Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session
This was because the bool isDeleting is not initialized, so its initial value is unpredictable.
Which means there's chance it starts with true, confusing the frontend.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGearsList;
interface
uses uFloat, uTypes, SDLh;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord): PGear;
procedure DeleteGear(Gear: PGear);
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
var curHandledGear: PGear;
implementation
uses uRandom, uUtils, uConsts, uVariables, uAmmos, uTeams, uStats,
uTextures, uScript, uRenderUtils, uAI, uCollisions,
uGearsRender, uGearsUtils, uDebug;
const
GearKindAmmoTypeMap : array [TGearType] of TAmmoType = (
(* gtFlame *) amNothing
(* gtHedgehog *) , amNothing
(* gtMine *) , amMine
(* gtCase *) , amNothing
(* gtAirMine *) , amAirMine
(* gtExplosives *) , amNothing
(* gtGrenade *) , amGrenade
(* gtShell *) , amBazooka
(* gtGrave *) , amNothing
(* gtBee *) , amBee
(* gtShotgunShot *) , amShotgun
(* gtPickHammer *) , amPickHammer
(* gtRope *) , amRope
(* gtDEagleShot *) , amDEagle
(* gtDynamite *) , amDynamite
(* gtClusterBomb *) , amClusterBomb
(* gtCluster *) , amClusterBomb
(* gtShover *) , amBaseballBat // Shover is only used for baseball bat right now
(* gtFirePunch *) , amFirePunch
(* gtATStartGame *) , amNothing
(* gtATFinishGame *) , amNothing
(* gtParachute *) , amParachute
(* gtAirAttack *) , amAirAttack
(* gtAirBomb *) , amAirAttack
(* gtBlowTorch *) , amBlowTorch
(* gtGirder *) , amGirder
(* gtTeleport *) , amTeleport
(* gtSwitcher *) , amSwitch
(* gtTarget *) , amNothing
(* gtMortar *) , amMortar
(* gtWhip *) , amWhip
(* gtKamikaze *) , amKamikaze
(* gtCake *) , amCake
(* gtSeduction *) , amSeduction
(* gtWatermelon *) , amWatermelon
(* gtMelonPiece *) , amWatermelon
(* gtHellishBomb *) , amHellishBomb
(* gtWaterUp *) , amNothing
(* gtDrill *) , amDrill
(* gtBallGun *) , amBallgun
(* gtBall *) , amBallgun
(* gtRCPlane *) , amRCPlane
(*gtSniperRifleShot *) , amSniperRifle
(* gtJetpack *) , amJetpack
(* gtMolotov *) , amMolotov
(* gtBirdy *) , amBirdy
(* gtEgg *) , amBirdy
(* gtPortal *) , amPortalGun
(* gtPiano *) , amPiano
(* gtGasBomb *) , amGasBomb
(* gtSineGunShot *) , amSineGun
(* gtFlamethrower *) , amFlamethrower
(* gtSMine *) , amSMine
(* gtPoisonCloud *) , amNothing
(* gtHammer *) , amHammer
(* gtHammerHit *) , amHammer
(* gtResurrector *) , amResurrector
(* gtPoisonCloud *) , amNothing
(* gtSnowball *) , amSnowball
(* gtFlake *) , amNothing
//(* gtStructure *) , amStructure // TODO - This will undoubtedly change once there is more than one structure
(* gtLandGun *) , amLandGun
(* gtTardis *) , amTardis
(* gtIceGun *) , amIceGun
(* gtAddAmmo *) , amNothing
(* gtGenericFaller *) , amNothing
(* gtKnife *) , amKnife
(* gtDuck *) , amDuck
);
var GCounter: LongWord = 0; // this does not get re-initialized, but should be harmless
const
cUsualZ = 500;
cOnHHZ = 2000;
procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
tmp:= GearsList;
ptmp:= GearsList;
while (tmp <> nil) and (tmp^.Z < Gear^.Z) do
begin
ptmp:= tmp;
tmp:= tmp^.NextGear
end;
if ptmp <> tmp then
begin
Gear^.NextGear:= ptmp^.NextGear;
Gear^.PrevGear:= ptmp;
if ptmp^.NextGear <> nil then
ptmp^.NextGear^.PrevGear:= Gear;
ptmp^.NextGear:= Gear
end
else
begin
Gear^.NextGear:= GearsList;
