(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 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
*)
unit uGears;
interface
uses SDLh, uConsts, uFloat;
{$INCLUDE options.inc}
const AllInactive: boolean = false;
PrvInactive: boolean = false;
type PGear = ^TGear;
TGearStepProcedure = procedure (Gear: PGear);
TGear = record
NextGear, PrevGear: PGear;
Active: Boolean;
Ammo : PAmmo;
State : Longword;
X : hwFloat;
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
Kind: TGearType;
Pos: Longword;
doStep: TGearStepProcedure;
Radius: LongInt;
Angle, Power : Longword;
DirAngle: real;
Timer : LongWord;
Elasticity: hwFloat;
Friction : hwFloat;
Message, MsgParam : Longword;
Hedgehog: pointer;
Health, Damage: LongInt;
CollisionIndex: LongInt;
Tag: LongInt;
Tex: PTexture;
Z: Longword;
IntersectGear: PGear;
TriggerId: Longword;
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
procedure ProcessGears;
procedure SetAllToActive;
procedure SetAllHHToActive;
procedure DrawGears;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
var CurAmmoGear: PGear = nil;
GearsList: PGear = nil;
KilledHHs: Longword = 0;
implementation
uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions,
uLand, uIO, uLandGraphics, uAIMisc, uLocale, uAI, uAmmos, uTriggers, GL,
uStats, uVisualGears;
const MAXROPEPOINTS = 300;
var RopePoints: record
Count: Longword;
HookAngle: GLfloat;
ar: array[0..MAXROPEPOINTS] of record
X, Y: hwFloat;
dLen: hwFloat;
b: boolean;
end;
end;
procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
procedure AmmoFlameWork(Ammo: PGear); forward;
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward;
procedure SpawnBoxOfSmth; forward;
procedure AfterAttack; forward;
procedure FindPlace(Gear: PGear; withFall: boolean; Left, Right: LongInt); forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure HedgehogChAngle(Gear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure AddDamageTag(X, Y, Damage: LongWord; Gear: PGear); forward;
{$INCLUDE GSHandlers.inc}
{$INCLUDE HHHandlers.inc}
const doStepHandlers: array[TGearType] of TGearStepProcedure = (
@doStepBomb,
@doStepHedgehog,
@doStepGrenade,
@doStepHealthTag,
@doStepGrave,
@doStepUFO,
@doStepShotgunShot,
@doStepPickHammer,
@doStepRope,
@doStepSmokeTrace,
@doStepExplosion,
@doStepMine,
@doStepCase,
@doStepDEagleShot,
@doStepDynamite,
@doStepTeamHealthSorter,
@doStepBomb,
@doStepCluster,
@doStepShover,
@doStepFlame,
@doStepFirePunch,
@doStepActionTimer,
@doStepActionTimer,
@doStepActionTimer,
@doStepParachute,
@doStepAirAttack,
@doStepAirBomb,
@doStepBlowTorch,
@doStepGirder,
@doStepTeleport,
@doStepHealthTag,
@doStepSwitcher,
@doStepCase,
@doStepMortar,
@doStepWhip,
@doStepKamikaze,
@doStepSpider
);
procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
if GearsList = nil then
GearsList:= Gear
else begin
tmp:= GearsList;
ptmp:= GearsList;
while (tmp <> nil) and (tmp^.Z <= Gear^.Z) do
begin
ptmp:= tmp;
tmp:= tmp^.NextGear
end;
if ptmp <> nil then
begin
Gear^.NextGear:= ptmp^.NextGear;
Gear^.PrevGear:= ptmp;
if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear;
ptmp^.NextGear:= Gear
end
else GearsList:= Gear
end
end;
procedure RemoveGearFromList(Gear: PGear);
begin
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGear
else GearsList:= Gear^.NextGear
end;
function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
const Counter: Longword = 0;
var Result: PGear;
begin
inc(Counter);
{$IFDEF DEBUGFILE}AddFileLog('AddGear: ('+inttostr(x)+','+inttostr(y)+'), d('+floattostr(dX)+','+floattostr(dY)+')');{$ENDIF}
New(Result);
{$IFDEF DEBUGFILE}AddFileLog('AddGear: type = ' + inttostr(ord(Kind)));{$ENDIF}
FillChar(Result^, sizeof(TGear), 0);
Result^.X:= int2hwFloat(X);
Result^.Y:= int2hwFloat(Y);
Result^.Kind := Kind;
