Remove turntimeleft/hog gear check from smine if infinite attack is enabled. just use the flightime for that.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2013 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, uFloat;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
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(var gear: PGear);
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
function CheckGearDrowning(var Gear: PGear): boolean;
procedure CheckCollision(Gear: PGear); inline;
procedure CheckCollisionWithLand(Gear: PGear); inline;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
procedure SpawnBoxOfSmth;
procedure ShotgunShot(Gear: PGear);
procedure SetAllToActive;
procedure SetAllHHToActive; inline;
procedure SetAllHHToActive(Ice: boolean);
function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
function WorldWrap(var Gear: PGear): boolean;
function MakeHedgehogsStep(Gear: PGear) : boolean;
var doStepHandlers: array[TGearType] of TGearStepProcedure;
implementation
uses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug,
uGearsList, Math, uVisualGearsList, uGearsHandlersMess,
uGearsHedgehog;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
begin
doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);
end;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
var Gear: PGear;
dmg, dmgBase: LongInt;
fX, fY, tdX, tdY: 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;*)
dmgBase:= Radius shl 1 + 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,
gtKnife,
gtExplosives: begin //,
//gtStructure: begin
// Run the calcs only once we know we have a type that will need damage
tdX:= Gear^.X-fX;
tdY:= Gear^.Y-fY;
if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
dmg:= dmgBase - hwRound(Distance(tdX, tdY));
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 Gear^.Hedgehog^.Effects[heInvulnerable] = 0 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, tdX)/(Gear^.Density/_3);
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3);
Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
if Gear^.Hedgehog^.Effects[heInvulnerable] = 0 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 (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) and (Gear^.State and gstHHDeath = 0) then
Gear^.Hedgehog^.Effects[hePoisoned] := 1;
end;
end;
gtGrave: begin
// Run the calcs only once we know we have a type that will need damage
tdX:= Gear^.X-fX;
tdY:= Gear^.Y-fY;
if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
dmg:= dmgBase - hwRound(Distance(tdX, tdY));
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 or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_5 * _0_01)
else
ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01)
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
(CurrentHedgehog^.Effects[heInvulnerable] = 0) 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
//else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
Gear^.Hedgehog:= AttackerHog;
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 Hedgehog^.Effects[heFrozen] <> 0 then exit;
if (Source = dsFall) or (Source = dsExplosion) then
case random(3) of
0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack);
1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack);
2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack);
end
else if (Source = dsPoison) then
case random(2) of
0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack);
1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack);
end
else
case random(4) of
0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack);
1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack);
2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack);
3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack);
end
end;
procedure CheckHHDamage(Gear: PGear);
var
dmg: Longword;
i: LongWord;
particle: PVisualGear;
begin
if _0_4 < Gear^.dY then
begin
dmg := ModifyDamage(1 + hwRound((Gear^.dY - _0_4) * 70), Gear);
if Gear^.Hedgehog^.Effects[heFrozen] = 0 then
PlaySound(sndBump)
else PlaySound(sndFrozenHogImpact);
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^.Hedgehog^.Effects[heInvulnerable] <> 0)) 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
// Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
//dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
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(var Gear: PGear): boolean;
var
skipSpeed, skipAngle, skipDecay: hwFloat;
