin
CheckNoDamage:= false;
dmg:= Gear^.Damage;
if Gear^.Health < dmg then
begin
Gear^.Active:= true;
Gear^.Health:= 0
end
else
dec(Gear^.Health, dmg);
if (Gear^.Hedgehog^.Team = CurrentTeam) and
(Gear^.Damage <> Gear^.Karma) and
not Gear^.Hedgehog^.King and
not Gear^.Hedgehog^.Effects[hePoisoned] and
not SuddenDeathDmg then
Gear^.State:= Gear^.State or gstLoser;
spawnHealthTagForHH(Gear, dmg);
RenderHealth(Gear^.Hedgehog^);
RecountTeamHealth(Gear^.Hedgehog^.Team);
end;
if (not isInMultiShoot) then Gear^.Karma:= 0;
Gear^.Damage:= 0
end;
Gear:= Gear^.NextGear
end;
end;
procedure HealthMachine;
var Gear: PGear;
team: PTeam;
i: LongWord;
flag: Boolean;
tmp: LongWord;
begin
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.Kind = gtHedgehog then
begin
tmp:= 0;
if Gear^.Hedgehog^.Effects[hePoisoned] then
begin
inc(tmp, ModifyDamage(5, Gear));
if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth) // does not need a minimum check since <= 1 basically disables it
end;
if (TotalRounds > cSuddenDTurns - 1) then
begin
inc(tmp, cHealthDecrease);
if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, cHealthDecrease)
end;
if Gear^.Hedgehog^.King then
begin
flag:= false;
team:= 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
begin
inc(tmp, 5);
if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, 5)
end
end;
if tmp > 0 then
begin
inc(Gear^.Damage, min(tmp, max(0,Gear^.Health - 1 - Gear^.Damage)));
HHHurt(Gear^.Hedgehog, dsPoison);
end
end;
Gear:= Gear^.NextGear
end;
end;
procedure ProcessGears;
const delay: LongWord = 0;
delay2: LongWord = 0;
step: (stDelay, stChDmg, stSweep, stTurnReact,
stAfterDelay, stChWin, stWater, stChWin2, stHealth,
stSpawn, stNTurn) = stDelay;
var Gear, t: PGear;
i, AliveCount: LongInt;
s: shortstring;
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
FreeTexture(Gear^.Tex);
Gear^.Tex:= RenderStringTex(inttostr(Gear^.Timer div 1000), cWhiteColor, fntSmall);
end;
Gear^.doStep(Gear);
// might be useful later
//ScriptCall('onGearStep', Gear^.uid);
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 + 1 then bWaterRising:= true;
if bWaterRising and (cWaterRise > 0) then
AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise;
inc(step)
end else inc(step);
stChWin2: begin
CheckForWin;
inc(step)
end;
stHealth: begin
if (cWaterRise <> 0) or (cHealthDecrease <> 0) then
begin
if (TotalRounds = cSuddenDTurns) and not SuddenDeath and not isInMultiShoot then
begin
SuddenDeath:= true;
if cHealthDecrease <> 0 then
begin
SuddenDeathDmg:= true;
// flash
ScreenFade:= sfFromWhite;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 1;
ChangeToSDClouds;
ChangeToSDFlakes;
glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99);
end;
AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
playSound(sndSuddenDeath);
MusicFN:= SDMusic;
ChangeMusic
end
else if (TotalRounds < cSuddenDTurns) and not isInMultiShoot then
begin
i:= cSuddenDTurns - TotalRounds;
s:= inttostr(i);
if i = 1 then
AddCaption(trmsg[sidRoundSD], cWhiteColor, capgrpGameState)
else if i in [2, 5, 10, 15, 20, 25, 50, 100] then
AddCaption(Format(trmsg[sidRoundsSD], s), cWhiteColor, capgrpGameState);
end;
end;
if bBetweenTurns
or isInMultiShoot
or (TotalRounds = -1) then inc(step)
else begin
bBetweenTurns:= true;
HealthMachine;
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^);
EndTurnCleanup;
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
else if ((GameFlags and gfInfAttack) <> 0) then
begin
if delay2 = 0 then
delay2:= cInactDelay * 50
else
begin
dec(delay2);
if ((delay2 mod cInactDelay) = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and not CurrentHedgehog^.Unplaced then
begin
if (CurrentHedgehog^.Gear^.State and gstAttacked <> 0) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
begin
CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstHHChooseTarget;
isCursorVisible := true
end;
CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and not gstAttacked;
end;
if delay2 = 0 then
begin