Result^.State:= State;
Result^.Active:= true;
Result^.dX:= dX;
Result^.dY:= dY;
Result^.doStep:= doStepHandlers[Kind];
Result^.CollisionIndex:= -1;
Result^.Timer:= Timer;
if CurrentTeam <> nil then
begin
Result^.Hedgehog:= CurrentHedgehog;
Result^.IntersectGear:= CurrentHedgehog^.Gear
end;
case Kind of
gtAmmo_Bomb,
gtClusterBomb: begin
Result^.Radius:= 4;
Result^.Elasticity:= _0_6;
Result^.Friction:= _0_96;
end;
gtHedgehog: begin
Result^.Radius:= cHHRadius;
Result^.Elasticity:= _0_35;
Result^.Friction:= _0_999;
Result^.Angle:= cMaxAngle div 2;
Result^.Z:= cHHZ;
end;
gtAmmo_Grenade: begin
Result^.Radius:= 4;
end;
gtHealthTag: begin
Result^.Timer:= 1500;
Result^.Z:= 2001;
end;
gtGrave: begin
Result^.Radius:= 10;
Result^.Elasticity:= _0_6;
end;
gtUFO: begin
Result^.Radius:= 5;
Result^.Timer:= 500;
Result^.Elasticity:= _0_9
end;
gtShotgunShot: begin
Result^.Timer:= 900;
Result^.Radius:= 2
end;
gtPickHammer: begin
Result^.Radius:= 10;
Result^.Timer:= 4000
end;
gtSmokeTrace: begin
Result^.X:= Result^.X - _16;
Result^.Y:= Result^.Y - _16;
Result^.State:= 8
end;
gtRope: begin
Result^.Radius:= 3;
Result^.Friction:= _450;
RopePoints.Count:= 0;
end;
gtExplosion: begin
Result^.X:= Result^.X;
Result^.Y:= Result^.Y;
end;
gtMine: begin
Result^.State:= Result^.State or gstMoving;
Result^.Radius:= 2;
Result^.Elasticity:= _0_55;
Result^.Friction:= _0_995;
Result^.Timer:= 3000;
end;
gtCase: begin
Result^.Radius:= 16;
Result^.Elasticity:= _0_3
end;
gtDEagleShot: begin
Result^.Radius:= 1;
Result^.Health:= 50
end;
gtDynamite: begin
Result^.Radius:= 3;
Result^.Elasticity:= _0_55;
Result^.Friction:= _0_03;
Result^.Timer:= 5000;
end;
gtCluster: Result^.Radius:= 2;
gtShover: Result^.Radius:= 20;
gtFlame: begin
Result^.Angle:= Counter mod 64;
Result^.Radius:= 1;
Result^.Health:= 2;
Result^.dY:= (getrandom - _0_8) * _0_03;
Result^.dX:= (getrandom - _0_5) * _0_4
end;
gtFirePunch: begin
Result^.Radius:= 15;
Result^.Tag:= Y
end;
gtAirBomb: begin
Result^.Radius:= 5;
end;
gtBlowTorch: begin
Result^.Radius:= cHHRadius + cBlowTorchC;
Result^.Timer:= 7500;
end;
gtSmallDamage: begin
Result^.Timer:= 1100;
Result^.Z:= 2000;
end;
gtSwitcher: begin
Result^.Z:= cCurrHHZ
end;
gtTarget: begin
Result^.Radius:= 16;
Result^.Elasticity:= _0_3
end;
gtMortar: begin
Result^.Radius:= 4;
Result^.Elasticity:= _0_2;
Result^.Friction:= _0_08
end;
gtWhip: Result^.Radius:= 20;
gtKamikaze: begin
Result^.Health:= 2048;
Result^.Radius:= 20
end;
end;
InsertGearToList(Result);
AddGear:= Result
end;
procedure DeleteGear(Gear: PGear);
var team: PTeam;
t: Longword;
begin
DeleteCI(Gear);
if Gear^.Tex <> nil then
begin
FreeTexture(Gear^.Tex);
Gear^.Tex:= nil
end;
if Gear^.Kind = gtHedgehog then
if CurAmmoGear <> nil then
begin
Gear^.Message:= gm_Destroy;
CurAmmoGear^.Message:= gm_Destroy;
exit
end else
begin
if not (hwRound(Gear^.Y) < cWaterLine) then
begin
t:= max(Gear^.Damage, Gear^.Health);
Gear^.Damage:= t;
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtHealthTag, t, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
uStats.HedgehogDamaged(Gear)
end;
team:= PHedgehog(Gear^.Hedgehog)^.Team;
if CurrentHedgehog^.Gear = Gear then
FreeActionsList; // to avoid ThinkThread on drawned gear
PHedgehog(Gear^.Hedgehog)^.Gear:= nil;
inc(KilledHHs);
RecountTeamHealth(team);
end;
{$IFDEF DEBUGFILE}AddFileLog('DeleteGear');{$ENDIF}
if Gear^.TriggerId <> 0 then TickTrigger(Gear^.TriggerId);
if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
RemoveGearFromList(Gear);
Dispose(Gear)
end;
function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.Kind = gtHedgehog then
if Gear^.Damage <> 0 then
begin
CheckNoDamage:= false;
uStats.HedgehogDamaged(Gear);
if Gear^.Health < Gear^.Damage then
Gear^.Health:= 0
else
