Loyal Highlander: loyal=true in Highlander script param, you only get stuff for *enemy* kills
Normal Highlander is of course not affected by this. This setting is optional.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGears;
(*
* This unit defines the behavior of gears.
*
* Gears are "things"/"objects" that may be visible to the player or not,
* but always have an effect on the course of the game.
*
* E.g.: weapons, hedgehogs, etc.
*
* Note: The visual appearance of gears is defined in the unit "uGearsRender".
*
* Note: Gears that do not have an effect on the game but are just visual
* effects are called "Visual Gears" and defined in the respective unit!
*)
interface
uses uConsts, uFloat, uTypes, uChat, uCollisions;
procedure initModule;
procedure freeModule;
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
procedure ProcessGears;
procedure EndTurnCleanup;
procedure DrawGears;
procedure DrawGearsTimers;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
function GearByUID(uid : Longword) : PGear;
function IsClockRunning() : boolean;
implementation
uses uStore, uSound, uTeams, uRandom, uIO, uLandGraphics,
{$IFDEF USE_TOUCH_INTERFACE}uTouch,{$ENDIF}
uLocale, uAmmos, uStats, uVisualGears, uScript, uVariables,
uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions,
uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlersRope
, uVisualGearsList, uGearsHandlersMess, uAI;
var skipFlag: boolean;
var delay: LongWord;
delay2: LongWord;
step: (stDelay, stChDmg, stSweep, stTurnReact,
stAfterDelay, stChWin, stWater, stChWin2, stHealth,
stSpawn, stNTurn);
NewTurnTick: LongWord;
//SDMusic: shortstring;
function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
dmg: LongInt;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
begin
if (Gear^.Kind = gtHedgehog) 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 ((Gear^.Hedgehog^.Effects[heInvulnerable] = 0)) 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);
(*
This doesn't fit well w/ the new loser sprite which is cringing from an attack.
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) and (Gear^.Hedgehog^.Effects[heFrozen] = 0) then
begin
inc(tmp, ModifyDamage(Gear^.Hedgehog^.Effects[hePoisoned], 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 t: PGear;
i, AliveCount: LongInt;
s: ansistring;
prevtime: LongWord;
stirFallers: boolean;
begin
stirFallers:= false;
prevtime:= TurnTimeLeft;
ScriptCall('onGameTick');
if GameTicks mod 20 = 0 then ScriptCall('onGameTick20');
if GameTicks = NewTurnTick then
begin
ScriptCall('onNewTurn');
{$IFDEF USE_TOUCH_INTERFACE}
uTouch.NewTurnBeginning();
{$ENDIF}
end;
PrvInactive:= 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
curHandledGear:= t;
t:= curHandledGear^.NextGear;
if (GameTicks and $1FFF = 0) and (curHandledGear^.Kind = gtCase) and (curHandledGear^.Pos <> posCaseHealth) then
stirFallers := true;
if curHandledGear^.Message and gmDelete <> 0 then
DeleteGear(curHandledGear)
else
begin
if curHandledGear^.Message and gmRemoveFromList <> 0 then
begin
RemoveGearFromList(curHandledGear);
// since I can't think of any good reason this would ever be separate from a remove from list, going to keep it inside this block
if curHandledGear^.Message and gmAddToList <> 0 then InsertGearToList(curHandledGear);
curHandledGear^.Message:= curHandledGear^.Message and (not (gmRemoveFromList or gmAddToList))
end;
if curHandledGear^.Active then
begin
if curHandledGear^.RenderTimer and (curHandledGear^.Timer > 500) and ((curHandledGear^.Timer mod 1000) = 0) then
begin
FreeAndNilTexture(curHandledGear^.Tex);
curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(curHandledGear^.Timer div 1000)), cWhiteColor, fntSmall);
end;
curHandledGear^.doStep(curHandledGear);
// might be useful later
//ScriptCall('onGearStep', Gear^.uid);
end
end
end;
if stirFallers then
begin
t := GearsList;
while t <> nil do
begin
if t^.Kind = gtGenericFaller then
begin
t^.Active:= true;
t^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
t^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
t^.dX:= _90-(GetRandomf*_360);
t^.dY:= _90-(GetRandomf*_360)
end;
t := t^.NextGear
end
end;
curHandledGear:= nil;
if AllInactive then
case step of
stDelay:
begin
if delay = 0 then
delay:= cInactDelay
else
dec(delay);
if delay = 0 then
inc(step)
end;
stChDmg:
if CheckNoDamage then
inc(step)
