(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2013 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 uGearsUtils;interfaceuses uTypes, uFloat;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord); function ModifyDamage(dmg: Longword; Gear: PGear): Longword;procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);procedure CheckHHDamage(Gear: PGear);procedure CalcRotationDirAngle(Gear: PGear);procedure ResurrectHedgehog(var gear: PGear);procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;function CheckGearDrowning(var Gear: PGear): boolean;procedure CheckCollision(Gear: PGear); inline;procedure CheckCollisionWithLand(Gear: PGear); inline;procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;procedure SpawnBoxOfSmth;procedure ShotgunShot(Gear: PGear);procedure SetAllToActive;procedure SetAllHHToActive; inline;procedure SetAllHHToActive(Ice: boolean);function GetAmmo(Hedgehog: PHedgehog): TAmmoType;function GetUtility(Hedgehog: PHedgehog): TAmmoType;function WorldWrap(var Gear: PGear): boolean;function MakeHedgehogsStep(Gear: PGear) : boolean;var doStepHandlers: array[TGearType] of TGearStepProcedure;implementationuses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc, uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore, uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGearsList, Math, uVisualGearsList, uGearsHandlersMess, uGearsHedgehog;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;begin doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);end;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);var Gear: PGear; dmg, dmgBase: LongInt; fX, fY, tdX, tdY: hwFloat; vg: PVisualGear; i, cnt: LongInt;beginif Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');if Radius > 25 then KickFlakes(Radius, X, Y);if ((Mask and EXPLNoGfx) = 0) then begin vg:= nil; if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion) else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion); if vg <> nil then vg^.Tint:= Tint; end;if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);(*if (Mask and EXPLAllDamageInRadius) = 0 then dmgRadius:= Radius shl 1else dmgRadius:= Radius;dmgBase:= dmgRadius + cHHRadius div 2;*)dmgBase:= Radius shl 1 + cHHRadius div 2;fX:= int2hwFloat(X);fY:= int2hwFloat(Y);Gear:= GearsList;while Gear <> nil do begin dmg:= 0; //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); //if (dmg > 1) and if (Gear^.State and gstNoDamage) = 0 then begin case Gear^.Kind of gtHedgehog, gtMine, gtBall, gtMelonPiece, gtGrenade, gtClusterBomb, // gtCluster, too game breaking I think gtSMine, gtCase, gtTarget, gtFlame, gtKnife, gtExplosives: begin //, //gtStructure: begin// Run the calcs only once we know we have a type that will need damage tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); //AddFileLog('Damage: ' + inttostr(dmg)); if (Mask and EXPLNoDamage) = 0 then begin if Gear^.Hedgehog^.Effects[heInvulnerable] = 0 then ApplyDamage(Gear, AttackingHog, dmg, dsExplosion) else Gear^.State:= Gear^.State or gstWinner; end; if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then begin DeleteCI(Gear); Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); if Gear^.Hedgehog^.Effects[heInvulnerable] = 0 then Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); Gear^.Active:= true; if Gear^.Kind <> gtFlame then FollowGear:= Gear end; if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) and (Gear^.State and gstHHDeath = 0) then Gear^.Hedgehog^.Effects[hePoisoned] := 1; end; end; gtGrave: begin// Run the calcs only once we know we have a type that will need damage tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); Gear^.dY:= - _0_004 * dmg; Gear^.Active:= true end end; end; end; Gear:= Gear^.NextGear end;if (Mask and EXPLDontDraw) = 0 then if (GameFlags and gfSolidLand) = 0 then begin cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then for i:= 0 to cnt do AddVisualGear(X, Y, vgtChunk) end;uAIMisc.AwareOfExplosion(0, 0, 0)end;function ModifyDamage(dmg: Longword; Gear: PGear): Longword;var i: hwFloat;begin(* Invulnerability cannot be placed in here due to still needing kicks Not without a new damage machine. King check should be in here instead of ApplyDamage since Tiy wants them kicked less*)i:= _1;if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then i:= _1_5;if (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_5 * _0_01)else ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01)end;procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);var