nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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 uGearsUtils;
interface
uses uTypes, uFloat;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
procedure AddSplashForGear(Gear: PGear; justSkipping: boolean);
procedure AddBounceEffectForGear(Gear: PGear);
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
procedure CheckHHDamage(Gear: PGear);
procedure CalcRotationDirAngle(Gear: PGear);
procedure ResurrectHedgehog(var gear: PGear);
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
function CheckGearDrowning(var Gear: PGear): boolean;
procedure CheckCollision(Gear: PGear); inline;
procedure CheckCollisionWithLand(Gear: PGear); inline;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
procedure SpawnBoxOfSmth;
procedure ShotgunShot(Gear: PGear);
procedure SetAllToActive;
procedure SetAllHHToActive(Ice: boolean);
procedure SetAllHHToActive(); inline;
function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
function WorldWrap(var Gear: PGear): boolean;
function MakeHedgehogsStep(Gear: PGear) : boolean;
var doStepHandlers: array[TGearType] of TGearStepProcedure;
implementation
uses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug,
uGearsList, Math, uVisualGearsList, uGearsHandlersMess,
uGearsHedgehog;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
begin
doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);
end;
procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
var Gear: PGear;
dmg, dmgBase: LongInt;
fX, fY, tdX, tdY: hwFloat;
vg: PVisualGear;
i, cnt: LongInt;
begin
if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
if Radius > 25 then KickFlakes(Radius, X, Y);
if ((Mask and EXPLNoGfx) = 0) then
begin
vg:= nil;
if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
if vg <> nil then
vg^.Tint:= Tint;
end;
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
(*if (Mask and EXPLAllDamageInRadius) = 0 then
dmgRadius:= Radius shl 1
else
dmgRadius:= Radius;
dmgBase:= dmgRadius + cHHRadius div 2;*)
dmgBase:= Radius shl 1 + cHHRadius div 2;
fX:= int2hwFloat(X);
fY:= int2hwFloat(Y);
Gear:= GearsList;
while Gear <> nil do
begin
dmg:= 0;
//dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
//if (dmg > 1) and
if (Gear^.State and gstNoDamage) = 0 then
begin
case Gear^.Kind of
gtHedgehog,
gtMine,
gtBall,
gtMelonPiece,
gtGrenade,
gtClusterBomb,
// gtCluster, too game breaking I think
gtSMine,
gtCase,
gtTarget,
gtFlame,
gtKnife,
gtExplosives: begin //,
//gtStructure: begin
// Run the calcs only once we know we have a type that will need damage
tdX:= Gear^.X-fX;
tdY:= Gear^.Y-fY;
if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
dmg:= dmgBase - hwRound(Distance(tdX, tdY));
if dmg > 1 then
begin
dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
//AddFileLog('Damage: ' + inttostr(dmg));
if (Mask and EXPLNoDamage) = 0 then
begin
if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then
ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
else
Gear^.State:= Gear^.State or gstWinner;
end;
if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
begin
DeleteCI(Gear);
Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3);
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3);
Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then
Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
Gear^.Active:= true;
if Gear^.Kind <> gtFlame then FollowGear:= Gear
end;
if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) and (Gear^.State and gstHHDeath = 0) then
Gear^.Hedgehog^.Effects[hePoisoned] := 5;
end;
end;
gtGrave: if Mask and EXPLDoNotTouchAny = 0 then
// Run the calcs only once we know we have a type that will need damage
begin
tdX:= Gear^.X-fX;
tdY:= Gear^.Y-fY;
if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
dmg:= dmgBase - hwRound(Distance(tdX, tdY));
if dmg > 1 then
begin
dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
Gear^.dY:= - _0_004 * dmg;
Gear^.Active:= true
end
end;
end;
end;
Gear:= Gear^.NextGear
end;
if (Mask and EXPLDontDraw) = 0 then
if (GameFlags and gfSolidLand) = 0 then
begin
cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
for i:= 0 to cnt do
AddVisualGear(X, Y, vgtChunk)
end;
uAIMisc.AwareOfExplosion(0, 0, 0)
end;
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
var i: hwFloat;
begin
(* Invulnerability cannot be placed in here due to still needing kicks
Not without a new damage machine.
