--- a/hedgewars/uGearsHandlersMess.pas Wed May 24 23:58:28 2023 +0200
+++ b/hedgewars/uGearsHandlersMess.pas Thu May 25 17:05:15 2023 +0200
@@ -6410,6 +6410,7 @@
procedure doStepTardisWarp(Gear: PGear);
var HH: PHedgehog;
i,j,cnt: LongWord;
+ restoreBottomY: LongInt;
s: ansistring;
begin
HH:= Gear^.Hedgehog;
@@ -6506,8 +6507,37 @@
inc(cnt);
if (cnt = 0) or SuddenDeathDmg or (Gear^.Timer = 0) then
begin
+ // Place tardis
if HH^.GearHidden <> nil then
- FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH, true, false);
+ begin
+ restoreBottomY:= cWaterLine;
+ // Place tardis at a random safe position
+ FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH, restoreBottomY, true, false);
+
+ // If in Sudden Death, rise the minimum possible spawn position to make
+ // it less likely for the hog to drown before its turn
+ if SuddenDeathActive and (cWaterRise > 0) then
+ begin
+ // Enough space to survive the water rise of 1 round.
+ // Also limit the highest spawn height to topY plus a small buffer zone
+ restoreBottomY:= max(topY + cHHRadius * 5, cWaterLine - cWaterRise * (TeamsCount + 1));
+ // If gear is below the safe spawn height, place it again,
+ // but this time with the height limit in place
+ if (HH^.GearHidden <> nil) and (hwRound(HH^.GearHidden^.Y) > restoreBottomY) then
+ // Due to the reduced Y range, this one might fail for very aggressive SD water rise
+ begin
+ FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH, restoreBottomY, true, false);
+ end;
+ // Still unsafe? Relax the height limit to a third of the map height above cWaterLine
+ if (HH^.GearHidden <> nil) and (hwRound(HH^.GearHidden^.Y) > restoreBottomY) then
+ begin
+ restoreBottomY:= cWaterLine - ((cWaterLine - topY) div 3);
+ // Even this might fail, but it's much less likely. If it fails, we still have the
+ // position of the first FindPlace as a fallback.
+ FindPlace(HH^.GearHidden, false, 0, LAND_WIDTH, restoreBottomY, true, false);
+ end;
+ end;
+ end;
if HH^.GearHidden <> nil then
begin
--- a/hedgewars/uGearsUtils.pas Wed May 24 23:58:28 2023 +0200
+++ b/hedgewars/uGearsUtils.pas Thu May 25 17:05:15 2023 +0200
@@ -42,6 +42,7 @@
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity, deleteOnFail: boolean);
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right, Bottom: LongInt; skipProximity, deleteOnFail: boolean);
function CountLand(x, y, r, c: LongInt; mask, antimask: LongWord): LongInt;
function CheckGearNear(Kind: TGearType; X, Y: hwFloat; rX, rY: LongInt): PGear;
@@ -934,7 +935,12 @@
FindPlace(Gear, withFall, Left, Right, skipProximity, true);
end;
-procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity, deleteOnFail: boolean);
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity, deleteOnFail: boolean); inline;
+begin
+ FindPlace(Gear, withFall, Left, Right, cWaterLine, skipProximity, deleteOnFail);
+end;
+
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right, Bottom: LongInt; skipProximity, deleteOnFail: boolean);
var x: LongInt;
y, sy, dir: LongInt;
ar: array[0..1023] of TPoint;
@@ -963,11 +969,11 @@
repeat
cnt:= 0;
y:= min(1024, topY) - Gear^.Radius shl 1;
- while y < cWaterLine do
+ while y < Bottom do
begin
repeat
inc(y, 2);
- until (y >= cWaterLine) or
+ until (y >= Bottom) or
(ignoreOverLap and (CountLand(x, y, Gear^.Radius - 1, 1, lfLandMask, 0) = 0)) or
(not ignoreOverLap and (CountLand(x, y, Gear^.Radius - 1, 1, lfAll, 0) = 0));
@@ -975,13 +981,13 @@
repeat
inc(y);
- until (y >= cWaterLine) or
+ until (y >= Bottom) or
(ignoreOverlap and
(CountLand(x, y, Gear^.Radius - 1, 1, lfAll, 0) <> 0)) or
(not ignoreOverlap and
(CountLand(x, y, Gear^.Radius - 1, 1, lfLandMask, 0) <> 0));
- if (y - sy > Gear^.Radius * 2) and (y < cWaterLine)
+ if (y - sy > Gear^.Radius * 2) and (y < Bottom)
and (((Gear^.Kind = gtExplosives)
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
and (isSteadyPosition(x, y+1, Gear^.Radius - 1, 3, lfAll)