if Gear^.NextGear <> nil then
Gear^.NextGear^.PrevGear:= Gear;
GearsList:= Gear;
end;
end;
procedure RemoveGearFromList(Gear: PGear);
begin
if (Gear <> GearsList) and (Gear <> nil) and (Gear^.NextGear = nil) and (Gear^.PrevGear = nil) then
begin
AddFileLog('Attempted to remove Gear #'+inttostr(Gear^.uid)+' from the list twice.');
exit
end;
checkFails((Gear = nil) or (curHandledGear = nil) or (Gear = curHandledGear), 'You''re doing it wrong', true);
if Gear^.NextGear <> nil then
Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
GearsList:= Gear^.NextGear;
Gear^.NextGear:= nil;
Gear^.PrevGear:= nil
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
begin
AddGear:= AddGear(X, Y, Kind, State, dX, dY, Timer, 0);
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord): PGear;
var gear: PGear;
//c: byte;
cakeData: PCakeData;
begin
if newUid = 0 then
inc(GCounter);
AddFileLog('AddGear: #' + inttostr(GCounter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
New(gear);
FillChar(gear^, sizeof(TGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Target.X:= NoPointX;
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;
if newUid = 0 then
gear^.uid:= GCounter
else gear^.uid:= newUid;
gear^.SoundChannel:= -1;
gear^.ImpactSound:= sndNone;
gear^.Density:= _1;
// Define ammo association, if any.
gear^.AmmoType:= GearKindAmmoTypeMap[Kind];
gear^.CollisionMask:= $FFFF;
gear^.Tint:= $FFFFFFFF;
gear^.Data:= nil;
if CurrentHedgehog <> nil then
begin
gear^.Hedgehog:= CurrentHedgehog;
if (CurrentHedgehog^.Gear <> nil) and (hwRound(CurrentHedgehog^.Gear^.X) = X) and (hwRound(CurrentHedgehog^.Gear^.Y) = Y) then
gear^.CollisionMask:= lfNotCurrentMask
end;
if (Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
gear^.Z:= cHHZ+1
else gear^.Z:= cUsualZ;
case Kind of
gtFlame: Gear^.Boom := 2; // some additional expl in there are x3, x4 this
gtHedgehog: Gear^.Boom := 30;
gtMine: Gear^.Boom := 50;
gtCase: Gear^.Boom := 25;
gtAirMine: Gear^.Boom := 25;
gtExplosives: Gear^.Boom := 75;
gtGrenade: Gear^.Boom := 50;
gtShell: Gear^.Boom := 50;
gtBee: Gear^.Boom := 50;
gtShotgunShot: Gear^.Boom := 25;
gtPickHammer: Gear^.Boom := 6;
// gtRope: Gear^.Boom := 2; could be funny to have rope attaching to hog deal small amount of dmg?
gtDEagleShot: Gear^.Boom := 7;
gtDynamite: Gear^.Boom := 75;
gtClusterBomb: Gear^.Boom := 20;
gtMelonPiece,
gtCluster: Gear^.Boom := Timer;
gtShover: Gear^.Boom := 30;
gtFirePunch: Gear^.Boom := 30;
gtAirBomb: Gear^.Boom := 30;
gtBlowTorch: Gear^.Boom := 2;
gtMortar: Gear^.Boom := 20;
gtWhip: Gear^.Boom := 30;
gtKamikaze: Gear^.Boom := 30; // both shove and explosion
gtCake: Gear^.Boom := cakeDmg; // why is cake damage a global constant
gtWatermelon: Gear^.Boom := 75;
gtHellishBomb: Gear^.Boom := 90;
gtDrill: if Gear^.State and gsttmpFlag = 0 then
Gear^.Boom := 50
else Gear^.Boom := 30;
gtBall: Gear^.Boom := 40;
gtRCPlane: Gear^.Boom := 25;
// sniper rifle is distance linked, this Boom is just an arbitrary scaling factor applied to timer-based-damage
// because, eh, why not..
gtSniperRifleShot: Gear^.Boom := 100000;
gtEgg: Gear^.Boom := 10;
gtPiano: Gear^.Boom := 80;
gtGasBomb: Gear^.Boom := 20;
gtSineGunShot: Gear^.Boom := 35;
gtSMine: Gear^.Boom := 30;
gtSnowball: Gear^.Boom := 200000; // arbitrary scaling for the shove
gtHammer: if cDamageModifier > _1 then // scale it based on cDamageModifier?
