(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 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;(* * This unit defines the behavior of gears. * * Gears are "things"/"objects" that may be visible to the player or not, * but always have an effect on the course of the game. * * E.g.: weapons, hedgehogs, etc. * * Note: The visual appearance of gears is defined in the unit "uGearsRender". * * Note: Gears that do not have an effect on the game but are just visual * effects are called "Visual Gears" and defined in the respective unit! *)interfaceuses SDLh, uConsts, uFloat, uTypes;procedure initModule;procedure freeModule;function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword ): PGear;function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;function GetAmmo(Hedgehog: PHedgehog): TAmmoType;function GetUtility(Hedgehog: PHedgehog): TAmmoType;procedure HideHog(HH: PHedgehog);procedure RestoreHog(HH: PHedgehog);procedure ProcessGears;procedure EndTurnCleanup;procedure SetAllToActive;procedure SetAllHHToActive;procedure DrawGears;procedure FreeGearsList;procedure AddMiscGears;procedure AssignHHCoords;function GearByUID(uid : Longword) : PGear;procedure doStepDrowningGear(Gear: PGear);implementationuses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics, uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uMobile, uVariables, uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture, uGearsHedgehog, uGearsUtils, uGearsList;var skipFlag: boolean;procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;//procedure AmmoFlameWork(Ammo: PGear); forward;function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): TPGearArray; forward;procedure SpawnBoxOfSmth; forward;procedure ShotgunShot(Gear: PGear); forward;procedure doStepCase(Gear: PGear); forward;var delay: LongWord; delay2: LongWord; step: (stDelay, stChDmg, stSweep, stTurnReact, stAfterDelay, stChWin, stWater, stChWin2, stHealth, stSpawn, stNTurn); upd: Longword; //SDMusic: shortstring;// For better maintainability the step handlers of gears are stored in// separate files.// Note: step handlers of gears that are hedgehogs are in a different file// than the handlers for all other gears.{$INCLUDE "GSHandlers.inc"}function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhsvar Gear: PGear; dmg: LongInt;beginCheckNoDamage:= true;Gear:= GearsList;while Gear <> nil do begin if (Gear^.Kind = gtHedgehog) and (((GameFlags and gfInfAttack) = 0) or ((Gear^.dX.QWordValue < _0_000004.QWordValue) and (Gear^.dY.QWordValue < _0_000004.QWordValue))) then begin if (not isInMultiShoot) then inc(Gear^.Damage, Gear^.Karma); if (Gear^.Damage <> 0) and (not Gear^.Invulnerable) then begin CheckNoDamage:= false; dmg:= Gear^.Damage; if Gear^.Health < dmg then begin Gear^.Active:= true; Gear^.Health:= 0 end else dec(Gear^.Health, dmg); if (Gear^.Hedgehog^.Team = CurrentTeam) and (Gear^.Damage <> Gear^.Karma) and (not Gear^.Hedgehog^.King) and (Gear^.Hedgehog^.Effects[hePoisoned] = 0) and (not SuddenDeathDmg) then Gear^.State:= Gear^.State or gstLoser; spawnHealthTagForHH(Gear, dmg); RenderHealth(Gear^.Hedgehog^); RecountTeamHealth(Gear^.Hedgehog^.Team); end; if (not isInMultiShoot) then Gear^.Karma:= 0; Gear^.Damage:= 0 end; Gear:= Gear^.NextGear end;end;procedure HealthMachine;var Gear: PGear; team: PTeam; i: LongWord; flag: Boolean; tmp: LongWord;begin Gear:= GearsList; while Gear <> nil do begin if Gear^.Kind = gtHedgehog then begin tmp:= 0; if Gear^.Hedgehog^.Effects[hePoisoned] <> 0 then begin inc(tmp, ModifyDamage(5, Gear)); if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth) // does not need a minimum check since <= 1 basically disables it end; if (TotalRounds > cSuddenDTurns - 1) then begin inc(tmp, cHealthDecrease); if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, cHealthDecrease) end; if Gear^.Hedgehog^.King then begin flag:= false; team:= 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 begin inc(tmp, 5); if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, 5) end end; if tmp > 0 then begin inc(Gear^.Damage, min(tmp, max(0,Gear^.Health - 1 - Gear^.Damage))); HHHurt(Gear^.Hedgehog, dsPoison); end end; Gear:= Gear^.NextGear end;end;procedure ProcessGears;var Gear, t: PGear; i, AliveCount: LongInt; s: shortstring;beginPrvInactive:= AllInactive;AllInactive:= true;if (StepSoundTimer > 0) and (StepSoundChannel < 0) then StepSoundChannel:= LoopSound(sndSteps)else if (StepSoundTimer = 0) and (StepSoundChannel > -1) then begin StopSoundChan(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 FreeTexture(Gear^.Tex); Gear^.Tex:= RenderStringTex(inttostr(Gear^.Timer div 1000), cWhiteColor, fntSmall); end; Gear^.doStep(Gear); // might be useful later //ScriptCall('onGearStep', Gear^.uid); end end;if AllInactive thencase 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 and (cWaterRise > 0) then AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise; inc(step) end else inc(step); stChWin2: begin CheckForWin; inc(step) end; stHealth: begin if (cWaterRise <> 0) or (cHealthDecrease <> 0) then begin if (TotalRounds = cSuddenDTurns) and (not SuddenDeath) and (not isInMultiShoot) then begin SuddenDeath:= true; if cHealthDecrease <> 0 then begin SuddenDeathDmg:= true; // flash ScreenFade:= sfFromWhite; ScreenFadeValue:= sfMax; ScreenFadeSpeed:= 1; ChangeToSDClouds; ChangeToSDFlakes; glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99); Ammoz[amTardis].SkipTurns:= 9999; Ammoz[amTardis].Probability:= 0; end; AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState); playSound(sndSuddenDeath); StopMusic //No SDMusic for now //ChangeMusic(SDMusic) end else if (TotalRounds < cSuddenDTurns) and (not isInMultiShoot) then begin i:= cSuddenDTurns - TotalRounds; s:= inttostr(i); if i = 1 then AddCaption(trmsg[sidRoundSD], cWhiteColor, capgrpGameState) else if (i = 2) or ((i > 0) and ((i mod 50 = 0) or ((i <= 25) and (i mod 5 = 0)))) then AddCaption(Format(trmsg[sidRoundsSD], s), cWhiteColor, capgrpGameState); end; end; if bBetweenTurns or isInMultiShoot or (TotalRounds = -1) then inc(step) else begin bBetweenTurns:= true; HealthMachine; 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; endelse if ((GameFlags and gfInfAttack) <> 0) then begin if delay2 = 0 then delay2:= cInactDelay * 50 else begin dec(delay2); if ((delay2 mod cInactDelay) = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (not CurrentHedgehog^.Unplaced) then begin if (CurrentHedgehog^.Gear^.State and gstAttacked <> 0) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then begin CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstHHChooseTarget; isCursorVisible := true end; CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and (not gstAttacked); end; if delay2 = 0 then begin if (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.State and gstAttacked = 0) and (CurAmmoGear = nil) then SweepDirty; CheckNoDamage; AliveCount:= 0; // shorter version of check for win to allow typical step activity to proceed for i:= 0 to Pred(ClansCount) do if ClansArray[i]^.ClanHealth > 0 then inc(AliveCount); if (AliveCount <= 1) and ((GameFlags and gfOneClanMode) = 0) then begin step:= stChDmg; if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0 end end 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 (cHedgehogTurnTime >= 10000) and (not PlacingHogs) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then PlaySoundV(sndHurry, CurrentTeam^.voicepack); if ReadyTimeLeft > 0 then begin if (ReadyTimeLeft = 2000) and (LastVoice.snd = sndNone) then AddVoice(sndComeonthen, CurrentTeam^.voicepack); dec(ReadyTimeLeft) end else dec(TurnTimeLeft) end;if skipFlag then begin if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0; skipFlag:= false; inc(CurrentHedgehog^.Team^.stats.TurnSkips); end;if ((GameTicks and $FFFF) = $FFFF) then begin if (not CurrentTeam^.ExtDriven) then begin SendIPC(_S'#'); AddFileLog('hiTicks increment message sent') end; if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then inc(hiTicks) // we do not recieve a message for this end;ScriptCall('onGameTick');if GameTicks mod 20 = 0 then ScriptCall('onGameTick20');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; t: PGear;begin SpeechText:= ''; // in case it has not been consumed if (GameFlags and gfLowGravity) = 0 then begin cGravity:= cMaxWindSpeed * 2; cGravityf:= 0.00025 * 2 end; 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 begin if (GameFlags and gfInvulnerable) = 0 then Gear^.Invulnerable:= false; end; end; t:= GearsList; while