Resolves issue #528. Fixed platform-specific order of buttons on seed prompt and new room prompt. Fixed height of back button on all pages -- now aligns to bottom. On pagemain, feedback and dlc buttons no longer fixed size.
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uAIMisc;interfaceuses SDLh, uConsts, uFloat, uTypes;const MAXBONUS = 1024; afTrackFall = $00000001; afErasesLand = $00000002; afSetSkip = $00000004; BadTurn = Low(LongInt) div 4;type TTarget = record Point: TPoint; Score: LongInt; skip, matters: boolean; end;TTargets = record Count: Longword; ar: array[0..Pred(cMaxHHs)] of TTarget; end;TJumpType = (jmpNone, jmpHJump, jmpLJump);TGoInfo = record Ticks: Longword; FallPix: Longword; JumpType: TJumpType; end;TBonus = record X, Y: LongInt; Radius: LongInt; Score: LongInt; end;procedure initModule;procedure freeModule;procedure FillTargets;procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;procedure FillBonuses(isAfterAttack: boolean);procedure AwareOfExplosion(x, y, r: LongInt); inline;function RatePlace(Gear: PGear): LongInt;function TestColl(x, y, r: LongInt): boolean; inline;function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;function TraceShoveFall(x, y, dX, dY: Real): LongInt;function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;function RateHammer(Me: PGear): LongInt;function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;function AIrndSign(num: LongInt): LongInt;var ThinkingHH: PGear; Targets: TTargets; bonuses: record Count: Longword; ar: array[0..Pred(MAXBONUS)] of TBonus; end; walkbonuses: record Count: Longword; ar: array[0..Pred(MAXBONUS div 8)] of TBonus; // don't use too many end;const KillScore = 200;var friendlyfactor: LongInt = 300;implementationuses uCollisions, uVariables, uUtils, uLandTexture, uGearsUtils;var KnownExplosion: record X, Y, Radius: LongInt end = (X: 0; Y: 0; Radius: 0);procedure FillTargets;var i, t: Longword; f, e: LongInt;beginTargets.Count:= 0;f:= 0;e:= 0;for t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do if not hasGone then begin for i:= 0 to cMaxHHIndex do if (Hedgehogs[i].Gear <> nil) and (Hedgehogs[i].Gear <> ThinkingHH) and (Hedgehogs[i].Gear^.Health > Hedgehogs[i].Gear^.Damage) then begin with Targets.ar[Targets.Count], Hedgehogs[i] do begin skip:= false; matters:= (Hedgehogs[i].Gear^.AIHints and aihDoesntMatter) = 0; Point.X:= hwRound(Gear^.X); Point.Y:= hwRound(Gear^.Y); if Clan <> CurrentTeam^.Clan then begin Score:= Gear^.Health - Gear^.Damage; inc(e) end else begin Score:= Gear^.Damage - Gear^.Health; inc(f) end end; inc(Targets.Count) end; end;if e > f then friendlyfactor:= 300 + (e - f) * 30else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))end;procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;beginif(bonuses.Count < MAXBONUS) then begin bonuses.ar[bonuses.Count].x:= x; bonuses.ar[bonuses.Count].y:= y; bonuses.ar[bonuses.Count].Radius:= r; bonuses.ar[bonuses.Count].Score:= s; inc(bonuses.Count); end;end;procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;beginif(walkbonuses.Count < MAXBONUS div 8) then begin walkbonuses.ar[walkbonuses.Count].x:= x; walkbonuses.ar[walkbonuses.Count].y:= y; walkbonuses.ar[walkbonuses.Count].Radius:= r; walkbonuses.ar[walkbonuses.Count].Score:= s; inc(walkbonuses.Count); end;end;procedure FillBonuses(isAfterAttack: boolean);var Gear: PGear; MyClan: PClan; i: Longint;beginbonuses.Count:= 0;MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;Gear:= GearsList;while Gear <> nil do begin case Gear^.Kind of gtCase: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25); gtFlame: if (Gear^.State and gsttmpFlag) <> 0 then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow gtMine: if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0)) or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50) else if (Gear^.State and gstAttacking) <> 0 then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on gtExplosives: if isAfterAttack then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health); gtSMine: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30); gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75); gtHedgehog: begin if Gear^.Damage >= Gear^.Health then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) else if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend else AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3) end; end; Gear:= Gear^.NextGear