--- a/hedgewars/uGearsUtils.pas Tue Jan 17 09:01:31 2012 -0500
+++ b/hedgewars/uGearsUtils.pas Tue Jan 17 09:20:16 2012 -0500
@@ -1,573 +1,573 @@
-(*
- * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 2 of the License
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
- *)
-
-{$INCLUDE "options.inc"}
-
-unit uGearsUtils;
-interface
-uses uTypes;
-
-procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord = $FFFFFFFF);
-function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
-procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
-procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
-procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
-procedure CheckHHDamage(Gear: PGear);
-procedure CalcRotationDirAngle(Gear: PGear);
-procedure ResurrectHedgehog(gear: PGear);
-procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean = false);
-function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
-function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
-function CheckGearDrowning(Gear: PGear): boolean;
-
-var doStepHandlers: array[TGearType] of TGearStepProcedure;
-
-
-implementation
-uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
- uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
- uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
- uGearsList;
-
-procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
-var Gear: PGear;
- dmg, dmgRadius, dmgBase: LongInt;
- fX, fY: hwFloat;
- vg: PVisualGear;
- i, cnt: LongInt;
-begin
-if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
-if Radius > 25 then KickFlakes(Radius, X, Y);
-
-if ((Mask and EXPLNoGfx) = 0) then
- begin
- vg:= nil;
- if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
- else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
- if vg <> nil then
- vg^.Tint:= Tint;
- end;
-if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
-
-if (Mask and EXPLAllDamageInRadius) = 0 then
- dmgRadius:= Radius shl 1
-else
- dmgRadius:= Radius;
-dmgBase:= dmgRadius + cHHRadius div 2;
-fX:= int2hwFloat(X);
-fY:= int2hwFloat(Y);
-Gear:= GearsList;
-while Gear <> nil do
- begin
- dmg:= 0;
- //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
- //if (dmg > 1) and
- if (Gear^.State and gstNoDamage) = 0 then
- begin
- case Gear^.Kind of
- gtHedgehog,
- gtMine,
- gtBall,
- gtMelonPiece,
- gtGrenade,
- gtClusterBomb,
- // gtCluster, too game breaking I think
- gtSMine,
- gtCase,
- gtTarget,
- gtFlame,
- gtExplosives,
- gtStructure: begin
-// Run the calcs only once we know we have a type that will need damage
- if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
- dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
- if dmg > 1 then
- begin
- dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
- //AddFileLog('Damage: ' + inttostr(dmg));
- if (Mask and EXPLNoDamage) = 0 then
- begin
- if not Gear^.Invulnerable then
- ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
- else
- Gear^.State:= Gear^.State or gstWinner;
- end;
- if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
- begin
- DeleteCI(Gear);
- Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3);
- Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3);
-
- Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
- if not Gear^.Invulnerable then
- Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
- Gear^.Active:= true;
- if Gear^.Kind <> gtFlame then FollowGear:= Gear
- end;
- if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
- Gear^.Hedgehog^.Effects[hePoisoned] := true;
- end;
-
- end;
- gtGrave: begin
-// Run the calcs only once we know we have a type that will need damage
- if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
- dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
- if dmg > 1 then
- begin
- dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
- Gear^.dY:= - _0_004 * dmg;
- Gear^.Active:= true
- end
- end;
- end;
- end;
- Gear:= Gear^.NextGear
- end;
-
-if (Mask and EXPLDontDraw) = 0 then
- if (GameFlags and gfSolidLand) = 0 then
- begin
- cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
- if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
- for i:= 0 to cnt do
- AddVisualGear(X, Y, vgtChunk)
- end;
-
-uAIMisc.AwareOfExplosion(0, 0, 0)
-end;
-
-function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
-var i: hwFloat;
-begin
-(* Invulnerability cannot be placed in here due to still needing kicks
- Not without a new damage machine.
