author | Wuzzy <almikes@aol.com> |
Mon, 10 Apr 2017 20:56:01 +0200 | |
changeset 12221 | 5b525d041fb4 |
parent 12215 | 442bab755bb4 |
child 12311 | cdd884397760 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *) {$INCLUDE "options.inc"} unit uGears; (* * This unit defines the behavior of gears. * * Gears are "things"/"objects" that may be visible to the player or not, * but always have an effect on the course of the game. * * E.g.: weapons, hedgehogs, etc. * * Note: The visual appearance of gears is defined in the unit "uGearsRender". * * Note: Gears that do not have an effect on the game but are just visual * effects are called "Visual Gears" and defined in the respective unit! *) interface uses uConsts, uFloat, uTypes, uChat, uCollisions; procedure initModule; procedure freeModule; function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear; function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear; procedure ProcessGears; procedure EndTurnCleanup; procedure DrawGears; procedure DrawGearsTimers; procedure FreeGearsList; procedure AddMiscGears; procedure AssignHHCoords; function GearByUID(uid : Longword) : PGear; function IsClockRunning() : boolean; implementation uses uStore, uSound, uTeams, uRandom, uIO, uLandGraphics, {$IFDEF USE_TOUCH_INTERFACE}uTouch,{$ENDIF} uLocale, uAmmos, uStats, uVisualGears, uScript, uVariables, uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlersRope , uVisualGearsList, uGearsHandlersMess, uAI; var skipFlag: boolean; var delay: LongWord; delay2: LongWord; step: (stDelay, stChDmg, stSweep, stTurnReact, stAfterDelay, stChWin, stWater, stChWin2, stHealth, stSpawn, stNTurn); NewTurnTick: LongWord; //SDMusic: shortstring; function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs var Gear: PGear; dmg: LongInt; begin CheckNoDamage:= true; Gear:= GearsList; while Gear <> nil do begin if (Gear^.Kind = gtHedgehog) and (((GameFlags and gfInfAttack) = 0) or ((Gear^.dX.QWordValue < _0_000004.QWordValue) and (Gear^.dY.QWordValue < _0_000004.QWordValue))) then begin if (not isInMultiShoot) then inc(Gear^.Damage, Gear^.Karma); if (Gear^.Damage <> 0) and ((Gear^.Hedgehog^.Effects[heInvulnerable] = 0)) then begin CheckNoDamage:= false; dmg:= Gear^.Damage; if Gear^.Health < dmg then begin Gear^.Active:= true; Gear^.Health:= 0 end else dec(Gear^.Health, dmg); (* This doesn't fit well w/ the new loser sprite which is cringing from an attack. if (Gear^.Hedgehog^.Team = CurrentTeam) and (Gear^.Damage <> Gear^.Karma) and (not Gear^.Hedgehog^.King) and (Gear^.Hedgehog^.Effects[hePoisoned] = 0) and (not SuddenDeathDmg) then Gear^.State:= Gear^.State or gstLoser; *) spawnHealthTagForHH(Gear, dmg); RenderHealth(Gear^.Hedgehog^); RecountTeamHealth(Gear^.Hedgehog^.Team); end; if (not isInMultiShoot) then Gear^.Karma:= 0; Gear^.Damage:= 0 end; Gear:= Gear^.NextGear end; end; procedure HealthMachine; var Gear: PGear; team: PTeam; i: LongWord; flag: Boolean; tmp: LongWord; begin Gear:= GearsList; while Gear <> nil do begin if Gear^.Kind = gtHedgehog then begin tmp:= 0; if (Gear^.Hedgehog^.Effects[hePoisoned] <> 0) and (Gear^.Hedgehog^.Effects[heFrozen] = 0) then begin inc(tmp, ModifyDamage(Gear^.Hedgehog^.Effects[hePoisoned], Gear)); if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth) // does not need a minimum check since <= 1 basically disables it end; if (TotalRounds > cSuddenDTurns - 1) then begin inc(tmp, cHealthDecrease); if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, cHealthDecrease) end; if Gear^.Hedgehog^.King then begin flag:= false; team:= Gear^.Hedgehog^.Team; for