King check should be in here instead of ApplyDamage since Tiy wants them kicked less
*)
i:= _1;
if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then
i:= _1_5;
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog <> nil) and
(Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_5 * _0_01)
else
ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01);
end;
procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
var s: shortstring;
vampDmg, tmpDmg, i: Longword;
vg: PVisualGear;
begin
if Damage = 0 then
exit; // nothing to apply
if (Gear^.Kind = gtHedgehog) then
begin
Gear^.LastDamage := AttackerHog;
Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
HHHurt(Gear^.Hedgehog, Source);
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color);
tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
begin
if cVampiric then
begin
vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
if vampDmg >= 1 then
begin
// was considering pulsing on attack, Tiy thinks it should be permanent while in play
//CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
inc(CurrentHedgehog^.Gear^.Health,vampDmg);
str(vampDmg, s);
s:= '+' + s;
AddCaption(ansistring(s), CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
RenderHealth(CurrentHedgehog^);
RecountTeamHealth(CurrentHedgehog^.Team);
i:= 0;
while i < vampDmg do
begin
vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot);
if vg <> nil then
with vg^ do
begin
Tint:= $FF0000FF;
State:= ord(sprHealth)
end;
inc(i, 5);
end;
end
end;
if (GameFlags and gfKarma <> 0) and (GameFlags and gfInvulnerable = 0) and
(CurrentHedgehog^.Effects[heInvulnerable] = 0) then
begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
end;
uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);
end;
if AprilOne and (Gear^.Hedgehog^.Hat = 'fr_tomato') and (Damage > 2) then
for i := 0 to random(min(Damage,20))+5 do
begin
vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
if vg <> nil then
with vg^ do
begin
dx:= 0.001 * (random(100)+10);
dy:= 0.001 * (random(100)+10);
tdy:= -cGravityf;
if random(2) = 0 then
dx := -dx;
//if random(2) = 0 then
// dy := -dy;
FrameTicks:= random(500) + 1000;
State:= ord(sprBubbles);
//Tint:= $bd2f03ff
Tint:= $ff0000ff
end
end
end else
//else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
Gear^.Hedgehog:= AttackerHog;
inc(Gear^.Damage, Damage);
ScriptCall('onGearDamage', Gear^.UID, Damage);
end;
procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
var tag: PVisualGear;
begin
tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
if (tag <> nil) then
tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
AllInactive:= false;
HHGear^.Active:= true;
end;
procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
begin
if Hedgehog^.Effects[heFrozen] <> 0 then exit;
if (Source = dsFall) or (Source = dsExplosion) then
case random(3) of
0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack);
1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack);
2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack);
end
else if (Source = dsPoison) then
case random(2) of
0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack);
1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack);
end
else
case random(4) of
0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack);
1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack);
2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack);
3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack);
end
end;
procedure CheckHHDamage(Gear: PGear);
var
dmg: LongInt;
i: LongWord;
particle: PVisualGear;
begin
if _0_4 < Gear^.dY then
begin
dmg := ModifyDamage(1 + hwRound((Gear^.dY - _0_4) * 70), Gear);
if Gear^.Hedgehog^.Effects[heFrozen] = 0 then
PlaySound(sndBump)
else PlaySound(sndFrozenHogImpact);
if dmg < 1 then
exit;
for i:= min(12, 3 + dmg div 10) downto 0 do
