(* * 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 uGearsList;interfaceuses uFloat, uTypes, SDLh;function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord): PGear;procedure DeleteGear(Gear: PGear);procedure InsertGearToList(Gear: PGear);procedure RemoveGearFromList(Gear: PGear);var curHandledGear: PGear;implementationuses uRandom, uUtils, uConsts, uVariables, uAmmos, uTeams, uStats, uTextures, uScript, uRenderUtils, uAI, uCollisions, uGearsRender, uGearsUtils, uDebug;const GearKindAmmoTypeMap : array [TGearType] of TAmmoType = ((* gtFlame *) amNothing(* gtHedgehog *) , amNothing(* gtMine *) , amMine(* gtCase *) , amNothing(* gtAirMine *) , amAirMine(* gtExplosives *) , amNothing(* gtGrenade *) , amGrenade(* gtShell *) , amBazooka(* gtGrave *) , amNothing(* gtBee *) , amBee(* gtShotgunShot *) , amShotgun(* gtPickHammer *) , amPickHammer(* gtRope *) , amRope(* gtDEagleShot *) , amDEagle(* gtDynamite *) , amDynamite(* gtClusterBomb *) , amClusterBomb(* gtCluster *) , amClusterBomb(* gtShover *) , amBaseballBat // Shover is only used for baseball bat right now(* gtFirePunch *) , amFirePunch(* gtATStartGame *) , amNothing(* gtATFinishGame *) , amNothing(* gtParachute *) , amParachute(* gtAirAttack *) , amAirAttack(* gtAirBomb *) , amAirAttack(* gtBlowTorch *) , amBlowTorch(* gtGirder *) , amGirder(* gtTeleport *) , amTeleport(* gtSwitcher *) , amSwitch(* gtTarget *) , amNothing(* gtMortar *) , amMortar(* gtWhip *) , amWhip(* gtKamikaze *) , amKamikaze(* gtCake *) , amCake(* gtSeduction *) , amSeduction(* gtWatermelon *) , amWatermelon(* gtMelonPiece *) , amWatermelon(* gtHellishBomb *) , amHellishBomb(* gtWaterUp *) , amNothing(* gtDrill *) , amDrill(* gtBallGun *) , amBallgun(* gtBall *) , amBallgun(* gtRCPlane *) , amRCPlane(*gtSniperRifleShot *) , amSniperRifle(* gtJetpack *) , amJetpack(* gtMolotov *) , amMolotov(* gtBirdy *) , amBirdy(* gtEgg *) , amBirdy(* gtPortal *) , amPortalGun(* gtPiano *) , amPiano(* gtGasBomb *) , amGasBomb(* gtSineGunShot *) , amSineGun(* gtFlamethrower *) , amFlamethrower(* gtSMine *) , amSMine(* gtPoisonCloud *) , amNothing(* gtHammer *) , amHammer(* gtHammerHit *) , amHammer(* gtResurrector *) , amResurrector(* gtPoisonCloud *) , amNothing(* gtSnowball *) , amSnowball(* gtFlake *) , amNothing//(* gtStructure *) , amStructure // TODO - This will undoubtedly change once there is more than one structure(* gtLandGun *) , amLandGun(* gtTardis *) , amTardis(* gtIceGun *) , amIceGun(* gtAddAmmo *) , amNothing(* gtGenericFaller *) , amNothing(* gtKnife *) , amKnife );var GCounter: LongWord = 0; // this does not get re-initialized, but should be harmlessconst cUsualZ = 500; cOnHHZ = 2000;procedure InsertGearToList(Gear: PGear);var tmp, ptmp: PGear;begin tmp:= GearsList; ptmp:= GearsList; while (tmp <> nil) and (tmp^.Z < Gear^.Z) do begin ptmp:= tmp; tmp:= tmp^.NextGear end; if ptmp <> tmp then begin Gear^.NextGear:= ptmp^.NextGear; Gear^.PrevGear:= ptmp; if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear; ptmp^.NextGear:= Gear end else begin