Explain a bug. Fix should be kinda trivial, but I have no time now to fix and test.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2010 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 uGears;
interface
uses SDLh, uConsts, uFloat, Math;
type
PGear = ^TGear;
TGearStepProcedure = procedure (Gear: PGear);
TGear = record
NextGear, PrevGear: PGear;
Active: Boolean;
AdvBounce: Longword;
Invulnerable: Boolean;
RenderTimer: Boolean;
Ammo : PAmmo;
AmmoType : TAmmoType; // Used to track AmmoType at time of Gear creation, since Ammo can be reassigned
State : Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
Kind: TGearType;
Pos: Longword;
doStep: TGearStepProcedure;
Radius: LongInt;
Angle, Power : Longword;
DirAngle: real;
Timer : LongWord;
Elasticity: hwFloat;
Friction : hwFloat;
Message, MsgParam : Longword;
Hedgehog: pointer;
Health, Damage, Karma: LongInt;
CollisionIndex: LongInt;
Tag: LongInt;
Tex: PTexture;
Z: Longword;
IntersectGear: PGear;
FlightTime: Longword;
uid: Longword;
ImpactSound: TSound; // first sound, others have to be after it in the sounds def.
nImpactSounds: Word; // count of ImpactSounds
SoundChannel: LongInt
end;
var AllInactive: boolean;
PrvInactive: boolean;
CurAmmoGear: PGear;
GearsList: PGear;
KilledHHs: Longword;
SuddenDeathDmg: Boolean;
SpeechType: Longword;
SpeechText: shortstring;
TrainingTargetGear: PGear;
skipFlag: boolean;
PlacingHogs: boolean; // a convenience flag to indicate placement of hogs is still in progress
StepSoundTimer: LongInt;
StepSoundChannel: LongInt;
procedure initModule;
procedure freeModule;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
procedure ProcessGears;
procedure EndTurnCleanup;
procedure ApplyDamage(Gear: PGear; Damage: Longword);
procedure SetAllToActive;
procedure SetAllHHToActive;
procedure DrawGears;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
function GearByUID(uid : Longword) : PGear;
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt);
implementation
uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions, uLand, uIO, uLandGraphics,
uAIMisc, uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit;
const MAXROPEPOINTS = 384;
var RopePoints: record
Count: Longword;
HookAngle: GLfloat;
ar: array[0..MAXROPEPOINTS] of record
X, Y: hwFloat;
dLen: hwFloat;
b: boolean;
end;
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
end;
procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
//procedure AmmoFlameWork(Ammo: PGear); forward;
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward;
procedure SpawnBoxOfSmth; forward;
procedure AfterAttack; forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure doStepHedgehogMoving(Gear: PGear); forward;
procedure HedgehogChAngle(Gear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure PickUp(HH, Gear: PGear); forward;
procedure HHSetWeapon(Gear: PGear); forward;
procedure doStepCase(Gear: PGear); forward;
{$INCLUDE "GSHandlers.inc"}
{$INCLUDE "HHHandlers.inc"}
const doStepHandlers: array[TGearType] of TGearStepProcedure = (
@doStepBomb,
@doStepHedgehog,
@doStepGrenade,
@doStepHealthTag,
@doStepGrave,
@doStepBee,
@doStepShotgunShot,
@doStepPickHammer,
@doStepRope,
@doStepSmokeTrace,
@doStepExplosion,
@doStepMine,
@doStepCase,
@doStepDEagleShot,
@doStepDynamite,
@doStepBomb,
@doStepCluster,
@doStepShover,
@doStepFlame,
@doStepFirePunch,
@doStepActionTimer,
@doStepActionTimer,
@doStepActionTimer,
@doStepParachute,
@doStepAirAttack,