- King check should be in here instead of ApplyDamage since Tiy wants them kicked less
-*)
-i:= _1;
-if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then
- i:= _1_5;
-if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King) then
- ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
-else
- ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
-end;
-
-procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
-var s: shortstring;
- vampDmg, tmpDmg, i: Longword;
- vg: PVisualGear;
-begin
- if Damage = 0 then
- exit; // nothing to apply
-
- if (Gear^.Kind = gtHedgehog) then
- begin
- Gear^.LastDamage := AttackerHog;
-
- Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
- HHHurt(Gear^.Hedgehog, Source);
- AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color);
- tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
- if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
- begin
- if cVampiric then
- begin
- vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
- if vampDmg >= 1 then
- begin
- // was considering pulsing on attack, Tiy thinks it should be permanent while in play
- //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
- inc(CurrentHedgehog^.Gear^.Health,vampDmg);
- str(vampDmg, s);
- s:= '+' + s;
- AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
- RenderHealth(CurrentHedgehog^);
- RecountTeamHealth(CurrentHedgehog^.Team);
- i:= 0;
- while i < vampDmg do
- begin
- vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot);
- if vg <> nil then
- with vg^ do
- begin
- Tint:= $FF0000FF;
- State:= ord(sprHealth)
- end;
- inc(i, 5);
- end;
- end
- end;
- if ((GameFlags and gfKarma) <> 0) and
- ((GameFlags and gfInvulnerable) = 0)
- and (not CurrentHedgehog^.Gear^.Invulnerable) then
- begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
- inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
- CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
- spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
- end;
- uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);
- end;
- end
- else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
- begin
- Gear^.Hedgehog:= AttackerHog;
- end;
- inc(Gear^.Damage, Damage);
-
- ScriptCall('onGearDamage', Gear^.UID, Damage);
-end;
-
-procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
-var tag: PVisualGear;
-begin
-tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
-if (tag <> nil) then
- tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
-AllInactive:= false;
-HHGear^.Active:= true;
-end;
-
-procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
-begin
-if (Source = dsFall) or (Source = dsExplosion) then
- case random(3) of
- 0: PlaySound(sndOoff1, Hedgehog^.Team^.voicepack);
- 1: PlaySound(sndOoff2, Hedgehog^.Team^.voicepack);
- 2: PlaySound(sndOoff3, Hedgehog^.Team^.voicepack);
- end
-else if (Source = dsPoison) then
- case random(2) of
- 0: PlaySound(sndPoisonCough, Hedgehog^.Team^.voicepack);
- 1: PlaySound(sndPoisonMoan, Hedgehog^.Team^.voicepack);
- end
-else
- case random(4) of
- 0: PlaySound(sndOw1, Hedgehog^.Team^.voicepack);
- 1: PlaySound(sndOw2, Hedgehog^.Team^.voicepack);
- 2: PlaySound(sndOw3, Hedgehog^.Team^.voicepack);
- 3: PlaySound(sndOw4, Hedgehog^.Team^.voicepack);
- end
-end;
-
-procedure CheckHHDamage(Gear: PGear);
-var
- dmg: Longword;
- i: LongInt;
- particle: PVisualGear;
-begin
- if _0_4 < Gear^.dY then
- begin
- dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
- PlaySound(sndBump);
- if dmg < 1 then
- exit;
-
- for i:= min(12, (3 + dmg div 10)) downto 0 do
- begin
- particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
- if particle <> nil then
- particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
- end;
-
- if (Gear^.Invulnerable) then
- exit;
-
- //if _0_6 < Gear^.dY then
- // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
- //else
- // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
-
- if Gear^.LastDamage <> nil then
- ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
- else
- ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
- end
-end;
-
-
-procedure CalcRotationDirAngle(Gear: PGear);
-var
- dAngle: real;
-begin
- dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
- if not Gear^.dX.isNegative then
- Gear^.DirAngle := Gear^.DirAngle + dAngle
- else
- Gear^.DirAngle := Gear^.DirAngle - dAngle;
-
- if Gear^.DirAngle < 0 then
- Gear^.DirAngle := Gear^.DirAngle + 360
- else if 360 < Gear^.DirAngle then
- Gear^.DirAngle := Gear^.DirAngle - 360
-end;
-
-function CheckGearDrowning(Gear: PGear): boolean;
-var
- skipSpeed, skipAngle, skipDecay: hwFloat;
- i, maxDrops, X, Y: LongInt;
- vdX, vdY: real;
- particle: PVisualGear;
- isSubmersible: boolean;
-begin
- // probably needs tweaking. might need to be in a case statement based upon gear type
- Y:= hwRound(Gear^.Y);
- if cWaterLine < Y + Gear^.Radius then
- begin
- isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
- skipSpeed := _0_25;
- skipAngle := _1_9;
- skipDecay := _0_87;
- X:= hwRound(Gear^.X);
- vdX:= hwFloat2Float(Gear^.dX);
- vdY:= hwFloat2Float(Gear^.dY);
- // this could perhaps be a tiny bit higher.