s: shortstring; vampDmg, tmpDmg, i: Longword; vg: PVisualGear;begin if Damage = 0 then exit; // nothing to apply if (Gear^.Kind = gtHedgehog) then begin Gear^.LastDamage := AttackerHog; Gear^.Hedgehog^.Team^.Clan^.Flawless:= false; HHHurt(Gear^.Hedgehog, Source); AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color); tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage)); if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then begin if cVampiric then begin vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8); if vampDmg >= 1 then begin // was considering pulsing on attack, Tiy thinks it should be permanent while in play //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric; inc(CurrentHedgehog^.Gear^.Health,vampDmg); str(vampDmg, s); s:= '+' + s; AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); RenderHealth(CurrentHedgehog^); RecountTeamHealth(CurrentHedgehog^.Team); i:= 0; while i < vampDmg do begin vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtStraightShot); if vg <> nil then with vg^ do begin Tint:= $FF0000FF; State:= ord(sprHealth) end; inc(i, 5); end; end end; if (GameFlags and gfKarma <> 0) and (GameFlags and gfInvulnerable = 0) and (CurrentHedgehog^.Effects[heInvulnerable] = 0) then begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid inc(CurrentHedgehog^.Gear^.Karma, tmpDmg); CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog; spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg); end; uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false); end; end else //else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure Gear^.Hedgehog:= AttackerHog; inc(Gear^.Damage, Damage); ScriptCall('onGearDamage', Gear^.UID, Damage);end;procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);var tag: PVisualGear;begintag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);if (tag <> nil) then tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text colorAllInactive:= false;HHGear^.Active:= true;end;procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);beginif Hedgehog^.Effects[heFrozen] <> 0 then exit;if (Source = dsFall) or (Source = dsExplosion) then case random(3) of 0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack); 2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack); endelse if (Source = dsPoison) then case random(2) of 0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack); endelse case random(4) of 0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack); 2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack); 3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack); endend;procedure CheckHHDamage(Gear: PGear);var dmg: Longword; i: LongWord; particle: PVisualGear;beginif _0_4 < Gear^.dY then begin dmg := ModifyDamage(1 + hwRound((Gear^.dY - _0_4) * 70), Gear); if Gear^.Hedgehog^.Effects[heFrozen] = 0 then PlaySound(sndBump) else PlaySound(sndFrozenHogImpact); if dmg < 1 then exit; for i:= min(12, (3 + dmg div 10)) downto 0 do begin particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480); end; if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then exit; //if _0_6 < Gear^.dY then // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack) //else // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack); if Gear^.LastDamage <> nil then ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall) else ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall); endend;procedure CalcRotationDirAngle(Gear: PGear);var dAngle: real;begin // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64 //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000); if not Gear^.dX.isNegative then Gear^.DirAngle := Gear^.DirAngle + dAngle else Gear^.DirAngle := Gear^.DirAngle - dAngle; if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360 else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360end;function CheckGearDrowning(var Gear: PGear): boolean;var skipSpeed, skipAngle, skipDecay: hwFloat; i, maxDrops, X, Y: LongInt; vdX, vdY: real; particle, splash: PVisualGear; isSubmersible: boolean;begin // probably needs tweaking. might need to be in a case statement based upon gear type Y:= hwRound(Gear^.Y); if cWaterLine < Y + Gear^.Radius then begin if Gear^.State and gstInvisible <> 0 then begin if Gear^.Kind = gtGenericFaller then