--- a/QTfrontend/game.cpp Mon Jun 11 00:02:17 2012 +0200
+++ b/QTfrontend/game.cpp Mon Jun 11 00:06:22 2012 +0200
@@ -97,7 +97,7 @@
HWProto::addStringToBuffer(buf, QString("eammprob %1").arg(ammostr.mid(cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(buf, QString("eammdelay %1").arg(ammostr.mid(2 * cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(buf, QString("eammreinf %1").arg(ammostr.mid(3 * cAmmoNumber, cAmmoNumber)));
- if(!gamecfg->schemeData(21).toBool()) HWProto::addStringToBuffer(buf, QString("eammstore"));
+ if(gamecfg->schemeData(15).toBool() || !gamecfg->schemeData(21).toBool()) HWProto::addStringToBuffer(buf, QString("eammstore"));
HWProto::addStringListToBuffer(buf,
team.teamGameConfig(gamecfg->getInitHealth()));
;
--- a/hedgewars/GSHandlers.inc Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/GSHandlers.inc Mon Jun 11 00:06:22 2012 +0200
@@ -702,14 +702,14 @@
//Land[py, px+1]:= lfBasic;
if allpx then
- UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w))
+ UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w), true)
else
begin
UpdateLandTexture(
max(0, min(LAND_WIDTH, xx)),
min(LAND_WIDTH - xx, Pred(s^.w)),
max(0, min(LAND_WIDTH, yy)),
- min(LAND_HEIGHT - yy, Pred(s^.h))
+ min(LAND_HEIGHT - yy, Pred(s^.h)), false // could this be true without unnecessarily creating blanks?
);
end;
////////////////////////////////// TODO - ASK UNC0RR FOR A GOOD HOME FOR THIS ////////////////////////////////////
@@ -1025,7 +1025,9 @@
else
AmmoShove(Gear, Gear^.Timer, 20);
CheckGearDrowning(Gear);
- dec(i) until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
+ dec(i)
+ until (i = 0) or (Gear^.Damage > Gear^.Health) or ((Gear^.State and gstDrowning) <> 0);
+
if Gear^.Damage > 0 then
begin
DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
@@ -2077,6 +2079,7 @@
exBoom: boolean;
dX, dY: HWFloat;
hog: PHedgehog;
+ sparkles: PVisualGear;
begin
k := Gear^.Kind;
exBoom := false;
@@ -2108,6 +2111,21 @@
Gear^.Damage := 0;
if Gear^.Health <= 0 then
exBoom := true;
+ end
+ else
+ begin
+ if Gear^.Timer = 0 then
+ begin
+(* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up
+ voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that
+ has its own complexities. *)
+ sparkles:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtDust, 1);
+ if sparkles <> nil then
+ begin
+ sparkles^.Tint:= $FAB22CFF
+ end
+ end;
+ if (GameTicks and $1 = 0) and (Gear^.Timer < 255) then inc(Gear^.Timer)
end;
if (Gear^.Damage > 0) or exBoom then
@@ -3422,7 +3440,7 @@
PlaySound(sndGun);
end;
- if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then
+ if (Gear^.Timer = 0) or ((HHGear^.State and gstHHDriven) = 0) then
begin
DeleteGear(Gear);
AfterAttack
--- a/hedgewars/SDLh.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/SDLh.pas Mon Jun 11 00:06:22 2012 +0200
@@ -270,6 +270,19 @@
AShift = 0;
{$ENDIF}
+ KMOD_NONE = $0000;
+ KMOD_LSHIFT = $0001;
+ KMOD_RSHIFT = $0002;
+ KMOD_LCTRL = $0040;
+ KMOD_RCTRL = $0080;
+ KMOD_LALT = $0400;
+ KMOD_RALT = $0800;
+ KMOD_LMETA = $0400;
+ KMOD_RMETA = $0800;
+ KMOD_NUM = $1000;
+ KMOD_CAPS = $2000;
+ KMOD_MODE = $4000;
+
{* SDL_mixer *}
MIX_MAX_VOLUME = 128;
MIX_INIT_FLAC = $00000001;
--- a/hedgewars/VGSHandlers.inc Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/VGSHandlers.inc Mon Jun 11 00:06:22 2012 +0200
@@ -90,10 +90,16 @@
if round(X) > cRightScreenBorder then
X:= X - cScreenSpace;
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + 25.0; // For if flag is set for flakes rising upwards?
- if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
- Y:= Y - (1024 + 300) // TODO - configure in theme (jellies for example could use limited range)
- else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
- Y:= Y - (1024 + 25);
+ if (Gear^.Layer = 2) and (round(Y) - 225 > LAND_HEIGHT) then
+ begin
+ X:= cLeftScreenBorder + random(cScreenSpace);
+ Y:= Y - (1024 + 250 + random(50)) // TODO - configure in theme (jellies for example could use limited range)
+ end
+ else if (Gear^.Layer <> 2) and (round(Y) + 50 > LAND_HEIGHT) then
+ begin
+ X:= cLeftScreenBorder + random(cScreenSpace);
+ Y:= Y - (1024 + random(25))
+ end;
Timer:= 0;
tdX:= 0;
tdY:= 0
--- a/hedgewars/uAI.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uAI.pas Mon Jun 11 00:06:22 2012 +0200
@@ -111,7 +111,7 @@
procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
var BotLevel: Byte;
ap: TAttackParams;
- Score, i: LongInt;
+ Score, i, dAngle: LongInt;
a, aa: TAmmoType;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
@@ -129,8 +129,10 @@
ThreadSwitch();
{$ENDIF}
repeat
- if (CanUseAmmo[a]) and
- ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
+ if (CanUseAmmo[a])
+ and ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0))
+ and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
+ then
begin
{$HINTS OFF}
Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
@@ -151,29 +153,45 @@
if (ap.Time <> 0) then
AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
+
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
- ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
- if ap.Angle > 0 then
+ dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
+ if dAngle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
- AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
+ AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
end
- else if ap.Angle < 0 then
+ else if dAngle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
- AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
+ AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
end
end;
+
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
begin
AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
end;
- if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
+
+ if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
begin
- AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
- AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
- end;
+ AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
+ AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
+
+ AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
+ AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
+
+ AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
+ AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
+ AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
+ end else
+ if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
+ begin
+ AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
+ AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
+ end;
+
if ap.ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
end
@@ -181,8 +199,8 @@