- if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
- and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
- begin
- Gear^.dY.isNegative := true;
- Gear^.dY := Gear^.dY * skipDecay;
- Gear^.dX := Gear^.dX * skipDecay;
- CheckGearDrowning := false;
- PlaySound(sndSkip)
- end
- else
- begin
- if not isSubmersible then
- begin
- CheckGearDrowning := true;
- Gear^.State := gstDrowning;
- Gear^.RenderTimer := false;
- if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
- and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
- if Gear^.Kind = gtHedgehog then
- begin
- if Gear^.Hedgehog^.Effects[heResurrectable] then
- ResurrectHedgehog(Gear)
- else
- begin
- Gear^.doStep := @doStepDrowningGear;
- Gear^.State := Gear^.State and (not gstHHDriven);
- AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
- end
- end
- else
- Gear^.doStep := @doStepDrowningGear;
- if Gear^.Kind = gtFlake then
- exit // skip splashes
- end;
- if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
- or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
- and (CurAmmoGear^.dY < _0_01))) then
- // don't play splash if they are already way past the surface
- PlaySound(sndSplash)
- end;
-
- if ((cReducedQuality and rqPlainSplash) = 0)
- and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
- or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
- and (CurAmmoGear^.dY < _0_01)))) then
- begin
- AddVisualGear(X, cWaterLine, vgtSplash);
-
- maxDrops := (Gear^.Radius div 2) + round(vdX * Gear^.Radius * 2) + round(vdY * Gear^.Radius * 2);
- for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
- begin
- particle := AddVisualGear(X - 3 + Random(6), cWaterLine, vgtDroplet);
- if particle <> nil then
- begin
- particle^.dX := particle^.dX - vdX / 10;
- particle^.dY := particle^.dY - vdY / 5;
- end
- end
- end;
- if isSubmersible and (CurAmmoGear^.Pos = 0) then
- CurAmmoGear^.Pos := 1000
- end
- else
- CheckGearDrowning := false;
-end;
-
-
-procedure ResurrectHedgehog(gear: PGear);
-var tempTeam : PTeam;
-begin
- AttackBar:= 0;
- gear^.dX := _0;
- gear^.dY := _0;
- gear^.Damage := 0;
- gear^.Health := gear^.Hedgehog^.InitialHealth;
- gear^.Hedgehog^.Effects[hePoisoned] := false;
- if not CurrentHedgehog^.Effects[heResurrectable] then
- with CurrentHedgehog^ do
- begin
- inc(Team^.stats.AIKills);
- FreeTexture(Team^.AIKillsTex);
- Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
- end;
- tempTeam := gear^.Hedgehog^.Team;
- DeleteCI(gear);
- FindPlace(gear, false, 0, LAND_WIDTH, true);
- if gear <> nil then
- begin
- RenderHealth(gear^.Hedgehog^);
- ScriptCall('onGearResurrect', gear^.uid);
- gear^.State := gstWait;
- end;
- RecountTeamHealth(tempTeam);
-end;
-
-function CountNonZeroz(x, y, r, c: LongInt): LongInt;
-var i: LongInt;
- count: LongInt = 0;
