hedgewars/uGearsUtils.pas
branchwebgl
changeset 8330 aaefa587e277
parent 8026 4a4f21070479
parent 8199 886ed135665b
child 8833 c13ebed437cb
equal deleted inserted replaced
8116:d24257910f8d 8330:aaefa587e277
    21 unit uGearsUtils;
    21 unit uGearsUtils;
    22 interface
    22 interface
    23 uses uTypes;
    23 uses uTypes;
    24 
    24 
    25 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
    25 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;
    26 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); 
    26 procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
    27 
    27 
    28 function  ModifyDamage(dmg: Longword; Gear: PGear): Longword;
    28 function  ModifyDamage(dmg: Longword; Gear: PGear): Longword;
    29 procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
    29 procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);
    30 procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
    30 procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
    31 procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
    31 procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
   104                 gtSMine,
   104                 gtSMine,
   105                 gtCase,
   105                 gtCase,
   106                 gtTarget,
   106                 gtTarget,
   107                 gtFlame,
   107                 gtFlame,
   108                 gtKnife,
   108                 gtKnife,
   109                 gtExplosives,
   109                 gtExplosives: begin //,
   110                 gtStructure: begin
   110                 //gtStructure: begin
   111 // Run the calcs only once we know we have a type that will need damage
   111 // Run the calcs only once we know we have a type that will need damage
   112                         tdX:= Gear^.X-fX;
   112                         tdX:= Gear^.X-fX;
   113                         tdY:= Gear^.Y-fY;
   113                         tdY:= Gear^.Y-fY;
   114                         if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
   114                         if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then
   115                             dmg:= dmgBase - hwRound(Distance(tdX, tdY));
   115                             dmg:= dmgBase - hwRound(Distance(tdX, tdY));
   231                                 end;
   231                                 end;
   232                         inc(i, 5);
   232                         inc(i, 5);
   233                         end;
   233                         end;
   234                     end
   234                     end
   235                 end;
   235                 end;
   236         if ((GameFlags and gfKarma) <> 0) and 
   236         if ((GameFlags and gfKarma) <> 0) and
   237         ((GameFlags and gfInvulnerable) = 0)
   237         ((GameFlags and gfInvulnerable) = 0)
   238         and (not CurrentHedgehog^.Gear^.Invulnerable) then
   238         and (not CurrentHedgehog^.Gear^.Invulnerable) then
   239             begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
   239             begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
   240             inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
   240             inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
   241             CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
   241             CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog;
   242             spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
   242             spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
   243             end;
   243             end;
   244         uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);    
   244         uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false);
   245         end;
   245         end;
   246     end
   246     end else
   247     else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
   247     //else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure
   248         Gear^.Hedgehog:= AttackerHog;
   248         Gear^.Hedgehog:= AttackerHog;
   249     inc(Gear^.Damage, Damage);
   249     inc(Gear^.Damage, Damage);
   250     
   250 
   251     ScriptCall('onGearDamage', Gear^.UID, Damage);
   251     ScriptCall('onGearDamage', Gear^.UID, Damage);
   252 end;
   252 end;
   253 
   253 
   254 procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
   254 procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
   255 var tag: PVisualGear;
   255 var tag: PVisualGear;
   258 if (tag <> nil) then
   258 if (tag <> nil) then
   259     tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
   259     tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
   260 AllInactive:= false;
   260 AllInactive:= false;
   261 HHGear^.Active:= true;
   261 HHGear^.Active:= true;
   262 end;
   262 end;
   263     
   263 
   264 procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
   264 procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);
   265 begin
   265 begin
   266 if (Source = dsFall) or (Source = dsExplosion) then
   266 if (Source = dsFall) or (Source = dsExplosion) then
   267     case random(3) of
   267     case random(3) of
   268         0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack);
   268         0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack);
   282         3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack);
   282         3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack);
   283     end
   283     end
   284 end;
   284 end;
   285 
   285 
   286 procedure CheckHHDamage(Gear: PGear);
   286 procedure CheckHHDamage(Gear: PGear);
   287 var 
   287 var
   288     dmg: Longword;
   288     dmg: Longword;
   289     i: LongWord;
   289     i: LongWord;
   290     particle: PVisualGear;
   290     particle: PVisualGear;
   291 begin
   291 begin
   292     if _0_4 < Gear^.dY then
   292     if _0_4 < Gear^.dY then
   318     end