if (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.State and gstAttacked = 0) and (CurAmmoGear = nil) then SweepDirty;
CheckNoDamage;
AliveCount:= 0; // shorter version of check for win to allow typical step activity to proceed
for i:= 0 to Pred(ClansCount) do
if ClansArray[i]^.ClanHealth > 0 then inc(AliveCount);
if (AliveCount <= 1) and ((GameFlags and gfOneClanMode) = 0) then
begin
step:= stChDmg;
if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 0
end
end
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 (cHedgehogTurnTime >= 10000)
and (not PlacingHogs)
and (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then
AddVoice(sndHurry, CurrentTeam^.voicepack);
if ReadyTimeLeft > 0 then
begin
if ReadyTimeLeft = 2000 then
AddVoice(sndComeonthen, CurrentTeam^.voicepack);
dec(ReadyTimeLeft)
end
else
dec(TurnTimeLeft)
end;
if skipFlag then
begin
if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft;
TurnTimeLeft:= 0;
skipFlag:= false;
inc(CurrentHedgehog^.Team^.stats.TurnSkips);
end;
if ((GameTicks and $FFFF) = $FFFF) then
begin
if (not CurrentTeam^.ExtDriven) then
begin
SendIPC('#');
AddFileLog('hiTicks increment message sent')
end;
if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then
inc(hiTicks) // we do not recieve a message for this
end;
ScriptCall('onGameTick');
inc(GameTicks)
end;
//Purpose, to reset all transient attributes toggled by a utility and clean up various gears and effects at end of turn
//If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here.
procedure EndTurnCleanup;
var i: LongInt;
t: PGear;
begin
SpeechText:= ''; // in case it has not been consumed
if (GameFlags and gfLowGravity) = 0 then
begin
cGravity:= cMaxWindSpeed * 2;
cGravityf:= 0.00025 * 2
end;
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
begin
if (GameFlags and gfInvulnerable) = 0 then
Gear^.Invulnerable:= false;
end;
end;
t:= GearsList;
while t <> nil do
begin
t^.PortalCounter:= 0;
if ((GameFlags and gfResetHealth) <> 0) and (t^.Kind = gtHedgehog) and (t^.Health < t^.Hedgehog^.InitialHealth) then
begin
t^.Health:= t^.Hedgehog^.InitialHealth;
RenderHealth(t^.Hedgehog^);
end;
t:= t^.NextGear
end;
if ((GameFlags and gfResetWeps) <> 0) and not PlacingHogs then
ResetWeapons;
if (GameFlags and gfResetHealth) <> 0 then
for i:= 0 to Pred(TeamsCount) do
RecountTeamHealth(TeamsArray[i])
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 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) or (t^.Kind = gtExplosives) then t^.Active:= true;
t:= t^.NextGear
end
end;
procedure DrawGears;
var Gear: PGear;
x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.State and gstInvisible = 0 then
begin
x:= hwRound(Gear^.X) + WorldDx;
y:= hwRound(Gear^.Y) + WorldDy;
RenderGear(Gear, x, y);
end;
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: Longword;
Gear: PGear;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
i:= 0;
Gear:= PGear(1);
while (i < cLandMines) {and (Gear <> nil)} do // disable this check until better solution found
begin
Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
inc(i)
end;
i:= 0;
Gear:= PGear(1);
while (i < cExplosives){ and (Gear <> nil)} do
begin
Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
inc(i)
end;
if (GameFlags and gfLowGravity) <> 0 then
begin
cGravity:= cMaxWindSpeed;
cGravityf:= 0.00025
end;
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;
if not hasBorder and ((Theme = 'Snow') or (Theme = 'Christmas')) then
for i:= 0 to Pred(vobCount*2) do
AddGear(GetRandom(LAND_WIDTH+1024)-512, LAND_HEIGHT - GetRandom(LAND_HEIGHT div 2), gtFlake, 0, _0, _0, 0);
end;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
var Gear: PGear;
dmg, dmgRadius, dmgBase: LongInt;
fX, fY: hwFloat;
vg: PVisualGear;
i, cnt: LongInt;
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 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;
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
if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
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);
