This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2009 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;
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: ShortInt; // 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 ResetUtilities;
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"}
{$INCLUDE "HHHandlers.inc"}
const doStepHandlers: array[TGearType] of TGearStepProcedure = (
@doStepBomb,
@doStepHedgehog,
@doStepGrenade,
@doStepHealthTag,
@doStepGrave,
@doStepBee,
@doStepShotgunShot,
@doStepPickHammer,
@doStepRope,
@doStepSmokeTrace,
@doStepExplosion,
@doStepMine,
@doStepCase,
@doStepDEagleShot,
@doStepDynamite,
@doStepBomb,
@doStepCluster,
@doStepShover,
@doStepFlame,
@doStepFirePunch,
@doStepActionTimer,
@doStepActionTimer,
@doStepActionTimer,
@doStepParachute,
@doStepAirAttack,
@doStepAirBomb,
@doStepBlowTorch,
@doStepGirder,
@doStepTeleport,
@doStepSwitcher,
@doStepTarget,
@doStepMortar,
@doStepWhip,
@doStepKamikaze,
@doStepCake,
@doStepSeduction,
@doStepWatermelon,
@doStepCluster,
@doStepBomb,
@doStepSmokeTrace,
@doStepWaterUp,
@doStepDrill,
@doStepBallgun,
@doStepBomb,
@doStepRCPlane,
@doStepSniperRifleShot,
@doStepJetpack,
@doStepMolotov,
@doStepCase,
@doStepBirdy,
@doStepBigExplosion,
@doStepEggWork
);
procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
if GearsList = nil then
GearsList:= Gear
else begin
tmp:= GearsList;
ptmp:= GearsList;
while (tmp <> nil) and (tmp^.Z <= Gear^.Z) do
begin
ptmp:= tmp;
tmp:= tmp^.NextGear
end;
if ptmp <> nil then
begin
Gear^.NextGear:= ptmp^.NextGear;
Gear^.PrevGear:= ptmp;
if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear;
ptmp^.NextGear:= Gear
end
else GearsList:= Gear
end
end;
procedure RemoveGearFromList(Gear: PGear);
begin
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
GearsList:= Gear^.NextGear
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
const Counter: Longword = 0;
var gear: PGear;
begin
inc(Counter);
{$IFDEF DEBUGFILE}
AddFileLog('AddGear: #' + inttostr(Counter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + inttostr(ord(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: 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^.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;
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;
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 < $FF then
AddGear(hwRound(Gear^.X), min(hwRound(Gear^.Y),cWaterLine+cVisibleWater+32), gtHealthTag, t, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
uStats.HedgehogDamaged(Gear)
end;
team:= PHedgehog(Gear^.Hedgehog)^.Team;
if CurrentHedgehog^.Gear = Gear then
FreeActionsList; // to avoid ThinkThread on drawned gear
PHedgehog(Gear^.Hedgehog)^.Gear:= nil;
if PHedgehog(Gear^.Hedgehog)^.King then
begin
// are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough
k:= false;
for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true;
if not k then
for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
TeamGoneEffect(team^.Clan^.Teams[i]^)
end;
inc(KilledHHs);
RecountTeamHealth(team)
end;
{$IFDEF DEBUGFILE}
with Gear^ do AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + inttostr(ord(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(5, 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;
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 + 2 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) and (cHealthDecrease = 0) then
begin
cHealthDecrease:= 5;
AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
playSound(sndSuddenDeath)
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^);
ResetUtilities;
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.
//If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here.