if a = High(TAmmoType) then
a:= Low(TAmmoType)
else inc(a)
- until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon
- StopThinking
+ until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
+ or StopThinking
end
end;
@@ -216,81 +234,86 @@
BestRate:= RatePlace(Me);
BaseRate:= Max(BestRate, 0);
+// switch to 'skip' if we can't move because of mouse cursor being shown
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
-
-tmp:= random(2) + 1;
-Push(0, Actions, Me^, tmp);
-Push(0, Actions, Me^, tmp xor 3);
-while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
+if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
+ and (GameFlags and gfArtillery = 0) then
begin
- Pop(ticks, Actions, Me^);
+ tmp:= random(2) + 1;
+ Push(0, Actions, Me^, tmp);
+ Push(0, Actions, Me^, tmp xor 3);
+
+ while (Stack.Count > 0) and (not StopThinking) do
+ begin
+ Pop(ticks, Actions, Me^);
- AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
- if (Me^.Message and gmLeft) <> 0 then
- AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
- else
- AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
-
- steps:= 0;
+ AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
+ if (Me^.Message and gmLeft) <> 0 then
+ AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
+ else
+ AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
+
+ steps:= 0;
- while (not StopThinking) do
- begin
-{$HINTS OFF}
- CanGo:= HHGo(Me, @AltMe, GoInfo);
-{$HINTS ON}
- inc(ticks, GoInfo.Ticks);
- if ticks > maxticks then
- break;
+ while (not StopThinking) do
+ begin
+ {$HINTS OFF}
+ CanGo:= HHGo(Me, @AltMe, GoInfo);
+ {$HINTS ON}
+ inc(ticks, GoInfo.Ticks);
+ if ticks > maxticks then
+ break;
- if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
- if Push(ticks, Actions, AltMe, Me^.Message) then
- with Stack.States[Pred(Stack.Count)] do
- begin
- if Me^.dX.isNegative then
- AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
- else
- AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
+ if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
+ if Push(ticks, Actions, AltMe, Me^.Message) then
+ with Stack.States[Pred(Stack.Count)] do
+ begin
+ if Me^.dX.isNegative then
+ AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
+ else
+ AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
+
+ AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
+ AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
- AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
- AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
-
- if Me^.dX.isNegative then
- AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
- else
- AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
- end;
- if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
- if Push(ticks, Actions, AltMe, Me^.Message) then
- with Stack.States[Pred(Stack.Count)] do
- AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
+ if Me^.dX.isNegative then
+ AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
+ else
+ AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
+ end;
+ if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
+ if Push(ticks, Actions, AltMe, Me^.Message) then
+ with Stack.States[Pred(Stack.Count)] do
+ AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
- // 'not CanGO' means we can't go straight, possible jumps are checked above
- if not CanGo then
- break;
-
- inc(steps);
- Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
- Rate:= RatePlace(Me);
- if Rate > BestRate then
- begin
- BestActions:= Actions;
- BestActions.isWalkingToABetterPlace:= true;
- BestRate:= Rate;
- Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
- end
- else if Rate < BestRate then
- break;
- if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
- TestAmmos(Actions, Me, true);
- if GoInfo.FallPix >= FallPixForBranching then
- Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
- end {while};
+ // 'not CanGO' means we can't go straight, possible jumps are checked above
+ if not CanGo then
+ break;
+
+ inc(steps);
+ Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
+ Rate:= RatePlace(Me);
+ if Rate > BestRate then
+ begin
+ BestActions:= Actions;
+ BestActions.isWalkingToABetterPlace:= true;
+ BestRate:= Rate;
+ Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
+ end
+ else if Rate < BestRate then
+ break;
+ if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
+ TestAmmos(Actions, Me, true);
+ if GoInfo.FallPix >= FallPixForBranching then
+ Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
+ end {while};
- if BestRate > BaseRate then
- exit
+ if BestRate > BaseRate then
+ exit
end {while}
+ end {if}
end;
function Think(Me: Pointer): ptrint;
@@ -412,6 +435,8 @@
AddFileLog('Thread started');
end;
+//var scoreShown: boolean = false;
+
procedure ProcessBot;
const cStopThinkTime = 40;
begin
@@ -428,16 +453,27 @@
StopMessages(Gear^.Message);
TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
end;
+
if Gear^.Message <> 0 then
exit;
+
+ //scoreShown:= false;
StartThink(Gear);
StartTicks:= GameTicks
- end else
- ProcessAction(BestActions, Gear)
+ end else
+ begin
+ (*
+ if not scoreShown then
+ begin
+ if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
+ scoreShown:= true
+ end;*)
+ ProcessAction(BestActions, Gear)
+ end
else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
- or (TurnTimeLeft <= cStopThinkTime) then
- StopThinking:= true
+ or (TurnTimeLeft <= cStopThinkTime) then
+ StopThinking:= true
end;
procedure initModule;
--- a/hedgewars/uAIActions.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uAIActions.pas Mon Jun 11 00:06:22 2012 +0200
@@ -43,6 +43,7 @@
aia_Skip = $8008;
aia_Wait = $8009;
aia_Put = $800A;
+ aia_waitAngle = $800B;
aim_push = $8000;
aim_release = $8001;
@@ -70,7 +71,7 @@
var PrevX: LongInt = 0;
timedelta: Longword = 0;
-const ActionIdToStr: array[0..7] of string[16] = (
+const ActionIdToStr: array[0..8] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
@@ -78,7 +79,8 @@
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down',
-{aia_Switch} 'switch'
+{aia_Switch} 'switch',
+{aia_waitAngle} 'waitAngle'
);
{$IFDEF TRACEAIACTIONS}
@@ -150,6 +152,7 @@
begin
repeat
if Actions.Pos >= Actions.Count then exit;
+
with Actions.actions[Actions.Pos] do
begin
if Time > GameTicks then
@@ -160,74 +163,77 @@
if (Action and ai_specmask) <> 0 then
case Action of
aia_Weapon:
- SetWeapon(TAmmoType(Param));
+ SetWeapon(TAmmoType(Param));
aia_WaitXL:
- if hwRound(Me^.X) = Param then
- begin
- Action:= aia_LookLeft;
- Time:= GameTicks;
- exit
- end
- else if hwRound(Me^.X) < Param then
+ if hwRound(Me^.X) = Param then
begin