Gear^.NextGear:= GearsList; if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear; GearsList:= Gear; end;end;procedure RemoveGearFromList(Gear: PGear);beginif (Gear <> GearsList) and (Gear <> nil) and (Gear^.NextGear = nil) and (Gear^.PrevGear = nil) then begin AddFileLog('Attempted to remove Gear #'+inttostr(Gear^.uid)+' from the list twice.'); exit end;checkFails((Gear = nil) or (curHandledGear = nil) or (Gear = curHandledGear), 'You''re doing it wrong', true);if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;if Gear^.PrevGear <> nil then Gear^.PrevGear^.NextGear:= Gear^.NextGearelse GearsList:= Gear^.NextGear;Gear^.NextGear:= nil;Gear^.PrevGear:= nilend;function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;beginAddGear:= AddGear(X, Y, Kind, State, dX, dY, Timer, 0);end;function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer, newUid: LongWord): PGear;var gear: PGear; //c: byte; cakeData: PCakeData;beginif newUid = 0 then inc(GCounter);AddFileLog('AddGear: #' + inttostr(GCounter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));New(gear);FillChar(gear^, sizeof(TGear), 0);gear^.X:= int2hwFloat(X);gear^.Y:= int2hwFloat(Y);gear^.Target.X:= NoPointX;gear^.Kind := Kind;gear^.State:= State;gear^.Active:= true;gear^.dX:= dX;gear^.dY:= dY;gear^.doStep:= doStepHandlers[Kind];gear^.CollisionIndex:= -1;gear^.Timer:= Timer;if newUid = 0 then gear^.uid:= GCounterelse gear^.uid:= newUid;gear^.SoundChannel:= -1;gear^.ImpactSound:= sndNone;gear^.Density:= _1;// Define ammo association, if any.gear^.AmmoType:= GearKindAmmoTypeMap[Kind];gear^.CollisionMask:= $FFFF;gear^.Tint:= $FFFFFFFF;gear^.Data:= nil;if CurrentHedgehog <> nil then begin gear^.Hedgehog:= CurrentHedgehog; if (CurrentHedgehog^.Gear <> nil) and (hwRound(CurrentHedgehog^.Gear^.X) = X) and (hwRound(CurrentHedgehog^.Gear^.Y) = Y) then gear^.CollisionMask:= lfNotCurrentMask end;if (Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then gear^.Z:= cHHZ+1else gear^.Z:= cUsualZ;case Kind of gtFlame: Gear^.Boom := 2; // some additional expl in there are x3, x4 this gtHedgehog: Gear^.Boom := 30; gtMine: Gear^.Boom := 50; gtCase: Gear^.Boom := 25; gtAirMine: Gear^.Boom := 25; gtExplosives: Gear^.Boom := 75; gtGrenade: Gear^.Boom := 50; gtShell: Gear^.Boom := 50; gtBee: Gear^.Boom := 50; gtShotgunShot: Gear^.Boom := 25; gtPickHammer: Gear^.Boom := 6;// gtRope: Gear^.Boom := 2; could be funny to have rope attaching to hog deal small amount of dmg? gtDEagleShot: Gear^.Boom := 7; gtDynamite: Gear^.Boom := 75; gtClusterBomb: Gear^.Boom := 20; gtMelonPiece, gtCluster: Gear^.Boom := Timer; gtShover: Gear^.Boom := 30; gtFirePunch: Gear^.Boom := 30; gtAirBomb: Gear^.Boom := 30; gtBlowTorch: Gear^.Boom := 2; gtMortar: Gear^.Boom := 20; gtWhip: Gear^.Boom := 30; gtKamikaze: Gear^.Boom := 30; // both shove and explosion gtCake: Gear^.Boom := cakeDmg; // why is cake damage a global constant gtWatermelon: Gear^.Boom := 75; gtHellishBomb: Gear^.Boom := 90; gtDrill: if Gear^.State and gsttmpFlag = 0 then Gear^.Boom := 50 else Gear^.Boom := 30; gtBall: Gear^.Boom := 40; gtRCPlane: Gear^.Boom := 25;// sniper rifle is distance linked, this