Gear^.Boom := 2
else Gear^.Boom := 3;
gtPoisonCloud: Gear^.Boom := 20;
gtKnife: Gear^.Boom := 40000; // arbitrary scaling factor since impact-based
gtDuck: Gear^.Boom := 40;
end;
case Kind of
gtGrenade,
gtClusterBomb,
gtGasBomb: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Density:= _1_5;
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:= 6;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_995;
gear^.Density:= _2;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then
gear^.Timer:= 3000
end;
gtMelonPiece: begin
gear^.AdvBounce:= 1;
gear^.Density:= _2;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_995;
gear^.Radius:= 4
end;
gtHedgehog: begin
gear^.AdvBounce:= 1;
gear^.Radius:= cHHRadius;
gear^.Elasticity:= _0_35;
gear^.Friction:= _0_999;
gear^.Angle:= cMaxAngle div 2;
gear^.Density:= _3;
gear^.Z:= cHHZ;
if (GameFlags and gfAISurvival) <> 0 then
if gear^.Hedgehog^.BotLevel > 0 then
gear^.Hedgehog^.Effects[heResurrectable] := 1;
// this would presumably be set in the frontend
// if we weren't going to do that yet, would need to reinit GetRandom
// oh, and, randomising slightly R and B might be nice too.
//gear^.Tint:= $fa00efff or ((random(80)+128) shl 16)
//gear^.Tint:= $faa4efff
//gear^.Tint:= (($e0+random(32)) shl 24) or
// ((random(80)+128) shl 16) or
// (($d5+random(32)) shl 8) or $ff
{c:= GetRandom(32);
gear^.Tint:= (($e0+c) shl 24) or
((GetRandom(90)+128) shl 16) or
(($d5+c) shl 8) or $ff}
end;
gtShell: begin
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Radius:= 4;
gear^.Density:= _1;
gear^.AdvBounce:= 1;
end;
gtSnowball: begin
gear^.ImpactSound:= sndMudballImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 4;
gear^.Density:= _0_5;
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
end;
gtFlake: begin
with Gear^ do
begin
Pos:= 0;
Radius:= 1;
DirAngle:= random(360);
if State and gstTmpFlag = 0 then
begin
dx.isNegative:= GetRandom(2) = 0;
dx.QWordValue:= QWord($40DA) * GetRandom(10000) * 8;
dy.isNegative:= false;
dy.QWordValue:= QWord($3AD3) * GetRandom(7000) * 8;
if GetRandom(2) = 0 then
dx := -dx;
Tint:= $FFFFFFFF
end
else
Tint:= (ExplosionBorderColor shr RShift and $FF shl 24) or
(ExplosionBorderColor shr GShift and $FF shl 16) or
(ExplosionBorderColor shr BShift and $FF shl 8) or $FF;
State:= State or gstInvisible;
// use health field to store current frameticks
if vobFrameTicks > 0 then
Health:= random(vobFrameTicks)
else
Health:= 0;
// use timer to store currently displayed frame index
if gear^.Timer = 0 then Timer:= random(vobFramesCount);
Damage:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) * 8
end
end;
gtGrave: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 10;
gear^.Elasticity:= _0_6;
gear^.Z:= 1;
end;
gtBee: begin
gear^.Radius:= 5;
if gear^.Timer = 0 then gear^.Timer:= 500;
gear^.RenderTimer:= true;
gear^.Elasticity:= _0_9;
gear^.Tag:= 0;
gear^.State:= Gear^.State or gstSubmersible
end;
gtSeduction: begin
gear^.Radius:= 250;
end;
gtShotgunShot: begin
if gear^.Timer = 0 then gear^.Timer:= 900;
gear^.Radius:= 2
end;
gtPickHammer: begin
gear^.Radius:= 10;
if gear^.Timer = 0 then gear^.Timer:= 4000
end;
gtHammerHit: begin
gear^.Radius:= 8;
if gear^.Timer = 0 then gear^.Timer:= 125
end;
gtRope: begin
gear^.Radius:= 3;
gear^.Friction:= _450 * _0_01 * cRopePercent;
RopePoints.Count:= 0;
gear^.Tint:= $D8D8D8FF;
gear^.Tag:= 0; // normal rope render
gear^.CollisionMask:= lfNotCurrentMask //lfNotObjMask or lfNotHHObjMask;
end;
gtMine: begin
gear^.ImpactSound:= sndMineImpact;
gear^.nImpactSounds:= 1;
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _1;
if gear^.Timer = 0 then
begin
if cMinesTime < 0 then
gear^.Timer:= getrandom(51)*100
else
gear^.Timer:= cMinesTime
end
end;
gtAirMine: begin
gear^.ImpactSound:= sndAirMineImpact;
gear^.nImpactSounds:= 1;
gear^.Health:= 30;
gear^.State:= gear^.State or gstMoving or gstNoGravity or gstSubmersible;
gear^.Radius:= 8;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _1;
gear^.Angle:= 175; // Radius at which air bombs will start "seeking". $FFFFFFFF = unlimited. check is skipped.
gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range.
gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff
gear^.Karma:= 30; // damage
if gear^.Timer = 0 then
begin
if cMinesTime < 0 then
gear^.Timer:= getrandom(13)*100
else
gear^.Timer:= cMinesTime div 4
end;
gear^.WDTimer:= gear^.Timer
end;
gtSMine: begin
gear^.Health:= 10;
gear^.State:= gear^.State or gstMoving;
gear^.Radius:= 2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _1_6;
gear^.AdvBounce:= 1;
if gear^.Timer = 0 then gear^.Timer:= 500;
end;
gtKnife: begin
gear^.ImpactSound:= sndKnifeImpact;
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Density:= _4;
gear^.Radius:= 7
end;
gtCase: begin
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_3;
if gear^.Timer = 0 then gear^.Timer:= 500
end;
gtExplosives: begin
gear^.AdvBounce:= 1;
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
gear^.Elasticity:= _0_4;
gear^.Friction:= _0_995;
gear^.Density:= _6;
gear^.Health:= cBarrelHealth;
gear^.Z:= cHHZ-1
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^.Density:= _2;
if gear^.Timer = 0 then gear^.Timer:= 5000;
end;
gtCluster: begin
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Radius:= 2;
gear^.Density:= _1_5;
gear^.RenderTimer:= true
end;
gtShover: begin
gear^.Radius:= 20;
gear^.Tag:= 0;
gear^.Timer:= 100;
end;
gtFlame: begin
gear^.Tag:= GetRandom(32);
gear^.Radius:= 1;
gear^.Health:= 5;
gear^.Density:= _1;
gear^.FlightTime:= 9999999; // determines whether in-air flames do damage. disabled by default
if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
begin
gear^.dY:= (getrandomf - _0_8) * _0_03;
gear^.dX:= (getrandomf - _0_5) * _0_4
end
end;
gtFirePunch: begin
if gear^.Timer = 0 then gear^.Timer:= 3000;
gear^.Radius:= 15;
gear^.Tag:= Y
end;
gtAirAttack: begin
gear^.Health:= 6;
gear^.Damage:= 30;
gear^.Z:= cHHZ+2;
gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
end;
gtAirBomb: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Density:= _2;
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995
end;
gtBlowTorch: begin
gear^.Radius:= cHHRadius + cBlowTorchC;
if gear^.Timer = 0 then 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;
end;
gtTardis: begin
gear^.Pos:= 1;
gear^.Z:= cCurrHHZ+1;
end;
gtMortar: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_2;
gear^.Friction:= _0_08;
gear^.Density:= _1;
end;
gtWhip: gear^.Radius:= 20;
gtHammer: 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:= false;
gear^.DirAngle:= -90 * hwSign(Gear^.dX);
gear^.FlightTime:= 100; // (roughly) ticks spent dropping, used to skip getting up anim when stuck.
// Initially set to a high value so cake has at least one getting up anim.
