hedgewars/uGearsUtils.pas
author nemo
Thu, 27 Sep 2012 13:37:10 -0400
changeset 7717 2684fdb9d874
parent 7627 e1e112687fd6
child 7719 eeae1cb6b6bf
permissions -rw-r--r--
revert since I didn't quite get this working smoothly enough. was close though. perhaps some other time. Shame because calling game tick less frequently can save a lot of CPU
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uGearsUtils;
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interface
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uses uTypes;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); 
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function  ModifyDamage(dmg: Longword; Gear: PGear): Longword;
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procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
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procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
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procedure CheckHHDamage(Gear: PGear);
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procedure CalcRotationDirAngle(Gear: PGear);
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procedure ResurrectHedgehog(gear: PGear);
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procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
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procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
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function  CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
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function  CheckGearDrowning(Gear: PGear): boolean;
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procedure CheckCollision(Gear: PGear); inline;
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procedure CheckCollisionWithLand(Gear: PGear); inline;
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var doStepHandlers: array[TGearType] of TGearStepProcedure;
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implementation
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uses uFloat, uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc,
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    uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore,
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    uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGears,
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    uGearsList, Math;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
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begin
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    doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);
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end;
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procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
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var Gear: PGear;
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    dmg, dmgBase: LongInt;
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    fX, fY, tdX, tdY: hwFloat;
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    vg: PVisualGear;
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    i, cnt: LongInt;
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begin
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if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
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if Radius > 25 then KickFlakes(Radius, X, Y);
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if ((Mask and EXPLNoGfx) = 0) then
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    begin
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    vg:= nil;
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    if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
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    else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
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    if vg <> nil then
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        vg^.Tint:= Tint;
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    end;
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if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
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(*if (Mask and EXPLAllDamageInRadius) = 0 then
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    dmgRadius:= Radius shl 1
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else
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    dmgRadius:= Radius;
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dmgBase:= dmgRadius + cHHRadius div 2;*)
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dmgBase:= Radius shl 1 + cHHRadius div 2;
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fX:= int2hwFloat(X);
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fY:= int2hwFloat(Y);
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Gear:= GearsList;
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while Gear <> nil do
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    begin
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    dmg:= 0;
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    //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
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    //if (dmg > 1) and
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    if (Gear^.State and gstNoDamage) = 0 then
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        begin
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        case Gear^.Kind of
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            gtHedgehog,
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                gtMine,
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                gtBall,
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                gtMelonPiece,
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                gtGrenade,
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                gtClusterBomb,
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            //    gtCluster, too game breaking I think
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                gtSMine,
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                gtCase,
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                gtTarget,
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                gtFlame,
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                gtExplosives,
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                gtStructure: begin
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// Run the calcs only once we know we have a type that will need damage
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                        tdX:= Gear^.X-fX;
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                        tdY:= Gear^.Y-fY;
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                        if (tdX.Round + tdY.Round + 2) < dmgBase then
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                            dmg:= dmgBase - hwRound(Distance(tdX, tdY));
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                        if dmg > 1 then
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                            begin
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                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
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                            //AddFileLog('Damage: ' + inttostr(dmg));
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                            if (Mask and EXPLNoDamage) = 0 then
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                                begin
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                                if not Gear^.Invulnerable then
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                                    ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
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                                else
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                                    Gear^.State:= Gear^.State or gstWinner;
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                                end;
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                            if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
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                                begin
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                                DeleteCI(Gear);
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                                Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3);
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                                Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3);
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                                Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
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                                if not Gear^.Invulnerable then
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                                    Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
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                                Gear^.Active:= true;
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                                if Gear^.Kind <> gtFlame then FollowGear:= Gear
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                                end;
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                            if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
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                                Gear^.Hedgehog^.Effects[hePoisoned] := 1;
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                            end;
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                        end;
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                gtGrave: begin
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// Run the calcs only once we know we have a type that will need damage
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                        tdX:= Gear^.X-fX;
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                        tdY:= Gear^.Y-fY;
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                        if (tdX.Round + tdY.Round + 2) < dmgBase then
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                            dmg:= dmgBase - hwRound(Distance(tdX, tdY));
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                        if dmg > 1 then
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                            begin
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                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
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                            Gear^.dY:= - _0_004 * dmg;
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                            Gear^.Active:= true
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                            end
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                        end;
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            end;
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        end;
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    Gear:= Gear^.NextGear
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    end;
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if (Mask and EXPLDontDraw) = 0 then
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    if (GameFlags and gfSolidLand) = 0 then
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        begin
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        cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
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        if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
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            for i:= 0 to cnt do
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                AddVisualGear(X, Y, vgtChunk)
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        end;
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uAIMisc.AwareOfExplosion(0, 0, 0)
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end;
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function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
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var i: hwFloat;
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begin
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(* Invulnerability cannot be placed in here due to still needing kicks
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   Not without a new damage machine.