i:= 0 to Pred(team^.HedgehogsNumber) do if (team^.Hedgehogs[i].Gear <> nil) and (not team^.Hedgehogs[i].King) and (team^.Hedgehogs[i].Gear^.Health > team^.Hedgehogs[i].Gear^.Damage) then flag:= true; if not flag then begin inc(tmp, 5); if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, 5) end end; if tmp > 0 then begin inc(Gear^.Damage, min(tmp, max(0,Gear^.Health - 1 - Gear^.Damage))); HHHurt(Gear^.Hedgehog, dsPoison); end end; Gear:= Gear^.NextGear end; end; procedure ProcessGears; var t: PGear; i, AliveCount: LongInt; s: ansistring; prevtime: LongWord; stirFallers: boolean; begin stirFallers:= false; prevtime:= TurnTimeLeft; ScriptCall('onGameTick'); if GameTicks mod 20 = 0 then ScriptCall('onGameTick20'); if GameTicks = NewTurnTick then begin ScriptCall('onNewTurn'); {$IFDEF USE_TOUCH_INTERFACE} uTouch.NewTurnBeginning(); {$ENDIF} end; PrvInactive:= AllInactive; AllInactive:= true; if (StepSoundTimer > 0) and (StepSoundChannel < 0) then StepSoundChannel:= LoopSound(sndSteps) else if (StepSoundTimer = 0) and (StepSoundChannel > -1) then begin StopSoundChan(StepSoundChannel); StepSoundChannel:= -1 end; if StepSoundTimer > 0 then dec(StepSoundTimer, 1); t:= GearsList; while t <> nil do begin curHandledGear:= t; t:= curHandledGear^.NextGear; if (GameTicks and $1FFF = 0) and (curHandledGear^.Kind = gtCase) and (curHandledGear^.Pos <> posCaseHealth) then stirFallers := true; if curHandledGear^.Message and gmDelete <> 0 then DeleteGear(curHandledGear) else begin if curHandledGear^.Message and gmRemoveFromList <> 0 then begin RemoveGearFromList(curHandledGear); // since I can't think of any good reason this would ever be separate from a remove from list, going to keep it inside this block if curHandledGear^.Message and gmAddToList <> 0 then InsertGearToList(curHandledGear); curHandledGear^.Message:= curHandledGear^.Message and (not (gmRemoveFromList or gmAddToList)) end; if curHandledGear^.Active then begin if curHandledGear^.RenderTimer and (curHandledGear^.Timer > 500) and ((curHandledGear^.Timer mod 1000) = 0) then begin FreeAndNilTexture(curHandledGear^.Tex); curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(curHandledGear^.Timer div 1000)), cWhiteColor, fntSmall); end; curHandledGear^.doStep(curHandledGear); // might be useful later //ScriptCall('onGearStep', Gear^.uid); end end end; if stirFallers then begin t := GearsList; while t <> nil do begin if t^.Kind = gtGenericFaller then begin t^.Active:= true; t^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX); t^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY); t^.dX:= _90-(GetRandomf*_360); t^.dY:= _90-(GetRandomf*_360) end; t := t^.NextGear end end; curHandledGear:= nil; if AllInactive then case step of stDelay: begin if delay = 0 then delay:= cInactDelay else dec(delay); if delay = 0 then inc(step) end; stChDmg: if CheckNoDamage then inc(step) else step:= stDelay; stSweep: if SweepDirty then begin SetAllToActive; step:= stChDmg end else inc(step); stTurnReact: begin if (not bBetweenTurns) and (not isInMultiShoot) then begin uStats.TurnReaction; inc(step) end else inc(step, 2); end; stAfterDelay: begin if delay = 0 then delay:= cInactDelay else dec(delay); if delay = 0 then inc(step) end; stChWin: begin CheckForWin(); inc(step) end; stWater: if (not bBetweenTurns) and (not isInMultiShoot) then begin if TotalRounds = cSuddenDTurns + 1 then bWaterRising:= true; if bWaterRising and (cWaterRise > 0) then AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise; inc(step) end else // since we are not raising the water, a second win-check isn't