end;if isAfterAttack and (KnownExplosion.Radius > 0) then with KnownExplosion do AddBonus(X, Y, Radius + 10, -Radius);if isAfterAttack then begin for i:= 0 to Pred(walkbonuses.Count) do with walkbonuses.ar[i] do AddBonus(X, Y, Radius, Score); walkbonuses.Count:= 0 end;end;procedure AwareOfExplosion(x, y, r: LongInt); inline;begin KnownExplosion.X:= x; KnownExplosion.Y:= y; KnownExplosion.Radius:= rend;function RatePlace(Gear: PGear): LongInt;var i, r: LongInt; rate: LongInt; gX, gY: real;begingX:= hwFloat2Float(Gear^.X);gY:= hwFloat2Float(Gear^.Y);rate:= 0;for i:= 0 to Pred(bonuses.Count) do with bonuses.ar[i] do begin r:= Radius; if abs(gX-X)+abs(gY-Y) < Radius then r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y))); if r < 20 then inc(rate, Score * Radius) else if r < Radius then inc(rate, Score * (Radius - r)) end; RatePlace:= rate;end;// Wrapper to test various approaches. If it works reasonably, will just replace.// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;var MeX, MeY: LongInt;begin if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then begin MeX:= hwRound(Me^.X); MeY:= hwRound(Me^.Y); // We are still inside the hog. Skip radius test if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and ((Land[y, x] and $FF00) = 0) then exit(false); end; TestCollExcludingMe:= TestColl(x, y, r)end;function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;var b: boolean;begin b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF00 <> 0); if b then exit(true); b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF00 <> 0); if b then exit(true); b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF00 <> 0); if b then exit(true); b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF00 <> 0); if b then exit(true); TestCollExcludingObjects:= false;end;function TestColl(x, y, r: LongInt): boolean; inline;var b: boolean;begin b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF7F <> 0); if b then exit(true); b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF7F <> 0); if b then exit(true); b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF7F <> 0); if b then exit(true); b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF7F <> 0); if b then exit(true); TestColl:= false;end;function TestCollWithLand(x, y, r: LongInt): boolean; inline;var b: boolean;begin b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > 255); if b then exit(true); b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > 255); if b then exit(true); b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > 255); if b then exit(true); b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > 255); if b then exit(true); TestCollWithLand:= false;end;function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt;var skipLandCheck: boolean; rCorner: real; dmg: LongInt;begin skipLandCheck:= true; if x - eX < 0 then dX:= -dX; if y - eY < 0 then dY:= -dY; // ok. attempt approximate search for an unbroken trajectory into water. if it continues far enough, assume out of map rCorner:= r * 0.75; while true do begin x:= x + dX; y:= y + dY; dY:= dY + cGravityf; skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner)); if not skipLandCheck and TestCollWithLand(trunc(x), trunc(y), cHHRadius) then begin if 0.4 < dY then begin dmg := 1 + trunc((abs(dY) - 0.4) * 70); if dmg >= 1 then exit(dmg); end; exit(0) end; if (y > cWaterLine) or (x > 4096) or (x < 0) then exit(-1); end;end;function TraceShoveFall(x, y, dX, dY: Real): LongInt;var dmg: LongInt;begin//v:= random($FFFFFFFF); while true do begin x:= x + dX; y:= y + dY; dY:= dY + cGravityf;{ if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then begin LandPixels[trunc(y), trunc(x)]:= v; UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true); end;} // consider adding dX/dY calc here for fall damage if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then begin if 0.4 < dY then begin dmg := 1 + trunc((abs(dY) - 0.4) * 70); if dmg >= 1 then exit(dmg); end; exit(0) end; if (y > cWaterLine) or (x > 4096) or (x < 0) then // returning -1 for drowning so it can be considered in the Rate routine exit(-1) end;end;function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;begin RateExplosion:= RateExplosion(Me, x, y, r, 0);end;function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt; dX, dY, dmgMod: real; hadSkips: boolean;beginfallDmg:= 