procedure ResetUtilities;
var i: LongInt;
begin
SpeechText:= ''; // in case it has not been consumed
if (GameFlags and gfLowGravity) = 0 then
cGravity:= cMaxWindSpeed;
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;
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 DrawHH(Gear: PGear);
var i, t: LongInt;
amt: TAmmoType;
hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real; // laser, change
defaultPos, HatVisible: boolean;
VertexBuffer: array [0..1] of TVertex2f;
HH: PHedgehog;
begin
HH:= PHedgehog(Gear^.Hedgehog);
if HH^.Unplaced then exit;
m:= 1;
if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
if (Gear^.State and gstHHDeath) <> 0 then
begin
DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos);
exit
end;
defaultPos:= true;
HatVisible:= false;
sx:= hwRound(Gear^.X) + 1 + WorldDx;
sy:= hwRound(Gear^.Y) - 3 + WorldDy;
if HH^.Effects[hePoisoned] then
begin
glColor4f(0.25, 1, 0, 0.25);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
glColor4f(1, 1, 1, 1)
end;
if ((Gear^.State and gstWinner) <> 0) and
((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
2,
0,
0);
defaultPos:= false
end;
if (Gear^.State and gstDrowning) <> 0 then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
7,
0);
defaultPos:= false
end else
if (Gear^.State and gstLoser) <> 0 then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
2,
3,
0);
defaultPos:= false
end else
if (Gear^.State and gstHHDriven) <> 0 then
begin
if ((Gear^.State and gstHHThinking) = 0) and
(ShowCrosshair or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
begin
(* These calculations are a little complex for a few reasons:
1: I need to draw the laser from weapon origin to nearest land
2: I need to start the beam outside the hedgie for attractiveness.
3: I need to extend the beam beyond land.
This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
*)
dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle);
dy:= - Cos(Gear^.Angle * pi / cMaxAngle);
if cLaserSighting then
begin
lx:= hwRound(Gear^.X);
ly:= hwRound(Gear^.Y);
lx:= lx + dx * 16;
ly:= ly + dy * 16;
ax:= dx * 4;
ay:= dy * 4;
tx:= round(lx);
ty:= round(ly);
hx:= tx;
hy:= ty;
while ((ty and LAND_HEIGHT_MASK) = 0) and
((tx and LAND_WIDTH_MASK) = 0) and
(Land[ty, tx] = 0) do
begin
lx:= lx + ax;
ly:= ly + ay;
tx:= round(lx);
ty:= round(ly)
end;
// reached edge of land. assume infinite beam. Extend it way out past camera
if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
begin
tx:= round(lx + ax * (LAND_WIDTH div 4));
ty:= round(ly + ay * (LAND_WIDTH div 4));
end;
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
begin
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.0);
glColor4ub($FF, $00, $00, $C0);
VertexBuffer[0].X:= hx + WorldDx;
VertexBuffer[0].Y:= hy + WorldDy;
VertexBuffer[1].X:= tx + WorldDx;
VertexBuffer[1].Y:= ty + WorldDy;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LINE_SMOOTH);
end;
end;
// draw crosshair
cx:= Round(hwRound(Gear^.X) + dx * 80);
cy:= Round(hwRound(Gear^.Y) + dy * 80);
DrawRotatedTex(HH^.Team^.CrosshairTex,
12, 12, cx + WorldDx, cy + WorldDy, 0,
hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
end;
hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx;
hy:= hwRound(Gear^.Y) - 2 + WorldDy;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
if CurAmmoGear <> nil then
begin
case CurAmmoGear^.Kind of
gtShotgunShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
else
DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
end;
gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
gtSniperRifleShot: begin
if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle)
else
DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle)
end;
gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
gtRCPlane: begin
DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
defaultPos:= false
end;
gtRope: begin
if Gear^.X < CurAmmoGear^.X then
begin
dAngle:= 0;
hAngle:= 180;
i:= 1
end else
begin
dAngle:= 180;
hAngle:= 0;
i:= -1
end;
sx:= hwRound(Gear^.X) + WorldDx;
sy:= hwRound(Gear^.Y) + WorldDy;
if ((Gear^.State and gstWinner) = 0) then
begin
DrawHedgehog(sx, sy,
i,
1,
0,
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
with HH^ do
if (HatTex <> nil) then
DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
end;
DrawAltWeapon(Gear, sx, sy);
defaultPos:= false
end;
gtBlowTorch: begin
DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
3,
HH^.visStepPos div 2,
0);
with HH^ do
if (HatTex <> nil) then
DrawTextureF(HatTex,
1,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX),
32,
32);
defaultPos:= false
end;
gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
gtFirePunch: begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
4,
0);
defaultPos:= false
end;
gtPickHammer: begin
