6468
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(*
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* Hedgewars, a free turn based strategy game
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* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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*)
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{$INCLUDE "options.inc"}
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unit uGearsUtils;
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interface
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uses uTypes;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord = $FFFFFFFF);
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function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
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procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
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procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
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procedure CheckHHDamage(Gear: PGear);
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procedure CalcRotationDirAngle(Gear: PGear);
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procedure ResurrectHedgehog(gear: PGear);
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procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean = false);
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function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
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function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
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implementation
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uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
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uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
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uLocale, uTextures, uRenderUtils, uRandom, uGearsList, SDLh, uDebug;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
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var Gear: PGear;
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dmg, dmgRadius, dmgBase: LongInt;
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fX, fY: hwFloat;
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vg: PVisualGear;
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i, cnt: LongInt;
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begin
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if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
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if Radius > 25 then KickFlakes(Radius, X, Y);
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if ((Mask and EXPLNoGfx) = 0) then
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begin
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vg:= nil;
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if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
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else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
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if vg <> nil then
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vg^.Tint:= Tint;
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end;
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if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
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if (Mask and EXPLAllDamageInRadius) = 0 then
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dmgRadius:= Radius shl 1
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else
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dmgRadius:= Radius;
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dmgBase:= dmgRadius + cHHRadius div 2;
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fX:= int2hwFloat(X);
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fY:= int2hwFloat(Y);
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Gear:= GearsList;
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while Gear <> nil do
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begin
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dmg:= 0;
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//dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
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//if (dmg > 1) and
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if (Gear^.State and gstNoDamage) = 0 then
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begin
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case Gear^.Kind of
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gtHedgehog,
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gtMine,
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gtBall,
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gtMelonPiece,
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gtGrenade,
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gtClusterBomb,
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// gtCluster, too game breaking I think
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gtSMine,
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gtCase,
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gtTarget,
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gtFlame,
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gtExplosives,
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gtStructure: begin
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// Run the calcs only once we know we have a type that will need damage
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if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
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dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
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if dmg > 1 then
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begin
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dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
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//AddFileLog('Damage: ' + inttostr(dmg));
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if (Mask and EXPLNoDamage) = 0 then
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begin
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if not Gear^.Invulnerable then
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ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
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else
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Gear^.State:= Gear^.State or gstWinner;
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end;
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if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
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begin
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DeleteCI(Gear);
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if Gear^.Kind <> gtHedgehog then
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begin
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Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/Gear^.Density;
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Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/Gear^.Density;
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end
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else
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begin
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Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX);
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Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
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end;
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Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
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if not Gear^.Invulnerable then
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Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
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Gear^.Active:= true;
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if Gear^.Kind <> gtFlame then FollowGear:= Gear
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end;
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if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
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Gear^.Hedgehog^.Effects[hePoisoned] := true;
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end;
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end;
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gtGrave: begin
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// Run the calcs only once we know we have a type that will need damage
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if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
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dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
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if dmg > 1 then
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begin
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dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
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Gear^.dY:= - _0_004 * dmg;
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Gear^.Active:= true
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end
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end;
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end;
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end;
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Gear:= Gear^.NextGear
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end;
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if (Mask and EXPLDontDraw) = 0 then
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if (GameFlags and gfSolidLand) = 0 then
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begin
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cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
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if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
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for i:= 0 to cnt do
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AddVisualGear(X, Y, vgtChunk)
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end;
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uAIMisc.AwareOfExplosion(0, 0, 0)
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end;
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function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
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var i: hwFloat;
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begin
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(* Invulnerability cannot be placed in here due to still needing kicks
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Not without a new damage machine.
