- New command 'set weapon'
- Fixes bug with changing weapon while switching hedgehogs
(*
* Hedgewars, a worms-like game
* Copyright (c) 2004-2007 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
*)
unit uGears;
interface
uses SDLh, uConsts, uFloat;
{$INCLUDE options.inc}
const AllInactive: boolean = false;
type PGear = ^TGear;
TGearStepProcedure = procedure (Gear: PGear);
TGear = record
NextGear, PrevGear: PGear;
Active: Boolean;
State : Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
Kind: TGearType;
Pos: Longword;
doStep: TGearStepProcedure;
Radius: LongInt;
Angle, Power : Longword;
DirAngle: real;
Timer : LongWord;
Elasticity: hwFloat;
Friction : hwFloat;
Message, MsgParam : Longword;
Hedgehog: pointer;
Health, Damage: LongInt;
CollisionIndex: LongInt;
Tag: LongInt;
Tex: PTexture;
Z: Longword;
IntersectGear: PGear;
TriggerId: Longword;
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
procedure ProcessGears;
procedure SetAllToActive;
procedure SetAllHHToActive;
procedure DrawGears(Surface: PSDL_Surface);
procedure FreeGearsList;
procedure AddMiscGears;
procedure AddClouds;
procedure AssignHHCoords;
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
var CurAmmoGear: PGear = nil;
GearsList: PGear = nil;
KilledHHs: Longword = 0;
implementation
uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions,
uLand, uIO, uLandGraphics, uAIMisc, uLocale, uAI, uAmmos, uTriggers, GL;
var RopePoints: record
Count: Longword;
HookAngle: GLfloat;
ar: array[0..300] of record
X, Y: hwFloat;
dLen: hwFloat;
b: boolean;
end;
end;
StepDamage: Longword = 0;
procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
procedure AmmoFlameWork(Ammo: PGear); forward;
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward;
procedure SpawnBoxOfSmth; forward;
procedure AfterAttack; forward;
procedure FindPlace(Gear: PGear; withFall: boolean; Left, Right: LongInt); forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure HedgehogChAngle(Gear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure AddDamageTag(X, Y, Damage: LongWord; Gear: PGear); forward;
{$INCLUDE GSHandlers.inc}
{$INCLUDE HHHandlers.inc}
const doStepHandlers: array[TGearType] of TGearStepProcedure = (
@doStepCloud,
@doStepBomb,
@doStepHedgehog,
@doStepGrenade,
@doStepHealthTag,
@doStepGrave,
@doStepUFO,
@doStepShotgunShot,
@doStepPickHammer,
@doStepRope,
@doStepSmokeTrace,
@doStepExplosion,
@doStepMine,
@doStepCase,
@doStepDEagleShot,
@doStepDynamite,
@doStepTeamHealthSorter,
@doStepBomb,
@doStepCluster,
@doStepShover,
@doStepFlame,
@doStepFirePunch,
@doStepActionTimer,
@doStepActionTimer,
@doStepActionTimer,
@doStepParachute,
@doStepAirAttack,
@doStepAirBomb,
@doStepBlowTorch,
@doStepGirder,
@doStepTeleport,
@doStepHealthTag,
@doStepSwitcher,
@doStepCase
);
procedure InsertGearToList(Gear: PGear);
var tmp: PGear;
begin
if GearsList = nil then
GearsList:= Gear
else begin
// WARNING: this code assumes that the first gears added to the list are clouds (have maximal Z)
tmp:= GearsList;
while (tmp <> nil) and (tmp^.Z < Gear^.Z) do
tmp:= tmp^.NextGear;
if tmp^.PrevGear <> nil then tmp^.PrevGear^.NextGear:= Gear;
Gear^.PrevGear:= tmp^.PrevGear;
tmp^.PrevGear:= Gear;
Gear^.NextGear:= tmp;
if GearsList = tmp then GearsList:= Gear
end
end;
procedure RemoveGearFromList(Gear: PGear);
begin
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
else begin
GearsList:= Gear^.NextGear;
if GearsList <> nil then GearsList^.PrevGear:= nil
end;
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
const Counter: Longword = 0;
var Result: PGear;
begin