defaultPos:= false;
dec(sy,20);
end;
gtTeleport: defaultPos:= false;
gtWhip: begin
DrawRotatedF(sprWhip,
sx,
sy,
1,
hwSign(Gear^.dX),
0);
defaultPos:= false
end;
gtKamikaze: begin
if CurAmmoGear^.Pos = 0 then
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
6,
0)
else
DrawRotatedF(sprKamikaze,
hwRound(Gear^.X) + WorldDx,
hwRound(Gear^.Y) + WorldDy,
CurAmmoGear^.Pos - 1,
hwSign(Gear^.dX),
aangle);
defaultPos:= false
end;
gtSeduction: begin
if CurAmmoGear^.Pos >= 6 then
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
2,
2,
0)
else
begin
DrawRotatedF(sprDress,
hwRound(Gear^.X) + WorldDx,
hwRound(Gear^.Y) + WorldDy,
CurAmmoGear^.Pos,
hwSign(Gear^.dX),
0);
DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0)
end;
defaultPos:= false
end;
end;
case CurAmmoGear^.Kind of
gtShotgunShot,
gtDEagleShot,
gtSniperRifleShot,
gtShover: begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
0,
4,
0);
defaultPos:= false;
HatVisible:= true
end
end
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX)*m,
1,
1,
0);
HatVisible:= true;
defaultPos:= false
end else
if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
0,
HH^.visStepPos div 2,
0);
defaultPos:= false;
HatVisible:= true
end
else
if ((Gear^.State and gstAnimation) <> 0) then
begin
DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
sx,
sy,
Gear^.Pos,
hwSign(Gear^.dX),
0.0);
defaultPos:= false
end
else
if ((Gear^.State and gstAttacked) = 0) then
begin
if HH^.Timer > 0 then
begin
// There must be a tidier way to do this. Anyone?
if aangle <= 90 then aangle:= aangle+360;
if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
else aangle:= aangle+((240-aangle)*HH^.Timer/10);
dec(HH^.Timer)
end;
amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
case amt of
amBazooka: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle);
amMortar: DrawRotated(sprHandMortar, hx, hy, hwSign(Gear^.dX), aangle);
amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle);
amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle);
amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle);
amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle);
amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle);
amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
amCake: DrawRotated(sprHandCake, hx, hy, hwSign(Gear^.dX), aangle);
amGrenade: DrawRotated(sprHandGrenade, hx, hy, hwSign(Gear^.dX), aangle);
amWatermelon: DrawRotated(sprHandMelon, hx, hy, hwSign(Gear^.dX), aangle);
amSkip: DrawRotated(sprHandSkip, hx, hy, hwSign(Gear^.dX), aangle);
amClusterBomb: DrawRotated(sprHandCluster, hx, hy, hwSign(Gear^.dX), aangle);
amDynamite: DrawRotated(sprHandDynamite, hx, hy, hwSign(Gear^.dX), aangle);
amHellishBomb: DrawRotated(sprHandHellish, hx, hy, hwSign(Gear^.dX), aangle);
amMine: DrawRotated(sprHandMine, hx, hy, hwSign(Gear^.dX), aangle);
amSeduction: DrawRotated(sprHandSeduction, hx, hy, hwSign(Gear^.dX), aangle);
amVampiric: DrawRotated(sprHandVamp, hx, hy, hwSign(Gear^.dX), aangle);
amRCPlane: begin
DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
defaultPos:= false
end;
amGirder: begin
DrawRotated(sprHandConstruction, hx, hy, hwSign(Gear^.dX), aangle);
DrawSpriteClipped(sprGirder,
sx-256,
sy-256,
LongInt(topY)+WorldDy,
LongInt(rightX)+WorldDx,
cWaterLine+WorldDy,
LongInt(leftX)+WorldDx)
end;
amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, hwSign(Gear^.dX), aangle);
end;
case amt of
amAirAttack,
amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
amPickHammer: DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
2,
0);
amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0);
amKamikaze: DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
1,
5,
0);
amWhip: DrawRotatedF(sprWhip,
sx,
sy,
0,
hwSign(Gear^.dX),
0);
else
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
0,
4,
0);
HatVisible:= true;
with HH^ do
if (HatTex <> nil)
and (HatVisibility > 0) then
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX),
32,
32);
end;
case amt of
amBaseballBat: DrawRotated(sprHandBaseball,
hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx,
hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle);
end;
defaultPos:= false
end;
end else // not gstHHDriven
begin
if (Gear^.Damage > 0)
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX),
2,
1,
Gear^.DirAngle);
defaultPos:= false
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
DrawHedgehog(sx, sy,
hwSign(Gear^.dX)*m,
1,
1,
0);
defaultPos:= false
end;
end;
with HH^ do
begin
if defaultPos then
begin
DrawRotatedF(sprHHIdle,
sx,
sy,
(RealTicks div 128 + Gear^.Pos) mod 19,
hwSign(Gear^.dX),
0);
HatVisible:= true;
end;
if HatVisible then
if HatVisibility < 1.0 then
HatVisibility:= HatVisibility + 0.2
else
else
if HatVisibility > 0.0 then