- //OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
- FreeActionsList;
+ Action:= aia_LookLeft;
+ Time:= GameTicks;
+ exit
+ end
+ else if hwRound(Me^.X) < Param then
+ begin
+ //OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
+ FreeActionsList;
+ exit
+ end
+ else
+ begin
+ CheckHang(Me);
+ exit
+ end;
+
+ aia_WaitXR:
+ if hwRound(Me^.X) = Param then
+ begin
+ Action:= aia_LookRight;
+ Time:= GameTicks;
+ exit
+ end
+ else if hwRound(Me^.X) > Param then
+ begin
+ //OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
+ FreeActionsList;
+ exit
+ end
+ else
+ begin
+ CheckHang(Me);
+ exit
+ end;
+ aia_LookLeft:
+ if not Me^.dX.isNegative then
+ begin
+ ParseCommand('+left', true);
exit
end
else
- begin
- CheckHang(Me);
- exit
- end;
-
- aia_WaitXR:
- if hwRound(Me^.X) = Param then
- begin
- Action:= aia_LookRight;
- Time:= GameTicks;
- exit
- end
- else if hwRound(Me^.X) > Param then
+ ParseCommand('-left', true);
+ aia_LookRight:
+ if Me^.dX.isNegative then
begin
- //OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
- FreeActionsList;
+ ParseCommand('+right', true);
exit
end
- else
- begin
- CheckHang(Me);
- exit
- end;
- aia_LookLeft:
- if not Me^.dX.isNegative then
- begin
- ParseCommand('+left', true);
- exit
- end
- else
- ParseCommand('-left', true);
- aia_LookRight:
- if Me^.dX.isNegative then
- begin
- ParseCommand('+right', true);
- exit
- end
- else ParseCommand('-right', true);
+ else ParseCommand('-right', true);
aia_AwareExpl:
- AwareOfExplosion(X, Y, Param);
+ AwareOfExplosion(X, Y, Param);
aia_HJump:
- ParseCommand('hjump', true);
+ ParseCommand('hjump', true);
aia_LJump:
- ParseCommand('ljump', true);
+ ParseCommand('ljump', true);
aia_Skip:
- ParseCommand('skip', true);
+ ParseCommand('skip', true);
aia_Put:
- doPut(X, Y, true);
+ doPut(X, Y, true);
+
+ aia_waitAngle:
+ if Me^.Angle <> Abs(Param) then exit;
end
else
begin
--- a/hedgewars/uAIAmmoTests.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uAIAmmoTests.pas Mon Jun 11 00:06:22 2012 +0200
@@ -21,7 +21,9 @@
unit uAIAmmoTests;
interface
uses SDLh, uConsts, uFloat, uTypes;
-const amtest_OnTurn = $00000001;
+const
+ amtest_OnTurn = $00000001; // from one position
+ amtest_NoTarget = $00000002; // each pos, but no targetting
var windSpeed: real;
@@ -41,6 +43,7 @@
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
@@ -68,9 +71,9 @@
(proc: nil; flags: 0), // amMine
(proc: @TestDesertEagle; flags: 0), // amDEagle
(proc: nil; flags: 0), // amDynamite
- (proc: @TestFirePunch; flags: 0), // amFirePunch
- (proc: @TestWhip; flags: 0), // amWhip
- (proc: @TestBaseballBat; flags: 0), // amBaseballBat
+ (proc: @TestFirePunch; flags: amtest_NoTarget), // amFirePunch
+ (proc: @TestWhip; flags: amtest_NoTarget), // amWhip
+ (proc: @TestBaseballBat; flags: amtest_NoTarget), // amBaseballBat
(proc: nil; flags: 0), // amParachute
(proc: @TestAirAttack; flags: amtest_OnTurn), // amAirAttack
(proc: nil; flags: 0), // amMineStrike
@@ -95,7 +98,7 @@
(proc: nil; flags: 0), // amExtraTime
(proc: nil; flags: 0), // amLaserSight
(proc: nil; flags: 0), // amVampiric
- (proc: nil; flags: 0), // amSniperRifle
+ (proc: @TestSniperRifle; flags: 0), // amSniperRifle
(proc: nil; flags: 0), // amJetpack
(proc: @TestMolotov; flags: 0), // amMolotov
(proc: nil; flags: 0), // amBirdy
@@ -105,7 +108,7 @@
(proc: @TestShotgun; flags: 0), // amSineGun
(proc: nil; flags: 0), // amFlamethrower
(proc: @TestGrenade; flags: 0), // amSMine
- (proc: @TestHammer; flags: 0), // amHammer
+ (proc: @TestHammer; flags: amtest_NoTarget), // amHammer
(proc: nil; flags: 0), // amResurrector
(proc: nil; flags: 0), // amDrillStrike
(proc: nil; flags: 0), // amSnowball
@@ -600,7 +603,56 @@
TestDesertEagle:= BadTurn;
exit(BadTurn);
end;
-t:= 0.5 / sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
+t:= 2 / sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
+Vx:= (Targ.X - x) * t;
+Vy:= (Targ.Y - y) * t;
+ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
+d:= 0;
+
+repeat
+ x:= x + vX;
+ y:= y + vY;
+ if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
+ and (Land[trunc(y), trunc(x)] <> 0) then
+ inc(d);
+until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5)
+ or (x < 0)
+ or (y < 0)
+ or (trunc(x) > LAND_WIDTH)
+ or (trunc(y) > LAND_HEIGHT)
+ or (d > 50);
+
+if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5 then
+ begin
+ fallDmg:= TraceShoveFall(Targ.X, Targ.Y, vX * 0.00125 * 20, vY * 0.00125 * 20);
+ if fallDmg < 0 then
+ valueResult:= 204800
+ else valueResult:= Max(0, (4 - d div 50) * trunc((7+fallDmg)*dmgMod) * 1024)
+ end
+else
+ valueResult:= BadTurn;
+TestDesertEagle:= valueResult
+end;
+
+
+function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+var Vx, Vy, x, y, t, dmg, dmgMod: real;
+ d: Longword;
+ fallDmg, valueResult: LongInt;
+begin
+dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
+Level:= Level; // avoid compiler hint
+ap.ExplR:= 0;
+ap.Time:= 0;
+ap.Power:= 1;
+x:= hwFloat2Float(Me^.X);
+y:= hwFloat2Float(Me^.Y);
+if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 40 then
+ exit(BadTurn);
+
+dmg:= sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
+t:= 1.5 / dmg;
+dmg:= dmg * 0.025; // div 40
Vx:= (Targ.X - x) * t;
Vy:= (Targ.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
@@ -617,153 +669,172 @@
or (y < 0)
or (trunc(x) > LAND_WIDTH)
or (trunc(y) > LAND_HEIGHT)
- or (d > 200);
+ or (d > 23);
-if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 3 then
+if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4 then
begin
- fallDmg:= TraceShoveFall(Me, Targ.X, Targ.Y, vX * 0.005 * 20, vY * 0.005 * 20);
+ fallDmg:= TraceShoveFall(Targ.X, Targ.Y, vX * 0.00166 * dmg, vY * 0.00166 * dmg);
if fallDmg < 0 then
- valueResult:= 204800
- else valueResult:= Max(0, (4 - d div 50) * trunc((7+fallDmg)*dmgMod) * 1024)
+ TestSniperRifle:= BadTurn
+ else
+ TestSniperRifle:= Max(0, trunc((dmg + fallDmg) * dmgMod) * 1024)
end
else
- valueResult:= BadTurn;
-TestDesertEagle:= valueResult
+ TestSniperRifle:= BadTurn
end;
+
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-var valueResult: LongInt;
- x, y: real;
+var valueResult, a, v1, v2: LongInt;
+ x, y: LongInt;
+ dx, dy: real;
begin
-Level:= Level; // avoid compiler hint
-TestBaseballBat:= BadTurn;
-ap.ExplR:= 0;
-x:= hwFloat2Float(Me^.X);
-y:= hwFloat2Float(Me^.Y);
-if (Level > 2) or (Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) > 25) then
- exit(BadTurn);
+ Level:= Level; // avoid compiler hint
+ ap.ExplR:= 0;
+ ap.Time:= 0;
+ ap.Power:= 1;
+ x:= hwRound(Me^.X);
+ y:= hwRound(Me^.Y);
+
+ a:= 0;
+ valueResult:= 0;
+
+ while a <= cMaxAngle div 2 do
+ begin