needed inc(step,2); stChWin2: begin CheckForWin; inc(step) end; stHealth: begin if (cWaterRise <> 0) or (cHealthDecrease <> 0) then begin if (TotalRounds = cSuddenDTurns) and (not SuddenDeath) and (not isInMultiShoot) then begin SuddenDeath:= true; if cHealthDecrease <> 0 then begin SuddenDeathDmg:= true; // flash ScreenFade:= sfFromWhite; ScreenFadeValue:= sfMax; ScreenFadeSpeed:= 1; ChangeToSDClouds; ChangeToSDFlakes; SetSkyColor(SDSkyColor.r * (SDTint.r/255) / 255, SDSkyColor.g * (SDTint.r/255) / 255, SDSkyColor.b * (SDTint.b/255) / 255); Ammoz[amTardis].SkipTurns:= 9999; Ammoz[amTardis].Probability:= 0; end; AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState); ScriptCall('onSuddenDeath'); playSound(sndSuddenDeath); StopMusic; if SDMusicFN <> '' then PlayMusic end else if (TotalRounds < cSuddenDTurns) and (not isInMultiShoot) then begin i:= cSuddenDTurns - TotalRounds; s:= ansistring(inttostr(i)); if i = 1 then AddCaption(trmsg[sidRoundSD], cWhiteColor, capgrpGameState) else if (i = 2) or ((i > 0) and ((i mod 50 = 0) or ((i <= 25) and (i mod 5 = 0)))) then AddCaption(FormatA(trmsg[sidRoundsSD], s), cWhiteColor, capgrpGameState); end; end; if bBetweenTurns or isInMultiShoot or (TotalRounds = -1) then inc(step) else begin bBetweenTurns:= true; HealthMachine; step:= stChDmg end end; stSpawn: begin if not isInMultiShoot then SpawnBoxOfSmth; inc(step) end; stNTurn: begin if isInMultiShoot then isInMultiShoot:= false else begin // delayed till after 0.9.12 // reset to default zoom //ZoomValue:= ZoomDefault; with CurrentHedgehog^ do if (Gear <> nil) and ((Gear^.State and gstAttacked) = 0) and (MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^); EndTurnCleanup; FreeActionsList; // could send -left, -right and similar commands, so should be called before /nextturn ParseCommand('/nextturn', true); SwitchHedgehog; AfterSwitchHedgehog; bBetweenTurns:= false; NewTurnTick:= GameTicks + 1 end; step:= Low(step) end; end else if ((GameFlags and gfInfAttack) <> 0) then begin if delay2 = 0 then delay2:= cInactDelay * 50 else begin dec(delay2); if ((delay2 mod cInactDelay) = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (not CurrentHedgehog^.Unplaced) then begin if (CurrentHedgehog^.Gear^.State and gstAttacked <> 0) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then begin CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstChooseTarget; isCursorVisible := true end; CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and (not gstAttacked); end; if delay2 = 0 then begin if (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.State and gstAttacked = 0) and (CurAmmoGear = nil) then SweepDirty; if (CurrentHedgehog^.Gear = nil) or (CurrentHedgehog^.Gear^.State and gstHHDriven = 0) or (CurrentHedgehog^.Gear^.Damage = 0) then CheckNoDamage; AliveCount:= 0; // shorter version of check for win to allow typical step activity to proceed for i:= 0 to Pred(ClansCount) do if ClansArray[i]^.ClanHealth > 0 then inc(AliveCount); if (AliveCount <= 1) and ((GameFlags and gfOneClanMode) = 0) then begin step:= stChDmg; if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0 end end end end; if TurnTimeLeft > 0 then if IsClockRunning() then //(CurrentHedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle]) begin if (cHedgehogTurnTime >= 10000) and (CurrentHedgehog^.Gear <> nil) and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) and (not isGetAwayTime) then if TurnTimeLeft = 5000 then PlaySoundV(sndHurry, CurrentTeam^.voicepack) else if TurnTimeLeft = 4000 then PlaySound(sndCountdown4) else if TurnTimeLeft = 3000 