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   King check should be in here instead of ApplyDamage since Tiy wants them kicked less
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*)
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i:= _1;
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if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then
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    i:= _1_5;
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if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King) then
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    ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
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else
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    ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
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end;
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procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
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var s: shortstring;
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    vampDmg, tmpDmg, i: Longword;
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    vg: PVisualGear;
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begin
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    if Damage = 0 then
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        exit; // nothing to apply
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    if (Gear^.Kind = gtHedgehog) then
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        begin
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        Gear^.LastDamage := AttackerHog;
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        Gear^.Hedgehog^.Team^.Clan^.Flawless:= false;
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        HHHurt(Gear^.Hedgehog, Source);
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        AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color);
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        tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
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        if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
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            begin
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            if cVampiric then
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                begin
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                vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
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                if vampDmg >= 1 then
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                    begin
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                    // was considering pulsing on attack, Tiy thinks it should be permanent while in play
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                    //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
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                    inc(CurrentHedgehog^.Gear^.Health,vampDmg);
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                    str(vampDmg, s);
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                    s:= '+' + s;
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                    AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
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                    RenderHealth(CurrentHedgehog^);
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                    RecountTeamHealth(CurrentHedgehog^.Team);
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                    i:= 0;
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                    while i < vampDmg do
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                        begin
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                        vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot);
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                        if vg <> nil then
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                            with vg^ do
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                                begin
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                                Tint:= $FF0000FF;
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                                State:= ord(sprHealth)
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                                end;
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                        inc(i, 5);
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                        end;
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                    end
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                end;
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        if ((GameFlags and gfKarma) <> 0) and 
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        ((GameFlags and gfInvulnerable) = 0)
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        and (not CurrentHedgehog^.Gear^.Invulnerable) then
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            begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
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            inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
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            CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
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            spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
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            end;
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        uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);    
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        end;
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    end
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    else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
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        Gear^.Hedgehog:= AttackerHog;
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    inc(Gear^.Damage, Damage);
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    ScriptCall('onGearDamage', Gear^.UID, Damage);
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end;
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procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
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var tag: PVisualGear;
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begin
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tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
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if (tag <> nil) then
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    tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
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AllInactive:= false;
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HHGear^.Active:= true;
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end;
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procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
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begin
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if (Source = dsFall) or (Source = dsExplosion) then
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    case random(3) of
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        0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack);
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        1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack);
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        2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack);
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    end
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else if (Source = dsPoison) then
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    case random(2) of
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        0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack);
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        1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack);
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    end
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else
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    case random(4) of
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        0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack);
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        1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack);
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        2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack);
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        3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack);
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    end
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end;
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procedure CheckHHDamage(Gear: PGear);
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var 
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    dmg: Longword;
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    i: LongInt;
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    particle: PVisualGear;
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begin
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    if _0_4 < Gear^.dY then
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        begin
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        dmg := ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
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        PlaySound(sndBump);
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        if dmg < 1 then
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            exit;
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        for i:= min(12, (3 + dmg div 10)) downto 0 do
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            begin
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            particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust);
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            if particle <> nil then
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                particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480);
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            end;
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        if (Gear^.Invulnerable) then
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            exit;
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        //if _0_6 < Gear^.dY then
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        //    PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
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        //else
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        //    PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
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   309
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        if Gear^.LastDamage <> nil then
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            ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
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        else
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            ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
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    end
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end;
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   316
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procedure CalcRotationDirAngle(Gear: PGear);
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var 
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    dAngle: real;
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begin
7614
3ae60c8a15f2 Starting to rewrite uFloat routines to avoid QWordValue - in the interests of JS which may get uint64/int64 in the spec in the future but does not have it now.