Boom is just an arbitrary scaling factor applied to timer-based-damage// because, eh, why not..gtSniperRifleShot: Gear^.Boom := 100000; gtEgg: Gear^.Boom := 10; gtPiano: Gear^.Boom := 80; gtGasBomb: Gear^.Boom := 20; gtSineGunShot: Gear^.Boom := 35; gtSMine: Gear^.Boom := 30; gtSnowball: Gear^.Boom := 200000; // arbitrary scaling for the shove gtHammer: if cDamageModifier > _1 then // scale it based on cDamageModifier? Gear^.Boom := 2 else Gear^.Boom := 3; gtPoisonCloud: Gear^.Boom := 20; gtKnife: Gear^.Boom := 40000; // arbitrary scaling factor since impact-based end;case Kind of gtGrenade, gtClusterBomb, gtGasBomb: begin gear^.ImpactSound:= sndGrenadeImpact; gear^.nImpactSounds:= 1; gear^.AdvBounce:= 1; gear^.Radius:= 5; gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; gear^.Density:= _1_5; gear^.RenderTimer:= true; if gear^.Timer = 0 then gear^.Timer:= 3000 end; gtWatermelon: begin gear^.ImpactSound:= sndMelonImpact; gear^.nImpactSounds:= 1; gear^.AdvBounce:= 1; gear^.Radius:= 6; gear^.Elasticity:= _0_8; gear^.Friction:= _0_995; gear^.Density:= _2; gear^.RenderTimer:= true; if gear^.Timer = 0 then gear^.Timer:= 3000 end; gtMelonPiece: begin gear^.AdvBounce:= 1; gear^.Density:= _2; gear^.Elasticity:= _0_8; gear^.Friction:= _0_995; gear^.Radius:= 4 end; gtHedgehog: begin gear^.AdvBounce:= 1; gear^.Radius:= cHHRadius; gear^.Elasticity:= _0_35; gear^.Friction:= _0_999; gear^.Angle:= cMaxAngle div 2; gear^.Density:= _3; gear^.Z:= cHHZ; if (GameFlags and gfAISurvival) <> 0 then if gear^.Hedgehog^.BotLevel > 0 then gear^.Hedgehog^.Effects[heResurrectable] := 1; // this would presumably be set in the frontend // if we weren't going to do that yet, would need to reinit GetRandom // oh, and, randomising slightly R and B might be nice too. //gear^.Tint:= $fa00efff or ((random(80)+128) shl 16) //gear^.Tint:= $faa4efff //gear^.Tint:= (($e0+random(32)) shl 24) or // ((random(80)+128) shl 16) or // (($d5+random(32)) shl 8) or $ff {c:= GetRandom(32); gear^.Tint:= (($e0+c) shl 24) or ((GetRandom(90)+128) shl 16) or (($d5+c) shl 8) or $ff} end; gtShell: begin gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; gear^.Radius:= 4; gear^.Density:= _1; gear^.AdvBounce:= 1; end; gtSnowball: begin gear^.ImpactSound:= sndMudballImpact; gear^.nImpactSounds:= 1; gear^.Radius:= 4; gear^.Density:= _0_5; gear^.AdvBounce:= 1; gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; end; gtFlake: begin with Gear^ do begin Pos:= 0; Radius:= 1; DirAngle:= random(360); if State and gstTmpFlag = 0 then begin dx.isNegative:= GetRandom(2) = 0; dx.QWordValue:= QWord($40DA) * GetRandom(10000) * 8; dy.isNegative:= false; dy.QWordValue:= QWord($3AD3) * GetRandom(7000) * 8; if GetRandom(2) = 0 then dx := -dx; Tint:= $FFFFFFFF end else Tint:= (ExplosionBorderColor shr RShift and $FF shl 24) or (ExplosionBorderColor shr GShift and $FF shl 16) or (ExplosionBorderColor shr BShift and $FF shl 8) or $FF; State:= State or gstInvisible; // use health field to store current frameticks if vobFrameTicks > 0 then Health:= random(vobFrameTicks) else Health:= 0; // use timer