if Gear^.Kind <> gtHedgehog then
begin
Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/Gear^.Density;
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/Gear^.Density;
end
else
begin
Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX);
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
end;
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] := 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-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
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;
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,
gtCase,
gtTarget,
gtExplosives,
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, 25), t);
end;
if dmg > 0 then
begin
if (not t^.Invulnerable) 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;
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, 25), 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, 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];
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,
gtTarget,
gtCase,
gtExplosives,
gtStructure: begin
if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end;
if (not Gear^.Invulnerable) then
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
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;
DeleteCI(Gear);
if (Gear^.Kind = gtHedgehog) and 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) <> 0)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or (TestCollisionYwithGear(Gear, -1) <> 0)) 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 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 GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): TPGearArray;
var
t: PGear;
l: Longword;
begin
r:= r*r;
GearsNear := nil;
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
l:= Length(GearsNear);
SetLength(GearsNear, l + 1);
GearsNear[l] := t;
end;
t := t^.NextGear;
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 ResurrectHedgehog(gear: PGear);
var tempTeam : PTeam;
begin
AttackBar:= 0;
gear^.dX := _0;
gear^.dY := _0;
gear^.Damage := 0;
gear^.Health := gear^.Hedgehog^.InitialHealth;
gear^.Hedgehog^.Effects[hePoisoned] := false;
if not CurrentHedgehog^.Effects[heResurrectable] 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);
FindPlace(gear, false, 0, LAND_WIDTH, true);
if gear <> nil then begin
RenderHealth(gear^.Hedgehog^);
ScriptCall('onGearResurrect', gear^.uid);
gear^.State := gstWait;
end;
RecountTeamHealth(tempTeam);
end;
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword): PGear;
begin
FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
cCaseFactor := 0;
if (crate <> HealthCrate) and (content > ord(High(TAmmoType))) then content := ord(High(TAmmoType));
case crate of
HealthCrate: begin
FollowGear^.Pos := posCaseHealth;
FollowGear^.Health := content;
AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
end;
AmmoCrate: begin
FollowGear^.Pos := posCaseAmmo;
FollowGear^.AmmoType := TAmmoType(content);
AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
end;
UtilityCrate: begin
FollowGear^.Pos := posCaseUtility;
FollowGear^.AmmoType := TAmmoType(content);
AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
end;
end;
if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH);
SpawnCustomCrateAt := FollowGear;
end;
function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean): PGear;
begin
FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
cCaseFactor := 0;
FollowGear^.Pos := posCaseDummy;
if explode then FollowGear^.Pos := FollowGear^.Pos + posCaseExplode;
if poison then FollowGear^.Pos := FollowGear^.Pos + posCasePoison;
case crate of
HealthCrate: begin
FollowGear^.Pos := FollowGear^.Pos + posCaseHealth;
AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
end;
AmmoCrate: begin
FollowGear^.Pos := FollowGear^.Pos + posCaseAmmo;
AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
end;
UtilityCrate: begin
FollowGear^.Pos := FollowGear^.Pos + posCaseUtility;
AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
