author | sheepluva |
Mon, 03 Feb 2014 14:06:11 +0100 | |
changeset 10099 | 67b7bc539639 |
parent 10015 | 4feced261c68 |
child 10105 | 8c5fa1d15bd5 |
permissions | -rw-r--r-- |
6581 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
|
9998 | 3 |
* Copyright (c) 2004-2014 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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7 |
* 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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||
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{$INCLUDE "options.inc"} |
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20 |
||
21 |
unit uGearsUtils; |
|
22 |
interface |
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9285 | 23 |
uses uTypes, uFloat; |
6581 | 24 |
|
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409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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parents:
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25 |
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline; |
8330 | 26 |
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); |
6986
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27 |
|
6581 | 28 |
function ModifyDamage(dmg: Longword; Gear: PGear): Longword; |
29 |
procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource); |
|
30 |
procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword); |
|
31 |
procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource); |
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32 |
procedure CheckHHDamage(Gear: PGear); |
|
33 |
procedure CalcRotationDirAngle(Gear: PGear); |
|
8947
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
34 |
procedure ResurrectHedgehog(var gear: PGear); |
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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parents:
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35 |
|
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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parents:
6888
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36 |
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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parents:
6888
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37 |
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean); |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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parents:
6888
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38 |
|
6581 | 39 |
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; |
8947
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
40 |
function CheckGearDrowning(var Gear: PGear): boolean; |
7592 | 41 |
procedure CheckCollision(Gear: PGear); inline; |
42 |
procedure CheckCollisionWithLand(Gear: PGear); inline; |
|
6581 | 43 |
|
9285 | 44 |
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); |
45 |
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; |
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46 |
procedure SpawnBoxOfSmth; |
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47 |
procedure ShotgunShot(Gear: PGear); |
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48 |
||
49 |
procedure SetAllToActive; |
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50 |
procedure SetAllHHToActive(Ice: boolean); |
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9954 | 51 |
procedure SetAllHHToActive(); inline; |
9285 | 52 |
|
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function GetAmmo(Hedgehog: PHedgehog): TAmmoType; |
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function GetUtility(Hedgehog: PHedgehog): TAmmoType; |
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55 |
||
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
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56 |
function WorldWrap(var Gear: PGear): boolean; |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
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57 |
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59 |
||
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
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function MakeHedgehogsStep(Gear: PGear) : boolean; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
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var doStepHandlers: array[TGearType] of TGearStepProcedure; |
63 |
||
64 |
implementation |
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9285 | 65 |
uses 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, SDLh, uDebug, |
9285 | 68 |
uGearsList, Math, uVisualGearsList, uGearsHandlersMess, |
69 |
uGearsHedgehog; |
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koda
parents:
6888
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71 |
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
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72 |
begin |
409dd3851309
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parents:
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73 |
doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF); |
409dd3851309
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koda
parents:
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74 |
end; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
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75 |
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6581 | 76 |
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); |
77 |
var Gear: PGear; |
|
6769
44ad49a3a126
Add drowning to grenade too, try some little optimisations
nemo
parents:
6765
diff
changeset
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78 |
dmg, dmgBase: LongInt; |
6765 | 79 |
fX, fY, tdX, tdY: hwFloat; |
6581 | 80 |
vg: PVisualGear; |
81 |
i, cnt: LongInt; |
|
82 |
begin |
|
83 |
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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85 |
||
86 |
if ((Mask and EXPLNoGfx) = 0) then |
|
87 |
begin |
|
88 |
vg:= nil; |
|
89 |
if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion) |
|
90 |
else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion); |
|
91 |
if vg <> nil then |
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92 |
vg^.Tint:= Tint; |
|
93 |
end; |
|
94 |
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion); |
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95 |
||
6765 | 96 |
(*if (Mask and EXPLAllDamageInRadius) = 0 then |
6581 | 97 |
dmgRadius:= Radius shl 1 |
98 |
else |
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99 |
dmgRadius:= Radius; |
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6765 | 100 |
dmgBase:= dmgRadius + cHHRadius div 2;*) |
101 |
dmgBase:= Radius shl 1 + cHHRadius div 2; |
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6581 | 102 |
fX:= int2hwFloat(X); |
103 |
fY:= int2hwFloat(Y); |
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Gear:= GearsList; |
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105 |
while Gear <> nil do |
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106 |
begin |
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107 |
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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109 |
//if (dmg > 1) and |
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if (Gear^.State and gstNoDamage) = 0 then |
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111 |
begin |
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112 |
case Gear^.Kind of |
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113 |
gtHedgehog, |
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114 |
gtMine, |
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115 |
gtBall, |
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116 |
gtMelonPiece, |
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117 |
gtGrenade, |
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118 |
gtClusterBomb, |
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119 |
// gtCluster, too game breaking I think |
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120 |
gtSMine, |
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121 |
gtCase, |
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122 |
gtTarget, |
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123 |
gtFlame, |
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7754 | 124 |
gtKnife, |
8161 | 125 |
gtExplosives: begin //, |
126 |
//gtStructure: begin |
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6581 | 127 |
// Run the calcs only once we know we have a type that will need damage |
6765 | 128 |
tdX:= Gear^.X-fX; |
129 |
tdY:= Gear^.Y-fY; |
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7721 | 130 |
if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then |
7272
71df899c4163
Second part of the change. Make collision check use the new mask bit.
nemo
parents:
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diff
changeset
|
131 |
dmg:= dmgBase - hwRound(Distance(tdX, tdY)); |
6581 | 132 |
if dmg > 1 then |
133 |
begin |
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134 |
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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137 |
begin |
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10011
ead5e4b21671
Add check for gear kind of hedgehog on invulnerability effect. This probably fixes bug #766, is similar to change in previous r2a1483d91977 and was introduced by r7d925e82e572
nemo
parents:
10010
diff
changeset
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138 |
if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then |
6581 | 139 |
ApplyDamage(Gear, AttackingHog, dmg, dsExplosion) |
140 |
else |
|
141 |
Gear^.State:= Gear^.State or gstWinner; |
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142 |
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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145 |
DeleteCI(Gear); |
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6765 | 146 |
Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); |
147 |
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); |
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6581 | 148 |
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149 |
Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); |
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7767 | 150 |
if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); |
10011
ead5e4b21671
Add check for gear kind of hedgehog on invulnerability effect. This probably fixes bug #766, is similar to change in previous r2a1483d91977 and was introduced by r7d925e82e572
nemo
parents:
10010
diff
changeset
|
151 |
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then |
6581 | 152 |
Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); |
153 |
Gear^.Active:= true; |
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154 |
if Gear^.Kind <> gtFlame then FollowGear:= Gear |
|
155 |
end; |
|
9685
7d925e82e572
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
nemo
parents:
9561
diff
changeset
|
156 |
if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) and (Gear^.State and gstHHDeath = 0) then |
10012
82dd9f0c88f7
Make poison damage possibly variable (might as well since effects is a count). Scripts might find it handy.