inc(Counter);
{$IFDEF DEBUGFILE}AddFileLog('AddGear: ('+inttostr(x)+','+inttostr(y)+'), d('+floattostr(dX)+','+floattostr(dY)+')');{$ENDIF}
New(Result);
{$IFDEF DEBUGFILE}AddFileLog('AddGear: type = ' + inttostr(ord(Kind)));{$ENDIF}
FillChar(Result^, sizeof(TGear), 0);
Result^.X:= int2hwFloat(X);
Result^.Y:= int2hwFloat(Y);
Result^.Kind := Kind;
Result^.State:= State;
Result^.Active:= true;
Result^.dX:= dX;
Result^.dY:= dY;
Result^.doStep:= doStepHandlers[Kind];
Result^.CollisionIndex:= -1;
Result^.Timer:= Timer;
if CurrentTeam <> nil then
begin
Result^.Hedgehog:= CurrentHedgehog;
Result^.IntersectGear:= CurrentHedgehog^.Gear
end;
case Kind of
gtCloud: Result^.Z:= High(Result^.Z);
gtAmmo_Bomb: begin
Result^.Radius:= 4;
Result^.Elasticity:= _0_6;
Result^.Friction:= _0_995;
end;
gtHedgehog: begin
Result^.Radius:= cHHRadius;
Result^.Elasticity:= _0_35;
Result^.Friction:= _0_999;
Result^.Angle:= cMaxAngle div 2;
Result^.Z:= cHHZ;
end;
gtAmmo_Grenade: begin
Result^.Radius:= 4;
end;
gtHealthTag: begin
Result^.Timer:= 1500;
Result^.Z:= 2001;
end;
gtGrave: begin
Result^.Radius:= 10;
Result^.Elasticity:= _0_6;
end;
gtUFO: begin
Result^.Radius:= 5;
Result^.Timer:= 500;
Result^.Elasticity:= _0_9
end;
gtShotgunShot: begin
Result^.Timer:= 900;
Result^.Radius:= 2
end;
gtPickHammer: begin
Result^.Radius:= 10;
Result^.Timer:= 4000
end;
gtSmokeTrace: begin
Result^.X:= Result^.X - _16;
Result^.Y:= Result^.Y - _16;
Result^.State:= 8
end;
gtRope: begin
Result^.Radius:= 3;
Result^.Friction:= _450;
RopePoints.Count:= 0;
end;
gtExplosion: begin
Result^.X:= Result^.X - _25;
Result^.Y:= Result^.Y - _25;
end;
gtMine: begin
Result^.State:= Result^.State or gstMoving;
Result^.Radius:= 3;
Result^.Elasticity:= _0_55;
Result^.Friction:= _0_995;
Result^.Timer:= 3000;
end;
gtCase: begin
Result^.Radius:= 16;
Result^.Elasticity:= _0_3
end;
gtDEagleShot: begin
Result^.Radius:= 1;
Result^.Health:= 50
end;
gtDynamite: begin
Result^.Radius:= 3;
Result^.Elasticity:= _0_55;
Result^.Friction:= _0_03;
Result^.Timer:= 5000;
end;
gtClusterBomb: begin
Result^.Radius:= 4;
Result^.Elasticity:= _0_6;
Result^.Friction:= _0_995;
end;
gtFlame: begin
Result^.Angle:= Counter mod 64;
Result^.Radius:= 1;
Result^.Health:= 2;
Result^.dY:= (getrandom - _0_8) * _0_03;
Result^.dX:= (getrandom - _0_5) * _0_4
end;
gtFirePunch: begin
Result^.Radius:= 15;
Result^.Tag:= Y
end;
gtAirBomb: begin
Result^.Radius:= 5;
end;
gtBlowTorch: begin
Result^.Radius:= cHHRadius + cBlowTorchC;
Result^.Timer:= 7500;
end;
gtSmallDamage: begin
Result^.Timer:= 1100;
Result^.Z:= 2000;
end;
gtSwitcher: begin
Result^.Z:= cCurrHHZ
end;
gtTarget: begin
Result^.Radius:= 16;
Result^.Elasticity:= _0_3
end;
end;
InsertGearToList(Result);
AddGear:= Result
end;
procedure DeleteGear(Gear: PGear);
var team: PTeam;
t: Longword;
begin
DeleteCI(Gear);
if Gear^.Tex <> nil then
begin
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil
end;
if Gear^.Kind = gtHedgehog then
if CurAmmoGear <> nil then
begin
Gear^.Message:= gm_Destroy;
CurAmmoGear^.Message:= gm_Destroy;
exit
end else
begin
if not (hwRound(Gear^.Y) < cWaterLine) then
begin
t:= max(Gear^.Damage, Gear^.Health);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtHealthTag, t, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
inc(StepDamage, t)
end;
team:= PHedgehog(Gear^.Hedgehog)^.Team;
if CurrentHedgehog^.Gear = Gear then
FreeActionsList; // to avoid ThinkThread on drawned gear
PHedgehog(Gear^.Hedgehog)^.Gear:= nil;
inc(KilledHHs);
RecountTeamHealth(team);
end;
{$IFDEF DEBUGFILE}AddFileLog('DeleteGear');{$ENDIF}