begin
particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
if particle <> nil then
particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
end;
if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then
exit;
//if _0_6 < Gear^.dY then
// PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
//else
// PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
if Gear^.LastDamage <> nil then
ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
else
ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
end
end;
procedure CalcRotationDirAngle(Gear: PGear);
var
dAngle: real;
begin
// Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
//dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
if not Gear^.dX.isNegative then
Gear^.DirAngle := Gear^.DirAngle + dAngle
else
Gear^.DirAngle := Gear^.DirAngle - dAngle;
if Gear^.DirAngle < 0 then
Gear^.DirAngle := Gear^.DirAngle + 360
else if 360 < Gear^.DirAngle then
Gear^.DirAngle := Gear^.DirAngle - 360
end;
procedure AddSplashForGear(Gear: PGear; justSkipping: boolean);
var x, y, i, distL, distR, distB, minDist, maxDrops: LongInt;
splash, particle: PVisualGear;
speed, hwTmp: hwFloat;
vi, vs, tmp: real; // impact speed and sideways speed
isImpactH, isImpactRight: boolean;
const dist2surf = 4;
begin
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);
// find position for splash and impact speed
distB:= cWaterline - y;
if WorldEdge <> weSea then
minDist:= distB
else
begin
distL:= x - leftX;
distR:= rightX - x;
minDist:= min(distB, min(distL, distR));
end;
isImpactH:= (minDist <> distB);
if not isImpactH then
begin
y:= cWaterline - dist2surf;
speed:= hwAbs(Gear^.dY);
end
else
begin
isImpactRight := minDist = distR;
if isImpactRight then
x:= rightX - dist2surf
else
x:= leftX + dist2surf;
speed:= hwAbs(Gear^.dX);
end;
// splash sound
if justSkipping then
PlaySound(sndSkip)
else
begin
// adjust water impact sound based on gear speed and density
hwTmp:= hwAbs(Gear^.Density * speed);
if hwTmp > _1 then
PlaySound(sndSplash)
else if hwTmp > _0_5 then
PlaySound(sndSkip)
else
PlaySound(sndDroplet2);
end;
// splash visuals
if ((cReducedQuality and rqPlainSplash) <> 0) then
exit;
splash:= AddVisualGear(x, y, vgtSplash);
if splash = nil then
exit;
if not isImpactH then
vs:= abs(hwFloat2Float(Gear^.dX))
else
begin
if isImpactRight then
splash^.Angle:= -90
else
splash^.Angle:= 90;
vs:= abs(hwFloat2Float(Gear^.dY));
end;
vi:= hwFloat2Float(speed);
with splash^ do
begin
Scale:= abs(hwFloat2Float(Gear^.Density / _3 * speed));
if Scale > 1 then Scale:= power(Scale,0.3333)
else Scale:= Scale + ((1-Scale) / 2);
if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4))
else Timer:= 1;
// Low Gravity
FrameTicks:= FrameTicks*Timer;
end;
// eject water drops
maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round((vi + vs) * hwRound(Gear^.Density) * 6);
for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
begin
if isImpactH then
particle := AddVisualGear(x, y - 3 + Random(7), vgtDroplet)
else
particle := AddVisualGear(x - 3 + Random(7), y, vgtDroplet);
if particle <> nil then
with particle^ do
begin
// dX and dY were initialized to have a random value on creation (see uVisualGearsList)
if isImpactH then
begin
tmp:= dX;
if isImpactRight then
dX:= dY - vi / 5
else
dX:= -dy + vi / 5;
dY:= tmp * (1 + vs / 10);
end
else
begin
dX:= dX * (1 + vs / 10);
dY:= dY - vi / 5;
end;
if splash <> nil then
begin
if splash^.Scale > 1 then
begin
dX:= dX * power(splash^.Scale, 0.3333); // tone down the droplet height further
dY:= dY * power(splash^.Scale, 0.3333);
end
else
begin
dX:= dX * splash^.Scale;
dY:= dY * splash^.Scale;
end;
end;
end
end;
end;
procedure DrownGear(Gear: PGear);
begin
Gear^.doStep := @doStepDrowningGear;
Gear^.Timer := 5000; // how long game should wait
end;
function CheckGearDrowning(var Gear: PGear): boolean;
