hedgewars/uGearsUtils.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7406 1fe2c821f9bf
child 7420 77567b03cc28
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments
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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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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 hwRound(hwAbs(tdX)+hwAbs(tdY)) < 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 hwRound(hwAbs(tdX)+hwAbs(tdY)) < 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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        begin
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        Gear^.Hedgehog:= AttackerHog;
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        end;
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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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   281
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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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   294
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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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   301
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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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   321
begin
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   322
    dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
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   323
    if not Gear^.dX.isNegative then
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        Gear^.DirAngle := Gear^.DirAngle + dAngle
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    else
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        Gear^.DirAngle := Gear^.DirAngle - dAngle;
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   327
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    if Gear^.DirAngle < 0 then
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   329
        Gear^.DirAngle := Gear^.DirAngle + 360
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   330
    else if 360 < Gear^.DirAngle then
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        Gear^.DirAngle := Gear^.DirAngle - 360
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end;
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   333
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   334
function CheckGearDrowning(Gear: PGear): boolean;
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var 
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   336
    skipSpeed, skipAngle, skipDecay: hwFloat;
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   337
    i, maxDrops, X, Y: LongInt;
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   338
    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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   342
    // probably needs tweaking. might need to be in a case statement based upon gear type
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   343
    Y:= hwRound(Gear^.Y);
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   344
    if cWaterLine < Y + Gear^.Radius then
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   345
        begin
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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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   346
        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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   347
            begin
7406
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
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   348
            if Gear^.Kind = gtGenericFaller then
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   349
                begin
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   350
                Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
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   351
                Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
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   352
                Gear^.dX:= _90-(GetRandomf*_360);
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   353
                Gear^.dY:= _90-(GetRandomf*_360)
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   354
                end
1fe2c821f9bf Try avoiding spamming the log by retaining the gears. untested.
nemo
parents: 7389
diff changeset
   355
            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
   356
            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
   357
            end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   358
        isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   359
        skipSpeed := _0_25;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   360
        skipAngle := _1_9;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   361
        skipDecay := _0_87;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   362
        X:= hwRound(Gear^.X);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   363
        vdX:= hwFloat2Float(Gear^.dX);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   364
        vdY:= hwFloat2Float(Gear^.dY);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   365
        // this could perhaps be a tiny bit higher.
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   366
        if  (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   367
        and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   368
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   369
            Gear^.dY.isNegative := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   370
            Gear^.dY := Gear^.dY * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   371
            Gear^.dX := Gear^.dX * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   372
            CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   373
            PlaySound(sndSkip)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   374
            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   375
        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   376
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   377
            if not isSubmersible then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   378
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   379
                CheckGearDrowning := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   380
                Gear^.State := gstDrowning;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   381
                Gear^.RenderTimer := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   382
                if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   383
                and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   384
                    if Gear^.Kind = gtHedgehog then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   385
                        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
   386
                        if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   387
                            ResurrectHedgehog(Gear)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   388
                        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   389
                            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   390
                            Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   391
                            Gear^.State := Gear^.State and (not gstHHDriven);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   392
                            AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   393
                            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   394
                        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   395
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   396
                        Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   397
                        if Gear^.Kind = gtFlake then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   398
                            exit // skip splashes 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   399
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   400
            if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   401
            or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   402
            and (CurAmmoGear^.dY < _0_01))) then
6804
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   403
                if Gear^.Density * Gear^.dY > _1 then
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   404
                    PlaySound(sndSplash)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   405
                else if Gear^.Density * Gear^.dY > _0_5 then 
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   406
                    PlaySound(sndSkip)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   407
                else
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   408
                    PlaySound(sndDroplet2);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   409
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   410
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   411
        if ((cReducedQuality and rqPlainSplash) = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   412
        and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   413
        or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   414
        and (CurAmmoGear^.dY < _0_01)))) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   415
            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
   416
            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
   417
            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
   418
                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
   419
                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
   420
                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
   421
                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
   422
                else Scale:= Scale + ((1-Scale) / 2);
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
                if Scale > 1 then Timer:= round(max(Scale,3))
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
   424
                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
   425
                // 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
   426
                Timer:=round(0.0005/cGravityf);
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
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
   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;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   571
            y:= min(1024, topY) - 2 * Gear^.Radius;
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
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   607
                inc(y, 45)
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
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   667
end.