to store currently displayed frame index if gear^.Timer = 0 then Timer:= random(vobFramesCount); Damage:= (random(2) * 2 - 1) * (vobVelocity + random(vobVelocity)) * 8 end end; gtGrave: begin gear^.ImpactSound:= sndGraveImpact; gear^.nImpactSounds:= 1; gear^.Radius:= 10; gear^.Elasticity:= _0_6; gear^.Z:= 1; end; gtBee: begin gear^.Radius:= 5; if gear^.Timer = 0 then gear^.Timer:= 500; gear^.RenderTimer:= true; gear^.Elasticity:= _0_9; gear^.Tag:= 0; gear^.State:= Gear^.State or gstSubmersible end; gtSeduction: begin gear^.Radius:= 250; end; gtShotgunShot: begin if gear^.Timer = 0 then gear^.Timer:= 900; gear^.Radius:= 2 end; gtPickHammer: begin gear^.Radius:= 10; if gear^.Timer = 0 then gear^.Timer:= 4000 end; gtHammerHit: begin gear^.Radius:= 8; if gear^.Timer = 0 then gear^.Timer:= 125 end; gtRope: begin gear^.Radius:= 3; gear^.Friction:= _450 * _0_01 * cRopePercent; RopePoints.Count:= 0; gear^.Tint:= $D8D8D8FF; gear^.Tag:= 0; // normal rope render gear^.CollisionMask:= lfNotCurrentMask //lfNotObjMask or lfNotHHObjMask; end; gtMine: begin gear^.ImpactSound:= sndMineImpact; gear^.nImpactSounds:= 1; gear^.Health:= 10; gear^.State:= gear^.State or gstMoving; gear^.Radius:= 2; gear^.Elasticity:= _0_55; gear^.Friction:= _0_995; gear^.Density:= _1; gear^.Tag:= 0; if gear^.Timer = 0 then begin if cMinesTime < 0 then gear^.Tag:= 1 // gear tag of 1 means mine timer will be random else gear^.Timer:= cMinesTime end end; gtAirMine: begin gear^.ImpactSound:= sndAirMineImpact; gear^.nImpactSounds:= 1; gear^.Health:= 30; gear^.State:= gear^.State or gstMoving or gstNoGravity or gstSubmersible; gear^.Radius:= 8; gear^.Elasticity:= _0_55; gear^.Friction:= _0_995; gear^.Density:= _1; gear^.Angle:= 175; // Radius at which air bombs will start "seeking". $FFFFFFFF = unlimited. check is skipped. gear^.Power:= cMaxWindSpeed.QWordValue div 2; // hwFloat converted. 1/2 g default. defines the "seek" speed when a gear is in range. gear^.Pos:= cMaxWindSpeed.QWordValue * 3 div 2; // air friction. slows it down when not hitting stuff gear^.Karma:= 30; // damage if gear^.Timer = 0 then begin if cMinesTime < 0 then gear^.Timer:= getrandom(13)*100 else gear^.Timer:= cMinesTime div 4 end; gear^.WDTimer:= gear^.Timer end; gtSMine: begin gear^.Health:= 10; gear^.State:= gear^.State or gstMoving; gear^.Radius:= 2; gear^.Elasticity:= _0_55; gear^.Friction:= _0_995; gear^.Density:= _1_6; gear^.AdvBounce:= 1; if gear^.Timer = 0 then gear^.Timer:= 500; end; gtKnife: begin gear^.ImpactSound:= sndKnifeImpact; gear^.AdvBounce:= 1; gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; gear^.Density:= _4; gear^.Radius:= 7 end; gtCase: begin gear^.ImpactSound:= sndGraveImpact; gear^.nImpactSounds:= 1; gear^.Radius:= 16; gear^.Elasticity:= _0_3; if gear^.Timer = 0 then gear^.Timer:= 500 end; gtExplosives: begin gear^.AdvBounce:= 1; gear^.ImpactSound:= sndGrenadeImpact; gear^.nImpactSounds:= 1; gear^.Radius:= 16; gear^.Elasticity:= _0_4; gear^.Friction:= _0_995; gear^.Density:= _6; gear^.Health:= cBarrelHealth; gear^.Z:= cHHZ-1 end; gtDEagleShot: begin gear^.Radius:= 1; gear^.Health:= 