if not dX.isNegative then
gear^.Angle:= 1
else
gear^.Angle:= 3;
New(cakeData);
gear^.Data:= Pointer(cakeData);
end;
gtHellishBomb: begin
gear^.ImpactSound:= sndHellishImpact1;
gear^.nImpactSounds:= 4;
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_5;
gear^.Friction:= _0_96;
gear^.Density:= _1_5;
gear^.RenderTimer:= true;
if gear^.Timer = 0 then gear^.Timer:= 5000
end;
gtDrill: begin
gear^.AdvBounce:= 1;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
if gear^.Timer = 0 then
gear^.Timer:= 5000;
// Tag for drill strike. if 1 then first impact occured already
gear^.Tag := 0;
gear^.Radius:= 4;
gear^.Density:= _1;
end;
gtBall: begin
gear^.ImpactSound:= sndGrenadeImpact;
gear^.nImpactSounds:= 1;
gear^.AdvBounce:= 1;
gear^.Radius:= 5;
gear^.Tag:= random(8);
if gear^.Timer = 0 then gear^.Timer:= 5000;
gear^.Elasticity:= _0_7;
gear^.Friction:= _0_995;
gear^.Density:= _1_5;
end;
gtBallgun: begin
if gear^.Timer = 0 then gear^.Timer:= 5001;
end;
gtRCPlane: begin
if gear^.Timer = 0 then gear^.Timer:= 15000;
gear^.Health:= 3;
gear^.Radius:= 8;
gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF
end;
gtJetpack: begin
gear^.Health:= 2000;
gear^.Damage:= 100;
gear^.State:= Gear^.State or gstSubmersible
end;
gtMolotov: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 6;
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
gear^.Density:= _2
end;
gtBirdy: begin
gear^.Radius:= 16; // todo: check
gear^.Health := 2000;
gear^.FlightTime := 2
end;
gtEgg: begin
gear^.AdvBounce:= 1;
gear^.Radius:= 4;
gear^.Elasticity:= _0_6;
gear^.Friction:= _0_96;
gear^.Density:= _1;
if gear^.Timer = 0 then
gear^.Timer:= 3000
end;
gtPortal: begin
gear^.ImpactSound:= sndMelonImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 17;
// set color
gear^.Tag:= 2 * gear^.Timer;
gear^.Timer:= 15000;
gear^.RenderTimer:= false;
gear^.Health:= 100;
end;
gtPiano: begin
gear^.Radius:= 32;
gear^.Density:= _50;
end;
gtSineGunShot: begin
gear^.Radius:= 5;
gear^.Health:= 6000;
end;
gtFlamethrower: begin
gear^.Tag:= 10;
if gear^.Timer = 0 then gear^.Timer:= 10;
gear^.Health:= 500;
gear^.Damage:= 100;
end;
gtLandGun: begin
gear^.Tag:= 10;
if gear^.Timer = 0 then gear^.Timer:= 10;
gear^.Health:= 1000;
gear^.Damage:= 100;
end;
gtPoisonCloud: begin
if gear^.Timer = 0 then gear^.Timer:= 5000;
gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
gear^.Tint:= $C0C000C0
end;
gtResurrector: begin
gear^.Radius := 100;
gear^.Tag := 0;
gear^.Tint:= $F5DB35FF
end;
gtWaterUp: begin
gear^.Tag := 47;
end;
gtNapalmBomb: begin
gear^.Elasticity:= _0_8;
gear^.Friction:= _0_8;
if gear^.Timer = 0 then gear^.Timer:= 1000;
gear^.Radius:= 5;
gear^.Density:= _1_5;
end;
{
gtStructure: begin
gear^.Elasticity:= _0_55;
gear^.Friction:= _0_995;
gear^.Density:= _0_9;
gear^.Radius:= 13;
gear^.Health:= 200;
gear^.Timer:= 0;
gear^.Tag:= TotalRounds + 3;
gear^.Pos:= 1;
end;
}
gtIceGun: begin
gear^.Health:= 1000;
gear^.Radius:= 8;
end;
gtDuck: begin
gear^.Pos:= 0; // 0: in air, 1-4: on water, 5-8: underwater
// 1: bottom, 2: bottom (mirrored),
// 3: left Sea edge, 4: right Sea edge
// 6: bottom, 7: bottom (mirrored)
// 7: left Sea edge, 8: right Sea edge
gear^.Tag:= 1; // 1: facing right, -1: facing left
if gear^.Timer = 0 then
gear^.Timer:= 15000; // Explosion timer to avoid duck existing forever
gear^.Radius:= 9; // Collision radius (with landscape)
gear^.Karma:= 24; // Distance from water when swimming
gear^.Damage:= 500; // Speed factor when swimming on water (multiplied with wind speed)
gear^.State:= gear^.State or gstSubmersible;
gear^.Elasticity:= _0_6;
gear^.Friction:= _0_8;
gear^.Density:= _0_5;
gear^.AdvBounce:= 1;
end;
gtGenericFaller:begin
gear^.AdvBounce:= 1;
gear^.Radius:= 1;
gear^.Elasticity:= _0_9;
gear^.Friction:= _0_995;
gear^.Density:= _1;
end;
end;
InsertGearToList(gear);
AddGear:= gear;
ScriptCall('onGearAdd', gear^.uid);
end;
procedure DeleteGear(Gear: PGear);
var team: PTeam;
t,i: Longword;
k: boolean;
cakeData: PCakeData;
iterator: PGear;
begin
ScriptCall('onGearDelete', gear^.uid);
DeleteCI(Gear);
FreeAndNilTexture(Gear^.Tex);
// remove potential links to this gear
// currently relevant to: gears linked by hammer
if (Gear^.Kind = gtHedgehog) or (Gear^.Kind = gtMine) or (Gear^.Kind = gtExplosives) then
begin
// check all gears for stuff to port through
iterator := nil;
while true do
begin
// iterate through GearsList
if iterator = nil then
iterator := GearsList
else
iterator := iterator^.NextGear;
// end of list?