dec(Gear^.Health, Gear^.Damage);
AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) - cHHRadius - 12,
gtHealthTag, Gear^.Damage, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
RenderHealth(PHedgehog(Gear^.Hedgehog)^);
RecountTeamHealth(PHedgehog(Gear^.Hedgehog)^.Team);
Gear^.Damage:= 0
end;
Gear:= Gear^.NextGear
end;
end;
procedure HealthMachine;
var Gear: PGear;
begin
Gear:= GearsList;
while Gear <> nil do
begin
if Gear^.Kind = gtHedgehog then
Gear^.Damage:= min(cHealthDecrease, Gear^.Health - 1);
Gear:= Gear^.NextGear
end;
end;
function WaterMachine: boolean;
const
decStep: Longword = 0;
LastTurn: LongInt = 0;
var i: LongWord;
begin
if (decStep = 0) and (LastTurn < FinishedTurnsTotal) then
begin
LastTurn:= FinishedTurnsTotal;
decStep:= 40
end;
if decStep <> 0 then
begin
dec(decStep);
dec(cWaterLine);
for i:= 0 to 2047 do
Land[cWaterLine, i]:= 0;
SetAllToActive
end;
WaterMachine:= decStep <> 0;
end;
procedure AddDamageTag(X, Y, Damage: LongWord; Gear: PGear);
begin
if cAltDamage then
AddGear(X, Y, gtSmallDamage, Damage, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
end;
procedure ProcessGears;
const delay: LongWord = 0;
step: (stDelay, stChDmg, stTurnReact,
stAfterDelay, stChWin, stWater, stHealth,
stSpawn, stNTurn) = stDelay;
var Gear, t: PGear;
begin
PrvInactive:= AllInactive;
AllInactive:= true;
t:= GearsList;
while t <> nil do
begin
Gear:= t;
t:= Gear^.NextGear;
if Gear^.Active then Gear^.doStep(Gear);
end;
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;
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: if not CheckForWin then
begin
if not (bBetweenTurns or isInMultiShoot) then
begin
ParseCommand('/nextturn', true);
SwitchHedgehog;
end;
inc(step)
end else step:= stDelay;
stWater: begin
if TotalRounds = 17 then bWaterRising:= true;
if not bWaterRising then
inc(step)
else
begin
if delay = 0 then
delay:= 17
else
dec(delay);
if delay = 0 then
if not WaterMachine then inc(step)
end
end;
stHealth: begin
if (TotalRounds = 15) and (cHealthDecrease = 0) then
begin
cHealthDecrease:= 5;
AddCaption(trmsg[sidSuddenDeath], $FFFFFF, capgrpGameState)
end;
if (cHealthDecrease = 0)
or bBetweenTurns
or isInMultiShoot
or (TotalRounds = 0) 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
AfterSwitchHedgehog;
bBetweenTurns:= false
end;
step:= Low(step)
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 (CurrentHedgehog^.Gear <> nil)
and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then PlaySound(sndHurry, false);
dec(TurnTimeLeft)
end;
if (not CurrentTeam^.ExtDriven) and
((GameTicks and $FFFF) = $FFFF) then
begin
SendIPCTimeInc;
inc(hiTicks) // we do not recieve a message for this
end;
inc(GameTicks)
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 then t^.Active:= true;
t:= t^.NextGear
end
end;
procedure DrawHH(Gear: PGear);
var t: LongInt;
amt: TAmmoType;
hx, hy, m: LongInt;
aAngle, dAngle: real;
defaultPos: boolean;
begin
if (Gear^.State and gstHHDeath) <> 0 then
begin
DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos);
exit
end;
defaultPos:= true;
if (Gear^.State and gstDrowning) <> 0 then
begin
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
7,
0);
defaultPos:= false
end else
if (Gear^.State and gstWinner) <> 0 then
begin
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
2,
0,
0);
defaultPos:= false
end else
if (Gear^.State and gstHHDriven) <> 0 then
begin
hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx;
hy:= hwRound(Gear^.Y) - 2 + WorldDy;
aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
if CurAmmoGear <> nil then
begin
case CurAmmoGear^.Kind of
gtShotgunShot: if (CurAmmoGear^.State and gstAnimation <> 0) then
DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
else
DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