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// Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
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    dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac+Gear^.dY.Frac) / $80000000;
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   324
    if not Gear^.dX.isNegative then
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        Gear^.DirAngle := Gear^.DirAngle + dAngle
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   326
    else
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        Gear^.DirAngle := Gear^.DirAngle - dAngle;
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   328
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   329
    if Gear^.DirAngle < 0 then
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        Gear^.DirAngle := Gear^.DirAngle + 360
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   331
    else if 360 < Gear^.DirAngle then
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        Gear^.DirAngle := Gear^.DirAngle - 360
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   333
end;
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   334
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   335
function CheckGearDrowning(Gear: PGear): boolean;
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var 
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   337
    skipSpeed, skipAngle, skipDecay: hwFloat;
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    i, maxDrops, X, Y: LongInt;
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   339
    vdX, vdY: real;
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
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    particle, splash: PVisualGear;
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    isSubmersible: boolean;
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begin
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   343
    // probably needs tweaking. might need to be in a case statement based upon gear type
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    Y:= hwRound(Gear^.Y);
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   345
    if cWaterLine < Y + Gear^.Radius then
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   346
        begin
7389
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
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   347
        if Gear^.State and gstInvisible <> 0 then
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
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   348
            begin
7406
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
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   349
            if Gear^.Kind = gtGenericFaller then
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   350
                begin
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   351
                Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   352
                Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   353
                Gear^.dX:= _90-(GetRandomf*_360);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   354
                Gear^.dY:= _90-(GetRandomf*_360)
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   355
                end
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   356
            else DeleteGear(Gear);
7389
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents: 7372
diff changeset
   357
            exit
15c3fb4882df Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
nemo
parents: 7372
diff changeset
   358
            end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   359
        isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   360
        skipSpeed := _0_25;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   361
        skipAngle := _1_9;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   362
        skipDecay := _0_87;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   363
        X:= hwRound(Gear^.X);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   364
        vdX:= hwFloat2Float(Gear^.dX);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   365
        vdY:= hwFloat2Float(Gear^.dY);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   366
        // this could perhaps be a tiny bit higher.
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   367
        if  (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   368
        and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   369
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   370
            Gear^.dY.isNegative := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   371
            Gear^.dY := Gear^.dY * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   372
            Gear^.dX := Gear^.dX * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   373
            CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   374
            PlaySound(sndSkip)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   375
            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   376
        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   377
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   378
            if not isSubmersible then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   379
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   380
                CheckGearDrowning := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   381
                Gear^.State := gstDrowning;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   382
                Gear^.RenderTimer := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   383
                if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   384
                and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   385
                    if Gear^.Kind = gtHedgehog then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   386
                        begin
7010
10a0a31804f3 Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents: 6990
diff changeset
   387
                        if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   388
                            ResurrectHedgehog(Gear)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   389
                        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   390
                            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   391
                            Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   392
                            Gear^.State := Gear^.State and (not gstHHDriven);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   393
                            AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   394
                            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   395
                        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   396
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   397
                        Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   398
                        if Gear^.Kind = gtFlake then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   399
                            exit // skip splashes 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   400
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   401
            if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   402
            or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   403
            and (CurAmmoGear^.dY < _0_01))) then
6804
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   404
                if Gear^.Density * Gear^.dY > _1 then
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   405
                    PlaySound(sndSplash)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   406
                else if Gear^.Density * Gear^.dY > _0_5 then 
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   407
                    PlaySound(sndSkip)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   408
                else
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   409
                    PlaySound(sndDroplet2);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   410
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   411
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   412
        if ((cReducedQuality and rqPlainSplash) = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   413
        and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   414
        or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   415
        and (CurAmmoGear^.dY < _0_01)))) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   416
            begin
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   417
            splash:= AddVisualGear(X, cWaterLine, vgtSplash);
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   418
            if splash <> nil then 
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   419
                with splash^ do
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   420
                begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   421
                Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   422
                if Scale > 1 then Scale:= power(Scale,0.3333)
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   423
                else Scale:= Scale + ((1-Scale) / 2);
7420
77567b03cc28 Fix bee crasher, tweak splash values
nemo
parents: 7406
diff changeset
   424
                if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4))
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   425
                else Timer:= 1;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   426
                // Low Gravity
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   427
                FrameTicks:= FrameTicks*Timer;
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   428
                end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   429
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   430
            maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   431
            for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   432
                begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   433
                particle := AddVisualGear(X - 3 + Random(7), cWaterLine, vgtDroplet);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   434
                if particle <> nil then
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   435
                    with particle^ do
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   436
                        begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   437