nemo
parents:
10011
diff
changeset
|
157 |
Gear^.Hedgehog^.Effects[hePoisoned] := 5; |
6581 | 158 |
end; |
159 |
||
160 |
end; |
|
9814 | 161 |
gtGrave: if Mask and EXPLDoNotTouchAny = 0 then |
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// Run the calcs only once we know we have a type that will need damage |
163 |
begin |
|
9814 | 164 |
tdX:= Gear^.X-fX; |
165 |
tdY:= Gear^.Y-fY; |
|
166 |
if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then |
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167 |
dmg:= dmgBase - hwRound(Distance(tdX, tdY)); |
|
168 |
if dmg > 1 then |
|
169 |
begin |
|
170 |
dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); |
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Gear^.dY:= - _0_004 * dmg; |
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172 |
Gear^.Active:= true |
|
173 |
end |
|
174 |
end; |
|
6581 | 175 |
end; |
176 |
end; |
|
177 |
Gear:= Gear^.NextGear |
|
178 |
end; |
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179 |
||
180 |
if (Mask and EXPLDontDraw) = 0 then |
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181 |
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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186 |
AddVisualGear(X, Y, vgtChunk) |
|
187 |
end; |
|
188 |
||
189 |
uAIMisc.AwareOfExplosion(0, 0, 0) |
|
190 |
end; |
|
191 |
||
192 |
function ModifyDamage(dmg: Longword; Gear: PGear): Longword; |
|
193 |
var i: hwFloat; |
|
194 |
begin |
|
195 |
(* Invulnerability cannot be placed in here due to still needing kicks |
|
196 |
Not without a new damage machine. |
|
197 |
King check should be in here instead of ApplyDamage since Tiy wants them kicked less |
|
198 |
*) |
|
199 |
i:= _1; |
|
200 |
if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then |
|
201 |
i:= _1_5; |
|
10015 | 202 |
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog <> nil) and |
10010
2a1483d91977
well. let's fix this at least - only apply to gears that are actually hedgehogs, not just ones associated with a hedgehog (which can be pretty much any gear since damage tracking was added)
nemo
parents:
9998
diff
changeset
|
203 |
(Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then |
9148
78c699d8fdfd
move 0.01 to the end to avoid increase damage fail on small values like fire. thanks to hedgewars wiki for noting this for fire damage.
nemo
parents:
9080
diff
changeset
|
204 |
ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_5 * _0_01) |
9149 | 205 |
else |
9148
78c699d8fdfd
move 0.01 to the end to avoid increase damage fail on small values like fire. thanks to hedgewars wiki for noting this for fire damage.
nemo
parents:
9080
diff
changeset
|
206 |
ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01) |
6581 | 207 |
end; |
208 |
||
209 |
procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource); |
|
210 |
var s: shortstring; |
|
211 |
vampDmg, tmpDmg, i: Longword; |
|
212 |
vg: PVisualGear; |
|
213 |
begin |
|
214 |
if Damage = 0 then |
|
215 |
exit; // nothing to apply |
|
216 |
||
217 |
if (Gear^.Kind = gtHedgehog) then |
|
218 |
begin |
|
219 |
Gear^.LastDamage := AttackerHog; |
|
220 |
||
221 |
Gear^.Hedgehog^.Team^.Clan^.Flawless:= false; |
|
222 |
HHHurt(Gear^.Hedgehog, Source); |
|
223 |
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color); |
|
224 |
tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage)); |
|
225 |
if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then |
|
226 |
begin |
|
227 |
if cVampiric then |
|
228 |
begin |
|
229 |
vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8); |
|
230 |
if vampDmg >= 1 then |
|
231 |
begin |
|
232 |
// was considering pulsing on attack, Tiy thinks it should be permanent while in play |
|
233 |
//CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric; |
|
234 |
inc(CurrentHedgehog^.Gear^.Health,vampDmg); |
|
235 |
str(vampDmg, s); |
|
236 |
s:= '+' + s; |
|
237 |
AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); |
|
238 |
RenderHealth(CurrentHedgehog^); |
|
239 |
RecountTeamHealth(CurrentHedgehog^.Team); |
|
240 |
i:= 0; |
|
241 |
while i < vampDmg do |
|
242 |
begin |
|
243 |
vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot); |
|
244 |
if vg <> nil then |
|
245 |
with vg^ do |
|
246 |
begin |
|
247 |
Tint:= $FF0000FF; |
|
248 |
State:= ord(sprHealth) |
|
249 |
end; |
|
250 |
inc(i, 5); |
|
251 |
end; |
|
252 |
end |
|
253 |
end; |
|
10015 | 254 |
if (GameFlags and gfKarma <> 0) and (GameFlags and gfInvulnerable = 0) and |
9685
7d925e82e572
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
nemo
parents:
9561
diff
changeset
|
255 |
(CurrentHedgehog^.Effects[heInvulnerable] = 0) then |
6581 | 256 |
begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid |
257 |
inc(CurrentHedgehog^.Gear^.Karma, tmpDmg); |
|
258 |
CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog; |
|
259 |
spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg); |
|
260 |
end; |
|
8330 | 261 |
uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false); |
6581 | 262 |
end; |
8199
886ed135665b
Fix crashes and wtf behaviour introduced in r0b8beacff8a5
unc0rr
parents:
8161
diff
changeset
|
263 |
end else |
8161 | 264 |
//else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure |
6581 | 265 |
Gear^.Hedgehog:= AttackerHog; |
266 |
inc(Gear^.Damage, Damage); |
|
8330 | 267 |
|
6581 | 268 |
ScriptCall('onGearDamage', Gear^.UID, Damage); |
269 |
end; |
|
270 |
||
271 |
procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword); |
|
272 |
var tag: PVisualGear; |
|
273 |
begin |
|
274 |
tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg); |
|
275 |
if (tag <> nil) then |
|
276 |
tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color |
|
277 |
AllInactive:= false; |
|
278 |
HHGear^.Active:= true; |
|
279 |
end; |
|
8330 | 280 |
|
6581 | 281 |
procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource); |
282 |
begin |
|
9071 | 283 |
if Hedgehog^.Effects[heFrozen] <> 0 then exit; |
6581 | 284 |
if (Source = dsFall) or (Source = dsExplosion) then |
285 |
case random(3) of |
|
7053 | 286 |
0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack); |
287 |
1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack); |
|
288 |
2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack); |
|
6581 | 289 |
end |
290 |
else if (Source = dsPoison) then |
|
291 |
case random(2) of |
|
7053 | 292 |
0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack); |
293 |
1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack); |
|
6581 | 294 |
end |
295 |
else |
|
296 |
case random(4) of |
|
7053 | 297 |
0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack); |
298 |
1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack); |
|
299 |
2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack); |
|
300 |
3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack); |
|
6581 | 301 |
end |
302 |
end; |
|
303 |
||
304 |
procedure CheckHHDamage(Gear: PGear); |
|
10015 | 305 |
var |
9809 | 306 |
dmg: LongInt; |
8003 | 307 |
i: LongWord; |
6581 | 308 |
particle: PVisualGear; |
309 |
begin |
|
9071 | 310 |
if _0_4 < Gear^.dY then |
311 |
begin |
|
312 |
dmg := ModifyDamage(1 + hwRound((Gear^.dY - _0_4) * 70), Gear); |
|
313 |
if Gear^.Hedgehog^.Effects[heFrozen] = 0 then |
|
314 |
PlaySound(sndBump) |
|
315 |
else PlaySound(sndFrozenHogImpact); |
|
316 |
if dmg < 1 then |
|
317 |
exit; |
|
6581 | 318 |
|
9809 | 319 |
for i:= min(12, 3 + dmg div 10) downto 0 do |
9071 | 320 |
begin |
321 |
particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); |
|
322 |
if particle <> nil then |
|
323 |
particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480); |
|
324 |
end; |
|
6581 | 325 |
|
9685
7d925e82e572
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
nemo
parents:
9561