gtRope: begin
if Gear^.X < CurAmmoGear^.X then
begin
dAngle:= 0;
m:= 1
end else
begin
dAngle:= 180;
m:= -1
end;
DrawHedgehog(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
m,
1,
0,
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
defaultPos:= false
end;
gtBlowTorch: begin
DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
3,
0);
defaultPos:= false
end;
gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
gtFirePunch: begin
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
4,
0);
defaultPos:= false
end;
gtPickHammer,
gtTeleport: defaultPos:= false;
gtWhip: begin
DrawRotatedF(sprWhip,
hwRound(Gear^.X) + 1 + WorldDx,
hwRound(Gear^.Y) - 3 + WorldDy,
1,
hwSign(Gear^.dX),
0);
defaultPos:= false
end;
gtKamikaze: begin
if CurAmmoGear^.Pos = 0 then
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
6,
0)
else
DrawRotatedF(sprKamikaze,
hwRound(Gear^.X) + WorldDx,
hwRound(Gear^.Y) + WorldDy,
CurAmmoGear^.Pos - 1,
1,
DxDy2Angle(Gear^.dY, Gear^.dX));
defaultPos:= false
end;
end;
case CurAmmoGear^.Kind of
gtShotgunShot,
gtDEagleShot,
gtShover: begin
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
0,
4,
0);
defaultPos:= false
end
end
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
if ((Gear^.State and gstHHHJump) <> 0) then
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
- hwSign(Gear^.dX),
1,
1,
0)
else
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
1,
0);
defaultPos:= false
end else
if (Gear^.Message and (gm_Left or gm_Right) <> 0) then
begin
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
0,
PHedgehog(Gear^.Hedgehog)^.visStepPos div 2,
0);
defaultPos:= false
end
else
if ((Gear^.State and gstAnimation) <> 0) then
begin
DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
hwRound(Gear^.X) + 1 + WorldDx,
hwRound(Gear^.Y) - 3 + WorldDy,
Gear^.Pos,
hwSign(Gear^.dX),
0.0);
defaultPos:= false
end
else
if ((Gear^.State and gstAttacked) = 0) then
begin
amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
case amt of
amBazooka,
amMortar: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle);
amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle);
amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle);
amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
end;
case amt of
amAirAttack,
amMineStrike: DrawRotated(sprHandAirAttack, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
amPickHammer: DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
2,
0);
amBlowTorch: DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
3,
0);
amTeleport: DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, 0, hwSign(Gear^.dX), 0);
amKamikaze: DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
5,
0);
amWhip: begin
DrawRotatedF(sprWhip,
hwRound(Gear^.X) + 1 + WorldDx,
hwRound(Gear^.Y) - 3 + WorldDy,
0,
hwSign(Gear^.dX),
0);
defaultPos:= false
end;
else
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
0,
4,
0);
end;
case amt of
amBaseballBat: DrawRotated(sprHandBaseball,
hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx,
hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle);
end;
defaultPos:= false
end
end else // not gstHHDriven
begin
if (Gear^.Damage > 0)
and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
begin
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
2,
1,
Gear^.DirAngle);
defaultPos:= false
end else
if ((Gear^.State and gstHHJumping) <> 0) then
begin
if ((Gear^.State and gstHHHJump) <> 0) then
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
- hwSign(Gear^.dX),
1,
1,
0)
else
DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
hwSign(Gear^.dX),
1,
1,
0);
defaultPos:= false
end;
end;
if defaultPos then
begin
DrawRotatedF(sprHHIdle,
hwRound(Gear^.X) + 1 + WorldDx,
