Remove FindSDL2 find-module, use sdl2-config.cmake instead
This requires SDL >= 2.0.4.
Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in
SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was
not itself built using CMake: it installs a sdl2-config.cmake file to
${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and
library, analogous to a pkg-config .pc file.
As a result, we no longer need to copy/paste a "find-module package"
to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2).
Find-module packages are now discouraged by the CMake developers, in
favour of having upstream projects behave as config-file packages.
This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR
and SDL2_LIBRARY, but the standard behaviour for config-file packages is
to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword
to make sure we search in config-file package mode, and will not find a
FindSDL2.cmake in some other directory that implements the old interface.
In addition to deleting redundant code, this avoids some assumptions in
FindSDL2 about the layout of a SDL installation. The current libsdl2-dev
package in Debian breaks those assumptions; this is considered a bug
and will hopefully be fixed soon, but it illustrates how fragile these
assumptions can be. We can be more robust against different installation
layouts by relying on SDL's own CMake integration.
When linking to a copy of CMake in a non-standard location, users can
now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point
to it; previously, these users would have used the SDL2DIR environment
variable. This continues to be unnecessary if using matching system-wide
installations of CMake and SDL2, for example both from Debian.
(*
* 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 DrawGearsGui;
procedure DrawFinger;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
procedure RandomizeHHAnim;
procedure StartSuddenDeath;
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: (stInit, stDelay1, stChDmg, stSweep, stTurnStats, stChWin1,
stTurnReact, stDelay2, stChWin2, stWater, stChWin3,
stChKing, stSuddenDeath, stDelay3, stHealth, stSpawn, stDelay4,
stNTurn);
NewTurnTick: LongWord;
const delayInit = 50;
delaySDStart = 1600;
delaySDWarning = 1000;
delayDamageTagFull = 1500;
delayDamageTagShort = 500;
delayTurnReact = 800;
delayFinal = 100;
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
else if ((GameFlags and gfKing) <> 0) and (not Gear^.Hedgehog^.Team^.hasKing) then
begin
Gear^.Active:= true;
Gear^.Health:= 0;
RenderHealth(Gear^.Hedgehog^);
RecountTeamHealth(Gear^.Hedgehog^.Team);
end;
if (not isInMultiShoot) then
Gear^.Karma:= 0;
Gear^.Damage:= 0
end;
Gear:= Gear^.NextGear
end;
end;
function DoDelay: boolean;
begin
if delay <= 0 then
delay:= 1
else
dec(delay);
DoDelay:= delay = 0;
end;
function CheckMinionsDie: boolean;
var Gear: PGear;
begin
CheckMinionsDie:= false;
if (GameFlags and gfKing) = 0 then
exit;
Gear:= GearsList;
while Gear <> nil do
begin
if (Gear^.Kind = gtHedgehog) and (not Gear^.Hedgehog^.King) and (not Gear^.Hedgehog^.Team^.hasKing) then
begin
CheckMinionsDie:= true;
exit;
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;
// Deal poison damage (when not frozen)
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);
end;
// Apply SD health decrease as soon as SD starts
if (TotalRoundsPre > cSuddenDTurns - 1) then
begin
inc(tmp, cHealthDecrease);
if (GameFlags and gfResetHealth) <> 0 then
dec(Gear^.Hedgehog^.InitialHealth, cHealthDecrease)
end;
// Reduce king health when he is alone in team
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;
// Initial health must never be below 1 because hog might be resurrected
if Gear^.Hedgehog^.InitialHealth < 1 then
Gear^.Hedgehog^.InitialHealth:= 1;