@doStepAirBomb,
@doStepBlowTorch,
@doStepGirder,
@doStepTeleport,
@doStepSwitcher,
@doStepTarget,
@doStepMortar,
@doStepWhip,
@doStepKamikaze,
@doStepCake,
@doStepSeduction,
@doStepWatermelon,
@doStepCluster,
@doStepBomb,
@doStepSmokeTrace,
@doStepWaterUp,
@doStepDrill,
@doStepBallgun,
@doStepBomb,
@doStepRCPlane,
@doStepSniperRifleShot,
@doStepJetpack,
@doStepMolotov,
@doStepCase,
@doStepBirdy,
@doStepBigExplosion,
@doStepEggWork,
@doStepPortalShot,
@doStepPiano,
@doStepBomb,
@doStepSineGunShot
);
procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
// this thing is broken, and the bug explains why you sometimes see grenade stuck in hog not behind hedgehog sprite
// when there's only one gear in list, the next one is inserted right after it disregarding its Z value
// TODO: fix the bug
tmp:= GearsList;
ptmp:= GearsList;
while (tmp <> nil) and (tmp^.Z <= Gear^.Z) do
begin
ptmp:= tmp;
tmp:= tmp^.NextGear
end;
if ptmp <> nil then
begin
Gear^.NextGear:= ptmp^.NextGear;
Gear^.PrevGear:= ptmp;
if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear;
ptmp^.NextGear:= Gear
end
else
GearsList:= Gear
end;
procedure RemoveGearFromList(Gear: PGear);
begin
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
GearsList:= Gear^.NextGear
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
const Counter: Longword = 0;
var gear: PGear;
begin
inc(Counter);
{$IFDEF DEBUGFILE}
AddFileLog('AddGear: #' + inttostr(Counter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
{$ENDIF}
New(gear);
FillChar(gear^, sizeof(TGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Kind := Kind;
gear^.State:= State;
gear^.Active:= true;
gear^.dX:= dX;
gear^.dY:= dY;
gear^.doStep:= doStepHandlers[Kind];
gear^.CollisionIndex:= -1;
gear^.Timer:= Timer;
gear^.Z:= cUsualZ;
gear^.FlightTime:= 0;
gear^.uid:= Counter;
gear^.SoundChannel:= -1;
gear^.ImpactSound:= sndNone;
gear^.nImpactSounds:= 0;
if CurrentTeam <> nil then
begin
gear^.Hedgehog:= CurrentHedgehog;
gear^.IntersectGear:= CurrentHedgehog^.Gear
end;
case Kind of
gtAmmo_Bomb,
gtClusterBomb,
gtGasBomb: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_6;
gear^.Friction:= _0_96;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then gear^.Timer:= 3000
end;
gtWatermelon: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_995;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then gear^.Timer:= 3000
end;
gtHedgehog: begin
gear^.AdvBounce:= 1;
gear^.Radius:= cHHRadius;
gear^.Elasticity:= _0_35;
gear^.Friction:= _0_999;
gear^.Angle:= cMaxAngle div 2;
gear^.Z:= cHHZ;
end;
gtAmmo_Grenade: begin // bazooka
gear^.Radius:= 4;
end;
gtHealthTag: begin
gear^.Timer:= 1500;
gear^.Z:= 2002;
end;
gtGrave: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 10;
gear^.Elasticity:= _0_6;
end;
gtBee: begin
gear^.Radius:= 5;
gear^.Timer:= 500;
gear^.RenderTimer:= true;
gear^.Elasticity:= _0_9;
gear^.Tag:= getRandom(32);
end;
gtShotgunShot: begin
gear^.Timer:= 900;
gear^.Radius:= 2
end;
gtPickHammer: begin
gear^.Radius:= 10;
gear^.Timer:= 4000
end;
gtSmokeTrace,
gtEvilTrace: begin
gear^.X:= gear^.X - _16;
gear^.Y:= gear^.Y - _16;
gear^.State:= 8;
gear^.Z:= cSmokeZ
end;
gtRope: begin
gear^.Radius:= 3;
gear^.Friction:= _450;
RopePoints.Count:= 0;
end;
gtMine: begin
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
if cMinesTime < 0 then
gear^.Timer:= getrandom(4)*1000
else
gear^.Timer:= cMinesTime*1;
end;
gtCase: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_3