i, maxDrops, X, Y: LongInt;
vdX, vdY: real;
particle, splash: 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
if Gear^.State and gstInvisible <> 0 then
begin
if Gear^.Kind = gtGenericFaller then
begin
Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
Gear^.dX:= _90-(GetRandomf*_360);
Gear^.dY:= _90-(GetRandomf*_360)
end
else DeleteGear(Gear);
exit
end;
isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0);
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 (cWaterLine + 64 + Gear^.Radius > Y) and (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] <> 0 then
begin
// Gear could become nil after this, just exit to skip splashes
ResurrectHedgehog(Gear);
exit
end
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
else if (Y > cWaterLine + cVisibleWater*4) and
((Gear <> CurrentHedgehog^.Gear) or (CurAmmoGear = nil) or (CurAmmoGear^.State and gstSubmersible = 0)) then
Gear^.doStep:= @doStepDrowningGear;
if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and (Gear = CurAmmoGear) and ((CurAmmoGear^.Pos = 0)
and (CurAmmoGear^.dY < _0_01))) then
if Gear^.Density * Gear^.dY > _1 then
PlaySound(sndSplash)
else if Gear^.Density * Gear^.dY > _0_5 then
PlaySound(sndSkip)
else
PlaySound(sndDroplet2);
end;
if ((cReducedQuality and rqPlainSplash) = 0)
and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and (Gear = CurAmmoGear) and ((CurAmmoGear^.Pos = 0)
and (CurAmmoGear^.dY < _0_01)))) then
begin
splash:= AddVisualGear(X, cWaterLine, vgtSplash);
if splash <> nil then
with splash^ do
begin
Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
if Scale > 1 then Scale:= power(Scale,0.3333)
else Scale:= Scale + ((1-Scale) / 2);
if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4))
else Timer:= 1;
// Low Gravity
FrameTicks:= FrameTicks*Timer;
end;
maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6);
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
begin
particle := AddVisualGear(X - 3 + Random(7), cWaterLine, vgtDroplet);
if particle <> nil then
with particle^ do
begin
dX := dX - vdX / 10;
dY := dY - vdY / 5;
if splash <> nil then
begin
if splash^.Scale > 1 then
begin
dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further
dY:= dY * power(splash^.Scale, 0.3333)
end
else
begin
dX:= dX * splash^.Scale;
dY:= dY * splash^.Scale
end
end
end
end
end;
if isSubmersible and (Gear = CurAmmoGear) and (CurAmmoGear^.Pos = 0) then
CurAmmoGear^.Pos := 1000
end
else
begin
if not (Gear^.Kind in [gtJetpack, gtBee]) then Gear^.State:= Gear^.State and not gstSubmersible; // making it temporary for most gears is more attractive I think
CheckGearDrowning := false
end
end;
procedure ResurrectHedgehog(var gear: PGear);
var tempTeam : PTeam;
sparkles: PVisualGear;
gX, gY: LongInt;
begin
if (Gear^.LastDamage <> nil) then
uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
else
uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
AttackBar:= 0;
gear^.dX := _0;
gear^.dY := _0;
gear^.Damage := 0;
gear^.Health := gear^.Hedgehog^.InitialHealth;
gear^.Hedgehog^.Effects[hePoisoned] := 0;
if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) 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);
gX := hwRound(gear^.X);
gY := hwRound(gear^.Y);
// might need more sparkles for a column
sparkles:= AddVisualGear(gX, gY, vgtDust, 1);
if sparkles <> nil then
begin
sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF;
//sparkles^.Angle:= random(360);
end;
FindPlace(gear, false, 0, LAND_WIDTH, true);
if gear <> nil then
begin
AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
PlaySound(sndWarp);
RenderHealth(gear^.Hedgehog^);
ScriptCall('onGearResurrect', gear^.uid);
gear^.State := gstWait;
end;
RecountTeamHealth(tempTeam);
end;
function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): 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] and mask <> 0 then
begin
inc(count);
if count = c then
begin
CountNonZeroz:= count;
exit
end;
end;
CountNonZeroz:= count;
end;
function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;
var t: PGear;
begin
NoGearsToAvoid:= false;
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);
while t <> nil do
begin
if t^.Kind <= gtExplosives then
if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
exit;
t:= t^.NextGear
end;
NoGearsToAvoid:= true
end;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
begin
FindPlace(Gear, withFall, Left, Right, false);
end;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
var x: LongInt;