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King check should be in here instead of ApplyDamage since Tiy wants them kicked less
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*)
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i:= _1;
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if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then i:= _1_5;
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if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King) then
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ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
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else
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ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
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end;
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procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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var s: shortstring;
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vampDmg, tmpDmg, i: Longword;
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vg: PVisualGear;
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begin
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if Damage = 0 then exit; // nothing to apply
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if (Gear^.Kind = gtHedgehog) then
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begin
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Gear^.LastDamage := AttackerHog;
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Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
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HHHurt(Gear^.Hedgehog, Source);
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AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color);
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tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
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if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
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begin
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if cVampiric then
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begin
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vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
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if vampDmg >= 1 then
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begin
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// was considering pulsing on attack, Tiy thinks it should be permanent while in play
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//CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
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inc(CurrentHedgehog^.Gear^.Health,vampDmg);
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str(vampDmg, s);
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s:= '+' + s;
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AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
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RenderHealth(CurrentHedgehog^);
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RecountTeamHealth(CurrentHedgehog^.Team);
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i:= 0;
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while i < vampDmg do
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begin
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vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot);
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if vg <> nil then
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with vg^ do
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begin
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Tint:= $FF0000FF;
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State:= ord(sprHealth)
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end;
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inc(i, 5);
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end;
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end
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end;
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if ((GameFlags and gfKarma) <> 0) and
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((GameFlags and gfInvulnerable) = 0) and
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(not CurrentHedgehog^.Gear^.Invulnerable) then
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begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
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inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
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CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
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spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
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end;
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uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);
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end;
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end else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
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begin
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Gear^.Hedgehog:= AttackerHog;
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end;
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inc(Gear^.Damage, Damage);
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ScriptCall('onGearDamage', Gear^.UID, Damage);
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end;
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procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
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var tag: PVisualGear;
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begin
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tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
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if (tag <> nil) then
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tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
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AllInactive:= false;
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HHGear^.Active:= true;
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end;
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procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
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begin
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if (Source = dsFall) or (Source = dsExplosion) then
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case random(3) of
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0: PlaySound(sndOoff1, Hedgehog^.Team^.voicepack);
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1: PlaySound(sndOoff2, Hedgehog^.Team^.voicepack);
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2: PlaySound(sndOoff3, Hedgehog^.Team^.voicepack);
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end
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else if (Source = dsPoison) then
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case random(2) of
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0: PlaySound(sndPoisonCough, Hedgehog^.Team^.voicepack);
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1: PlaySound(sndPoisonMoan, Hedgehog^.Team^.voicepack);
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end
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else
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case random(4) of
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0: PlaySound(sndOw1, Hedgehog^.Team^.voicepack);
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1: PlaySound(sndOw2, Hedgehog^.Team^.voicepack);
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2: PlaySound(sndOw3, Hedgehog^.Team^.voicepack);
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3: PlaySound(sndOw4, Hedgehog^.Team^.voicepack);
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end
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end;
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procedure CheckHHDamage(Gear: PGear);
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var
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dmg: Longword;
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i: LongInt;
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particle: PVisualGear;
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begin
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if _0_4 < Gear^.dY then
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begin
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dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
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PlaySound(sndBump);
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if dmg < 1 then exit;
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for i:= min(12, (3 + dmg div 10)) downto 0 do
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begin
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particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
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if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
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end;
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if (Gear^.Invulnerable) then exit;
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//if _0_6 < Gear^.dY then
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// PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
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//else
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// PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
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if Gear^.LastDamage <> nil then
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ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
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else
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ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
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end
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end;
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procedure CalcRotationDirAngle(Gear: PGear);
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var
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dAngle: real;
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begin
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dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
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if not Gear^.dX.isNegative then
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Gear^.DirAngle := Gear^.DirAngle + dAngle
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else
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Gear^.DirAngle := Gear^.DirAngle - dAngle;
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if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360
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else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360
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end;
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function CheckGearDrowning(Gear: PGear): boolean;
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var
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skipSpeed, skipAngle, skipDecay: hwFloat;
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i, maxDrops, X, Y: LongInt;
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vdX, vdY: real;
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particle: PVisualGear;
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isSubmersible: boolean;
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begin
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isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
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// probably needs tweaking. might need to be in a case statement based upon gear type
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Y:= hwRound(Gear^.Y);
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if cWaterLine < Y + Gear^.Radius then
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begin
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skipSpeed := _0_25;
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skipAngle := _1_9;
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skipDecay := _0_87;
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X:= hwRound(Gear^.X);
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vdX:= hwFloat2Float(Gear^.dX);
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vdY:= hwFloat2Float(Gear^.dY);
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// this could perhaps be a tiny bit higher.