diff
changeset
|
326 |
if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then |
9071 | 327 |
exit; |
6581 | 328 |
|
9071 | 329 |
//if _0_6 < Gear^.dY then |
330 |
// PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack) |
|
331 |
//else |
|
332 |
// PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack); |
|
6581 | 333 |
|
9071 | 334 |
if Gear^.LastDamage <> nil then |
335 |
ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall) |
|
336 |
else |
|
337 |
ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall); |
|
6581 | 338 |
end |
339 |
end; |
|
340 |
||
341 |
||
342 |
procedure CalcRotationDirAngle(Gear: PGear); |
|
8330 | 343 |
var |
6581 | 344 |
dAngle: real; |
345 |
begin |
|
7825 | 346 |
// Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64 |
347 |
//dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; |
|
348 |
dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000); |
|
6581 | 349 |
if not Gear^.dX.isNegative then |
350 |
Gear^.DirAngle := Gear^.DirAngle + dAngle |
|
351 |
else |
|
352 |
Gear^.DirAngle := Gear^.DirAngle - dAngle; |
|
353 |
||
354 |
if Gear^.DirAngle < 0 then |
|
355 |
Gear^.DirAngle := Gear^.DirAngle + 360 |
|
356 |
else if 360 < Gear^.DirAngle then |
|
357 |
Gear^.DirAngle := Gear^.DirAngle - 360 |
|
358 |
end; |
|
359 |
||
8947
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
360 |
function CheckGearDrowning(var Gear: PGear): boolean; |
10015 | 361 |
var |
6581 | 362 |
skipSpeed, skipAngle, skipDecay: hwFloat; |
363 |
i, maxDrops, X, Y: LongInt; |
|
364 |
vdX, vdY: real; |
|
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
365 |
particle, splash: PVisualGear; |
6581 | 366 |
isSubmersible: boolean; |
367 |
begin |
|
368 |
// probably needs tweaking. might need to be in a case statement based upon gear type |
|
369 |
Y:= hwRound(Gear^.Y); |
|
370 |
if cWaterLine < Y + Gear^.Radius then |
|
371 |
begin |
|
7389
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7372
diff
changeset
|
372 |
if Gear^.State and gstInvisible <> 0 then |
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7372
diff
changeset
|
373 |
begin |
7406
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
374 |
if Gear^.Kind = gtGenericFaller then |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
375 |
begin |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
376 |
Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX); |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
377 |
Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY); |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
378 |
Gear^.dX:= _90-(GetRandomf*_360); |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
379 |
Gear^.dY:= _90-(GetRandomf*_360) |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
380 |
end |
1fe2c821f9bf
Try avoiding spamming the log by retaining the gears. untested.
nemo
parents:
7389
diff
changeset
|
381 |
else DeleteGear(Gear); |
7389
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7372
diff
changeset
|
382 |
exit |
15c3fb4882df
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents:
7372
diff
changeset
|
383 |
end; |
8992
5b0be812dcdb
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
nemo
parents:
8991
diff
changeset
|
384 |
isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0); |
6581 | 385 |
skipSpeed := _0_25; |
386 |
skipAngle := _1_9; |
|
387 |
skipDecay := _0_87; |
|
388 |
X:= hwRound(Gear^.X); |
|
389 |
vdX:= hwFloat2Float(Gear^.dX); |
|
390 |
vdY:= hwFloat2Float(Gear^.dY); |
|
391 |
// this could perhaps be a tiny bit higher. |
|
10015 | 392 |
if (cWaterLine + 64 + Gear^.Radius > Y) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) |
6581 | 393 |
and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then |
394 |
begin |
|
395 |
Gear^.dY.isNegative := true; |
|
396 |
Gear^.dY := Gear^.dY * skipDecay; |
|
397 |
Gear^.dX := Gear^.dX * skipDecay; |
|
398 |
CheckGearDrowning := false; |
|
399 |
PlaySound(sndSkip) |
|
400 |
end |
|
401 |
else |
|
402 |
begin |
|
403 |
if not isSubmersible then |
|
404 |
begin |
|
405 |
CheckGearDrowning := true; |
|
406 |
Gear^.State := gstDrowning; |
|
407 |
Gear^.RenderTimer := false; |
|
408 |
if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) |
|
409 |
and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then |
|
410 |
if Gear^.Kind = gtHedgehog then |
|
411 |
begin |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6990
diff
changeset
|
412 |
if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then |
8947
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
413 |
begin |
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
414 |
// Gear could become nil after this, just exit to skip splashes |
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
415 |
ResurrectHedgehog(Gear); |
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
416 |
exit |
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
417 |
end |
6581 | 418 |
else |
419 |
begin |
|
420 |
Gear^.doStep := @doStepDrowningGear; |
|
421 |
Gear^.State := Gear^.State and (not gstHHDriven); |
|
422 |
AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage); |
|
423 |
end |
|
424 |
end |
|
425 |
else |
|
426 |
Gear^.doStep := @doStepDrowningGear; |
|
427 |
if Gear^.Kind = gtFlake then |
|
10015 | 428 |
exit // skip splashes |
8990 | 429 |
end |
10015 | 430 |
else if (Y > cWaterLine + cVisibleWater*4) and |
8992
5b0be812dcdb
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
nemo
parents:
8991
diff
changeset
|
431 |
((Gear <> CurrentHedgehog^.Gear) or (CurAmmoGear = nil) or (CurAmmoGear^.State and gstSubmersible = 0)) then |
8990 | 432 |
Gear^.doStep:= @doStepDrowningGear; |
6581 | 433 |
if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) |
8989 | 434 |
or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and (Gear = CurAmmoGear) and ((CurAmmoGear^.Pos = 0) |
6581 | 435 |
and (CurAmmoGear^.dY < _0_01))) then |
6804 | 436 |
if Gear^.Density * Gear^.dY > _1 then |
437 |
PlaySound(sndSplash) |
|
8330 | 438 |
else if Gear^.Density * Gear^.dY > _0_5 then |
6804 | 439 |
PlaySound(sndSkip) |
440 |
else |
|
441 |
PlaySound(sndDroplet2); |
|
6581 | 442 |
end; |
443 |
||
444 |
if ((cReducedQuality and rqPlainSplash) = 0) |
|
445 |
and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) |
|
8989 | 446 |
or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and (Gear = CurAmmoGear) and ((CurAmmoGear^.Pos = 0) |
6581 | 447 |
and (CurAmmoGear^.dY < _0_01)))) then |
448 |
begin |
|
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
449 |
splash:= AddVisualGear(X, cWaterLine, vgtSplash); |
8330 | 450 |
if splash <> nil then |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
451 |
with splash^ do |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
452 |
begin |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
453 |
Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY); |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
454 |
if Scale > 1 then Scale:= power(Scale,0.3333) |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
455 |
else Scale:= Scale + ((1-Scale) / 2); |
7420 | 456 |
if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4)) |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
457 |
else Timer:= 1; |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
458 |
// Low Gravity |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
459 |
FrameTicks:= FrameTicks*Timer; |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
460 |
end; |
6581 | 461 |
|
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
462 |
maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6); |
6581 | 463 |
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do |
464 |
begin |
|
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
465 |