end;
gtExplosives: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_4;
gear^.Friction:= _0_995;
gear^.Health:= cBarrelHealth
end;
gtDEagleShot: begin
gear^.Radius:= 1;
gear^.Health:= 50
end;
gtSniperRifleShot: begin
gear^.Radius:= 1;
gear^.Health:= 50
end;
gtDynamite: begin
gear^.Radius:= 3;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_03;
gear^.Timer:= 5000;
end;
gtCluster: begin
gear^.Radius:= 2;
gear^.RenderTimer:= true
end;
gtShover: gear^.Radius:= 20;
gtFlame: begin
gear^.Tag:= GetRandom(32);
gear^.Radius:= 1;
gear^.Health:= 5;
if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
begin
gear^.dY:= (getrandom - _0_8) * _0_03;
gear^.dX:= (getrandom - _0_5) * _0_4
end
end;
gtFirePunch: begin
gear^.Radius:= 15;
gear^.Tag:= Y
end;
gtAirBomb: begin
gear^.Radius:= 5;
end;
gtBlowTorch: begin
gear^.Radius:= cHHRadius + cBlowTorchC;
gear^.Timer:= 7500
end;
gtSwitcher: begin
gear^.Z:= cCurrHHZ
end;
gtTarget: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 10;
gear^.Elasticity:= _0_3;
gear^.Timer:= 0
end;
gtMortar: begin
gear^.Radius:= 4;
gear^.Elasticity:= _0_2;
gear^.Friction:= _0_08
end;
gtWhip: gear^.Radius:= 20;
gtKamikaze: begin
gear^.Health:= 2048;
gear^.Radius:= 20
end;
gtCake: begin
gear^.Health:= 2048;
gear^.Radius:= 7;
gear^.Z:= cOnHHZ;
gear^.RenderTimer:= true;
if not dX.isNegative then gear^.Angle:= 1 else gear^.Angle:= 3
end;
gtHellishBomb: begin
gear^.ImpactSound:= sndHellishImpact1;
gear^.nImpactSounds:= 4;
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_5;
gear^.Friction:= _0_96;
gear^.RenderTimer:= true;
gear^.Timer:= 5000
end;
gtDrill: begin
gear^.Timer:= 5000;
gear^.Radius:= 4
end;
gtBall: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Tag:= random(8);
gear^.Timer:= 5000;
gear^.Elasticity:= _0_7;
gear^.Friction:= _0_995;
end;
gtBallgun: begin
gear^.Timer:= 5001;
end;
gtRCPlane: begin
gear^.Timer:= 15000;
gear^.Health:= 3;
gear^.Radius:= 8
end;
gtJetpack: begin
gear^.Health:= 2000;
end;
gtMolotov: begin
gear^.Radius:= 6;
end;
gtBirdy: begin
gear^.Radius:= 16; // todo: check
gear^.Timer:= 0;
gear^.Health := 2000;
gear^.FlightTime := 2;
end;
gtBigExplosion: begin
gear^.Angle:= random(360);
end;
gtEgg: begin
gear^.Radius:= 4;
gear^.Elasticity:= _0_6;
gear^.Friction:= _0_96;
if gear^.Timer = 0 then gear^.Timer:= 3000
end;
gtPortal: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 0;
gear^.Radius:= 16;
gear^.Tag:= 0;
gear^.Timer:= 15000;
gear^.RenderTimer:= false;
gear^.Health:= 100;
end;
gtPiano: begin
gear^.Radius:= 32
end;
gtSineGunShot: begin
gear^.Radius:= 5;
gear^.Health:= 6000;
end;
end;
InsertGearToList(gear);
AddGear:= gear;
ScriptCall('onGearAdd', gear^.uid);
end;
procedure DeleteGear(Gear: PGear);
var team: PTeam;
t,i: Longword;
k: boolean;
begin
ScriptCall('onGearDelete', gear^.uid);
DeleteCI(Gear);
if Gear^.Tex <> nil then
begin
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil
end;
// make sure that portals have their link removed before deletion
if (Gear^.Kind = gtPortal) then
begin
if (Gear^.IntersectGear <> nil) then
Gear^.IntersectGear^.IntersectGear:= nil;
end
else if Gear^.Kind = gtHedgehog then
if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then
begin
Gear^.Message:= gm_Destroy;
CurAmmoGear^.Message:= gm_Destroy;
exit
end
else
begin
if (hwRound(Gear^.Y) >= cWaterLine) then
begin
t:= max(Gear^.Damage, Gear^.Health);
Gear^.Damage:= t;
if (cWaterOpacity < $FF) and (hwRound(Gear^.Y) < cWaterLine + 256) then