   318     end
   319 end;
   319 end;
   320 
   320 
   321 
   321 
   322 procedure CalcRotationDirAngle(Gear: PGear);
   322 procedure CalcRotationDirAngle(Gear: PGear);
   323 var 
   323 var
   324     dAngle: real;
   324     dAngle: real;
   325 begin
   325 begin
   326     // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
   326     // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64
   327     //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
   327     //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
   328     dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
   328     dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000);
   336     else if 360 < Gear^.DirAngle then
   336     else if 360 < Gear^.DirAngle then
   337         Gear^.DirAngle := Gear^.DirAngle - 360
   337         Gear^.DirAngle := Gear^.DirAngle - 360
   338 end;
   338 end;
   339 
   339 
   340 function CheckGearDrowning(Gear: PGear): boolean;
   340 function CheckGearDrowning(Gear: PGear): boolean;
   341 var 
   341 var
   342     skipSpeed, skipAngle, skipDecay: hwFloat;
   342     skipSpeed, skipAngle, skipDecay: hwFloat;
   343     i, maxDrops, X, Y: LongInt;
   343     i, maxDrops, X, Y: LongInt;
   344     vdX, vdY: real;
   344     vdX, vdY: real;
   345     particle, splash: PVisualGear;
   345     particle, splash: PVisualGear;
   346     isSubmersible: boolean;
   346     isSubmersible: boolean;
   399                             end
   399                             end
   400                         end
   400                         end
   401                     else
   401                     else
   402                         Gear^.doStep := @doStepDrowningGear;
   402                         Gear^.doStep := @doStepDrowningGear;
   403                         if Gear^.Kind = gtFlake then
   403                         if Gear^.Kind = gtFlake then
   404                             exit // skip splashes 
   404                             exit // skip splashes
   405                 end;
   405                 end;
   406             if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
   406             if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
   407             or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
   407             or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
   408             and (CurAmmoGear^.dY < _0_01))) then
   408             and (CurAmmoGear^.dY < _0_01))) then
   409                 if Gear^.Density * Gear^.dY > _1 then
   409                 if Gear^.Density * Gear^.dY > _1 then
   410                     PlaySound(sndSplash)
   410                     PlaySound(sndSplash)
   411                 else if Gear^.Density * Gear^.dY > _0_5 then 
   411                 else if Gear^.Density * Gear^.dY > _0_5 then
   412                     PlaySound(sndSkip)
   412                     PlaySound(sndSkip)
   413                 else
   413                 else
   414                     PlaySound(sndDroplet2);
   414                     PlaySound(sndDroplet2);
   415             end;
   415             end;
   416 
   416 
   418         and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
   418         and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
   419         or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
   419         or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
   420         and (CurAmmoGear^.dY < _0_01)))) then
   420         and (CurAmmoGear^.dY < _0_01)))) then
   421             begin
   421             begin
   422             splash:= AddVisualGear(X, cWaterLine, vgtSplash);
   422             splash:= AddVisualGear(X, cWaterLine, vgtSplash);
   423             if splash <> nil then 
   423             if splash <> nil then
   424                 with splash^ do
   424                 with splash^ do
   425                 begin
   425                 begin
   426                 Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
   426                 Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
   427                 if Scale > 1 then Scale:= power(Scale,0.3333)
   427                 if Scale > 1 then Scale:= power(Scale,0.3333)
   428                 else Scale:= Scale + ((1-Scale) / 2);
   428                 else Scale:= Scale + ((1-Scale) / 2);
   441                         begin
   441                         begin
   442                         dX := dX - vdX / 10;
   442                         dX := dX - vdX / 10;
   443                         dY := dY - vdY / 5;
   443                         dY := dY - vdY / 5;
   444                         if splash <> nil then
   444                         if splash <> nil then
   445                             begin
   445                             begin
   446                             if splash^.Scale > 1 then 
   446                             if splash^.Scale > 1 then
   447                                 begin
   447                                 begin
   448                                 dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further
   448                                 dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further
   449                                 dY:= dY * power(splash^.Scale, 0.3333)
   449                                 dY:= dY * power(splash^.Scale, 0.3333)
   450                                 end
   450                                 end
   451                             else 
   451                             else
   452                                 begin
   452                                 begin
   453                                 dX:= dX * splash^.Scale;
   453                                 dX:= dX * splash^.Scale;
   454                                 dY:= dY * splash^.Scale
   454                                 dY:= dY * splash^.Scale
   455                                 end
   455                                 end