particle := AddVisualGear(X - 3 + Random(7), cWaterLine, vgtDroplet); |
6581 | 466 |
if particle <> nil then |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
467 |
with particle^ do |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
468 |
begin |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
469 |
dX := dX - vdX / 10; |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
470 |
dY := dY - vdY / 5; |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
471 |
if splash <> nil then |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
472 |
begin |
8330 | 473 |
if splash^.Scale > 1 then |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
474 |
begin |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
475 |
dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
476 |
dY:= dY * power(splash^.Scale, 0.3333) |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
477 |
end |
8330 | 478 |
else |
7372
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
479 |
begin |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
480 |
dX:= dX * splash^.Scale; |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
481 |
dY:= dY * splash^.Scale |
fcc002658832
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents:
7357
diff
changeset
|
482 |
end |
6803
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
483 |
end |
0e70f3ea3bf8
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents:
6769
diff
changeset
|
484 |
end |
6581 | 485 |
end |
486 |
end; |
|
8989 | 487 |
if isSubmersible and (Gear = CurAmmoGear) and (CurAmmoGear^.Pos = 0) then |
6581 | 488 |
CurAmmoGear^.Pos := 1000 |
489 |
end |
|
490 |
else |
|
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
491 |
begin |
9521
8054d9d775fd
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
koda
diff
changeset
|
492 |
if (not ((Gear^.Kind = gtJetpack) or (Gear^.Kind = gtBee))) then |
8054d9d775fd
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
koda
diff
changeset
|
493 |
Gear^.State:= (Gear^.State and (not gstSubmersible)); // making it temporary for most gears is more attractive I think |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
494 |
CheckGearDrowning := false |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
495 |
end |
6581 | 496 |
end; |
497 |
||
498 |
||
8947
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
499 |
procedure ResurrectHedgehog(var gear: PGear); |
6581 | 500 |
var tempTeam : PTeam; |
7092
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
501 |
sparkles: PVisualGear; |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
502 |
gX, gY: LongInt; |
6581 | 503 |
begin |
7357
06454899d0d2
Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents:
7272
diff
changeset
|
504 |
if (Gear^.LastDamage <> nil) then |
06454899d0d2
Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents:
7272
diff
changeset
|
505 |
uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true) |
06454899d0d2
Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents:
7272
diff
changeset
|
506 |
else |
06454899d0d2
Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents:
7272
diff
changeset
|
507 |
uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true); |
6581 | 508 |
AttackBar:= 0; |
509 |
gear^.dX := _0; |
|
510 |
gear^.dY := _0; |
|
511 |
gear^.Damage := 0; |
|
512 |
gear^.Health := gear^.Hedgehog^.InitialHealth; |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6990
diff
changeset
|
513 |
gear^.Hedgehog^.Effects[hePoisoned] := 0; |
7176
fb4b0c6dfdbd
Make watching AI v AI on ai survival a bit more entertaining
nemo
parents:
7168
diff
changeset
|
514 |
if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0) |
fb4b0c6dfdbd
Make watching AI v AI on ai survival a bit more entertaining
nemo
parents:
7168
diff
changeset
|
515 |
and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then |
8330 | 516 |
with CurrentHedgehog^ do |
6581 | 517 |
begin |
518 |
inc(Team^.stats.AIKills); |
|
519 |
FreeTexture(Team^.AIKillsTex); |
|
520 |
Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16); |
|
521 |
end; |
|
522 |
tempTeam := gear^.Hedgehog^.Team; |
|
523 |
DeleteCI(gear); |
|
7092
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
524 |
gX := hwRound(gear^.X); |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
525 |
gY := hwRound(gear^.Y); |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
526 |
// might need more sparkles for a column |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
527 |
sparkles:= AddVisualGear(gX, gY, vgtDust, 1); |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
528 |
if sparkles <> nil then |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
529 |
begin |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
530 |
sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF; |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
531 |
//sparkles^.Angle:= random(360); |
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
532 |
end; |
8330 | 533 |
FindPlace(gear, false, 0, LAND_WIDTH, true); |
6581 | 534 |
if gear <> nil then |
535 |
begin |
|
7092
c9ca770fd7fc
Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents:
7066
diff
changeset
|
536 |
AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion); |
7168
8defaabce92e
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents:
7092
diff
changeset
|
537 |
PlaySound(sndWarp); |
6581 | 538 |
RenderHealth(gear^.Hedgehog^); |
539 |
ScriptCall('onGearResurrect', gear^.uid); |
|
540 |
gear^.State := gstWait; |
|
8947
e906ebd59612
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
unc0rr
parents:
8763
diff
changeset
|
541 |
end; |
6581 | 542 |
RecountTeamHealth(tempTeam); |
543 |
end; |
|
544 |
||
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
545 |
function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt; |
6581 | 546 |
var i: LongInt; |
547 |
count: LongInt = 0; |
|
548 |
begin |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
549 |
if (y and LAND_HEIGHT_MASK) = 0 then |
7509 | 550 |
for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do |
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
551 |
if Land[y, i] and mask <> 0 then |
6581 | 552 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
553 |
inc(count); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
554 |
if count = c then |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
555 |
begin |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
556 |
CountNonZeroz:= count; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
557 |
exit |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
558 |
end; |
6581 | 559 |
end; |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
560 |
CountNonZeroz:= count; |
6581 | 561 |
end; |
562 |
||
6888 | 563 |
|
564 |
function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean; |
|
565 |
var t: PGear; |
|
566 |
begin |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
567 |
NoGearsToAvoid:= false; |
6888 | 568 |
t:= GearsList; |
569 |
rX:= sqr(rX); |
|
570 |
rY:= sqr(rY); |
|
571 |
while t <> nil do |
|
572 |
begin |
|
573 |
if t^.Kind <= gtExplosives then |
|
574 |
if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
575 |
exit; |
6888 | 576 |
t:= t^.NextGear |
577 |
end; |
|
578 |
NoGearsToAvoid:= true |
|
579 |
end; |
|
580 |
||
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6888
diff
changeset
|
581 |
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6888
diff
changeset
|
582 |
begin |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6888
diff
changeset
|
583 |
FindPlace(Gear, withFall, Left, Right, false); |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6888
diff
changeset
|
584 |
end; |
6888 | 585 |
|
6581 | 586 |
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean); |
587 |
var x: LongInt; |
|
588 |
y, sy: LongInt; |
|
8007 | 589 |