y, sy: LongInt;
ar: array[0..1023] of TPoint;
ar2: array[0..2047] of TPoint;
cnt, cnt2: Longword;
delta: LongInt;
ignoreNearObjects, ignoreOverlap, tryAgain: boolean;
begin
ignoreNearObjects:= false; // try not skipping proximity at first
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
tryAgain:= true;
if WorldEdge <> weNone then
begin
Left:= max(Left,leftX+Gear^.Radius);
Right:= min(Right,rightX-Gear^.Radius)
end;
while tryAgain do
begin
delta:= LAND_WIDTH div 16;
cnt2:= 0;
repeat
x:= Left + max(LAND_WIDTH div 2048, 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
(not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or
(ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) = 0));
sy:= y;
repeat
inc(y);
until (y >= cWaterLine) or
(not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or
(ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) <> 0));
if (y - sy > Gear^.Radius * 2)
and (((Gear^.Kind = gtExplosives)
and (y < cWaterLine)
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius))
or
((Gear^.Kind <> gtExplosives)
and (y < cWaterLine)
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
)) 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, 10)
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 either of these has not been tried, do another pass
if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then
tryAgain:= true
else tryAgain:= false;
if ignoreNearObjects then ignoreOverlap:= true;
ignoreNearObjects:= 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] := 0;
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
begin
CheckGearNear:= t;
exit;
end;
t:= t^.NextGear
end;
CheckGearNear:= nil
end;
procedure CheckCollision(Gear: PGear); inline;
begin
if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0)
or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then
Gear^.State := Gear^.State or gstCollision
else
Gear^.State := Gear^.State and (not gstCollision)
end;
procedure CheckCollisionWithLand(Gear: PGear); inline;
begin
if (TestCollisionX(Gear, hwSign(Gear^.dX)) <> 0)
or (TestCollisionY(Gear, hwSign(Gear^.dY)) <> 0) then
Gear^.State := Gear^.State or gstCollision
else
Gear^.State := Gear^.State and (not gstCollision)
end;
function MakeHedgehogsStep(Gear: PGear) : boolean;
begin
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then
Gear^.Y:= Gear^.Y + _6
end else Gear^.Y:= Gear^.Y + _5 else
end else Gear^.Y:= Gear^.Y + _4 else
end else Gear^.Y:= Gear^.Y + _3 else
end else Gear^.Y:= Gear^.Y + _2 else
end else Gear^.Y:= Gear^.Y + _1
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0 then
begin
Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
MakeHedgehogsStep:= true
end else
MakeHedgehogsStep:= false;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y - _6;
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
exit
end;
end
end
end
end
end
end;
end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
dmg, r, dist: LongInt;
dx, dy: hwFloat;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
begin
case t^.Kind of
gtHedgehog,
gtMine,
gtSMine,
gtKnife,
gtCase,
gtTarget,
gtExplosives: begin//,
// gtStructure: begin
//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
dmg:= 0;
r:= Gear^.Radius + t^.Radius;
dx:= Gear^.X-t^.X;
dx.isNegative:= false;
dy:= Gear^.Y-t^.Y;
dy.isNegative:= false;
if r-hwRound(dx+dy) > 0 then
begin
dist:= hwRound(Distance(dx, dy));
dmg:= ModifyDamage(min(r - dist, 25), t);
end;
if dmg > 0 then
begin
if t^.Hedgehog^.Effects[heInvulnerable] = 0 then
ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
else
Gear^.State:= Gear^.State or gstWinner;
DeleteCI(t);
t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
t^.State:= t^.State or gstMoving;
if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision);
t^.Active:= true;
FollowGear:= t
end
end;
gtGrave: begin
dmg:= 0;
r:= Gear^.Radius + t^.Radius;
dx:= Gear^.X-t^.X;
dx.isNegative:= false;
dy:= Gear^.Y-t^.Y;
dy.isNegative:= false;
if r-hwRound(dx+dy) > 0 then
begin
dist:= hwRound(Distance(dx, dy));
dmg:= ModifyDamage(min(r - dist, 25), t);
end;
if dmg > 0 then
begin
t^.dY:= - _0_1;
t^.Active:= true
end
end;
end;
t:= t^.NextGear
end;
if (GameFlags and gfSolidLand) = 0 then
DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
end;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
var t: PGearArray;
Gear: PGear;
i, j, tmpDmg: LongInt;
VGear: PVisualGear;
begin
t:= CheckGearsCollision(Ammo);
// Just to avoid hogs on rope dodging fire.