AddGear(hwRound(Gear^.X), min(hwRound(Gear^.Y),cWaterLine+cVisibleWater+32), gtHealthTag, t, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
uStats.HedgehogDamaged(Gear)
end;
team:= PHedgehog(Gear^.Hedgehog)^.Team;
if CurrentHedgehog^.Gear = Gear then
FreeActionsList; // to avoid ThinkThread on drawned gear
PHedgehog(Gear^.Hedgehog)^.Gear:= nil;
if PHedgehog(Gear^.Hedgehog)^.King then
begin
// are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough
k:= false;
for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true;
if not k then
for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
TeamGoneEffect(team^.Clan^.Teams[i]^)
end;
inc(KilledHHs);
RecountTeamHealth(team)
end;
{$IFDEF DEBUGFILE}
with Gear^ do AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
{$ENDIF}
if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
RemoveGearFromList(Gear);
Dispose(Gear)
end;
function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
dmg: LongInt;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.Kind = gtHedgehog then
begin
if (not isInMultiShoot) then inc(Gear^.Damage, Gear^.Karma);
if (Gear^.Damage <> 0) and
(not Gear^.Invulnerable) then
begin
CheckNoDamage:= false;
uStats.HedgehogDamaged(Gear);
dmg:= Gear^.Damage;
if Gear^.Health < dmg then
Gear^.Health:= 0
else
dec(Gear^.Health, dmg);
if (PHedgehog(Gear^.Hedgehog)^.Team = CurrentTeam) and
(Gear^.Damage <> Gear^.Karma) and
not PHedgehog(Gear^.Hedgehog)^.King and
not PHedgehog(Gear^.Hedgehog)^.Effects[hePoisoned] and
not SuddenDeathDmg then
Gear^.State:= Gear^.State or gstLoser;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) - cHHRadius - 12,
gtHealthTag, dmg, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
RenderHealth(PHedgehog(Gear^.Hedgehog)^);
RecountTeamHealth(PHedgehog(Gear^.Hedgehog)^.Team);
end;
if (not isInMultiShoot) then Gear^.Karma:= 0;
Gear^.Damage:= 0
end;
Gear:= Gear^.NextGear
end;
SuddenDeathDmg:= false;
end;
procedure HealthMachine;
var Gear: PGear;
team: PTeam;
i: LongWord;
flag: Boolean;
begin
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.Kind = gtHedgehog then
begin
if PHedgehog(Gear^.Hedgehog)^.Effects[hePoisoned] then
begin
inc(Gear^.Damage, min(ModifyDamage(5,Gear), max(0,Gear^.Health - 1 - Gear^.Damage)));
if getRandom(2) = 0 then
PlaySound(sndPoisonCough, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
else
PlaySound(sndPoisonMoan, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
end;
inc(Gear^.Damage, min(cHealthDecrease, max(0,Gear^.Health - 1 - Gear^.Damage)));
if PHedgehog(Gear^.Hedgehog)^.King then
begin
flag:= false;
team:= PHedgehog(Gear^.Hedgehog)^.Team;
for i:= 0 to Pred(team^.HedgehogsNumber) do
if (team^.Hedgehogs[i].Gear <> nil) and
(not team^.Hedgehogs[i].King) and
(team^.Hedgehogs[i].Gear^.Health > team^.Hedgehogs[i].Gear^.Damage)
then flag:= true;
if not flag then inc(Gear^.Damage, min(5, max(0,Gear^.Health - 1 - Gear^.Damage)))
end;
end;
Gear:= Gear^.NextGear
end;
end;
procedure ProcessGears;
const delay: LongWord = 0;
step: (stDelay, stChDmg, stSweep, stTurnReact,
stAfterDelay, stChWin, stWater, stChWin2, stHealth,
stSpawn, stNTurn) = stDelay;
var Gear, t: PGear;
i: LongInt;
s: shortstring;
begin
PrvInactive:= AllInactive;
AllInactive:= true;
if (StepSoundTimer > 0) and (StepSoundChannel < 0) then
StepSoundChannel:= LoopSound(sndSteps)
else if (StepSoundTimer = 0) and (StepSoundChannel > -1) then
begin
StopSound(StepSoundChannel);
