hedgewars/uGearsUtils.pas
author nemo
Sat, 09 Jun 2012 10:28:45 -0400
changeset 7208 62e36dc45098
parent 7190 aa8d68817c32
child 7272 71df899c4163
permissions -rw-r--r--
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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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 - max(hwRound(Distance(tdX, tdY)),Gear^.Radius);
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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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        if (Gear^.Invulnerable) then
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            exit;
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        //if _0_6 < Gear^.dY then
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        //    PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack)
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        //else
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        //    PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack);
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   309
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        if Gear^.LastDamage <> nil then
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            ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall)
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        else
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            ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall);
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    end
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end;
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   316
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procedure CalcRotationDirAngle(Gear: PGear);
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var 
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    dAngle: real;
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begin
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    dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000;
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    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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        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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    skipSpeed, skipAngle, skipDecay: hwFloat;
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    i, maxDrops, X, Y: LongInt;
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    vdX, vdY: real;
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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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    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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        isSubmersible:= (Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amJetpack);
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        skipSpeed := _0_25;
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        skipAngle := _1_9;
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        skipDecay := _0_87;
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   350
        X:= hwRound(Gear^.X);
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   351
        vdX:= hwFloat2Float(Gear^.dX);
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   352
        vdY:= hwFloat2Float(Gear^.dY);
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   353
        // this could perhaps be a tiny bit higher.
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   354
        if  (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed)
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diff changeset
   355
        and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   356
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   357
            Gear^.dY.isNegative := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   358
            Gear^.dY := Gear^.dY * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   359
            Gear^.dX := Gear^.dX * skipDecay;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   360
            CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   361
            PlaySound(sndSkip)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   362
            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   363
        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   364
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   365
            if not isSubmersible then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   366
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   367
                CheckGearDrowning := true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   368
                Gear^.State := gstDrowning;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   369
                Gear^.RenderTimer := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   370
                if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   371
                and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   372
                    if Gear^.Kind = gtHedgehog then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   373
                        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
   374
                        if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   375
                            ResurrectHedgehog(Gear)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   376
                        else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   377
                            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   378
                            Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   379
                            Gear^.State := Gear^.State and (not gstHHDriven);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   380
                            AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   381
                            end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   382
                        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   383
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   384
                        Gear^.doStep := @doStepDrowningGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   385
                        if Gear^.Kind = gtFlake then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   386
                            exit // skip splashes 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   387
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   388
            if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius))
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   389
            or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and ((CurAmmoGear^.Pos = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   390
            and (CurAmmoGear^.dY < _0_01))) then
6804
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   391
                if Gear^.Density * Gear^.dY > _1 then
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   392
                    PlaySound(sndSplash)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   393
                else if Gear^.Density * Gear^.dY > _0_5 then 
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   394
                    PlaySound(sndSkip)
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   395
                else
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   396
                    PlaySound(sndDroplet2);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   397
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   398
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   399
        if ((cReducedQuality and rqPlainSplash) = 0)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   400
        and (((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
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   403
            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
   404
            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
   405
            if splash <> nil then 
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
   406
                begin
6804
06bedc419d04 Try different splash sounds too
nemo
parents: 6803
diff changeset
   407
                splash^.Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY);
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
   408
                if splash^.Scale > 1 then splash^.Scale:= power(splash^.Scale,0.3333)
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
   409
                else splash^.Scale:= splash^.Scale + ((1-splash^.Scale) / 2);
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
   410
                end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   411
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
   412
            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
   413
            for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   414
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   415
                particle := AddVisualGear(X - 3 + Random(6), cWaterLine, vgtDroplet);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   416
                if particle <> nil then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   417
                    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   418
                    particle^.dX := particle^.dX - vdX / 10;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   419
                    particle^.dY := particle^.dY - vdY / 5;
6803
0e70f3ea3bf8 bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
nemo
parents: 6769
diff changeset
   420
                    if splash <> nil then
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
   421
                        begin
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
   422
                        if splash^.Scale > 1 then 
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
   423
                            begin
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
   424
                            particle^.dX:= particle^.dX * power(splash^.Scale,0.3333); // tone down the droplet height further
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
   425
                            particle^.dY:= particle^.dY * power(splash^.Scale, 0.3333)
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
   426
                            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
   427
                        else 
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
                            begin
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
   429
                            particle^.dX:= particle^.dX * splash^.Scale;
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
                            particle^.dY:= particle^.dY * splash^.Scale
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
   431
                            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
   432
                        end
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   433
                    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   434
                end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   435
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   436
        if isSubmersible and (CurAmmoGear^.Pos = 0) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   437
            CurAmmoGear^.Pos := 1000
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   438
        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   439
    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   440
        CheckGearDrowning := false;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   441
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   442
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   443
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   444
procedure ResurrectHedgehog(gear: PGear);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   445
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
   446
    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
   447
    gX, gY: LongInt;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   448
begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   449
    AttackBar:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   450
    gear^.dX := _0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   451
    gear^.dY := _0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   452
    gear^.Damage := 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   453
    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
   454
    gear^.Hedgehog^.Effects[hePoisoned] := 0;
7176
fb4b0c6dfdbd Make watching AI v AI on ai survival a bit more entertaining
nemo
parents: 7168
diff changeset
   455
    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
   456
          and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   457
        with CurrentHedgehog^ do 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   458
            begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   459
            inc(Team^.stats.AIKills);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   460
            FreeTexture(Team^.AIKillsTex);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   461
            Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   462
            end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   463
    tempTeam := gear^.Hedgehog^.Team;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   464
    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
   465
    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
   466
    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