   456                             end
   456                             end
   480     gear^.Damage := 0;
   480     gear^.Damage := 0;
   481     gear^.Health := gear^.Hedgehog^.InitialHealth;
   481     gear^.Health := gear^.Hedgehog^.InitialHealth;
   482     gear^.Hedgehog^.Effects[hePoisoned] := 0;
   482     gear^.Hedgehog^.Effects[hePoisoned] := 0;
   483     if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
   483     if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0)
   484           and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
   484           and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
   485         with CurrentHedgehog^ do 
   485         with CurrentHedgehog^ do
   486             begin
   486             begin
   487             inc(Team^.stats.AIKills);
   487             inc(Team^.stats.AIKills);
   488             FreeTexture(Team^.AIKillsTex);
   488             FreeTexture(Team^.AIKillsTex);
   489             Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
   489             Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
   490             end;
   490             end;
   497     if sparkles <> nil then
   497     if sparkles <> nil then
   498         begin
   498         begin
   499         sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF;
   499         sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF;
   500         //sparkles^.Angle:= random(360);
   500         //sparkles^.Angle:= random(360);
   501         end;
   501         end;
   502     FindPlace(gear, false, 0, LAND_WIDTH, true); 
   502     FindPlace(gear, false, 0, LAND_WIDTH, true);
   503     if gear <> nil then
   503     if gear <> nil then
   504         begin
   504         begin
   505         AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
   505         AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion);
   506         PlaySound(sndWarp);
   506         PlaySound(sndWarp);
   507         RenderHealth(gear^.Hedgehog^);
   507         RenderHealth(gear^.Hedgehog^);
   578             while y < cWaterLine do
   578             while y < cWaterLine do
   579                 begin
   579                 begin
   580                 repeat
   580                 repeat
   581                     inc(y, 2);
   581                     inc(y, 2);
   582                 until (y >= cWaterLine) or
   582                 until (y >= cWaterLine) or
   583                         ((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or 
   583                         ((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or
   584                         (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0));
   584                         (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0));
   585 
   585 
   586                 sy:= y;
   586                 sy:= y;
   587 
   587 
   588                 repeat
   588                 repeat
   589                     inc(y);
   589                     inc(y);
   590                 until (y >= cWaterLine) or
   590                 until (y >= cWaterLine) or
   591                         ((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or 
   591                         ((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or
   592                         (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0)); 
   592                         (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0));
   593 
   593 
   594                 if (y - sy > Gear^.Radius * 2)
   594                 if (y - sy > Gear^.Radius * 2)
   595                     and (((Gear^.Kind = gtExplosives)
   595                     and (((Gear^.Kind = gtExplosives)
   596                     and (y < cWaterLine)
   596                     and (y < cWaterLine)
   597                     and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
   597                     and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
   612 
   612 
   613                 inc(y, 10)
   613                 inc(y, 10)
   614                 end;
   614                 end;
   615 
   615 
   616             if cnt > 0 then
   616             if cnt > 0 then
   617 	    begin
   617         begin
   618 	       temp := ar[GetRandom(cnt)];
   618            temp := ar[GetRandom(cnt)];
   619                with temp do
   619                with temp do
   620                     begin
   620                     begin
   621                     ar2[cnt2].x:= x;
   621                     ar2[cnt2].x:= x;
   622                     ar2[cnt2].y:= y;
   622                     ar2[cnt2].y:= y;
   623                     inc(cnt2)
   623                     inc(cnt2)
   624 		    end
   624             end
   625 	       end
   625            end
   626         until (x + Delta > Right);
   626         until (x + Delta > Right);
   627 
   627 
   628         dec(Delta, 60)
   628         dec(Delta, 60)
   629     until (cnt2 > 0) or (Delta < 70);
   629     until (cnt2 > 0) or (Delta < 70);
   630     // if either of these has not been tried, do another pass
   630     // if either of these has not been tried, do another pass
   688 procedure CheckCollisionWithLand(Gear: PGear); inline;
   688 procedure CheckCollisionWithLand(Gear: PGear); inline;
   689 begin
   689 begin
   690     if TestCollisionX(Gear, hwSign(Gear^.dX))
   690     if TestCollisionX(Gear, hwSign(Gear^.dX))
   691     or TestCollisionY(Gear, hwSign(Gear^.dY)) then
   691     or TestCollisionY(Gear, hwSign(Gear^.dY)) then
   692         Gear^.State := Gear^.State or gstCollision
   692         Gear^.State := Gear^.State or gstCollision
   693     else 
   693     else
   694         Gear^.State := Gear^.State and (not gstCollision)
   694         Gear^.State := Gear^.State and (not gstCollision)
   695 end;
   695 end;
   696 
   696 
   697 function MakeHedgehogsStep(Gear: PGear) : boolean;
   697 function MakeHedgehogsStep(Gear: PGear) : boolean;
   698 begin
   698 begin