StepSoundChannel:= -1
end;
if StepSoundTimer > 0 then
dec(StepSoundTimer, 1);
t:= GearsList;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
if Gear^.Active then
begin
if Gear^.RenderTimer and (Gear^.Timer > 500) and ((Gear^.Timer mod 1000) = 0) then
begin
if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
Gear^.Tex:= RenderStringTex(inttostr(Gear^.Timer div 1000), cWhiteColor, fntSmall);
end;
Gear^.doStep(Gear);
end
end;
if AllInactive then
case step of
stDelay: begin
if delay = 0 then
delay:= cInactDelay
else
dec(delay);
if delay = 0 then
inc(step)
end;
stChDmg: if CheckNoDamage then inc(step) else step:= stDelay;
stSweep: if SweepDirty then
begin
SetAllToActive;
step:= stChDmg
end else inc(step);
stTurnReact: begin
if (not bBetweenTurns) and (not isInMultiShoot) then
begin
uStats.TurnReaction;
inc(step)
end else
inc(step, 2);
end;
stAfterDelay: begin
if delay = 0 then
delay:= cInactDelay
else
dec(delay);
if delay = 0 then
inc(step)
end;
stChWin: begin
CheckForWin;
inc(step)
end;
stWater: if (not bBetweenTurns) and (not isInMultiShoot) then
begin
if TotalRounds = cSuddenDTurns + 1 then bWaterRising:= true;
if bWaterRising then
AddGear(0, 0, gtWaterUp, 0, _0, _0, 0);
inc(step)
end else inc(step);
stChWin2: begin
CheckForWin;
inc(step)
end;
stHealth: begin
if (TotalRounds = cSuddenDTurns - 1) and (cHealthDecrease = 0) then
begin
cHealthDecrease:= 5;
AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
playSound(sndSuddenDeath)
end
else if (TotalRounds < cSuddenDTurns - 1) and not isInMultiShoot then
begin
i:= cSuddenDTurns - TotalRounds - 1;
s:= inttostr(i);
if i = 1 then
AddCaption(trmsg[sidRoundSD], cWhiteColor, capgrpGameState)
else if i in [2, 5, 10, 15, 20, 25, 50, 100] then
AddCaption(Format(trmsg[sidRoundsSD], s), cWhiteColor, capgrpGameState);
end;
if bBetweenTurns
or isInMultiShoot
or (TotalRounds = -1) then inc(step)
else begin
bBetweenTurns:= true;
HealthMachine;
if cHealthDecrease > 0 then SuddenDeathDmg:= true;
step:= stChDmg
end
end;
stSpawn: begin
if not isInMultiShoot then SpawnBoxOfSmth;
inc(step)
end;
stNTurn: begin
if isInMultiShoot then
isInMultiShoot:= false
else begin
// delayed till after 0.9.12
// reset to default zoom
//ZoomValue:= ZoomDefault;
with CurrentHedgehog^ do
if (Gear <> nil)
and ((Gear^.State and gstAttacked) = 0)
and (MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^);
EndTurnCleanup;
FreeActionsList; // could send -left, -right and similar commands, so should be called before /nextturn
ParseCommand('/nextturn', true);
SwitchHedgehog;
AfterSwitchHedgehog;
bBetweenTurns:= false
end;
step:= Low(step)
end;
end;
if TurnTimeLeft > 0 then
if CurrentHedgehog^.Gear <> nil then
if ((CurrentHedgehog^.Gear^.State and gstAttacking) = 0)
and not isInMultiShoot then
begin
if (TurnTimeLeft = 5000)
and (not PlacingHogs)
and (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then
PlaySound(sndHurry, CurrentTeam^.voicepack);
dec(TurnTimeLeft)
end;
if skipFlag then
begin
TurnTimeLeft:= 0;
skipFlag:= false
end;
if ((GameTicks and $FFFF) = $FFFF) then
begin
if (not CurrentTeam^.ExtDriven) then
SendIPCTimeInc;
if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then
inc(hiTicks) // we do not recieve a message for this
end;
inc(GameTicks)
end;
//Purpose, to reset all transient attributes toggled by a utility and clean up various gears and effects at end of turn
//If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here.
