french translation. primarily of the campaign.
(*
* 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 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 SDLh, uConsts, uFloat, uTypes, uLandObjects;
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;
function GetAmmo(Hedgehog: PHedgehog): TAmmoType;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
procedure HideHog(HH: PHedgehog);
procedure RestoreHog(HH: PHedgehog);
procedure ProcessGears;
procedure EndTurnCleanup;
procedure SetAllToActive;
procedure SetAllHHToActive;
procedure DrawGears;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
function GearByUID(uid : Longword) : PGear;
procedure doStepDrowningGear(Gear: PGear);
implementation
uses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics,
uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uMobile, uVariables,
uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture,
uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlers, uGearsHandlersRope;
var skipFlag: boolean;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
//procedure AmmoFlameWork(Ammo: PGear); forward;
function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS; forward;
procedure SpawnBoxOfSmth; forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure doStepCase(Gear: PGear); forward;
var delay: LongWord;
delay2: LongWord;
step: (stDelay, stChDmg, stSweep, stTurnReact,
stAfterDelay, stChWin, stWater, stChWin2, stHealth,
stSpawn, stNTurn);
upd: Longword;
snowLeft,snowRight: LongInt;
//SDMusic: shortstring;
// For better maintainability the step handlers of gears are stored in
// separate files.
// Note: step handlers of gears that are hedgehogs are in a different file
// than the handlers for all other gears.
{$INCLUDE "GSHandlers.inc"}
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 (not Gear^.Invulnerable) 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);
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 then
begin
inc(tmp, ModifyDamage(5, 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: shortstring;
begin
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 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
FreeTexture(curHandledGear^.Tex);
curHandledGear^.Tex:= RenderStringTex(inttostr(curHandledGear^.Timer div 1000), cWhiteColor, fntSmall);
end;
curHandledGear^.doStep(curHandledGear);
// might be useful later
//ScriptCall('onGearStep', Gear^.uid);
end
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;
glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99);
Ammoz[amTardis].SkipTurns:= 9999;
Ammoz[amTardis].Probability:= 0;
end;
AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
playSound(sndSuddenDeath);
StopMusic //No SDMusic for now
//ChangeMusic(SDMusic)
end
else if (TotalRounds < cSuddenDTurns) and (not isInMultiShoot) then
begin
i:= cSuddenDTurns - TotalRounds;
s:= 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(Format(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
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 gstHHChooseTarget;
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;
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 CurrentHedgehog^.Gear <> nil then
if ((CurrentHedgehog^.Gear^.State and gstAttacking) = 0)
and (not isInMultiShoot) then
begin
if (TurnTimeLeft = 5000)
and (cHedgehogTurnTime >= 10000)
and (not PlacingHogs)
and (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then
PlaySoundV(sndHurry, CurrentTeam^.voicepack);
if ReadyTimeLeft > 0 then
begin
if (ReadyTimeLeft = 2000) and (LastVoice.snd = sndNone) 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
inc(hiTicks) // we do not recieve a message for this
end;
AddRandomness(CheckSum);
ScriptCall('onGameTick');
if GameTicks mod 20 = 0 then ScriptCall('onGameTick20');
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
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^.Invulnerable:= false;
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 SetAllToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
t^.Active:= true;
t:= t^.NextGear
end
end;
procedure SetAllHHToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
begin
if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then
t^.Active:= true;
t:= t^.NextGear
end
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;
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 i,rx, ry: Longword;
rdx, rdy: hwFloat;
Gear: PGear;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
i:= 0;
Gear:= PGear(1);
while (i < cLandMines) {and (Gear <> nil)} do // disable this check until better solution found
begin
Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
inc(i)
end;
i:= 0;
Gear:= PGear(1);
while (i < cExplosives){ and (Gear <> nil)} do
begin
Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
FindPlace(Gear, false, 0, LAND_WIDTH);
inc(i)
end;
if (GameFlags and gfLowGravity) <> 0 then
begin
cGravity:= cMaxWindSpeed;
cGravityf:= 0.00025
end;
if (GameFlags and gfVampiric) <> 0 then
cVampiric:= true;
Gear:= GearsList;
if (GameFlags and gfInvulnerable) <> 0 then
while Gear <> nil do
begin
Gear^.Invulnerable:= true; // this is only checked on hogs right now, so no need for gear type check
Gear:= Gear^.NextGear
end;
if (GameFlags and gfLaserSight) <> 0 then
cLaserSighting:= true;
if (GameFlags and gfArtillery) <> 0 then
cArtillery:= true;