// Set real damage
if tmp > 0 then
begin
// SD damage never reduces health below 1
tmp:= min(tmp, max(0, Gear^.Health - 1 - Gear^.Damage));
inc(Gear^.Damage, tmp);
if tmp > 0 then
// Make hedgehog moan on damage
HHHurt(Gear^.Hedgehog, dsPoison, tmp);
end
end;
Gear:= Gear^.NextGear
end;
end;
procedure ProcessGears;
var t, tmpGear: PGear;
i, j, 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 (not cOnlyStats) and curHandledGear^.RenderTimer then
begin
// Mine timer
if (curHandledGear^.Kind in [gtMine, gtSMine, gtAirMine]) then
begin
if curHandledGear^.Tex = nil then
if (curHandledGear^.Karma = 1) and (not (GameType in [gmtDemo, gmtRecord])) then
// Secret mine timer
curHandledGear^.Tex:= RenderStringTex(trmsg[sidUnknownGearValue], $ff808080, fntSmall)
else
begin
// Display mine timer with up to 1 decimal point of precision (rounded down)
i:= curHandledGear^.Timer div 1000;
j:= (curHandledGear^.Timer mod 1000) div 100;
if j = 0 then
curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(i)), $ff808080, fntSmall)
else
curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(i) + lDecimalSeparator + inttostr(j)), $ff808080, fntSmall);
end
end
// Timer of other gears
else if ((curHandledGear^.Timer > 500) and ((curHandledGear^.Timer mod 1000) = 0)) then
begin
// Display time in seconds as whole number, rounded up
FreeAndNilTexture(curHandledGear^.Tex);
curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(curHandledGear^.Timer div 1000)), cWhiteColor, fntSmall);
end;
end;
curHandledGear^.doStep(curHandledGear);
end
end
end;
if stirFallers then
begin
t := GearsList;
while t <> nil do
begin
if (t^.Kind = gtGenericFaller) and (t^.Tag = 1) 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
stInit:
begin
if (not bBetweenTurns) and (not isInMultiShoot) then
ScriptCall('onEndTurn');
delay:= delayInit;
inc(step)
end;
stDelay1:
begin
if DoDelay() then
inc(step);
end;
stChDmg:
if CheckNoDamage then
inc(step)
else
begin
if (not bBetweenTurns) and (not isInMultiShoot) then
delay:= delayDamageTagShort
else
delay:= delayDamageTagFull;
step:= stDelay1;
end;
stSweep:
if SweepDirty then
begin
SetAllToActive;
step:= stChDmg
end
else
inc(step);
stTurnStats:
begin
if (not bBetweenTurns) and (not isInMultiShoot) then
uStats.TurnStats;
inc(step)
end;
stChWin1:
begin
CheckForWin();
inc(step)
end;
stTurnReact:
begin
if (not bBetweenTurns) and (not isInMultiShoot) then
begin
uStats.TurnReaction;
uStats.TurnStatsReset;
delay:= delayTurnReact;
inc(step)
end
else
inc(step, 2);
end;
stDelay2:
if DoDelay() then
inc(step);
stChWin2:
begin
CheckForWin();
inc(step)
end;
stWater:
if (not bBetweenTurns) and (not isInMultiShoot) then
begin
// Start Sudden Death water rise in the 2nd round of Sudden Death
if TotalRoundsPre = cSuddenDTurns + 1 then
bWaterRising:= true;
if bWaterRising and (cWaterRise > 0) then
begin
bDuringWaterRise:= true;
AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise;
end;
inc(step)
end
else // since we are not raising the water, another win-check isn't needed
inc(step,2);
stChWin3:
begin
CheckForWin;
bDuringWaterRise:= false;
inc(step)
end;
stChKing:
begin
if (not isInMultiShoot) and (CheckMinionsDie) then
step:= stChDmg
else
inc(step);
end;
stSuddenDeath:
begin
if ((cWaterRise <> 0) or (cHealthDecrease <> 0)) and (not (isInMultiShoot or bBetweenTurns)) then
begin
// Start Sudden Death
if (TotalRoundsPre = cSuddenDTurns) and (not SuddenDeath) then
begin
StartSuddenDeath();
delay:= delaySDStart;
inc(step);
end
// Show Sudden Death warning message
else if (TotalRoundsPre < cSuddenDTurns) and ((LastSuddenDWarn = -2) or (LastSuddenDWarn <> TotalRoundsPre)) then
begin
i:= cSuddenDTurns - TotalRoundsPre;
s:= ansistring(inttostr(i));
// X rounds before SD. X = 1, 2, 3, 5, 7, 10, 15, 20, 25, 50, 100, ...