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if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
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(hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
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begin
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Gear^.dY.isNegative := true;
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Gear^.dY := Gear^.dY * skipDecay;
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Gear^.dX := Gear^.dX * skipDecay;
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CheckGearDrowning := false;
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PlaySound(sndSkip)
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end
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else
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begin
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if not isSubmersible then
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begin
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CheckGearDrowning := true;
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Gear^.State := gstDrowning;
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Gear^.RenderTimer := false;
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if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and
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(Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
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if Gear^.Kind = gtHedgehog then
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begin
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if Gear^.Hedgehog^.Effects[heResurrectable] then
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ResurrectHedgehog(Gear)
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else
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359 |
begin
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360 |
Gear^.doStep := @doStepDrowningGear;
|
|
361 |
Gear^.State := Gear^.State and (not gstHHDriven);
|
|
362 |
AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
|
|
363 |
end
|
|
364 |
end
|
|
365 |
else Gear^.doStep := @doStepDrowningGear;
|
|
366 |
if Gear^.Kind = gtFlake then exit // skip splashes
|
|
367 |
end;
|
|
368 |
if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or
|
|
369 |
(isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01))) then
|
|
370 |
// don't play splash if they are already way past the surface
|
|
371 |
PlaySound(sndSplash)
|
|
372 |
end;
|
|
373 |
|
|
374 |
if ((cReducedQuality and rqPlainSplash) = 0) and
|
|
375 |
(((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or
|
|
376 |
(isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01)))) then
|
|
377 |
begin
|
|
378 |
AddVisualGear(X, cWaterLine, vgtSplash);
|
|
379 |
|
|
380 |
maxDrops := (Gear^.Radius div 2) + round(vdX * Gear^.Radius * 2) + round(vdY * Gear^.Radius * 2);
|
|
381 |
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
|
|
382 |
begin
|
|
383 |
particle := AddVisualGear(X - 3 + Random(6), cWaterLine, vgtDroplet);
|
|
384 |
if particle <> nil then
|
|
385 |
begin
|
|
386 |
particle^.dX := particle^.dX - vdX / 10;
|
|
387 |
particle^.dY := particle^.dY - vdY / 5;
|
|
388 |
end
|
|
389 |
end
|
|
390 |
end;
|
|
391 |
if isSubmersible and (CurAmmoGear^.Pos = 0) then CurAmmoGear^.Pos := 1000
|
|
392 |
end
|
|
393 |
else
|
|
394 |
CheckGearDrowning := false;
|
|
395 |
end;
|
|
396 |
|
|
397 |
|
|
398 |
procedure ResurrectHedgehog(gear: PGear);
|
|
399 |
var tempTeam : PTeam;
|
|
400 |
begin
|
|
401 |
AttackBar:= 0;
|
|
402 |
gear^.dX := _0;
|
|
403 |
gear^.dY := _0;
|
|
404 |
gear^.Damage := 0;
|
|
405 |
gear^.Health := gear^.Hedgehog^.InitialHealth;
|
|
406 |
gear^.Hedgehog^.Effects[hePoisoned] := false;
|
|
407 |
if not CurrentHedgehog^.Effects[heResurrectable] then
|
|
408 |
with CurrentHedgehog^ do
|
|
409 |
begin
|
|
410 |
inc(Team^.stats.AIKills);
|
|
411 |
FreeTexture(Team^.AIKillsTex);
|
|
412 |
Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
|
|
413 |
end;
|
|
414 |
tempTeam := gear^.Hedgehog^.Team;
|
|
415 |
DeleteCI(gear);
|
|
416 |
FindPlace(gear, false, 0, LAND_WIDTH, true);
|
|