-begin
-if (y and LAND_HEIGHT_MASK) = 0 then
- for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
- if Land[y, i] <> 0 then
- begin
- inc(count);
- if count = c then
- exit(count)
- end;
-CountNonZeroz:= count;
-end;
-
-procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
-var x: LongInt;
- y, sy: LongInt;
- ar: array[0..511] of TPoint;
- ar2: array[0..1023] of TPoint;
- cnt, cnt2: Longword;
- delta: LongInt;
- reallySkip, tryAgain: boolean;
-begin
-reallySkip:= false; // try not skipping proximity at first
-tryAgain:= true;
-while tryAgain do
- begin
- delta:= 250;
- cnt2:= 0;
- repeat
- x:= Left + LongInt(GetRandom(Delta));
- repeat
- inc(x, Delta);
- cnt:= 0;
- y:= min(1024, topY) - 2 * Gear^.Radius;
- while y < cWaterLine do
- begin
- repeat
- inc(y, 2);
- until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
-
- sy:= y;
-
- repeat
- inc(y);
- until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
-
- if (y - sy > Gear^.Radius * 2)
- and (((Gear^.Kind = gtExplosives)
- and (y < cWaterLine)
- and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil))
- and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
- or
- ((Gear^.Kind <> gtExplosives)
- and (y < cWaterLine)
- and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)))) then
-
- begin
- ar[cnt].X:= x;
- if withFall then
- ar[cnt].Y:= sy + Gear^.Radius
- else
- ar[cnt].Y:= y - Gear^.Radius;
- inc(cnt)
- end;
-
- inc(y, 45)
- end;
-
- if cnt > 0 then
- with ar[GetRandom(cnt)] do
- begin
- ar2[cnt2].x:= x;
- ar2[cnt2].y:= y;
- inc(cnt2)
- end
- until (x + Delta > Right);
-
- dec(Delta, 60)
- until (cnt2 > 0) or (Delta < 70);
- if (cnt2 = 0) and skipProximity and (not reallySkip) then
- tryAgain:= true
- else tryAgain:= false;
- reallySkip:= true;
- end;
-
-if cnt2 > 0 then
- with ar2[GetRandom(cnt2)] do
- begin
- Gear^.X:= int2hwFloat(x);
- Gear^.Y:= int2hwFloat(y);
- AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
- end
- else
- begin
- OutError('Can''t find place for Gear', false);
- if Gear^.Kind = gtHedgehog then
- Gear^.Hedgehog^.Effects[heResurrectable] := false;
- DeleteGear(Gear);
- Gear:= nil
- end
-end;
-
-function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
-var t: PGear;
-begin
-t:= GearsList;
-rX:= sqr(rX);
-rY:= sqr(rY);
-
-while t <> nil do
- begin
- if (t <> Gear) and (t^.Kind = Kind) then
- if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
- exit(t);
- t:= t^.NextGear
- end;
-
-CheckGearNear:= nil
-end;
-
-
-function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
-var t: PGear;
-begin
-t:= GearsList;
-rX:= sqr(rX);
-rY:= sqr(rY);
-while t <> nil do
- begin
- if t^.Kind in Kind then
- if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
- exit(t);
- t:= t^.NextGear
- end;
-CheckGearsNear:= nil
-end;
-end.