hwRound(Gear^.Y) - 3 + WorldDy,
(RealTicks div 128 + Gear^.Pos) mod 19,
hwSign(Gear^.dX),
0);
DrawRotatedF(sprHat,
hwRound(Gear^.X) + 1 + WorldDx,
hwRound(Gear^.Y) - 8 + WorldDy,
(RealTicks div 128 + Gear^.Pos) mod 19,
hwSign(Gear^.dX),
0);
end;
with PHedgehog(Gear^.Hedgehog)^ do
begin
if ((Gear^.State and not gstWinner) = 0)
or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
begin
t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
if (cTagsMask and 1) <> 0 then
begin
dec(t, HealthTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
end;
if (cTagsMask and 2) <> 0 then
begin
dec(t, NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
end;
if (cTagsMask and 4) <> 0 then
begin
dec(t, Team^.NameTagTex^.h + 2);
DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
end
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
GameTicks div 32 mod 16);
if (Gear^.State and gstDrowning) = 0 then
if (Gear^.State and gstHHThinking) <> 0 then
DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, 0)
else
if ShowCrosshair and ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
begin
if ((Gear^.State and gstHHHJump) <> 0) then m:= -1 else m:= 1;
DrawRotatedTex(Team^.CrosshairTex,
12, 12,
Round(hwRound(Gear^.X) + hwSign(Gear^.dX) * m * Sin(Gear^.Angle*pi/cMaxAngle) * 60) + WorldDx,
Round(hwRound(Gear^.Y) - Cos(Gear^.Angle*pi/cMaxAngle) * 60) + WorldDy, 0,
hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle)
end
end
end
end;
procedure DrawGears;
var Gear, HHGear: PGear;
i: Longword;
roplen: LongInt;
procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
var eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
b: boolean;
begin
if (X1 = X2) and (Y1 = Y2) then
begin
OutError('WARNING: zero length rope line!', false);
exit
end;
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
b:= false;
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
b:= true
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
b:= true
end;
if b then
begin
inc(roplen);
if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
end
end
end;
begin
Gear:= GearsList;
while Gear<>nil do
begin
case Gear^.Kind of
gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtHedgehog: DrawHH(Gear);
gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtHealthTag,
gtSmallDamage: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
gtGrave: DrawSurfSprite(hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 32, (GameTicks shr 7) and 7, PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex);
gtUFO: DrawSprite(sprUFO, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, (GameTicks shr 7) mod 4);
gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0);
gtRope: begin
roplen:= 0;
if RopePoints.Count > 0 then
begin
i:= 0;
while i < Pred(RopePoints.Count) do
begin
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
inc(i)
end;
DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
end else
begin
DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;
end;
gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State);
gtMine: if ((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)
then DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
else DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCase: case Gear^.Pos of
posCaseAmmo : DrawSprite(sprCase, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
posCaseHealth: begin
i:= (GameTicks shr 6) mod 64;
if i > 12 then i:= 0;
DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
end;
end;
gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
gtFlame: DrawSprite(sprFlame, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy,(GameTicks div 128 + Gear^.Angle) mod 8);
gtParachute: DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - 60 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, 0)