50 end; gtSniperRifleShot: begin gear^.Radius:= 1; gear^.Health:= 50 end; gtDynamite: begin gear^.Radius:= 3; gear^.Elasticity:= _0_55; gear^.Friction:= _0_03; gear^.Density:= _2; if gear^.Timer = 0 then gear^.Timer:= 5000; end; gtCluster: begin gear^.AdvBounce:= 1; gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; gear^.Radius:= 2; gear^.Density:= _1_5; gear^.RenderTimer:= true end; gtShover: begin gear^.Radius:= 20; gear^.Tag:= 0; gear^.Timer:= 100; end; gtFlame: begin gear^.Tag:= GetRandom(32); gear^.Radius:= 1; gear^.Health:= 5; gear^.Density:= _1; gear^.FlightTime:= 9999999; // determines whether in-air flames do damage. disabled by default if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then begin gear^.dY:= (getrandomf - _0_8) * _0_03; gear^.dX:= (getrandomf - _0_5) * _0_4 end end; gtFirePunch: begin if gear^.Timer = 0 then gear^.Timer:= 3000; gear^.Radius:= 15; gear^.Tag:= Y end; gtAirAttack: begin gear^.Health:= 6; gear^.Damage:= 30; gear^.Z:= cHHZ+2; gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF end; gtAirBomb: begin gear^.AdvBounce:= 1; gear^.Radius:= 5; gear^.Density:= _2; gear^.Elasticity:= _0_55; gear^.Friction:= _0_995 end; gtBlowTorch: begin gear^.Radius:= cHHRadius + cBlowTorchC; if gear^.Timer = 0 then gear^.Timer:= 7500 end; gtSwitcher: begin gear^.Z:= cCurrHHZ end; gtTarget: begin gear^.ImpactSound:= sndGrenadeImpact; gear^.nImpactSounds:= 1; gear^.Radius:= 10; gear^.Elasticity:= _0_3; end; gtTardis: begin gear^.Pos:= 1; gear^.Z:= cCurrHHZ+1; end; gtMortar: begin gear^.AdvBounce:= 1; gear^.Radius:= 4; gear^.Elasticity:= _0_2; gear^.Friction:= _0_08; gear^.Density:= _1; end; gtWhip: gear^.Radius:= 20; gtHammer: gear^.Radius:= 20; gtKamikaze: begin gear^.Health:= 2048; gear^.Radius:= 20 end; gtCake: begin gear^.Health:= 2048; gear^.Radius:= 7; gear^.Z:= cOnHHZ; gear^.RenderTimer:= false; gear^.DirAngle:= -90 * hwSign(Gear^.dX); if not dX.isNegative then gear^.Angle:= 1 else gear^.Angle:= 3; New(cakeData); gear^.Data:= Pointer(cakeData); end; gtHellishBomb: begin gear^.ImpactSound:= sndHellishImpact1; gear^.nImpactSounds:= 4; gear^.AdvBounce:= 1; gear^.Radius:= 4; gear^.Elasticity:= _0_5; gear^.Friction:= _0_96; gear^.Density:= _1_5; gear^.RenderTimer:= true; if gear^.Timer = 0 then gear^.Timer:= 5000 end; gtDrill: begin gear^.AdvBounce:= 1; gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; if gear^.Timer = 0 then gear^.Timer:= 5000; // Tag for drill strike. if 1 then first impact occured already gear^.Tag := 0; gear^.Radius:= 4; gear^.Density:= _1; end; gtBall: begin gear^.ImpactSound:= sndGrenadeImpact; gear^.nImpactSounds:= 1; gear^.AdvBounce:= 1; gear^.Radius:= 5; gear^.Tag:= random(8); if gear^.Timer = 0 then gear^.Timer:= 5000; gear^.Elasticity:= _0_7; gear^.Friction:= _0_995; gear^.Density:= _1_5; end; gtBallgun: begin if gear^.Timer = 0 then gear^.Timer:= 5001; end; gtRCPlane: begin if gear^.Timer = 0 then gear^.Timer:= 15000; gear^.Health:= 3; gear^.Radius:= 8; gear^.Tint:= gear^.Hedgehog^.Team^.Clan^.Color shl 8 or $FF end; gtJetpack: begin gear^.Health:= 2000; gear^.Damage:= 