+(*
+ * Hedgewars, a free turn based strategy game
+ * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; version 2 of the License
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
+ *)
+
+{$INCLUDE "options.inc"}
+
+unit uGearsUtils;
+interface
+uses uTypes;
+
+procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord = $FFFFFFFF);
+function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
+procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
+procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
+procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
+procedure CheckHHDamage(Gear: PGear);
+procedure CalcRotationDirAngle(Gear: PGear);
+procedure ResurrectHedgehog(gear: PGear);
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean = false);
+function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
+function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
+function CheckGearDrowning(Gear: PGear): boolean;
+
+var doStepHandlers: array[TGearType] of TGearStepProcedure;
+
+
+implementation
+uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
+ uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
+ uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
+ uGearsList;
+
+procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
+var Gear: PGear;
+ dmg, dmgRadius, dmgBase: LongInt;
+ fX, fY: hwFloat;
+ vg: PVisualGear;
+ i, cnt: LongInt;
+begin
+if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
+if Radius > 25 then KickFlakes(Radius, X, Y);
+
+if ((Mask and EXPLNoGfx) = 0) then
+ begin
+ vg:= nil;
+ if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
+ else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
+ if vg <> nil then
+ vg^.Tint:= Tint;
+ end;
+if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
+
+if (Mask and EXPLAllDamageInRadius) = 0 then
+ dmgRadius:= Radius shl 1
+else
+ dmgRadius:= Radius;
+dmgBase:= dmgRadius + cHHRadius div 2;
+fX:= int2hwFloat(X);
+fY:= int2hwFloat(Y);
+Gear:= GearsList;
+while Gear <> nil do
+ begin
+ dmg:= 0;
+ //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
+ //if (dmg > 1) and
+ if (Gear^.State and gstNoDamage) = 0 then
+ begin
+ case Gear^.Kind of
+ gtHedgehog,
+ gtMine,
+ gtBall,
+ gtMelonPiece,
+ gtGrenade,
+ gtClusterBomb,
+ // gtCluster, too game breaking I think
+ gtSMine,
+ gtCase,
+ gtTarget,
+ gtFlame,
+ gtExplosives,
+ gtStructure: begin
+// Run the calcs only once we know we have a type that will need damage
+ if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
+ dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
+ if dmg > 1 then
+ begin
+ dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
+ //AddFileLog('Damage: ' + inttostr(dmg));
+ if (Mask and EXPLNoDamage) = 0 then
+ begin
+ if not Gear^.Invulnerable then
+ ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
+ else
+ Gear^.State:= Gear^.State or gstWinner;
+ end;
+ if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
+ begin
+ DeleteCI(Gear);
+ Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3);
+ Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3);
+
+ Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
+ if not Gear^.Invulnerable then
+ Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
+ Gear^.Active:= true;
+ if Gear^.Kind <> gtFlame then FollowGear:= Gear
+ end;
+ if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
+ Gear^.Hedgehog^.Effects[hePoisoned] := true;
+ end;
+
+ end;
+ gtGrave: begin
+// Run the calcs only once we know we have a type that will need damage
+ if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
+ dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
+ if dmg > 1 then
+ begin
+ dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
+ Gear^.dY:= - _0_004 * dmg;
+ Gear^.Active:= true
+ end
+ end;
+ end;
+ end;
+ Gear:= Gear^.NextGear
+ end;
+
+if (Mask and EXPLDontDraw) = 0 then
+ if (GameFlags and gfSolidLand) = 0 then
+ begin
+ cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
+ if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
+ for i:= 0 to cnt do
+ AddVisualGear(X, Y, vgtChunk)
+ end;
+
+uAIMisc.AwareOfExplosion(0, 0, 0)
+end;
+
+function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
+var i: hwFloat;
+begin
+(* Invulnerability cannot be placed in here due to still needing kicks
+ Not without a new damage machine.