+ dx:= sin(a / cMaxAngle * pi) * 0.5;
+ dy:= cos(a / cMaxAngle * pi) * 0.5;
-ap.Time:= 0;
-ap.Power:= 1;
-if (Targ.X) - trunc(x) >= 0 then
- ap.Angle:= cMaxAngle div 4
-else
- ap.Angle:= - cMaxAngle div 4;
+ v1:= RateShove(Me, x - 10, y
+ , 33, 30, 115
+ , -dx, -dy, afTrackFall);
+ v2:= RateShove(Me, x + 10, y
+ , 33, 30, 115
+ , dx, -dy, afTrackFall);
+ if (v1 > valueResult) or (v2 > valueResult) then
+ if (v2 > v1)
+ or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
+ begin
+ ap.Angle:= a;
+ valueResult:= v2
+ end
+ else
+ begin
+ ap.Angle:= -a;
+ valueResult:= v1
+ end;
-valueResult:= RateShove(Me, trunc(x) + LongWord(10*hwSignf(Targ.X - x)), trunc(y), 15, 30, 115, hwSign(Me^.dX)*0.353, -0.353, afTrackFall);
-if valueResult <= 0 then
- valueResult:= BadTurn
-else
- inc(valueResult);
-TestBaseballBat:= valueResult;
+ a:= a + 15 + random(cMaxAngle div 16)
+ end;
+
+ if valueResult <= 0 then
+ valueResult:= BadTurn;
+
+ TestBaseballBat:= valueResult;
end;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-var val1, val2, i, t: LongInt;
- x, y: real;
+var valueResult, v1, v2, i: LongInt;
+ x, y: LongInt;
begin
-Level:= Level; // avoid compiler hint
-TestFirePunch:= BadTurn;
-ap.ExplR:= 0;
-ap.Time:= 0;
-ap.Power:= 1;
-ap.Angle:= hwSign(Me^.dX);
-x:= hwFloat2Float(Me^.X);
-y:= hwFloat2Float(Me^.Y);
-{
-// this block is for digging with firepunch when blocked close to walls (notice TestColl check)
-if (Abs(trunc(x) - Targ.X) > 25)
- or (Abs(trunc(y) + 50 - Targ.Y) > 50) then
- begin
- if TestColl(trunc(x), trunc(y) - 16, 6) and
- (RateShove(Me, trunc(x) + LongWord(10 * hwSign(Me^.dX)),
- trunc(y) - 40, 30, 30, 40, hwSign(Me^.dX)*0.45, -0.9, 1) >= 0) then
- val1:= Succ(BadTurn)
- else
- val1:= BadTurn;
- exit(val1);
- end;
- }
-// and this is actual try to attack
-val1:= 0;
-for i:= 0 to 4 do
- begin
- t:= RateShove(Me, trunc(x) + 10 * hwSignf(Targ.X - x), trunc(y) - 20 * i - 5, 10, 30, 40, hwSign(Me^.dX)*0.45, -0.9, afTrackFall);
- if (val1 < 0) or (t < 0) then val1:= BadTurn
- else if t > 0 then val1:= t;
- end;
+ Level:= Level; // avoid compiler hint
+ ap.ExplR:= 0;
+ ap.Time:= 0;
+ ap.Power:= 1;
+ x:= hwRound(Me^.X);
+ y:= hwRound(Me^.Y);
+
+ v1:= 0;
+ for i:= 0 to 8 do
+ begin
+ v1:= v1 + RateShove(Me, x - 10, y - 10 * i
+ , 18, 30, 40
+ , -0.45, -0.9, afTrackFall or afSetSkip);
+ end;
+ v1:= v1 + RateShove(Me, x - 10, y - 90
+ , 18, 30, 40
+ , -0.45, -0.9, afTrackFall);
+
-val2:= 0;
-for i:= 0 to 4 do
- begin
- t:= RateShove(Me, trunc(x) + 10 * hwSignf(Targ.X - x), trunc(y) - 20 * i - 5, 10, 30, 40, -hwSign(Me^.dX)*0.45, -0.9, afTrackFall);
- if (val2 < 0) or (t < 0) then val2:= BadTurn
- else if t > 0 then val2:= t;
- end;
-if (val1 > val2) and (val1 > 0) then
- TestFirePunch:= val1
-else if (val2 > val1) and (val2 > 0) then
- begin
- ap.Angle:= -hwSign(Me^.dX);
- TestFirePunch:= val2
- end
-else TestFirePunch:= BadTurn;
+ // now try opposite direction
+ v2:= 0;
+ for i:= 0 to 8 do
+ begin
+ v2:= v2 + RateShove(Me, x + 10, y - 10 * i
+ , 18, 30, 40
+ , 0.45, -0.9, afTrackFall or afSetSkip);
+ end;
+ v2:= v2 + RateShove(Me, x + 10, y - 90
+ , 18, 30, 40
+ , 0.45, -0.9, afTrackFall);
+
+ if (v2 > v1)
+ or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
+ begin
+ ap.Angle:= 1;
+ valueResult:= v2
+ end
+ else
+ begin
+ ap.Angle:= -1;
+ valueResult:= v1
+ end;
+
+ if valueResult <= 0 then
+ valueResult:= BadTurn;
+
+ TestFirePunch:= valueResult;
end;
-// TODO: TestWhip, TestFirepunch and TestBaseballBat could be called only once at each position
-// (now they're called for each possible target in each position)
+
function TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
- x, y: real;
+ x, y: LongInt;
begin
-Level:= Level; // avoid compiler hint
-ap.ExplR:= 0;
-ap.Time:= 0;
-ap.Power:= 1;
-x:= hwFloat2Float(Me^.X);
-y:= hwFloat2Float(Me^.Y);
+ Level:= Level; // avoid compiler hint
+ ap.ExplR:= 0;
+ ap.Time:= 0;
+ ap.Power:= 1;
+ x:= hwRound(Me^.X);
+ y:= hwRound(Me^.Y);
-if(abs(Targ.X - x) > 50) or (abs(Targ.Y - y) > 30) then // we're way too far from our target
- exit(BadTurn);
+ // check left direction
+ {first RateShove checks farthermost of two whip's AmmoShove attacks
+ to encourage distant attacks (damaged hog is excluded from view of second
+ RateShove call)}
+ v1:= RateShove(Me, x - 15, y
+ , 30, 30, 25
+ , -1, -0.8, afTrackFall or afSetSkip);
+ v1:= v1 +
+ RateShove(Me, x, y
+ , 30, 30, 25
+ , -1, -0.8, afTrackFall);
+ // now try opposite direction
+ v2:= RateShove(Me, x + 15, y
+ , 30, 30, 25
+ , 1, -0.8, afTrackFall or afSetSkip);
+ v2:= v2 +
+ RateShove(Me, x, y
+ , 30, 30, 25
+ , 1, -0.8, afTrackFall);
+
+ if (v2 > v1)
+ or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
+ begin
+ ap.Angle:= 1;
+ valueResult:= v2
+ end
+ else
+ begin
+ ap.Angle:= -1;
+ valueResult:= v1
+ end;
-// check left direction
-{first RateShove checks fartherest of two whip's AmmoShove attacks
-to encourage distant attacks (damaged hog is excluded from view of second
-RateShove call)}
-v1:= RateShove(Me, trunc(x) - 15, trunc(y)
- , 30, 30, 40
- , -1, -0.8, afTrackFall or afSetSkip);
-v1:= v1 +
- RateShove(Me, trunc(x), trunc(y)
- , 30, 30, 40
- , -1, -0.8, afTrackFall);
-// now try opposite direction
-v2:= RateShove(Me, trunc(x) + 15, trunc(y)
- , 30, 30, 40
- , 1, -0.8, afTrackFall or afSetSkip);
-v2:= v2 +
- RateShove(Me, trunc(x), trunc(y)
- , 30, 30, 40
- , 1, -0.8, afTrackFall);
+ if valueResult <= 0 then
+ valueResult:= BadTurn
+ else
+ inc(valueResult);
-if (v2 > v1)
- or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
- begin
- ap.Angle:= 1;
- valueResult:= v2
- end
-else
- begin
- ap.Angle:= -1;
- valueResult:= v1
- end;
-
-if valueResult <= 0 then
- valueResult:= BadTurn
-else
- inc(valueResult);
-
-TestWhip:= valueResult;
+ TestWhip:= valueResult;
end;
function TestHammer(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
@@ -775,10 +846,7 @@
ap.Power:= 1;
ap.Angle:= 0;
-if (Abs(hwRound(Me^.X) + hwSign(Me^.dX) * 10 - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) > 20) then
- rate:= 0
-else
- rate:= RateHammer(Me);
+rate:= RateHammer(Me);
if rate = 0 then
rate:= BadTurn;
TestHammer:= rate;
--- a/hedgewars/uAIMisc.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uAIMisc.pas Mon Jun 11 00:06:22 2012 +0200
@@ -59,8 +59,9 @@
function RatePlace(Gear: PGear): LongInt;
function TestColl(x, y, r: LongInt): boolean; inline;
+function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
-function TraceShoveFall(Me: PGear; x, y, dX, dY: Real): LongInt;
+function TraceShoveFall(x, y, dX, dY: Real): LongInt;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
@@ -80,7 +81,7 @@
end;
implementation