100; gear^.State:= Gear^.State or gstSubmersible end; gtMolotov: begin gear^.AdvBounce:= 1; gear^.Radius:= 6; gear^.Density:= _2 end; gtBirdy: begin gear^.Radius:= 16; // todo: check gear^.Health := 2000; gear^.FlightTime := 2 end; gtEgg: begin gear^.AdvBounce:= 1; gear^.Radius:= 4; gear^.Elasticity:= _0_6; gear^.Friction:= _0_96; gear^.Density:= _1; if gear^.Timer = 0 then gear^.Timer:= 3000 end; gtPortal: begin gear^.ImpactSound:= sndMelonImpact; gear^.nImpactSounds:= 1; gear^.Radius:= 17; // set color gear^.Tag:= 2 * gear^.Timer; gear^.Timer:= 15000; gear^.RenderTimer:= false; gear^.Health:= 100; end; gtPiano: begin gear^.Radius:= 32; gear^.Density:= _50; end; gtSineGunShot: begin gear^.Radius:= 5; gear^.Health:= 6000; end;gtFlamethrower: begin gear^.Tag:= 10; if gear^.Timer = 0 then gear^.Timer:= 10; gear^.Health:= 500; gear^.Damage:= 100; end; gtLandGun: begin gear^.Tag:= 10; if gear^.Timer = 0 then gear^.Timer:= 10; gear^.Health:= 1000; gear^.Damage:= 100; end; gtPoisonCloud: begin if gear^.Timer = 0 then gear^.Timer:= 5000; gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000; gear^.Tint:= $C0C000C0 end; gtResurrector: begin gear^.Radius := 100; gear^.Tag := 0; gear^.Tint:= $F5DB35FF end; gtWaterUp: begin gear^.Tag := 47; end; gtNapalmBomb: begin gear^.Elasticity:= _0_8; gear^.Friction:= _0_8; if gear^.Timer = 0 then gear^.Timer:= 1000; gear^.Radius:= 5; gear^.Density:= _1_5; end;{ gtStructure: begin gear^.Elasticity:= _0_55; gear^.Friction:= _0_995; gear^.Density:= _0_9; gear^.Radius:= 13; gear^.Health:= 200; gear^.Timer:= 0; gear^.Tag:= TotalRounds + 3; gear^.Pos:= 1; end;} gtIceGun: begin gear^.Health:= 1000; gear^.Radius:= 8; end;gtGenericFaller:begin gear^.AdvBounce:= 1; gear^.Radius:= 1; gear^.Elasticity:= _0_9; gear^.Friction:= _0_995; gear^.Density:= _1; end; end;InsertGearToList(gear);AddGear:= gear;ScriptCall('onGearAdd', gear^.uid);end;procedure DeleteGear(Gear: PGear);var team: PTeam; t,i: Longword; k: boolean; cakeData: PCakeData; iterator: PGear;beginScriptCall('onGearDelete', gear^.uid);DeleteCI(Gear);FreeAndNilTexture(Gear^.Tex);// remove potential links to this gear// currently relevant to: gears linked by hammerif (Gear^.Kind = gtHedgehog) or (Gear^.Kind = gtMine) or (Gear^.Kind = gtExplosives) then begin // check all gears for stuff to port through iterator := nil; while true do begin // iterate through GearsList if iterator = nil then iterator := GearsList else iterator := iterator^.NextGear; // end of list? if iterator = nil then break; if iterator^.LinkedGear = Gear then iterator^.LinkedGear:= nil; end; end;// make sure that portals have their link removed before deletionif (Gear^.Kind = gtPortal) then begin if (Gear^.LinkedGear <> nil) then if (Gear^.LinkedGear^.LinkedGear = Gear) then Gear^.LinkedGear^.LinkedGear:= nil; endelse if Gear^.Kind = gtCake then begin cakeData:= PCakeData(Gear^.Data); Dispose(cakeData); cakeData:= nil; endelse if Gear^.Kind = gtHedgehog then (* This behaviour dates back to revision 4, and I accidentally encountered it with TARDIS. I don't think it must apply to any modern