if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))
and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)
and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
begin
t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
inc(t^.Count)
end;
i:= t^.Count;
if (Ammo^.Kind = gtFlame) and (i > 0) then
Ammo^.Health:= 0;
while i > 0 do
begin
dec(i);
Gear:= t^.ar[i];
if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and
(Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then
Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000);
tmpDmg:= ModifyDamage(Damage, Gear);
if (Gear^.State and gstNoDamage) = 0 then
begin
if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then
begin
VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
if VGear <> nil then
VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
end;
if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then
Gear^.FlightTime:= 1;
case Gear^.Kind of
gtHedgehog,
gtMine,
gtSMine,
gtKnife,
gtTarget,
gtCase,
gtExplosives: //,
//gtStructure:
begin
if (Ammo^.Kind = gtDrill) then
begin
Ammo^.Timer:= 0;
exit;
end;
if Gear^.Hedgehog^.Effects[heInvulnerable] = 0 then
begin
if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then
for j:= 1 to max(1,min(3,tmpDmg div 5)) do
begin
VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot);
if VGear <> nil then
with VGear^ do
begin
Tint:= $FFCC00FF;
Angle:= random(360);
dx:= 0.0005 * (random(100));
dy:= 0.0005 * (random(100));
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 600+random(200);
State:= ord(sprStar)
end
end;
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
end
else
Gear^.State:= Gear^.State or gstWinner;
if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then
begin
if (Ammo^.Hedgehog^.Gear <> nil) then
Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable);
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch
end;
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
begin
Gear^.dX:= Ammo^.dX * Power * _0_005;
Gear^.dY:= Ammo^.dY * Power * _0_005
end
else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then
begin
Gear^.dX:= Ammo^.dX * Power * _0_01;
Gear^.dY:= Ammo^.dY * Power * _0_01
end;
if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
begin
Gear^.Active:= true;
DeleteCI(Gear);
Gear^.State:= Gear^.State or gstMoving;
if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
// move the gear upwards a bit to throw it over tiny obstacles at start
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then
begin
if (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.Y:= Gear^.Y - _1;
if (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.Y:= Gear^.Y - _1;
if (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.Y:= Gear^.Y - _1;
end
end;
if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
FollowGear:= Gear
end;
end
end;
end;
if i <> 0 then
SetAllToActive
end;
function CountGears(Kind: TGearType): Longword;
var t: PGear;
count: Longword = 0;
begin
t:= GearsList;
while t <> nil do
begin
if t^.Kind = Kind then
inc(count);
t:= t^.NextGear
end;
CountGears:= count;
end;
procedure SetAllToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
t^.Active:= true;
t:= t^.NextGear
end
end;
procedure SetAllHHToActive; inline;
begin
SetAllHHToActive(true)
end;
procedure SetAllHHToActive(Ice: boolean);
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
begin
if (t^.Kind = gtHedgehog) and Ice then CheckIce(t);
t^.Active:= true
end;
t:= t^.NextGear
end
end;
var GearsNearArray : TPGearArray;
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
var
t: PGear;
s: Longword;
begin
r:= r*r;
s:= 0;
SetLength(GearsNearArray, s);
t := GearsList;
while t <> nil do
begin
if (t^.Kind = Kind)
and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then
begin
inc(s);
SetLength(GearsNearArray, s);
GearsNearArray[s - 1] := t;
end;
t := t^.NextGear;
end;
GearsNear.size:= s;
GearsNear.ar:= @GearsNearArray
end;
procedure SpawnBoxOfSmth;
var t, aTot, uTot, a, h: LongInt;
i: TAmmoType;
begin
if (PlacingHogs) or
(cCaseFactor = 0)
or (CountGears(gtCase) >= 5)
or (GetRandom(cCaseFactor) <> 0) then
exit;
FollowGear:= nil;
aTot:= 0;
uTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