-uses uCollisions, uVariables, uUtils, uDebug;
+uses uCollisions, uVariables, uUtils, uDebug, uLandTexture;
const KillScore = 200;
@@ -236,6 +237,28 @@
TestCollExcludingMe:= TestColl(x, y, r)
end;
+function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
+var b: boolean;
+begin
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF00 <> 0);
+ if b then
+ exit(true);
+
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF00 <> 0);
+ if b then
+ exit(true);
+
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF00 <> 0);
+ if b then
+ exit(true);
+
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF00 <> 0);
+ if b then
+ exit(true);
+
+ TestCollExcludingObjects:= false;
+end;
+
function TestColl(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
@@ -311,16 +334,25 @@
end;
end;
-function TraceShoveFall(Me: PGear; x, y, dX, dY: Real): LongInt;
-var dmg: LongInt;
+function TraceShoveFall(x, y, dX, dY: Real): LongInt;
+var dmg, v: LongInt;
begin
+v:= random($FFFFFFFF);
while true do
begin
x:= x + dX;
y:= y + dY;
dY:= dY + cGravityf;
+(*
+ if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then
+ begin
+ LandPixels[trunc(y), trunc(x)]:= v;
+ UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true);
+ end;
+*)
+
// consider adding dX/dY calc here for fall damage
- if TestCollExcludingMe(Me, trunc(x), trunc(y), cHHRadius) then
+ if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then
begin
if 0.4 < dY then
begin
@@ -398,8 +430,8 @@
dX, dY, dmgMod: real;
begin
fallDmg:= 0;
-dX:= gdX * 0.005 * kick;
-dY:= gdY * 0.005 * kick;
+dX:= gdX * 0.01 * kick;
+dY:= gdY * 0.01 * kick;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
@@ -410,15 +442,13 @@
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < r then
- begin
dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
- dmg:= trunc(dmg * dmgMod);
- end;
+
if dmg > 0 then
begin
if (Flags and afSetSkip <> 0) then skip:= true;
- if (Flags and afTrackFall <> 0) then
- fallDmg:= trunc(TraceShoveFall(Me, Point.x, Point.y - 2, dX, dY) * dmgMod);
+ if (Flags and afTrackFall <> 0) and (Score > 0) then
+ fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod);
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings
--- a/hedgewars/uCommandHandlers.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uCommandHandlers.pas Mon Jun 11 00:06:22 2012 +0200
@@ -436,7 +436,7 @@
end
else
TryDo(checksum = lastTurnChecksum, 'Desync detected', true);
- AddFileLog('Doing SwitchHedgehog: time '+inttostr(GameTicks));
+ AddFileLog('Next turn: time '+inttostr(GameTicks));
end;
procedure chTimer(var s: shortstring);
@@ -763,7 +763,8 @@
procedure chGameFlags(var s: shortstring);
begin
-GameFlags:= StrToInt(s)
+GameFlags:= StrToInt(s);
+if GameFlags and gfSharedAmmo <> 0 then GameFlags:= GameFlags and not gfPerHogAmmo
end;
procedure chHedgehogTurnTime(var s: shortstring);
--- a/hedgewars/uConsts.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uConsts.pas Mon Jun 11 00:06:22 2012 +0200
@@ -147,6 +147,7 @@
cBlowTorchC = 6;
cKeyMaxIndex = 1023;
+ cKbdMaxIndex = 65536;//need more room for the modifier keys
cHHFileName = 'Hedgehog';
cCHFileName = 'Crosshair';
@@ -259,6 +260,8 @@
ammoprop_Effect = $00002000;
ammoprop_SetBounce = $00004000;
ammoprop_NeedUpDown = $00008000;//Used by TouchInterface to show or hide up/down widgets
+ ammoprop_OscAim = $00010000;
+ ammoprop_NoMoveAfter = $00020000;
ammoprop_NoRoundEnd = $10000000;
AMMO_INFINITE = 100;
--- a/hedgewars/uGears.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uGears.pas Mon Jun 11 00:06:22 2012 +0200
@@ -363,11 +363,11 @@
FreeActionsList; // could send -left, -right and similar commands, so should be called before /nextturn
+ ParseCommand('/nextturn', true);
SwitchHedgehog;
AfterSwitchHedgehog;
- bBetweenTurns:= false;
- ParseCommand('/nextturn', true)
+ bBetweenTurns:= false
end;
step:= Low(step)
end;
@@ -826,7 +826,7 @@
if PlacingHogs then
Unplaced:= true
else
- FindPlace(Gear, false, t, t + LAND_WIDTH div 2);// could make Gear == nil;
+ FindPlace(Gear, false, t, t + LAND_WIDTH div 2, true);// could make Gear == nil;
if Gear <> nil then
begin
Gear^.Pos:= GetRandom(49);
@@ -859,7 +859,7 @@
if PlacingHogs then
ar[i]^.Unplaced:= true
else
- FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH);
+ 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;
--- a/hedgewars/uGearsHedgehog.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uGearsHedgehog.pas Mon Jun 11 00:06:22 2012 +0200
@@ -707,12 +707,10 @@
if (Gear^.Message and gmLeft )<>0 then
Gear^.dX:= -cLittle else
if (Gear^.Message and gmRight )<>0 then
- Gear^.dX:= cLittle else exit;
+ Gear^.dX:= cLittle
+ else exit;
- if (Gear^.Message and (gmLeft or gmRight)) <> 0 then
- begin
- StepSoundTimer:= cHHStepTicks;
- end;
+ StepSoundTimer:= cHHStepTicks;
GHStepTicks:= cHHStepTicks;
if PrevdX <> hwSign(Gear^.dX) then
@@ -837,6 +835,7 @@
if (CurrentHedgehog^.Gear = Gear)
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
+ // TODO: why so aggressive at setting FollowGear when falling?
FollowGear:= Gear;
end;
if isUnderwater then
--- a/hedgewars/uGearsList.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uGearsList.pas Mon Jun 11 00:06:22 2012 +0200
@@ -246,7 +246,8 @@
gear^.ImpactSound:= sndGraveImpact;
gear^.nImpactSounds:= 1;
gear^.Radius:= 16;
- gear^.Elasticity:= _0_3
+ gear^.Elasticity:= _0_3;
+ gear^.Timer:= 0
end;
gtExplosives: begin
gear^.ImpactSound:= sndGrenadeImpact;
@@ -545,7 +546,8 @@
inc(KilledHHs);
RecountTeamHealth(team);
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Effects[heResurrectable] <> 0) and
- (Gear^.Hedgehog^.Effects[heResurrectable] = 0) then
+ //(Gear^.Hedgehog^.Effects[heResurrectable] = 0) then
+ (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan) then
with CurrentHedgehog^ do
begin
inc(Team^.stats.AIKills);
--- a/hedgewars/uGearsRender.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uGearsRender.pas Mon Jun 11 00:06:22 2012 +0200
@@ -989,7 +989,9 @@
DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
- gtCase: if ((Gear^.Pos and posCaseAmmo) <> 0) then
+ gtCase: begin
+ if Gear^.Timer < 255 then Tint($FF, $FF, $FF, Gear^.Timer);
+ if ((Gear^.Pos and posCaseAmmo) <> 0) then
begin
i:= (GameTicks shr 6) mod 64;
if i > 18 then
@@ -1011,6 +1013,8 @@
i:= i mod 12;
DrawSprite(sprUtility, x - 24, y - 24, i);
end;
+ if Gear^.Timer < 255 then Tint($FF, $FF, $FF, $FF);
+ end;
gtExplosives: begin
if ((Gear^.State and gstDrowning) <> 0) then
DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
--- a/hedgewars/uGearsUtils.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uGearsUtils.pas Mon Jun 11 00:06:22 2012 +0200