t <> nil do begin t^.PortalCounter:= 0; if ((GameFlags and gfResetHealth) <> 0) and (t^.Kind = gtHedgehog) and (t^.Health < t^.Hedgehog^.InitialHealth) then begin t^.Health:= t^.Hedgehog^.InitialHealth; RenderHealth(t^.Hedgehog^); end; t:= t^.NextGear end; if ((GameFlags and gfResetWeps) <> 0) and (not PlacingHogs) then ResetWeapons; if (GameFlags and gfResetHealth) <> 0 then for i:= 0 to Pred(TeamsCount) do RecountTeamHealth(TeamsArray[i])end;procedure SetAllToActive;var t: PGear;beginAllInactive:= false;t:= GearsList;while t <> nil do begin t^.Active:= true; t:= t^.NextGear endend;procedure SetAllHHToActive;var t: PGear;beginAllInactive:= false;t:= GearsList;while t <> nil do begin if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then t^.Active:= true; t:= t^.NextGear endend;procedure DrawGears;var Gear: PGear; x, y: LongInt;beginGear:= GearsList;while Gear <> nil do begin if Gear^.State and gstInvisible = 0 then begin x:= hwRound(Gear^.X) + WorldDx; y:= hwRound(Gear^.Y) + WorldDy; RenderGear(Gear, x, y); end; 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: Longword; Gear: PGear;beginAddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);i:= 0;Gear:= PGear(1);while (i < cLandMines) {and (Gear <> nil)} do // disable this check until better solution found begin Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0); FindPlace(Gear, false, 0, LAND_WIDTH); inc(i) end;i:= 0;Gear:= PGear(1);while (i < cExplosives){ and (Gear <> nil)} do begin Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0); FindPlace(Gear, false, 0, LAND_WIDTH); inc(i) end;if (GameFlags and gfLowGravity) <> 0 then begin cGravity:= cMaxWindSpeed; cGravityf:= 0.00025 end;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;if not hasBorder and ((Theme = 'Snow') or (Theme = 'Christmas')) then for i:= 0 to Pred(vobCount*2) do AddGear(GetRandom(LAND_WIDTH+1024)-512, LAND_HEIGHT - GetRandom(LAND_HEIGHT div 2), gtFlake, 0, _0, _0, 0);end;procedure ShotgunShot(Gear: PGear);var t: PGear; dmg, r, dist: LongInt; dx, dy: hwFloat;beginGear^.Radius:= cShotgunRadius;t:= GearsList;while t <> nil do begin case t^.Kind of gtHedgehog, gtMine, gtSMine, gtCase, gtTarget, gtExplosives, gtStructure: begin//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg)); dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, 25), t); end; if dmg > 0 then begin if (not t^.Invulnerable) then ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet) else Gear^.State:= Gear^.State or gstWinner; DeleteCI(t); t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX); t^.dY:= t^.dY + Gear^.dY * dmg * _0_01; t^.State:= t^.State or gstMoving; t^.Active:= true; FollowGear:= t end end; gtGrave: begin dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, 25), t); end; if dmg > 0 then begin t^.dY:= - _0_1; t^.Active:= true end end; end; t:= t^.NextGear end;if (GameFlags and gfSolidLand) = 0 then DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)end;procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);var t: PGearArray; Gear: PGear; i, tmpDmg: LongInt; VGear: PVisualGear;begint:= CheckGearsCollision(Ammo);// Just to avoid hogs on rope dodging fire.if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then begin t^.ar[t^.Count]:= CurrentHedgehog^.Gear; inc(t^.Count) end;i:= t^.Count;if (Ammo^.Kind = gtFlame) and (i > 0) then Ammo^.Health:= 0;while i > 0 do begin dec(i); Gear:= t^.ar[i]; tmpDmg:= ModifyDamage(Damage, Gear); if (Gear^.State and gstNoDamage) = 0 then begin if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then begin VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit); if VGear <> nil then VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY); end; if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1; case Gear^.Kind of gtHedgehog, gtMine, gtSMine, gtTarget, gtCase, gtExplosives, gtStructure: begin if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end; if (not Gear^.Invulnerable) then ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove) else Gear^.State:= Gear^.State or gstWinner; if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then begin if (Ammo^.Hedgehog^.Gear <> nil) then Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable); ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch end; DeleteCI(Gear); if (Gear^.Kind = gtHedgehog) and 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; // move the gear upwards a bit to throw it over tiny obstacles at start if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) or (TestCollisionYwithGear(Gear, -1) <> 0)) 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 SetAllToActiveend;procedure AssignHHCoords;var i, t, p, j: LongInt; ar: array[0..Pred(cMaxHHs)] of PHedgehog; Count: Longword;beginif (GameFlags and gfPlaceHog) <> 0 then PlacingHogs:= true;if (GameFlags and 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, true);// 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, true); 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 endend;function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): TPGearArray;var t: PGear; l: Longword;begin r:= r*r; GearsNear := nil; t := GearsList; while t <> nil do begin if (t^.Kind = Kind) and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then begin l:= Length(GearsNear); SetLength(GearsNear, l + 1); GearsNear[l] := t; end; t := t^.NextGear; end;end;{procedure AmmoFlameWork(Ammo: PGear);var t: PGear;begint:= 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 CountGears(Kind: TGearType): Longword;var t: PGear; count: Longword = 0;begint:= GearsList;while t <> nil do begin if t^.Kind = Kind then inc(count); t:= t^.NextGear end;CountGears:= count;end;function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword): PGear;begin FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0); cCaseFactor := 0; if (crate <> HealthCrate) and (content > ord(High(TAmmoType))) then content := ord(High(TAmmoType)); case crate of HealthCrate: begin FollowGear^.Pos := posCaseHealth; FollowGear^.Health := content; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); end; AmmoCrate: begin FollowGear^.Pos := posCaseAmmo; FollowGear^.AmmoType := TAmmoType(content); AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end; UtilityCrate: begin FollowGear^.Pos := posCaseUtility; FollowGear^.AmmoType := TAmmoType(content); AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end; end; if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH); SpawnCustomCrateAt := FollowGear;end;function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean): PGear;begin FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0); cCaseFactor := 0; FollowGear^.Pos := posCaseDummy; if explode then FollowGear^.Pos := FollowGear^.Pos + posCaseExplode; if poison then FollowGear^.Pos := FollowGear^.Pos + posCasePoison; case crate of HealthCrate: begin FollowGear^.Pos := FollowGear^.Pos + posCaseHealth; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); end; AmmoCrate: begin FollowGear^.Pos := FollowGear^.Pos + posCaseAmmo; AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end; UtilityCrate: begin FollowGear^.Pos := FollowGear^.Pos + posCaseUtility; AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end; end; if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH); SpawnFakeCrateAt := FollowGear;end;function GetAmmo(Hedgehog: PHedgehog): TAmmoType;var t, aTot: LongInt; i: TAmmoType;beginHedgehog:= Hedgehog; // avoid hintaTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability);t:= aTot;i:= Low(TAmmoType);if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then dec(t, Ammoz[i].Probability) end end;GetAmmo:= iend;function GetUtility(Hedgehog: PHedgehog): TAmmoType;var t, uTot: LongInt; i: TAmmoType;beginuTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then inc(uTot, Ammoz[i].Probability);t:= uTot;i:= Low(TAmmoType);if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then dec(t, Ammoz[i].Probability) end end;GetUtility:= iend;procedure SpawnBoxOfSmth;var t, aTot, uTot, a, h: LongInt; i: TAmmoType;beginif (PlacingHogs) or (cCaseFactor = 0) or (CountGears(gtCase) >= 5) or (GetRandom(cCaseFactor) <> 0) then exit;FollowGear:= nil;aTot:= 0;uTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability) else inc(uTot, Ammoz[i].Probability);t:=0;a:=aTot;h:= 1;if (aTot+uTot) <> 0 then if ((GameFlags and gfInvulnerable) = 0) then begin h:= cHealthCaseProb * 100; t:= GetRandom(10000); a:= (10000-h)*aTot div (aTot+uTot) end else begin