417 |
if gear <> nil then begin
|
|
418 |
RenderHealth(gear^.Hedgehog^);
|
|
419 |
ScriptCall('onGearResurrect', gear^.uid);
|
|
420 |
gear^.State := gstWait;
|
|
421 |
end;
|
|
422 |
RecountTeamHealth(tempTeam);
|
|
423 |
end;
|
|
424 |
|
|
425 |
|
|
426 |
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
|
|
427 |
|
|
428 |
function CountNonZeroz(x, y, r, c: LongInt): LongInt;
|
|
429 |
var i: LongInt;
|
|
430 |
count: LongInt = 0;
|
|
431 |
begin
|
|
432 |
if (y and LAND_HEIGHT_MASK) = 0 then
|
|
433 |
for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
|
|
434 |
if Land[y, i] <> 0 then
|
|
435 |
begin
|
|
436 |
inc(count);
|
|
437 |
if count = c then exit(count)
|
|
438 |
end;
|
|
439 |
CountNonZeroz:= count;
|
|
440 |
end;
|
|
441 |
|
|
442 |
var x: LongInt;
|
|
443 |
y, sy: LongInt;
|
|
444 |
ar: array[0..511] of TPoint;
|
|
445 |
ar2: array[0..1023] of TPoint;
|
|
446 |
cnt, cnt2: Longword;
|
|
447 |
delta: LongInt;
|
|
448 |
reallySkip, tryAgain: boolean;
|
|
449 |
begin
|
|
450 |
reallySkip:= false; // try not skipping proximity at first
|
|
451 |
tryAgain:= true;
|
|
452 |
while tryAgain do
|
|
453 |
begin
|
|
454 |
delta:= 250;
|
|
455 |
cnt2:= 0;
|
|
456 |
repeat
|
|
457 |
x:= Left + LongInt(GetRandom(Delta));
|
|
458 |
repeat
|
|
459 |
inc(x, Delta);
|
|
460 |
cnt:= 0;
|
|
461 |
y:= min(1024, topY) - 2 * Gear^.Radius;
|
|
462 |
while y < cWaterLine do
|
|
463 |
begin
|
|
464 |
repeat
|
|
465 |
inc(y, 2);
|
|
466 |
until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
|
|
467 |
|
|
468 |
sy:= y;
|
|
469 |
|
|
470 |
repeat
|
|
471 |
inc(y);
|
|
472 |
until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
|
|
473 |
|
|
474 |
if (y - sy > Gear^.Radius * 2) and
|
|
475 |
(((Gear^.Kind = gtExplosives)
|
|
476 |
and (y < cWaterLine)
|
|
477 |
and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil))
|
|
478 |
and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
|
|
479 |
or
|
|
480 |
((Gear^.Kind <> gtExplosives)
|
|
481 |
and (y < cWaterLine)
|
|
482 |
and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)))) then
|
|
483 |
begin
|
|
484 |
ar[cnt].X:= x;
|
|
485 |
if withFall then ar[cnt].Y:= sy + Gear^.Radius
|
|
486 |
else ar[cnt].Y:= y - Gear^.Radius;
|
|
487 |
inc(cnt)
|
|
488 |
end;
|
|
489 |
|
|
490 |
inc(y, 45)
|
|
491 |
end;
|
|
492 |
|
|
493 |
if cnt > 0 then
|
|
494 |
with ar[GetRandom(cnt)] do
|
|
495 |
begin
|
|
496 |
ar2[cnt2].x:= x;
|
|
497 |
ar2[cnt2].y:= y;
|
|
498 |
inc(cnt2)
|
|
499 |
end
|
|
500 |
until (x + Delta > Right);
|
|
501 |
|
|
502 |
dec(Delta, 60)
|
|
503 |
until (cnt2 > 0) or (Delta < 70);
|
|
504 |
if (cnt2 = 0) and skipProximity and (not reallySkip) then tryAgain:= true
|
|
505 |
else tryAgain:= false;
|
|
506 |
reallySkip:= true;
|
|
507 |
end;
|
|
508 |
|
|
509 |
if cnt2 > 0 then
|
|
510 |
with ar2[GetRandom(cnt2)] do
|
|
511 |
begin
|
|
512 |
Gear^.X:= int2hwFloat(x);
|
|
513 |
Gear^.Y:= int2hwFloat(y);
|
|
514 |
AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
|
|
515 |
end
|
|
516 |
else
|
|
517 |
begin
|
|
518 |
OutError('Can''t find place for Gear', false);
|
|
519 |
if Gear^.Kind = gtHedgehog then Gear^.Hedgehog^.Effects[heResurrectable] := false;
|
|
520 |
DeleteGear(Gear);
|
|
521 |
Gear:= nil
|
|
522 |
end
|
|
523 |
end;
|
|
524 |
|
|
525 |
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
|
|
526 |
var t: PGear;
|
|
527 |
begin
|
|
528 |
t:= GearsList;
|
|
529 |
rX:= sqr(rX);
|
|
530 |
rY:= sqr(rY);
|
|
531 |
|
|
532 |
while t <> nil do
|
|
533 |
begin
|
|
534 |
if (t <> Gear) and (t^.Kind = Kind) then
|
|
535 |
if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
|
|
536 |
exit(t);
|
|
537 |
t:= t^.NextGear
|
|
538 |
end;
|
|
539 |
|
|
540 |
CheckGearNear:= nil
|
|
541 |
end;
|
|
542 |
|
|
543 |
|
|
544 |
function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
|
|
545 |
var t: PGear;
|
|
546 |
begin
|
|
547 |
t:= GearsList;
|
|
548 |
rX:= sqr(rX);
|
|
549 |
rY:= sqr(rY);
|
|
550 |
while t <> nil do
|
|
551 |
begin
|
|
552 |
if t^.Kind in Kind then
|
|
553 |
if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
|
|
554 |
exit(t);
|
|
555 |
t:= t^.NextGear
|
|
556 |
end;
|
|
557 |
CheckGearsNear:= nil
|
|
558 |
end;
|
|
559 |
end.
|