if Gear^.TriggerId <> 0 then TickTrigger(Gear^.TriggerId);
if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
RemoveGearFromList(Gear);
Dispose(Gear)
end;
function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.Kind = gtHedgehog then
if Gear^.Damage <> 0 then
begin
CheckNoDamage:= false;
inc(StepDamage, Gear^.Damage);
if Gear^.Health < Gear^.Damage then Gear^.Health:= 0
else dec(Gear^.Health, Gear^.Damage);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) - cHHRadius - 12,
gtHealthTag, Gear^.Damage, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
RenderHealth(PHedgehog(Gear^.Hedgehog)^);
RecountTeamHealth(PHedgehog(Gear^.Hedgehog)^.Team);
Gear^.Damage:= 0
end;
Gear:= Gear^.NextGear
end;
end;
procedure AddDamageTag(X, Y, Damage: LongWord; Gear: PGear);
begin
if cAltDamage then
AddGear(X, Y, gtSmallDamage, Damage, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
end;
procedure ProcessGears;
const delay: LongWord = 0;
step: (stDelay, stChDmg, stChWin, stSpawn, stNTurn) = stDelay;
var Gear, t: PGear;
begin
AllInactive:= true;
t:= GearsList;
while t<>nil do
begin
Gear:= t;
t:= Gear^.NextGear;
if Gear^.Active then Gear^.doStep(Gear);
end;
if AllInactive then
case step of
stDelay: begin
if delay = 0 then
delay:= cInactDelay
else
dec(delay);
if delay = 0 then
inc(step)
end;
stChDmg: if CheckNoDamage then inc(step) else step:= stDelay;
stChWin: if not CheckForWin then inc(step) else step:= stDelay;
stSpawn: begin
if not isInMultiShoot then SpawnBoxOfSmth;
inc(step)
end;
stNTurn: begin
//AwareOfExplosion(0, 0, 0);
if isInMultiShoot then isInMultiShoot:= false
else begin
with CurrentHedgehog^ do
if MaxStepDamage < StepDamage then MaxStepDamage:= StepDamage;
StepDamage:= 0;
ParseCommand('/nextturn', true);
end;
step:= Low(step)
end;
end;
if TurnTimeLeft > 0 then
if CurrentHedgehog^.Gear <> nil then
if ((CurrentHedgehog^.Gear^.State and gstAttacking) = 0)
and not isInMultiShoot then dec(TurnTimeLeft);
if (not CurrentTeam^.ExtDriven) and
((GameTicks and $FFFF) = $FFFF) then
begin
SendIPCTimeInc;
inc(hiTicks) // we do not recieve a message for it
end;
inc(GameTicks)
end;
procedure SetAllToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
t^.Active:= true;
t:= t^.NextGear
end
end;
procedure SetAllHHToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
if t^.Kind = gtHedgehog then t^.Active:= true;
t:= t^.NextGear
end
end;
procedure DrawHH(Gear: PGear; Surface: PSDL_Surface);
var t: LongInt;
begin
DrawHedgehog(hwRound(Gear^.X) - 15 + WorldDx, hwRound(Gear^.Y) - 18 + WorldDy,
hwSign(Gear^.dX), 0,
PHedgehog(Gear^.Hedgehog)^.visStepPos div 2,
Surface);
with PHedgehog(Gear^.Hedgehog)^ do
if (Gear^.State{ and not gstAnimation}) = 0 then
begin
t:= hwRound(Gear^.Y) - cHHRadius - 10 + WorldDy;
if (cTagsMask and 1) <> 0 then
begin
dec(t, HealthTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
end;
if (cTagsMask and 2) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
end;
if (cTagsMask and 4) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
end
end else // Current hedgehog
if (Gear^.State and gstHHDriven) <> 0 then
begin
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
GameTicks div 32 mod 16, Surface);
if (Gear^.State and (gstMoving or gstDrowning)) = 0 then
if (Gear^.State and gstHHThinking) <> 0 then
DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, 0, Surface)
else
if ShowCrosshair and ((Gear^.State and gstAttacked) = 0) then
DrawRotatedTex(Team^.CrosshairTex,
12, 12,
Round(hwRound(Gear^.X) +
hwSign(Gear^.dX) * Sin(Gear^.Angle*pi/cMaxAngle)*60) + WorldDx,
Round(hwRound(Gear^.Y) -
