Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
authornemo
Thu, 15 Dec 2011 12:57:26 -0500
changeset 6531 c938a35588af
parent 6530 dc6ce7eb556b
child 6532 76d63e00002f
Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
hedgewars/uGears.pas
hedgewars/uGearsUtils.pas
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/FrontendDataUtils.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/GameMode.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/Grave.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/Map.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/Scheme.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/Team.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Datastructures/Weapon.java
project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/UserInput/TouchInterface.java
share/hedgewars/Data/Scripts/plist/Racer.plist
--- a/hedgewars/uGears.pas	Thu Dec 15 11:06:36 2011 -0500
+++ b/hedgewars/uGears.pas	Thu Dec 15 12:57:26 2011 -0500
@@ -39,14 +39,8 @@
 procedure freeModule;
 function  SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword ): PGear;
 function  SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
-<<<<<<< local
-function  GetAmmo: TAmmoType;
-function  GetUtility: TAmmoType;
-=======
 function  GetAmmo(Hedgehog: PHedgehog): TAmmoType;
 function  GetUtility(Hedgehog: PHedgehog): TAmmoType;
-procedure ResurrectHedgehog(gear: PGear);
->>>>>>> other
 procedure HideHog(HH: PHedgehog);
 procedure RestoreHog(HH: PHedgehog);
 procedure ProcessGears;
@@ -663,113 +657,6 @@
         AddGear(GetRandom(LAND_WIDTH+1024)-512, LAND_HEIGHT - GetRandom(LAND_HEIGHT div 2), gtFlake, 0, _0, _0, 0);
 end;
 
-procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);
-var Gear: PGear;
-    dmg, dmgRadius, dmgBase: LongInt;
-    fX, fY: hwFloat;
-    vg: PVisualGear;
-    i, cnt: LongInt;
-begin
-if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
-if Radius > 25 then KickFlakes(Radius, X, Y);
-
-if ((Mask and EXPLNoGfx) = 0) then
-    begin
-    vg:= nil;
-    if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
-    else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
-    if vg <> nil then
-        vg^.Tint:= Tint;
-    end;
-if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
-
-if (Mask and EXPLAllDamageInRadius) = 0 then
-    dmgRadius:= Radius shl 1
-else
-    dmgRadius:= Radius;
-dmgBase:= dmgRadius + cHHRadius div 2;
-fX:= int2hwFloat(X);
-fY:= int2hwFloat(Y);
-Gear:= GearsList;
-while Gear <> nil do
-    begin
-    dmg:= 0;
-    //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
-    //if (dmg > 1) and
-    if (Gear^.State and gstNoDamage) = 0 then
-        begin
-        case Gear^.Kind of
-            gtHedgehog,
-                gtMine,
-                gtBall,
-                gtMelonPiece,
-                gtGrenade,
-                gtClusterBomb,
-            //    gtCluster, too game breaking I think
-                gtSMine,
-                gtCase,
-                gtTarget,
-                gtFlame,
-                gtExplosives,
-                gtStructure: begin
-// Run the calcs only once we know we have a type that will need damage
-                        if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
-                            dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
-                        if dmg > 1 then
-                            begin
-                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
-                            //AddFileLog('Damage: ' + inttostr(dmg));
-                            if (Mask and EXPLNoDamage) = 0 then
-                                begin
-                                if not Gear^.Invulnerable then
-                                    ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
-                                else
-                                    Gear^.State:= Gear^.State or gstWinner;
-                                end;
-                            if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
-                                begin
-                                DeleteCI(Gear);
-                                Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3);
-                                Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3);
-
-                                Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
-                                if not Gear^.Invulnerable then
-                                    Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
-                                Gear^.Active:= true;
-                                if Gear^.Kind <> gtFlame then FollowGear:= Gear
-                                end;
-                            if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
-                                Gear^.Hedgehog^.Effects[hePoisoned] := true;
-                            end;
-
-                        end;
-                gtGrave: begin
-// Run the calcs only once we know we have a type that will need damage
-                        if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
-                            dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
-                        if dmg > 1 then
-                            begin
-                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
-                            Gear^.dY:= - _0_004 * dmg;
-                            Gear^.Active:= true
-                            end
-                        end;
-            end;
-        end;
-    Gear:= Gear^.NextGear
-    end;
-
-if (Mask and EXPLDontDraw) = 0 then
-    if (GameFlags and gfSolidLand) = 0 then
-        begin
-        cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
-        if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
-            for i:= 0 to cnt do
-                AddVisualGear(X, Y, vgtChunk)
-        end;
-
-uAIMisc.AwareOfExplosion(0, 0, 0)
-end;
 