weapon, since if it was actually hit, the best the gear could do would be to destroy itself immediately, and you'd still end up with two graves. I believe it should be removed if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then begin AttackBar:= 0; Gear^.Message:= gmDestroy; CurAmmoGear^.Message:= gmDestroy; exit end else*) begin if ((CurrentHedgehog = nil) or (Gear <> CurrentHedgehog^.Gear)) or (CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtKamikaze) then Gear^.Hedgehog^.Team^.Clan^.Flawless:= false; if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y)) then begin t:= max(Gear^.Damage, Gear^.Health); Gear^.Damage:= t; if (((not SuddenDeathDmg) and (WaterOpacity < $FF)) or (SuddenDeathDmg and (SDWaterOpacity < $FF))) then spawnHealthTagForHH(Gear, t); end; team:= Gear^.Hedgehog^.Team; if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear = Gear) then begin AttackBar:= 0; FreeActionsList; // to avoid ThinkThread on drawned gear if ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoRoundEnd) <> 0) and (CurrentHedgehog^.MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^); end; Gear^.Hedgehog^.Gear:= nil; if Gear^.Hedgehog^.King then begin // are there any other kings left? Just doing nil check. Presumably a mortally wounded king will get reaped soon enough k:= false; for i:= 0 to Pred(team^.Clan^.TeamsNumber) do if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true; if not k then for i:= 0 to Pred(team^.Clan^.TeamsNumber) do with team^.Clan^.Teams[i]^ do for t:= 0 to cMaxHHIndex do if Hedgehogs[t].Gear <> nil then Hedgehogs[t].Gear^.Health:= 0 else if (Hedgehogs[t].GearHidden <> nil) then Hedgehogs[t].GearHidden^.Health:= 0 // hog is still hidden. if tardis should return though, lua, eh... end; // should be not CurrentHedgehog, but hedgehog of the last gear which caused damage to this hog // same stand for CheckHHDamage if (Gear^.LastDamage <> nil) and (CurrentHedgehog <> nil) then uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true) else if CurrentHedgehog <> nil then uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true); inc(KilledHHs); RecountTeamHealth(team); if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Effects[heResurrectable] <> 0) and //(Gear^.Hedgehog^.Effects[heResurrectable] = 0) then (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan) then with CurrentHedgehog^ do begin inc(Team^.stats.AIKills); FreeAndNilTexture(Team^.AIKillsTex); Team^.AIKillsTex := RenderStringTex(ansistring(inttostr(Team^.stats.AIKills)), Team^.Clan^.Color, fnt16); end end;with Gear^ do begin AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind)); AddRandomness(X.round xor X.frac xor dX.round xor dX.frac xor Y.round xor Y.frac xor dY.round xor dY.frac) end;if CurAmmoGear = Gear then CurAmmoGear:= nil;if FollowGear = Gear then FollowGear:= nil;if lastGearByUID = Gear then lastGearByUID := nil;if (Gear^.Hedgehog = nil) or (Gear^.Hedgehog^.GearHidden <> Gear) then // hidden hedgehogs shouldn't be in the list RemoveGearFromList(Gear)else Gear^.Hedgehog^.GearHidden:= nil;Dispose(Gear)end;end.