   467
    // 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
   468
    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
   469
    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
   470
        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
   471
        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
   472
        //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
   473
        end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   474
    FindPlace(gear, false, 0, LAND_WIDTH, true); 
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   475
    if gear <> nil then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   476
        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
   477
        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
   478
        PlaySound(sndWarp);
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   479
        RenderHealth(gear^.Hedgehog^);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   480
        ScriptCall('onGearResurrect', gear^.uid);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   481
        gear^.State := gstWait;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   482
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   483
    RecountTeamHealth(tempTeam);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   484
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   485
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
   486
function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   487
var i: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   488
    count: LongInt = 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   489
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
   490
    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
   491
        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
   492
            if Land[y, i] and mask <> 0 then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   493
            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
   494
                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
   495
                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
   496
                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
   497
                    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
   498
                    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
   499
                end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   500
            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
   501
    CountNonZeroz:= count;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   502
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   503
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   504
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   505
function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   506
var t: PGear;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   507
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
   508
NoGearsToAvoid:= false;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   509
t:= GearsList;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   510
rX:= sqr(rX);
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   511
rY:= sqr(rY);
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   512
while t <> nil do
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   513
    begin
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   514
    if t^.Kind <= gtExplosives then
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   515
        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
   516
            exit;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   517
    t:= t^.NextGear
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   518
    end;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   519
NoGearsToAvoid:= true
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   520
end;
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   521
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   522
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
   523
begin
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6888
diff changeset
   524
    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
   525
end;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   526
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   527
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   528
var x: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   529
    y, sy: LongInt;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   530
    ar: array[0..511] of TPoint;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   531
    ar2: array[0..1023] of TPoint;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   532
    cnt, cnt2: Longword;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   533
    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
   534
    ignoreNearObjects, ignoreOverlap, tryAgain: boolean;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   535
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
   536
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
   537
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
   538
tryAgain:= true;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   539
while tryAgain do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   540
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   541
    delta:= 250;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   542
    cnt2:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   543
    repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   544
        x:= Left + LongInt(GetRandom(Delta));
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   545
        repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   546
            inc(x, Delta);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   547
            cnt:= 0;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   548
            y:= min(1024, topY) - 2 * Gear^.Radius;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   549
            while y < cWaterLine do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   550
                begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   551
                repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   552
                    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
   553
                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
   554
                        (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
   555
                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0));
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   556
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   557
                sy:= y;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   558
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   559
                repeat
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   560
                    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
   561
                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
   562
                        (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
   563
                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0)); 
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   564
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   565
                if (y - sy > Gear^.Radius * 2)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   566
                    and (((Gear^.Kind = gtExplosives)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   567
                    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
   568
                    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
   569
                    and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius))
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   570
                or
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   571
                    ((Gear^.Kind <> gtExplosives)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   572
                    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
   573
                    and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110))
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   574
                    )) then
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6804
diff changeset
   575
                    begin
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   576
                    ar[cnt].X:= x;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   577
                    if withFall then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   578
                        ar[cnt].Y:= sy + Gear^.Radius
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   579
                    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   580
                        ar[cnt].Y:= y - Gear^.Radius;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   581
                    inc(cnt)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   582
                    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   583
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   584
                inc(y, 45)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   585
                end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   586
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   587
            if cnt > 0 then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   588
                with ar[GetRandom(cnt)] do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   589
                    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   590
                    ar2[cnt2].x:= x;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   591
                    ar2[cnt2].y:= y;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   592
                    inc(cnt2)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   593
                    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   594
        until (x + Delta > Right);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   595
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   596
        dec(Delta, 60)
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   597
    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
   598
    // 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
   599
    if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   600
        tryAgain:= true
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   601
    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
   602
    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
   603
    ignoreNearObjects:= true;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   604
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   605
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   606
if cnt2 > 0 then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   607
    with ar2[GetRandom(cnt2)] do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   608
        begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   609
        Gear^.X:= int2hwFloat(x);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   610
        Gear^.Y:= int2hwFloat(y);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   611
        AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   612
        end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   613
    else
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   614
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   615
    OutError('Can''t find place for Gear', false);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   616
    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
   617
        Gear^.Hedgehog^.Effects[heResurrectable] := 0;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   618
    DeleteGear(Gear);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   619
    Gear:= nil
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   620
    end
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   621
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   622
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   623
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   624
var t: PGear;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   625
begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   626
t:= GearsList;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   627
rX:= sqr(rX);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   628
rY:= sqr(rY);
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   629
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   630
while t <> nil do
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   631
    begin
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   632
    if (t <> Gear) and (t^.Kind = Kind) then
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   633
        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
   634
        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
   635
            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
   636
            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
   637
        end;
6581
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   638
    t:= t^.NextGear
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   639
    end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   640
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   641
CheckGearNear:= nil
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   642
end;
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   643
e510d1245bd7 fix line endings
nemo
parents: 6580
diff changeset
   644
end.