begin Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX); Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY); Gear^.dX:= _90-(GetRandomf*_360); Gear^.dY:= _90-(GetRandomf*_360) end else DeleteGear(Gear); exit end; isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0); skipSpeed := _0_25; skipAngle := _1_9; skipDecay := _0_87; X:= hwRound(Gear^.X); vdX:= hwFloat2Float(Gear^.dX); vdY:= hwFloat2Float(Gear^.dY); // this could perhaps be a tiny bit higher. if (cWaterLine + 64 + Gear^.Radius > Y) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then begin Gear^.dY.isNegative := true; Gear^.dY := Gear^.dY * skipDecay; Gear^.dX := Gear^.dX * skipDecay; CheckGearDrowning := false; PlaySound(sndSkip) end else begin if not isSubmersible then begin CheckGearDrowning := true; Gear^.State := gstDrowning; Gear^.RenderTimer := false; if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) then if Gear^.Kind = gtHedgehog then begin if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then begin // Gear could become nil after this, just exit to skip splashes ResurrectHedgehog(Gear); exit end else begin Gear^.doStep := @doStepDrowningGear; Gear^.State := Gear^.State and (not gstHHDriven); AddCaption(Format(GetEventString(eidDrowned), Gear^.Hedgehog^.Name), cWhiteColor, capgrpMessage); end end else Gear^.doStep := @doStepDrowningGear; if Gear^.Kind = gtFlake then exit // skip splashes end else if (Y > cWaterLine + cVisibleWater*4) and ((Gear <> CurrentHedgehog^.Gear) or (CurAmmoGear = nil) or (CurAmmoGear^.State and gstSubmersible = 0)) then Gear^.doStep:= @doStepDrowningGear; if ((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and (Gear = CurAmmoGear) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01))) then if Gear^.Density * Gear^.dY > _1 then PlaySound(sndSplash) else if Gear^.Density * Gear^.dY > _0_5 then PlaySound(sndSkip) else PlaySound(sndDroplet2); end; if ((cReducedQuality and rqPlainSplash) = 0) and (((not isSubmersible) and (Y < cWaterLine + 64 + Gear^.Radius)) or (isSubmersible and (Y < cWaterLine + 2 + Gear^.Radius) and (Gear = CurAmmoGear) and ((CurAmmoGear^.Pos = 0) and (CurAmmoGear^.dY < _0_01)))) then begin splash:= AddVisualGear(X, cWaterLine, vgtSplash); if splash <> nil then with splash^ do begin Scale:= hwFloat2Float(Gear^.Density / _3 * Gear^.dY); if Scale > 1 then Scale:= power(Scale,0.3333) else Scale:= Scale + ((1-Scale) / 2); if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4)) else Timer:= 1; // Low Gravity FrameTicks:= FrameTicks*Timer; end; maxDrops := (hwRound(Gear^.Density) * 3) div 2 + round(vdX * hwRound(Gear^.Density) * 6) + round(vdY * hwRound(Gear^.Density) * 6); for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do begin particle := AddVisualGear(X - 3 + Random(7), cWaterLine, vgtDroplet); if particle <> nil then with particle^ do begin dX := dX - vdX / 10; dY := dY - vdY / 5; if splash <> nil then begin if splash^.Scale > 1 then begin dX:= dX * power(splash^.Scale,0.3333); // tone down the droplet height further dY:= dY * power(splash^.Scale, 0.3333) end else begin dX:= dX * splash^.Scale; dY:= dY * splash^.Scale end end end end end; if isSubmersible and (Gear = CurAmmoGear) and (CurAmmoGear^.Pos = 0) then CurAmmoGear^.Pos := 1000 end else begin if not (Gear^.Kind in [gtJetpack, gtBee]) then Gear^.State:= Gear^.State and not gstSubmersible; // making it temporary for most gears is more attractive I think CheckGearDrowning := false endend;procedure ResurrectHedgehog(var gear: PGear);var tempTeam : PTeam; sparkles: PVisualGear; gX, gY: LongInt;begin if (Gear^.LastDamage <> nil) then uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true) else uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true); AttackBar:= 0; gear^.dX := _0; gear^.dY := _0; gear^.Damage := 0; gear^.Health := gear^.Hedgehog^.InitialHealth; gear^.Hedgehog^.Effects[hePoisoned] := 0; if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0) and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then with CurrentHedgehog^ do begin inc(Team^.stats.AIKills); FreeTexture(Team^.AIKillsTex); Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16); end; tempTeam := gear^.Hedgehog^.Team; DeleteCI(gear); gX := hwRound(gear^.X); gY := hwRound(gear^.Y); // might need more sparkles for a column sparkles:= AddVisualGear(gX, gY, vgtDust, 1); if sparkles <> nil then begin sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF; //sparkles^.Angle:= random(360); end; FindPlace(gear, false, 0, LAND_WIDTH, true); if gear <> nil then begin AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion); PlaySound(sndWarp); RenderHealth(gear^.Hedgehog^); ScriptCall('onGearResurrect', gear^.uid); gear^.State := gstWait; end; RecountTeamHealth(tempTeam);end;function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;var i: LongInt; count: LongInt = 0;begin if (y and LAND_HEIGHT_MASK) = 0 then for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do if Land[y, i] and mask <> 0 then begin inc(count); if count = c then begin CountNonZeroz:= count; exit end; end; CountNonZeroz:= count;end;function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;var t: PGear;beginNoGearsToAvoid:= false;t:= GearsList;rX:= sqr(rX);rY:= sqr(rY);while t <> nil do begin if t^.Kind <= gtExplosives then if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then exit; t:= t^.NextGear end;NoGearsToAvoid:= trueend;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;begin FindPlace(Gear, withFall, Left, Right, false);end;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);var x: LongInt; y, sy: LongInt; ar: array[0..1023] of TPoint; ar2: array[0..2047] of TPoint; cnt, cnt2: Longword; delta: LongInt; ignoreNearObjects, ignoreOverlap, tryAgain: boolean;beginignoreNearObjects:= false; // try not skipping proximity at firstignoreOverlap:= 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 impossibilitytryAgain:= true;if WorldEdge <> weNone then begin Left:= max(Left,leftX+Gear^.Radius); Right:= min(Right,rightX-Gear^.Radius) end;while tryAgain do begin delta:= LAND_WIDTH div 16; cnt2:= 0; repeat x:= Left + max(LAND_WIDTH div 2048, LongInt(GetRandom(Delta))); repeat inc(x, Delta); cnt:= 0; y:= min(1024, topY) - 2 * Gear^.Radius; while y < cWaterLine do begin repeat inc(y, 2); until (y >= cWaterLine) or (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) = 0)); sy:= y; repeat inc(y); until (y >= cWaterLine) or (not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) <> 0)); if (y - sy > Gear^.Radius * 2) and (((Gear^.Kind = gtExplosives) and (y < cWaterLine) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60)) and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius)) or ((Gear^.Kind <> gtExplosives) and (y < cWaterLine) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110)) )) then begin ar[cnt].X:= x; if withFall then ar[cnt].Y:= sy + Gear^.Radius else ar[cnt].Y:= y - Gear^.Radius; inc(cnt) end; inc(y, 10) end; if cnt > 0 then with ar[GetRandom(cnt)] do begin ar2[cnt2].x:= x; ar2[cnt2].y:= y; inc(cnt2) end until (x + Delta > Right); dec(Delta, 60) until (cnt2 > 0) or (Delta < 70); // if either of these has not been tried, do another pass if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then tryAgain:= true else tryAgain:= false; if ignoreNearObjects then ignoreOverlap:= true; ignoreNearObjects:= true; end;if cnt2 > 0 then with ar2[GetRandom(cnt2)] do begin Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')'); end else begin OutError('Can''t find place for Gear', false); if Gear^.Kind = gtHedgehog then Gear^.Hedgehog^.Effects[heResurrectable] := 0; DeleteGear(Gear); Gear:= nil endend;function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;var t: PGear;begint:= GearsList;rX:= sqr(rX);rY:= sqr(rY);while t <> nil do begin if (t <> Gear) and (t^.Kind = Kind) then if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then begin CheckGearNear:= t; exit; end; t:= t^.NextGear end;CheckGearNear:= nilend;procedure CheckCollision(Gear: PGear); inline;begin if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0) or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and (not gstCollision)end;procedure CheckCollisionWithLand(Gear: PGear); inline;begin if (TestCollisionX(Gear, hwSign(Gear^.dX)) <> 0) or (TestCollisionY(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and (not gstCollision)end;function MakeHedgehogsStep(Gear: PGear) : boolean;begin if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then Gear^.Y:= Gear^.Y + _6 end else Gear^.Y:= Gear^.Y + _5 else end else Gear^.Y:= Gear^.Y + _4 else end else Gear^.Y:= Gear^.Y + _3 else end else Gear^.Y:= Gear^.Y + _2 else end else Gear^.Y:= Gear^.Y + _1 end; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0 then begin Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX); MakeHedgehogsStep:= true end else MakeHedgehogsStep:= false; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y - _6; Gear^.dY:= _0; Gear^.State:= Gear^.State or gstMoving; exit end; end