ar: array[0..1023] of TPoint; |
590 |
ar2: array[0..2047] of TPoint; |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
8007
diff
changeset
|
591 |
temp: TPoint; |
6581 | 592 |
cnt, cnt2: Longword; |
593 |
delta: LongInt; |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
594 |
ignoreNearObjects, ignoreOverlap, tryAgain: boolean; |
6581 | 595 |
begin |
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
596 |
ignoreNearObjects:= false; // try not skipping proximity at first |
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
597 |
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 |
6581 | 598 |
tryAgain:= true; |
10015 | 599 |
if WorldEdge <> weNone then |
9477 | 600 |
begin |
9809 | 601 |
Left:= max(Left, LongInt(leftX) + Gear^.Radius); |
9477 | 602 |
Right:= min(Right,rightX-Gear^.Radius) |
603 |
end; |
|
6581 | 604 |
while tryAgain do |
605 |
begin |
|
8007 | 606 |
delta:= LAND_WIDTH div 16; |
6581 | 607 |
cnt2:= 0; |
608 |
repeat |
|
8007 | 609 |
x:= Left + max(LAND_WIDTH div 2048, LongInt(GetRandom(Delta))); |
6581 | 610 |
repeat |
611 |
inc(x, Delta); |
|
612 |
cnt:= 0; |
|
9809 | 613 |
y:= min(1024, topY) - Gear^.Radius shl 1; |
6581 | 614 |
while y < cWaterLine do |
615 |
begin |
|
616 |
repeat |
|
617 |
inc(y, 2); |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
618 |
until (y >= cWaterLine) or |
10015 | 619 |
((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or |
8751
4609823efc94
More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents:
8632
diff
changeset
|
620 |
(ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) = 0)); |
6581 | 621 |
|
622 |
sy:= y; |
|
623 |
||
624 |
repeat |
|
625 |
inc(y); |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
626 |
until (y >= cWaterLine) or |
10015 | 627 |
((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or |
628 |
(ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) <> 0)); |
|
6581 | 629 |
|
630 |
if (y - sy > Gear^.Radius * 2) |
|
631 |
and (((Gear^.Kind = gtExplosives) |
|
632 |
and (y < cWaterLine) |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
633 |
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60)) |
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
634 |
and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius)) |
6581 | 635 |
or |
636 |
((Gear^.Kind <> gtExplosives) |
|
637 |
and (y < cWaterLine) |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
638 |
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110)) |
6888 | 639 |
)) then |
640 |
begin |
|
6581 | 641 |
ar[cnt].X:= x; |
642 |
if withFall then |
|
643 |
ar[cnt].Y:= sy + Gear^.Radius |
|
644 |
else |
|
645 |
ar[cnt].Y:= y - Gear^.Radius; |
|
646 |
inc(cnt) |
|
647 |
end; |
|
648 |
||
7603
e9c3c67b5dfd
reducing this value is sufficient to ensure crates drop just below top border or a girder
nemo
parents:
7599
diff
changeset
|
649 |
inc(y, 10) |
6581 | 650 |
end; |
651 |
||
652 |
if cnt > 0 then |
|
10015 | 653 |
begin |
654 |
temp := ar[GetRandom(cnt)]; |
|
655 |
with temp do |
|
6581 | 656 |
begin |
657 |
ar2[cnt2].x:= x; |
|
658 |
ar2[cnt2].y:= y; |
|
659 |
inc(cnt2) |
|
660 |
end |
|
10015 | 661 |
end |
6581 | 662 |
until (x + Delta > Right); |
663 |
||
664 |
dec(Delta, 60) |
|
665 |
until (cnt2 > 0) or (Delta < 70); |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
666 |
// if either of these has not been tried, do another pass |
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
667 |
if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then |
6581 | 668 |
tryAgain:= true |
669 |
else tryAgain:= false; |
|
7190
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
670 |
if ignoreNearObjects then ignoreOverlap:= true; |
aa8d68817c32
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents:
7176
diff
changeset
|
671 |
ignoreNearObjects:= true; |
6581 | 672 |
end; |
673 |
||
674 |
if cnt2 > 0 then |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
8007
diff
changeset
|
675 |
begin |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
8007
diff
changeset
|
676 |
temp := ar2[GetRandom(cnt2)]; |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
8007
diff
changeset
|
677 |
with temp do |
6581 | 678 |
begin |
679 |
Gear^.X:= int2hwFloat(x); |
|
680 |
Gear^.Y:= int2hwFloat(y); |
|
681 |
AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')'); |
|
682 |
end |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
8007
diff
changeset
|
683 |
end |
6581 | 684 |
else |
685 |
begin |
|
686 |
OutError('Can''t find place for Gear', false); |
|
687 |
if Gear^.Kind = gtHedgehog then |
|
7010
10a0a31804f3
Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents:
6990
diff
changeset
|
688 |
Gear^.Hedgehog^.Effects[heResurrectable] := 0; |
6581 | 689 |
DeleteGear(Gear); |
690 |
Gear:= nil |
|
691 |
end |
|
692 |
end; |
|
693 |
||
694 |
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; |
|
695 |
var t: PGear; |
|
696 |
begin |
|
697 |
t:= GearsList; |
|
698 |
rX:= sqr(rX); |
|
699 |
rY:= sqr(rY); |
|
700 |
||
701 |
while t <> nil do |
|
702 |
begin |
|
703 |
if (t <> Gear) and (t^.Kind = Kind) then |
|
704 |
if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
705 |
begin |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
706 |
CheckGearNear:= t; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
707 |
exit; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
708 |
end; |
6581 | 709 |
t:= t^.NextGear |
710 |
end; |
|
711 |
||
712 |
CheckGearNear:= nil |
|
713 |
end; |
|
714 |
||
7592 | 715 |
procedure CheckCollision(Gear: PGear); inline; |
716 |
begin |
|
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
717 |
if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0) |
7592 | 718 |
or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then |
719 |
Gear^.State := Gear^.State or gstCollision |
|
720 |
else |
|
721 |
Gear^.State := Gear^.State and (not gstCollision) |
|
722 |
end; |
|
723 |
||
724 |
procedure CheckCollisionWithLand(Gear: PGear); inline; |
|
725 |
begin |
|
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
726 |
if (TestCollisionX(Gear, hwSign(Gear^.dX)) <> 0) |
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
727 |
or (TestCollisionY(Gear, hwSign(Gear^.dY)) <> 0) then |
7592 | 728 |
Gear^.State := Gear^.State or gstCollision |
8330 | 729 |
else |
7592 | 730 |
Gear^.State := Gear^.State and (not gstCollision) |
731 |
end; |
|
732 |
||
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
733 |
function MakeHedgehogsStep(Gear: PGear) : boolean; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
734 |
begin |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
735 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
736 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
737 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
738 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
739 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
740 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
741 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
742 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
743 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
744 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
745 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
746 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
747 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
748 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
749 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
750 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
751 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
752 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
753 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
754 |
Gear^.Y:= Gear^.Y + _6 |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