@@ -452,7 +452,8 @@
gear^.Damage := 0;
gear^.Health := gear^.Hedgehog^.InitialHealth;
gear^.Hedgehog^.Effects[hePoisoned] := 0;
- if CurrentHedgehog^.Effects[heResurrectable] = 0 then
+ if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
+ and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
with CurrentHedgehog^ do
begin
inc(Team^.stats.AIKills);
@@ -474,6 +475,7 @@
if gear <> nil then
begin
AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
+ PlaySound(sndWarp);
RenderHealth(gear^.Hedgehog^);
ScriptCall('onGearResurrect', gear^.uid);
gear^.State := gstWait;
@@ -481,13 +483,13 @@
RecountTeamHealth(tempTeam);
end;
-function CountNonZeroz(x, y, r, c: LongInt): LongInt;
+function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;
var i: LongInt;
count: LongInt = 0;
begin
if (y and LAND_HEIGHT_MASK) = 0 then
for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
- if Land[y, i] <> 0 then
+ if Land[y, i] and mask <> 0 then
begin
inc(count);
if count = c then
@@ -529,9 +531,10 @@
ar2: array[0..1023] of TPoint;
cnt, cnt2: Longword;
delta: LongInt;
- reallySkip, tryAgain: boolean;
+ ignoreNearObjects, ignoreOverlap, tryAgain: boolean;
begin
-reallySkip:= false; // try not skipping proximity at first
+ignoreNearObjects:= false; // try not skipping proximity at first
+ignoreOverlap:= false; // this not only skips proximity, but allows overlapping objects (barrels, mines, hogs, crates). Saving it for a 3rd pass. With this active, winning AI Survival goes back to virtual impossibility
tryAgain:= true;
while tryAgain do
begin
@@ -547,23 +550,27 @@
begin
repeat
inc(y, 2);
- until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);
+ until (y >= cWaterLine) or
+ (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or
+ (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0));
sy:= y;
repeat
inc(y);
- until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);
+ until (y >= cWaterLine) or
+ (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or
+ (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0));
if (y - sy > Gear^.Radius * 2)
and (((Gear^.Kind = gtExplosives)
and (y < cWaterLine)
- and (reallySkip or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
- and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
+ and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
+ and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius))
or
((Gear^.Kind <> gtExplosives)
and (y < cWaterLine)
- and (reallySkip or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
+ and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
)) then
begin
ar[cnt].X:= x;
@@ -588,10 +595,12 @@
dec(Delta, 60)
until (cnt2 > 0) or (Delta < 70);
- if (cnt2 = 0) and skipProximity and (not reallySkip) then
+ // if either of these has not been tried, do another pass
+ if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then
tryAgain:= true
else tryAgain:= false;
- reallySkip:= true;
+ if ignoreNearObjects then ignoreOverlap:= true;
+ ignoreNearObjects:= true;
end;
if cnt2 > 0 then
--- a/hedgewars/uInputHandler.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uInputHandler.pas Mon Jun 11 00:06:22 2012 +0200
@@ -25,7 +25,9 @@
procedure initModule;
procedure freeModule;
-function KeyNameToCode(name: shortstring): word;
+function KeyNameToCode(name: shortstring; Modifier: shortstring = ''): LongInt;
+procedure MaskModifier(var code: LongInt; modifier: LongWord);
+procedure MaskModifier(Modifier: shortstring; var code: LongInt);
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
procedure ProcessKey(code: LongInt; KeyDown: boolean);
@@ -45,37 +47,79 @@
implementation
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
-var tkbd: array[0..cKeyMaxIndex] of boolean;
+const
+ LSHIFT = $0200;
+ RSHIFT = $0400;
+ LALT = $0800;
+ RALT = $1000;
+ LCTRL = $2000;
+ RCTRL = $4000;
+
+var tkbd: array[0..cKbdMaxIndex] of boolean;
quitKeyCode: Byte;
KeyNames: array [0..cKeyMaxIndex] of string[15];
CurrentBinds: TBinds;
-function KeyNameToCode(name: shortstring): word;
-var code: Word;
+function KeyNameToCode(name: shortstring; Modifier: shortstring): LongInt;
+var code: LongInt;
begin
name:= LowerCase(name);
code:= cKeyMaxIndex;
while (code > 0) and (KeyNames[code] <> name) do dec(code);
+
+ MaskModifier(Modifier, code);
KeyNameToCode:= code;
end;
+procedure MaskModifier(var code: LongInt; Modifier: LongWord);
+begin
+ if(Modifier and KMOD_LSHIFT) <> 0 then code:= code or LSHIFT;
+ if(Modifier and KMOD_RSHIFT) <> 0 then code:= code or LSHIFT;
+ if(Modifier and KMOD_LALT) <> 0 then code:= code or LALT;
+ if(Modifier and KMOD_RALT) <> 0 then code:= code or LALT;
+ if(Modifier and KMOD_LCTRL) <> 0 then code:= code or LCTRL;
+ if(Modifier and KMOD_RCTRL) <> 0 then code:= code or LCTRL;
+end;
+
+procedure MaskModifier(Modifier: shortstring; var code: LongInt);
+var mod_ : shortstring;
+ ModifierCount, i: LongInt;
+begin
+if Modifier = '' then exit;
+ModifierCount:= 0;
+
+for i:= 1 to Length(Modifier) do
+ if(Modifier[i] = ':') then inc(ModifierCount);
+
+SplitByChar(Modifier, mod_, ':');//remove the first mod: part
+Modifier:= mod_;
+for i:= 0 to ModifierCount do
+ begin
+ mod_:= '';
+ SplitByChar(Modifier, mod_, ':');
+ if (Modifier = 'lshift') then code:= code or LSHIFT;
+ if (Modifier = 'rshift') then code:= code or RSHIFT;
+ if (Modifier = 'lalt') then code:= code or LALT;
+ if (Modifier = 'ralt') then code:= code or RALT;
+ if (Modifier = 'lctrl') or (mod_ = 'lmeta') then code:= code or LCTRL;
+ if (Modifier = 'rctrl') or (mod_ = 'rmeta') then code:= code or RCTRL;
+ Modifier:= mod_;
+ end;
+end;
+
procedure ProcessKey(code: LongInt; KeyDown: boolean);
var
Trusted: boolean;
s : string;
begin
-
if not(tkbd[code] xor KeyDown) then exit;
tkbd[code]:= KeyDown;
-
hideAmmoMenu:= false;
Trusted:= (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
and (CurrentHedgehog^.BotLevel = 0);
-
-
// ctrl/cmd + q to close engine and frontend
if(KeyDown and (code = quitKeyCode)) then
begin
@@ -109,8 +153,11 @@
end;
procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
+var code: LongInt;
begin
- ProcessKey(event.keysym.sym, event.type_ = SDL_KEYDOWN);
+ code:= event.keysym.sym;
+ //MaskModifier(code, event.keysym.modifier);
+ ProcessKey(code, event.type_ = SDL_KEYDOWN);
end;
procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
@@ -132,7 +179,7 @@
procedure ResetKbd;
var t: LongInt;
begin
-for t:= 0 to cKeyMaxIndex do
+for t:= 0 to cKbdMaxIndex do
if tkbd[t] then
ProcessKey(t, False);
end;
@@ -239,11 +286,19 @@
end;
procedure SetBinds(var binds: TBinds);
+{$IFNDEF MOBILE}
+var
+ t: LongInt;
+{$ENDIF}
begin
{$IFDEF MOBILE}