0;dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;rate:= 0;// add our virtual positionwith Targets.ar[Targets.Count] do begin Point.x:= hwRound(Me^.X); Point.y:= hwRound(Me^.Y); skip:= false; matters:= true; Score:= - ThinkingHH^.Health end;// rate explosiondmgBase:= r + cHHRadius div 2;if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= relse erasure:= 0;hadSkips:= false;for i:= 0 to Targets.Count do with Targets.ar[i] do if not matters then hadSkips:= true else begin dmg:= 0; if abs(Point.x - x) + abs(Point.y - y) < dmgBase then dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r)); if dmg > 0 then begin if (Flags and afTrackFall <> 0) and (dmg < abs(Score)) then begin dX:= 0.005 * dmg + 0.01; dY:= dX; if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod) else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod) end; if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI if Score > 0 then inc(rate, (KillScore + Score div 10) * 1024) // Add a bit of a bonus for bigger hog drownings else dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs else if (dmg+fallDmg) >= abs(Score) then if Score > 0 then inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill else dec(rate, KillScore * friendlyfactor div 100 * 1024) else if Score > 0 then inc(rate, (dmg + fallDmg) * 1024) else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024) end; end;if hadSkips and (rate = 0) then RateExplosion:= BadTurn else RateExplosion:= rate;end;function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;var i, fallDmg, dmg, rate: LongInt; dX, dY, dmgMod: real;beginfallDmg:= 0;dX:= gdX * 0.01 * kick;dY:= gdY * 0.01 * kick;dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;rate:= 0;for i:= 0 to Pred(Targets.Count) do with Targets.ar[i] do if skip then if (Flags and afSetSkip = 0) then skip:= false else {still skip} else if matters then begin dmg:= 0; if abs(Point.x - x) + abs(Point.y - y) < r then dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))); if dmg > 0 then begin if (Flags and afSetSkip <> 0) then skip:= true; if (Flags and afTrackFall <> 0) and (Score > 0) then fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod); if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI if Score > 0 then inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings else dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs else if power+fallDmg >= abs(Score) then if Score > 0 then inc(rate, KillScore) else dec(rate, KillScore * friendlyfactor div 100) else if Score > 0 then inc(rate, power+fallDmg) else dec(rate, (power+fallDmg) * friendlyfactor div 100) end; end;RateShove:= rate * 1024end;function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt; dX, dY, dmgMod: real; hadSkips: boolean;begindmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;rate:= 0;gdX:= gdX * 0.01;gdY:= gdX * 0.01;// add our virtual positionwith Targets.ar[Targets.Count] do begin Point.x:= hwRound(Me^.X); Point.y:= hwRound(Me^.Y); skip:= false; matters:= true; Score:= - ThinkingHH^.Health end;// rate shotbaseDmg:= cHHRadius + cShotgunRadius + 4;if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadiuselse erasure:= 0;hadSkips:= false;for i:= 0 to Targets.Count do with Targets.ar[i] do if not matters then hadSkips:= true else begin dmg:= 0; if abs(Point.x - x) + abs(Point.y - y) < baseDmg then begin dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25); dmg:= trunc(dmg * dmgMod); end; if dmg > 0 then begin dX:= gdX * dmg; dY:= gdY * dmg; if dX < 0 then dX:= dX - 0.01 else dX:= dX + 0.01; if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod) else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod); if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI if Score > 0 then inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings else dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs else if (dmg+fallDmg) >= abs(Score) then if Score > 0 then inc(rate, KillScore) else dec(rate, KillScore * friendlyfactor div 100) else if Score > 0 then inc(rate, dmg+fallDmg) else dec(rate, (dmg+fallDmg) * friendlyfactor div 100) end; end;if hadSkips and (rate = 0) then RateShotgun:= BadTurn else RateShotgun:= rate * 1024;end;function RateHammer(Me: PGear): LongInt;var x, y, i, r, rate: LongInt;begin// hammer hit shift against attecker hog is 10x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;y:= hwRound(Me^.Y);rate:= 0;for