procedure EndTurnCleanup;
var i: LongInt;
tmpGear, iterator: PGear;
begin
SpeechText:= ''; // in case it has not been consumed
if (GameFlags and gfLowGravity) = 0 then
cGravity:= cMaxWindSpeed * 2;
if (GameFlags and gfVampiric) = 0 then
cVampiric:= false;
cDamageModifier:= _1;
if (GameFlags and gfLaserSight) = 0 then
cLaserSighting:= false;
if (GameFlags and gfArtillery) = 0 then
cArtillery:= false;
// have to sweep *all* current team hedgehogs since it is theoretically possible if you have enough invulnerabilities and switch turns to make your entire team invulnerable
if (CurrentTeam <> nil) then
with CurrentTeam^ do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
begin
if (SpeechGear <> nil) then
begin
DeleteVisualGear(SpeechGear); // remove to restore persisting beyond end of turn. Tiy says was too much of a gameplay issue
SpeechGear:= nil
end;
if (Gear <> nil) then
if (GameFlags and gfInvulnerable) = 0 then
Gear^.Invulnerable:= false;
end;
iterator:= GearsList;
tmpGear:= nil;
while iterator <> nil do
begin
if (iterator^.Kind = gtPortal) then
begin
tmpGear:= iterator;
iterator:= iterator^.NextGear;
DeleteGear(tmpGear)
end
else iterator:= iterator^.NextGear;
end;
end;
procedure ApplyDamage(Gear: PGear; Damage: Longword);
var s: shortstring;
vampDmg, tmpDmg, i: Longword;
vg: PVisualGear;
begin
if (Gear^.Kind = gtHedgehog) and (Damage>=1) then
begin
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, PHedgehog(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), vgtHealth);
if vg <> nil then vg^.Frame:= 10;
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);
AddGear(hwRound(CurrentHedgehog^.Gear^.X),
hwRound(CurrentHedgehog^.Gear^.Y),
gtHealthTag, tmpDmg, _0, _0, 0)^.Hedgehog:= CurrentHedgehog;
end;
end;
end;
inc(Gear^.Damage, Damage);
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;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
if t^.Kind = gtHedgehog then t^.Active:= true;
t:= t^.NextGear
end
end;
procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
begin
with PHedgehog(Gear^.Hedgehog)^ do
begin
if not (((Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
exit;
DrawTexture(round(sx + 16), round(sy + 16), ropeIconTex);
DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, round(sx + 30), round(sy + 30), ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1, 1, 32, 32);
end;
end;
procedure DrawRopeLinesRQ(Gear: PGear);
begin
with RopePoints do
begin
rounded[Count].X:= hwRound(Gear^.X);
rounded[Count].Y:= hwRound(Gear^.Y);
rounded[Count + 1].X:= hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X);
rounded[Count + 1].Y:= hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y);
end;
if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
begin
glDisable(GL_TEXTURE_2D);
//glEnable(GL_LINE_SMOOTH);
glPushMatrix;
glTranslatef(WorldDx, WorldDy, 0);
glLineWidth(4.0);
Tint($C0, $C0, $C0, $FF);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
Tint($FF, $FF, $FF, $FF);
glPopMatrix;
glEnable(GL_TEXTURE_2D);
//glDisable(GL_LINE_SMOOTH)
end
end;
procedure DrawRope(Gear: PGear);
var roplen: LongInt;
i: Longword;
procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
var eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
b: boolean;
begin
if (X1 = X2) and (Y1 = Y2) then
begin
//OutError('WARNING: zero length rope line!', false);
exit
end;
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
b:= false;
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
b:= true
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
b:= true
end;
if b then
begin
inc(roplen);
if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
end
end
end;
begin
if cReducedQuality then
DrawRopeLinesRQ(Gear)
else
begin
roplen:= 0;
if RopePoints.Count > 0 then
begin
i:= 0;
while i < Pred(RopePoints.Count) do
begin
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
inc(i)
end;
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
end else
if Gear^.Elasticity.QWordValue > 0 then
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
end;
if RopePoints.Count > 0 then
DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
else
if Gear^.Elasticity.QWordValue > 0 then
DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
{$INCLUDE "GearDrawing.inc"}
procedure FreeGearsList;
var t, tt: PGear;
begin
tt:= GearsList;
GearsList:= nil;
while tt <> nil do
begin
t:= tt;
tt:= tt^.NextGear;
Dispose(t)
end;
end;
procedure AddMiscGears;
var i: LongInt;
Gear: PGear;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
if (TrainingFlags and tfSpawnTargets) <> 0 then
begin
TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0);
FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
end;
if ((GameFlags and gfForts) = 0) then
begin
// TODO: exclude each other or allow both, mines and explosives, on same map?