if (i > 0) and ((i <= 3) or (i = 7) or ((i mod 50 = 0) or ((i <= 25) and (i mod 5 = 0)))) then
begin
if i = 1 then
AddCaption(trmsg[sidRoundSD], capcolDefault, capgrpGameState)
else
AddCaption(FormatA(trmsg[sidRoundsSD], s), capcolDefault, capgrpGameState);
delay:= delaySDWarning;
inc(step);
LastSuddenDWarn:= TotalRoundsPre;
end
else
inc(step, 2);
end
else
inc(step, 2);
end
else
inc(step, 2);
end;
stDelay3:
if DoDelay() then
inc(step);
stHealth:
begin
if bBetweenTurns
or isInMultiShoot
or (TotalRoundsReal = -1) then
inc(step)
else
begin
bBetweenTurns:= true;
HealthMachine;
step:= stChDmg
end;
end;
stSpawn:
begin
if (not isInMultiShoot) then
begin
tmpGear:= SpawnBoxOfSmth;
if tmpGear <> nil then
ScriptCall('onCaseDrop', tmpGear^.uid)
else
ScriptCall('onCaseDrop');
delay:= delayFinal;
inc(step);
end
else
inc(step, 2)
end;
stDelay4:
if DoDelay() then
inc(step);
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)
and (not PlacingHogs) 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
begin
if (cHedgehogTurnTime > TurnTimeLeft)
and (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0)
and (not isGetAwayTime) and (ReadyTimeLeft = 0) then
if (TurnTimeLeft = 5000) and (cHedgehogTurnTime >= 10000) 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) and (not CinematicScript) 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);
if (OuchTauntTimer > 0) then
dec(OuchTauntTimer);
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;
// 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 (Gear <> nil) then
begin
if (GameFlags and gfInvulnerable) = 0 then
Gear^.Hedgehog^.Effects[heInvulnerable]:= 0;
if (Gear^.Hedgehog^.Effects[heArtillery] = 2) then
Gear^.Hedgehog^.Effects[heArtillery]:= 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
i:= t^.Hedgehog^.InitialHealth - t^.Health;
t^.Health:= t^.Hedgehog^.InitialHealth;
if i > 0 then
HHHeal(t^.Hedgehog, i, false, $00FF0040);
RenderHealth(t^.Hedgehog^);
end;
t:= t^.NextGear
end;
if ((GameFlags and gfResetWeps) <> 0) and (not PlacingHogs) and (not PlacingKings) 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;
// Draw gear timers and other GUI overlays
procedure DrawGearsGui;
var Gear: PGear;
x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
begin
x:= hwRound(Gear^.X) + WorldDx;
y:= hwRound(Gear^.Y) + WorldDy;
if Gear^.Kind = gtAirMine then
RenderAirMineGuiExtras(Gear, x, y);
RenderGearHealth(Gear, x, y);
RenderGearTimer(Gear, x, y);
if Gear^.Kind = gtHedgehog then
RenderHHGuiExtras(Gear, x, y);
Gear:= Gear^.NextGear
end;
end;
procedure DrawFinger;
var Gear: PGear;
x, y: LongInt;
begin
if ((CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)) then
begin
Gear:= CurrentHedgehog^.Gear;
x:= hwRound(Gear^.X) + WorldDx;
y:= hwRound(Gear^.Y) + WorldDy;
RenderFinger(Gear, x, y);
end;
end;
procedure FreeGearsList;
var t, tt: PGear;
begin
tt:= GearsList;
GearsList:= nil;
while tt <> nil do
begin
FreeAndNilTexture(tt^.Tex);
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: good position, 1: bad position.