i:= 0 to Pred(Targets.Count) do with Targets.ar[i] do if matters then // hammer hit radius is 8, shift is 10 if abs(Point.x - x) + abs(Point.y - y) < 18 then begin r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))); if r <= 18 then if Score > 0 then inc(rate, Score div 3) else inc(rate, Score div 3 * friendlyfactor div 100) end;RateHammer:= rate * 1024;end;function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;var bX, bY: LongInt;beginHHJump:= false;GoInfo.Ticks:= 0;GoInfo.JumpType:= jmpNone;bX:= hwRound(Gear^.X);bY:= hwRound(Gear^.Y);case JumpType of jmpNone: exit(false); jmpHJump: if TestCollisionYwithGear(Gear, -1) = 0 then begin Gear^.dY:= -_0_2; SetLittle(Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping; end else exit(false); jmpLJump: begin if TestCollisionYwithGear(Gear, -1) <> 0 then if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - int2hwFloat(2) else if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or (TestCollisionYwithGear(Gear, -1) <> 0)) then begin Gear^.dY:= -_0_15; Gear^.dX:= SignAs(_0_15, Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping end else exit(false) endend;repeat {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then begin LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= Gear^.Hedgehog^.Team^.Clan^.Color; UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true); end;} if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(false); if (Gear^.State and gstMoving) <> 0 then begin if (GoInfo.Ticks = 350) then if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then begin Gear^.dY:= -_0_25; Gear^.dX:= SignAs(_0_02, Gear^.dX) end; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX); Gear^.X:= Gear^.X + Gear^.dX; inc(GoInfo.Ticks); Gear^.dY:= Gear^.dY + cGravity; if Gear^.dY > _0_4 then exit(false); if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then Gear^.dY:= _0; Gear^.Y:= Gear^.Y + Gear^.dY; if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then begin Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping)); Gear^.dY:= _0; case JumpType of jmpHJump: if bY - hwRound(Gear^.Y) > 5 then begin GoInfo.JumpType:= jmpHJump; inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after exit(true) end; jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then begin GoInfo.JumpType:= jmpLJump; inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after exit(true) end end; exit(false) end; end;until falseend;function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;var pX, pY, tY: LongInt;beginHHGo:= false;Gear^.CollisionMask:= $FF7F;AltGear^:= Gear^;GoInfo.Ticks:= 0;GoInfo.FallPix:= 0;GoInfo.JumpType:= jmpNone;tY:= hwRound(Gear^.Y);repeat {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then begin LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color; UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true); end;} pX:= hwRound(Gear^.X); pY:= hwRound(Gear^.Y); if pY + cHHRadius >= cWaterLine then begin if AltGear^.Hedgehog^.BotLevel < 4 then AddWalkBonus(pX, tY, 250, -40); exit(false) end; // hog is falling if (Gear^.State and gstMoving) <> 0 then begin inc(GoInfo.Ticks); Gear^.dY:= Gear^.dY + cGravity; if Gear^.dY > _0_4 then begin GoInfo.FallPix:= 0; // try ljump instead of fall with damage HHJump(AltGear, jmpLJump, GoInfo); if AltGear^.Hedgehog^.BotLevel < 4 then AddWalkBonus(pX, tY, 175, -20); exit(false) end; Gear^.Y:= Gear^.Y + Gear^.dY; if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix); if TestCollisionYwithGear(Gear, 1) <> 0 then begin inc(GoInfo.Ticks, 410); Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping)); Gear^.dY:= _0; // try ljump instead of fall HHJump(AltGear, jmpLJump, GoInfo); exit(true) end; continue end; // usual walk if (Gear^.Message and gmLeft) <> 0 then Gear^.dX:= -cLittle else if (Gear^.Message and gmRight) <> 0 then Gear^.dX:= cLittle else exit(false); if MakeHedgehogsStep(Gear) then inc(GoInfo.Ticks, cHHStepTicks); // we have moved for 1 px if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then exit(true)until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);HHJump(AltGear, jmpHJump, GoInfo);end;function AIrndSign(num: LongInt): LongInt;beginif random(2) = 0 then AIrndSign:= numelse AIrndSign:= - numend;procedure initModule;begin friendlyfactor:= 300; KnownExplosion.X:= 0; KnownExplosion.Y:= 0; KnownExplosion.Radius:= 0;end;procedure freeModule;beginend;end.