 procedure ShotgunShot(Gear: PGear);
 var t: PGear;
@@ -901,8 +788,8 @@
                         end
                     else
                         begin
-                        Gear^.dX:= (Ammo^.dX * Power * _0_01)/(Gear^.Density/_3);
-                        Gear^.dY:= (Ammo^.dY * Power * _0_01)/(Gear^.Density/_3);
+                        Gear^.dX:= Ammo^.dX * Power * _0_01;
+                        Gear^.dY:= Ammo^.dY * Power * _0_01
                         end;
 
                     Gear^.Active:= true;
--- a/hedgewars/uGearsUtils.pas	Thu Dec 15 11:06:36 2011 -0500
+++ b/hedgewars/uGearsUtils.pas	Thu Dec 15 12:57:26 2011 -0500
@@ -47,113 +47,105 @@
     vg: PVisualGear;
     i, cnt: LongInt;
 begin
-    if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
-    if Radius > 25 then KickFlakes(Radius, X, Y);
+if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');
+if Radius > 25 then KickFlakes(Radius, X, Y);
+
+if ((Mask and EXPLNoGfx) = 0) then
+    begin
+    vg:= nil;
+    if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
+    else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
+    if vg <> nil then
+        vg^.Tint:= Tint;
+    end;
+if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
 