t:= GetRandom(aTot+uTot); h:= 0 end;if t<h then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); FollowGear^.Health:= cHealthCaseAmount; FollowGear^.Pos:= posCaseHealth; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); endelse if (t<a+h) then begin t:= aTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseAmmo; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end endelse begin t:= uTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseUtility; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end end;// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilitiesif (FollowGear <> nil) then begin FindPlace(FollowGear, true, 0, LAND_WIDTH); if (FollowGear <> nil) then AddVoice(sndReinforce, CurrentTeam^.voicepack) endend;function GearByUID(uid : Longword) : PGear;var gear: PGear;beginGearByUID:= nil;if uid = 0 then exit;if (lastGearByUID <> nil) and (lastGearByUID^.uid = uid) then begin GearByUID:= lastGearByUID; exit end;gear:= GearsList;while gear <> nil do begin if gear^.uid = uid then begin lastGearByUID:= gear; GearByUID:= gear; exit end; gear:= gear^.NextGear endend;procedure chSkip(var s: shortstring);begins:= s; // avoid compiler hintif not CurrentTeam^.ExtDriven then SendIPC(_S',');uStats.Skipped;skipFlag:= trueend;procedure chHogSay(var s: shortstring);var Gear: PVisualGear; text: shortstring; hh: PHedgehog; i, x, t, h: byte; c, j: LongInt;begin hh:= nil; i:= 0; t:= 0; x:= byte(s[1]); // speech type if x < 4 then begin t:= byte(s[2]); // team if Length(s) > 2 then h:= byte(s[3]) // target hog end; // allow targetting a hog by specifying a number as the first portion of the text if (x < 4) and (h > byte('0')) and (h < byte('9')) then i:= h - 48; if i <> 0 then text:= copy(s, 4, Length(s) - 1) else if x < 4 then text:= copy(s, 3, Length(s) - 1) else text:= copy(s, 2, Length(s) - 1); (* if CheckNoTeamOrHH then begin ParseCommand('say ' + text, true); exit end; *) if (x < 4) and (TeamsArray[t] <> nil) then begin // if team matches current hedgehog team, default to current hedgehog if (i = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Team = TeamsArray[t]) then hh:= CurrentHedgehog else begin // otherwise use the first living hog or the hog amongs the remaining ones indicated by i j:= 0; c:= 0; while (j <= cMaxHHIndex) and (hh = nil) do begin if (TeamsArray[t]^.Hedgehogs[j].Gear <> nil) then begin inc(c); if (i=0) or (i=c) then hh:= @TeamsArray[t]^.Hedgehogs[j] end; inc(j) end end; if hh <> nil then begin Gear:= AddVisualGear(0, 0, vgtSpeechBubble); if Gear <> nil then begin Gear^.Hedgehog:= hh; Gear^.Text:= text; Gear^.FrameTicks:= x end end //else ParseCommand('say ' + text, true) end else if (x >= 4) then begin SpeechType:= x-3; SpeechText:= text end;end;procedure initModule;const handlers: array[TGearType] of TGearStepProcedure = ( @doStepFlame, @doStepHedgehog, @doStepMine, @doStepCase, @doStepCase, @doStepBomb, @doStepShell, @doStepGrave, @doStepBee, @doStepShotgunShot, @doStepPickHammer, @doStepRope, @doStepDEagleShot, @doStepDynamite, @doStepBomb, @doStepCluster, @doStepShover, @doStepFirePunch, @doStepActionTimer, @doStepActionTimer, @doStepParachute, @doStepAirAttack, @doStepAirBomb, @doStepBlowTorch, @doStepGirder, @doStepTeleport, @doStepSwitcher, @doStepTarget, @doStepMortar, @doStepWhip, @doStepKamikaze, @doStepCake, @doStepSeduction, @doStepBomb, @doStepCluster, @doStepBomb, @doStepWaterUp, @doStepDrill, @doStepBallgun, @doStepBomb, @doStepRCPlane, @doStepSniperRifleShot, @doStepJetpack, @doStepMolotov, @doStepBirdy, @doStepEggWork, @doStepPortalShot, @doStepPiano, @doStepBomb, @doStepSineGunShot, @doStepFlamethrower, @doStepSMine, @doStepPoisonCloud, @doStepHammer, @doStepHammerHit, @doStepResurrector, @doStepNapalmBomb, @doStepSnowball, @doStepSnowflake, @doStepStructure, @doStepLandGun, @doStepTardis, @doStepIceGun);begin doStepHandlers:= handlers; RegisterVariable('skip', @chSkip, false); RegisterVariable('hogsay', @chHogSay, true ); CurAmmoGear:= nil; GearsList:= nil; KilledHHs:= 0; SuddenDeath:= false; SuddenDeathDmg:= false; SpeechType:= 1; skipFlag:= false; AllInactive:= false; PrvInactive:= false; //typed const delay:= 0; delay2:= 0; step:= stDelay; upd:= 0; //SDMusic:= 'hell.ogg';end;procedure freeModule;begin FreeGearsList();end;end.