else DrawSprite(sprAirplane, hwRound(Gear^.X) - 60 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, 1);
gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtTeleport: begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(HHGear^.dX), 0);
DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
end;
gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12);
gtTarget: DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
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: LongInt;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
if (GameFlags and gfForts) = 0 then
for i:= 0 to Pred(cLandAdditions) do
FindPlace(AddGear(0, 0, gtMine, 0, _0, _0, 0), false, 0, 2048);
end;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
var Gear: PGear;
dmg, dmgRadius: LongInt;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 3 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if (Radius > 10) then AddGear(X, Y, gtExplosion, 0, _0, _0, 0);
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion, false);
if (Mask and EXPLAllDamageInRadius)=0 then dmgRadius:= Radius shl 1
else dmgRadius:= Radius;
Gear:= GearsList;
while Gear <> nil do
begin
dmg:= dmgRadius - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
if (dmg > 1) and
((Gear^.State and gstNoDamage) = 0) then
begin
dmg:= dmg div 2;
case Gear^.Kind of
gtHedgehog,
gtMine,
gtCase,
gtTarget,
gtFlame: begin
{$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF}
if (Mask and EXPLNoDamage) = 0 then
begin
inc(Gear^.Damage, dmg);
if Gear^.Kind = gtHedgehog then
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), dmg, Gear)
end;
if ((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog) then
begin
DeleteCI(Gear);
Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
Gear^.State:= Gear^.State or gstMoving;
Gear^.Active:= true;
FollowGear:= Gear
end;
end;
gtGrave: begin
Gear^.dY:= - _0_004 * dmg;
Gear^.Active:= true;
end;
end;
end;
Gear:= Gear^.NextGear
end;
if (Mask and EXPLDontDraw) = 0 then
if (GameFlags and gfSolidLand) = 0 then DrawExplosion(X, Y, Radius);
uAIMisc.AwareOfExplosion(0, 0, 0)
end;
procedure ShotgunShot(Gear: PGear);
var t: PGear;
dmg: LongInt;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
begin
dmg:= min(Gear^.Radius + t^.Radius - hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y)), 25);
if dmg > 0 then
case t^.Kind of
gtHedgehog,
gtMine,
gtCase,
gtTarget: begin
inc(t^.Damage, dmg);
if t^.Kind = gtHedgehog then
AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), dmg, t);
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;
gtGrave: begin
t^.dY:= - _0_1;
t^.Active:= true
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;
i: LongInt;
begin
t:= CheckGearsCollision(Ammo);
i:= t^.Count;
while i > 0 do
begin
dec(i);
if (t^.ar[i]^.State and gstNoDamage) = 0 then
case t^.ar[i]^.Kind of
gtHedgehog,
gtMine,
gtTarget,
gtCase: begin
inc(t^.ar[i]^.Damage, Damage);
if t^.ar[i]^.Kind = gtHedgehog then
AddDamageTag(hwRound(t^.ar[i]^.X), hwRound(t^.ar[i]^.Y), Damage, t^.ar[i]);
DeleteCI(t^.ar[i]);
t^.ar[i]^.dX:= Ammo^.dX * Power * _0_01;
t^.ar[i]^.dY:= Ammo^.dY * Power * _0_01;
t^.ar[i]^.Active:= true;
t^.ar[i]^.State:= t^.ar[i]^.State or gstMoving;
if TestCollisionXwithGear(t^.ar[i], hwSign(t^.ar[i]^.dX)) then
begin
if not (TestCollisionXwithXYShift(t^.ar[i], _0, -3, hwSign(t^.ar[i]^.dX))
or TestCollisionYwithGear(t^.ar[i], -1)) then t^.ar[i]^.Y:= t^.ar[i]^.Y - _1;
if not (TestCollisionXwithXYShift(t^.ar[i], _0, -2, hwSign(t^.ar[i]^.dX))
or TestCollisionYwithGear(t^.ar[i], -1)) then t^.ar[i]^.Y:= t^.ar[i]^.Y - _1;
if not (TestCollisionXwithXYShift(t^.ar[i], _0, -1, hwSign(t^.ar[i]^.dX))
or TestCollisionYwithGear(t^.ar[i], -1)) then t^.ar[i]^.Y:= t^.ar[i]^.Y - _1;