else
step:= stDelay;
stSweep:
if SweepDirty then
begin
SetAllToActive;
step:= stChDmg
end
else
inc(step);
stTurnReact:
begin
if (not bBetweenTurns) and (not isInMultiShoot) then
begin
uStats.TurnReaction;
inc(step)
end
else
inc(step, 2);
end;
stAfterDelay:
begin
if delay = 0 then
delay:= cInactDelay
else
dec(delay);
if delay = 0 then
inc(step)
end;
stChWin:
begin
CheckForWin();
inc(step)
end;
stWater:
if (not bBetweenTurns) and (not isInMultiShoot) then
begin
if TotalRounds = cSuddenDTurns + 1 then
bWaterRising:= true;
if bWaterRising and (cWaterRise > 0) then
AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise;
inc(step)
end
else // since we are not raising the water, a second win-check isn't needed
inc(step,2);
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;
SetSkyColor(SDSkyColor.r * (SDTint.r/255) / 255, SDSkyColor.g * (SDTint.r/255) / 255, SDSkyColor.b * (SDTint.b/255) / 255);
Ammoz[amTardis].SkipTurns:= 9999;
Ammoz[amTardis].Probability:= 0;
end;
AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
ScriptCall('onSuddenDeath');
playSound(sndSuddenDeath);
StopMusic;
if SDMusicFN <> '' then PlayMusic
end
else if (TotalRounds < cSuddenDTurns) and (not isInMultiShoot) then
begin
i:= cSuddenDTurns - TotalRounds;
s:= ansistring(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(FormatA(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;
NewTurnTick:= GameTicks + 1
end;
step:= Low(step)
end;
end
else 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 gstChooseTarget;
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;
if (CurrentHedgehog^.Gear = nil) or (CurrentHedgehog^.Gear^.State and gstHHDriven = 0) or (CurrentHedgehog^.Gear^.Damage = 0) then
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;
GameOver:= true;
TurnTimeLeft:= 0
end
end
end
end;
if TurnTimeLeft > 0 then
if IsClockRunning() then
//(CurrentHedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])
begin
if (cHedgehogTurnTime >= 10000)
and (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0)
and (not isGetAwayTime) then
if TurnTimeLeft = 5000 then
PlaySoundV(sndHurry, CurrentTeam^.voicepack)
else if TurnTimeLeft = 4000 then
PlaySound(sndCountdown4)
else if TurnTimeLeft = 3000 then
PlaySound(sndCountdown3)
else if TurnTimeLeft = 2000 then
PlaySound(sndCountdown2)
else if TurnTimeLeft = 1000 then
PlaySound(sndCountdown1);
if ReadyTimeLeft > 0 then
begin
if (ReadyTimeLeft = 2000) and (LastVoice.snd = sndNone) and (not PlacingHogs) 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
begin
AddFileLog('hiTicks increment (current team is local or gone)');
inc(hiTicks) // we do not recieve a message for this
end
end;
AddRandomness(CheckSum);
TurnClockActive:= prevtime <> TurnTimeLeft;
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;
cLowGravity:= false
end;
if (GameFlags and gfVampiric) = 0 then
cVampiric:= false;
cDamageModifier:= _1;
if (GameFlags and gfLaserSight) = 0 then
begin
cLaserSighting:= false;
cLaserSightingSniper:= false
end;
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^.Hedgehog^.Effects[heInvulnerable]:= 0;
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 DrawGears;
var Gear: PGear;
x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
begin
if (Gear^.State and gstInvisible = 0) and (Gear^.Message and gmRemoveFromList = 0) then
begin
x:= hwRound(Gear^.X) + WorldDx;
y:= hwRound(Gear^.Y) + WorldDy;
RenderGear(Gear, x, y);
end;
Gear:= Gear^.NextGear
end;
if SpeechHogNumber > 0 then
DrawHHOrder();
end;
procedure DrawGearsTimers;
var Gear: PGear;
x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
begin
x:= hwRound(Gear^.X) + WorldDx;
y:= hwRound(Gear^.Y) + WorldDy;
RenderGearTimer(Gear, x, y);
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 p,i,j,t,h,unplaced: Longword;
rx, ry: LongInt;
rdx, rdy: hwFloat;
Gear: PGear;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
i:= 0;
unplaced:= 0;
while (i < cLandMines) and (unplaced < 4) do
begin
Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
if Gear = nil then
inc(unplaced)
else
unplaced:= 0;
inc(i)
end;
i:= 0;
unplaced:= 0;
while (i < cExplosives) and (unplaced < 4) do
begin
Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
if Gear = nil then
inc(unplaced)
else
begin
unplaced:= 0;
AddCI(Gear)
end;
inc(i)
end;
i:= 0;
j:= 0;
p:= 0; // 0 searching, 1 bad position, 2 added.