755 |
end else Gear^.Y:= Gear^.Y + _5 else |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
756 |
end else Gear^.Y:= Gear^.Y + _4 else |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
757 |
end else Gear^.Y:= Gear^.Y + _3 else |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
758 |
end else Gear^.Y:= Gear^.Y + _2 else |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
759 |
end else Gear^.Y:= Gear^.Y + _1 |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
760 |
end; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
761 |
|
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
762 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0 then |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
763 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
764 |
Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX); |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
765 |
MakeHedgehogsStep:= true |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
766 |
end else |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
767 |
MakeHedgehogsStep:= false; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
768 |
|
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
769 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
770 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
771 |
Gear^.Y:= Gear^.Y + _1; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
772 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
773 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
774 |
Gear^.Y:= Gear^.Y + _1; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
775 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
776 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
777 |
Gear^.Y:= Gear^.Y + _1; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
778 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
779 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
780 |
Gear^.Y:= Gear^.Y + _1; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
781 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
782 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
783 |
Gear^.Y:= Gear^.Y + _1; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
784 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
785 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
786 |
Gear^.Y:= Gear^.Y + _1; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
787 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
788 |
begin |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
789 |
Gear^.Y:= Gear^.Y - _6; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
790 |
Gear^.dY:= _0; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
791 |
Gear^.State:= Gear^.State or gstMoving; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
792 |
exit |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
793 |
end; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
794 |
end |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
795 |
end |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
796 |
end |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
797 |
end |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
798 |
end |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
799 |
end; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
800 |
end; |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7627
diff
changeset
|
801 |
|
9285 | 802 |
|
803 |
procedure ShotgunShot(Gear: PGear); |
|
804 |
var t: PGear; |
|
805 |
dmg, r, dist: LongInt; |
|
806 |
dx, dy: hwFloat; |
|
807 |
begin |
|
808 |
Gear^.Radius:= cShotgunRadius; |
|
809 |
t:= GearsList; |
|
810 |
while t <> nil do |
|
811 |
begin |
|
812 |
case t^.Kind of |
|
813 |
gtHedgehog, |
|
814 |
gtMine, |
|
815 |
gtSMine, |
|
816 |
gtKnife, |
|
817 |
gtCase, |
|
818 |
gtTarget, |
|
819 |
gtExplosives: begin//, |
|
820 |
// gtStructure: begin |
|
821 |
//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg)); |
|
822 |
dmg:= 0; |
|
823 |
r:= Gear^.Radius + t^.Radius; |
|
824 |
dx:= Gear^.X-t^.X; |
|
825 |
dx.isNegative:= false; |
|
826 |
dy:= Gear^.Y-t^.Y; |
|
827 |
dy.isNegative:= false; |
|
828 |
if r-hwRound(dx+dy) > 0 then |
|
829 |
begin |
|
830 |
dist:= hwRound(Distance(dx, dy)); |
|
831 |
dmg:= ModifyDamage(min(r - dist, 25), t); |
|
832 |
end; |
|
833 |
if dmg > 0 then |
|
834 |
begin |
|
10011
ead5e4b21671
Add check for gear kind of hedgehog on invulnerability effect. This probably fixes bug #766, is similar to change in previous r2a1483d91977 and was introduced by r7d925e82e572
nemo
parents:
10010
diff
changeset
|
835 |
if (Gear^.Kind <> gtHedgehog) or (t^.Hedgehog^.Effects[heInvulnerable] = 0) then |
9285 | 836 |
ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet) |
837 |
else |
|
838 |
Gear^.State:= Gear^.State or gstWinner; |
|
839 |
||
840 |
DeleteCI(t); |
|
841 |
t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX); |
|
842 |
t^.dY:= t^.dY + Gear^.dY * dmg * _0_01; |
|
843 |
t^.State:= t^.State or gstMoving; |
|
844 |
if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision); |
|
845 |
t^.Active:= true; |
|
846 |
FollowGear:= t |
|
847 |
end |
|
848 |
end; |
|
849 |
gtGrave: begin |
|
850 |
dmg:= 0; |
|
851 |
r:= Gear^.Radius + t^.Radius; |
|
852 |
dx:= Gear^.X-t^.X; |
|
853 |
dx.isNegative:= false; |
|
854 |
dy:= Gear^.Y-t^.Y; |
|
855 |
dy.isNegative:= false; |
|
856 |
if r-hwRound(dx+dy) > 0 then |
|
857 |
begin |
|
858 |
dist:= hwRound(Distance(dx, dy)); |
|
859 |
dmg:= ModifyDamage(min(r - dist, 25), t); |
|
860 |
end; |
|
861 |
if dmg > 0 then |
|
862 |
begin |
|
863 |
t^.dY:= - _0_1; |
|
864 |
t^.Active:= true |
|
865 |
end |
|
866 |
end; |
|
867 |
end; |
|
868 |
t:= t^.NextGear |
|
869 |
end; |
|
870 |
if (GameFlags and gfSolidLand) = 0 then |
|
871 |
DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius) |
|
872 |
end; |
|
873 |
||
874 |
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); |
|
875 |
var t: PGearArray; |
|
876 |
Gear: PGear; |
|
877 |
i, j, tmpDmg: LongInt; |
|
878 |
VGear: PVisualGear; |
|
879 |
begin |
|
880 |
t:= CheckGearsCollision(Ammo); |
|
881 |
// Just to avoid hogs on rope dodging fire. |
|
882 |
if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy)) |
|
883 |
and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1) |
|
884 |
and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then |
|
885 |
begin |
|
886 |
t^.ar[t^.Count]:= CurrentHedgehog^.Gear; |
|
887 |
inc(t^.Count) |
|
888 |
end; |
|
889 |
||
890 |
i:= t^.Count; |
|
891 |
||
892 |
if (Ammo^.Kind = gtFlame) and (i > 0) then |
|
893 |
Ammo^.Health:= 0; |
|
894 |
while i > 0 do |
|
895 |
begin |
|
896 |
dec(i); |
|
897 |
Gear:= t^.ar[i]; |
|
10015 | 898 |
if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and |
9285 | 899 |
(Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then |
900 |
Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000); |
|
901 |
tmpDmg:= ModifyDamage(Damage, Gear); |
|
902 |
if (Gear^.State and gstNoDamage) = 0 then |
|
903 |
begin |
|
904 |
||
10015 | 905 |
if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then |
9285 | 906 |
begin |
907 |
VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit); |
|
908 |
if VGear <> nil then |
|
909 |
VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY); |
|
910 |
end; |
|
911 |
||
912 |
if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then |
|
913 |
Gear^.FlightTime:= 1; |
|
914 |
||
915 |
||
916 |
case Gear^.Kind of |
|
917 |
gtHedgehog, |
|
918 |
gtMine, |
|
919 |
gtSMine, |
|
920 |
gtKnife, |
|
921 |
gtTarget, |
|
922 |
gtCase, |
|
923 |
gtExplosives: //, |
|
924 |
//gtStructure: |
|
925 |
begin |
|
926 |
if (Ammo^.Kind = gtDrill) then |
|
927 |
begin |
|
928 |
Ammo^.Timer:= 0; |
|
929 |
exit; |
|
930 |
end; |
|
10011
ead5e4b21671