                        dX := dX - vdX / 10;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   438
                        dY := dY - vdY / 5;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   439
                        if splash <> nil then
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   440
                            begin
7372
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   441
                            if splash^.Scale > 1 then 
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   442
                                begin
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   443
                                dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   444
                                dY:= dY * power(splash^.Scale, 0.3333)
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   445
                                end
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   446
                            else 
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   447
                                begin
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   448
                                dX:= dX * splash^.Scale;
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   449
                                dY:= dY * splash^.Scale
fcc002658832 Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
nemo
parents: 7357
diff changeset
   450
                                end
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   451
                            end
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   452
                        end
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   453
                end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   454
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   455
        if isSubmersible and (CurAmmoGear^.Pos = 0) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   456
            CurAmmoGear^.Pos := 1000
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   457
        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   458
    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   459
        CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   460
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   461
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   462
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   463
procedure ResurrectHedgehog(gear: PGear);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   464
var tempTeam : PTeam;
7092
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   465
    sparkles: PVisualGear;
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   466
    gX, gY: LongInt;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   467
begin
7357
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   468
    if (Gear^.LastDamage <> nil) then
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   469
        uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true)
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   470
    else
06454899d0d2 Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
nemo
parents: 7272
diff changeset
   471
        uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   472
    AttackBar:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   473
    gear^.dX := _0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   474
    gear^.dY := _0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   475
    gear^.Damage := 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   476
    gear^.Health := gear^.Hedgehog^.InitialHealth;
7010
10a0a31804f3 Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents: 6990
diff changeset
   477
    gear^.Hedgehog^.Effects[hePoisoned] := 0;
7176
fb4b0c6dfdbd Make watching AI v AI on ai survival a bit more entertaining
nemo
parents: 7168
diff changeset
   478
    if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
fb4b0c6dfdbd Make watching AI v AI on ai survival a bit more entertaining
nemo
parents: 7168
diff changeset
   479
          and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   480
        with CurrentHedgehog^ do 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   481
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   482
            inc(Team^.stats.AIKills);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   483
            FreeTexture(Team^.AIKillsTex);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   484
            Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   485
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   486
    tempTeam := gear^.Hedgehog^.Team;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   487
    DeleteCI(gear);
7092
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   488
    gX := hwRound(gear^.X);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   489
    gY := hwRound(gear^.Y);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   490
    // might need more sparkles for a column
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   491
    sparkles:= AddVisualGear(gX, gY, vgtDust, 1);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   492
    if sparkles <> nil then
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   493
        begin
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   494
        sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF;
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   495
        //sparkles^.Angle:= random(360);
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   496
        end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   497
    FindPlace(gear, false, 0, LAND_WIDTH, true); 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   498
    if gear <> nil then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   499
        begin
7092
c9ca770fd7fc Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
nemo
parents: 7066
diff changeset
   500
        AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
7168
8defaabce92e warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
nemo
parents: 7092
diff changeset
   501
        PlaySound(sndWarp);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   502
        RenderHealth(gear^.Hedgehog^);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   503
        ScriptCall('onGearResurrect', gear^.uid);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   504
        gear^.State := gstWait;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   505
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   506
    RecountTeamHealth(tempTeam);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   507
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   508
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   509
function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   510
var i: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   511
    count: LongInt = 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   512
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   513
    if (y and LAND_HEIGHT_MASK) = 0 then
7509
76e3a3fc17cd revert 3188794b9d87. does not do what I'd like.
nemo
parents: 7492
diff changeset
   514
        for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   515
            if Land[y, i] and mask <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   516
            begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   517
                inc(count);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   518
                if count = c then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   519
                begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   520
                    CountNonZeroz:= count;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   521
                    exit
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   522
                end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   523
            end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   524
    CountNonZeroz:= count;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   525
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   526
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   527
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   528
function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   529
var t: PGear;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   530
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   531
NoGearsToAvoid:= false;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   532
t:= GearsList;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   533
rX:= sqr(rX);
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   534
rY:= sqr(rY);
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   535
while t <> nil do
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   536
    begin
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   537
    if t^.Kind <= gtExplosives then
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   538
        if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   539
            exit;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   540
    t:= t^.NextGear
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   541
    end;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   542
NoGearsToAvoid:= true
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   543
end;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   544
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   545
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   546
begin
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   547
    FindPlace(Gear, withFall, Left, Right, false);
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   548
end;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   549
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   550
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   551
var x: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   552
    y, sy: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   553
    ar: array[0..511] of TPoint;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   554
    ar2: array[0..1023] of TPoint;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   555
    cnt, cnt2: Longword;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   556
    delta: LongInt;
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   557
    ignoreNearObjects, ignoreOverlap, tryAgain: boolean;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   558
begin
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   559
ignoreNearObjects:= false; // try not skipping proximity at first
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   560