inc(aTot, Ammoz[i].Probability)
else
inc(uTot, Ammoz[i].Probability);
t:=0;
a:=aTot;
h:= 1;
if (aTot+uTot) <> 0 then
if ((GameFlags and gfInvulnerable) = 0) then
begin
h:= cHealthCaseProb * 100;
t:= GetRandom(10000);
a:= (10000-h)*aTot div (aTot+uTot)
end
else
begin
t:= GetRandom(aTot+uTot);
h:= 0
end;
if t<h then
begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
FollowGear^.Health:= cHealthCaseAmount;
FollowGear^.Pos:= posCaseHealth;
AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
end
else if (t<a+h) then
begin
t:= aTot;
if (t > 0) then
begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
t:= GetRandom(t);
i:= Low(TAmmoType);
FollowGear^.Pos:= posCaseAmmo;
FollowGear^.AmmoType:= i;
AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
end
end
else
begin
t:= uTot;
if (t > 0) then
begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
t:= GetRandom(t);
i:= Low(TAmmoType);
FollowGear^.Pos:= posCaseUtility;
FollowGear^.AmmoType:= i;
AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
end
end;
// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
if (FollowGear <> nil) then
begin
FindPlace(FollowGear, true, 0, LAND_WIDTH);
if (FollowGear <> nil) then
AddVoice(sndReinforce, CurrentTeam^.voicepack)
end
end;
function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
var t, aTot: LongInt;
i: TAmmoType;
begin
Hedgehog:= Hedgehog; // avoid hint
aTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
inc(aTot, Ammoz[i].Probability);
t:= aTot;
i:= Low(TAmmoType);
if (t > 0) then
begin
t:= GetRandom(t);
while t >= 0 do
begin
inc(i);
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
dec(t, Ammoz[i].Probability)
end
end;
GetAmmo:= i
end;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
var t, uTot: LongInt;
i: TAmmoType;
begin
uTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0)
and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
inc(uTot, Ammoz[i].Probability);
t:= uTot;
i:= Low(TAmmoType);
if (t > 0) then
begin
t:= GetRandom(t);
while t >= 0 do
begin
inc(i);
if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1)
or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
dec(t, Ammoz[i].Probability)
end
end;
GetUtility:= i
end;
(*
Intended to check Gear X/Y against the map left/right edges and apply one of the world modes
* Normal - infinite world, do nothing
* Wrap (entering left edge exits at same height on right edge)
* Bounce (striking edge is treated as a 100% elasticity bounce)
* From the depths (same as from sky, but from sea, with submersible flag set)
Trying to make the checks a little broader than on first pass to catch things that don't move normally.
*)
function WorldWrap(var Gear: PGear): boolean;
var tdx: hwFloat;
begin
WorldWrap:= false;
if WorldEdge = weNone then exit(false);
if (hwRound(Gear^.X)-Gear^.Radius < leftX) or
(hwRound(Gear^.X)+Gear^.Radius > rightX) then
begin
if WorldEdge = weWrap then
begin
if (hwRound(Gear^.X)-Gear^.Radius < leftX) then
Gear^.X:= int2hwfloat(rightX-Gear^.Radius)
else Gear^.X:= int2hwfloat(leftX+Gear^.Radius);
LeftImpactTimer:= 150;
RightImpactTimer:= 150
end
else if WorldEdge = weBounce then
begin
if (hwRound(Gear^.X)-Gear^.Radius < leftX) then
begin
LeftImpactTimer:= 333;
Gear^.dX.isNegative:= false;
Gear^.X:= int2hwfloat(leftX+Gear^.Radius)
end
else
begin
RightImpactTimer:= 333;
Gear^.dX.isNegative:= true;
Gear^.X:= int2hwfloat(rightX-Gear^.Radius)
end;
if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then
PlaySound(sndMelonImpact)
end
else if WorldEdge = weSea then
begin
if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then
Gear^.State:= Gear^.State and not gstSubmersible
else
begin
Gear^.State:= Gear^.State or gstSubmersible;
Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2);
tdx:= Gear^.dX;
Gear^.dX:= -Gear^.dY;
Gear^.dY:= tdx;
Gear^.dY.isNegative:= true
end
end;
(*
* 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
This one would be really easy to freeze game unless it was flagged unfortunately.
else
begin
Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
Gear^.Y:= -_2048-_256-_256;
tdx:= Gear^.dX;
Gear^.dX:= Gear^.dY;
Gear^.dY:= tdx;
Gear^.dY.isNegative:= false
end
*)
WorldWrap:= true
end;
end;
end.