unplaced:= 0;
if cAirMines > 0 then
Gear:= AddGear(0, 0, gtAirMine, 0, _0, _0, 0);
while (i < cAirMines) and (j < 1000*cAirMines) do
begin
p:= 0;
if hasBorder then
begin
rx:= leftX+GetRandom(rightX-leftX-16)+8;
ry:= topY+GetRandom(LAND_HEIGHT-topY-16)+8
end
else
begin
rx:= leftX+GetRandom(rightX-leftX+400)-200;
ry:= topY+GetRandom(LAND_HEIGHT-topY+400)-200
end;
Gear^.X:= int2hwFloat(rx);
Gear^.Y:= int2hwFloat(ry);
if CheckLandValue(rx, ry, $FFFF) and
(TestCollisionYwithGear(Gear,-1) = 0) and
(TestCollisionXwithGear(Gear, 1) = 0) and
(TestCollisionXwithGear(Gear,-1) = 0) and
(TestCollisionYwithGear(Gear, 1) = 0) then
begin
t:= 0;
while (t < TeamsCount) and (p = 0) do
begin
h:= 0;
with TeamsArray[t]^ do
while (h < cMaxHHIndex) and (p = 0) do
begin
if (Hedgehogs[h].Gear <> nil) then
begin
rdx:=Gear^.X-Hedgehogs[h].Gear^.X;
rdy:=Gear^.Y-Hedgehogs[h].Gear^.Y;
if (Gear^.Angle < $FFFFFFFF) and
((rdx.Round+rdy.Round < Gear^.Angle) and
(hwRound(hwSqr(rdx) + hwSqr(rdy)) < sqr(Gear^.Angle))) then
begin
// Debug line. Remove later
// AddFileLog('Too Close to Hog @ (' + inttostr(rx) + ',' + inttostr(ry) + ')');
p:= 1
end
end;
inc(h)
end;
inc(t)
end;
if p = 0 then
begin
inc(i);
AddFileLog('Placed Air Mine @ (' + inttostr(rx) + ',' + inttostr(ry) + ')');
if i < cAirMines then
Gear:= AddGear(0, 0, gtAirMine, 0, _0, _0, 0)
end
end;
inc(j)
end;
if p <> 0 then DeleteGear(Gear);
if (GameFlags and gfLowGravity) <> 0 then
begin
cGravity:= cMaxWindSpeed;
cGravityf:= 0.00025;
cLowGravity:= true
end;
if (GameFlags and gfVampiric) <> 0 then
cVampiric:= true;
Gear:= GearsList;
if (GameFlags and gfInvulnerable) <> 0 then
for p:= 0 to Pred(ClansCount) do
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
Effects[heInvulnerable]:= 1;
if (GameFlags and gfLaserSight) <> 0 then
cLaserSighting:= true;
if (GameFlags and gfArtillery) <> 0 then
cArtillery:= true;
for i:= (LAND_WIDTH*LAND_HEIGHT) div 524288+2 downto 0 do
begin
rx:= GetRandom(rightX-leftX)+leftX;
ry:= GetRandom(LAND_HEIGHT-topY)+topY;
rdx:= _90-(GetRandomf*_360);
rdy:= _90-(GetRandomf*_360);
AddGear(rx, ry, gtGenericFaller, gstInvisible, rdx, rdy, $FFFFFFFF);
end;
snowRight:= max(LAND_WIDTH,4096)+512;
snowLeft:= -(snowRight-LAND_WIDTH);
if (not hasBorder) and cSnow then
for i:= vobCount * Longword(max(LAND_WIDTH,4096)) div 2048 downto 1 do
begin
rx:=GetRandom(snowRight - snowLeft);
ry:=GetRandom(750);
AddGear(rx + snowLeft, LongInt(LAND_HEIGHT) + ry - 1300, gtFlake, 0, _0, _0, 0)
end
end;
// sort clans horizontally (bubble-sort, because why not)