var
skipSpeed, skipAngle, skipDecay: hwFloat;
tmp, X, Y, dist2Water: LongInt;
isSubmersible, isDirH, isImpact, isSkip: boolean;
s: ansistring;
begin
// probably needs tweaking. might need to be in a case statement based upon gear type
X:= hwRound(Gear^.X);
Y:= hwRound(Gear^.Y);
dist2Water:= cWaterLine - (Y + Gear^.Radius);
isDirH:= false;
if WorldEdge = weSea then
begin
tmp:= dist2Water;
dist2Water:= min(dist2Water, min(X - Gear^.Radius - LongInt(leftX), LongInt(rightX) - (X + Gear^.Radius)));
// if water on sides is closer than on bottom -> horizontal direction
isDirH:= tmp <> dist2Water;
end;
isImpact:= false;
if dist2Water < 0 then
begin
// invisible gears will just be deleted
// unless they are generic fallers, then they will be "respawned"
if Gear^.State and gstInvisible <> 0 then
begin
if Gear^.Kind = gtGenericFaller then
begin
Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
Gear^.dX:= _90-(GetRandomf*_360);
Gear^.dY:= _90-(GetRandomf*_360)
end
else DeleteGear(Gear);
exit(true)
end;
isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0);
skipSpeed := _0_25;
skipAngle := _1_9;
skipDecay := _0_87;
// skipping
if (not isSubmersible) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
and ( ((not isDirH) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)))
or (isDirH and (hwAbs(Gear^.dY) > skipAngle * hwAbs(Gear^.dX))) ) then
begin
isSkip:= true;
// if skipping we move the gear out of water
if isDirH then
begin
Gear^.dX.isNegative := (not Gear^.dX.isNegative);
Gear^.X:= Gear^.X + Gear^.dX;
end
else
begin
Gear^.dY.isNegative := (not Gear^.dY.isNegative);
Gear^.Y:= Gear^.Y + Gear^.dY;
end;
Gear^.dY := Gear^.dY * skipDecay;
Gear^.dX := Gear^.dX * skipDecay;
CheckGearDrowning := false;
end
else // not skipping
begin
isImpact:= true;
isSkip:= false;
if not isSubmersible then
begin
CheckGearDrowning := true;
Gear^.State := gstDrowning;
Gear^.RenderTimer := false;
if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
if Gear^.Kind = gtHedgehog then
begin
if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
begin
// Gear could become nil after this, just exit to skip splashes
ResurrectHedgehog(Gear);
exit(true)
end
else
begin
DrownGear(Gear);
Gear^.State := Gear^.State and (not gstHHDriven);
s:= ansistring(Gear^.Hedgehog^.Name);
AddCaption(FormatA(GetEventString(eidDrowned), s), cWhiteColor, capgrpMessage);
end
end
else
DrownGear(Gear);
if Gear^.Kind = gtFlake then
exit(true); // skip splashes
end
else // submersible
begin
// drown submersible grears if far below map
if (Y > cWaterLine + cVisibleWater*4) then
begin
DrownGear(Gear);
exit(true); // no splashes needed
end;
CheckGearDrowning := false;
// check if surface was penetrated
// no penetration if center's water distance not smaller than radius
if abs(dist2Water + Gear^.Radius) >= Gear^.Radius then
isImpact:= false
else
begin
// get distance to water of last tick
if isDirH then
begin
tmp:= hwRound(Gear^.X - Gear^.dX);
tmp:= abs(min(tmp - leftX, rightX - tmp));
end
else
begin
tmp:= hwRound(Gear^.Y - Gear^.dY);
tmp:= abs(cWaterLine - tmp);
end;
// there was an impact if distance was >= radius
isImpact:= (tmp >= Gear^.Radius)
end;
end; // end of submersible
end; // end of not skipping
// splash sound animation and droplets
if isImpact or isSkip then
addSplashForGear(Gear, isSkip);
end
else
begin
if (not ((Gear^.Kind = gtJetpack) or (Gear^.Kind = gtBee))) then
Gear^.State:= (Gear^.State and (not gstSubmersible)); // making it temporary for most gears is more attractive I think
CheckGearDrowning := false
end
end;
procedure ResurrectHedgehog(var gear: PGear);
var tempTeam : PTeam;
sparkles: PVisualGear;
gX, gY: LongInt;
begin
if (Gear^.LastDamage <> nil) then
uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
else
uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