Cos(Gear^.Angle*pi/cMaxAngle)*60) + WorldDy,
hwSign(Gear^.dX) * Gear^.Angle * 180 / cMaxAngle)
end;
end;
procedure DrawGears(Surface: PSDL_Surface);
var Gear: PGear;
i: Longword;
roplen: LongInt;
procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
var eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
b: boolean;
begin
if (X1 = X2) and (Y1 = Y2) then
begin
OutError('WARNING: zero length rope line!', false);
exit
end;
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
b:= false;
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
b:= true
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
b:= true
end;
if b then
begin
inc(roplen);
if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0, Surface)
end
end
end;
begin
Gear:= GearsList;
while Gear<>nil do
begin
case Gear^.Kind of
gtCloud: DrawSprite(sprCloud , hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State, Surface);
gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.DirAngle);
gtHedgehog: DrawHH(Gear, Surface);
gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHealthTag,
gtSmallDamage: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
gtGrave: DrawSurfSprite(hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 32, (GameTicks shr 7) and 7, PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, Surface);
gtUFO: DrawSprite(sprUFO, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, (GameTicks shr 7) mod 4, Surface);
gtRope: begin
roplen:= 0;
if RopePoints.Count > 0 then
begin
i:= 0;
while i < Pred(RopePoints.Count) do
begin
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
inc(i)
end;
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, RopePoints.HookAngle)
end else
begin
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
end;
gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State, Surface);
gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State, Surface);
gtMine: if ((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)
then DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.DirAngle)
else DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.DirAngle);
gtCase: case Gear^.Pos of
posCaseAmmo : DrawSprite(sprCase, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0, Surface);
posCaseHealth: DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, (GameTicks shr 6) mod 13, Surface);
end;
gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1, Surface);
gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0, Surface);
gtFlame: DrawSprite(sprFlame, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy,(GameTicks div 128 + Gear^.Angle) mod 8, Surface);
gtParachute: DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0, Surface);
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - 60 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, 0, Surface)
else DrawSprite(sprAirplane, hwRound(Gear^.X) - 60 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, 1, Surface);
gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, DxDy2Angle(Gear^.dY, Gear^.dX));
gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12, Surface);
gtTarget: DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0, Surface);
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: LongInt;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
if (GameFlags and gfForts) = 0 then
for i:= 0 to Pred(cLandAdditions) do
FindPlace(AddGear(0, 0, gtMine, 0, _0, _0, 0), false, 0, 2048);
end;
procedure AddClouds;
var i: LongInt;
dx, dy: hwFloat;
begin
for i:= 0 to cCloudsNumber do
begin
dx.isNegative:= random(2) = 1;