end end end end end;end;procedure ShotgunShot(Gear: PGear);var t: PGear; dmg, r, dist: LongInt; dx, dy: hwFloat;beginGear^.Radius:= cShotgunRadius;t:= GearsList;while t <> nil do begin case t^.Kind of gtHedgehog, gtMine, gtSMine, gtKnife, gtCase, gtTarget, gtExplosives: begin//,// gtStructure: begin//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg)); dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, 25), t); end; if dmg > 0 then begin if t^.Hedgehog^.Effects[heInvulnerable] = 0 then ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet) else Gear^.State:= Gear^.State or gstWinner; DeleteCI(t); t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX); t^.dY:= t^.dY + Gear^.dY * dmg * _0_01; t^.State:= t^.State or gstMoving; if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision); t^.Active:= true; FollowGear:= t end end; gtGrave: begin dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, 25), t); end; if dmg > 0 then begin t^.dY:= - _0_1; t^.Active:= true end end; end; t:= t^.NextGear end;if (GameFlags and gfSolidLand) = 0 then DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)end;procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);var t: PGearArray; Gear: PGear; i, j, tmpDmg: LongInt; VGear: PVisualGear;begint:= CheckGearsCollision(Ammo);// Just to avoid hogs on rope dodging fire.if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then begin t^.ar[t^.Count]:= CurrentHedgehog^.Gear; inc(t^.Count) end;i:= t^.Count;if (Ammo^.Kind = gtFlame) and (i > 0) then Ammo^.Health:= 0;while i > 0 do begin dec(i); Gear:= t^.ar[i]; if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000); tmpDmg:= ModifyDamage(Damage, Gear); if (Gear^.State and gstNoDamage) = 0 then begin if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then begin VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit); if VGear <> nil then VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY); end; if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1; case Gear^.Kind of gtHedgehog, gtMine, gtSMine, gtKnife, gtTarget, gtCase, gtExplosives: //, //gtStructure: begin if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end; if Gear^.Hedgehog^.Effects[heInvulnerable] = 0 then begin if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then for j:= 1 to max(1,min(3,tmpDmg div 5)) do begin VGear:= AddVisualGear(hwRound(Ammo^.X-((Ammo^.X-Gear^.X)/_2)), hwRound(Ammo^.Y-((Ammo^.Y-Gear^.Y)/_2)), vgtStraightShot); if VGear <> nil then with VGear^ do begin Tint:= $FFCC00FF; Angle:= random(360); dx:= 0.0005 * (random(100)); dy:= 0.0005 * (random(100)); if random(2) = 0 then dx := -dx; if random(2) = 0 then dy := -dy; FrameTicks:= 600+random(200); State:= ord(sprStar) end end; ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove) end else Gear^.State:= Gear^.State or gstWinner; if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then begin if (Ammo^.Hedgehog^.Gear <> nil) then Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable); ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch end; if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then begin Gear^.dX:= Ammo^.dX * Power * _0_005; Gear^.dY:= Ammo^.dY * Power * _0_005 end else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then begin Gear^.dX:= Ammo^.dX * Power * _0_01; Gear^.dY:= Ammo^.dY * Power * _0_01 end; if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then begin Gear^.Active:= true; DeleteCI(Gear); Gear^.State:= Gear^.State or gstMoving; if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); // move the gear upwards a bit to throw it over tiny obstacles at start if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then begin if (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; end end; if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear end; end end; end;if i <> 0 then SetAllToActiveend;function CountGears(Kind: TGearType): Longword;var t: PGear; count: Longword = 0;begint:= GearsList;while t <> nil do begin if t^.Kind = Kind then inc(count); t:= t^.NextGear end;CountGears:= count;end;procedure SetAllToActive;var t: PGear;beginAllInactive:= false;t:= GearsList;while t <> nil do begin t^.Active:= true; t:= t^.NextGear endend;procedure SetAllHHToActive; inline;beginSetAllHHToActive(true)end;procedure SetAllHHToActive(Ice: boolean);var t: PGear;beginAllInactive:= false;t:= GearsList;while t <> nil do begin if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then begin