AttackBar:= 0;
gear^.dX := _0;
gear^.dY := _0;
gear^.Damage := 0;
gear^.Health := gear^.Hedgehog^.InitialHealth;
gear^.Hedgehog^.Effects[hePoisoned] := 0;
if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
with CurrentHedgehog^ do
begin
inc(Team^.stats.AIKills);
FreeAndNilTexture(Team^.AIKillsTex);
Team^.AIKillsTex := RenderStringTex(ansistring(inttostr(Team^.stats.AIKills)), Team^.Clan^.Color, fnt16);
end;
tempTeam := gear^.Hedgehog^.Team;
DeleteCI(gear);
gX := hwRound(gear^.X);
gY := hwRound(gear^.Y);
// might need more sparkles for a column
sparkles:= AddVisualGear(gX, gY, vgtDust, 1);
if sparkles <> nil then
begin
sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF;
//sparkles^.Angle:= random(360);
end;
FindPlace(gear, false, 0, LAND_WIDTH, true);
if gear <> nil then
begin
AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
PlaySound(sndWarp);
RenderHealth(gear^.Hedgehog^);
ScriptCall('onGearResurrect', gear^.uid);
gear^.State := gstWait;
end;
RecountTeamHealth(tempTeam);
end;
function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;
var i: LongInt;
count: LongInt = 0;
begin
if (y and LAND_HEIGHT_MASK) = 0 then
for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 1) do
if Land[y, i] and mask <> 0 then
begin
inc(count);
if count = c then
begin
CountNonZeroz:= count;
exit
end;
end;
CountNonZeroz:= count;
end;
function isSteadyPosition(x, y, r, c: LongInt; mask: Longword): boolean;
var cnt, i: LongInt;
begin
cnt:= 0;
isSteadyPosition:= false;
if ((y and LAND_HEIGHT_MASK) = 0) and (x - r >= 0) and (x + r < LAND_WIDTH) then
begin
for i:= r - c + 2 to r do
begin
if (Land[y, x - i] and mask <> 0) then inc(cnt);
if (Land[y, x + i] and mask <> 0) then inc(cnt);
if cnt >= c then
begin
isSteadyPosition:= true;
exit
end;
end;
end;
end;
function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;
var t: PGear;
begin
NoGearsToAvoid:= false;
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);
while t <> nil do
begin
if t^.Kind <= gtExplosives then
if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
exit;
t:= t^.NextGear
end;
NoGearsToAvoid:= true
end;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
begin
FindPlace(Gear, withFall, Left, Right, false);
end;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
var x: LongInt;
y, sy: LongInt;
ar: array[0..1023] of TPoint;
ar2: array[0..2047] of TPoint;
temp: TPoint;
cnt, cnt2: Longword;
delta: LongInt;
ignoreNearObjects, ignoreOverlap, tryAgain: boolean;
begin
ignoreNearObjects:= false; // try not skipping proximity at first
ignoreOverlap:= false; // this not only skips proximity, but allows overlapping objects (barrels, mines, hogs, crates). Saving it for a 3rd pass. With this active, winning AI Survival goes back to virtual impossibility
tryAgain:= true;
if WorldEdge <> weNone then
begin
Left:= max(Left, LongInt(leftX) + Gear^.Radius);
Right:= min(Right,rightX-Gear^.Radius)
end;
while tryAgain do
begin
delta:= LAND_WIDTH div 16;
cnt2:= 0;
repeat
x:= Left + max(LAND_WIDTH div 2048, LongInt(GetRandom(Delta)));
repeat
inc(x, Delta);
cnt:= 0;
y:= min(1024, topY) - Gear^.Radius shl 1;
while y < cWaterLine do
begin
repeat
inc(y, 2);
until (y >= cWaterLine) or
((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or
(ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) = 0));
sy:= y;
repeat
inc(y);
until (y >= cWaterLine) or
((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or
(ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) <> 0));
if (y - sy > Gear^.Radius * 2) and (y < cWaterLine)
and (((Gear^.Kind = gtExplosives)
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
and (isSteadyPosition(x, y+1, Gear^.Radius - 1, 3, $FFFF)
or (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius)
))
or
((Gear^.Kind <> gtExplosives)
and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