dx.QWordValue:= random(214748364);
dy.isNegative:= (i and 1) = 1;
dy.QWordValue:= 21474836 + random(64424509);
AddGear( - cScreenWidth + i * ((cScreenWidth * 2 + 2304) div cCloudsNumber), -140,
gtCloud, random(4), dx, dy, 0)
end
end;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
var Gear: PGear;
dmg, dmgRadius: LongInt;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 3 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if Radius = 50 then AddGear(X, Y, gtExplosion, 0, _0, _0, 0);
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion, false);
if (Mask and EXPLAllDamageInRadius)=0 then dmgRadius:= Radius shl 1
else dmgRadius:= Radius;
Gear:= GearsList;
while Gear <> nil do
begin
dmg:= dmgRadius - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
if (dmg > 1) and
((Gear^.State and gstNoDamage) = 0) then
begin
dmg:= dmg div 2;
case Gear^.Kind of
gtHedgehog,
gtMine,
gtCase,
gtTarget,
gtFlame: begin
{$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF}
if (Mask and EXPLNoDamage) = 0 then
begin
inc(Gear^.Damage, dmg);
if Gear^.Kind = gtHedgehog then
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), dmg, Gear)
end;
if ((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog) then
begin
DeleteCI(Gear);
Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
Gear^.State:= Gear^.State or gstMoving;
Gear^.Active:= true;
FollowGear:= Gear
end;
end;
gtGrave: begin
Gear^.dY:= - _0_004 * dmg;
Gear^.Active:= true;
end;
end;
end;
Gear:= Gear^.NextGear
end;
if (Mask and EXPLDontDraw) = 0 then
if (GameFlags and gfSolidLand) = 0 then DrawExplosion(X, Y, Radius);
uAIMisc.AwareOfExplosion(0, 0, 0)
end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
dmg: integer;
hh: PHedgehog;
begin
Gear^.Radius:= cShotgunRadius;
hh:= Gear^.Hedgehog;
t:= GearsList;
while t <> nil do
begin
dmg:= min(Gear^.Radius + t^.Radius - hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y)), 25);
if dmg > 0 then
case t^.Kind of
gtHedgehog,
gtMine,
gtCase,
gtTarget: begin
inc(t^.Damage, dmg);
if t^.Kind = gtHedgehog then
begin
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), dmg, t);
inc(hh^.DamageGiven, dmg)
end;
DeleteCI(t);
t^.dX:= t^.dX + SignAs(Gear^.dX * dmg * _0_01 + cHHKick, t^.X - Gear^.X);
t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
t^.State:= t^.State or gstMoving;
t^.Active:= true;
FollowGear:= t
end;
gtGrave: begin
t^.dY:= - _0_1;
t^.Active:= true
end;
end;
t:= t^.NextGear
end;
if (GameFlags and gfSolidLand) = 0 then DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
end;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
var t: PGearArray;
i: LongInt;
hh: PHedgehog;
begin
t:= CheckGearsCollision(Ammo);
i:= t^.Count;
hh:= Ammo^.Hedgehog;
while i > 0 do
begin
dec(i);
if (t^.ar[i]^.State and gstNoDamage) = 0 then
case t^.ar[i]^.Kind of
gtHedgehog,
gtMine,
gtTarget,
gtCase: begin
inc(t^.ar[i]^.Damage, Damage);
if t^.ar[i]^.Kind = gtHedgehog then
begin
AddDamageTag(hwRound(t^.ar[i]^.X), hwRound(t^.ar[i]^.Y), Damage, t^.ar[i]);
inc(hh^.DamageGiven, Damage)
end;
DeleteCI(t^.ar[i]);
t^.ar[i]^.dX:= Ammo^.dX * Power * _0_01;
t^.ar[i]^.dY:= Ammo^.dY * Power * _0_01;
t^.ar[i]^.Active:= true;
t^.ar[i]^.State:= t^.ar[i]^.State or gstMoving;
FollowGear:= t^.ar[i]
end;
end
end;
SetAllToActive
end;
procedure AssignHHCoords;
var i, t, p: LongInt;
ar: array[0..Pred(cMaxHHs)] of PGear;
Count: Longword;
begin
if (GameFlags and gfForts) <> 0 then
begin
t:= 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 FindPlace(Gear, false, t, t + 1024);
inc(t, 1024);
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]:= Gear;