HatVisibility:= HatVisibility - 0.2;
if (HatTex <> nil)
and (HatVisibility > 0) then
if DefaultPos then
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
(RealTicks div 128 + Gear^.Pos) mod 19,
hwSign(Gear^.dX),
32,
32)
else
DrawTextureF(HatTex,
HatVisibility,
sx,
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX)*m,
32,
32);
end;
if (Gear^.State and gstHHDriven) <> 0 then
begin
(* if (CurAmmoGear = nil) then
begin
amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
case amt of
amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
end
end; *)
if CurAmmoGear <> nil then
begin
case CurAmmoGear^.Kind of
gtJetpack: begin
DrawSprite(sprJetpack, sx-32, sy-32, 0);
if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1);
if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2);
if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3);
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
DrawAltWeapon(Gear, sx, sy)
end;
end;
end
end;
with HH^ do
begin
if ((Gear^.State and not gstWinner) = 0)
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
begin
t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
if (cTagsMask and htTransparent) <> 0 then
glColor4f(1, 1, 1, 0.5);
if ((cTagsMask and htHealth) <> 0) then
begin
dec(t, HealthTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
end;
if (cTagsMask and htName) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
end;
if (cTagsMask and htTeamName) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
glColor4f(1, 1, 1, 1)
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
GameTicks div 32 mod 16);
if (Gear^.State and gstDrowning) = 0 then
if (Gear^.State and gstHHThinking) <> 0 then
DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, (RealTicks shr 9) mod 8)
end
end;
if HH^.Effects[hePoisoned] then
begin
glColor4f(0.25, 1, 0, 0.5);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
glColor4f(1, 1, 1, 1)
end;
if Gear^.Invulnerable then
begin
glColor4f(1, 1, 1, 0.25 + abs(1 - ((RealTicks div 2) mod 1500) / 750));
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
glColor4f(1, 1, 1, 1);
end;
if cVampiric and
(CurrentHedgehog^.Gear <> nil) and
(CurrentHedgehog^.Gear = Gear) then
begin
glColor4f(1, 1, 1, 0.25 + abs(1 - (RealTicks mod 1500) / 750));
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
glColor4f(1, 1, 1, 1);
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);
glColor4f(0.8, 0.8, 0.8, 1);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
glColor4f(1, 1, 1, 1);
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;
procedure DrawGears;
var Gear, HHGear: PGear;
i: Longword;
startX, endX, startY, endY: LongInt;
begin
Gear:= GearsList;
while Gear<>nil do
begin
case Gear^.Kind of
gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtRCPlane: begin
if (Gear^.Tag = -1) then
DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1, DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
else
DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX));
if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
end;
gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, Gear^.DirAngle);
gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHedgehog: DrawHH(Gear);
gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7) and 7, 1, 32, 32);
gtBee: DrawRotatedF(sprBee, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0);
gtRope: DrawRope(Gear);
gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State);
gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCase: case Gear^.Pos of
posCaseAmmo : begin
i:= (GameTicks shr 6) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
posCaseHealth: begin
i:= ((GameTicks shr 6) + 38) mod 64;
if i > 13 then i:= 0;
DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
posCaseUtility: begin
i:= (GameTicks shr 6) mod 70;
if i > 23 then i:= 0;
i:= i mod 12;
DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
end;
gtExplosives: begin
if ((Gear^.State and gstDrowning) <> 0) then
DrawSprite(sprExplosivesRoll, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, 0)
else if Gear^.State and gstAnimation = 0 then
begin
i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
if i > 18 then i:= 0;
DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i)
end
else if Gear^.State and gsttmpFlag = 0 then
DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 0, 0, Gear^.DirAngle)
else
DrawRotatedF(sprExplosivesRoll, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) +4 + WorldDy, 1, 0, Gear^.DirAngle);
end;
gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
gtParachute: begin
DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
end;
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0)
else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1);
gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtTeleport: begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(HHGear^.dX), 0);
DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
end;
gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12);
gtTarget: begin
glColor4f(1, 1, 1, Gear^.Timer / 1000);
DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
glColor4f(1, 1, 1, 1);
end;
gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
else
DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), 0);
gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle);
gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle);
gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
gtBirdy: begin
if Gear^.State and gstAnimation = gstAnimation then
begin
if Gear^.State and gstTmpFlag = 0 then // Appearing
begin
endX:= hwRound(Gear^.X);
endY:= hwRound(Gear^.Y);
if Gear^.Tag < 0 then
startX:= max(LAND_WIDTH + 1024, endX + 2048)
else
startX:= max(-LAND_WIDTH - 1024, endX - 2048);
startY:= endY - 256;
DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + trunc((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end
else // Disappearing
begin
startX:= hwRound(Gear^.X);
startY:= hwRound(Gear^.Y);
if Gear^.Tag > 0 then
endX:= max(LAND_WIDTH + 1024, startX + 2048)
else
endX:= max(-LAND_WIDTH - 1024, startX - 2048);
endY:= startY + 256;
DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + trunc((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + trunc((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
end
else
DrawTextureF(SpritesData[sprBirdy].Texture, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
end;
gtBigExplosion: begin
glColor4f(1, 1, 1, 1.0 * (power(2, -5 * (Gear^.Timer-200)/200)));
DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -4 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
glColor4f(1, 1, 1, 1);
end;
gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle);
end;
if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex);
Gear:= Gear^.NextGear
end;
end;
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 / 2;
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;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if Radius > 25 then KickFlakes(Radius, X, Y);
if ((Mask and EXPLNoGfx) = 0) then
begin
if Radius > 50 then AddGear(X, Y, gtBigExplosion, 0, _0, _0, 0)
else if Radius > 10 then AddGear(X, Y, gtExplosion, 0, _0, _0, 0);
end;
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
if (Mask and EXPLAllDamageInRadius) = 0 then
dmgRadius:= Radius shl 1
else
dmgRadius:= Radius;
dmgBase:= dmgRadius + cHHRadius div 2;
Gear:= GearsList;
while Gear <> nil do
begin
dmg:= 0;
//dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
//if (dmg > 1) and
if (Gear^.State and gstNoDamage) = 0 then
begin
case Gear^.Kind of
gtHedgehog,
gtMine,
gtCase,
gtTarget,
gtFlame,
gtExplosives: begin
// Run the calcs only once we know we have a type that will need damage
if hwRound(hwAbs(Gear^.X-int2hwFloat(X))+hwAbs(Gear^.Y-int2hwFloat(Y))) < dmgBase then
dmg:= dmgBase - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
if dmg > 1 then
begin
dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
//{$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 - int2hwFloat(X));
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
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-int2hwFloat(X))+hwAbs(Gear^.Y-int2hwFloat(Y))) < dmgBase then
dmg:= dmgBase - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
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: LongInt;
i: TAmmoType;
begin
if (PlacingHogs) or
(cCaseFactor = 0) or
(CountGears(gtCase) >= 5) or
(getrandom(cCaseFactor) <> 0) then exit;
FollowGear:= nil;
if shoppa then // FIXME - TEMPORARY REMOVE WHEN CRATE PROBABILITY IS ADDED, INCLUDING DISABLING OF HEALTH CRATES
t:= 7
else
t:= getrandom(20);
// avoid health crates if all hogs are invulnerable
if (t < 13) and ((GameFlags and gfInvulnerable) <> 0) then t:= t * 13 div 20 + 7;
//case getrandom(20) of
case t of
0..6: begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
FollowGear^.Health:= 25;
FollowGear^.Pos:= posCaseHealth;
AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpGameState);
end;
7..13: begin
t:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
inc(t, Ammoz[i].Probability);
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, capgrpGameState);
end
end;
14..19: begin
t:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
inc(t, Ammoz[i].Probability);
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, capgrpGameState);
end
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;
if topY > 1024 then
y:= 1024-Gear^.Radius * 2
else
y:= topY-Gear^.Radius * 2;
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.