)) 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, 10)
end;
if cnt > 0 then
begin
temp := ar[GetRandom(cnt)];
with temp do
begin
ar2[cnt2].x:= x;
ar2[cnt2].y:= y;
inc(cnt2)
end
end
until (x + Delta > Right);
dec(Delta, 60)
until (cnt2 > 0) or (Delta < 70);
// if either of these has not been tried, do another pass
if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then
tryAgain:= true
else tryAgain:= false;
if ignoreNearObjects then ignoreOverlap:= true;
ignoreNearObjects:= true;
end;
if cnt2 > 0 then
begin
temp := ar2[GetRandom(cnt2)];
with temp do
begin
Gear^.X:= int2hwFloat(x);
Gear^.Y:= int2hwFloat(y);
AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
end
end
else
begin
OutError('Can''t find place for Gear', false);
if Gear^.Kind = gtHedgehog then
Gear^.Hedgehog^.Effects[heResurrectable] := 0;
DeleteGear(Gear);
Gear:= nil
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
begin
CheckGearNear:= t;
exit;
end;
t:= t^.NextGear
end;
CheckGearNear:= nil
end;
procedure CheckCollision(Gear: PGear); inline;
begin
if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0)
or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then
Gear^.State := Gear^.State or gstCollision
else
Gear^.State := Gear^.State and (not gstCollision)
end;
procedure CheckCollisionWithLand(Gear: PGear); inline;
begin
if (TestCollisionX(Gear, hwSign(Gear^.dX)) <> 0)
or (TestCollisionY(Gear, hwSign(Gear^.dY)) <> 0) then
Gear^.State := Gear^.State or gstCollision
else
Gear^.State := Gear^.State and (not gstCollision)
end;
function MakeHedgehogsStep(Gear: PGear) : boolean;
begin
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then
Gear^.Y:= Gear^.Y + _6
end else Gear^.Y:= Gear^.Y + _5 else
end else Gear^.Y:= Gear^.Y + _4 else
end else Gear^.Y:= Gear^.Y + _3 else
end else Gear^.Y:= Gear^.Y + _2 else
end else Gear^.Y:= Gear^.Y + _1
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0 then
begin
Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX);
MakeHedgehogsStep:= true
end else
MakeHedgehogsStep:= false;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y - _6;
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving;
exit
end;
end
end
end
end
end
end;
end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
dmg, r, dist: LongInt;
dx, dy: hwFloat;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
begin
case t^.Kind of
gtHedgehog,
gtMine,
gtSMine,
gtKnife,
gtCase,
gtTarget,
gtExplosives: begin//,
// gtStructure: begin
//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
dmg:= 0;
r:= Gear^.Radius + t^.Radius;
dx:= Gear^.X-t^.X;
dx.isNegative:= false;
dy:= Gear^.Y-t^.Y;
dy.isNegative:= false;
if r-hwRound(dx+dy) > 0 then
begin
dist:= hwRound(Distance(dx, dy));
dmg:= ModifyDamage(min(r - dist, 25), t);
end;
if dmg > 0 then
begin
if (t^.Kind <> gtHedgehog) or (t^.Hedgehog^.Effects[heInvulnerable] = 0) then
ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
else
Gear^.State:= Gear^.State or gstWinner;
DeleteCI(t);
t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
t^.State:= t^.State or gstMoving;
if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision);
t^.Active:= true;
FollowGear:= t
end
end;
gtGrave: begin
dmg:= 0;
r:= Gear^.Radius + t^.Radius;
dx:= Gear^.X-t^.X;
dx.isNegative:= false;
dy:= Gear^.Y-t^.Y;
dy.isNegative:= false;
if r-hwRound(dx+dy) > 0 then
begin
dist:= hwRound(Distance(dx, dy));
dmg:= ModifyDamage(min(r - dist, 25), t);
end;
if dmg > 0 then
begin
t^.dY:= - _0_1;
t^.Active:= true
end
end;
end;
t:= t^.NextGear
end;
if (GameFlags and gfSolidLand) = 0 then
DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
end;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
var t: PGearArray;
Gear: PGear;
i, j, tmpDmg: LongInt;
VGear: PVisualGear;
begin
t:= CheckGearsCollision(Ammo);
// Just to avoid hogs on rope dodging fire.