inc(Count)
end;
end;
while (Count > 0) do
begin
i:= GetRandom(Count);
FindPlace(ar[i], false, 0, 2048);
ar[i]:= ar[Count - 1];
dec(Count)
end
end
end;
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
var t: PGear;
begin
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);
while t <> nil do
begin
if (t <> Gear) and (t^.Kind = Kind) then
if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
exit(t);
t:= t^.NextGear
end;
CheckGearNear:= nil
end;
procedure AmmoFlameWork(Ammo: PGear);
var t: PGear;
begin
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) and (t^.Y < Ammo^.Y) then
if not (hwSqr(Ammo^.X - t^.X) + hwSqr(Ammo^.Y - t^.Y - int2hwFloat(cHHRadius)) * 2 > _2) then
begin
inc(t^.Damage, 5);
t^.dX:= t^.dX + (t^.X - Ammo^.X) * _0_02;
t^.dY:= - _0_25;
t^.Active:= true;
DeleteCI(t);
FollowGear:= t
end;
t:= t^.NextGear
end;
end;
function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
var t: PGear;
begin
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);
while t <> nil do
begin
if t^.Kind in Kind then
if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
exit(t);
t:= t^.NextGear
end;
CheckGearsNear:= nil
end;
function CountGears(Kind: TGearType): Longword;
var t: PGear;
Result: Longword;
begin
Result:= 0;
t:= GearsList;
while t <> nil do
begin
if t^.Kind = Kind then inc(Result);
t:= t^.NextGear
end;
CountGears:= Result
end;
procedure SpawnBoxOfSmth;
var t: LongInt;
i: TAmmoType;
begin
if (cCaseFactor = 0) or
(CountGears(gtCase) >= 5) or
(getrandom(cCaseFactor) <> 0) then exit;
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
case getrandom(2) of
0: begin
FollowGear^.Health:= 25;
FollowGear^.Pos:= posCaseHealth
end;
1: begin
t:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
inc(t, Ammoz[i].Probability);
t:= GetRandom(t);
i:= Low(TAmmoType);
dec(t, Ammoz[i].Probability);
while t >= 0 do
begin
inc(i);
dec(t, Ammoz[i].Probability)
end;
FollowGear^.Pos:= posCaseAmmo;
FollowGear^.State:= Longword(i)
end;
end;
FindPlace(FollowGear, true, 0, 2048)
end;
procedure FindPlace(Gear: PGear; withFall: boolean; Left, Right: LongInt);
function CountNonZeroz(x, y, r: LongInt): LongInt;
var i: LongInt;
Result: LongInt;
begin
Result:= 0;
if (y and $FFFFFC00) = 0 then
for i:= max(x - r, 0) to min(x + r, 2043) do
if Land[y, i] <> 0 then inc(Result);
CountNonZeroz:= Result
end;
var x: LongInt;
y, sy: LongInt;
ar: array[0..511] of TPoint;
ar2: array[0..1023] of TPoint;
cnt, cnt2: Longword;
delta: LongInt;
begin
delta:= 250;
cnt2:= 0;
repeat
x:= Left + LongInt(GetRandom(Delta));
repeat
inc(x, Delta);
cnt:= 0;
y:= -Gear^.Radius * 2;
while y < 1023 do
begin
repeat
inc(y, 2);
until (y > 1023) or (CountNonZeroz(x, y, Gear^.Radius - 1) = 0);
sy:= y;
repeat
inc(y);
until (y > 1023) or (CountNonZeroz(x, y, Gear^.Radius - 1) <> 0);
if (y - sy > Gear^.Radius * 2)
and (y < 1023)
and (CheckGearsNear(x, y - Gear^.Radius, [gtHedgehog, gtMine, gtCase], 110, 110) = nil) then
begin
ar[cnt].X:= x;
if withFall then ar[cnt].Y:= sy + Gear^.Radius
else ar[cnt].Y:= y - Gear^.Radius;
inc(cnt)
end;
inc(y, 45)
end;
if cnt > 0 then
with ar[GetRandom(cnt)] do
begin
ar2[cnt2].x:= x;
ar2[cnt2].y:= y;
inc(cnt2)
end
until (x + Delta > Right);
dec(Delta, 60)
until (cnt2 > 0) or (Delta < 70);
if cnt2 > 0 then
with ar2[GetRandom(cnt2)] do
begin
Gear^.X:= int2hwFloat(x);
Gear^.Y:= int2hwFloat(y);
{$IFDEF DEBUGFILE}
AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
{$ENDIF}
end
else
begin
OutError('Can''t find place for Gear', false);
DeleteGear(Gear)
end
end;
initialization
finalization
FreeGearsList;
end.