procedure SortHHsByClan();
var n, newn, i, j, k, p: LongInt;
ar, clar: array[0..Pred(cMaxHHs)] of PHedgehog;
Count, clCount: Longword;
tmpX, tmpY: hwFloat;
hh1, hh2: PHedgehog;
begin
Count:= 0;
// add hedgehogs to the array in clan order
for p:= 0 to (ClansCount - 1) do
with SpawnClansArray[p]^ do
begin
// count hogs in this clan
clCount:= 0;
for j:= 0 to Pred(TeamsNumber) do
with Teams[j]^ do
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
begin
clar[clCount]:= @Hedgehogs[i];
inc(clCount);
end;
// shuffle all hogs of this clan
for i:= 0 to clCount - 1 do
begin
j:= GetRandom(clCount);
k:= GetRandom(clCount);
if clar[j] <> clar[k] then
begin
hh1:= clar[j];
clar[j]:= clar[k];
clar[k]:= hh1;
end;
end;
// add clan's hog to sorting array
for i:= 0 to clCount - 1 do
begin
ar[Count]:= clar[i];
inc(Count);
end;
end;
// bubble-sort hog array
n:= Count - 1;
repeat
newn:= 0;
for i:= 1 to n do
begin
hh1:= ar[i-1];
hh2:= ar[i];
if hwRound(hh1^.Gear^.X) > hwRound(hh2^.Gear^.X) then
begin
tmpX:= hh1^.Gear^.X;
tmpY:= hh1^.Gear^.Y;
hh1^.Gear^.X:= hh2^.Gear^.X;
hh1^.Gear^.Y:= hh2^.Gear^.Y;
hh2^.Gear^.X:= tmpX;
hh2^.Gear^.Y:= tmpY;
newn:= i;
end;
end;
n:= newn;
until n = 0;
end;
procedure AssignHHCoords;
var i, t, p, j: LongInt;
ar: array[0..Pred(cMaxHHs)] of PHedgehog;
Count: Longword;
divide, sectionDivide: boolean;
begin
if (GameFlags and gfPlaceHog) <> 0 then
PlacingHogs:= true;
divide:= ((GameFlags and gfDivideTeams) <> 0);
(* sectionDivide will determine the mode of hog distribution
*
* On generated maps or maps not designed with divided mode in mind,
* using spawning sections can be problematic, because some sections may
* contain too little land surface for sensible spawning.
*
* if sectionDivide is true, the map will be sliced into equal-width sections
* and one team spawned in each
* if false, the hogs will be spawned normally and sorted by teams after
*
*)
// TODO: there might be a smarter way to decide if dividing clans into equal-width map sections makes sense
// e.g. by checking if there is enough spawn area in each section
sectionDivide:= divide and ((cMapGen = mgForts) or (ClansCount = 2));
// divide the map into equal-width sections and put each clan in one of them
if sectionDivide then
begin
t:= leftX;
for p:= 0 to (ClansCount - 1) do
begin
with SpawnClansArray[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 + playWidth div ClansCount, true);// could make Gear == nil;
if Gear <> nil then
begin
//AddCI(Gear); uncomment if new hogs should be able to spawn on top of old ones.