-    if ((Mask and EXPLNoGfx) = 0) then
-        begin
-        vg:= nil;
-        if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
-        else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
-        if vg <> nil then
-            vg^.Tint:= Tint;
-        end;
-    if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);
-
-    if (Mask and EXPLAllDamageInRadius) = 0 then
-        dmgRadius:= Radius shl 1
-    else
-        dmgRadius:= Radius;
-    dmgBase:= dmgRadius + cHHRadius div 2;
-    fX:= int2hwFloat(X);
-    fY:= int2hwFloat(Y);
-    Gear:= GearsList;
-    while Gear <> nil do
+if (Mask and EXPLAllDamageInRadius) = 0 then
+    dmgRadius:= Radius shl 1
+else
+    dmgRadius:= Radius;
+dmgBase:= dmgRadius + cHHRadius div 2;
+fX:= int2hwFloat(X);
+fY:= int2hwFloat(Y);
+Gear:= GearsList;
+while Gear <> nil do
+    begin
+    dmg:= 0;
+    //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
+    //if (dmg > 1) and
+    if (Gear^.State and gstNoDamage) = 0 then
         begin
-        dmg:= 0;
-        //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
-        //if (dmg > 1) and
-        if (Gear^.State and gstNoDamage) = 0 then
-            begin
-            case Gear^.Kind of
-                gtHedgehog,
-                    gtMine,
-                    gtBall,
-                    gtMelonPiece,
-                    gtGrenade,
-                    gtClusterBomb,
-                //    gtCluster, too game breaking I think
-                    gtSMine,
-                    gtCase,
-                    gtTarget,
-                    gtFlame,
-                    gtExplosives,
-                    gtStructure: begin
-    // Run the calcs only once we know we have a type that will need damage
-                            if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
-                                dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
-                            if dmg > 1 then
+        case Gear^.Kind of
+            gtHedgehog,
+                gtMine,
+                gtBall,
+                gtMelonPiece,
+                gtGrenade,
+                gtClusterBomb,
+            //    gtCluster, too game breaking I think
+                gtSMine,
+                gtCase,
+                gtTarget,
+                gtFlame,
+                gtExplosives,
+                gtStructure: begin
+// Run the calcs only once we know we have a type that will need damage
+                        if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
+                            dmg:= dmgBase - max(hwRound(Distance(Gear^.X - fX, Gear^.Y - fY)),Gear^.Radius);
+                        if dmg > 1 then
+                            begin
+                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
+                            //AddFileLog('Damage: ' + inttostr(dmg));
+                            if (Mask and EXPLNoDamage) = 0 then
                                 begin
-                                dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
-                                //AddFileLog('Damage: ' + inttostr(dmg));
-                                if (Mask and EXPLNoDamage) = 0 then
-                                    begin
-                                    if not Gear^.Invulnerable then
-                                        ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
-                                    else
-                                        Gear^.State:= Gear^.State or gstWinner;
-                                    end;
-                                if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
-                                    begin
-                                    DeleteCI(Gear);
-                                    if Gear^.Kind <> gtHedgehog then
-                                        begin
-                                        Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/Gear^.Density;
-                                        Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/Gear^.Density;
-                                        end
-                                    else
-                                        begin
-                                        Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX);
-                                        Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
-                                        end;
+                                if not Gear^.Invulnerable then
+                                    ApplyDamage(Gear, AttackingHog, dmg, dsExplosion)
+                                else
+                                    Gear^.State:= Gear^.State or gstWinner;
+                                end;
+                            if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
+                                begin
+                                DeleteCI(Gear);
+                                Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX)/(Gear^.Density/_3);
+                                Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY)/(Gear^.Density/_3);
+
+                                Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
+                                if not Gear^.Invulnerable then
+                                    Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
+                                Gear^.Active:= true;
+                                if Gear^.Kind <> gtFlame then FollowGear:= Gear
+                                end;
+                            if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
+                                Gear^.Hedgehog^.Effects[hePoisoned] := true;
+                            end;
 
-                                    Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
-                                    if not Gear^.Invulnerable then
-                                        Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
-                                    Gear^.Active:= true;
-                                    if Gear^.Kind <> gtFlame then FollowGear:= Gear
-                                    end;
-                                if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (not Gear^.Invulnerable) then
-                                    Gear^.Hedgehog^.Effects[hePoisoned] := true;
-                                end;
+                        end;
+                gtGrave: begin
+// Run the calcs only once we know we have a type that will need damage
+                        if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
+                            dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
+                        if dmg > 1 then
+                            begin
+                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
+                            Gear^.dY:= - _0_004 * dmg;
+                            Gear^.Active:= true
+                            end
+                        end;
+            end;
+        end;
+    Gear:= Gear^.NextGear
+    end;
 
-                            end;
-                    gtGrave: begin
-    // Run the calcs only once we know we have a type that will need damage
-                            if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
-                                dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
-                            if dmg > 1 then
-                                begin
-                                dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
-                                Gear^.dY:= - _0_004 * dmg;
-                                Gear^.Active:= true
-                                end
-                            end;
-                end;
-            end;
-        Gear:= Gear^.NextGear
+if (Mask and EXPLDontDraw) = 0 then
+    if (GameFlags and gfSolidLand) = 0 then
+        begin
+        cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
+        if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
+            for i:= 0 to cnt do
+                AddVisualGear(X, Y, vgtChunk)
         end;
 
-    if (Mask and EXPLDontDraw) = 0 then
-        if (GameFlags and gfSolidLand) = 0 then
-            begin
-            cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
-            if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then
-                for i:= 0 to cnt do
-                    AddVisualGear(X, Y, vgtChunk)
-            end;
-
-    uAIMisc.AwareOfExplosion(0, 0, 0)
+uAIMisc.AwareOfExplosion(0, 0, 0)
 end;
 
 function ModifyDamage(dmg: Longword; Gear: PGear): Longword;