binds:= binds; // avoid hint
CurrentBinds:= DefaultBinds;
{$ELSE}
+for t:= 0 to cKbdMaxIndex do
+ if (CurrentBinds[t] <> binds[t]) and tkbd[t] then
+ ProcessKey(t, False);
+
CurrentBinds:= binds;
{$ENDIF}
end;
--- a/hedgewars/uLand.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uLand.pas Mon Jun 11 00:06:22 2012 +0200
@@ -674,7 +674,7 @@
end
end;
-UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT);
+UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
end;
procedure GenPreview(out Preview: TPreview);
--- a/hedgewars/uLandGraphics.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uLandGraphics.pas Mon Jun 11 00:06:22 2012 +0200
@@ -463,7 +463,7 @@
dx:= Min(X + Radius + 1, LAND_WIDTH) - tx;
ty:= Max(Y - Radius - 1, 0);
dy:= Min(Y + Radius + 1, LAND_HEIGHT) - ty;
-UpdateLandTexture(tx, dx, ty, dy);
+UpdateLandTexture(tx, dx, ty, dy, false);
DrawExplosion:= cnt
end;
@@ -515,7 +515,7 @@
end;
-UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT)
+UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false)
end;
//
@@ -665,7 +665,7 @@
ddx:= Min(stX + HalfWidth * 2 + 4 + abs(hwRound(dX * ticks)), LAND_WIDTH) - tx;
ddy:= Min(stY + HalfWidth * 2 + 4 + abs(hwRound(dY * ticks)), LAND_HEIGHT) - ty;
-UpdateLandTexture(tx, ddx, ty, ddy)
+UpdateLandTexture(tx, ddx, ty, ddy, false)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean;
@@ -753,7 +753,7 @@
w:= Min(cpX + Image^.w, LAND_WIDTH) - x;
y:= Max(cpY, topY);
h:= Min(cpY + Image^.h, LAND_HEIGHT) - y;
-UpdateLandTexture(x, w, y, h)
+UpdateLandTexture(x, w, y, h, true)
end;
function Despeckle(X, Y: LongInt): boolean;
@@ -955,7 +955,7 @@
end;
end;
if updateBlock then
- UpdateLandTexture(tx, 32, ty, 32);
+ UpdateLandTexture(tx, 32, ty, 32, false);
LandDirty[y, x]:= 2;
end;
end;
--- a/hedgewars/uLandTexture.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uLandTexture.pas Mon Jun 11 00:06:22 2012 +0200
@@ -24,17 +24,17 @@
procedure initModule;
procedure freeModule;
-procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
+procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
procedure DrawLand(dX, dY: LongInt);
procedure ResetLand;
implementation
uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender;
-const TEXSIZE = 512;
+const TEXSIZE = 128;
type TLandRecord = record
- shouldUpdate: boolean;
+ shouldUpdate, landAdded: boolean;
tex: PTexture;
end;
@@ -62,7 +62,7 @@
Pixels2:= @tmpPixels
end;
-procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
+procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
var tx, ty: Longword;
begin
if (Width <= 0) or (Height <= 0) then
@@ -75,16 +75,24 @@
if (cReducedQuality and rqBlurryLand) = 0 then
for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do
for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do
- LandTextures[tx, ty].shouldUpdate:= true
+ begin
+ LandTextures[tx, ty].shouldUpdate:= true;
+ LandTextures[tx, ty].landAdded:= landAdded
+ end
else
for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do
for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do
+ begin
LandTextures[tx, ty].shouldUpdate:= true;
+ LandTextures[tx, ty].landAdded:= landAdded
+ end
end;
procedure RealLandTexUpdate;
-var x, y: LongWord;
+var x, y, ty, tx, lx, ly : LongWord;
+ isEmpty: boolean;
begin
+(*
if LandTextures[0, 0].tex = nil then
for x:= 0 to LANDTEXARW -1 do
for y:= 0 to LANDTEXARH - 1 do
@@ -95,14 +103,67 @@
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
end
else
+*)
for x:= 0 to LANDTEXARW -1 do
for y:= 0 to LANDTEXARH - 1 do
with LandTextures[x, y] do
if shouldUpdate then
begin
shouldUpdate:= false;
- glBindTexture(GL_TEXTURE_2D, tex^.id);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
+ isEmpty:= not landAdded;
+ landAdded:= false;
+ ty:= 0;
+ tx:= 1;
+ ly:= y * TEXSIZE;
+ lx:= x * TEXSIZE;
+ // first check edges
+ while isEmpty and (ty < TEXSIZE) do
+ begin
+ isEmpty:= LandPixels[ly + ty, lx] and AMask = 0;
+ if isEmpty then isEmpty:= LandPixels[ly + ty, lx + TEXSIZE-1] and AMask = 0;
+ inc(ty)
+ end;
+ while isEmpty and (tx < TEXSIZE-1) do
+ begin
+ isEmpty:= LandPixels[ly, lx + tx] and AMask = 0;
+ if isEmpty then isEmpty:= LandPixels[ly + TEXSIZE-1, lx + tx] and AMask = 0;
+ inc(tx)
+ end;
+ // then search every other remaining. does this sort of stuff defeat compiler opts?
+ ty:= 2;
+ while isEmpty and (ty < TEXSIZE-1) do
+ begin
+ tx:= 2;
+ while isEmpty and (tx < TEXSIZE-1) do
+ begin
+ isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
+ inc(tx,2)
+ end;
+ inc(ty,2);
+ end;
+ // and repeat
+ ty:= 1;
+ while isEmpty and (ty < TEXSIZE-1) do
+ begin
+ tx:= 1;
+ while isEmpty and (tx < TEXSIZE-1) do
+ begin
+ isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
+ inc(tx,2)
+ end;
+ inc(ty,2);
+ end;
+ if not isEmpty then
+ begin
+ if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
+ glBindTexture(GL_TEXTURE_2D, tex^.id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
+ end
+ else if tex <> nil then
+ begin
+ FreeTexture(tex);
+ tex:= nil
+ end;
end
end;
@@ -114,10 +175,11 @@
for x:= 0 to LANDTEXARW -1 do
for y:= 0 to LANDTEXARH - 1 do
with LandTextures[x, y] do
- if (cReducedQuality and rqBlurryLand) = 0 then
- DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
- else
- DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)
+ if tex <> nil then
+ if (cReducedQuality and rqBlurryLand) = 0 then
+ DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
+ else
+ DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)
end;
@@ -144,8 +206,11 @@
for y:= 0 to LANDTEXARH - 1 do
with LandTextures[x, y] do
begin
- FreeTexture(tex);
- tex:= nil;
+ if tex <> nil then
+ begin
+ FreeTexture(tex);
+ tex:= nil
+ end
end;
end;
--- a/hedgewars/uStore.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uStore.pas Mon Jun 11 00:06:22 2012 +0200
@@ -1118,7 +1118,7 @@
ReloadLines;
StoreLoad(true);
// redraw all land
- UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT);
+ UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
end;
end;
--- a/hedgewars/uTeams.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uTeams.pas Mon Jun 11 00:06:22 2012 +0200
@@ -248,8 +248,6 @@
FollowGear:= Gear
end;
-ResetKbd;
-
if (GameFlags and gfDisableWind) = 0 then
begin
cWindSpeed:= rndSign(GetRandomf * 2 * cMaxWindSpeed);
@@ -554,22 +552,33 @@
end;
procedure chBind(var id: shortstring);
-var s: shortstring;
+var KeyName, Modifier, tmp: shortstring;
b: LongInt;
begin
-s:= '';
+KeyName:= '';
+Modifier:= '';
+
if CurrentTeam = nil then
exit;
-SplitBySpace(id, s);
-if s[1]='"' then
- Delete(s, 1, 1);
-if s[byte(s[0])]='"' then
- Delete(s, byte(s[0]), 1);
-b:= KeyNameToCode(id);
+