Add check for gear kind of hedgehog on invulnerability effect. This probably fixes bug #766, is similar to change in previous r2a1483d91977 and was introduced by r7d925e82e572
nemo
parents:
10010
diff
changeset
|
931 |
if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then |
9285 | 932 |
begin |
933 |
if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then |
|
934 |
for j:= 1 to max(1,min(3,tmpDmg div 5)) do |
|
935 |
begin |
|
936 |
VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot); |
|
937 |
if VGear <> nil then |
|
938 |
with VGear^ do |
|
939 |
begin |
|
940 |
Tint:= $FFCC00FF; |
|
941 |
Angle:= random(360); |
|
942 |
dx:= 0.0005 * (random(100)); |
|
943 |
dy:= 0.0005 * (random(100)); |
|
944 |
if random(2) = 0 then |
|
945 |
dx := -dx; |
|
946 |
if random(2) = 0 then |
|
947 |
dy := -dy; |
|
948 |
FrameTicks:= 600+random(200); |
|
949 |
State:= ord(sprStar) |
|
950 |
end |
|
951 |
end; |
|
952 |
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove) |
|
953 |
end |
|
954 |
else |
|
955 |
Gear^.State:= Gear^.State or gstWinner; |
|
10015 | 956 |
if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then |
9285 | 957 |
begin |
958 |
if (Ammo^.Hedgehog^.Gear <> nil) then |
|
959 |
Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable); |
|
960 |
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch |
|
961 |
end; |
|
962 |
||
963 |
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then |
|
964 |
begin |
|
965 |
Gear^.dX:= Ammo^.dX * Power * _0_005; |
|
966 |
Gear^.dY:= Ammo^.dY * Power * _0_005 |
|
967 |
end |
|
968 |
else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then |
|
969 |
begin |
|
970 |
Gear^.dX:= Ammo^.dX * Power * _0_01; |
|
971 |
Gear^.dY:= Ammo^.dY * Power * _0_01 |
|
972 |
end; |
|
973 |
||
974 |
if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then |
|
975 |
begin |
|
976 |
Gear^.Active:= true; |
|
977 |
DeleteCI(Gear); |
|
978 |
Gear^.State:= Gear^.State or gstMoving; |
|
979 |
if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); |
|
980 |
// move the gear upwards a bit to throw it over tiny obstacles at start |
|
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
981 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then |
9285 | 982 |
begin |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
983 |
if (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) = 0) and |
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
984 |
(TestCollisionYwithGear(Gear, -1) = 0) then |
9285 | 985 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
986 |
if (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0) and |
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
987 |
(TestCollisionYwithGear(Gear, -1) = 0) then |
9285 | 988 |
Gear^.Y:= Gear^.Y - _1; |
9706
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
989 |
if (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0) and |
5178d2263521
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents:
9685
diff
changeset
|
990 |
(TestCollisionYwithGear(Gear, -1) = 0) then |
9285 | 991 |
Gear^.Y:= Gear^.Y - _1; |
992 |
end |
|
993 |
end; |
|
994 |
||
995 |
||
996 |
if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then |
|
997 |
FollowGear:= Gear |
|
998 |
end; |
|
999 |
end |
|
1000 |
end; |
|
1001 |
end; |
|
1002 |
if i <> 0 then |
|
1003 |
SetAllToActive |
|
1004 |
end; |
|
1005 |
||
1006 |
||
1007 |
function CountGears(Kind: TGearType): Longword; |
|
1008 |
var t: PGear; |
|
1009 |
count: Longword = 0; |
|
1010 |
begin |
|
1011 |
||
1012 |
t:= GearsList; |
|
1013 |
while t <> nil do |
|
1014 |
begin |
|
1015 |
if t^.Kind = Kind then |
|
1016 |
inc(count); |
|
1017 |
t:= t^.NextGear |
|
1018 |
end; |
|
1019 |
CountGears:= count; |
|
1020 |
end; |
|
1021 |
||
1022 |
procedure SetAllToActive; |
|
1023 |
var t: PGear; |
|
1024 |
begin |
|
1025 |
AllInactive:= false; |
|
1026 |
t:= GearsList; |
|
1027 |
while t <> nil do |
|
1028 |
begin |
|
1029 |
t^.Active:= true; |
|
1030 |
t:= t^.NextGear |
|
1031 |
end |
|
1032 |
end; |
|
1033 |
||
1034 |
procedure SetAllHHToActive; inline; |
|
1035 |
begin |
|
1036 |
SetAllHHToActive(true) |
|
1037 |
end; |
|
1038 |
||
1039 |
||
1040 |
procedure SetAllHHToActive(Ice: boolean); |
|
1041 |
var t: PGear; |
|
1042 |
begin |
|
1043 |
AllInactive:= false; |
|
1044 |
t:= GearsList; |
|
1045 |
while t <> nil do |
|
1046 |
begin |
|
1047 |
if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then |
|
1048 |
begin |
|
1049 |
if (t^.Kind = gtHedgehog) and Ice then CheckIce(t); |
|
1050 |
t^.Active:= true |
|
1051 |
end; |
|
1052 |
t:= t^.NextGear |
|
1053 |
end |
|
1054 |
end; |
|
1055 |
||
1056 |
||
1057 |
var GearsNearArray : TPGearArray; |
|
1058 |
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; |
|
1059 |
var |
|
1060 |
t: PGear; |
|
1061 |
s: Longword; |
|
1062 |
begin |
|
1063 |
r:= r*r; |
|
1064 |
s:= 0; |
|
1065 |
SetLength(GearsNearArray, s); |
|
1066 |
t := GearsList; |
|
10015 | 1067 |
while t <> nil do |
9285 | 1068 |
begin |
10015 | 1069 |
if (t^.Kind = Kind) |
9285 | 1070 |
and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then |
1071 |
begin |
|
1072 |
inc(s); |
|
1073 |
SetLength(GearsNearArray, s); |
|
1074 |
GearsNearArray[s - 1] := t; |
|
1075 |
end; |
|
1076 |
t := t^.NextGear; |
|
1077 |
end; |
|
1078 |
||
1079 |
GearsNear.size:= s; |
|
1080 |
GearsNear.ar:= @GearsNearArray |
|
1081 |
end; |
|
1082 |
||
1083 |
||
1084 |
procedure SpawnBoxOfSmth; |
|
1085 |
var t, aTot, uTot, a, h: LongInt; |
|
1086 |
i: TAmmoType; |
|
1087 |
begin |
|
1088 |
if (PlacingHogs) or |
|
1089 |
(cCaseFactor = 0) |
|
1090 |
or (CountGears(gtCase) >= 5) |
|
1091 |
or (GetRandom(cCaseFactor) <> 0) then |
|
1092 |
exit; |
|
1093 |
||
1094 |
FollowGear:= nil; |
|
1095 |
aTot:= 0; |
|
1096 |
uTot:= 0; |
|
1097 |
for i:= Low(TAmmoType) to High(TAmmoType) do |
|
1098 |
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then |
|
1099 |
inc(aTot, Ammoz[i].Probability) |
|
1100 |
else |
|
1101 |
inc(uTot, Ammoz[i].Probability); |
|
1102 |
||
1103 |
t:=0; |
|
1104 |
a:=aTot; |
|
1105 |
h:= 1; |
|
1106 |
||
1107 |
if (aTot+uTot) <> 0 then |
|
1108 |
if ((GameFlags and gfInvulnerable) = 0) then |
|
1109 |
begin |
|
1110 |
h:= cHealthCaseProb * 100; |
|
1111 |
t:= GetRandom(10000); |
|
1112 |
a:= (10000-h)*aTot div (aTot+uTot) |
|
1113 |
end |
|
1114 |
else |
|
1115 |
begin |
|
1116 |
t:= GetRandom(aTot+uTot); |
|
1117 |
h:= 0 |
|
1118 |
end; |
|
1119 |
||
1120 |
||
1121 |
if t<h then |
|
1122 |
begin |
|
1123 |
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); |
|
1124 |
FollowGear^.Health:= cHealthCaseAmount; |
|
1125 |
FollowGear^.Pos:= posCaseHealth; |
|
1126 |
AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); |
|
1127 |
end |
|
1128 |
else if (t<a+h) then |
|
1129 |
begin |
|
1130 |
t:= aTot; |
|
1131 |
if (t > 0) then |
|
1132 |
begin |
|
1133 |
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); |
|
1134 |
t:= GetRandom(t); |
|
1135 |
i:= Low(TAmmoType); |
|
1136 |
FollowGear^.Pos:= posCaseAmmo; |
|
1137 |
FollowGear^.AmmoType:= i; |
|
1138 |
AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); |
|
1139 |
end |
|
1140 |
end |
|
1141 |
else |
|
1142 |
begin |
|
1143 |
t:= uTot; |
|
1144 |
if (t > 0) then |
|
1145 |
begin |
|
1146 |
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); |
|
1147 |
t:= GetRandom(t); |
|
1148 |
i:= Low(TAmmoType); |
|
1149 |
FollowGear^.Pos:= posCaseUtility; |
|
1150 |
FollowGear^.AmmoType:= i; |
|
1151 |
AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); |
|
1152 |
end |
|
1153 |
end; |
|
1154 |
||
1155 |
// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities |
|
1156 |
if (FollowGear <> nil) then |
|
1157 |
begin |
|
1158 |
FindPlace(FollowGear, true, 0, LAND_WIDTH); |
|
1159 |
||
1160 |
if (FollowGear <> nil) then |
|
1161 |