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) or (WorldEdge = weBounce) then
rx:= leftX+GetRandom(rightX-leftX-16)+8
else
rx:= leftX+GetRandom(rightX-leftX+400)-200;
if hasBorder then
ry:= topY+GetRandom(LAND_HEIGHT-topY-16)+8
else
ry:= topY+GetRandom(LAND_HEIGHT-topY+400)-200;
Gear^.X:= int2hwFloat(CalcWorldWrap(rx,Gear^.Radius));
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
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
else
p:= 1;
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;
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);
Gear:= AddGear(rx, ry, gtGenericFaller, gstInvisible, rdx, rdy, $FFFFFFFF);
// This allows this generic faller to be displaced randomly by events
Gear^.Tag:= 1;
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, x, y: LongInt;
ar: array[0..Pred(cMaxHHs)] of PHedgehog;
Count: Longword;
divide, sectionDivide: boolean;
begin
if (GameFlags and gfPlaceHog) <> 0 then
PlacingHogs:= true
else if (GameFlags and gfKing) <> 0 then
PlacingKings:= 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 PlacingKings and King then
UnplacedKing:= true;
if Gear <> nil then
begin
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 PlacingKings and ar[i]^.King then
ar[i]^.UnplacedKing:= true;
if ar[i]^.Gear <> nil then
begin
ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > leftX + playWidth div 2;
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
// Get flower position
x:= hwRound(Gear^.X) - SpritesData[sprTargetBee].Width div 2;
y:= hwRound(Gear^.Y) - SpritesData[sprTargetBee].Height div 2;
// Calculate offset from map boundaries and border
if hasBorder then
x:= max(min(x, RightX - SpritesData[sprTargetBee].Width - cBorderWidth), LeftX + cBorderWidth)
else
x:= max(min(x, RightX - SpritesData[sprTargetBee].Width), LeftX);
y:= max(y, TopY);
// Place flower
ForcePlaceOnLand(x, y, sprTargetBee, 0, lfBasic, $FFFFFFFF, false, false, false);
// Place hog
Gear^.Y:= int2hwFloat(hwRound(Gear^.Y) - (SpritesData[sprTargetBee].Height div 2) - Gear^.Radius);
AddCI(Gear);
Gear^.State:= Gear^.State and (not gsttmpFlag);
AddFileLog('Placed flower for hog at coordinates (' + inttostr(x) + ',' + inttostr(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;
// Set random pos for all hogs so their animations have different starting points
procedure RandomizeHHAnim;
var i, j, p: LongInt;
begin
for p:= 0 to (ClansCount - 1) do
with SpawnClansArray[p]^ do
for j:= 0 to Pred(TeamsNumber) do
with Teams[j]^ do
for i:= 0 to cMaxHHIndex do
if (Hedgehogs[i].Gear <> nil) then
Hedgehogs[i].Gear^.Pos:= GetRandom(19);
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;
var gear: PGear;
begin
gear := AddGear(x, y, gtCase, 0, _0, _0, 0);
if(FinishedTurnsTotal > -1) then
FollowGear:= gear;
cCaseFactor := 0;
if (crate <> HealthCrate) and (content > ord(High(TAmmoType))) then
content := ord(High(TAmmoType));
gear^.Power:= cnt;
case crate of
HealthCrate:
begin
gear^.Pos := posCaseHealth;
gear^.RenderHealth:= true;
// health crate is smaller than the other crates
gear^.Radius := cCaseHealthRadius;
gear^.Health := content;
if(FinishedTurnsTotal > -1) then
AddCaption(GetEventString(eidNewHealthPack), capcolDefault, capgrpAmmoInfo);
end;
AmmoCrate:
begin
gear^.Pos := posCaseAmmo;
gear^.AmmoType := TAmmoType(content);