+if(Pos('mod:', id) <> 0)then
+ begin
+ tmp:= '';
+ SplitBySpace(id, tmp);
+ Modifier:= id;
+ id:= tmp;
+ end;
+
+SplitBySpace(id, KeyName);
+if KeyName[1]='"' then
+ Delete(KeyName, 1, 1);
+if KeyName[byte(KeyName[0])]='"' then
+ Delete(KeyName, byte(KeyName[0]), 1);
+b:= KeyNameToCode(id, Modifier);
if b = 0 then
OutError(errmsgUnknownVariable + ' "' + id + '"', false)
else
- CurrentTeam^.Binds[b]:= s
+ CurrentTeam^.Binds[b]:= KeyName;
end;
procedure chTeamGone(var s:shortstring);
--- a/hedgewars/uTouch.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uTouch.pas Mon Jun 11 00:06:22 2012 +0200
@@ -62,8 +62,11 @@
const
clickTime = 200;
nilFingerId = High(TSDL_FingerId);
+ baseRectSize = 96;
var
+ rectSize, halfRectSize: LongInt;
+
pointerCount : Longword;
fingers: array of TTouch_Data;
moveCursor : boolean;
@@ -551,8 +554,10 @@
x := 0;//avoid compiler hint
y := 0;
convertToFingerCoord(x, y, CrosshairX, CrosshairY);
- isOnCrosshair:= sqrt(sqr(finger.x-x) + sqr(finger.y-y)) < 50;
-// isOnCrosshair:= isOnRect(x-24, y-24, 48, 48, finger);
+ isOnCrosshair:= isOnRect((x-HalfRectSize), (y-HalfRectSize), RectSize, RectSize, finger);
+ printFinger(finger);
+ WriteLnToConsole(inttostr(finger.x) + ' ' + inttostr(x));
+ WriteLnToConsole(inttostr(x) + ' ' + inttostr(y) + ' ' + inttostr(round(Android_JNI_getDensity() * 10)));
end;
function isOnCurrentHog(finger: TTouch_Data): boolean;
@@ -562,7 +567,7 @@
x := 0;
y := 0;
convertToFingerCoord(x,y, hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y));
- isOnCurrentHog := sqrt(sqr(finger.X-x) + sqr(finger.Y-y)) < 50;
+ isOnCurrentHog:= isOnRect((x-HalfRectSize), (y-HalfRectSize), RectSize, RectSize, finger);
end;
procedure convertToFingerCoord(var x,y : LongInt; oldX, oldY: LongInt);
@@ -627,12 +632,22 @@
var
index: Longword;
//uRenderCoordScaleX, uRenderCoordScaleY: Longword;
+ density: Single;
begin
buttonsDown:= 0;
setLength(fingers, 4);
for index := 0 to High(fingers) do
fingers[index].id := nilFingerId;
+
+{$IFDEF ANDROID}
+ density:= Android_JNI_getDensity();
+{$ELSE}
+ density:= 1.0;
+{$ENDIF}
+
+ rectSize:= round(baseRectSize * density);
+ halfRectSize:= rectSize shl 1;
end;
begin
--- a/hedgewars/uTypes.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uTypes.pas Mon Jun 11 00:06:22 2012 +0200
@@ -308,7 +308,7 @@
TeamDamage : Longword;
end;
- TBinds = array[0..cKeyMaxIndex] of shortstring;
+ TBinds = array[0..cKbdMaxIndex] of shortstring;
TKeyboardState = array[0..cKeyMaxIndex] of Byte;
PVoicepack = ^TVoicepack;
--- a/hedgewars/uUtils.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uUtils.pas Mon Jun 11 00:06:22 2012 +0200
@@ -24,6 +24,7 @@
uses uTypes, uFloat, GLunit;
procedure SplitBySpace(var a, b: shortstring);
+procedure SplitByChar(var a, b: shortstring; c: char);
procedure SplitByChar(var a, b: ansistring; c: char);
{$IFNDEF PAS2C}
@@ -83,11 +84,16 @@
{$ENDIF}
var CharArray: array[byte] of Char;
+procedure SplitBySpace(var a,b: shortstring);
+begin
+SplitByChar(a,b,' ');
+end;
+
// should this include "strtolower()" for the split string?
-procedure SplitBySpace(var a, b: shortstring);
+procedure SplitByChar(var a, b: shortstring; c : char);
var i, t: LongInt;
begin
-i:= Pos(' ', a);
+i:= Pos(c, a);
if i > 0 then
begin
for t:= 1 to Pred(i) do
--- a/hedgewars/uVariables.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uVariables.pas Mon Jun 11 00:06:22 2012 +0200
@@ -1828,7 +1828,9 @@
NameTex: nil;
Probability: 20;
NumberInCase: 2;
- Ammo: (Propz: ammoprop_NeedUpDown;
+ Ammo: (Propz: ammoprop_NeedUpDown or
+ ammoprop_OscAim or
+ ammoprop_NoMoveAfter;
Count: 2;
NumPerTurn: 1;
Timer: 0;
--- a/hedgewars/uWorld.pas Mon Jun 11 00:02:17 2012 +0200
+++ b/hedgewars/uWorld.pas Mon Jun 11 00:06:22 2012 +0200
@@ -1512,9 +1512,6 @@
DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
end;
- if CountTicks >= 1000 then
- CountTicks:= 0;
-
// lag warning (?)
inc(SoundTimerTicks, Lag);
end;
@@ -1606,7 +1603,10 @@
{$ENDIF}
z:= round(200/zoom);
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) then
- if (not autoCameraOn) or ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
+ if (not autoCameraOn) then
+ FollowGear:= nil
+ else
+ if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
begin
FollowGear:= nil;
prevPoint:= CursorPoint;
@@ -1656,7 +1656,7 @@
EdgesDist:= cGearScrEdgesDist;
// this generates the border around the screen that moves the camera when cursor is near it
-if isCursorVisible or (FollowGear <> nil) then
+if isCursorVisible or ((FollowGear <> nil) and autoCameraOn) then
begin
if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
begin
--- a/project_files/Android-build/SDL-android-project/jni/SDL/src/core/android/SDL_android.cpp Mon Jun 11 00:02:17 2012 +0200
+++ b/project_files/Android-build/SDL-android-project/jni/SDL/src/core/android/SDL_android.cpp Mon Jun 11 00:06:22 2012 +0200
@@ -638,16 +638,12 @@
return Android_JNI_FileClose(ctx, true);
}
-/*******************************************************************************
- Functions called by the hwengine into Java
-*******************************************************************************/
-
-extern "C" float Android_JNI_getDensity(){
+extern "C" int Android_JNI_getDensity(){
jmethodID mid;
- jfloat density;
+ jint density;
//SDLActivity.getDensity()
- mid = mEnv->GetStaticMethodID(mActivityClass, "getDensity", "()F");
- if(!mid) return 1.5f;
+ mid = mEnv->GetStaticMethodID(mActivityClass, "getDensity", "()I");
+ if(!mid) return 160;
density = mEnv->CallStaticFloatMethod(mActivityClass, mid);
return density;
--- a/project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/SDLActivity.java Mon Jun 11 00:02:17 2012 +0200
+++ b/project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/SDLActivity.java Mon Jun 11 00:06:22 2012 +0200
@@ -403,9 +403,9 @@
}
}
- public static float getDensity(){
+ public static int getDensity(){
DisplayMetrics dm = SDLActivity.getContext().getResources().getDisplayMetrics();
- return dm.density;
+ return dm.densityDpi;
}
}
--- a/share/hedgewars/Data/Scripts/Multiplayer/WxW.lua Mon Jun 11 00:02:17 2012 +0200
+++ b/share/hedgewars/Data/Scripts/Multiplayer/WxW.lua Mon Jun 11 00:06:22 2012 +0200
@@ -598,7 +598,7 @@
roundN = roundN + 1
if roundN < 2 then
TurnTimeLeft = -1
- SetInputMask(band(0xFFFFFFFF, bnot(gmAnimate+gmAttack+gmDown+gmHJump+gmLeft+gmLJump+gmPrecise+gmRight+gmSlot+gmSwitch+gmTimer+gmUp+gmWeapon)))
+ SetInputMask(0)
allowCrate = false
HandleStartingStage() -- new
end
@@ -670,7 +670,7 @@
then
SetInputMask(0xFFFFFFFF)
elseif ropeG == nil then
- SetInputMask(band(0xFFFFFFFF, bnot(gmAttack)))
+ SetInputMask(bnot(gmAttack))
end
end