if (t^.Kind = gtHedgehog) and Ice then CheckIce(t); t^.Active:= true end; t:= t^.NextGear endend;var GearsNearArray : TPGearArray;function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;var t: PGear; s: Longword;begin r:= r*r; s:= 0; SetLength(GearsNearArray, s); t := GearsList; while t <> nil do begin if (t^.Kind = Kind) and ((X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) < int2hwFloat(r)) then begin inc(s); SetLength(GearsNearArray, s); GearsNearArray[s - 1] := t; end; t := t^.NextGear; end; GearsNear.size:= s; GearsNear.ar:= @GearsNearArrayend;procedure SpawnBoxOfSmth;var t, aTot, uTot, a, h: LongInt; i: TAmmoType;beginif (PlacingHogs) or (cCaseFactor = 0) or (CountGears(gtCase) >= 5) or (GetRandom(cCaseFactor) <> 0) then exit;FollowGear:= nil;aTot:= 0;uTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability) else inc(uTot, Ammoz[i].Probability);t:=0;a:=aTot;h:= 1;if (aTot+uTot) <> 0 then if ((GameFlags and gfInvulnerable) = 0) then begin h:= cHealthCaseProb * 100; t:= GetRandom(10000); a:= (10000-h)*aTot div (aTot+uTot) end else begin t:= GetRandom(aTot+uTot); h:= 0 end;if t<h then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); FollowGear^.Health:= cHealthCaseAmount; FollowGear^.Pos:= posCaseHealth; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); endelse if (t<a+h) then begin t:= aTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseAmmo; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end endelse begin t:= uTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseUtility; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end end;// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilitiesif (FollowGear <> nil) then begin FindPlace(FollowGear, true, 0, LAND_WIDTH); if (FollowGear <> nil) then AddVoice(sndReinforce, CurrentTeam^.voicepack) endend;function GetAmmo(Hedgehog: PHedgehog): TAmmoType;var t, aTot: LongInt; i: TAmmoType;beginHedgehog:= Hedgehog; // avoid hintaTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability);t:= aTot;i:= Low(TAmmoType);if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then dec(t, Ammoz[i].Probability) end end;GetAmmo:= iend;function GetUtility(Hedgehog: PHedgehog): TAmmoType;var t, uTot: LongInt; i: TAmmoType;beginuTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then inc(uTot, Ammoz[i].Probability);t:= uTot;i:= Low(TAmmoType);if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then dec(t, Ammoz[i].Probability) end end;GetUtility:= iend;(*Intended to check Gear X/Y against the map left/right edges and apply one of the world modes* Normal - infinite world, do nothing* Wrap (entering left edge exits at same height on right edge)* Bounce (striking edge is treated as a 100% elasticity bounce)* From the depths (same as from sky, but from sea, with submersible flag set)Trying to make the checks a little broader than on first pass to catch things that don't move normally.*)function WorldWrap(var Gear: PGear): boolean;var tdx: hwFloat;beginWorldWrap:= false;if WorldEdge = weNone then exit(false);if (hwRound(Gear^.X)-Gear^.Radius < leftX) or (hwRound(Gear^.X)+Gear^.Radius > rightX) then begin if WorldEdge = weWrap then begin if (hwRound(Gear^.X)-Gear^.Radius < leftX) then Gear^.X:= int2hwfloat(rightX-Gear^.Radius) else Gear^.X:= int2hwfloat(leftX+Gear^.Radius); LeftImpactTimer:= 150; RightImpactTimer:= 150 end else if WorldEdge = weBounce then begin if (hwRound(Gear^.X)-Gear^.Radius < leftX) then begin LeftImpactTimer:= 333; Gear^.dX.isNegative:= false; Gear^.X:= int2hwfloat(leftX+Gear^.Radius) end else begin RightImpactTimer:= 333; Gear^.dX.isNegative:= true; Gear^.X:= int2hwfloat(rightX-Gear^.Radius) end; if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then PlaySound(sndMelonImpact) end else if WorldEdge = weSea then begin if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then Gear^.State:= Gear^.State and not gstSubmersible else begin Gear^.State:= Gear^.State or gstSubmersible; Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2); tdx:= Gear^.dX; Gear^.dX:= -Gear^.dY; Gear^.dY:= tdx; Gear^.dY.isNegative:= true end end;(** Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neatThis one would be really easy to freeze game unless it was flagged unfortunately. else begin Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; Gear^.Y:= -_2048-_256-_256; tdx:= Gear^.dX; Gear^.dX:= Gear^.dY; Gear^.dY:= tdx; Gear^.dY.isNegative:= false end*) WorldWrap:= true end;end;end.