if iterator = nil then
break;
if iterator^.LinkedGear = Gear then
iterator^.LinkedGear:= nil;
end;
end;
// make sure that portals have their link removed before deletion
if (Gear^.Kind = gtPortal) then
begin
if (Gear^.LinkedGear <> nil) then
if (Gear^.LinkedGear^.LinkedGear = Gear) then
Gear^.LinkedGear^.LinkedGear:= nil;
end
else if Gear^.Kind = gtCake then
begin
cakeData:= PCakeData(Gear^.Data);
Dispose(cakeData);
cakeData:= nil;
end
else if Gear^.Kind = gtHedgehog then
(*
This behaviour dates back to revision 4, and I accidentally encountered it with TARDIS. I don't think it must apply to any modern weapon, since if it was actually hit, the best the gear could do would be to destroy itself immediately, and you'd still end up with two graves. I believe it should be removed
if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then
begin
AttackBar:= 0;
Gear^.Message:= gmDestroy;
CurAmmoGear^.Message:= gmDestroy;
exit
end
else*)
begin
if ((CurrentHedgehog = nil) or (Gear <> CurrentHedgehog^.Gear)) or (CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtKamikaze) then
Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then
begin
t:= max(Gear^.Damage, Gear^.Health);
Gear^.Damage:= t;
if (((not SuddenDeathDmg) and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then
spawnHealthTagForHH(Gear, t);
end;
team:= Gear^.Hedgehog^.Team;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear = Gear) then
begin
AttackBar:= 0;
FreeActionsList; // to avoid ThinkThread on drawned gear
if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0)
and (CurrentHedgehog^.MultiShootAttacks > 0) then
OnUsedAmmo(CurrentHedgehog^);
end;
Gear^.Hedgehog^.Gear:= nil;
if 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
with team^.Clan^.Teams[i]^ do
for t:= 0 to cMaxHHIndex do
if Hedgehogs[t].Gear <> nil then
Hedgehogs[t].Gear^.Health:= 0
else if (Hedgehogs[t].GearHidden <> nil) then
Hedgehogs[t].GearHidden^.Health:= 0 // hog is still hidden. if tardis should return though, lua, eh...
end;
// should be not CurrentHedgehog, but hedgehog of the last gear which caused damage to this hog
// same stand for CheckHHDamage
if (Gear^.LastDamage <> nil) and (CurrentHedgehog <> nil) then
uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
else if CurrentHedgehog <> nil then
uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
inc(KilledHHs);
RecountTeamHealth(team);
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Effects[heResurrectable] <> 0) and
//(Gear^.Hedgehog^.Effects[heResurrectable] = 0) then
(Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan) then
with CurrentHedgehog^ do
begin
inc(Team^.stats.AIKills);
FreeAndNilTexture(Team^.AIKillsTex);
Team^.AIKillsTex := RenderStringTex(ansistring(inttostr(Team^.stats.AIKills)), Team^.Clan^.Color, fnt16);
end
end;
with Gear^ do
begin
AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
AddRandomness(X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac)
end;
if CurAmmoGear = Gear then
CurAmmoGear:= nil;
if FollowGear = Gear then
FollowGear:= nil;
if lastGearByUID = Gear then
lastGearByUID := nil;
if (Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.GearHidden <> Gear) then // hidden hedgehogs shouldn't be in the list
RemoveGearFromList(Gear)
else Gear^.Hedgehog^.GearHidden:= nil;
Dispose(Gear)
end;
end.