if ((GameFlags and gfMines) <> 0) then
for i:= 0 to Pred(cLandAdditions) do
begin
Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
end;
// No game flag for this for now
// if ((GameFlags and gfExplosives) <> 0) then
for i:= 0 to Pred(cExplosives) do
begin
Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
end;
end;
if (GameFlags and gfLowGravity) <> 0 then
cGravity:= cMaxWindSpeed;
if (GameFlags and gfVampiric) <> 0 then
cVampiric:= true;
Gear:= GearsList;
if (GameFlags and gfInvulnerable) <> 0 then
while Gear <> nil do
begin
Gear^.Invulnerable:= true; // this is only checked on hogs right now, so no need for gear type check
Gear:= Gear^.NextGear
end;
if (GameFlags and gfLaserSight) <> 0 then
cLaserSighting:= true;
if (GameFlags and gfArtillery) <> 0 then
cArtillery:= true
end;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
var Gear: PGear;
dmg, dmgRadius, dmgBase: LongInt;
fX, fY: hwFloat;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if Radius > 25 then KickFlakes(Radius, X, Y);
if ((Mask and EXPLNoGfx) = 0) then
begin
if Radius > 50 then AddGear(X, Y, gtBigExplosion, 0, _0, _0, 0)
else if Radius > 10 then AddGear(X, Y, gtExplosion, 0, _0, _0, 0);
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,
gtCase,
gtTarget,
gtFlame,
gtExplosives: 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);
//{$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF}
if (Mask and EXPLNoDamage) = 0 then
begin
if not Gear^.Invulnerable then
ApplyDamage(Gear, dmg)
else
Gear^.State:= Gear^.State or gstWinner;
end;
if ((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^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
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;
FollowGear:= Gear
end;
if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) then
PHedgehog(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 DrawExplosion(X, Y, Radius);
uAIMisc.AwareOfExplosion(0, 0, 0)
end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
dmg: LongInt;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
begin
dmg:= ModifyDamage(min(Gear^.Radius + t^.Radius - hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y)), 25), t);
if dmg > 0 then
case t^.Kind of
gtHedgehog,
gtMine,
gtCase,
gtTarget,
gtExplosives: begin
if (not t^.Invulnerable) then
ApplyDamage(t, dmg)
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;
t^.Active:= true;
FollowGear:= t
end;
gtGrave: begin
t^.dY:= - _0_1;
t^.Active:= true
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, tmpDmg: LongInt;
begin
t:= CheckGearsCollision(Ammo);
// Just to avoid hogs on rope dodging fire.
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope) 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];
tmpDmg:= ModifyDamage(Damage, Gear);
if (Gear^.State and gstNoDamage) = 0 then
begin
if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1;
case Gear^.Kind of
gtHedgehog,
gtMine,
gtTarget,
gtCase,
gtExplosives: begin
if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end;
if (not Gear^.Invulnerable) then
ApplyDamage(Gear, tmpDmg)
else
Gear^.State:= Gear^.State or gstWinner;
if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then ApplyDamage(Gear, tmpDmg * 100); // crank up damage for explosives + blowtorch
DeleteCI(Gear);
if (Gear^.Kind = gtHedgehog) and PHedgehog(Gear^.Hedgehog)^.King then
begin
Gear^.dX:= Ammo^.dX * Power * _0_005;
Gear^.dY:= Ammo^.dY * Power * _0_005
end
else
begin
Gear^.dX:= Ammo^.dX * Power * _0_01;
Gear^.dY:= Ammo^.dY * Power * _0_01
end;
Gear^.Active:= true;
Gear^.State:= Gear^.State or gstMoving;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
end;
if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear
end;
end
end;
end;
if i <> 0 then SetAllToActive
end;
procedure AssignHHCoords;
var i, t, p, j: LongInt;
ar: array[0..Pred(cMaxHHs)] of PHedgehog;
Count: Longword;
begin
if (GameFlags and gfPlaceHog) <> 0 then PlacingHogs:= true;
if (GameFlags and (gfForts or gfDivideTeams)) <> 0 then
begin
t:= 0;
TryDo(ClansCount = 2, 'More or less than 2 clans on map in divided teams mode!', true);
for p:= 0 to 1 do
begin
with ClansArray[p]^ do
for j:= 0 to Pred(TeamsNumber) do
with Teams[j]^ do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if (Gear <> nil) and (Gear^.X.QWordValue = 0) then
begin
if PlacingHogs then Unplaced:= true
else FindPlace(Gear, false, t, t + LAND_WIDTH div 2);// could make Gear == nil;
if Gear <> nil then
begin
Gear^.Pos:= GetRandom(49);
Gear^.dX.isNegative:= p = 1;
end
end;
t:= LAND_WIDTH div 2
end
end else // mix hedgehogs
begin
Count:= 0;
for p:= 0 to Pred(TeamsCount) do
with TeamsArray[p]^ do
begin
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if (Gear <> nil) and (Gear^.X.QWordValue = 0) then
begin
ar[Count]:= @Hedgehogs[i];
inc(Count)
end;
end;
// unC0Rr, while it is true user can watch value on map screen, IMO this (and check above) should be enforced in UI
// - is there a good place to put values for the different widgets to check? Right now they are kind of disconnected.