end;
FollowGear:= t^.ar[i]
end;
end
end;
SetAllToActive
end;
procedure AssignHHCoords;
var i, t, p, j: LongInt;
ar: array[0..Pred(cMaxHHs)] of PGear;
Count: Longword;
begin
if (GameFlags and gfForts) <> 0 then
begin
t:= 0;
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
FindPlace(Gear, false, t, t + 1024);
Gear^.Pos:= GetRandom(19);
Gear^.dX.isNegative:= p = 1;
end;
inc(t, 1024)
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]:= Gear;
inc(Count)
end;
end;
while (Count > 0) do
begin
i:= GetRandom(Count);
FindPlace(ar[i], false, 0, 2048);
ar[i]^.dX.isNegative:= ar[i]^.X > _1024;
ar[i]^.Pos:= GetRandom(19);
ar[i]:= ar[Count - 1];
dec(Count)
end
end
end;
function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
var t: PGear;
begin
t:= 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
exit(t);
t:= t^.NextGear
end;
CheckGearNear:= nil
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
inc(t^.Damage, 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 CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
var t: PGear;
begin
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);
while t <> nil do
begin
if t^.Kind in Kind then
if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
exit(t);
t:= t^.NextGear
end;
CheckGearsNear:= nil
end;
function CountGears(Kind: TGearType): Longword;
var t: PGear;
Result: Longword;
begin
Result:= 0;
t:= GearsList;
while t <> nil do
begin
if t^.Kind = Kind then inc(Result);
t:= t^.NextGear
end;
CountGears:= Result
end;
procedure SpawnBoxOfSmth;
var t: LongInt;
i: TAmmoType;
begin
if (cCaseFactor = 0) or
(CountGears(gtCase) >= 5) or
(getrandom(cCaseFactor) <> 0) then exit;
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
case getrandom(2) of
0: begin
FollowGear^.Health:= 25;
FollowGear^.Pos:= posCaseHealth
end;
1: begin
t:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
inc(t, Ammoz[i].Probability);
t:= GetRandom(t);
i:= Low(TAmmoType);
dec(t, Ammoz[i].Probability);
while t >= 0 do
begin
inc(i);
dec(t, Ammoz[i].Probability)
end;
PlaySound(sndReinforce, false);
FollowGear^.Pos:= posCaseAmmo;
FollowGear^.State:= Longword(i)
end;
end;
FindPlace(FollowGear, true, 0, 2048)
end;
procedure FindPlace(Gear: PGear; withFall: boolean; Left, Right: LongInt);
function CountNonZeroz(x, y, r: LongInt): LongInt;
var i: LongInt;
Result: LongInt;
begin
Result:= 0;
if (y and $FFFFFC00) = 0 then
for i:= max(x - r, 0) to min(x + r, 2043) do
if Land[y, i] <> 0 then inc(Result);
CountNonZeroz:= Result
end;
var x: LongInt;
y, sy: LongInt;
ar: array[0..511] of TPoint;
ar2: array[0..1023] of TPoint;
cnt, cnt2: Longword;
delta: LongInt;
begin
delta:= 250;
cnt2:= 0;
repeat
x:= Left + LongInt(GetRandom(Delta));
repeat
inc(x, Delta);
cnt:= 0;
y:= -Gear^.Radius * 2;
while y < 1023 do
begin
repeat
inc(y, 2);
until (y > 1023) or (CountNonZeroz(x, y, Gear^.Radius - 1) = 0);
sy:= y;
repeat
inc(y);
until (y > 1023) or (CountNonZeroz(x, y, Gear^.Radius - 1) <> 0);
if (y - sy > Gear^.Radius * 2)
and (y < 1023)
and (CheckGearsNear(x, y - Gear^.Radius, [gtHedgehog, gtMine, gtCase], 110, 110) = nil) then
begin
ar[cnt].X:= x;
if withFall then ar[cnt].Y:= sy + Gear^.Radius
else ar[cnt].Y:= y - Gear^.Radius;
inc(cnt)
end;
inc(y, 45)
end;
if cnt > 0 then
with ar[GetRandom(cnt)] do
begin
ar2[cnt2].x:= x;
ar2[cnt2].y:= y;
inc(cnt2)
end
until (x + Delta > Right);
dec(Delta, 60)
until (cnt2 > 0) or (Delta < 70);
if cnt2 > 0 then
with ar2[GetRandom(cnt2)] do
begin
Gear^.X:= int2hwFloat(x);
Gear^.Y:= int2hwFloat(y);
{$IFDEF DEBUGFILE}
AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
{$ENDIF}
end
else
begin
OutError('Can''t find place for Gear', false);
DeleteGear(Gear)
end
end;
initialization
finalization
FreeGearsList;
end.