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
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   561
tryAgain:= true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   562
while tryAgain do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   563
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   564
    delta:= 250;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   565
    cnt2:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   566
    repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   567
        x:= Left + LongInt(GetRandom(Delta));
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   568
        repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   569
            inc(x, Delta);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   570
            cnt:= 0;
7603
e9c3c67b5dfd reducing this value is sufficient to ensure crates drop just below top border or a girder
nemo
parents: 7599
diff changeset
   571
            y:= min(1024, topY) - 2 * Gear^.Radius;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   572
            while y < cWaterLine do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   573
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   574
                repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   575
                    inc(y, 2);
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   576
                until (y >= cWaterLine) or
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   577
                        (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or 
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   578
                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0));
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   579
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   580
                sy:= y;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   582
                repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   583
                    inc(y);
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   584
                until (y >= cWaterLine) or
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   585
                        (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or 
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   586
                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0)); 
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   587
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   588
                if (y - sy > Gear^.Radius * 2)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   589
                    and (((Gear^.Kind = gtExplosives)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   590
                    and (y < cWaterLine)
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   591
                    and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   592
                    and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius))
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   593
                or
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   594
                    ((Gear^.Kind <> gtExplosives)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   595
                    and (y < cWaterLine)
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   596
                    and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   597
                    )) then
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   598
                    begin
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   599
                    ar[cnt].X:= x;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   600
                    if withFall then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   601
                        ar[cnt].Y:= sy + Gear^.Radius
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   602
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   603
                        ar[cnt].Y:= y - Gear^.Radius;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   604
                    inc(cnt)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   605
                    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   606
7603
e9c3c67b5dfd reducing this value is sufficient to ensure crates drop just below top border or a girder
nemo
parents: 7599
diff changeset
   607
                inc(y, 10)
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   608
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   609
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   610
            if cnt > 0 then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   611
                with ar[GetRandom(cnt)] do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   612
                    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   613
                    ar2[cnt2].x:= x;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   614
                    ar2[cnt2].y:= y;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   615
                    inc(cnt2)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   616
                    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   617
        until (x + Delta > Right);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   618
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   619
        dec(Delta, 60)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   620
    until (cnt2 > 0) or (Delta < 70);
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   621
    // if either of these has not been tried, do another pass
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   622
    if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   623
        tryAgain:= true
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   624
    else tryAgain:= false;
7190
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   625
    if ignoreNearObjects then ignoreOverlap:= true;
aa8d68817c32 Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
nemo
parents: 7176
diff changeset
   626
    ignoreNearObjects:= true;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   627
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   628
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   629
if cnt2 > 0 then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   630
    with ar2[GetRandom(cnt2)] do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   631
        begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   632
        Gear^.X:= int2hwFloat(x);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   633
        Gear^.Y:= int2hwFloat(y);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   634
        AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   635
        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   636
    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   637
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   638
    OutError('Can''t find place for Gear', false);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   639
    if Gear^.Kind = gtHedgehog then
7010
10a0a31804f3 Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
nemo
parents: 6990
diff changeset
   640
        Gear^.Hedgehog^.Effects[heResurrectable] := 0;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   641
    DeleteGear(Gear);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   642
    Gear:= nil
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   643
    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   644
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   645
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   646
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   647
var t: PGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   648
begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   649
t:= GearsList;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   650
rX:= sqr(rX);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   651
rY:= sqr(rY);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   652
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   653
while t <> nil do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   654
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   655
    if (t <> Gear) and (t^.Kind = Kind) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   656
        if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   657
        begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   658
            CheckGearNear:= t;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   659
            exit;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   660
        end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   661
    t:= t^.NextGear
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   662
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   663
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   664
CheckGearNear:= nil
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   665
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   666
7592
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   667
procedure CheckCollision(Gear: PGear); inline;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   668
begin
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   669
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   670
    or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   671
        Gear^.State := Gear^.State or gstCollision
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   672
    else
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   673
        Gear^.State := Gear^.State and (not gstCollision)
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   674
end;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   675
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   676
procedure CheckCollisionWithLand(Gear: PGear); inline;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   677
begin
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   678
    if TestCollisionX(Gear, hwSign(Gear^.dX))
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   679
    or TestCollisionY(Gear, hwSign(Gear^.dY)) then
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   680
        Gear^.State := Gear^.State or gstCollision
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   681
    else 
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   682
        Gear^.State := Gear^.State and (not gstCollision)
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   683
end;
cf67e58313ea Move rope code to separate unit
unc0rr
parents: 7509
diff changeset
   684
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   685
end.