then PlaySound(sndCountdown3) else if TurnTimeLeft = 2000 then PlaySound(sndCountdown2) else if TurnTimeLeft = 1000 then PlaySound(sndCountdown1); if ReadyTimeLeft > 0 then begin if (ReadyTimeLeft = 2000) and (LastVoice.snd = sndNone) and (not PlacingHogs) then AddVoice(sndComeonthen, CurrentTeam^.voicepack); dec(ReadyTimeLeft) end else dec(TurnTimeLeft) end; if skipFlag then begin if TagTurnTimeLeft = 0 then TagTurnTimeLeft:= TurnTimeLeft; TurnTimeLeft:= 0; skipFlag:= false; inc(CurrentHedgehog^.Team^.stats.TurnSkips); end; if ((GameTicks and $FFFF) = $FFFF) then begin if (not CurrentTeam^.ExtDriven) then begin SendIPC(_S'#'); AddFileLog('hiTicks increment message sent') end; if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then begin AddFileLog('hiTicks increment (current team is local or gone)'); inc(hiTicks) // we do not recieve a message for this end end; AddRandomness(CheckSum); TurnClockActive:= prevtime <> TurnTimeLeft; inc(GameTicks) end; //Purpose, to reset all transient attributes toggled by a utility and clean up various gears and effects at end of turn //If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here. procedure EndTurnCleanup; var i: LongInt; t: PGear; begin SpeechText:= ''; // in case it has not been consumed if (GameFlags and gfLowGravity) = 0 then begin cGravity:= cMaxWindSpeed * 2; cGravityf:= 0.00025 * 2; cLowGravity:= false end; if (GameFlags and gfVampiric) = 0 then cVampiric:= false; cDamageModifier:= _1; if (GameFlags and gfLaserSight) = 0 then cLaserSighting:= false; if (GameFlags and gfArtillery) = 0 then cArtillery:= false; // have to sweep *all* current team hedgehogs since it is theoretically possible if you have enough invulnerabilities and switch turns to make your entire team invulnerable if (CurrentTeam <> nil) then with CurrentTeam^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do begin (* if (SpeechGear <> nil) then begin DeleteVisualGear(SpeechGear); // remove to restore persisting beyond end of turn. Tiy says was too much of a gameplay issue SpeechGear:= nil end; *) if (Gear <> nil) then begin if (GameFlags and gfInvulnerable) = 0 then Gear^.Hedgehog^.Effects[heInvulnerable]:= 0; end; end; t:= GearsList; while t <> nil do begin t^.PortalCounter:= 0; if ((GameFlags and gfResetHealth) <> 0) and (t^.Kind = gtHedgehog) and (t^.Health < t^.Hedgehog^.InitialHealth) then begin t^.Health:= t^.Hedgehog^.InitialHealth; RenderHealth(t^.Hedgehog^); end; t:= t^.NextGear end; if ((GameFlags and gfResetWeps) <> 0) and (not PlacingHogs) then ResetWeapons; if (GameFlags and gfResetHealth) <> 0 then for i:= 0 to Pred(TeamsCount) do RecountTeamHealth(TeamsArray[i]) end; procedure DrawGears; var Gear: PGear; x, y: LongInt; begin Gear:= GearsList; while Gear <> nil do begin if (Gear^.State and gstInvisible = 0) and (Gear^.Message and gmRemoveFromList = 0) then begin x:= hwRound(Gear^.X) + WorldDx; y:= hwRound(Gear^.Y) + WorldDy; RenderGear(Gear, x, y); end; Gear:= Gear^.NextGear end; if SpeechHogNumber > 0 then DrawHHOrder(); end; procedure DrawGearsTimers; var Gear: PGear; x, y: LongInt; begin Gear:= GearsList; while Gear <> nil do begin x:= hwRound(Gear^.X) + WorldDx; y:= hwRound(Gear^.Y) + WorldDy; RenderGearTimer(Gear, x, y); Gear:= Gear^.NextGear end; end; procedure FreeGearsList; var t, tt: PGear; begin tt:= GearsList; GearsList:= nil; while tt <> nil do begin t:= tt; tt:= tt^.NextGear; Dispose(t) end; end; procedure AddMiscGears; var p,i,j,t,h,unplaced: Longword; rx, ry: LongInt; rdx, rdy: hwFloat; Gear: PGear; begin AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000); i:= 