equal
deleted
inserted
replaced
420 end; |
420 end; |
421 |
421 |
422 function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs |
422 function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs |
423 var Gear: PGear; |
423 var Gear: PGear; |
424 begin |
424 begin |
425 SweepDirty; // convenient place to clean up pixels after damage is run |
|
426 CheckNoDamage:= true; |
425 CheckNoDamage:= true; |
427 Gear:= GearsList; |
426 Gear:= GearsList; |
428 while Gear <> nil do |
427 while Gear <> nil do |
429 begin |
428 begin |
430 if Gear^.Kind = gtHedgehog then |
429 if Gear^.Kind = gtHedgehog then |
492 dec(delay); |
491 dec(delay); |
493 |
492 |
494 if delay = 0 then |
493 if delay = 0 then |
495 inc(step) |
494 inc(step) |
496 end; |
495 end; |
497 stChDmg: if CheckNoDamage then inc(step) else step:= stDelay; |
496 stChDmg: begin |
|
497 if CheckNoDamage then inc(step) else step:= stDelay; |
|
498 if SweepDirty then |
|
499 begin |
|
500 SetAllToActive; |
|
501 step:= stChDmg |
|
502 end; |
|
503 end; |
498 stTurnReact: begin |
504 stTurnReact: begin |
499 if (not bBetweenTurns) and (not isInMultiShoot) then |
505 if (not bBetweenTurns) and (not isInMultiShoot) then |
500 begin |
506 begin |
501 uStats.TurnReaction; |
507 uStats.TurnReaction; |
502 inc(step) |
508 inc(step) |
1365 begin |
1371 begin |
1366 ar[Count]:= @Hedgehogs[i]; |
1372 ar[Count]:= @Hedgehogs[i]; |
1367 inc(Count) |
1373 inc(Count) |
1368 end; |
1374 end; |
1369 end; |
1375 end; |
1370 |
1376 // unC0Rr, while it is true user can watch value on map screen, IMO this (and check above) should be enforced in UI |
|
1377 // - is there a good place to put values for the different widgets to check? Right now they are kind of disconnected. |
|
1378 //it'd be nice if divide teams, forts mode and hh per map could all be checked by the team widget, or maybe disable start button |
|
1379 TryDo(Count <= MaxHedgehogs, 'Too many hedgehogs for this map!', true); |
1371 while (Count > 0) do |
1380 while (Count > 0) do |
1372 begin |
1381 begin |
1373 i:= GetRandom(Count); |
1382 i:= GetRandom(Count); |
1374 FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH); |
1383 FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH); |
1375 if ar[i]^.Gear <> nil then |
1384 if ar[i]^.Gear <> nil then |