if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))
and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)
and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
begin
t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
inc(t^.Count)
end;
i:= t^.Count;
if (Ammo^.Kind = gtFlame) and (i > 0) then
Ammo^.Health:= 0;
while i > 0 do
begin
dec(i);
Gear:= t^.ar[i];
if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and
(Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then
Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000);
tmpDmg:= ModifyDamage(Damage, Gear);
if (Gear^.State and gstNoDamage) = 0 then
begin
if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then
begin
VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
if VGear <> nil then
VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
end;
if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then
Gear^.FlightTime:= 1;
case Gear^.Kind of
gtHedgehog,
gtMine,
gtSMine,
gtKnife,
gtTarget,
gtCase,
gtExplosives: //,
//gtStructure:
begin
if (Ammo^.Kind = gtDrill) then
begin
Ammo^.Timer:= 0;
exit;
end;
if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then
begin
if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then
for j:= 1 to max(1,min(3,tmpDmg div 5)) do
begin
VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot);
if VGear <> nil then
with VGear^ do
begin
Tint:= $FFCC00FF;
Angle:= random(360);
dx:= 0.0005 * (random(100));
dy:= 0.0005 * (random(100));
if random(2) = 0 then
dx := -dx;
if random(2) = 0 then
dy := -dy;
FrameTicks:= 600+random(200);
State:= ord(sprStar)
end
end;
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
end
else
Gear^.State:= Gear^.State or gstWinner;
if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then
begin
if (Ammo^.Hedgehog^.Gear <> nil) then
Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable);
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch
end;
if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then
begin
Gear^.dX:= Ammo^.dX * Power * _0_005;
Gear^.dY:= Ammo^.dY * Power * _0_005
end
else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then
begin
Gear^.dX:= Ammo^.dX * Power * _0_01;
Gear^.dY:= Ammo^.dY * Power * _0_01
end;
if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then
begin
Gear^.Active:= true;
DeleteCI(Gear);
Gear^.State:= Gear^.State or gstMoving;
if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision);
// move the gear upwards a bit to throw it over tiny obstacles at start
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then
begin
if (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.Y:= Gear^.Y - _1;
if (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.Y:= Gear^.Y - _1;
if (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0) and
(TestCollisionYwithGear(Gear, -1) = 0) then
Gear^.Y:= Gear^.Y - _1;
end
end;
if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
FollowGear:= Gear
end;
end
end;
end;
if i <> 0 then
SetAllToActive
end;
function CountGears(Kind: TGearType): Longword;
var t: PGear;
count: Longword = 0;
begin
t:= GearsList;
while t <> nil do
begin
if t^.Kind = Kind then
inc(count);
t:= t^.NextGear
end;
CountGears:= count;
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; inline;
begin
SetAllHHToActive(true)
end;
procedure SetAllHHToActive(Ice: boolean);
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
begin
if (t^.Kind = gtHedgehog) and Ice then CheckIce(t);
t^.Active:= true
end;
t:= t^.NextGear
end
end;
var GearsNearArray : TPGearArray;
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;
var
t: PGear;
s: Longword;
begin
r:= r*r;
s:= 0;
SetLength(GearsNearArray, s);
t := GearsList;
while t <> nil do
begin
if (t^.Kind = Kind)
and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then
begin
inc(s);
SetLength(GearsNearArray, s);
GearsNearArray[s - 1] := t;
end;
t := t^.NextGear;
end;
GearsNear.size:= s;
GearsNear.ar:= @GearsNearArray
end;
procedure SpawnBoxOfSmth;
var t, aTot, uTot, a, h: LongInt;
i: TAmmoType;
begin
if (PlacingHogs) or
(cCaseFactor = 0)
or (CountGears(gtCase) >= 5)
or (GetRandom(cCaseFactor) <> 0) then
exit;
FollowGear:= nil;
aTot:= 0;
uTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
inc(aTot, Ammoz[i].Probability)
else
inc(uTot, Ammoz[i].Probability);
t:=0;
a:=aTot;
h:= 1;
if (aTot+uTot) <> 0 then
if ((GameFlags and gfInvulnerable) = 0) then
begin
h:= cHealthCaseProb * 100;
t:= GetRandom(10000);
a:= (10000-h)*aTot div (aTot+uTot)
end
else