+ King check should be in here instead of ApplyDamage since Tiy wants them kicked less
+*)
+i:= _1;
+if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then
+ i:= _1_5;
+if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King) then
+ ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
+else
+ ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
+end;
+
+procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
+var s: shortstring;
+ vampDmg, tmpDmg, i: Longword;
+ vg: PVisualGear;
+begin
+ if Damage = 0 then
+ exit; // nothing to apply
+
+ if (Gear^.Kind = gtHedgehog) then
+ begin
+ Gear^.LastDamage := AttackerHog;
+
+ Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
+ HHHurt(Gear^.Hedgehog, Source);
+ AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color);
+ tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
+ if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
+ begin
+ if cVampiric then
+ begin
+ vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
+ if vampDmg >= 1 then
+ begin
+ // was considering pulsing on attack, Tiy thinks it should be permanent while in play
+ //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
+ inc(CurrentHedgehog^.Gear^.Health,vampDmg);
+ str(vampDmg, s);
+ s:= '+' + s;
+ AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
+ RenderHealth(CurrentHedgehog^);
+ RecountTeamHealth(CurrentHedgehog^.Team);
+ i:= 0;
+ while i < vampDmg do
+ begin
+ vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot);
+ if vg <> nil then
+ with vg^ do
+ begin
+ Tint:= $FF0000FF;
+ State:= ord(sprHealth)
+ end;
+ inc(i, 5);
+ end;
+ end
+ end;
+ if ((GameFlags and gfKarma) <> 0) and
+ ((GameFlags and gfInvulnerable) = 0)
+ and (not CurrentHedgehog^.Gear^.Invulnerable) then
+ begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
+ inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
+ CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
+ spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
+ end;
+ uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);
+ end;
+ end
+ else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
+ begin
+ Gear^.Hedgehog:= AttackerHog;
+ end;
+ inc(Gear^.Damage, Damage);
+
+ ScriptCall('onGearDamage', Gear^.UID, Damage);
+end;
+
+procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
+var tag: PVisualGear;
+begin
+tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
+if (tag <> nil) then
+ tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
+AllInactive:= false;
+HHGear^.Active:= true;
+end;
+
+procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
+begin
+if (Source = dsFall) or (Source = dsExplosion) then
+ case random(3) of
+ 0: PlaySound(sndOoff1, Hedgehog^.Team^.voicepack);
+ 1: PlaySound(sndOoff2, Hedgehog^.Team^.voicepack);
+ 2: PlaySound(sndOoff3, Hedgehog^.Team^.voicepack);
+ end
+else if (Source = dsPoison) then
+ case random(2) of
+ 0: PlaySound(sndPoisonCough, Hedgehog^.Team^.voicepack);
+ 1: PlaySound(sndPoisonMoan, Hedgehog^.Team^.voicepack);
+ end
+else
+ case random(4) of
+ 0: PlaySound(sndOw1, Hedgehog^.Team^.voicepack);
+ 1: PlaySound(sndOw2, Hedgehog^.Team^.voicepack);
+ 2: PlaySound(sndOw3, Hedgehog^.Team^.voicepack);
+ 3: PlaySound(sndOw4, Hedgehog^.Team^.voicepack);
+ end
+end;
+
+procedure CheckHHDamage(Gear: PGear);
+var
+ dmg: Longword;
+ i: LongInt;
+ particle: PVisualGear;
+begin
+ if _0_4 < Gear^.dY then
+ begin
+ dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
+ PlaySound(sndBump);
+ if dmg < 1 then
+ exit;
+
+ for i:= min(12, (3 + dmg div 10)) downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
+ end;
+
+ if (Gear^.Invulnerable) then
+ exit;
+
+ //if _0_6 < Gear^.dY then
+ // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
+ //else
+ // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
+
+ if Gear^.LastDamage <> nil then
+ ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
+ else
+ ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
+ end
+end;
+
+
+procedure CalcRotationDirAngle(Gear: PGear);
+var
+ dAngle: real;
+begin
+ dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
+ if not Gear^.dX.isNegative then
+ Gear^.DirAngle := Gear^.DirAngle + dAngle
+ else
+ Gear^.DirAngle := Gear^.DirAngle - dAngle;
+
+ if Gear^.DirAngle < 0 then
+ Gear^.DirAngle := Gear^.DirAngle + 360
+ else if 360 < Gear^.DirAngle then
+ Gear^.DirAngle := Gear^.DirAngle - 360
+end;
+
+function CheckGearDrowning(Gear: PGear): boolean;
+var
+ skipSpeed, skipAngle, skipDecay: hwFloat;
+ i, maxDrops, X, Y: LongInt;
+ vdX, vdY: real;
+ particle: PVisualGear;
+ isSubmersible: boolean;
+begin
+ // probably needs tweaking. might need to be in a case statement based upon gear type
+ Y:= hwRound(Gear^.Y);
+ if cWaterLine < Y + Gear^.Radius then
+ begin
+ isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
+ skipSpeed := _0_25;
+ skipAngle := _1_9;
+ skipDecay := _0_87;
+ X:= hwRound(Gear^.X);
+ vdX:= hwFloat2Float(Gear^.dX);
+ vdY:= hwFloat2Float(Gear^.dY);
+ // this could perhaps be a tiny bit higher.