AddVoice(sndReinforce, CurrentTeam^.voicepack) |
|
1162 |
end |
|
1163 |
end; |
|
1164 |
||
1165 |
||
1166 |
function GetAmmo(Hedgehog: PHedgehog): TAmmoType; |
|
1167 |
var t, aTot: LongInt; |
|
1168 |
i: TAmmoType; |
|
1169 |
begin |
|
1170 |
Hedgehog:= Hedgehog; // avoid hint |
|
1171 |
||
1172 |
aTot:= 0; |
|
1173 |
for i:= Low(TAmmoType) to High(TAmmoType) do |
|
1174 |
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then |
|
1175 |
inc(aTot, Ammoz[i].Probability); |
|
1176 |
||
1177 |
t:= aTot; |
|
1178 |
i:= Low(TAmmoType); |
|
1179 |
if (t > 0) then |
|
1180 |
begin |
|
1181 |
t:= GetRandom(t); |
|
1182 |
while t >= 0 do |
|
1183 |
begin |
|
1184 |
inc(i); |
|
1185 |
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then |
|
1186 |
dec(t, Ammoz[i].Probability) |
|
1187 |
end |
|
1188 |
end; |
|
1189 |
GetAmmo:= i |
|
1190 |
end; |
|
1191 |
||
1192 |
function GetUtility(Hedgehog: PHedgehog): TAmmoType; |
|
1193 |
var t, uTot: LongInt; |
|
1194 |
i: TAmmoType; |
|
1195 |
begin |
|
1196 |
||
1197 |
uTot:= 0; |
|
1198 |
for i:= Low(TAmmoType) to High(TAmmoType) do |
|
1199 |
if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) |
|
1200 |
and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then |
|
1201 |
inc(uTot, Ammoz[i].Probability); |
|
1202 |
||
1203 |
t:= uTot; |
|
1204 |
i:= Low(TAmmoType); |
|
1205 |
if (t > 0) then |
|
1206 |
begin |
|
1207 |
t:= GetRandom(t); |
|
1208 |
while t >= 0 do |
|
1209 |
begin |
|
1210 |
inc(i); |
|
1211 |
if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) |
|
1212 |
or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then |
|
1213 |
dec(t, Ammoz[i].Probability) |
|
1214 |
end |
|
1215 |
end; |
|
1216 |
GetUtility:= i |
|
1217 |
end; |
|
1218 |
||
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1219 |
(* |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1220 |
Intended to check Gear X/Y against the map left/right edges and apply one of the world modes |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1221 |
* Normal - infinite world, do nothing |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1222 |
* Wrap (entering left edge exits at same height on right edge) |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1223 |
* Bounce (striking edge is treated as a 100% elasticity bounce) |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1224 |
* From the depths (same as from sky, but from sea, with submersible flag set) |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1225 |
|
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1226 |
Trying to make the checks a little broader than on first pass to catch things that don't move normally. |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1227 |
*) |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1228 |
function WorldWrap(var Gear: PGear): boolean; |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1229 |
var tdx: hwFloat; |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1230 |
begin |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1231 |
WorldWrap:= false; |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1232 |
if WorldEdge = weNone then exit(false); |
9809 | 1233 |
if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) or |
1234 |
(hwRound(Gear^.X) + LongInt(Gear^.Radius) > LongInt(rightX)) then |
|
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1235 |
begin |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1236 |
if WorldEdge = weWrap then |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1237 |
begin |
9809 | 1238 |
if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) then |
1239 |
Gear^.X:= int2hwfloat(rightX - Gear^.Radius) |
|
1240 |
else Gear^.X:= int2hwfloat(LongInt(leftX) + Gear^.Radius); |
|
9557 | 1241 |
LeftImpactTimer:= 150; |
1242 |
RightImpactTimer:= 150 |
|
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1243 |
end |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1244 |
else if WorldEdge = weBounce then |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1245 |
begin |
9809 | 1246 |
if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) then |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1247 |
begin |
9557 | 1248 |
LeftImpactTimer:= 333; |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1249 |
Gear^.dX.isNegative:= false; |
9809 | 1250 |
Gear^.X:= int2hwfloat(LongInt(leftX) + Gear^.Radius) |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1251 |
end |
10015 | 1252 |
else |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1253 |
begin |
9557 | 1254 |
RightImpactTimer:= 333; |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1255 |
Gear^.dX.isNegative:= true; |
9485
3dee8a3b0406
add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents:
9479
diff
changeset
|
1256 |
Gear^.X:= int2hwfloat(rightX-Gear^.Radius) |
9557 | 1257 |
end; |
9561 | 1258 |
if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then |
1259 |
PlaySound(sndMelonImpact) |
|
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1260 |
end |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1261 |
else if WorldEdge = weSea then |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1262 |
begin |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1263 |
if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then |
9521
8054d9d775fd
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
koda
diff
changeset
|
1264 |
Gear^.State:= Gear^.State and (not gstSubmersible) |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1265 |
else |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1266 |
begin |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1267 |
Gear^.State:= Gear^.State or gstSubmersible; |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1268 |
Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
changeset
|
1269 |
Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2); |
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9285
diff
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1270 |
tdx:= Gear^.dX; |
9522 | 1271 |
Gear^.dX:= -Gear^.dY; |
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1272 |
Gear^.dY:= tdx; |
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1273 |
Gear^.dY.isNegative:= true |
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|
1274 |
end |
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|
1275 |
end; |
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|
1276 |
(* |
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|
1277 |
* 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 |
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1278 |
This one would be really easy to freeze game unless it was flagged unfortunately. |
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1279 |
|
10015 | 1280 |
else |
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1281 |
begin |
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1282 |
Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; |
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1283 |
Gear^.Y:= -_2048-_256-_256; |
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|
1284 |
tdx:= Gear^.dX; |
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1285 |
Gear^.dX:= Gear^.dY; |
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1286 |
Gear^.dY:= tdx; |
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|
1287 |
Gear^.dY.isNegative:= false |
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|
1288 |
end |
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|
1289 |
*) |
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|
1290 |
WorldWrap:= true |
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|
1291 |
end; |
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|
1292 |
end; |
9285 | 1293 |
|
6581 | 1294 |
end. |