for i:= GetRandom(10)+30 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 ((Theme = 'Snow') or (Theme = 'Christmas')) then
for i:= vobCount * Longword(max(LAND_WIDTH,4096)) div 2048 downto 1 do
AddGear(LongInt(GetRandom(snowRight - snowLeft)) + snowLeft, LongInt(LAND_HEIGHT + GetRandom(750)) - 1300, gtFlake, 0, _0, _0, 0);
end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
dmg, r, dist: LongInt;
dx, dy: hwFloat;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
begin
case t^.Kind of
gtHedgehog,
gtMine,
gtSMine,
gtCase,
gtTarget,
gtExplosives,
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 (not t^.Invulnerable) 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;
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, tmpDmg: LongInt;
VGear: PVisualGear;
begin
t:= 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];
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,
gtTarget,
gtCase,
gtExplosives,
gtStructure:
begin
if (Ammo^.Kind = gtDrill) then
begin
Ammo^.Timer:= 0;
exit;
end;
if (not Gear^.Invulnerable) then
ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove)
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;
DeleteCI(Gear);
if (Gear^.Kind = gtHedgehog) and Gear^.Hedgehog^.King then
begin
Gear^.dX:= Ammo^.dX * Power * _0_005;
Gear^.dY:= Ammo^.dY * Power * _0_005
end
else
begin
Gear^.dX:= Ammo^.dX * Power * _0_01;
Gear^.dY:= Ammo^.dY * Power * _0_01
end;
Gear^.Active:= true;
Gear^.State:= Gear^.State or gstMoving;
// move the gear upwards a bit to throw it over tiny obstacles at start
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
or (TestCollisionYwithGear(Gear, -1) <> 0)) then
Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or (TestCollisionYwithGear(Gear, -1) <> 0)) then
Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or (TestCollisionYwithGear(Gear, -1) <> 0)) then
Gear^.Y:= Gear^.Y - _1;
end;
if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then
FollowGear:= Gear
end;
end
end;
end;
if i <> 0 then
SetAllToActive
end;
procedure AssignHHCoords;
var i, t, p, j: LongInt;
ar: array[0..Pred(cMaxHHs)] of PHedgehog;
Count: Longword;
begin
if (GameFlags and gfPlaceHog) <> 0 then
PlacingHogs:= true;
if (GameFlags and gfDivideTeams) <> 0 then
begin
t:= 0;
TryDo(ClansCount = 2, 'More or less than 2 clans on map in divided teams mode!', true);
for p:= 0 to 1 do
begin
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
if (Gear <> nil) and (Gear^.X.QWordValue = 0) then
begin
if PlacingHogs then
Unplaced:= true
else
FindPlace(Gear, false, t, t + LAND_WIDTH div 2, true);// could make Gear == nil;
if Gear <> nil then
begin
Gear^.Pos:= GetRandom(49);
Gear^.dX.isNegative:= p = 1;
end
end;
t:= LAND_WIDTH div 2
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;
// unC0Rr, while it is true user can watch value on map screen, IMO this (and check above) should be enforced in UI
// - is there a good place to put values for the different widgets to check? Right now they are kind of disconnected.
//it would be nice if divide teams, forts mode and hh per map could all be checked by the team widget, or maybe disable start button
TryDo(Count <= MaxHedgehogs, 'Too many hedgehogs for this map! (max # is ' + inttostr(MaxHedgehogs) + ')', true);
while (Count > 0) do
begin
i:= GetRandom(Count);
if PlacingHogs then
ar[i]^.Unplaced:= true
else
FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH, true);
if ar[i]^.Gear <> nil then
begin
ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > LAND_WIDTH div 2;
ar[i]^.Gear^.Pos:= GetRandom(19)
end;
ar[i]:= ar[Count - 1];
dec(Count)
end
end
end;
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:= @GearsNearArray
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 CountGears(Kind: TGearType): Longword;
var t: PGear;
count: Longword = 0;
begin
t:= GearsList;
while t <> nil do
begin
if t^.Kind = Kind then
inc(count);
t:= t^.NextGear
end;
CountGears:= count;
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;
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;
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 GetAmmo(Hedgehog: PHedgehog): TAmmoType;
var t, aTot: LongInt;
i: TAmmoType;
begin
Hedgehog:= Hedgehog; // avoid hint
aTot:= 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:= i
end;
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
var t, uTot: LongInt;
i: TAmmoType;
begin
uTot:= 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:= i
end;
procedure SpawnBoxOfSmth;
var t, aTot, uTot, a, h: LongInt;
i: TAmmoType;
begin
if (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);
end
else 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
end
else
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 probabilities
if (FollowGear <> nil) then
begin
FindPlace(FollowGear, true, 0, LAND_WIDTH);
if (FollowGear <> nil) then
AddVoice(sndReinforce, CurrentTeam^.voicepack)
end
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;
procedure chSkip(var s: shortstring);
begin
s:= s; // avoid compiler hint
if not CurrentTeam^.ExtDriven 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
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 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
end
//else ParseCommand('say ' + text, true)
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,
@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);
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';
end;
procedure freeModule;
begin
FreeGearsList();
end;
end.