//it would be nice if divide teams, forts mode and hh per map could all be checked by the team widget, or maybe disable start button
TryDo(Count <= MaxHedgehogs, 'Too many hedgehogs for this map! (max # is ' + inttostr(MaxHedgehogs) + ')', true);
while (Count > 0) do
begin
i:= GetRandom(Count);
if PlacingHogs then ar[i]^.Unplaced:= true
else FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH);
if ar[i]^.Gear <> nil then
begin
ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > LAND_WIDTH div 2;
ar[i]^.Gear^.Pos:= GetRandom(19)
end;
ar[i]:= ar[Count - 1];
dec(Count)
end
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;
{procedure AmmoFlameWork(Ammo: PGear);
var t: PGear;
begin
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) and (t^.Y < Ammo^.Y) then
if not (hwSqr(Ammo^.X - t^.X) + hwSqr(Ammo^.Y - t^.Y - int2hwFloat(cHHRadius)) * 2 > _2) then
begin
ApplyDamage(t, 5);
t^.dX:= t^.dX + (t^.X - Ammo^.X) * _0_02;
t^.dY:= - _0_25;
t^.Active:= true;
DeleteCI(t);
FollowGear:= t
end;
t:= t^.NextGear
end;
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;
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 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;
// FIXME - shoppa is TEMPORARY REMOVE WHEN CRATE PROBABILITY ALLOWS DISABLING OF HEALTH CRATES
// Preserving health crate distribution of 35% until that happens
if (aTot+uTot) <> 0 then
if not shoppa and ((GameFlags and gfInvulnerable) = 0) then
begin
h:= 3500;
t:= GetRandom(10000);
a:= 6500*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:= 25;
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);
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
dec(t, Ammoz[i].Probability);
while t >= 0 do
begin
inc(i);
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
dec(t, Ammoz[i].Probability)
end;
FollowGear^.Pos:= posCaseAmmo;
FollowGear^.State:= Longword(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);
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
dec(t, Ammoz[i].Probability);
while t >= 0 do
begin
inc(i);
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
dec(t, Ammoz[i].Probability)
end;
FollowGear^.Pos:= posCaseUtility;
FollowGear^.State:= Longword(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
PlaySound(sndReinforce, CurrentTeam^.voicepack)
end
end;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt);
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;
var x: LongInt;
y, sy: LongInt;
ar: array[0..511] of TPoint;
ar2: array[0..1023] of TPoint;
cnt, cnt2: Longword;
delta: LongInt;
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 < LAND_HEIGHT do
begin
repeat
inc(y, 2);
until (y >= LAND_HEIGHT) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
sy:= y;
repeat
inc(y);
until (y >= LAND_HEIGHT) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
if (y - sy > Gear^.Radius * 2) and
(((Gear^.Kind = gtExplosives)
and (y < LAND_HEIGHT-1)
and (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 < LAND_HEIGHT)
and (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 then
with ar2[GetRandom(cnt2)] do
begin
Gear^.X:= int2hwFloat(x);
Gear^.Y:= int2hwFloat(y);
{$IFDEF DEBUGFILE}
AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
{$ENDIF}
end
else
begin
OutError('Can''t find place for Gear', false);
DeleteGear(Gear);
Gear:= nil
end
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 (PHedgehog(Gear^.Hedgehog)^.King) then
ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
else
ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
end;
function GearByUID(uid : Longword) : PGear;
var gear: PGear;
begin
GearByUID:= nil;
gear:= GearsList;
while gear <> nil do
begin
if gear^.uid = uid then
begin
GearByUID:= gear;
exit
end;
gear:= gear^.NextGear
end
end;
procedure initModule;
begin
CurAmmoGear:= nil;
GearsList:= nil;
KilledHHs:= 0;
SuddenDeathDmg:= false;
SpeechType:= 1;
TrainingTargetGear:= nil;
skipFlag:= false;
AllInactive:= false;
PrvInactive:= false;
end;
procedure freeModule;
begin
end;
end.