Gear^.Pos:= GetRandom(49);
// unless the world is wrapping, make outter teams face to map center
if (WorldEdge <> weWrap) and ((p = 0) or (p = ClansCount - 1)) then
Gear^.dX.isNegative:= (p <> 0)
else
Gear^.dX.isNegative:= (GetRandom(2) = 1);
end
end;
inc(t, playWidth div ClansCount);
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;
while (Count > 0) do
begin
i:= GetRandom(Count);
if PlacingHogs then
ar[i]^.Unplaced:= true
else
FindPlace(ar[i]^.Gear, false, leftX, rightX, true);
if ar[i]^.Gear <> nil then
begin
//AddCI(ar[i]^.Gear); uncomment if new hogs should be able to spawn on top of old ones
ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > leftX + playWidth div 2;
ar[i]^.Gear^.Pos:= GetRandom(19)
end;
ar[i]:= ar[Count - 1];
dec(Count)
end
end;
for p:= 0 to Pred(TeamsCount) do
with TeamsArray[p]^ do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if (Gear <> nil) and (Gear^.State and gsttmpFlag <> 0) then
begin
DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50);
AddFileLog('Carved a hole for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')')
end;
// place flowers after in case holes overlap (we shrink search distance if we are failing to place)
for p:= 0 to Pred(TeamsCount) do
with TeamsArray[p]^ do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if (Gear <> nil) and (Gear^.State and gsttmpFlag <> 0) then
begin
ForcePlaceOnLand(hwRound(Gear^.X) - SpritesData[sprTargetBee].Width div 2,
hwRound(Gear^.Y) - SpritesData[sprTargetBee].Height div 2,
sprTargetBee, 0, lfBasic, $FFFFFFFF, false, false, false);
Gear^.Y:= int2hwFloat(hwRound(Gear^.Y) - 16 - Gear^.Radius);
AddCI(Gear);
Gear^.State:= Gear^.State and (not gsttmpFlag);
AddFileLog('Placed flower for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')')
end;
// divided teams: sort the hedgehogs from left to right by clan and shuffle clan members
if divide and (not sectionDivide) then
SortHHsByClan();
end;
{procedure AmmoFlameWork(Ammo: PGear);
var t: PGear;
begin
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) and (t^.Y < Ammo^.Y) then
if not (hwSqr(Ammo^.X - t^.X) + hwSqr(Ammo^.Y - t^.Y - int2hwFloat(cHHRadius)) * 2 > _2) then
begin
ApplyDamage(t, 5);
t^.dX:= t^.dX + (t^.X - Ammo^.X) * _0_02;
t^.dY:= - _0_25;
t^.Active:= true;
DeleteCI(t);
FollowGear:= t
end;
t:= t^.NextGear
end;
end;}
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: 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));
FollowGear^.Power:= cnt;
case crate of
HealthCrate:
begin
FollowGear^.Pos := posCaseHealth;
// health crate is smaller than the other crates
FollowGear^.Radius := cCaseHealthRadius;
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;
// health crate is smaller than the other crates
FollowGear^.Radius := cCaseHealthRadius;
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 GearByUID(uid : Longword) : PGear;
var gear: PGear;
begin
GearByUID:= 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
end
end;
function IsClockRunning() : boolean;
begin
IsClockRunning :=
(CurrentHedgehog^.Gear <> nil)
and (((CurrentHedgehog^.Gear^.State and gstAttacking) = 0)
or (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerWhileAttacking <> 0)
or ((GameFlags and gfInfAttack) <> 0) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode <> 0)
or (CurrentHedgehog^.CurAmmoType = amSniperRifle))
and (not(isInMultiShoot and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerInMultiShoot) <> 0)));
end;
procedure chSkip(var s: shortstring);
begin
s:= s; // avoid compiler hint
if not isExternalSource then
SendIPC(_S',');
uStats.Skipped;
skipFlag:= true
end;
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
else
h:= 0
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 text = '' then text:= '...';
(*
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;
//ParseCommand('/say [' + hh^.Name + '] '+text, true)
AddChatString(#9+'[' + HH^.Name + '] '+text);
end
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,
@doStepAirMine,
@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,
@doStepAddAmmo,
@doStepGenericFaller,
@doStepKnife,
@doStepDuck);
begin
doStepHandlers:= handlers;
RegisterVariable('skip', @chSkip, false);
RegisterVariable('hogsay', @chHogSay, true );
CurAmmoGear:= nil;
GearsList:= nil;
curHandledGear:= 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';
NewTurnTick:= $FFFFFFFF;
end;
procedure freeModule;
begin
FreeGearsList();
end;
end.