+ if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
+ and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
+ begin
+ Gear^.dY.isNegative := true;
+ Gear^.dY := Gear^.dY * skipDecay;
+ Gear^.dX := Gear^.dX * skipDecay;
+ CheckGearDrowning := false;
+ PlaySound(sndSkip)
+ end
+ else
+ begin
+ if not isSubmersible then
+ begin
+ CheckGearDrowning := true;
+ Gear^.State := gstDrowning;
+ Gear^.RenderTimer := false;
+ if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
+ and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
+ if Gear^.Kind = gtHedgehog then
+ begin
+ if Gear^.Hedgehog^.Effects[heResurrectable] then
+ ResurrectHedgehog(Gear)
+ else
+ begin
+ Gear^.doStep := @doStepDrowningGear;
+ Gear^.State := Gear^.State and (not gstHHDriven);
+ AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
+ end
+ end
+ else
+ Gear^.doStep := @doStepDrowningGear;
+ if Gear^.Kind = gtFlake then
+ exit // skip splashes
+ end;
+ if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
+ or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
+ and (CurAmmoGear^.dY < _0_01))) then
+ // don't play splash if they are already way past the surface
+ PlaySound(sndSplash)
+ end;
+
+ if ((cReducedQuality and rqPlainSplash) = 0)
+ and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
+ or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
+ and (CurAmmoGear^.dY < _0_01)))) then
+ begin
+ AddVisualGear(X, cWaterLine, vgtSplash);
+
+ maxDrops := (Gear^.Radius div 2) + round(vdX * Gear^.Radius * 2) + round(vdY * Gear^.Radius * 2);
+ for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
+ begin
+ particle := AddVisualGear(X - 3 + Random(6), cWaterLine, vgtDroplet);
+ if particle <> nil then
+ begin
+ particle^.dX := particle^.dX - vdX / 10;
+ particle^.dY := particle^.dY - vdY / 5;
+ end
+ end
+ end;
+ if isSubmersible and (CurAmmoGear^.Pos = 0) then
+ CurAmmoGear^.Pos := 1000
+ end
+ else
+ CheckGearDrowning := false;
+end;
+
+
+procedure ResurrectHedgehog(gear: PGear);
+var tempTeam : PTeam;
+begin
+ AttackBar:= 0;
+ gear^.dX := _0;
+ gear^.dY := _0;
+ gear^.Damage := 0;
+ gear^.Health := gear^.Hedgehog^.InitialHealth;
+ gear^.Hedgehog^.Effects[hePoisoned] := false;
+ if not CurrentHedgehog^.Effects[heResurrectable] then
+ with CurrentHedgehog^ do
+ begin
+ inc(Team^.stats.AIKills);
+ FreeTexture(Team^.AIKillsTex);
+ Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
+ end;
+ tempTeam := gear^.Hedgehog^.Team;
+ DeleteCI(gear);
+ FindPlace(gear, false, 0, LAND_WIDTH, true);
+ if gear <> nil then
+ begin
+ RenderHealth(gear^.Hedgehog^);
+ ScriptCall('onGearResurrect', gear^.uid);
+ gear^.State := gstWait;
+ end;
+ RecountTeamHealth(tempTeam);
+end;
+
+function CountNonZeroz(x, y, r, c: LongInt): LongInt;
+var i: LongInt;
+ count: LongInt = 0;