0; unplaced:= 0; while (i < cLandMines) and (unplaced < 4) do begin Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0); FindPlace(Gear, false, 0, LAND_WIDTH); if Gear = nil then inc(unplaced) else unplaced:= 0; inc(i) end; i:= 0; unplaced:= 0; while (i < cExplosives) and (unplaced < 4) do begin Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0); FindPlace(Gear, false, 0, LAND_WIDTH); if Gear = nil then inc(unplaced) else unplaced:= 0; inc(i) end; i:= 0; j:= 0; p:= 0; // 0 searching, 1 bad position, 2 added. unplaced:= 0; if cAirMines > 0 then Gear:= AddGear(0, 0, gtAirMine, 0, _0, _0, 0); while (i < cAirMines) and (j < 1000*cAirMines) do begin p:= 0; if hasBorder then begin rx:= leftX+GetRandom(rightX-leftX-16)+8; ry:= topY+GetRandom(LAND_HEIGHT-topY-16)+8 end else begin rx:= leftX+GetRandom(rightX-leftX+400)-200; ry:= topY+GetRandom(LAND_HEIGHT-topY+400)-200 end; Gear^.X:= int2hwFloat(rx); Gear^.Y:= int2hwFloat(ry); if CheckLandValue(rx, ry, $FFFF) and (TestCollisionYwithGear(Gear,-1) = 0) and (TestCollisionXwithGear(Gear, 1) = 0) and (TestCollisionXwithGear(Gear,-1) = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then begin t:= 0; while (t < TeamsCount) and (p = 0) do begin h:= 0; with TeamsArray[t]^ do while (h < cMaxHHIndex) and (p = 0) do begin if (Hedgehogs[h].Gear <> nil) then begin rdx:=Gear^.X-Hedgehogs[h].Gear^.X; rdy:=Gear^.Y-Hedgehogs[h].Gear^.Y; if (Gear^.Angle < $FFFFFFFF) and ((rdx.Round+rdy.Round < Gear^.Angle) and (hwRound(hwSqr(rdx) + hwSqr(rdy)) < sqr(Gear^.Angle))) then begin // Debug line. Remove later // AddFileLog('Too Close to Hog @ (' + inttostr(rx) + ',' + inttostr(ry) + ')'); p:= 1 end end; inc(h) end; inc(t) end; if p = 0 then begin inc(i); AddFileLog('Placed Air Mine @ (' + inttostr(rx) + ',' + inttostr(ry) + ')'); if i < cAirMines then Gear:= AddGear(0, 0, gtAirMine, 0, _0, _0, 0) end end; inc(j) end; if p <> 0 then DeleteGear(Gear); if (GameFlags and gfLowGravity) <> 0 then begin cGravity:= cMaxWindSpeed; cGravityf:= 0.00025; cLowGravity:= true end; if (GameFlags and gfVampiric) <> 0 then cVampiric:= true; Gear:= GearsList; if (GameFlags and gfInvulnerable) <> 0 then for p:= 0 to Pred(ClansCount) do with ClansArray[p]^ do for j:= 0 to Pred(TeamsNumber) do with Teams[j]^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do Effects[heInvulnerable]:= 1; if (GameFlags and gfLaserSight) <> 0 then cLaserSighting:= true; if (GameFlags and gfArtillery) <> 0 then cArtillery:= true; for i:= (LAND_WIDTH*LAND_HEIGHT) div 524288+2 downto 0 do begin rx:= GetRandom(rightX-leftX)+leftX; ry:= GetRandom(LAND_HEIGHT-topY)+topY; rdx:= _90-(GetRandomf*_360); rdy:= _90-(GetRandomf*_360); AddGear(rx, ry, gtGenericFaller, gstInvisible, rdx, rdy, $FFFFFFFF); end; snowRight:= max(LAND_WIDTH,4096)+512; snowLeft:= -(snowRight-LAND_WIDTH); if (not hasBorder) and cSnow then for i:= vobCount * Longword(max(LAND_WIDTH,4096)) div 2048 downto 1 do begin rx:=GetRandom(snowRight - snowLeft); ry:=GetRandom(750); AddGear(rx + snowLeft, LongInt(LAND_HEIGHT) + ry - 1300, gtFlake, 0, _0, _0, 0) end end; // sort clans horizontally (bubble-sort, because why not) procedure SortHHsByClan(); var n, newn, i, j, k, p: LongInt; ar, clar: array[0..Pred(cMaxHHs)] of PHedgehog; Count, clCount: Longword; tmpX, tmpY: hwFloat; hh1, hh2: PHedgehog; begin Count:= 0; // add hedgehogs to the array in clan order for p:= 0 to (ClansCount - 1) do with SpawnClansArray[p]^ do begin // count hogs in this clan clCount:= 0; for j:= 0 to Pred(TeamsNumber) do with Teams[j]^ do for i:= 0 to cMaxHHIndex do if Hedgehogs[i].Gear <> nil then begin clar[clCount]:= @Hedgehogs[i]; inc(clCount); end; // shuffle all hogs of this clan for i:= 0 to clCount - 1 do begin j:= GetRandom(clCount); k:= GetRandom(clCount); if clar[j] <> clar[k] then begin hh1:= clar[j]; clar[j]:= clar[k]; clar[k]:= hh1; end; end; // add clan's hog to sorting array for i:= 0 to clCount - 1 do begin ar[Count]:= clar[i]; inc(Count); end; end; // bubble-sort hog array n:= Count - 1; repeat newn:= 0; for i:= 1 to n do begin hh1:= ar[i-1]; hh2:= ar[i]; if hwRound(hh1^.Gear^.X) > hwRound(hh2^.Gear^.X) then begin tmpX:= hh1^.Gear^.X; tmpY:= hh1^.Gear^.Y; hh1^.Gear^.X:= hh2^.Gear^.X; hh1^.Gear^.Y:= hh2^.Gear^.Y; hh2^.Gear^.X:= tmpX; hh2^.Gear^.Y:= tmpY; newn:= i; end; end; n:= newn; until n = 0; end; procedure AssignHHCoords; var i, t, p, j: LongInt; ar: array[0..Pred(cMaxHHs)] of PHedgehog; Count: Longword; divide, sectionDivide: boolean; begin if (GameFlags and gfPlaceHog) <> 0 then PlacingHogs:= true; divide:= ((GameFlags and gfDivideTeams) <> 0); (* sectionDivide will determine the mode of hog distribution * * On generated maps or maps not designed with divided mode in mind, * using spawning sections can be problematic, because some sections may * contain too little land surface for sensible spawning. * * if sectionDivide is true, the map will be sliced into equal-width sections * and one team spawned in each * if false, the hogs will be spawned normally and sorted by teams after * *) // TODO: there might be a smarter way to decide if dividing clans into equal-width map sections makes sense // e.g. by checking if there is enough spawn area in each section sectionDivide:= divide and ((cMapGen = mgForts) or (ClansCount = 2)); // divide the map into equal-width sections and put each clan in one of them if sectionDivide then begin t:= leftX; for p:= 0 to (ClansCount - 1) do begin with SpawnClansArray[p]^ do for j:= 0 to Pred(TeamsNumber) do with Teams[j]^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if (Gear <> nil) and (Gear^.X.QWordValue = 0) then begin if PlacingHogs then Unplaced:= true else FindPlace(Gear, false, t, t + playWidth div ClansCount, true);// could make Gear == nil; if Gear <> nil then begin Gear^.Pos:= GetRandom(49); // unless the world is wrapping, make outter teams face to map center if (WorldEdge <> weWrap) and ((p = 0) or (p = ClansCount - 1)) then Gear^.dX.isNegative:= (p <> 0) else Gear^.dX.isNegative:= (GetRandom(2) = 1); end end; inc(t, playWidth div ClansCount); end end else // mix hedgehogs begin Count:= 0; for p:= 0 to Pred(TeamsCount) do with TeamsArray[p]^ do begin for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if (Gear <> nil) and (Gear^.X.QWordValue = 0) then begin ar[Count]:= @Hedgehogs[i]; inc(Count) end; end; while (Count > 0) do begin i:= GetRandom(Count); if PlacingHogs then ar[i]^.Unplaced:= true else FindPlace(ar[i]^.Gear, false, leftX, rightX, true); if ar[i]^.Gear <> nil then begin ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > leftX + playWidth div 2; ar[i]^.Gear^.Pos:= GetRandom(19) end; ar[i]:= ar[Count - 1]; dec(Count) end end; for p:= 0 to Pred(TeamsCount) do with TeamsArray[p]^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if (Gear <> nil) and (Gear^.State and gsttmpFlag <> 0) then begin DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50); AddFileLog('Carved a hole for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')') end; // place flowers after in case holes overlap (we shrink search distance if we are failing to place) for p:= 0 to Pred(TeamsCount) do with TeamsArray[p]^ do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if (Gear <> nil) and (Gear^.State and gsttmpFlag <> 0) then begin ForcePlaceOnLand(hwRound(Gear^.X) - SpritesData[sprTargetBee].Width div 2, hwRound(Gear^.Y) - SpritesData[sprTargetBee].Height div 2, sprTargetBee, 0, lfBasic, $FFFFFFFF, false, false, false); Gear^.Y:= int2hwFloat(hwRound(Gear^.Y) - 16 - Gear^.Radius); Gear^.State:= Gear^.State and (not gsttmpFlag); AddFileLog('Placed flower for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')') end; // divided teams: sort the hedgehogs from left to right by clan and shuffle clan members if divide and (not sectionDivide) then SortHHsByClan(); end; {procedure AmmoFlameWork(Ammo: PGear); var t: PGear; begin t:= GearsList; while t <> nil do begin if (t^.Kind = gtHedgehog) and (t^.Y < Ammo^.Y) then if not (hwSqr(Ammo^.X - t^.X) + hwSqr(Ammo^.Y - t^.Y - int2hwFloat(cHHRadius)) * 2 > _2) then begin ApplyDamage(t, 5); t^.dX:= t^.dX + (t^.X - Ammo^.X) * _0_02; t^.dY:= - _0_25; t^.Active:= true; DeleteCI(t); FollowGear:= t end; t:= t^.NextGear end; end;} function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear; begin FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0); cCaseFactor := 0; if (crate <> HealthCrate) and (content > ord(High(TAmmoType))) then content := ord(High(TAmmoType)); FollowGear^.Power:= cnt; case crate of HealthCrate: begin FollowGear^.Pos := posCaseHealth; // health crate is smaller than the other crates FollowGear^.Radius := cCaseHealthRadius; FollowGear^.Health := content; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); end; AmmoCrate: begin FollowGear^.Pos := posCaseAmmo; FollowGear^.AmmoType := TAmmoType(content); AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end; UtilityCrate: begin FollowGear^.Pos := posCaseUtility; FollowGear^.AmmoType := TAmmoType(content); AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end; end; if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH); SpawnCustomCrateAt := FollowGear; end; function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean): PGear; begin FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0); cCaseFactor := 0; FollowGear^.Pos := posCaseDummy; if explode then FollowGear^.Pos := FollowGear^.Pos + posCaseExplode; if poison then FollowGear^.Pos := FollowGear^.Pos + posCasePoison; case crate of HealthCrate: begin FollowGear^.Pos := FollowGear^.Pos + posCaseHealth; // health crate is smaller than the other crates FollowGear^.Radius := cCaseHealthRadius; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); end; AmmoCrate: begin FollowGear^.Pos := FollowGear^.Pos + posCaseAmmo; AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end; UtilityCrate: begin FollowGear^.Pos := FollowGear^.Pos + posCaseUtility; AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end; end; if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH); SpawnFakeCrateAt := FollowGear; end; function GearByUID(uid : Longword) : PGear; var gear: PGear; begin GearByUID:= nil; if uid = 0 then exit; if (lastGearByUID <> nil) and (lastGearByUID^.uid = uid) then begin GearByUID:= lastGearByUID; exit end; gear:= GearsList; while gear <> nil do begin if gear^.uid = uid then begin lastGearByUID:= gear; GearByUID:= gear; exit end; gear:= gear^.NextGear end end; function IsClockRunning() : boolean; begin IsClockRunning := (CurrentHedgehog^.Gear <> nil) and (((CurrentHedgehog^.Gear^.State and gstAttacking) = 0) or (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerWhileAttacking <> 0) or ((GameFlags and gfInfAttack) <> 0) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode <> 0) or (CurrentHedgehog^.CurAmmoType = amSniperRifle)) and (not(isInMultiShoot and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerInMultiShoot) <> 0))); end; procedure chSkip(var s: shortstring); begin s:= s; // avoid compiler hint if not isExternalSource then SendIPC(_S','); uStats.Skipped; skipFlag:= true end; procedure chHogSay(var s: shortstring); var Gear: PVisualGear; text: shortstring; hh: PHedgehog; i, x, t, h: byte; c, j: LongInt; begin hh:= nil; i:= 0; t:= 0; x:= byte(s[1]); // speech type if x < 4 then begin t:= byte(s[2]); // team if Length(s) > 2 then h:= byte(s[3]) // target hog else h:= 0 end; // allow targetting a hog by specifying a number as the first portion of the text if (x < 4) and (h > byte('0')) and (h < byte('9')) then i:= h - 48; if i <> 0 then text:= copy(s, 4, Length(s) - 1) else if x < 4 then text:= copy(s, 3, Length(s) - 1) else text:= copy(s, 2, Length(s) - 1); if text = '' then text:= '...'; (* if CheckNoTeamOrHH then begin ParseCommand('say ' + text, true); exit end; *) if (x < 4) and (TeamsArray[t] <> nil) then begin // if team matches current hedgehog team, default to current hedgehog if (i = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Team = TeamsArray[t]) then hh:= CurrentHedgehog else begin // otherwise use the first living hog or the hog amongs the remaining ones indicated by i j:= 0; c:= 0; while (j <= cMaxHHIndex) and (hh = nil) do begin if (TeamsArray[t]^.Hedgehogs[j].Gear <> nil) then begin inc(c); if (i=0) or (i=c) then hh:= @TeamsArray[t]^.Hedgehogs[j] end; inc(j) end end; if hh <> nil then begin Gear:= AddVisualGear(0, 0, vgtSpeechBubble); if Gear <> nil then begin Gear^.Hedgehog:= hh; Gear^.Text:= text; Gear^.FrameTicks:= x end; //ParseCommand('/say [' + hh^.Name + '] '+text, true) AddChatString(#9+'[' + HH^.Name + '] '+text); end end else if (x >= 4) then begin SpeechType:= x-3; SpeechText:= text end; end; procedure initModule; const handlers: array[TGearType] of TGearStepProcedure = ( @doStepFlame, @doStepHedgehog, @doStepMine, @doStepCase, @doStepAirMine, @doStepCase, @doStepBomb, @doStepShell, @doStepGrave, @doStepBee, @doStepShotgunShot, @doStepPickHammer, @doStepRope, @doStepDEagleShot, @doStepDynamite, @doStepBomb, @doStepCluster, @doStepShover, @doStepFirePunch, @doStepActionTimer, @doStepActionTimer, @doStepParachute, @doStepAirAttack, @doStepAirBomb, @doStepBlowTorch, @doStepGirder, @doStepTeleport, @doStepSwitcher, @doStepTarget, @doStepMortar, @doStepWhip, @doStepKamikaze, @doStepCake, @doStepSeduction, @doStepBomb, @doStepCluster, @doStepBomb, @doStepWaterUp, @doStepDrill, @doStepBallgun, @doStepBomb, @doStepRCPlane, @doStepSniperRifleShot, @doStepJetpack, @doStepMolotov, @doStepBirdy, @doStepEggWork, @doStepPortalShot, @doStepPiano, @doStepBomb, @doStepSineGunShot, @doStepFlamethrower, @doStepSMine, @doStepPoisonCloud, @doStepHammer, @doStepHammerHit, @doStepResurrector, @doStepNapalmBomb, @doStepSnowball, @doStepSnowflake, //@doStepStructure, @doStepLandGun, @doStepTardis, @doStepIceGun, @doStepAddAmmo, @doStepGenericFaller, @doStepKnife, @doStepDuck); begin doStepHandlers:= handlers; RegisterVariable('skip', @chSkip, false); RegisterVariable('hogsay', @chHogSay, true ); CurAmmoGear:= nil; GearsList:= nil; curHandledGear:= nil; KilledHHs:= 0; SuddenDeath:= false; SuddenDeathDmg:= false; SpeechType:= 1; skipFlag:= false; AllInactive:= false; PrvInactive:= false; //typed const delay:= 0; delay2:= 0; step:= stDelay; upd:= 0; //SDMusic:= 'hell.ogg'; NewTurnTick:= $FFFFFFFF; end; procedure freeModule; begin FreeGearsList(); end; end.