if(FinishedTurnsTotal > -1) then
AddCaption(GetEventString(eidNewAmmoPack), capcolDefault, capgrpAmmoInfo);
end;
UtilityCrate:
begin
gear^.Pos := posCaseUtility;
gear^.AmmoType := TAmmoType(content);
if(FinishedTurnsTotal > -1) then
AddCaption(GetEventString(eidNewUtilityPack), capColDefault, capgrpAmmoInfo);
end;
end;
if ( (x = 0) and (y = 0) ) then
FindPlace(gear, true, 0, LAND_WIDTH);
SpawnCustomCrateAt := gear;
end;
function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean): PGear;
var gear: PGear;
begin
gear := AddGear(x, y, gtCase, 0, _0, _0, 0);
if(FinishedTurnsTotal > -1) then
FollowGear:= gear;
cCaseFactor := 0;
gear^.Pos := posCaseDummy;
if explode then
gear^.Pos := gear^.Pos + posCaseExplode;
if poison then
gear^.Pos := gear^.Pos + posCasePoison;
case crate of
HealthCrate:
begin
gear^.Pos := gear^.Pos + posCaseHealth;
gear^.RenderHealth:= true;
gear^.Karma:= 2;
// health crate is smaller than the other crates
gear^.Radius := cCaseHealthRadius;
if(FinishedTurnsTotal > -1) then
AddCaption(GetEventString(eidNewHealthPack), capcolDefault, capgrpAmmoInfo);
end;
AmmoCrate:
begin
gear^.Pos := gear^.Pos + posCaseAmmo;
if(FinishedTurnstotal > -1) then
AddCaption(GetEventString(eidNewAmmoPack), capcolDefault, capgrpAmmoInfo);
end;
UtilityCrate:
begin
gear^.Pos := gear^.Pos + posCaseUtility;
if(FinishedTurnsTotal > -1) then
AddCaption(GetEventString(eidNewUtilityPack), capcolDefault, capgrpAmmoInfo);
end;
end;
if ( (x = 0) and (y = 0) ) then
FindPlace(gear, true, 0, LAND_WIDTH);
SpawnFakeCrateAt := gear;
end;
procedure StartSuddenDeath();
begin
if SuddenDeath then
exit;
SuddenDeath:= true;
SuddenDeathActive:= true;
// Special effects (only w/ health decrease)
if cHealthDecrease <> 0 then
begin
SuddenDeathDmg:= true;
// White screen flash
ScreenFade:= sfFromWhite;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 1;
// Clouds, flakes, sky tint
ChangeToSDClouds;
ChangeToSDFlakes;
SetSkyColor(SDSkyColor.r * (SDTint.r/255) / 255, SDSkyColor.g * (SDTint.g/255) / 255, SDSkyColor.b * (SDTint.b/255) / 255);
end;
// Disable tardis
Ammoz[amTardis].SkipTurns:= 9999;
Ammoz[amTardis].Probability:= 0;
AddCaption(trmsg[sidSuddenDeath], capcolDefault, capgrpGameState);
ScriptCall('onSuddenDeath');
playSound(sndSuddenDeath);
StopMusic;
if SDMusicFN <> '' then
PlayMusic
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)))
and (not LuaClockPaused);
end;
procedure chSkip(var s: shortstring);
begin
s:= s; // avoid compiler hint
if not isExternalSource then
SendIPC(_S',');
uStats.Skipped;
skipFlag:= true;
ScriptCall('onSkipTurn');
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 (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]) and (not CurrentHedgehog^.Unplaced) 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) and (not TeamsArray[t]^.Hedgehogs[j].Unplaced) 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;
AddChatString(#9+Format(shortstring(trmsg[sidChatHog]), 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,
@doStepLandGun,
@doStepTardis,
@doStepIceGun,
@doStepAddAmmo,
@doStepGenericFaller,
@doStepKnife,
@doStepCreeper,
@doStepMinigun,
@doStepMinigunBullet);
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:= stDelay1;
upd:= 0;
NewTurnTick:= $FFFFFFFF;
end;
procedure freeModule;
begin
FreeGearsList();
end;
end.