end;
end;
if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH);
SpawnFakeCrateAt := FollowGear;
end;
function GetAmmo: TAmmoType;
var t, aTot: LongInt;
i: TAmmoType;
begin
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: 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 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 then
dec(t, Ammoz[i].Probability)
end
end;
GetUtility:= i
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;
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;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean = false);
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;
reallySkip, tryAgain: boolean;
begin
reallySkip:= false; // try not skipping proximity at first
tryAgain:= 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 (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
sy:= y;
repeat
inc(y);
until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
if (y - sy > Gear^.Radius * 2) and
(((Gear^.Kind = gtExplosives)
and (y < cWaterLine)
and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil))
and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
or
((Gear^.Kind <> gtExplosives)
and (y < cWaterLine)
and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)))) then
begin
ar[cnt].X:= x;
if withFall then ar[cnt].Y:= sy + Gear^.Radius
else ar[cnt].Y:= y - Gear^.Radius;
inc(cnt)
end;
inc(y, 45)
end;
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) and skipProximity and not reallySkip then tryAgain:= true
else tryAgain:= false;
reallySkip:= 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] := 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 (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;
if uid = 0 then exit;
if (lastGearByUID <> nil) and (lastGearByUID^.uid = uid) then
begin
GearByUID:= lastGearByUID;
exit
end;
gear:= GearsList;
while gear <> nil do
begin
if gear^.uid = uid then
begin
lastGearByUID:= gear;
GearByUID:= gear;
exit
end;
gear:= gear^.NextGear
end
end;
procedure chSkip(var s: shortstring);
begin
s:= s; // avoid compiler hint
if not CurrentTeam^.ExtDriven then SendIPC(',');
uStats.Skipped;
skipFlag:= true
end;
procedure chHogSay(var s: shortstring);
var Gear: PVisualGear;
text: shortstring;
hh: PHedgehog;
i, x, t, h: byte;
c, j: LongInt;
begin
hh:= nil;
i:= 0;
t:= 0;
x:= byte(s[1]); // speech type
if x < 4 then
begin
t:= byte(s[2]); // team
if Length(s) > 2 then h:= byte(s[3]) // target hog
end;
// allow targetting a hog by specifying a number as the first portion of the text
if (x < 4) and (h > byte('0')) and (h < byte('9')) then i:= h - 48;
if i <> 0 then text:= copy(s, 4, Length(s) - 1)
else if x < 4 then text:= copy(s, 3, Length(s) - 1)
else text:= copy(s, 2, Length(s) - 1);
(*
if CheckNoTeamOrHH then
begin
ParseCommand('say ' + text, true);
exit
end;
*)
if (x < 4) and (TeamsArray[t] <> nil) then
begin
// if team matches current hedgehog team, default to current hedgehog
if (i = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Team = TeamsArray[t]) then hh:= CurrentHedgehog
else
begin
// otherwise use the first living hog or the hog amongs the remaining ones indicated by i
j:= 0;
c:= 0;
while (j <= cMaxHHIndex) and (hh = nil) do
begin
if (TeamsArray[t]^.Hedgehogs[j].Gear <> nil) then
begin
inc(c);
if (i=0) or (i=c) then
hh:= @TeamsArray[t]^.Hedgehogs[j]
end;
inc(j)
end
end;
if hh <> nil then
begin
Gear:= AddVisualGear(0, 0, vgtSpeechBubble);
if Gear <> nil then
begin
Gear^.Hedgehog:= hh;
Gear^.Text:= text;
Gear^.FrameTicks:= x
end
end
//else ParseCommand('say ' + text, true)
end
else if (x >= 4) then
begin
SpeechType:= x-3;
SpeechText:= text
end;
end;
procedure initModule;
begin
RegisterVariable('skip', vtCommand, @chSkip, false);
RegisterVariable('hogsay', vtCommand, @chHogSay, true );
CurAmmoGear:= nil;
GearsList:= nil;
KilledHHs:= 0;
SuddenDeath:= false;
SuddenDeathDmg:= false;
SpeechType:= 1;
skipFlag:= false;
AllInactive:= false;
PrvInactive:= false;
end;
procedure freeModule;
begin
FreeGearsList();
end;
end.