begin
t:= GetRandom(aTot+uTot);
h:= 0
end;
if t<h then
begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
FollowGear^.Health:= cHealthCaseAmount;
FollowGear^.Pos:= posCaseHealth;
// health crate is smaller than the other crates
FollowGear^.Radius := cCaseHealthRadius;
AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
end
else if (t<a+h) then
begin
t:= aTot;
if (t > 0) then
begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
t:= GetRandom(t);
i:= Low(TAmmoType);
FollowGear^.Pos:= posCaseAmmo;
FollowGear^.AmmoType:= i;
AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
end
end
else
begin
t:= uTot;
if (t > 0) then
begin
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
t:= GetRandom(t);
i:= Low(TAmmoType);
FollowGear^.Pos:= posCaseUtility;
FollowGear^.AmmoType:= i;
AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
end
end;
// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
if (FollowGear <> nil) then
begin
FindPlace(FollowGear, true, 0, LAND_WIDTH);
if (FollowGear <> nil) then
AddVoice(sndReinforce, CurrentTeam^.voicepack)
end
end;
function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
var t, aTot: LongInt;
i: TAmmoType;
begin
Hedgehog:= Hedgehog; // avoid hint
aTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
inc(aTot, Ammoz[i].Probability);
t:= aTot;
i:= Low(TAmmoType);
if (t > 0) then
begin
t:= GetRandom(t);
while t >= 0 do
begin
inc(i);
if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
dec(t, Ammoz[i].Probability)
end
end;
GetAmmo:= i
end;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
var t, uTot: LongInt;
i: TAmmoType;
begin
uTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0)
and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
inc(uTot, Ammoz[i].Probability);
t:= uTot;
i:= Low(TAmmoType);
if (t > 0) then
begin
t:= GetRandom(t);
while t >= 0 do
begin
inc(i);
if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1)
or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then
dec(t, Ammoz[i].Probability)
end
end;
GetUtility:= i
end;
(*
Intended to check Gear X/Y against the map left/right edges and apply one of the world modes
* Normal - infinite world, do nothing
* Wrap (entering left edge exits at same height on right edge)
* Bounce (striking edge is treated as a 100% elasticity bounce)
* From the depths (same as from sky, but from sea, with submersible flag set)
Trying to make the checks a little broader than on first pass to catch things that don't move normally.
*)
function WorldWrap(var Gear: PGear): boolean;
//var tdx: hwFloat;
begin
WorldWrap:= false;
if WorldEdge = weNone then exit(false);
if (hwRound(Gear^.X) < LongInt(leftX)) or
(hwRound(Gear^.X) > LongInt(rightX)) then
begin
if WorldEdge = weWrap then
begin
if (hwRound(Gear^.X) < LongInt(leftX)) then
Gear^.X:= Gear^.X + int2hwfloat(rightX - leftX)
else Gear^.X:= Gear^.X - int2hwfloat(rightX - leftX);
LeftImpactTimer:= 150;
RightImpactTimer:= 150
end
else if WorldEdge = weBounce then
begin
if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) then
begin
LeftImpactTimer:= 333;
Gear^.dX.isNegative:= false;
Gear^.X:= int2hwfloat(LongInt(leftX) + Gear^.Radius)
end
else
begin
RightImpactTimer:= 333;
Gear^.dX.isNegative:= true;
Gear^.X:= int2hwfloat(rightX-Gear^.Radius)
end;
if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then
AddBounceEffectForGear(Gear);
end{
else if WorldEdge = weSea then
begin
if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then
Gear^.State:= Gear^.State and (not gstSubmersible)
else
begin
Gear^.State:= Gear^.State or gstSubmersible;
Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2);
tdx:= Gear^.dX;
Gear^.dX:= -Gear^.dY;
Gear^.dY:= tdx;
Gear^.dY.isNegative:= true
end
end};
(*
* Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neat
This one would be really easy to freeze game unless it was flagged unfortunately.
else
begin
Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight;
Gear^.Y:= -_2048-_256-_256;
tdx:= Gear^.dX;
Gear^.dX:= Gear^.dY;
Gear^.dY:= tdx;
Gear^.dY.isNegative:= false
end
*)
WorldWrap:= true
end;
end;
procedure AddBounceEffectForGear(Gear: PGear);
var boing: PVisualGear;
begin
boing:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot, 0, false, 1);
if boing <> nil then
with boing^ do
begin
Angle:= random(360);
dx:= 0;
dy:= 0;
FrameTicks:= 200;
Scale:= hwFloat2Float(Gear^.Density * hwAbs(Gear^.dY) + hwAbs(Gear^.dX)) / 1.5;
State:= ord(sprBoing)
end;
PlaySound(sndMelonImpact, true)
end;
end.