+begin
+if (y and LAND_HEIGHT_MASK) = 0 then
+ for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
+ if Land[y, i] <> 0 then
+ begin
+ inc(count);
+ if count = c then
+ exit(count)
+ end;
+CountNonZeroz:= count;
+end;
+
+procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
+var x: LongInt;
+ y, sy: LongInt;
+ ar: array[0..511] of TPoint;
+ ar2: array[0..1023] of TPoint;
+ cnt, cnt2: Longword;
+ delta: LongInt;
+ reallySkip, tryAgain: boolean;
+begin
+reallySkip:= false; // try not skipping proximity at first
+tryAgain:= true;
+while tryAgain do
+ begin
+ delta:= 250;
+ cnt2:= 0;
+ repeat
+ x:= Left + LongInt(GetRandom(Delta));
+ repeat
+ inc(x, Delta);
+ cnt:= 0;
+ y:= min(1024, topY) - 2 * Gear^.Radius;
+ while y < cWaterLine do
+ begin
+ repeat
+ inc(y, 2);
+ until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
+
+ sy:= y;
+
+ repeat
+ inc(y);
+ until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
+
+ if (y - sy > Gear^.Radius * 2)
+ and (((Gear^.Kind = gtExplosives)
+ and (y < cWaterLine)
+ and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil))
+ and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
+ or
+ ((Gear^.Kind <> gtExplosives)
+ and (y < cWaterLine)
+ and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)))) then
+
+ begin
+ ar[cnt].X:= x;
+ if withFall then
+ ar[cnt].Y:= sy + Gear^.Radius
+ else
+ ar[cnt].Y:= y - Gear^.Radius;
+ inc(cnt)
+ end;
+
+ inc(y, 45)
+ end;
+
+ if cnt > 0 then
+ with ar[GetRandom(cnt)] do
+ begin
+ ar2[cnt2].x:= x;
+ ar2[cnt2].y:= y;
+ inc(cnt2)
+ end
+ until (x + Delta > Right);
+
+ dec(Delta, 60)
+ until (cnt2 > 0) or (Delta < 70);
+ if (cnt2 = 0) and skipProximity and (not reallySkip) then
+ tryAgain:= true
+ else tryAgain:= false;
+ reallySkip:= true;
+ end;
+
+if cnt2 > 0 then
+ with ar2[GetRandom(cnt2)] do
+ begin
+ Gear^.X:= int2hwFloat(x);
+ Gear^.Y:= int2hwFloat(y);
+ AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
+ end
+ else
+ begin
+ OutError('Can''t find place for Gear', false);
+ if Gear^.Kind = gtHedgehog then
+ Gear^.Hedgehog^.Effects[heResurrectable] := false;
+ DeleteGear(Gear);
+ Gear:= nil
+ end
+end;
+
+function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
+var t: PGear;
+begin
+t:= GearsList;
+rX:= sqr(rX);
+rY:= sqr(rY);
+
+while t <> nil do
+ begin
+ if (t <> Gear) and (t^.Kind = Kind) then
+ if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
+ exit(t);
+ t:= t^.NextGear
+ end;
+
+CheckGearNear:= nil
+end;
+
+
+function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
+var t: PGear;
+begin
+t:= GearsList;
+rX:= sqr(rX);
+rY:= sqr(rY);
+while t <> nil do
+ begin
+ if t^.Kind in Kind then
+ if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
+ exit(t);
+ t:= t^.NextGear
+ end;
+CheckGearsNear:= nil
+end;
+end.